The shared polygon-vertex affordance snapped via snapPointToGrid(rawPoint), whose default step is the hardcoded WALL_GRID_STEP (0.5m) — so slab/zone/ceiling vertex, edge, and add-vertex edits always quantized to half-meters regardless of the active mode OR the user's grid-step setting (plan open bugs #1-2). Use the mode-aware getSegmentGridStep() (0 in non-grid modes) so grid quantizes to the live step, lines/off pass through to the wall-snap/alignment resolver. Drop the legacy shiftKey bypass from the slab/ceiling magnetic resolvers (they already gate on isMagneticSnapActive). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
360 lines
13 KiB
TypeScript
360 lines
13 KiB
TypeScript
import {
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type AnyNode,
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type AnyNodeId,
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type FloorplanAffordance,
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type FloorplanAffordanceModifiers,
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type FloorplanAffordanceSession,
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useScene,
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} from '@pascal-app/core'
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import {
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getSegmentGridStep,
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snapPointToGrid,
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snapScalarToGrid,
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type WallPlanPoint,
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} from '@pascal-app/editor'
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/**
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* Shared "edit polygon" floor-plan affordances. Used by kinds whose
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* primary editable shape is a `polygon: [number, number][]` field
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* (slab, ceiling, site, zone) with optional `holes: [number, number][][]`.
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*
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* Each affordance accepts an optional `holeIndex` in its payload — when
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* present, the operation targets `node.holes[holeIndex]`; otherwise it
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* targets the outer `node.polygon`. The same factory wires both
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* boundary and hole interactions without duplicating the math.
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*
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* Three affordances available:
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*
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* - `move-vertex` — drag an existing vertex.
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* - `add-vertex` — insert a new vertex at an edge midpoint, then drag
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* it (click-without-drag reverts to the snapshot).
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* - `move-edge` — drag a whole edge perpendicular to itself (both
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* endpoints translate by `normal * projection`).
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*/
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export type PolygonVertexPayload = {
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/** Target a hole's polygon instead of the boundary. */
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holeIndex?: number
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vertexIndex: number
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}
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export type AddVertexPayload = {
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holeIndex?: number
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edgeIndex: number
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}
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export type EdgeDragPayload = {
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holeIndex?: number
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edgeIndex: number
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}
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type PolygonAffordanceMode = 'move-vertex' | 'add-vertex' | 'move-edge'
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export type PolygonAffordanceSnapContext<N extends PolygonShape & { id: AnyNodeId }> = {
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node: N
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nodes: Record<AnyNodeId, AnyNode>
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rawPoint: WallPlanPoint
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fallbackPoint: WallPlanPoint
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modifiers: FloorplanAffordanceModifiers
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holeIndex?: number
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mode: PolygonAffordanceMode
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}
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type PolygonAffordanceOptions<N extends PolygonShape & { id: AnyNodeId }> = {
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resolvePlanPoint?: (context: PolygonAffordanceSnapContext<N>) => WallPlanPoint
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}
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type PolygonShape = {
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polygon: ReadonlyArray<readonly [number, number]>
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holes?: ReadonlyArray<ReadonlyArray<readonly [number, number]>>
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}
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function getRing(node: PolygonShape, holeIndex: number | undefined): [number, number][] | null {
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if (holeIndex === undefined) {
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return node.polygon.map(([x, y]) => [x, y] as [number, number])
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}
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const hole = node.holes?.[holeIndex]
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if (!hole) return null
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return hole.map(([x, y]) => [x, y] as [number, number])
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}
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/**
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* Returns a patch object that, when applied to the node, updates the
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* targeted ring (boundary polygon or specific hole) to `nextRing`. The
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* cast through `unknown → Partial<unknown> → never` satisfies the
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* generic `updateNodes` patch type without forcing every variant of
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* the kind union into scope here.
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*/
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function buildRingPatch(
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node: PolygonShape,
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holeIndex: number | undefined,
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nextRing: ReadonlyArray<[number, number]>,
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): unknown {
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if (holeIndex === undefined) {
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return { polygon: nextRing }
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}
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const nextHoles = (node.holes ?? []).map((hole, i) =>
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i === holeIndex ? nextRing : hole.map(([x, y]) => [x, y] as [number, number]),
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)
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return { holes: nextHoles }
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}
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function resolveAffordancePlanPoint<N extends PolygonShape & { id: AnyNodeId }>(
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options: PolygonAffordanceOptions<N> | undefined,
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context: PolygonAffordanceSnapContext<N>,
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): WallPlanPoint {
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return options?.resolvePlanPoint?.(context) ?? context.fallbackPoint
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}
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export function createPolygonVertexAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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options?: PolygonAffordanceOptions<N>,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload, nodes }): FloorplanAffordanceSession {
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const { vertexIndex, holeIndex } = payload as PolygonVertexPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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const rawPoint: WallPlanPoint = [planPoint[0], planPoint[1]]
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// Mode-driven grid snap (matches the chip): `getSegmentGridStep()` is
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// 0 in any non-`grid` mode, so `lines` / `off` pass the raw point
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// through (the resolver's wall-snap/alignment handles `lines`); `grid`
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// quantizes to the live grid step. No Shift hold-to-bypass.
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const fallbackPoint = snapPointToGrid(rawPoint, getSegmentGridStep())
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const snapped = resolveAffordancePlanPoint(options, {
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node,
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nodes,
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rawPoint,
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fallbackPoint,
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modifiers,
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holeIndex,
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mode: 'move-vertex',
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})
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const nextRing: [number, number][] = originalRing.map((p, i) =>
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i === vertexIndex ? [snapped[0], snapped[1]] : p,
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)
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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/**
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* Companion to `createPolygonVertexAffordance`. Inserts a new vertex at
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* the midpoint of edge `edgeIndex` (between vertices i and i+1) and
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* then drags that new vertex with the pointer. The dispatcher's
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* snapshot was taken **before** `start()` ran, so a pointer-up without
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* movement reverts to the pre-insert ring — "click without drag" is a
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* no-op, matching the legacy slab boundary editor.
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*/
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export function createPolygonAddVertexAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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options?: PolygonAffordanceOptions<N>,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload, nodes }): FloorplanAffordanceSession {
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const { edgeIndex, holeIndex } = payload as AddVertexPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const a = originalRing[edgeIndex]
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const b = originalRing[(edgeIndex + 1) % originalRing.length]
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if (!a || !b) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const midpoint: [number, number] = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2]
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const newVertexIndex = edgeIndex + 1
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const initialRing: [number, number][] = [
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...originalRing.slice(0, newVertexIndex),
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midpoint,
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...originalRing.slice(newVertexIndex),
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]
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// Apply the insert immediately so the user sees the new vertex
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// before they even move.
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const initialPatch = buildRingPatch(node, holeIndex, initialRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: initialPatch as Partial<unknown> as never }])
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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const rawPoint: WallPlanPoint = [planPoint[0], planPoint[1]]
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// Mode-driven grid snap (matches the chip): `getSegmentGridStep()` is
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// 0 in any non-`grid` mode, so `lines` / `off` pass the raw point
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// through (the resolver's wall-snap/alignment handles `lines`); `grid`
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// quantizes to the live grid step. No Shift hold-to-bypass.
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const fallbackPoint = snapPointToGrid(rawPoint, getSegmentGridStep())
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const snapped = resolveAffordancePlanPoint(options, {
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node,
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nodes,
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rawPoint,
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fallbackPoint,
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modifiers,
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holeIndex,
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mode: 'add-vertex',
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})
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const nextRing: [number, number][] = initialRing.map((p, i) =>
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i === newVertexIndex ? [snapped[0], snapped[1]] : p,
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)
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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/**
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* Edge-drag: move a whole edge perpendicular to itself. Both endpoints
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* translate by `edgeNormal * projectedDelta`. The other vertices of
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* the ring stay put — adjacent edges effectively pivot around their
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* far endpoints.
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*
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* Snap is grid-aligned on the projected scalar (so a Shift-free drag
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* lands on grid lines along the edge normal).
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*/
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export function createPolygonMoveEdgeAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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options?: PolygonAffordanceOptions<N>,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload, initialPlanPoint, nodes }): FloorplanAffordanceSession {
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const { edgeIndex, holeIndex } = payload as EdgeDragPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const startVertex = originalRing[edgeIndex]
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const endVertex = originalRing[(edgeIndex + 1) % originalRing.length]
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if (!startVertex || !endVertex) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const dx = endVertex[0] - startVertex[0]
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const dy = endVertex[1] - startVertex[1]
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const len = Math.hypot(dx, dy)
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if (len < 1e-6) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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// Perpendicular unit normal (rotate 90° CCW).
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const normalX = -dy / len
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const normalY = dx / len
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const startX = initialPlanPoint[0]
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const startY = initialPlanPoint[1]
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const edgeStartIndex = edgeIndex
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const edgeEndIndex = (edgeIndex + 1) % originalRing.length
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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// Project the pointer delta onto the edge normal — that's the
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// signed perpendicular distance the edge should travel.
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const rawPoint: WallPlanPoint = [planPoint[0], planPoint[1]]
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const deltaX = rawPoint[0] - startX
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const deltaY = rawPoint[1] - startY
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// Mode-driven snap of the perpendicular distance (matches the chip):
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// `getSegmentGridStep()` is 0 in non-`grid` modes, so `snapScalarToGrid`
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// passes the raw projection through; `grid` quantizes to the live step.
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const projection = snapScalarToGrid(
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deltaX * normalX + deltaY * normalY,
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getSegmentGridStep(),
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)
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const fallbackPoint: WallPlanPoint = [
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startX + normalX * projection,
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startY + normalY * projection,
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]
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const snappedPoint = resolveAffordancePlanPoint(options, {
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node,
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nodes,
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rawPoint,
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fallbackPoint,
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modifiers,
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holeIndex,
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mode: 'move-edge',
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})
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const normalDistance =
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(snappedPoint[0] - startX) * normalX + (snappedPoint[1] - startY) * normalY
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const nextRing: [number, number][] = originalRing.map((p, i) => {
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if (i === edgeStartIndex || i === edgeEndIndex) {
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return [p[0] + normalX * normalDistance, p[1] + normalY * normalDistance]
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}
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return [p[0], p[1]] as [number, number]
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})
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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