* feat(editor): always-visible translucent placement ghost for openings + roof accessories When a host-surface placement tool is armed, the node's real geometry now follows the cursor everywhere as a translucent ghost: tinted invalid (red) and unconfirmable off-host, snapping onto its host surface (wall/roof) with the existing valid/invalid affordances when near. This replaces the old red wireframe box (door/window) and red DragBoundingBox (roof accessories), so the armed tool is visible before the cursor reaches a placeable surface. - New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts): clones materials, disables raycast (avoids cursor-ray starvation), tints invalid; cleanup disposes only the clones. - New door/window preview components built from the real geometry via new `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float the ghost via a `fallbackPose` that is mutually exclusive with the on-host draft + wireframe outline. - `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory tools pass their real preview (invalid-tinted) instead of a box `size`. Snapping behavior is unchanged (no proximity snap yet). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): magnetic proximity wall-snap for door/window placement The door/window ghost now follows the cursor over the floor like a moving item and magnetically snaps onto the nearest wall within range (1.5 m), then releases back to free-follow when the cursor moves away — instead of only attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it snaps onto a new spot, so it reads as moving a physical object that can only land on walls. - Plan-space proximity via the existing `findClosestWallInPlan` (the same helper the 2D floor-plan move uses): level-scoped, skips curved walls, returns wall + along-wall localX + side + wall-local rotation. - `grid:move` drives the snap and `grid:click` commits when proximity-snapped; a direct wall-mesh hover (wall:enter/move) still owns the precise face side. Both paths share `applyWallTarget` (create the draft once, reparent only on an actual wall change) and a shared commit that refreshes alignment anchors. - Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate (R3F + the grid raycast share the source DOM event) plus a `cameraDragging` guard and stale-`hostKind` reset, so a missed wall:leave during a camera orbit can't strand the draft. - Window keeps its sill height on the floor path (the floor cursor carries no wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move. - Shift bypasses the along-wall grid/alignment snap but still attaches to the nearest wall, matching the 3D-hover and 2D-move conventions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): door/window preset placement follows the cursor over open floor The community preset/catalog flow places doors and windows through the isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow: the fresh clone was parented to the level at the origin and only became visible once the cursor reached a wall, so over empty floor nothing tracked the cursor. Now the move tools mirror the def.tool placement behaviour: - Off-wall, the real node rides the cursor like an item (reparented to the level, positioned at the building-local cursor) so it's obvious what's being placed before it attaches. - Within range of a wall it magnetically snaps on via findClosestWallInPlan (the same plan-space helper the 2D move uses), releasing back to free-follow when the cursor moves away, and plays the grid-snap sound on each new snap. - grid:click commits only when snapped (open floor is a no-op — a door/window needs a wall); the wall/roof mesh-hover paths are unchanged and still own their own click. A per-pointermove timeStamp gate + cameraDragging guard keep the floor handler from fighting a wall/roof hover. - Windows default to a ~0.9m sill while off-wall (fresh preset clones carry position [0,0,0], which buried half the window below the floor). The wall/roof commit body is extracted into a shared commitToWall so the mesh-click and proximity-click paths stay identical. Existing-node moves are fully restored on cancel/unmount (the node stays isTransient through free-follow). Standalone-editor def.tool placement already had this in a prior commit; this brings the community move path to parity. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): 2D floorplan ghost follows the cursor for door/window placement Mirrors the 3D free-follow in the top-down floor plan: while placing a door or window, a loose footprint rectangle now follows the cursor over open floor so it's obvious what's being placed before it snaps to a wall. The instant the cursor nears a wall, the existing synthesized wall:enter/move path takes over and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost. - The opening-placement pointer-move handler in floorplan-panel sets a new `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and clears it on a wall hit; a loose width × 0.1m rectangle renders at that point inside the floor-plan scene group (same world→SVG transform as every glyph). - Width comes from the moving node or the kind default (door 0.9 / window 1.5). - The ghost clears when opening placement ends (tool/mode change, cancel, commit) and on level change, so no stale rectangle lingers. Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's no host to orient the swing to. The shared door/window def.floorplan builders are untouched — overloading them with a wall-less fallback would make roof-hosted doors (parent is a roof segment, builder returns null today) draw stray rectangles in plan. Keeping the preview in the editor layer avoids that. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover Three placement fixes plus a snapping revision, for both the standalone def.tool path and the community isNew move path (door + window): - 2D faithful ghost: the off-wall placement ghost now renders the real blueprint symbol (door swing arc / window panes) following the cursor, not a bare rectangle. Done by publishing a transient opening on a synthetic wall to usePlacementPreview (extended with a `parentNode` fed as the builder's ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit, on commit, on placement-inactive, and on level change. - 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide updated the 3D mesh but left the 2D symbol frozen. It now merges the wall-local live position/rotation onto the node (keeping parentId) so the 2D symbol slides with the cursor. - R-flip during placement: pressing R now flips a door/window's facing (front ↔ back, rotation += π) before commit — the placement tools own R while placing (the global selection-based R/T handler stands down via isPlacingOpening so it can't double-fire). No-op on roof faces (front-only). - 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the opening free-follows the cursor over open floor and snaps only when the cursor ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its 0.5 m findClosestWallPoint padding since plan walls are thin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths running at once: the floorplan-panel synthesized wall:*/grid:* events (driving the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget. They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while 3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner (faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo commit), so it now owns 2D opening placement when movingNode is set: - floorplan-panel: the opening pointer-move branch + the registry grid catch-all + the background-click catch-all all now exclude the door/window MOVE case (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they still drive pure raw-build placement, which has no movingNode). Without the catch-all exclusions the move case fell through to grid:move/grid:click, which re-drove the 3D tool's free-follow and consumed the commit click. - R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`; door/window floorplan-move implement it (XOR the wall-derived side + π rotation, re-running the last apply). The overlay's keydown calls `session.flipSide()` on R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double flip / double cue on one R press). - Commit in 2D now flows solely through the overlay's pointerup (no competing synthesized wall:click), so click-to-place commits. The global use-keyboard R/T already stands down during opening placement (isPlacingOpening), so a selected node can't also flip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall Moving an existing door/window in the 2D floor plan: the move target's `apply` early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on its old wall instead of following the cursor between walls (3D free-follows), and an off-wall confirm click committed the stale last-wall position — looking like the placement failed. Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move: - Off-wall, `apply` free-follows the cursor — hides the real node and floats the faithful door/window symbol at the cursor via a synthetic wall published to `usePlacementPreview` (the same preview layer fresh placement uses). The real node is `visible:false` so the registry layer skips it (no double symbol). - Back on a wall, it clears the ghost, reveals the real node, and snaps as before. - `canCommit` returns false while off-wall, so an open-floor click reverts to the pre-move snapshot (door returns to its wall) instead of committing in mid-air — matching the 3D move, where clicking open floor commits nothing. On a wall the commit lands normally. The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s `visible:true` restore both guarantee the node is never left hidden after a move. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius The 2D door/window snap felt too aggressive and could grab a wall further away than the one the cursor was actually nearest. Root cause in `findClosestWallInPlan`: it compared a candidate's true segment distance against the previous best's `perpDistance` (signed offset to the wall's infinite line, not the clamped segment distance). Near a wall end those diverge, so a closer wall could be rejected / a farther one kept. - Track the best segment distance and keep the strict minimum — the wall chosen is now always the single closest segment to the cursor (true nearest), which resolves correctly when many walls sit close together. - Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old radius snapped from far away. The opening now free-follows the cursor until it's genuinely near a wall. Only the 2D move/placement targets use this helper (3D snaps on raycast hover); wall-attached items share the same improved nearest-wall behaviour. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): true-nearest 2D opening snap with dev hit-area overlay Round 7 of the placement-ghosts work. Make the 2D door/window wall snap always pick the wall nearest the cursor, fix fresh-placement snapping/slide in 2D, and add a dev-only overlay that visualises each wall's snap region. - Extract the plan-space nearest-wall-segment math to core (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment / nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan` delegates to it, so the snap and the debug overlay share one source of truth. WallHit contract unchanged. - door/window 2D move now resolves the host level via the shared `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement parented straight to the level — the last case previously resolved to the building, so a new opening never snapped in 2D). - Cursor resolver switched to absolute mode: query the snap with the true cursor, not the original-wall position + grab delta, so it picks the cursor-nearest wall (matching the 3D move) instead of a far wall across a thin gap. - 2D move clears any stale `useLiveTransforms` entry for the node each apply: the registry layer renders door/window from the live transform in preference to the scene node, so a leftover entry from the 3D tool froze the 2D slide for fresh / re-armed openings. - Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor at y=0), matching the 3D MoveWindowTool. - New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws each wall's snap hit area as an analytic capsule (no grid sampling), gated on a developer-menu toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
147 lines
5.3 KiB
TypeScript
147 lines
5.3 KiB
TypeScript
import type {
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AnyNode,
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AnyNodeId,
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RoofNode,
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RoofSegmentNode,
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RoofWallFaceId,
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} from '@pascal-app/core'
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import {
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getMaxRoofRectHeightFromAnchor,
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getMaxRoofRectWidthFromAnchor,
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getRoofSegmentWallFace,
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roofFacePointToSegment,
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} from '@pascal-app/core'
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/**
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* Host-side helpers for openings (door / window) hosted on a roof-segment
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* wall face: resize-handle limits derived from the face profile, and the
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* plan-space anchors the 2D floor-plan move path needs. Hosted children
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* store FACE-LOCAL coords ([u, v, z-from-mid-plane]) + `roofFace`.
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*/
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type RoofHostedOpening = {
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roofSegmentId?: string
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roofFace?: RoofWallFaceId
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parentId: string | null
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position: [number, number, number]
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width: number
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height: number
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}
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type SceneReader = { get: (id: AnyNodeId) => unknown }
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function resolveHostFace(node: RoofHostedOpening, scene: SceneReader) {
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if (!(node.roofSegmentId && node.roofFace)) return null
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const segment = scene.get(node.roofSegmentId as AnyNodeId) as RoofSegmentNode | undefined
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if (!segment || segment.type !== 'roof-segment') return null
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return { segment, face: getRoofSegmentWallFace(segment, node.roofFace) }
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}
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/**
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* Resize-handle width limit for a roof-hosted opening: the opposite edge
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* is anchored, `growSign` (+1 = door-local +X arrow) is the direction
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* the dragged edge moves. Null when the node is not roof-hosted.
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*/
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export function readRoofFaceWidthMax(
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node: RoofHostedOpening,
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scene: SceneReader,
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growSign: number,
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): number | null {
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const host = resolveHostFace(node, scene)
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if (!host) return null
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const anchorU = node.position[0] - (growSign * node.width) / 2
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return getMaxRoofRectWidthFromAnchor(host.face, anchorU, growSign, node.position[1], node.height)
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}
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/**
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* Resize-handle height limit for a roof-hosted opening. `growSign` +1 =
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* bottom edge anchored, top grows up; -1 = top anchored, bottom grows
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* down. Null when the node is not roof-hosted.
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*/
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export function readRoofFaceHeightMax(
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node: RoofHostedOpening,
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scene: SceneReader,
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growSign: number,
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): number | null {
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const host = resolveHostFace(node, scene)
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if (!host) return null
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const anchorV = node.position[1] - (growSign * node.height) / 2
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return getMaxRoofRectHeightFromAnchor(host.face, node.position[0], node.width, anchorV, growSign)
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}
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/**
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* Level hosting a roof-hosted opening's roof (opening → segment → roof →
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* level). Null when the parent chain isn't roof-shaped.
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*/
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export function getRoofHostedOpeningLevelId(
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node: { parentId: string | null },
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nodes: Record<string, AnyNode | undefined>,
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): AnyNodeId | null {
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const segment = node.parentId ? nodes[node.parentId] : undefined
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if (segment?.type !== 'roof-segment') return null
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const roof = segment.parentId ? nodes[segment.parentId] : undefined
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if (roof?.type !== 'roof') return null
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return (roof.parentId as AnyNodeId | null) ?? null
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}
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/**
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* The level that owns the wall-snap candidates for an opening (door /
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* window), across all three parentings the 2D move can start from:
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* - roof-hosted: opening → segment → roof → level (`getRoofHostedOpeningLevelId`).
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* - wall-hosted (existing opening): parent is a wall → its parent is the level.
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* - fresh placement (preset/catalog): the clone is parented straight to the
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* LEVEL (`place-preset` sets `parentId: levelId`), so the parent IS the level.
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*
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* The fresh-placement case is the subtle one: treating the parent as always a
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* wall (`parent.parentId`) resolves a fresh opening's level to the BUILDING,
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* and `collectLevelWallSegments(building)` finds no walls — so a new door /
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* window never snapped in 2D. Returns null when the parent chain is none of
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* the above.
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*/
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export function getOpeningHostLevelId(
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node: { parentId: string | null },
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nodes: Record<string, AnyNode | undefined>,
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): AnyNodeId | null {
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const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
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if (roofLevelId) return roofLevelId
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const parent = node.parentId ? nodes[node.parentId] : undefined
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if (!parent) return null
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if (parent.type === 'level') return parent.id as AnyNodeId
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return (parent.parentId as AnyNodeId | null) ?? null
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}
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/**
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* Level-plan [x, z] of a roof-hosted node — its face-local center mapped
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* through the face frame, then composed through the segment's and roof's
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* yaw + position.
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*/
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export function getRoofHostedOpeningPlanPoint(
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node: {
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parentId: string | null
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roofFace?: RoofWallFaceId
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position: [number, number, number]
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},
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nodes: Record<string, AnyNode | undefined>,
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): [number, number] | null {
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const segment = node.parentId ? (nodes[node.parentId] as RoofSegmentNode | undefined) : undefined
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if (segment?.type !== 'roof-segment' || !node.roofFace) return null
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const roof = segment.parentId ? (nodes[segment.parentId] as RoofNode | undefined) : undefined
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if (roof?.type !== 'roof') return null
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const rotate = (x: number, z: number, yaw: number): [number, number] => [
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x * Math.cos(yaw) + z * Math.sin(yaw),
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-x * Math.sin(yaw) + z * Math.cos(yaw),
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]
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const segLocal = roofFacePointToSegment(segment, node.roofFace, [
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node.position[0],
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node.position[1],
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node.position[2],
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])
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const [sx, sz] = rotate(segLocal[0], segLocal[2], segment.rotation ?? 0)
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const segX = sx + segment.position[0]
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const segZ = sz + segment.position[2]
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const [rx, rz] = rotate(segX, segZ, roof.rotation ?? 0)
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return [rx + roof.position[0], rz + roof.position[2]]
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}
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