window move tool + duplicate

This commit is contained in:
wass08
2026-02-20 17:24:52 +09:00
parent 4572c36da5
commit 96865a8ce7
6 changed files with 544 additions and 115 deletions
@@ -0,0 +1,98 @@
import { type AnyNodeId, type ItemNode, useScene, type WallNode, type WindowNode } from '@pascal-app/core'
/**
* Converts wall-local (X along wall, Y = height) to world XYZ.
* Wall-local Y maps directly to world Y; X maps along the wall direction.
*/
export function wallLocalToWorld(
wallNode: WallNode,
localX: number,
localY: number,
): [number, number, number] {
const wallAngle = Math.atan2(
wallNode.end[1] - wallNode.start[1],
wallNode.end[0] - wallNode.start[0],
)
return [
wallNode.start[0] + localX * Math.cos(wallAngle),
localY,
wallNode.start[1] + localX * Math.sin(wallAngle),
]
}
/**
* Clamps window center position so it stays fully within wall bounds.
*/
export function clampToWall(
wallNode: WallNode,
localX: number,
localY: number,
width: number,
height: number,
): { clampedX: number; clampedY: number } {
const dx = wallNode.end[0] - wallNode.start[0]
const dz = wallNode.end[1] - wallNode.start[1]
const wallLength = Math.sqrt(dx * dx + dz * dz)
const wallHeight = wallNode.height ?? 2.5
const clampedX = Math.max(width / 2, Math.min(wallLength - width / 2, localX))
const clampedY = Math.max(height / 2, Math.min(wallHeight - height / 2, localY))
return { clampedX, clampedY }
}
/**
* Directly checks the wall's children for bounding-box overlap with a proposed window.
* Works for both `item` type (position[1] = bottom) and `window` type (position[1] = center).
* The spatial grid only tracks `item` nodes, so windows must be checked this way.
* Reads the wall's latest children from the store (not the event node) to avoid stale data.
*/
export function hasWallChildOverlap(
wallId: string,
clampedX: number,
clampedY: number,
width: number,
height: number,
ignoreId?: string,
): boolean {
const nodes = useScene.getState().nodes
const wallNode = nodes[wallId as AnyNodeId] as WallNode | undefined
if (!wallNode) return true // Block if wall not found
const halfW = width / 2
const halfH = height / 2
const newBottom = clampedY - halfH
const newTop = clampedY + halfH
const newLeft = clampedX - halfW
const newRight = clampedX + halfW
for (const childId of wallNode.children) {
if (childId === ignoreId) continue
const child = nodes[childId as AnyNodeId]
if (!child) continue
let childLeft: number, childRight: number, childBottom: number, childTop: number
if (child.type === 'item') {
const item = child as ItemNode
if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
const [w, h] = item.asset.dimensions
childLeft = item.position[0] - w / 2
childRight = item.position[0] + w / 2
childBottom = item.position[1] // items store bottom Y
childTop = item.position[1] + h
} else if (child.type === 'window') {
const win = child as WindowNode
childLeft = win.position[0] - win.width / 2
childRight = win.position[0] + win.width / 2
childBottom = win.position[1] - win.height / 2 // windows store center Y
childTop = win.position[1] + win.height / 2
} else {
continue
}
const xOverlap = newLeft < childRight && newRight > childLeft
const yOverlap = newBottom < childTop && newTop > childBottom
if (xOverlap && yOverlap) return true
}
return false
}