editor: alignment guides + floor-plan move/placement parity (#372)

* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fixed conflict

* feat(editor): 3D alignment guides for item/wall/fence move + placement

Bring Figma-style alignment guides into the 3D editor, reusing the shared
pure resolver (`resolveAlignment`) and ephemeral guide store
(`useAlignmentGuides`) that previously only drove the 2D floor plan.

Core:
- `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner
  anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's
  line and distance read to the candidate's nearest edge, not the far side.
- `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to
  item edges, never centrelines.
- `resolvePointSnap` (point-coincidence variant; kept for future use).

Editor:
- `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill,
  in the project's indigo accent, mounted inside ToolManager's building-local
  group so guides render in the cursor's frame.
- Producers wired in the item move tool, item placement coordinator, and the
  wall + fence endpoint tools; walls and fences cross-align.

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

* fix(editor): align guides snap to nearest real anchor, drop bbox re-span

The 3D alignment guide could place its end dot in empty space: a diagonal
wall (or any rotated / non-rectangular object) has bounding-box corners that
don't lie on the object, and `refineGuidesToGap` re-spanned the guide to
exactly those AABB edges — so the dot floated "along the coordinate" rather
than on the item.

- `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the
  perpendicular axis (after the tightest axis match). Anchors are real points
  (corners / endpoints / midpoints), so the guide always connects to the
  closest actual point — which also yields the facing-edge gap distance.
- All four producers (item move, item placement, wall + fence endpoints) now
  publish the raw resolver guides; the AABB nearest-edge re-span is gone.
- Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers
  (and their tests / exports).

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

* feat(editor): group move handle + shared group-transform core, move-tool polish

Add a group-move gizmo alongside the existing group-rotate handle, both
driven by a new shared `group-transform-shared` module (participant
classification, group-box + corner math, connected wall/fence component
expansion so attached structure transforms rigidly as one piece).

- core: refactor alignment-anchors collection + tests, extend handle registry
- editor: group-move-handle, group-transform-shared; rotate handle reuses them;
  node-arrow-handles gains click-swallow guard; box-select + placement tweaks
- nodes: move-tool updates across ceiling/column/slab/roof/registry; door math
  and panel adjustments; item definition cleanup
- nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the
  wall endpoint tool (fixes missing audio feedback on fence side drag)

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

* fix(editor): keep autosave alive across page unload

The autosave debounces writes by 1s and relies on a `beforeunload` flush
for anything still pending. That flush fired a plain `fetch` PUT, which
the browser cancels the instant the page unloads — so refreshing right
after an edit (e.g. painting a roof material) silently dropped the change
and the reload showed the last persisted scene.

Thread a `{ keepalive }` option through the save callback and set it on
the unload flush so the request survives the unload. Also listen for
`pagehide` (fires where `beforeunload` does not, e.g. mobile Safari /
bfcache) and clear the dirty flag up front so the two listeners don't
double-send. Normal debounced saves omit `keepalive` (its 64KB body cap
only constrains the best-effort unload flush, not regular saves).

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

* feat(editor): paint eraser + reset-all, drop roof cross-role bleed

Material paint gains an eraser (clear a surface back to its default) and a
"Reset all" action that defaults every painted surface on a node — for a
roof that includes each child segment — via a generic
`buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific
material fields without per-kind knowledge.

Also stop a single painted roof surface from bleeding onto the others:
`getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment
renderer no longer cross-fall-back between top/edge/wall. An unset role
resolves only to the legacy catch-all (back-compat) or the theme default,
so painting just the shingle, trim, or soffit stays on that surface.

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

* feat(editor): alignment guides + drag bounding box across tools

Extend the Figma-style 3D alignment guides to the placement and move
tools for columns, elevators, roofs, stairs, ceilings, slabs, fences,
walls, doors, and windows: each collects alignment anchors from the
scene, resolves a snap within the shared threshold, and drives the
`useAlignmentGuides` overlay. Wall openings (doors/windows) only snap
along their host wall via the new `wall-opening-alignment` helper.

Add a shared `DragBoundingBox` overlay (exported from the editor barrel)
that renders the dragged object's bounds during a move, wired into the
column move tool alongside the alignment snap.

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

* fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles

Build the linear resize-arrow's drag plane so it always contains the
handle's axis (view direction minus its along-axis component) instead of
a plane that merely faces the camera. The old camera-facing normal
collapsed when the axis pointed toward the viewer — screen motion barely
changed the axis component, so the resize crawled or stopped tracking the
cursor. Also slim the extruded arrow/handle geometry (shared by the node
arrows, wall side handles, and polygon editor) for a lighter gizmo.

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

* fix(editor): fill-block wall opening highlight + selected frameless openings

Draw the selected-wall opening highlight as a translucent block filling
the cutout volume (front-side culled) instead of a single vertical pane,
so it reads as an occupied slot from any angle — including a top-down
floorplan view where an edge-on pane was invisible. Also highlight a
directly-selected frameless opening (a `door` with openingKind
`'opening'`), which otherwise renders no geometry of its own, and reflect
live drag overrides via `useLiveNodeOverrides`.

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

* fix(viewer): double-side slab hole side-walls

Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall
quad is emitted twice with opposite winding. The slab material is forced
to FrontSide (DoubleSide poisons the MRT scene pass), under which
ExtrudeGeometry's single-sided hole walls get back-face culled and you
see straight through the cut. The doubled quads keep the cut's inner
thickness visible from any angle without z-fighting.

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

* fix(editor): box-select building-scoped nodes like elevators

Building-scoped selectable nodes (e.g. elevators) are children of the
building, not the active level, so the level walk never reached them.
Also walk the level's building children and box-test any registry-
selectable kind by its rendered bounds, matching the column/stair/shelf
path.

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

* feat(editor): shelf placement alignment + column placement ghost

Shelf placement now snaps to Figma-style alignment guides by its
footprint edges (layered on grid snap, Alt bypasses), matching the
existing 3D move tool. Guides refresh after each drop and clear on
teardown.

Column placement migrates to the registry `def.tool` path so it can
render a translucent column ghost at the cursor (like the shelf build
tool) instead of a bare cursor sphere — the editor package can't import
the column geometry, so the tool now lives in packages/nodes:
- extract `ColumnBody` from the renderer and add a `ColumnPreview`
  (cloned translucent material, raycast disabled, origin-positioned)
- new `column/tool.tsx` registry placement tool with the same
  footprint-edge alignment as shelf / column move
- wire `def.tool` + tool hints; drop the now-unreachable legacy
  editor-side `ColumnTool` and its dead file

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

* feat(editor): floor-plan alignment, pivot moves & placement ghosts

Bring the 3D editor's Figma-style alignment experience to the 2D floor
plan across every node kind, fix pivot semantics on move, and add 2D
placement ghosts.

Alignment
- Wall anchors now include ±thickness/2 face corners so columns/items/etc.
  snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D.
- Shared apply-alignment helper (applyFloorplanAlignment /
  alignFloorplanDraftPoint, with excludeIds) used by move sessions,
  structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence
  endpoint drags.
- Door/window/wall-item moves get along-wall edge-to-edge snapping.
- Generic free-translate move path aligns by edges (corner anchors).

Pivot moves (2D)
- Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared
  polygon-centroid mover; stair moves by origin→cursor; matching 3D.
- Shelf/column move targets write position directly (single source of
  truth) so the 3D group no longer sticks on commit.

Placement ghosts (2D)
- usePlacementPreview store + FloorplanPlacementPreviewLayer render a
  kind's def.floorplan footprint following the cursor; wired for column
  and elevator.

Fixes
- Elevator placement no longer deselects the active floor plan
  (preserve levelId through setSelection's hierarchy guard).
- Guides clear on every commit/cancel/unmount path.

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

* refactor(editor): address architecture review for floor-plan work

- Move usePlacementPreview store from core to editor: placement ghosts
  are an editor/tool concern the read-only viewer never needs. Rewire the
  column tool (via the @pascal-app/editor public surface) and the
  editor-internal elevator tool + preview layer (relative imports).
- FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead
  of bulk-reading the nodes map during render.
- wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind
  note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta).

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

* fix(nodes): recreate window draft on wall:move when null after placement

After a successful click-to-place, the click handler deletes the
transient draft and relies on the wall-rebuild → R3F pointer-enter
cascade to create a fresh draft for the next placement. If that cascade
doesn't fire synchronously (e.g. async geometry rebuild) the next
wall:move receives a null draftRef and bails — requiring leave/re-enter
to place again.

Fix: in onWallMove, when draftRef.current is null but we're hovering a
valid wall, recreate the draft immediately (same WindowNode.parse +
createNode path as onWallEnter). This is idempotent: if wall:enter does
fire first, destroyDraft() in onWallEnter cleans up cleanly.

Preserves parity with door multi-place behaviour, matching #367's intent.

* fix(nodes): recreate door draft on wall:move when null after placement

Mirror of the window fix one commit back: after click-to-place the
DoorTool deletes its transient draft and relies on the wall-rebuild \u2192
R3F pointer-enter cascade to spawn a fresh draft for the next placement.
When that cascade doesn't fire synchronously, the next wall:move sees a
null draftRef and bails \u2014 forcing a leave/re-enter to place again.

Recreate the draft in onWallMove when null and over a valid wall on the
current level. Idempotent with onWallEnter (destroyDraft cleans up if
both fire).

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Pascal <open@pascal.app>
This commit is contained in:
Sudhir Yadav
2026-06-04 14:03:00 -04:00
committed by GitHub
co-authored by Claude Opus 4.6 Pascal
parent 86db5decb8
commit 46f94b97b3
84 changed files with 4399 additions and 1021 deletions
+19 -2
View File
@@ -44,6 +44,12 @@ export type EditorApi = {
* or curving state so the move starts from a clean slate.
*/
engageMove: (node: AnyNode) => void
/**
* Like {@link engageMove}, but for a press-drag gizmo: the move commits on
* pointer-release instead of waiting for a click, so the on-canvas move cross
* behaves as press-drag-release while still showing the placement preview.
*/
engageMoveDrag: (node: AnyNode) => void
/**
* Engage endpoint drag for kinds that own start / end anchors (walls,
* fences). No-ops for kinds without endpoints.
@@ -281,14 +287,25 @@ export type TapActionHandle<N = any> = {
* trigger the desired action.
*/
onActivate: (node: N, scene: SceneApi, editor: EditorApi) => void
/** Visual override; defaults to the standard chevron arrow. */
shape?: 'arrow' | 'corner-picker'
/**
* Visual override; defaults to the standard chevron arrow. `'move-cross'`
* reuses the 4-way move cross — a tap-to-engage grip that hands the node to
* its move tool (via `onActivate`) instead of running the generic translate
* drag, so the move tool's own preview / ticker feedback shows up.
*/
shape?: 'arrow' | 'corner-picker' | 'move-cross'
/**
* Required when `shape: 'corner-picker'` — controls the dashed leader's
* vertical extent. Pure callback so the descriptor doesn't need to
* import 3D libs.
*/
nodeHeight?: (node: N) => number
/**
* `shape: 'move-cross'` only — tilts the flat cross to lie in the right
* plane. `'horizontal'` (default) leaves it flat on the floor; `'node-normal'`
* stands it up against the node's facing plane (a wall face).
*/
plane?: 'horizontal' | 'node-normal'
portal?: HandlePortal
cursor?: Cursor
}
+4 -20
View File
@@ -81,25 +81,9 @@ export function getEffectiveRoofSurfaceMaterial(
}
}
if (role === 'edge') {
if (node.wallMaterial !== undefined || typeof node.wallMaterialPreset === 'string') {
return {
material: node.wallMaterial,
materialPreset:
typeof node.wallMaterialPreset === 'string' ? node.wallMaterialPreset : undefined,
}
}
}
if (role === 'wall') {
if (node.edgeMaterial !== undefined || typeof node.edgeMaterialPreset === 'string') {
return {
material: node.edgeMaterial,
materialPreset:
typeof node.edgeMaterialPreset === 'string' ? node.edgeMaterialPreset : undefined,
}
}
}
// No cross-role fallback: an unset role resolves only to the legacy
// catch-all (which covers all three roles for back-compat) and otherwise
// to the caller's theme default. Painting one surface must never bleed
// onto the others.
return getLegacyRoofSurfaceMaterial(node)
}
@@ -0,0 +1,217 @@
import { beforeEach, describe, expect, test } from 'bun:test'
import { z } from 'zod'
import { nodeRegistry, registerNode } from '../registry'
import type { AnyNodeDefinition } from '../registry/types'
import type { AnyNode } from '../schema/types'
import {
collectAlignmentAnchors,
footprintAABB,
footprintAABBFrom,
movingFootprintAnchors,
polygonAnchors,
wallSegmentAnchors,
} from './alignment-anchors'
// Minimal floor-placed def whose footprint reads `dimensions` / `rotation`
// straight off the node, so tests can drive the AABB math directly.
function floorPlacedDef(kind: string, applies?: (n: AnyNode) => boolean): AnyNodeDefinition {
return {
kind,
schemaVersion: 1,
schema: z.object({ type: z.literal(kind) }) as any,
category: 'utility',
defaults: () => ({}) as any,
capabilities: {
floorPlaced: {
footprint: (n: AnyNode) => ({
dimensions: (n as { dimensions?: [number, number, number] }).dimensions ?? [1, 1, 1],
rotation: (n as { rotation?: [number, number, number] }).rotation ?? [0, 0, 0],
}),
...(applies ? { applies } : {}),
},
},
renderer: { kind: 'parametric', module: async () => ({ default: () => null }) },
} as AnyNodeDefinition
}
function plainDef(kind: string): AnyNodeDefinition {
return {
kind,
schemaVersion: 1,
schema: z.object({ type: z.literal(kind) }) as any,
category: 'utility',
defaults: () => ({}) as any,
capabilities: {},
renderer: { kind: 'parametric', module: async () => ({ default: () => null }) },
} as AnyNodeDefinition
}
const node = (over: Record<string, unknown>): AnyNode => over as unknown as AnyNode
describe('footprintAABBFrom', () => {
test('unrotated box is centred at position', () => {
const aabb = footprintAABBFrom([10, 0, 20], [2, 1, 4], 0)
expect(aabb).toEqual({ minX: 9, minZ: 18, maxX: 11, maxZ: 22 })
})
test('90° rotation swaps width and depth extents', () => {
const aabb = footprintAABBFrom([0, 0, 0], [2, 1, 4], Math.PI / 2)
expect(aabb.minX).toBeCloseTo(-2, 10)
expect(aabb.maxX).toBeCloseTo(2, 10)
expect(aabb.minZ).toBeCloseTo(-1, 10)
expect(aabb.maxZ).toBeCloseTo(1, 10)
})
})
describe('footprintAABB', () => {
beforeEach(() => nodeRegistry._reset())
test('reads dimensions + rotation from a floor-placed kind', () => {
registerNode(floorPlacedDef('box'))
const aabb = footprintAABB(
node({ id: 'b1', type: 'box', position: [10, 0, 20], dimensions: [2, 1, 4] }),
)
expect(aabb).toEqual({ minX: 9, minZ: 18, maxX: 11, maxZ: 22 })
})
test('returns null for a kind without a footprint', () => {
registerNode(plainDef('wall'))
expect(footprintAABB(node({ id: 'w1', type: 'wall', position: [0, 0, 0] }))).toBeNull()
})
test('derives an elevator footprint from its width / depth (no floorPlaced needed)', () => {
const aabb = footprintAABB(
node({ id: 'e1', type: 'elevator', position: [10, 0, 20], width: 2, depth: 4, rotation: 0 }),
)
expect(aabb).toEqual({ minX: 9, minZ: 18, maxX: 11, maxZ: 22 })
})
test('returns null when the kind predicate excludes the node', () => {
registerNode(floorPlacedDef('lamp', (n) => !(n as { attached?: boolean }).attached))
expect(
footprintAABB(node({ id: 'l1', type: 'lamp', position: [0, 0, 0], attached: true })),
).toBeNull()
expect(
footprintAABB(node({ id: 'l2', type: 'lamp', position: [0, 0, 0], attached: false })),
).not.toBeNull()
})
})
describe('movingFootprintAnchors', () => {
beforeEach(() => nodeRegistry._reset())
test('relocates the footprint corners around the proposed centre (edges only, no centre anchor)', () => {
registerNode(floorPlacedDef('box'))
const anchors = movingFootprintAnchors(
node({ id: 'm', type: 'box', position: [0, 0, 0], dimensions: [2, 1, 4] }),
10,
20,
)
// 2×4 box centred at (10, 20): corners at x∈{9,11}, z∈{18,22}.
expect(anchors).toHaveLength(4)
expect(anchors.every((a) => a.kind === 'corner')).toBe(true)
expect(new Set(anchors.map((a) => a.x))).toEqual(new Set([9, 11]))
expect(new Set(anchors.map((a) => a.z))).toEqual(new Set([18, 22]))
})
test('rotationY override drives the AABB regardless of node rotation', () => {
registerNode(floorPlacedDef('box'))
const anchors = movingFootprintAnchors(
node({
id: 'm',
type: 'box',
position: [0, 0, 0],
dimensions: [2, 1, 4],
rotation: [0, 0, 0],
}),
0,
0,
Math.PI / 2,
)
const xs = anchors.map((a) => a.x)
// Rotated 90°, the 2×4 box spans ±2 in X (its depth) rather than ±1.
expect(Math.max(...xs)).toBeCloseTo(2, 10)
expect(Math.min(...xs)).toBeCloseTo(-2, 10)
})
test('returns empty for a footprintless kind', () => {
registerNode(plainDef('wall'))
expect(
movingFootprintAnchors(node({ id: 'w', type: 'wall', position: [0, 0, 0] }), 1, 1),
).toEqual([])
})
})
describe('wallSegmentAnchors', () => {
test('returns both endpoints as corners and the chord midpoint as center', () => {
const anchors = wallSegmentAnchors('w', [0, 0], [4, 2])
expect(anchors).toEqual([
{ nodeId: 'w', kind: 'corner', x: 0, z: 0 },
{ nodeId: 'w', kind: 'corner', x: 4, z: 2 },
{ nodeId: 'w', kind: 'center', x: 2, z: 1 },
])
})
test('adds ±thickness/2 face corners on each endpoint when thickness is given', () => {
// Horizontal wall along +X: perpendicular is ±Z, so faces sit at z = ±0.1.
const anchors = wallSegmentAnchors('w', [0, 0], [4, 0], 0.2)
expect(anchors).toEqual([
{ nodeId: 'w', kind: 'corner', x: 0, z: 0 },
{ nodeId: 'w', kind: 'corner', x: 4, z: 0 },
{ nodeId: 'w', kind: 'center', x: 2, z: 0 },
{ nodeId: 'w', kind: 'corner', x: 0, z: 0.1 },
{ nodeId: 'w', kind: 'corner', x: 0, z: -0.1 },
{ nodeId: 'w', kind: 'corner', x: 4, z: 0.1 },
{ nodeId: 'w', kind: 'corner', x: 4, z: -0.1 },
])
})
test('skips face corners for zero/degenerate input', () => {
expect(wallSegmentAnchors('w', [0, 0], [4, 0], 0)).toHaveLength(3)
expect(wallSegmentAnchors('w', [1, 1], [1, 1], 0.2)).toHaveLength(3)
})
})
describe('polygonAnchors', () => {
test('returns each vertex as a corner anchor', () => {
expect(
polygonAnchors('s', [
[0, 0],
[2, 0],
[2, 3],
]),
).toEqual([
{ nodeId: 's', kind: 'corner', x: 0, z: 0 },
{ nodeId: 's', kind: 'corner', x: 2, z: 0 },
{ nodeId: 's', kind: 'corner', x: 2, z: 3 },
])
})
})
describe('collectAlignmentAnchors', () => {
beforeEach(() => nodeRegistry._reset())
test('unions footprint corners, segment anchors and polygon vertices, excluding the moving node', () => {
registerNode(floorPlacedDef('box'))
const nodes = {
moving: node({ id: 'moving', type: 'box', position: [0, 0, 0], dimensions: [1, 1, 1] }),
box: node({ id: 'box', type: 'box', position: [5, 0, 5], dimensions: [2, 1, 2] }),
wall: node({ id: 'wall', type: 'wall', start: [0, 0], end: [4, 0] }),
slab: node({
id: 'slab',
type: 'slab',
polygon: [
[0, 0],
[2, 0],
[2, 2],
],
}),
}
const anchors = collectAlignmentAnchors(nodes, 'moving')
const ids = anchors.map((a) => a.nodeId)
expect(ids).not.toContain('moving')
expect(ids.filter((id) => id === 'box')).toHaveLength(4) // corner anchors
expect(ids.filter((id) => id === 'wall')).toHaveLength(7) // endpoints + midpoint + 4 face corners
expect(ids.filter((id) => id === 'slab')).toHaveLength(3) // polygon vertices
})
})
@@ -0,0 +1,221 @@
/**
* Node → alignment-anchor adapters.
*
* `alignment.ts` is pure geometry and knows nothing about nodes. This
* module bridges the scene graph to it: it reads a floor-placed kind's
* footprint from the registry and turns it into the bbox anchors the
* resolver matches against. Kept out of `alignment.ts` so that file stays
* registry-free.
*
* All coordinates are XZ meters in the same frame as `node.position`
* (building-local for nodes inside a building). The 3D move producer works
* entirely in that frame, so the resulting guides line up with the cursor.
*/
import { nodeRegistry } from '../registry'
import type { AnyNode } from '../schema/types'
import { DEFAULT_WALL_THICKNESS } from '../systems/wall/wall-footprint'
import { type AlignmentAnchor, bboxCornerAnchors } from './alignment'
export type FootprintAABB = { minX: number; minZ: number; maxX: number; maxZ: number }
/**
* Axis-aligned XZ bounding box of a rotated rectangle centred at
* `position`. Mirrors the rotated-corner math the spatial-grid manager
* uses (`getItemFootprint`) so alignment anchors coincide with the
* footprint used for collision / slab elevation.
*/
export function footprintAABBFrom(
position: readonly [number, number, number],
dimensions: readonly [number, number, number],
rotationY: number,
): FootprintAABB {
const [x, , z] = position
const [w, , d] = dimensions
const halfW = w / 2
const halfD = d / 2
const cos = Math.cos(rotationY)
const sin = Math.sin(rotationY)
let minX = Number.POSITIVE_INFINITY
let minZ = Number.POSITIVE_INFINITY
let maxX = Number.NEGATIVE_INFINITY
let maxZ = Number.NEGATIVE_INFINITY
for (const [lx, lz] of [
[-halfW, -halfD],
[halfW, -halfD],
[halfW, halfD],
[-halfW, halfD],
] as const) {
const wx = x + (lx * cos - lz * sin)
const wz = z + (lx * sin + lz * cos)
if (wx < minX) minX = wx
if (wx > maxX) maxX = wx
if (wz < minZ) minZ = wz
if (wz > maxZ) maxZ = wz
}
return { minX, minZ, maxX, maxZ }
}
/** The floor-placed footprint config for a node, or null when it has none
* (walls / slabs / polygon kinds) or the kind's predicate excludes it
* (e.g. a wall-attached item that doesn't rest on the floor). */
function floorFootprint(
node: AnyNode,
): { dimensions: [number, number, number]; rotation: [number, number, number] } | null {
const floorPlaced = nodeRegistry.get(node.type)?.capabilities?.floorPlaced
if (floorPlaced) {
if (floorPlaced.applies && !floorPlaced.applies(node)) return null
return floorPlaced.footprint(node)
}
// Elevator isn't a `floorPlaced` kind (no slab-elevation coupling) but it
// does rest on the floor with a `width × depth` cab — give it a footprint
// so it aligns like other boxes (the registry move tool reads this).
if (node.type === 'elevator') {
const e = node as { width?: number; depth?: number; rotation?: number }
return { dimensions: [e.width ?? 1.6, 1, e.depth ?? 1.6], rotation: [0, e.rotation ?? 0, 0] }
}
return null
}
/** XZ footprint AABB of a floor-placed node at its current position, or
* null for kinds without a usable footprint. */
export function footprintAABB(node: AnyNode): FootprintAABB | null {
const fp = floorFootprint(node)
if (!fp) return null
const position = (node as { position?: [number, number, number] }).position ?? [0, 0, 0]
return footprintAABBFrom(position, fp.dimensions, fp.rotation[1] ?? 0)
}
/** XZ footprint AABB of a floor-placed node relocated so its centre sits at
* the proposed (x, z). `rotationY` overrides the node's footprint rotation
* (R/T bumps it before the scene commit lands). Null when no footprint. */
export function footprintAABBAt(
node: AnyNode,
x: number,
z: number,
rotationY?: number,
): FootprintAABB | null {
const fp = floorFootprint(node)
if (!fp) return null
return footprintAABBFrom([x, 0, z], fp.dimensions, rotationY ?? fp.rotation[1] ?? 0)
}
/**
* Corner anchors for the moving node's footprint relocated so its centre
* sits at the proposed (x, z). Corners only — the moving item aligns by its
* edges, never its centreline. Returns [] when the kind has no footprint.
*/
export function movingFootprintAnchors(
node: AnyNode,
x: number,
z: number,
rotationY?: number,
): AlignmentAnchor[] {
const aabb = footprintAABBAt(node, x, z, rotationY)
if (!aabb) return []
return bboxCornerAnchors(node.id, aabb.minX, aabb.minZ, aabb.maxX, aabb.maxZ)
}
/**
* Alignment anchors for a wall segment: the two centerline endpoints + chord
* midpoint, plus — when `thickness` is known — four **face** corner anchors,
* each endpoint offset by ±thickness/2 perpendicular to the wall axis.
*
* The face anchors are what let a footprint align to a wall's *face* rather
* than its centerline: for an axis-aligned wall the two same-side face
* anchors share a constant X (vertical wall) or Z (horizontal wall) running
* the wall's full length, so the point-to-point resolver snaps a moving
* corner flush to the face anywhere along the wall (the perpendicular
* tie-break connects the guide to the nearer face endpoint). A diagonal wall
* gets only its face/centerline endpoints — point-to-point can't represent a
* sloped face line; that's an accepted v1 limitation.
*
* Curve offset is ignored — endpoints are exact and the chord midpoint is
* good enough for v1. Coordinates are the wall's `start` / `end`
* (building-local XZ meters).
*/
export function wallSegmentAnchors(
id: string,
start: readonly [number, number],
end: readonly [number, number],
thickness?: number,
): AlignmentAnchor[] {
const anchors: AlignmentAnchor[] = [
{ nodeId: id, kind: 'corner', x: start[0], z: start[1] },
{ nodeId: id, kind: 'corner', x: end[0], z: end[1] },
{ nodeId: id, kind: 'center', x: (start[0] + end[0]) / 2, z: (start[1] + end[1]) / 2 },
]
if (thickness && thickness > 0) {
const dx = end[0] - start[0]
const dz = end[1] - start[1]
const len = Math.hypot(dx, dz)
if (len > 1e-6) {
// Perpendicular to the wall axis, scaled to half-thickness.
const half = thickness / 2
const px = (-dz / len) * half
const pz = (dx / len) * half
for (const [bx, bz] of [start, end] as const) {
anchors.push({ nodeId: id, kind: 'corner', x: bx + px, z: bz + pz })
anchors.push({ nodeId: id, kind: 'corner', x: bx - px, z: bz - pz })
}
}
}
return anchors
}
/** Each vertex of a polygon (slab / ceiling footprint) as a `corner` anchor. */
export function polygonAnchors(
id: string,
points: readonly (readonly [number, number])[],
): AlignmentAnchor[] {
return points.map(([x, z]) => ({ nodeId: id, kind: 'corner' as const, x, z }))
}
/**
* Alignment anchors a node contributes to the candidate pool, dispatched by
* kind: floor-placed footprints → corner anchors; walls / fences → segment
* endpoints + midpoint; slabs / ceilings → polygon vertices. Kinds without a
* usable footprint contribute nothing.
*/
export function nodeAlignmentAnchors(node: AnyNode): AlignmentAnchor[] {
if (node.type === 'wall' || node.type === 'fence') {
const seg = node as {
id: string
start: [number, number]
end: [number, number]
thickness?: number
}
// Wall thickness is schema-optional (falls back to the geometry default);
// fence always carries one. Either way, pass it through so faces align.
return wallSegmentAnchors(seg.id, seg.start, seg.end, seg.thickness ?? DEFAULT_WALL_THICKNESS)
}
if (node.type === 'slab' || node.type === 'ceiling') {
const poly = (node as { polygon?: [number, number][] }).polygon
return poly ? polygonAnchors(node.id, poly) : []
}
const aabb = footprintAABB(node)
return aabb ? bboxCornerAnchors(node.id, aabb.minX, aabb.minZ, aabb.maxX, aabb.maxZ) : []
}
/**
* Anchors from every alignable node except `excludeId` — the unified
* candidate pool every move / placement tool resolves against, so any
* draggable object can align to any other (items, walls, fences, slabs,
* ceilings, columns).
*/
export function collectAlignmentAnchors(
nodes: Readonly<Record<string, AnyNode>>,
excludeId: string,
): AlignmentAnchor[] {
const anchors: AlignmentAnchor[] = []
for (const node of Object.values(nodes)) {
if (!node || node.id === excludeId) continue
anchors.push(...nodeAlignmentAnchors(node))
}
return anchors
}
@@ -5,6 +5,10 @@ function center(nodeId: string, x: number, z: number): AlignmentAnchor {
return { nodeId, kind: 'center', x, z }
}
function corner(nodeId: string, x: number, z: number): AlignmentAnchor {
return { nodeId, kind: 'corner', x, z }
}
describe('resolveAlignment', () => {
test('returns empty when no candidates within threshold', () => {
const result = resolveAlignment({
@@ -51,6 +55,17 @@ describe('resolveAlignment', () => {
expect(result.guides[0]!.candidateNodeId).toBe('b')
})
test('ties on the matched axis break toward the nearest perpendicular anchor', () => {
const result = resolveAlignment({
moving: [corner('m', 0.02, 4)],
candidates: [corner('far', 0, 0), corner('near', 0, 5)],
threshold: 0.1,
})
// Both share X (Δx = 0.02); 'near' (z=5) is closer to the moving z=4 than
// 'far' (z=0), so the guide connects to the nearest real anchor.
expect(result.guides[0]!.candidateNodeId).toBe('near')
})
test('threshold = 0 disables alignment', () => {
const result = resolveAlignment({
moving: [center('m', 0, 0)],
+44 -9
View File
@@ -79,11 +79,20 @@ export function resolveAlignment(input: ResolveAlignmentInput): ResolveAlignment
const { moving, candidates, threshold } = input
if (threshold <= 0 || moving.length === 0 || candidates.length === 0) return EMPTY
// Best match per axis: smallest |Δ| across all (moving, candidate) pairs.
// Tie-break by candidate anchor kind priority (center > edge-mid > corner)
// so visually meaningful matches win when |Δ| is equal.
let bestX: { delta: number; m: AlignmentAnchor; c: AlignmentAnchor } | null = null
let bestZ: { delta: number; m: AlignmentAnchor; c: AlignmentAnchor } | null = null
// Best match per axis: smallest |Δ| on the matched axis (tightest
// alignment), then — crucially — tie-break to the candidate anchor NEAREST
// on the perpendicular axis. Anchors are real points (corners / endpoints /
// midpoints), so the guide always connects to the closest actual point of
// the candidate, never a far one that merely shares the same coordinate.
type Best = {
delta: number
primary: number
perp: number
m: AlignmentAnchor
c: AlignmentAnchor
}
let bestX: Best | null = null
let bestZ: Best | null = null
for (const m of moving) {
for (const c of candidates) {
@@ -91,11 +100,17 @@ export function resolveAlignment(input: ResolveAlignmentInput): ResolveAlignment
const dz = c.z - m.z
const adx = Math.abs(dx)
const adz = Math.abs(dz)
if (adx <= threshold && (bestX === null || adx < Math.abs(bestX.delta))) {
bestX = { delta: dx, m, c }
if (
adx <= threshold &&
(bestX === null || adx < bestX.primary || (adx === bestX.primary && adz < bestX.perp))
) {
bestX = { delta: dx, primary: adx, perp: adz, m, c }
}
if (adz <= threshold && (bestZ === null || adz < Math.abs(bestZ.delta))) {
bestZ = { delta: dz, m, c }
if (
adz <= threshold &&
(bestZ === null || adz < bestZ.primary || (adz === bestZ.primary && adx < bestZ.perp))
) {
bestZ = { delta: dz, primary: adz, perp: adx, m, c }
}
}
}
@@ -174,3 +189,23 @@ export function bboxAnchors(
{ nodeId, kind: 'center', x: cx, z: cz },
]
}
/**
* The 4 corner anchors of a bbox — edges only, no edge-midpoints or center.
* Used where alignment should lock to an object's edges (left/right/front/
* back), never its centreline.
*/
export function bboxCornerAnchors(
nodeId: string,
minX: number,
minZ: number,
maxX: number,
maxZ: number,
): AlignmentAnchor[] {
return [
{ nodeId, kind: 'corner', x: minX, z: minZ },
{ nodeId, kind: 'corner', x: maxX, z: minZ },
{ nodeId, kind: 'corner', x: maxX, z: maxZ },
{ nodeId, kind: 'corner', x: minX, z: maxZ },
]
}
+12
View File
@@ -4,10 +4,22 @@ export {
type AlignmentGuideAxis,
type AnchorKind,
bboxAnchors,
bboxCornerAnchors,
type ResolveAlignmentInput,
type ResolveAlignmentResult,
resolveAlignment,
} from './alignment'
export {
collectAlignmentAnchors,
type FootprintAABB,
footprintAABB,
footprintAABBAt,
footprintAABBFrom,
movingFootprintAnchors,
nodeAlignmentAnchors,
polygonAnchors,
wallSegmentAnchors,
} from './alignment-anchors'
export {
createDragSession,
type DragSession,