# Spatial Queries *Placement validation for tools — `canPlaceOnFloor`, `canPlaceOnWall`, `canPlaceOnCeiling`.* Applies to: `apps/editor/components/tools/**`. `useSpatialQuery()` validates whether an item can be placed at a given position without overlapping existing items. Every placement tool must call it before committing a node to the scene. **Source**: `packages/core/src/hooks/spatial-grid/use-spatial-query.ts` ## Hook ```ts const { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling } = useSpatialQuery() ``` All three methods return `{ valid: boolean; conflictIds: string[] }`. `canPlaceOnWall` additionally returns `adjustedY: number` (snapped height). --- ## canPlaceOnFloor ```ts canPlaceOnFloor( levelId: string, position: [number, number, number], dimensions: [number, number, number], // scaled width/height/depth rotation: [number, number, number], ignoreIds?: string[], // pass [draftItem.id] to exclude self ): { valid: boolean; conflictIds: string[] } ``` **Usage in a tool:** ```ts const pos: [number, number, number] = [x, 0, z] const { valid } = canPlaceOnFloor(levelId, pos, getScaledDimensions(item), item.rotation, [item.id]) if (valid) createNode(item, levelId) ``` --- ## canPlaceOnWall ```ts canPlaceOnWall( levelId: string, wallId: string, localX: number, // distance along wall from start localY: number, // height from floor dimensions: [number, number, number], attachType: 'wall' | 'wall-side', // 'wall' needs clearance both sides; 'wall-side' only one side?: 'front' | 'back', ignoreIds?: string[], ): { valid: boolean; conflictIds: string[]; adjustedY: number } ``` `adjustedY` contains the snapped Y so items sit flush on the slab — always use it instead of the raw `localY`: ```ts const { valid, adjustedY } = canPlaceOnWall(levelId, wallId, x, y, dims, 'wall', undefined, [item.id]) if (valid) updateNode(item.id, { wallT: x, wallY: adjustedY }) ``` --- ## canPlaceOnCeiling ```ts canPlaceOnCeiling( ceilingId: string, position: [number, number, number], dimensions: [number, number, number], rotation: [number, number, number], ignoreIds?: string[], ): { valid: boolean; conflictIds: string[] } ``` --- ## Slab Elevation When items rest on a slab (not flat ground), use these to get the correct Y: ```ts import { spatialGridManager } from '@pascal-app/core' // Y at a single point const y = spatialGridManager.getSlabElevationAt(levelId, x, z) // Y considering the item's full footprint (highest slab point under item) const y = spatialGridManager.getSlabElevationForItem(levelId, position, dimensions, rotation) ``` --- ## Rules - **Always pass `[item.id]` in `ignoreIds`** when validating a draft item that already exists in the scene — otherwise it collides with itself. - **Use `adjustedY` from `canPlaceOnWall`** — don't use the raw cursor Y for wall-mounted items. - **Use `getScaledDimensions(item)`** (`packages/core/src/schema/nodes/item.ts`) to account for item scale, not the raw `asset.dimensions`. - Validate on every pointer move for live feedback (highlight ghost red/green). Only `createNode` / `updateNode` on pointer up or click. See `apps/editor/components/tools/item/use-placement-coordinator.tsx` for a full implementation.