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

105 lines
3.2 KiB
Markdown

# 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.