fix: address review findings from PR #402 MEP systems
- core: fix layer violation in level-height.ts — extract sceneRegistry
import, replace with optional WallBaseYResolver callback so core stays
pure (no Three.js mesh state); viewer callers pass resolver, headless
callers (MCP/tests) get deterministic node-data-only result
- core: generalise port-connectivity service from duct-only to all
distribution families — match partners by distributionRole ('run' →
endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
duct-segment/duct-fitting type names; add system-compat guard so
cross-system ports (e.g. supply duct vs waste pipe) don't fuse
- editor: fix port-snap rotation bug in move tool — pass preview node
at live rotation into resolvePortSnap so own-port positions reflect
any mid-drag R/T rotation before computing the snap delta
- editor: wire pipe-trap into UI — add to StructureTool union,
MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu
- test: add port-connectivity-pipe.test.ts — 2 tests covering
pipe-fitting → pipe-segment endpoint drag and cross-system isolation
- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
deliberately chose square sanitary-tee for DWV side-taps (documented
in PR description and PipeFittingNode schema); update the one test
that still expected wye to match the implemented behaviour
- nit: fix optional-chain biome warning in validate-dwv.ts
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@@ -39,7 +39,9 @@ export const LevelSystem = () => {
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obj.position.y = lerp(obj.position.y, targetY, delta * 12) // Smoothly animate to new Y position
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obj.visible = levelMode !== 'solo' || level?.id === selectedLevel || !selectedLevel
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cumulativeY += getLevelHeight(levelId, nodes)
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cumulativeY += getLevelHeight(levelId, nodes, (wallId) =>
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sceneRegistry.nodes.get(wallId)?.position.y,
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)
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}
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}, 5) // Using a lower priority so it runs after transforms from other systems have settled
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return null
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@@ -41,7 +41,9 @@ export function snapLevelsToTruePositions(): () => void {
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for (const { levelId, obj } of entries) {
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obj.position.y = cumulativeY
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obj.visible = true
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cumulativeY += getLevelHeight(levelId, nodes)
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cumulativeY += getLevelHeight(levelId, nodes, (wallId) =>
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sceneRegistry.nodes.get(wallId)?.position.y,
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)
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}
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return () => {
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