Merge origin/main (#407 placement restructure) into opening-proximity-guides

#407 ("Always-visible placement ghosts + true-nearest 2D opening snap")
restructured the door/window placement tools: it split the old
create-in-resolve into a pure resolveWallPlacement() + side-effecting
applyWallTarget(), added an off-host floating ghost (fallbackPose / showGhostAt),
unified wall hover into onWallHover, and extracted commit{Door,Window}AtWall.

Conflict resolution (door/tool.tsx, window/tool.tsx):
- Re-homed the single publishOpeningGuidesForWallEvent() call into applyWallTarget
  (after the draft update + updateCursor), using that scope (wall,
  getSlabElevationForWall(wall)); door includeVertical:false, window true.
- Routed clearOpeningGuides3D() through showGhostAt so every off-host fallback
  path clears; kept clears in hideCursor, commit helpers, onRoofHover, teardown.
- Made the window sill snap (resolvePlacementY) event-free and call it from the
  pure resolveWallPlacement, so hover + click both get sill/centre/top snapping;
  Shift bypasses, the moving draft is excluded via ignoreId.
- Dropped the branch's inline onWallClick in favour of #407's onWallClick +
  commitWindowAtWall (no behavior lost).
- Reconstructed both files' import blocks, which the auto-merge had truncated to
  stubs (only tsc caught it).

All other conflicts auto-merged (registry types, floorplan-registry-layer,
both move-tools). Verified: typecheck 9/9, biome clean, nodes 169 + core 594
tests pass, editor `bun run build` 7/7. Merge resolution reviewed by Codex
(adversarial): no semantic regressions; all #407 behavior preserved.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-06-15 12:58:00 -04:00
co-authored by Claude Opus 4.8
59 changed files with 2212 additions and 807 deletions
+8
View File
@@ -87,6 +87,14 @@ export {
type Space,
wallTouchesOthers,
} from './lib/space-detection'
export {
closestOnSegment,
collectLevelWallSegments,
nearestWallSegment,
WALL_SNAP_DISTANCE_M,
type WallSegment,
type WallSegmentClosest,
} from './lib/wall-distance'
export {
getCatalogMaterialById,
getLibraryMaterialIdFromRef,
+121
View File
@@ -0,0 +1,121 @@
import type { WallNode } from '../schema/nodes/wall'
import type { AnyNode, AnyNodeId } from '../schema/types'
import { isCurvedWall } from '../systems/wall/wall-curve'
/**
* Pure plan-space wall-distance math shared by the 2D opening snap
* (`findClosestWallInPlan` in @pascal-app/nodes) and the editor's 2D
* Voronoi debug overlay. One source of truth means the overlay is a
* faithful picture of what the snap actually decides.
*
* A wall segment's Voronoi cell is exactly "the points whose nearest wall
* is this segment", so nearest-segment classification == the segment
* Voronoi diagram. Curved walls are excluded (the opening snap rejects
* them — mitering + arc + opening tears in 3D).
*/
/**
* Max cursor-to-wall plan distance (metres) for a 2D opening to snap onto a
* wall. Tight, because plan walls are thin and often close together — a large
* radius would let a far wall's region reach across a nearer one. Shared so the
* snap and the Voronoi debug overlay clip to the exact same range.
*/
export const WALL_SNAP_DISTANCE_M = 0.4
export type WallSegment = {
wall: WallNode
/** [x, z] plan start. */
start: readonly [number, number]
/** [x, z] plan end. */
end: readonly [number, number]
/** Unit direction (start → end) in plan. */
dirX: number
dirY: number
/** Segment length in metres. */
length: number
}
export type WallSegmentClosest = {
segment: WallSegment
/** Distance from the query point to the closest point on the segment. */
distance: number
/** Distance along the wall from `start`, clamped to [0, length]. */
along: number
/** Signed perpendicular offset from the wall axis (+ on the front side). */
perp: number
}
/**
* Collect the straight (non-curved) wall segments that are direct children
* of a level — the candidates an opening can snap onto.
*/
export function collectLevelWallSegments(
nodes: Record<AnyNodeId, AnyNode>,
levelId: AnyNodeId | null,
): WallSegment[] {
if (!levelId) return []
const level = nodes[levelId]
const childIds = (level as unknown as { children?: AnyNodeId[] })?.children
if (!Array.isArray(childIds)) return []
const segments: WallSegment[] = []
for (const childId of childIds) {
const node = nodes[childId]
if (node?.type !== 'wall') continue
const wall = node as WallNode
if (isCurvedWall(wall)) continue
const dx = wall.end[0] - wall.start[0]
const dy = wall.end[1] - wall.start[1]
const length = Math.hypot(dx, dy)
if (length < 1e-6) continue
segments.push({
wall,
start: wall.start,
end: wall.end,
dirX: dx / length,
dirY: dy / length,
length,
})
}
return segments
}
/** Closest point + signed offset of one query point against one segment. */
export function closestOnSegment(
segment: WallSegment,
pointX: number,
pointY: number,
): { distance: number; along: number; perp: number } {
const px = pointX - segment.start[0]
const py = pointY - segment.start[1]
const along = Math.max(0, Math.min(segment.length, px * segment.dirX + py * segment.dirY))
const perp = px * -segment.dirY + py * segment.dirX
const closestX = segment.start[0] + segment.dirX * along
const closestY = segment.start[1] + segment.dirY * along
const distance = Math.hypot(pointX - closestX, pointY - closestY)
return { distance, along, perp }
}
/**
* The single nearest wall segment to a plan point — its Voronoi cell. Returns
* null when `segments` is empty or (when `maxDistance` is given) nothing is
* within range. Ties resolve to the first segment scanned; callers pass an
* already-curved-filtered list from `collectLevelWallSegments`.
*/
export function nearestWallSegment(
segments: readonly WallSegment[],
pointX: number,
pointY: number,
maxDistance = Number.POSITIVE_INFINITY,
excludeWallId?: AnyNodeId,
): WallSegmentClosest | null {
let best: WallSegmentClosest | null = null
for (const segment of segments) {
if (excludeWallId && segment.wall.id === excludeWallId) continue
const { distance, along, perp } = closestOnSegment(segment, pointX, pointY)
if (distance > maxDistance) continue
if (best && distance >= best.distance) continue
best = { segment, distance, along, perp }
}
return best
}
+8
View File
@@ -630,6 +630,14 @@ export type FloorplanMoveTargetSession = {
* returns.
*/
commit?(): void
/**
* Optional R-key flip toggle. Kinds with a directional facing
* (door / window: front ↔ back) implement this so the overlay can flip
* the orientation mid-placement before commit. Toggling just records the
* intent; the visible change lands when the overlay re-runs `apply()` with
* the last pointer position. Kinds with no facing leave it unset.
*/
flipSide?(): void
}
export type FloorplanMoveTarget<N> = (args: {
+5 -1
View File
@@ -21,6 +21,7 @@ import { SiteNode } from '../schema/nodes/site'
import { StairNode as StairNodeSchema } from '../schema/nodes/stair'
import { StairSegmentNode as StairSegmentNodeSchema } from '../schema/nodes/stair-segment'
import type { AnyNode, AnyNodeId } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
import * as nodeActions from './actions/node-actions'
import { resetSceneHistoryPauseDepth } from './history-control'
@@ -414,7 +415,10 @@ function migrateRoofSurfaceMaterials(node: Record<string, any>) {
}
function migrateNodes(nodes: Record<string, any>): Record<string, AnyNode> {
const patchedNodes = { ...nodes }
// Repair pre-existing corruption (null children, zero-length walls) before
// any per-type migration runs, so already-saved scenes load cleanly.
const { nodes: healed } = healSceneNodes(nodes)
const patchedNodes = { ...healed } as Record<string, any>
for (const [id, node] of Object.entries(patchedNodes)) {
// 1. Item scale migration
if (node.type === 'item' && !('scale' in node)) {
@@ -0,0 +1,66 @@
import { describe, expect, test } from 'bun:test'
import type { WallNode } from '../../schema'
import { calculateLevelMiters, getWallMiterBoundaryPoints } from './wall-mitering'
function wall(id: string, start: [number, number], end: [number, number]): WallNode {
return {
id,
type: 'wall',
object: 'node',
visible: true,
parentId: 'level_test',
children: [],
start,
end,
thickness: 0.1,
height: 2.5,
frontSide: 'interior',
backSide: 'exterior',
metadata: {},
} as WallNode
}
function maxBoundaryCoord(walls: WallNode[]): number {
const miter = calculateLevelMiters(walls)
let max = 0
for (const w of walls) {
const bp = getWallMiterBoundaryPoints(w, miter)
expect(bp).not.toBeNull()
if (!bp) continue
for (const p of [bp.startLeft, bp.startRight, bp.endLeft, bp.endRight]) {
expect(Number.isFinite(p.x)).toBe(true)
expect(Number.isFinite(p.y)).toBe(true)
max = Math.max(max, Math.abs(p.x), Math.abs(p.y))
}
}
return max
}
describe('wall mitering miter limit', () => {
// Two 3 m walls sharing the origin, meeting at decreasing angles. Without a
// miter limit the joint point runs to infinity as the angle → 0 (∝ 1/sin θ),
// which is the "infinite wall" seen when a room-preset preview lands on top of
// an existing wall. The boundary must stay bounded near the wall length.
test.each([90, 30, 10, 5, 1, 0.1, 0.01])('stays bounded at a %s° junction', (deg) => {
const rad = (deg * Math.PI) / 180
const walls = [
wall('A', [0, 0], [3, 0]),
wall('B', [0, 0], [3 * Math.cos(rad), 3 * Math.sin(rad)]),
]
// 3 m walls + a few cm of joint: anything past ~4 m is a runaway spike.
expect(maxBoundaryCoord(walls)).toBeLessThan(4)
})
test('still miters a normal 90° corner', () => {
const walls = [wall('A', [0, 0], [3, 0]), wall('B', [0, 0], [0, 3])]
const miter = calculateLevelMiters(walls)
const bpA = getWallMiterBoundaryPoints(walls[0]!, miter)
expect(bpA).not.toBeNull()
if (!bpA) throw new Error('expected miter boundary points')
// The shared corner is pulled to the mitred intersection, offset from the
// raw butt position (halfThickness 0.05) by the diagonal of the joint.
const startSideX = Math.min(bpA.startLeft.x, bpA.startRight.x)
expect(startSideX).toBeLessThan(-0.001)
expect(startSideX).toBeGreaterThan(-0.5)
})
})
@@ -35,6 +35,17 @@ type JunctionData = Map<string, WallIntersections>
const TOLERANCE = 0.001
// Miter joints are line-line intersections, so the joint point sits a distance
// ≈ halfThickness / sin(θ) from the junction, where θ is the angle between the
// two walls. As θ → 0 (two walls nearly collinear — e.g. a room-preset preview
// dragged on top of an existing wall, or a freshly-drawn wall almost parallel
// to its neighbour) that distance runs away to infinity and the wall renders as
// an infinite spike. Cap the joint at this multiple of the wall half-thickness;
// beyond it we fall back to a square (butt) joint, exactly like the existing
// parallel-walls guard. 10× preserves every realistic corner (a 0.1 m wall keeps
// mitering down to ~11°) while bounding the pathological near-collinear case.
const MITER_LIMIT = 10
function pointToKey(p: Point2D, tolerance = TOLERANCE): string {
const snap = 1 / tolerance
return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}`
@@ -198,6 +209,7 @@ interface ProcessedWall {
edgeA: LineEquation // Left edge
edgeB: LineEquation // Right edge
isPassthrough: boolean // True if wall passes through junction (T-junction)
halfThickness: number // Used to bound the miter joint against runaway spikes
}
function calculateJunctionIntersections(
@@ -228,7 +240,14 @@ function calculateJunctionIntersections(
const edgeB = createLineFromPointAndVector(pB, v)
const angle = Math.atan2(v.y, v.x)
processedWalls.push({ wallId: wall.id, angle, edgeA, edgeB, isPassthrough: true })
processedWalls.push({
wallId: wall.id,
angle,
edgeA,
edgeB,
isPassthrough: true,
halfThickness: halfT,
})
}
} else {
// Normal wall endpoint (start or end)
@@ -245,7 +264,14 @@ function calculateJunctionIntersections(
const edgeB = createLineFromPointAndVector(pB, v)
const angle = Math.atan2(v.y, v.x)
processedWalls.push({ wallId: wall.id, angle, edgeA, edgeB, isPassthrough: false })
processedWalls.push({
wallId: wall.id,
angle,
edgeA,
edgeB,
isPassthrough: false,
halfThickness: halfT,
})
}
}
@@ -275,6 +301,21 @@ function calculateJunctionIntersections(
y: (wall2.edgeB.a * wall1.edgeA.c - wall1.edgeA.a * wall2.edgeB.c) / det,
}
// Miter limit: `det` only catches walls that are *exactly* parallel. Two
// walls meeting at a shallow angle have a small-but-nonzero `det`, so `p`
// lands far from the junction (∝ 1/sin θ) and the wall renders as an
// infinite spike. Reject any joint farther than MITER_LIMIT half-thicknesses
// from the meeting point — those walls fall back to a square joint.
const maxMiter = MITER_LIMIT * Math.max(wall1.halfThickness, wall2.halfThickness)
const dx = p.x - meetingPoint.x
const dy = p.y - meetingPoint.y
if (
!(Number.isFinite(p.x) && Number.isFinite(p.y)) ||
dx * dx + dy * dy > maxMiter * maxMiter
) {
continue
}
// Only assign intersection to non-passthrough walls
// Passthrough walls don't receive junction data (their geometry doesn't change)
if (!wall1.isPassthrough) {
@@ -0,0 +1,50 @@
import { describe, expect, test } from 'bun:test'
import { healSceneNodes } from './heal-scene-graph'
describe('healSceneNodes', () => {
test('strips non-string (null) children entries', () => {
const { nodes, strippedChildRefs } = healSceneNodes({
wall_a: {
id: 'wall_a',
type: 'wall',
start: [0, 0],
end: [1, 0],
children: [null, 'item_x'],
},
item_x: { id: 'item_x', type: 'item' },
})
expect(strippedChildRefs).toBe(1)
expect((nodes.wall_a as { children: string[] }).children).toEqual(['item_x'])
})
test('drops childless zero-length walls and removes their parent reference', () => {
const { nodes, droppedWallIds } = healSceneNodes({
level_0: { id: 'level_0', type: 'level', children: ['wall_zero', 'wall_real'] },
wall_zero: { id: 'wall_zero', type: 'wall', start: [5, 5], end: [5, 5], children: [] },
wall_real: { id: 'wall_real', type: 'wall', start: [0, 0], end: [3, 0], children: [] },
})
expect(droppedWallIds).toEqual(['wall_zero'])
expect('wall_zero' in nodes).toBe(false)
expect((nodes.level_0 as { children: string[] }).children).toEqual(['wall_real'])
})
test('keeps a zero-length wall that still hosts a door/window', () => {
const { nodes, droppedWallIds } = healSceneNodes({
wall_z: { id: 'wall_z', type: 'wall', start: [1, 1], end: [1, 1], children: ['door_1'] },
door_1: { id: 'door_1', type: 'door' },
})
expect(droppedWallIds).toEqual([])
expect('wall_z' in nodes).toBe(true)
})
test('passes a clean scene through untouched', () => {
const input = {
wall_a: { id: 'wall_a', type: 'wall', start: [0, 0], end: [2, 0], children: ['door_1'] },
door_1: { id: 'door_1', type: 'door' },
}
const { nodes, droppedWallIds, strippedChildRefs } = healSceneNodes(input)
expect(droppedWallIds).toEqual([])
expect(strippedChildRefs).toBe(0)
expect(nodes.wall_a).toBe(input.wall_a)
})
})
@@ -0,0 +1,83 @@
// Repairs scene-graph corruption that pre-dates the source fixes, so existing
// saved scenes still load. Two known kinds of damage, both produced by the
// capture wall-merge before it was fixed:
//
// 1. A `children` array containing a non-string entry. The merge re-attached a
// wall-hosted item without minting an id, so `undefined` was pushed into the
// wall's children — which serializes to `[null]`. The wall schema rejects
// `null` children, so the whole scene fails to load.
// 2. A zero-length wall (start === end). It renders nothing, but lingers as a
// junk node and is a foot-gun for snapping/mitering.
//
// Both are also prevented at the source now (see merge-walls.ts and the wall
// miter limit); this is the load-time safety net for already-saved scenes.
const ZERO_LENGTH_EPS = 1e-6
export interface HealSceneResult {
nodes: Record<string, unknown>
/** Ids of zero-length walls that were dropped. */
droppedWallIds: string[]
/** Count of non-string (e.g. null) entries removed from `children` arrays. */
strippedChildRefs: number
}
function isWallLike(node: unknown): node is { start: [number, number]; end: [number, number] } {
if (!node || typeof node !== 'object') return false
const n = node as Record<string, unknown>
return (
n.type === 'wall' &&
Array.isArray(n.start) &&
Array.isArray(n.end) &&
typeof n.start[0] === 'number' &&
typeof n.start[1] === 'number' &&
typeof n.end[0] === 'number' &&
typeof n.end[1] === 'number'
)
}
/**
* Returns a healed copy of a `nodes` map. Pure — does not mutate `input`.
* Nodes that need no repair are passed through by reference.
*/
export function healSceneNodes(input: Record<string, unknown>): HealSceneResult {
const droppedWallIds: string[] = []
// Pass 1: drop childless zero-length walls. (Only childless ones — a wall
// carrying a door/window must keep its hosts, degenerate or not.)
const kept: Record<string, unknown> = {}
for (const [id, node] of Object.entries(input)) {
if (isWallLike(node)) {
const children = (node as { children?: unknown }).children
const childless = !Array.isArray(children) || children.length === 0
const dx = node.end[0] - node.start[0]
const dz = node.end[1] - node.start[1]
if (childless && Math.hypot(dx, dz) <= ZERO_LENGTH_EPS) {
droppedWallIds.push(id)
continue
}
}
kept[id] = node
}
const dropped = new Set(droppedWallIds)
let strippedChildRefs = 0
// Pass 2: clean `children` arrays — drop non-string entries (the `[null]` bug)
// and references to walls we just removed.
const nodes: Record<string, unknown> = {}
for (const [id, node] of Object.entries(kept)) {
const children = (node as { children?: unknown })?.children
if (Array.isArray(children)) {
const cleaned = children.filter((c): c is string => typeof c === 'string' && !dropped.has(c))
if (cleaned.length !== children.length) {
strippedChildRefs += children.length - cleaned.length
nodes[id] = { ...(node as Record<string, unknown>), children: cleaned }
continue
}
}
nodes[id] = node
}
return { nodes, droppedWallIds, strippedChildRefs }
}
@@ -1,4 +1,5 @@
import { AnyNode, type AnyNodeType } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
export type ValidationSeverity = 'error' | 'warning'
@@ -127,9 +128,22 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
}
}
const nodes = nodesRaw as Record<string, unknown>
// Heal known pre-existing corruption (null children, zero-length walls) up
// front, so a scene saved before the source fixes still imports instead of
// hard-failing schema validation. `parsed` below carries the repaired nodes.
const { nodes, droppedWallIds, strippedChildRefs } = healSceneNodes(
nodesRaw as Record<string, unknown>,
)
const rootNodeIds = rootNodeIdsRaw as string[]
if (strippedChildRefs > 0 || droppedWallIds.length > 0) {
warnings.push({
severity: 'warning',
code: 'auto_repaired',
message: `Repaired on import: removed ${strippedChildRefs} invalid child reference${strippedChildRefs === 1 ? '' : 's'} and ${droppedWallIds.length} zero-length wall${droppedWallIds.length === 1 ? '' : 's'}.`,
})
}
if (rootNodeIds.length === 0) {
errors.push({
severity: 'error',
@@ -283,6 +283,27 @@ export function FloorplanRegistryMoveOverlay() {
}
const onKey = (event: KeyboardEvent) => {
// R flips a directional kind's facing mid-placement (door / window:
// front ↔ back). The session records the flip and re-runs its last
// apply so the 2D symbol updates immediately; kinds without a facing
// leave `flipSide` unset and R falls through to the global handler.
//
// Only when THIS overlay is the active mover — i.e. the user has moved
// the pointer over the 2D pane (`hasMovedSinceStart`). The 3D move tool
// also listens for R while a door/window `movingNode` is placed (split
// / 3D-only view); gating on `hasMovedSinceStart` keeps the two from
// both flipping (or double-playing the cue) on a single R press.
if (event.key === 'r' || event.key === 'R') {
if (!(session.flipSide && hasMovedSinceStart)) return
const t = event.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) {
return
}
event.preventDefault()
session.flipSide()
sfxEmitter.emit('sfx:item-rotate')
return
}
if (event.key !== 'Escape') return
// Claim teardown ownership so the 3D move tool's cleanup skips
// its own restore — without this, both sides would race to
@@ -27,6 +27,7 @@ import { FloorplanGeometryRenderer } from './floorplan-geometry-renderer'
*/
export const FloorplanPlacementPreviewLayer = memo(function FloorplanPlacementPreviewLayer() {
const node = usePlacementPreview((s) => s.node)
const parentNode = usePlacementPreview((s) => s.parentNode)
if (!node) return null
const builder = nodeRegistry.get(node.type)?.floorplan
@@ -37,11 +38,13 @@ export const FloorplanPlacementPreviewLayer = memo(function FloorplanPlacementPr
// `resolve` reads the scene lazily (a builder rarely calls it for a ghost,
// and `parent: null` short-circuits the elevator's level walk) so the layer
// never subscribes to / bulk-reads the nodes map during render.
// `parentNode` is the synthetic wall for an off-wall door/window ghost so
// its builder draws the real swing-arc / pane symbol (see use-placement-preview).
const ctx = {
resolve: (id: AnyNodeId) => useScene.getState().nodes[id],
children: [],
siblings: [],
parent: null,
parent: parentNode ?? null,
viewState: undefined,
} as unknown as GeometryContext
@@ -506,7 +506,26 @@ export const FloorplanRegistryLayer = memo(function FloorplanRegistryLayer() {
if (live) {
const floorPlaced = def?.capabilities?.floorPlaced
const hasPosition = Array.isArray((node as { position?: unknown }).position)
if (floorPlaced && hasPosition) {
if (node.type === 'door' || node.type === 'window') {
// Door / window movers publish WALL-LOCAL live transforms
// ([along-wall x, sill y, 0], wall-local Y rotation) — see
// wiki/architecture/tools.md. The mover only writes
// `useScene.updateNode` on a wall CHANGE, so a same-wall slide
// updates the 3D mesh imperatively but never the scene node —
// without applying the live transform here the 2D symbol stays
// frozen while the cursor slides. Merge the wall-local position +
// rotation onto the node but KEEP `parentId` (the wall) so
// `buildDoorFloorplan` still resolves `ctx.parent` and draws the
// real swing-arc / pane symbol at the live spot.
const r = (node as { rotation?: unknown }).rotation
effectiveNode = {
...node,
position: live.position,
rotation: Array.isArray(r)
? [(r[0] as number) ?? 0, live.rotation, (r[2] as number) ?? 0]
: r,
} as AnyNode
} else if (floorPlaced && hasPosition) {
effectiveNode = applyPositionLiveTransform(node, live)
} else if (node.type === 'slab' || node.type === 'ceiling' || node.type === 'zone') {
const dx = live.position[0]
@@ -0,0 +1,128 @@
'use client'
import { collectLevelWallSegments, useScene, WALL_SNAP_DISTANCE_M } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { memo, useMemo } from 'react'
import useEditor from '../../../store/use-editor'
/**
* Dev-only 2D debug overlay for the opening (door / window) wall snap.
*
* The snap (`findClosestWallInPlan`) attaches to a wall when the cursor is
* within `WALL_SNAP_DISTANCE_M` of the wall's centerline, picking the
* nearest such wall. The set of points within that radius of a segment is a
* **capsule** (stadium): a band of half-width = the snap radius along the
* wall, with semicircular caps at each end. That capsule IS the wall's
* (normally invisible) hit target — so this layer draws it directly, one
* analytic `<path>` per wall, instead of sampling a grid (which produced the
* stair-stepped boundary the previous version showed). No per-point
* classification, so it's cheap regardless of plan size.
*
* Where two walls sit closer than 2× the radius their capsules overlap; the
* snap resolves the overlap to the nearer wall (the translucent fills just
* blend there — a darker patch reads as "either wall is in reach, nearest
* wins"). Drawing the true bisector-clipped cells would need the expensive
* per-point pass this rewrite removes, and the hit-area view is what the
* user asked for.
*
* Gated on `useEditor.show2dVoronoi` (developer menu). Renders inside the
* floor-plan scene `<g>`, so it shares the plan→SVG transform and the scene
* rotation with every other floor-plan layer.
*/
/** Stable hue per wall id so a wall keeps its colour across re-renders. */
function wallHue(id: string): number {
let hash = 0
for (let i = 0; i < id.length; i++) {
hash = (hash * 31 + id.charCodeAt(i)) >>> 0
}
// Spread hues around the wheel with an offset that avoids a muddy
// red-orange clump for short, similar ids.
return (hash * 47) % 360
}
export const FloorplanVoronoiLayer = memo(function FloorplanVoronoiLayer() {
const show2dVoronoi = useEditor((s) => s.show2dVoronoi)
const selectedLevelId = useViewer((s) => s.selection.levelId)
// Recompute only when the wall geometry on this level changes — not on
// every scene write. Dragging a door updates the door node every frame;
// keying the build on this string means the capsule paths don't rebuild
// for openings, only for wall edits.
const nodes = useScene((s) => s.nodes)
const wallsKey = useMemo(() => {
if (!show2dVoronoi || !selectedLevelId) return ''
const segments = collectLevelWallSegments(nodes, selectedLevelId)
return segments
.map((s) => `${s.wall.id}:${s.start[0]},${s.start[1]},${s.end[0]},${s.end[1]}`)
.join('|')
}, [show2dVoronoi, selectedLevelId, nodes])
const walls = useMemo(() => {
if (!show2dVoronoi || !selectedLevelId || !wallsKey) return null
// Read nodes imperatively: `wallsKey` already encodes every wall change,
// so this memo is keyed on it rather than on the per-frame `nodes` ref.
const segments = collectLevelWallSegments(useScene.getState().nodes, selectedLevelId)
if (segments.length === 0) return null
const R = WALL_SNAP_DISTANCE_M
const r = R.toFixed(3)
return segments.map((s) => {
// Capsule outline. Normal = dir rotated +90° = (-dirY, dirX). Offset the
// segment endpoints ±R along the normal for the long sides, then a
// semicircular cap (radius R, sweep-flag 0 bulges outward past each end)
// joins them. Verified winding holds for every orientation because the
// whole construction is a rigid transform of the axis-aligned case.
const nx = -s.dirY
const ny = s.dirX
const ax = (s.start[0] + nx * R).toFixed(3)
const ay = (s.start[1] + ny * R).toFixed(3)
const bx = (s.end[0] + nx * R).toFixed(3)
const by = (s.end[1] + ny * R).toFixed(3)
const cx = (s.end[0] - nx * R).toFixed(3)
const cy = (s.end[1] - ny * R).toFixed(3)
const dx = (s.start[0] - nx * R).toFixed(3)
const dy = (s.start[1] - ny * R).toFixed(3)
const d = `M${ax} ${ay}L${bx} ${by}A${r} ${r} 0 0 0 ${cx} ${cy}L${dx} ${dy}A${r} ${r} 0 0 0 ${ax} ${ay}Z`
return {
wallId: s.wall.id,
d,
hue: wallHue(s.wall.id),
x1: s.start[0],
y1: s.start[1],
x2: s.end[0],
y2: s.end[1],
}
})
}, [show2dVoronoi, selectedLevelId, wallsKey])
if (!walls) return null
return (
<g className="floorplan-voronoi-debug" pointerEvents="none">
{walls.map(({ wallId, d, hue }) => (
<path
d={d}
fill={`hsla(${hue}, 80%, 55%, 0.22)`}
key={`hit-${wallId}`}
stroke={`hsl(${hue}, 85%, 50%)`}
strokeOpacity={0.5}
strokeWidth={1}
vectorEffect="non-scaling-stroke"
/>
))}
{walls.map(({ wallId, hue, x1, y1, x2, y2 }) => (
<line
key={`line-${wallId}`}
stroke={`hsl(${hue}, 85%, 42%)`}
strokeLinecap="round"
strokeWidth={2}
vectorEffect="non-scaling-stroke"
x1={x1}
x2={x2}
y1={y1}
y2={y2}
/>
))}
</g>
)
})
@@ -10,6 +10,7 @@ import {
calculateLevelMiters,
DEFAULT_ANGLE_STEP,
type DoorNode,
DoorNode as DoorNodeSchema,
type ElevatorNode,
emitter,
type FenceNode,
@@ -45,7 +46,9 @@ import {
useLiveTransforms,
useScene,
type WallNode,
WallNode as WallNodeSchema,
type WindowNode,
WindowNode as WindowNodeSchema,
ZoneNode as ZoneNodeSchema,
type ZoneNode as ZoneNodeType,
} from '@pascal-app/core'
@@ -85,6 +88,7 @@ import { cn } from '../../lib/utils'
import { snapBuildingLocalToWorldGrid } from '../../lib/world-grid-snap'
import type { GuideUiState, NavigationSyncPose } from '../../store/use-editor'
import useEditor, { selectSiteFloorplanContext } from '../../store/use-editor'
import usePlacementPreview from '../../store/use-placement-preview'
import { FloorplanAlignmentGuideLayer } from '../editor-2d/floorplan-alignment-guide-layer'
import { FloorplanCursorIndicatorOverlay as Editor2dFloorplanCursorIndicatorOverlay } from '../editor-2d/floorplan-cursor-indicator-overlay'
import { FloorplanSiteKeyHandler } from '../editor-2d/floorplan-hotkey-handlers'
@@ -102,6 +106,7 @@ import { FloorplanMarqueeLayer } from '../editor-2d/renderers/floorplan-marquee-
import { FloorplanPlacementPreviewLayer } from '../editor-2d/renderers/floorplan-placement-preview-layer'
import { FloorplanRegistryLayer } from '../editor-2d/renderers/floorplan-registry-layer'
import { FloorplanStairLayer } from '../editor-2d/renderers/floorplan-stair-layer'
import { FloorplanVoronoiLayer } from '../editor-2d/renderers/floorplan-voronoi-layer'
import { buildSvgPolylinePath, formatPolygonPath, getArcPlanPoint } from '../editor-2d/svg-paths'
import { snapFenceDraftPoint } from '../tools/fence/fence-drafting'
import { snapToHalf } from '../tools/item/placement-math'
@@ -5501,6 +5506,70 @@ export function FloorplanPanel({
return 0
}, [isWindowBuildActive, movingNode, shiftPressed])
// Float the faithful door/window symbol at the cursor while it isn't over a
// wall (the off-wall placement ghost), by publishing a transient opening on a
// synthetic wall to `usePlacementPreview` — `FloorplanPlacementPreviewLayer`
// renders it through the real `def.floorplan` builder (swing arc / panes), so
// it reads as a real door/window, not a bare rectangle. Off any wall there's
// no orientation to inherit, so the synthetic wall runs along plan-X.
const showOpeningGhost = useCallback(
(planPoint: WallPlanPoint) => {
const isDoor = movingOpeningType === 'door' || (isDoorBuildActive && !movingOpeningType)
// Synthetic wall centred at the cursor; the opening sits at its midpoint.
const half =
(isDoor
? movingNode?.type === 'door'
? movingNode.width
: 0.9
: movingNode?.type === 'window'
? movingNode.width
: 1.5) /
2 +
0.5
const wall = WallNodeSchema.parse({
start: [planPoint[0] - half, planPoint[1]],
end: [planPoint[0] + half, planPoint[1]],
thickness: 0.1,
})
// Clone the moving opening (carries width / type / hinge / swing) onto the
// synthetic wall, or parse a default for build mode. position[0] = the
// along-wall midpoint so the symbol centres on the cursor.
const base =
movingNode?.type === 'door' || movingNode?.type === 'window'
? { ...movingNode }
: isDoor
? DoorNodeSchema.parse({})
: WindowNodeSchema.parse({})
const ghost = {
...base,
parentId: wall.id,
wallId: wall.id,
roofSegmentId: undefined,
roofFace: undefined,
position: [half, floorplanOpeningLocalY, 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
} as AnyNode
usePlacementPreview.getState().set(ghost, wall)
},
[
DoorNodeSchema,
WallNodeSchema,
WindowNodeSchema,
floorplanOpeningLocalY,
isDoorBuildActive,
movingNode,
movingOpeningType,
],
)
// Drop the floating opening ghost whenever opening placement ends (commit,
// tool change, mode switch, cancel) or the active level changes, so a stale
// ghost never lingers on the wrong level.
useEffect(() => {
if (!isOpeningPlacementActive) usePlacementPreview.getState().clear()
}, [isOpeningPlacementActive])
useEffect(() => {
usePlacementPreview.getState().clear()
}, [levelId])
const isMarqueeSelectionToolActive =
mode === 'select' &&
floorplanSelectionTool === 'marquee' &&
@@ -8568,7 +8637,16 @@ export function FloorplanPanel({
// `wall:move` events the door / window placement tools listen for.
// Same reason `handleBackgroundPlacementClick` runs its opening
// branch before its grid catch-all.
if (isOpeningPlacementActive) {
//
// Only the pure BUILD case (a door/window tool armed with no
// `movingNode`) drives placement through these synthesized `wall:*`
// events. When a door/window `movingNode` is set — the community
// preset / catalog flow — `FloorplanRegistryMoveOverlay` owns 2D
// placement end-to-end via `def.floorplanMoveTarget` (faithful symbol,
// plan-space snap, single-undo commit, R-flip). Running both at once
// made them fight (R-flip overwritten on the next move, click-commit
// dropped), so the move case is excluded here.
if (isOpeningBuildActive && !isOpeningMoveActive) {
const closest = findClosestWallPoint(planPoint, walls, {
canUseWall: (wall) => !isCurvedWall(wall),
})
@@ -8595,10 +8673,24 @@ export function FloorplanPanel({
} else {
emitter.emit('wall:move', wallEvent as any)
}
} else if (hoveredWallIdRef.current) {
// Snapped to a wall — the real on-wall draft is the preview; drop
// the loose free-follow ghost.
usePlacementPreview.getState().clear()
} else {
if (hoveredWallIdRef.current) {
emitFloorplanWallLeave(hoveredWallIdRef.current)
hoveredWallIdRef.current = null
}
// Off any wall — float the FAITHFUL door/window symbol (swing arc /
// panes) following the cursor, not a bare rectangle. The glyph
// builder needs a wall for `ctx.parent`, so we publish the opening on
// a SYNTHETIC wall segment centred at the cursor (plan-X aligned) to
// `usePlacementPreview`; `FloorplanPlacementPreviewLayer` renders it
// through the real `def.floorplan` builder. Shift bypasses grid snap.
const snappedPoint =
shiftPressed || event.shiftKey ? planPoint : getSnappedFloorplanPoint(planPoint)
showOpeningGhost(snappedPoint)
}
return
}
@@ -8622,7 +8714,13 @@ export function FloorplanPanel({
// window are also registered kinds, but need wall events — see
// comment there). Wall build skips this so its own branch below
// updates local `draftEnd` state alongside the registry tool.
if (!isWallBuildActive && isFloorplanGridInteractionActive) {
//
// A door/window MOVE (community preset) is owned by
// `FloorplanRegistryMoveOverlay`; `isRegistryToolBuildActive` is true
// for it (build mode + a registered `door`/`window` tool), so without
// this exclusion the catch-all would emit `grid:move` and re-drive the
// 3D MoveDoorTool's free-follow, fighting the overlay again.
if (!isWallBuildActive && !isOpeningMoveActive && isFloorplanGridInteractionActive) {
const snappedPoint = event.shiftKey ? planPoint : getSnappedFloorplanPoint(planPoint)
emitFloorplanGridEvent('move', snappedPoint, event)
setCursorPoint((previousPoint) =>
@@ -8969,8 +9067,15 @@ export function FloorplanPanel({
isCeilingBuildActive,
isCeilingItemPlacementActive,
isFenceBuildActive,
isFloorplanGridInteractionActive,
isOpeningPlacementActive,
// Exclude the door/window MOVE case: `isRegistryToolBuildActive` makes the
// grid catch-all true for it, but the overlay owns its commit (its own
// pointerup). Letting the catch-all emit `grid:click` here would consume
// the commit click and fight the overlay.
isFloorplanGridInteractionActive: isFloorplanGridInteractionActive && !isOpeningMoveActive,
// Only the pure-build opening case (tool armed, no movingNode) commits via
// the synthesized `wall:click`; the move case (community preset) is owned
// by FloorplanRegistryMoveOverlay, which commits on its own pointerup.
isOpeningPlacementActive: isOpeningBuildActive && !isOpeningMoveActive,
isPolygonBuildActive,
isRoofBuildActive,
isSlabBuildActive,
@@ -10412,6 +10517,13 @@ export function FloorplanPanel({
showGrid={showGrid}
/>
{/* Dev-only: draw each wall's opening-snap hit area (the
capsule of points within the snap radius of its centerline).
Gated on the developer-menu toggle. Painted right after the
grid so the translucent capsules sit under the wall / opening
glyphs. */}
<FloorplanVoronoiLayer />
<FloorplanReferenceFloorLayer
data={referenceFloorData}
opacity={referenceFloorOpacity}
@@ -6,6 +6,7 @@ import { resolveCeilingPlanPointSnap } from '../../lib/ceiling-plan-snap'
import { alignFloorplanDraftPoint, getPlanPointDistance } from '../../lib/floorplan'
import { resolveSlabPlanPointSnap } from '../../lib/slab-plan-snap'
import useAlignmentGuides from '../../store/use-alignment-guides'
import usePlacementPreview from '../../store/use-placement-preview'
import useSegmentDraftChain from '../../store/use-segment-draft-chain'
import { snapFenceDraftPoint } from '../tools/fence/fence-drafting'
import { WALL_GRID_STEP, type WallPlanPoint } from '../tools/wall/wall-drafting'
@@ -152,6 +153,9 @@ export function useFloorplanBackgroundPlacement({
stopPropagation: () => {},
} as any)
}
// Drop the off-wall ghost on commit so it doesn't linger at the
// just-placed spot before the next pointer move re-evaluates.
usePlacementPreview.getState().clear()
return true
}
+17 -2
View File
@@ -30,6 +30,16 @@ export const useKeyboard = ({
return
}
// True while a door/window is being placed: either a fresh clone is moving
// (preset / duplicate path) or a door/window build tool is armed. The
// placement tool owns R/T then (flip the draft before commit), so the
// global selection-based R/T handler must stand down to avoid double-firing.
const isPlacingOpening = () => {
const ed = useEditor.getState()
if (ed.movingNode?.type === 'door' || ed.movingNode?.type === 'window') return true
return ed.mode === 'build' && (ed.tool === 'door' || ed.tool === 'window')
}
const handleKeyDown = (e: KeyboardEvent) => {
// Don't handle shortcuts if user is typing in an input
if (e.target instanceof HTMLInputElement || e.target instanceof HTMLTextAreaElement) {
@@ -171,11 +181,16 @@ export const useKeyboard = ({
}
}
}
} else if ((e.key === 'r' || e.key === 'R') && !isVersionPreviewMode) {
} else if ((e.key === 'r' || e.key === 'R') && !isVersionPreviewMode && !isPlacingOpening()) {
// Rotate selected node clockwise if it supports rotation (items, roofs, etc.)
// Doors use R to flip side (front ↔ back, rotation += π); their
// open/close toggle lives on E. Windows still use R to toggle
// their open/closed state.
//
// Skipped entirely while a door/window placement is active
// (`isPlacingOpening`): the placement tool owns R then (flip the draft
// before commit), and the user can have a node selected at the same
// time — without this guard both would fire (double flip + sfx).
const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
if (selectedNodeIds.length === 1) {
const node = useScene.getState().nodes[selectedNodeIds[0]!]
@@ -225,7 +240,7 @@ export const useKeyboard = ({
sfxEmitter.emit('sfx:item-rotate')
}
}
} else if ((e.key === 't' || e.key === 'T') && !isVersionPreviewMode) {
} else if ((e.key === 't' || e.key === 'T') && !isVersionPreviewMode && !isPlacingOpening()) {
// Rotate selected node counter-clockwise
const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
if (selectedNodeIds.length === 1) {
+7
View File
@@ -369,6 +369,11 @@ type EditorState = {
// Development-only camera debug flag for inspecting underside geometry
allowUndergroundCamera: boolean
setAllowUndergroundCamera: (enabled: boolean) => void
// Development-only debug overlay: draw each wall's opening-snap hit area
// (the capsule of points within the snap radius of its centerline). Lets us
// see why a door/window snaps where it does.
show2dVoronoi: boolean
setShow2dVoronoi: (enabled: boolean) => void
// First-person walkthrough mode (street view)
isFirstPersonMode: boolean
_viewModeBeforeFirstPerson: ViewMode | null
@@ -955,6 +960,8 @@ const useEditor = create<EditorState>()(
set({ referenceFloorOpacity: Math.min(0.8, Math.max(0.1, opacity)) }),
allowUndergroundCamera: false,
setAllowUndergroundCamera: (enabled) => set({ allowUndergroundCamera: enabled }),
show2dVoronoi: false,
setShow2dVoronoi: (enabled) => set({ show2dVoronoi: enabled }),
isFirstPersonMode: false,
_viewModeBeforeFirstPerson: null as ViewMode | null,
setFirstPersonMode: (enabled) => {
@@ -18,14 +18,22 @@ type PlacementPreviewState = {
/** Transient preview node, already positioned + rotated at the (snapped,
* aligned) cursor. `null` when no placement is active. */
node: AnyNode | null
set(node: AnyNode | null): void
/** Optional synthetic parent for the preview's `def.floorplan` context.
* Door / window glyph builders need `ctx.parent` to be a wall to draw their
* real symbol (swing arc / panes); off any real wall we hand them a
* synthetic wall segment centred at the cursor so the floating ghost shows
* the faithful blueprint symbol instead of a bare rectangle. `null` for
* self-contained kinds (column / elevator). */
parentNode: AnyNode | null
set(node: AnyNode | null, parentNode?: AnyNode | null): void
clear(): void
}
const usePlacementPreview = create<PlacementPreviewState>((set) => ({
node: null,
set: (node) => set({ node }),
clear: () => set({ node: null }),
parentNode: null,
set: (node, parentNode = null) => set({ node, parentNode }),
clear: () => set({ node: null, parentNode: null }),
}))
export default usePlacementPreview
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildBoxVentGeometry } from './geometry'
import type { BoxVentNode } from './schema'
@@ -15,7 +16,7 @@ import type { BoxVentNode } from './schema'
* leaving raycast active would cause the preview itself to intercept
* the cursor ray and starve the placement tool of `roof:move` events.
*/
const BoxVentPreview = ({ node }: { node: BoxVentNode }) => {
const BoxVentPreview = ({ node, invalid }: { node: BoxVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildBoxVentGeometry(node),
[node.width, node.depth, node.height, node.hoodOverhang, node.style],
@@ -24,17 +25,17 @@ const BoxVentPreview = ({ node }: { node: BoxVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -127,11 +127,11 @@ const BoxVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<BoxVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.6, 0.4, 0.6]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+3 -2
View File
@@ -9,6 +9,7 @@ import {
polygonAnchors,
resolveAlignment,
sceneRegistry,
snapScalar,
useLiveTransforms,
useScene,
} from '@pascal-app/core'
@@ -36,10 +37,10 @@ import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from
* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
* `mesh.position.z = 0`) so the visual transitions smoothly.
*
* 0.5m grid snap (matches legacy).
* Snaps to the editor's configured grid step (Shift bypasses).
*/
function snap(value: number) {
return Math.round(value * 2) / 2
return snapScalar(value, useEditor.getState().gridSnapStep)
}
/** Figma-style alignment-snap threshold (meters), matching the other tools. */
+4 -3
View File
@@ -6,6 +6,7 @@ import {
type GridEvent,
type LevelNode,
snapPointAlongAngleRay,
snapPointToGrid,
useScene,
} from '@pascal-app/core'
import {
@@ -93,9 +94,9 @@ export const CeilingTool: React.FC = () => {
if (!(cursorRef.current && gridCursorRef.current)) return
const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true
const gridX = Math.round(rawPoint[0] * 2) / 2
const gridZ = Math.round(rawPoint[1] * 2) / 2
const gridPosition: [number, number] = bypassSnap ? rawPoint : [gridX, gridZ]
const gridPosition: [number, number] = bypassSnap
? rawPoint
: [...snapPointToGrid(rawPoint, useEditor.getState().gridSnapStep)]
setCursorPosition(gridPosition)
setLevelY(event.localPosition[1])
const ceilingY = event.localPosition[1] + CEILING_HEIGHT
+41 -21
View File
@@ -1,8 +1,13 @@
'use client'
import type { ChimneyNode, RoofSegmentNode } from '@pascal-app/core'
import {
type ChimneyNode,
type RoofSegmentNode,
RoofSegmentNode as RoofSegmentSchema,
} from '@pascal-app/core'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildChimneyGeometry } from './geometry'
const ghostMaterial = new THREE.MeshStandardMaterial({
@@ -15,21 +20,42 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.85,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
/**
* The preview needs a segment fixture to build the body height. The
* placement tool passes the segment under the cursor; before any
* segment is hit, the preview isn't shown at all (the tool guards on
* `previewPos`).
* placement tool passes the segment under the cursor; when floating
* (off-roof fallback), segment is absent — build against RoofSegmentNode
* defaults so the ghost renders flat at the grid position with yaw 0.
*/
const ChimneyPreview = ({ node, segment }: { node: ChimneyNode; segment: RoofSegmentNode }) => {
const ChimneyPreview = ({
node,
segment,
invalid,
}: {
node: ChimneyNode
segment?: RoofSegmentNode
invalid?: boolean
}) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const effectiveSegment = segment ?? RoofSegmentSchema.parse({})
const geo = useMemo(
() => buildChimneyGeometry(node, segment),
() => buildChimneyGeometry(node, effectiveSegment),
[
segment.wallHeight,
segment.pitch,
segment.roofType,
segment.width,
segment.depth,
effectiveSegment.wallHeight,
effectiveSegment.pitch,
effectiveSegment.roofType,
effectiveSegment.width,
effectiveSegment.depth,
node.width,
node.depth,
node.heightAboveRidge,
@@ -68,16 +94,10 @@ const ChimneyPreview = ({ node, segment }: { node: ChimneyNode; segment: RoofSeg
return (
<group>
<mesh
geometry={geo.body}
material={ghostMaterial}
raycast={() => {
/* preview should not intercept the cursor */
}}
/>
{geo.cap && <mesh geometry={geo.cap} material={ghostMaterial} raycast={() => {}} />}
{geo.flues && <mesh geometry={geo.flues} material={ghostMaterial} raycast={() => {}} />}
{geo.cricket && <mesh geometry={geo.cricket} material={ghostMaterial} raycast={() => {}} />}
<mesh geometry={geo.body} material={material} raycast={() => {}} />
{geo.cap && <mesh geometry={geo.cap} material={material} raycast={() => {}} />}
{geo.flues && <mesh geometry={geo.flues} material={material} raycast={() => {}} />}
{geo.cricket && <mesh geometry={geo.cricket} material={material} raycast={() => {}} />}
</group>
)
}
+1 -1
View File
@@ -144,12 +144,12 @@ const ChimneyTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<ChimneyPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setSegmentXform(null)
setHitLocal(null)
setPreviewSegment(null)
}}
size={[1, 2.5, 1]}
/>
{activeBuildingId && segmentXform && hitLocal && previewSegment && (
// Outer group mirrors the real renderer's `position={segment.position}
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildCupolaGeometry } from './geometry'
import type { CupolaNode } from './schema'
@@ -11,7 +12,7 @@ import type { CupolaNode } from './schema'
* the ghost stays in lockstep with the committed cupola. Raycast disabled
* so the preview doesn't intercept the cursor ray feeding the tool.
*/
const CupolaPreview = ({ node }: { node: CupolaNode }) => {
const CupolaPreview = ({ node, invalid }: { node: CupolaNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildCupolaGeometry(node),
[node.width, node.depth, node.height, node.roofStyle, node.finial],
@@ -20,17 +21,17 @@ const CupolaPreview = ({ node }: { node: CupolaNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.7,
metalness: 0.1,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -119,11 +119,11 @@ const CupolaTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<CupolaPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.8, 1.2, 0.8]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+98 -18
View File
@@ -3,15 +3,14 @@ import {
type DoorNode,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
useLiveTransforms,
useScene,
type WallNode,
WallNode as WallNodeSchema,
} from '@pascal-app/core'
import { snapToHalf } from '@pascal-app/editor'
import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
import {
getRoofHostedOpeningLevelId,
getRoofHostedOpeningPlanPoint,
} from '../shared/roof-opening-host'
import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
import {
findClosestWallInPlan,
projectWallLocalPointToPlan,
@@ -38,16 +37,10 @@ import { clampToWall, hasWallChildOverlap } from './door-math'
export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node }) => {
// Snapshot of the door's "valid" state at move-start — used by
// canCommit to decide whether the current snapped position is OK.
const startLevelId = (() => {
// Wall-hosted: the wall's parent is the level. Roof-hosted: walk
// segment → roof → level. Cached at start because the parent chain
// doesn't change during a move.
const nodes = useScene.getState().nodes
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const wall = nodes[node.parentId as AnyNodeId]
return wall ? (wall.parentId as AnyNodeId | null) : null
})()
// The level that owns the wall-snap candidates — resolves the wall-hosted,
// roof-hosted, and fresh-placement parentings (see `getOpeningHostLevelId`).
// Cached at start because the parent chain doesn't change during a move.
const startLevelId = getOpeningHostLevelId(node, useScene.getState().nodes)
const originalWall = node.parentId
? (useScene.getState().nodes[node.parentId as AnyNodeId] as WallNode | undefined)
: undefined
@@ -57,6 +50,14 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
? projectWallLocalPointToPlan(originalWall, node.position[0])
: (getRoofHostedOpeningPlanPoint(node, useScene.getState().nodes) ?? [node.position[0], 0]),
metadata: node.metadata,
// Absolute: query the wall snap with the TRUE cursor, not the door's
// original wall position plus a grab delta. A wall-hosted opening always
// belongs to the wall nearest the cursor (the user's rule), and the 3D
// move snaps on the wall literally under the ray — relative mode would
// anchor the search to the old wall and resist hopping to a closer one
// across a thin gap, picking the "far" wall the user reported. It also
// makes the 2D Voronoi overlay (classified by cursor) predict the snap.
mode: 'absolute',
})
// Track the last successful placement so `commit()` can write it
@@ -72,13 +73,83 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
roofFace: undefined
} | null = null
// R flips the door's facing (front ↔ back) mid-placement. `apply` re-derives
// the wall-facing side every move, so the flip is a persistent XOR applied on
// top of the wall hit, plus a π rotation offset (matching the committed R).
let flipped = false
// Remember the last apply args so the overlay's R keydown can re-run `apply`
// (which has no event of its own) to show the flip immediately.
let lastApply: {
planPoint: readonly [number, number]
modifiers: { shiftKey: boolean; altKey: boolean; ctrlKey: boolean; metaKey: boolean }
} | null = null
// Whether the cursor is currently over a wall. Off-wall the door free-follows
// the cursor as a ghost (like the 3D move) and is NOT committable — a door
// needs a wall. Starts true so a click before any move keeps the door put.
let onWall = true
// Off-wall: float the faithful door symbol at the cursor (via a synthetic
// wall fed to the placement-preview layer) and hide the real node, so the
// ghost follows the cursor in 2D instead of the door staying frozen on its
// old wall. Mirrors the fresh-placement free-follow.
const freeFollow = (planPoint: readonly [number, number]) => {
onWall = false
lastValid = null
if ((useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined)?.visible) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: false })
}
const half = node.width / 2 + 0.5
const wall = WallNodeSchema.parse({
start: [planPoint[0] - half, planPoint[1]],
end: [planPoint[0] + half, planPoint[1]],
thickness: 0.1,
})
const ghost = {
...node,
parentId: wall.id,
wallId: wall.id,
roofSegmentId: undefined,
roofFace: undefined,
position: [half, node.position[1], 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
visible: true,
} as DoorNode
usePlacementPreview.getState().set(ghost, wall)
}
const session: FloorplanMoveTargetSession = {
affectedIds: [node.id as AnyNodeId],
flipSide() {
flipped = !flipped
if (lastApply) this.apply(lastApply)
},
apply({ planPoint, modifiers }) {
lastApply = { planPoint, modifiers }
// Drop any stale live transform left by the 3D `MoveDoorTool` (it
// publishes one on every wall hover). The 2D registry layer renders
// door/window from `useLiveTransforms` IN PREFERENCE to the scene node,
// but this 2D move writes the scene node — so a leftover 3D entry would
// freeze the symbol on its wall and the slide wouldn't show. Only the
// 2D path runs during an opening move (the panel gates the 3D tool's
// events off via `!isOpeningMoveActive`), so nothing re-adds it. Guarded
// on existence: `clear` always allocates a new Map + re-renders.
if (useLiveTransforms.getState().transforms.has(node.id as AnyNodeId)) {
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 // pointer off any wall — keep door at last valid position
if (!hit) {
// Off any wall — free-follow the cursor (not committable).
freeFollow(resolvedPlanPoint)
return
}
// Back on a wall — drop the free-follow ghost + reveal the real node.
onWall = true
usePlacementPreview.getState().clear()
if ((nodes[node.id as AnyNodeId] as DoorNode | 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); it competes with — and wins over — the 0.5m
@@ -97,10 +168,14 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
const snappedLocalX = neighborX ?? (modifiers.shiftKey ? hit.localX : snapToHalf(hit.localX))
const { clampedX, clampedY } = clampToWall(hit.wall, snappedLocalX, node.width, node.height)
// Apply the R-flip on top of the wall-derived side.
const side: DoorNode['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
@@ -122,6 +197,11 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
])
},
canCommit() {
// Off-wall the door is free-following in mid-air — not placeable. The
// overlay then reverts to the pre-move snapshot (door returns to its
// original wall), matching the 3D move where an open-floor click commits
// nothing.
if (!onWall) return false
const live = useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined
if (!live || live.type !== 'door') return false
// Block commit if the door overlaps any other wall child at its
+137 -37
View File
@@ -3,6 +3,7 @@ import {
collectAlignmentAnchors,
DoorNode,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
@@ -86,6 +87,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
let currentHostId: string | null = movingDoorNode.parentId
let dragAnchor: { wallId: string; rawX: number; startX: number } | null = null
let committed = false
// Off-wall free-follow: when the cursor is over empty floor (no wall under
// the ray) the door is parented to the level and tracks the cursor like an
// item node. `freeFollowing` distinguishes that state so the placement
// commit no-ops in open space (a door needs a wall). `lastMeshEventTime`
// defers the floor handler whenever a wall/roof mesh event owns the same
// pointermove (shared DOM timeStamp) — that's the only thing that snaps.
let freeFollowing = false
let lastMeshEventTime = -1
// The door's chosen facing side. R flips it mid-placement (front ↔ back,
// same as the committed-selected R flip) so the user can reorient before
// committing. Initialised from the moving node's side.
let sideOverride: DoorNode['side'] = movingDoorNode.side
let lastTarget: {
wallNode: WallEvent['node']
wallId: string
@@ -154,7 +167,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
const getPlacementOrientation = (event: WallEvent) => {
const faceSide = getSideFromNormal(event.normal)
const side = movingDoorNode.side ?? faceSide
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
return {
side,
@@ -274,11 +287,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
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)
@@ -286,6 +301,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onWallMove = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
@@ -304,20 +320,17 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
// Promote the moving door 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
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
@@ -378,30 +391,84 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
}
const onWallClick = (event: WallEvent) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) 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 either snaps to a nearby wall or free-follows the
// cursor. The wireframe outline + live transform are cleared so the
// free-follow path can re-establish them. Reverting the node is left to
// onGridMove's free-follow / cancel / commit, so the door never blinks
// back to the building origin between a wall and open floor.
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
currentHostId = original.parentId
// Free-follow: the door rides the cursor over empty floor, parented to the
// level like an item node (lifted so it stands on the floor). No wall to
// attach to, so it is not committable here.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
const levelId = getLevelId()
const y = movingDoorNode.height / 2
// Keep the R-flip visible while free-following: face the chosen side
// (back = rotated π) instead of forcing 0, so an R press isn't undone on
// the next mousemove.
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
})
if (original.parentId) markHostDirty(original.parentId)
currentHostId = levelId
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
})
}
}
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.
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
// No proximity magnet: in 3D the wall side faces are big raycast targets,
// so snapping engages only when the cursor ray actually hovers a wall
// (`onWallMove`). Over open floor the door just follows the cursor.
const [x, , z] = event.localPosition
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -424,12 +491,14 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
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
@@ -529,26 +598,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
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(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
currentHostId = original.parentId
useScene.getState().updateNode(movingDoorNode.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 = () => {
@@ -576,13 +632,53 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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.
if (lastTarget?.valid && !freeFollowing) {
commitToWall(lastTarget)
return
}
if (lastRoofEvent) onRoofClick(lastRoofEvent)
}
// R flips the door's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. Re-applies the preview so the flip shows live.
// No-op on a roof-segment face (those host front-only; nothing to flip).
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
}
// Only act where a flip is meaningful — on a wall hover or while
// free-following. On a roof face leave it to the default R (no flip, no
// sfx) so the cue never fires without a visible effect.
const onWall = lastTarget !== null
if (!(onWall || freeFollowing)) return
e.preventDefault()
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (onWall) {
// On a wall: re-resolve with the flipped side and re-preview.
const next = resolveMoveTarget(lastTarget!.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else {
// Free-following on the level: flip the draft's facing in place.
useScene.getState().updateNode(movingDoorNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
@@ -591,8 +687,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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)
return () => {
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
@@ -629,8 +727,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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)
}
}, [movingDoorNode, exitMoveMode])
+45
View File
@@ -0,0 +1,45 @@
'use client'
import { EDITOR_LAYER } from '@pascal-app/editor'
import { buildDoorPreviewMesh } from '@pascal-app/viewer'
import { useEffect, useMemo } from 'react'
import { applyGhost } from '../shared/ghost-materials'
import type { DoorNode } from './schema'
/**
* Translucent preview of a door — used by the placement tool's floating ghost.
*
* Builds the door mesh via buildDoorPreviewMesh (so the preview shape stays in
* lockstep with committed doors), 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 DoorPreview = ({ node, invalid }: { node: DoorNode; invalid?: boolean }) => {
const mesh = useMemo(() => {
const m = buildDoorPreviewMesh(node)
m.layers.set(EDITOR_LAYER)
return m
}, [node.width, node.height, node.frameDepth, node.openingShape, node.doorType, node.leafCount])
// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
// flips; its cleanup only disposes the clones it made.
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
// 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 DoorPreview
+247 -211
View File
@@ -11,6 +11,7 @@ import {
spatialGridManager,
useScene,
type WallEvent,
type WallNode,
} from '@pascal-app/core'
import {
calculateCursorRotation,
@@ -22,7 +23,7 @@ import {
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, 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 {
@@ -37,6 +38,7 @@ import {
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
import DoorPreview from './preview'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
@@ -49,31 +51,61 @@ const FALLBACK_WIDTH = 0.9
const FALLBACK_HEIGHT = 2.1
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
/**
* Door tool — places DoorNodes on walls and on roof-segment wall faces
* (the generated base walls under a roof, including coplanar gable ends).
* Doors always sit at floor level (clampedY = height/2 — segment base for
* roof-hosted doors).
*
* 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 — since
* the wall side faces are big raycast targets.
*/
const DoorTool: React.FC = () => {
const draftRef = useRef<DoorNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
// Off-host floating ghost: the real door geometry follows the cursor over
// the grid (tinted invalid). Mutually exclusive with the on-host draft —
// when a draft + wireframe is shown this is null and vice-versa.
const [fallbackPose, setFallbackPose] = useState<{
position: [number, number, number]
rotationY: number
} | null>(null)
const ghostStub = useMemo(() => DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }), [])
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 door's facing side mid-placement (front ↔ back). On a wall
// the chosen side is `getSideFromNormal(normal)` flipped by `sideFlip`;
// re-applied to the last wall hover so the flip shows live before commit.
let sideFlip = false
let lastWallEvent: WallEvent | 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)
@@ -91,17 +123,22 @@ const DoorTool: React.FC = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
setFallbackPose(null)
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A door aligns by the plan position of its centre.
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
@@ -110,218 +147,123 @@ const DoorTool: 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, z], 0, false)
// Off-host fallback: hide the wireframe outline and float the real door
// geometry (tinted invalid) at the cursor so the armed tool is visible.
const showGhostAt = (position: [number, number, number]) => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
setFallbackPose({ position, rotationY: 0 })
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
}
const showRoofFallbackCursor = (event: RoofEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z], 0, false)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
}
const showWallFallbackCursor = (event: WallEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z], 0, false)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
}
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
}
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 = 0.9
const height = 2.1
// Settle a wall target: alignment snap → clamp → overlap check. Pure read.
const resolveWallPlacement = (
wall: WallNode,
rawLocalX: number,
width: number,
height: number,
bypass: boolean,
bypassSnap: boolean,
ignoreId?: string,
) => {
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,
bypassSnap,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
const node = DoorNode.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,
)
publishOpeningGuidesForWallEvent({
wall: event.node,
movingId: node.id,
centerS: clampedX,
centerY: clampedY,
width,
height,
includeVertical: false,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
})
event.stopPropagation()
const { clampedX, clampedY } = clampToWall(wall, localX, width, height)
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
return { clampedX, clampedY, valid }
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (event.node.parentId !== getLevelId()) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
// 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
side: 'front' | 'back'
itemRotation: number
cursorRotationY: number
bypass: boolean
bypassSnap: boolean
}) => {
const { wall, rawLocalX, side, itemRotation, cursorRotationY, bypass, bypassSnap } = args
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
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 { clampedX, clampedY } = clampToWall(event.node, localX, 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 = DoorNode.parse({
position: [clampedX, clampedY, 0],
position: [0, height / 2, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
wallId: wall.id,
parentId: wall.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useScene.getState().createNode(node, wall.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) {
const { clampedX, clampedY, valid } = resolveWallPlacement(
wall,
rawLocalX,
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(event.node.id)
markHostDirty(wall.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,
parentId: wall.id,
wallId: wall.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
width,
height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(
event.node,
wall,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
getSlabElevationForWall(wall),
),
cursorRotation,
cursorRotationY,
valid,
)
if (draftRef.current) {
publishOpeningGuidesForWallEvent({
wall: event.node,
wall,
movingId: draftRef.current.id,
centerS: clampedX,
centerY: clampedY,
@@ -329,47 +271,25 @@ const DoorTool: React.FC = () => {
height,
includeVertical: false,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
slabElevation: getSlabElevationForWall(wall),
})
}
event.stopPropagation()
return { clampedX, clampedY, valid }
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
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 { clampedX, clampedY } = clampToWall(
event.node,
localX,
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 door. Shared by the wall-mesh click
// and the floor proximity click.
const commitDoorAtWall = (
wall: WallNode,
clampedX: number,
clampedY: number,
side: 'front' | 'back',
itemRotation: number,
) => {
const draft = draftRef.current
if (!draft) return
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -378,18 +298,17 @@ const DoorTool: React.FC = () => {
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'door') 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 = `Door ${doorCount + 1}`
const node = DoorNode.parse({
name,
name: `Door ${doorCount + 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,
doorCategory: draft.doorCategory,
@@ -414,20 +333,108 @@ const DoorTool: React.FC = () => {
panicBarHeight: draft.panicBarHeight,
})
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],
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],
draftRef.current.width,
draftRef.current.height,
bypass,
bypassSnap,
draftRef.current.id,
)
if (!valid) return
commitDoorAtWall(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, z])
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -449,6 +456,8 @@ const DoorTool: 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,
@@ -493,6 +502,7 @@ const DoorTool: React.FC = () => {
const draft = draftRef.current
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -545,26 +555,44 @@ const DoorTool: 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 door's facing side mid-placement (front ↔ back), like the
// committed-selected R flip. Only meaningful while snapped to a wall (the
// off-wall ghost has no orientation), so it acts only then — re-applying
// the last wall hover so the snapped preview flips live.
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
if (!lastWallEvent) return
const t = e.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
e.preventDefault()
sideFlip = !sideFlip
triggerSFX('sfx:item-rotate')
onWallHover(lastWallEvent)
}
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()
@@ -572,16 +600,17 @@ const DoorTool: React.FC = () => {
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)
}
}, [])
@@ -597,6 +626,7 @@ const DoorTool: React.FC = () => {
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
return (
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
@@ -605,6 +635,12 @@ const DoorTool: React.FC = () => {
ref={edgesRef}
/>
</group>
{fallbackPose && (
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
<DoorPreview invalid node={ghostStub} />
</group>
)}
</>
)
}
+15 -2
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildDormerGhostGeometry } from './geometry'
import type { DormerNode } from './schema'
@@ -12,7 +13,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const DormerPreview = ({ node }: { node: DormerNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const DormerPreview = ({ node, invalid }: { node: DormerNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const geo = useMemo(
() => buildDormerGhostGeometry(node),
[node.width, node.depth, node.height, node.roofHeight, node.roofType, node.wallSkirtHeight],
@@ -20,7 +33,7 @@ const DormerPreview = ({ node }: { node: DormerNode }) => {
useEffect(() => () => geo.dispose(), [geo])
return <mesh geometry={geo} material={ghostMaterial} raycast={() => {}} />
return <mesh geometry={geo} material={material} raycast={() => {}} />
}
export default DormerPreview
+1 -1
View File
@@ -73,8 +73,8 @@ const DormerTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<DormerPreview node={previewNode} invalid />}
onInvalidTarget={clearPreview}
size={[1.8, 1.8, 1.4]}
/>
{activeBuildingId && segmentXform && hitLocal && (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
+7 -4
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildDownspoutGeometry } from './geometry'
import type { DownspoutRouting } from './routing'
import type { DownspoutNode } from './schema'
@@ -19,9 +20,11 @@ import type { DownspoutNode } from './schema'
const DownspoutPreview = ({
node,
routing,
invalid,
}: {
node: DownspoutNode
routing?: DownspoutRouting | null
invalid?: boolean
}) => {
const geometry = useMemo(
() => buildDownspoutGeometry(node, routing),
@@ -40,17 +43,17 @@ const DownspoutPreview = ({
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.7,
metalness: 0.2,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.FrontSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -167,8 +167,8 @@ const DownspoutTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<DownspoutPreview node={previewNode} invalid />}
onInvalidTarget={() => setTarget(null)}
size={[0.2, 2.5, 0.2]}
validTarget="gutter"
/>
{activeBuildingId && target && (
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildEyebrowVentGeometry } from './geometry'
import type { EyebrowVentNode } from './schema'
@@ -11,7 +12,7 @@ import type { EyebrowVentNode } from './schema'
* so the ghost stays in lockstep with the committed vent. Raycast disabled so
* the preview doesn't intercept the cursor ray feeding the tool.
*/
const EyebrowVentPreview = ({ node }: { node: EyebrowVentNode }) => {
const EyebrowVentPreview = ({ node, invalid }: { node: EyebrowVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildEyebrowVentGeometry(node),
[node.width, node.depth, node.height, node.style, node.louverCount, node.backRatio],
@@ -20,17 +21,17 @@ const EyebrowVentPreview = ({ node }: { node: EyebrowVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.7,
metalness: 0.1,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -122,11 +122,11 @@ const EyebrowVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<EyebrowVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.2, 0.4, 0.5]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildGutterGeometry } from './geometry'
import type { GutterNode } from './schema'
@@ -20,7 +21,7 @@ import type { GutterNode } from './schema'
* of the trough walls and visually thicken the ghost relative to the
* placed gutter.
*/
const GutterPreview = ({ node }: { node: GutterNode }) => {
const GutterPreview = ({ node, invalid }: { node: GutterNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildGutterGeometry(node),
[
@@ -39,17 +40,17 @@ const GutterPreview = ({ node }: { node: GutterNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.7,
metalness: 0.2,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.FrontSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -147,8 +147,8 @@ const GutterTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<GutterPreview node={previewNode} invalid />}
onInvalidTarget={() => setTarget(null)}
size={[2, 0.2, 0.25]}
/>
{activeBuildingId && target && (
<group position={target.roof.position} rotation-y={target.roof.rotation}>
+6 -5
View File
@@ -2,10 +2,11 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildRidgeVentGeometry } from './geometry'
import type { RidgeVentNode } from './schema'
const RidgeVentPreview = ({ node }: { node: RidgeVentNode }) => {
const RidgeVentPreview = ({ node, invalid }: { node: RidgeVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildRidgeVentGeometry(node),
[node.length, node.width, node.height, node.style, node.endCaps],
@@ -14,17 +15,17 @@ const RidgeVentPreview = ({ node }: { node: RidgeVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -140,6 +140,7 @@ const RidgeVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<RidgeVentPreview node={previewNode} invalid />}
isValidRoofTarget={(event) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
@@ -150,7 +151,6 @@ const RidgeVentTool = () => {
return !!hit && !!resolveRidgeSnap(hit.segment, hit.localX, hit.localZ)
}}
onInvalidTarget={() => setPreviewPos(null)}
size={[2, 0.15, 0.35]}
/>
{activeBuildingId && previewPos && (
<group position={previewPos}>
@@ -0,0 +1,75 @@
'use client'
import type { Material, Mesh, Object3D, Raycaster } from 'three'
export const INVALID_GHOST_COLOR = 0xef_44_44
const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
/**
* Apply ghost material treatment to a preview mesh tree.
*
* Traverses the object tree, disables raycasting on all descendants (prevents
* cursor-ray starvation), and clones visible mesh materials to set translucency.
*
* When `invalid` is true, sets color/emissive to INVALID_GHOST_COLOR and opacity ~0.4.
* Otherwise sets opacity ~0.5 while preserving the original color.
*
* Skips: meshes whose material.visible === false (door/window root hitbox) and
* children named 'cutout'.
*
* Returns cleanup that disposes only the cloned materials (never originals or geometry).
*
* @param root - The preview mesh tree (typically from buildDoorPreviewMesh / buildWindowPreviewMesh)
* @param opts - { invalid?: boolean } whether to tint red for invalid placement
* @returns Cleanup function that disposes the cloned materials
*/
export function applyGhost(root: Object3D, opts?: { invalid?: boolean }): () => void {
const invalid = opts?.invalid ?? false
const cloned: Material[] = []
root.traverse((obj) => {
// Disable raycast on every descendant to prevent cursor-ray starvation.
obj.raycast = NO_RAYCAST
const mesh = obj as Mesh
if (!mesh.isMesh) return
if (mesh.name === 'cutout') return
const original = mesh.material
const wasArray = Array.isArray(original)
const cloneOne = (mat: Material): Material | null => {
// Skip invisible materials (door/window root hitbox).
if ((mat as { visible?: boolean }).visible === false) return null
const clone = mat.clone()
clone.transparent = true
clone.depthWrite = false
if (invalid) {
;(clone as { color?: { setHex: (c: number) => void } }).color?.setHex(INVALID_GHOST_COLOR)
;(clone as { emissive?: { setHex: (c: number) => void } }).emissive?.setHex(
INVALID_GHOST_COLOR,
)
clone.opacity = 0.4
} else {
clone.opacity = 0.5
}
cloned.push(clone)
return clone
}
if (wasArray) {
const clonedMats = original.map(cloneOne).filter((m): m is Material => m !== null)
if (clonedMats.length > 0) mesh.material = clonedMats
} else {
const clone = cloneOne(original)
if (clone) mesh.material = clone
}
})
return () => {
for (const mat of cloned) {
mat.dispose()
}
}
}
@@ -9,7 +9,7 @@ import {
sceneRegistry,
} from '@pascal-app/core'
import { DragBoundingBox } from '@pascal-app/editor'
import { useEffect, useRef, useState } from 'react'
import { type ReactNode, useEffect, useRef, useState } from 'react'
import { Vector3 } from 'three'
const INVALID_PREVIEW_COLOR = 0xef_44_44
@@ -17,6 +17,7 @@ type ValidTarget = 'roof' | 'gutter'
export function RoofAttachmentFallbackPreview({
activeBuildingId,
ghost,
isValidRoofTarget,
lift = 0,
onInvalidTarget,
@@ -24,10 +25,11 @@ export function RoofAttachmentFallbackPreview({
validTarget = 'roof',
}: {
activeBuildingId: string | null | undefined
ghost?: ReactNode
isValidRoofTarget?: (event: RoofEvent) => boolean
lift?: number
onInvalidTarget?: () => void
size: [number, number, number]
size?: [number, number, number]
validTarget?: ValidTarget
}) {
const [position, setPosition] = useState<[number, number, number] | null>(null)
@@ -100,6 +102,13 @@ export function RoofAttachmentFallbackPreview({
if (!(activeBuildingId && position)) return null
// When ghost is provided, render the ghost instead of DragBoundingBox
if (ghost) {
return <group position={position}>{ghost}</group>
}
// Fallback to DragBoundingBox for callers not yet migrated
if (!size) return null
return (
<DragBoundingBox
color={INVALID_PREVIEW_COLOR}
@@ -84,6 +84,32 @@ export function getRoofHostedOpeningLevelId(
return (roof.parentId as AnyNodeId | null) ?? null
}
/**
* The level that owns the wall-snap candidates for an opening (door /
* window), across all three parentings the 2D move can start from:
* - roof-hosted: opening → segment → roof → level (`getRoofHostedOpeningLevelId`).
* - wall-hosted (existing opening): parent is a wall → its parent is the level.
* - fresh placement (preset/catalog): the clone is parented straight to the
* LEVEL (`place-preset` sets `parentId: levelId`), so the parent IS the level.
*
* The fresh-placement case is the subtle one: treating the parent as always a
* wall (`parent.parentId`) resolves a fresh opening's level to the BUILDING,
* and `collectLevelWallSegments(building)` finds no walls — so a new door /
* window never snapped in 2D. Returns null when the parent chain is none of
* the above.
*/
export function getOpeningHostLevelId(
node: { parentId: string | null },
nodes: Record<string, AnyNode | undefined>,
): AnyNodeId | null {
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const parent = node.parentId ? nodes[node.parentId] : undefined
if (!parent) return null
if (parent.type === 'level') return parent.id as AnyNodeId
return (parent.parentId as AnyNodeId | null) ?? null
}
/**
* Level-plan [x, z] of a roof-hosted node — its face-local center mapped
* through the face frame, then composed through the segment's and roof's
+35 -73
View File
@@ -1,9 +1,11 @@
import {
type AnyNode,
type AnyNodeId,
collectLevelWallSegments,
getScaledDimensions,
type ItemNode,
isCurvedWall,
nearestWallSegment,
WALL_SNAP_DISTANCE_M,
type WallNode,
} from '@pascal-app/core'
@@ -22,8 +24,6 @@ import {
* rejects curved walls (mitering + arc + opening would tear in 3D).
*/
const WALL_SNAP_DISTANCE_M = 1.5
export type WallHit = {
wall: WallNode
/** Distance along the wall from `start` (clamped to [0, length]). */
@@ -61,10 +61,14 @@ export function projectWallLocalPointToPlan(
}
/**
* Walk every wall under `parentLevelId` and return the closest one to
* `planPoint`, or `null` if no wall is within `WALL_SNAP_DISTANCE_M`.
* `excludeWallId` skips a specific wall (e.g. the current parent during
* a re-parent flow if you want a "must change" guard).
* Return the single closest wall under `parentLevelId` to `planPoint` — the
* wall whose segment-Voronoi cell the point lies in — or `null` if nothing is
* within `WALL_SNAP_DISTANCE_M`. `excludeWallId` skips a specific wall.
*
* The nearest-segment scan + curved-wall filter live in core
* (`collectLevelWallSegments` / `nearestWallSegment`) so the editor's 2D
* Voronoi debug overlay classifies points with the exact same math — the
* overlay is then a faithful picture of where this snaps.
*/
export function findClosestWallInPlan(
planPoint: readonly [number, number],
@@ -72,80 +76,38 @@ export function findClosestWallInPlan(
parentLevelId: AnyNodeId | null,
excludeWallId?: AnyNodeId,
): WallHit | null {
if (!parentLevelId) return null
const level = nodes[parentLevelId]
const childIds = (level as unknown as { children?: AnyNodeId[] })?.children
if (!Array.isArray(childIds)) return null
const segments = collectLevelWallSegments(nodes, parentLevelId)
const closest = nearestWallSegment(
segments,
planPoint[0],
planPoint[1],
WALL_SNAP_DISTANCE_M,
excludeWallId,
)
if (!closest) return null
let best: WallHit | null = null
for (const childId of childIds) {
const node = nodes[childId]
if (!node || node.type !== 'wall') continue
if (childId === excludeWallId) continue
const wall = node as WallNode
if (isCurvedWall(wall)) continue
const sx = wall.start[0]
const sy = wall.start[1]
const dx = wall.end[0] - sx
const dy = wall.end[1] - sy
const wallLength = Math.hypot(dx, dy)
if (wallLength < 1e-6) continue
const dirX = dx / wallLength
const dirY = dy / wallLength
// Project pointer onto wall axis.
const px = planPoint[0] - sx
const py = planPoint[1] - sy
const along = px * dirX + py * dirY
const perpRaw = px * -dirY + py * dirX // signed perpendicular distance
const clampedAlong = Math.max(0, Math.min(wallLength, along))
// Distance from the pointer to the wall segment (not just the line).
const closestPointX = sx + dirX * clampedAlong
const closestPointY = sy + dirY * clampedAlong
const distance = Math.hypot(planPoint[0] - closestPointX, planPoint[1] - closestPointY)
if (distance > WALL_SNAP_DISTANCE_M) continue
if (best && distance >= Math.abs(best.perpDistance) && best.wall.id !== wall.id) continue
// Side determination, calibrated to the 3D wall convention. In
// wall-local space the wall extends along +X and its +Z axis is the
// front-face normal. After `mesh.rotation.y = -wallAngle`:
// - For a wall going `+X` in plan (wallAngle=0): wall-local +Z
// maps to world +Z = plan +Y, so the front face is on plan +Y.
// `perpRaw = py` is positive → front.
// - For a wall going `+Y` in plan (wallAngle=π/2): wall-local +Z
// maps to world -X = plan -X, so the front face is on plan -X.
// `perpRaw = -px` is positive there → front.
// So `perpRaw >= 0` is consistently the front side. The earlier
// labelling had this flipped, which produced rotations that were
// off by 90° on non-horizontal walls.
const side: 'front' | 'back' = perpRaw >= 0 ? 'front' : 'back'
// Rotation in wall-local space — matches 3D `calculateItemRotation`:
// 0 when the item faces the front normal (+Z), π for the back. The
// node is parented to the wall, so this composes with the wall's
// own rotation when rendered. Don't return a world-space rotation
// here — the consumer writes this straight into `node.rotation[1]`.
const { segment, along, perp } = closest
// Side determination, calibrated to the 3D wall convention. In wall-local
// space the wall extends along +X and its +Z axis is the front-face normal;
// `perp >= 0` is consistently the front side (see `closestOnSegment`).
const side: 'front' | 'back' = perp >= 0 ? 'front' : 'back'
// Wall-local rotation matching 3D `calculateItemRotation`: 0 front, π back.
// The node is parented to the wall, so this composes with the wall's own
// rotation at render — never a world-space rotation here.
const itemRotation = side === 'front' ? 0 : Math.PI
best = {
wall,
localX: clampedAlong,
perpDistance: perpRaw,
return {
wall: segment.wall,
localX: along,
perpDistance: perp,
side,
dirX,
dirY,
wallLength,
dirX: segment.dirX,
dirY: segment.dirY,
wallLength: segment.length,
itemRotation,
}
}
return best
}
/** Figma-style along-wall alignment threshold (meters) — parity with the
* XZ placement / move threshold. */
const ALONG_WALL_ALIGN_THRESHOLD_M = 0.08
+16 -3
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildFrameGeometry } from './frame-csg'
import type { SkylightNode } from './schema'
@@ -15,7 +16,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const SkylightPreview = ({ node }: { node: SkylightNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const SkylightPreview = ({ node, invalid }: { node: SkylightNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const frame = useMemo(
() =>
buildFrameGeometry({
@@ -48,8 +61,8 @@ const SkylightPreview = ({ node }: { node: SkylightNode }) => {
return (
<group>
<mesh geometry={frame} material={ghostMaterial} raycast={() => {}} />
<mesh geometry={glass} material={ghostMaterial} raycast={() => {}} />
<mesh geometry={frame} material={material} raycast={() => {}} />
<mesh geometry={glass} material={material} raycast={() => {}} />
</group>
)
}
+1 -1
View File
@@ -114,11 +114,11 @@ const SkylightTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<SkylightPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.2, 0.2, 1]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+4 -3
View File
@@ -6,6 +6,7 @@ import {
type GridEvent,
type LevelNode,
snapPointAlongAngleRay,
snapPointToGrid,
useScene,
} from '@pascal-app/core'
import {
@@ -76,9 +77,9 @@ export const SlabTool: React.FC = () => {
if (!cursorRef.current) return
const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true
const gridX = Math.round(rawPoint[0] * 2) / 2
const gridZ = Math.round(rawPoint[1] * 2) / 2
const gridPosition: [number, number] = bypassSnap ? rawPoint : [gridX, gridZ]
const gridPosition: [number, number] = bypassSnap
? rawPoint
: [...snapPointToGrid(rawPoint, useEditor.getState().gridSnapStep)]
setCursorPosition(gridPosition)
setLevelY(event.localPosition[1])
const lastPoint = points[points.length - 1]
+15 -2
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildSolarPanelGeometry } from './geometry'
import type { SolarPanelNode } from './schema'
@@ -15,7 +16,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const SolarPanelPreview = ({ node }: { node: SolarPanelNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const SolarPanelPreview = ({ node, invalid }: { node: SolarPanelNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const geometry = useMemo(
() => buildSolarPanelGeometry(node),
[
@@ -38,7 +51,7 @@ const SolarPanelPreview = ({ node }: { node: SolarPanelNode }) => {
return (
<mesh
geometry={geometry}
material={ghostMaterial}
material={material}
raycast={() => {
/* preview should not intercept the cursor */
}}
+1 -1
View File
@@ -135,11 +135,11 @@ const SolarPanelTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<SolarPanelPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.8, 0.2, 1.2]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+15 -8
View File
@@ -1,6 +1,13 @@
'use client'
import { emitter, type GridEvent, SpawnNode, sceneRegistry, useScene } from '@pascal-app/core'
import {
emitter,
type GridEvent,
SpawnNode,
sceneRegistry,
snapScalar,
useScene,
} from '@pascal-app/core'
import {
CursorSphere,
getFloorStackPreviewPosition,
@@ -11,7 +18,7 @@ import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { type Group, Vector3 } from 'three'
const roundToHalf = (value: number) => Math.round(value * 2) / 2
const snapToGrid = (value: number) => snapScalar(value, useEditor.getState().gridSnapStep)
const worldVector = new Vector3()
function getExistingSpawnIds() {
@@ -31,14 +38,14 @@ function getLevelLocalPosition(
if (!levelObject) {
return bypassSnap
? [event.localPosition[0], 0, event.localPosition[2]]
: [roundToHalf(event.localPosition[0]), 0, roundToHalf(event.localPosition[2])]
: [snapToGrid(event.localPosition[0]), 0, snapToGrid(event.localPosition[2])]
}
worldVector.set(event.position[0], event.position[1], event.position[2])
levelObject.updateWorldMatrix(true, false)
levelObject.worldToLocal(worldVector)
return bypassSnap
? [worldVector.x, 0, worldVector.z]
: [roundToHalf(worldVector.x), 0, roundToHalf(worldVector.z)]
: [snapToGrid(worldVector.x), 0, snapToGrid(worldVector.z)]
}
/**
@@ -58,11 +65,11 @@ const SpawnTool = () => {
const onGridMove = (event: GridEvent) => {
// Cursor lives in the ToolManager's building-local group. Use
// event.localPosition directly (already building-local) with the
// same half-meter snap the legacy tool uses.
// event.localPosition directly (already building-local), snapped to the
// editor's configured grid step (Shift bypasses).
const bypassSnap = event.nativeEvent?.shiftKey === true
const nextX = bypassSnap ? event.localPosition[0] : roundToHalf(event.localPosition[0])
const nextZ = bypassSnap ? event.localPosition[2] : roundToHalf(event.localPosition[2])
const nextX = bypassSnap ? event.localPosition[0] : snapToGrid(event.localPosition[0])
const nextZ = bypassSnap ? event.localPosition[2] : snapToGrid(event.localPosition[2])
const position: [number, number, number] = [nextX, 0, nextZ]
const previewNode = SpawnNode.parse({
name: 'Spawn Point',
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildTurbineVentGeometry } from './geometry'
import type { TurbineVentNode } from './schema'
@@ -12,7 +13,7 @@ import type { TurbineVentNode } from './schema'
* lockstep with the committed vent. Raycast is disabled so the preview
* doesn't intercept the cursor ray feeding the placement tool.
*/
const TurbineVentPreview = ({ node }: { node: TurbineVentNode }) => {
const TurbineVentPreview = ({ node, invalid }: { node: TurbineVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildTurbineVentGeometry(node),
[node.style, node.diameter, node.height, node.neckHeight, node.vaneCount, node.baseOverhang],
@@ -21,17 +22,17 @@ const TurbineVentPreview = ({ node }: { node: TurbineVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.6,
metalness: 0.2,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -122,11 +122,11 @@ const TurbineVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<TurbineVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.5, 0.8, 0.5]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+90 -19
View File
@@ -2,16 +2,15 @@ import {
type AnyNodeId,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
useLiveTransforms,
useScene,
type WallNode,
WallNode as WallNodeSchema,
type WindowNode,
} from '@pascal-app/core'
import { snapToHalf } from '@pascal-app/editor'
import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
import {
getRoofHostedOpeningLevelId,
getRoofHostedOpeningPlanPoint,
} from '../shared/roof-opening-host'
import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
import {
findClosestWallInPlan,
projectWallLocalPointToPlan,
@@ -32,15 +31,9 @@ import { clampToWall, hasWallChildOverlap } from './window-math'
*/
export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ node }) => {
const startLevelId = (() => {
// Wall-hosted: the wall's parent is the level. Roof-hosted: walk
// segment → roof → level.
const nodes = useScene.getState().nodes
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const wall = nodes[node.parentId as AnyNodeId]
return wall ? (wall.parentId as AnyNodeId | null) : null
})()
// The level that owns the wall-snap candidates — resolves the wall-hosted,
// roof-hosted, and fresh-placement parentings (see `getOpeningHostLevelId`).
const startLevelId = getOpeningHostLevelId(node, useScene.getState().nodes)
const originalWall = node.parentId
? (useScene.getState().nodes[node.parentId as AnyNodeId] as WallNode | undefined)
: undefined
@@ -50,12 +43,21 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
? projectWallLocalPointToPlan(originalWall, node.position[0])
: (getRoofHostedOpeningPlanPoint(node, useScene.getState().nodes) ?? [node.position[0], 0]),
metadata: node.metadata,
// Absolute: query the wall snap with the TRUE cursor (see the matching
// comment in `doorFloorplanMoveTarget`). Relative mode anchored the search
// to the original wall, which let the window snap to a farther wall across
// a thin gap instead of the one under the cursor.
mode: 'absolute',
})
// Preserve the source window's local Y — 2D move doesn't have a way
// to express vertical motion, so we keep whatever vertical position
// the window had when the move started.
const startLocalY = node.position[1]
// the window had when the move started. A fresh preset/catalog clone is
// created at y=0, which would sit the window's centre on the floor (half
// below ground); default those to a realistic sill so it floats above
// the floor in 2D too. Same rule as the 3D `MoveWindowTool` (`getSillCenterY`).
const DEFAULT_SILL = 0.9
const startLocalY = node.position[1] > 0.1 ? node.position[1] : DEFAULT_SILL + node.height / 2
// Track the last successful placement so `commit()` can write it
// atomically — same deterministic-commit fix as `doorFloorplanMoveTarget`.
@@ -69,13 +71,72 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
roofFace: undefined
} | null = null
// R flips the window's facing (front ↔ back) mid-placement — see
// `doorFloorplanMoveTarget`. `apply` re-derives the side each move, so the
// flip is a persistent XOR plus a π rotation offset.
let flipped = false
let lastApply: {
planPoint: readonly [number, number]
modifiers: { shiftKey: boolean; altKey: boolean; ctrlKey: boolean; metaKey: boolean }
} | null = null
// See `doorFloorplanMoveTarget`: off-wall the window free-follows the cursor
// as a ghost and isn't committable (it needs a wall). Starts true.
let onWall = true
const freeFollow = (planPoint: readonly [number, number]) => {
onWall = false
lastValid = null
if ((useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined)?.visible) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: false })
}
const half = node.width / 2 + 0.5
const wall = WallNodeSchema.parse({
start: [planPoint[0] - half, planPoint[1]],
end: [planPoint[0] + half, planPoint[1]],
thickness: 0.1,
})
const ghost = {
...node,
parentId: wall.id,
wallId: wall.id,
roofSegmentId: undefined,
roofFace: undefined,
position: [half, startLocalY, 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
visible: true,
} as WindowNode
usePlacementPreview.getState().set(ghost, wall)
}
const session: FloorplanMoveTargetSession = {
affectedIds: [node.id as AnyNodeId],
flipSide() {
flipped = !flipped
if (lastApply) this.apply(lastApply)
},
apply({ planPoint, modifiers }) {
lastApply = { planPoint, modifiers }
// 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
// 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)) {
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) {
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 +160,17 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
node.height,
)
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
@@ -119,6 +187,9 @@ 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(
+138 -41
View File
@@ -2,6 +2,7 @@ import {
type AnyNodeId,
collectAlignmentAnchors,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
@@ -106,6 +107,15 @@ 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
// 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
@@ -146,6 +156,17 @@ 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
// ~0.9m sill so the ghost floats at a realistic height. An existing window
// keeps its own sill.
const DEFAULT_SILL = 0.9
const getSillCenterY = () => {
const y = movingWindowNode.position[1]
return y > 0.1 ? y : DEFAULT_SILL + movingWindowNode.height / 2
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
@@ -189,9 +210,12 @@ 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 cursorRotation =
calculateCursorRotation(event.normal, event.node.start, event.node.end) + rotationOffset
const rawLocalX = event.localPosition[0]
const rawLocalY = event.localPosition[1]
@@ -318,11 +342,13 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
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)
@@ -330,6 +356,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
const onWallMove = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
@@ -349,21 +376,17 @@ 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
@@ -429,31 +452,78 @@ 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)
if (!target?.valid) 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)
}
currentHostId = original.parentId
// Free-follow: the window rides the cursor over empty floor, parented to
// the level like an item node, kept at a sensible sill height. No wall to
// attach to, so it is not committable here.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
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: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
})
if (original.parentId) markHostDirty(original.parentId)
currentHostId = levelId
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
})
}
}
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
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -480,12 +550,14 @@ 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
@@ -586,26 +658,13 @@ 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 = () => {
@@ -633,13 +692,47 @@ 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.
if (lastTarget?.valid && !freeFollowing) {
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
}
const onWall = lastTarget !== null
if (!(onWall || freeFollowing)) return
e.preventDefault()
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (onWall) {
const next = resolveMoveTarget(lastTarget!.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else {
useScene.getState().updateNode(movingWindowNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
@@ -648,8 +741,10 @@ 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)
return () => {
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
@@ -687,8 +782,10 @@ 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)
}
}, [movingWindowNode, exitMoveMode])
+54
View File
@@ -0,0 +1,54 @@
'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 }: { node: WindowNode; invalid?: 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 `invalid`
// flips; its cleanup only disposes the clones it made.
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
// 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
+278 -238
View File
@@ -10,6 +10,7 @@ import {
spatialGridManager,
useScene,
type WallEvent,
type WallNode,
WindowNode,
} from '@pascal-app/core'
import {
@@ -23,7 +24,7 @@ import {
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, 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 {
@@ -38,6 +39,7 @@ import {
worldToSelectedBuildingLocal,
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import WindowPreview from './preview'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
// Shared edge material — reuse across renders, just toggle color
@@ -51,33 +53,65 @@ const edgeMaterial = new LineBasicNodeMaterial({
const FALLBACK_WIDTH = 1.5
const FALLBACK_HEIGHT = 1.5
const FALLBACK_SILL_LIFT = 0.45
// Default sill centre for a window snapped from the floor (the floor cursor
// carries no wall-face height). 0.9 m sill + half the 1.5 m default height.
const DEFAULT_SILL_CENTER_Y = 0.9 + 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.
const [fallbackPose, setFallbackPose] = useState<{
position: [number, number, number]
rotationY: number
} | null>(null)
const ghostStub = useMemo(
() => WindowNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }),
[],
)
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
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)
@@ -96,6 +130,7 @@ const WindowTool: React.FC = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
setFallbackPose(null)
}
// Alignment candidates — anchors of every alignable object; refreshed
@@ -103,11 +138,15 @@ 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
@@ -116,26 +155,23 @@ 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]) => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
setFallbackPose({ position, rotationY: 0 })
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()
clearOpeningGuides3D()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
}
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()
clearOpeningGuides3D()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
}
// Sill alignment (snap + guide): a sibling sill/centre/top wins over the
@@ -143,226 +179,146 @@ const WindowTool: React.FC = () => {
// 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: {
event: WallEvent
wall: WallNode
movingId: string
localX: number
rawLocalY: number
width: number
height: number
bypassSnap: boolean
}): number => {
const rawY = args.event.localPosition[1]
if (args.event.nativeEvent?.shiftKey === true) return rawY
if (args.bypassSnap) return args.rawLocalY
const sillY = resolveSillSnap({
wall: args.event.node,
wall: args.wall,
movingId: args.movingId,
localX: args.localX,
localY: rawY,
localY: args.rawLocalY,
width: args.width,
height: args.height,
nodes: useScene.getState().nodes,
})
return sillY ?? snapToHalf(rawY)
return sillY ?? snapToHalf(args.rawLocalY)
}
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
// 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,
) => {
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,
})
const localY = resolvePlacementY({ event, movingId: '', localX, width, height })
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,
)
publishOpeningGuidesForWallEvent({
wall: event.node,
movingId: node.id,
centerS: clampedX,
centerY: clampedY,
width,
height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
})
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
}
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
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,
bypass,
bypassSnap,
})
const localY = resolvePlacementY({
event,
movingId: draftRef.current?.id ?? '',
wall,
movingId: ignoreId ?? '',
localX,
rawLocalY,
width,
height,
bypassSnap,
})
const { clampedX, clampedY } = clampToWall(wall, localX, localY, width, height)
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
return { clampedX, clampedY, valid }
}
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
// 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
// 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],
position: [0, DEFAULT_SILL_CENTER_Y, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
wallId: wall.id,
parentId: wall.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useScene.getState().createNode(node, wall.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) {
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(event.node.id)
markHostDirty(wall.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,
parentId: wall.id,
wallId: wall.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
width,
height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(
event.node,
wall,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
getSlabElevationForWall(wall),
),
cursorRotation,
cursorRotationY,
valid,
)
if (draftRef.current) {
publishOpeningGuidesForWallEvent({
wall: event.node,
wall,
movingId: draftRef.current.id,
centerS: clampedX,
centerY: clampedY,
@@ -370,79 +326,44 @@ const WindowTool: React.FC = () => {
height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
slabElevation: getSlabElevationForWall(wall),
})
}
event.stopPropagation()
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 = resolvePlacementY({
event,
movingId: draftRef.current.id,
localX,
width: draftRef.current.width,
height: draftRef.current.height,
})
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,
@@ -461,20 +382,110 @@ 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,
)
if (!valid) 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])
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -501,6 +512,8 @@ 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,
@@ -545,6 +558,7 @@ const WindowTool: React.FC = () => {
const draft = draftRef.current
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -591,26 +605,44 @@ 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), like the
// committed-selected R flip. Only meaningful while snapped to a wall (the
// off-wall ghost has no orientation), so it acts only then — re-applying
// the last wall hover so the snapped preview flips live.
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
if (!lastWallEvent) return
const t = e.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
e.preventDefault()
sideFlip = !sideFlip
triggerSFX('sfx:item-rotate')
onWallHover(lastWallEvent)
}
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()
@@ -618,16 +650,17 @@ const WindowTool: React.FC = () => {
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)
}
}, [])
@@ -643,6 +676,7 @@ const WindowTool: React.FC = () => {
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
return (
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
@@ -651,6 +685,12 @@ const WindowTool: React.FC = () => {
ref={edgesRef}
/>
</group>
{fallbackPose && (
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
<WindowPreview invalid node={ghostStub} />
</group>
)}
</>
)
}
+2 -2
View File
@@ -89,7 +89,7 @@ export {
createColumnTorusGeometry,
} from './systems/column/column-geometry'
export { DoorAnimationSystem } from './systems/door/door-animation-system'
export { DoorSystem } from './systems/door/door-system'
export { buildDoorPreviewMesh, DoorSystem } from './systems/door/door-system'
export { ElevatorInteractionSystem } from './systems/elevator/elevator-interaction-system'
// Fence system follows the wall re-export pattern — composed into the
// registry-driven fence definition's `def.system`. Removed in Phase 6
@@ -151,5 +151,5 @@ export { getVisibleWallMaterials } from './systems/wall/wall-materials'
// removed in Phase 6 when the legacy mount points are deleted.
export { WallSystem } from './systems/wall/wall-system'
export { WindowAnimationSystem } from './systems/window/window-animation-system'
export { WindowSystem } from './systems/window/window-system'
export { buildWindowPreviewMesh, WindowSystem } from './systems/window/window-system'
export { ZoneSystem } from './systems/zone/zone-system'
@@ -2372,3 +2372,13 @@ function syncDoorCutout(node: DoorNode, mesh: THREE.Mesh) {
}
cutout.visible = false
}
/**
* Build a fresh door mesh for preview/ghost rendering.
* Returns a mesh with an invisible hitbox root and visible children (frame, panels, hardware).
*/
export function buildDoorPreviewMesh(node: DoorNode): THREE.Mesh {
const mesh = new THREE.Mesh()
updateDoorMesh(node, mesh)
return mesh
}
@@ -3457,3 +3457,13 @@ function syncWindowCutout(node: WindowNode, mesh: THREE.Mesh) {
}
cutout.visible = false
}
/**
* Build a fresh window mesh for preview/ghost rendering.
* Returns a mesh with an invisible hitbox root and visible children (frame, glass, sash, hardware).
*/
export function buildWindowPreviewMesh(node: WindowNode): THREE.Mesh {
const mesh = new THREE.Mesh()
updateWindowMesh(node, mesh)
return mesh
}