feat: doors and windows on roof-segment wall faces
Openings now host on the walls a roof segment generates — the base walls under the roof and the coplanar gable/shed/gambrel end faces, so a window can sit in a gable pediment. - core: roof-segment-walls.ts models the four vertical faces as 2D frames (u along face, v height) with convex profile polygons that mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile clamping and anchored resize limits via half-plane algebra. - schemas: optional roofSegmentId on door/window; position is the segment-local wall mid-plane center, rotation[1] the face yaw. - cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall' subtracts from the wall brush only. cascadesViaHostSegment keeps the roof-merge loop from consuming door/window dirty marks (their own systems cascade via parentId). - tools: roof:* handlers in door/window tool + move-tool (the Build-tab preset path), with roofSegmentId cleared/restored across every roof<->wall re-anchor and revert; shared hit resolver normalizes normals through world space (merged mesh vs painted segment frames). - fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal mode — the uncut rebuild used to draw over the merged shell's fresh opening until deselect. - fix: the walkthrough collider world now prunes by renderer-effective visibility; stale uncut segment CSG inside the hidden segments-wrapper blocked the player at openings the merged shell had cut through. Known gap: painted segments render per-segment CSG without accessory cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed; details in private-editor plans/editor-roof-wall-openings.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
1487328ec7
commit
bdfee058bd
@@ -1,8 +1,12 @@
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import {
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type AnyNodeId,
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clampRectToRoofWallFace,
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collectAlignmentAnchors,
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emitter,
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isCurvedWall,
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type RoofEvent,
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type RoofNode,
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roofWallFaceLocalToSegment,
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sceneRegistry,
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spatialGridManager,
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useScene,
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@@ -21,8 +25,9 @@ import {
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef } from 'react'
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import { BoxGeometry, EdgesGeometry, type Group, type LineSegments } from 'three'
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import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
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import { LineBasicNodeMaterial } from 'three/webgpu'
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import { hasRoofFaceChildOverlap, resolveRoofWallHit } from '../shared/roof-wall-hit'
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import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
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import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
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@@ -34,8 +39,12 @@ const edgeMaterial = new LineBasicNodeMaterial({
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depthWrite: false,
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})
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const roofCursorPoint = new Vector3()
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/**
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* Window tool — places WindowNodes on walls only.
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* Window tool — places WindowNodes on walls and on roof-segment wall
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* faces (the generated base walls under a roof, including coplanar gable
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* ends — a window can sit in the gable pediment).
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* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
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*/
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const WindowTool: React.FC = () => {
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@@ -223,6 +232,8 @@ const WindowTool: React.FC = () => {
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side,
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parentId: event.node.id,
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wallId: event.node.id,
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// The draft may arrive from a roof-segment face hover.
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roofSegmentId: undefined,
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})
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}
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}
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@@ -343,6 +354,164 @@ const WindowTool: React.FC = () => {
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hideCursor()
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}
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// ── Roof-segment wall faces ─────────────────────────────────────
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// The merged roof mesh emits `roof:*`; hits are resolved against the
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// segments' vertical wall faces (base walls + coplanar gable ends),
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// so a window can sit anywhere inside the face profile — including
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// the gable pediment triangle.
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const worldToBuildingLocal = (point: Vector3): [number, number, number] => {
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// The tool's cursor group renders in the building's local frame —
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// same conversion as the roof accessory tools (e.g. SkylightTool).
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const buildingId = useViewer.getState().selection.buildingId
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const buildingObj = buildingId ? sceneRegistry.nodes.get(buildingId as AnyNodeId) : undefined
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if (buildingObj) buildingObj.worldToLocal(point)
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return [point.x, point.y, point.z]
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}
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const resolveRoofTarget = (event: RoofEvent) => {
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const hit = resolveRoofWallHit(
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event.node as RoofNode,
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event.position,
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event.normal,
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event.object,
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)
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if (!hit) return null
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const width = draftRef.current?.width ?? 1.5
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const height = draftRef.current?.height ?? 1.5
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// Free vertical placement (snapped to the 0.5m grid like walls);
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// the clamp projects the window inside the face profile, sliding
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// it down under the gable slopes when needed.
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const clamped = clampRectToRoofWallFace(hit.face, hit.u, snapToHalf(hit.v), width, height)
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if (!clamped) return null
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const position = roofWallFaceLocalToSegment(
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hit.segment,
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hit.face.id,
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clamped.u,
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clamped.v,
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(hit.segment.wallThickness ?? 0.1) / 2,
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)
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const valid = !hasRoofFaceChildOverlap(
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hit.segment,
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hit.face,
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clamped.u,
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clamped.v,
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width,
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height,
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draftRef.current?.id,
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)
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return { hit, position, yaw: hit.face.yaw, valid }
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}
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const updateRoofCursor = (
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target: NonNullable<ReturnType<typeof resolveRoofTarget>>,
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roof: RoofNode,
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) => {
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const segObj = sceneRegistry.nodes.get(target.hit.segment.id as AnyNodeId)
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if (!segObj) return
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segObj.updateWorldMatrix(true, false)
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roofCursorPoint.set(target.position[0], target.position[1], target.position[2])
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segObj.localToWorld(roofCursorPoint)
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updateCursor(
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worldToBuildingLocal(roofCursorPoint),
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(roof.rotation ?? 0) + (target.hit.segment.rotation ?? 0) + target.yaw,
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target.valid,
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)
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}
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const onRoofHover = (event: RoofEvent) => {
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const target = resolveRoofTarget(event)
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if (!target) {
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// On the roof but not over a placeable wall face (slope, soffit,
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// or a face the window cannot fit on).
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if (draftRef.current?.roofSegmentId) {
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destroyDraft()
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hideCursor()
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}
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return
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}
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const { hit, position, yaw } = target
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if (draftRef.current && draftRef.current.parentId !== hit.segment.id) destroyDraft()
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if (draftRef.current) {
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useScene.getState().updateNode(draftRef.current.id, {
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position,
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rotation: [0, yaw, 0],
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})
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} else {
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const node = WindowNode.parse({
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position,
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rotation: [0, yaw, 0],
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side: 'front',
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roofSegmentId: hit.segment.id,
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parentId: hit.segment.id,
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metadata: { isTransient: true },
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})
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useScene.getState().createNode(node, hit.segment.id as AnyNodeId)
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draftRef.current = node
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}
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updateRoofCursor(target, event.node as RoofNode)
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event.stopPropagation()
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}
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const onRoofClick = (event: RoofEvent) => {
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if (!draftRef.current?.roofSegmentId) return
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const target = resolveRoofTarget(event)
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if (!target?.valid) return
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const { hit, position, yaw } = target
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const draft = draftRef.current
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draftRef.current = null
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useScene.getState().deleteNode(draft.id)
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useScene.temporal.getState().resume()
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const state = useScene.getState()
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const windowCount = Object.values(state.nodes).filter(
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(n) => n.type === 'window' && (n as WindowNode).roofSegmentId !== undefined,
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).length
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const node = WindowNode.parse({
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name: `Window ${windowCount + 1}`,
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position,
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rotation: [0, yaw, 0],
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side: 'front',
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roofSegmentId: hit.segment.id,
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parentId: hit.segment.id,
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width: draft.width,
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height: draft.height,
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windowType: draft.windowType,
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operationState: draft.operationState,
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awningDirection: draft.awningDirection,
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casementStyle: draft.casementStyle,
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hingesSide: draft.hingesSide,
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frameThickness: draft.frameThickness,
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frameDepth: draft.frameDepth,
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columnRatios: draft.columnRatios,
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rowRatios: draft.rowRatios,
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columnDividerThickness: draft.columnDividerThickness,
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rowDividerThickness: draft.rowDividerThickness,
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sill: draft.sill,
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sillDepth: draft.sillDepth,
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sillThickness: draft.sillThickness,
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})
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useScene.getState().createNode(node, hit.segment.id as AnyNodeId)
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// Rebuild the segment (and the merged roof) so the wall brush
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// picks up the new opening cut.
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useScene.getState().dirtyNodes.add(hit.segment.id as AnyNodeId)
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useViewer.getState().setSelection({ selectedIds: [node.id] })
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useScene.temporal.getState().pause()
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triggerSFX('sfx:structure-build')
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event.stopPropagation()
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}
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const onRoofLeave = () => {
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if (!draftRef.current?.roofSegmentId) return
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destroyDraft()
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hideCursor()
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}
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const onCancel = () => {
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destroyDraft()
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hideCursor()
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@@ -352,6 +521,10 @@ const WindowTool: React.FC = () => {
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emitter.on('wall:move', onWallMove)
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emitter.on('wall:click', onWallClick)
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emitter.on('wall:leave', onWallLeave)
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emitter.on('roof:enter', onRoofHover)
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emitter.on('roof:move', onRoofHover)
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emitter.on('roof:click', onRoofClick)
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emitter.on('roof:leave', onRoofLeave)
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emitter.on('tool:cancel', onCancel)
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return () => {
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@@ -363,6 +536,10 @@ const WindowTool: React.FC = () => {
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emitter.off('wall:move', onWallMove)
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emitter.off('wall:click', onWallClick)
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emitter.off('wall:leave', onWallLeave)
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emitter.off('roof:enter', onRoofHover)
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emitter.off('roof:move', onRoofHover)
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emitter.off('roof:click', onRoofClick)
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emitter.off('roof:leave', onRoofLeave)
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emitter.off('tool:cancel', onCancel)
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}
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}, [])
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