Implements plans/editor-placement-interaction-overhaul.md: an authoritative interaction-scope state machine plus the catalogued placement/interaction fixes, and split-view floor-plan performance. - Interaction-scope spine (lib/interaction/* + store/use-interaction-scope), driven from central useEditor setters; overlay scoping (zone labels, context badges, floating action menu) reads resolveOverlayPolicy. - Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity, auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset, per-frame jank. - Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier model (Shift=cycle, Alt=free place, Ctrl=grid step). - Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle rig hides during a whole-node move; rotate gizmo advertises Shift=free rotation in the HUD and hides the move cross while rotating. - Floor-plan perf: pause live reactivity while in 3D-only view; per-node geometry cache so only changed nodes rebuild on a drag; hoist wall miters to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
270 lines
11 KiB
TypeScript
270 lines
11 KiB
TypeScript
import type {
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AnyNodeId,
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DoorNode as DoorNodeType,
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HandleDescriptor,
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NodeDefinition,
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RoofSegmentNode,
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WallNode,
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} from '@pascal-app/core'
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import { publishOpeningResizeGuides } from '../shared/opening-guides-runtime'
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import { readRoofFaceHeightMax, readRoofFaceWidthMax } from '../shared/roof-opening-host'
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import { buildRoofWallOpeningCut } from '../shared/roof-wall-opening-cut'
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import { scaleHandleHeight } from './door-math'
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import { buildDoorFloorplan } from './floorplan'
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import { doorWidthAffordance } from './floorplan-affordances'
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import { doorFloorplanMoveTarget } from './floorplan-move'
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import { doorPaint } from './paint'
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import { doorParametrics } from './parametrics'
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import { DoorNode } from './schema'
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import { doorSlots } from './slots'
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const SIDE_HANDLE_OFFSET = 0.24
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const HEIGHT_HANDLE_OFFSET = 0.24
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const MIN_DOOR_HEIGHT = 0.5
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const MIN_DOOR_WIDTH = 0.3
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// How far the move cross floats off the wall face (+Z, the door's facing
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// normal) so it's grabbable instead of buried in the leaf/frame.
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const MOVE_HANDLE_LIFT = 0.12
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function readWallLength(door: DoorNodeType, scene: { get: (id: AnyNodeId) => unknown }): number {
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if (!door.wallId) return Number.POSITIVE_INFINITY
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const wall = scene.get(door.wallId as AnyNodeId) as WallNode | undefined
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if (!wall) return Number.POSITIVE_INFINITY
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return Math.hypot(wall.end[0] - wall.start[0], wall.end[1] - wall.start[1])
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}
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function readWallHeight(door: DoorNodeType, scene: { get: (id: AnyNodeId) => unknown }): number {
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if (!door.wallId) return Number.POSITIVE_INFINITY
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const wall = scene.get(door.wallId as AnyNodeId) as WallNode | undefined
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return wall?.height ?? Number.POSITIVE_INFINITY
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}
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// Width arrow on the door-local +X (right) or -X (left) side. Drag grows
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// the door from the anchored OPPOSITE edge; the door's wall-local center
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// re-centers so the anchored edge stays put.
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function doorWidthHandle(side: 'left' | 'right'): HandleDescriptor<DoorNodeType> {
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const sign = side === 'right' ? 1 : -1
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return {
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kind: 'linear-resize',
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axis: 'x',
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// 'min' = -X edge anchored (right arrow grows the +X edge outward).
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// 'max' = +X edge anchored (left arrow grows the -X edge outward).
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anchor: side === 'right' ? 'min' : 'max',
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min: MIN_DOOR_WIDTH,
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max: (n, scene) => {
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// Roof-hosted doors clamp against the face profile (the wall-based
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// limits read Infinity when wallId is unset).
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const roofMax = readRoofFaceWidthMax(n, scene, sign)
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if (roofMax !== null) return Math.max(MIN_DOOR_WIDTH, roofMax)
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return readWallLength(n, scene)
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},
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currentValue: (n) => n.width,
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onDrag: (node) => publishOpeningResizeGuides(node, false),
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apply: (initial, newWidth) => {
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// Anchored edge stays fixed in wall-local coords. Door rotation is
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// applied by the inner ride group (the renderer mounts a nested
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// <group> at the door's pose), so the apply math here is in
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// door-local coords AND the patch.position must be in wall-local
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// coords. We compute the anchored wall-local point from the
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// initial node, then derive the new wall-local center from it.
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const rotY = initial.rotation[1]
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const armX = Math.cos(rotY)
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const armZ = -Math.sin(rotY)
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const anchorX = initial.position[0] - sign * (initial.width / 2) * armX
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const anchorZ = initial.position[2] - sign * (initial.width / 2) * armZ
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const newCenterX = anchorX + sign * (newWidth / 2) * armX
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const newCenterZ = anchorZ + sign * (newWidth / 2) * armZ
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return {
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width: newWidth,
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position: [newCenterX, initial.position[1], newCenterZ],
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}
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},
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placement: {
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// door-local: +X axis lives along door's own X. Inner ride group
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// applies door.rotation, so we sit purely on door-local +X / -X.
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position: (n) => [sign * (n.width / 2 + SIDE_HANDLE_OFFSET), 0, 0],
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rotationY: () => (side === 'right' ? 0 : Math.PI),
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},
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portal: 'grandparent',
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}
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}
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function doorHeightHandle(): HandleDescriptor<DoorNodeType> {
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return {
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kind: 'linear-resize',
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axis: 'y',
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anchor: 'min', // bottom anchored at wall-local Y = position[1] - height/2
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min: MIN_DOOR_HEIGHT,
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max: (n, scene) => {
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const roofMax = readRoofFaceHeightMax(n, scene, 1)
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if (roofMax !== null) return Math.max(MIN_DOOR_HEIGHT, roofMax)
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const bottom = n.position[1] - n.height / 2
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return Math.max(MIN_DOOR_HEIGHT, readWallHeight(n, scene) - bottom)
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},
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currentValue: (n) => n.height,
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onDrag: (node) => publishOpeningResizeGuides(node, false),
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apply: (initial, newHeight) => {
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const bottom = initial.position[1] - initial.height / 2
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// Scale the handle so it tracks the door instead of staying glued to a
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// fixed floor height (shared with the panel's Height slider).
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return {
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height: newHeight,
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position: [initial.position[0], bottom + newHeight / 2, initial.position[2]],
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handleHeight: scaleHandleHeight(initial.handleHeight, initial.height, newHeight),
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}
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},
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placement: {
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position: (n) => [0, n.height / 2 + HEIGHT_HANDLE_OFFSET, 0],
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},
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portal: 'grandparent',
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}
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}
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// Press-drag move grip at the door centre, standing in the wall face. Routes
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// through the same move tool as the floating Move button (3D
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// `affordanceTools.move`, 2D `floorplanMoveTarget`) — wall slide + re-host onto
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// another wall — but `engageMoveDrag` commits on release, with no second click.
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function doorMoveHandle(): HandleDescriptor<DoorNodeType> {
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return {
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kind: 'tap-action',
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shape: 'move-cross',
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plane: 'node-normal',
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portal: 'grandparent',
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cursor: 'move',
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onActivate: (node, _scene, editor) => editor.engageMoveDrag(node),
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placement: {
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position: () => [0, 0, MOVE_HANDLE_LIFT],
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},
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}
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}
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const doorHandles: HandleDescriptor<DoorNodeType>[] = [
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doorMoveHandle(),
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doorWidthHandle('left'),
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doorWidthHandle('right'),
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doorHeightHandle(),
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]
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/**
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* Door — Phase 5 batch kind. Hosted on walls, cuts holes in them,
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* animated open/close state.
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*
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* Capabilities:
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* - **No `movable`**: door's move is bespoke wall-bound drag (slide
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* along the wall, snap to wall start/end). Capability-driven dispatch
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* keeps legacy `MoveDoorTool`.
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* - `selectable`, `duplicable`, `deletable` standard.
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*
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* Stages:
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* - A: registered.
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* - B: deferred — door geometry (frame / leaf / glass / hardware /
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* segments) is ~800 lines in DoorSystem; extraction is a focused
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* session. `def.renderer` (wrap-export of legacy DoorRenderer) +
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* `def.system` (DoorSystem + DoorAnimationSystem bundle) hold parity.
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* - C: `def.floorplan` polygon sits in parent wall's cutout. Legacy
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* `openingPolygons` short-circuits door entries when registered.
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*/
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export const doorDefinition: NodeDefinition<typeof DoorNode> = {
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kind: 'door',
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schemaVersion: 1,
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schema: DoorNode,
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category: 'structure',
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surfaceRole: 'joinery',
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// Leverage the schema's zod `.default()` annotations to compute the
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// full default shape — door has 40+ fields, listing them inline would
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// duplicate the schema. Parse a minimal stub, drop id/type, return rest.
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defaults: () => {
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const stub = DoorNode.parse({ id: 'door_default' as never, type: 'door' })
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const { id: _id, type: _type, ...rest } = stub
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return rest
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},
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capabilities: {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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wallOpeningPlacement: true,
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// Doors also host on roof-segment wall faces (base walls under the
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// roof, gable ends). `buildCut` punches the opening into the
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// segment's wall brush; `dirtyHandledByOwnSystem` keeps the roof-merge
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// loop from consuming door dirty marks (DoorSystem owns them and
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// already cascades to the host via parentId).
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roofAccessory: {
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buildCut: (node, hostSegment) =>
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buildRoofWallOpeningCut(node as DoorNodeType, hostSegment as RoofSegmentNode),
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cutScope: 'wall',
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dirtyHandledByOwnSystem: true,
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},
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// `wallId` / `roofSegmentId` tie the door to its host and are
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// re-derived from the surface under the cursor when a preset is
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// placed. Host apps strip these at preset-save time via
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// `getHostRefFields(def)`.
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hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'],
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// Panel / glass slots painted through the registry. The door system tags
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// each mesh with its `userData.slotId`; paint writes `node.slots`.
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slots: () => doorSlots(),
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paint: doorPaint,
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},
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parametrics: doorParametrics,
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handles: doorHandles,
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renderer: {
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kind: 'parametric',
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module: () => import('./renderer'),
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},
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system: {
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module: () => import('./system'),
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// Priority 3 mirrors the legacy DoorSystem (after animation at 2,
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// before wall mitering at 4).
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priority: 3,
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},
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// Stage C: floor-plan polygon. Needs ctx.parent (the wall) to compute
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// direction + perpendicular for the cutout footprint.
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floorplan: buildDoorFloorplan,
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floorplanDependsOnSiblings: true,
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// Stage D — placement (`def.tool`) + move-on-wall (`def.
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// affordanceTools.move`). Both ports of the legacy tools at
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// `editor/components/tools/door/`, relocated into the kind folder and
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// wired through ToolManager's registry-first dispatch (`def.tool` for
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// build-mode placement, `getRegistryAffordanceTool` for the move-on-
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// pick flow). Same legacy semantics: wall-event-driven snap, clamped
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// wall-local coords, hasWallChildOverlap guard, live mesh updates.
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tool: () => import('./tool'),
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affordanceTools: {
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move: () => import('./move-tool'),
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},
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// 2D move-on-floorplan handler. When `useEditor.movingNode` is a
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// door and the floor plan is active, `FloorplanRegistryMoveOverlay`
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// dispatches to this instead of the generic translate path — pointer
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// snaps to the nearest wall, projects onto the wall axis, snaps
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// local-X to 0.5m, clamps inside wall bounds.
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floorplanMoveTarget: doorFloorplanMoveTarget,
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// 2D drag affordances. `resize-width` drives the door's two side
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// arrows — pointer-down on either arrow starts an anchored width drag
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// (opposite edge stays fixed, clamped to wall bounds).
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floorplanAffordances: {
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'resize-width': doorWidthAffordance,
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},
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toolHints: [
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{ key: 'Left click', label: 'Place door on wall' },
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{ key: 'Shift', label: 'Free place' },
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{ key: 'Esc', label: 'Cancel' },
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],
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presentation: {
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label: 'Door',
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description: 'A door cut into a wall. Animated open/close state.',
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icon: { kind: 'url', src: '/icons/door.webp' },
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paletteSection: 'structure',
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paletteOrder: 50,
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},
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mcp: {
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description: 'A door mounted on a wall, with type / dimensions / hardware options.',
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},
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}
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