Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts: # packages/core/src/store/use-scene.ts # packages/editor/src/components/editor/index.tsx
This commit is contained in:
@@ -6,6 +6,7 @@ import type {
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WallNode,
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WindowNode as WindowNodeType,
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} from '@pascal-app/core'
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import { publishOpeningResizeGuides } from '../shared/opening-guides-runtime'
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import { readRoofFaceHeightMax, readRoofFaceWidthMax } from '../shared/roof-opening-host'
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import { buildRoofWallOpeningCut } from '../shared/roof-wall-opening-cut'
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import { buildWindowFloorplan } from './floorplan'
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@@ -20,6 +21,9 @@ const SIDE_HANDLE_OFFSET = 0.24
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const HEIGHT_HANDLE_OFFSET = 0.24
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const MIN_WINDOW_HEIGHT = 0.3
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const MIN_WINDOW_WIDTH = 0.3
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// How far the move cross floats off the wall face (+Z, the window's facing
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// normal) so it's grabbable instead of buried in the sash/frame.
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const MOVE_HANDLE_LIFT = 0.12
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function readWallLength(w: WindowNodeType, scene: { get: (id: AnyNodeId) => unknown }): number {
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if (!w.wallId) return Number.POSITIVE_INFINITY
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@@ -49,6 +53,7 @@ function windowWidthHandle(side: 'left' | 'right'): HandleDescriptor<WindowNodeT
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return readWallLength(n, scene)
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},
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currentValue: (n) => n.width,
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onDrag: (node) => publishOpeningResizeGuides(node, true),
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apply: (initial, newWidth) => {
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const rotY = initial.rotation[1]
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const armX = Math.cos(rotY)
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@@ -96,6 +101,7 @@ function windowHeightHandle(edge: 'top' | 'bottom'): HandleDescriptor<WindowNode
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: Math.max(MIN_WINDOW_HEIGHT, anchored)
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},
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currentValue: (n) => n.height,
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onDrag: (node) => publishOpeningResizeGuides(node, true),
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apply: (initial, newHeight) => {
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// Anchored edge stays in wall-local Y; opposite edge moves.
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const anchorY =
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@@ -115,7 +121,26 @@ function windowHeightHandle(edge: 'top' | 'bottom'): HandleDescriptor<WindowNode
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}
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}
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// Press-drag move grip at the window centre, standing in the wall face. Routes
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// through the same move tool as the floating Move button (3D
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// `affordanceTools.move`, 2D `floorplanMoveTarget`) — slide within the wall
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// plane + re-host onto another wall — committing on release, no second click.
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function windowMoveHandle(): HandleDescriptor<WindowNodeType> {
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return {
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kind: 'tap-action',
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shape: 'move-cross',
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plane: 'node-normal',
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portal: 'grandparent',
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cursor: 'move',
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onActivate: (node, _scene, editor) => editor.engageMoveDrag(node),
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placement: {
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position: () => [0, 0, MOVE_HANDLE_LIFT],
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},
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}
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}
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const windowHandles: HandleDescriptor<WindowNodeType>[] = [
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windowMoveHandle(),
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windowWidthHandle('left'),
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windowWidthHandle('right'),
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windowHeightHandle('top'),
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@@ -210,7 +235,7 @@ export const windowDefinition: NodeDefinition<typeof WindowNode> = {
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presentation: {
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label: 'Window',
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description: 'A window cut into a wall. Animated open/close for opening windows.',
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icon: { kind: 'url', src: '/icons/window.png' },
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icon: { kind: 'url', src: '/icons/window.webp' },
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paletteSection: 'structure',
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paletteOrder: 60,
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},
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@@ -0,0 +1,111 @@
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'use client'
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import { EDITOR_LAYER } from '@pascal-app/editor'
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import { useEffect, useMemo } from 'react'
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import { BufferGeometry, Float32BufferAttribute, LineSegments } from 'three'
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import { LineBasicNodeMaterial } from 'three/webgpu'
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/**
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* Floor "shadow" projection for a window during placement / move.
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*
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* Windows sit elevated above the floor, so over open ground (and on a wall)
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* it's hard to read where the window actually is in plan. This draws its
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* projection on the floor: a small footprint segment directly below the window
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* (its plan extent along the wall) plus a DASHED vertical line dropping from the
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* window centre to that footprint — like a shadow tether. Placement aid only;
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* never shown on a committed window.
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*
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* Rendered in WORLD space (the tool positions the ghost in world space too), so
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* it's mounted as a sibling of the ghost — NOT inside the ghost's rotated/offset
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* group. `centerY` is the window centre's world Y; `floorY` is the level floor.
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*/
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const FOOTPRINT_COLOR = 0x38_bd_f8
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const DROP_COLOR = 0x38_bd_f8
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const footprintMaterial = new LineBasicNodeMaterial({
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color: FOOTPRINT_COLOR,
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transparent: true,
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opacity: 0.85,
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depthWrite: false,
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})
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const dropMaterial = new LineBasicNodeMaterial({
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color: DROP_COLOR,
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transparent: true,
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opacity: 0.6,
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depthWrite: false,
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})
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// Dash geometry for the vertical drop: alternating on/off segments so it reads
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// as a dashed tether without a dashed-line material (unavailable in three/webgpu).
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const DASH = 0.12
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const GAP = 0.08
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export function WindowFloorProjection({
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centerX,
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centerZ,
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centerY,
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floorY,
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width,
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rotationY,
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}: {
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centerX: number
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centerZ: number
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centerY: number
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floorY: number
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width: number
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rotationY: number
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}) {
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// Footprint: a short segment of length `width` along the window's wall axis,
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// centred under the window on the floor. The window faces `rotationY` about Y
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// (its width runs along the wall), so the along-wall direction is
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// (cos, -sin) in XZ.
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const footprint = useMemo(() => {
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const half = width / 2
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const dirX = Math.cos(rotationY)
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const dirZ = -Math.sin(rotationY)
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const position = new Float32BufferAttribute(new Float32Array(6), 3)
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', position)
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const line = new LineSegments(geometry, footprintMaterial)
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line.frustumCulled = false
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line.layers.set(EDITOR_LAYER)
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line.renderOrder = 1000
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line.raycast = () => {}
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position.setXYZ(0, centerX - dirX * half, floorY + 0.002, centerZ - dirZ * half)
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position.setXYZ(1, centerX + dirX * half, floorY + 0.002, centerZ + dirZ * half)
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position.needsUpdate = true
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return line
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}, [centerX, centerZ, floorY, width, rotationY])
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// Dashed vertical tether from the window centre down to the footprint.
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const drop = useMemo(() => {
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const span = Math.max(centerY - floorY, 0)
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const segs: number[] = []
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let y = floorY
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while (y < floorY + span) {
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const top = Math.min(y + DASH, floorY + span)
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segs.push(centerX, y, centerZ, centerX, top, centerZ)
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y += DASH + GAP
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}
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const position = new Float32BufferAttribute(new Float32Array(segs), 3)
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', position)
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const line = new LineSegments(geometry, dropMaterial)
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line.frustumCulled = false
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line.layers.set(EDITOR_LAYER)
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line.renderOrder = 1000
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line.raycast = () => {}
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return line
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}, [centerX, centerZ, centerY, floorY])
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useEffect(() => () => footprint.geometry.dispose(), [footprint])
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useEffect(() => () => drop.geometry.dispose(), [drop])
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return (
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<>
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<primitive object={footprint} />
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<primitive object={drop} />
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</>
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)
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}
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@@ -2,22 +2,22 @@ import {
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type AnyNodeId,
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type FloorplanMoveTarget,
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type FloorplanMoveTargetSession,
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useLiveTransforms,
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useScene,
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type WallNode,
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WallNode as WallNodeSchema,
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type WindowNode,
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} from '@pascal-app/core'
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import { snapToHalf } 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 {
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getRoofHostedOpeningLevelId,
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getRoofHostedOpeningPlanPoint,
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} from '../shared/roof-opening-host'
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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 './window-math'
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import { clampToWall, DEFAULT_WINDOW_SILL_M, hasWallChildOverlap } from './window-math'
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/**
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* 2D floor-plan move handler for window. Same shape as door (see
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@@ -32,15 +32,9 @@ import { clampToWall, hasWallChildOverlap } from './window-math'
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*/
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export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ node }) => {
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const startLevelId = (() => {
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// Wall-hosted: the wall's parent is the level. Roof-hosted: walk
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// segment → roof → level.
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const nodes = useScene.getState().nodes
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const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
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if (roofLevelId) return roofLevelId
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const wall = nodes[node.parentId as AnyNodeId]
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return wall ? (wall.parentId as AnyNodeId | null) : null
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})()
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// The level that owns the wall-snap candidates — resolves the wall-hosted,
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// roof-hosted, and fresh-placement parentings (see `getOpeningHostLevelId`).
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const startLevelId = getOpeningHostLevelId(node, useScene.getState().nodes)
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const originalWall = node.parentId
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? (useScene.getState().nodes[node.parentId as AnyNodeId] as WallNode | undefined)
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: undefined
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@@ -50,12 +44,21 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
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? projectWallLocalPointToPlan(originalWall, node.position[0])
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: (getRoofHostedOpeningPlanPoint(node, useScene.getState().nodes) ?? [node.position[0], 0]),
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metadata: node.metadata,
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// Absolute: query the wall snap with the TRUE cursor (see the matching
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// comment in `doorFloorplanMoveTarget`). Relative mode anchored the search
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// to the original wall, which let the window snap to a farther wall across
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// a thin gap instead of the one under the cursor.
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mode: 'absolute',
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})
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// Preserve the source window's local Y — 2D move doesn't have a way
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// to express vertical motion, so we keep whatever vertical position
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// the window had when the move started.
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const startLocalY = node.position[1]
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// the window had when the move started. A fresh preset/catalog clone is
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// created at y=0, which would sit the window's centre on the floor (half
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// below ground); default those to a realistic sill so it floats above
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// the floor in 2D too. Same rule as the 3D `MoveWindowTool` (`getSillCenterY`).
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const startLocalY =
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node.position[1] > 0.1 ? node.position[1] : DEFAULT_WINDOW_SILL_M + node.height / 2
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// Track the last successful placement so `commit()` can write it
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// atomically — same deterministic-commit fix as `doorFloorplanMoveTarget`.
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@@ -69,13 +72,100 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
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roofFace: undefined
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} | null = null
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// R flips the window's facing (front ↔ back) mid-placement — see
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// `doorFloorplanMoveTarget`. `apply` re-derives the side each move, so the
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// flip is a persistent XOR plus a π rotation offset.
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let flipped = false
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let lastApply: {
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planPoint: readonly [number, number]
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modifiers: { shiftKey: boolean; altKey: boolean; ctrlKey: boolean; metaKey: boolean }
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} | null = null
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// See `doorFloorplanMoveTarget`: off-wall the window free-follows the cursor
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// as a ghost and isn't committable (it needs a wall). Starts true.
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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.
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let forcePlace = false
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// Move SFX — parity with the 3D `MoveWindowTool` (see `doorFloorplanMoveTarget`):
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// ONE soft `sfx:grid-snap` click per grid step, identical free-following or on a
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// wall, keyed on the RAW cursor. No separate floor→wall cue (that was the
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// "double"). 2D `apply` runs once per pointermove, so the step-key dedup suffices.
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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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const freeFollow = (planPoint: readonly [number, number]) => {
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onWall = false
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lastValid = null
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if ((useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined)?.visible) {
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useScene.getState().updateNode(node.id as AnyNodeId, { visible: false })
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}
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const half = node.width / 2 + 0.5
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const wall = WallNodeSchema.parse({
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start: [planPoint[0] - half, planPoint[1]],
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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 it faces the side that will
|
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// be committed (see `doorFloorplanMoveTarget.freeFollow`).
|
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const ghostSide: WindowNode['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, startLocalY, 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,
|
||||
} as WindowNode
|
||||
usePlacementPreview.getState().set(ghost, wall)
|
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}
|
||||
|
||||
const session: FloorplanMoveTargetSession = {
|
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affectedIds: [node.id as AnyNodeId],
|
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flipSide() {
|
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flipped = !flipped
|
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if (lastApply) this.apply(lastApply)
|
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},
|
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apply({ planPoint, modifiers }) {
|
||||
lastApply = { planPoint, modifiers }
|
||||
forcePlace = modifiers.shiftKey === true
|
||||
// Drop any stale live transform left by the 3D `MoveWindowTool` — see
|
||||
// `doorFloorplanMoveTarget.apply`. Without this the 2D registry layer
|
||||
// keeps rendering the window at the 3D tool's last hover (it prefers
|
||||
// `useLiveTransforms` over the scene node for door/window), so the 2D
|
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// slide — which writes the scene node — wouldn't show. Guarded on
|
||||
// existence: `clear` allocates a new Map + re-renders.
|
||||
if (useLiveTransforms.getState().transforms.has(node.id as AnyNodeId)) {
|
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useLiveTransforms.getState().clear(node.id as AnyNodeId)
|
||||
}
|
||||
const nodes = useScene.getState().nodes
|
||||
const resolvedPlanPoint = resolveCursor(planPoint)
|
||||
const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
|
||||
if (!hit) return
|
||||
if (!hit) {
|
||||
// Off any wall — free-follow. Click per grid cell over open floor.
|
||||
tickGridStep(resolvedPlanPoint[0], resolvedPlanPoint[1])
|
||||
freeFollow(resolvedPlanPoint)
|
||||
return
|
||||
}
|
||||
onWall = true
|
||||
usePlacementPreview.getState().clear()
|
||||
if ((nodes[node.id as AnyNodeId] as WindowNode | undefined)?.visible === false) {
|
||||
useScene.getState().updateNode(node.id as AnyNodeId, { visible: true })
|
||||
}
|
||||
|
||||
// Figma-style along-wall alignment first (edge-to-edge with other
|
||||
// openings / wall ends), winning over the 0.5m grid snap; falls back
|
||||
@@ -99,10 +189,22 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
node.height,
|
||||
)
|
||||
|
||||
// One click per grid step, keyed on the RAW along-wall cursor (`hit.localX`)
|
||||
// so the wall slide ticks at the same cadence as the off-wall ghost — same
|
||||
// SFX, no separate snap cue.
|
||||
tickGridStep(hit.localX)
|
||||
|
||||
const side: WindowNode['side'] = flipped
|
||||
? hit.side === 'front'
|
||||
? 'back'
|
||||
: 'front'
|
||||
: hit.side
|
||||
const itemRotation = hit.itemRotation + (flipped ? Math.PI : 0)
|
||||
|
||||
lastValid = {
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, hit.itemRotation, 0],
|
||||
side: hit.side,
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
parentId: hit.wall.id,
|
||||
wallId: hit.wall.id,
|
||||
// Re-anchoring to a wall ends any roof-segment hosting; the
|
||||
@@ -119,9 +221,14 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
])
|
||||
},
|
||||
canCommit() {
|
||||
// Off-wall the window is free-following — not placeable; the overlay
|
||||
// reverts to the pre-move snapshot. Matches the 3D move.
|
||||
if (!onWall) return false
|
||||
const live = useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined
|
||||
if (!live || live.type !== 'window') return false
|
||||
const overlapping = hasWallChildOverlap(
|
||||
// Block on overlap UNLESS Shift force-places — same `placeable` rule as
|
||||
// the 3D move + the shared `resolveOpeningPlacement`.
|
||||
const collides = hasWallChildOverlap(
|
||||
live.parentId as string,
|
||||
live.position[0],
|
||||
live.position[1],
|
||||
@@ -129,7 +236,7 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
|
||||
live.height,
|
||||
live.id,
|
||||
)
|
||||
return !overlapping
|
||||
return resolveOpeningPlacement({ collides, forcePlace }).placeable
|
||||
},
|
||||
commit() {
|
||||
// Own the atomic write so the overlay takes the deterministic
|
||||
|
||||
@@ -2,6 +2,7 @@ import {
|
||||
type AnyNodeId,
|
||||
collectAlignmentAnchors,
|
||||
emitter,
|
||||
type GridEvent,
|
||||
isCurvedWall,
|
||||
type RoofEvent,
|
||||
type RoofNode,
|
||||
@@ -13,7 +14,6 @@ import {
|
||||
WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import {
|
||||
calculateCursorRotation,
|
||||
calculateItemRotation,
|
||||
consumePlacementDragRelease,
|
||||
EDITOR_LAYER,
|
||||
@@ -26,16 +26,29 @@ import {
|
||||
useEditor,
|
||||
} from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useCallback, useEffect, useMemo, useRef } from 'react'
|
||||
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { BoxGeometry, EdgesGeometry, type Group } from 'three'
|
||||
import { LineBasicNodeMaterial } from 'three/webgpu'
|
||||
import {
|
||||
clearOpeningGuides3D,
|
||||
publishOpeningGuidesForWallEvent,
|
||||
resolveSillSnap,
|
||||
} from '../shared/opening-guides-runtime'
|
||||
import {
|
||||
getRoofWallOpeningCursorPose,
|
||||
type RoofWallOpeningTarget,
|
||||
resolveRoofWallOpeningTarget,
|
||||
} from '../shared/roof-wall-opening-placement'
|
||||
import { resolveOpeningPlacement } from '../shared/wall-attach-target'
|
||||
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
|
||||
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
|
||||
import { WindowFloorProjection } from './floor-projection'
|
||||
import WindowPreview from './preview'
|
||||
import {
|
||||
clampToWall,
|
||||
DEFAULT_WINDOW_SILL_M,
|
||||
hasWallChildOverlap,
|
||||
wallLocalToWorld,
|
||||
} from './window-math'
|
||||
|
||||
const edgeMaterial = new LineBasicNodeMaterial({
|
||||
color: 0xef_44_44,
|
||||
@@ -59,6 +72,38 @@ const edgeMaterial = new LineBasicNodeMaterial({
|
||||
const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode }) => {
|
||||
const cursorGroupRef = useRef<Group>(null!)
|
||||
|
||||
// The window preview ghost. Shown for the WHOLE move so the user always sees
|
||||
// a translucent window tinted by placement state — red off-wall or colliding,
|
||||
// green on a valid wall. The real node stays hidden until commit (the wall
|
||||
// still cuts its hole from the node data). `null` = not previewing. See the
|
||||
// matching `WindowPreview` tint and `MoveDoorTool` for the full rationale.
|
||||
const [ghostPose, setGhostPose] = useState<{
|
||||
position: [number, number, number]
|
||||
rotationY: number
|
||||
tint: 'valid' | 'invalid'
|
||||
// Level floor world-Y, for the floor "shadow" projection (drop-line + footprint).
|
||||
floorY: number
|
||||
// Live facing side — R-flip changes it and the window geometry depends on it,
|
||||
// so the ghost must rebuild with the live side (see `MoveDoorTool`).
|
||||
side: WindowNode['side']
|
||||
} | null>(null)
|
||||
|
||||
// Ghost preview node: the moving window with a zeroed transform + the live
|
||||
// facing side (the ghost is positioned by the `<group position>` wrapper;
|
||||
// `updateWindowMesh` bakes the node's own position/rotation in, so passing the
|
||||
// live node would double-offset). Rebuilds on an R-flip so the preview matches
|
||||
// what commit will place.
|
||||
const ghostSide = ghostPose?.side ?? movingWindowNode.side
|
||||
const ghostNode = useMemo(
|
||||
() => ({
|
||||
...movingWindowNode,
|
||||
side: ghostSide,
|
||||
position: [0, 0, 0] as [number, number, number],
|
||||
rotation: [0, 0, 0] as [number, number, number],
|
||||
}),
|
||||
[movingWindowNode, ghostSide],
|
||||
)
|
||||
|
||||
const exitMoveMode = useCallback(() => {
|
||||
useEditor.getState().setMovingNode(null)
|
||||
}, [])
|
||||
@@ -85,6 +130,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: movingWindowNode.roofSegmentId,
|
||||
roofFace: movingWindowNode.roofFace,
|
||||
metadata: movingWindowNode.metadata,
|
||||
// Free-follow hides the node (visible:false); revert paths restore this.
|
||||
visible: movingWindowNode.visible,
|
||||
}
|
||||
|
||||
// In move mode (existing window) mark it transient so its mesh skips the live wall CSG
|
||||
@@ -101,6 +148,38 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
|
||||
let currentHostId: string | null = movingWindowNode.parentId
|
||||
let committed = false
|
||||
// Off-wall free-follow: over empty floor the window is parented to the
|
||||
// level and tracks the cursor like an item. `freeFollowing` marks that
|
||||
// state; `lastMeshEventTime` defers the floor handler whenever a wall/roof
|
||||
// mesh event owns the same pointermove — that's the only thing that snaps.
|
||||
let freeFollowing = false
|
||||
let lastMeshEventTime = -1
|
||||
// Last open-floor cursor point (level-local X/Z), so an R-flip while free-
|
||||
// following can re-run the ghost at the same spot with the new facing.
|
||||
let lastFloorPoint: [number, number] | null = null
|
||||
// Live Shift state (force-place) — lets the preview tint re-evaluate when
|
||||
// Shift is pressed/released with the pointer stationary (see `MoveDoorTool`).
|
||||
let shiftHeld = false
|
||||
// Movement SFX: ONE soft `sfx:grid-snap` click per grid step — identical
|
||||
// whether free-following over floor or sliding along a wall (the user's
|
||||
// ask). Always keyed on the RAW cursor (continuous ~0.1m cadence), never the
|
||||
// snapped along-wall value. Guards: `lastStepKey` (cell change) +
|
||||
// `lastTickFrame` (one tick per DOM pointermove). No separate snap cue — a
|
||||
// distinct floor→wall sound was the "double" the user heard. See `MoveDoorTool`.
|
||||
const STEP_M = 0.1
|
||||
let lastStepKey: string | null = null
|
||||
let lastTickFrame = -1
|
||||
const tickGridStep = (frame: number, ...coords: number[]) => {
|
||||
if (frame === lastTickFrame) return
|
||||
const key = coords.map((c) => Math.round(c / STEP_M)).join(',')
|
||||
if (key === lastStepKey) return
|
||||
lastStepKey = key
|
||||
lastTickFrame = frame
|
||||
triggerSFX('sfx:grid-snap')
|
||||
}
|
||||
// The window's chosen facing side. R flips it mid-placement (front ↔ back),
|
||||
// matching the committed-selected R flip. Initialised from the moving node.
|
||||
let sideOverride: WindowNode['side'] = movingWindowNode.side
|
||||
let dragAnchor: {
|
||||
wallId: string
|
||||
rawX: number
|
||||
@@ -113,7 +192,6 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: string
|
||||
side: WindowNode['side']
|
||||
itemRotation: number
|
||||
cursorRotation: number
|
||||
clampedX: number
|
||||
clampedY: number
|
||||
valid: boolean
|
||||
@@ -141,6 +219,16 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
const id = getLevelId()
|
||||
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
|
||||
}
|
||||
|
||||
// Sill-center height used while the window isn't on a wall (free-follow and
|
||||
// proximity). Fresh preset clones are created at position [0,0,0], which
|
||||
// would bury half the window below the floor; default such windows to a
|
||||
// small sill so the ghost floats slightly above the ground. An existing
|
||||
// window keeps its own sill.
|
||||
const getSillCenterY = () => {
|
||||
const y = movingWindowNode.position[1]
|
||||
return y > 0.1 ? y : DEFAULT_WINDOW_SILL_M + movingWindowNode.height / 2
|
||||
}
|
||||
const getSlabElevation = (wallEvent: WallEvent) =>
|
||||
spatialGridManager.getSlabElevationForWall(
|
||||
wallEvent.node.parentId ?? '',
|
||||
@@ -151,6 +239,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
const hideCursor = () => {
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
setGhostPose(null)
|
||||
}
|
||||
|
||||
// Alignment candidates — anchors of every OTHER alignable object (the
|
||||
@@ -183,9 +273,10 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const side = getSideFromNormal(event.normal)
|
||||
const itemRotation = calculateItemRotation(event.normal)
|
||||
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
|
||||
const faceSide = getSideFromNormal(event.normal)
|
||||
const side = sideOverride ?? faceSide
|
||||
const rotationOffset = side !== faceSide ? Math.PI : 0
|
||||
const itemRotation = calculateItemRotation(event.normal) + rotationOffset
|
||||
|
||||
const rawLocalX = event.localPosition[0]
|
||||
const rawLocalY = event.localPosition[1]
|
||||
@@ -206,15 +297,30 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
const targetLocalX = dragAnchor.startX + (rawLocalX - dragAnchor.rawX)
|
||||
const targetRawLocalY = dragAnchor.startY + (rawLocalY - dragAnchor.rawY)
|
||||
const targetLocalY =
|
||||
event.nativeEvent?.shiftKey === true ? targetRawLocalY : snapToHalf(targetRawLocalY)
|
||||
// Vertical sill alignment (snap + guide): a sibling's sill/centre/top wins
|
||||
// over the 0.5m grid when within threshold; Shift bypasses both.
|
||||
const bypassY = event.nativeEvent?.shiftKey === true
|
||||
const sillSnapped = bypassY
|
||||
? null
|
||||
: resolveSillSnap({
|
||||
wall: event.node,
|
||||
movingId: movingWindowNode.id,
|
||||
localX: targetLocalX,
|
||||
localY: targetRawLocalY,
|
||||
width: movingWindowNode.width,
|
||||
height: movingWindowNode.height,
|
||||
nodes: useScene.getState().nodes,
|
||||
})
|
||||
const targetLocalY = bypassY ? targetRawLocalY : (sillSnapped ?? snapToHalf(targetRawLocalY))
|
||||
const localX = resolveWallSlideAlignment({
|
||||
wallNode: event.node,
|
||||
rawLocalX: targetLocalX,
|
||||
width: movingWindowNode.width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
|
||||
bypassSnap: event.nativeEvent?.shiftKey === true,
|
||||
// Alt still hard-disables alignment (no guides). Shift = free-place:
|
||||
// land at the raw cursor but keep showing the along-wall guides.
|
||||
bypass: event.nativeEvent?.altKey === true,
|
||||
freePlace: event.nativeEvent?.shiftKey === true,
|
||||
})
|
||||
const { clampedX, clampedY } = clampToWall(
|
||||
event.node,
|
||||
@@ -238,7 +344,6 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: event.node.id,
|
||||
side,
|
||||
itemRotation,
|
||||
cursorRotation,
|
||||
clampedX,
|
||||
clampedY,
|
||||
valid,
|
||||
@@ -247,6 +352,14 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
|
||||
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).
|
||||
// Per-frame guard collapses 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 — matching the free-follow
|
||||
// ghost so validity reads at a glance (see MoveDoorTool). The node position
|
||||
// is still written so the wall cuts the hole at the right spot.
|
||||
if (currentHostId !== target.wallId) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: [target.clampedX, target.clampedY, 0],
|
||||
@@ -256,6 +369,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.wallId
|
||||
@@ -273,25 +387,50 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
})
|
||||
markHostDirtyThrottled(target.wallId)
|
||||
|
||||
updateCursor(
|
||||
wallLocalToWorld(
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
const placement = resolveOpeningPlacement({ collides: !target.valid, forcePlace: shiftHeld })
|
||||
// Ghost world yaw must equal the committed wall-CHILD's world yaw
|
||||
// (-wallAngle + itemRotation); `cursorRotation` is π off here. See
|
||||
// `MoveDoorTool.applyPreview`.
|
||||
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,
|
||||
floorY: getLevelYOffset() + getSlabElevation(target.event),
|
||||
side: target.side,
|
||||
})
|
||||
|
||||
publishOpeningGuidesForWallEvent({
|
||||
wall: target.wallNode,
|
||||
movingId: movingWindowNode.id,
|
||||
centerS: target.clampedX,
|
||||
centerY: target.clampedY,
|
||||
width: movingWindowNode.width,
|
||||
height: movingWindowNode.height,
|
||||
includeVertical: true,
|
||||
levelYOffset: getLevelYOffset(),
|
||||
slabElevation: getSlabElevation(target.event),
|
||||
})
|
||||
}
|
||||
|
||||
const onWallEnter = (event: WallEvent) => {
|
||||
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
|
||||
const target = resolveMoveTarget(event)
|
||||
if (!target) {
|
||||
onWallLeave()
|
||||
return
|
||||
}
|
||||
freeFollowing = false
|
||||
lastTarget = target
|
||||
lastRoofEvent = null
|
||||
applyPreview(target)
|
||||
@@ -299,6 +438,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
|
||||
const onWallMove = (event: WallEvent) => {
|
||||
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
|
||||
if (!isValidWallSideFace(event.normal)) {
|
||||
onWallLeave()
|
||||
return
|
||||
@@ -318,21 +458,17 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
onWallLeave()
|
||||
return
|
||||
}
|
||||
freeFollowing = false
|
||||
lastTarget = target
|
||||
lastRoofEvent = null
|
||||
applyPreview(target)
|
||||
event.stopPropagation()
|
||||
}
|
||||
|
||||
const onWallClick = (event: WallEvent) => {
|
||||
// Promote the moving window into its committed wall placement. Shared by
|
||||
// the direct wall-mesh click and the floor proximity click.
|
||||
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
|
||||
if (committed) return
|
||||
if (!isValidWallSideFace(event.normal)) return
|
||||
if (isCurvedWall(event.node)) return
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
|
||||
if (!target?.valid) return
|
||||
committed = true
|
||||
|
||||
let placedId: string
|
||||
@@ -356,6 +492,8 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
parentId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
// Hidden during free-follow; the committed window must be visible.
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, target.wallId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -371,6 +509,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -382,6 +521,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: target.wallId,
|
||||
roofSegmentId: undefined,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== target.wallId) {
|
||||
@@ -398,31 +538,109 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
hideCursor()
|
||||
useViewer.getState().setSelection({ selectedIds: [placedId] })
|
||||
exitMoveMode()
|
||||
}
|
||||
|
||||
const onWallClick = (event: WallEvent) => {
|
||||
if (committed) return
|
||||
if (!isValidWallSideFace(event.normal)) return
|
||||
if (isCurvedWall(event.node)) return
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
|
||||
// Shift force-places: commit even when the window 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()
|
||||
}
|
||||
|
||||
const onWallLeave = () => {
|
||||
// The cursor left the wall mesh. Don't snap back to the origin/original
|
||||
// here — the floor proximity handler (onGridMove) takes over on the same
|
||||
// pointermove: it snaps to a nearby wall or free-follows the cursor, so
|
||||
// the window never blinks back to the building origin between a wall and
|
||||
// open floor. Revert is left to free-follow / cancel / commit.
|
||||
hideCursor()
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
dragAnchor = null
|
||||
lastTarget = null
|
||||
lastRoofEvent = null
|
||||
if (isNew) return // No original to restore for duplicates
|
||||
// Move mode: restore to original position while off-wall
|
||||
if (currentHostId && currentHostId !== original.parentId) {
|
||||
markHostDirty(currentHostId)
|
||||
}
|
||||
|
||||
// Reveal the real window 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[movingWindowNode.id as AnyNodeId] as
|
||||
| WindowNode
|
||||
| undefined
|
||||
if (live && live.visible === false) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
|
||||
}
|
||||
currentHostId = original.parentId
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: original.position,
|
||||
rotation: original.rotation,
|
||||
side: original.side,
|
||||
parentId: original.parentId,
|
||||
wallId: original.wallId,
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
}
|
||||
|
||||
// Free-follow: over open floor there's no wall to host the window, so hide
|
||||
// the real (pale, near-invisible-on-grid) node and float a red translucent
|
||||
// ghost at the cursor — same treatment the raw `WindowTool` build path uses.
|
||||
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(movingWindowNode.id)
|
||||
const levelId = getLevelId()
|
||||
const sillCenterY = getSillCenterY()
|
||||
// Keep the R-flip visible while free-following (back = rotated π).
|
||||
const yaw = sideOverride === 'back' ? Math.PI : 0
|
||||
if (currentHostId !== levelId) {
|
||||
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: [localX, sillCenterY, localZ],
|
||||
rotation: [0, yaw, 0],
|
||||
side: sideOverride,
|
||||
parentId: levelId ?? undefined,
|
||||
wallId: undefined,
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
visible: false,
|
||||
})
|
||||
currentHostId = levelId
|
||||
} else {
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: [localX, sillCenterY, localZ],
|
||||
rotation: [0, yaw, 0],
|
||||
side: sideOverride,
|
||||
visible: false,
|
||||
})
|
||||
}
|
||||
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted to
|
||||
// the sill center (sideOverride carries the R-flip so the ghost matches).
|
||||
setGhostPose({
|
||||
position: [localX, getLevelYOffset() + sillCenterY, localZ],
|
||||
rotationY: yaw,
|
||||
tint: 'invalid',
|
||||
floorY: getLevelYOffset(),
|
||||
side: sideOverride,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
|
||||
const onGridMove = (event: GridEvent) => {
|
||||
if (committed) return
|
||||
if (useViewer.getState().cameraDragging) return
|
||||
// A wall/roof mesh handler owns this exact pointermove (shared DOM
|
||||
// timeStamp): the cursor ray is on a wall/roof, so it snaps. Otherwise
|
||||
// the cursor is over open floor — free-follow it. No proximity magnet:
|
||||
// snapping engages only when the cursor ray actually hovers a wall.
|
||||
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
|
||||
const [x, , z] = event.localPosition
|
||||
lastFloorPoint = [x, z]
|
||||
freeFollowAt(x, z, event.nativeEvent?.timeStamp ?? -1)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -449,16 +667,22 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
|
||||
const onRoofHover = (event: RoofEvent) => {
|
||||
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
|
||||
const target = resolveRoofMoveTarget(event)
|
||||
if (!target) {
|
||||
onRoofLeave()
|
||||
return
|
||||
}
|
||||
// Wall-frame drag anchor / live transform don't apply on a roof face.
|
||||
freeFollowing = false
|
||||
dragAnchor = null
|
||||
lastTarget = null
|
||||
lastRoofEvent = event
|
||||
useLiveTransforms.getState().clear(movingWindowNode.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 ghost + reveal.
|
||||
revealRealNode()
|
||||
if (currentHostId !== target.segment.id) {
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: target.position,
|
||||
@@ -468,6 +692,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
wallId: undefined,
|
||||
roofSegmentId: target.segment.id,
|
||||
roofFace: target.face.id,
|
||||
visible: true,
|
||||
})
|
||||
markHostDirty(currentHostId)
|
||||
currentHostId = target.segment.id
|
||||
@@ -485,7 +710,9 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
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
|
||||
|
||||
@@ -508,6 +735,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
parentId: segmentId,
|
||||
visible: true,
|
||||
})
|
||||
useScene.getState().createNode(node, segmentId as AnyNodeId)
|
||||
placedId = node.id
|
||||
@@ -521,6 +749,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
@@ -533,6 +762,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: segmentId,
|
||||
roofFace: target.face.id,
|
||||
metadata: {},
|
||||
visible: true,
|
||||
})
|
||||
|
||||
if (original.parentId && original.parentId !== segmentId) {
|
||||
@@ -553,26 +783,13 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
}
|
||||
|
||||
const onRoofLeave = () => {
|
||||
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
|
||||
// over on the same pointermove (snap to a nearby wall or free-follow).
|
||||
hideCursor()
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
dragAnchor = null
|
||||
lastTarget = null
|
||||
lastRoofEvent = null
|
||||
if (isNew) return
|
||||
if (currentHostId && currentHostId !== original.parentId) {
|
||||
markHostDirty(currentHostId)
|
||||
}
|
||||
currentHostId = original.parentId
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
position: original.position,
|
||||
rotation: original.rotation,
|
||||
side: original.side,
|
||||
parentId: original.parentId,
|
||||
wallId: original.wallId,
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
|
||||
const onCancel = () => {
|
||||
@@ -590,6 +807,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
roofSegmentId: original.roofSegmentId,
|
||||
roofFace: original.roofFace,
|
||||
metadata: original.metadata,
|
||||
visible: original.visible,
|
||||
})
|
||||
if (original.parentId) markHostDirty(original.parentId)
|
||||
}
|
||||
@@ -600,13 +818,68 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
|
||||
const onPlacementDragPointerUp = (event: PointerEvent) => {
|
||||
if (!consumePlacementDragRelease(event)) return
|
||||
if (lastTarget) {
|
||||
onWallClick(lastTarget.event)
|
||||
// Free-following over open floor can't commit (no wall). A wall hover
|
||||
// target commits via commitToWall; a roof face via onRoofClick. Shift
|
||||
// force-places over a colliding wall target (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
|
||||
}
|
||||
if (lastRoofEvent) onRoofClick(lastRoofEvent)
|
||||
}
|
||||
|
||||
// R flips the window's facing side mid-placement (front ↔ back), like the
|
||||
// committed-selected R flip — usable before commit, whether snapped to a
|
||||
// wall or free-following. No-op on a roof-segment face (front-only host).
|
||||
const onKeyDown = (e: KeyboardEvent) => {
|
||||
if (committed) return
|
||||
if (e.key !== 'r' && e.key !== 'R') return
|
||||
const target = e.target as HTMLElement | null
|
||||
if (
|
||||
target &&
|
||||
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
|
||||
) {
|
||||
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). Then re-render the current
|
||||
// preview so the flip shows live and matches commit. See `MoveDoorTool`.
|
||||
sideOverride = sideOverride === 'front' ? 'back' : 'front'
|
||||
triggerSFX('sfx:item-rotate')
|
||||
if (lastTarget) {
|
||||
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.
|
||||
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1], -1)
|
||||
} else {
|
||||
// No preview yet (R before the first pointermove): flip the hidden node
|
||||
// so the first preview/commit already reflects the chosen side.
|
||||
useScene.getState().updateNode(movingWindowNode.id, {
|
||||
side: sideOverride,
|
||||
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Shift toggles force-place — re-run the on-wall preview so the tint flips
|
||||
// green↔red live (pointer stationary). Commit gates still read shift fresh.
|
||||
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)
|
||||
@@ -615,8 +888,12 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
emitter.on('roof:move', onRoofHover)
|
||||
emitter.on('roof:click', onRoofClick)
|
||||
emitter.on('roof:leave', onRoofLeave)
|
||||
emitter.on('grid:move', onGridMove)
|
||||
emitter.on('tool:cancel', onCancel)
|
||||
window.addEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.addEventListener('keydown', onKeyDown)
|
||||
window.addEventListener('keydown', onShiftToggle)
|
||||
window.addEventListener('keyup', onShiftToggle)
|
||||
|
||||
return () => {
|
||||
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
|
||||
@@ -638,12 +915,19 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
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`; if we
|
||||
// unmount mid-free-follow it would be left hidden. Reveal it so it never
|
||||
// becomes an invisible orphan (place-preset deletes a true cancel).
|
||||
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
|
||||
}
|
||||
useLiveTransforms.getState().clear(movingWindowNode.id)
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
useScene.temporal.getState().resume()
|
||||
emitter.off('wall:enter', onWallEnter)
|
||||
emitter.off('wall:move', onWallMove)
|
||||
@@ -653,8 +937,12 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
emitter.off('roof:move', onRoofHover)
|
||||
emitter.off('roof:click', onRoofClick)
|
||||
emitter.off('roof:leave', onRoofLeave)
|
||||
emitter.off('grid:move', onGridMove)
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
window.removeEventListener('pointerup', onPlacementDragPointerUp)
|
||||
window.removeEventListener('keydown', onKeyDown)
|
||||
window.removeEventListener('keydown', onShiftToggle)
|
||||
window.removeEventListener('keyup', onShiftToggle)
|
||||
}
|
||||
}, [movingWindowNode, exitMoveMode])
|
||||
|
||||
@@ -668,11 +956,38 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
|
||||
boxGeo.dispose()
|
||||
return geo
|
||||
}, [movingWindowNode])
|
||||
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. */}
|
||||
{ghostPose && (
|
||||
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
|
||||
<WindowPreview
|
||||
invalid={ghostPose.tint === 'invalid'}
|
||||
node={ghostNode}
|
||||
valid={ghostPose.tint === 'valid'}
|
||||
/>
|
||||
</group>
|
||||
)}
|
||||
{/* Floor "shadow" projection: footprint + dashed drop-line, so an elevated
|
||||
window's plan position is legible while placing. World-space, so it's a
|
||||
sibling of the ghost group, not a child. */}
|
||||
{ghostPose && (
|
||||
<WindowFloorProjection
|
||||
centerX={ghostPose.position[0]}
|
||||
centerY={ghostPose.position[1]}
|
||||
centerZ={ghostPose.position[2]}
|
||||
floorY={ghostPose.floorY}
|
||||
rotationY={ghostPose.rotationY}
|
||||
width={movingWindowNode.width}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -383,7 +383,7 @@ export default function WindowPanel() {
|
||||
|
||||
return (
|
||||
<PanelWrapper
|
||||
icon="/icons/window.png"
|
||||
icon="/icons/window.webp"
|
||||
onClose={handleClose}
|
||||
title={node.name || 'Window'}
|
||||
width={320}
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
'use client'
|
||||
|
||||
import { EDITOR_LAYER } from '@pascal-app/editor'
|
||||
import { buildWindowPreviewMesh } from '@pascal-app/viewer'
|
||||
import { useEffect, useMemo } from 'react'
|
||||
import { applyGhost } from '../shared/ghost-materials'
|
||||
import type { WindowNode } from './schema'
|
||||
|
||||
/**
|
||||
* Translucent preview of a window — used by the placement tool's floating ghost.
|
||||
*
|
||||
* Builds the window mesh via buildWindowPreviewMesh (so the preview shape stays in
|
||||
* lockstep with committed windows), then applies ghost treatment (translucent,
|
||||
* raycast-off, tinted red if invalid).
|
||||
*
|
||||
* 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 WindowPreview = ({
|
||||
node,
|
||||
invalid,
|
||||
valid,
|
||||
}: {
|
||||
node: WindowNode
|
||||
invalid?: boolean
|
||||
valid?: boolean
|
||||
}) => {
|
||||
const mesh = useMemo(() => {
|
||||
const m = buildWindowPreviewMesh(node)
|
||||
m.layers.set(EDITOR_LAYER)
|
||||
return m
|
||||
}, [
|
||||
node.width,
|
||||
node.height,
|
||||
node.frameDepth,
|
||||
node.openingShape,
|
||||
node.windowType,
|
||||
node.sill,
|
||||
node.sillDepth,
|
||||
node.sillThickness,
|
||||
])
|
||||
|
||||
// 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.
|
||||
useEffect(
|
||||
() => () => {
|
||||
mesh.traverse((obj) => {
|
||||
const m = obj as { geometry?: { dispose: () => void } }
|
||||
m.geometry?.dispose()
|
||||
})
|
||||
},
|
||||
[mesh],
|
||||
)
|
||||
|
||||
return <primitive object={mesh} />
|
||||
}
|
||||
|
||||
export default WindowPreview
|
||||
+424
-254
@@ -10,6 +10,7 @@ import {
|
||||
spatialGridManager,
|
||||
useScene,
|
||||
type WallEvent,
|
||||
type WallNode,
|
||||
WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import {
|
||||
@@ -23,9 +24,14 @@ import {
|
||||
useAlignmentGuides,
|
||||
} from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useEffect, useRef } from 'react'
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
|
||||
import { LineBasicNodeMaterial } from 'three/webgpu'
|
||||
import {
|
||||
clearOpeningGuides3D,
|
||||
publishOpeningGuidesForWallEvent,
|
||||
resolveSillSnap,
|
||||
} from '../shared/opening-guides-runtime'
|
||||
import {
|
||||
getRoofWallOpeningCursorPose,
|
||||
type RoofWallOpeningTarget,
|
||||
@@ -33,7 +39,14 @@ import {
|
||||
worldToSelectedBuildingLocal,
|
||||
} from '../shared/roof-wall-opening-placement'
|
||||
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
|
||||
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
|
||||
import { WindowFloorProjection } from './floor-projection'
|
||||
import WindowPreview from './preview'
|
||||
import {
|
||||
clampToWall,
|
||||
DEFAULT_WINDOW_SILL_M,
|
||||
hasWallChildOverlap,
|
||||
wallLocalToWorld,
|
||||
} from './window-math'
|
||||
|
||||
// Shared edge material — reuse across renders, just toggle color
|
||||
const edgeMaterial = new LineBasicNodeMaterial({
|
||||
@@ -45,34 +58,81 @@ const edgeMaterial = new LineBasicNodeMaterial({
|
||||
|
||||
const FALLBACK_WIDTH = 1.5
|
||||
const FALLBACK_HEIGHT = 1.5
|
||||
const FALLBACK_SILL_LIFT = 0.45
|
||||
// Off-wall ghost lift = the default sill, so the floating preview matches the
|
||||
// sill the floor-cursor placement commits at.
|
||||
const FALLBACK_SILL_LIFT = DEFAULT_WINDOW_SILL_M
|
||||
// Default sill centre for a window snapped from the floor (the floor cursor
|
||||
// carries no wall-face height): the default sill + half the default height.
|
||||
const DEFAULT_SILL_CENTER_Y = DEFAULT_WINDOW_SILL_M + FALLBACK_HEIGHT / 2
|
||||
const roofFallbackPoint = new Vector3()
|
||||
|
||||
// What currently owns the cursor frame: a wall/roof mesh hover, or null when
|
||||
// the cursor is over open floor (the grid handler then free-follows).
|
||||
type HostKind = 'wall' | 'roof' | null
|
||||
|
||||
/**
|
||||
* Window tool — places WindowNodes on walls and on roof-segment wall
|
||||
* faces (the generated base walls under a roof, including coplanar gable
|
||||
* ends — a window can sit in the gable pediment).
|
||||
* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
|
||||
*
|
||||
* The ghost follows the cursor everywhere (like moving an item): over open
|
||||
* floor it floats as an invalid (unplaceable) ghost; the moment the cursor ray
|
||||
* hovers a wall (or roof-segment face) the real draft snaps onto it. Snapping
|
||||
* engages only on an actual mesh hover — no proximity magnet.
|
||||
*/
|
||||
const WindowTool: React.FC = () => {
|
||||
const draftRef = useRef<WindowNode | null>(null)
|
||||
const cursorGroupRef = useRef<Group>(null!)
|
||||
const edgesRef = useRef<LineSegments>(null!)
|
||||
|
||||
// Off-host floating ghost: the real window geometry follows the cursor
|
||||
// over the grid (tinted invalid). Mutually exclusive with the on-host draft.
|
||||
// `floorY` feeds the floor "shadow" projection; `side` carries the R-flip so
|
||||
// the floating ghost faces the side that will be committed.
|
||||
const [fallbackPose, setFallbackPose] = useState<{
|
||||
position: [number, number, number]
|
||||
rotationY: number
|
||||
floorY: number
|
||||
side: WindowNode['side']
|
||||
} | null>(null)
|
||||
|
||||
// Ghost preview node — zeroed transform + the live facing side (rebuilds on R).
|
||||
const ghostStub = useMemo(
|
||||
() =>
|
||||
WindowNode.parse({
|
||||
position: [0, 0, 0],
|
||||
rotation: [0, 0, 0],
|
||||
side: fallbackPose?.side ?? 'front',
|
||||
}),
|
||||
[fallbackPose?.side],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
useScene.temporal.getState().pause()
|
||||
|
||||
let hostKind: HostKind = null
|
||||
// timeStamp of the most recent wall/roof mesh event. A wall/roof hover and
|
||||
// the grid raycast from the SAME pointermove share the source DOM event's
|
||||
// timeStamp, so the grid handler can detect "a mesh handler already owns
|
||||
// this frame" without depending on event order or on a leave firing (node
|
||||
// events are suppressed during a camera drag, so a sticky boolean would
|
||||
// strand the draft after an orbit; a per-frame timestamp self-heals).
|
||||
let lastMeshEventTime = -1
|
||||
// R flips the window's facing side mid-placement (front ↔ back); 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) + floor Y, so an R-flip
|
||||
// while free-following can re-render the floating ghost with the new facing.
|
||||
let lastFloorPoint: { pos: [number, number, number]; floorY: number } | null = null
|
||||
|
||||
const getLevelId = () => useViewer.getState().selection.levelId
|
||||
const getLevelYOffset = () => {
|
||||
const id = getLevelId()
|
||||
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
|
||||
}
|
||||
const getSlabElevation = (wallEvent: WallEvent) =>
|
||||
spatialGridManager.getSlabElevationForWall(
|
||||
wallEvent.node.parentId ?? '',
|
||||
wallEvent.node.start,
|
||||
wallEvent.node.end,
|
||||
)
|
||||
const getSlabElevationForWall = (wall: WallNode) =>
|
||||
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
|
||||
|
||||
const markHostDirty = (hostId: string) => {
|
||||
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
|
||||
@@ -90,6 +150,8 @@ const WindowTool: React.FC = () => {
|
||||
const hideCursor = () => {
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
setFallbackPose(null)
|
||||
}
|
||||
|
||||
// Alignment candidates — anchors of every alignable object; refreshed
|
||||
@@ -97,11 +159,15 @@ const WindowTool: React.FC = () => {
|
||||
// (along-wall only; the floor-plane guides don't cover sill height).
|
||||
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
|
||||
|
||||
// On-host cursor: the green/red wireframe outline tracks a live draft.
|
||||
// Showing it always clears the off-host floating ghost (they never
|
||||
// coexist — a draft means the cursor is on a valid host).
|
||||
const updateCursor = (
|
||||
worldPosition: [number, number, number],
|
||||
cursorRotationY: number,
|
||||
valid: boolean,
|
||||
) => {
|
||||
setFallbackPose(null)
|
||||
const group = cursorGroupRef.current
|
||||
if (!group) return
|
||||
group.visible = true
|
||||
@@ -110,276 +176,231 @@ const WindowTool: React.FC = () => {
|
||||
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
|
||||
}
|
||||
|
||||
const showFallbackCursor = (event: GridEvent) => {
|
||||
if (draftRef.current) return
|
||||
const [x, y, z] = event.localPosition
|
||||
updateCursor([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
|
||||
// Off-host fallback: hide the wireframe outline and float the real window
|
||||
// geometry (tinted invalid) at the cursor so the armed tool is visible.
|
||||
const showGhostAt = (position: [number, number, number], floorY: number) => {
|
||||
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
|
||||
lastFloorPoint = { pos: position, floorY }
|
||||
// `sideFlip` (R) flips the facing — back is a π yaw on the floating ghost.
|
||||
setFallbackPose({
|
||||
position,
|
||||
rotationY: sideFlip ? Math.PI : 0,
|
||||
floorY,
|
||||
side: sideFlip ? 'back' : 'front',
|
||||
})
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
}
|
||||
|
||||
const showRoofFallbackCursor = (event: RoofEvent) => {
|
||||
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
|
||||
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
|
||||
useAlignmentGuides.getState().clear()
|
||||
showGhostAt(
|
||||
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
|
||||
getLevelYOffset(),
|
||||
)
|
||||
}
|
||||
|
||||
const showWallFallbackCursor = (event: WallEvent) => {
|
||||
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
|
||||
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
|
||||
useAlignmentGuides.getState().clear()
|
||||
}
|
||||
|
||||
const onWallEnter = (event: WallEvent) => {
|
||||
if (!isValidWallSideFace(event.normal)) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
if (isCurvedWall(event.node)) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
const levelId = getLevelId()
|
||||
if (!levelId) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== levelId) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
|
||||
destroyDraft()
|
||||
|
||||
const side = getSideFromNormal(event.normal)
|
||||
const itemRotation = calculateItemRotation(event.normal)
|
||||
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
|
||||
|
||||
const width = 1.5
|
||||
const height = 1.5
|
||||
const localX = resolveWallSlideAlignment({
|
||||
wallNode: event.node,
|
||||
rawLocalX: event.localPosition[0],
|
||||
width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
|
||||
bypassSnap: event.nativeEvent?.shiftKey === true,
|
||||
})
|
||||
const localY =
|
||||
event.nativeEvent?.shiftKey === true
|
||||
? event.localPosition[1]
|
||||
: snapToHalf(event.localPosition[1])
|
||||
|
||||
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
|
||||
|
||||
const node = WindowNode.parse({
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
wallId: event.node.id,
|
||||
parentId: event.node.id,
|
||||
metadata: { isTransient: true },
|
||||
})
|
||||
|
||||
useScene.getState().createNode(node, event.node.id as AnyNodeId)
|
||||
draftRef.current = node
|
||||
|
||||
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
|
||||
|
||||
updateCursor(
|
||||
wallLocalToWorld(
|
||||
event.node,
|
||||
clampedX,
|
||||
clampedY,
|
||||
getLevelYOffset(),
|
||||
getSlabElevation(event),
|
||||
),
|
||||
cursorRotation,
|
||||
valid,
|
||||
showGhostAt(
|
||||
[x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z],
|
||||
getLevelYOffset(),
|
||||
)
|
||||
event.stopPropagation()
|
||||
}
|
||||
|
||||
const onWallMove = (event: WallEvent) => {
|
||||
if (!isValidWallSideFace(event.normal)) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
if (isCurvedWall(event.node)) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== getLevelId()) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
// Sill alignment (snap + guide): a sibling sill/centre/top wins over the
|
||||
// 0.5m grid when within threshold; Shift bypasses both. `movingId` is the
|
||||
// draft's id once it exists (so it's excluded from the sibling scan), or ''
|
||||
// before the draft is created (nothing to exclude yet).
|
||||
const resolvePlacementY = (args: {
|
||||
wall: WallNode
|
||||
movingId: string
|
||||
localX: number
|
||||
rawLocalY: number
|
||||
width: number
|
||||
height: number
|
||||
bypassSnap: boolean
|
||||
}): number => {
|
||||
if (args.bypassSnap) return args.rawLocalY
|
||||
const sillY = resolveSillSnap({
|
||||
wall: args.wall,
|
||||
movingId: args.movingId,
|
||||
localX: args.localX,
|
||||
localY: args.rawLocalY,
|
||||
width: args.width,
|
||||
height: args.height,
|
||||
nodes: useScene.getState().nodes,
|
||||
})
|
||||
return sillY ?? snapToHalf(args.rawLocalY)
|
||||
}
|
||||
|
||||
const side = getSideFromNormal(event.normal)
|
||||
const itemRotation = calculateItemRotation(event.normal)
|
||||
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
|
||||
|
||||
const width = draftRef.current?.width ?? 1.5
|
||||
const height = draftRef.current?.height ?? 1.5
|
||||
// Settle a wall target: alignment snap → sill clamp → overlap check.
|
||||
const resolveWallPlacement = (
|
||||
wall: WallNode,
|
||||
rawLocalX: number,
|
||||
rawLocalY: number,
|
||||
width: number,
|
||||
height: number,
|
||||
bypass: boolean,
|
||||
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: event.node,
|
||||
rawLocalX: event.localPosition[0],
|
||||
wallNode: wall,
|
||||
rawLocalX,
|
||||
width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
|
||||
bypassSnap: event.nativeEvent?.shiftKey === true,
|
||||
bypass: bypass && !bypassSnap,
|
||||
freePlace: bypassSnap,
|
||||
})
|
||||
const localY =
|
||||
event.nativeEvent?.shiftKey === true
|
||||
? event.localPosition[1]
|
||||
: snapToHalf(event.localPosition[1])
|
||||
|
||||
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
|
||||
|
||||
// Draft may be null after a successful placement (the click handler
|
||||
// deletes it and relies on the wall rebuild → pointer-enter cascade to
|
||||
// recreate it). Recreate it here on the first subsequent move so the
|
||||
// preview is ready for the next click without requiring a leave/enter.
|
||||
if (!draftRef.current) {
|
||||
const levelId = getLevelId()
|
||||
if (levelId && event.node.parentId === levelId) {
|
||||
const node = WindowNode.parse({
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
wallId: event.node.id,
|
||||
parentId: event.node.id,
|
||||
metadata: { isTransient: true },
|
||||
})
|
||||
useScene.getState().createNode(node, event.node.id as AnyNodeId)
|
||||
draftRef.current = node
|
||||
}
|
||||
}
|
||||
|
||||
if (draftRef.current) {
|
||||
// Update the scene store on every move so the 2D floor plan
|
||||
// stays in sync (it re-renders from `node.position`). Only
|
||||
// forward `parentId` / `wallId` when the wall actually changed
|
||||
// — otherwise the reparent path churns the host wall's
|
||||
// `children` array every tick, which re-renders the wall and
|
||||
// briefly draws its 0-vertex placeholder geometry (WebGPU then
|
||||
// flags "Vertex buffer slot 0 ... was not set").
|
||||
const isSameWall = event.node.id === draftRef.current.parentId
|
||||
if (isSameWall) {
|
||||
useScene.getState().updateNode(draftRef.current.id, {
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
})
|
||||
markHostDirty(event.node.id)
|
||||
} else {
|
||||
useScene.getState().updateNode(draftRef.current.id, {
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
parentId: event.node.id,
|
||||
wallId: event.node.id,
|
||||
// The draft may arrive from a roof-segment face hover.
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
const valid = !hasWallChildOverlap(
|
||||
event.node.id,
|
||||
clampedX,
|
||||
clampedY,
|
||||
const localY = resolvePlacementY({
|
||||
wall,
|
||||
movingId: ignoreId ?? '',
|
||||
localX,
|
||||
rawLocalY,
|
||||
width,
|
||||
height,
|
||||
draftRef.current?.id,
|
||||
bypassSnap,
|
||||
})
|
||||
const { clampedX, clampedY } = clampToWall(wall, localX, localY, width, height)
|
||||
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
|
||||
return { clampedX, clampedY, valid }
|
||||
}
|
||||
|
||||
// Shared create/update path for the wall draft — used by the direct
|
||||
// wall-mesh hover and the floor proximity snap. Reuses the existing draft
|
||||
// (reparenting only on an actual wall change to avoid churning the host's
|
||||
// children array, which flashes 0-vertex wall geometry in WebGPU).
|
||||
const applyWallTarget = (args: {
|
||||
wall: WallNode
|
||||
rawLocalX: number
|
||||
rawLocalY: number
|
||||
side: 'front' | 'back'
|
||||
itemRotation: number
|
||||
cursorRotationY: number
|
||||
bypass: boolean
|
||||
bypassSnap: boolean
|
||||
}) => {
|
||||
const {
|
||||
wall,
|
||||
rawLocalX,
|
||||
rawLocalY,
|
||||
side,
|
||||
itemRotation,
|
||||
cursorRotationY,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
} = args
|
||||
const width = draftRef.current?.width ?? 1.5
|
||||
const height = draftRef.current?.height ?? 1.5
|
||||
|
||||
if (!draftRef.current) {
|
||||
const node = WindowNode.parse({
|
||||
position: [0, DEFAULT_SILL_CENTER_Y, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
wallId: wall.id,
|
||||
parentId: wall.id,
|
||||
metadata: { isTransient: true },
|
||||
})
|
||||
useScene.getState().createNode(node, wall.id as AnyNodeId)
|
||||
draftRef.current = node
|
||||
}
|
||||
|
||||
const { clampedX, clampedY, valid } = resolveWallPlacement(
|
||||
wall,
|
||||
rawLocalX,
|
||||
rawLocalY,
|
||||
width,
|
||||
height,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
draftRef.current.id,
|
||||
)
|
||||
|
||||
if (wall.id === draftRef.current.parentId) {
|
||||
useScene.getState().updateNode(draftRef.current.id, {
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
})
|
||||
markHostDirty(wall.id)
|
||||
} else {
|
||||
useScene.getState().updateNode(draftRef.current.id, {
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
parentId: wall.id,
|
||||
wallId: wall.id,
|
||||
// The draft may arrive from a roof-segment face hover.
|
||||
roofSegmentId: undefined,
|
||||
roofFace: undefined,
|
||||
})
|
||||
}
|
||||
|
||||
updateCursor(
|
||||
wallLocalToWorld(
|
||||
event.node,
|
||||
wall,
|
||||
clampedX,
|
||||
clampedY,
|
||||
getLevelYOffset(),
|
||||
getSlabElevation(event),
|
||||
getSlabElevationForWall(wall),
|
||||
),
|
||||
cursorRotation,
|
||||
cursorRotationY,
|
||||
valid,
|
||||
)
|
||||
event.stopPropagation()
|
||||
|
||||
if (draftRef.current) {
|
||||
publishOpeningGuidesForWallEvent({
|
||||
wall,
|
||||
movingId: draftRef.current.id,
|
||||
centerS: clampedX,
|
||||
centerY: clampedY,
|
||||
width,
|
||||
height,
|
||||
includeVertical: true,
|
||||
levelYOffset: getLevelYOffset(),
|
||||
slabElevation: getSlabElevationForWall(wall),
|
||||
})
|
||||
}
|
||||
return { clampedX, clampedY, valid }
|
||||
}
|
||||
|
||||
const onWallClick = (event: WallEvent) => {
|
||||
if (!draftRef.current) return
|
||||
if (!isValidWallSideFace(event.normal)) return
|
||||
if (isCurvedWall(event.node)) return
|
||||
// Only interact with walls on the current level
|
||||
if (event.node.parentId !== getLevelId()) return
|
||||
|
||||
const side = getSideFromNormal(event.normal)
|
||||
const itemRotation = calculateItemRotation(event.normal)
|
||||
|
||||
const localX = resolveWallSlideAlignment({
|
||||
wallNode: event.node,
|
||||
rawLocalX: event.localPosition[0],
|
||||
width: draftRef.current.width,
|
||||
candidates: alignmentCandidates,
|
||||
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
|
||||
bypassSnap: event.nativeEvent?.shiftKey === true,
|
||||
})
|
||||
const localY =
|
||||
event.nativeEvent?.shiftKey === true
|
||||
? event.localPosition[1]
|
||||
: snapToHalf(event.localPosition[1])
|
||||
const { clampedX, clampedY } = clampToWall(
|
||||
event.node,
|
||||
localX,
|
||||
localY,
|
||||
draftRef.current.width,
|
||||
draftRef.current.height,
|
||||
)
|
||||
const valid = !hasWallChildOverlap(
|
||||
event.node.id,
|
||||
clampedX,
|
||||
clampedY,
|
||||
draftRef.current.width,
|
||||
draftRef.current.height,
|
||||
draftRef.current.id,
|
||||
)
|
||||
if (!valid) return
|
||||
|
||||
// Promote the draft into a permanent window. Shared by the wall-mesh click
|
||||
// and the floor proximity click.
|
||||
const commitWindowAtWall = (
|
||||
wall: WallNode,
|
||||
clampedX: number,
|
||||
clampedY: number,
|
||||
side: 'front' | 'back',
|
||||
itemRotation: number,
|
||||
) => {
|
||||
const draft = draftRef.current
|
||||
if (!draft) return
|
||||
draftRef.current = null
|
||||
hostKind = null
|
||||
|
||||
// Delete transient draft (paused, invisible to undo)
|
||||
useScene.getState().deleteNode(draft.id)
|
||||
|
||||
// Resume → create permanent node (single undoable action)
|
||||
useScene.temporal.getState().resume()
|
||||
|
||||
const levelId = getLevelId()
|
||||
const state = useScene.getState()
|
||||
const windowCount = Object.values(state.nodes).filter((n) => {
|
||||
if (n.type !== 'window') return false
|
||||
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
|
||||
return wall?.parentId === levelId
|
||||
const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
|
||||
return w?.parentId === levelId
|
||||
}).length
|
||||
const name = `Window ${windowCount + 1}`
|
||||
|
||||
const node = WindowNode.parse({
|
||||
name,
|
||||
name: `Window ${windowCount + 1}`,
|
||||
position: [clampedX, clampedY, 0],
|
||||
rotation: [0, itemRotation, 0],
|
||||
side,
|
||||
wallId: event.node.id,
|
||||
parentId: event.node.id,
|
||||
wallId: wall.id,
|
||||
parentId: wall.id,
|
||||
width: draft.width,
|
||||
height: draft.height,
|
||||
windowType: draft.windowType,
|
||||
@@ -398,19 +419,111 @@ const WindowTool: React.FC = () => {
|
||||
sillThickness: draft.sillThickness,
|
||||
})
|
||||
|
||||
useScene.getState().createNode(node, event.node.id as AnyNodeId)
|
||||
useScene.getState().createNode(node, wall.id as AnyNodeId)
|
||||
useViewer.getState().setSelection({ selectedIds: [node.id] })
|
||||
useScene.temporal.getState().pause()
|
||||
triggerSFX('sfx:structure-build')
|
||||
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
}
|
||||
|
||||
// ── Direct wall-mesh hover ──────────────────────────────────────
|
||||
const onWallHover = (event: WallEvent) => {
|
||||
hostKind = 'wall'
|
||||
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
|
||||
if (
|
||||
!isValidWallSideFace(event.normal) ||
|
||||
isCurvedWall(event.node) ||
|
||||
event.node.parentId !== getLevelId()
|
||||
) {
|
||||
destroyDraft()
|
||||
showWallFallbackCursor(event)
|
||||
return
|
||||
}
|
||||
lastWallEvent = event
|
||||
|
||||
const faceSide = getSideFromNormal(event.normal)
|
||||
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
|
||||
const flipOffset = sideFlip ? Math.PI : 0
|
||||
const itemRotation = calculateItemRotation(event.normal) + flipOffset
|
||||
const cursorRotation =
|
||||
calculateCursorRotation(event.normal, event.node.start, event.node.end) + flipOffset
|
||||
const bypassSnap = event.nativeEvent?.shiftKey === true
|
||||
const bypass = event.nativeEvent?.altKey === true || bypassSnap
|
||||
|
||||
applyWallTarget({
|
||||
wall: event.node,
|
||||
rawLocalX: event.localPosition[0],
|
||||
rawLocalY: event.localPosition[1],
|
||||
side,
|
||||
itemRotation,
|
||||
cursorRotationY: cursorRotation,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
})
|
||||
event.stopPropagation()
|
||||
}
|
||||
|
||||
const onWallClick = (event: WallEvent) => {
|
||||
if (!draftRef.current) return
|
||||
if (
|
||||
!isValidWallSideFace(event.normal) ||
|
||||
isCurvedWall(event.node) ||
|
||||
event.node.parentId !== getLevelId()
|
||||
) {
|
||||
return
|
||||
}
|
||||
|
||||
const faceSide = getSideFromNormal(event.normal)
|
||||
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
|
||||
const itemRotation = calculateItemRotation(event.normal) + (sideFlip ? Math.PI : 0)
|
||||
const bypassSnap = event.nativeEvent?.shiftKey === true
|
||||
const bypass = event.nativeEvent?.altKey === true || bypassSnap
|
||||
|
||||
const { clampedX, clampedY, valid } = resolveWallPlacement(
|
||||
event.node,
|
||||
event.localPosition[0],
|
||||
event.localPosition[1],
|
||||
draftRef.current.width,
|
||||
draftRef.current.height,
|
||||
bypass,
|
||||
bypassSnap,
|
||||
draftRef.current.id,
|
||||
)
|
||||
// Shift force-places over a collision (the draft stays red as a warning).
|
||||
if (!valid && !bypassSnap) return
|
||||
|
||||
commitWindowAtWall(event.node, clampedX, clampedY, side, itemRotation)
|
||||
event.stopPropagation()
|
||||
}
|
||||
|
||||
const onWallLeave = () => {
|
||||
if (hostKind !== 'wall') return
|
||||
lastWallEvent = null
|
||||
destroyDraft()
|
||||
hideCursor()
|
||||
hostKind = null
|
||||
}
|
||||
|
||||
// ── Floor free-follow ───────────────────────────────────────────
|
||||
// Over open floor the ghost follows the cursor like a moving item. It does
|
||||
// NOT snap from proximity — snapping engages only when the cursor ray
|
||||
// actually hovers a wall (onWallHover) or roof face (onRoofHover).
|
||||
const onGridFreeFollow = (event: GridEvent) => {
|
||||
if (useViewer.getState().cameraDragging) return
|
||||
// A wall/roof mesh handler processed this exact pointermove (R3F + the
|
||||
// grid raycast share the source DOM event's timeStamp) — it owns the
|
||||
// frame and has snapped the draft, so skip the floor follow this tick.
|
||||
const ts = event.nativeEvent?.timeStamp ?? -1
|
||||
if (ts === lastMeshEventTime) return
|
||||
// Fresh floor-only frame: the cursor is off any wall/roof. Drop any draft
|
||||
// and free-follow the cursor with the invalid (unplaceable) ghost.
|
||||
hostKind = null
|
||||
lastWallEvent = null
|
||||
const [x, y, z] = event.localPosition
|
||||
destroyDraft()
|
||||
showGhostAt([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], y)
|
||||
}
|
||||
|
||||
// ── Roof-segment wall faces ─────────────────────────────────────
|
||||
@@ -437,6 +550,8 @@ const WindowTool: React.FC = () => {
|
||||
}
|
||||
|
||||
const onRoofHover = (event: RoofEvent) => {
|
||||
hostKind = 'roof'
|
||||
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
|
||||
const target = resolveRoofTarget(event)
|
||||
if (!target) {
|
||||
// On the roof but not over a placeable wall face (slope, soffit,
|
||||
@@ -467,6 +582,8 @@ const WindowTool: React.FC = () => {
|
||||
useScene.getState().createNode(node, segment.id as AnyNodeId)
|
||||
draftRef.current = node
|
||||
}
|
||||
// Opening guides are wall-specific; clear them while over a roof face.
|
||||
clearOpeningGuides3D()
|
||||
updateRoofCursor(target, event.node as RoofNode)
|
||||
event.stopPropagation()
|
||||
}
|
||||
@@ -474,11 +591,14 @@ const WindowTool: 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
|
||||
draftRef.current = null
|
||||
hostKind = null
|
||||
|
||||
useScene.getState().deleteNode(draft.id)
|
||||
useScene.temporal.getState().resume()
|
||||
@@ -525,59 +645,109 @@ const WindowTool: React.FC = () => {
|
||||
}
|
||||
|
||||
const onRoofLeave = () => {
|
||||
if (!draftRef.current?.roofSegmentId) return
|
||||
if (hostKind !== 'roof') return
|
||||
destroyDraft()
|
||||
hideCursor()
|
||||
hostKind = null
|
||||
}
|
||||
|
||||
const onCancel = () => {
|
||||
destroyDraft()
|
||||
hideCursor()
|
||||
hostKind = null
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallEnter)
|
||||
emitter.on('wall:move', onWallMove)
|
||||
// R flips the window's facing side mid-placement (front ↔ back). ALWAYS
|
||||
// toggles the persistent flip intent — never a no-op (the old `!lastWallEvent`
|
||||
// guard dropped R off-wall / before the first hover). Then re-renders the
|
||||
// current preview so the flip shows live and matches commit.
|
||||
const onKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.key !== 'r' && e.key !== 'R') 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')
|
||||
if (lastWallEvent) {
|
||||
onWallHover(lastWallEvent)
|
||||
} else if (lastFloorPoint) {
|
||||
showGhostAt(lastFloorPoint.pos, lastFloorPoint.floorY)
|
||||
}
|
||||
// else: no preview yet — `sideFlip` is set, so the first hover/follow uses it.
|
||||
}
|
||||
|
||||
emitter.on('wall:enter', onWallHover)
|
||||
emitter.on('wall:move', onWallHover)
|
||||
emitter.on('wall:click', onWallClick)
|
||||
emitter.on('wall:leave', onWallLeave)
|
||||
emitter.on('roof:enter', onRoofHover)
|
||||
emitter.on('roof:move', onRoofHover)
|
||||
emitter.on('roof:click', onRoofClick)
|
||||
emitter.on('roof:leave', onRoofLeave)
|
||||
emitter.on('grid:move', showFallbackCursor)
|
||||
emitter.on('grid:move', onGridFreeFollow)
|
||||
emitter.on('tool:cancel', onCancel)
|
||||
window.addEventListener('keydown', onKeyDown)
|
||||
|
||||
return () => {
|
||||
destroyDraft()
|
||||
hideCursor()
|
||||
useAlignmentGuides.getState().clear()
|
||||
clearOpeningGuides3D()
|
||||
useScene.temporal.getState().resume()
|
||||
emitter.off('wall:enter', onWallEnter)
|
||||
emitter.off('wall:move', onWallMove)
|
||||
emitter.off('wall:enter', onWallHover)
|
||||
emitter.off('wall:move', onWallHover)
|
||||
emitter.off('wall:click', onWallClick)
|
||||
emitter.off('wall:leave', onWallLeave)
|
||||
emitter.off('roof:enter', onRoofHover)
|
||||
emitter.off('roof:move', onRoofHover)
|
||||
emitter.off('roof:click', onRoofClick)
|
||||
emitter.off('roof:leave', onRoofLeave)
|
||||
emitter.off('grid:move', showFallbackCursor)
|
||||
emitter.off('grid:move', onGridFreeFollow)
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
window.removeEventListener('keydown', onKeyDown)
|
||||
}
|
||||
}, [])
|
||||
|
||||
// Cursor geometry: window outline rectangle.
|
||||
const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 0.07)
|
||||
const edgesGeo = new EdgesGeometry(boxGeo)
|
||||
boxGeo.dispose()
|
||||
// Cursor geometry: window outline rectangle. Static dims, so build it once and
|
||||
// dispose on unmount rather than reallocating (and orphaning) an EdgesGeometry
|
||||
// on every re-render during placement.
|
||||
const edgesGeo = useMemo(() => {
|
||||
const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 0.07)
|
||||
const geo = new EdgesGeometry(boxGeo)
|
||||
boxGeo.dispose()
|
||||
return geo
|
||||
}, [])
|
||||
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
|
||||
|
||||
return (
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments
|
||||
geometry={edgesGeo}
|
||||
layers={EDITOR_LAYER}
|
||||
material={edgeMaterial}
|
||||
ref={edgesRef}
|
||||
/>
|
||||
</group>
|
||||
<>
|
||||
<group ref={cursorGroupRef} visible={false}>
|
||||
<lineSegments
|
||||
geometry={edgesGeo}
|
||||
layers={EDITOR_LAYER}
|
||||
material={edgeMaterial}
|
||||
ref={edgesRef}
|
||||
/>
|
||||
</group>
|
||||
{fallbackPose && (
|
||||
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
|
||||
<WindowPreview invalid node={ghostStub} />
|
||||
</group>
|
||||
)}
|
||||
{/* Floor "shadow" projection for the off-host ghost (drop-line + footprint)
|
||||
so the elevated window's plan position is legible while placing. */}
|
||||
{fallbackPose && (
|
||||
<WindowFloorProjection
|
||||
centerX={fallbackPose.position[0]}
|
||||
centerY={fallbackPose.position[1]}
|
||||
centerZ={fallbackPose.position[2]}
|
||||
floorY={fallbackPose.floorY}
|
||||
rotationY={fallbackPose.rotationY}
|
||||
width={FALLBACK_WIDTH}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
import {
|
||||
type AnyNodeId,
|
||||
type DoorNode,
|
||||
getScaledDimensions,
|
||||
type ItemNode,
|
||||
useScene,
|
||||
type WallNode,
|
||||
type WindowNode,
|
||||
} from '@pascal-app/core'
|
||||
import type { WallNode } from '@pascal-app/core'
|
||||
|
||||
/**
|
||||
* Default sill height (metres from the floor to the BOTTOM of a window) for a
|
||||
* fresh window that has no wall-face height yet — the off-wall ghost and the
|
||||
* floor-cursor placement use it so a new window floats slightly above the
|
||||
* ground rather than sitting on it. The committed Y is the window's CENTRE, so
|
||||
* callers add `height / 2`. An existing window keeps its own sill.
|
||||
*/
|
||||
export const DEFAULT_WINDOW_SILL_M = 0.5
|
||||
|
||||
/**
|
||||
* Converts wall-local (X along wall, Y = height above wall base) to world XYZ.
|
||||
@@ -54,64 +55,8 @@ export function clampToWall(
|
||||
}
|
||||
|
||||
/**
|
||||
* Directly checks the wall's children for bounding-box overlap with a proposed window.
|
||||
* Works for both `item` type (position[1] = bottom) and `window` type (position[1] = center).
|
||||
* The spatial grid only tracks `item` nodes, so windows must be checked this way.
|
||||
* Reads the wall's latest children from the store (not the event node) to avoid stale data.
|
||||
* Wall-child overlap is shared by door + window placement (one source of
|
||||
* truth in `shared/wall-attach-target.ts`). Re-exported here so existing
|
||||
* `./window-math` importers don't change.
|
||||
*/
|
||||
export function hasWallChildOverlap(
|
||||
wallId: string,
|
||||
clampedX: number,
|
||||
clampedY: number,
|
||||
width: number,
|
||||
height: number,
|
||||
ignoreId?: string,
|
||||
): boolean {
|
||||
const nodes = useScene.getState().nodes
|
||||
const wallNode = nodes[wallId as AnyNodeId] as WallNode | undefined
|
||||
if (!wallNode) return true // Block if wall not found
|
||||
const halfW = width / 2
|
||||
const halfH = height / 2
|
||||
const newBottom = clampedY - halfH
|
||||
const newTop = clampedY + halfH
|
||||
const newLeft = clampedX - halfW
|
||||
const newRight = clampedX + halfW
|
||||
|
||||
for (const childId of Array.isArray(wallNode.children) ? wallNode.children : []) {
|
||||
if (childId === ignoreId) continue
|
||||
const child = nodes[childId as AnyNodeId]
|
||||
if (!child) continue
|
||||
|
||||
let childLeft: number, childRight: number, childBottom: number, childTop: number
|
||||
|
||||
if (child.type === 'item') {
|
||||
const item = child as ItemNode
|
||||
if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
|
||||
const [w, h] = getScaledDimensions(item)
|
||||
childLeft = item.position[0] - w / 2
|
||||
childRight = item.position[0] + w / 2
|
||||
childBottom = item.position[1] // items store bottom Y
|
||||
childTop = item.position[1] + h
|
||||
} else if (child.type === 'window') {
|
||||
const win = child as WindowNode
|
||||
childLeft = win.position[0] - win.width / 2
|
||||
childRight = win.position[0] + win.width / 2
|
||||
childBottom = win.position[1] - win.height / 2 // windows store center Y
|
||||
childTop = win.position[1] + win.height / 2
|
||||
} else if (child.type === 'door') {
|
||||
const door = child as DoorNode
|
||||
childLeft = door.position[0] - door.width / 2
|
||||
childRight = door.position[0] + door.width / 2
|
||||
childBottom = door.position[1] - door.height / 2 // doors store center Y
|
||||
childTop = door.position[1] + door.height / 2
|
||||
} else {
|
||||
continue
|
||||
}
|
||||
|
||||
const xOverlap = newLeft < childRight && newRight > childLeft
|
||||
const yOverlap = newBottom < childTop && newTop > childBottom
|
||||
if (xOverlap && yOverlap) return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
export { hasWallChildOverlap } from '../shared/wall-attach-target'
|
||||
|
||||
Reference in New Issue
Block a user