fix(editor): harden editor interactions and WebGPU rendering

Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs.
This commit is contained in:
Aymeric Rabot
2026-06-11 13:03:34 -04:00
committed by GitHub
parent 2d2dba5dba
commit aab48e053f
111 changed files with 2211 additions and 955 deletions
+12
View File
@@ -137,3 +137,15 @@ export function surfaceQuatFromNormal(normal: THREE.Vector3, out: THREE.Quaterni
const m = new THREE.Matrix4().makeBasis(right, normal, forward)
return out.setFromRotationMatrix(m)
}
// Yaw (about the surface normal, composed AFTER `surfaceQuatFromNormal`)
// that points the node's local +Z down the slope. The analytical normals
// are axis-aligned (n.x or n.z is 0), and in the +X-projected basis above
// the down-slope direction decomposes to atan2(n.x · n.y, n.z): +Z face
// → 0, Z → π, +X → +π/2, X → −π/2. Kept next to `surfaceQuatFromNormal`
// so the two stay in lockstep — the formula is only valid for its basis.
export function getDownSlopeYaw(lx: number, lz: number, seg: RoofSegmentNode): number {
const n = getAnalyticalNormal(lx, lz, seg)
if (n.x === 0 && n.z === 0) return 0
return Math.atan2(n.x * n.y, n.z)
}