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:
Sudhir Yadav
2026-06-16 15:30:39 -04:00
committed by GitHub
parent a0d3d9c701
commit 5551500d98
172 changed files with 17361 additions and 150 deletions
@@ -0,0 +1,362 @@
'use client'
import {
type AnyNode,
type AnyNodeId,
analyzePortConnectivity,
type PipeSegmentNode,
type PortConnectivity,
pauseSceneHistory,
resolveConnectivityUpdates,
resumeSceneHistory,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { DimensionPill, EDITOR_LAYER, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Html } from '@react-three/drei'
import { createPortal, type ThreeEvent, useThree } from '@react-three/fiber'
import { useEffect, useRef, useState } from 'react'
import { type Object3D, Plane, Raycaster, Vector2, Vector3 } from 'three'
import { collectScenePorts, DWV_PORT_SYSTEMS, findNearestPortXZ } from '../shared/ports'
/** Handle pip radius (meters). */
const HANDLE_RADIUS = 0.09
/** Port-snap radius for dragged run endpoints (meters, XZ). */
const PORT_SNAP_RADIUS_M = 0.4
const UP = new Vector3(0, 1, 0)
function snap(value: number, step: number): number {
if (step <= 0) return value
return Math.round(value / step) * step
}
type Point = [number, number, number]
/**
* Selection-time editing for committed DWV pipe runs: one draggable
* handle per path point. The plumbing sibling of the duct-segment
* affordance — same portal / constrained-drag / single-undo model, snapping
* to DWV ports instead of duct ports.
*
* Handles are PORTALED into the pipe's registered scene group so they
* share its exact frame — path coords are node-local, and the level /
* building transform above the group applies to the handles for free.
*
* Drag model: by default the point is CONSTRAINED to the axis the
* segment was drawn along. Holding **Alt** releases it into free
* horizontal-plane movement (endpoints port-snap onto nearby DWV ports).
* Holding **Shift** bypasses grid snapping for a precision drag.
*/
const PipeSegmentSelectionAffordance = () => {
const selectedIds = useViewer((s) => s.selection.selectedIds)
const pipe = useScene((s) => {
if (selectedIds.length !== 1) return null
const node = s.nodes[selectedIds[0] as AnyNodeId]
return node?.type === 'pipe-segment' ? (node as PipeSegmentNode) : null
})
// Portal target: the pipe's registered group. Resolved with a rAF
// retry because registration happens on the renderer's mount, which
// can land a frame after selection.
const pipeId = pipe?.id ?? null
const [target, setTarget] = useState<Object3D | null>(null)
useEffect(() => {
if (!pipeId) {
setTarget(null)
return
}
let frameId = 0
const resolve = () => {
const next = sceneRegistry.nodes.get(pipeId as AnyNodeId) ?? null
setTarget((cur) => (cur === next ? cur : next))
if (!next) frameId = window.requestAnimationFrame(resolve)
}
resolve()
return () => window.cancelAnimationFrame(frameId)
}, [pipeId])
if (!pipe || !target) return null
return createPortal(<PipePointHandles pipe={pipe} target={target} />, target, undefined)
}
const PipePointHandles = ({ pipe, target }: { pipe: PipeSegmentNode; target: Object3D }) => {
const { camera, gl } = useThree()
const unit = useViewer((s) => s.unit)
const [draggingIndex, setDraggingIndex] = useState<number | null>(null)
const [hoverIndex, setHoverIndex] = useState<number | null>(null)
// Set while a drag is live; null otherwise. Holds everything the window
// pointer handlers need so they never read stale React state.
const dragRef = useRef<{
index: number
initialPath: Point[]
current: Point
cleanup: () => void
// Connectivity snapshot taken at pointer-down: which fittings / pipes are
// mated to this run's endpoints, so they follow as the endpoint moves.
connectivity: PortConnectivity | null
} | null>(null)
const makeRay = (clientX: number, clientY: number) => {
const rect = gl.domElement.getBoundingClientRect()
const ndc = new Vector2(
((clientX - rect.left) / rect.width) * 2 - 1,
-((clientY - rect.top) / rect.height) * 2 + 1,
)
const raycaster = new Raycaster()
raycaster.setFromCamera(ndc, camera)
return raycaster.ray
}
const intersect = (clientX: number, clientY: number, plane: Plane): Vector3 | null => {
const hit = new Vector3()
return makeRay(clientX, clientY).intersectPlane(plane, hit) ? hit : null
}
/**
* Signed distance along `axisWorld` (unit, through `anchorWorld`) of the
* point on that line closest to the cursor ray. Null when the ray runs
* (near-)parallel to the axis and the projection is unstable.
*/
const projectOntoAxis = (
clientX: number,
clientY: number,
anchorWorld: Vector3,
axisWorld: Vector3,
): number | null => {
const ray = makeRay(clientX, clientY)
const w0 = new Vector3().subVectors(ray.origin, anchorWorld)
const b = ray.direction.dot(axisWorld)
const denom = 1 - b * b
if (Math.abs(denom) < 1e-6) return null
const d0 = ray.direction.dot(w0)
const e0 = axisWorld.dot(w0)
return (e0 - b * d0) / denom
}
/** World-space position of a local path point. */
const toWorld = (p: Point): Vector3 => target.localToWorld(new Vector3(p[0], p[1], p[2]))
/** Convert a world-space hit back into the pipe group's local frame. */
const toLocal = (world: Vector3): Point => {
const local = target.worldToLocal(world.clone())
return [local.x, local.y, local.z]
}
// Follow-updates for fittings / pipes mated to this run's endpoints, given
// the run's live path. Endpoints whose position didn't change resolve to a
// zero delta, so only the dragged endpoint's partner actually moves.
const connectivityUpdatesForPath = (
connectivity: PortConnectivity | null,
path: Point[],
): { id: AnyNodeId; data: Partial<AnyNode> }[] => {
if (!connectivity) return []
const preview = { ...(pipe as Record<string, unknown>), path } as AnyNode
return resolveConnectivityUpdates(connectivity, preview).filter(
(u) => useScene.getState().nodes[u.id],
)
}
const onHandleDown = (index: number) => (e: ThreeEvent<PointerEvent>) => {
e.stopPropagation()
const initialPath = pipe.path.map((p) => [...p] as Point)
const startPoint = initialPath[index]!
const connectivity = analyzePortConnectivity(pipe as AnyNode, useScene.getState().nodes)
pauseSceneHistory(useScene)
useViewer.getState().setInputDragging(true)
document.body.style.cursor = 'grabbing'
setDraggingIndex(index)
const isEndpoint = index === 0 || index === initialPath.length - 1
// Axis the segment was drawn along, at this point: from the
// neighbouring path point toward the dragged one. The default drag
// is constrained to this line.
const neighbor = initialPath[index === 0 ? 1 : index - 1]!
const axisLocal = new Vector3(
startPoint[0] - neighbor[0],
startPoint[1] - neighbor[1],
startPoint[2] - neighbor[2],
)
if (axisLocal.lengthSq() < 1e-9) axisLocal.set(1, 0, 0)
axisLocal.normalize()
// World-space anchor + axis, derived once — the constraint line is
// fixed for the whole drag regardless of where the point currently is.
const anchorWorldStart = toWorld(startPoint)
const axisWorld = toWorld([
startPoint[0] + axisLocal.x,
startPoint[1] + axisLocal.y,
startPoint[2] + axisLocal.z,
])
.sub(anchorWorldStart)
.normalize()
const onMove = (event: PointerEvent) => {
const drag = dragRef.current
if (!drag) return
const current = drag.current
// Shift = precision: bypass grid snapping for a perfectly smooth
// drag (snap() is a no-op at step 0).
const step = event.shiftKey ? 0 : useEditor.getState().gridSnapStep
let next: Point | null = null
if (event.altKey) {
// Alt = freedom: slide on the horizontal plane at the point's
// height. Endpoints can port-snap here to mate onto a fitting.
const plane = new Plane().setFromNormalAndCoplanarPoint(UP, toWorld(current))
const hit = intersect(event.clientX, event.clientY, plane)
if (hit) {
const local = toLocal(hit)
next = [snap(local[0], step), current[1], snap(local[2], step)]
if (isEndpoint) {
const port = findNearestPortXZ(
[local[0], current[1], local[2]],
collectScenePorts({ excludeNodeId: pipe.id, systems: DWV_PORT_SYSTEMS }),
PORT_SNAP_RADIUS_M,
)
if (port) next = [port.position[0], port.position[1], port.position[2]]
}
}
} else {
// Default: constrained to the axis the segment was drawn along —
// slide the point closer / further along its own line.
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 = pipe.path.map((p, i) => (i === drag.index ? next! : p)) as Point[]
// Drag the run + any fittings mated to the moved endpoint as one batch.
useScene
.getState()
.updateNodes([
{ id: pipe.id as AnyNodeId, data: { path } },
...connectivityUpdatesForPath(drag.connectivity, path),
])
}
const onUp = () => {
const drag = dragRef.current
if (!drag) return
drag.cleanup()
dragRef.current = null
setDraggingIndex(null)
// Single-undo dance: revert (still paused), resume, re-apply the
// final path — plus any connected fitting moves — as one tracked batch.
const finalPath = drag.initialPath.map((p, i) =>
i === drag.index ? drag.current : p,
) as Point[]
const finalUpdates = connectivityUpdatesForPath(drag.connectivity, finalPath)
// Revert the run AND the followers to their pre-drag state while paused
// so history captures a clean before→after delta.
const revertUpdates = (drag.connectivity?.connections ?? []).flatMap((conn) =>
conn.kind === 'rigid-node'
? [{ id: conn.nodeId, data: { position: conn.startPosition } as Partial<AnyNode> }]
: [{ id: conn.nodeId, data: { path: conn.startPath } as Partial<AnyNode> }],
)
useScene
.getState()
.updateNodes([
{ id: pipe.id as AnyNodeId, data: { path: drag.initialPath } },
...revertUpdates.filter((u) => useScene.getState().nodes[u.id]),
])
resumeSceneHistory(useScene)
const moved = finalPath[drag.index]!.some(
(v, axis) => v !== drag.initialPath[drag.index]![axis],
)
if (moved) {
useScene
.getState()
.updateNodes([{ id: pipe.id as AnyNodeId, data: { path: finalPath } }, ...finalUpdates])
}
}
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, connectivity }
window.addEventListener('pointermove', onMove)
window.addEventListener('pointerup', onUp)
window.addEventListener('pointercancel', onUp)
}
return (
<group>
{pipe.path.map((p, i) => {
const active = draggingIndex === i
const hovered = hoverIndex === i
return (
<mesh
key={`pipe-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 ? '#7dd3fc' : '#38bdf8'}
depthTest={false}
opacity={active ? 1 : 0.85}
transparent
/>
</mesh>
)
})}
{draggingIndex !== null &&
pipe.path[draggingIndex] &&
(() => {
// Same pill as the draw tool: signed per-axis deltas from the
// drag-start position, dominant axis emphasised.
const point = pipe.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 PipeSegmentSelectionAffordance