registry: generic FloorElevationSystem driven by a floorPlaced capability
Symptom: a shelf placed on a level with a raised slab underneath visually clipped through it — `ItemSystem` lifted items onto slabs, but shelves (and other floor-placed registry kinds) had no equivalent path. Fix: lift the slab-elevation logic out of `ItemSystem` into a generic `<FloorElevationSystem>` keyed off a new `capabilities.floorPlaced` config. Any kind that opts in declares a `footprint(node)` (dimensions + rotation used to query overlapping slabs) and an optional `applies` predicate (skips items whose `asset.attachTo` is wall / ceiling). The new system runs at frame priority 1 so its `mesh.position.y` override lands before `ItemSystem` / `GeometrySystem` (priority 2) clear the dirty mark. The spatial-grid sync's `markNodesOverlappingSlab` also dropped its hardcoded `item` branch in favour of an iteration over every registered kind that declares `floorPlaced` — so any new floor-placed kind picks up slab-driven re-elevation automatically. Tagged kinds: - `item` — `footprint = getScaledDimensions`, `applies = !asset.attachTo` - `shelf` — `footprint = (w, h, d)` - `column` — `footprint = (w, h, d)` - `spawn` — `footprint = (0.6, 1.8, 0.6)` (marker) `ItemSystem` retains only the wall-side z-offset block (`mesh.position.z = wallThickness / 2`). The elevation block + its `getScaledDimensions` / `resolveLevelId` / `spatialGridManager` imports moved to the generic system. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
78e3ed13d8
commit
9a481f2511
@@ -1,11 +1,5 @@
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import {
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type AnyNode,
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type AnyNodeId,
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getScaledDimensions,
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type ItemNode,
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type SlabNode,
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type WallNode,
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} from '../../schema'
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import { nodeRegistry } from '../../registry'
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import type { AnyNode, AnyNodeId, SlabNode, WallNode } from '../../schema'
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import useScene from '../../store/use-scene'
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import {
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itemOverlapsPolygon,
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@@ -135,31 +129,35 @@ function markNodesOverlappingSlab(
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const slabLevelId = resolveLevelId(slab, nodes)
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for (const node of Object.values(nodes)) {
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if (node.type === 'item') {
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const item = node as ItemNode
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// Only floor items are affected by slabs
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if (item.asset.attachTo) continue
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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if (
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itemOverlapsPolygon(
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item.position,
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getScaledDimensions(item),
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item.rotation,
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slab.polygon,
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0.01,
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)
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) {
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markDirty(node.id)
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}
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} else if (node.type === 'wall') {
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if (node.type === 'wall') {
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const wall = node as WallNode
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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if (wallOverlapsPolygon(wall.start, wall.end, slab.polygon)) {
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markDirty(node.id)
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}
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} else if (node.type === 'stair') {
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continue
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}
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if (node.type === 'stair') {
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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markDirty(node.id)
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continue
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}
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// Generic floor-placed sweep: any registry kind that opts in via
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// `capabilities.floorPlaced` (item / shelf / column / spawn / …)
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// re-elevates through `<FloorElevationSystem>` when a slab below
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// changes. We dirty-mark when the kind's footprint overlaps the
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// changed slab so the system picks it up next frame.
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const def = nodeRegistry.get(node.type)
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const floorPlaced = def?.capabilities?.floorPlaced
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if (!floorPlaced) continue
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if (floorPlaced.applies && !floorPlaced.applies(node)) continue
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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const position = (node as { position?: [number, number, number] }).position
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if (!position) continue
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const { dimensions, rotation } = floorPlaced.footprint(node)
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if (itemOverlapsPolygon(position, dimensions, rotation, slab.polygon, 0.01)) {
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markDirty(node.id)
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}
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}
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}
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@@ -735,6 +735,7 @@ export type Capabilities = {
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groupable?: boolean
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selectable?: SelectableConfig
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interactive?: boolean
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floorPlaced?: FloorPlacedConfig
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}
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export type CapabilityCtx = { node: AnyNode }
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@@ -795,6 +796,23 @@ export type SelectableConfig = {
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override?: (ctx: CapabilityCtx) => SelectableConfig | null
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}
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/**
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* Floor-placed kinds rest directly on a level and need their Y lifted by
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* any slab the footprint overlaps. The generic `<FloorElevationSystem>`
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* computes `slabElevation + node.position[1]` and writes it onto the
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* registered mesh on every dirty mark. `footprint` returns the world-space
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* footprint the spatial-grid manager uses to find overlapping slabs;
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* `applies` is an optional predicate to skip nodes that share a kind but
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* are mounted off-floor (items attached to a wall / ceiling).
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*/
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export type FloorPlacedConfig = {
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footprint: (node: AnyNode) => {
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dimensions: [number, number, number]
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rotation: [number, number, number]
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}
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applies?: (node: AnyNode) => boolean
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}
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// ─── Relations ───────────────────────────────────────────────────────
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export type Relations = {
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@@ -34,6 +34,16 @@ export const columnDefinition: NodeDefinition<typeof ColumnNode> = {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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// Slab elevation lift via the generic `<FloorElevationSystem>`.
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floorPlaced: {
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footprint: (node) => {
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const column = node as ColumnNodeType
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return {
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dimensions: [column.width, column.height, column.depth] as [number, number, number],
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rotation: column.rotation,
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}
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},
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},
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},
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parametrics: columnParametrics,
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@@ -67,6 +67,16 @@ export const itemDefinition: NodeDefinition<typeof ItemNode> = {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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// Floor items get lifted by slabs underneath via the generic
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// `<FloorElevationSystem>`. Wall- / ceiling-attached items live in
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// their parent's local frame and skip the lift via `applies`.
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floorPlaced: {
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footprint: (node) => {
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const item = node as ItemNodeType
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return { dimensions: getScaledDimensions(item), rotation: item.rotation }
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},
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applies: (node) => !(node as ItemNodeType).asset.attachTo,
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},
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},
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parametrics: itemParametrics,
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@@ -59,6 +59,17 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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// Slab elevation lift via the generic `<FloorElevationSystem>` — a
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// shelf sitting over a raised slab visually rests on top of it.
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floorPlaced: {
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footprint: (node) => {
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const shelf = node as ShelfNode
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return {
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dimensions: [shelf.width, shelf.height, shelf.depth] as [number, number, number],
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rotation: shelf.rotation,
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}
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},
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},
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},
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// Items host on shelves the same way they host on slabs / other items —
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@@ -27,6 +27,11 @@ export const spawnDefinition: NodeDefinition<typeof SpawnNode> = {
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duplicable: false, // singleton per level
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deletable: true,
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selectable: { hitVolume: 'bbox' },
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// Slab elevation lift via the generic `<FloorElevationSystem>`. The
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// spawn marker is a 1.8m-tall figure with a ~0.6m ring footprint.
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floorPlaced: {
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footprint: () => ({ dimensions: [0.6, 1.8, 0.6], rotation: [0, 0, 0] }),
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},
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},
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parametrics: spawnParametrics,
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@@ -205,6 +205,11 @@ const Viewer: React.FC<ViewerProps> = ({
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<SceneRenderer />
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)}
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{/* Generic slab-elevation lift for any kind that declares
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`capabilities.floorPlaced`. Runs at frame priority 1 so it
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lands its mesh.position.y override before the priority-2
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systems below clear the dirty mark. */}
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<FloorElevationSystem />
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{/* Generic geometry rebuild loop for any registered kind that
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ships `def.geometry`. Reads dirtyNodes, calls the kind's pure
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builder, swaps the registered group's children. See
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@@ -59,6 +59,11 @@ export { ElevatorInteractionSystem } from './systems/elevator/elevator-interacti
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// registry-driven fence definition's `def.system`. Removed in Phase 6
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// alongside the legacy fence mount point.
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export { FenceSystem, generateFenceGeometry } from './systems/fence/fence-system'
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// Generic floor-elevation system. Lifts the rendered mesh of any kind
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// whose definition declares `capabilities.floorPlaced` by the slab
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// elevation under its footprint. Replaces the per-kind elevation block
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// that used to live inside `ItemSystem`.
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export { FloorElevationSystem } from './systems/floor-elevation/floor-elevation-system'
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export { GuideSystem } from './systems/guide/guide-system'
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export { InteractiveSystem } from './systems/interactive/interactive-system'
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// Item systems for the registry-driven item definition. ItemSystem
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@@ -0,0 +1,75 @@
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import {
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type AnyNode,
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type AnyNodeId,
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nodeRegistry,
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resolveLevelId,
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sceneRegistry,
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spatialGridManager,
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useScene,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import type * as THREE from 'three'
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/**
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* Generic floor-elevation system.
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*
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* Walks `dirtyNodes` and, for any kind that declares
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* `capabilities.floorPlaced`, lifts the registered mesh's Y by whatever
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* slab the footprint overlaps. Items / shelves / etc. that sit directly
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* on a level pick this up automatically — no per-kind elevation logic.
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*
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* Skips nodes whose parent is not a level (items hosted on shelves /
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* tables inherit Y from the parent group), and respects
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* `floorPlaced.applies` so items with `asset.attachTo` (wall / ceiling
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* mounted) are left alone.
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*
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* Runs at priority 1 — before the priority-2 systems (`GeometrySystem`,
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* `ItemSystem`) so the dirty mark survives long enough for those to do
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* their own work. Doesn't clear dirty; the per-kind system (or the
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* generic geometry rebuild) is responsible for that.
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*/
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export const FloorElevationSystem = () => {
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const dirtyNodes = useScene((s) => s.dirtyNodes)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node) return
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const def = nodeRegistry.get(node.type)
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const floorPlaced = def?.capabilities?.floorPlaced
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if (!floorPlaced) return
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if (floorPlaced.applies && !floorPlaced.applies(node as AnyNode)) return
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// Only nodes parented directly to a level get the lift. Children of
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// walls / ceilings / other items inherit Y from the parent group.
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const parentId = node.parentId as AnyNodeId | null
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const parent = parentId ? nodes[parentId] : null
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if (parent && parent.type !== 'level') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
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if (!mesh) return
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const position = (node as { position?: [number, number, number] }).position
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if (!position) return
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const levelId = resolveLevelId(node, nodes)
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if (!levelId) return
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const { dimensions, rotation } = floorPlaced.footprint(node as AnyNode)
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const slabElevation = spatialGridManager.getSlabElevationForItem(
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levelId,
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position,
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dimensions,
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rotation,
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)
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mesh.position.y = slabElevation + position[1]
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})
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}, 1)
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return null
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}
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@@ -1,10 +1,7 @@
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import {
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type AnyNodeId,
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getScaledDimensions,
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type ItemNode,
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resolveLevelId,
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sceneRegistry,
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spatialGridManager,
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useScene,
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type WallNode,
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} from '@pascal-app/core'
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@@ -15,6 +12,13 @@ import type * as THREE from 'three'
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// ITEM SYSTEM
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// ============================================================================
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/**
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* Per-frame wall-side offset for items mounted to wall faces. The slab-
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* elevation lift for floor items lives in the generic
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* `<FloorElevationSystem>` and runs at priority 1 — it has already
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* landed `mesh.position.y` by the time this system clears the dirty
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* mark at priority 2.
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*/
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export const ItemSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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@@ -39,20 +43,6 @@ export const ItemSystem = () => {
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const side = item.side === 'front' ? 1 : -1
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mesh.position.z = (wallThickness / 2) * side
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}
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} else if (!item.asset.attachTo) {
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// If parented to another item (surface placement), R3F handles positioning via the hierarchy
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const parentNode = item.parentId ? nodes[item.parentId as AnyNodeId] : undefined
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if (parentNode?.type !== 'item') {
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// Floor item: elevate by slab height (using full footprint overlap)
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const levelId = resolveLevelId(item, nodes)
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const slabElevation = spatialGridManager.getSlabElevationForItem(
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levelId,
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item.position,
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getScaledDimensions(item),
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item.rotation,
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)
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mesh.position.y = slabElevation + item.position[1]
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}
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}
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clearDirty(id as AnyNodeId)
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