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)
|
||||
|
||||
Reference in New Issue
Block a user