fix selection

This commit is contained in:
wass08
2026-01-30 09:34:26 +09:00
parent bda893fcf5
commit 92cc1a9c2c
5 changed files with 2487 additions and 17581 deletions
@@ -15,10 +15,49 @@ import {
} from '@pascal-app/core'
import { useThree } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import { Vector3 } from 'three'
import useViewer from '../../store/use-viewer'
const tempWorldPos = new Vector3()
// Tolerance for edge detection (in meters)
const EDGE_TOLERANCE = 0.5
type SelectableNodeType = 'building' | 'level' | 'zone' | 'wall' | 'item' | 'slab' | 'ceiling' | 'roof'
// Expand polygon outward by a small amount to include items on edges
const expandPolygon = (polygon: [number, number][], tolerance: number): [number, number][] => {
if (polygon.length < 3) return polygon
// Calculate centroid
let cx = 0, cz = 0
for (const [x, z] of polygon) {
cx += x
cz += z
}
cx /= polygon.length
cz /= polygon.length
// Expand each point outward from centroid
return polygon.map(([x, z]) => {
const dx = x - cx
const dz = z - cz
const len = Math.sqrt(dx * dx + dz * dz)
if (len === 0) return [x, z] as [number, number]
const scale = (len + tolerance) / len
return [cx + dx * scale, cz + dz * scale] as [number, number]
})
}
// Check if point is in polygon with tolerance for edges
const pointInPolygonWithTolerance = (x: number, z: number, polygon: [number, number][]): boolean => {
// First try exact check
if (pointInPolygon(x, z, polygon)) return true
// Then try with expanded polygon for edge tolerance
const expanded = expandPolygon(polygon, EDGE_TOLERANCE)
return pointInPolygon(x, z, expanded)
}
interface SelectionStrategy {
types: SelectableNodeType[]
handleClick: (node: AnyNode) => void
@@ -26,30 +65,59 @@ interface SelectionStrategy {
isValid: (node: AnyNode) => boolean
}
// Check if a node is within the selected zone's polygon
const isNodeInZone = (node: AnyNode, zoneId: string): boolean => {
// Check if a node belongs to the selected level (directly or via wall parent)
const isNodeOnLevel = (node: AnyNode, levelId: string): boolean => {
const nodes = useScene.getState().nodes
const zone = nodes[zoneId] as ZoneNode | undefined
// Direct child of level
if (node.parentId === levelId) return true
// Wall-attached items (windows/doors): check if parent wall is on the level
if (node.type === 'item' && node.parentId) {
const parentNode = nodes[node.parentId as keyof typeof nodes]
if (parentNode?.type === 'wall' && parentNode.parentId === levelId) {
return true
}
}
return false
}
// Check if a node is on the selected level and within the selected zone's polygon
const isNodeInZone = (node: AnyNode, levelId: string, zoneId: string): boolean => {
const nodes = useScene.getState().nodes
const zone = nodes[zoneId as keyof typeof nodes] as ZoneNode | undefined
if (!zone?.polygon?.length) return false
// First check: node must be on the same level (directly or via wall)
if (!isNodeOnLevel(node, levelId)) return false
// Use world position from scene registry for accurate polygon check
const object3D = sceneRegistry.nodes.get(node.id)
if (object3D) {
object3D.getWorldPosition(tempWorldPos)
return pointInPolygonWithTolerance(tempWorldPos.x, tempWorldPos.z, zone.polygon)
}
// Fallback to node data if 3D object not available
if (node.type === 'item') {
const item = node as ItemNode
return pointInPolygon(item.position[0], item.position[2], zone.polygon)
return pointInPolygonWithTolerance(item.position[0], item.position[2], zone.polygon)
}
if (node.type === 'wall') {
const wall = node as WallNode
const startIn = pointInPolygon(wall.start[0], wall.start[1], zone.polygon)
const endIn = pointInPolygon(wall.end[0], wall.end[1], zone.polygon)
const startIn = pointInPolygonWithTolerance(wall.start[0], wall.start[1], zone.polygon)
const endIn = pointInPolygonWithTolerance(wall.end[0], wall.end[1], zone.polygon)
return startIn || endIn
}
if (node.type === 'slab' || node.type === 'ceiling') {
const poly = (node as { polygon: [number, number][] }).polygon
if (!poly?.length) return false
// Check if any point of the node's polygon is in the zone
// Check if any point of the node's polygon is in the zone (with tolerance)
for (const [px, pz] of poly) {
if (pointInPolygon(px, pz, zone.polygon)) return true
if (pointInPolygonWithTolerance(px, pz, zone.polygon)) return true
}
// Check if any point of the zone is in the node's polygon
for (const [zx, zz] of zone.polygon) {
@@ -59,8 +127,8 @@ const isNodeInZone = (node: AnyNode, zoneId: string): boolean => {
}
if (node.type === 'roof') {
// Roofs may not have a polygon, check by parent level
return true // Allow all roofs when zone is selected
// Roofs on the same level are valid when zone is selected
return true
}
return false
@@ -97,7 +165,7 @@ const getStrategy = (): SelectionStrategy | null => {
}
}
// Level selected, no zone -> can select zones
// Level selected, no zone -> can select zones (only zones on the selected level)
if (!zoneId) {
return {
types: ['zone'],
@@ -107,7 +175,7 @@ const getStrategy = (): SelectionStrategy | null => {
handleDeselect: () => {
useViewer.getState().setSelection({ levelId: null })
},
isValid: (node) => node.type === 'zone',
isValid: (node) => node.type === 'zone' && node.parentId === levelId,
}
}
@@ -135,7 +203,7 @@ const getStrategy = (): SelectionStrategy | null => {
isValid: (node) => {
const validTypes = ['wall', 'item', 'slab', 'ceiling', 'roof']
if (!validTypes.includes(node.type)) return false
return isNodeInZone(node, zoneId)
return isNodeInZone(node, levelId, zoneId)
},
}
}
@@ -171,6 +239,8 @@ export const SelectionManager = () => {
event.stopPropagation()
clickHandledRef.current = true
strategy.handleClick(event.node)
// Clear hover immediately after clicking on building/level/zone
useViewer.setState({ hoveredId: null })
}
// Subscribe to all node types