#407 ("Always-visible placement ghosts + true-nearest 2D opening snap") restructured the door/window placement tools: it split the old create-in-resolve into a pure resolveWallPlacement() + side-effecting applyWallTarget(), added an off-host floating ghost (fallbackPose / showGhostAt), unified wall hover into onWallHover, and extracted commit{Door,Window}AtWall. Conflict resolution (door/tool.tsx, window/tool.tsx): - Re-homed the single publishOpeningGuidesForWallEvent() call into applyWallTarget (after the draft update + updateCursor), using that scope (wall, getSlabElevationForWall(wall)); door includeVertical:false, window true. - Routed clearOpeningGuides3D() through showGhostAt so every off-host fallback path clears; kept clears in hideCursor, commit helpers, onRoofHover, teardown. - Made the window sill snap (resolvePlacementY) event-free and call it from the pure resolveWallPlacement, so hover + click both get sill/centre/top snapping; Shift bypasses, the moving draft is excluded via ignoreId. - Dropped the branch's inline onWallClick in favour of #407's onWallClick + commitWindowAtWall (no behavior lost). - Reconstructed both files' import blocks, which the auto-merge had truncated to stubs (only tsc caught it). All other conflicts auto-merged (registry types, floorplan-registry-layer, both move-tools). Verified: typecheck 9/9, biome clean, nodes 169 + core 594 tests pass, editor `bun run build` 7/7. Merge resolution reviewed by Codex (adversarial): no semantic regressions; all #407 behavior preserved. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
648 lines
22 KiB
TypeScript
648 lines
22 KiB
TypeScript
import {
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type AnyNodeId,
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collectAlignmentAnchors,
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DoorNode,
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emitter,
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type GridEvent,
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isCurvedWall,
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type RoofEvent,
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type RoofNode,
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sceneRegistry,
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spatialGridManager,
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useScene,
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type WallEvent,
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type WallNode,
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} from '@pascal-app/core'
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import {
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calculateCursorRotation,
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calculateItemRotation,
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EDITOR_LAYER,
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getSideFromNormal,
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isValidWallSideFace,
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triggerSFX,
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useAlignmentGuides,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
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import { LineBasicNodeMaterial } from 'three/webgpu'
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import {
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clearOpeningGuides3D,
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publishOpeningGuidesForWallEvent,
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} from '../shared/opening-guides-runtime'
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import {
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getRoofWallOpeningCursorPose,
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type RoofWallOpeningTarget,
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resolveRoofWallOpeningTarget,
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worldToSelectedBuildingLocal,
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} from '../shared/roof-wall-opening-placement'
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import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
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import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
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import DoorPreview from './preview'
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const edgeMaterial = new LineBasicNodeMaterial({
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color: 0xef_44_44,
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linewidth: 3,
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depthTest: false,
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depthWrite: false,
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})
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const FALLBACK_WIDTH = 0.9
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const FALLBACK_HEIGHT = 2.1
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const roofFallbackPoint = new Vector3()
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// What currently owns the cursor frame: a wall/roof mesh hover, or null when
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// the cursor is over open floor (the grid handler then free-follows).
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type HostKind = 'wall' | 'roof' | null
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/**
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* Door tool — places DoorNodes on walls and on roof-segment wall faces
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* (the generated base walls under a roof, including coplanar gable ends).
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* Doors always sit at floor level (clampedY = height/2 — segment base for
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* roof-hosted doors).
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*
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* The ghost follows the cursor everywhere (like moving an item): over open
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* floor it floats as an invalid (unplaceable) ghost; the moment the cursor
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* ray hovers a wall (or roof-segment face) the real draft snaps onto it.
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* Snapping engages only on an actual mesh hover — no proximity magnet — since
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* the wall side faces are big raycast targets.
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*/
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const DoorTool: React.FC = () => {
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const draftRef = useRef<DoorNode | null>(null)
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const cursorGroupRef = useRef<Group>(null!)
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const edgesRef = useRef<LineSegments>(null!)
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// Off-host floating ghost: the real door geometry follows the cursor over
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// the grid (tinted invalid). Mutually exclusive with the on-host draft —
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// when a draft + wireframe is shown this is null and vice-versa.
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const [fallbackPose, setFallbackPose] = useState<{
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position: [number, number, number]
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rotationY: number
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} | null>(null)
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const ghostStub = useMemo(() => DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }), [])
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useEffect(() => {
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useScene.temporal.getState().pause()
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let hostKind: HostKind = null
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// timeStamp of the most recent wall/roof mesh event. A wall/roof hover and
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// the grid raycast from the SAME pointermove share the source DOM event's
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// timeStamp, so the grid handler can detect "a mesh handler already owns
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// this frame" without depending on event order or on a leave firing (node
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// events are suppressed during a camera drag, so a sticky boolean would
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// strand the draft after an orbit; a per-frame timestamp self-heals).
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let lastMeshEventTime = -1
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// R flips the door's facing side mid-placement (front ↔ back). On a wall
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// the chosen side is `getSideFromNormal(normal)` flipped by `sideFlip`;
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// re-applied to the last wall hover so the flip shows live before commit.
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let sideFlip = false
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let lastWallEvent: WallEvent | null = null
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const getLevelId = () => useViewer.getState().selection.levelId
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const getLevelYOffset = () => {
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const id = getLevelId()
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return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
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}
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const getSlabElevationForWall = (wall: WallNode) =>
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spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
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const markHostDirty = (hostId: string) => {
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useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
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}
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const destroyDraft = () => {
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if (!draftRef.current) return
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const wallId = draftRef.current.parentId
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useScene.getState().deleteNode(draftRef.current.id)
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draftRef.current = null
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if (wallId) markHostDirty(wallId)
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}
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const hideCursor = () => {
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if (cursorGroupRef.current) cursorGroupRef.current.visible = false
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useAlignmentGuides.getState().clear()
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clearOpeningGuides3D()
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setFallbackPose(null)
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}
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// Alignment candidates — anchors of every alignable object; refreshed
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// after each placement. A door aligns by the plan position of its centre.
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let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
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// On-host cursor: the green/red wireframe outline tracks a live draft.
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// Showing it always clears the off-host floating ghost (they never
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// coexist — a draft means the cursor is on a valid host).
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const updateCursor = (
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worldPosition: [number, number, number],
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cursorRotationY: number,
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valid: boolean,
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) => {
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setFallbackPose(null)
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const group = cursorGroupRef.current
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if (!group) return
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group.visible = true
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group.position.set(...worldPosition)
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group.rotation.y = cursorRotationY
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edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
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}
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// Off-host fallback: hide the wireframe outline and float the real door
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// geometry (tinted invalid) at the cursor so the armed tool is visible.
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const showGhostAt = (position: [number, number, number]) => {
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if (cursorGroupRef.current) cursorGroupRef.current.visible = false
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setFallbackPose({ position, rotationY: 0 })
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useAlignmentGuides.getState().clear()
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clearOpeningGuides3D()
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}
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const showRoofFallbackCursor = (event: RoofEvent) => {
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const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
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showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
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}
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const showWallFallbackCursor = (event: WallEvent) => {
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const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
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showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
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}
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// Settle a wall target: alignment snap → clamp → overlap check. Pure read.
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const resolveWallPlacement = (
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wall: WallNode,
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rawLocalX: number,
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width: number,
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height: number,
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bypass: boolean,
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bypassSnap: boolean,
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ignoreId?: string,
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) => {
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const localX = resolveWallSlideAlignment({
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wallNode: wall,
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rawLocalX,
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width,
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candidates: alignmentCandidates,
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bypass,
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bypassSnap,
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})
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const { clampedX, clampedY } = clampToWall(wall, localX, width, height)
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const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
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return { clampedX, clampedY, valid }
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}
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// Shared create/update path for the wall draft — used by the direct
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// wall-mesh hover and the floor proximity snap. Reuses the existing draft
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// (reparenting only on an actual wall change to avoid churning the host's
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// children array, which flashes 0-vertex wall geometry in WebGPU).
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const applyWallTarget = (args: {
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wall: WallNode
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rawLocalX: number
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side: 'front' | 'back'
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itemRotation: number
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cursorRotationY: number
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bypass: boolean
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bypassSnap: boolean
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}) => {
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const { wall, rawLocalX, side, itemRotation, cursorRotationY, bypass, bypassSnap } = args
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const width = draftRef.current?.width ?? 0.9
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const height = draftRef.current?.height ?? 2.1
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if (!draftRef.current) {
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const node = DoorNode.parse({
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position: [0, height / 2, 0],
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rotation: [0, itemRotation, 0],
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side,
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wallId: wall.id,
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parentId: wall.id,
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metadata: { isTransient: true },
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})
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useScene.getState().createNode(node, wall.id as AnyNodeId)
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draftRef.current = node
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}
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const { clampedX, clampedY, valid } = resolveWallPlacement(
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wall,
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rawLocalX,
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width,
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height,
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bypass,
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bypassSnap,
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draftRef.current.id,
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)
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if (wall.id === draftRef.current.parentId) {
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useScene.getState().updateNode(draftRef.current.id, {
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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})
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markHostDirty(wall.id)
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} else {
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useScene.getState().updateNode(draftRef.current.id, {
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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parentId: wall.id,
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wallId: wall.id,
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// The draft may arrive from a roof-segment face hover.
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roofSegmentId: undefined,
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roofFace: undefined,
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})
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}
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updateCursor(
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wallLocalToWorld(
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wall,
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clampedX,
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clampedY,
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getLevelYOffset(),
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getSlabElevationForWall(wall),
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),
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cursorRotationY,
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valid,
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)
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if (draftRef.current) {
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publishOpeningGuidesForWallEvent({
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wall,
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movingId: draftRef.current.id,
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centerS: clampedX,
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centerY: clampedY,
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width,
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height,
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includeVertical: false,
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levelYOffset: getLevelYOffset(),
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slabElevation: getSlabElevationForWall(wall),
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})
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}
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return { clampedX, clampedY, valid }
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}
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// Promote the draft into a permanent door. Shared by the wall-mesh click
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// and the floor proximity click.
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const commitDoorAtWall = (
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wall: WallNode,
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clampedX: number,
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clampedY: number,
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side: 'front' | 'back',
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itemRotation: number,
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) => {
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const draft = draftRef.current
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if (!draft) return
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draftRef.current = null
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hostKind = null
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useScene.getState().deleteNode(draft.id)
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useScene.temporal.getState().resume()
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const levelId = getLevelId()
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const state = useScene.getState()
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const doorCount = Object.values(state.nodes).filter((n) => {
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if (n.type !== 'door') return false
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const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
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return w?.parentId === levelId
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}).length
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const node = DoorNode.parse({
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name: `Door ${doorCount + 1}`,
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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wallId: wall.id,
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parentId: wall.id,
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width: draft.width,
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height: draft.height,
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doorCategory: draft.doorCategory,
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doorType: draft.doorType,
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leafCount: draft.leafCount,
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operationState: draft.operationState,
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slideDirection: draft.slideDirection,
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trackStyle: draft.trackStyle,
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garagePanelCount: draft.garagePanelCount,
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frameThickness: draft.frameThickness,
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frameDepth: draft.frameDepth,
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threshold: draft.threshold,
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thresholdHeight: draft.thresholdHeight,
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hingesSide: draft.hingesSide,
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swingDirection: draft.swingDirection,
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segments: draft.segments,
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handle: draft.handle,
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handleHeight: draft.handleHeight,
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handleSide: draft.handleSide,
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doorCloser: draft.doorCloser,
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panicBar: draft.panicBar,
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panicBarHeight: draft.panicBarHeight,
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})
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useScene.getState().createNode(node, wall.id as AnyNodeId)
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useViewer.getState().setSelection({ selectedIds: [node.id] })
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useScene.temporal.getState().pause()
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triggerSFX('sfx:structure-build')
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alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
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useAlignmentGuides.getState().clear()
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clearOpeningGuides3D()
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}
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// ── Direct wall-mesh hover ──────────────────────────────────────
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const onWallHover = (event: WallEvent) => {
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hostKind = 'wall'
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lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
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if (
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!isValidWallSideFace(event.normal) ||
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isCurvedWall(event.node) ||
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event.node.parentId !== getLevelId()
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) {
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destroyDraft()
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showWallFallbackCursor(event)
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return
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}
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lastWallEvent = event
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const faceSide = getSideFromNormal(event.normal)
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const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
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const flipOffset = sideFlip ? Math.PI : 0
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const itemRotation = calculateItemRotation(event.normal) + flipOffset
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const cursorRotation =
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calculateCursorRotation(event.normal, event.node.start, event.node.end) + flipOffset
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const bypassSnap = event.nativeEvent?.shiftKey === true
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const bypass = event.nativeEvent?.altKey === true || bypassSnap
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applyWallTarget({
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wall: event.node,
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rawLocalX: event.localPosition[0],
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side,
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itemRotation,
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cursorRotationY: cursorRotation,
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bypass,
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bypassSnap,
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})
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event.stopPropagation()
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}
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const onWallClick = (event: WallEvent) => {
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if (!draftRef.current) return
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if (
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!isValidWallSideFace(event.normal) ||
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isCurvedWall(event.node) ||
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event.node.parentId !== getLevelId()
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) {
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return
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}
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const faceSide = getSideFromNormal(event.normal)
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const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
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const itemRotation = calculateItemRotation(event.normal) + (sideFlip ? Math.PI : 0)
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const bypassSnap = event.nativeEvent?.shiftKey === true
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const bypass = event.nativeEvent?.altKey === true || bypassSnap
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const { clampedX, clampedY, valid } = resolveWallPlacement(
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event.node,
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event.localPosition[0],
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draftRef.current.width,
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draftRef.current.height,
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bypass,
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bypassSnap,
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draftRef.current.id,
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)
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if (!valid) return
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commitDoorAtWall(event.node, clampedX, clampedY, side, itemRotation)
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event.stopPropagation()
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}
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const onWallLeave = () => {
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if (hostKind !== 'wall') return
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lastWallEvent = null
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destroyDraft()
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hideCursor()
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hostKind = null
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}
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// ── Floor free-follow ───────────────────────────────────────────
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// Over open floor the ghost follows the cursor like a moving item. It does
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// NOT snap from proximity — snapping engages only when the cursor ray
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// actually hovers a wall (onWallHover) or roof face (onRoofHover).
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const onGridFreeFollow = (event: GridEvent) => {
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if (useViewer.getState().cameraDragging) return
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// A wall/roof mesh handler processed this exact pointermove (R3F + the
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// grid raycast share the source DOM event's timeStamp) — it owns the
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// frame and has snapped the draft, so skip the floor follow this tick.
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const ts = event.nativeEvent?.timeStamp ?? -1
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if (ts === lastMeshEventTime) return
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// Fresh floor-only frame: the cursor is off any wall/roof. Drop any draft
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// and free-follow the cursor with the invalid (unplaceable) ghost.
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hostKind = null
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lastWallEvent = null
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const [x, y, z] = event.localPosition
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destroyDraft()
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showGhostAt([x, y + FALLBACK_HEIGHT / 2, z])
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}
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// ── Roof-segment wall faces ─────────────────────────────────────
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// The merged roof mesh emits `roof:*`; hits are resolved against the
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// segments' vertical wall faces (base walls + coplanar gable ends).
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const resolveRoofTarget = (event: RoofEvent) =>
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resolveRoofWallOpeningTarget({
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event,
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width: draftRef.current?.width ?? 0.9,
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height: draftRef.current?.height ?? 2.1,
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ignoreId: draftRef.current?.id,
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vertical: { kind: 'bottom-locked' },
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})
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const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => {
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const pose = getRoofWallOpeningCursorPose(target, roof)
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if (pose) updateCursor(pose.position, pose.rotationY, target.valid)
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}
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const onRoofHover = (event: RoofEvent) => {
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hostKind = 'roof'
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lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
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const target = resolveRoofTarget(event)
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if (!target) {
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// On the roof but not over a placeable wall face (slope, soffit,
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// or a face the door cannot fit on).
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destroyDraft()
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showRoofFallbackCursor(event)
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return
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}
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const { segment, face, position } = target
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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 = DoorNode.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
|
|
hostKind = null
|
|
|
|
useScene.getState().deleteNode(draft.id)
|
|
useScene.temporal.getState().resume()
|
|
|
|
const state = useScene.getState()
|
|
const doorCount = Object.values(state.nodes).filter(
|
|
(n) => n.type === 'door' && (n as DoorNode).roofSegmentId !== undefined,
|
|
).length
|
|
|
|
const node = DoorNode.parse({
|
|
name: `Door ${doorCount + 1}`,
|
|
position,
|
|
rotation: [0, 0, 0],
|
|
side: 'front',
|
|
roofSegmentId: segment.id,
|
|
roofFace: face.id,
|
|
parentId: segment.id,
|
|
width: draft.width,
|
|
height: draft.height,
|
|
doorCategory: draft.doorCategory,
|
|
doorType: draft.doorType,
|
|
leafCount: draft.leafCount,
|
|
operationState: draft.operationState,
|
|
slideDirection: draft.slideDirection,
|
|
trackStyle: draft.trackStyle,
|
|
garagePanelCount: draft.garagePanelCount,
|
|
frameThickness: draft.frameThickness,
|
|
frameDepth: draft.frameDepth,
|
|
threshold: draft.threshold,
|
|
thresholdHeight: draft.thresholdHeight,
|
|
hingesSide: draft.hingesSide,
|
|
swingDirection: draft.swingDirection,
|
|
segments: draft.segments,
|
|
handle: draft.handle,
|
|
handleHeight: draft.handleHeight,
|
|
handleSide: draft.handleSide,
|
|
doorCloser: draft.doorCloser,
|
|
panicBar: draft.panicBar,
|
|
panicBarHeight: draft.panicBarHeight,
|
|
})
|
|
|
|
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 (hostKind !== 'roof') return
|
|
destroyDraft()
|
|
hideCursor()
|
|
hostKind = null
|
|
}
|
|
|
|
const onCancel = () => {
|
|
destroyDraft()
|
|
hideCursor()
|
|
hostKind = null
|
|
}
|
|
|
|
// R flips the door's facing side mid-placement (front ↔ back), like the
|
|
// committed-selected R flip. Only meaningful while snapped to a wall (the
|
|
// off-wall ghost has no orientation), so it acts only then — re-applying
|
|
// the last wall hover so the snapped preview flips live.
|
|
const onKeyDown = (e: KeyboardEvent) => {
|
|
if (e.key !== 'r' && e.key !== 'R') return
|
|
if (!lastWallEvent) return
|
|
const t = e.target as HTMLElement | null
|
|
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
|
|
e.preventDefault()
|
|
sideFlip = !sideFlip
|
|
triggerSFX('sfx:item-rotate')
|
|
onWallHover(lastWallEvent)
|
|
}
|
|
|
|
emitter.on('wall:enter', onWallHover)
|
|
emitter.on('wall:move', onWallHover)
|
|
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', onGridFreeFollow)
|
|
emitter.on('tool:cancel', onCancel)
|
|
window.addEventListener('keydown', onKeyDown)
|
|
|
|
return () => {
|
|
destroyDraft()
|
|
hideCursor()
|
|
useAlignmentGuides.getState().clear()
|
|
clearOpeningGuides3D()
|
|
useScene.temporal.getState().resume()
|
|
emitter.off('wall:enter', onWallHover)
|
|
emitter.off('wall:move', onWallHover)
|
|
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', onGridFreeFollow)
|
|
emitter.off('tool:cancel', onCancel)
|
|
window.removeEventListener('keydown', onKeyDown)
|
|
}
|
|
}, [])
|
|
|
|
// Cursor geometry: door outline. Static dims, so build it once and dispose on
|
|
// unmount rather than reallocating (and orphaning) an EdgesGeometry on every
|
|
// re-render during placement.
|
|
const edgesGeo = useMemo(() => {
|
|
const boxGeo = new BoxGeometry(FALLBACK_WIDTH, FALLBACK_HEIGHT, 0.07)
|
|
const geo = new EdgesGeometry(boxGeo)
|
|
boxGeo.dispose()
|
|
return geo
|
|
}, [])
|
|
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
|
|
|
|
return (
|
|
<>
|
|
<group ref={cursorGroupRef} visible={false}>
|
|
<lineSegments
|
|
geometry={edgesGeo}
|
|
layers={EDITOR_LAYER}
|
|
material={edgeMaterial}
|
|
ref={edgesRef}
|
|
/>
|
|
</group>
|
|
{fallbackPose && (
|
|
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
|
|
<DoorPreview invalid node={ghostStub} />
|
|
</group>
|
|
)}
|
|
</>
|
|
)
|
|
}
|
|
|
|
export default DoorTool
|