attach to wall side
This commit is contained in:
@@ -36,6 +36,71 @@ const stripTransient = (meta: any) => {
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return rest
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}
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// ============================================================================
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// HELPER FUNCTIONS
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// ============================================================================
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/**
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* Calculate rotation angle from wall normal vector
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* The normal points outward from the wall surface
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*/
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const calculateRotationFromNormal = (normal: [number, number, number] | undefined): number => {
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if (!normal) return 0
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// Calculate angle in X-Z plane (top-down view)
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// atan2(z, x) gives the angle the vector makes with the positive X axis
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// Add π/2 to align item's forward direction with the wall normal
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return Math.atan2(normal[2], normal[0]) - Math.PI / 2
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}
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/**
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* Determine which side of the wall based on the normal vector
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* In wall-local space, the wall runs along X-axis, so the normal points along Z-axis
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* Positive Z normal = 'back', Negative Z normal = 'front' (flipped due to orientation fix)
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*/
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const getSideFromNormal = (normal: [number, number, number] | undefined): 'front' | 'back' => {
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if (!normal) return 'front'
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// The Z component of the normal determines which side
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// Flipped: positive Z = back, negative Z = front
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return normal[2] >= 0 ? 'back' : 'front'
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}
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/**
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* Check if the normal indicates a valid wall side face (front or back)
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* Filters out top face and thickness edges
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* @param normal - The face normal vector
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* @param wallStart - Wall start point [x, z]
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* @param wallEnd - Wall end point [x, z]
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*/
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const isValidWallSideFace = (
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normal: [number, number, number] | undefined,
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wallStart: [number, number],
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wallEnd: [number, number],
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): boolean => {
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if (!normal) return false
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// Filter out top/bottom faces (normal pointing up or down)
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if (Math.abs(normal[1]) > 0.3) return false
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// Calculate wall direction in X-Z plane
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const wallDirX = wallEnd[0] - wallStart[0]
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const wallDirZ = wallEnd[1] - wallStart[1]
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const wallLength = Math.sqrt(wallDirX * wallDirX + wallDirZ * wallDirZ)
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if (wallLength === 0) return false
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// Normalize wall direction
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const normWallDirX = wallDirX / wallLength
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const normWallDirZ = wallDirZ / wallLength
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// Dot product of normal (X-Z components) with wall direction
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// Front/back faces: normal perpendicular to wall → dot ≈ 0
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// Thickness edges: normal parallel to wall → dot ≈ ±1
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const dotProduct = normal[0] * normWallDirX + normal[2] * normWallDirZ
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// If dot product is high, it's a thickness edge (normal parallel to wall)
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// Allow only faces where normal is mostly perpendicular to wall direction
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return Math.abs(dotProduct) < 0.5
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}
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export const ItemTool: React.FC = () => {
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const cursorRef = useRef<Mesh>(null!)
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const draftItem = useRef<ItemNode | null>(null)
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@@ -65,6 +130,8 @@ export const ItemTool: React.FC = () => {
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gridPosition.current.x,
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gridPosition.current.y,
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draftItem.current.asset.dimensions,
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draftItem.current.asset.attachTo as 'wall' | 'wall-side',
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draftItem.current.side,
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[draftItem.current.id],
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)
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placeable = result.valid
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@@ -156,19 +223,33 @@ export const ItemTool: React.FC = () => {
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draftItem.current?.asset.attachTo === 'wall' ||
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draftItem.current?.asset.attachTo === 'wall-side'
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) {
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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isOnWall.current = true
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currentWallId = event.node.id
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// Determine side and rotation from normal
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const side = getSideFromNormal(event.normal)
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const rotation = calculateRotationFromNormal(event.normal)
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gridPosition.current.set(
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Math.round(event.localPosition[0] * 2) / 2,
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Math.round(event.localPosition[1] * 2) / 2,
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Math.round(event.localPosition[2] * 2) / 2,
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)
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draftItem.current.parentId = event.node.id
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draftItem.current.side = side
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draftItem.current.rotation = [0, rotation, 0]
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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side,
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rotation: [0, rotation, 0],
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})
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cursorRef.current.rotation.y = rotation
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checkCanPlace()
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}
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}
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@@ -189,16 +270,26 @@ export const ItemTool: React.FC = () => {
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}
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const onWallClick = (event: WallEvent) => {
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event.stopPropagation()
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if (!isOnWall.current) return
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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const currentLevelId = useViewer.getState().selection.levelId
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if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
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// Get side and rotation from current draft item (already set by onWallMove)
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const side = draftItem.current.side
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const rotation = draftItem.current.rotation
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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side,
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rotation,
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metadata: stripTransient(draftItem.current.metadata),
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})
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useScene.getState().dirtyNodes.add(event.node.id)
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@@ -211,8 +302,17 @@ export const ItemTool: React.FC = () => {
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const onWallMove = (event: WallEvent) => {
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if (isOnWall.current === false) return
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event.stopPropagation()
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if (!draftItem.current) return
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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// Determine side and rotation from normal
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const side = getSideFromNormal(event.normal)
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const rotation = calculateRotationFromNormal(event.normal)
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gridPosition.current.set(
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Math.round(event.localPosition[0] * 2) / 2,
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Math.round(event.localPosition[1] * 2) / 2,
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@@ -223,16 +323,12 @@ export const ItemTool: React.FC = () => {
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Math.round(event.position[1] * 2) / 2,
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Math.round(event.position[2] * 2) / 2,
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)
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cursorRef.current.rotation.y = rotation
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const {
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node: { start, end },
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} = event
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const dx = end[0] - start[0]
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const dz = end[1] - start[1]
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const { normal } = event
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const wallAngle = Math.atan2(dx, dz)
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// Update draft item side and rotation
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draftItem.current.side = side
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draftItem.current.rotation = [0, rotation, 0]
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cursorRef.current.rotation.y = wallAngle + Math.PI / 2
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const canPlace = checkCanPlace()
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if (draftItem.current && canPlace) {
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draftItem.current.position = [
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@@ -243,8 +339,13 @@ export const ItemTool: React.FC = () => {
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const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
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if (draftItemMesh) {
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draftItemMesh.position.copy(gridPosition.current)
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draftItemMesh.rotation.y = rotation
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}
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useScene.getState().updateNode(draftItem.current.id, {
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side,
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rotation: [0, rotation, 0],
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})
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useScene.getState().dirtyNodes.add(event.node.id)
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}
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}
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@@ -306,7 +306,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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1,
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1.1000000000000003
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -335,7 +335,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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1,
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1.1000000000000003
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -420,7 +420,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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0.5,
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0.5000000000000003
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -757,7 +757,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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1,
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0.8999999999999999
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -1209,7 +1209,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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1,
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0.1
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -1378,7 +1378,7 @@ export const CATALOG_ITEMS: AssetInput[] = [
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1,
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0.2
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],
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"attachTo": "wall"
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"attachTo": "wall-side"
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},
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{
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@@ -61,6 +61,8 @@ export class SpatialGridManager {
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tEnd: t + halfW,
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yStart: item.position[1],
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yEnd: item.position[1] + height,
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attachType: item.asset.attachTo as 'wall' | 'wall-side',
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side: item.side,
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})
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}
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}
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@@ -101,6 +103,8 @@ export class SpatialGridManager {
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tEnd: t + halfW,
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yStart: item.position[1],
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yEnd: item.position[1] + height,
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attachType: item.asset.attachTo as 'wall' | 'wall-side',
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side: item.side,
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})
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}
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}
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@@ -147,6 +151,8 @@ export class SpatialGridManager {
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* @param localX - X position in wall-local space (distance from wall start)
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* @param localY - Y position (height from floor)
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* @param dimensions - item dimensions [width, height, depth]
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* @param attachType - 'wall' (needs both sides) or 'wall-side' (needs one side)
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* @param side - which side for 'wall-side' items
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* @param ignoreIds - item IDs to ignore in collision check
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*/
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canPlaceOnWall(
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@@ -155,6 +161,8 @@ export class SpatialGridManager {
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localX: number,
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localY: number,
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dimensions: [number, number, number],
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attachType: 'wall' | 'wall-side' = 'wall',
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side?: 'front' | 'back',
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ignoreIds?: string[],
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) {
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const wallLength = this.getWallLength(wallId)
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@@ -173,6 +181,8 @@ export class SpatialGridManager {
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itemWidth,
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localY,
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itemHeight,
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attachType,
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side,
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ignoreIds,
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)
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}
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@@ -53,14 +53,15 @@ export function initSpatialGridSync() {
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}
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}
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// Detect updated nodes (items with position/rotation/parentId changes)
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// Detect updated nodes (items with position/rotation/parentId/side changes)
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for (const [id, node] of Object.entries(state.nodes)) {
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const prev = prevState.nodes[id as AnyNode['id']]
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if (prev && node.type === 'item' && prev.type === 'item') {
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if (
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!arraysEqual(node.position, prev.position) ||
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!arraysEqual(node.rotation, prev.rotation) ||
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node.parentId !== prev.parentId
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node.parentId !== prev.parentId ||
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node.side !== prev.side
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) {
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const levelId = resolveLevelId(node, state.nodes)
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spatialGridManager.handleNodeUpdated(node, levelId)
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@@ -23,6 +23,8 @@ export function useSpatialQuery() {
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localX: number,
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localY: number,
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dimensions: [number, number, number],
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attachType: 'wall' | 'wall-side' = 'wall',
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side?: 'front' | 'back',
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ignoreIds?: string[],
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) => {
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return spatialGridManager.canPlaceOnWall(
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@@ -31,6 +33,8 @@ export function useSpatialQuery() {
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localX,
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localY,
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dimensions,
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attachType,
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side,
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ignoreIds,
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)
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},
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@@ -1,3 +1,9 @@
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type WallSide = 'front' | 'back'
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type AttachType = 'wall' | 'wall-side'
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// Small tolerance for floating point comparison to allow adjacent items
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const EPSILON = 0.001
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interface WallItemPlacement {
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itemId: string
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wallId: string
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@@ -5,12 +11,27 @@ interface WallItemPlacement {
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tEnd: number
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yStart: number // height range
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yEnd: number
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attachType?: AttachType // 'wall' blocks both sides, 'wall-side' blocks one side (undefined = 'wall' for legacy)
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side?: WallSide // Which side for 'wall-side' items (undefined means both for 'wall')
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}
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export class WallSpatialGrid {
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private wallItems = new Map<string, WallItemPlacement[]>() // wallId -> placements
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private itemToWall = new Map<string, string>() // itemId -> wallId (reverse lookup)
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/**
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* Check if an item can be placed on a wall
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* @param wallId - The wall to place on
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* @param wallLength - Length of the wall
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* @param wallHeight - Height of the wall
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* @param tCenter - Parametric center position (0-1) along wall
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* @param itemWidth - Width of the item
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* @param yBottom - Bottom Y position of the item
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* @param itemHeight - Height of the item
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* @param attachType - 'wall' (blocks both sides) or 'wall-side' (blocks one side)
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* @param side - Which side for 'wall-side' items
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* @param ignoreIds - Item IDs to ignore in conflict check
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*/
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canPlaceOnWall(
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wallId: string,
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wallLength: number,
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@@ -19,6 +40,8 @@ export class WallSpatialGrid {
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itemWidth: number,
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yBottom: number,
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itemHeight: number,
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attachType: AttachType = 'wall',
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side?: WallSide,
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ignoreIds: string[] = [],
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): { valid: boolean; conflictIds: string[] } {
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const halfW = itemWidth / wallLength / 2
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@@ -40,17 +63,53 @@ export class WallSpatialGrid {
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for (const placement of existing) {
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if (ignoreSet.has(placement.itemId)) continue
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const tOverlap = tStart < placement.tEnd && tEnd > placement.tStart
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const yOverlap = yStart < placement.yEnd && yEnd > placement.yStart
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// Use EPSILON tolerance to allow items to be exactly adjacent
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const tOverlap = tStart < placement.tEnd - EPSILON && tEnd > placement.tStart + EPSILON
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const yOverlap = yStart < placement.yEnd - EPSILON && yEnd > placement.yStart + EPSILON
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if (tOverlap && yOverlap) {
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// Check side conflicts based on attach types
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const hasConflict = this.checkSideConflict(attachType, side, placement)
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if (hasConflict) {
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conflicts.push(placement.itemId)
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}
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}
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}
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return { valid: conflicts.length === 0, conflictIds: conflicts }
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}
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/**
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* Check if two items conflict based on their attach types and sides
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* - 'wall' items block both sides, so they conflict with everything
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* - 'wall-side' items only conflict if they're on the same side or if the other is a 'wall' item
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*/
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private checkSideConflict(
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newAttachType: AttachType,
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newSide: WallSide | undefined,
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existing: WallItemPlacement,
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): boolean {
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// Treat undefined/legacy attachType as 'wall' (blocks both sides)
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const existingAttachType = existing.attachType ?? 'wall'
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// If new item is 'wall' type, it conflicts with everything (needs both sides)
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if (newAttachType === 'wall') {
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return true
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}
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// If existing item is 'wall' type, it blocks both sides
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if (existingAttachType === 'wall') {
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return true
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}
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// Both are 'wall-side' - only conflict if they're on the same side
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// If either side is undefined, be conservative and assume conflict
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if (!newSide || !existing.side) {
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return true
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}
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return newSide === existing.side
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}
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insert(placement: WallItemPlacement) {
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const { wallId, itemId } = placement
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Reference in New Issue
Block a user