Merge origin/main into feat/placement-interaction-overhaul
Resolve 7 conflicts keeping our snapping migration + floorplan perf work as source of truth, combined with main's MEP run-continuation / Alt-detach / latch handles. Rebuilt two import blocks the auto-merge silently truncated (node-arrow-handles.tsx, duct-fitting/move-tool.tsx). Verified: tsc clean across core/viewer/editor/nodes/mcp, 451 tests pass, biome clean. Floorplan view-transform re-render storm confirmed pre-existing (not introduced by this merge). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,98 +0,0 @@
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import type { LiquidLineNode } from './schema'
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type Point = [number, number, number]
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type LiquidLineId = LiquidLineNode['id']
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/** Coincidence tolerance (meters) for folding endpoints into one run. The
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* draw tool snaps onto an existing run's endpoint exactly, so this only
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* needs to absorb float drift, not user aim. */
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const COINCIDENT_EPS_M = 1e-3
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function samePoint(a: Point, b: Point): boolean {
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return (
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Math.abs(a[0] - b[0]) < COINCIDENT_EPS_M &&
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Math.abs(a[1] - b[1]) < COINCIDENT_EPS_M &&
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Math.abs(a[2] - b[2]) < COINCIDENT_EPS_M
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)
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}
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/** Which terminal of `line` coincides with `p`, if either. */
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function matchEnd(line: LiquidLineNode, p: Point): 'start' | 'end' | null {
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const path = line.path as Point[]
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if (samePoint(path[0]!, p)) return 'start'
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if (samePoint(path[path.length - 1]!, p)) return 'end'
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return null
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}
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/** First liquid line whose start or end coincides with `p`. */
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function findConnection(
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existing: LiquidLineNode[],
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p: Point,
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): { line: LiquidLineNode; side: 'start' | 'end' } | null {
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for (const line of existing) {
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if (line.path.length < 2) continue
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const side = matchEnd(line, p)
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if (side) return { line, side }
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}
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return null
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}
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/** Path re-ordered so the connecting terminal is its LAST point. */
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function endLast(path: Point[], side: 'start' | 'end'): Point[] {
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return side === 'end' ? path : [...path].reverse()
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}
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/** Path re-ordered so the connecting terminal is its FIRST point. */
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function startFirst(path: Point[], side: 'start' | 'end'): Point[] {
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return side === 'start' ? path : [...path].reverse()
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}
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/**
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* Outcome of committing a new `start`→`end` segment against the existing
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* liquid-line runs on the same level:
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* - `create` — no shared endpoint; place a fresh standalone run.
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* - `extend` — one end lands on run `id`; grow that run's path so the old
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* terminal becomes an interior point (the geometry miters it).
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* - `bridge` — both ends land on two *different* runs; weld them plus the
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* new segment into one path on `id` and delete the absorbed `deleteId`.
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*/
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export type LiquidLineConnectPlan =
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| { kind: 'create'; path: Point[] }
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| { kind: 'extend'; id: LiquidLineId; path: Point[] }
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| { kind: 'bridge'; id: LiquidLineId; path: Point[]; deleteId: LiquidLineId }
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/**
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* Decide how a freshly drawn `start`→`end` segment folds into existing
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* liquid-line runs that share an endpoint coordinate. Pure: returns a plan,
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* the caller mutates the scene. Coords are level-local, so `existing` must be
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* pre-filtered to the segment's level.
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*/
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export function planLiquidLineConnect(
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existing: LiquidLineNode[],
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start: Point,
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end: Point,
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): LiquidLineConnectPlan {
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const atStart = findConnection(existing, start)
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const atEnd = findConnection(existing, end)
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// Both ends meet distinct runs → weld the three into one path.
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if (atStart && atEnd && atStart.line.id !== atEnd.line.id) {
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const left = endLast(atStart.line.path as Point[], atStart.side) // ...→ start
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const right = startFirst(atEnd.line.path as Point[], atEnd.side) // end →...
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return {
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kind: 'bridge',
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id: atStart.line.id,
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path: [...left, ...right],
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deleteId: atEnd.line.id,
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}
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}
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if (atStart) {
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const base = endLast(atStart.line.path as Point[], atStart.side) // ...→ start
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return { kind: 'extend', id: atStart.line.id, path: [...base, end] }
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}
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if (atEnd) {
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const base = startFirst(atEnd.line.path as Point[], atEnd.side) // end →...
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return { kind: 'extend', id: atEnd.line.id, path: [start, ...base] }
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}
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return { kind: 'create', path: [start, end] }
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}
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@@ -31,8 +31,12 @@ function buildRun(
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/**
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* Pure geometry builder for a standalone liquid line: a single thin bare-copper
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* cylinder following the node path centerline, with joint spheres capping
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* interior corners so turns read as continuous pipe.
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* cylinder following the node path centerline.
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*
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* Each line is a standalone two-point node (no fitting system), so a sphere caps
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* BOTH endpoints. On a free end it rounds the cap; where two segments share a
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* coordinate the coincident spheres fill the miter gap, so the turn reads as
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* continuous pipe.
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*
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* Children are level-local meters; `<ParametricNodeRenderer>` owns the node
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* transform (identity today — the path is absolute within the level).
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@@ -55,7 +59,10 @@ export function buildLiquidLineGeometry(node: LiquidLineNode): Group {
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if (run) group.add(run)
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}
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for (let i = 1; i < points.length - 1; i++) {
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// Spherical caps at every point: interior corners read as continuous pipe,
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// and endpoint caps round the open ends so two separate segments sharing a
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// coordinate fill the miter and look welded.
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for (let i = 0; i < points.length; i++) {
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const joint = new Mesh(new SphereGeometry(radius, RADIAL_SEGMENTS, 10), copperMat)
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joint.name = `liquid-line-joint-${i}`
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joint.position.copy(points[i] as Vector3)
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@@ -1,4 +1,3 @@
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export { type LiquidLineConnectPlan, planLiquidLineConnect } from './connect'
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export { liquidLineDefinition } from './definition'
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export { buildLiquidLineGeometry } from './geometry'
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export { useLiquidLineToolOptions } from './options'
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@@ -1,282 +1,5 @@
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'use client'
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import {
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type AnyNodeId,
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type LiquidLineNode,
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pauseSceneHistory,
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resumeSceneHistory,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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import { DimensionPill, EDITOR_LAYER, useEditor } from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { Html } from '@react-three/drei'
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import { createPortal, type ThreeEvent, useThree } from '@react-three/fiber'
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import { useEffect, useRef, useState } from 'react'
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import { type Object3D, Plane, Raycaster, Vector2, Vector3 } from 'three'
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import { collectScenePorts, findNearestPortXZ, REFRIGERANT_PORT_SYSTEMS } from '../shared/ports'
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import { createRefrigerantLineSelectionAffordance } from '../shared/refrigerant-line-selection'
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const HANDLE_RADIUS = 0.07
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const PORT_SNAP_RADIUS_M = 0.4
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const UP = new Vector3(0, 1, 0)
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function snap(value: number, step: number): number {
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if (step <= 0) return value
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return Math.round(value / step) * step
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}
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type Point = [number, number, number]
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/**
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* Selection-time editing for committed liquid-line runs: one draggable handle
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* per path point. Mirrors the lineset path-handle system; dragged run
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* endpoints snap onto refrigerant ports only.
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*
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* Handles are PORTALED into the line's registered scene group so they share
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* its exact frame. Drag raycasts run in world space and convert hits back into
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* the group's local frame before writing the path.
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*/
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const LiquidLineSelectionAffordance = () => {
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const selectedIds = useViewer((s) => s.selection.selectedIds)
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const line = useScene((s) => {
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if (selectedIds.length !== 1) return null
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const node = s.nodes[selectedIds[0] as AnyNodeId]
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return node?.type === 'liquid-line' ? (node as LiquidLineNode) : null
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})
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const lineId = line?.id ?? null
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const [target, setTarget] = useState<Object3D | null>(null)
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useEffect(() => {
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if (!lineId) {
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setTarget(null)
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return
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}
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let frameId = 0
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const resolve = () => {
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const next = sceneRegistry.nodes.get(lineId as AnyNodeId) ?? null
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setTarget((cur) => (cur === next ? cur : next))
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if (!next) frameId = window.requestAnimationFrame(resolve)
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}
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resolve()
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return () => window.cancelAnimationFrame(frameId)
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}, [lineId])
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if (!line || !target) return null
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return createPortal(<LiquidLinePointHandles line={line} target={target} />, target, undefined)
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}
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const LiquidLinePointHandles = ({ line, target }: { line: LiquidLineNode; target: Object3D }) => {
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const { camera, gl } = useThree()
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const unit = useViewer((s) => s.unit)
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const [draggingIndex, setDraggingIndex] = useState<number | null>(null)
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const [hoverIndex, setHoverIndex] = useState<number | null>(null)
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const dragRef = useRef<{
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index: number
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initialPath: Point[]
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current: Point
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cleanup: () => void
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} | null>(null)
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const makeRay = (clientX: number, clientY: number) => {
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const rect = gl.domElement.getBoundingClientRect()
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const ndc = new Vector2(
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((clientX - rect.left) / rect.width) * 2 - 1,
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-((clientY - rect.top) / rect.height) * 2 + 1,
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)
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const raycaster = new Raycaster()
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raycaster.setFromCamera(ndc, camera)
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return raycaster.ray
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}
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const intersect = (clientX: number, clientY: number, plane: Plane): Vector3 | null => {
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const hit = new Vector3()
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return makeRay(clientX, clientY).intersectPlane(plane, hit) ? hit : null
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}
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const projectOntoAxis = (
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clientX: number,
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clientY: number,
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anchorWorld: Vector3,
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axisWorld: Vector3,
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): number | null => {
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const ray = makeRay(clientX, clientY)
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const w0 = new Vector3().subVectors(ray.origin, anchorWorld)
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const b = ray.direction.dot(axisWorld)
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const denom = 1 - b * b
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if (Math.abs(denom) < 1e-6) return null
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const d0 = ray.direction.dot(w0)
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const e0 = axisWorld.dot(w0)
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return (e0 - b * d0) / denom
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}
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const toWorld = (p: Point): Vector3 => target.localToWorld(new Vector3(p[0], p[1], p[2]))
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const toLocal = (world: Vector3): Point => {
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const local = target.worldToLocal(world.clone())
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return [local.x, local.y, local.z]
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}
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const onHandleDown = (index: number) => (e: ThreeEvent<PointerEvent>) => {
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e.stopPropagation()
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const initialPath = line.path.map((p) => [...p] as Point)
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const startPoint = initialPath[index]!
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pauseSceneHistory(useScene)
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useViewer.getState().setInputDragging(true)
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document.body.style.cursor = 'grabbing'
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setDraggingIndex(index)
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const isEndpoint = index === 0 || index === initialPath.length - 1
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const neighbor = initialPath[index === 0 ? 1 : index - 1]!
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const axisLocal = new Vector3(
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startPoint[0] - neighbor[0],
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startPoint[1] - neighbor[1],
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startPoint[2] - neighbor[2],
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)
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if (axisLocal.lengthSq() < 1e-9) axisLocal.set(1, 0, 0)
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axisLocal.normalize()
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const anchorWorldStart = toWorld(startPoint)
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const axisWorld = toWorld([
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startPoint[0] + axisLocal.x,
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startPoint[1] + axisLocal.y,
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startPoint[2] + axisLocal.z,
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])
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.sub(anchorWorldStart)
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.normalize()
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||||
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const onMove = (event: PointerEvent) => {
|
||||
const drag = dragRef.current
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||||
if (!drag) return
|
||||
const current = drag.current
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const step = event.shiftKey ? 0 : useEditor.getState().gridSnapStep
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||||
let next: Point | null = null
|
||||
if (event.altKey) {
|
||||
const plane = new Plane().setFromNormalAndCoplanarPoint(UP, toWorld(current))
|
||||
const hit = intersect(event.clientX, event.clientY, plane)
|
||||
if (hit) {
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||||
const local = toLocal(hit)
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||||
next = [snap(local[0], step), current[1], snap(local[2], step)]
|
||||
if (isEndpoint) {
|
||||
const port = findNearestPortXZ(
|
||||
[local[0], current[1], local[2]],
|
||||
collectScenePorts({ excludeNodeId: line.id, systems: REFRIGERANT_PORT_SYSTEMS }),
|
||||
PORT_SNAP_RADIUS_M,
|
||||
)
|
||||
if (port) next = [port.position[0], port.position[1], port.position[2]]
|
||||
}
|
||||
}
|
||||
} else {
|
||||
const t = projectOntoAxis(event.clientX, event.clientY, anchorWorldStart, axisWorld)
|
||||
if (t !== null) {
|
||||
const dist = snap(t, step)
|
||||
next = [
|
||||
startPoint[0] + axisLocal.x * dist,
|
||||
Math.max(0, startPoint[1] + axisLocal.y * dist),
|
||||
startPoint[2] + axisLocal.z * dist,
|
||||
]
|
||||
}
|
||||
}
|
||||
if (!next) return
|
||||
if (next[0] === current[0] && next[1] === current[1] && next[2] === current[2]) return
|
||||
drag.current = next
|
||||
const path = line.path.map((p, i) => (i === drag.index ? next! : p)) as Point[]
|
||||
useScene.getState().updateNode(line.id, { path })
|
||||
}
|
||||
|
||||
const onUp = () => {
|
||||
const drag = dragRef.current
|
||||
if (!drag) return
|
||||
drag.cleanup()
|
||||
dragRef.current = null
|
||||
setDraggingIndex(null)
|
||||
const finalPath = drag.initialPath.map((p, i) =>
|
||||
i === drag.index ? drag.current : p,
|
||||
) as Point[]
|
||||
useScene.getState().updateNode(line.id, { path: drag.initialPath })
|
||||
resumeSceneHistory(useScene)
|
||||
const moved = finalPath[drag.index]!.some(
|
||||
(v, axis) => v !== drag.initialPath[drag.index]![axis],
|
||||
)
|
||||
if (moved) useScene.getState().updateNode(line.id, { path: finalPath })
|
||||
}
|
||||
|
||||
const cleanup = () => {
|
||||
window.removeEventListener('pointermove', onMove)
|
||||
window.removeEventListener('pointerup', onUp)
|
||||
window.removeEventListener('pointercancel', onUp)
|
||||
useViewer.getState().setInputDragging(false)
|
||||
document.body.style.cursor = ''
|
||||
}
|
||||
|
||||
dragRef.current = { index, initialPath, current: startPoint, cleanup }
|
||||
window.addEventListener('pointermove', onMove)
|
||||
window.addEventListener('pointerup', onUp)
|
||||
window.addEventListener('pointercancel', onUp)
|
||||
}
|
||||
|
||||
return (
|
||||
<group>
|
||||
{line.path.map((p, i) => {
|
||||
const active = draggingIndex === i
|
||||
const hovered = hoverIndex === i
|
||||
return (
|
||||
<mesh
|
||||
key={`liquid-line-handle-${i}`}
|
||||
layers={EDITOR_LAYER}
|
||||
onPointerDown={onHandleDown(i)}
|
||||
onPointerEnter={(e) => {
|
||||
e.stopPropagation()
|
||||
setHoverIndex(i)
|
||||
if (draggingIndex === null) document.body.style.cursor = 'grab'
|
||||
}}
|
||||
onPointerLeave={() => {
|
||||
setHoverIndex((prev) => (prev === i ? null : prev))
|
||||
if (draggingIndex === null) document.body.style.cursor = ''
|
||||
}}
|
||||
position={p as Point}
|
||||
>
|
||||
<sphereGeometry args={[HANDLE_RADIUS, 16, 12]} />
|
||||
<meshBasicMaterial
|
||||
color={active || hovered ? '#a5b4fc' : '#818cf8'}
|
||||
depthTest={false}
|
||||
opacity={active ? 1 : 0.85}
|
||||
transparent
|
||||
/>
|
||||
</mesh>
|
||||
)
|
||||
})}
|
||||
{draggingIndex !== null &&
|
||||
line.path[draggingIndex] &&
|
||||
(() => {
|
||||
const point = line.path[draggingIndex]!
|
||||
const origin = dragRef.current?.initialPath[draggingIndex] ?? point
|
||||
const deltas = [point[0] - origin[0], point[1] - origin[1], point[2] - origin[2]]
|
||||
const axes = ['x', 'y', 'z'] as const
|
||||
const primary = axes.reduce((best, axis, i) =>
|
||||
Math.abs(deltas[i]!) > Math.abs(deltas[axes.indexOf(best)]!) ? axis : best,
|
||||
)
|
||||
return (
|
||||
<Html
|
||||
center
|
||||
position={[point[0], point[1] + 0.35, point[2]]}
|
||||
style={{ pointerEvents: 'none', userSelect: 'none' }}
|
||||
zIndexRange={[100, 0]}
|
||||
>
|
||||
<DimensionPill
|
||||
parts={axes.map((axis, i) => ({
|
||||
key: axis,
|
||||
prefix: axis.toUpperCase(),
|
||||
value: deltas[i]!,
|
||||
signed: true,
|
||||
}))}
|
||||
primary={primary}
|
||||
unit={unit}
|
||||
/>
|
||||
</Html>
|
||||
)
|
||||
})()}
|
||||
</group>
|
||||
)
|
||||
}
|
||||
|
||||
export default LiquidLineSelectionAffordance
|
||||
export default createRefrigerantLineSelectionAffordance('liquid-line')
|
||||
|
||||
@@ -27,18 +27,18 @@ import { alignDrawPoint, clearDrawAlignment } from '../shared/draw-alignment'
|
||||
import { LevelOffsetGroup } from '../shared/level-offset-group'
|
||||
import { offsetPathHorizontal } from '../shared/path-offset'
|
||||
import { collectScenePorts, findNearestPortXZ, REFRIGERANT_PORT_SYSTEMS } from '../shared/ports'
|
||||
import { planLiquidLineConnect } from './connect'
|
||||
import { liquidLineDefinition } from './definition'
|
||||
import { useLiquidLineToolOptions } from './options'
|
||||
|
||||
/**
|
||||
* One-segment-at-a-time placement tool for standalone liquid lines — the same
|
||||
* draw model as the lineset tool (the line it used to be a rail of):
|
||||
* Continuous placement tool for standalone liquid lines — the same draw model
|
||||
* as the lineset tool (the line it used to be a rail of):
|
||||
* - **First click** anchors the run start; within range of a refrigerant
|
||||
* service port it snaps onto it so a run mates flush.
|
||||
* - **Second click** commits a two-point line and re-arms; the in-flight end
|
||||
* follows the active snapping mode (`angles` locks it to 45°; Shift cycles
|
||||
* the snapping mode), Alt drags it vertical.
|
||||
* - **Second click** commits a two-point line and keeps its far end anchored,
|
||||
* so the next click continues the run; the in-flight end follows the active
|
||||
* snapping mode (`angles` locks it to 45°; Shift cycles the mode), Alt drags
|
||||
* it vertical.
|
||||
*
|
||||
* **Follow mode** (toggled by the MEP panel's Follow button or the `F` key):
|
||||
* instead of free-drawing, hover an existing lineset and click — a liquid line
|
||||
@@ -121,46 +121,138 @@ function traceOffsetMeters(lineset: LinesetNode): number {
|
||||
return suctionR + jacket + FOLLOW_GAP_M + GHOST_RADIUS_M
|
||||
}
|
||||
|
||||
type FollowTarget = { lineset: LinesetNode; sign: number }
|
||||
/** Coincidence tolerance (meters) for treating two endpoints as the same joint
|
||||
* when chaining linesets — the draw tool snaps endpoints exactly, so this only
|
||||
* needs to absorb float drift. */
|
||||
const JOINT_EPS_M = 1e-3
|
||||
|
||||
function samePt(a: Vec3, b: Vec3): boolean {
|
||||
return (
|
||||
Math.abs(a[0] - b[0]) < JOINT_EPS_M &&
|
||||
Math.abs(a[1] - b[1]) < JOINT_EPS_M &&
|
||||
Math.abs(a[2] - b[2]) < JOINT_EPS_M
|
||||
)
|
||||
}
|
||||
|
||||
/** Quantized coordinate key so endpoints sharing a joint hash together. */
|
||||
function jointKey(p: Vec3): string {
|
||||
return `${Math.round(p[0] / JOINT_EPS_M)},${Math.round(p[1] / JOINT_EPS_M)},${Math.round(
|
||||
p[2] / JOINT_EPS_M,
|
||||
)}`
|
||||
}
|
||||
|
||||
/**
|
||||
* Nearest lineset whose path passes within `FOLLOW_PICK_RADIUS_M` of the
|
||||
* cursor, plus which side of it the cursor is on (`sign`, matching
|
||||
* `offsetPathHorizontal`'s side convention). Restricted to the active level.
|
||||
* Whole-run trace target: the assembled centerline of every lineset chained to
|
||||
* the hovered one (each lineset is its own two-point node now), which side the
|
||||
* cursor is on (`sign`, matching `offsetPathHorizontal`'s convention), and a
|
||||
* representative lineset for the offset distance.
|
||||
*/
|
||||
type FollowTarget = { path: Vec3[]; sign: number; lineset: LinesetNode }
|
||||
|
||||
/**
|
||||
* Walk the chain of linesets joined end-to-end at shared joint coordinates,
|
||||
* starting from `start`, into one continuous centerline. Follows a joint only
|
||||
* when it has a single unvisited continuation (degree-2) — a branch / junction
|
||||
* (degree ≥ 3) ends the run so the trace stays a simple path.
|
||||
*/
|
||||
function assembleRun(start: LinesetNode, linesets: LinesetNode[]): Vec3[] {
|
||||
const byJoint = new Map<string, LinesetNode[]>()
|
||||
for (const ls of linesets) {
|
||||
const a = ls.path[0] as Vec3
|
||||
const b = ls.path[ls.path.length - 1] as Vec3
|
||||
for (const key of [jointKey(a), jointKey(b)]) {
|
||||
const arr = byJoint.get(key)
|
||||
if (arr) arr.push(ls)
|
||||
else byJoint.set(key, [ls])
|
||||
}
|
||||
}
|
||||
|
||||
const visited = new Set<string>([start.id])
|
||||
let points: Vec3[] = (start.path as Vec3[]).map((p) => [...p] as Vec3)
|
||||
|
||||
// Grow the run one lineset at a time off the chosen terminal, until a joint
|
||||
// has no unique continuation. `atEnd` extends after the last point; otherwise
|
||||
// before the first.
|
||||
const grow = (atEnd: boolean) => {
|
||||
for (;;) {
|
||||
const terminal = atEnd ? points[points.length - 1]! : points[0]!
|
||||
const next = (byJoint.get(jointKey(terminal)) ?? []).filter((ls) => !visited.has(ls.id))
|
||||
if (next.length !== 1) break
|
||||
const node = next[0]!
|
||||
visited.add(node.id)
|
||||
const np = (node.path as Vec3[]).map((p) => [...p] as Vec3)
|
||||
if (atEnd) {
|
||||
if (samePt(np[np.length - 1]!, terminal)) np.reverse() // np must start at terminal
|
||||
points = [...points, ...np.slice(1)]
|
||||
} else {
|
||||
if (samePt(np[0]!, terminal)) np.reverse() // np must end at terminal
|
||||
points = [...np.slice(0, np.length - 1), ...points]
|
||||
}
|
||||
}
|
||||
}
|
||||
grow(true)
|
||||
grow(false)
|
||||
return points
|
||||
}
|
||||
|
||||
/** Cursor side relative to the assembled run's nearest segment, as the offset
|
||||
* sign for `offsetPathHorizontal`. */
|
||||
function sideSign(path: Vec3[], point: Vec3): number {
|
||||
let bestD = Number.POSITIVE_INFINITY
|
||||
let bi = 0
|
||||
for (let i = 0; i < path.length - 1; i++) {
|
||||
const d = distToSegmentXZ(point, path[i]!, path[i + 1]!)
|
||||
if (d < bestD) {
|
||||
bestD = d
|
||||
bi = i
|
||||
}
|
||||
}
|
||||
const a = path[bi]!
|
||||
const b = path[bi + 1]!
|
||||
// Side vector = normalize(heading_xz) × UP = (-hz, 0, hx).
|
||||
const hx = b[0] - a[0]
|
||||
const hz = b[2] - a[2]
|
||||
const hlen = Math.hypot(hx, hz)
|
||||
const sx = hlen > 1e-9 ? -hz / hlen : 0
|
||||
const sz = hlen > 1e-9 ? hx / hlen : 0
|
||||
return (point[0] - a[0]) * sx + (point[2] - a[2]) * sz >= 0 ? 1 : -1
|
||||
}
|
||||
|
||||
/**
|
||||
* Nearest lineset within `FOLLOW_PICK_RADIUS_M` of the cursor, expanded into
|
||||
* the whole connected run it belongs to. Restricted to the active level.
|
||||
*/
|
||||
function findFollowTarget(point: Vec3, levelId: AnyNodeId): FollowTarget | null {
|
||||
const scene = useScene.getState()
|
||||
let best: FollowTarget | null = null
|
||||
let bestD = FOLLOW_PICK_RADIUS_M
|
||||
const linesets: LinesetNode[] = []
|
||||
for (const n of Object.values(scene.nodes)) {
|
||||
if (!n || n.type !== 'lineset') continue
|
||||
if ((n.parentId as AnyNodeId | null) !== levelId) continue
|
||||
const ls = n as LinesetNode
|
||||
if (ls.path.length < 2) continue
|
||||
if (ls.path.length >= 2) linesets.push(ls)
|
||||
}
|
||||
|
||||
let hovered: LinesetNode | null = null
|
||||
let bestD = FOLLOW_PICK_RADIUS_M
|
||||
for (const ls of linesets) {
|
||||
for (let i = 0; i < ls.path.length - 1; i++) {
|
||||
const a = ls.path[i] as Vec3
|
||||
const b = ls.path[i + 1] as Vec3
|
||||
const d = distToSegmentXZ(point, a, b)
|
||||
const d = distToSegmentXZ(point, ls.path[i] as Vec3, ls.path[i + 1] as Vec3)
|
||||
if (d >= bestD) continue
|
||||
bestD = d
|
||||
// Side vector = normalize(heading_xz) × UP = (-hz, 0, hx); sign is which
|
||||
// side of the segment the cursor sits on.
|
||||
const hx = b[0] - a[0]
|
||||
const hz = b[2] - a[2]
|
||||
const hlen = Math.hypot(hx, hz)
|
||||
const sx = hlen > 1e-9 ? -hz / hlen : 0
|
||||
const sz = hlen > 1e-9 ? hx / hlen : 0
|
||||
const dot = (point[0] - a[0]) * sx + (point[2] - a[2]) * sz
|
||||
best = { lineset: ls, sign: dot >= 0 ? 1 : -1 }
|
||||
hovered = ls
|
||||
}
|
||||
}
|
||||
return best
|
||||
if (!hovered) return null
|
||||
|
||||
const path = assembleRun(hovered, linesets)
|
||||
if (path.length < 2) return null
|
||||
return { path, sign: sideSign(path, point), lineset: hovered }
|
||||
}
|
||||
|
||||
/** The offset path a follow-target would trace, or null if degenerate. */
|
||||
/** The offset centerline a follow-target would trace, or null if degenerate. */
|
||||
function tracePath(target: FollowTarget): Vec3[] | null {
|
||||
const offset = target.sign * traceOffsetMeters(target.lineset)
|
||||
const traced = offsetPathHorizontal(target.lineset.path as Vec3[], offset)
|
||||
const traced = offsetPathHorizontal(target.path, offset)
|
||||
return traced.length >= 2 ? traced : null
|
||||
}
|
||||
|
||||
@@ -203,47 +295,39 @@ const LiquidLineTool = () => {
|
||||
Math.abs(start[2] - end[2]) < 1e-4
|
||||
if (sameSpot) return
|
||||
|
||||
// Fold into any existing run that shares this segment's endpoint, so two
|
||||
// runs meeting at a coordinate become one mitered path instead of
|
||||
// overlapping nodes. Only same-level runs are candidates.
|
||||
const scene = useScene.getState()
|
||||
const existing = Object.values(scene.nodes).filter(
|
||||
(n): n is LiquidLineNode =>
|
||||
n?.type === 'liquid-line' && (n.parentId as AnyNodeId | null) === activeLevelId,
|
||||
)
|
||||
const plan = planLiquidLineConnect(existing, start, end)
|
||||
|
||||
if (plan.kind === 'create') {
|
||||
const line = LiquidLineNode.parse({
|
||||
...liquidLineDefinition.defaults(),
|
||||
name: 'Liquid Line',
|
||||
path: plan.path,
|
||||
})
|
||||
scene.createNode(line, activeLevelId)
|
||||
} else if (plan.kind === 'extend') {
|
||||
scene.updateNode(plan.id, { path: plan.path })
|
||||
} else {
|
||||
scene.updateNode(plan.id, { path: plan.path })
|
||||
scene.deleteNode(plan.deleteId)
|
||||
}
|
||||
// Each drawn segment is its own standalone two-point liquid-line node.
|
||||
// Independent nodes mean each segment selects and deletes on its own,
|
||||
// rather than folding into one mitered polyline run.
|
||||
const line = LiquidLineNode.parse({
|
||||
...liquidLineDefinition.defaults(),
|
||||
name: 'Liquid Line',
|
||||
path: [start, end],
|
||||
})
|
||||
useScene.getState().createNode(line, activeLevelId)
|
||||
triggerSFX('sfx:item-place')
|
||||
setDraftPoints([])
|
||||
setDraftPoints([end])
|
||||
setSnapTarget(null)
|
||||
altAnchorRef.current = null
|
||||
setAltActive(false)
|
||||
}
|
||||
|
||||
// Lay a liquid line beside a lineset, tracing its whole path at the offset.
|
||||
// Lay liquid lines beside the whole connected lineset run, tracing its
|
||||
// assembled centerline at the offset. One two-point node per segment so the
|
||||
// result stays per-segment selectable, matching free-drawn liquid lines.
|
||||
const commitTrace = (target: FollowTarget) => {
|
||||
const traced = tracePath(target)
|
||||
if (!traced) return
|
||||
const scene = useScene.getState()
|
||||
const line = LiquidLineNode.parse({
|
||||
...liquidLineDefinition.defaults(),
|
||||
name: 'Liquid Line',
|
||||
path: traced,
|
||||
})
|
||||
scene.createNode(line, activeLevelId)
|
||||
const defaults = liquidLineDefinition.defaults()
|
||||
const create = []
|
||||
for (let i = 0; i < traced.length - 1; i++) {
|
||||
const a = traced[i]!
|
||||
const b = traced[i + 1]!
|
||||
if (samePt(a, b)) continue
|
||||
const node = LiquidLineNode.parse({ ...defaults, name: 'Liquid Line', path: [a, b] })
|
||||
create.push({ node, parentId: activeLevelId })
|
||||
}
|
||||
if (create.length === 0) return
|
||||
useScene.getState().applyNodeChanges({ create })
|
||||
triggerSFX('sfx:item-place')
|
||||
setTraceGhost(null)
|
||||
followTargetRef.current = null
|
||||
@@ -478,7 +562,7 @@ const LiquidLineTool = () => {
|
||||
}}
|
||||
>
|
||||
{followTargetRef.current
|
||||
? 'Click to trace this lineset'
|
||||
? 'Click to trace this lineset run'
|
||||
: 'Follow: hover a lineset'}
|
||||
</div>
|
||||
</Html>
|
||||
|
||||
Reference in New Issue
Block a user