draft attach item to ceiling

This commit is contained in:
wass08
2026-01-28 06:46:03 +09:00
parent 4df30d92d8
commit 6bd34762e5
4 changed files with 134 additions and 6 deletions
+126 -4
View File
@@ -1,4 +1,5 @@
import {
type CeilingEvent,
emitter,
type GridEvent,
ItemNode,
@@ -113,6 +114,7 @@ export const ItemTool: React.FC = () => {
const selectedItem = useEditor((state) => state.selectedItem)
const { canPlaceOnFloor, canPlaceOnWall } = useSpatialQuery()
const isOnWall = useRef(false)
const isOnCeiling = useRef(false)
useEffect(() => {
if (!selectedItem) {
@@ -120,12 +122,15 @@ export const ItemTool: React.FC = () => {
}
let currentWallId: string | null = null
let currentCeilingId: string | null = null
const checkCanPlace = () => {
const currentLevelId = useViewer.getState().selection.levelId
if (currentLevelId && draftItem.current) {
let placeable = true
if (draftItem.current.asset.attachTo) {
if (draftItem.current.asset.attachTo === 'ceiling') {
placeable = isOnCeiling.current && !!currentCeilingId
} else if (draftItem.current.asset.attachTo) {
if (!isOnWall.current || !currentWallId) {
placeable = false
} else {
@@ -181,7 +186,7 @@ export const ItemTool: React.FC = () => {
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current) return
if (isOnWall.current) return
if (isOnWall.current || isOnCeiling.current) return
const [dimX, , dimZ] = selectedItem.dimensions
gridPosition.current.set(
@@ -201,7 +206,7 @@ export const ItemTool: React.FC = () => {
}
const onGridClick = (event: GridEvent) => {
const currentLevelId = useViewer.getState().selection.levelId
if (isOnWall.current) return
if (isOnWall.current || isOnCeiling.current) return
if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
@@ -358,12 +363,125 @@ export const ItemTool: React.FC = () => {
}
}
// ====================================================================
// CEILING HANDLERS
// ====================================================================
const onCeilingEnter = (event: CeilingEvent) => {
if (draftItem.current?.asset.attachTo !== 'ceiling') return
if (
useViewer.getState().selection.levelId !==
resolveLevelId(event.node, useScene.getState().nodes)
) {
return
}
event.stopPropagation()
isOnCeiling.current = true
currentCeilingId = event.node.id
const [dimX, , dimZ] = selectedItem.dimensions
const itemHeight = selectedItem.dimensions[1]
gridPosition.current.set(
snapToGrid(event.position[0], dimX),
-itemHeight,
snapToGrid(event.position[2], dimZ),
)
cursorRef.current.position.set(
gridPosition.current.x,
event.position[1] - itemHeight,
gridPosition.current.z,
)
draftItem.current.parentId = event.node.id
useScene.getState().updateNode(draftItem.current.id, {
position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
parentId: event.node.id,
})
checkCanPlace()
}
const onCeilingMove = (event: CeilingEvent) => {
if (!isOnCeiling.current || !draftItem.current) return
event.stopPropagation()
const [dimX, , dimZ] = selectedItem.dimensions
const itemHeight = selectedItem.dimensions[1]
gridPosition.current.set(
snapToGrid(event.position[0], dimX),
-itemHeight,
snapToGrid(event.position[2], dimZ),
)
cursorRef.current.position.set(
gridPosition.current.x,
event.position[1] - itemHeight,
gridPosition.current.z,
)
checkCanPlace()
if (draftItem.current) {
draftItem.current.position = [
gridPosition.current.x,
gridPosition.current.y,
gridPosition.current.z,
]
const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
if (draftItemMesh) {
draftItemMesh.position.copy(gridPosition.current)
}
}
}
const onCeilingClick = (event: CeilingEvent) => {
if (!isOnCeiling.current) return
event.stopPropagation()
const currentLevelId = useViewer.getState().selection.levelId
if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
useScene.temporal.getState().resume()
useScene.getState().updateNode(draftItem.current.id, {
position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
parentId: event.node.id,
metadata: stripTransient(draftItem.current.metadata),
})
draftItem.current = null
useScene.temporal.getState().pause()
createDraftItem()
checkCanPlace()
}
const onCeilingLeave = (event: CeilingEvent) => {
if (!isOnCeiling.current) return
isOnCeiling.current = false
currentCeilingId = null
event.stopPropagation()
if (!draftItem.current) return
const currentLevelId = useViewer.getState().selection.levelId
draftItem.current.parentId = currentLevelId
useScene.getState().updateNode(draftItem.current.id, {
position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
parentId: currentLevelId,
})
checkCanPlace()
}
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('ceiling:enter', onCeilingEnter)
emitter.on('ceiling:move', onCeilingMove)
emitter.on('ceiling:click', onCeilingClick)
emitter.on('ceiling:leave', onCeilingLeave)
// Keyboard rotation handlers
const ROTATION_STEP = Math.PI / 2 // 90 degrees
@@ -417,12 +535,16 @@ export const ItemTool: React.FC = () => {
emitter.off('wall:leave', onWallLeave)
emitter.off('wall:click', onWallClick)
emitter.off('wall:move', onWallMove)
emitter.off('ceiling:enter', onCeilingEnter)
emitter.off('ceiling:move', onCeilingMove)
emitter.off('ceiling:click', onCeilingClick)
emitter.off('ceiling:leave', onCeilingLeave)
window.removeEventListener('keydown', onKeyDown)
}
}, [selectedItem, canPlaceOnFloor, canPlaceOnWall])
useFrame((_, delta) => {
if (draftItem.current && !isOnWall.current) {
if (draftItem.current && !isOnWall.current && !isOnCeiling.current) {
const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
if (draftItemMesh) {
draftItemMesh.position.lerp(gridPosition.current, delta * 20)
@@ -1,10 +1,12 @@
import dedent from 'dedent'
import { z } from 'zod'
import { BaseNode, nodeType, objectId } from '../base'
import { ItemNode } from './item'
export const CeilingNode = BaseNode.extend({
id: objectId('ceiling'),
type: nodeType('ceiling'),
children: z.array(ItemNode.shape.id).default([]),
// Specific props
// Polygon boundary - array of [x, z] coordinates defining the ceiling
polygon: z.array(z.tuple([z.number(), z.number()])),
@@ -3,6 +3,7 @@ import { useRef } from 'react'
import { faceDirection, float, mix } from 'three/tsl'
import { DoubleSide, type Mesh, MeshStandardNodeMaterial } from 'three/webgpu'
import { useNodeEvents } from '../../../hooks/use-node-events'
import { NodeRenderer } from '../node-renderer'
// TSL material that renders differently based on face direction:
// - Back face (looking up at ceiling from below): solid
@@ -27,6 +28,9 @@ export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
<mesh ref={ref} material={ceilingMaterial} {...handlers}>
{/* CeilingSystem will replace this geometry in the next frame */}
<boxGeometry args={[0, 0, 0]} />
{node.children.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</mesh>
)
}
@@ -32,8 +32,8 @@ const Viewer: React.FC<ViewerProps> = ({ children }) => {
>
<color attach="background" args={['#ececec']} />
<directionalLight position={[10, 10, 5]} intensity={1.5} castShadow />
<Environment preset="sunset" />
<directionalLight position={[10, 10, 5]} intensity={0.5} castShadow />
<Environment preset="sunset" environmentIntensity={0.3} />
<Bvh>
<SceneRenderer />
</Bvh>