editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* 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 * Snapshot: ridge vent locks to segment ridge during placement, free sliders after Placement tool clamps the cursor to the segment's ridge line for all roof types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer re-derives Y from the live surface plus a small lift, and treats stored position[1] / position[2] as user offsets so the inspector sliders move the vent after placement. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(roof): contribute outer silhouette to alignment-guide candidates Roof has no centred-box footprint (it's the union of its `roof-segment` children) so the capability bridge needs the resolved AABB directly. We build it from the children's corners in roof-local space, then transform to world coords. Roofs only contribute as static candidates — the move-roof tool drives them by origin, so the relocatable-box path never applies. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(floorplan): upright text geometry that stays horizontal under scene rotation Floor-plan text labels were rotating with the 90° default scene rotation, making zone names read sideways. Add an `upright` flag to text geometry: when set, the registry layer counter-rotates the label by sceneRotationDeg around its anchor so it reads horizontally on screen. Zone labels opt in. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode Paint cursor swaps the inline icon+label chip for a stacked badge — a glowing accent stem pointing down to the hit point with the paint icon above — so the cue reads as "pointer" rather than "tooltip". Switches the accent to indigo. The 2D floor-plan now also shows the paint-icon overlay and routes pointer interactions to the painter when in material-paint mode. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 90° rotate action on the floating building menu Adds a Rotate button to the building action menu (and a generic `onRotate` slot to NodeActionMenu). Each click rotates the building 90° CW around its world-bbox center, mirroring the offset compensation `MoveBuildingContent` uses during R/T-rotate drags — so the building spins in place instead of orbiting its (often off-centre) origin. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(column,shelf): show cursor sphere during placement preview Matches the placement affordance other floor-placed tools already have so users see the snap point as a discrete dot alongside the ghost mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): update next-env types path to .next/dev/types Next.js moved generated route types under `.next/dev/types/` — regenerate the reference so the type-check resolves them again. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(ridge-vent): track parent segment's live overrides for real-time follow While dragging a roof-segment resize handle (width / depth / pitch / wallHeight / rotation), the new dimensions stream through useLiveNodeOverrides and only flush to the store on release — so the ridge vent was snapping to the new ridge only after the drag ended. Merge segment overrides into the renderer's segment view so the vent rides the resize in real time. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): step building rotation in 15° increments Cuts the floating building menu's rotate-step from 90° to 15° so each click nudges the building rather than slamming it to the next cardinal. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): world-frame alignment guides and grid snap under building rotation Brings the 2D floor-plan alignment + grid behaviour in line with 3D so guides and snap follow the world XZ grid regardless of how the active building is rotated. Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal, plus a shared BuildingPose type, so callers can resolve in world space while staying in building-local coords downstream. Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the single entry point for tools that need world-frame alignment / grid snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose, snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours useLiveTransforms and resolves the active building via level.parentId first so the helper stays in sync with the floor-plan panel. Alignment store unification: applyFloorplanAlignment and the registry move overlay now publish guides in world XZ — the same frame the 3D tools already use — so the shared useAlignmentGuides store carries one consistent coordinate system. The 2D layer renders world XZ via the fixed world → SVG transform (a 90° rotation around the building's world position; independent of building rotation), so guides come out parallel to the world-axis-aligned floor-plan grid in every case. Drafting + move sessions across walls, fences, slabs, ceilings, columns, items, shelves, roofs, stairs, zones and elevators are re-routed through the new helpers so cursor placement, grid snap, draft endpoints, and move commits all land on the world XZ grid even when the building has been rotated. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop building drag-rotate and grid building-XZ chase Two behaviours added recently were causing the world grid to slide around during building edits. Reverts both, keeping the rest of the world-frame alignment work intact. - floating-building-action-menu / node-action-menu: roll the rotate button back to a single click that increments rotation by 15° around the bbox center (state at 3eb02fde). The drag-rotate from b50c0d5a streamed live position updates per frame, which the floor plan and grid both followed. - grid: stop chasing the active building's world XZ each frame (pre-c00a2469 behaviour). The grid stays anchored at world (0, 0) so it doesn't visibly sweep when the building origin moves — during a drag, an R/T rotation in the move tool, or a click rotate that re-anchors the origin to the bbox-pivot. Y still lerps to the active level's floor height. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): consistent building rotation pivot + 2D position sync Several connected fixes to building rotate/move so the 3D mesh, the 2D floor plan, and alignment guides all stay visually consistent across rotations and drags. Rotation-invariant pivot - New `getBuildingLocalBboxCenter` helper walks descendant mesh geometry bounds in the building's LOCAL frame, returning a centroid that doesn't depend on the building's current world rotation. The previous approach derived the pivot from the world AABB at the current rotation, which made the local pivot subtly drift each time the building was rotated. - Floating menu click-rotate and move-tool R/T rotation now seed their pivot from this helper, so successive rotations stay pinned at the same world point. Move-tool stability - R/T rotation always pivots around the current world bbox center, even before the cursor has moved onto the grid (previously it fell back to rotating around the origin in that case). - Commit (`onGridClick`) now writes the mesh's actual on-screen pose instead of recomputing it from the click event's grid coords, removing a one-cell snap on release. Alignment resolver - Tie-break is now perp-first, primary-second. The previous order was reliable when wall faces shared an exact axis-aligned coord (pre-rotation), but post-rotation float deltas meant primary never tied and the resolver could lock onto the far corner of a candidate. Perp-first picks the visually closest point. 2D ↔ 3D sync - The floor-plan SVG scene group now applies a live `translate(...)` derived from `(committedBuildingPosition → live buildingPosition)`, in addition to the existing live rotation. Building-local content slides in lockstep with the 3D mesh during a drag. - The alignment-guide layer projects from world XZ using the COMMITTED building position, so guides stay locked to their world coordinates while the building slides past them. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * Merge remote-tracking branch 'origin/main' into fix/fir-5-june * feat(wall): alt-click commits a single wall instead of chaining Holding Alt on the click that completes a segment now stops drafting instead of starting a new segment from the just-placed endpoint. Same behaviour wired in both the 3D wall tool and the 2D floor-plan placement hook (which already passed `singleWall: event.altKey` — the 2D handler was ignoring the flag). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop 15° rotate from floating building action menu Removes the rotate button on the floating building menu and the `getBuildingLocalBboxCenter` pivot helper that only existed to support it. The selected-group rotate handle remains the way to rotate a building. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): point next-env at .next/types instead of .next/dev/types Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage The translate gizmo on the 3D bounding box now hands the node to the registry move tool (same path as the floating action menu's Move button) instead of running its own plane-drag. One move flow — green bounding box, cursor follow, alignment guides, R/T rotation, click-to-commit — drives both entry points. Adds a `dragBounds` capability on the node registry so kinds whose rendered mesh contains extras (per-level landing assemblies on an elevator, etc.) can declare the box the user thinks of as "the thing being dragged." Elevator and stair opt in; everything else still auto-measures. `MoveRoofTool` now shows the green box for whole-stair and whole-roof moves, and aligns roofs by their footprint corners (previously only stairs did). Slab floor-plan moves clear `autoFromWalls` on commit so space-detection doesn't snap the slab back, via a new `extraCommitFields` hook on the polygon-centroid move target. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 2D alignment guides in building-local frame + world-grid wall snap The 2D floor-plan alignment layer now mounts inside the rotated scene <g> and reads from an editor-local `useAlignmentGuides` store — guides are stored in building-local meters and follow the SVG transform that already carries the rest of the floor-plan geometry. Pill labels are counter-rotated by the scene rotation so they stay upright under building rotation. The 3D pipeline keeps its own world-frame store; the two surfaces no longer share frames. Wall drafting picks up an optional `gridSnap` override so the 2D floor-plan can snap drafts onto the world-XZ grid even when the active building is rotated — without it, a rotated building's drafted wall would chase the local grid and miss the visible lines. `snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through the override when supplied; otherwise the prior local-axis grid snap is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid` through the placement hook and exports `WALL_GRID_STEP` to support it. Also fixes the minor/major grid stroke palette swap so minor lines render with the minor palette and majors with the major palette. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(editor): drop dead onRotate slot, memoize dragBounds snapshot Removes the unreachable `onRotate` prop, `RotateCw` import, and rotate button from `NodeActionMenu` — its only caller was the floating building menu's 15° rotate, which was removed in d65fd5fe. Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures the scene snapshot once per node instead of re-reading `useScene.getState().nodes` on every render. Bounds depend only on `node` (locked for the tool's lifetime) and start-time sibling state (elevator shaft height from the level set), so a one-shot snapshot is the right semantics — and it avoids implying a live subscription that isn't there. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: biome check --write (import order, formatting, unused import) Auto-fixes from `bun check:fix`: - import-order normalization in editor/nodes/core - unused `snapToGrid` / `useLayoutEffect` imports dropped - minor whitespace/wrapping tweaks No behavioural change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
b620c9d502
commit
555cf06c12
@@ -241,6 +241,12 @@ export type FloorplanGeometry =
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stroke?: string
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strokeWidth?: number
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paintOrder?: 'stroke' | 'fill' | 'normal'
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/**
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* When true, the registry layer counter-rotates the label by
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* `sceneRotationDeg` so it reads horizontally on screen regardless
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* of the floor-plan's scene rotation (default 90°).
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*/
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upright?: boolean
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}
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/**
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* Bitmap overlay — captured top-down asset thumbnail, AI-generated
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@@ -981,6 +987,22 @@ export type Capabilities = {
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* `AlignmentFootprintConfig`.
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*/
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alignmentFootprint?: AlignmentFootprintConfig
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/**
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* Bounds drawn by the 3D drag bounding box during a move. Opt-in: when
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* omitted, the box auto-measures the rendered mesh, which is correct for
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* most kinds. Set this when the rendered mesh tree contains extras the
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* user wouldn't think of as "the thing being dragged" — e.g. an elevator
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* whose mesh includes per-level landing assemblies, and the user expects
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* the box to wrap just the shaft they're moving.
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*
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* `size`: `[width, height, depth]` in the node's local frame.
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* `centerY`: optional Y center; defaults to `size[1] / 2` (box sits on
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* the ground plane). Override when the local origin isn't at the base.
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*/
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dragBounds?: (
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node: AnyNode,
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nodes?: Readonly<Record<string, AnyNode>>,
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) => { size: [number, number, number]; centerY?: number }
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roofAccessory?: RoofAccessoryConfig
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/**
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* Kind cuts a hole in the ceiling surface it is attached to (e.g. recessed
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@@ -75,15 +75,108 @@ export type ResolveAlignmentResult = {
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const EMPTY: ResolveAlignmentResult = { guides: [], snap: null }
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/** Forward rotation: local XZ → world XZ for a node whose parent has
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* position `bx,_,bz` and rotation-Y `rotY` (radians). Matches the
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* transform used throughout the editor's tools / floor-plan. */
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function localToWorld(
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x: number,
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z: number,
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bx: number,
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bz: number,
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cos: number,
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sin: number,
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): { x: number; z: number } {
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return {
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x: bx + x * cos + z * sin,
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z: bz - x * sin + z * cos,
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}
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}
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function transformAnchorToWorld(
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anchor: AlignmentAnchor,
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bx: number,
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bz: number,
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cos: number,
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sin: number,
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): AlignmentAnchor {
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const w = localToWorld(anchor.x, anchor.z, bx, bz, cos, sin)
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return { nodeId: anchor.nodeId, kind: anchor.kind, x: w.x, z: w.z }
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}
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export type BuildingPose = {
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position: readonly [number, number, number]
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rotationY: number
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}
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export type ResolveAlignmentInBuildingResult = {
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/** Guides in WORLD coordinates. Renderers must be in a world-space group. */
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guides: AlignmentGuide[]
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/** Snap delta in the BUILDING-LOCAL frame, ready to add to a local position. */
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snap: { dx: number; dz: number } | null
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}
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/**
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* Resolve alignment in WORLD space while accepting BUILDING-LOCAL anchors.
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*
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* Why this exists: the floor-plan grid lives in world XZ (rendered outside
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* the rotated scene group), so alignment must follow the same axes —
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* otherwise rotating a building drags the alignment guides off the visible
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* grid and onto the rotated wall's local axes (the bug the user hit). The
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* resolver itself is frame-agnostic; this wrapper just transforms anchors
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* to world, resolves, then rotates the snap delta back into building-local
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* so callers can add it to a local position without further math.
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*
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* `pose === null` → resolve in the caller's frame as-is (no transform).
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*/
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export function resolveAlignmentInBuildingWorld(input: {
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moving: readonly AlignmentAnchor[]
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candidates: readonly AlignmentAnchor[]
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threshold: number
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pose: BuildingPose | null
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}): ResolveAlignmentInBuildingResult {
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const { moving, candidates, threshold, pose } = input
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if (!pose) {
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return resolveAlignment({ moving, candidates, threshold })
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}
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const cos = Math.cos(pose.rotationY)
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const sin = Math.sin(pose.rotationY)
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const bx = pose.position[0]
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const bz = pose.position[2]
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const movingWorld = moving.map((a) => transformAnchorToWorld(a, bx, bz, cos, sin))
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const candidatesWorld = candidates.map((a) => transformAnchorToWorld(a, bx, bz, cos, sin))
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const result = resolveAlignment({
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moving: movingWorld,
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candidates: candidatesWorld,
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threshold,
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})
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if (!result.snap) return { guides: result.guides, snap: null }
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// World → local rotation (orthogonal matrix → transpose). The inverse of
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// `localToWorld` above maps (dx_world, dz_world) → (dx_local, dz_local).
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const dxW = result.snap.dx
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const dzW = result.snap.dz
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const dxL = dxW * cos - dzW * sin
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const dzL = dxW * sin + dzW * cos
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return { guides: result.guides, snap: { dx: dxL, dz: dzL } }
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}
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export function resolveAlignment(input: ResolveAlignmentInput): ResolveAlignmentResult {
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const { moving, candidates, threshold } = input
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if (threshold <= 0 || moving.length === 0 || candidates.length === 0) return EMPTY
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// Best match per axis: smallest |Δ| on the matched axis (tightest
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// alignment), then — crucially — tie-break to the candidate anchor NEAREST
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// on the perpendicular axis. Anchors are real points (corners / endpoints /
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// midpoints), so the guide always connects to the closest actual point of
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// the candidate, never a far one that merely shares the same coordinate.
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// Best match per axis: among all candidate anchors within `threshold` of
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// the moving anchor on the matched axis, pick the one CLOSEST in the
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// perpendicular direction — so the guide always connects to the visually
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// nearest actual point of the candidate. Primary delta only breaks perp
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// ties.
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//
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// Why perp-first: a wall pre-rotation contributes anchors that share an
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// exact X (vertical wall) or Z (horizontal wall), so primary deltas tie
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// and perp picks the nearer endpoint. Post-rotation, the same wall's
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// anchors are at slightly-different world coordinates after a float
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// rotation — primary deltas differ by tiny amounts and a primary-first
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// tie-break would lock onto whichever happens to be marginally tighter,
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// often the far endpoint. Perp-first keeps the "closest point of
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// reference" behaviour stable through rotation.
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type Best = {
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delta: number
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primary: number
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@@ -102,13 +195,13 @@ export function resolveAlignment(input: ResolveAlignmentInput): ResolveAlignment
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const adz = Math.abs(dz)
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if (
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adx <= threshold &&
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(bestX === null || adx < bestX.primary || (adx === bestX.primary && adz < bestX.perp))
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(bestX === null || adz < bestX.perp || (adz === bestX.perp && adx < bestX.primary))
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) {
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bestX = { delta: dx, primary: adx, perp: adz, m, c }
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}
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if (
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adz <= threshold &&
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(bestZ === null || adz < bestZ.primary || (adz === bestZ.primary && adx < bestZ.perp))
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(bestZ === null || adx < bestZ.perp || (adx === bestZ.perp && adz < bestZ.primary))
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) {
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bestZ = { delta: dz, primary: adz, perp: adx, m, c }
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}
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@@ -3,11 +3,14 @@ export {
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type AlignmentGuide,
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type AlignmentGuideAxis,
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type AnchorKind,
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type BuildingPose,
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bboxAnchors,
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bboxCornerAnchors,
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type ResolveAlignmentInBuildingResult,
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type ResolveAlignmentInput,
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type ResolveAlignmentResult,
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resolveAlignment,
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resolveAlignmentInBuildingWorld,
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} from './alignment'
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export {
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collectAlignmentAnchors,
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@@ -56,4 +59,5 @@ export {
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snapScalar,
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snapServices,
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snapVec3ToGrid,
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snapWorldXZToBuildingLocal,
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} from './snap'
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@@ -36,6 +36,53 @@ export function snapVec3ToGrid(point: Vec3, step: number = DEFAULT_GRID_STEP): V
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return [snapScalar(point[0], step), point[1], snapScalar(point[2], step)]
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}
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/**
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* Snap a world XZ point to the grid, then express it in the local frame of
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* a building positioned at `buildingPosition` with rotation `buildingRotationY`
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* (radians, around the Y axis). Returns both the snapped world point and its
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* local-frame equivalent, so callers can render in either frame without
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* recomputing the rotation.
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*
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* Use when a tool needs to keep snapping on the world grid (the grid the
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* editor renders) even when the active building is rotated. Snapping in the
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* building's local frame would otherwise chase the rotated axes and miss
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* the visible grid lines.
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*/
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export function snapWorldXZToBuildingLocal(
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worldX: number,
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worldZ: number,
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buildingPosition: Vec3,
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buildingRotationY: number,
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step: number = DEFAULT_GRID_STEP,
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): { world: [number, number]; local: [number, number] } {
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if (step <= 0) {
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const dx = worldX - buildingPosition[0]
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const dz = worldZ - buildingPosition[2]
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const cos = Math.cos(buildingRotationY)
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const sin = Math.sin(buildingRotationY)
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return {
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world: [worldX, worldZ],
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local: [dx * cos - dz * sin, dx * sin + dz * cos],
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}
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}
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const snappedWX = Math.round(worldX / step) * step
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const snappedWZ = Math.round(worldZ / step) * step
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const dx = snappedWX - buildingPosition[0]
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const dz = snappedWZ - buildingPosition[2]
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const cos = Math.cos(buildingRotationY)
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const sin = Math.sin(buildingRotationY)
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// The forward (local → world) rotation used in the editor is
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// wx = bx + lx*cos + lz*sin
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// wz = bz - lx*sin + lz*cos
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// so the inverse (orthogonal, so transpose) is
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// lx = dx*cos - dz*sin
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// lz = dx*sin + dz*cos
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return {
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world: [snappedWX, snappedWZ],
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local: [dx * cos - dz * sin, dx * sin + dz * cos],
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}
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}
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// ─── Angle snap ───────────────────────────────────────────────────────
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/**
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Reference in New Issue
Block a user