fix wall items wrong level + elevation

This commit is contained in:
wass08
2026-02-23 08:43:38 +09:00
parent 16ba5bf9c6
commit 4555325389
3 changed files with 54 additions and 9 deletions
@@ -1,16 +1,18 @@
import { type AnyNodeId, type ItemNode, useScene, type WallNode, type WindowNode } from '@pascal-app/core'
/**
* Converts wall-local (X along wall, Y = height above level floor) to world XYZ.
* Converts wall-local (X along wall, Y = height above wall base) to world XYZ.
* Wall XZ uses level-local coordinates (levels only offset in Y, not XZ).
* Pass levelYOffset (the level group's current world Y) so the cursor lands at the
* correct world height when the cursor group is at the scene root.
* Pass levelYOffset (the level group's current world Y) and slabElevation (the
* wall mesh's Y within the level group) so the cursor lands at the correct world
* height — matching how WallSystem positions the wall mesh at slabElevation.
*/
export function wallLocalToWorld(
wallNode: WallNode,
localX: number,
localY: number,
levelYOffset = 0,
slabElevation = 0,
): [number, number, number] {
const wallAngle = Math.atan2(
wallNode.end[1] - wallNode.start[1],
@@ -18,7 +20,7 @@ export function wallLocalToWorld(
)
return [
wallNode.start[0] + localX * Math.cos(wallAngle),
localY + levelYOffset,
slabElevation + localY + levelYOffset,
wallNode.start[1] + localX * Math.sin(wallAngle),
]
}