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>
105 lines
3.2 KiB
Markdown
105 lines
3.2 KiB
Markdown
# Spatial Queries
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*Placement validation for tools — `canPlaceOnFloor`, `canPlaceOnWall`, `canPlaceOnCeiling`.*
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Applies to: `apps/editor/components/tools/**`.
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`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.
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**Source**: `packages/core/src/hooks/spatial-grid/use-spatial-query.ts`
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## Hook
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```ts
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const { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling } = useSpatialQuery()
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```
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All three methods return `{ valid: boolean; conflictIds: string[] }`.
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`canPlaceOnWall` additionally returns `adjustedY: number` (snapped height).
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---
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## canPlaceOnFloor
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```ts
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canPlaceOnFloor(
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levelId: string,
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position: [number, number, number],
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dimensions: [number, number, number], // scaled width/height/depth
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rotation: [number, number, number],
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ignoreIds?: string[], // pass [draftItem.id] to exclude self
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): { valid: boolean; conflictIds: string[] }
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```
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**Usage in a tool:**
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```ts
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const pos: [number, number, number] = [x, 0, z]
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const { valid } = canPlaceOnFloor(levelId, pos, getScaledDimensions(item), item.rotation, [item.id])
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if (valid) createNode(item, levelId)
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```
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---
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## canPlaceOnWall
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```ts
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canPlaceOnWall(
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levelId: string,
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wallId: string,
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localX: number, // distance along wall from start
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localY: number, // height from floor
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dimensions: [number, number, number],
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attachType: 'wall' | 'wall-side', // 'wall' needs clearance both sides; 'wall-side' only one
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side?: 'front' | 'back',
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ignoreIds?: string[],
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): { valid: boolean; conflictIds: string[]; adjustedY: number }
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```
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`adjustedY` contains the snapped Y so items sit flush on the slab — always use it instead of the raw `localY`:
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```ts
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const { valid, adjustedY } = canPlaceOnWall(levelId, wallId, x, y, dims, 'wall', undefined, [item.id])
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if (valid) updateNode(item.id, { wallT: x, wallY: adjustedY })
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```
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---
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## canPlaceOnCeiling
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```ts
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canPlaceOnCeiling(
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ceilingId: string,
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position: [number, number, number],
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dimensions: [number, number, number],
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rotation: [number, number, number],
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ignoreIds?: string[],
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): { valid: boolean; conflictIds: string[] }
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```
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---
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## Slab Elevation
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When items rest on a slab (not flat ground), use these to get the correct Y:
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```ts
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import { spatialGridManager } from '@pascal-app/core'
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// Y at a single point
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const y = spatialGridManager.getSlabElevationAt(levelId, x, z)
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// Y considering the item's full footprint (highest slab point under item)
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const y = spatialGridManager.getSlabElevationForItem(levelId, position, dimensions, rotation)
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```
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---
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## Rules
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- **Always pass `[item.id]` in `ignoreIds`** when validating a draft item that already exists in the scene — otherwise it collides with itself.
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- **Use `adjustedY` from `canPlaceOnWall`** — don't use the raw cursor Y for wall-mounted items.
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- **Use `getScaledDimensions(item)`** (`packages/core/src/schema/nodes/item.ts`) to account for item scale, not the raw `asset.dimensions`.
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- Validate on every pointer move for live feedback (highlight ghost red/green). Only `createNode` / `updateNode` on pointer up or click.
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See `apps/editor/components/tools/item/use-placement-coordinator.tsx` for a full implementation.
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