Files
editor/packages/nodes/src/door/tool.tsx
T
Aymeric RabotandClaude Fable 5 7879b83df3 feat: face-frame hosting for roof wall children + items on roof walls
Wall-mounted items join doors/windows on roof-segment wall faces, and
the storage model moves to FACE-LOCAL coordinates so hosted children
track segment edits live.

- Children store roofFace + position [u, v, z-from-mid-plane] with
  rotation 0 in-frame — the exact wall-child conventions (the wall
  volume's mid-plane lands on the nominal footprint). A shared
  <RoofFaceHostFrame> derives segment pose + face frame from the
  live-override-merged segment: children follow resize handle drags in
  real time and never jump on commit. No re-anchor cascade needed —
  position is authoritative, the frame is derived. migrateNodes
  converts branch-era segment-local data.
- Items: roofWallStrategy + roof:* handlers in the placement
  coordinator (surface 'roof-wall'), Shift free-place normalized with
  walls, ItemSystem wall-side push extended to segment hosts, correct
  2D plan glyphs via face→segment→roof pose composition. The roof
  hit resolver + overlap guard moved to @pascal-app/editor (the
  coordinator lives there; nodes already depends on editor).
- Cuts: subtractAccessoryCuts extracted and applied in BOTH the
  merged-shell and per-segment CSG paths (full edit mode / painted
  segments used to lose every hole), built from the CURRENT host
  geometry and live-effective children so holes follow segment and
  opening drags.
- Handle rig: the grandparent portal now maps the node's world pose
  into the portal frame instead of composing parent+node registry
  poses — correct for any nesting (the face-frame group broke the
  old assumption), identical for walls.
- Host-field hygiene: useDraftNode.commit/adopt and the window panel
  duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall
  re-anchor clears and every revert restores them.

Codex-reviewed (design consultation, adversarial rounds on the
replaced cascade and on this refactor); frame conventions locked by
unit tests. Record: private-editor plans/editor-roof-wall-openings.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:21:14 -04:00

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import {
type AnyNodeId,
clampRectToRoofWallFace,
collectAlignmentAnchors,
DoorNode,
emitter,
isCurvedWall,
type RoofEvent,
type RoofNode,
roofFacePointToSegment,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
hasRoofFaceChildOverlap,
isValidWallSideFace,
resolveRoofWallHit,
triggerSFX,
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
const roofCursorPoint = new Vector3()
/**
* Door tool — places DoorNodes on walls and on roof-segment wall faces
* (the generated base walls under a roof, including coplanar gable ends).
* Doors always sit at floor level (clampedY = height/2 — segment base for
* roof-hosted doors).
*/
const DoorTool: React.FC = () => {
const draftRef = useRef<DoorNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
useEffect(() => {
useScene.temporal.getState().pause()
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const markWallDirty = (wallId: string) => {
useScene.getState().dirtyNodes.add(wallId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
if (wallId) markWallDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A door aligns by the plan position of its centre.
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
const levelId = getLevelId()
if (!levelId) return
if (event.node.parentId !== levelId) return
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = 0.9
const height = 2.1
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
// Draft may be null after a successful placement (the click handler
// deletes it and relies on the wall rebuild → pointer-enter cascade to
// recreate it). Recreate it here on the first subsequent move so the
// preview is ready for the next click without requiring a leave/enter.
if (!draftRef.current) {
const levelId = getLevelId()
if (levelId && event.node.parentId === levelId) {
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
}
}
if (draftRef.current) {
// Update the scene store on every move so the 2D floor plan
// stays in sync (it re-renders from `node.position`). Only
// forward `parentId` / `wallId` when the wall actually changed
// — otherwise the reparent path churns the host wall's
// `children` array every tick, which re-renders the wall and
// briefly draws its 0-vertex placeholder geometry (WebGPU then
// flags "Vertex buffer slot 0 ... was not set").
const isSameWall = event.node.id === draftRef.current.parentId
if (isSameWall) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markWallDirty(event.node.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
width,
height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width: draftRef.current.width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true,
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
draftRef.current.width,
draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
draftRef.current.width,
draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
const draft = draftRef.current
draftRef.current = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'door') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
}).length
const name = `Door ${doorCount + 1}`
const node = DoorNode.parse({
name,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
width: draft.width,
height: draft.height,
doorCategory: draft.doorCategory,
doorType: draft.doorType,
leafCount: draft.leafCount,
operationState: draft.operationState,
slideDirection: draft.slideDirection,
trackStyle: draft.trackStyle,
garagePanelCount: draft.garagePanelCount,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
threshold: draft.threshold,
thresholdHeight: draft.thresholdHeight,
hingesSide: draft.hingesSide,
swingDirection: draft.swingDirection,
segments: draft.segments,
handle: draft.handle,
handleHeight: draft.handleHeight,
handleSide: draft.handleSide,
doorCloser: draft.doorCloser,
panicBar: draft.panicBar,
panicBarHeight: draft.panicBarHeight,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
useAlignmentGuides.getState().clear()
event.stopPropagation()
}
const onWallLeave = () => {
destroyDraft()
hideCursor()
}
// ── Roof-segment wall faces ─────────────────────────────────────
// The merged roof mesh emits `roof:*`; hits are resolved against the
// segments' vertical wall faces (base walls + coplanar gable ends).
const worldToBuildingLocal = (point: Vector3): [number, number, number] => {
// The tool's cursor group renders in the building's local frame —
// same conversion as the roof accessory tools (e.g. SkylightTool).
const buildingId = useViewer.getState().selection.buildingId
const buildingObj = buildingId ? sceneRegistry.nodes.get(buildingId as AnyNodeId) : undefined
if (buildingObj) buildingObj.worldToLocal(point)
return [point.x, point.y, point.z]
}
const resolveRoofTarget = (event: RoofEvent) => {
const hit = resolveRoofWallHit(
event.node as RoofNode,
event.position,
event.normal,
event.object,
)
if (!hit) return null
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
// Doors sit on the segment base: v locked to height/2, only u slides.
const clamped = clampRectToRoofWallFace(hit.face, hit.u, height / 2, width, height, {
lockV: true,
})
if (!clamped) return null
// FACE-LOCAL storage (u, v, z = 0 → wall mid-plane): the renderer
// mounts the node inside the live face frame, so it tracks segment
// resizes without any re-anchoring.
const position: [number, number, number] = [clamped.u, clamped.v, 0]
const valid = !hasRoofFaceChildOverlap(
hit.segment,
hit.face.id,
clamped.u,
clamped.v,
width,
height,
draftRef.current?.id,
)
return { hit, position, valid }
}
const updateRoofCursor = (
target: NonNullable<ReturnType<typeof resolveRoofTarget>>,
roof: RoofNode,
) => {
const segObj = sceneRegistry.nodes.get(target.hit.segment.id as AnyNodeId)
if (!segObj) return
segObj.updateWorldMatrix(true, false)
const segLocal = roofFacePointToSegment(
target.hit.segment,
target.hit.face.id,
target.position,
)
roofCursorPoint.set(segLocal[0], segLocal[1], segLocal[2])
segObj.localToWorld(roofCursorPoint)
updateCursor(
worldToBuildingLocal(roofCursorPoint),
(roof.rotation ?? 0) + (target.hit.segment.rotation ?? 0) + target.hit.face.yaw,
target.valid,
)
}
const onRoofHover = (event: RoofEvent) => {
const target = resolveRoofTarget(event)
if (!target) {
// On the roof but not over a placeable wall face (slope, soffit,
// or a face the door cannot fit on).
if (draftRef.current?.roofSegmentId) {
destroyDraft()
hideCursor()
}
return
}
const { hit, position } = target
if (draftRef.current && draftRef.current.parentId !== hit.segment.id) destroyDraft()
if (draftRef.current) {
useScene.getState().updateNode(draftRef.current.id, {
position,
rotation: [0, 0, 0],
roofFace: hit.face.id,
})
} else {
const node = DoorNode.parse({
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: hit.segment.id,
roofFace: hit.face.id,
parentId: hit.segment.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, hit.segment.id as AnyNodeId)
draftRef.current = node
}
updateRoofCursor(target, event.node as RoofNode)
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
if (!draftRef.current?.roofSegmentId) return
const target = resolveRoofTarget(event)
if (!target?.valid) return
const { hit, position } = target
const draft = draftRef.current
draftRef.current = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter(
(n) => n.type === 'door' && (n as DoorNode).roofSegmentId !== undefined,
).length
const node = DoorNode.parse({
name: `Door ${doorCount + 1}`,
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: hit.segment.id,
roofFace: hit.face.id,
parentId: hit.segment.id,
width: draft.width,
height: draft.height,
doorCategory: draft.doorCategory,
doorType: draft.doorType,
leafCount: draft.leafCount,
operationState: draft.operationState,
slideDirection: draft.slideDirection,
trackStyle: draft.trackStyle,
garagePanelCount: draft.garagePanelCount,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
threshold: draft.threshold,
thresholdHeight: draft.thresholdHeight,
hingesSide: draft.hingesSide,
swingDirection: draft.swingDirection,
segments: draft.segments,
handle: draft.handle,
handleHeight: draft.handleHeight,
handleSide: draft.handleSide,
doorCloser: draft.doorCloser,
panicBar: draft.panicBar,
panicBarHeight: draft.panicBarHeight,
})
useScene.getState().createNode(node, hit.segment.id as AnyNodeId)
// Rebuild the segment (and the merged roof) so the wall brush
// picks up the new opening cut.
useScene.getState().dirtyNodes.add(hit.segment.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
event.stopPropagation()
}
const onRoofLeave = () => {
if (!draftRef.current?.roofSegmentId) return
destroyDraft()
hideCursor()
}
const onCancel = () => {
destroyDraft()
hideCursor()
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('roof:enter', onRoofHover)
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('tool:cancel', onCancel)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('roof:enter', onRoofHover)
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('tool:cancel', onCancel)
}
}, [])
// Cursor geometry: door outline (default 0.9 × 2.1 × 0.07)
const boxGeo = new BoxGeometry(0.9, 2.1, 0.07)
const edgesGeo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
)
}
export default DoorTool