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
@@ -16,7 +16,15 @@ import type { WindowNode } from './schema'
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* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
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* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
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*/
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const WindowPreview = ({ node, invalid }: { node: WindowNode; invalid?: boolean }) => {
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const WindowPreview = ({
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node,
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invalid,
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valid,
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}: {
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node: WindowNode
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invalid?: boolean
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valid?: boolean
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}) => {
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const mesh = useMemo(() => {
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const m = buildWindowPreviewMesh(node)
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m.layers.set(EDITOR_LAYER)
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@@ -32,9 +40,9 @@ const WindowPreview = ({ node, invalid }: { node: WindowNode; invalid?: boolean
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node.sillThickness,
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])
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// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
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// flips; its cleanup only disposes the clones it made.
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useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
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// Ghost treatment (clone + tint + raycast-off) re-applies if the tint flips;
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// its cleanup only disposes the clones it made.
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useEffect(() => applyGhost(mesh, { invalid, valid }), [mesh, invalid, valid])
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// Geometry is freshly built per `mesh` and owned here — dispose it only
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// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
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