Aymeric Rabot aab48e053f
fix(editor): harden editor interactions and WebGPU rendering
Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs.
2026-06-11 13:03:34 -04:00

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TypeScript
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import {
type AnyNodeId,
collectAlignmentAnchors,
DoorNode,
emitter,
isCurvedWall,
type RoofEvent,
type RoofNode,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
isValidWallSideFace,
triggerSFX,
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
getRoofWallOpeningCursorPose,
type RoofWallOpeningTarget,
resolveRoofWallOpeningTarget,
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
/**
* Door tool — places DoorNodes on walls and on roof-segment wall faces
* (the generated base walls under a roof, including coplanar gable ends).
* Doors always sit at floor level (clampedY = height/2 — segment base for
* roof-hosted doors).
*/
const DoorTool: React.FC = () => {
const draftRef = useRef<DoorNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
useEffect(() => {
useScene.temporal.getState().pause()
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
if (wallId) markHostDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A door aligns by the plan position of its centre.
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
const levelId = getLevelId()
if (!levelId) return
if (event.node.parentId !== levelId) return
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = 0.9
const height = 2.1
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
// Draft may be null after a successful placement (the click handler
// deletes it and relies on the wall rebuild → pointer-enter cascade to
// recreate it). Recreate it here on the first subsequent move so the
// preview is ready for the next click without requiring a leave/enter.
if (!draftRef.current) {
const levelId = getLevelId()
if (levelId && event.node.parentId === levelId) {
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
}
}
if (draftRef.current) {
// Update the scene store on every move so the 2D floor plan
// stays in sync (it re-renders from `node.position`). Only
// forward `parentId` / `wallId` when the wall actually changed
// — otherwise the reparent path churns the host wall's
// `children` array every tick, which re-renders the wall and
// briefly draws its 0-vertex placeholder geometry (WebGPU then
// flags "Vertex buffer slot 0 ... was not set").
const isSameWall = event.node.id === draftRef.current.parentId
if (isSameWall) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(event.node.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
width,
height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width: draftRef.current.width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
draftRef.current.width,
draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
draftRef.current.width,
draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
const draft = draftRef.current
draftRef.current = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'door') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
}).length
const name = `Door ${doorCount + 1}`
const node = DoorNode.parse({
name,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.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, event.node.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
useAlignmentGuides.getState().clear()
event.stopPropagation()
}
const onWallLeave = () => {
destroyDraft()
hideCursor()
}
// ── Roof-segment wall faces ─────────────────────────────────────
// The merged roof mesh emits `roof:*`; hits are resolved against the
// segments' vertical wall faces (base walls + coplanar gable ends).
const resolveRoofTarget = (event: RoofEvent) =>
resolveRoofWallOpeningTarget({
event,
width: draftRef.current?.width ?? 0.9,
height: draftRef.current?.height ?? 2.1,
ignoreId: draftRef.current?.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 = resolveRoofTarget(event)
if (!target) {
// On the roof but not over a placeable wall face (slope, soffit,
// or a face the door cannot fit on).
if (draftRef.current?.roofSegmentId) {
destroyDraft()
hideCursor()
}
return
}
const { segment, face, position } = target
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
}
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
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 (!draftRef.current?.roofSegmentId) return
destroyDraft()
hideCursor()
}
const onCancel = () => {
destroyDraft()
hideCursor()
}
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('tool:cancel', onCancel)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
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('tool:cancel', onCancel)
}
}, [])
// Cursor geometry: door outline (default 0.9 × 2.1 × 0.07)
const boxGeo = new BoxGeometry(0.9, 2.1, 0.07)
const edgesGeo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
)
}
export default DoorTool