Files
editor/packages/nodes/src/window/move-tool.tsx
T
22af31dea8 editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default

- Alignment guides display in every snapping mode (grid/lines/angles/off);
  magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate
  decouples guide display from the snap delta across all placement/move/draw
  producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/
  window, MEP, 2D floorplan drafting, surface snap).
- Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG -
  building rotation), matching the on-screen aligned-to-north view.
- Item placement rotate hint collapsed to a single 'R / T  Rotate' row.
- Default item snapping mode changed lines -> grid.

* feat(walls): detect rooms across shared walls + tight connect-snap in all modes

Room detection: planarize the wall graph before face-finding — split straight
walls at T-junctions where another wall ends mid-span, so a room closed against
the middle of an existing wall is detected, not just isolated 4-wall rooms.

Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph
via wallClosesRoom(), so drafting stops when a segment seals a room against the
existing structure — not only when the chain returns to its own start.

Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05)
that also runs in grid/off/angles — within range of a wall (body or corner,
uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close
in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in
non-magnetic modes to the same connect distance so a corner dot no longer
magnetises the cursor from far.

Tests: cover T-junction detection + wallClosesRoom; update the item-default and
wall-split tests for the mode-driven behaviour.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(surfaces): gate alignment guides to connect distance in non-magnetic modes

Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap
(resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the
connect distance are fed to the alignment resolver, so guides form to nearby
points and far corner dots stop lighting up from across the plan. Filtering the
candidates (local-frame, like the cursor) rather than the resolved guides avoids
the floor-plan view rotation baked into the guide coords. Lines mode keeps the
full-range guides; the surface wall connect-snap is unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(slabs): deterministic wall-slab overlap via clipped overlap length

Wall elevation used ray-cast point samples that landed exactly on the
slab boundary for perpendicular walls, so whether a butting wall
followed the slab's elevation depended on which side of the slab it
touched. Clip the wall centerline and face lines against the polygon
and require >=5cm of on/inside length instead: walls along the slab
edge follow it on every side, point contact never does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start

The horizontal snap lattice sat exactly at the followed surface Y, so it
z-fought elevated slab tops while moving items. The visual mesh now rides
1mm above; the grid event plane keeps the true height.

Moving a wall-hosted item showed a horizontal grid until the first
pointer move published a wall surface — the mesh fallback assumed UP.
Derive the host wall normal from the item mesh's world orientation
(local +Z faces out of the wall) so the lattice is wall-aligned from
the first frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unify selection shortcuts + truthful select-mode hints

Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and
appends on box-select release), matching the 2D floorplan. The HUD rows
describe what actually works in both views: move is plain left-drag (the
grip/dot), the two vague selection rows collapse into one Cmd/Shift
or-group, and the modifier-held variants (freely / with guides / bypass
snaps) are gone — guides follow the snapping mode now. Key pills join
with + for combos and / for alternatives; Shift renders as the shift
icon.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration

The group-rotate gizmo never received pointer events through the shared
invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled
context; its handlers now live on the visible arrow plus a plain
default-layer invisible torus, so hover and drag work with a fat target.

Group drags begin a handle-drag scope: each gizmo hides while its
sibling drags (the frozen corner goes stale), idle hints leave the HUD,
and the drag gets contextual hints — Shift free-rotation for rotate, the
snapping chips for move.

Group move joins the snapping-mode system via the 'item' context: Shift
cycles the mode, Ctrl the grid step (both read live mid-drag), and
'lines' runs the same Figma-style alignment as single-node moves against
the group's bbox anchors. Chip clicks now tick like the keyboard cycles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group-move ticks in every snapping mode

Mirror the single-node move's sfx: emit per delta change rather than
only on grid crossings, so lines/off get the same rate-limited texture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): keep host transfers glued to the cursor

Moving between hosts used to diverge from the pointer and mangle state:

- Grab offsets: every surface anchor (wall / ceiling / shelf / item
  surface / floor) preserved the grab offset by re-seeding from the
  item's carried-over position on each new host, landing it far from
  the cursor. The grab offset now survives only on the original host
  and only until the item anchors anywhere else — after that every
  host (the original included) centers the item under the cursor.
  Applied uniformly to the placement coordinator and the window/door
  move tools.

- Rotation: detaching from a rotated shelf/table back to the floor kept
  the HOST-local yaw as the level yaw, visibly spinning the item. The
  detach now re-expresses the item's world yaw in the level frame.

- Elevation: the same detach wrote the level parentId to the store but
  not the draft ref, so the floor-elevation resolver bailed on its
  parent-must-be-a-level guard — the snap grid and the item stopped
  following slab elevations for the rest of the drag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): latch grab-offset forgetting across every host kind

Review follow-up (PR #458): unify the per-surface grab-forget rule into
one grabForgotten latch. A wall/ceiling item could not actually reach a
shelf or the floor (item-surface enter rejects attachTo assets), but a
wall item CAN anchor on a roof face — and returning to its original
wall then restored the stale grab offset. Roof-wall transitions (and
floor landings after a host visit) now trip the latch in the
coordinator and the window/door move tools alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:18:37 -04:00

1100 lines
42 KiB
TypeScript

import {
type AnyNodeId,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
sceneRegistry,
spatialGridManager,
useLiveTransforms,
useScene,
type WallEvent,
WindowNode,
} from '@pascal-app/core'
import {
calculateItemRotation,
clearPlacementSurface,
consumePlacementDragRelease,
EDITOR_LAYER,
getSideFromNormal,
isGridSnapActive,
isMagneticSnapActive,
isValidWallSideFace,
publishPlacementSurface,
snapToHalf,
stripPlacementMetadataFlags,
triggerSFX,
useAlignmentGuides,
useEditor,
useFacingPose,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
clearOpeningGuides3D,
publishOpeningGuidesForWallEvent,
resolveSillSnap,
} from '../shared/opening-guides-runtime'
import {
getRoofWallOpeningCursorPose,
type RoofWallOpeningTarget,
resolveRoofWallOpeningTarget,
} from '../shared/roof-wall-opening-placement'
import { resolveOpeningPlacement } from '../shared/wall-attach-target'
import {
collectWallOpeningAlignmentCandidates,
resolveWallSlideAlignment,
} from '../shared/wall-opening-alignment'
import { WindowFloorProjection } from './floor-projection'
import WindowPreview from './preview'
import {
clampToWall,
DEFAULT_WINDOW_SILL_M,
hasWallChildOverlap,
wallLocalToWorld,
} from './window-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
/**
* Move/duplicate tool for WindowNodes — wall-only, same guardrails as WindowTool.
*
* Move mode (metadata.isNew falsy):
* Adopts the existing window, pauses temporal. On commit: restores original state
* (clean undo baseline) then resumes + updateNode (undo reverts to original position).
* On cancel: restores original state.
*
* Duplicate mode (metadata.isNew = true):
* The node is a freshly created transient copy. On commit: deletes transient + resumes
* + createNode (undo removes the new window entirely). On cancel: deletes the node.
*/
const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode }) => {
const cursorGroupRef = useRef<Group>(null!)
// The window preview ghost. Shown for the WHOLE move so the user always sees
// a translucent window tinted by placement state — red off-wall or colliding,
// green on a valid wall. The real node stays hidden until commit (the wall
// still cuts its hole from the node data). `null` = not previewing. See the
// matching `WindowPreview` tint and `MoveDoorTool` for the full rationale.
const [ghostPose, setGhostPose] = useState<{
position: [number, number, number]
rotationY: number
tint: 'valid' | 'invalid'
// Level floor world-Y, for the floor "shadow" projection (drop-line + footprint).
floorY: number
// Live facing side — R-flip changes it and the window geometry depends on it,
// so the ghost must rebuild with the live side (see `MoveDoorTool`).
side: WindowNode['side']
} | null>(null)
// Ghost preview node: the moving window with a zeroed transform + the live
// facing side (the ghost is positioned by the `<group position>` wrapper;
// `updateWindowMesh` bakes the node's own position/rotation in, so passing the
// live node would double-offset). Rebuilds on an R-flip so the preview matches
// what commit will place.
const ghostSide = ghostPose?.side ?? movingWindowNode.side
const ghostNode = useMemo(
() => ({
...movingWindowNode,
side: ghostSide,
position: [0, 0, 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
}),
[movingWindowNode, ghostSide],
)
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
useEffect(() => {
useScene.temporal.getState().pause()
const meta =
typeof movingWindowNode.metadata === 'object' && movingWindowNode.metadata !== null
? (movingWindowNode.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
// Save original state (only used in move mode)
const original = {
position: [...movingWindowNode.position] as [number, number, number],
rotation: [...movingWindowNode.rotation] as [number, number, number],
side: movingWindowNode.side,
parentId: movingWindowNode.parentId,
wallId: movingWindowNode.wallId,
// Windows can be hosted on a roof-segment wall face. Moving onto a
// wall re-anchors as wall-hosted (roofSegmentId cleared); reverts
// must restore the roof host.
roofSegmentId: movingWindowNode.roofSegmentId,
roofFace: movingWindowNode.roofFace,
metadata: movingWindowNode.metadata,
// Free-follow hides the node (visible:false); revert paths restore this.
visible: movingWindowNode.visible,
}
// In move mode (existing window) mark it transient so its mesh skips the live wall CSG
// rebuild while repositioning — the editor requests a final rebuild on commit. For a new
// placement (preset/duplicate) we must NOT mark it transient: WindowSystem only rebuilds
// the host wall's cutout for non-transient windows, so a transient draft shows no live
// preview on the wall and can't be placed consecutively without leaving/re-entering. This
// mirrors MoveDoorTool.
if (!isNew) {
useScene.getState().updateNode(movingWindowNode.id, {
metadata: { ...meta, isTransient: true },
})
}
let currentHostId: string | null = movingWindowNode.parentId
let committed = false
// Off-wall free-follow: over empty floor the window is parented to the
// level and tracks the cursor like an item. `freeFollowing` marks that state.
let freeFollowing = false
// Last open-floor cursor point (level-local X/Z), so an R-flip while free-
// following can re-run the ghost at the same spot with the new facing.
let lastFloorPoint: [number, number] | null = null
// The floor free-follow (`grid:move`, a DOM event) and the wall/roof snap
// (`wall:move`/`roof:move`, R3F mesh events) are INDEPENDENT event streams
// with different clocks, so the old `event.timeStamp` de-dup never matched —
// the free-follow ran during on-wall slides too, and both wrote the scene
// node every frame (a per-frame `nodes` churn that tanked 2D + 3D framerate).
// Instead, stamp one monotonic clock whenever a wall/roof hit owns the
// pointer; the floor handler stands down while that stamp is fresh. `wall:move`
// fires every frame on-wall, so the stamp stays fresh across the pointermove
// interval and the free-follow only re-engages once the cursor is off any wall.
let wallOwnedPointerAt = Number.NEGATIVE_INFINITY
// ~4 frames: comfortably longer than the pointermove interval (so a fast
// on-wall slide never lets the floor follow slip through) yet short enough
// that leaving a wall re-engages the free-follow without a perceptible stick.
const WALL_OWNS_POINTER_MS = 64
const markWallOwnedPointer = () => {
wallOwnedPointerAt = performance.now()
}
const wallOwnsPointer = () => performance.now() - wallOwnedPointerAt < WALL_OWNS_POINTER_MS
// Live Alt state (force-place) — lets the preview tint re-evaluate when
// Alt is pressed/released with the pointer stationary (see `MoveDoorTool`).
let altHeld = false
// Movement SFX: ONE soft `sfx:grid-snap` click each time the window's PLACED
// position crosses a step. Keyed on the SNAPPED value (passed by the caller),
// quantized by the live grid step in grid mode, else a gentle fixed cadence —
// so grid mode ticks once per cell (not on every micro mouse-move while the
// window sits in a cell) while lines/off still tick as the window moves.
// Guards: `lastStepKey` (cell change) + `lastTickFrame` (one per pointermove).
const FREE_STEP_M = 0.1
let lastStepKey: string | null = null
let lastTickFrame = -1
const tickGridStep = (frame: number, ...coords: number[]) => {
if (frame === lastTickFrame) return
const step = isGridSnapActive() ? useEditor.getState().gridSnapStep : FREE_STEP_M
const key = coords.map((c) => Math.round(c / step)).join(',')
if (key === lastStepKey) return
lastStepKey = key
lastTickFrame = frame
triggerSFX('sfx:grid-snap')
}
// The window's chosen facing side. R flips it mid-placement (front ↔ back),
// matching the committed-selected R flip. Initialised from the moving node.
let sideOverride: WindowNode['side'] = movingWindowNode.side
let dragAnchor: {
wallId: string
rawX: number
rawY: number
startX: number
startY: number
} | null = null
// The wall the window was grabbed from. Nulled the first time the anchor
// seeds on any other host: the grab offset is then forgotten for good.
let grabWallId: string | null = movingWindowNode.parentId
let lastTarget: {
wallNode: WallEvent['node']
wallId: string
side: WindowNode['side']
itemRotation: number
clampedX: number
clampedY: number
valid: boolean
event: WallEvent
} | null = null
let lastRoofEvent: RoofEvent | null = null
const markHostDirty = (hostId: string | null) => {
if (hostId) useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
}
const lastHostDirtyAt = new Map<string, number>()
const markHostDirtyThrottled = (hostId: string | null) => {
if (!hostId) return
const now = globalThis.performance?.now?.() ?? Date.now()
const last = lastHostDirtyAt.get(hostId) ?? 0
// Wall rebuilds can trigger expensive CSG; throttle live previews to avoid FPS collapse.
if (now - last > 60) {
lastHostDirtyAt.set(hostId, now)
markHostDirty(hostId)
}
}
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
// Sill-center height used while the window isn't on a wall (free-follow and
// proximity). Fresh preset clones are created at position [0,0,0], which
// would bury half the window below the floor; default such windows to a
// small sill so the ghost floats slightly above the ground. An existing
// window keeps its own sill.
const getSillCenterY = () => {
const y = movingWindowNode.position[1]
return y > 0.1 ? y : DEFAULT_WINDOW_SILL_M + movingWindowNode.height / 2
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
setGhostPose(null)
useFacingPose.getState().clear()
clearPlacementSurface()
}
// Alignment candidates — only OTHER things on a wall (sibling openings +
// wall-mounted items), never ground objects, so the along-wall guides don't
// line up with furniture on the floor. The moving window is excluded.
const alignmentCandidates = collectWallOpeningAlignmentCandidates(
useScene.getState().nodes,
movingWindowNode.id,
)
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
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)
}
const resolveMoveTarget = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
hideCursor()
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const faceSide = getSideFromNormal(event.normal)
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + rotationOffset
const rawLocalX = event.localPosition[0]
const rawLocalY = event.localPosition[1]
if (!dragAnchor || dragAnchor.wallId !== event.node.id) {
// Grab offset survives only on the original wall and only until the
// window anchors on any other host — after that every wall (the
// original included) centers the window under the cursor.
const preserveGrab = event.node.id === grabWallId
if (!preserveGrab) grabWallId = null
dragAnchor = {
wallId: event.node.id,
rawX: rawLocalX,
rawY: rawLocalY,
startX: preserveGrab ? original.position[0] : rawLocalX,
startY: preserveGrab ? original.position[1] : snapToHalf(rawLocalY),
}
}
const targetLocalX = dragAnchor.startX + (rawLocalX - dragAnchor.rawX)
const targetRawLocalY = dragAnchor.startY + (rawLocalY - dragAnchor.rawY)
// Vertical sill alignment (snap + guide) is the magnetic ("lines")
// component for Y: a sibling's sill/centre/top wins over the grid when
// within threshold, so it runs only when magnetic snap is on; otherwise
// the mode-aware `snapToHalf` decides Y.
const sillSnapped = isMagneticSnapActive()
? resolveSillSnap({
wall: event.node,
movingId: movingWindowNode.id,
localX: targetLocalX,
localY: targetRawLocalY,
width: movingWindowNode.width,
height: movingWindowNode.height,
nodes: useScene.getState().nodes,
})
: null
const targetLocalY = sillSnapped ?? snapToHalf(targetRawLocalY)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: targetLocalX,
width: movingWindowNode.width,
candidates: alignmentCandidates,
// Along-wall alignment guides display in every snapping mode; the
// magnetic pull onto them lands only in "lines" mode. The grid
// component lives in `snapToHalf` (itself mode-aware).
applySnap: isMagneticSnapActive(),
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
targetLocalY,
movingWindowNode.width,
movingWindowNode.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
movingWindowNode.width,
movingWindowNode.height,
movingWindowNode.id,
)
return {
wallNode: event.node,
wallId: event.node.id,
side,
itemRotation,
clampedX,
clampedY,
valid,
event,
}
}
const applyPreview = (target: NonNullable<typeof lastTarget>) => {
// One grid-snap tick per real ALONG-WALL step, keyed on the snapped
// `clampedX` only — NOT the sill `clampedY`, which tracks the cursor's
// vertical position on the wall face and so re-keys on every micro
// mouse-move even when the window stays in the same along-wall cell.
// Per-frame guard collapses duplicate wall events on the same pointermove.
tickGridStep(target.event.nativeEvent?.timeStamp ?? -1, target.clampedX)
// Keep the REAL node hidden and show a tinted ghost in the wall opening —
// green when placeable, red when it collides — matching the free-follow
// ghost so validity reads at a glance (see MoveDoorTool). The node position
// is still written so the wall cuts the hole at the right spot.
if (currentHostId !== target.wallId) {
useScene.getState().updateNode(movingWindowNode.id, {
position: [target.clampedX, target.clampedY, 0],
rotation: [0, target.itemRotation, 0],
side: target.side,
parentId: target.wallId,
wallId: target.wallId,
roofSegmentId: undefined,
roofFace: undefined,
visible: false,
})
markHostDirty(currentHostId)
currentHostId = target.wallId
} else {
const windowMesh = sceneRegistry.nodes.get(movingWindowNode.id as AnyNodeId)
if (windowMesh) {
windowMesh.position.set(target.clampedX, target.clampedY, 0)
windowMesh.rotation.set(0, target.itemRotation, 0)
windowMesh.updateMatrixWorld(true)
}
}
useLiveTransforms.getState().set(movingWindowNode.id, {
position: [target.clampedX, target.clampedY, 0],
rotation: target.itemRotation,
})
markHostDirtyThrottled(target.wallId)
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
const placement = resolveOpeningPlacement({ collides: !target.valid, forcePlace: altHeld })
// Ghost world yaw must equal the committed wall-CHILD's world yaw
// (-wallAngle + itemRotation); `cursorRotation` is π off here. See
// `MoveDoorTool.applyPreview`.
const wallAngle = Math.atan2(
target.wallNode.end[1] - target.wallNode.start[1],
target.wallNode.end[0] - target.wallNode.start[0],
)
const ghostWorldPos = wallLocalToWorld(
target.wallNode,
target.clampedX,
target.clampedY,
getLevelYOffset(),
getSlabElevation(target.event),
)
const ghostYaw = target.itemRotation - wallAngle
setGhostPose({
position: ghostWorldPos,
rotationY: ghostYaw,
tint: placement.tint,
floorY: getLevelYOffset() + getSlabElevation(target.event),
side: target.side,
})
// Forward-facing triangle (editor-side overlay), in the same building-local
// frame the ghost renders in. The window's front is its local +Z. Drop it
// to the floor under the wall (the ghost Y is the sill centre, up the wall).
useFacingPose.getState().set({
position: [
ghostWorldPos[0],
getLevelYOffset() + getSlabElevation(target.event),
ghostWorldPos[2],
],
rotationY: ghostYaw,
depth: movingWindowNode.frameDepth ?? 0.07,
})
// Publish the wall surface so the snap grid tilts into the wall plane at
// the opening (its outward normal is the window's facing, +Z by `ghostYaw`).
publishPlacementSurface(
new Vector3(...ghostWorldPos),
new Vector3(Math.sin(ghostYaw), 0, Math.cos(ghostYaw)),
)
publishOpeningGuidesForWallEvent({
wall: target.wallNode,
movingId: movingWindowNode.id,
centerS: target.clampedX,
centerY: target.clampedY,
width: movingWindowNode.width,
height: movingWindowNode.height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(target.event),
})
}
const onWallEnter = (event: WallEvent) => {
const target = resolveMoveTarget(event)
if (!target) {
onWallLeave()
return
}
// Valid wall hit owns the pointer for the next few frames; the floor
// free-follow stands down until the cursor genuinely leaves the wall.
markWallOwnedPointer()
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
}
if (isCurvedWall(event.node)) {
onWallLeave()
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) {
onWallLeave()
return
}
const target = resolveMoveTarget(event)
if (!target) {
onWallLeave()
return
}
// Valid wall hit owns the pointer for the next few frames; the floor
// free-follow stands down until the cursor genuinely leaves the wall.
markWallOwnedPointer()
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
// Promote the moving window into its committed wall placement. Shared by
// the direct wall-mesh click and the floor proximity click.
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
if (committed) return
committed = true
let placedId: string
if (isNew) {
// Duplicate mode: delete transient + resume + createNode
// Undo will remove the newly created node entirely
useScene.getState().deleteNode(movingWindowNode.id)
useScene.temporal.getState().resume()
const cloned = structuredClone(movingWindowNode) as any
delete cloned.id
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
const node = WindowNode.parse({
...cloned,
position: [target.clampedX, target.clampedY, 0],
rotation: [0, target.itemRotation, 0],
side: target.side,
wallId: target.wallId,
parentId: target.wallId,
roofSegmentId: undefined,
roofFace: undefined,
// Hidden during free-follow; the committed window must be visible.
visible: true,
})
useScene.getState().createNode(node, target.wallId as AnyNodeId)
placedId = node.id
} else {
// Move mode: restore original (clean baseline) + resume + updateNode
// Undo will revert to the original position
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
visible: original.visible,
})
useScene.temporal.getState().resume()
useScene.getState().updateNode(movingWindowNode.id, {
position: [target.clampedX, target.clampedY, 0],
rotation: [0, target.itemRotation, 0],
side: target.side,
parentId: target.wallId,
wallId: target.wallId,
roofSegmentId: undefined,
metadata: {},
visible: true,
})
if (original.parentId && original.parentId !== target.wallId) {
markHostDirty(original.parentId)
}
placedId = movingWindowNode.id
}
markHostDirty(target.wallId)
useLiveTransforms.getState().clear(movingWindowNode.id)
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
}
const onWallClick = (event: WallEvent) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
// Alt force-places: commit even when the window overlaps another opening.
// The preview keeps its red invalid tint as a warning; Alt just lifts the
// commit block. Read alt from THIS event so it's never stale at commit.
if (!target) return
if (!target.valid && event.nativeEvent?.altKey !== true) return
commitToWall(target)
event.stopPropagation()
}
const onWallLeave = () => {
// The cursor left the wall mesh. Don't snap back to the origin/original
// here — the floor proximity handler (onGridMove) takes over on the same
// pointermove: it snaps to a nearby wall or free-follows the cursor, so
// the window never blinks back to the building origin between a wall and
// open floor. Revert is left to free-follow / cancel / commit.
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
}
// Reveal the real window node + drop the ghost. Used by the roof-face path,
// which previews with the real mesh (the ghost-tint flow is wall-specific).
const revealRealNode = () => {
setGhostPose(null)
useFacingPose.getState().clear()
clearPlacementSurface()
const live = useScene.getState().nodes[movingWindowNode.id as AnyNodeId] as
| WindowNode
| undefined
if (live && live.visible === false) {
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
}
}
// Free-follow: over open floor there's no wall to host the window, so hide
// the real (pale, near-invisible-on-grid) node and float a red translucent
// ghost at the cursor — same treatment the raw `WindowTool` build path uses.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
// No snap SFX here: the free-follow fires off-wall (an invalid red ghost,
// not a placeable position) AND interleaves with the on-wall slide on the
// same pointer move (R3F `wall:move` and DOM `grid:move` carry different
// timestamps, so the de-dupe guard can't merge them). Emitting here was the
// source of the constant click while sliding a window along a wall — the
// on-wall `applyPreview` already ticks once per along-wall cell.
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
const levelId = getLevelId()
const sillCenterY = getSillCenterY()
// Keep the R-flip visible while free-following (back = rotated π).
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
visible: false,
})
currentHostId = levelId
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
visible: false,
})
}
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted to
// the sill center (sideOverride carries the R-flip so the ghost matches).
setGhostPose({
position: [localX, getLevelYOffset() + sillCenterY, localZ],
rotationY: yaw,
tint: 'invalid',
floorY: getLevelYOffset(),
side: sideOverride,
})
// Off-wall (no host) floating ghost — no direction triangle, no wall grid.
useFacingPose.getState().clear()
clearPlacementSurface()
}
const onGridMove = (event: GridEvent) => {
if (committed) return
if (useViewer.getState().cameraDragging) return
// A wall/roof handler owns the pointer right now — the cursor ray is on a
// wall/roof that snaps, so skip the floor follow (see `wallOwnsPointer`).
if (wallOwnsPointer()) return
const [x, , z] = event.localPosition
lastFloorPoint = [x, z]
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
// Mirrors the wall flow for the segments' vertical wall faces (base
// walls under the roof + coplanar gable ends — a window can sit in
// the gable pediment). This is also the placement path preset tiles
// take (`metadata.isNew` clones).
const resolveRoofMoveTarget = (event: RoofEvent) =>
resolveRoofWallOpeningTarget({
event,
width: movingWindowNode.width,
height: movingWindowNode.height,
ignoreId: movingWindowNode.id,
vertical: {
kind: 'free',
// `snapToHalf` is mode-aware (raw cursor when grid snap is off).
snap: snapToHalf,
},
})
const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => {
const pose = getRoofWallOpeningCursorPose(target, roof)
if (pose) updateCursor(pose.position, pose.rotationY, target.valid)
}
const onRoofHover = (event: RoofEvent) => {
const target = resolveRoofMoveTarget(event)
if (!target) {
onRoofLeave()
return
}
// Valid roof hit owns the pointer for the next few frames; the floor
// free-follow stands down until the cursor genuinely leaves the roof.
markWallOwnedPointer()
// Wall-frame drag anchor / live transform don't apply on a roof face —
// and anchoring here counts as "elsewhere", so the original wall's grab
// offset is forgotten for good.
freeFollowing = false
dragAnchor = null
grabWallId = null
lastTarget = null
lastRoofEvent = event
useLiveTransforms.getState().clear(movingWindowNode.id)
// Opening guides are wall-specific; clear them when over a roof face.
clearOpeningGuides3D()
// On a roof face the real mesh is the preview — drop the ghost + reveal.
revealRealNode()
if (currentHostId !== target.segment.id) {
useScene.getState().updateNode(movingWindowNode.id, {
position: target.position,
rotation: [0, 0, 0],
side: 'front',
parentId: target.segment.id,
wallId: undefined,
roofSegmentId: target.segment.id,
roofFace: target.face.id,
visible: true,
})
markHostDirty(currentHostId)
currentHostId = target.segment.id
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: target.position,
rotation: [0, 0, 0],
roofFace: target.face.id,
})
}
updateRoofCursor(target, event.node as RoofNode)
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
if (committed) return
const target = resolveRoofMoveTarget(event)
// Alt force-places over a colliding roof-face target too (see onWallClick).
if (!target) return
if (!target.valid && event.nativeEvent?.altKey !== true) return
committed = true
const segmentId = target.segment.id
let placedId: string
if (isNew) {
useScene.getState().deleteNode(movingWindowNode.id)
useScene.temporal.getState().resume()
const cloned = structuredClone(movingWindowNode) as any
delete cloned.id
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
const node = WindowNode.parse({
...cloned,
position: target.position,
rotation: [0, 0, 0],
side: 'front',
wallId: undefined,
roofSegmentId: segmentId,
roofFace: target.face.id,
parentId: segmentId,
visible: true,
})
useScene.getState().createNode(node, segmentId as AnyNodeId)
placedId = node.id
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
visible: original.visible,
})
useScene.temporal.getState().resume()
useScene.getState().updateNode(movingWindowNode.id, {
position: target.position,
rotation: [0, 0, 0],
side: 'front',
parentId: segmentId,
wallId: undefined,
roofSegmentId: segmentId,
roofFace: target.face.id,
metadata: {},
visible: true,
})
if (original.parentId && original.parentId !== segmentId) {
markHostDirty(original.parentId)
}
placedId = movingWindowNode.id
}
markHostDirty(segmentId)
useLiveTransforms.getState().clear(movingWindowNode.id)
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
event.stopPropagation()
}
const onRoofLeave = () => {
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
// over on the same pointermove (snap to a nearby wall or free-follow).
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
}
const onCancel = () => {
useLiveTransforms.getState().clear(movingWindowNode.id)
if (isNew) {
useScene.getState().deleteNode(movingWindowNode.id)
if (currentHostId) markHostDirty(currentHostId)
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
visible: original.visible,
})
if (original.parentId) markHostDirty(original.parentId)
}
useScene.temporal.getState().resume()
hideCursor()
exitMoveMode()
}
const onPlacementDragPointerUp = (event: PointerEvent) => {
if (!consumePlacementDragRelease(event)) return
// Free-following over open floor can't commit (no wall). A wall hover
// target commits via commitToWall; a roof face via onRoofClick. Alt
// force-places over a colliding wall target (tint stays red as a warning);
// read alt from this pointerup so it's current at commit.
if (lastTarget && !freeFollowing && (lastTarget.valid || event.altKey)) {
commitToWall(lastTarget)
return
}
if (lastRoofEvent) onRoofClick(lastRoofEvent)
}
// R flips the window's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. No-op on a roof-segment face (front-only host).
const onKeyDown = (e: KeyboardEvent) => {
if (committed) return
if (e.key !== 'r' && e.key !== 'R') return
const target = e.target as HTMLElement | null
if (
target &&
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
) {
return
}
// Ignore OS key-repeat so a held R doesn't flip many times per press.
if (e.repeat) return
e.preventDefault()
// ALWAYS toggle the persistent flip intent — never a no-op (the old gate
// dropped R before the first pointermove). Then re-render the current
// preview so the flip shows live and matches commit. See `MoveDoorTool`.
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (lastTarget) {
const next = resolveMoveTarget(lastTarget.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else if (lastFloorPoint) {
// Free-following: re-run at the same spot so the floating ghost rebuilds
// with the flipped side.
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1])
} else {
// No preview yet (R before the first pointermove): flip the hidden node
// so the first preview/commit already reflects the chosen side.
useScene.getState().updateNode(movingWindowNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
// Alt toggles force-place — re-run the on-wall preview so the tint flips
// green↔red live (pointer stationary). Commit gates still read alt fresh.
const onAltToggle = (e: KeyboardEvent) => {
if (e.key !== 'Alt') return
const held = e.type === 'keydown'
if (held === altHeld) return
altHeld = held
if (!committed && lastTarget) applyPreview(lastTarget)
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
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', onGridMove)
emitter.on('tool:cancel', onCancel)
window.addEventListener('pointerup', onPlacementDragPointerUp)
window.addEventListener('keydown', onKeyDown)
window.addEventListener('keydown', onAltToggle)
window.addEventListener('keyup', onAltToggle)
// Seed the wall snap surface on mount so the grid tilts into the wall on the
// FIRST frame — before any pointer move. Without it the grid briefly shows
// the moving node's horizontal fallback until the first `wall:move` publishes.
// Only applies to a window already hosted on a wall (not a fresh placement or
// a roof-segment host).
if (!isNew && movingWindowNode.wallId) {
const hostWall = useScene.getState().nodes[movingWindowNode.wallId as AnyNodeId]
if (hostWall?.type === 'wall') {
const wallAngle = Math.atan2(
hostWall.end[1] - hostWall.start[1],
hostWall.end[0] - hostWall.start[0],
)
const ghostYaw = movingWindowNode.rotation[1] - wallAngle
const seedPos = wallLocalToWorld(
hostWall,
movingWindowNode.position[0],
movingWindowNode.position[1],
getLevelYOffset(),
spatialGridManager.getSlabElevationForWall(
hostWall.parentId ?? '',
hostWall.start,
hostWall.end,
),
)
publishPlacementSurface(
new Vector3(...seedPos),
new Vector3(Math.sin(ghostYaw), 0, Math.cos(ghostYaw)),
)
// Claim the pointer for the wall so the floor free-follow stands down for
// the first frames after grab. Otherwise the first `grid:move` (the window
// mesh occludes the wall under the cursor, so no `wall:move` fires yet)
// takes the off-wall branch and clears the seeded surface — the grid would
// flash back to horizontal before `wall:move` re-publishes the vertical one.
markWallOwnedPointer()
}
}
return () => {
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
const current = useScene.getState().nodes[movingWindowNode.id as AnyNodeId] as
| WindowNode
| undefined
const currentMeta = current?.metadata as Record<string, unknown> | undefined
if (currentMeta?.isTransient) {
if (isNew) {
useScene.getState().deleteNode(movingWindowNode.id)
if (currentHostId) markHostDirty(currentHostId)
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
metadata: original.metadata,
visible: original.visible,
})
if (original.parentId) markHostDirty(original.parentId)
}
} else if (current && current.visible === false) {
// Safety net: a fresh (isNew) clone isn't marked `isTransient`; if we
// unmount mid-free-follow it would be left hidden. Reveal it so it never
// becomes an invisible orphan (place-preset deletes a true cancel).
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
}
useLiveTransforms.getState().clear(movingWindowNode.id)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
useFacingPose.getState().clear()
clearPlacementSurface()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
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', onGridMove)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('pointerup', onPlacementDragPointerUp)
window.removeEventListener('keydown', onKeyDown)
window.removeEventListener('keydown', onAltToggle)
window.removeEventListener('keyup', onAltToggle)
}
}, [movingWindowNode, exitMoveMode])
const edgesGeo = useMemo(() => {
const boxGeo = new BoxGeometry(
movingWindowNode.width,
movingWindowNode.height,
movingWindowNode.frameDepth ?? 0.07,
)
const geo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return geo
}, [movingWindowNode])
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
return (
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
</group>
{/* Placement ghost shown for the whole move (the real pale node stays
hidden): red off-wall / colliding, green on a valid wall. */}
{ghostPose && (
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
<WindowPreview
invalid={ghostPose.tint === 'invalid'}
node={ghostNode}
valid={ghostPose.tint === 'valid'}
/>
</group>
)}
{/* Floor "shadow" projection: footprint + dashed drop-line, so an elevated
window's plan position is legible while placing. World-space, so it's a
sibling of the ghost group, not a child. */}
{ghostPose && (
<WindowFloorProjection
centerX={ghostPose.position[0]}
centerY={ghostPose.position[1]}
centerZ={ghostPose.position[2]}
floorY={ghostPose.floorY}
rotationY={ghostPose.rotationY}
width={movingWindowNode.width}
/>
)}
</>
)
}
export default MoveWindowTool