Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.
- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
polygon mode-sets with exclusive modes (grid | lines | angles | off), each
doing exactly what its chip says. Context is node-declared via the new
`NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
(profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
(endpoint/curve/boundary) and item move get their own chip, no select-hint
leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
(minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
scope. Fix grid/angle being ignored on boundary edit + slab creation:
make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
the contextual HUD now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
375 lines
12 KiB
TypeScript
375 lines
12 KiB
TypeScript
'use client'
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import {
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type AnyNodeId,
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type CeilingNode,
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collectAlignmentAnchors,
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emitter,
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type GridEvent,
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polygonAnchors,
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resolveAlignment,
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sceneRegistry,
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snapScalar,
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useLiveTransforms,
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useScene,
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} from '@pascal-app/core'
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import {
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CursorSphere,
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consumePlacementDragRelease,
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isMagneticSnapActive,
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markToolCancelConsumed,
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triggerSFX,
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useAlignmentGuides,
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useEditor,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import type * as THREE from 'three'
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import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three'
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/**
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* Phase 5 Stage D — ceiling whole-move tool.
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*
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* Live-drag pattern: translate the ceiling MESH visually via
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* `sceneRegistry.nodes.get(id).position` + a mirror in
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* `useLiveTransforms`. No `scene.update` during the drag — polygon CSG
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* with holes isn't rebuilt per tick. On commit we write the translated
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* polygon to the scene once; the legacy `CeilingSystem` resets the
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* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
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* `mesh.position.z = 0`) so the visual transitions smoothly.
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*
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* Snaps to the editor's configured grid step.
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*/
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function snap(value: number) {
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return snapScalar(value, useEditor.getState().gridSnapStep)
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}
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/** Figma-style alignment-snap threshold (meters), matching the other tools. */
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const ALIGNMENT_THRESHOLD_M = 0.08
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function translatePolygon(
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polygon: Array<[number, number]>,
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deltaX: number,
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deltaZ: number,
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): Array<[number, number]> {
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return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number])
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}
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function getPolygonCenter(polygon: Array<[number, number]>): [number, number] {
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if (polygon.length === 0) return [0, 0]
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let sumX = 0
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let sumZ = 0
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for (const [x, z] of polygon) {
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sumX += x
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sumZ += z
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}
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return [sumX / polygon.length, sumZ / polygon.length]
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}
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function setMeshOffset(id: AnyNodeId, deltaX: number, deltaZ: number, height: number): void {
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const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
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// CeilingSystem positions the mesh at height−0.01 on rebuild; we
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// preserve the Y while offsetting X/Z during the drag.
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if (mesh) mesh.position.set(deltaX, height - 0.01, deltaZ)
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}
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/**
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* Distinguish 3D-canvas grid events (this tool) from 2D floor-plan
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* grid events (`ceilingFloorplanMoveTarget` + `FloorplanRegistryMoveOverlay`
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* Path 1). See the equivalent helper in `slab/move-tool.tsx` for the
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* full rationale.
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*/
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function isFloorplanSourcedEvent(event: GridEvent): boolean {
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const native: unknown = event.nativeEvent
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const candidate =
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(native as { target?: unknown; nativeEvent?: { target?: unknown } } | null) ?? null
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const target =
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(candidate?.target as Element | null | undefined) ??
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(candidate?.nativeEvent as { target?: Element | null } | undefined)?.target ??
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null
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if (!target || typeof (target as Element).closest !== 'function') return false
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return (target as Element).closest('[data-floorplan-scene]') != null
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}
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export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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const activatedAtRef = useRef<number>(Date.now())
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const originalPolygonRef = useRef(node.polygon.map(([x, z]) => [x, z] as [number, number]))
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const originalHolesRef = useRef(
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(node.holes ?? []).map((hole) => hole.map(([x, z]) => [x, z] as [number, number])),
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)
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const originalCenterRef = useRef(getPolygonCenter(originalPolygonRef.current))
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const heightRef = useRef(node.height ?? 2.5)
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const dragAnchorRef = useRef<[number, number] | null>(null)
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const previousGridPosRef = useRef<[number, number] | null>(null)
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const deltaRef = useRef<[number, number]>([0, 0])
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const [cursorLocalPos, setCursorLocalPos] = useState<[number, number, number]>(() => {
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const c = originalCenterRef.current
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return [c[0], heightRef.current, c[1]]
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})
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const exitMoveMode = useCallback(() => {
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useEditor.getState().setMovingNode(null)
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}, [])
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useEffect(() => {
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const originalPolygon = originalPolygonRef.current
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const originalHoles = originalHolesRef.current
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const originalCenter = originalCenterRef.current
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const height = heightRef.current
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const ceilingId = node.id
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// Alignment candidates — every other alignable object's anchors,
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// gathered once (the scene graph is stable during the drag).
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const alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, ceilingId)
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let wasCommitted = false
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const applyPreview = (deltaX: number, deltaZ: number) => {
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deltaRef.current = [deltaX, deltaZ]
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setMeshOffset(ceilingId as AnyNodeId, deltaX, deltaZ, height)
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// Aligned with slab/fence: the delta matches the direct mesh
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// mutation. CeilingRenderer also consumes this store so external
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// movers can preview ceilings without rebuilding the polygon.
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useLiveTransforms.getState().set(ceilingId, {
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position: [deltaX, 0, deltaZ],
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rotation: 0,
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})
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setCursorLocalPos([originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ])
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}
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const clearPreview = () => {
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const mesh = sceneRegistry.nodes.get(ceilingId as AnyNodeId) as THREE.Object3D | undefined
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if (mesh) {
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mesh.position.x = 0
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mesh.position.z = 0
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// Leave Y at whatever the CeilingSystem set it to.
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}
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useLiveTransforms.getState().clear(ceilingId)
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}
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const onGridMove = (event: GridEvent) => {
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if (isFloorplanSourcedEvent(event)) return
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const localX = snap(event.localPosition[0])
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const localZ = snap(event.localPosition[2])
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if (
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previousGridPosRef.current &&
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(localX !== previousGridPosRef.current[0] || localZ !== previousGridPosRef.current[1])
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) {
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triggerSFX('sfx:grid-snap')
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}
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previousGridPosRef.current = [localX, localZ]
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const anchor = dragAnchorRef.current ?? [localX, localZ]
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dragAnchorRef.current = anchor
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let deltaX = localX - anchor[0]
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let deltaZ = localZ - anchor[1]
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// Figma-style alignment snap: align the ceiling's translated polygon
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// vertices to other objects' anchors; fold the snap into the delta and
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// publish a guide. Alignment follows the global magnetic snap mode.
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const bypass = !isMagneticSnapActive()
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if (!bypass && alignmentCandidates.length > 0) {
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const result = resolveAlignment({
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moving: polygonAnchors(ceilingId, translatePolygon(originalPolygon, deltaX, deltaZ)),
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candidates: alignmentCandidates,
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threshold: ALIGNMENT_THRESHOLD_M,
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})
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if (result.snap) {
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deltaX += result.snap.dx
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deltaZ += result.snap.dz
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}
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useAlignmentGuides.getState().set(result.guides)
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} else {
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useAlignmentGuides.getState().clear()
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}
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applyPreview(deltaX, deltaZ)
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}
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const onGridClick = (event: GridEvent) => {
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if (wasCommitted) return
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if (isFloorplanSourcedEvent(event)) return
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if (Date.now() - activatedAtRef.current < 150) {
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event.nativeEvent?.stopPropagation?.()
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return
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}
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const [deltaX, deltaZ] = deltaRef.current
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wasCommitted = true
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if (deltaX !== 0 || deltaZ !== 0) {
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useScene.getState().updateNode(ceilingId, {
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polygon: translatePolygon(originalPolygon, deltaX, deltaZ),
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holes: originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
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})
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useScene.getState().markDirty(ceilingId as AnyNodeId)
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}
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useLiveTransforms.getState().clear(ceilingId)
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useAlignmentGuides.getState().clear()
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triggerSFX('sfx:item-place')
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useViewer.getState().setSelection({ selectedIds: [ceilingId] })
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exitMoveMode()
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event.nativeEvent?.stopPropagation?.()
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}
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const onPlacementDragPointerUp = (event: PointerEvent) => {
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if (!consumePlacementDragRelease(event)) return
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activatedAtRef.current = 0
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onGridClick({ nativeEvent: event } as unknown as GridEvent)
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}
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const onCancel = () => {
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clearPreview()
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useAlignmentGuides.getState().clear()
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useViewer.getState().setSelection({ selectedIds: [ceilingId] })
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markToolCancelConsumed()
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exitMoveMode()
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}
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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emitter.on('tool:cancel', onCancel)
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window.addEventListener('pointerup', onPlacementDragPointerUp)
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return () => {
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useAlignmentGuides.getState().clear()
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if (!wasCommitted) {
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clearPreview()
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} else {
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useLiveTransforms.getState().clear(ceilingId)
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}
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('tool:cancel', onCancel)
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window.removeEventListener('pointerup', onPlacementDragPointerUp)
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}
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}, [exitMoveMode, node.id])
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return (
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<CeilingMovePreview
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ceilingId={node.id}
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cursorLocalPos={cursorLocalPos}
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height={node.height ?? 2.5}
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originalHoles={originalHolesRef.current}
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originalPolygon={originalPolygonRef.current}
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/>
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)
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}
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/**
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* Translucent fill + bright outline showing where the ceiling will land
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* during the drag. Mirrors the legacy `MoveCeilingTool` overlay so the
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* 3D viewer has a visible cue from above (the ceiling's child grid mesh
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* is hidden by default — without this preview the only mesh that shows
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* from above is the (translated) translucent ceiling itself, which is
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* easy to miss). Works for both the 3D `grid:move` path (this tool
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* writes `useLiveTransforms.position = [Δx, 0, Δz]` directly) and the
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* 2D floor-plan move path (`slab/ceiling/floorplan-move.ts` writes the
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* same value); we subscribe to that store so the preview tracks the
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* current delta regardless of which mover is driving it.
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*/
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function CeilingMovePreview({
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ceilingId,
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cursorLocalPos,
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height,
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originalHoles,
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originalPolygon,
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}: {
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ceilingId: AnyNodeId
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cursorLocalPos: [number, number, number]
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height: number
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originalHoles: Array<Array<[number, number]>>
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originalPolygon: Array<[number, number]>
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}) {
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const live = useLiveTransforms((s) => s.get(ceilingId))
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const dx = live?.position[0] ?? 0
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const dz = live?.position[2] ?? 0
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const previewPolygon = useMemo(
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() => originalPolygon.map(([x, z]) => [x + dx, z + dz] as [number, number]),
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[originalPolygon, dx, dz],
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)
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const previewHoles = useMemo(
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() => originalHoles.map((hole) => hole.map(([x, z]) => [x + dx, z + dz] as [number, number])),
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[originalHoles, dx, dz],
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)
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const previewFillGeometry = useMemo(
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() => createCeilingPreviewGeometry(previewPolygon, previewHoles),
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[previewPolygon, previewHoles],
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)
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const previewOutlineGeometry = useMemo(
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() => createCeilingOutlineGeometry(previewPolygon),
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[previewPolygon],
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)
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return (
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<group>
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<mesh geometry={previewFillGeometry} position={[0, height + 0.012, 0]}>
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<meshBasicMaterial
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color="#f5f5f4"
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depthWrite={false}
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opacity={0.3}
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side={DoubleSide}
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transparent
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/>
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</mesh>
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{/* @ts-ignore - `<line>` is a valid R3F intrinsic but conflicts with SVG line typing */}
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<line geometry={previewOutlineGeometry} position={[0, height + 0.02, 0]}>
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<lineBasicMaterial color="#ffffff" depthWrite={false} opacity={0.95} transparent />
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</line>
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<CursorSphere position={cursorLocalPos} showTooltip={false} />
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</group>
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)
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}
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function createCeilingPreviewGeometry(
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polygon: Array<[number, number]>,
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holes: Array<Array<[number, number]>>,
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): BufferGeometry {
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if (polygon.length < 3) return new BufferGeometry()
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const shape = new Shape()
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const first = polygon[0]!
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shape.moveTo(first[0], -first[1])
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for (let i = 1; i < polygon.length; i++) {
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const pt = polygon[i]!
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shape.lineTo(pt[0], -pt[1])
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}
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shape.closePath()
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for (const holePolygon of holes) {
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if (holePolygon.length < 3) continue
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const hole = new Path()
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const hf = holePolygon[0]!
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hole.moveTo(hf[0], -hf[1])
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for (let i = 1; i < holePolygon.length; i++) {
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const pt = holePolygon[i]!
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hole.lineTo(pt[0], -pt[1])
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}
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hole.closePath()
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shape.holes.push(hole)
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}
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const geometry = new ShapeGeometry(shape)
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geometry.rotateX(-Math.PI / 2)
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geometry.computeVertexNormals()
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return geometry
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}
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function createCeilingOutlineGeometry(polygon: Array<[number, number]>): BufferGeometry {
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const geometry = new BufferGeometry()
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if (polygon.length < 2) return geometry
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const points = polygon.map(([x, z]) => new Vector3(x, 0, z))
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const first = polygon[0]!
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points.push(new Vector3(first[0], 0, first[1]))
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geometry.setFromPoints(points)
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return geometry
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}
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export default MoveCeilingTool
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