Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs.
108 lines
3.8 KiB
TypeScript
108 lines
3.8 KiB
TypeScript
import { type AlignmentAnchor, resolveAlignment, type WallNode } from '@pascal-app/core'
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import { snapToHalf, useAlignmentGuides } from '@pascal-app/editor'
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/** Figma-style alignment-snap threshold (meters), matching the move tools. */
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export const WALL_OPENING_ALIGNMENT_THRESHOLD_M = 0.08
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/**
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* A wall opening (door / window) can only slide ALONG its host wall, so it can
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* only satisfy an x- or z-guide when the wall runs along that axis. Below this
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* |component| (≈ wall within 60° of the axis) the along-wall move needed to
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* reach the guide blows up, so we skip it rather than jump the opening across
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* the wall.
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*/
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const MIN_AXIS_COMPONENT = 0.5
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/**
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* Resolve a wall opening's along-wall position with Figma-style alignment to
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* other objects, publishing the matching guide as a side effect.
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*
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* The probe is the RAW cursor position on the wall (not the 0.5m snap) so
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* off-grid anchors are caught; we then keep only the guide on an axis the wall
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* runs along and map it to the along-wall coordinate that lands the opening on
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* it. Falls back to the half-metre snap when nothing aligns, and clears the
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* guide on bypass / no-match. Returns the localX to use (X-clamped to the wall
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* given `width`). `bypass` disables alignment; `bypassSnap` also skips the
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* half-metre fallback.
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*/
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export function resolveWallSlideAlignment(args: {
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wallNode: WallNode
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rawLocalX: number
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width: number
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candidates: readonly AlignmentAnchor[]
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bypass: boolean
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bypassSnap?: boolean
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}): number {
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const { wallNode, rawLocalX, width, candidates, bypass, bypassSnap = false } = args
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const base = bypassSnap ? rawLocalX : snapToHalf(rawLocalX)
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if (bypass || candidates.length === 0) {
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useAlignmentGuides.getState().clear()
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return base
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}
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const dx = wallNode.end[0] - wallNode.start[0]
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const dz = wallNode.end[1] - wallNode.start[1]
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const wallLength = Math.sqrt(dx * dx + dz * dz)
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if (wallLength < 1e-6) {
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useAlignmentGuides.getState().clear()
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return base
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}
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const cos = dx / wallLength
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const sin = dz / wallLength
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const clampX = (localX: number) => Math.max(width / 2, Math.min(wallLength - width / 2, localX))
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const probe = resolveAlignment({
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moving: [
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{
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nodeId: '__wall-opening-draft__',
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kind: 'corner',
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x: wallNode.start[0] + rawLocalX * cos,
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z: wallNode.start[1] + rawLocalX * sin,
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},
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],
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candidates,
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threshold: WALL_OPENING_ALIGNMENT_THRESHOLD_M,
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})
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// Keep only a guide on an axis the wall runs along, mapped to the along-wall
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// position that satisfies it; pick the nearest such.
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let bestLocalX: number | null = null
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let bestDelta = Number.POSITIVE_INFINITY
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for (const guide of probe.guides) {
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const denom = guide.axis === 'x' ? cos : sin
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if (Math.abs(denom) < MIN_AXIS_COMPONENT) continue
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const origin = guide.axis === 'x' ? wallNode.start[0] : wallNode.start[1]
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const targetLocalX = (guide.coord - origin) / denom
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const delta = Math.abs(targetLocalX - rawLocalX)
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if (delta < bestDelta) {
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bestDelta = delta
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bestLocalX = targetLocalX
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}
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}
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if (bestLocalX === null) {
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useAlignmentGuides.getState().clear()
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return base
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}
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const clampedX = clampX(bestLocalX)
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// Re-resolve from where the opening actually lands (post-clamp) so the
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// published guide connects to the opening, not the raw cursor.
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const published = resolveAlignment({
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moving: [
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{
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nodeId: '__wall-opening-draft__',
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kind: 'corner',
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x: wallNode.start[0] + clampedX * cos,
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z: wallNode.start[1] + clampedX * sin,
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},
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],
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candidates,
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threshold: WALL_OPENING_ALIGNMENT_THRESHOLD_M,
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})
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if (published.guides.length === 0) {
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useAlignmentGuides.getState().clear()
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} else {
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useAlignmentGuides.getState().set(published.guides)
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}
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return clampedX
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}
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