Files
Wassim SAMADandClaude Opus 4.7 cf07fcaa97 Restructure agent config: unified .agents/skills + wiki/architecture
Replace per-tool rule trees (.cursor/rules, .claude/rules, .codex/rules)
with a single wiki/architecture/ source — 11 pages + README — readable
as plain markdown by any agent. Canonical skills live in .agents/skills/;
.claude/skills, .cursor/skills, .codex/skills are directory symlinks.

AGENTS.md is the entrypoint (rewritten as a lean overview, no per-tool
path lists). CLAUDE.md, GEMINI.md, and .github/copilot-instructions.md
all point to it.

Add open-pr skill (uses .github/pull_request_template.md as the source
of truth for the PR body) and remove the dangling .claude/CLAUDE.md
relative symlink.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 09:51:25 -04:00

3.2 KiB

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

const { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling } = useSpatialQuery()

All three methods return { valid: boolean; conflictIds: string[] }. canPlaceOnWall additionally returns adjustedY: number (snapped height).


canPlaceOnFloor

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:

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

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:

const { valid, adjustedY } = canPlaceOnWall(levelId, wallId, x, y, dims, 'wall', undefined, [item.id])
if (valid) updateNode(item.id, { wallT: x, wallY: adjustedY })

canPlaceOnCeiling

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:

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.