1100 lines
42 KiB
TypeScript

import {
type AnyNodeId,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
sceneRegistry,
spatialGridManager,
useLiveTransforms,
useScene,
type WallEvent,
WindowNode,
} from '@pascal-app/core'
import {
calculateItemRotation,
clearPlacementSurface,
consumePlacementDragRelease,
EDITOR_LAYER,
getSideFromNormal,
isGridSnapActive,
isMagneticSnapActive,
isValidWallSideFace,
publishPlacementSurface,
snapToHalf,
stripPlacementMetadataFlags,
triggerSFX,
useAlignmentGuides,
useEditor,
useFacingPose,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
clearOpeningGuides3D,
publishOpeningGuidesForWallEvent,
resolveSillSnap,
} from '../shared/opening-guides-runtime'
import {
getRoofWallOpeningCursorPose,
type RoofWallOpeningTarget,
resolveRoofWallOpeningTarget,
} from '../shared/roof-wall-opening-placement'
import { resolveOpeningPlacement } from '../shared/wall-attach-target'
import {
collectWallOpeningAlignmentCandidates,
resolveWallSlideAlignment,
} from '../shared/wall-opening-alignment'
import { WindowFloorProjection } from './floor-projection'
import WindowPreview from './preview'
import {
clampToWall,
DEFAULT_WINDOW_SILL_M,
hasWallChildOverlap,
wallLocalToWorld,
} from './window-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
/**
* Move/duplicate tool for WindowNodes — wall-only, same guardrails as WindowTool.
*
* Move mode (metadata.isNew falsy):
* Adopts the existing window, pauses temporal. On commit: restores original state
* (clean undo baseline) then resumes + updateNode (undo reverts to original position).
* On cancel: restores original state.
*
* Duplicate mode (metadata.isNew = true):
* The node is a freshly created transient copy. On commit: deletes transient + resumes
* + createNode (undo removes the new window entirely). On cancel: deletes the node.
*/
const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode }) => {
const cursorGroupRef = useRef<Group>(null!)
// The window preview ghost. Shown for the WHOLE move so the user always sees
// a translucent window tinted by placement state — red off-wall or colliding,
// green on a valid wall. The real node stays hidden until commit (the wall
// still cuts its hole from the node data). `null` = not previewing. See the
// matching `WindowPreview` tint and `MoveDoorTool` for the full rationale.
const [ghostPose, setGhostPose] = useState<{
position: [number, number, number]
rotationY: number
tint: 'valid' | 'invalid'
// Level floor world-Y, for the floor "shadow" projection (drop-line + footprint).
floorY: number
// Live facing side — R-flip changes it and the window geometry depends on it,
// so the ghost must rebuild with the live side (see `MoveDoorTool`).
side: WindowNode['side']
} | null>(null)
// Ghost preview node: the moving window with a zeroed transform + the live
// facing side (the ghost is positioned by the `<group position>` wrapper;
// `updateWindowMesh` bakes the node's own position/rotation in, so passing the
// live node would double-offset). Rebuilds on an R-flip so the preview matches
// what commit will place.
const ghostSide = ghostPose?.side ?? movingWindowNode.side
const ghostNode = useMemo(
() => ({
...movingWindowNode,
side: ghostSide,
position: [0, 0, 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
}),
[movingWindowNode, ghostSide],
)
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
useEffect(() => {
useScene.temporal.getState().pause()
const meta =
typeof movingWindowNode.metadata === 'object' && movingWindowNode.metadata !== null
? (movingWindowNode.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
// Save original state (only used in move mode)
const original = {
position: [...movingWindowNode.position] as [number, number, number],
rotation: [...movingWindowNode.rotation] as [number, number, number],
side: movingWindowNode.side,
parentId: movingWindowNode.parentId,
wallId: movingWindowNode.wallId,
// Windows can be hosted on a roof-segment wall face. Moving onto a
// wall re-anchors as wall-hosted (roofSegmentId cleared); reverts
// must restore the roof host.
roofSegmentId: movingWindowNode.roofSegmentId,
roofFace: movingWindowNode.roofFace,
metadata: movingWindowNode.metadata,
// Free-follow hides the node (visible:false); revert paths restore this.
visible: movingWindowNode.visible,
}
// In move mode (existing window) mark it transient so its mesh skips the live wall CSG
// rebuild while repositioning — the editor requests a final rebuild on commit. For a new
// placement (preset/duplicate) we must NOT mark it transient: WindowSystem only rebuilds
// the host wall's cutout for non-transient windows, so a transient draft shows no live
// preview on the wall and can't be placed consecutively without leaving/re-entering. This
// mirrors MoveDoorTool.
if (!isNew) {
useScene.getState().updateNode(movingWindowNode.id, {
metadata: { ...meta, isTransient: true },
})
}
let currentHostId: string | null = movingWindowNode.parentId
let committed = false
// Off-wall free-follow: over empty floor the window is parented to the
// level and tracks the cursor like an item. `freeFollowing` marks that state.
let freeFollowing = false
// Last open-floor cursor point (level-local X/Z), so an R-flip while free-
// following can re-run the ghost at the same spot with the new facing.
let lastFloorPoint: [number, number] | null = null
// The floor free-follow (`grid:move`, a DOM event) and the wall/roof snap
// (`wall:move`/`roof:move`, R3F mesh events) are INDEPENDENT event streams
// with different clocks, so the old `event.timeStamp` de-dup never matched —
// the free-follow ran during on-wall slides too, and both wrote the scene
// node every frame (a per-frame `nodes` churn that tanked 2D + 3D framerate).
// Instead, stamp one monotonic clock whenever a wall/roof hit owns the
// pointer; the floor handler stands down while that stamp is fresh. `wall:move`
// fires every frame on-wall, so the stamp stays fresh across the pointermove
// interval and the free-follow only re-engages once the cursor is off any wall.
let wallOwnedPointerAt = Number.NEGATIVE_INFINITY
// ~4 frames: comfortably longer than the pointermove interval (so a fast
// on-wall slide never lets the floor follow slip through) yet short enough
// that leaving a wall re-engages the free-follow without a perceptible stick.
const WALL_OWNS_POINTER_MS = 64
const markWallOwnedPointer = () => {
wallOwnedPointerAt = performance.now()
}
const wallOwnsPointer = () => performance.now() - wallOwnedPointerAt < WALL_OWNS_POINTER_MS
// Live Alt state (force-place) — lets the preview tint re-evaluate when
// Alt is pressed/released with the pointer stationary (see `MoveDoorTool`).
let altHeld = false
// Movement SFX: ONE soft `sfx:grid-snap` click each time the window's PLACED
// position crosses a step. Keyed on the SNAPPED value (passed by the caller),
// quantized by the live grid step in grid mode, else a gentle fixed cadence —
// so grid mode ticks once per cell (not on every micro mouse-move while the
// window sits in a cell) while lines/off still tick as the window moves.
// Guards: `lastStepKey` (cell change) + `lastTickFrame` (one per pointermove).
const FREE_STEP_M = 0.1
let lastStepKey: string | null = null
let lastTickFrame = -1
const tickGridStep = (frame: number, ...coords: number[]) => {
if (frame === lastTickFrame) return
const step = isGridSnapActive() ? useEditor.getState().gridSnapStep : FREE_STEP_M
const key = coords.map((c) => Math.round(c / step)).join(',')
if (key === lastStepKey) return
lastStepKey = key
lastTickFrame = frame
triggerSFX('sfx:grid-snap')
}
// The window's chosen facing side. R flips it mid-placement (front ↔ back),
// matching the committed-selected R flip. Initialised from the moving node.
let sideOverride: WindowNode['side'] = movingWindowNode.side
let dragAnchor: {
wallId: string
rawX: number
rawY: number
startX: number
startY: number
} | null = null
// The wall the window was grabbed from. Nulled the first time the anchor
// seeds on any other host: the grab offset is then forgotten for good.
let grabWallId: string | null = movingWindowNode.parentId
let lastTarget: {
wallNode: WallEvent['node']
wallId: string
side: WindowNode['side']
itemRotation: number
clampedX: number
clampedY: number
valid: boolean
event: WallEvent
} | null = null
let lastRoofEvent: RoofEvent | null = null
const markHostDirty = (hostId: string | null) => {
if (hostId) useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
}
const lastHostDirtyAt = new Map<string, number>()
const markHostDirtyThrottled = (hostId: string | null) => {
if (!hostId) return
const now = globalThis.performance?.now?.() ?? Date.now()
const last = lastHostDirtyAt.get(hostId) ?? 0
// Wall rebuilds can trigger expensive CSG; throttle live previews to avoid FPS collapse.
if (now - last > 60) {
lastHostDirtyAt.set(hostId, now)
markHostDirty(hostId)
}
}
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
// Sill-center height used while the window isn't on a wall (free-follow and
// proximity). Fresh preset clones are created at position [0,0,0], which
// would bury half the window below the floor; default such windows to a
// small sill so the ghost floats slightly above the ground. An existing
// window keeps its own sill.
const getSillCenterY = () => {
const y = movingWindowNode.position[1]
return y > 0.1 ? y : DEFAULT_WINDOW_SILL_M + movingWindowNode.height / 2
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
clearOpeningGuides3D()
setGhostPose(null)
useFacingPose.getState().clear()
clearPlacementSurface()
}
// Alignment candidates — only OTHER things on a wall (sibling openings +
// wall-mounted items), never ground objects, so the along-wall guides don't
// line up with furniture on the floor. The moving window is excluded.
const alignmentCandidates = collectWallOpeningAlignmentCandidates(
useScene.getState().nodes,
movingWindowNode.id,
)
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 resolveMoveTarget = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
hideCursor()
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const faceSide = getSideFromNormal(event.normal)
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + rotationOffset
const rawLocalX = event.localPosition[0]
const rawLocalY = event.localPosition[1]
if (!dragAnchor || dragAnchor.wallId !== event.node.id) {
// Grab offset survives only on the original wall and only until the
// window anchors on any other host — after that every wall (the
// original included) centers the window under the cursor.
const preserveGrab = event.node.id === grabWallId
if (!preserveGrab) grabWallId = null
dragAnchor = {
wallId: event.node.id,
rawX: rawLocalX,
rawY: rawLocalY,
startX: preserveGrab ? original.position[0] : rawLocalX,
startY: preserveGrab ? original.position[1] : snapToHalf(rawLocalY),
}
}
const targetLocalX = dragAnchor.startX + (rawLocalX - dragAnchor.rawX)
const targetRawLocalY = dragAnchor.startY + (rawLocalY - dragAnchor.rawY)
// Vertical sill alignment (snap + guide) is the magnetic ("lines")
// component for Y: a sibling's sill/centre/top wins over the grid when
// within threshold, so it runs only when magnetic snap is on; otherwise
// the mode-aware `snapToHalf` decides Y.
const sillSnapped = isMagneticSnapActive()
? resolveSillSnap({
wall: event.node,
movingId: movingWindowNode.id,
localX: targetLocalX,
localY: targetRawLocalY,
width: movingWindowNode.width,
height: movingWindowNode.height,
nodes: useScene.getState().nodes,
})
: null
const targetLocalY = sillSnapped ?? snapToHalf(targetRawLocalY)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: targetLocalX,
width: movingWindowNode.width,
candidates: alignmentCandidates,
// Along-wall alignment guides display in every snapping mode; the
// magnetic pull onto them lands only in "lines" mode. The grid
// component lives in `snapToHalf` (itself mode-aware).
applySnap: isMagneticSnapActive(),
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
targetLocalY,
movingWindowNode.width,
movingWindowNode.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
movingWindowNode.width,
movingWindowNode.height,
movingWindowNode.id,
)
return {
wallNode: event.node,
wallId: event.node.id,
side,
itemRotation,
clampedX,
clampedY,
valid,
event,
}
}
const applyPreview = (target: NonNullable<typeof lastTarget>) => {
// One grid-snap tick per real ALONG-WALL step, keyed on the snapped
// `clampedX` only — NOT the sill `clampedY`, which tracks the cursor's
// vertical position on the wall face and so re-keys on every micro
// mouse-move even when the window stays in the same along-wall cell.
// Per-frame guard collapses duplicate wall events on the same pointermove.
tickGridStep(target.event.nativeEvent?.timeStamp ?? -1, target.clampedX)
// Keep the REAL node hidden and show a tinted ghost in the wall opening —
// green when placeable, red when it collides — matching the free-follow
// ghost so validity reads at a glance (see MoveDoorTool). The node position
// is still written so the wall cuts the hole at the right spot.
if (currentHostId !== target.wallId) {
useScene.getState().updateNode(movingWindowNode.id, {
position: [target.clampedX, target.clampedY, 0],
rotation: [0, target.itemRotation, 0],
side: target.side,
parentId: target.wallId,
wallId: target.wallId,
roofSegmentId: undefined,
roofFace: undefined,
visible: false,
})
markHostDirty(currentHostId)
currentHostId = target.wallId
} else {
const windowMesh = sceneRegistry.nodes.get(movingWindowNode.id as AnyNodeId)
if (windowMesh) {
windowMesh.position.set(target.clampedX, target.clampedY, 0)
windowMesh.rotation.set(0, target.itemRotation, 0)
windowMesh.updateMatrixWorld(true)
}
}
useLiveTransforms.getState().set(movingWindowNode.id, {
position: [target.clampedX, target.clampedY, 0],
rotation: target.itemRotation,
})
markHostDirtyThrottled(target.wallId)
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
const placement = resolveOpeningPlacement({ collides: !target.valid, forcePlace: altHeld })
// Ghost world yaw must equal the committed wall-CHILD's world yaw
// (-wallAngle + itemRotation); `cursorRotation` is π off here. See
// `MoveDoorTool.applyPreview`.
const wallAngle = Math.atan2(
target.wallNode.end[1] - target.wallNode.start[1],
target.wallNode.end[0] - target.wallNode.start[0],
)
const ghostWorldPos = wallLocalToWorld(
target.wallNode,
target.clampedX,
target.clampedY,
getLevelYOffset(),
getSlabElevation(target.event),
)
const ghostYaw = target.itemRotation - wallAngle
setGhostPose({
position: ghostWorldPos,
rotationY: ghostYaw,
tint: placement.tint,
floorY: getLevelYOffset() + getSlabElevation(target.event),
side: target.side,
})
// Forward-facing triangle (editor-side overlay), in the same building-local
// frame the ghost renders in. The window's front is its local +Z. Drop it
// to the floor under the wall (the ghost Y is the sill centre, up the wall).
useFacingPose.getState().set({
position: [
ghostWorldPos[0],
getLevelYOffset() + getSlabElevation(target.event),
ghostWorldPos[2],
],
rotationY: ghostYaw,
depth: movingWindowNode.frameDepth ?? 0.07,
})
// Publish the wall surface so the snap grid tilts into the wall plane at
// the opening (its outward normal is the window's facing, +Z by `ghostYaw`).
publishPlacementSurface(
new Vector3(...ghostWorldPos),
new Vector3(Math.sin(ghostYaw), 0, Math.cos(ghostYaw)),
)
publishOpeningGuidesForWallEvent({
wall: target.wallNode,
movingId: movingWindowNode.id,
centerS: target.clampedX,
centerY: target.clampedY,
width: movingWindowNode.width,
height: movingWindowNode.height,
includeVertical: true,
levelYOffset: getLevelYOffset(),
slabElevation: getSlabElevation(target.event),
})
}
const onWallEnter = (event: WallEvent) => {
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()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
}
if (isCurvedWall(event.node)) {
onWallLeave()
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) {
onWallLeave()
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 window 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) {
// Duplicate mode: delete transient + resume + createNode
// Undo will remove the newly created node entirely
useScene.getState().deleteNode(movingWindowNode.id)
useScene.temporal.getState().resume()
const cloned = structuredClone(movingWindowNode) as any
delete cloned.id
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
const node = WindowNode.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,
// Hidden during free-follow; the committed window must be visible.
visible: true,
})
useScene.getState().createNode(node, target.wallId as AnyNodeId)
placedId = node.id
} else {
// Move mode: restore original (clean baseline) + resume + updateNode
// Undo will revert to the original position
useScene.getState().updateNode(movingWindowNode.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(movingWindowNode.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 = movingWindowNode.id
}
markHostDirty(target.wallId)
useLiveTransforms.getState().clear(movingWindowNode.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
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
// Alt force-places: commit even when the window 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 snaps to a nearby wall or free-follows the cursor, so
// the window never blinks back to the building origin between a wall and
// open floor. Revert is left to free-follow / cancel / commit.
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
}
// Reveal the real window 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[movingWindowNode.id as AnyNodeId] as
| WindowNode
| undefined
if (live && live.visible === false) {
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
}
}
// Free-follow: over open floor there's no wall to host the window, so hide
// the real (pale, near-invisible-on-grid) node and float a red translucent
// ghost at the cursor — same treatment the raw `WindowTool` build path uses.
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 window along a wall — the
// on-wall `applyPreview` already ticks once per along-wall cell.
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
const levelId = getLevelId()
const sillCenterY = getSillCenterY()
// Keep the R-flip visible while free-following (back = rotated π).
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
visible: false,
})
currentHostId = levelId
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
visible: false,
})
}
// Float the red (invalid — no wall) ghost at the cursor, level-Y lifted to
// the sill center (sideOverride carries the R-flip so the ghost matches).
setGhostPose({
position: [localX, getLevelYOffset() + sillCenterY, localZ],
rotationY: yaw,
tint: 'invalid',
floorY: getLevelYOffset(),
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
// A wall/roof handler owns the pointer right now — the cursor ray is on a
// wall/roof that snaps, so skip the floor follow (see `wallOwnsPointer`).
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 — a window can sit in
// the gable pediment). This is also the placement path preset tiles
// take (`metadata.isNew` clones).
const resolveRoofMoveTarget = (event: RoofEvent) =>
resolveRoofWallOpeningTarget({
event,
width: movingWindowNode.width,
height: movingWindowNode.height,
ignoreId: movingWindowNode.id,
vertical: {
kind: 'free',
// `snapToHalf` is mode-aware (raw cursor when grid snap is off).
snap: snapToHalf,
},
})
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(movingWindowNode.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 ghost + reveal.
revealRealNode()
if (currentHostId !== target.segment.id) {
useScene.getState().updateNode(movingWindowNode.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(movingWindowNode.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(movingWindowNode.id)
useScene.temporal.getState().resume()
const cloned = structuredClone(movingWindowNode) as any
delete cloned.id
cloned.metadata = stripPlacementMetadataFlags(cloned.metadata)
const node = WindowNode.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(movingWindowNode.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(movingWindowNode.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 = movingWindowNode.id
}
markHostDirty(segmentId)
useLiveTransforms.getState().clear(movingWindowNode.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(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
}
const onCancel = () => {
useLiveTransforms.getState().clear(movingWindowNode.id)
if (isNew) {
useScene.getState().deleteNode(movingWindowNode.id)
if (currentHostId) markHostDirty(currentHostId)
} else {
useScene.getState().updateNode(movingWindowNode.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 (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 window's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. No-op on a roof-segment face (front-only host).
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). Then re-render the current
// preview so the flip shows live and matches commit. See `MoveDoorTool`.
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (lastTarget) {
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.
freeFollowAt(lastFloorPoint[0], lastFloorPoint[1])
} else {
// No preview yet (R before the first pointermove): flip the hidden node
// so the first preview/commit already reflects the chosen side.
useScene.getState().updateNode(movingWindowNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
// Alt toggles force-place — re-run the on-wall preview so the tint flips
// green↔red live (pointer stationary). Commit gates still read alt fresh.
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 window already hosted on a wall (not a fresh placement or
// a roof-segment host).
if (!isNew && movingWindowNode.wallId) {
const hostWall = useScene.getState().nodes[movingWindowNode.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 = movingWindowNode.rotation[1] - wallAngle
const seedPos = wallLocalToWorld(
hostWall,
movingWindowNode.position[0],
movingWindowNode.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 window
// 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 () => {
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
const current = useScene.getState().nodes[movingWindowNode.id as AnyNodeId] as
| WindowNode
| undefined
const currentMeta = current?.metadata as Record<string, unknown> | undefined
if (currentMeta?.isTransient) {
if (isNew) {
useScene.getState().deleteNode(movingWindowNode.id)
if (currentHostId) markHostDirty(currentHostId)
} else {
useScene.getState().updateNode(movingWindowNode.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`; if we
// unmount mid-free-follow it would be left hidden. Reveal it so it never
// becomes an invisible orphan (place-preset deletes a true cancel).
useScene.getState().updateNode(movingWindowNode.id, { visible: true })
}
useLiveTransforms.getState().clear(movingWindowNode.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)
}
}, [movingWindowNode, exitMoveMode])
const edgesGeo = useMemo(() => {
const boxGeo = new BoxGeometry(
movingWindowNode.width,
movingWindowNode.height,
movingWindowNode.frameDepth ?? 0.07,
)
const geo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return geo
}, [movingWindowNode])
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. */}
{ghostPose && (
<group position={ghostPose.position} rotation-y={ghostPose.rotationY}>
<WindowPreview
invalid={ghostPose.tint === 'invalid'}
node={ghostNode}
valid={ghostPose.tint === 'valid'}
/>
</group>
)}
{/* Floor "shadow" projection: footprint + dashed drop-line, so an elevated
window's plan position is legible while placing. World-space, so it's a
sibling of the ghost group, not a child. */}
{ghostPose && (
<WindowFloorProjection
centerX={ghostPose.position[0]}
centerY={ghostPose.position[1]}
centerZ={ghostPose.position[2]}
floorY={ghostPose.floorY}
rotationY={ghostPose.rotationY}
width={movingWindowNode.width}
/>
)}
</>
)
}
export default MoveWindowTool