423 lines
15 KiB
TypeScript

import {
type AnyNode,
type AnyNodeId,
type CeilingNode,
collectAlignmentAnchors,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
getRoofWallFaceFrame,
getScaledDimensions,
type ItemNode,
movingFootprintAnchors,
type RoofSegmentNode,
roofFacePointToSegment,
useScene,
} from '@pascal-app/core'
import {
applyFloorplanAlignment,
isGridSnapActive,
isMagneticSnapActive,
useEditor,
type WallPlanPoint,
} from '@pascal-app/editor'
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
import { findClosestWallInPlan, snapLocalXToNeighbors } from '../shared/wall-attach-target'
/**
* 2D floor-plan move handler for item. Branches on `asset.attachTo`:
*
* - `'wall'` / `'wall-side'`: pointer snaps to nearest wall (same
* math as door / window via `findClosestWallInPlan`). Position
* local-X is snapped to 0.5m grid; the wall-local Y carries over
* from the source position (2D has no vertical signal).
* - `'ceiling'`: pointer is point-in-polygon-tested against every
* ceiling on the level. If hit, the item reparents to that
* ceiling at the snapped local plan position.
* - undefined (floor): pointer is point-in-polygon-tested against
* every slab on the level. If hit, the item reparents to that
* slab; otherwise it stays parented to the level (free-floating)
* at the snapped plan position.
*
* Skipped vs the 3D `MoveItemContent` for now: attachTo *transitions*
* (drop a wall lamp on a ceiling and have it switch to ceiling-attach).
* The 3D path remains canonical for that — 2D only re-anchors within
* the item's current attach family.
*/
type ItemPlanTransform = {
point: [number, number]
rotation: number
}
function rotateVec(x: number, z: number, rotationY: number): [number, number] {
const c = Math.cos(rotationY)
const s = Math.sin(rotationY)
return [x * c + z * s, -x * s + z * c]
}
function resolveItemPlanTransform(
item: ItemNode,
nodes: Record<AnyNodeId, AnyNode>,
cache = new Map<AnyNodeId, ItemPlanTransform>(),
): ItemPlanTransform {
const cached = cache.get(item.id as AnyNodeId)
if (cached) return cached
const localRotation = item.rotation[1] ?? 0
let result: ItemPlanTransform = {
point: [item.position[0], item.position[2]],
rotation: localRotation,
}
const parent = item.parentId ? nodes[item.parentId as AnyNodeId] : null
if (parent?.type === 'wall') {
const wallRotation = -Math.atan2(
parent.end[1] - parent.start[1],
parent.end[0] - parent.start[0],
)
const wallLocalZ =
item.asset.attachTo === 'wall-side'
? ((parent.thickness ?? 0.1) / 2) * (item.side === 'front' ? 1 : -1)
: item.position[2]
const [offsetX, offsetZ] = rotateVec(item.position[0], wallLocalZ, wallRotation)
result = {
point: [parent.start[0] + offsetX, parent.start[1] + offsetZ],
rotation: wallRotation + localRotation,
}
} else if (parent?.type === 'shelf') {
const shelf = parent as AnyNode & {
position: [number, number, number]
rotation: [number, number, number]
}
const [offsetX, offsetZ] = rotateVec(item.position[0], item.position[2], shelf.rotation[1] ?? 0)
result = {
point: [shelf.position[0] + offsetX, shelf.position[2] + offsetZ],
rotation: (shelf.rotation[1] ?? 0) + localRotation,
}
} else if (parent?.type === 'item') {
const parentTransform = resolveItemPlanTransform(parent as ItemNode, nodes, cache)
const [offsetX, offsetZ] = rotateVec(
item.position[0],
item.position[2],
parentTransform.rotation,
)
result = {
point: [parentTransform.point[0] + offsetX, parentTransform.point[1] + offsetZ],
rotation: parentTransform.rotation + localRotation,
}
} else if (parent?.type === 'roof-segment') {
// Roof-hosted wall item: FACE-LOCAL position mapped through the face
// frame, then composed through the segment's and roof's yaw +
// position into level-local plan coords — without this the drag seed
// jumps off the roof at move start.
const segment = parent as RoofSegmentNode
const roof = segment.parentId
? (nodes[segment.parentId as AnyNodeId] as
| (AnyNode & { position: [number, number, number]; rotation: number })
| undefined)
: undefined
if (roof?.type === 'roof' && item.roofFace) {
const frame = getRoofWallFaceFrame(segment, item.roofFace)
const segLocal = roofFacePointToSegment(segment, item.roofFace, item.position)
const [sx, sz] = rotateVec(segLocal[0], segLocal[2], segment.rotation ?? 0)
const [rx, rz] = rotateVec(
sx + segment.position[0],
sz + segment.position[2],
roof.rotation ?? 0,
)
result = {
point: [rx + roof.position[0], rz + roof.position[2]],
rotation: (roof.rotation ?? 0) + (segment.rotation ?? 0) + frame.yaw + localRotation,
}
}
}
cache.set(item.id as AnyNodeId, result)
return result
}
function resolveItemPlanPoint(
item: ItemNode,
nodes: Record<AnyNodeId, AnyNode>,
cache = new Map<AnyNodeId, ItemPlanTransform>(),
): [number, number] {
return resolveItemPlanTransform(item, nodes, cache).point
}
function createPlanarMovePointResolver(originalPlanPoint: [number, number], node: ItemNode) {
const resolveCursor = createFloorplanCursorResolver({
original: originalPlanPoint,
metadata: node.metadata,
})
return (planPoint: readonly [number, number]): WallPlanPoint => {
// Grid snap is mode-driven (matching 3D): quantize only when grid mode is
// active; in lines/off mode the cursor passes through unsnapped.
const step = isGridSnapActive() ? useEditor.getState().gridSnapStep : 0
const snap = (value: number) => (step <= 0 ? value : Math.round(value / step) * step)
return resolveCursor(planPoint, { snap }) as WallPlanPoint
}
}
export const itemFloorplanMoveTarget: FloorplanMoveTarget<ItemNode> = ({ node, nodes }) => {
const attachTo = node.asset.attachTo
const startLevelId: AnyNodeId | null = (() => {
// Walk to the owning level depending on the item's current parent:
// - wall / ceiling parent → parent.parentId is the level
// - level parent (floor items) → parent.id IS the level
// - item / shelf parent → walk up until we hit a level
// Without the `parent.type === 'level'` short-circuit, floor items
// (whose immediate parent is the level itself) get `level.parentId`,
// which is the *building* — `findContainingSurface` would then
// iterate the building's children (levels, not slabs) and the
// fallback `parentId: startLevelId` would reparent the item to the
// building. The item drops out of the level→children DFS the floor
// plan walks and disappears mid-drag.
const nodes = useScene.getState().nodes
let current = nodes[node.parentId as AnyNodeId]
while (current) {
if (current.type === 'level') return current.id as AnyNodeId
if (!current.parentId) return null
current = nodes[current.parentId as AnyNodeId]
}
return null
})()
if (attachTo === 'wall' || attachTo === 'wall-side') {
return buildWallItemSession(node, startLevelId)
}
if (attachTo === 'ceiling') {
return buildSurfaceItemSession(node, startLevelId, 'ceiling')
}
return buildFloorItemSession(node, startLevelId, nodes)
}
function buildWallItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
): FloorplanMoveTargetSession {
// Wall items use the same local-X snap pipeline as doors / windows.
// local-Y carries over from the source item's position (2D can't
// express vertical movement).
const startLocalY = node.position[1]
const resolveCursor = createFloorplanCursorResolver({
original: resolveItemPlanPoint(node, useScene.getState().nodes),
metadata: node.metadata,
})
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint }) {
const nodes = useScene.getState().nodes
const resolvedPlanPoint = resolveCursor(planPoint)
const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
if (!hit) return
const [width] = getScaledDimensions(node)
// Figma-style along-wall alignment (edge-to-edge with other openings /
// wall items / wall ends), winning over the grid snap; falls back to grid
// when nothing aligns. Both are mode-driven (matching 3D): alignment only in
// lines/magnetic mode, grid quantization only in grid mode.
const neighborX = isMagneticSnapActive()
? snapLocalXToNeighbors({
wall: hit.wall,
localX: hit.localX,
width,
selfId: node.id as AnyNodeId,
nodes,
})
: null
const step = isGridSnapActive() ? useEditor.getState().gridSnapStep : 0
const snappedLocalX =
neighborX ?? (step <= 0 ? hit.localX : Math.round(hit.localX / step) * step)
const halfW = width / 2
const clampedX = Math.max(halfW, Math.min(hit.wallLength - halfW, snappedLocalX))
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: [clampedX, startLocalY, 0],
rotation: [0, hit.itemRotation, 0],
side: hit.side,
parentId: hit.wall.id,
// Re-anchoring to a wall ends any roof-segment hosting; the
// overlay's snapshot restores it if the move is reverted.
roofSegmentId: undefined,
roofFace: undefined,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item' && !!live.parentId
},
}
}
/**
* Floor items live as level children — the slab is *not* a parent (slabs
* have no `children` field; only ceilings and the level itself do).
* Reparenting a floor item to a slab corrupts the parent-children
* bookkeeping and the item drops out of the level→children DFS the
* floor-plan layer walks → the polygon stops rendering mid-drag.
*
* For the 2D move we just translate `position` in level-local coords and
* leave the parent as the level (matching the 3D `detachItemSurfaceToFloor`
* in `use-placement-coordinator.tsx`). Snap to the 0.5m grid unless the
* user holds Shift.
*/
function buildFloorItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
nodes: Record<AnyNodeId, AnyNode>,
): FloorplanMoveTargetSession {
const rotationY = node.rotation[1] ?? 0
const resolvePlanPoint = createPlanarMovePointResolver(resolveItemPlanPoint(node, nodes), node)
// Alignment candidates gathered once — scene is stable during the drag.
const candidates = collectAlignmentAnchors(nodes, node.id)
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint }) {
const gridSnapped = resolvePlanPoint(planPoint)
// Figma-style alignment layered on the grid snap, mode-driven (matching 3D):
// guides are DISPLAYED in every snapping mode; the magnetic pull onto them
// is applied only in "lines" mode (`applySnap`).
const { point: snapped } = applyFloorplanAlignment(
gridSnapped,
movingFootprintAnchors(
node as unknown as AnyNode,
gridSnapped[0],
gridSnapped[1],
rotationY,
),
candidates,
{ applySnap: isMagneticSnapActive() },
)
const sourceY = node.position[1]
const nextPosition: [number, number, number] = [snapped[0], sourceY, snapped[1]]
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: nextPosition,
// Keep parent as the level we resolved at session-start. If
// somehow it's null (e.g. orphaned item), fall back to the
// existing parent so we don't write `null` and detach.
parentId: startLevelId ?? node.parentId,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item'
},
}
}
/**
* Ceiling items reparent to whichever ceiling polygon contains the
* pointer. Ceilings carry a `children` field on their schema so the
* parent-children bookkeeping in `updateNodes` works correctly when the
* item moves between ceilings. If the cursor drifts off every ceiling,
* the original parent is preserved (no detach back to the level — there
* is no canonical "free-floating ceiling item").
*/
function buildSurfaceItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
targetKind: 'ceiling',
): FloorplanMoveTargetSession {
const resolvePlanPoint = createPlanarMovePointResolver(
resolveItemPlanPoint(node, useScene.getState().nodes),
node,
)
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint }) {
const nodes = useScene.getState().nodes
const snapped = resolvePlanPoint(planPoint)
const surface = findContainingSurface(snapped, nodes, startLevelId, targetKind)
const sourceY = node.position[1]
const nextPosition: [number, number, number] = [snapped[0], sourceY, snapped[1]]
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: nextPosition,
parentId: surface ? surface.id : node.parentId,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item'
},
}
}
/**
* Walk every ceiling under the level and return the first one whose
* polygon contains the pointer. Holes are honoured — a point inside a
* hole counts as not inside the surface. Slabs are intentionally NOT a
* valid target: floor items are parented to the level, not the slab,
* because slabs don't carry a `children` field on their schema.
*/
function findContainingSurface(
point: readonly [number, number],
nodes: Record<AnyNodeId, AnyNode>,
parentLevelId: AnyNodeId | null,
targetKind: 'ceiling',
): CeilingNode | null {
if (!parentLevelId) return null
const level = nodes[parentLevelId]
const childIds = (level as unknown as { children?: AnyNodeId[] })?.children
if (!Array.isArray(childIds)) return null
for (const childId of childIds) {
const node = nodes[childId]
if (!node || node.type !== targetKind) continue
const surface = node as CeilingNode
const polygon = surface.polygon
if (!polygon || polygon.length < 3) continue
if (!pointInRing(point, polygon)) continue
const holes = surface.holes ?? []
let inHole = false
for (const hole of holes) {
if (hole.length >= 3 && pointInRing(point, hole)) {
inHole = true
break
}
}
if (!inHole) return surface
}
return null
}
/** Standard ray-cast point-in-polygon. Treats edges as inside. */
function pointInRing(
point: readonly [number, number],
ring: ReadonlyArray<readonly [number, number]>,
): boolean {
let inside = false
const [px, py] = point
for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
const ax = ring[i]![0]
const ay = ring[i]![1]
const bx = ring[j]![0]
const by = ring[j]![1]
const intersects = ay > py !== by > py && px < ((bx - ax) * (py - ay)) / (by - ay) + ax
if (intersects) inside = !inside
}
return inside
}