fix stair building rotation
This commit is contained in:
@@ -29,9 +29,13 @@ export const MoveRoofTool: React.FC<{
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const [cursorWorldPos, setCursorWorldPos] = useState<[number, number, number]>(() => {
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const [cursorWorldPos, setCursorWorldPos] = useState<[number, number, number]>(() => {
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const obj = sceneRegistry.nodes.get(movingNode.id)
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const obj = sceneRegistry.nodes.get(movingNode.id)
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if (obj) {
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if (obj) {
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const pos = new THREE.Vector3()
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const worldPos = obj.getWorldPosition(new THREE.Vector3())
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obj.getWorldPosition(pos)
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// Cursor renders inside the building-local ToolManager group, so convert
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return [pos.x, pos.y, pos.z]
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// world → building-local to honor any building rotation.
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const buildingId = useViewer.getState().selection.buildingId
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const buildingObj = buildingId ? sceneRegistry.nodes.get(buildingId as AnyNodeId) : null
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if (buildingObj) buildingObj.worldToLocal(worldPos)
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return [worldPos.x, worldPos.y, worldPos.z]
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}
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}
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// Fallback if not registered (e.g. newly created duplicate without mesh yet)
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// Fallback if not registered (e.g. newly created duplicate without mesh yet)
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if (
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if (
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@@ -114,10 +118,15 @@ export const MoveRoofTool: React.FC<{
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}
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}
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}
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}
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const computeLocal = (gridX: number, gridZ: number, y: number): [number, number] => {
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const computeLocal = (
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let localX = gridX
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gridX: number,
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let localZ = gridZ
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gridZ: number,
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y: number,
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buildingLocalX: number,
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buildingLocalZ: number,
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): [number, number] => {
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// Segments have a transformed parent (stair/roof). Convert world → parent-local
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// via Three.js hierarchy so the segment's stored position stays parent-relative.
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if (
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if (
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(movingNode.type === 'roof-segment' || movingNode.type === 'stair-segment') &&
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(movingNode.type === 'roof-segment' || movingNode.type === 'stair-segment') &&
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movingNode.parentId
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movingNode.parentId
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@@ -128,19 +137,21 @@ export const MoveRoofTool: React.FC<{
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if (parentObj) {
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if (parentObj) {
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const worldVec = new THREE.Vector3(gridX, y, gridZ)
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const worldVec = new THREE.Vector3(gridX, y, gridZ)
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parentObj.worldToLocal(worldVec)
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parentObj.worldToLocal(worldVec)
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localX = worldVec.x
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return [worldVec.x, worldVec.z]
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localZ = worldVec.z
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} else {
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const dx = gridX - (parentNode.position[0] as number)
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const dz = gridZ - (parentNode.position[2] as number)
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const angle = -(parentNode.rotation as number)
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localX = dx * Math.cos(angle) - dz * Math.sin(angle)
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localZ = dx * Math.sin(angle) + dz * Math.cos(angle)
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}
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}
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const dx = gridX - (parentNode.position[0] as number)
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const dz = gridZ - (parentNode.position[2] as number)
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const angle = -(parentNode.rotation as number)
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return [
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dx * Math.cos(angle) - dz * Math.sin(angle),
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dx * Math.sin(angle) + dz * Math.cos(angle),
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]
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}
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}
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}
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}
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return [localX, localZ]
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// Stair/roof live directly in the level — their stored position is building-local.
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// event.localPosition is already building-local, so using it handles building rotation.
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return [buildingLocalX, buildingLocalZ]
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}
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}
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const onGridMove = (event: GridEvent) => {
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const onGridMove = (event: GridEvent) => {
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@@ -161,7 +172,7 @@ export const MoveRoofTool: React.FC<{
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const lz = Math.round(event.localPosition[2] * 2) / 2
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const lz = Math.round(event.localPosition[2] * 2) / 2
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setCursorWorldPos([lx, event.localPosition[1], lz])
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setCursorWorldPos([lx, event.localPosition[1], lz])
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const [localX, localZ] = computeLocal(gridX, gridZ, y)
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const [localX, localZ] = computeLocal(gridX, gridZ, y, lx, lz)
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// Directly update the Three.js mesh — no store update during drag
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// Directly update the Three.js mesh — no store update during drag
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const mesh = sceneRegistry.nodes.get(movingNode.id)
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const mesh = sceneRegistry.nodes.get(movingNode.id)
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@@ -181,8 +192,10 @@ export const MoveRoofTool: React.FC<{
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const gridX = Math.round(event.position[0] * 2) / 2 // world, for computeLocal
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const gridX = Math.round(event.position[0] * 2) / 2 // world, for computeLocal
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const gridZ = Math.round(event.position[2] * 2) / 2
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const gridZ = Math.round(event.position[2] * 2) / 2
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const y = event.position[1]
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const y = event.position[1]
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const lx = Math.round(event.localPosition[0] * 2) / 2
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const lz = Math.round(event.localPosition[2] * 2) / 2
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const [localX, localZ] = computeLocal(gridX, gridZ, y)
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const [localX, localZ] = computeLocal(gridX, gridZ, y, lx, lz)
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wasCommitted = true
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wasCommitted = true
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