feat: HVAC ductwork + DWV plumbing systems (#402)
Adds two new MEP node families (HVAC ductwork, DWV plumbing) built on a shared port-connectivity model. Co-authored by @sudhir9297.
This commit is contained in:
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'use client'
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import { type AnyNodeId, emitter, type GridEvent, LinesetNode, useScene } from '@pascal-app/core'
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import {
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CursorSphere,
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DimensionPill,
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EDITOR_LAYER,
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markToolCancelConsumed,
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triggerSFX,
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useEditor,
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} 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 { useEffect, useRef, useState } from 'react'
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import { type Group, Vector3 } from 'three'
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import { alignDrawPoint, clearDrawAlignment } from '../shared/draw-alignment'
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import { LevelOffsetGroup } from '../shared/level-offset-group'
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import { collectScenePorts, findNearestPortXZ, REFRIGERANT_PORT_SYSTEMS } from '../shared/ports'
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import { planLinesetConnect } from './connect'
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import { linesetDefinition } from './definition'
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/**
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* One-segment-at-a-time placement tool for refrigerant linesets — the
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* refrigerant-loop sibling of the duct-segment tool.
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*
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* Mouse-driven model:
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* - **First click** anchors the run start. Within range of a refrigerant
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* service port (a condenser / coil valve, or another lineset's end) it
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* snaps onto the port so a run mates flush.
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* - **Second click** commits a two-point lineset and re-arms the tool.
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* - The in-flight end is angle-locked to the nearest 45° step in XZ from
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* the start; Y stays at the start's height. Hold **Shift** to release.
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* - Hold **Alt** → vertical mode. XZ locks to the start; vertical mouse
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* motion drives Y. Click commits the riser segment.
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* - Esc clears an anchored start point.
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*
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* Snapping is restricted to refrigerant ports, so a lineset never grabs a
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* supply/return duct collar.
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*/
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const PREVIEW_OPACITY = 0.6
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const PREVIEW_COLOR = '#b06b3f'
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/** Snap radius (meters) for joining onto a refrigerant port. */
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const ENDPOINT_SNAP_RADIUS_M = 0.5
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/** Angle step (radians) for the XZ angle lock — 45°. */
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const ANGLE_STEP_RAD = Math.PI / 4
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/** Mouse pixels → meters mapping for Alt-vertical drag. 100 px ≈ 1 m. */
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const ALT_PIXELS_PER_METER = 100
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const ALT_Y_MIN_M = -3
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const ALT_Y_MAX_M = 10
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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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/** Nearest refrigerant port within snap range on the XZ plane, as a
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* position tuple. Y is ignored for the distance check; the snap adopts the
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* port's full 3D position. */
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function findNearbyPort(point: [number, number, number]): [number, number, number] | null {
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const port = findNearestPortXZ(
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point,
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collectScenePorts({ systems: REFRIGERANT_PORT_SYSTEMS }),
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ENDPOINT_SNAP_RADIUS_M,
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)
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return port ? [port.position[0], port.position[1], port.position[2]] : null
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}
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function projectToAngleLock(
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from: [number, number, number],
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raw: [number, number, number],
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): [number, number, number] {
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const dx = raw[0] - from[0]
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const dz = raw[2] - from[2]
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const len = Math.hypot(dx, dz)
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if (len < 1e-4) return [from[0], from[1], from[2]]
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const theta = Math.atan2(dz, dx)
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const snapped = Math.round(theta / ANGLE_STEP_RAD) * ANGLE_STEP_RAD
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const proj = dx * Math.cos(snapped) + dz * Math.sin(snapped)
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const d = Math.max(0, proj)
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return [from[0] + Math.cos(snapped) * d, from[1], from[2] + Math.sin(snapped) * d]
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}
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const LinesetTool = () => {
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const activeLevelId = useViewer((s) => s.selection.levelId)
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const unit = useViewer((s) => s.unit)
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const cursorRef = useRef<Group>(null)
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const [draftPoints, setDraftPoints] = useState<Array<[number, number, number]>>([])
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const [cursorPos, setCursorPos] = useState<[number, number, number] | null>(null)
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const [snapTarget, setSnapTarget] = useState<[number, number, number] | null>(null)
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const [altActive, setAltActive] = useState(false)
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const draftRef = useRef(draftPoints)
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draftRef.current = draftPoints
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const altAnchorRef = useRef<{ clientY: number; baseY: number } | null>(null)
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const lastClientYRef = useRef<number | null>(null)
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useEffect(() => {
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if (!activeLevelId) return
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const commitSegment = (start: [number, number, number], end: [number, number, number]) => {
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const sameSpot =
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Math.abs(start[0] - end[0]) < 1e-4 &&
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Math.abs(start[1] - end[1]) < 1e-4 &&
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Math.abs(start[2] - end[2]) < 1e-4
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if (sameSpot) return
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// Fold into any existing run that shares this segment's endpoint, so
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// two runs meeting at a coordinate become one mitered path instead of
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// overlapping nodes. Only same-level runs are candidates — lineset
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// paths are level-local.
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const scene = useScene.getState()
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const existing = Object.values(scene.nodes).filter(
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(n): n is LinesetNode =>
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n?.type === 'lineset' && (n.parentId as AnyNodeId | null) === activeLevelId,
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)
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const plan = planLinesetConnect(existing, start, end)
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if (plan.kind === 'create') {
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const lineset = LinesetNode.parse({
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...linesetDefinition.defaults(),
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name: 'Lineset',
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path: plan.path,
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})
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scene.createNode(lineset, activeLevelId)
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} else if (plan.kind === 'extend') {
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scene.updateNode(plan.id, { path: plan.path })
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} else {
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scene.updateNode(plan.id, { path: plan.path })
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scene.deleteNode(plan.deleteId)
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}
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triggerSFX('sfx:item-place')
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setDraftPoints([])
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setSnapTarget(null)
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altAnchorRef.current = null
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setAltActive(false)
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}
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const resolveSnappedPoint = (
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event: GridEvent,
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): { point: [number, number, number]; snapped: [number, number, number] | null } => {
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const last = draftRef.current.at(-1)
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if (!last) {
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const raw: [number, number, number] = [event.localPosition[0], 0, event.localPosition[2]]
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if (event.nativeEvent?.altKey !== true) {
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const target = findNearbyPort(raw)
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if (target) return { point: target, snapped: target }
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}
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const step = useEditor.getState().gridSnapStep
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return { point: [snap(raw[0], step), 0, snap(raw[2], step)], snapped: null }
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}
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const rawXZ: [number, number, number] = [
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event.localPosition[0],
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last[1],
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event.localPosition[2],
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]
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const shift = event.nativeEvent?.shiftKey === true
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const angled = shift ? rawXZ : projectToAngleLock(last, rawXZ)
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if (event.nativeEvent?.altKey !== true && !shift) {
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const target = findNearbyPort(rawXZ)
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if (target) return { point: target, snapped: target }
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}
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const step = useEditor.getState().gridSnapStep
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return { point: [snap(angled[0], step), angled[1], snap(angled[2], step)], snapped: null }
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}
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const resolveAltVerticalPoint = (clientY: number): [number, number, number] | null => {
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const anchor = altAnchorRef.current
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const last = draftRef.current.at(-1)
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if (!anchor || !last) return null
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const step = useEditor.getState().gridSnapStep
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const dy = (anchor.clientY - clientY) / ALT_PIXELS_PER_METER
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const snappedDy = snap(dy, step)
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const y = Math.min(ALT_Y_MAX_M, Math.max(ALT_Y_MIN_M, anchor.baseY + snappedDy))
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return [last[0], y, last[2]]
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}
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// Resolve the cursor point (port / grid / angle snap) then layer
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// Figma-style alignment so a lineset lines up with other runs, equipment,
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// and items as it's drawn. Free point (first vertex / Shift) snaps; an
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// angle-locked continuation shows the guide passively. Port snap or Alt
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// bypasses alignment.
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const resolveAlignedPoint = (event: GridEvent) => {
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const r = resolveSnappedPoint(event)
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const hasStart = draftRef.current.length > 0
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const shift = event.nativeEvent?.shiftKey === true
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const alt = event.nativeEvent?.altKey === true
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const point = alignDrawPoint(r.point, {
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applySnap: !hasStart || shift,
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bypass: alt || r.snapped !== null,
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})
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return { ...r, point }
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}
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const onMove = (event: GridEvent) => {
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const clientY = (event.nativeEvent as { clientY?: number } | undefined)?.clientY
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if (typeof clientY === 'number') lastClientYRef.current = clientY
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if (altAnchorRef.current && typeof clientY === 'number') {
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const point = resolveAltVerticalPoint(clientY)
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if (point) {
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clearDrawAlignment()
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setCursorPos(point)
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setSnapTarget(null)
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return
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}
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}
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const { point, snapped } = resolveAlignedPoint(event)
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setCursorPos(point)
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setSnapTarget(snapped)
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}
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const onClick = (event: GridEvent) => {
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const start = draftRef.current.at(-1)
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if (altAnchorRef.current && start) {
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const clientY =
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(event.nativeEvent as { clientY?: number } | undefined)?.clientY ?? lastClientYRef.current
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if (typeof clientY === 'number') {
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const point = resolveAltVerticalPoint(clientY)
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if (point && Math.abs(point[1] - start[1]) >= 1e-4) {
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commitSegment(start, point)
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}
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}
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return
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}
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const { point } = resolveAlignedPoint(event)
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if (!start) {
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triggerSFX('sfx:grid-snap')
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setDraftPoints([point])
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return
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}
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commitSegment(start, point)
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}
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const enterAltMode = () => {
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const last = draftRef.current.at(-1)
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if (!last || lastClientYRef.current === null) return
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if (altAnchorRef.current) return
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altAnchorRef.current = { clientY: lastClientYRef.current, baseY: last[1] }
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setAltActive(true)
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}
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const exitAltMode = () => {
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if (!altAnchorRef.current) return
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altAnchorRef.current = null
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setAltActive(false)
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}
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const onKeyDown = (e: KeyboardEvent) => {
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const tag = (e.target as HTMLElement | null)?.tagName
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if (tag === 'INPUT' || tag === 'TEXTAREA') return
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if (e.key === 'Alt') {
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e.preventDefault()
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enterAltMode()
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}
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}
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const onKeyUp = (e: KeyboardEvent) => {
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if (e.key === 'Alt') {
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e.preventDefault()
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exitAltMode()
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}
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}
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const onCancel = () => {
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clearDrawAlignment()
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if (draftRef.current.length === 0) return
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markToolCancelConsumed()
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setDraftPoints([])
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setCursorPos(null)
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setSnapTarget(null)
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}
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emitter.on('grid:move', onMove)
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emitter.on('grid:click', onClick)
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emitter.on('tool:cancel', onCancel)
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window.addEventListener('keydown', onKeyDown)
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window.addEventListener('keyup', onKeyUp)
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return () => {
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emitter.off('grid:move', onMove)
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emitter.off('grid:click', onClick)
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emitter.off('tool:cancel', onCancel)
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window.removeEventListener('keydown', onKeyDown)
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window.removeEventListener('keyup', onKeyUp)
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altAnchorRef.current = null
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clearDrawAlignment()
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}
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}, [activeLevelId])
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if (!activeLevelId) return null
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const previewSegments: Array<{ a: [number, number, number]; b: [number, number, number] }> = []
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for (let i = 0; i < draftPoints.length - 1; i++) {
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previewSegments.push({ a: draftPoints[i]!, b: draftPoints[i + 1]! })
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}
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const last = draftPoints.at(-1)
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if (last && cursorPos) {
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previewSegments.push({ a: last, b: cursorPos })
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}
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const pillParts = cursorPos
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? (['x', 'y', 'z'] as const).map((axis, i) => ({
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key: axis,
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prefix: axis.toUpperCase(),
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value: last ? cursorPos[i]! - last[i]! : cursorPos[i]!,
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signed: !!last,
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}))
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: null
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const pillPrimary =
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last && cursorPos
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? altActive
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? 'y'
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: Math.abs(cursorPos[0] - last[0]) >= Math.abs(cursorPos[2] - last[2])
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? 'x'
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: 'z'
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: undefined
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return (
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<LevelOffsetGroup>
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{/* Cursor marker — the same ground ring + vertical line + tool-icon
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badge the duct draw tool shows in 3D (icon resolved from the active
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`lineset` structure-tools entry). In 2D the floorplan overlay draws
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this for every tool; in 3D each tool renders its own. The dimension
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pill rides just above the cursor. */}
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{cursorPos && (
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<>
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<CursorSphere color={PREVIEW_COLOR} position={cursorPos} ref={cursorRef} />
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{pillParts && (
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<group position={cursorPos}>
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<Html
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center
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position={[0, 0.35, 0]}
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style={{ pointerEvents: 'none', userSelect: 'none' }}
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zIndexRange={[100, 0]}
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>
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<DimensionPill parts={pillParts} primary={pillPrimary} unit={unit} />
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</Html>
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</group>
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)}
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</>
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)}
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{snapTarget && (
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<mesh layers={EDITOR_LAYER} position={snapTarget}>
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<sphereGeometry args={[0.1, 24, 16]} />
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<meshBasicMaterial color={PREVIEW_COLOR} depthTest={false} opacity={0.35} transparent />
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</mesh>
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)}
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{draftPoints.map((p, i) => (
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<mesh key={`pt-${i}`} layers={EDITOR_LAYER} position={p}>
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<sphereGeometry args={[0.06, 16, 12]} />
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<meshBasicMaterial color={PREVIEW_COLOR} depthTest={false} />
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</mesh>
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))}
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{previewSegments.map((seg, i) => (
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<PreviewSegment a={seg.a} b={seg.b} key={`seg-${i}`} />
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))}
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</LevelOffsetGroup>
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)
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}
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function PreviewSegment({ a, b }: { a: [number, number, number]; b: [number, number, number] }) {
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const start = new Vector3(...a)
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const end = new Vector3(...b)
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const dir = new Vector3().subVectors(end, start)
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const length = dir.length()
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if (length < 1e-4) return null
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dir.normalize()
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const mid = new Vector3().addVectors(start, end).multiplyScalar(0.5)
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// Default suction OD (~7/8") for the ghost.
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const radius = (0.875 * 0.0254) / 2
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return (
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<mesh
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layers={EDITOR_LAYER}
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position={mid.toArray()}
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ref={(m) => {
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if (!m) return
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m.quaternion.setFromUnitVectors(new Vector3(0, 1, 0), dir)
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}}
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>
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<cylinderGeometry args={[radius, radius, length, 16, 1, false]} />
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<meshBasicMaterial
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color={PREVIEW_COLOR}
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depthTest={false}
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opacity={PREVIEW_OPACITY}
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transparent
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/>
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</mesh>
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)
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}
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export default LinesetTool
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Reference in New Issue
Block a user