Round 8 of the opening-placement UX work. Make door/window placement feel
physical and predictable, and unify the validity/placement logic behind one
shared decision.
UX:
- Window default sill 0.5 m (DEFAULT_WINDOW_SILL_M) so fresh windows float
slightly above the floor; existing windows keep their own sill.
- Dev-only floor "shadow" projection for windows during placement/move
(footprint + dashed drop-line) so an elevated window's plan spot is legible.
- Move SFX: one soft grid-snap click per grid step — identical free-following
over floor or sliding on a wall (keyed on the raw cursor; per-frame + step
dedup), no separate snap cue (that was a "double"). Mirrored into the 2D
floorplan-move so 2D and 3D match.
- Shift = force-place over a collision (commit allowed; ghost stays a red
warning) + free-place (lands at the raw cursor but keeps the alignment guides
visible). Tint flips green/red live when Shift is pressed/released stationary.
- On-wall preview is now the tinted ghost (green placeable / red colliding),
matching the free-follow ghost, instead of a pale solid mesh + thin wireframe.
- R-flip fixes: always toggles (no initial no-op needing a second press),
e.repeat filtered, ghost rebuilds with the live `side`, and the ghost's
on-wall world yaw uses `itemRotation - wallAngle` so it faces exactly what
commit places (cursorRotation was π off for the asymmetric ghost). R ownership
follows the current pointer pane (capture-phase + stopImmediatePropagation in
the 2D overlay) so 3D and 2D never double-flip or go dead.
Refactor / quality:
- New `resolveOpeningPlacement({collides,forcePlace}) -> {placeable,tint}` in
shared/wall-attach-target.ts — the single source of truth the ghost tint AND
the commit gates both consume, so they can't disagree under Shift.
- Consolidated the byte-identical `hasWallChildOverlap` into one shared impl
(door-math/window-math re-export it).
- applyGhost gained a green "valid" tint.
- Removed dead `cursorRotation` from the move-tool targets after the yaw fix.
Docs: "2D <-> 3D behavioral parity" principle in wiki/architecture/tools.md
(+ README + AGENTS.md) — applicable behaviors must exist in both views.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
17 KiB
Tools
Editor tools structure in apps/editor.
Applies to: apps/editor/components/tools/**.
Tools are React components that capture user input (pointer, keyboard) and translate it into useScene mutations. They live exclusively in apps/editor/components/tools/.
Lifecycle
ToolManager reads useEditor (phase + mode + tool) and mounts the active tool component. When the tool changes, the old component unmounts, cleaning up any transient state.
See apps/editor/components/tools/tool-manager.tsx.
Tool Categories by Phase
Site
site-boundary-editor— draw/edit property boundary polygon
Structure
wall-tool— draw walls segment by segmentslab-tool+slab-boundary-editor+slab-hole-editorceiling-tool+ceiling-boundary-editor+ceiling-hole-editorroof-tooldoor-tool+door-move-toolwindow-tool+window-move-toolitem-tool+item-move-toolzone-tool+zone-boundary-editor
Furnish
item-tool— place furniture
Shared utilities
polygon-editor— reusable boundary/hole editing logiccursor-sphere— 3D cursor visualisation
Pattern
// apps/editor/components/tools/my-tool/index.tsx
import { useScene } from '@pascal-app/core'
import { useEditor } from '../../store/use-editor'
export function MyTool() {
const createNode = useScene(s => s.createNode)
const setTool = useEditor(s => s.setTool)
// Pointer handlers mutate the scene store directly.
// No local geometry — use a renderer for any preview mesh.
return (
<mesh onPointerDown={handleDown} onPointerMove={handleMove}>
{/* ghost / preview geometry only */}
</mesh>
)
}
Rules
- Tools mutate
useScenefor committed changes anduseLiveTransformsfor ephemeral drag state. A tool's end-of-interaction write (click-to-commit, release-to-commit) goes touseSceneand is captured in undo history. Per-mouse-move previews go touseLiveTransformsso history and subscribers aren't spammed. - Live-drag exception for direct mesh transforms. During an active drag a tool may apply a transform offset directly to
sceneRegistry.nodes.get(id).position/rotation/scalewhen and only when the same offset is mirrored intouseLiveTransformsfor that node. This exception exists because the 3D renderers don't reconcileuseLiveTransformsontomesh.positionyet; once aLiveTransformSystemdoes that, this exception goes away. Conditions:- The mesh offset must mirror the
useLiveTransformsentry (same exact value, not "same conceptual translation"), so anything readinguseLiveTransformssees the same preview as the 3D view.ParametricNodeRenderer(used for every kind that shipsdef.geometry) binds<group position={liveTransform.position}>via React — every Zustand notification re-renders and reconciles the group's position back to whatever valueuseLiveTransformsholds. Ifmesh.position.set(delta)anduseLiveTransforms.set({ position: someOtherValue })disagree, the two writes fight every frame and the user sees jitter during the drag. - For position-based kinds (spawn / item / column): the
positionfield on the node IS the group's local-frame position, souseLiveTransforms.positionshould hold the live world position of the node (matches the eventualscene.update). - For polygon-based kinds (slab / fence / ceiling / wall): the node has no
positionfield — the canonical group position is[0,0,0]with geometry built in level-local coords.useLiveTransforms.positionmust hold the delta the tool wants to translate by ([deltaX, 0, deltaZ]), not the world location of the polygon's center. The cursor sphere position (which IS the translated polygon center) is tracked separately via ReactuseState, notuseLiveTransforms. - The offset must be cleared on tool unmount, cancel, and commit — both
mesh.position.set(0, 0, 0)anduseLiveTransforms.clear(id). - The tool must not generate or mutate geometry in this path — only transform writes. Geometry generation still belongs in a core system.
- The mesh offset must mirror the
- No business logic in tools — delegate geometry/constraint rules to core systems.
- Guided manipulation is the default. Placement, move, rotate, resize, endpoint drag, and handle drag should behave as guided building mode: they help the user build quickly with fewer mistakes through grid/object snapping, canonical angle increments, alignment guides, and distance feedback. Holding Shift is the standard live bypass for those constraints: while Shift is held, tools should commit the raw pointer/angle proposal instead of applying sticky snap or angle corrections. Passive measurement guides may remain visible only when they do not alter the proposal. If an interaction cannot use Shift because of an established shortcut or topology rule, document the opt-out in its manipulation policy and explain the replacement behavior.
- Constraints and guides can be decoupled. When a stronger constraint owns the proposal, such as a wall segment's 15° angle lock, the tool may still publish passive dashed alignment/proximity guides as long as it does not apply the guide snap delta. Use this for chained wall segments: users keep the fast constrained draft, but still see proximity feedback for later points. Shift remains the hard bypass for both correction and guide feedback.
- Help must mirror manipulation policy. The shortcut dialog and floating helper panel are part of the interaction contract. Static shortcut docs should describe guided building as the default and Shift as the live bypass. Floating help should be contextual when enough state exists: Select mode can derive direct move, direct rotate, multi-select, and Shift-bypass tips from the selected nodes and active modifiers; active tools can highlight the Shift bypass row while the modifier is held.
- Preview geometry is local — transient meshes shown while a tool is active live in the tool component, not in the scene store.
- Clean up on unmount — remove any pending/incomplete nodes and any live transforms/mesh offsets when the tool unmounts.
- Tools must not import from
@pascal-app/viewer— use the scene store and core hooks only.sceneRegistryis exported from@pascal-app/coreand is the allowed door into the Three.js graph for the narrow purposes above. - Each tool should handle a single, well-scoped interaction. Split complex tools (e.g. "draw + move") into separate components selected by
useEditor.
Adding a New Tool
- Create
apps/editor/components/tools/<name>/index.tsx. - Register the tool in
ToolManagerunder the correct phase and mode. - Add the tool identifier to the
useEditortool union type. - If the tool requires new node types, add schema + renderer + system first.
2D ↔ 3D behavioral parity (default expectation)
The 2D floor-plan view and the 3D view are two presentations of the same edit. Whenever a behavior is applicable to both, it must exist in both — the mechanism may differ (a 3D raycast hover vs a plan-space nearest-wall query; a real mesh ghost vs an SVG symbol), but the felt behavior should match. When you add or change an interaction in one view, port it to the other in the same change, or write down why it genuinely doesn't apply.
Concretely, door/window placement/move keeps these in lockstep across {door,window}/move-tool.tsx (3D) and {door,window}/floorplan-move.ts (2D):
- Snap target: nearest wall to the true cursor (shared
findClosestWallInPlan/ wall raycast), free-follow off-wall, commit only on a host. - Move SFX: a soft
sfx:grid-snapclick per grid step while sliding (free-follow plan XZ or on-wall along-X, quantized + deduped so it isn't a machine-gun) and a softsfx:item-pickcue on the floor→wall snap. Both tools carry an identicaltickGridStep/tickWallSnappair — keep them in sync. - R-flip facing mid-placement, Shift to free snap/alignment (guides stay visible) and force-place over collisions, faithful ghost/symbol, deterministic single-undo commit.
Tells that you've broken parity: a sound/guide/snap that fires in 3D but is silent in 2D (or vice-versa), or a fix landed in one move file but not its sibling. The two move files are deliberately near-mirrors; diff them when in doubt.
Move coexistence: 2D FloorplanRegistryMoveOverlay + legacy 3D mover
While a kind is mid-migration its move can run through two paths at once: the registry-driven 2D FloorplanRegistryMoveOverlay (def.floorplanMoveTarget) and the legacy 3D mover (e.g. MoveItemContent). Both react to setMovingNode(node), both mount, both want to commit. Two pitfalls surfaced and have stable fixes; replicate the patterns when porting another kind to coexist.
Pitfall: the 2D cleanup clobbering the 3D commit
FloorplanRegistryMoveOverlay pauses scene history at mount and snapshots the moving node. If the user actually commits in 3D, the 3D path writes new state and clears movingNode. The 2D overlay then unmounts — and its cleanup useEffect would call updateNodes(snapshot), overwriting the just-committed 3D state with the original.
Fix in floorplan-registry-move-overlay.tsx: gate the cleanup revert on a hasMovedSinceStart flag that is only set inside onMove after the target.closest('[data-floorplan-scene]') guard. If no 2D apply ever ran, the divergence in scene state must be an external committer's — skip the revert, just resume history. Symptom when missing: items snap back to their pre-drag position / rotation on 3D commit.
Pitfall: useDraftNode.destroy() clobbering the 2D commit
Mirror problem in the other direction. The legacy 3D mover's usePlacementCoordinator cleanup unconditionally calls draftNode.destroy(), which for adopted moves writes the original position back to scene. If the 2D path committed first, the destroy reverts it.
Fix in use-draft-node.ts: in move-mode destroy(), compare the live scene position to the adopt()-time snapshot. If they diverge, an external committer has already written the new value — skip the restore (and the mesh reset). Cancellation paths (Escape) still revert, because they revert before unmount so live == snapshot at destroy time.
Pitfall: pointermove fires globally; treat 3D-canvas events as out of scope
FloorplanRegistryMoveOverlay listens to window pointermove. When the user drags in 3D the listener still fires — without a target check it converts 3D-canvas client coords through the floor-plan SVG's CTM, producing garbage plan coordinates that fight the 3D mover's mesh updates.
Always gate onMove (and onPointerUp) with target.closest('[data-floorplan-scene]') so the 2D path only acts when the pointer is actually over the floor plan scene.
useLiveTransforms contract is per-kind, not generic
The store name suggests a uniform contract; the writes in practice are not. Document the frame on the writer side; consumers must either know the kind or be narrowed.
| Writer | position frame |
rotation frame |
|---|---|---|
usePlacementCoordinator (item floor / wall / ceiling) |
world plan (level-local) | world Y |
door / window move tools |
wall-local | wall-local (0 or π) |
slab / ceiling / fence / polygon-based movers |
position delta ([Δx, 0, Δz]) |
unused / 0 |
column / roof / elevator / spawn / single-position kinds |
world plan | world Y |
Anything that subscribes to useLiveTransforms to inform 2D rendering needs to handle these frames explicitly. The FloorplanRegistryLayer override currently branches by kind: item / shelf / column are treated as world-plan (it copies live.position onto the effective node and forces parentId: null so the resolver skips the parent-chain transform), while slab / ceiling / zone are treated as a polygon delta (it translates the polygon vertices by live.position). Each kind added to the live-drag path grows this consumer-side switch; the preferred long-term fix is to standardise the frame at the writer so the consumer stops branching by node.type.
Wall-attached node rotations must be wall-local
door / window / wall-attached item are children of the wall mesh in 3D. The wall's mesh.rotation.y = -atan2(dy, dx). The child node's rotation.y therefore lives in the wall's local frame and composes with the wall's rotation at render time.
The 3D source of truth is calculateItemRotation(normal) in editor/src/components/tools/item/placement-math.ts, which returns 0 (front face) or π (back face). Any 2D move helper that writes node.rotation[1] for wall-attached nodes must produce the same wall-local value. Writing a world-space rotation gets you orientation bugs that vary with wall direction — typically 90° on horizontal walls and 180° on vertical walls (which sometimes "looks OK" by symmetry, which is worse — silent corruption).
See nodes/src/shared/wall-attach-target.ts's WallHit.itemRotation. Side determination there is calibrated to the same convention: in wall-local space the wall extends along +X, the front-face normal is +Z, and perpRaw >= 0 is the front side.
Move / placement: disable raycast on the moved mesh
A 3D move tool that follows the cursor by writing mesh.position.set(x, 0, z) runs into a feedback loop: as the mesh tracks the cursor it sits between the camera and the grid plane, so R3F's raycaster hits the moved mesh first → only ${kind}:move fires → grid:move stops firing → the cursor snapshot (used as the commit position) freezes at its initial value. The user clicks at a new spot and the node commits at the starting one.
Fix in MoveRegistryNodeTool: at drag-start, traverse the moved mesh and overwrite child.raycast = () => {} on every descendant; restore the originals in the effect's cleanup. The ray now passes through the moved mesh, hits the grid plane, and grid:move keeps firing.
The same applies to placement previews — see nodes/src/shelf/preview.tsx for the (obj as { raycast: () => void }).raycast = () => {} pattern. A preview that captures rays starves the placement tool's own grid:move snapshot.
Move / placement: commit handlers listen to every ${kind}:click
R3F's pointer raycaster dispatches the click event to whichever mesh is closest, even when the user thinks they're clicking the ground. A tool that only listens to grid:click misses commits whenever the click ray lands on a wall face, a shelf side, an item, or the still-being-placed cursor mesh itself. Symptom: clicks visibly hit "near" the cursor but the tool does nothing.
The fix is the pattern used by ShelfTool and MoveRegistryNodeTool: keep the latest grid:move snapshot in a ref, then register one shared commit handler against grid:click and every common kind-click event:
const CLICK_TRIGGER_KINDS = [
'shelf', 'item', 'slab', 'ceiling', 'wall',
'fence', 'column', 'roof', 'roof-segment',
'stair', 'stair-segment',
] as const
emitter.on('grid:click', commitAtCursor)
for (const kind of CLICK_TRIGGER_KINDS) {
emitter.on(`${kind}:click` as `${typeof kind}:${EventSuffix}`, commitAtCursor as never)
}
The commit reads lastCursorRef.current (set by grid:move), not the click event's position — clicks on vertical surfaces carry the hit point on that surface, which can be metres away from the cursor the user was visually targeting.
Move tools must preserve the node's actual rotation in useLiveTransforms
A tool that writes useLiveTransforms.set(id, { position: [x, 0, z], rotation: 0 }) during drag wipes the node's true Y-rotation for the duration of the drag. ParametricNodeRenderer reads liveTransform.rotation and applies <group rotation={[0, liveTransform.rotation, 0]}>, so the moved node visually un-rotates to 0 the moment the tool mounts, then snaps back to its real rotation on commit when the live transform clears. Users perceive that snap as "the node went to a weird position."
Capture the original node.rotation[1] at mount time and forward it on every set:
const originalRotationY = useMemo(() => {
const r = (node as { rotation?: unknown }).rotation
return typeof r === 'number' ? r : Array.isArray(r) ? (r[1] ?? 0) : 0
}, [node])
// in onMove:
useLiveTransforms.getState().set(node.id, {
position: [x, 0, z],
rotation: originalRotationY,
})
If the tool also rotates the node during the drag, it should drive rotation from the current tool state — not from 0, not from the stale node value.
SVG fill="none" is click-through
When emitting a FloorplanGeometry polygon that should remain interactive but visually invisible (e.g. an item with a thumbnail image carrying the visual weight), use fill="transparent", not fill="none". The default pointer-events: visiblePainted only hit-tests the interior when there's a paint server — none is not paint, transparent is. Without this the floor-plan layer's wrapping <g> never sees the onPointerDown and clicks don't select the node.