Phase 5 Stage D ceiling: port placement + move + boundary/hole editors

Replicates the slab Stage D recipe for ceiling: four affordances
routed through the registry — def.tool for the placement flow,
def.affordanceTools for boundary edit / hole edit / whole-ceiling move.

Ceiling-specific bits preserved:
- Placement tool keeps the dual-cursor + vertical TSL-gradient
  connector + ground-shadow lines (1:1 with legacy).
- Move tool wrapper renders the translucent preview fill + outline
  overlay so the user sees the destination before clicking.

ToolManager mount sites for CeilingBoundaryEditor / CeilingHoleEditor
now route through `getRegistryAffordanceTool` with legacy fallback.

Per-kind progress: ceiling A  B (n/a, def.renderer escape hatch
preserved) C  D ; E + F pending.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-05-15 18:31:40 -04:00
co-authored by Claude Opus 4.7
parent b2e5d84986
commit de3efa1b53
7 changed files with 733 additions and 6 deletions
+388
View File
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'use client'
import { emitter, type GridEvent, type LevelNode, useScene } from '@pascal-app/core'
import { CursorSphere, EDITOR_LAYER, markToolCancelConsumed, triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, type Group, type Line, Shape, Vector3 } from 'three'
import { mix, positionLocal } from 'three/tsl'
import { CeilingNode } from './schema'
/**
* Phase 5 Stage D — ceiling placement tool (kind-owned via `def.tool`).
*
* Multi-click polygon drawing at the ceiling height (2.52m default)
* with a vertical TSL-gradient connector + ground-shadow lines so the
* draft is visible against both the ceiling plane and the floor.
* Shift defeats the axis/45° snap during drag.
*/
const CEILING_HEIGHT = 2.52
const GRID_OFFSET = 0.02
function calculateSnapPoint(
lastPoint: [number, number],
currentPoint: [number, number],
): [number, number] {
const [x1, y1] = lastPoint
const [x, y] = currentPoint
const dx = x - x1
const dy = y - y1
const absDx = Math.abs(dx)
const absDy = Math.abs(dy)
const horizontalDist = absDy
const verticalDist = absDx
const diagonalDist = Math.abs(absDx - absDy)
const minDist = Math.min(horizontalDist, verticalDist, diagonalDist)
if (minDist === diagonalDist) {
const diagonalLength = Math.min(absDx, absDy)
return [x1 + Math.sign(dx) * diagonalLength, y1 + Math.sign(dy) * diagonalLength]
}
if (minDist === horizontalDist) return [x, y1]
return [x1, y]
}
function commitCeilingDrawing(levelId: LevelNode['id'], points: Array<[number, number]>): string {
const { createNode, nodes } = useScene.getState()
const ceilingCount = Object.values(nodes).filter((n) => n.type === 'ceiling').length
const name = `Ceiling ${ceilingCount + 1}`
const ceiling = CeilingNode.parse({ name, polygon: points })
createNode(ceiling, levelId)
triggerSFX('sfx:structure-build')
return ceiling.id
}
export const CeilingTool: React.FC = () => {
const cursorRef = useRef<Group>(null)
const gridCursorRef = useRef<Group>(null)
const mainLineRef = useRef<Line>(null!)
const closingLineRef = useRef<Line>(null!)
const groundMainLineRef = useRef<Line>(null!)
const groundClosingLineRef = useRef<Line>(null!)
const verticalLineRef = useRef<Line>(null!)
const currentLevelId = useViewer((s) => s.selection.levelId)
const setSelection = useViewer((s) => s.setSelection)
const [points, setPoints] = useState<Array<[number, number]>>([])
const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
const [snappedCursorPosition, setSnappedCursorPosition] = useState<[number, number]>([0, 0])
const [levelY, setLevelY] = useState(0)
const previousSnappedPointRef = useRef<[number, number] | null>(null)
const shiftPressed = useRef(false)
const verticalGeo = useMemo(
() =>
new BufferGeometry().setFromPoints([
new Vector3(0, 0, 0),
new Vector3(0, CEILING_HEIGHT - GRID_OFFSET, 0),
]),
[],
)
const gradientOpacityNode = useMemo(
() => mix(0.6, 0.0, positionLocal.y.div(CEILING_HEIGHT - GRID_OFFSET).clamp()),
[],
)
useEffect(() => {
if (!currentLevelId) return
const onGridMove = (event: GridEvent) => {
if (!(cursorRef.current && gridCursorRef.current)) return
const gridX = Math.round(event.localPosition[0] * 2) / 2
const gridZ = Math.round(event.localPosition[2] * 2) / 2
const gridPosition: [number, number] = [gridX, gridZ]
setCursorPosition(gridPosition)
setLevelY(event.localPosition[1])
const ceilingY = event.localPosition[1] + CEILING_HEIGHT
const gridY = event.localPosition[1] + GRID_OFFSET
const lastPoint = points[points.length - 1]
const displayPoint =
shiftPressed.current || !lastPoint
? gridPosition
: calculateSnapPoint(lastPoint, gridPosition)
setSnappedCursorPosition(displayPoint)
if (
points.length > 0 &&
previousSnappedPointRef.current &&
(displayPoint[0] !== previousSnappedPointRef.current[0] ||
displayPoint[1] !== previousSnappedPointRef.current[1])
) {
triggerSFX('sfx:grid-snap')
}
previousSnappedPointRef.current = displayPoint
cursorRef.current.position.set(displayPoint[0], ceilingY, displayPoint[1])
gridCursorRef.current.position.set(displayPoint[0], gridY, displayPoint[1])
if (verticalLineRef.current) {
verticalLineRef.current.position.set(displayPoint[0], gridY, displayPoint[1])
}
}
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return
const clickPoint = previousSnappedPointRef.current ?? cursorPosition
const firstPoint = points[0]
if (
points.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
const ceilingId = commitCeilingDrawing(currentLevelId, points)
setSelection({ selectedIds: [ceilingId] })
setPoints([])
} else {
setPoints([...points, clickPoint])
}
}
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return
if (points.length >= 3) {
const ceilingId = commitCeilingDrawing(currentLevelId, points)
setSelection({ selectedIds: [ceilingId] })
setPoints([])
}
}
const onCancel = () => {
if (points.length > 0) markToolCancelConsumed()
setPoints([])
}
const onKeyDown = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = true
}
const onKeyUp = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = false
}
document.addEventListener('keydown', onKeyDown)
document.addEventListener('keyup', onKeyUp)
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
emitter.on('tool:cancel', onCancel)
return () => {
document.removeEventListener('keydown', onKeyDown)
document.removeEventListener('keyup', onKeyUp)
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
emitter.off('tool:cancel', onCancel)
}
}, [currentLevelId, points, cursorPosition, setSelection])
useEffect(() => {
if (!(mainLineRef.current && closingLineRef.current)) return
if (points.length === 0) {
mainLineRef.current.visible = false
closingLineRef.current.visible = false
groundMainLineRef.current && (groundMainLineRef.current.visible = false)
groundClosingLineRef.current && (groundClosingLineRef.current.visible = false)
return
}
const ceilingY = levelY + CEILING_HEIGHT
const snappedCursor = snappedCursorPosition
const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, ceilingY, z))
linePoints.push(new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]))
const gridY = levelY + GRID_OFFSET
const groundLinePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, gridY, z))
groundLinePoints.push(new Vector3(snappedCursor[0], gridY, snappedCursor[1]))
if (linePoints.length >= 2) {
mainLineRef.current.geometry.dispose()
mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
mainLineRef.current.visible = true
groundMainLineRef.current.geometry.dispose()
groundMainLineRef.current.geometry = new BufferGeometry().setFromPoints(groundLinePoints)
groundMainLineRef.current.visible = true
} else {
mainLineRef.current.visible = false
groundMainLineRef.current.visible = false
}
const firstPoint = points[0]
if (points.length >= 2 && firstPoint) {
const closingPoints = [
new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]),
new Vector3(firstPoint[0], ceilingY, firstPoint[1]),
]
closingLineRef.current.geometry.dispose()
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
closingLineRef.current.visible = true
const groundClosingPoints = [
new Vector3(snappedCursor[0], gridY, snappedCursor[1]),
new Vector3(firstPoint[0], gridY, firstPoint[1]),
]
groundClosingLineRef.current.geometry.dispose()
groundClosingLineRef.current.geometry = new BufferGeometry().setFromPoints(
groundClosingPoints,
)
groundClosingLineRef.current.visible = true
} else {
closingLineRef.current.visible = false
groundClosingLineRef.current.visible = false
}
}, [points, snappedCursorPosition, levelY])
const previewShape = useMemo(() => {
if (points.length < 3) return null
const snappedCursor = snappedCursorPosition
const allPoints = [...points, snappedCursor]
const firstPt = allPoints[0]
if (!firstPt) return null
const shape = new Shape()
shape.moveTo(firstPt[0], -firstPt[1])
for (let i = 1; i < allPoints.length; i++) {
const pt = allPoints[i]
if (pt) shape.lineTo(pt[0], -pt[1])
}
shape.closePath()
return shape
}, [points, snappedCursorPosition])
return (
<group>
<CursorSphere ref={cursorRef} />
<mesh
layers={EDITOR_LAYER}
ref={gridCursorRef}
renderOrder={2}
rotation={[-Math.PI / 2, 0, 0]}
>
<ringGeometry args={[0.15, 0.2, 32]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
depthWrite={true}
opacity={0.5}
side={DoubleSide}
transparent
/>
</mesh>
{/* @ts-ignore */}
<line geometry={verticalGeo} layers={EDITOR_LAYER} ref={verticalLineRef} renderOrder={1}>
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
opacityNode={gradientOpacityNode}
transparent
/>
</line>
{previewShape && (
<mesh
frustumCulled={false}
layers={EDITOR_LAYER}
position={[0, levelY + CEILING_HEIGHT, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.15}
side={DoubleSide}
transparent
/>
</mesh>
)}
{previewShape && (
<mesh
frustumCulled={false}
layers={EDITOR_LAYER}
position={[0, levelY + GRID_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.1}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={mainLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" depthTest={false} depthWrite={false} linewidth={3} />
</line>
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={closingLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.5}
transparent
/>
</line>
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={groundMainLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={3}
opacity={0.3}
transparent
/>
</line>
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={groundClosingLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.15}
transparent
/>
</line>
{points.map(([x, z], index) => (
<CursorSphere
color="#818cf8"
key={index}
position={[x, levelY + CEILING_HEIGHT + 0.01, z]}
showTooltip={false}
/>
))}
</group>
)
}
export default CeilingTool