import { type AnyNode, type AnyNodeId, DoorNode, emitter, type GridEvent, isCurvedWall, type RoofEvent, type RoofNode, sceneRegistry, spatialGridManager, useScene, type WallEvent, type WallNode, WallNode as WallNodeSchema, } from '@pascal-app/core' import { calculateCursorRotation, calculateItemRotation, EDITOR_LAYER, getSideFromNormal, isMagneticSnapActive, isValidWallSideFace, triggerSFX, useAlignmentGuides, useEditor, useFacingPose, usePlacementPreview, } from '@pascal-app/editor' import { useViewer } from '@pascal-app/viewer' import { useEffect, useMemo, useRef, useState } from 'react' import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three' import { LineBasicNodeMaterial } from 'three/webgpu' import { clearOpeningGuides3D, publishOpeningGuidesForWallEvent, } from '../shared/opening-guides-runtime' import { getRoofWallOpeningCursorPose, type RoofWallOpeningTarget, resolveRoofWallOpeningTarget, worldToSelectedBuildingLocal, } from '../shared/roof-wall-opening-placement' import { collectWallOpeningAlignmentCandidates, 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, linewidth: 3, depthTest: false, depthWrite: false, }) 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(null) const cursorGroupRef = useRef(null!) const edgesRef = useRef(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. `side` // carries the R-flip so the floating ghost faces the side that will be // committed (its swing/hinge geometry depends on `side`). const [fallbackPose, setFallbackPose] = useState<{ position: [number, number, number] rotationY: number side: DoorNode['side'] } | null>(null) // Ghost preview node — zeroed transform + the live facing side (rebuilds on R). const ghostStub = useMemo( () => DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0], side: fallbackPose?.side ?? 'front', }), [fallbackPose?.side], ) // The frame depth is a fixed parse default (the `side` flip doesn't change // it); a ref lets the facing-pose publish inside the setup effect read it // without re-subscribing every event listener. const frameDepthRef = useRef(ghostStub.frameDepth) useEffect(() => { useScene.temporal.getState().pause() const ownedPreviewIds = new Set() const fallbackPreview = DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0], side: 'front', }) const fallbackWallId = WallNodeSchema.parse({ end: [1, 0], start: [0, 0], thickness: 0.1, }).id const publishPlacementPreview = (node: AnyNode, parentNode: AnyNode | null) => { ownedPreviewIds.add(node.id) usePlacementPreview.getState().set(node, parentNode) } const clearPlacementPreview = () => { const current = usePlacementPreview.getState().node if (current && ownedPreviewIds.has(current.id)) usePlacementPreview.getState().clear() } const publishDraftPreview = (parentNode: AnyNode) => { const draft = draftRef.current if (!draft) return const live = useScene.getState().nodes[draft.id as AnyNodeId] if (live?.type !== 'door') return draftRef.current = live publishPlacementPreview(live, parentNode) } 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 // Last open-floor cursor point (level-local X/Z) so an R-flip while // free-following can re-render the floating ghost with the new facing. let lastFloorPoint: [number, number, number] | null = null const getLevelId = () => useViewer.getState().selection.levelId const getLevelYOffset = () => { const id = getLevelId() return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0 } const getSlabElevationForWall = (wall: WallNode) => spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end) const markHostDirty = (hostId: string) => { useScene.getState().dirtyNodes.add(hostId as AnyNodeId) } const destroyDraft = () => { const draft = draftRef.current if (!draft) { clearPlacementPreview() return } const wallId = draft.parentId useScene.getState().deleteNode(draft.id) draftRef.current = null clearPlacementPreview() if (wallId) markHostDirty(wallId) } const hideCursor = () => { if (cursorGroupRef.current) cursorGroupRef.current.visible = false useAlignmentGuides.getState().clear() clearOpeningGuides3D() setFallbackPose(null) useFacingPose.getState().clear() clearPlacementPreview() } // Alignment candidates — anchors of every alignable object; refreshed // after each placement. A door aligns by the plan position of its centre. let alignmentCandidates = collectWallOpeningAlignmentCandidates(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, indicatorYOffset: number, ) => { setFallbackPose(null) const group = cursorGroupRef.current if (!group) return group.visible = true group.position.set(...worldPosition) group.rotation.y = cursorRotationY edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44) // Forward-facing triangle (editor-side overlay). The cursor group is // already yawed so +Z faces out of the wall, so the door's front is +Z. // The indicator rides at the sill (`indicatorYOffset`, the door's base). useFacingPose.getState().set({ position: [worldPosition[0], worldPosition[1] + indicatorYOffset, worldPosition[2]], rotationY: cursorRotationY, depth: frameDepthRef.current, }) } // Off-host fallback: hide the wireframe outline and float the real door // geometry (tinted invalid) at the cursor so the armed tool is visible. // `sideFlip` (R) flips the facing: a back facing is a π yaw on the floating // ghost, and the door swing/hinge geometry reads `side`. const showGhostAt = (position: [number, number, number]) => { if (cursorGroupRef.current) cursorGroupRef.current.visible = false setFallbackPose({ position, rotationY: sideFlip ? Math.PI : 0, side: sideFlip ? 'back' : 'front', }) const halfWidth = fallbackPreview.width / 2 + 0.5 const wall = WallNodeSchema.parse({ end: [position[0] + halfWidth, position[2]], id: fallbackWallId, start: [position[0] - halfWidth, position[2]], thickness: 0.1, }) const ghost = DoorNode.parse({ ...fallbackPreview, metadata: { isTransient: true }, parentId: wall.id, position: [halfWidth, fallbackPreview.height / 2, 0], rotation: [0, sideFlip ? Math.PI : 0, 0], side: sideFlip ? 'back' : 'front', wallId: wall.id, }) publishPlacementPreview(ghost, wall) useAlignmentGuides.getState().clear() clearOpeningGuides3D() // Off-host (invalid) floating ghost — no direction triangle. useFacingPose.getState().clear() } const showRoofFallbackCursor = (event: RoofEvent) => { const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position)) showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z]) } const showWallFallbackCursor = (event: WallEvent) => { const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position)) showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z]) } // Settle a wall target: alignment snap → clamp → overlap check. Pure read. const resolveWallPlacement = ( wall: WallNode, rawLocalX: number, width: number, height: number, applySnap: boolean, ignoreId?: string, ) => { // Along-wall alignment guides are DISPLAYED in every snapping mode; the // magnetic pull onto them is applied only when `applySnap` (magnetic // "lines" mode). The grid component lives in `snapToHalf`, which is itself // mode-aware (raw cursor when grid is off). const localX = resolveWallSlideAlignment({ wallNode: wall, rawLocalX, width, candidates: alignmentCandidates, applySnap, }) const { clampedX, clampedY } = clampToWall(wall, localX, width, height) const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId) return { clampedX, clampedY, valid } } // Shared create/update path for the wall draft — used by the direct // wall-mesh hover and the floor proximity snap. Reuses the existing draft // (reparenting only on an actual wall change to avoid churning the host's // children array, which flashes 0-vertex wall geometry in WebGPU). const applyWallTarget = (args: { wall: WallNode rawLocalX: number side: 'front' | 'back' itemRotation: number cursorRotationY: number applySnap: boolean }) => { const { wall, rawLocalX, side, itemRotation, cursorRotationY, applySnap } = args const width = draftRef.current?.width ?? 0.9 const height = draftRef.current?.height ?? 2.1 if (!draftRef.current) { const node = DoorNode.parse({ position: [0, height / 2, 0], rotation: [0, itemRotation, 0], side, wallId: wall.id, parentId: wall.id, metadata: { isTransient: true }, }) useScene.getState().createNode(node, wall.id as AnyNodeId) draftRef.current = node } const { clampedX, clampedY, valid } = resolveWallPlacement( wall, rawLocalX, width, height, applySnap, draftRef.current.id, ) if (wall.id === draftRef.current.parentId) { useScene.getState().updateNode(draftRef.current.id, { position: [clampedX, clampedY, 0], rotation: [0, itemRotation, 0], side, }) markHostDirty(wall.id) } else { useScene.getState().updateNode(draftRef.current.id, { position: [clampedX, clampedY, 0], rotation: [0, itemRotation, 0], side, parentId: wall.id, wallId: wall.id, // The draft may arrive from a roof-segment face hover. roofSegmentId: undefined, roofFace: undefined, }) } publishDraftPreview(wall) updateCursor( wallLocalToWorld( wall, clampedX, clampedY, getLevelYOffset(), getSlabElevationForWall(wall), ), cursorRotationY, valid, -clampedY, ) if (draftRef.current) { publishOpeningGuidesForWallEvent({ wall, movingId: draftRef.current.id, centerS: clampedX, centerY: clampedY, width, height, includeVertical: false, levelYOffset: getLevelYOffset(), slabElevation: getSlabElevationForWall(wall), }) } return { clampedX, clampedY, valid } } // 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 clearPlacementPreview() draftRef.current = null hostKind = null useScene.getState().deleteNode(draft.id) useScene.temporal.getState().resume() const levelId = getLevelId() const state = useScene.getState() const doorCount = Object.values(state.nodes).filter((n) => { if (n.type !== 'door') return false const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined return w?.parentId === levelId }).length const node = DoorNode.parse({ name: `Door ${doorCount + 1}`, position: [clampedX, clampedY, 0], rotation: [0, itemRotation, 0], side, wallId: wall.id, parentId: wall.id, width: draft.width, height: draft.height, doorCategory: draft.doorCategory, doorType: draft.doorType, leafCount: draft.leafCount, operationState: draft.operationState, slideDirection: draft.slideDirection, trackStyle: draft.trackStyle, garagePanelCount: draft.garagePanelCount, frameThickness: draft.frameThickness, frameDepth: draft.frameDepth, threshold: draft.threshold, thresholdHeight: draft.thresholdHeight, hingesSide: draft.hingesSide, swingDirection: draft.swingDirection, segments: draft.segments, handle: draft.handle, handleHeight: draft.handleHeight, handleSide: draft.handleSide, doorCloser: draft.doorCloser, panicBar: draft.panicBar, panicBarHeight: draft.panicBarHeight, }) useScene.getState().createNode(node, wall.id as AnyNodeId) useViewer.getState().setSelection({ selectedIds: [node.id] }) triggerSFX('sfx:structure-build') useAlignmentGuides.getState().clear() clearOpeningGuides3D() if (useEditor.getState().getContinuation('point') === 'repeat') { useScene.temporal.getState().pause() alignmentCandidates = collectWallOpeningAlignmentCandidates(useScene.getState().nodes, '') } else { hideCursor() useEditor.getState().setTool(null) } } // ── 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 applyWallTarget({ wall: event.node, rawLocalX: event.localPosition[0], side, itemRotation, cursorRotationY: cursorRotation, applySnap: isMagneticSnapActive(), }) 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 { clampedX, clampedY, valid } = resolveWallPlacement( event.node, event.localPosition[0], draftRef.current.width, draftRef.current.height, isMagneticSnapActive(), draftRef.current.id, ) // Alt force-places over a collision (the draft stays red as a warning). if (!valid && event.nativeEvent?.altKey !== true) 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 pointermove (shared DOM // 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 lastFloorPoint = [x, y + FALLBACK_HEIGHT / 2, z] destroyDraft() showGhostAt(lastFloorPoint) } // ── Roof-segment wall faces ───────────────────────────────────── // The merged roof mesh emits `roof:*`; hits are resolved against the // segments' vertical wall faces (base walls + coplanar gable ends). const resolveRoofTarget = (event: RoofEvent) => resolveRoofWallOpeningTarget({ event, width: draftRef.current?.width ?? 0.9, height: draftRef.current?.height ?? 2.1, ignoreId: draftRef.current?.id, vertical: { kind: 'bottom-locked' }, }) const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => { const pose = getRoofWallOpeningCursorPose(target, roof) if (pose) updateCursor(pose.position, pose.rotationY, target.valid, -target.position[1]) } 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, // or a face the door cannot fit on). destroyDraft() showRoofFallbackCursor(event) return } const { segment, face, position } = target if (draftRef.current && draftRef.current.parentId !== segment.id) destroyDraft() if (draftRef.current) { useScene.getState().updateNode(draftRef.current.id, { position, rotation: [0, 0, 0], roofFace: face.id, }) } else { const node = DoorNode.parse({ position, rotation: [0, 0, 0], side: 'front', roofSegmentId: segment.id, roofFace: face.id, parentId: segment.id, metadata: { isTransient: true }, }) useScene.getState().createNode(node, segment.id as AnyNodeId) draftRef.current = node } publishDraftPreview(segment) // Opening guides are wall-specific; clear them while over a roof face. clearOpeningGuides3D() updateRoofCursor(target, event.node as RoofNode) event.stopPropagation() } const onRoofClick = (event: RoofEvent) => { if (!draftRef.current?.roofSegmentId) return const target = resolveRoofTarget(event) // Alt force-places over a colliding roof-face target (see onWallClick). if (!target) return if (!target.valid && event.nativeEvent?.altKey !== true) return const { segment, face, position } = target const draft = draftRef.current clearPlacementPreview() draftRef.current = null hostKind = null useScene.getState().deleteNode(draft.id) useScene.temporal.getState().resume() const state = useScene.getState() const doorCount = Object.values(state.nodes).filter( (n) => n.type === 'door' && (n as DoorNode).roofSegmentId !== undefined, ).length const node = DoorNode.parse({ name: `Door ${doorCount + 1}`, position, rotation: [0, 0, 0], side: 'front', roofSegmentId: segment.id, roofFace: face.id, parentId: segment.id, width: draft.width, height: draft.height, doorCategory: draft.doorCategory, doorType: draft.doorType, leafCount: draft.leafCount, operationState: draft.operationState, slideDirection: draft.slideDirection, trackStyle: draft.trackStyle, garagePanelCount: draft.garagePanelCount, frameThickness: draft.frameThickness, frameDepth: draft.frameDepth, threshold: draft.threshold, thresholdHeight: draft.thresholdHeight, hingesSide: draft.hingesSide, swingDirection: draft.swingDirection, segments: draft.segments, handle: draft.handle, handleHeight: draft.handleHeight, handleSide: draft.handleSide, doorCloser: draft.doorCloser, panicBar: draft.panicBar, panicBarHeight: draft.panicBarHeight, }) useScene.getState().createNode(node, segment.id as AnyNodeId) // Rebuild the segment (and the merged roof) so the wall brush // picks up the new opening cut. useScene.getState().dirtyNodes.add(segment.id as AnyNodeId) useViewer.getState().setSelection({ selectedIds: [node.id] }) triggerSFX('sfx:structure-build') if (useEditor.getState().getContinuation('point') === 'repeat') { useScene.temporal.getState().pause() } else { hideCursor() useEditor.getState().setTool(null) } event.stopPropagation() } const onRoofLeave = () => { if (hostKind !== 'roof') return destroyDraft() hideCursor() hostKind = null } const onCancel = () => { destroyDraft() hideCursor() hostKind = null } // R flips the door's facing side mid-placement (front ↔ back), like the // committed-selected R flip. ALWAYS toggles the persistent flip intent — // never a no-op (the old `!lastWallEvent` guard dropped R off-wall and before // the first wall hover, so it "needed two presses"). Then re-renders whatever // preview is current so the flip shows live and matches commit. const onKeyDown = (e: KeyboardEvent) => { if (e.key !== 'r' && e.key !== 'R') return if (e.repeat) return const t = e.target as HTMLElement | null if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return e.preventDefault() sideFlip = !sideFlip triggerSFX('sfx:item-rotate') if (lastWallEvent) { // On a wall: re-resolve + re-preview with the flipped side. onWallHover(lastWallEvent) } else if (lastFloorPoint) { // Off-wall: re-render the floating ghost (showGhostAt reads `sideFlip`). showGhostAt(lastFloorPoint) } // else: no preview yet — `sideFlip` is set, so the first hover/follow uses it. } emitter.on('wall:enter', onWallHover) emitter.on('wall:move', onWallHover) emitter.on('wall:click', onWallClick) emitter.on('wall:leave', onWallLeave) emitter.on('roof:enter', onRoofHover) emitter.on('roof:move', onRoofHover) emitter.on('roof:click', onRoofClick) emitter.on('roof:leave', onRoofLeave) emitter.on('grid:move', onGridFreeFollow) emitter.on('tool:cancel', onCancel) window.addEventListener('keydown', onKeyDown) return () => { destroyDraft() hideCursor() clearPlacementPreview() useAlignmentGuides.getState().clear() clearOpeningGuides3D() useScene.temporal.getState().resume() 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', onGridFreeFollow) emitter.off('tool:cancel', onCancel) window.removeEventListener('keydown', onKeyDown) } }, []) // Cursor geometry: door outline. Static dims, so build it once and dispose on // unmount rather than reallocating (and orphaning) an EdgesGeometry on every // re-render during placement. const edgesGeo = useMemo(() => { const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 0.07) const geo = new EdgesGeometry(boxGeo) boxGeo.dispose() return geo }, []) useEffect(() => () => edgesGeo.dispose(), [edgesGeo]) return ( <> {fallbackPose && ( )} ) } export default DoorTool