wall tool draft
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@@ -309,7 +309,7 @@ function collectCutoutBrushes(
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const wallMatrixInverse = wallMesh.matrixWorld.clone().invert()
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for (const child of childrenNodes) {
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if (child.type !== 'item') continue
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if (child.type !== 'item' && child.type !== 'window') continue
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const childMesh = sceneRegistry.nodes.get(child.id)
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if (!childMesh) continue
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@@ -0,0 +1,69 @@
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import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu'
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import { sceneRegistry } from '../../hooks/scene-registry/scene-registry'
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import type { AnyNodeId, WindowNode } from '../../schema'
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import useScene from '../../store/use-scene'
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const glassMaterial = new MeshStandardNodeMaterial({
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name: 'glass',
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color: 'lightgray',
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roughness: 0.8,
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metalness: 0,
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transparent: true,
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opacity: 0.35,
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side: DoubleSide,
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depthWrite: false,
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})
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export const WindowSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node || node.type !== 'window') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
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if (!mesh) return // Keep dirty until mesh mounts
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updateWindowMesh(node as WindowNode, mesh)
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clearDirty(id as AnyNodeId)
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// Rebuild the parent wall so its cutout reflects the updated window geometry
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if ((node as WindowNode).parentId) {
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useScene.getState().dirtyNodes.add((node as WindowNode).parentId as AnyNodeId)
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}
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})
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})
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return null
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}
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function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
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// Replace geometry with a box matching the overall window dimensions
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mesh.geometry.dispose()
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mesh.geometry = new THREE.BoxGeometry(node.width, node.height, node.frameDepth)
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mesh.material = glassMaterial
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// Sync transform from node (React may lag behind the system by a frame during drag)
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mesh.position.set(node.position[0], node.position[1], node.position[2])
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mesh.rotation.set(node.rotation[0], node.rotation[1], node.rotation[2])
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// Update (or create) the named cutout mesh used by wall-system for CSG subtraction
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let cutout = mesh.getObjectByName('cutout') as THREE.Mesh | undefined
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if (!cutout) {
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cutout = new THREE.Mesh()
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cutout.name = 'cutout'
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mesh.add(cutout)
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}
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cutout.geometry.dispose()
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// Extends 1m through the wall so the CSG brush covers full wall thickness
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cutout.geometry = new THREE.BoxGeometry(node.width, node.height, 1.0)
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cutout.visible = false;
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}
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