feat(editor): door/window placement-feel polish + placement-state refactor (#411)
Round 8 of the opening-placement UX work. Make door/window placement feel
physical and predictable, and unify the validity/placement logic behind one
shared decision.
UX:
- Window default sill 0.5 m (DEFAULT_WINDOW_SILL_M) so fresh windows float
slightly above the floor; existing windows keep their own sill.
- Dev-only floor "shadow" projection for windows during placement/move
(footprint + dashed drop-line) so an elevated window's plan spot is legible.
- Move SFX: one soft grid-snap click per grid step — identical free-following
over floor or sliding on a wall (keyed on the raw cursor; per-frame + step
dedup), no separate snap cue (that was a "double"). Mirrored into the 2D
floorplan-move so 2D and 3D match.
- Shift = force-place over a collision (commit allowed; ghost stays a red
warning) + free-place (lands at the raw cursor but keeps the alignment guides
visible). Tint flips green/red live when Shift is pressed/released stationary.
- On-wall preview is now the tinted ghost (green placeable / red colliding),
matching the free-follow ghost, instead of a pale solid mesh + thin wireframe.
- R-flip fixes: always toggles (no initial no-op needing a second press),
e.repeat filtered, ghost rebuilds with the live `side`, and the ghost's
on-wall world yaw uses `itemRotation - wallAngle` so it faces exactly what
commit places (cursorRotation was π off for the asymmetric ghost). R ownership
follows the current pointer pane (capture-phase + stopImmediatePropagation in
the 2D overlay) so 3D and 2D never double-flip or go dead.
Refactor / quality:
- New `resolveOpeningPlacement({collides,forcePlace}) -> {placeable,tint}` in
shared/wall-attach-target.ts — the single source of truth the ghost tint AND
the commit gates both consume, so they can't disagree under Shift.
- Consolidated the byte-identical `hasWallChildOverlap` into one shared impl
(door-math/window-math re-export it).
- applyGhost gained a green "valid" tint.
- Removed dead `cursorRotation` from the move-tool targets after the yaw fix.
Docs: "2D <-> 3D behavioral parity" principle in wiki/architecture/tools.md
(+ README + AGENTS.md) — applicable behaviors must exist in both views.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
2d053c4317
commit
a0d3d9c701
@@ -1,12 +1,4 @@
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import {
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type AnyNodeId,
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type DoorNode,
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getScaledDimensions,
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type ItemNode,
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useScene,
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type WallNode,
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type WindowNode,
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} from '@pascal-app/core'
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import type { WallNode } from '@pascal-app/core'
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/**
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* Keep the door handle at the same relative height when the door is resized:
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@@ -64,63 +56,7 @@ export function clampToWall(
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return { clampedX, clampedY }
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}
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/**
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* Checks if a proposed door position overlaps any existing wall children.
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* Handles item, window, and door types.
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*/
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export function hasWallChildOverlap(
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wallId: string,
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clampedX: number,
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clampedY: number,
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width: number,
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height: number,
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ignoreId?: string,
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): boolean {
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const nodes = useScene.getState().nodes
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const wallNode = nodes[wallId as AnyNodeId] as WallNode | undefined
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if (!wallNode) return true
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const halfW = width / 2
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const halfH = height / 2
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const newBottom = clampedY - halfH
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const newTop = clampedY + halfH
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const newLeft = clampedX - halfW
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const newRight = clampedX + halfW
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for (const childId of Array.isArray(wallNode.children) ? wallNode.children : []) {
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if (childId === ignoreId) continue
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const child = nodes[childId as AnyNodeId]
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if (!child) continue
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let childLeft: number, childRight: number, childBottom: number, childTop: number
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if (child.type === 'item') {
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const item = child as ItemNode
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if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
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const [w, h] = getScaledDimensions(item)
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childLeft = item.position[0] - w / 2
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childRight = item.position[0] + w / 2
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childBottom = item.position[1]
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childTop = item.position[1] + h
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} else if (child.type === 'window') {
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const win = child as WindowNode
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childLeft = win.position[0] - win.width / 2
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childRight = win.position[0] + win.width / 2
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childBottom = win.position[1] - win.height / 2
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childTop = win.position[1] + win.height / 2
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} else if (child.type === 'door') {
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const door = child as DoorNode
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childLeft = door.position[0] - door.width / 2
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childRight = door.position[0] + door.width / 2
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childBottom = door.position[1] - door.height / 2
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childTop = door.position[1] + door.height / 2
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} else {
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continue
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}
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const xOverlap = newLeft < childRight && newRight > childLeft
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const yOverlap = newBottom < childTop && newTop > childBottom
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if (xOverlap && yOverlap) return true
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}
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return false
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}
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// Wall-child overlap is shared by door + window placement (one source of
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// truth in `shared/wall-attach-target.ts`). Re-exported here so existing
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// `./door-math` importers don't change.
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export { hasWallChildOverlap } from '../shared/wall-attach-target'
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@@ -8,12 +8,13 @@ import {
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type WallNode,
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WallNode as WallNodeSchema,
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} from '@pascal-app/core'
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import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
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import { snapToHalf, triggerSFX, usePlacementPreview } from '@pascal-app/editor'
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import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
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import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
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import {
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findClosestWallInPlan,
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projectWallLocalPointToPlan,
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resolveOpeningPlacement,
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snapLocalXToNeighbors,
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} from '../shared/wall-attach-target'
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import { clampToWall, hasWallChildOverlap } from './door-math'
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@@ -87,6 +88,25 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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// the cursor as a ghost (like the 3D move) and is NOT committable — a door
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// needs a wall. Starts true so a click before any move keeps the door put.
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let onWall = true
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// Shift force-place (last apply's modifier) — lets `canCommit` allow an
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// overlapping placement, matching the 3D move. Read in `canCommit` so a Shift-
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// held commit over a collision lands instead of reverting.
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let forcePlace = false
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// Move SFX — parity with the 3D `MoveDoorTool`: ONE soft `sfx:grid-snap` click
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// per grid step, identical free-following or sliding on a wall, keyed on the
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// RAW cursor (not the snapped along-wall value). No separate floor→wall cue —
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// that distinct sound was the "double" the user heard. 2D `apply` runs once per
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// pointermove, so the step-key dedup is sufficient (no per-frame guard needed).
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const STEP_M = 0.1
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let lastStepKey: string | null = null
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const tickGridStep = (...coords: number[]) => {
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const key = coords.map((c) => Math.round(c / STEP_M)).join(',')
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if (key !== lastStepKey) {
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lastStepKey = key
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triggerSFX('sfx:grid-snap')
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}
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}
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// Off-wall: float the faithful door symbol at the cursor (via a synthetic
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// wall fed to the placement-preview layer) and hide the real node, so the
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@@ -104,14 +124,23 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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end: [planPoint[0] + half, planPoint[1]],
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thickness: 0.1,
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})
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// Reflect the R-flip on the floating ghost so its swing-arc faces the side
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// that will be committed (the synthetic wall is plan-X aligned, so a back
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// facing is a π yaw; the symbol builder also reads `side`).
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const ghostSide: DoorNode['side'] = flipped
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? node.side === 'front'
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? 'back'
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: 'front'
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: node.side
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const ghost = {
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...node,
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side: ghostSide,
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parentId: wall.id,
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wallId: wall.id,
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roofSegmentId: undefined,
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roofFace: undefined,
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position: [half, node.position[1], 0] as [number, number, number],
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rotation: [0, 0, 0] as [number, number, number],
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rotation: [0, flipped ? Math.PI : 0, 0] as [number, number, number],
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visible: true,
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} as DoorNode
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usePlacementPreview.getState().set(ghost, wall)
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@@ -125,6 +154,7 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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},
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apply({ planPoint, modifiers }) {
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lastApply = { planPoint, modifiers }
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forcePlace = modifiers.shiftKey === true
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// Drop any stale live transform left by the 3D `MoveDoorTool` (it
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// publishes one on every wall hover). The 2D registry layer renders
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// door/window from `useLiveTransforms` IN PREFERENCE to the scene node,
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@@ -140,7 +170,9 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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const resolvedPlanPoint = resolveCursor(planPoint)
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const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
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if (!hit) {
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// Off any wall — free-follow the cursor (not committable).
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// Off any wall — free-follow the cursor (not committable). Click per grid
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// cell as the ghost slides over open floor.
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tickGridStep(resolvedPlanPoint[0], resolvedPlanPoint[1])
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freeFollow(resolvedPlanPoint)
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return
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}
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@@ -168,6 +200,11 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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const snappedLocalX = neighborX ?? (modifiers.shiftKey ? hit.localX : snapToHalf(hit.localX))
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const { clampedX, clampedY } = clampToWall(hit.wall, snappedLocalX, node.width, node.height)
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// One click per grid step, keyed on the RAW along-wall cursor (`hit.localX`,
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// not the snapped value) so the wall slide ticks at the same cadence as the
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// off-wall ghost — the same SFX, no separate snap cue.
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tickGridStep(hit.localX)
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// Apply the R-flip on top of the wall-derived side.
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const side: DoorNode['side'] = flipped ? (hit.side === 'front' ? 'back' : 'front') : hit.side
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const itemRotation = hit.itemRotation + (flipped ? Math.PI : 0)
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@@ -204,9 +241,10 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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if (!onWall) return false
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const live = useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined
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if (!live || live.type !== 'door') return false
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// Block commit if the door overlaps any other wall child at its
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// current position. The 3D port has the same guard.
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const overlapping = hasWallChildOverlap(
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// Block commit if the door overlaps another wall child — UNLESS Shift
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// force-places (same `placeable` rule as the 3D move + the shared
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// `resolveOpeningPlacement`).
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const collides = hasWallChildOverlap(
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live.parentId as string,
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live.position[0],
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live.position[1],
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@@ -214,7 +252,7 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
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live.height,
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live.id,
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)
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return !overlapping
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return resolveOpeningPlacement({ collides, forcePlace }).placeable
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},
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commit() {
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// Own the atomic write so the overlay takes the deterministic
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@@ -14,7 +14,6 @@ import {
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type WallEvent,
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} from '@pascal-app/core'
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import {
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calculateCursorRotation,
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calculateItemRotation,
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consumePlacementDragRelease,
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EDITOR_LAYER,
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@@ -26,7 +25,7 @@ import {
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useEditor,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useCallback, useEffect, useMemo, useRef } from 'react'
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import { BoxGeometry, EdgesGeometry, type Group } from 'three'
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import { LineBasicNodeMaterial } from 'three/webgpu'
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import {
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@@ -38,8 +37,10 @@ import {
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type RoofWallOpeningTarget,
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resolveRoofWallOpeningTarget,
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} from '../shared/roof-wall-opening-placement'
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import { resolveOpeningPlacement } from '../shared/wall-attach-target'
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import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
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import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
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import DoorPreview from './preview'
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const edgeMaterial = new LineBasicNodeMaterial({
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color: 0xef_44_44,
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@@ -51,6 +52,40 @@ const edgeMaterial = new LineBasicNodeMaterial({
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const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) => {
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const cursorGroupRef = useRef<Group>(null!)
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// The door preview ghost. Shown for the WHOLE move so the user always sees a
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// translucent door tinted by placement state — red off-wall or colliding,
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// green on a valid wall — exactly like the free-follow ghost. The real node
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// stays hidden until commit (the wall still cuts its hole from the node data,
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// so the opening reads correctly behind the ghost). `null` = not previewing
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// (committed / torn down). See the matching `DoorPreview` tint.
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const [ghostPose, setGhostPose] = useState<{
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position: [number, number, number]
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rotationY: number
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tint: 'valid' | 'invalid'
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// The door's facing side at the cursor. R-flip changes it mid-placement and
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// the door geometry's swing/hinge depends on it, so the ghost must rebuild
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// with the LIVE side — otherwise the preview shows the pre-flip orientation
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// while commit places the flipped one.
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side: DoorNode['side']
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} | null>(null)
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// Ghost preview node: the moving door with a zeroed transform + the live
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// facing side. `updateDoorMesh` bakes `position`/`rotation` into the mesh (the
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// `<group>` wrapper already places it, so we zero those to avoid a double
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// offset) and reads `side` for the swing/hinge direction — so the ghost
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// matches exactly what commit will place, including an R-flip. Falls back to
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// the moving node's own side when no pose is active.
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const ghostSide = ghostPose?.side ?? movingDoorNode.side
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const ghostNode = useMemo(
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() => ({
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...movingDoorNode,
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side: ghostSide,
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position: [0, 0, 0] as [number, number, number],
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rotation: [0, 0, 0] as [number, number, number],
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}),
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[movingDoorNode, ghostSide],
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)
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const exitMoveMode = useCallback(() => {
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useEditor.getState().setMovingNode(null)
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}, [])
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@@ -76,6 +111,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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roofSegmentId: movingDoorNode.roofSegmentId,
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roofFace: movingDoorNode.roofFace,
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metadata: movingDoorNode.metadata,
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// Free-follow hides the node (visible:false); every revert path must
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// restore the original visibility or an existing door cancelled over open
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// floor would stay invisible.
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visible: movingDoorNode.visible,
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}
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if (!isNew) {
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@@ -95,6 +134,35 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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// pointermove (shared DOM timeStamp) — that's the only thing that snaps.
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let freeFollowing = false
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let lastMeshEventTime = -1
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// Last open-floor cursor point (level-local X/Z), so an R-flip or Shift change
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// while free-following can re-run the ghost at the same spot with the new
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// facing/tint — no pointer move required.
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let lastFloorPoint: [number, number] | null = null
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// Live Shift state (force-place). Tracked here so the preview tint can be
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// re-evaluated when Shift is pressed/released with the pointer stationary —
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// the stored WallEvent carries a STALE shiftKey from the last move.
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let shiftHeld = false
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// Movement SFX: ONE soft `sfx:grid-snap` click each time the door crosses a
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// grid step — identical whether free-following over open floor or sliding
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// along a wall, so the two feel the same (the user's ask). Always keyed on
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// the RAW cursor position (continuous ~0.1m cadence), never the snapped
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// along-wall value, so the wall slide ticks at the same rate as the ghost.
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// Two guards prevent a doubled/flammed cue: `lastStepKey` (emit only when
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// the quantized cell changes) AND `lastTickFrame` (at most one tick per DOM
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// pointermove — a wall mesh can emit `wall:move` more than once per move, and
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// the grid + wall paths can both run). No separate snap cue: a distinct
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// floor→wall sound was the "double" the user heard.
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const STEP_M = 0.1
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let lastStepKey: string | null = null
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let lastTickFrame = -1
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const tickGridStep = (frame: number, ...coords: number[]) => {
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if (frame === lastTickFrame) return
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const key = coords.map((c) => Math.round(c / STEP_M)).join(',')
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if (key === lastStepKey) return
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lastStepKey = key
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lastTickFrame = frame
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triggerSFX('sfx:grid-snap')
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}
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// The door's chosen facing side. R flips it mid-placement (front ↔ back,
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// same as the committed-selected R flip) so the user can reorient before
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// committing. Initialised from the moving node's side.
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@@ -104,7 +172,6 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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wallId: string
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side: DoorNode['side']
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itemRotation: number
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cursorRotation: number
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clampedX: number
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clampedY: number
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valid: boolean
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@@ -143,6 +210,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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if (cursorGroupRef.current) cursorGroupRef.current.visible = false
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useAlignmentGuides.getState().clear()
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clearOpeningGuides3D()
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setGhostPose(null)
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}
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// Alignment candidates — anchors of every OTHER alignable object (the
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@@ -172,8 +240,6 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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return {
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side,
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itemRotation: calculateItemRotation(event.normal) + rotationOffset,
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cursorRotation:
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calculateCursorRotation(event.normal, event.node.start, event.node.end) + rotationOffset,
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}
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}
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@@ -185,7 +251,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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}
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if (event.node.parentId !== getLevelId()) return
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const { side, itemRotation, cursorRotation } = getPlacementOrientation(event)
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const { side, itemRotation } = getPlacementOrientation(event)
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const rawLocalX = event.localPosition[0]
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if (!dragAnchor || dragAnchor.wallId !== event.node.id) {
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@@ -201,8 +267,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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rawLocalX: targetLocalX,
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width: movingDoorNode.width,
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candidates: alignmentCandidates,
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bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
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bypassSnap: event.nativeEvent?.shiftKey === true,
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// Alt still hard-disables alignment (no guides). Shift = free-place:
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// land at the raw cursor but keep showing the alignment guides.
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bypass: event.nativeEvent?.altKey === true,
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freePlace: event.nativeEvent?.shiftKey === true,
|
||||
})
|
||||
const { clampedX, clampedY } = clampToWall(
|
||||
event.node,
|
||||
@@ -225,7 +293,6 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
wallId: event.node.id,
|
||||
side,
|
||||
itemRotation,
|
||||
cursorRotation,
|
||||
clampedX,
|
||||
clampedY,
|
||||
valid,
|
||||
@@ -234,6 +301,16 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
}
|
||||
|
||||
const applyPreview = (target: NonNullable<typeof lastTarget>) => {
|
||||
// Same click as the off-wall ghost: one grid-snap tick per grid step,
|
||||
// keyed on the RAW cursor along-wall position (not the snapped clampedX,
|
||||
// whose ~0.5m jumps would tick at a different cadence). Per-frame guard
|
||||
// collapses any duplicate wall events on the same pointermove.
|
||||
tickGridStep(target.event.nativeEvent?.timeStamp ?? -1, target.event.localPosition[0])
|
||||
// Keep the REAL node hidden and show a tinted ghost in the wall opening —
|
||||
// green when placeable, red when it collides — the same translucent ghost
|
||||
// the free-follow uses, so validity reads at a glance. The node position is
|
||||
// still written (so the wall cuts the hole at the right spot) but
|
||||
// `visible:false` keeps the pale solid mesh from competing with the ghost.
|
||||
if (currentHostId !== target.wallId) {
|
||||
useScene.getState().updateNode(movingDoorNode.id, {
|
||||
position: [target.clampedX, target.clampedY, 0],
|
||||
@@ -243,6 +320,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.wallId
|
||||
@@ -260,17 +338,37 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
})
|
||||
markHostDirtyThrottled(target.wallId)
|
||||
|
||||
updateCursor(
|
||||
wallLocalToWorld(
|
||||
// Position the tinted ghost at the wall opening (world frame), facing the
|
||||
// wall normal + the live side (so an R-flip shows correctly). The
|
||||
// wireframe cursor is no longer used on a wall. Tint comes from the SHARED
|
||||
// placement decision — green when placeable (incl. Shift force-place over a
|
||||
// collision), red otherwise — the SAME `placeable` the commit gate uses.
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
const placement = resolveOpeningPlacement({
|
||||
collides: !target.valid,
|
||||
forcePlace: shiftHeld,
|
||||
})
|
||||
// The committed door is a CHILD of the wall mesh (group yaw = -wallAngle)
|
||||
// with wall-local `itemRotation` (0 front / π back). The ghost is a
|
||||
// scene-root world-space group, so its world yaw must be
|
||||
// `-wallAngle + itemRotation` to face the same way as commit.
|
||||
// `cursorRotation` (the old symmetric-wireframe yaw) is π off here.
|
||||
const wallAngle = Math.atan2(
|
||||
target.wallNode.end[1] - target.wallNode.start[1],
|
||||
target.wallNode.end[0] - target.wallNode.start[0],
|
||||
)
|
||||
setGhostPose({
|
||||
position: wallLocalToWorld(
|
||||
target.wallNode,
|
||||
target.clampedX,
|
||||
target.clampedY,
|
||||
getLevelYOffset(),
|
||||
getSlabElevation(target.event),
|
||||
),
|
||||
target.cursorRotation,
|
||||
target.valid,
|
||||
)
|
||||
rotationY: target.itemRotation - wallAngle,
|
||||
tint: placement.tint,
|
||||
side: target.side,
|
||||
})
|
||||
|
||||
publishOpeningGuidesForWallEvent({
|
||||
wall: target.wallNode,
|
||||
@@ -351,6 +449,9 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
parentId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
// The moving node is hidden during free-follow; the committed door
|
||||
// must be visible regardless of the pre-commit free-follow state.
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, target.wallId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -364,6 +465,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -375,6 +477,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== target.wallId) {
|
||||
@@ -400,7 +503,11 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places: commit even when the door overlaps another opening.
|
||||
// The preview keeps its red invalid tint as a warning; Shift just lifts the
|
||||
// commit block. Read shift from THIS event so it's never stale at commit.
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
commitToWall(target)
|
||||
event.stopPropagation()
|
||||
}
|
||||
@@ -420,13 +527,29 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
lastRoofEvent = null
|
||||
}
|
||||
|
||||
// Free-follow: the door rides the cursor over empty floor, parented to the
|
||||
// level like an item node (lifted so it stands on the floor). No wall to
|
||||
// attach to, so it is not committable here.
|
||||
const freeFollowAt = (localX: number, localZ: number) => {
|
||||
// Reveal the real door node + drop the ghost. Used by the roof-face path,
|
||||
// which previews with the real mesh (the ghost-tint flow is wall-specific).
|
||||
const revealRealNode = () => {
|
||||
setGhostPose(null)
|
||||
const live = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as DoorNode | undefined
|
||||
if (live && live.visible === false) {
|
||||
useScene.getState().updateNode(movingDoorNode.id, { visible: true })
|
||||
}
|
||||
}
|
||||
|
||||
// Free-follow: over open floor there's no wall to host the door, so instead
|
||||
// of dragging the real (pale, near-invisible-on-grid) node around we hide it
|
||||
// and float a red translucent ghost at the cursor — same treatment the raw
|
||||
// `DoorTool` build path uses. The node still re-parents to the level so a
|
||||
// later wall-snap / commit has a clean base, but stays `visible:false` until
|
||||
// a wall is hovered.
|
||||
const freeFollowAt = (localX: number, localZ: number, frame: number) => {
|
||||
freeFollowing = true
|
||||
lastTarget = null
|
||||
lastRoofEvent = null
|
||||
// Click per grid cell as the ghost slides over open floor (X+Z) — the
|
||||
// same `tickGridStep` the on-wall slide uses, so both feel identical.
|
||||
tickGridStep(frame, localX, localZ)
|
||||
hideCursor()
|
||||
useLiveTransforms.getState().clear(movingDoorNode.id)
|
||||
const levelId = getLevelId()
|
||||
@@ -445,6 +568,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
wallId: undefined,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
currentHostId = levelId
|
||||
} else {
|
||||
@@ -452,8 +576,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
position: [localX, y, localZ],
|
||||
rotation: [0, yaw, 0],
|
||||
side: sideOverride,
|
||||
visible: false,
|
||||
})
|
||||
}
|
||||
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted so
|
||||
// it stands on the floor, matching the door's chosen facing (sideOverride
|
||||
// carries the R-flip so the ghost swing direction matches commit).
|
||||
setGhostPose({
|
||||
position: [localX, getLevelYOffset() + y, localZ],
|
||||
rotationY: yaw,
|
||||
tint: 'invalid',
|
||||
side: sideOverride,
|
||||
})
|
||||
}
|
||||
|
||||
const onGridMove = (event: GridEvent) => {
|
||||
@@ -468,7 +602,8 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
// so snapping engages only when the cursor ray actually hovers a wall
|
||||
// (`onWallMove`). Over open floor the door just follows the cursor.
|
||||
const [x, , z] = event.localPosition
|
||||
freeFollowAt(x, z)
|
||||
lastFloorPoint = [x, z]
|
||||
freeFollowAt(x, z, event.nativeEvent?.timeStamp ?? -1)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -505,6 +640,9 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
useLiveTransforms.getState().clear(movingDoorNode.id)
|
||||
// Opening guides are wall-specific; clear them when over a roof face.
|
||||
clearOpeningGuides3D()
|
||||
// On a roof face the real mesh is the preview — drop the free-follow ghost
|
||||
// and reveal the node.
|
||||
revealRealNode()
|
||||
if (currentHostId !== target.segment.id) {
|
||||
useScene.getState().updateNode(movingDoorNode.id, {
|
||||
position: target.position,
|
||||
@@ -514,6 +652,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
wallId: undefined,
|
||||
roofSegmentId: target.segment.id,
|
||||
roofFace: target.face.id,
|
||||
visible: true,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.segment.id
|
||||
@@ -531,7 +670,9 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
const onRoofClick = (event: RoofEvent) => {
|
||||
if (committed) return
|
||||
const target = resolveRoofMoveTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places over a colliding roof-face target too (see onWallClick).
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
committed = true
|
||||
const segmentId = target.segment.id
|
||||
|
||||
@@ -553,6 +694,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
parentId: segmentId,
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, segmentId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -566,6 +708,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -578,6 +721,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== segmentId) {
|
||||
@@ -622,6 +766,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
@@ -633,8 +778,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
const onPlacementDragPointerUp = (event: PointerEvent) => {
|
||||
if (!consumePlacementDragRelease(event)) return
|
||||
// Free-following over open floor can't commit (no wall). A wall hover
|
||||
// target commits via commitToWall; a roof face via onRoofClick.
|
||||
if (lastTarget?.valid && !freeFollowing) {
|
||||
// target commits via commitToWall; a roof face via onRoofClick. Shift
|
||||
// force-places over a colliding wall target (the tint stays red as a
|
||||
// warning); read shift from this pointerup so it's current at commit.
|
||||
if (lastTarget && !freeFollowing && (lastTarget.valid || event.shiftKey)) {
|
||||
commitToWall(lastTarget)
|
||||
return
|
||||
}
|
||||
@@ -655,23 +802,30 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
) {
|
||||
return
|
||||
}
|
||||
// Only act where a flip is meaningful — on a wall hover or while
|
||||
// free-following. On a roof face leave it to the default R (no flip, no
|
||||
// sfx) so the cue never fires without a visible effect.
|
||||
const onWall = lastTarget !== null
|
||||
if (!(onWall || freeFollowing)) return
|
||||
// Ignore OS key-repeat so a held R doesn't flip many times per press.
|
||||
if (e.repeat) return
|
||||
e.preventDefault()
|
||||
// ALWAYS toggle the persistent flip intent — never a no-op. (The old gate
|
||||
// dropped R before the first pointermove, so initial-placement R needed a
|
||||
// second press.) Then re-render whatever preview is current so the flip
|
||||
// shows live and matches what commit will write.
|
||||
sideOverride = sideOverride === 'front' ? 'back' : 'front'
|
||||
triggerSFX('sfx:item-rotate')
|
||||
if (onWall) {
|
||||
if (lastTarget) {
|
||||
// On a wall: re-resolve with the flipped side and re-preview.
|
||||
const next = resolveMoveTarget(lastTarget!.event)
|
||||
const next = resolveMoveTarget(lastTarget.event)
|
||||
if (next) {
|
||||
lastTarget = next
|
||||
applyPreview(next)
|
||||
}
|
||||
} else if (lastFloorPoint) {
|
||||
// Free-following: re-run at the same spot so the floating ghost rebuilds
|
||||
// with the flipped side (its swing/hinge geometry depends on `side`).
|
||||
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1], -1)
|
||||
} else {
|
||||
// Free-following on the level: flip the draft's facing in place.
|
||||
// No preview yet (R pressed before the first pointermove at initial
|
||||
// placement): flip the hidden node so the FIRST preview/commit already
|
||||
// reflects the chosen side.
|
||||
useScene.getState().updateNode(movingDoorNode.id, {
|
||||
side: sideOverride,
|
||||
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
|
||||
@@ -679,6 +833,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
}
|
||||
}
|
||||
|
||||
// Shift toggles force-place. Track it live and re-run the on-wall preview so
|
||||
// the tint flips green↔red the instant Shift is pressed/released, even with
|
||||
// the pointer stationary — the ghost and the commit gate read the same
|
||||
// `placeable`. (Commit gates still read shift fresh from their own event.)
|
||||
const onShiftToggle = (e: KeyboardEvent) => {
|
||||
if (e.key !== 'Shift') return
|
||||
const held = e.type === 'keydown'
|
||||
if (held === shiftHeld) return
|
||||
shiftHeld = held
|
||||
if (!committed && lastTarget) applyPreview(lastTarget)
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallEnter)
|
||||
emitter.on('wall:move', onWallMove)
|
||||
emitter.on('wall:click', onWallClick)
|
||||
@@ -691,6 +857,8 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
emitter.on('tool:cancel', onCancel)
|
||||
window.addEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.addEventListener('keydown', onKeyDown)
|
||||
window.addEventListener('keydown', onShiftToggle)
|
||||
window.addEventListener('keyup', onShiftToggle)
|
||||
|
||||
return () => {
|
||||
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
|
||||
@@ -711,9 +879,17 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
} else if (current && current.visible === false) {
|
||||
// Safety net: a fresh (isNew) clone isn't marked `isTransient`, so the
|
||||
// branch above skips it. If we unmount mid-free-follow it would be left
|
||||
// hidden — reveal it so it never becomes an invisible orphan. (The
|
||||
// `place-preset` movingNode subscription deletes a truly-cancelled
|
||||
// clone separately.)
|
||||
useScene.getState().updateNode(movingDoorNode.id, { visible: true })
|
||||
}
|
||||
useLiveTransforms.getState().clear(movingDoorNode.id)
|
||||
useAlignmentGuides.getState().clear()
|
||||
@@ -731,6 +907,8 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
window.removeEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.removeEventListener('keydown', onKeyDown)
|
||||
window.removeEventListener('keydown', onShiftToggle)
|
||||
window.removeEventListener('keyup', onShiftToggle)
|
||||
}
|
||||
}, [movingDoorNode, exitMoveMode])
|
||||
|
||||
@@ -747,9 +925,23 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
|
||||
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
|
||||
|
||||
return (
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
|
||||
</group>
|
||||
<>
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
|
||||
</group>
|
||||
{/* Placement ghost shown for the whole move (the real pale node stays
|
||||
hidden): red off-wall / colliding, green on a valid wall. Uses the
|
||||
moving node's own dimensions so the ghost matches its type. */}
|
||||
{ghostPose && (
|
||||
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
|
||||
<DoorPreview
|
||||
invalid={ghostPose.tint === 'invalid'}
|
||||
node={ghostNode}
|
||||
valid={ghostPose.tint === 'valid'}
|
||||
/>
|
||||
</group>
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -16,16 +16,24 @@ import type { DoorNode } from './schema'
|
||||
* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
|
||||
* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
|
||||
*/
|
||||
const DoorPreview = ({ node, invalid }: { node: DoorNode; invalid?: boolean }) => {
|
||||
const DoorPreview = ({
|
||||
node,
|
||||
invalid,
|
||||
valid,
|
||||
}: {
|
||||
node: DoorNode
|
||||
invalid?: boolean
|
||||
valid?: boolean
|
||||
}) => {
|
||||
const mesh = useMemo(() => {
|
||||
const m = buildDoorPreviewMesh(node)
|
||||
m.layers.set(EDITOR_LAYER)
|
||||
return m
|
||||
}, [node.width, node.height, node.frameDepth, node.openingShape, node.doorType, node.leafCount])
|
||||
|
||||
// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
|
||||
// flips; its cleanup only disposes the clones it made.
|
||||
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
|
||||
// Ghost treatment (clone + tint + raycast-off) re-applies if the tint flips;
|
||||
// its cleanup only disposes the clones it made.
|
||||
useEffect(() => applyGhost(mesh, { invalid, valid }), [mesh, invalid, valid])
|
||||
|
||||
// Geometry is freshly built per `mesh` and owned here — dispose it only
|
||||
// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
|
||||
|
||||
@@ -74,13 +74,25 @@ const DoorTool: React.FC = () => {
|
||||
|
||||
// Off-host floating ghost: the real door geometry follows the cursor over
|
||||
// the grid (tinted invalid). Mutually exclusive with the on-host draft —
|
||||
// when a draft + wireframe is shown this is null and vice-versa.
|
||||
// when a draft + wireframe is shown this is null and vice-versa. `side`
|
||||
// carries the R-flip so the floating ghost faces the side that will be
|
||||
// committed (its swing/hinge geometry depends on `side`).
|
||||
const [fallbackPose, setFallbackPose] = useState<{
|
||||
position: [number, number, number]
|
||||
rotationY: number
|
||||
side: DoorNode['side']
|
||||
} | null>(null)
|
||||
|
||||
const ghostStub = useMemo(() => DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }), [])
|
||||
// Ghost preview node — zeroed transform + the live facing side (rebuilds on R).
|
||||
const ghostStub = useMemo(
|
||||
() =>
|
||||
DoorNode.parse({
|
||||
position: [0, 0, 0],
|
||||
rotation: [0, 0, 0],
|
||||
side: fallbackPose?.side ?? 'front',
|
||||
}),
|
||||
[fallbackPose?.side],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
useScene.temporal.getState().pause()
|
||||
@@ -98,6 +110,9 @@ const DoorTool: React.FC = () => {
|
||||
// re-applied to the last wall hover so the flip shows live before commit.
|
||||
let sideFlip = false
|
||||
let lastWallEvent: WallEvent | null = null
|
||||
// Last open-floor cursor point (level-local X/Z) so an R-flip while
|
||||
// free-following can re-render the floating ghost with the new facing.
|
||||
let lastFloorPoint: [number, number, number] | null = null
|
||||
|
||||
const getLevelId = () => useViewer.getState().selection.levelId
|
||||
const getLevelYOffset = () => {
|
||||
@@ -149,9 +164,15 @@ const DoorTool: React.FC = () => {
|
||||
|
||||
// Off-host fallback: hide the wireframe outline and float the real door
|
||||
// geometry (tinted invalid) at the cursor so the armed tool is visible.
|
||||
// `sideFlip` (R) flips the facing: a back facing is a π yaw on the floating
|
||||
// ghost, and the door swing/hinge geometry reads `side`.
|
||||
const showGhostAt = (position: [number, number, number]) => {
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
setFallbackPose({ position, rotationY: 0 })
|
||||
setFallbackPose({
|
||||
position,
|
||||
rotationY: sideFlip ? Math.PI : 0,
|
||||
side: sideFlip ? 'back' : 'front',
|
||||
})
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
}
|
||||
@@ -176,13 +197,16 @@ const DoorTool: React.FC = () => {
|
||||
bypassSnap: boolean,
|
||||
ignoreId?: string,
|
||||
) => {
|
||||
// bypassSnap is set by Shift (see callers). Shift = free-place: land at the
|
||||
// raw cursor but keep the along-wall guides visible. bypass (Alt) still
|
||||
// hard-disables alignment.
|
||||
const localX = resolveWallSlideAlignment({
|
||||
wallNode: wall,
|
||||
rawLocalX,
|
||||
width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
bypass: bypass && !bypassSnap,
|
||||
freePlace: bypassSnap,
|
||||
})
|
||||
const { clampedX, clampedY } = clampToWall(wall, localX, width, height)
|
||||
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
|
||||
@@ -403,7 +427,8 @@ const DoorTool: React.FC = () => {
|
||||
bypassSnap,
|
||||
draftRef.current.id,
|
||||
)
|
||||
if (!valid) return
|
||||
// Shift force-places over a collision (the draft stays red as a warning).
|
||||
if (!valid && !bypassSnap) return
|
||||
|
||||
commitDoorAtWall(event.node, clampedX, clampedY, side, itemRotation)
|
||||
event.stopPropagation()
|
||||
@@ -433,8 +458,9 @@ const DoorTool: React.FC = () => {
|
||||
hostKind = null
|
||||
lastWallEvent = null
|
||||
const [x, y, z] = event.localPosition
|
||||
lastFloorPoint = [x, y + FALLBACK_HEIGHT / 2, z]
|
||||
destroyDraft()
|
||||
showGhostAt([x, y + FALLBACK_HEIGHT / 2, z])
|
||||
showGhostAt(lastFloorPoint)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -497,7 +523,9 @@ const DoorTool: React.FC = () => {
|
||||
const onRoofClick = (event: RoofEvent) => {
|
||||
if (!draftRef.current?.roofSegmentId) return
|
||||
const target = resolveRoofTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places over a colliding roof-face target (see onWallClick).
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
const { segment, face, position } = target
|
||||
|
||||
const draft = draftRef.current
|
||||
@@ -568,18 +596,26 @@ const DoorTool: React.FC = () => {
|
||||
}
|
||||
|
||||
// R flips the door's facing side mid-placement (front ↔ back), like the
|
||||
// committed-selected R flip. Only meaningful while snapped to a wall (the
|
||||
// off-wall ghost has no orientation), so it acts only then — re-applying
|
||||
// the last wall hover so the snapped preview flips live.
|
||||
// committed-selected R flip. ALWAYS toggles the persistent flip intent —
|
||||
// never a no-op (the old `!lastWallEvent` guard dropped R off-wall and before
|
||||
// the first wall hover, so it "needed two presses"). Then re-renders whatever
|
||||
// preview is current so the flip shows live and matches commit.
|
||||
const onKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.key !== 'r' && e.key !== 'R') return
|
||||
if (!lastWallEvent) return
|
||||
if (e.repeat) return
|
||||
const t = e.target as HTMLElement | null
|
||||
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
|
||||
e.preventDefault()
|
||||
sideFlip = !sideFlip
|
||||
triggerSFX('sfx:item-rotate')
|
||||
onWallHover(lastWallEvent)
|
||||
if (lastWallEvent) {
|
||||
// On a wall: re-resolve + re-preview with the flipped side.
|
||||
onWallHover(lastWallEvent)
|
||||
} else if (lastFloorPoint) {
|
||||
// Off-wall: re-render the floating ghost (showGhostAt reads `sideFlip`).
|
||||
showGhostAt(lastFloorPoint)
|
||||
}
|
||||
// else: no preview yet — `sideFlip` is set, so the first hover/follow uses it.
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallHover)
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
import type { Material, Mesh, Object3D, Raycaster } from 'three'
|
||||
|
||||
export const INVALID_GHOST_COLOR = 0xef_44_44
|
||||
export const VALID_GHOST_COLOR = 0x22_c5_5e
|
||||
|
||||
const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
|
||||
|
||||
@@ -12,8 +13,11 @@ const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
|
||||
* Traverses the object tree, disables raycasting on all descendants (prevents
|
||||
* cursor-ray starvation), and clones visible mesh materials to set translucency.
|
||||
*
|
||||
* When `invalid` is true, sets color/emissive to INVALID_GHOST_COLOR and opacity ~0.4.
|
||||
* Otherwise sets opacity ~0.5 while preserving the original color.
|
||||
* Tint by state:
|
||||
* - `invalid` (red, opacity ~0.4): off-host or colliding — can't place here.
|
||||
* - `valid` (green, opacity ~0.45): on a host and placeable — the "go" cue.
|
||||
* - neither (opacity ~0.5, original color): a plain translucent preview.
|
||||
* `invalid` wins if both are passed.
|
||||
*
|
||||
* Skips: meshes whose material.visible === false (door/window root hitbox) and
|
||||
* children named 'cutout'.
|
||||
@@ -21,11 +25,15 @@ const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
|
||||
* Returns cleanup that disposes only the cloned materials (never originals or geometry).
|
||||
*
|
||||
* @param root - The preview mesh tree (typically from buildDoorPreviewMesh / buildWindowPreviewMesh)
|
||||
* @param opts - { invalid?: boolean } whether to tint red for invalid placement
|
||||
* @param opts - { invalid?, valid? } placement-state tint
|
||||
* @returns Cleanup function that disposes the cloned materials
|
||||
*/
|
||||
export function applyGhost(root: Object3D, opts?: { invalid?: boolean }): () => void {
|
||||
export function applyGhost(
|
||||
root: Object3D,
|
||||
opts?: { invalid?: boolean; valid?: boolean },
|
||||
): () => void {
|
||||
const invalid = opts?.invalid ?? false
|
||||
const valid = !invalid && (opts?.valid ?? false)
|
||||
const cloned: Material[] = []
|
||||
|
||||
root.traverse((obj) => {
|
||||
@@ -51,6 +59,12 @@ export function applyGhost(root: Object3D, opts?: { invalid?: boolean }): () =>
|
||||
INVALID_GHOST_COLOR,
|
||||
)
|
||||
clone.opacity = 0.4
|
||||
} else if (valid) {
|
||||
;(clone as { color?: { setHex: (c: number) => void } }).color?.setHex(VALID_GHOST_COLOR)
|
||||
;(clone as { emissive?: { setHex: (c: number) => void } }).emissive?.setHex(
|
||||
VALID_GHOST_COLOR,
|
||||
)
|
||||
clone.opacity = 0.45
|
||||
} else {
|
||||
clone.opacity = 0.5
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ import {
|
||||
getScaledDimensions,
|
||||
type ItemNode,
|
||||
nearestWallSegment,
|
||||
useScene,
|
||||
WALL_SNAP_DISTANCE_M,
|
||||
type WallNode,
|
||||
} from '@pascal-app/core'
|
||||
@@ -187,3 +188,104 @@ export function snapLocalXToNeighbors(args: {
|
||||
|
||||
return bestDelta === null ? null : localX + bestDelta
|
||||
}
|
||||
|
||||
/**
|
||||
* Does a wall-hosted opening of `width × height` centred at `(clampedX,
|
||||
* clampedY)` (wall-local) overlap any OTHER child of `wallId` (door / window /
|
||||
* wall-mounted item)? AABB test in the wall's local face plane. `ignoreId`
|
||||
* excludes the moving node itself. Returns `true` (blocked) if the wall is
|
||||
* gone.
|
||||
*
|
||||
* Single source of truth for door + window placement collision — door-math and
|
||||
* window-math had byte-identical copies of this. Y conventions differ per kind
|
||||
* (items store bottom Y; doors/windows store centre Y), handled inline.
|
||||
*/
|
||||
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
|
||||
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 Array.isArray(wallNode.children) ? wallNode.children : []) {
|
||||
if (childId === ignoreId) continue
|
||||
const child = nodes[childId as AnyNodeId]
|
||||
if (!child) continue
|
||||
|
||||
let childLeft: number
|
||||
let childRight: number
|
||||
let childBottom: number
|
||||
let 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] = getScaledDimensions(item)
|
||||
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 { position: [number, number, number]; width: number; height: number }
|
||||
childLeft = win.position[0] - win.width / 2
|
||||
childRight = win.position[0] + win.width / 2
|
||||
childBottom = win.position[1] - win.height / 2 // windows store centre Y
|
||||
childTop = win.position[1] + win.height / 2
|
||||
} else if (child.type === 'door') {
|
||||
const door = child as { position: [number, number, number]; width: number; height: number }
|
||||
childLeft = door.position[0] - door.width / 2
|
||||
childRight = door.position[0] + door.width / 2
|
||||
childBottom = door.position[1] - door.height / 2 // doors store centre Y
|
||||
childTop = door.position[1] + door.height / 2
|
||||
} else {
|
||||
continue
|
||||
}
|
||||
|
||||
const xOverlap = newLeft < childRight && newRight > childLeft
|
||||
const yOverlap = newBottom < childTop && newTop > childBottom
|
||||
if (xOverlap && yOverlap) return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
/** Placement state for a wall-hosted opening — the SINGLE decision the preview
|
||||
* tint and the commit gate both consume so they can never disagree. */
|
||||
export type OpeningPlacement = {
|
||||
/** Geometric overlap with another wall child (independent of modifiers). */
|
||||
collides: boolean
|
||||
/** May the opening be committed here? `true` unless it collides and the user
|
||||
* isn't force-placing. */
|
||||
placeable: boolean
|
||||
/** Ghost tint: green when placeable, red when not. */
|
||||
tint: 'valid' | 'invalid'
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve the placement state from the raw collision result and whether the
|
||||
* user is force-placing (Shift). Force-place lifts the collision block, so the
|
||||
* opening becomes placeable AND the tint goes green — the preview and the
|
||||
* commit gate stay in lockstep because both read this one result.
|
||||
*/
|
||||
export function resolveOpeningPlacement(args: {
|
||||
collides: boolean
|
||||
forcePlace: boolean
|
||||
}): OpeningPlacement {
|
||||
const placeable = !args.collides || args.forcePlace
|
||||
return {
|
||||
collides: args.collides,
|
||||
placeable,
|
||||
tint: placeable ? 'valid' : 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,6 +23,12 @@ const MIN_AXIS_COMPONENT = 0.5
|
||||
* guide on bypass / no-match. Returns the localX to use (X-clamped to the wall
|
||||
* given `width`). `bypass` disables alignment; `bypassSnap` also skips the
|
||||
* half-metre fallback.
|
||||
*
|
||||
* `freePlace` (Shift) is the "place anywhere, but still show me where I'd
|
||||
* align" mode: the opening lands at the EXACT raw cursor (no grid snap, no
|
||||
* jump-to-guide), yet the alignment guides are still computed and shown so the
|
||||
* user keeps the visual reference while overriding the magnetic pull. It
|
||||
* supersedes `bypass`/`bypassSnap` when set.
|
||||
*/
|
||||
export function resolveWallSlideAlignment(args: {
|
||||
wallNode: WallNode
|
||||
@@ -31,9 +37,55 @@ export function resolveWallSlideAlignment(args: {
|
||||
candidates: readonly AlignmentAnchor[]
|
||||
bypass: boolean
|
||||
bypassSnap?: boolean
|
||||
freePlace?: boolean
|
||||
}): number {
|
||||
const { wallNode, rawLocalX, width, candidates, bypass, bypassSnap = false } = args
|
||||
const base = bypassSnap ? rawLocalX : snapToHalf(rawLocalX)
|
||||
const {
|
||||
wallNode,
|
||||
rawLocalX,
|
||||
width,
|
||||
candidates,
|
||||
bypass,
|
||||
bypassSnap = false,
|
||||
freePlace = false,
|
||||
} = args
|
||||
const base = bypassSnap || freePlace ? rawLocalX : snapToHalf(rawLocalX)
|
||||
|
||||
const dxAxis = wallNode.end[0] - wallNode.start[0]
|
||||
const dzAxis = wallNode.end[1] - wallNode.start[1]
|
||||
const axisLength = Math.sqrt(dxAxis * dxAxis + dzAxis * dzAxis)
|
||||
|
||||
// Shift / free-place: land at the raw cursor but still publish the guides so
|
||||
// the user sees alignment relationships without being snapped to them. The
|
||||
// guides are re-resolved at the freely-placed point so they connect to the
|
||||
// opening, not the snap target.
|
||||
if (freePlace) {
|
||||
if (candidates.length === 0 || axisLength < 1e-6) {
|
||||
useAlignmentGuides.getState().clear()
|
||||
return base
|
||||
}
|
||||
const c = dxAxis / axisLength
|
||||
const s = dzAxis / axisLength
|
||||
const placedX = Math.max(width / 2, Math.min(axisLength - width / 2, base))
|
||||
const shown = resolveAlignment({
|
||||
moving: [
|
||||
{
|
||||
nodeId: '__wall-opening-draft__',
|
||||
kind: 'corner',
|
||||
x: wallNode.start[0] + placedX * c,
|
||||
z: wallNode.start[1] + placedX * s,
|
||||
},
|
||||
],
|
||||
candidates,
|
||||
threshold: WALL_OPENING_ALIGNMENT_THRESHOLD_M,
|
||||
})
|
||||
const axisGuides = shown.guides.filter(
|
||||
(g) => Math.abs(g.axis === 'x' ? c : s) >= MIN_AXIS_COMPONENT,
|
||||
)
|
||||
if (axisGuides.length === 0) useAlignmentGuides.getState().clear()
|
||||
else useAlignmentGuides.getState().set(axisGuides)
|
||||
return placedX
|
||||
}
|
||||
|
||||
if (bypass || candidates.length === 0) {
|
||||
useAlignmentGuides.getState().clear()
|
||||
return base
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
'use client'
|
||||
|
||||
import { EDITOR_LAYER } from '@pascal-app/editor'
|
||||
import { useEffect, useMemo } from 'react'
|
||||
import { BufferGeometry, Float32BufferAttribute, LineSegments } from 'three'
|
||||
import { LineBasicNodeMaterial } from 'three/webgpu'
|
||||
|
||||
/**
|
||||
* Floor "shadow" projection for a window during placement / move.
|
||||
*
|
||||
* Windows sit elevated above the floor, so over open ground (and on a wall)
|
||||
* it's hard to read where the window actually is in plan. This draws its
|
||||
* projection on the floor: a small footprint segment directly below the window
|
||||
* (its plan extent along the wall) plus a DASHED vertical line dropping from the
|
||||
* window centre to that footprint — like a shadow tether. Placement aid only;
|
||||
* never shown on a committed window.
|
||||
*
|
||||
* Rendered in WORLD space (the tool positions the ghost in world space too), so
|
||||
* it's mounted as a sibling of the ghost — NOT inside the ghost's rotated/offset
|
||||
* group. `centerY` is the window centre's world Y; `floorY` is the level floor.
|
||||
*/
|
||||
|
||||
const FOOTPRINT_COLOR = 0x38_bd_f8
|
||||
const DROP_COLOR = 0x38_bd_f8
|
||||
|
||||
const footprintMaterial = new LineBasicNodeMaterial({
|
||||
color: FOOTPRINT_COLOR,
|
||||
transparent: true,
|
||||
opacity: 0.85,
|
||||
depthWrite: false,
|
||||
})
|
||||
const dropMaterial = new LineBasicNodeMaterial({
|
||||
color: DROP_COLOR,
|
||||
transparent: true,
|
||||
opacity: 0.6,
|
||||
depthWrite: false,
|
||||
})
|
||||
|
||||
// Dash geometry for the vertical drop: alternating on/off segments so it reads
|
||||
// as a dashed tether without a dashed-line material (unavailable in three/webgpu).
|
||||
const DASH = 0.12
|
||||
const GAP = 0.08
|
||||
|
||||
export function WindowFloorProjection({
|
||||
centerX,
|
||||
centerZ,
|
||||
centerY,
|
||||
floorY,
|
||||
width,
|
||||
rotationY,
|
||||
}: {
|
||||
centerX: number
|
||||
centerZ: number
|
||||
centerY: number
|
||||
floorY: number
|
||||
width: number
|
||||
rotationY: number
|
||||
}) {
|
||||
// Footprint: a short segment of length `width` along the window's wall axis,
|
||||
// centred under the window on the floor. The window faces `rotationY` about Y
|
||||
// (its width runs along the wall), so the along-wall direction is
|
||||
// (cos, -sin) in XZ.
|
||||
const footprint = useMemo(() => {
|
||||
const half = width / 2
|
||||
const dirX = Math.cos(rotationY)
|
||||
const dirZ = -Math.sin(rotationY)
|
||||
const position = new Float32BufferAttribute(new Float32Array(6), 3)
|
||||
const geometry = new BufferGeometry()
|
||||
geometry.setAttribute('position', position)
|
||||
const line = new LineSegments(geometry, footprintMaterial)
|
||||
line.frustumCulled = false
|
||||
line.layers.set(EDITOR_LAYER)
|
||||
line.renderOrder = 1000
|
||||
line.raycast = () => {}
|
||||
position.setXYZ(0, centerX - dirX * half, floorY + 0.002, centerZ - dirZ * half)
|
||||
position.setXYZ(1, centerX + dirX * half, floorY + 0.002, centerZ + dirZ * half)
|
||||
position.needsUpdate = true
|
||||
return line
|
||||
}, [centerX, centerZ, floorY, width, rotationY])
|
||||
|
||||
// Dashed vertical tether from the window centre down to the footprint.
|
||||
const drop = useMemo(() => {
|
||||
const span = Math.max(centerY - floorY, 0)
|
||||
const segs: number[] = []
|
||||
let y = floorY
|
||||
while (y < floorY + span) {
|
||||
const top = Math.min(y + DASH, floorY + span)
|
||||
segs.push(centerX, y, centerZ, centerX, top, centerZ)
|
||||
y += DASH + GAP
|
||||
}
|
||||
const position = new Float32BufferAttribute(new Float32Array(segs), 3)
|
||||
const geometry = new BufferGeometry()
|
||||
geometry.setAttribute('position', position)
|
||||
const line = new LineSegments(geometry, dropMaterial)
|
||||
line.frustumCulled = false
|
||||
line.layers.set(EDITOR_LAYER)
|
||||
line.renderOrder = 1000
|
||||
line.raycast = () => {}
|
||||
return line
|
||||
}, [centerX, centerZ, centerY, floorY])
|
||||
|
||||
useEffect(() => () => footprint.geometry.dispose(), [footprint])
|
||||
useEffect(() => () => drop.geometry.dispose(), [drop])
|
||||
|
||||
return (
|
||||
<>
|
||||
<primitive object={footprint} />
|
||||
<primitive object={drop} />
|
||||
</>
|
||||
)
|
||||
}
|
||||
@@ -8,15 +8,16 @@ import {
|
||||
WallNode as WallNodeSchema,
|
||||
type WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
|
||||
import { snapToHalf, triggerSFX, usePlacementPreview } from '@pascal-app/editor'
|
||||
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
|
||||
import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
|
||||
import {
|
||||
findClosestWallInPlan,
|
||||
projectWallLocalPointToPlan,
|
||||
resolveOpeningPlacement,
|
||||
snapLocalXToNeighbors,
|
||||
} from '../shared/wall-attach-target'
|
||||
import { clampToWall, hasWallChildOverlap } from './window-math'
|
||||
import { clampToWall, DEFAULT_WINDOW_SILL_M, hasWallChildOverlap } from './window-math'
|
||||
|
||||
/**
|
||||
* 2D floor-plan move handler for window. Same shape as door (see
|
||||
@@ -56,8 +57,8 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
// created at y=0, which would sit the window's centre on the floor (half
|
||||
// below ground); default those to a realistic sill so it floats above
|
||||
// the floor in 2D too. Same rule as the 3D `MoveWindowTool` (`getSillCenterY`).
|
||||
const DEFAULT_SILL = 0.9
|
||||
const startLocalY = node.position[1] > 0.1 ? node.position[1] : DEFAULT_SILL + node.height / 2
|
||||
const startLocalY =
|
||||
node.position[1] > 0.1 ? node.position[1] : DEFAULT_WINDOW_SILL_M + node.height / 2
|
||||
|
||||
// Track the last successful placement so `commit()` can write it
|
||||
// atomically — same deterministic-commit fix as `doorFloorplanMoveTarget`.
|
||||
@@ -82,6 +83,23 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
// See `doorFloorplanMoveTarget`: off-wall the window free-follows the cursor
|
||||
// as a ghost and isn't committable (it needs a wall). Starts true.
|
||||
let onWall = true
|
||||
// Shift force-place (last apply's modifier) — lets `canCommit` allow an
|
||||
// overlapping placement, matching the 3D move.
|
||||
let forcePlace = false
|
||||
|
||||
// Move SFX — parity with the 3D `MoveWindowTool` (see `doorFloorplanMoveTarget`):
|
||||
// ONE soft `sfx:grid-snap` click per grid step, identical free-following or on a
|
||||
// wall, keyed on the RAW cursor. No separate floor→wall cue (that was the
|
||||
// "double"). 2D `apply` runs once per pointermove, so the step-key dedup suffices.
|
||||
const STEP_M = 0.1
|
||||
let lastStepKey: string | null = null
|
||||
const tickGridStep = (...coords: number[]) => {
|
||||
const key = coords.map((c) => Math.round(c / STEP_M)).join(',')
|
||||
if (key !== lastStepKey) {
|
||||
lastStepKey = key
|
||||
triggerSFX('sfx:grid-snap')
|
||||
}
|
||||
}
|
||||
|
||||
const freeFollow = (planPoint: readonly [number, number]) => {
|
||||
onWall = false
|
||||
@@ -95,14 +113,22 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
end: [planPoint[0] + half, planPoint[1]],
|
||||
thickness: 0.1,
|
||||
})
|
||||
// Reflect the R-flip on the floating ghost so it faces the side that will
|
||||
// be committed (see `doorFloorplanMoveTarget.freeFollow`).
|
||||
const ghostSide: WindowNode['side'] = flipped
|
||||
? node.side === 'front'
|
||||
? 'back'
|
||||
: 'front'
|
||||
: node.side
|
||||
const ghost = {
|
||||
...node,
|
||||
side: ghostSide,
|
||||
parentId: wall.id,
|
||||
wallId: wall.id,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
position: [half, startLocalY, 0] as [number, number, number],
|
||||
rotation: [0, 0, 0] as [number, number, number],
|
||||
rotation: [0, flipped ? Math.PI : 0, 0] as [number, number, number],
|
||||
visible: true,
|
||||
} as WindowNode
|
||||
usePlacementPreview.getState().set(ghost, wall)
|
||||
@@ -116,6 +142,7 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
},
|
||||
apply({ planPoint, modifiers }) {
|
||||
lastApply = { planPoint, modifiers }
|
||||
forcePlace = modifiers.shiftKey === true
|
||||
// Drop any stale live transform left by the 3D `MoveWindowTool` — see
|
||||
// `doorFloorplanMoveTarget.apply`. Without this the 2D registry layer
|
||||
// keeps rendering the window at the 3D tool's last hover (it prefers
|
||||
@@ -129,6 +156,8 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
const resolvedPlanPoint = resolveCursor(planPoint)
|
||||
const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
|
||||
if (!hit) {
|
||||
// Off any wall — free-follow. Click per grid cell over open floor.
|
||||
tickGridStep(resolvedPlanPoint[0], resolvedPlanPoint[1])
|
||||
freeFollow(resolvedPlanPoint)
|
||||
return
|
||||
}
|
||||
@@ -160,6 +189,11 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
node.height,
|
||||
)
|
||||
|
||||
// One click per grid step, keyed on the RAW along-wall cursor (`hit.localX`)
|
||||
// so the wall slide ticks at the same cadence as the off-wall ghost — same
|
||||
// SFX, no separate snap cue.
|
||||
tickGridStep(hit.localX)
|
||||
|
||||
const side: WindowNode['side'] = flipped
|
||||
? hit.side === 'front'
|
||||
? 'back'
|
||||
@@ -192,7 +226,9 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
if (!onWall) return false
|
||||
const live = useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined
|
||||
if (!live || live.type !== 'window') return false
|
||||
const overlapping = hasWallChildOverlap(
|
||||
// Block on overlap UNLESS Shift force-places — same `placeable` rule as
|
||||
// the 3D move + the shared `resolveOpeningPlacement`.
|
||||
const collides = hasWallChildOverlap(
|
||||
live.parentId as string,
|
||||
live.position[0],
|
||||
live.position[1],
|
||||
@@ -200,7 +236,7 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
live.height,
|
||||
live.id,
|
||||
)
|
||||
return !overlapping
|
||||
return resolveOpeningPlacement({ collides, forcePlace }).placeable
|
||||
},
|
||||
commit() {
|
||||
// Own the atomic write so the overlay takes the deterministic
|
||||
|
||||
@@ -14,7 +14,6 @@ import {
|
||||
WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import {
|
||||
calculateCursorRotation,
|
||||
calculateItemRotation,
|
||||
consumePlacementDragRelease,
|
||||
EDITOR_LAYER,
|
||||
@@ -27,7 +26,7 @@ import {
|
||||
useEditor,
|
||||
} from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useCallback, useEffect, useMemo, useRef } from 'react'
|
||||
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { BoxGeometry, EdgesGeometry, type Group } from 'three'
|
||||
import { LineBasicNodeMaterial } from 'three/webgpu'
|
||||
import {
|
||||
@@ -40,8 +39,16 @@ import {
|
||||
type RoofWallOpeningTarget,
|
||||
resolveRoofWallOpeningTarget,
|
||||
} from '../shared/roof-wall-opening-placement'
|
||||
import { resolveOpeningPlacement } from '../shared/wall-attach-target'
|
||||
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
|
||||
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
|
||||
import { WindowFloorProjection } from './floor-projection'
|
||||
import WindowPreview from './preview'
|
||||
import {
|
||||
clampToWall,
|
||||
DEFAULT_WINDOW_SILL_M,
|
||||
hasWallChildOverlap,
|
||||
wallLocalToWorld,
|
||||
} from './window-math'
|
||||
|
||||
const edgeMaterial = new LineBasicNodeMaterial({
|
||||
color: 0xef_44_44,
|
||||
@@ -65,6 +72,38 @@ const edgeMaterial = new LineBasicNodeMaterial({
|
||||
const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode }) => {
|
||||
const cursorGroupRef = useRef<Group>(null!)
|
||||
|
||||
// The window preview ghost. Shown for the WHOLE move so the user always sees
|
||||
// a translucent window tinted by placement state — red off-wall or colliding,
|
||||
// green on a valid wall. The real node stays hidden until commit (the wall
|
||||
// still cuts its hole from the node data). `null` = not previewing. See the
|
||||
// matching `WindowPreview` tint and `MoveDoorTool` for the full rationale.
|
||||
const [ghostPose, setGhostPose] = useState<{
|
||||
position: [number, number, number]
|
||||
rotationY: number
|
||||
tint: 'valid' | 'invalid'
|
||||
// Level floor world-Y, for the floor "shadow" projection (drop-line + footprint).
|
||||
floorY: number
|
||||
// Live facing side — R-flip changes it and the window geometry depends on it,
|
||||
// so the ghost must rebuild with the live side (see `MoveDoorTool`).
|
||||
side: WindowNode['side']
|
||||
} | null>(null)
|
||||
|
||||
// Ghost preview node: the moving window with a zeroed transform + the live
|
||||
// facing side (the ghost is positioned by the `<group position>` wrapper;
|
||||
// `updateWindowMesh` bakes the node's own position/rotation in, so passing the
|
||||
// live node would double-offset). Rebuilds on an R-flip so the preview matches
|
||||
// what commit will place.
|
||||
const ghostSide = ghostPose?.side ?? movingWindowNode.side
|
||||
const ghostNode = useMemo(
|
||||
() => ({
|
||||
...movingWindowNode,
|
||||
side: ghostSide,
|
||||
position: [0, 0, 0] as [number, number, number],
|
||||
rotation: [0, 0, 0] as [number, number, number],
|
||||
}),
|
||||
[movingWindowNode, ghostSide],
|
||||
)
|
||||
|
||||
const exitMoveMode = useCallback(() => {
|
||||
useEditor.getState().setMovingNode(null)
|
||||
}, [])
|
||||
@@ -91,6 +130,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: movingWindowNode.roofSegmentId,
|
||||
roofFace: movingWindowNode.roofFace,
|
||||
metadata: movingWindowNode.metadata,
|
||||
// Free-follow hides the node (visible:false); revert paths restore this.
|
||||
visible: movingWindowNode.visible,
|
||||
}
|
||||
|
||||
// In move mode (existing window) mark it transient so its mesh skips the live wall CSG
|
||||
@@ -113,6 +154,29 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
// mesh event owns the same pointermove — that's the only thing that snaps.
|
||||
let freeFollowing = false
|
||||
let lastMeshEventTime = -1
|
||||
// Last open-floor cursor point (level-local X/Z), so an R-flip while free-
|
||||
// following can re-run the ghost at the same spot with the new facing.
|
||||
let lastFloorPoint: [number, number] | null = null
|
||||
// Live Shift state (force-place) — lets the preview tint re-evaluate when
|
||||
// Shift is pressed/released with the pointer stationary (see `MoveDoorTool`).
|
||||
let shiftHeld = false
|
||||
// Movement SFX: ONE soft `sfx:grid-snap` click per grid step — identical
|
||||
// whether free-following over floor or sliding along a wall (the user's
|
||||
// ask). Always keyed on the RAW cursor (continuous ~0.1m cadence), never the
|
||||
// snapped along-wall value. Guards: `lastStepKey` (cell change) +
|
||||
// `lastTickFrame` (one tick per DOM pointermove). No separate snap cue — a
|
||||
// distinct floor→wall sound was the "double" the user heard. See `MoveDoorTool`.
|
||||
const STEP_M = 0.1
|
||||
let lastStepKey: string | null = null
|
||||
let lastTickFrame = -1
|
||||
const tickGridStep = (frame: number, ...coords: number[]) => {
|
||||
if (frame === lastTickFrame) return
|
||||
const key = coords.map((c) => Math.round(c / STEP_M)).join(',')
|
||||
if (key === lastStepKey) return
|
||||
lastStepKey = key
|
||||
lastTickFrame = frame
|
||||
triggerSFX('sfx:grid-snap')
|
||||
}
|
||||
// The window's chosen facing side. R flips it mid-placement (front ↔ back),
|
||||
// matching the committed-selected R flip. Initialised from the moving node.
|
||||
let sideOverride: WindowNode['side'] = movingWindowNode.side
|
||||
@@ -128,7 +192,6 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: string
|
||||
side: WindowNode['side']
|
||||
itemRotation: number
|
||||
cursorRotation: number
|
||||
clampedX: number
|
||||
clampedY: number
|
||||
valid: boolean
|
||||
@@ -160,12 +223,11 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
// Sill-center height used while the window isn't on a wall (free-follow and
|
||||
// proximity). Fresh preset clones are created at position [0,0,0], which
|
||||
// would bury half the window below the floor; default such windows to a
|
||||
// ~0.9m sill so the ghost floats at a realistic height. An existing window
|
||||
// keeps its own sill.
|
||||
const DEFAULT_SILL = 0.9
|
||||
// small sill so the ghost floats slightly above the ground. An existing
|
||||
// window keeps its own sill.
|
||||
const getSillCenterY = () => {
|
||||
const y = movingWindowNode.position[1]
|
||||
return y > 0.1 ? y : DEFAULT_SILL + movingWindowNode.height / 2
|
||||
return y > 0.1 ? y : DEFAULT_WINDOW_SILL_M + movingWindowNode.height / 2
|
||||
}
|
||||
const getSlabElevation = (wallEvent: WallEvent) =>
|
||||
spatialGridManager.getSlabElevationForWall(
|
||||
@@ -178,6 +240,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
setGhostPose(null)
|
||||
}
|
||||
|
||||
// Alignment candidates — anchors of every OTHER alignable object (the
|
||||
@@ -214,8 +277,6 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
const side = sideOverride ?? faceSide
|
||||
const rotationOffset = side !== faceSide ? Math.PI : 0
|
||||
const itemRotation = calculateItemRotation(event.normal) + rotationOffset
|
||||
const cursorRotation =
|
||||
calculateCursorRotation(event.normal, event.node.start, event.node.end) + rotationOffset
|
||||
|
||||
const rawLocalX = event.localPosition[0]
|
||||
const rawLocalY = event.localPosition[1]
|
||||
@@ -256,8 +317,10 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
rawLocalX: targetLocalX,
|
||||
width: movingWindowNode.width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
|
||||
bypassSnap: event.nativeEvent?.shiftKey === true,
|
||||
// Alt still hard-disables alignment (no guides). Shift = free-place:
|
||||
// land at the raw cursor but keep showing the along-wall guides.
|
||||
bypass: event.nativeEvent?.altKey === true,
|
||||
freePlace: event.nativeEvent?.shiftKey === true,
|
||||
})
|
||||
const { clampedX, clampedY } = clampToWall(
|
||||
event.node,
|
||||
@@ -281,7 +344,6 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: event.node.id,
|
||||
side,
|
||||
itemRotation,
|
||||
cursorRotation,
|
||||
clampedX,
|
||||
clampedY,
|
||||
valid,
|
||||
@@ -290,6 +352,14 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
|
||||
const applyPreview = (target: NonNullable<typeof lastTarget>) => {
|
||||
// Same click as the off-wall ghost: one grid-snap tick per grid step,
|
||||
// keyed on the RAW cursor along-wall position (not the snapped clampedX).
|
||||
// Per-frame guard collapses duplicate wall events on the same pointermove.
|
||||
tickGridStep(target.event.nativeEvent?.timeStamp ?? -1, target.event.localPosition[0])
|
||||
// Keep the REAL node hidden and show a tinted ghost in the wall opening —
|
||||
// green when placeable, red when it collides — matching the free-follow
|
||||
// ghost so validity reads at a glance (see MoveDoorTool). The node position
|
||||
// is still written so the wall cuts the hole at the right spot.
|
||||
if (currentHostId !== target.wallId) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: [target.clampedX, target.clampedY, 0],
|
||||
@@ -299,6 +369,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.wallId
|
||||
@@ -316,17 +387,28 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
})
|
||||
markHostDirtyThrottled(target.wallId)
|
||||
|
||||
updateCursor(
|
||||
wallLocalToWorld(
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
const placement = resolveOpeningPlacement({ collides: !target.valid, forcePlace: shiftHeld })
|
||||
// Ghost world yaw must equal the committed wall-CHILD's world yaw
|
||||
// (-wallAngle + itemRotation); `cursorRotation` is π off here. See
|
||||
// `MoveDoorTool.applyPreview`.
|
||||
const wallAngle = Math.atan2(
|
||||
target.wallNode.end[1] - target.wallNode.start[1],
|
||||
target.wallNode.end[0] - target.wallNode.start[0],
|
||||
)
|
||||
setGhostPose({
|
||||
position: wallLocalToWorld(
|
||||
target.wallNode,
|
||||
target.clampedX,
|
||||
target.clampedY,
|
||||
getLevelYOffset(),
|
||||
getSlabElevation(target.event),
|
||||
),
|
||||
target.cursorRotation,
|
||||
target.valid,
|
||||
)
|
||||
rotationY: target.itemRotation - wallAngle,
|
||||
tint: placement.tint,
|
||||
floorY: getLevelYOffset() + getSlabElevation(target.event),
|
||||
side: target.side,
|
||||
})
|
||||
|
||||
publishOpeningGuidesForWallEvent({
|
||||
wall: target.wallNode,
|
||||
@@ -410,6 +492,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
parentId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
// Hidden during free-follow; the committed window must be visible.
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, target.wallId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -425,6 +509,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -436,6 +521,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== target.wallId) {
|
||||
@@ -462,7 +548,11 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places: commit even when the window overlaps another opening.
|
||||
// The preview keeps its red invalid tint as a warning; Shift just lifts the
|
||||
// commit block. Read shift from THIS event so it's never stale at commit.
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
commitToWall(target)
|
||||
event.stopPropagation()
|
||||
}
|
||||
@@ -480,13 +570,28 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
lastRoofEvent = null
|
||||
}
|
||||
|
||||
// Free-follow: the window rides the cursor over empty floor, parented to
|
||||
// the level like an item node, kept at a sensible sill height. No wall to
|
||||
// attach to, so it is not committable here.
|
||||
const freeFollowAt = (localX: number, localZ: number) => {
|
||||
// Reveal the real window node + drop the ghost. Used by the roof-face path,
|
||||
// which previews with the real mesh (the ghost-tint flow is wall-specific).
|
||||
const revealRealNode = () => {
|
||||
setGhostPose(null)
|
||||
const live = useScene.getState().nodes[movingWindowNode.id as AnyNodeId] as
|
||||
| WindowNode
|
||||
| undefined
|
||||
if (live && live.visible === false) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
|
||||
}
|
||||
}
|
||||
|
||||
// Free-follow: over open floor there's no wall to host the window, so hide
|
||||
// the real (pale, near-invisible-on-grid) node and float a red translucent
|
||||
// ghost at the cursor — same treatment the raw `WindowTool` build path uses.
|
||||
const freeFollowAt = (localX: number, localZ: number, frame: number) => {
|
||||
freeFollowing = true
|
||||
lastTarget = null
|
||||
lastRoofEvent = null
|
||||
// Click per grid cell as the ghost slides over open floor (X+Z) — the
|
||||
// same `tickGridStep` the on-wall slide uses, so both feel identical.
|
||||
tickGridStep(frame, localX, localZ)
|
||||
hideCursor()
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
const levelId = getLevelId()
|
||||
@@ -503,6 +608,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: undefined,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
currentHostId = levelId
|
||||
} else {
|
||||
@@ -510,8 +616,18 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
position: [localX, sillCenterY, localZ],
|
||||
rotation: [0, yaw, 0],
|
||||
side: sideOverride,
|
||||
visible: false,
|
||||
})
|
||||
}
|
||||
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted to
|
||||
// the sill center (sideOverride carries the R-flip so the ghost matches).
|
||||
setGhostPose({
|
||||
position: [localX, getLevelYOffset() + sillCenterY, localZ],
|
||||
rotationY: yaw,
|
||||
tint: 'invalid',
|
||||
floorY: getLevelYOffset(),
|
||||
side: sideOverride,
|
||||
})
|
||||
}
|
||||
|
||||
const onGridMove = (event: GridEvent) => {
|
||||
@@ -523,7 +639,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
// snapping engages only when the cursor ray actually hovers a wall.
|
||||
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
|
||||
const [x, , z] = event.localPosition
|
||||
freeFollowAt(x, z)
|
||||
lastFloorPoint = [x, z]
|
||||
freeFollowAt(x, z, event.nativeEvent?.timeStamp ?? -1)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -564,6 +681,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
// Opening guides are wall-specific; clear them when over a roof face.
|
||||
clearOpeningGuides3D()
|
||||
// On a roof face the real mesh is the preview — drop the ghost + reveal.
|
||||
revealRealNode()
|
||||
if (currentHostId !== target.segment.id) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: target.position,
|
||||
@@ -573,6 +692,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: undefined,
|
||||
roofSegmentId: target.segment.id,
|
||||
roofFace: target.face.id,
|
||||
visible: true,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.segment.id
|
||||
@@ -590,7 +710,9 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
const onRoofClick = (event: RoofEvent) => {
|
||||
if (committed) return
|
||||
const target = resolveRoofMoveTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places over a colliding roof-face target too (see onWallClick).
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
committed = true
|
||||
const segmentId = target.segment.id
|
||||
|
||||
@@ -613,6 +735,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
parentId: segmentId,
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, segmentId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -626,6 +749,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -638,6 +762,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== segmentId) {
|
||||
@@ -682,6 +807,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
@@ -693,8 +819,10 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
const onPlacementDragPointerUp = (event: PointerEvent) => {
|
||||
if (!consumePlacementDragRelease(event)) return
|
||||
// Free-following over open floor can't commit (no wall). A wall hover
|
||||
// target commits via commitToWall; a roof face via onRoofClick.
|
||||
if (lastTarget?.valid && !freeFollowing) {
|
||||
// target commits via commitToWall; a roof face via onRoofClick. Shift
|
||||
// force-places over a colliding wall target (tint stays red as a warning);
|
||||
// read shift from this pointerup so it's current at commit.
|
||||
if (lastTarget && !freeFollowing && (lastTarget.valid || event.shiftKey)) {
|
||||
commitToWall(lastTarget)
|
||||
return
|
||||
}
|
||||
@@ -714,18 +842,27 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
) {
|
||||
return
|
||||
}
|
||||
const onWall = lastTarget !== null
|
||||
if (!(onWall || freeFollowing)) return
|
||||
// Ignore OS key-repeat so a held R doesn't flip many times per press.
|
||||
if (e.repeat) return
|
||||
e.preventDefault()
|
||||
// ALWAYS toggle the persistent flip intent — never a no-op (the old gate
|
||||
// dropped R before the first pointermove). Then re-render the current
|
||||
// preview so the flip shows live and matches commit. See `MoveDoorTool`.
|
||||
sideOverride = sideOverride === 'front' ? 'back' : 'front'
|
||||
triggerSFX('sfx:item-rotate')
|
||||
if (onWall) {
|
||||
const next = resolveMoveTarget(lastTarget!.event)
|
||||
if (lastTarget) {
|
||||
const next = resolveMoveTarget(lastTarget.event)
|
||||
if (next) {
|
||||
lastTarget = next
|
||||
applyPreview(next)
|
||||
}
|
||||
} else if (lastFloorPoint) {
|
||||
// Free-following: re-run at the same spot so the floating ghost rebuilds
|
||||
// with the flipped side.
|
||||
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1], -1)
|
||||
} else {
|
||||
// No preview yet (R before the first pointermove): flip the hidden node
|
||||
// so the first preview/commit already reflects the chosen side.
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
side: sideOverride,
|
||||
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
|
||||
@@ -733,6 +870,16 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
}
|
||||
|
||||
// Shift toggles force-place — re-run the on-wall preview so the tint flips
|
||||
// green↔red live (pointer stationary). Commit gates still read shift fresh.
|
||||
const onShiftToggle = (e: KeyboardEvent) => {
|
||||
if (e.key !== 'Shift') return
|
||||
const held = e.type === 'keydown'
|
||||
if (held === shiftHeld) return
|
||||
shiftHeld = held
|
||||
if (!committed && lastTarget) applyPreview(lastTarget)
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallEnter)
|
||||
emitter.on('wall:move', onWallMove)
|
||||
emitter.on('wall:click', onWallClick)
|
||||
@@ -745,6 +892,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
emitter.on('tool:cancel', onCancel)
|
||||
window.addEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.addEventListener('keydown', onKeyDown)
|
||||
window.addEventListener('keydown', onShiftToggle)
|
||||
window.addEventListener('keyup', onShiftToggle)
|
||||
|
||||
return () => {
|
||||
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
|
||||
@@ -766,9 +915,15 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
} else if (current && current.visible === false) {
|
||||
// Safety net: a fresh (isNew) clone isn't marked `isTransient`; if we
|
||||
// unmount mid-free-follow it would be left hidden. Reveal it so it never
|
||||
// becomes an invisible orphan (place-preset deletes a true cancel).
|
||||
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
|
||||
}
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
useAlignmentGuides.getState().clear()
|
||||
@@ -786,6 +941,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
window.removeEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.removeEventListener('keydown', onKeyDown)
|
||||
window.removeEventListener('keydown', onShiftToggle)
|
||||
window.removeEventListener('keyup', onShiftToggle)
|
||||
}
|
||||
}, [movingWindowNode, exitMoveMode])
|
||||
|
||||
@@ -802,9 +959,35 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
|
||||
|
||||
return (
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
|
||||
</group>
|
||||
<>
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
|
||||
</group>
|
||||
{/* Placement ghost shown for the whole move (the real pale node stays
|
||||
hidden): red off-wall / colliding, green on a valid wall. */}
|
||||
{ghostPose && (
|
||||
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
|
||||
<WindowPreview
|
||||
invalid={ghostPose.tint === 'invalid'}
|
||||
node={ghostNode}
|
||||
valid={ghostPose.tint === 'valid'}
|
||||
/>
|
||||
</group>
|
||||
)}
|
||||
{/* Floor "shadow" projection: footprint + dashed drop-line, so an elevated
|
||||
window's plan position is legible while placing. World-space, so it's a
|
||||
sibling of the ghost group, not a child. */}
|
||||
{ghostPose && (
|
||||
<WindowFloorProjection
|
||||
centerX={ghostPose.position[0]}
|
||||
centerY={ghostPose.position[1]}
|
||||
centerZ={ghostPose.position[2]}
|
||||
floorY={ghostPose.floorY}
|
||||
rotationY={ghostPose.rotationY}
|
||||
width={movingWindowNode.width}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -16,7 +16,15 @@ import type { WindowNode } from './schema'
|
||||
* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
|
||||
* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
|
||||
*/
|
||||
const WindowPreview = ({ node, invalid }: { node: WindowNode; invalid?: boolean }) => {
|
||||
const WindowPreview = ({
|
||||
node,
|
||||
invalid,
|
||||
valid,
|
||||
}: {
|
||||
node: WindowNode
|
||||
invalid?: boolean
|
||||
valid?: boolean
|
||||
}) => {
|
||||
const mesh = useMemo(() => {
|
||||
const m = buildWindowPreviewMesh(node)
|
||||
m.layers.set(EDITOR_LAYER)
|
||||
@@ -32,9 +40,9 @@ const WindowPreview = ({ node, invalid }: { node: WindowNode; invalid?: boolean
|
||||
node.sillThickness,
|
||||
])
|
||||
|
||||
// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
|
||||
// flips; its cleanup only disposes the clones it made.
|
||||
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
|
||||
// Ghost treatment (clone + tint + raycast-off) re-applies if the tint flips;
|
||||
// its cleanup only disposes the clones it made.
|
||||
useEffect(() => applyGhost(mesh, { invalid, valid }), [mesh, invalid, valid])
|
||||
|
||||
// Geometry is freshly built per `mesh` and owned here — dispose it only
|
||||
// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
|
||||
|
||||
@@ -39,8 +39,14 @@ import {
|
||||
worldToSelectedBuildingLocal,
|
||||
} from '../shared/roof-wall-opening-placement'
|
||||
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
|
||||
import { WindowFloorProjection } from './floor-projection'
|
||||
import WindowPreview from './preview'
|
||||
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
|
||||
import {
|
||||
clampToWall,
|
||||
DEFAULT_WINDOW_SILL_M,
|
||||
hasWallChildOverlap,
|
||||
wallLocalToWorld,
|
||||
} from './window-math'
|
||||
|
||||
// Shared edge material — reuse across renders, just toggle color
|
||||
const edgeMaterial = new LineBasicNodeMaterial({
|
||||
@@ -52,10 +58,12 @@ const edgeMaterial = new LineBasicNodeMaterial({
|
||||
|
||||
const FALLBACK_WIDTH = 1.5
|
||||
const FALLBACK_HEIGHT = 1.5
|
||||
const FALLBACK_SILL_LIFT = 0.45
|
||||
// Off-wall ghost lift = the default sill, so the floating preview matches the
|
||||
// sill the floor-cursor placement commits at.
|
||||
const FALLBACK_SILL_LIFT = DEFAULT_WINDOW_SILL_M
|
||||
// Default sill centre for a window snapped from the floor (the floor cursor
|
||||
// carries no wall-face height). 0.9 m sill + half the 1.5 m default height.
|
||||
const DEFAULT_SILL_CENTER_Y = 0.9 + FALLBACK_HEIGHT / 2
|
||||
// carries no wall-face height): the default sill + half the default height.
|
||||
const DEFAULT_SILL_CENTER_Y = DEFAULT_WINDOW_SILL_M + FALLBACK_HEIGHT / 2
|
||||
const roofFallbackPoint = new Vector3()
|
||||
|
||||
// What currently owns the cursor frame: a wall/roof mesh hover, or null when
|
||||
@@ -79,14 +87,24 @@ const WindowTool: React.FC = () => {
|
||||
|
||||
// Off-host floating ghost: the real window geometry follows the cursor
|
||||
// over the grid (tinted invalid). Mutually exclusive with the on-host draft.
|
||||
// `floorY` feeds the floor "shadow" projection; `side` carries the R-flip so
|
||||
// the floating ghost faces the side that will be committed.
|
||||
const [fallbackPose, setFallbackPose] = useState<{
|
||||
position: [number, number, number]
|
||||
rotationY: number
|
||||
floorY: number
|
||||
side: WindowNode['side']
|
||||
} | null>(null)
|
||||
|
||||
// Ghost preview node — zeroed transform + the live facing side (rebuilds on R).
|
||||
const ghostStub = useMemo(
|
||||
() => WindowNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }),
|
||||
[],
|
||||
() =>
|
||||
WindowNode.parse({
|
||||
position: [0, 0, 0],
|
||||
rotation: [0, 0, 0],
|
||||
side: fallbackPose?.side ?? 'front',
|
||||
}),
|
||||
[fallbackPose?.side],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
@@ -104,6 +122,9 @@ const WindowTool: React.FC = () => {
|
||||
// to the last wall hover so the flip shows live before commit.
|
||||
let sideFlip = false
|
||||
let lastWallEvent: WallEvent | null = null
|
||||
// Last open-floor cursor point (level-local X/Z) + floor Y, so an R-flip
|
||||
// while free-following can re-render the floating ghost with the new facing.
|
||||
let lastFloorPoint: { pos: [number, number, number]; floorY: number } | null = null
|
||||
|
||||
const getLevelId = () => useViewer.getState().selection.levelId
|
||||
const getLevelYOffset = () => {
|
||||
@@ -157,21 +178,34 @@ const WindowTool: React.FC = () => {
|
||||
|
||||
// Off-host fallback: hide the wireframe outline and float the real window
|
||||
// geometry (tinted invalid) at the cursor so the armed tool is visible.
|
||||
const showGhostAt = (position: [number, number, number]) => {
|
||||
const showGhostAt = (position: [number, number, number], floorY: number) => {
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
setFallbackPose({ position, rotationY: 0 })
|
||||
lastFloorPoint = { pos: position, floorY }
|
||||
// `sideFlip` (R) flips the facing — back is a π yaw on the floating ghost.
|
||||
setFallbackPose({
|
||||
position,
|
||||
rotationY: sideFlip ? Math.PI : 0,
|
||||
floorY,
|
||||
side: sideFlip ? 'back' : 'front',
|
||||
})
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
}
|
||||
|
||||
const showRoofFallbackCursor = (event: RoofEvent) => {
|
||||
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
|
||||
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
|
||||
showGhostAt(
|
||||
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
|
||||
getLevelYOffset(),
|
||||
)
|
||||
}
|
||||
|
||||
const showWallFallbackCursor = (event: WallEvent) => {
|
||||
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
|
||||
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
|
||||
showGhostAt(
|
||||
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
|
||||
getLevelYOffset(),
|
||||
)
|
||||
}
|
||||
|
||||
// Sill alignment (snap + guide): a sibling sill/centre/top wins over the
|
||||
@@ -211,13 +245,16 @@ const WindowTool: React.FC = () => {
|
||||
bypassSnap: boolean,
|
||||
ignoreId?: string,
|
||||
) => {
|
||||
// bypassSnap is set by Shift (see callers). Shift = free-place: land at the
|
||||
// raw cursor but keep the along-wall guides visible. bypass (Alt) still
|
||||
// hard-disables alignment.
|
||||
const localX = resolveWallSlideAlignment({
|
||||
wallNode: wall,
|
||||
rawLocalX,
|
||||
width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
bypass: bypass && !bypassSnap,
|
||||
freePlace: bypassSnap,
|
||||
})
|
||||
const localY = resolvePlacementY({
|
||||
wall,
|
||||
@@ -454,7 +491,8 @@ const WindowTool: React.FC = () => {
|
||||
bypassSnap,
|
||||
draftRef.current.id,
|
||||
)
|
||||
if (!valid) return
|
||||
// Shift force-places over a collision (the draft stays red as a warning).
|
||||
if (!valid && !bypassSnap) return
|
||||
|
||||
commitWindowAtWall(event.node, clampedX, clampedY, side, itemRotation)
|
||||
event.stopPropagation()
|
||||
@@ -485,7 +523,7 @@ const WindowTool: React.FC = () => {
|
||||
lastWallEvent = null
|
||||
const [x, y, z] = event.localPosition
|
||||
destroyDraft()
|
||||
showGhostAt([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
|
||||
showGhostAt([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], y)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -553,7 +591,9 @@ const WindowTool: React.FC = () => {
|
||||
const onRoofClick = (event: RoofEvent) => {
|
||||
if (!draftRef.current?.roofSegmentId) return
|
||||
const target = resolveRoofTarget(event)
|
||||
if (!target?.valid) return
|
||||
// Shift force-places over a colliding roof-face target (see onWallClick).
|
||||
if (!target) return
|
||||
if (!target.valid && event.nativeEvent?.shiftKey !== true) return
|
||||
const { segment, face, position } = target
|
||||
|
||||
const draft = draftRef.current
|
||||
@@ -617,19 +657,24 @@ const WindowTool: React.FC = () => {
|
||||
hostKind = null
|
||||
}
|
||||
|
||||
// R flips the window's facing side mid-placement (front ↔ back), like the
|
||||
// committed-selected R flip. Only meaningful while snapped to a wall (the
|
||||
// off-wall ghost has no orientation), so it acts only then — re-applying
|
||||
// the last wall hover so the snapped preview flips live.
|
||||
// R flips the window's facing side mid-placement (front ↔ back). ALWAYS
|
||||
// toggles the persistent flip intent — never a no-op (the old `!lastWallEvent`
|
||||
// guard dropped R off-wall / before the first hover). Then re-renders the
|
||||
// current preview so the flip shows live and matches commit.
|
||||
const onKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.key !== 'r' && e.key !== 'R') return
|
||||
if (!lastWallEvent) return
|
||||
if (e.repeat) return
|
||||
const t = e.target as HTMLElement | null
|
||||
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
|
||||
e.preventDefault()
|
||||
sideFlip = !sideFlip
|
||||
triggerSFX('sfx:item-rotate')
|
||||
onWallHover(lastWallEvent)
|
||||
if (lastWallEvent) {
|
||||
onWallHover(lastWallEvent)
|
||||
} else if (lastFloorPoint) {
|
||||
showGhostAt(lastFloorPoint.pos, lastFloorPoint.floorY)
|
||||
}
|
||||
// else: no preview yet — `sideFlip` is set, so the first hover/follow uses it.
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallHover)
|
||||
@@ -690,6 +735,18 @@ const WindowTool: React.FC = () => {
|
||||
<WindowPreview invalid node={ghostStub} />
|
||||
</group>
|
||||
)}
|
||||
{/* Floor "shadow" projection for the off-host ghost (drop-line + footprint)
|
||||
so the elevated window's plan position is legible while placing. */}
|
||||
{fallbackPose && (
|
||||
<WindowFloorProjection
|
||||
centerX={fallbackPose.position[0]}
|
||||
centerY={fallbackPose.position[1]}
|
||||
centerZ={fallbackPose.position[2]}
|
||||
floorY={fallbackPose.floorY}
|
||||
rotationY={fallbackPose.rotationY}
|
||||
width={FALLBACK_WIDTH}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
import {
|
||||
type AnyNodeId,
|
||||
type DoorNode,
|
||||
getScaledDimensions,
|
||||
type ItemNode,
|
||||
useScene,
|
||||
type WallNode,
|
||||
type WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import type { WallNode } from '@pascal-app/core'
|
||||
|
||||
/**
|
||||
* Default sill height (metres from the floor to the BOTTOM of a window) for a
|
||||
* fresh window that has no wall-face height yet — the off-wall ghost and the
|
||||
* floor-cursor placement use it so a new window floats slightly above the
|
||||
* ground rather than sitting on it. The committed Y is the window's CENTRE, so
|
||||
* callers add `height / 2`. An existing window keeps its own sill.
|
||||
*/
|
||||
export const DEFAULT_WINDOW_SILL_M = 0.5
|
||||
|
||||
/**
|
||||
* Converts wall-local (X along wall, Y = height above wall base) to world XYZ.
|
||||
@@ -54,64 +55,8 @@ export function clampToWall(
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Wall-child overlap is shared by door + window placement (one source of
|
||||
* truth in `shared/wall-attach-target.ts`). Re-exported here so existing
|
||||
* `./window-math` importers don't change.
|
||||
*/
|
||||
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 Array.isArray(wallNode.children) ? 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] = getScaledDimensions(item)
|
||||
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 if (child.type === 'door') {
|
||||
const door = child as DoorNode
|
||||
childLeft = door.position[0] - door.width / 2
|
||||
childRight = door.position[0] + door.width / 2
|
||||
childBottom = door.position[1] - door.height / 2 // doors store center Y
|
||||
childTop = door.position[1] + door.height / 2
|
||||
} else {
|
||||
continue
|
||||
}
|
||||
|
||||
const xOverlap = newLeft < childRight && newRight > childLeft
|
||||
const yOverlap = newBottom < childTop && newTop > childBottom
|
||||
if (xOverlap && yOverlap) return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
export { hasWallChildOverlap } from '../shared/wall-attach-target'
|
||||
|
||||
Reference in New Issue
Block a user