Always-visible placement ghosts + true-nearest 2D opening snap (#407)

* feat(editor): always-visible translucent placement ghost for openings + roof accessories

When a host-surface placement tool is armed, the node's real geometry now
follows the cursor everywhere as a translucent ghost: tinted invalid (red)
and unconfirmable off-host, snapping onto its host surface (wall/roof) with
the existing valid/invalid affordances when near. This replaces the old red
wireframe box (door/window) and red DragBoundingBox (roof accessories), so
the armed tool is visible before the cursor reaches a placeable surface.

- New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts):
  clones materials, disables raycast (avoids cursor-ray starvation),
  tints invalid; cleanup disposes only the clones.
- New door/window preview components built from the real geometry via new
  `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float
  the ghost via a `fallbackPose` that is mutually exclusive with the on-host
  draft + wireframe outline.
- `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory
  tools pass their real preview (invalid-tinted) instead of a box `size`.

Snapping behavior is unchanged (no proximity snap yet).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): magnetic proximity wall-snap for door/window placement

The door/window ghost now follows the cursor over the floor like a moving
item and magnetically snaps onto the nearest wall within range (1.5 m), then
releases back to free-follow when the cursor moves away — instead of only
attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it
snaps onto a new spot, so it reads as moving a physical object that can only
land on walls.

- Plan-space proximity via the existing `findClosestWallInPlan` (the same
  helper the 2D floor-plan move uses): level-scoped, skips curved walls,
  returns wall + along-wall localX + side + wall-local rotation.
- `grid:move` drives the snap and `grid:click` commits when proximity-snapped;
  a direct wall-mesh hover (wall:enter/move) still owns the precise face side.
  Both paths share `applyWallTarget` (create the draft once, reparent only on
  an actual wall change) and a shared commit that refreshes alignment anchors.
- Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate
  (R3F + the grid raycast share the source DOM event) plus a `cameraDragging`
  guard and stale-`hostKind` reset, so a missed wall:leave during a camera
  orbit can't strand the draft.
- Window keeps its sill height on the floor path (the floor cursor carries no
  wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move.
- Shift bypasses the along-wall grid/alignment snap but still attaches to the
  nearest wall, matching the 3D-hover and 2D-move conventions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): door/window preset placement follows the cursor over open floor

The community preset/catalog flow places doors and windows through the
isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow:
the fresh clone was parented to the level at the origin and only became
visible once the cursor reached a wall, so over empty floor nothing tracked
the cursor. Now the move tools mirror the def.tool placement behaviour:

- Off-wall, the real node rides the cursor like an item (reparented to the
  level, positioned at the building-local cursor) so it's obvious what's
  being placed before it attaches.
- Within range of a wall it magnetically snaps on via findClosestWallInPlan
  (the same plan-space helper the 2D move uses), releasing back to free-follow
  when the cursor moves away, and plays the grid-snap sound on each new snap.
- grid:click commits only when snapped (open floor is a no-op — a door/window
  needs a wall); the wall/roof mesh-hover paths are unchanged and still own
  their own click. A per-pointermove timeStamp gate + cameraDragging guard
  keep the floor handler from fighting a wall/roof hover.
- Windows default to a ~0.9m sill while off-wall (fresh preset clones carry
  position [0,0,0], which buried half the window below the floor).

The wall/roof commit body is extracted into a shared commitToWall so the
mesh-click and proximity-click paths stay identical. Existing-node moves are
fully restored on cancel/unmount (the node stays isTransient through
free-follow). Standalone-editor def.tool placement already had this in a
prior commit; this brings the community move path to parity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): 2D floorplan ghost follows the cursor for door/window placement

Mirrors the 3D free-follow in the top-down floor plan: while placing a door
or window, a loose footprint rectangle now follows the cursor over open floor
so it's obvious what's being placed before it snaps to a wall. The instant the
cursor nears a wall, the existing synthesized wall:enter/move path takes over
and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost.

- The opening-placement pointer-move handler in floorplan-panel sets a new
  `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and
  clears it on a wall hit; a loose width × 0.1m rectangle renders at that point
  inside the floor-plan scene group (same world→SVG transform as every glyph).
- Width comes from the moving node or the kind default (door 0.9 / window 1.5).
- The ghost clears when opening placement ends (tool/mode change, cancel,
  commit) and on level change, so no stale rectangle lingers.

Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's
no host to orient the swing to. The shared door/window def.floorplan builders
are untouched — overloading them with a wall-less fallback would make
roof-hosted doors (parent is a roof segment, builder returns null today) draw
stray rectangles in plan. Keeping the preview in the editor layer avoids that.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover

Three placement fixes plus a snapping revision, for both the standalone
def.tool path and the community isNew move path (door + window):

- 2D faithful ghost: the off-wall placement ghost now renders the real
  blueprint symbol (door swing arc / window panes) following the cursor, not a
  bare rectangle. Done by publishing a transient opening on a synthetic wall to
  usePlacementPreview (extended with a `parentNode` fed as the builder's
  ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit,
  on commit, on placement-inactive, and on level change.
- 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms
  for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide
  updated the 3D mesh but left the 2D symbol frozen. It now merges the
  wall-local live position/rotation onto the node (keeping parentId) so the 2D
  symbol slides with the cursor.
- R-flip during placement: pressing R now flips a door/window's facing
  (front ↔ back, rotation += π) before commit — the placement tools own R while
  placing (the global selection-based R/T handler stands down via
  isPlacingOpening so it can't double-fire). No-op on roof faces (front-only).
- 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the
  opening free-follows the cursor over open floor and snaps only when the cursor
  ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its
  0.5 m findClosestWallPoint padding since plan walls are thin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement

Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths
running at once: the floorplan-panel synthesized wall:*/grid:* events (driving
the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget.
They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while
3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner
(faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo
commit), so it now owns 2D opening placement when movingNode is set:

- floorplan-panel: the opening pointer-move branch + the registry grid catch-all
  + the background-click catch-all all now exclude the door/window MOVE case
  (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they
  still drive pure raw-build placement, which has no movingNode). Without the
  catch-all exclusions the move case fell through to grid:move/grid:click, which
  re-drove the 3D tool's free-follow and consumed the commit click.
- R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`;
  door/window floorplan-move implement it (XOR the wall-derived side + π rotation,
  re-running the last apply). The overlay's keydown calls `session.flipSide()` on
  R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the
  active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double
  flip / double cue on one R press).
- Commit in 2D now flows solely through the overlay's pointerup (no competing
  synthesized wall:click), so click-to-place commits.

The global use-keyboard R/T already stands down during opening placement
(isPlacingOpening), so a selected node can't also flip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall

Moving an existing door/window in the 2D floor plan: the move target's `apply`
early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on
its old wall instead of following the cursor between walls (3D free-follows),
and an off-wall confirm click committed the stale last-wall position — looking
like the placement failed.

Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move:
- Off-wall, `apply` free-follows the cursor — hides the real node and floats the
  faithful door/window symbol at the cursor via a synthetic wall published to
  `usePlacementPreview` (the same preview layer fresh placement uses). The real
  node is `visible:false` so the registry layer skips it (no double symbol).
- Back on a wall, it clears the ghost, reveals the real node, and snaps as before.
- `canCommit` returns false while off-wall, so an open-floor click reverts to the
  pre-move snapshot (door returns to its wall) instead of committing in mid-air —
  matching the 3D move, where clicking open floor commits nothing. On a wall the
  commit lands normally.

The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s
`visible:true` restore both guarantee the node is never left hidden after a move.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius

The 2D door/window snap felt too aggressive and could grab a wall further away
than the one the cursor was actually nearest. Root cause in
`findClosestWallInPlan`: it compared a candidate's true segment distance against
the previous best's `perpDistance` (signed offset to the wall's infinite line,
not the clamped segment distance). Near a wall end those diverge, so a closer
wall could be rejected / a farther one kept.

- Track the best segment distance and keep the strict minimum — the wall chosen
  is now always the single closest segment to the cursor (true nearest), which
  resolves correctly when many walls sit close together.
- Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old
  radius snapped from far away. The opening now free-follows the cursor until
  it's genuinely near a wall.

Only the 2D move/placement targets use this helper (3D snaps on raycast hover);
wall-attached items share the same improved nearest-wall behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): true-nearest 2D opening snap with dev hit-area overlay

Round 7 of the placement-ghosts work. Make the 2D door/window wall snap
always pick the wall nearest the cursor, fix fresh-placement snapping/slide
in 2D, and add a dev-only overlay that visualises each wall's snap region.

- Extract the plan-space nearest-wall-segment math to core
  (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment /
  nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan`
  delegates to it, so the snap and the debug overlay share one source of
  truth. WallHit contract unchanged.
- door/window 2D move now resolves the host level via the shared
  `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement
  parented straight to the level — the last case previously resolved to the
  building, so a new opening never snapped in 2D).
- Cursor resolver switched to absolute mode: query the snap with the true
  cursor, not the original-wall position + grab delta, so it picks the
  cursor-nearest wall (matching the 3D move) instead of a far wall across a
  thin gap.
- 2D move clears any stale `useLiveTransforms` entry for the node each apply:
  the registry layer renders door/window from the live transform in
  preference to the scene node, so a leftover entry from the 3D tool froze
  the 2D slide for fresh / re-armed openings.
- Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor
  at y=0), matching the 3D MoveWindowTool.
- New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws
  each wall's snap hit area as an analytic capsule (no grid sampling), gated
  on a developer-menu toggle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-06-15 12:24:27 -04:00
committed by GitHub
co-authored by Claude Opus 4.8
parent aafb238545
commit 1628b728fa
49 changed files with 1907 additions and 748 deletions
+139 -39
View File
@@ -3,6 +3,7 @@ import {
collectAlignmentAnchors,
DoorNode,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
@@ -82,6 +83,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
let currentHostId: string | null = movingDoorNode.parentId
let dragAnchor: { wallId: string; rawX: number; startX: number } | null = null
let committed = false
// Off-wall free-follow: when the cursor is over empty floor (no wall under
// the ray) the door is parented to the level and tracks the cursor like an
// item node. `freeFollowing` distinguishes that state so the placement
// commit no-ops in open space (a door needs a wall). `lastMeshEventTime`
// defers the floor handler whenever a wall/roof mesh event owns the same
// pointermove (shared DOM timeStamp) — that's the only thing that snaps.
let freeFollowing = false
let lastMeshEventTime = -1
// The door's chosen facing side. R flips it mid-placement (front ↔ back,
// same as the committed-selected R flip) so the user can reorient before
// committing. Initialised from the moving node's side.
let sideOverride: DoorNode['side'] = movingDoorNode.side
let lastTarget: {
wallNode: WallEvent['node']
wallId: string
@@ -149,7 +162,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
const getPlacementOrientation = (event: WallEvent) => {
const faceSide = getSideFromNormal(event.normal)
const side = movingDoorNode.side ?? faceSide
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
return {
side,
@@ -256,11 +269,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onWallEnter = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveMoveTarget(event)
if (!target) {
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
@@ -268,6 +283,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onWallMove = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
@@ -286,20 +302,17 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
// Promote the moving door into its committed wall placement. Shared by the
// direct wall-mesh click and the floor proximity click.
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
committed = true
let placedId: string
@@ -360,30 +373,84 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
}
const onWallClick = (event: WallEvent) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
commitToWall(target)
event.stopPropagation()
}
const onWallLeave = () => {
// The cursor left the wall mesh. Don't snap back to the origin/original
// here — the floor proximity handler (onGridMove) takes over on the same
// pointermove: it either snaps to a nearby wall or free-follows the
// cursor. The wireframe outline + live transform are cleared so the
// free-follow path can re-establish them. Reverting the node is left to
// onGridMove's free-follow / cancel / commit, so the door never blinks
// back to the building origin between a wall and open floor.
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
// Free-follow: the door rides the cursor over empty floor, parented to the
// level like an item node (lifted so it stands on the floor). No wall to
// attach to, so it is not committable here.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
const levelId = getLevelId()
const y = movingDoorNode.height / 2
// Keep the R-flip visible while free-following: face the chosen side
// (back = rotated π) instead of forcing 0, so an R press isn't undone on
// the next mousemove.
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingDoorNode.id, {
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
})
currentHostId = levelId
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
})
}
currentHostId = original.parentId
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onGridMove = (event: GridEvent) => {
if (committed) return
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler owns this exact pointermove (shared DOM
// timeStamp): the cursor ray is on a wall/roof, so it snaps. Otherwise
// the cursor is over open floor — free-follow it.
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
// No proximity magnet: in 3D the wall side faces are big raycast targets,
// so snapping engages only when the cursor ray actually hovers a wall
// (`onWallMove`). Over open floor the door just follows the cursor.
const [x, , z] = event.localPosition
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -406,12 +473,14 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onRoofHover = (event: RoofEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofMoveTarget(event)
if (!target) {
onRoofLeave()
return
}
// Wall-frame drag anchor / live transform don't apply on a roof face.
freeFollowing = false
dragAnchor = null
lastTarget = null
lastRoofEvent = event
@@ -509,26 +578,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onRoofLeave = () => {
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
// over on the same pointermove (snap to a nearby wall or free-follow).
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
currentHostId = original.parentId
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onCancel = () => {
@@ -556,13 +612,53 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
const onPlacementDragPointerUp = (event: PointerEvent) => {
if (!consumePlacementDragRelease(event)) return
if (lastTarget) {
onWallClick(lastTarget.event)
// Free-following over open floor can't commit (no wall). A wall hover
// target commits via commitToWall; a roof face via onRoofClick.
if (lastTarget?.valid && !freeFollowing) {
commitToWall(lastTarget)
return
}
if (lastRoofEvent) onRoofClick(lastRoofEvent)
}
// R flips the door's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. Re-applies the preview so the flip shows live.
// No-op on a roof-segment face (those host front-only; nothing to flip).
const onKeyDown = (e: KeyboardEvent) => {
if (committed) return
if (e.key !== 'r' && e.key !== 'R') return
const target = e.target as HTMLElement | null
if (
target &&
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
) {
return
}
// Only act where a flip is meaningful — on a wall hover or while
// free-following. On a roof face leave it to the default R (no flip, no
// sfx) so the cue never fires without a visible effect.
const onWall = lastTarget !== null
if (!(onWall || freeFollowing)) return
e.preventDefault()
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (onWall) {
// On a wall: re-resolve with the flipped side and re-preview.
const next = resolveMoveTarget(lastTarget!.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else {
// Free-following on the level: flip the draft's facing in place.
useScene.getState().updateNode(movingDoorNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
@@ -571,8 +667,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', onGridMove)
emitter.on('tool:cancel', onCancel)
window.addEventListener('pointerup', onPlacementDragPointerUp)
window.addEventListener('keydown', onKeyDown)
return () => {
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
@@ -608,8 +706,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', onGridMove)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('pointerup', onPlacementDragPointerUp)
window.removeEventListener('keydown', onKeyDown)
}
}, [movingDoorNode, exitMoveMode])