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>
54 lines
1.6 KiB
TypeScript
54 lines
1.6 KiB
TypeScript
'use client'
|
|
|
|
import { EDITOR_LAYER } from '@pascal-app/editor'
|
|
import { buildDoorPreviewMesh } from '@pascal-app/viewer'
|
|
import { useEffect, useMemo } from 'react'
|
|
import { applyGhost } from '../shared/ghost-materials'
|
|
import type { DoorNode } from './schema'
|
|
|
|
/**
|
|
* Translucent preview of a door — used by the placement tool's floating ghost.
|
|
*
|
|
* Builds the door mesh via buildDoorPreviewMesh (so the preview shape stays in
|
|
* lockstep with committed doors), then applies ghost treatment (translucent,
|
|
* raycast-off, tinted red if invalid).
|
|
*
|
|
* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
|
|
* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
|
|
*/
|
|
const DoorPreview = ({
|
|
node,
|
|
invalid,
|
|
valid,
|
|
}: {
|
|
node: DoorNode
|
|
invalid?: boolean
|
|
valid?: boolean
|
|
}) => {
|
|
const mesh = useMemo(() => {
|
|
const m = buildDoorPreviewMesh(node)
|
|
m.layers.set(EDITOR_LAYER)
|
|
return m
|
|
}, [node.width, node.height, node.frameDepth, node.openingShape, node.doorType, node.leafCount])
|
|
|
|
// Ghost treatment (clone + tint + raycast-off) re-applies if the tint flips;
|
|
// its cleanup only disposes the clones it made.
|
|
useEffect(() => applyGhost(mesh, { invalid, valid }), [mesh, invalid, valid])
|
|
|
|
// Geometry is freshly built per `mesh` and owned here — dispose it only
|
|
// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
|
|
useEffect(
|
|
() => () => {
|
|
mesh.traverse((obj) => {
|
|
const m = obj as { geometry?: { dispose: () => void } }
|
|
m.geometry?.dispose()
|
|
})
|
|
},
|
|
[mesh],
|
|
)
|
|
|
|
return <primitive object={mesh} />
|
|
}
|
|
|
|
export default DoorPreview
|