Files
editor/packages/nodes/src/shared/ghost-materials.ts
T
a0d3d9c701 feat(editor): door/window placement-feel polish + placement-state refactor (#411)
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>
2026-06-16 10:20:44 -04:00

90 lines
3.0 KiB
TypeScript

'use client'
import type { Material, Mesh, Object3D, Raycaster } from 'three'
export const INVALID_GHOST_COLOR = 0xef_44_44
export const VALID_GHOST_COLOR = 0x22_c5_5e
const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
/**
* Apply ghost material treatment to a preview mesh tree.
*
* Traverses the object tree, disables raycasting on all descendants (prevents
* cursor-ray starvation), and clones visible mesh materials to set translucency.
*
* Tint by state:
* - `invalid` (red, opacity ~0.4): off-host or colliding — can't place here.
* - `valid` (green, opacity ~0.45): on a host and placeable — the "go" cue.
* - neither (opacity ~0.5, original color): a plain translucent preview.
* `invalid` wins if both are passed.
*
* Skips: meshes whose material.visible === false (door/window root hitbox) and
* children named 'cutout'.
*
* Returns cleanup that disposes only the cloned materials (never originals or geometry).
*
* @param root - The preview mesh tree (typically from buildDoorPreviewMesh / buildWindowPreviewMesh)
* @param opts - { invalid?, valid? } placement-state tint
* @returns Cleanup function that disposes the cloned materials
*/
export function applyGhost(
root: Object3D,
opts?: { invalid?: boolean; valid?: boolean },
): () => void {
const invalid = opts?.invalid ?? false
const valid = !invalid && (opts?.valid ?? false)
const cloned: Material[] = []
root.traverse((obj) => {
// Disable raycast on every descendant to prevent cursor-ray starvation.
obj.raycast = NO_RAYCAST
const mesh = obj as Mesh
if (!mesh.isMesh) return
if (mesh.name === 'cutout') return
const original = mesh.material
const wasArray = Array.isArray(original)
const cloneOne = (mat: Material): Material | null => {
// Skip invisible materials (door/window root hitbox).
if ((mat as { visible?: boolean }).visible === false) return null
const clone = mat.clone()
clone.transparent = true
clone.depthWrite = false
if (invalid) {
;(clone as { color?: { setHex: (c: number) => void } }).color?.setHex(INVALID_GHOST_COLOR)
;(clone as { emissive?: { setHex: (c: number) => void } }).emissive?.setHex(
INVALID_GHOST_COLOR,
)
clone.opacity = 0.4
} else if (valid) {
;(clone as { color?: { setHex: (c: number) => void } }).color?.setHex(VALID_GHOST_COLOR)
;(clone as { emissive?: { setHex: (c: number) => void } }).emissive?.setHex(
VALID_GHOST_COLOR,
)
clone.opacity = 0.45
} else {
clone.opacity = 0.5
}
cloned.push(clone)
return clone
}
if (wasArray) {
const clonedMats = original.map(cloneOne).filter((m): m is Material => m !== null)
if (clonedMats.length > 0) mesh.material = clonedMats
} else {
const clone = cloneOne(original)
if (clone) mesh.material = clone
}
})
return () => {
for (const mat of cloned) {
mat.dispose()
}
}
}