Files
editor/packages/nodes/src/shared/roof-surface.ts
T
bf25af6add viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fixed conflict

* Fix spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

Remove Dutch ridge axis abstraction and rework roof edit system,
ridge vent clipping geometry, and roof surface placement.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so
geometry changes only regenerate default vents when enabled, treating
legacy segments with generated vents as auto-enabled for back-compat.
Expose a panel toggle to opt in/out per segment.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Snap new walls to the floor below

Feed the walls of the level directly beneath the active one into the
draft snap pipeline as extra references, so a new wall can align with
the floor below. They share the same local XZ origin, and the list is
kept separate from the current-level walls so the measurement HUD and
wall splitting only act on the active level.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Set Dutch roof shape defaults on type switch

Seed the Dutch shape parameters (waist width/height/length, top rake
thickness/length) with sensible defaults whenever a segment is created
as or switched to Dutch, so the gablet is well-formed regardless of
leftover values from the previous roof type.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Use green accent for corner and endpoint snap markers

Color the corner/endpoint snap markers and the vertical cursor pillar
green across the 2D floorplan beacon, the 3D alignment guide dots, and
the wall snap beacon so snap targets read as a consistent accent.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add magnetic wall snapping to the roof tool

Snap roof draft corners onto wall corners, midpoints, crossings, and
bodies on the active level and the floor below, reusing the wall tool's
snap pipeline so the beacon and coloring match. The cursor's ground
dot/ring is hidden while a wall snap is active to avoid overlapping the
beacon glyph.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Update auto-generated Next.js route types path

Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Show cutaway outline while dragging roof trim

Slice an untrimmed segment volume generated from the live node instead of
the registry mesh, whose CSG rebuild lags a few frames behind the drag and
may still hold placeholder geometry — so the section outline now renders
deterministically. Use LineBasicNodeMaterial so the outline draws under the
WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Fill and clip roof trim cutaway, gate it to active drag

Add a violet silhouette fill behind the cutaway outline, extend the
section slicing to angled diagonal/corner trims via a generic vertical
cut plane, and clip each slice to its footprint span so the infinite
plane no longer sprouts stray lines across the rest of the roof. The
cutaway now renders only while a trim handle is being dragged.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Separate and extend Dutch roof end slopes

Pull the Dutch hip end slopes out of the watertight shingle shell into
their own slab wedge so they can be reshaped independently, and extend
each end slope inward up its own hip plane until the top edge meets the
gablet's inner triangle. Refactor roof-segment shape geometry into a
shared roof-segment-shape module.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Render roof trim cutaway as a material-only section cut

Replace the triangle-mesh slicer with a CSG intersection of a thin slab
against the untrimmed roof shell, so the cutaway shows red only on real
material (wall + deck bands) and leaves the hollow attic empty. Add an
analytic surface-edge outline, style both solid red like a SketchUp
section, and make the cutaway persist whenever a segment is trimmed.

Keep the merged roof shell visible during trim editing (re-trimmed live
from each segment's drag override) instead of swapping in the per-segment
meshes, whose abutting end-cap faces showed as stray white planes the
commit never had. Extend each slab past free cut-line ends only — trimmed
ends clamp to the cut line — so the red section stays inside the trim box.

Re-export INTERSECTION from the viewer CSG surface for the editor.

* Outline roof cutaway by fill silhouette, restyle to destructive red

Derive the section-cut outline from the fill geometry's edges
(EdgesGeometry) so it traces the real cut shape — wall/deck band
boundaries and the hollow-attic edge — instead of just the top surface
line. Drop the fill to 85% opacity and recolor both fill and outline to
the app's destructive red, matching the delete/destructive UI.

* Include roof accessories in trim clipping and red cutaway

Roof accessories (chimney, vents, skylight, dormer, gutter, downspout,
solar-panel, cupola) now slice at the trim plane like the roof shell and
appear in the red section-cut while dragging a trim handle:

- Export clipGeometryBySegmentTrim from the viewer as a reusable
  segment-local trim-clip primitive.
- Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh
  wrapper (nodes) that slice accessory geometry by the host segment's
  live trim override, so the cut tracks the drag.
- Wire the clip into all 11 accessory renderers, including skylight
  glass panes and dormer window glass/frame/sill.
- Feed every hosted accessory mesh into the editor's red cutaway, welding
  triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a
  cross-section.
- Register skylight in the scene-graph tree-node map so it shows in the
  outliner when placed on a roof.

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

* Add smooth spline fences with editable curve handles

Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an
optional `path` (+ per-point `tangents`), selectable in a Straight/Curved
mode toggle. Selected spline fences expose draggable control-point dots
(hexagon) and symmetric tangent handles (circle) joined by a violet line,
editable in both 2D plan and 3D. Side-move arrows are dropped for splines.

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

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

Child meshes relied on a parent group's layer, which three.js does not
propagate, so the trim section/rail/plane overlays rendered on the scene
layer — getting inked/SSGI-darkened and leaking into thumbnail exports.

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

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

* fix(core): relax Dutch roof surface helper input

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

* editor: drop wall-snap debug log, gate curved-fence finish hint on draft start

Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove
hot path.

Curved fences commit on a closing gesture (double-click / Enter) rather than
per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a
point has been placed and a curve is actually in flight. The draft point count
is published from SplineFenceDraft into a small ephemeral editor store
(useFenceCurveDraft) that the contextual helper reads, mirroring the existing
useSegmentDraftChain pattern.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00

549 lines
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import {
getRoofModuleFaces,
getRoofSegmentSurfaceY,
getRoofShapeInsets,
getRoofShapeRatios,
getSegmentSlopeFrame,
ROOF_SHAPE_DEFAULTS,
type RoofSegmentNode,
} from '@pascal-app/core'
import * as THREE from 'three'
// ─── Roof-surface helpers ────────────────────────────────────────────
// Analytical slope geometry for a roof segment, shared by every roof
// accessory that seats itself on the slope (solar-panel, skylight,
// box-vent). Lives here rather than inside any one kind's folder so the
// accessories don't reach across into a sibling kind for it.
export function getSurfaceY(lx: number, lz: number, seg: RoofSegmentNode): number {
return getRoofSegmentSurfaceY(seg, lx, lz)
}
export function getRoofTopSurfaceY(lx: number, lz: number, seg: RoofSegmentNode): number {
return getRoofSurfaceFaceBoundsAt(seg, lx, lz).surfaceYAt(lx, lz)
}
export type RoofSurfacePoint2D = [number, number]
export type RoofSurfaceFaceBounds = {
polygon: RoofSurfacePoint2D[]
minX: number
maxX: number
minZ: number
maxZ: number
surfaceYAt: (x: number, z: number) => number
xIntervalAtZ: (z: number) => [number, number] | null
zIntervalAtX: (x: number) => [number, number] | null
}
export function getRoofSurfaceFaceBoundsAt(
segment: RoofSegmentNode,
lx: number,
lz: number,
): RoofSurfaceFaceBounds {
const faces = getRoofSurfaceFaces(segment)
const face = topmostFaceAtPoint(faces, lx, lz) ?? nearestFaceToPoint(faces, [lx, lz])
const { polygon } = face
const xs = polygon.map((point) => point[0])
const zs = polygon.map((point) => point[1])
return {
polygon,
minX: Math.min(...xs),
maxX: Math.max(...xs),
minZ: Math.min(...zs),
maxZ: Math.max(...zs),
surfaceYAt: (x, z) =>
surfaceYOnFace(face.vertices, x, z) ?? getRoofSegmentSurfaceY(segment, x, z),
xIntervalAtZ: (z) => lineInterval(polygon, 'x', z),
zIntervalAtX: (x) => lineInterval(polygon, 'z', x),
}
}
type RoofSurfaceFace = {
polygon: RoofSurfacePoint2D[]
vertices: FaceVertex[]
}
type FaceVertex = { x: number; y: number; z: number }
const SHINGLE_SURFACE_EPSILON = 0.02
const FACE_TOLERANCE = 1e-6
const ROOF_SURFACE_FACE_CACHE_MAX = 128
const roofSurfaceFaceCache = new Map<string, RoofSurfaceFace[]>()
const _downSlopeYawNormal = new THREE.Vector3()
const _surfaceQuatRight = new THREE.Vector3()
const _surfaceQuatForward = new THREE.Vector3()
const _surfaceQuatMatrix = new THREE.Matrix4()
function getRoofSurfaceFaces(segment: RoofSegmentNode): RoofSurfaceFace[] {
const key = roofSurfaceFaceCacheKey(segment)
const cached = roofSurfaceFaceCache.get(key)
if (cached) return cached
const faces = buildRoofSurfaceFaces(segment)
roofSurfaceFaceCache.set(key, faces)
if (roofSurfaceFaceCache.size > ROOF_SURFACE_FACE_CACHE_MAX) {
const oldestKey = roofSurfaceFaceCache.keys().next().value
if (oldestKey) roofSurfaceFaceCache.delete(oldestKey)
}
return faces
}
function roofSurfaceFaceCacheKey(segment: RoofSegmentNode): string {
return [
segment.roofType,
segment.width,
segment.depth,
segment.wallHeight,
segment.wallThickness,
segment.deckThickness,
segment.overhang,
segment.shingleThickness,
segment.pitch,
segment.gambrelLowerWidthRatio ?? ROOF_SHAPE_DEFAULTS.gambrelLowerWidthRatio,
segment.gambrelLowerHeightRatio ?? ROOF_SHAPE_DEFAULTS.gambrelLowerHeightRatio,
segment.mansardSteepWidthRatio ?? ROOF_SHAPE_DEFAULTS.mansardSteepWidthRatio,
segment.mansardSteepHeightRatio ?? ROOF_SHAPE_DEFAULTS.mansardSteepHeightRatio,
segment.dutchHipWidthRatio ?? ROOF_SHAPE_DEFAULTS.dutchHipWidthRatio,
segment.dutchHipHeightRatio ?? ROOF_SHAPE_DEFAULTS.dutchHipHeightRatio,
segment.dutchWaistLengthRatio ?? ROOF_SHAPE_DEFAULTS.dutchWaistLengthRatio,
].join('|')
}
function buildRoofSurfaceFaces(segment: RoofSegmentNode): RoofSurfaceFace[] {
const { roofType, width, depth, wallHeight, wallThickness, deckThickness, overhang } = segment
const { activeRh, tanTheta, cosTheta, sinTheta } = getSegmentSlopeFrame(segment)
const verticalRt = activeRh > 0 ? deckThickness / cosTheta : deckThickness
const horizontalOverhang = (overhang ?? 0) * cosTheta
const deckExt = wallThickness / 2 + horizontalOverhang
const shingleThickness = segment.shingleThickness ?? 0
const stSin = shingleThickness * sinTheta
const stCos = shingleThickness * cosTheta
const shinBotW = Math.max(0.01, width + 2 * deckExt)
const shinBotD = Math.max(0.01, depth + 2 * deckExt)
const deckDrop = deckExt * tanTheta
const shinBotWh = wallHeight - deckDrop + verticalRt
let shinBotRh = activeRh
if (activeRh > 0) {
shinBotRh = activeRh + deckDrop
if (roofType === 'shed') shinBotRh = activeRh + 2 * deckDrop
}
let shinTopW = shinBotW
let shinTopD = shinBotD
let transZ = 0
if (roofType === 'hip' || roofType === 'mansard' || roofType === 'dutch') {
shinTopW += 2 * stSin
shinTopD += 2 * stSin
} else if (roofType === 'gable' || roofType === 'gambrel') {
shinTopD += 2 * stSin
} else if (roofType === 'shed') {
shinTopD += stSin
transZ = stSin / 2
}
const shinTopWh = shinBotWh + stCos
let shinTopRh = shinBotRh
if (activeRh > 0) shinTopRh = shinBotRh + stSin * tanTheta
const availableR = (Math.min(shinBotW, shinBotD) / 2) * 0.95
const maxDrop = tanTheta > 0.001 ? availableR / tanTheta : 2
const dropTop = Math.min(1, maxDrop * 0.4)
const topBaseY = shinBotWh - dropTop
const dutchHipWidthRatio = segment.dutchHipWidthRatio ?? ROOF_SHAPE_DEFAULTS.dutchHipWidthRatio
const insetsTop = getRoofShapeInsets({
roofType,
width,
depth,
wh: shinTopWh,
baseY: topBaseY,
isVoid: false,
brushW: shinTopW,
brushD: shinTopD,
tanTheta,
shingleThickness,
dutchHipWidthRatio,
})
const shapeRatios = getRoofShapeRatios({
gambrelLowerWidthRatio: segment.gambrelLowerWidthRatio,
mansardSteepWidthRatio: segment.mansardSteepWidthRatio,
dutchHipWidthRatio,
dutchHipHeightRatio: segment.dutchHipHeightRatio,
dutchWaistLengthRatio: segment.dutchWaistLengthRatio,
dutchGabletRake: segment.dutchGabletRake,
})
return getRoofModuleFaces({
type: roofType,
w: shinTopW,
d: shinTopD,
wh: shinTopWh,
rh: shinTopRh,
baseY: topBaseY,
insets: insetsTop,
baseW: width,
baseD: depth,
tanTheta,
shapeRatios,
dutchTopRakeThickness: segment.dutchTopRakeThickness,
})
.filter((face) => faceNormalY(face) > SHINGLE_SURFACE_EPSILON)
.map((face) => {
const vertices = face.map((point) => ({ ...point, z: point.z + transZ }))
return {
vertices,
polygon: dedupePolygon(vertices.map((point) => [point.x, point.z])),
}
})
.filter((face) => face.polygon.length >= 3)
}
function topmostFaceAtPoint(
faces: RoofSurfaceFace[],
lx: number,
lz: number,
): RoofSurfaceFace | null {
let best: RoofSurfaceFace | null = null
let bestY = Number.NEGATIVE_INFINITY
for (const face of faces) {
if (!pointInPolygon([lx, lz], face.polygon)) continue
const y = surfaceYOnFace(face.vertices, lx, lz)
if (y === null || y <= bestY) continue
best = face
bestY = y
}
return best
}
function faceNormalY(face: FaceVertex[]): number {
const a = face[0]
const b = face[1]
const c = face[2]
if (!(a && b && c)) return 0
const abx = b.x - a.x
const aby = b.y - a.y
const abz = b.z - a.z
const acx = c.x - a.x
const acy = c.y - a.y
const acz = c.z - a.z
return abz * acx - abx * acz
}
function dedupePolygon(points: RoofSurfacePoint2D[]): RoofSurfacePoint2D[] {
const out: RoofSurfacePoint2D[] = []
for (const point of points) {
const prev = out.at(-1)
if (prev && Math.hypot(prev[0] - point[0], prev[1] - point[1]) <= FACE_TOLERANCE) continue
out.push(point)
}
const first = out[0]
const last = out.at(-1)
if (first && last && Math.hypot(first[0] - last[0], first[1] - last[1]) <= FACE_TOLERANCE) {
out.pop()
}
return out
}
function pointInPolygon(point: RoofSurfacePoint2D, polygon: RoofSurfacePoint2D[]): boolean {
let inside = false
const [px, pz] = point
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const [xi, zi] = polygon[i]!
const [xj, zj] = polygon[j]!
if (pointOnSegment(point, [xi, zi], [xj, zj])) return true
const intersects = zi > pz !== zj > pz && px < ((xj - xi) * (pz - zi)) / (zj - zi) + xi
if (intersects) inside = !inside
}
return inside
}
function pointOnSegment(
point: RoofSurfacePoint2D,
a: RoofSurfacePoint2D,
b: RoofSurfacePoint2D,
): boolean {
const cross = (point[1] - a[1]) * (b[0] - a[0]) - (point[0] - a[0]) * (b[1] - a[1])
if (Math.abs(cross) > FACE_TOLERANCE) return false
const dot = (point[0] - a[0]) * (b[0] - a[0]) + (point[1] - a[1]) * (b[1] - a[1])
if (dot < -FACE_TOLERANCE) return false
const lengthSq = (b[0] - a[0]) ** 2 + (b[1] - a[1]) ** 2
return dot <= lengthSq + FACE_TOLERANCE
}
function nearestFaceToPoint(faces: RoofSurfaceFace[], point: RoofSurfacePoint2D): RoofSurfaceFace {
let best = faces[0]
let bestDistance = Number.POSITIVE_INFINITY
for (const face of faces) {
const distance = distanceToPolygon(point, face.polygon)
if (distance < bestDistance) {
best = face
bestDistance = distance
}
}
return (
best ?? {
polygon: [
[-0.5, -0.5],
[0.5, -0.5],
[0.5, 0.5],
[-0.5, 0.5],
],
vertices: [
{ x: -0.5, y: 0, z: -0.5 },
{ x: 0.5, y: 0, z: -0.5 },
{ x: 0.5, y: 0, z: 0.5 },
{ x: -0.5, y: 0, z: 0.5 },
],
}
)
}
function surfaceYOnFace(vertices: FaceVertex[], x: number, z: number): number | null {
for (let i = 0; i < vertices.length - 2; i++) {
const a = vertices[i]
const b = vertices[i + 1]
const c = vertices[i + 2]
if (!(a && b && c)) continue
const abx = b.x - a.x
const aby = b.y - a.y
const abz = b.z - a.z
const acx = c.x - a.x
const acy = c.y - a.y
const acz = c.z - a.z
const nx = aby * acz - abz * acy
const ny = abz * acx - abx * acz
const nz = abx * acy - aby * acx
if (Math.abs(ny) <= FACE_TOLERANCE) continue
return a.y - (nx * (x - a.x) + nz * (z - a.z)) / ny
}
return null
}
function distanceToPolygon(point: RoofSurfacePoint2D, polygon: RoofSurfacePoint2D[]): number {
if (pointInPolygon(point, polygon)) return 0
let best = Number.POSITIVE_INFINITY
for (let i = 0; i < polygon.length; i++) {
const a = polygon[i]!
const b = polygon[(i + 1) % polygon.length]!
best = Math.min(best, distanceToSegment(point, a, b))
}
return best
}
function distanceToSegment(
point: RoofSurfacePoint2D,
a: RoofSurfacePoint2D,
b: RoofSurfacePoint2D,
): number {
const abx = b[0] - a[0]
const abz = b[1] - a[1]
const lengthSq = abx * abx + abz * abz
if (lengthSq <= FACE_TOLERANCE) return Math.hypot(point[0] - a[0], point[1] - a[1])
const t = Math.max(0, Math.min(1, ((point[0] - a[0]) * abx + (point[1] - a[1]) * abz) / lengthSq))
return Math.hypot(point[0] - (a[0] + abx * t), point[1] - (a[1] + abz * t))
}
function lineInterval(
polygon: RoofSurfacePoint2D[],
axis: 'x' | 'z',
value: number,
): [number, number] | null {
const hits: number[] = []
for (let i = 0; i < polygon.length; i++) {
const a = polygon[i]!
const b = polygon[(i + 1) % polygon.length]!
const aFixed = axis === 'x' ? a[1] : a[0]
const bFixed = axis === 'x' ? b[1] : b[0]
const aVar = axis === 'x' ? a[0] : a[1]
const bVar = axis === 'x' ? b[0] : b[1]
if (Math.abs(aFixed - value) <= FACE_TOLERANCE && Math.abs(bFixed - value) <= FACE_TOLERANCE) {
hits.push(aVar, bVar)
continue
}
if (value < Math.min(aFixed, bFixed) - FACE_TOLERANCE) continue
if (value > Math.max(aFixed, bFixed) + FACE_TOLERANCE) continue
if (Math.abs(aFixed - bFixed) <= FACE_TOLERANCE) continue
const t = (value - aFixed) / (bFixed - aFixed)
if (t < -FACE_TOLERANCE || t > 1 + FACE_TOLERANCE) continue
hits.push(aVar + (bVar - aVar) * t)
}
const unique = Array.from(new Set(hits.map((hit) => hit.toFixed(6)))).map(Number)
if (unique.length < 2) return null
return [Math.min(...unique), Math.max(...unique)]
}
// Outward normal for a roof surface tilting at angle θ in the horizontal
// direction (dx, dz). Derivation: the surface tangent vectors are the
// ridge axis (perpendicular to the fall line, horizontal) and the
// down-slope direction (cos θ horizontal + sin θ vertical). Crossing
// them gives the outward normal ∝ (sin θ · dx, cos θ, sin θ · dz),
// equivalently (dx · tan θ, 1, dz · tan θ) un-normalised.
function buildSlopeNormal(dx: number, dz: number, tan: number, out: THREE.Vector3): THREE.Vector3 {
return out.set(dx * tan, 1, dz * tan).normalize()
}
export function getAnalyticalNormal(
lx: number,
lz: number,
seg: RoofSegmentNode,
out = new THREE.Vector3(),
): THREE.Vector3 {
const { roofType, depth, width } = seg
const slope = getSegmentSlopeFrame(seg)
if (slope.activeRh === 0 || slope.tanTheta === 0) {
return out.set(0, 1, 0)
}
const primaryTan = slope.tanTheta
const halfW = width / 2
const halfD = depth / 2
// Ridge runs along X — slope falls in ±Z. Gambrel shares the gable
// dispatch (its kink-to-eave/lower tier is the primary slope frame).
if (roofType === 'gable' || roofType === 'gambrel') {
if (roofType === 'gambrel') {
// Tier-aware: the upper (shallower) face spans |z| < mz; the
// lower (steep) face spans mz < |z| ≤ halfD. Using primaryTan on
// the upper tier would tilt the ghost too steeply near the ridge.
const lowerWidthRatio =
seg.gambrelLowerWidthRatio ?? ROOF_SHAPE_DEFAULTS.gambrelLowerWidthRatio
const lowerHeightRatio =
seg.gambrelLowerHeightRatio ?? ROOF_SHAPE_DEFAULTS.gambrelLowerHeightRatio
const mz = halfD * lowerWidthRatio
if (Math.abs(lz) <= mz) {
const upperRise = slope.activeRh * (1 - lowerHeightRatio)
const upperRun = mz
const upperTan = upperRun > 0 ? upperRise / upperRun : 0
return buildSlopeNormal(0, lz >= 0 ? 1 : -1, upperTan, out)
}
}
return buildSlopeNormal(0, lz >= 0 ? 1 : -1, primaryTan, out)
}
// Single slope falling toward +Z (ridge at -Z, eave at +Z).
if (roofType === 'shed') {
return buildSlopeNormal(0, 1, primaryTan, out)
}
// 4-sided slopes: the dominant axis chooses which face the point sits
// on. Hip is uniform across all four faces. Mansard has a steep outer
// band (primaryTan) and a shallow top inside the waist. Dutch has hip
// ends and gable sides — both share the same primaryTan from the
// slope frame, so directional dispatch is enough.
if (roofType === 'hip') {
const onZ = (halfD > 0 ? Math.abs(lz) / halfD : 0) >= (halfW > 0 ? Math.abs(lx) / halfW : 0)
if (onZ) return buildSlopeNormal(0, lz >= 0 ? 1 : -1, primaryTan, out)
return buildSlopeNormal(lx >= 0 ? 1 : -1, 0, primaryTan, out)
}
if (roofType === 'mansard') {
const widthRatio = seg.mansardSteepWidthRatio ?? ROOF_SHAPE_DEFAULTS.mansardSteepWidthRatio
const heightRatio = seg.mansardSteepHeightRatio ?? ROOF_SHAPE_DEFAULTS.mansardSteepHeightRatio
const inset = Math.min(width, depth) * widthRatio
const fx = halfW > 0 ? Math.abs(lx) / halfW : 0
const fz = halfD > 0 ? Math.abs(lz) / halfD : 0
const onZ = fz >= fx
const inSteepBand = onZ ? Math.abs(lz) > halfD - inset : Math.abs(lx) > halfW - inset
let tan = primaryTan
if (!inSteepBand) {
// Top hip (shallow) above the waist — rises from the waist
// rectangle at fraction `heightRatio` of activeRh up to the peak.
const topRise = slope.activeRh * (1 - heightRatio)
const topRun = Math.max(0, Math.min(halfW, halfD) - inset)
tan = topRun > 0 ? topRise / topRun : 0
}
if (onZ) return buildSlopeNormal(0, lz >= 0 ? 1 : -1, tan, out)
return buildSlopeNormal(lx >= 0 ? 1 : -1, 0, tan, out)
}
if (roofType === 'dutch') {
const inset =
Math.min(width, depth) * (seg.dutchHipWidthRatio ?? ROOF_SHAPE_DEFAULTS.dutchHipWidthRatio)
const heightRatio = seg.dutchHipHeightRatio ?? ROOF_SHAPE_DEFAULTS.dutchHipHeightRatio
const lengthRatio = seg.dutchWaistLengthRatio ?? ROOF_SHAPE_DEFAULTS.dutchWaistLengthRatio
const lowerRise = slope.activeRh * heightRatio
if (width >= depth) {
const waistHalfX = Math.max(0, (halfW - inset) * lengthRatio)
const waistHalfZ = Math.max(0, halfD - inset)
if (Math.abs(lx) <= waistHalfX && Math.abs(lz) <= waistHalfZ) {
const topRise = slope.activeRh * (1 - heightRatio)
const topTan = waistHalfZ > 0 ? topRise / waistHalfZ : 0
return buildSlopeNormal(0, lz >= 0 ? 1 : -1, topTan, out)
}
const xRun = Math.max(0.0001, halfW - waistHalfX)
const zRun = Math.max(0.0001, halfD - waistHalfZ)
const xTan = Math.abs(lx) > waistHalfX ? lowerRise / xRun : 0
const zTan = Math.abs(lz) > waistHalfZ ? lowerRise / zRun : 0
return out.set((lx >= 0 ? 1 : -1) * xTan, 1, (lz >= 0 ? 1 : -1) * zTan).normalize()
}
const waistHalfX = Math.max(0, halfW - inset)
const waistHalfZ = Math.max(0, (halfD - inset) * lengthRatio)
if (Math.abs(lx) <= waistHalfX && Math.abs(lz) <= waistHalfZ) {
const topRise = slope.activeRh * (1 - heightRatio)
const topTan = waistHalfX > 0 ? topRise / waistHalfX : 0
return buildSlopeNormal(lx >= 0 ? 1 : -1, 0, topTan, out)
}
const xRun = Math.max(0.0001, halfW - waistHalfX)
const zRun = Math.max(0.0001, halfD - waistHalfZ)
const xTan = Math.abs(lx) > waistHalfX ? lowerRise / xRun : 0
const zTan = Math.abs(lz) > waistHalfZ ? lowerRise / zRun : 0
return out.set((lx >= 0 ? 1 : -1) * xTan, 1, (lz >= 0 ? 1 : -1) * zTan).normalize()
}
return out.set(0, 1, 0)
}
// ─── Quaternion helper ───────────────────────────────────────────────
// Given a normal in the panel's parent frame, build a rotation that
// aligns the panel's local +Y to that normal. Lifted out so the
// renderer and the placement preview share one source of truth.
export function surfaceQuatFromNormal(normal: THREE.Vector3, out: THREE.Quaternion) {
// Build `right` by projecting world +X onto the surface plane instead of
// using `up × normal`. The cross-product version flips sign when the
// normal's Z component flips (e.g. the two slopes of a gable roof), so
// the resulting basis has its +X axis reversed on one slope — which
// makes hosted children's local +X point in opposite world directions
// depending on which slope they sit on, and registry chevrons end up
// anchored to the wrong edge. Projecting +X keeps the basis stable
// across slope-flips that share the same X axis.
const right = _surfaceQuatRight.set(1, 0, 0).addScaledVector(normal, -normal.x)
if (right.lengthSq() < 1e-6) {
// Degenerate: normal is parallel to ±X. Fall back to +Z so the basis
// is still well-defined; this is the wall-like edge case (vertical
// surface facing along X) where any in-plane convention is OK.
right.set(0, 0, 1)
} else {
right.normalize()
}
_surfaceQuatForward.crossVectors(right, normal).normalize()
_surfaceQuatMatrix.makeBasis(right, normal, _surfaceQuatForward)
return out.setFromRotationMatrix(_surfaceQuatMatrix)
}
// Yaw (about the surface normal, composed AFTER `surfaceQuatFromNormal`)
// that points the node's local +Z down the slope. The analytical normals
// are axis-aligned (n.x or n.z is 0), and in the +X-projected basis above
// the down-slope direction decomposes to atan2(n.x · n.y, n.z): +Z face
// → 0, Z → π, +X → +π/2, X → −π/2. Kept next to `surfaceQuatFromNormal`
// so the two stay in lockstep — the formula is only valid for its basis.
export function getDownSlopeYaw(lx: number, lz: number, seg: RoofSegmentNode): number {
const n = getAnalyticalNormal(lx, lz, seg, _downSlopeYawNormal)
if (n.x === 0 && n.z === 0) return 0
return Math.atan2(n.x * n.y, n.z)
}