feat: face-frame hosting for roof wall children + items on roof walls

Wall-mounted items join doors/windows on roof-segment wall faces, and
the storage model moves to FACE-LOCAL coordinates so hosted children
track segment edits live.

- Children store roofFace + position [u, v, z-from-mid-plane] with
  rotation 0 in-frame — the exact wall-child conventions (the wall
  volume's mid-plane lands on the nominal footprint). A shared
  <RoofFaceHostFrame> derives segment pose + face frame from the
  live-override-merged segment: children follow resize handle drags in
  real time and never jump on commit. No re-anchor cascade needed —
  position is authoritative, the frame is derived. migrateNodes
  converts branch-era segment-local data.
- Items: roofWallStrategy + roof:* handlers in the placement
  coordinator (surface 'roof-wall'), Shift free-place normalized with
  walls, ItemSystem wall-side push extended to segment hosts, correct
  2D plan glyphs via face→segment→roof pose composition. The roof
  hit resolver + overlap guard moved to @pascal-app/editor (the
  coordinator lives there; nodes already depends on editor).
- Cuts: subtractAccessoryCuts extracted and applied in BOTH the
  merged-shell and per-segment CSG paths (full edit mode / painted
  segments used to lose every hole), built from the CURRENT host
  geometry and live-effective children so holes follow segment and
  opening drags.
- Handle rig: the grandparent portal now maps the node's world pose
  into the portal frame instead of composing parent+node registry
  poses — correct for any nesting (the face-frame group broke the
  old assumption), identical for walls.
- Host-field hygiene: useDraftNode.commit/adopt and the window panel
  duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall
  re-anchor clears and every revert restores them.

Codex-reviewed (design consultation, adversarial rounds on the
replaced cascade and on this refactor); frame conventions locked by
unit tests. Record: private-editor plans/editor-roof-wall-openings.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-06-10 14:21:14 -04:00
co-authored by Claude Fable 5
parent 5fd9be05df
commit 7879b83df3
35 changed files with 1131 additions and 315 deletions
@@ -38,6 +38,7 @@ import {
Vector3,
} from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { MeshBasicNodeMaterial } from 'three/webgpu'
import { EDITOR_LAYER } from '../../lib/constants'
import { createEditorApi } from '../../lib/editor-api'
@@ -54,6 +55,9 @@ import {
NO_RAYCAST,
} from './handles/handle-arrow'
import { type HandleDragControls, useHandleDrag } from './handles/use-handle-drag'
// Pooled scratch for the handle rig's world-relative pose mapping.
const _rigRelative = new Matrix4()
const _rigScratchScale = new Vector3()
export {
ARROW_COLOR,
@@ -276,14 +280,32 @@ function NodeArrowHandlesForNode({
// exclusion the wall arrow also goes without.
useFrame(() => {
if (innerRef.current && innerRide && portalObject) {
// Grandparent mode: pose the rig by mapping the node's WORLD pose
// into the portal target's frame. Copying the parent + node
// registry poses (the previous approach) assumed the node mesh is
// a DIRECT child of the parent's registered object — roof-hosted
// openings break that with an intermediate face-frame group, which
// the world-relative mapping absorbs for free. For wall children
// the result is identical (portal⁻¹ ∘ node = wall.local ∘ node.local).
if (outerRef.current) {
outerRef.current.position.set(0, 0, 0)
outerRef.current.quaternion.identity()
}
portalObject.updateWorldMatrix(true, false)
innerRide.updateWorldMatrix(true, false)
_rigRelative.copy(portalObject.matrixWorld).invert().multiply(innerRide.matrixWorld)
_rigRelative.decompose(
innerRef.current.position,
innerRef.current.quaternion,
_rigScratchScale,
)
return
}
if (outerRef.current && outerRide) {
outerRef.current.position.copy(outerRide.position)
outerRef.current.quaternion.copy(outerRide.quaternion)
}
if (innerRef.current && innerRide) {
innerRef.current.position.copy(innerRide.position)
innerRef.current.quaternion.copy(innerRide.quaternion)
}
})
// Active-drag tracking. When a handle starts dragging, it claims its
@@ -6,19 +6,27 @@ import type {
GridEvent,
ItemEvent,
ItemNode,
RoofEvent,
RoofNode,
RoofSegmentNode,
RoofWallFaceId,
ShelfEvent,
ShelfNode,
WallEvent,
WallNode,
} from '@pascal-app/core'
import {
clampRectToRoofWallFace,
getRoofSegmentWallFace,
getScaledDimensions,
isLowProfileItemSurface,
nodeRegistry,
roofFacePointToSegment,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { Euler, Matrix3, Quaternion, Vector3 } from 'three'
import { hasRoofFaceChildOverlap, resolveRoofWallHit } from '../../../lib/roof-wall-hit'
import { snapWorldXZForActiveBuilding } from '../../../lib/world-grid-snap'
import {
calculateCursorRotation,
@@ -211,10 +219,13 @@ export const wallStrategy = {
const adjustedY = validation.adjustedY ?? y
return {
stateUpdate: { surface: 'wall', wallId: event.node.id },
stateUpdate: { surface: 'wall', wallId: event.node.id, roofSegmentId: null },
nodeUpdate: {
position: [x, adjustedY, z],
parentId: event.node.id,
// The draft may arrive from a roof-segment wall face.
roofSegmentId: undefined,
roofFace: undefined,
side,
rotation: [0, itemRotation, 0],
},
@@ -313,6 +324,8 @@ export const wallStrategy = {
nodeUpdate: {
position: [ctx.gridPosition.x, ctx.gridPosition.y, ctx.gridPosition.z],
parentId: event.node.id,
roofSegmentId: undefined,
roofFace: undefined,
side: ctx.draftItem.side,
rotation: ctx.draftItem.rotation,
metadata: stripTransient(ctx.draftItem.metadata),
@@ -342,6 +355,223 @@ export const wallStrategy = {
},
}
// ============================================================================
// ROOF WALL STRATEGY
// ============================================================================
type RoofWallTarget = {
segment: RoofSegmentNode
faceId: RoofWallFaceId
faceYaw: number
/** Stored node position: segment-local, y = bottom edge. */
position: [number, number, number]
/** Face-coord center of the placed rect (for the overlap guard). */
centerU: number
centerV: number
width: number
height: number
cursorPosition: [number, number, number]
cursorRotationY: number
}
/**
* Resolve a roof pointer event to an item placement on a segment wall
* face. Items snap u / bottom-v to the 0.5m grid, then the rect is
* clamped inside the face profile (sliding under the gable slopes).
* Position frame matches wall hosting: y anchors the BOTTOM edge;
* `wall-side` items mount on the outer surface, `wall` items center in
* the wall thickness.
*
* `shiftFree` mirrors the wall flow's Shift override (stubbed
* validators): the profile clamp is skipped, so the rect may overhang
* the face edges — placement follows the snapped cursor as-is.
*/
function resolveRoofWallTarget(
ctx: PlacementContext,
event: RoofEvent,
shiftFree = false,
): RoofWallTarget | null {
const attachTo = ctx.asset.attachTo
if (attachTo !== 'wall' && attachTo !== 'wall-side') return null
const hit = resolveRoofWallHit(event.node as RoofNode, event.position, event.normal, event.object)
if (!hit) return null
const rawDims = ctx.draftItem
? getScaledDimensions(ctx.draftItem)
: (ctx.asset.dimensions ?? DEFAULT_DIMENSIONS)
const dims = getGridAlignedDimensions(rawDims, attachTo)
const [width, height] = dims
const u = snapToHalf(hit.u)
const centerV = snapToHalf(hit.v) + height / 2
const fitted = shiftFree ? null : clampRectToRoofWallFace(hit.face, u, centerV, width, height)
if (!fitted && !shiftFree) return null
const finalU = fitted?.u ?? u
const finalV = fitted?.v ?? centerV
// FACE-LOCAL storage (z = 0 → wall mid-plane; ItemSystem pushes
// wall-side items to the outer surface, exactly like wall hosting).
// The renderer mounts the node inside the live face frame, so items
// track segment resizes without any re-anchoring.
const position: [number, number, number] = [finalU, finalV - height / 2, 0]
const segObj = sceneRegistry.nodes.get(hit.segment.id)
if (!segObj) return null
segObj.updateWorldMatrix(true, false)
const segLocal = roofFacePointToSegment(hit.segment, hit.face.id, position)
const worldPos = segObj.localToWorld(new Vector3(segLocal[0], segLocal[1], segLocal[2]))
const nodes = useScene.getState().nodes
const roof = hit.segment.parentId
? (nodes[hit.segment.parentId as AnyNodeId] as RoofNode | undefined)
: undefined
return {
segment: hit.segment,
faceId: hit.face.id,
faceYaw: hit.face.yaw,
position,
centerU: finalU,
centerV: finalV,
width,
height,
cursorPosition: [worldPos.x, worldPos.y, worldPos.z],
cursorRotationY: (roof?.rotation ?? 0) + (hit.segment.rotation ?? 0) + hit.face.yaw,
}
}
/** Validation half of `checkCanPlace` for the roof-wall surface. */
function canPlaceOnRoofWall(ctx: PlacementContext): boolean {
const segmentId = ctx.state.roofSegmentId
if (!(segmentId && ctx.draftItem)) return false
const segment = useScene.getState().nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (segment?.type !== 'roof-segment') return false
const faceId = ctx.draftItem.roofFace
if (!faceId) return false
const face = getRoofSegmentWallFace(segment, faceId)
const dims = getGridAlignedDimensions(
getScaledDimensions(ctx.draftItem),
ctx.draftItem.asset.attachTo,
)
const [width, height] = dims
// gridPosition carries the stored FACE-LOCAL coords (u, bottom-v, z).
const u = ctx.gridPosition.x
const centerV = ctx.gridPosition.y + height / 2
const clamped = clampRectToRoofWallFace(face, u, centerV, width, height)
if (!clamped || Math.abs(clamped.u - u) > 1e-3 || Math.abs(clamped.v - centerV) > 1e-3) {
return false
}
return !hasRoofFaceChildOverlap(segment, faceId, u, centerV, width, height, ctx.draftItem.id)
}
export const roofWallStrategy = {
/**
* Handle roof:enter / first hover — transition onto a segment wall
* face. Returns null when the item doesn't wall-attach or the pointer
* isn't over a placeable face.
*/
enter(ctx: PlacementContext, event: RoofEvent, shiftFree = false): TransitionResult | null {
const target = resolveRoofWallTarget(ctx, event, shiftFree)
if (!target) return null
return {
stateUpdate: { surface: 'roof-wall', roofSegmentId: target.segment.id, wallId: null },
nodeUpdate: {
position: target.position,
parentId: target.segment.id,
roofSegmentId: target.segment.id,
roofFace: target.faceId,
wallId: undefined,
side: 'front',
rotation: [0, 0, 0],
},
cursorRotationY: target.cursorRotationY,
gridPosition: target.position,
cursorPosition: target.cursorPosition,
stopPropagation: true,
}
},
/**
* Handle roof:move while on a segment wall face. Returns null when the
* pointer resolves to a DIFFERENT segment (the coordinator re-enters —
* segment transitions inside one roof never re-fire roof:enter) or to
* no placeable face.
*/
move(ctx: PlacementContext, event: RoofEvent, shiftFree = false): PlacementResult | null {
if (ctx.state.surface !== 'roof-wall') return null
if (!ctx.draftItem) return null
const target = resolveRoofWallTarget(ctx, event, shiftFree)
if (!target) return null
if (target.segment.id !== ctx.state.roofSegmentId) return null
return {
gridPosition: target.position,
cursorPosition: target.cursorPosition,
cursorRotationY: target.cursorRotationY,
nodeUpdate: {
position: target.position,
side: 'front',
rotation: [0, 0, 0],
roofFace: target.faceId,
},
stopPropagation: true,
// Items don't cut the roof — no geometry rebuild needed.
dirtyNodeId: null,
}
},
/**
* Handle roof:click — commit placement on the segment wall face.
*/
click(ctx: PlacementContext, _event: RoofEvent, shiftFree = false): CommitResult | null {
if (ctx.state.surface !== 'roof-wall') return null
if (!(ctx.draftItem && ctx.state.roofSegmentId)) return null
// Shift mirrors the wall flow's stubbed validators: skip profile-fit
// and overlap checks entirely.
if (!shiftFree && !canPlaceOnRoofWall(ctx)) return null
return {
nodeUpdate: {
position: [ctx.gridPosition.x, ctx.gridPosition.y, ctx.gridPosition.z],
parentId: ctx.state.roofSegmentId,
roofSegmentId: ctx.state.roofSegmentId,
roofFace: ctx.draftItem.roofFace,
wallId: undefined,
side: 'front',
rotation: [0, 0, 0],
metadata: stripTransient(ctx.draftItem.metadata),
},
stopPropagation: true,
dirtyNodeId: null,
}
},
/**
* Handle roof:leave — transition back to floor surface.
*/
leave(ctx: PlacementContext): TransitionResult | null {
if (ctx.state.surface !== 'roof-wall') return null
return {
stateUpdate: { surface: 'floor', roofSegmentId: null },
nodeUpdate: {
position: [ctx.gridPosition.x, ctx.gridPosition.y, ctx.gridPosition.z],
parentId: ctx.levelId,
roofSegmentId: undefined,
roofFace: undefined,
},
cursorRotationY: 0,
gridPosition: [ctx.gridPosition.x, ctx.gridPosition.y, ctx.gridPosition.z],
cursorPosition: [ctx.gridPosition.x, ctx.gridPosition.y, ctx.gridPosition.z],
stopPropagation: true,
}
},
}
// ============================================================================
// CEILING STRATEGY
// ============================================================================
@@ -794,6 +1024,9 @@ export function checkCanPlace(ctx: PlacementContext, validators: SpatialValidato
}
if (attachTo === 'wall' || attachTo === 'wall-side') {
if (ctx.state.surface === 'roof-wall') {
return canPlaceOnRoofWall(ctx)
}
if (ctx.state.surface !== 'wall' || !ctx.state.wallId) return false
return validators.canPlaceOnWall(
ctx.levelId,
@@ -12,7 +12,13 @@ import type { Vector3 } from 'three'
// PLACEMENT STATE
// ============================================================================
export type SurfaceType = 'floor' | 'wall' | 'ceiling' | 'item-surface' | 'shelf-surface'
export type SurfaceType =
| 'floor'
| 'wall'
| 'roof-wall'
| 'ceiling'
| 'item-surface'
| 'shelf-surface'
/**
* Tracks which surface the draft item is currently on.
@@ -21,6 +27,12 @@ export type SurfaceType = 'floor' | 'wall' | 'ceiling' | 'item-surface' | 'shelf
export interface PlacementState {
surface: SurfaceType
wallId: string | null
/**
* Active roof-segment when `surface === 'roof-wall'` — wall-attach
* items also host on the vertical wall faces a roof segment generates
* (base walls + coplanar gable ends).
*/
roofSegmentId: string | null
ceilingId: string | null
surfaceItemId: string | null
/**
@@ -15,6 +15,10 @@ interface OriginalState {
rotation: [number, number, number]
side: ItemNode['side']
parentId: string | null
// Roof-segment wall hosting — cleared/changed by surface transitions
// mid-move, so reverts must restore it alongside parentId.
roofSegmentId: ItemNode['roofSegmentId']
roofFace: ItemNode['roofFace']
metadata: ItemNode['metadata']
}
@@ -92,6 +96,8 @@ export function useDraftNode(): DraftNodeHandle {
rotation: [...node.rotation] as [number, number, number],
side: node.side,
parentId: node.parentId,
roofSegmentId: node.roofSegmentId,
roofFace: node.roofFace,
metadata: node.metadata,
}
@@ -121,6 +127,8 @@ export function useDraftNode(): DraftNodeHandle {
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
})
@@ -133,6 +141,15 @@ export function useDraftNode(): DraftNodeHandle {
side: updateProps.side ?? draft.side,
metadata: updateProps.metadata ?? stripTransient(draft.metadata),
parentId: parentId as string,
// Forward the roof host explicitly: strategies set it on every
// commit (segment id on a roof face, undefined elsewhere), and
// dropping it here strands the item in the roof frame without
// the segment transform.
roofSegmentId: updateProps.roofSegmentId,
roofFace: updateProps.roofFace,
// Only when the strategy decided about wallId (roof commits clear
// it) — floor/ceiling commits never managed the field.
...('wallId' in updateProps ? { wallId: updateProps.wallId } : {}),
})
useScene.temporal.getState().pause()
@@ -163,6 +180,11 @@ export function useDraftNode(): DraftNodeHandle {
rotation: updateProps.rotation ?? draft.rotation,
scale: updateProps.scale ?? draft.scale,
side: updateProps.side ?? draft.side,
// Roof host — see the move-mode commit above for why this must be
// forwarded explicitly.
roofSegmentId: updateProps.roofSegmentId,
roofFace: updateProps.roofFace,
...('wallId' in updateProps ? { wallId: updateProps.wallId } : {}),
metadata: updateProps.metadata ?? stripTransient(draft.metadata),
})
useScene.getState().createNode(finalNode, parentId)
@@ -207,6 +229,8 @@ export function useDraftNode(): DraftNodeHandle {
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
})
@@ -10,6 +10,7 @@ import {
getScaledDimensions,
type ItemEvent,
movingFootprintAnchors,
type RoofEvent,
resolveLevelId,
type ShelfEvent,
sceneRegistry,
@@ -56,6 +57,7 @@ import {
checkCanPlace,
floorStrategy,
itemSurfaceStrategy,
roofWallStrategy,
shelfSurfaceStrategy,
wallStrategy,
} from './placement-strategies'
@@ -213,6 +215,7 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
config.initialState ?? {
surface: 'floor',
wallId: null,
roofSegmentId: null,
ceilingId: null,
surfaceItemId: null,
shelfId: null,
@@ -413,6 +416,7 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
placementState.current = configRef.current.initialState ?? {
surface: 'floor',
wallId: null,
roofSegmentId: null,
ceilingId: null,
surfaceItemId: null,
shelfId: null,
@@ -987,6 +991,146 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
}
}
// ---- Roof Wall Handlers ----
// Wall-attach items also host on the vertical wall faces a roof
// segment generates (base walls + coplanar gable ends). Unlike walls,
// crossing between segments inside ONE roof never re-fires
// `roof:enter` (events come from the roof group), so the move handler
// re-enters whenever the strategy reports a segment change.
const enterRoofWall = (event: RoofEvent): boolean => {
const result = roofWallStrategy.enter(getContext(), event, shiftFreeRef.current)
if (!result) return false
event.stopPropagation()
applyTransition(result)
if (!draftNode.current) {
ensureDraft(result)
} else if (result.nodeUpdate.parentId) {
// Existing draft (move mode): reparent to the segment
useScene.getState().updateNode(draftNode.current.id, result.nodeUpdate)
}
return true
}
const onRoofWallEnter = (event: RoofEvent) => {
has3DPointerDrivenMoveRef.current = true
enterRoofWall(event)
}
const onRoofWallMove = (event: RoofEvent) => {
releaseCommit = () => onRoofWallClick(event)
has3DPointerDrivenMoveRef.current = true
if (!cursorGroupRef.current) return
const ctx = getContext()
if (ctx.state.surface !== 'roof-wall' || !draftNode.current) {
enterRoofWall(event)
return
}
const result = roofWallStrategy.move(ctx, event, shiftFreeRef.current)
if (!result) {
// Different segment under the pointer (or no placeable face) —
// try a fresh enter; a null resolve leaves the draft where it is.
enterRoofWall(event)
return
}
event.stopPropagation()
const posChanged =
gridPosition.current.x !== result.gridPosition[0] ||
gridPosition.current.y !== result.gridPosition[1] ||
gridPosition.current.z !== result.gridPosition[2]
if (posChanged) {
sfxEmitter.emit('sfx:grid-snap')
}
gridPosition.current.set(...result.gridPosition)
const wc = worldToBuildingLocal(...result.cursorPosition)
cursorGroupRef.current.position.set(wc.x, wc.y, wc.z)
cursorGroupRef.current.rotation.y = result.cursorRotationY
const draft = draftNode.current
if (draft && result.nodeUpdate) {
if ('side' in result.nodeUpdate) draft.side = result.nodeUpdate.side
if ('rotation' in result.nodeUpdate)
draft.rotation = result.nodeUpdate.rotation as [number, number, number]
}
const placeable = revalidate()
if (draft && placeable) {
draft.position = result.gridPosition
const mesh = sceneRegistry.nodes.get(draft.id)
if (mesh) {
mesh.position.copy(gridPosition.current)
// Wall-side items sit on the outer surface: mirror ItemSystem's
// push (z = thickness/2 off the face frame's mid-plane) so the
// drag preview doesn't sink into the wall until commit.
if (asset.attachTo === 'wall-side' && placementState.current.roofSegmentId) {
const segment = useScene.getState().nodes[
placementState.current.roofSegmentId as AnyNodeId
]
if (segment?.type === 'roof-segment') {
mesh.position.z = (segment.wallThickness ?? 0.1) / 2
}
}
const rot = result.nodeUpdate?.rotation
if (rot) mesh.rotation.y = rot[1]
}
// The 2D floor-plan live frame is wall-local; a segment-local
// value would render garbage — clear instead of publishing.
useLiveTransforms.getState().clear(draft.id)
}
}
const onRoofWallClick = (event: RoofEvent) => {
const result = roofWallStrategy.click(getContext(), event, shiftFreeRef.current)
if (!result) return
event.stopPropagation()
if (draftNode.current) {
useLiveTransforms.getState().clear(draftNode.current.id)
}
draftNode.commit(result.nodeUpdate)
if (configRef.current.onCommitted()) {
const enterResult = roofWallStrategy.enter(getContext(), event, shiftFreeRef.current)
if (enterResult) {
applyTransition(enterResult)
} else {
revalidate()
}
}
}
const onRoofWallLeave = (event: RoofEvent) => {
const result = roofWallStrategy.leave(getContext())
if (!result) return
event.stopPropagation()
if (draftNode.isAdopted) {
// Move mode: keep draft alive, reparent to level
applyTransition(result)
const draft = draftNode.current
if (draft) {
useScene.getState().updateNode(draft.id, {
parentId: result.nodeUpdate.parentId as string,
roofSegmentId: undefined,
})
}
} else {
// Create mode: destroy transient and reset state
draftNode.destroy()
Object.assign(placementState.current, result.stateUpdate)
}
}
// ---- Item Surface Handlers ----
const detachItemSurfaceToFloor = (event: ItemEvent) => {
@@ -1499,6 +1643,10 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
const draft = draftNode.current
if (!draft) return
// Roof-wall drafts live flat in the host face frame (yaw 0) —
// manual rotation would skew them off the wall plane.
if (placementState.current.surface === 'roof-wall') return
let rotationDelta = 0
if ((event.key === 'r' || event.key === 'R') && !event.metaKey && !event.ctrlKey)
rotationDelta = ROTATION_STEP
@@ -1673,6 +1821,10 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('roof:enter', onRoofWallEnter)
emitter.on('roof:move', onRoofWallMove)
emitter.on('roof:click', onRoofWallClick)
emitter.on('roof:leave', onRoofWallLeave)
emitter.on('ceiling:enter', onCeilingEnter)
emitter.on('ceiling:move', onCeilingMove)
emitter.on('ceiling:click', onCeilingClick)
@@ -1704,6 +1856,10 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
emitter.off('wall:move', onWallMove)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('roof:enter', onRoofWallEnter)
emitter.off('roof:move', onRoofWallMove)
emitter.off('roof:click', onRoofWallClick)
emitter.off('roof:leave', onRoofWallLeave)
emitter.off('ceiling:enter', onCeilingEnter)
emitter.off('ceiling:move', onCeilingMove)
emitter.off('ceiling:click', onCeilingClick)
+4
View File
@@ -231,6 +231,10 @@ export {
resolvePlanarCursorPosition,
} from './lib/planar-cursor-placement'
export { clearRoofDuplicateMetadata, duplicateRoofSubtree } from './lib/roof-duplication'
// Roof wall-face hit resolution + overlap guard — shared by the
// kind-owned door / window tools in `@pascal-app/nodes` and the item
// placement coordinator's roof-wall strategy.
export { hasRoofFaceChildOverlap, type RoofWallHit, resolveRoofWallHit } from './lib/roof-wall-hit'
export type { SceneGraph } from './lib/scene'
export { applySceneGraphToEditor } from './lib/scene'
export { triggerSFX } from './lib/sfx-bus'
+164
View File
@@ -0,0 +1,164 @@
import {
type AnyNodeId,
getRoofSegmentWallFaces,
getScaledDimensions,
type ItemNode,
type RoofNode,
type RoofSegmentNode,
type RoofSegmentWallFace,
type RoofWallFaceId,
sceneRegistry,
segmentPointToRoofWallFace,
useScene,
} from '@pascal-app/core'
import * as THREE from 'three'
const worldPoint = new THREE.Vector3()
const worldNormal = new THREE.Vector3()
const localPoint = new THREE.Vector3()
const localNormal = new THREE.Vector3()
const inverseMatrix = new THREE.Matrix4()
export type RoofWallHit = {
segment: RoofSegmentNode
face: RoofSegmentWallFace
/** Face coords of the hit (u along the face, v above the segment base). */
u: number
v: number
}
/** Pointer hits more than this far off the wall plane are not wall hits. */
const PLANE_TOLERANCE = 0.06
/** Reject faces whose normal disagrees with the hit normal (slope / soffit). */
const NORMAL_ALIGNMENT = 0.7
/** A wall face is vertical; slope faces on low pitches have |ny| ≫ 0. */
const MAX_NORMAL_Y = 0.4
/**
* Resolve a pointer hit on a roof to one of its segments' vertical wall
* faces (base walls under the roof + the coplanar gable/shed/gambrel end
* faces). Counterpart of `resolveRoofSegmentHit`, which resolves to the
* sloped top surface instead.
*
* `normal` must be the raw `NodeEvent.normal` (hit-object-local) together
* with the `object` it came from — roof events can originate from the
* merged-roof mesh (roof-local frame) or a painted segment mesh
* (segment-local frame), so the normal is normalised through world space
* here instead of trusting the event frame.
*
* Lives in `@pascal-app/editor` because both the kind-owned door/window
* tools (in `@pascal-app/nodes`, which depends on editor) and the item
* placement coordinator (in editor itself) consume it.
*/
export function resolveRoofWallHit(
roof: RoofNode,
position: [number, number, number],
normal: [number, number, number] | undefined,
object: THREE.Object3D | undefined,
): RoofWallHit | null {
if (!normal || !object) return null
worldPoint.set(position[0], position[1], position[2])
worldNormal.set(normal[0], normal[1], normal[2])
object.updateWorldMatrix(true, false)
worldNormal.transformDirection(object.matrixWorld)
const state = useScene.getState()
let best: { hit: RoofWallHit; score: number } | null = null
for (const childId of roof.children ?? []) {
const segment = state.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (segment?.type !== 'roof-segment') continue
const segObj = sceneRegistry.nodes.get(segment.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
localPoint.copy(worldPoint)
segObj.worldToLocal(localPoint)
inverseMatrix.copy(segObj.matrixWorld).invert()
localNormal.copy(worldNormal).transformDirection(inverseMatrix)
if (Math.abs(localNormal.y) > MAX_NORMAL_Y) continue
for (const face of getRoofSegmentWallFaces(segment)) {
const alignment =
localNormal.x * face.normal[0] +
localNormal.y * face.normal[1] +
localNormal.z * face.normal[2]
if (alignment < NORMAL_ALIGNMENT) continue
const { u, v, dist } = segmentPointToRoofWallFace(segment, face.id, [
localPoint.x,
localPoint.y,
localPoint.z,
])
if (Math.abs(dist) > PLANE_TOLERANCE) continue
if (u < -PLANE_TOLERANCE || u > face.length + PLANE_TOLERANCE) continue
if (v < -PLANE_TOLERANCE) continue
const score = Math.abs(dist)
if (!best || score < best.score) {
best = { hit: { segment, face, u, v }, score }
}
}
}
return best?.hit ?? null
}
/**
* Overlap guard for nodes sharing a roof-segment wall face — the
* roof-host analogue of `hasWallChildOverlap`. Hosted children store
* FACE-LOCAL coords + an explicit `roofFace`, so siblings compare
* directly: doors/windows are center-anchored in v, wall items
* bottom-anchored.
*/
export function hasRoofFaceChildOverlap(
segment: RoofSegmentNode,
faceId: RoofWallFaceId,
u: number,
v: number,
width: number,
height: number,
ignoreId?: string,
): boolean {
const nodes = useScene.getState().nodes
const newLeft = u - width / 2
const newRight = u + width / 2
const newBottom = v - height / 2
const newTop = v + height / 2
for (const childId of segment.children ?? []) {
if (childId === ignoreId) continue
const child = nodes[childId as AnyNodeId]
if (!child) continue
if ((child as { roofFace?: RoofWallFaceId }).roofFace !== faceId) continue
const position = (child as { position?: [number, number, number] }).position
if (!position) continue
let childW: number
let childBottom: number
let childTop: number
if (child.type === 'door' || child.type === 'window') {
const opening = child as { width: number; height: number }
childW = opening.width
childBottom = position[1] - opening.height / 2
childTop = position[1] + opening.height / 2
} else if (child.type === 'item') {
const item = child as ItemNode
if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
const [w, h] = getScaledDimensions(item)
childW = w
// Items anchor position[1] at their bottom edge.
childBottom = position[1]
childTop = position[1] + h
} else {
continue
}
const xOverlap = newLeft < position[0] + childW / 2 && newRight > position[0] - childW / 2
const yOverlap = newBottom < childTop && newTop > childBottom
if (xOverlap && yOverlap) return true
}
return false
}