1054 lines
41 KiB
TypeScript
1054 lines
41 KiB
TypeScript
import {
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type AnyNodeId,
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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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useLiveTransforms,
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useScene,
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type WallEvent,
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} from '@pascal-app/core'
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import {
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calculateItemRotation,
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clearPlacementSurface,
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consumePlacementDragRelease,
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EDITOR_LAYER,
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getSideFromNormal,
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isGridSnapActive,
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isMagneticSnapActive,
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isValidWallSideFace,
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publishPlacementSurface,
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stripPlacementMetadataFlags,
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triggerSFX,
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useAlignmentGuides,
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useEditor,
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useFacingPose,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import { BoxGeometry, EdgesGeometry, type Group, 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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} from '../shared/roof-wall-opening-placement'
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import { resolveOpeningPlacement } from '../shared/wall-attach-target'
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import {
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collectWallOpeningAlignmentCandidates,
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resolveWallSlideAlignment,
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} 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 MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) => {
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const cursorGroupRef = useRef<Group>(null!)
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// The door preview ghost. Shown for the WHOLE move so the user always sees a
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// translucent door tinted by placement state — red off-wall or colliding,
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// green on a valid wall — exactly like the free-follow ghost. The real node
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// stays hidden until commit (the wall still cuts its hole from the node data,
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// so the opening reads correctly behind the ghost). `null` = not previewing
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// (committed / torn down). See the matching `DoorPreview` tint.
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const [ghostPose, setGhostPose] = useState<{
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position: [number, number, number]
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rotationY: number
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tint: 'valid' | 'invalid'
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// The door's facing side at the cursor. R-flip changes it mid-placement and
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// the door geometry's swing/hinge depends on it, so the ghost must rebuild
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// with the LIVE side — otherwise the preview shows the pre-flip orientation
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// while commit places the flipped one.
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side: DoorNode['side']
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} | null>(null)
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// Ghost preview node: the moving door with a zeroed transform + the live
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// facing side. `updateDoorMesh` bakes `position`/`rotation` into the mesh (the
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// `<group>` wrapper already places it, so we zero those to avoid a double
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// offset) and reads `side` for the swing/hinge direction — so the ghost
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// matches exactly what commit will place, including an R-flip. Falls back to
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// the moving node's own side when no pose is active.
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const ghostSide = ghostPose?.side ?? movingDoorNode.side
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const ghostNode = useMemo(
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() => ({
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...movingDoorNode,
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side: ghostSide,
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position: [0, 0, 0] as [number, number, number],
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rotation: [0, 0, 0] as [number, number, number],
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}),
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[movingDoorNode, ghostSide],
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)
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const exitMoveMode = useCallback(() => {
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useEditor.getState().setMovingNode(null)
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}, [])
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useEffect(() => {
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useScene.temporal.getState().pause()
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const meta =
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typeof movingDoorNode.metadata === 'object' && movingDoorNode.metadata !== null
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? (movingDoorNode.metadata as Record<string, unknown>)
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: {}
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const isNew = !!meta.isNew
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const original = {
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position: [...movingDoorNode.position] as [number, number, number],
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rotation: [...movingDoorNode.rotation] as [number, number, number],
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side: movingDoorNode.side,
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parentId: movingDoorNode.parentId,
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wallId: movingDoorNode.wallId,
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// Doors can be hosted on a roof-segment wall face. Moving onto a
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// wall re-anchors as wall-hosted (roofSegmentId cleared); reverts
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// must restore the roof host.
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roofSegmentId: movingDoorNode.roofSegmentId,
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roofFace: movingDoorNode.roofFace,
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metadata: movingDoorNode.metadata,
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// Free-follow hides the node (visible:false); every revert path must
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// restore the original visibility or an existing door cancelled over open
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// floor would stay invisible.
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visible: movingDoorNode.visible,
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}
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if (!isNew) {
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useScene.getState().updateNode(movingDoorNode.id, {
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metadata: { ...meta, isTransient: true },
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})
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}
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let currentHostId: string | null = movingDoorNode.parentId
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let dragAnchor: { wallId: string; rawX: number; startX: number } | null = null
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// The wall the door was grabbed from. Nulled the first time the anchor
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// seeds on any other host: the grab offset is then forgotten for good.
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let grabWallId: string | null = movingDoorNode.parentId
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let committed = false
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// Off-wall free-follow: when the cursor is over empty floor (no wall under
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// the ray) the door is parented to the level and tracks the cursor like an
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// item node. `freeFollowing` distinguishes that state so the placement
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// commit no-ops in open space (a door needs a wall).
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let freeFollowing = false
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// Last open-floor cursor point (level-local X/Z), so an R-flip or Alt change
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// while free-following can re-run the ghost at the same spot with the new
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// facing/tint — no pointer move required.
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let lastFloorPoint: [number, number] | null = null
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// The floor free-follow (`grid:move`, a DOM event) and the wall/roof snap
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// (`wall:move`/`roof:move`, R3F mesh events) are INDEPENDENT event streams
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// with different clocks, so the old `event.timeStamp` de-dup never matched —
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// the free-follow ran during on-wall slides too, and both wrote the scene
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// node every frame (a per-frame `nodes` churn that tanked 2D + 3D framerate).
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// Instead, stamp one monotonic clock whenever a wall/roof hit owns the
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// pointer; the floor handler stands down while that stamp is fresh. `wall:move`
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// fires every frame on-wall, so the stamp stays fresh across the pointermove
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// interval and the free-follow only re-engages once the cursor is off any wall.
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let wallOwnedPointerAt = Number.NEGATIVE_INFINITY
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// ~4 frames: comfortably longer than the pointermove interval (so a fast
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// on-wall slide never lets the floor follow slip through) yet short enough
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// that leaving a wall re-engages the free-follow without a perceptible stick.
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const WALL_OWNS_POINTER_MS = 64
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const markWallOwnedPointer = () => {
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wallOwnedPointerAt = performance.now()
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}
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const wallOwnsPointer = () => performance.now() - wallOwnedPointerAt < WALL_OWNS_POINTER_MS
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// Live Alt state (force-place). Tracked here so the preview tint can be
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// re-evaluated when Alt is pressed/released with the pointer stationary —
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// the stored WallEvent carries a STALE altKey from the last move.
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let altHeld = false
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// Movement SFX: ONE soft `sfx:grid-snap` click each time the door's PLACED
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// position crosses a step. Keyed on the SNAPPED value (passed by the caller),
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// quantized by the live grid step in grid mode, else a gentle fixed cadence —
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// so grid mode ticks once per cell (not on every micro mouse-move while the
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// door sits in a cell) while lines/off still tick as the door moves. Two
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// guards prevent a doubled cue: `lastStepKey` (cell change) + `lastTickFrame`
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// (one per pointermove — wall + grid paths can both run on the same move).
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const FREE_STEP_M = 0.1
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let lastStepKey: string | null = null
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let lastTickFrame = -1
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const tickGridStep = (frame: number, ...coords: number[]) => {
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if (frame === lastTickFrame) return
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const step = isGridSnapActive() ? useEditor.getState().gridSnapStep : FREE_STEP_M
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const key = coords.map((c) => Math.round(c / step)).join(',')
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if (key === lastStepKey) return
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lastStepKey = key
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lastTickFrame = frame
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triggerSFX('sfx:grid-snap')
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}
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// The door's chosen facing side. R flips it mid-placement (front ↔ back,
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// same as the committed-selected R flip) so the user can reorient before
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// committing. Initialised from the moving node's side.
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let sideOverride: DoorNode['side'] = movingDoorNode.side
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let lastTarget: {
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wallNode: WallEvent['node']
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wallId: string
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side: DoorNode['side']
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itemRotation: number
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clampedX: number
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clampedY: number
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valid: boolean
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event: WallEvent
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} | null = null
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let lastRoofEvent: RoofEvent | null = null
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const markHostDirty = (hostId: string | null) => {
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if (hostId) useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
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}
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const lastHostDirtyAt = new Map<string, number>()
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const markHostDirtyThrottled = (hostId: string | null) => {
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if (!hostId) return
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const now = globalThis.performance?.now?.() ?? Date.now()
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const last = lastHostDirtyAt.get(hostId) ?? 0
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// Wall rebuilds can trigger expensive CSG; throttle live previews to avoid FPS collapse.
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if (now - last > 60) {
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lastHostDirtyAt.set(hostId, now)
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markHostDirty(hostId)
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}
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}
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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 getSlabElevation = (wallEvent: WallEvent) =>
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spatialGridManager.getSlabElevationForWall(
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wallEvent.node.parentId ?? '',
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wallEvent.node.start,
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wallEvent.node.end,
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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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setGhostPose(null)
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useFacingPose.getState().clear()
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clearPlacementSurface()
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}
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// Alignment candidates — only OTHER things on a wall (sibling openings +
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// wall-mounted items), never ground objects, so the along-wall guides don't
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// line up with furniture on the floor. The moving door is excluded.
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const alignmentCandidates = collectWallOpeningAlignmentCandidates(
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useScene.getState().nodes,
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movingDoorNode.id,
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)
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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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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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const getPlacementOrientation = (event: WallEvent) => {
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const faceSide = getSideFromNormal(event.normal)
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const side = sideOverride ?? faceSide
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const rotationOffset = side !== faceSide ? Math.PI : 0
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return {
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side,
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itemRotation: calculateItemRotation(event.normal) + rotationOffset,
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}
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}
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const resolveMoveTarget = (event: WallEvent) => {
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if (!isValidWallSideFace(event.normal)) return
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if (isCurvedWall(event.node)) {
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hideCursor()
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return
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}
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if (event.node.parentId !== getLevelId()) return
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const { side, itemRotation } = getPlacementOrientation(event)
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const rawLocalX = event.localPosition[0]
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if (!dragAnchor || dragAnchor.wallId !== event.node.id) {
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// Grab offset survives only on the original wall and only until the
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// door anchors on any other host — after that every wall (the
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// original included) centers the door under the cursor.
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const preserveGrab = event.node.id === grabWallId
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if (!preserveGrab) grabWallId = null
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dragAnchor = {
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wallId: event.node.id,
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rawX: rawLocalX,
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startX: preserveGrab ? original.position[0] : rawLocalX,
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}
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}
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const targetLocalX = dragAnchor.startX + (rawLocalX - dragAnchor.rawX)
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const localX = resolveWallSlideAlignment({
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wallNode: event.node,
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rawLocalX: targetLocalX,
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width: movingDoorNode.width,
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candidates: alignmentCandidates,
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// Along-wall alignment guides display in every snapping mode; the
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// magnetic pull onto them lands only in "lines" mode. The grid
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// component lives in `snapToHalf` (itself mode-aware).
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applySnap: isMagneticSnapActive(),
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})
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const { clampedX, clampedY } = clampToWall(
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event.node,
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localX,
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movingDoorNode.width,
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movingDoorNode.height,
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)
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const valid = !hasWallChildOverlap(
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event.node.id,
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clampedX,
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clampedY,
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movingDoorNode.width,
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movingDoorNode.height,
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movingDoorNode.id,
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)
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return {
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wallNode: event.node,
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wallId: event.node.id,
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side,
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itemRotation,
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clampedX,
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clampedY,
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valid,
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event,
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}
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}
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const applyPreview = (target: NonNullable<typeof lastTarget>) => {
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// One grid-snap tick per real position step, keyed on the SNAPPED
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// along-wall position so it ticks only when the door actually moves to a
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// new cell (not on every micro mouse-move). Per-frame guard collapses any
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// duplicate wall events on the same pointermove.
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tickGridStep(target.event.nativeEvent?.timeStamp ?? -1, target.clampedX)
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// Keep the REAL node hidden and show a tinted ghost in the wall opening —
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// green when placeable, red when it collides — the same translucent ghost
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// the free-follow uses, so validity reads at a glance. The node position is
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// still written (so the wall cuts the hole at the right spot) but
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// `visible:false` keeps the pale solid mesh from competing with the ghost.
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if (currentHostId !== target.wallId) {
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useScene.getState().updateNode(movingDoorNode.id, {
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position: [target.clampedX, target.clampedY, 0],
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rotation: [0, target.itemRotation, 0],
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side: target.side,
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parentId: target.wallId,
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wallId: target.wallId,
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roofSegmentId: undefined,
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roofFace: undefined,
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visible: false,
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})
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markHostDirty(currentHostId)
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currentHostId = target.wallId
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} else {
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const doorMesh = sceneRegistry.nodes.get(movingDoorNode.id as AnyNodeId)
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if (doorMesh) {
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doorMesh.position.set(target.clampedX, target.clampedY, 0)
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doorMesh.rotation.set(0, target.itemRotation, 0)
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doorMesh.updateMatrixWorld(true)
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}
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}
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useLiveTransforms.getState().set(movingDoorNode.id, {
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position: [target.clampedX, target.clampedY, 0],
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rotation: target.itemRotation,
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})
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markHostDirtyThrottled(target.wallId)
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// Position the tinted ghost at the wall opening (world frame), facing the
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// wall normal + the live side (so an R-flip shows correctly). The
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// wireframe cursor is no longer used on a wall. Tint comes from the SHARED
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// placement decision — green when placeable (incl. Alt force-place over a
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// collision), red otherwise — the SAME `placeable` the commit gate uses.
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if (cursorGroupRef.current) cursorGroupRef.current.visible = false
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const placement = resolveOpeningPlacement({
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collides: !target.valid,
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forcePlace: altHeld,
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})
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// The committed door is a CHILD of the wall mesh (group yaw = -wallAngle)
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// with wall-local `itemRotation` (0 front / π back). The ghost is a
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// scene-root world-space group, so its world yaw must be
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// `-wallAngle + itemRotation` to face the same way as commit.
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// `cursorRotation` (the old symmetric-wireframe yaw) is π off here.
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const wallAngle = Math.atan2(
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target.wallNode.end[1] - target.wallNode.start[1],
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target.wallNode.end[0] - target.wallNode.start[0],
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)
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const ghostWorldPos = wallLocalToWorld(
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target.wallNode,
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target.clampedX,
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target.clampedY,
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getLevelYOffset(),
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getSlabElevation(target.event),
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)
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const ghostYaw = target.itemRotation - wallAngle
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setGhostPose({
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position: ghostWorldPos,
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rotationY: ghostYaw,
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tint: placement.tint,
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side: target.side,
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})
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// Forward-facing triangle (editor-side overlay), in the same building-local
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// frame the ghost renders in. The door's front is its local +Z. Drop it to
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// the floor under the wall (the ghost Y is the opening centre, ~1m up).
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useFacingPose.getState().set({
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position: [
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ghostWorldPos[0],
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getLevelYOffset() + getSlabElevation(target.event),
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ghostWorldPos[2],
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],
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rotationY: ghostYaw,
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depth: movingDoorNode.frameDepth ?? 0.07,
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})
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// Publish the wall surface so the snap grid tilts into the wall plane at
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// the opening (its outward normal is the door's facing, +Z by `ghostYaw`).
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publishPlacementSurface(
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new Vector3(...ghostWorldPos),
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new Vector3(Math.sin(ghostYaw), 0, Math.cos(ghostYaw)),
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)
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publishOpeningGuidesForWallEvent({
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wall: target.wallNode,
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movingId: movingDoorNode.id,
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centerS: target.clampedX,
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centerY: target.clampedY,
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width: movingDoorNode.width,
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height: movingDoorNode.height,
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// Doors sit on the floor — no sill/head or vertical alignment guides.
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includeVertical: false,
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levelYOffset: getLevelYOffset(),
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slabElevation: getSlabElevation(target.event),
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})
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}
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const onWallEnter = (event: WallEvent) => {
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const target = resolveMoveTarget(event)
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if (!target) {
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onWallLeave()
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return
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}
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// Valid wall hit owns the pointer for the next few frames; the floor
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// free-follow stands down until the cursor genuinely leaves the wall.
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markWallOwnedPointer()
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freeFollowing = false
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lastTarget = target
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lastRoofEvent = null
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applyPreview(target)
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event.stopPropagation()
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}
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const onWallMove = (event: WallEvent) => {
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if (!isValidWallSideFace(event.normal)) {
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onWallLeave()
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return
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}
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if (isCurvedWall(event.node)) {
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onWallLeave()
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return
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}
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if (event.node.parentId !== getLevelId()) {
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onWallLeave()
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|
return
|
|
}
|
|
|
|
const target = resolveMoveTarget(event)
|
|
if (!target) {
|
|
onWallLeave()
|
|
return
|
|
}
|
|
// Valid wall hit owns the pointer for the next few frames; the floor
|
|
// free-follow stands down until the cursor genuinely leaves the wall.
|
|
markWallOwnedPointer()
|
|
freeFollowing = false
|
|
lastTarget = target
|
|
lastRoofEvent = null
|
|
applyPreview(target)
|
|
event.stopPropagation()
|
|
}
|
|
|
|
// Promote the moving door into its committed wall placement. Shared by the
|
|
// direct wall-mesh click and the floor proximity click.
|
|
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
|
|
if (committed) return
|
|
committed = true
|
|
|
|
let placedId: string
|
|
|
|
if (isNew) {
|
|
useScene.getState().deleteNode(movingDoorNode.id)
|
|
useScene.temporal.getState().resume()
|
|
|
|
const cloned = structuredClone(movingDoorNode) as any
|
|
delete cloned.id
|
|
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
|
|
const node = DoorNode.parse({
|
|
...cloned,
|
|
position: [target.clampedX, target.clampedY, 0],
|
|
rotation: [0, target.itemRotation, 0],
|
|
side: target.side,
|
|
wallId: target.wallId,
|
|
parentId: target.wallId,
|
|
roofSegmentId: undefined,
|
|
roofFace: undefined,
|
|
// The moving node is hidden during free-follow; the committed door
|
|
// must be visible regardless of the pre-commit free-follow state.
|
|
visible: true,
|
|
})
|
|
useScene.getState().createNode(node, target.wallId as AnyNodeId)
|
|
placedId = node.id
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: original.position,
|
|
rotation: original.rotation,
|
|
side: original.side,
|
|
parentId: original.parentId,
|
|
wallId: original.wallId,
|
|
roofSegmentId: original.roofSegmentId,
|
|
roofFace: original.roofFace,
|
|
metadata: original.metadata,
|
|
visible: original.visible,
|
|
})
|
|
useScene.temporal.getState().resume()
|
|
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: [target.clampedX, target.clampedY, 0],
|
|
rotation: [0, target.itemRotation, 0],
|
|
side: target.side,
|
|
parentId: target.wallId,
|
|
wallId: target.wallId,
|
|
roofSegmentId: undefined,
|
|
metadata: {},
|
|
visible: true,
|
|
})
|
|
|
|
if (original.parentId && original.parentId !== target.wallId) {
|
|
markHostDirty(original.parentId)
|
|
}
|
|
placedId = movingDoorNode.id
|
|
}
|
|
|
|
markHostDirty(target.wallId)
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
useScene.temporal.getState().pause()
|
|
|
|
triggerSFX('sfx:structure-build')
|
|
hideCursor()
|
|
useViewer.getState().setSelection({ selectedIds: [placedId] })
|
|
exitMoveMode()
|
|
}
|
|
|
|
const onWallClick = (event: WallEvent) => {
|
|
if (committed) return
|
|
if (!isValidWallSideFace(event.normal)) return
|
|
if (isCurvedWall(event.node)) return
|
|
if (event.node.parentId !== getLevelId()) return
|
|
|
|
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
|
|
// Alt force-places: commit even when the door overlaps another opening.
|
|
// The preview keeps its red invalid tint as a warning; Alt just lifts the
|
|
// commit block. Read alt from THIS event so it's never stale at commit.
|
|
if (!target) return
|
|
if (!target.valid && event.nativeEvent?.altKey !== true) return
|
|
commitToWall(target)
|
|
event.stopPropagation()
|
|
}
|
|
|
|
const onWallLeave = () => {
|
|
// The cursor left the wall mesh. Don't snap back to the origin/original
|
|
// here — the floor proximity handler (onGridMove) takes over on the same
|
|
// pointermove: it either snaps to a nearby wall or free-follows the
|
|
// cursor. The wireframe outline + live transform are cleared so the
|
|
// free-follow path can re-establish them. Reverting the node is left to
|
|
// onGridMove's free-follow / cancel / commit, so the door never blinks
|
|
// back to the building origin between a wall and open floor.
|
|
hideCursor()
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
dragAnchor = null
|
|
lastTarget = null
|
|
lastRoofEvent = null
|
|
}
|
|
|
|
// Reveal the real door node + drop the ghost. Used by the roof-face path,
|
|
// which previews with the real mesh (the ghost-tint flow is wall-specific).
|
|
const revealRealNode = () => {
|
|
setGhostPose(null)
|
|
useFacingPose.getState().clear()
|
|
clearPlacementSurface()
|
|
const live = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as DoorNode | undefined
|
|
if (live && live.visible === false) {
|
|
useScene.getState().updateNode(movingDoorNode.id, { visible: true })
|
|
}
|
|
}
|
|
|
|
// Free-follow: over open floor there's no wall to host the door, so instead
|
|
// of dragging the real (pale, near-invisible-on-grid) node around we hide it
|
|
// and float a red translucent ghost at the cursor — same treatment the raw
|
|
// `DoorTool` build path uses. The node still re-parents to the level so a
|
|
// later wall-snap / commit has a clean base, but stays `visible:false` until
|
|
// a wall is hovered.
|
|
const freeFollowAt = (localX: number, localZ: number) => {
|
|
freeFollowing = true
|
|
lastTarget = null
|
|
lastRoofEvent = null
|
|
// No snap SFX here: the free-follow fires off-wall (an invalid red ghost,
|
|
// not a placeable position) AND interleaves with the on-wall slide on the
|
|
// same pointer move (R3F `wall:move` and DOM `grid:move` carry different
|
|
// timestamps, so the de-dupe guard can't merge them). Emitting here was the
|
|
// source of the constant click while sliding a door along a wall — the
|
|
// on-wall `applyPreview` already ticks once per along-wall cell.
|
|
hideCursor()
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
const levelId = getLevelId()
|
|
const y = movingDoorNode.height / 2
|
|
// Keep the R-flip visible while free-following: face the chosen side
|
|
// (back = rotated π) instead of forcing 0, so an R press isn't undone on
|
|
// the next mousemove.
|
|
const yaw = sideOverride === 'back' ? Math.PI : 0
|
|
if (currentHostId !== levelId) {
|
|
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: [localX, y, localZ],
|
|
rotation: [0, yaw, 0],
|
|
side: sideOverride,
|
|
parentId: levelId ?? undefined,
|
|
wallId: undefined,
|
|
roofSegmentId: undefined,
|
|
roofFace: undefined,
|
|
visible: false,
|
|
})
|
|
currentHostId = levelId
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: [localX, y, localZ],
|
|
rotation: [0, yaw, 0],
|
|
side: sideOverride,
|
|
visible: false,
|
|
})
|
|
}
|
|
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted so
|
|
// it stands on the floor, matching the door's chosen facing (sideOverride
|
|
// carries the R-flip so the ghost swing direction matches commit).
|
|
setGhostPose({
|
|
position: [localX, getLevelYOffset() + y, localZ],
|
|
rotationY: yaw,
|
|
tint: 'invalid',
|
|
side: sideOverride,
|
|
})
|
|
// Off-wall (no host) floating ghost — no direction triangle, no wall grid.
|
|
useFacingPose.getState().clear()
|
|
clearPlacementSurface()
|
|
}
|
|
|
|
const onGridMove = (event: GridEvent) => {
|
|
if (committed) return
|
|
if (useViewer.getState().cameraDragging) return
|
|
// No proximity magnet: in 3D the wall side faces are big raycast targets,
|
|
// so snapping engages only when the cursor ray actually hovers a wall
|
|
// (`onWallMove`). A wall/roof handler owning the pointer right now means the
|
|
// cursor is on a wall/roof that snaps — skip the floor follow (see
|
|
// `wallOwnsPointer`). Over open floor the door just follows the cursor.
|
|
if (wallOwnsPointer()) return
|
|
const [x, , z] = event.localPosition
|
|
lastFloorPoint = [x, z]
|
|
freeFollowAt(x, z)
|
|
}
|
|
|
|
// ── Roof-segment wall faces ─────────────────────────────────────
|
|
// Mirrors the wall flow for the segments' vertical wall faces (base
|
|
// walls under the roof + coplanar gable ends). This is also the
|
|
// placement path preset tiles take (`metadata.isNew` clones).
|
|
|
|
const resolveRoofMoveTarget = (event: RoofEvent) =>
|
|
resolveRoofWallOpeningTarget({
|
|
event,
|
|
width: movingDoorNode.width,
|
|
height: movingDoorNode.height,
|
|
ignoreId: movingDoorNode.id,
|
|
vertical: { kind: 'bottom-locked' },
|
|
})
|
|
|
|
const updateRoofCursor = (target: RoofWallOpeningTarget, roof: RoofNode) => {
|
|
const pose = getRoofWallOpeningCursorPose(target, roof)
|
|
if (pose) updateCursor(pose.position, pose.rotationY, target.valid)
|
|
}
|
|
|
|
const onRoofHover = (event: RoofEvent) => {
|
|
const target = resolveRoofMoveTarget(event)
|
|
if (!target) {
|
|
onRoofLeave()
|
|
return
|
|
}
|
|
// Valid roof hit owns the pointer for the next few frames; the floor
|
|
// free-follow stands down until the cursor genuinely leaves the roof.
|
|
markWallOwnedPointer()
|
|
// Wall-frame drag anchor / live transform don't apply on a roof face —
|
|
// and anchoring here counts as "elsewhere", so the original wall's grab
|
|
// offset is forgotten for good.
|
|
freeFollowing = false
|
|
dragAnchor = null
|
|
grabWallId = null
|
|
lastTarget = null
|
|
lastRoofEvent = event
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
// Opening guides are wall-specific; clear them when over a roof face.
|
|
clearOpeningGuides3D()
|
|
// On a roof face the real mesh is the preview — drop the free-follow ghost
|
|
// and reveal the node.
|
|
revealRealNode()
|
|
if (currentHostId !== target.segment.id) {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: target.position,
|
|
rotation: [0, 0, 0],
|
|
side: 'front',
|
|
parentId: target.segment.id,
|
|
wallId: undefined,
|
|
roofSegmentId: target.segment.id,
|
|
roofFace: target.face.id,
|
|
visible: true,
|
|
})
|
|
markHostDirty(currentHostId)
|
|
currentHostId = target.segment.id
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: target.position,
|
|
rotation: [0, 0, 0],
|
|
roofFace: target.face.id,
|
|
})
|
|
}
|
|
updateRoofCursor(target, event.node as RoofNode)
|
|
event.stopPropagation()
|
|
}
|
|
|
|
const onRoofClick = (event: RoofEvent) => {
|
|
if (committed) return
|
|
const target = resolveRoofMoveTarget(event)
|
|
// Alt force-places over a colliding roof-face target too (see onWallClick).
|
|
if (!target) return
|
|
if (!target.valid && event.nativeEvent?.altKey !== true) return
|
|
committed = true
|
|
const segmentId = target.segment.id
|
|
|
|
let placedId: string
|
|
|
|
if (isNew) {
|
|
useScene.getState().deleteNode(movingDoorNode.id)
|
|
useScene.temporal.getState().resume()
|
|
|
|
const cloned = structuredClone(movingDoorNode) as any
|
|
delete cloned.id
|
|
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
|
|
const node = DoorNode.parse({
|
|
...cloned,
|
|
position: target.position,
|
|
rotation: [0, 0, 0],
|
|
side: 'front',
|
|
wallId: undefined,
|
|
roofSegmentId: segmentId,
|
|
roofFace: target.face.id,
|
|
parentId: segmentId,
|
|
visible: true,
|
|
})
|
|
useScene.getState().createNode(node, segmentId as AnyNodeId)
|
|
placedId = node.id
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: original.position,
|
|
rotation: original.rotation,
|
|
side: original.side,
|
|
parentId: original.parentId,
|
|
wallId: original.wallId,
|
|
roofSegmentId: original.roofSegmentId,
|
|
roofFace: original.roofFace,
|
|
metadata: original.metadata,
|
|
visible: original.visible,
|
|
})
|
|
useScene.temporal.getState().resume()
|
|
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: target.position,
|
|
rotation: [0, 0, 0],
|
|
side: 'front',
|
|
parentId: segmentId,
|
|
wallId: undefined,
|
|
roofSegmentId: segmentId,
|
|
roofFace: target.face.id,
|
|
metadata: {},
|
|
visible: true,
|
|
})
|
|
|
|
if (original.parentId && original.parentId !== segmentId) {
|
|
markHostDirty(original.parentId)
|
|
}
|
|
placedId = movingDoorNode.id
|
|
}
|
|
|
|
markHostDirty(segmentId)
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
useScene.temporal.getState().pause()
|
|
|
|
triggerSFX('sfx:structure-build')
|
|
hideCursor()
|
|
useViewer.getState().setSelection({ selectedIds: [placedId] })
|
|
exitMoveMode()
|
|
event.stopPropagation()
|
|
}
|
|
|
|
const onRoofLeave = () => {
|
|
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
|
|
// over on the same pointermove (snap to a nearby wall or free-follow).
|
|
hideCursor()
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
dragAnchor = null
|
|
lastTarget = null
|
|
lastRoofEvent = null
|
|
}
|
|
|
|
const onCancel = () => {
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
if (isNew) {
|
|
useScene.getState().deleteNode(movingDoorNode.id)
|
|
if (currentHostId) markHostDirty(currentHostId)
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: original.position,
|
|
rotation: original.rotation,
|
|
side: original.side,
|
|
parentId: original.parentId,
|
|
wallId: original.wallId,
|
|
roofSegmentId: original.roofSegmentId,
|
|
roofFace: original.roofFace,
|
|
metadata: original.metadata,
|
|
visible: original.visible,
|
|
})
|
|
if (original.parentId) markHostDirty(original.parentId)
|
|
}
|
|
useScene.temporal.getState().resume()
|
|
hideCursor()
|
|
exitMoveMode()
|
|
}
|
|
|
|
const onPlacementDragPointerUp = (event: PointerEvent) => {
|
|
if (!consumePlacementDragRelease(event)) return
|
|
// Free-following over open floor can't commit (no wall). A wall hover
|
|
// target commits via commitToWall; a roof face via onRoofClick. Alt
|
|
// force-places over a colliding wall target (the tint stays red as a
|
|
// warning); read alt from this pointerup so it's current at commit.
|
|
if (lastTarget && !freeFollowing && (lastTarget.valid || event.altKey)) {
|
|
commitToWall(lastTarget)
|
|
return
|
|
}
|
|
if (lastRoofEvent) onRoofClick(lastRoofEvent)
|
|
}
|
|
|
|
// R flips the door's facing side mid-placement (front ↔ back), like the
|
|
// committed-selected R flip — usable before commit, whether snapped to a
|
|
// wall or free-following. Re-applies the preview so the flip shows live.
|
|
// No-op on a roof-segment face (those host front-only; nothing to flip).
|
|
const onKeyDown = (e: KeyboardEvent) => {
|
|
if (committed) return
|
|
if (e.key !== 'r' && e.key !== 'R') return
|
|
const target = e.target as HTMLElement | null
|
|
if (
|
|
target &&
|
|
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
|
|
) {
|
|
return
|
|
}
|
|
// Ignore OS key-repeat so a held R doesn't flip many times per press.
|
|
if (e.repeat) return
|
|
e.preventDefault()
|
|
// ALWAYS toggle the persistent flip intent — never a no-op. (The old gate
|
|
// dropped R before the first pointermove, so initial-placement R needed a
|
|
// second press.) Then re-render whatever preview is current so the flip
|
|
// shows live and matches what commit will write.
|
|
sideOverride = sideOverride === 'front' ? 'back' : 'front'
|
|
triggerSFX('sfx:item-rotate')
|
|
if (lastTarget) {
|
|
// On a wall: re-resolve with the flipped side and re-preview.
|
|
const next = resolveMoveTarget(lastTarget.event)
|
|
if (next) {
|
|
lastTarget = next
|
|
applyPreview(next)
|
|
}
|
|
} else if (lastFloorPoint) {
|
|
// Free-following: re-run at the same spot so the floating ghost rebuilds
|
|
// with the flipped side (its swing/hinge geometry depends on `side`).
|
|
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1])
|
|
} else {
|
|
// No preview yet (R pressed before the first pointermove at initial
|
|
// placement): flip the hidden node so the FIRST preview/commit already
|
|
// reflects the chosen side.
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
side: sideOverride,
|
|
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
|
|
})
|
|
}
|
|
}
|
|
|
|
// Alt toggles force-place. Track it live and re-run the on-wall preview so
|
|
// the tint flips green↔red the instant Alt is pressed/released, even with
|
|
// the pointer stationary — the ghost and the commit gate read the same
|
|
// `placeable`. (Commit gates still read alt fresh from their own event.)
|
|
const onAltToggle = (e: KeyboardEvent) => {
|
|
if (e.key !== 'Alt') return
|
|
const held = e.type === 'keydown'
|
|
if (held === altHeld) return
|
|
altHeld = held
|
|
if (!committed && lastTarget) applyPreview(lastTarget)
|
|
}
|
|
|
|
emitter.on('wall:enter', onWallEnter)
|
|
emitter.on('wall:move', onWallMove)
|
|
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', onGridMove)
|
|
emitter.on('tool:cancel', onCancel)
|
|
window.addEventListener('pointerup', onPlacementDragPointerUp)
|
|
window.addEventListener('keydown', onKeyDown)
|
|
window.addEventListener('keydown', onAltToggle)
|
|
window.addEventListener('keyup', onAltToggle)
|
|
|
|
// Seed the wall snap surface on mount so the grid tilts into the wall on the
|
|
// FIRST frame — before any pointer move. Without it the grid briefly shows
|
|
// the moving node's horizontal fallback until the first `wall:move` publishes.
|
|
// Only applies to a door already hosted on a wall (not a fresh placement or a
|
|
// roof-segment host).
|
|
if (!isNew && movingDoorNode.wallId) {
|
|
const hostWall = useScene.getState().nodes[movingDoorNode.wallId as AnyNodeId]
|
|
if (hostWall?.type === 'wall') {
|
|
const wallAngle = Math.atan2(
|
|
hostWall.end[1] - hostWall.start[1],
|
|
hostWall.end[0] - hostWall.start[0],
|
|
)
|
|
const ghostYaw = movingDoorNode.rotation[1] - wallAngle
|
|
const seedPos = wallLocalToWorld(
|
|
hostWall,
|
|
movingDoorNode.position[0],
|
|
movingDoorNode.position[1],
|
|
getLevelYOffset(),
|
|
spatialGridManager.getSlabElevationForWall(
|
|
hostWall.parentId ?? '',
|
|
hostWall.start,
|
|
hostWall.end,
|
|
),
|
|
)
|
|
publishPlacementSurface(
|
|
new Vector3(...seedPos),
|
|
new Vector3(Math.sin(ghostYaw), 0, Math.cos(ghostYaw)),
|
|
)
|
|
// Claim the pointer for the wall so the floor free-follow stands down for
|
|
// the first frames after grab. Otherwise the first `grid:move` (the door
|
|
// mesh occludes the wall under the cursor, so no `wall:move` fires yet)
|
|
// takes the off-wall branch and clears the seeded surface — the grid would
|
|
// flash back to horizontal before `wall:move` re-publishes the vertical one.
|
|
markWallOwnedPointer()
|
|
}
|
|
}
|
|
|
|
return () => {
|
|
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
|
|
| DoorNode
|
|
| undefined
|
|
const currentMeta = current?.metadata as Record<string, unknown> | undefined
|
|
if (currentMeta?.isTransient) {
|
|
if (isNew) {
|
|
useScene.getState().deleteNode(movingDoorNode.id)
|
|
if (currentHostId) markHostDirty(currentHostId)
|
|
} else {
|
|
useScene.getState().updateNode(movingDoorNode.id, {
|
|
position: original.position,
|
|
rotation: original.rotation,
|
|
side: original.side,
|
|
parentId: original.parentId,
|
|
wallId: original.wallId,
|
|
roofSegmentId: original.roofSegmentId,
|
|
roofFace: original.roofFace,
|
|
metadata: original.metadata,
|
|
visible: original.visible,
|
|
})
|
|
if (original.parentId) markHostDirty(original.parentId)
|
|
}
|
|
} else if (current && current.visible === false) {
|
|
// Safety net: a fresh (isNew) clone isn't marked `isTransient`, so the
|
|
// branch above skips it. If we unmount mid-free-follow it would be left
|
|
// hidden — reveal it so it never becomes an invisible orphan. (The
|
|
// `place-preset` movingNode subscription deletes a truly-cancelled
|
|
// clone separately.)
|
|
useScene.getState().updateNode(movingDoorNode.id, { visible: true })
|
|
}
|
|
useLiveTransforms.getState().clear(movingDoorNode.id)
|
|
useAlignmentGuides.getState().clear()
|
|
clearOpeningGuides3D()
|
|
useFacingPose.getState().clear()
|
|
clearPlacementSurface()
|
|
useScene.temporal.getState().resume()
|
|
emitter.off('wall:enter', onWallEnter)
|
|
emitter.off('wall:move', onWallMove)
|
|
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', onGridMove)
|
|
emitter.off('tool:cancel', onCancel)
|
|
window.removeEventListener('pointerup', onPlacementDragPointerUp)
|
|
window.removeEventListener('keydown', onKeyDown)
|
|
window.removeEventListener('keydown', onAltToggle)
|
|
window.removeEventListener('keyup', onAltToggle)
|
|
}
|
|
}, [movingDoorNode, exitMoveMode])
|
|
|
|
const edgesGeo = useMemo(() => {
|
|
const boxGeo = new BoxGeometry(
|
|
movingDoorNode.width,
|
|
movingDoorNode.height,
|
|
movingDoorNode.frameDepth ?? 0.07,
|
|
)
|
|
const geo = new EdgesGeometry(boxGeo)
|
|
boxGeo.dispose()
|
|
return geo
|
|
}, [movingDoorNode])
|
|
useEffect(() => () => edgesGeo.dispose(), [edgesGeo])
|
|
|
|
return (
|
|
<>
|
|
<group ref={cursorGroupRef} visible={false}>
|
|
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
|
|
</group>
|
|
{/* Placement ghost shown for the whole move (the real pale node stays
|
|
hidden): red off-wall / colliding, green on a valid wall. Uses the
|
|
moving node's own dimensions so the ghost matches its type. */}
|
|
{ghostPose && (
|
|
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
|
|
<DoorPreview
|
|
invalid={ghostPose.tint === 'invalid'}
|
|
node={ghostNode}
|
|
valid={ghostPose.tint === 'valid'}
|
|
/>
|
|
</group>
|
|
)}
|
|
</>
|
|
)
|
|
}
|
|
|
|
export default MoveDoorTool
|