Files
editor/packages/nodes/src/window/tool.tsx
T
Aymeric RabotandClaude Opus 4.8 86e9b3c8bf feat(editor): placement-time + resize-time opening guides
Extend the opening proximity guides to two more interactions:

  - PLACEMENT: the door/window placement tools publish the same 3D guides
    (sill/head, edge proximity, sill alignment, equal-spacing) while a NEW
    opening is being dropped; window placement also snaps its sill to a
    neighbour's sill/centre/top (Shift bypass) — so "two windows aligned" reads
    during placement, not just move.
  - RESIZE: a new `onDrag` hook on the linear-resize handle descriptor lets the
    door/window width/height arrows publish live guides for the edge being
    resized — proximity to neighbours as the width grows, and the live sill/head
    as a window's height changes. The generic LinearArrow stays kind-agnostic;
    only door/window declare the hook.

Refactor (Codex review follow-up): one `publishOpeningGuidesForWallEvent`
wrapper now backs all four wall-event publish sites (door/window move +
placement) over a shared `makeWallToWorld`; window placement's repeated
sill-snap is a single `resolvePlacementY` helper. Opening guides clear on
commit / leave / cancel / roof-hover / unmount (mirroring the alignment-guide
lifecycle) and on resize end.

Codex-reviewed — no blockers; lifecycle/leaks, coordinate frame, sill-snap
precedence, and resize disposal confirmed. Typecheck + biome + 23 core + 170
nodes tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 10:18:24 -04:00

652 lines
21 KiB
TypeScript

import {
type AnyNodeId,
collectAlignmentAnchors,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
WindowNode,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
isValidWallSideFace,
snapToHalf,
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 {
clearOpeningGuides3D,
publishOpeningGuidesForWallEvent,
resolveSillSnap,
} from '../shared/opening-guides-runtime'
import {
getRoofWallOpeningCursorPose,
type RoofWallOpeningTarget,
resolveRoofWallOpeningTarget,
worldToSelectedBuildingLocal,
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
// Shared edge material — reuse across renders, just toggle color
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44, // red-500 default (invalid)
linewidth: 3,
depthTest: false,
depthWrite: false,
})
const FALLBACK_WIDTH = 1.5
const FALLBACK_HEIGHT = 1.5
const FALLBACK_SILL_LIFT = 0.45
const roofFallbackPoint = new Vector3()
/**
* Window tool — places WindowNodes on walls and on roof-segment wall
* faces (the generated base walls under a roof, including coplanar gable
* ends — a window can sit in the gable pediment).
* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
*/
const WindowTool: React.FC = () => {
const draftRef = useRef<WindowNode | 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 markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
// Rebuild wall so it removes the cutout from the deleted draft
if (wallId) markHostDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A window aligns by the plan position of its centre
// (along-wall only; the floor-plane guides don't cover sill height).
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 showFallbackCursor = (event: GridEvent) => {
if (draftRef.current) return
const [x, y, z] = event.localPosition
updateCursor([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
}
const showRoofFallbackCursor = (event: RoofEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
}
const showWallFallbackCursor = (event: WallEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
}
// Sill alignment (snap + guide): a sibling sill/centre/top wins over the
// 0.5m grid when within threshold; Shift bypasses both. `movingId` is the
// draft's id once it exists (so it's excluded from the sibling scan), or ''
// before the draft is created (nothing to exclude yet).
const resolvePlacementY = (args: {
event: WallEvent
movingId: string
localX: number
width: number
height: number
}): number => {
const rawY = args.event.localPosition[1]
if (args.event.nativeEvent?.shiftKey === true) return rawY
const sillY = resolveSillSnap({
wall: args.event.node,
movingId: args.movingId,
localX: args.localX,
localY: rawY,
width: args.width,
height: args.height,
nodes: useScene.getState().nodes,
})
return sillY ?? snapToHalf(rawY)
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const levelId = getLevelId()
if (!levelId) {
destroyDraft()
showWallFallbackCursor(event)
return
}
// Only interact with walls on the current level
if (event.node.parentId !== levelId) {
destroyDraft()
showWallFallbackCursor(event)
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 = 1.5
const height = 1.5
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const localY = resolvePlacementY({ event, movingId: '', localX, width, height })
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
const node = WindowNode.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,
)
publishOpeningGuidesForWallEvent({
wall: event.node,
movingId: node.id,
centerS: clampedX,
centerY: clampedY,
width,
height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
})
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) {
destroyDraft()
showWallFallbackCursor(event)
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 ?? 1.5
const height = draftRef.current?.height ?? 1.5
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const localY = resolvePlacementY({
event,
movingId: draftRef.current?.id ?? '',
localX,
width,
height,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, 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 = WindowNode.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,
})
markHostDirty(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,
)
if (draftRef.current) {
publishOpeningGuidesForWallEvent({
wall: event.node,
movingId: draftRef.current.id,
centerS: clampedX,
centerY: clampedY,
width,
height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(event),
})
}
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
// Only interact with walls on the current level
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 || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const localY = resolvePlacementY({
event,
movingId: draftRef.current.id,
localX,
width: draftRef.current.width,
height: draftRef.current.height,
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
localY,
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
// Delete transient draft (paused, invisible to undo)
useScene.getState().deleteNode(draft.id)
// Resume → create permanent node (single undoable action)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'window') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
}).length
const name = `Window ${windowCount + 1}`
const node = WindowNode.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,
windowType: draft.windowType,
operationState: draft.operationState,
awningDirection: draft.awningDirection,
casementStyle: draft.casementStyle,
hingesSide: draft.hingesSide,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
columnRatios: draft.columnRatios,
rowRatios: draft.rowRatios,
columnDividerThickness: draft.columnDividerThickness,
rowDividerThickness: draft.rowDividerThickness,
sill: draft.sill,
sillDepth: draft.sillDepth,
sillThickness: draft.sillThickness,
})
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()
clearOpeningGuides3D()
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),
// so a window can sit anywhere inside the face profile — including
// the gable pediment triangle.
const resolveRoofTarget = (event: RoofEvent) =>
resolveRoofWallOpeningTarget({
event,
width: draftRef.current?.width ?? 1.5,
height: draftRef.current?.height ?? 1.5,
ignoreId: draftRef.current?.id,
vertical: {
kind: 'free',
snap: event.nativeEvent?.shiftKey === true ? undefined : snapToHalf,
},
})
const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => {
const pose = getRoofWallOpeningCursorPose(target, roof)
if (pose) updateCursor(pose.position, pose.rotationY, 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 window cannot fit on).
destroyDraft()
showRoofFallbackCursor(event)
return
}
const { segment, face, position } = target
if (draftRef.current && draftRef.current.parentId !== segment.id) destroyDraft()
if (draftRef.current) {
useScene.getState().updateNode(draftRef.current.id, {
position,
rotation: [0, 0, 0],
roofFace: face.id,
})
} else {
const node = WindowNode.parse({
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: segment.id,
roofFace: face.id,
parentId: segment.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, segment.id as AnyNodeId)
draftRef.current = node
}
// Opening guides are wall-specific; clear them while over a roof face.
clearOpeningGuides3D()
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 { segment, face, position } = target
const draft = draftRef.current
draftRef.current = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter(
(n) => n.type === 'window' && (n as WindowNode).roofSegmentId !== undefined,
).length
const node = WindowNode.parse({
name: `Window ${windowCount + 1}`,
position,
rotation: [0, 0, 0],
side: 'front',
roofSegmentId: segment.id,
roofFace: face.id,
parentId: segment.id,
width: draft.width,
height: draft.height,
windowType: draft.windowType,
operationState: draft.operationState,
awningDirection: draft.awningDirection,
casementStyle: draft.casementStyle,
hingesSide: draft.hingesSide,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
columnRatios: draft.columnRatios,
rowRatios: draft.rowRatios,
columnDividerThickness: draft.columnDividerThickness,
rowDividerThickness: draft.rowDividerThickness,
sill: draft.sill,
sillDepth: draft.sillDepth,
sillThickness: draft.sillThickness,
})
useScene.getState().createNode(node, 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(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('grid:move', showFallbackCursor)
emitter.on('tool:cancel', onCancel)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
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('grid:move', showFallbackCursor)
emitter.off('tool:cancel', onCancel)
}
}, [])
// Cursor geometry: window outline rectangle.
const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 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 WindowTool