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:
Aymeric Rabot
2026-06-16 10:20:44 -04:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 2d053c4317
commit a0d3d9c701
18 changed files with 1027 additions and 277 deletions
+49 -13
View File
@@ -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)