* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Fix spiral stair openings and fence handle arrows * Implement roof trim planes and ridge vent clipping * Fix mansard roof and ridge vent placement * Fix mansard merged roof cutouts * Fix Dutch roof gable overhang * Refactor roof segment, ridge vent, and surface geometry Remove Dutch ridge axis abstraction and rework roof edit system, ridge vent clipping geometry, and roof surface placement. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Simplify Dutch roof shape * Add Dutch roof gable top geometry controls * Fix Dutch roof slope material slots * Render dutch roof tops as double-sided faces * Add auto ridge vent toggle to roof segments Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so geometry changes only regenerate default vents when enabled, treating legacy segments with generated vents as auto-enabled for back-compat. Expose a panel toggle to opt in/out per segment. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Snap new walls to the floor below Feed the walls of the level directly beneath the active one into the draft snap pipeline as extra references, so a new wall can align with the floor below. They share the same local XZ origin, and the list is kept separate from the current-level walls so the measurement HUD and wall splitting only act on the active level. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Set Dutch roof shape defaults on type switch Seed the Dutch shape parameters (waist width/height/length, top rake thickness/length) with sensible defaults whenever a segment is created as or switched to Dutch, so the gablet is well-formed regardless of leftover values from the previous roof type. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Use green accent for corner and endpoint snap markers Color the corner/endpoint snap markers and the vertical cursor pillar green across the 2D floorplan beacon, the 3D alignment guide dots, and the wall snap beacon so snap targets read as a consistent accent. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Add magnetic wall snapping to the roof tool Snap roof draft corners onto wall corners, midpoints, crossings, and bodies on the active level and the floor below, reusing the wall tool's snap pipeline so the beacon and coloring match. The cursor's ground dot/ring is hidden while a wall snap is active to avoid overlapping the beacon glyph. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Update auto-generated Next.js route types path Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Show cutaway outline while dragging roof trim Slice an untrimmed segment volume generated from the live node instead of the registry mesh, whose CSG rebuild lags a few frames behind the drag and may still hold placeholder geometry — so the section outline now renders deterministically. Use LineBasicNodeMaterial so the outline draws under the WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Fill and clip roof trim cutaway, gate it to active drag Add a violet silhouette fill behind the cutaway outline, extend the section slicing to angled diagonal/corner trims via a generic vertical cut plane, and clip each slice to its footprint span so the infinite plane no longer sprouts stray lines across the rest of the roof. The cutaway now renders only while a trim handle is being dragged. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Separate and extend Dutch roof end slopes Pull the Dutch hip end slopes out of the watertight shingle shell into their own slab wedge so they can be reshaped independently, and extend each end slope inward up its own hip plane until the top edge meets the gablet's inner triangle. Refactor roof-segment shape geometry into a shared roof-segment-shape module. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Render roof trim cutaway as a material-only section cut Replace the triangle-mesh slicer with a CSG intersection of a thin slab against the untrimmed roof shell, so the cutaway shows red only on real material (wall + deck bands) and leaves the hollow attic empty. Add an analytic surface-edge outline, style both solid red like a SketchUp section, and make the cutaway persist whenever a segment is trimmed. Keep the merged roof shell visible during trim editing (re-trimmed live from each segment's drag override) instead of swapping in the per-segment meshes, whose abutting end-cap faces showed as stray white planes the commit never had. Extend each slab past free cut-line ends only — trimmed ends clamp to the cut line — so the red section stays inside the trim box. Re-export INTERSECTION from the viewer CSG surface for the editor. * Outline roof cutaway by fill silhouette, restyle to destructive red Derive the section-cut outline from the fill geometry's edges (EdgesGeometry) so it traces the real cut shape — wall/deck band boundaries and the hollow-attic edge — instead of just the top surface line. Drop the fill to 85% opacity and recolor both fill and outline to the app's destructive red, matching the delete/destructive UI. * Include roof accessories in trim clipping and red cutaway Roof accessories (chimney, vents, skylight, dormer, gutter, downspout, solar-panel, cupola) now slice at the trim plane like the roof shell and appear in the red section-cut while dragging a trim handle: - Export clipGeometryBySegmentTrim from the viewer as a reusable segment-local trim-clip primitive. - Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh wrapper (nodes) that slice accessory geometry by the host segment's live trim override, so the cut tracks the drag. - Wire the clip into all 11 accessory renderers, including skylight glass panes and dormer window glass/frame/sill. - Feed every hosted accessory mesh into the editor's red cutaway, welding triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a cross-section. - Register skylight in the scene-graph tree-node map so it shows in the outliner when placed on a roof. Co-Authored-By: Claude <noreply@anthropic.com> * Add smooth spline fences with editable curve handles Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an optional `path` (+ per-point `tangents`), selectable in a Straight/Curved mode toggle. Selected spline fences expose draggable control-point dots (hexagon) and symmetric tangent handles (circle) joined by a violet line, editable in both 2D plan and 3D. Side-move arrows are dropped for splines. Co-Authored-By: Claude <noreply@anthropic.com> * Fix dutch roof ridge vent handling * Fix Dutch ridge vent placement and support * Fix Dutch roof trim artifacts * Fix Dutch roof trim preview geometry * Tag roof trim overlay meshes with EDITOR_LAYER Child meshes relied on a parent group's layer, which three.js does not propagate, so the trim section/rail/plane overlays rendered on the scene layer — getting inked/SSGI-darkened and leaking into thumbnail exports. Co-Authored-By: Claude <noreply@anthropic.com> * Apply Biome cleanup * fix(core): address Dutch roof review feedback * chore: apply biome check cleanup * fix(core): relax Dutch roof surface helper input * fix * Fix biome checks and dev verification * fixes * Remove unsupported Biome noShadow override * Improve roof interactions and fence editing * Fix fence drag and ridge vent default handling * editor: drop wall-snap debug log, gate curved-fence finish hint on draft start Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove hot path. Curved fences commit on a closing gesture (double-click / Enter) rather than per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a point has been placed and a curve is actually in flight. The draft point count is published from SplineFenceDraft into a small ephemeral editor store (useFenceCurveDraft) that the contextual helper reads, mirroring the existing useSegmentDraftChain pattern. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Wassim SAMAD <wass08@gmail.com>
322 lines
12 KiB
TypeScript
322 lines
12 KiB
TypeScript
import type { AnyNode, AnyNodeId } from '../schema'
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import { generateId } from '../schema/base'
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import type { Collection, CollectionId } from '../schema/collections'
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export type SceneGraph = {
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nodes: Record<AnyNodeId, AnyNode>
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rootNodeIds: AnyNodeId[]
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collections?: Record<CollectionId, Collection>
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}
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/**
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* Extracts the type prefix from a node ID (e.g., "wall_abc123" -> "wall")
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*/
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function extractIdPrefix(id: string): string {
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const underscoreIndex = id.indexOf('_')
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return underscoreIndex === -1 ? 'node' : id.slice(0, underscoreIndex)
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}
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/**
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* Deep clones a scene graph with all node IDs regenerated while preserving
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* parent-child relationships and other internal references.
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*
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* This is useful for:
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* - Duplicating a project (host app creates a new project record, then loads the cloned scene)
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* - Copying nodes between different projects
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* - Multi-scene in-memory scenarios
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*/
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export function cloneSceneGraph(sceneGraph: SceneGraph): SceneGraph {
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const { nodes, rootNodeIds, collections } = sceneGraph
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// Build ID mapping: old ID -> new ID
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const idMap = new Map<string, string>()
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// Pass 1: Generate new IDs for all nodes
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for (const nodeId of Object.keys(nodes)) {
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const prefix = extractIdPrefix(nodeId)
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idMap.set(nodeId, generateId(prefix))
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}
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// Pass 2: Deep clone nodes with remapped references
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const clonedNodes = {} as Record<AnyNodeId, AnyNode>
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for (const [oldId, node] of Object.entries(nodes)) {
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const newId = idMap.get(oldId)! as AnyNodeId
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const clonedNode = structuredClone({ ...node, id: newId }) as AnyNode
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// Remap parentId
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if (clonedNode.parentId && typeof clonedNode.parentId === 'string') {
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clonedNode.parentId = (idMap.get(clonedNode.parentId) ?? null) as AnyNodeId | null
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}
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// Remap children array (buildings, levels, walls, items, etc.)
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// Children can be either string IDs or embedded node objects (with an `id` property).
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// Normalize both forms to remapped string IDs.
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if ('children' in clonedNode && Array.isArray(clonedNode.children)) {
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;(clonedNode as Record<string, unknown>).children = (clonedNode.children as unknown[])
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.map((child) => {
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if (typeof child === 'string') return idMap.get(child)
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if (
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child &&
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typeof child === 'object' &&
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'id' in child &&
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typeof (child as any).id === 'string'
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) {
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return idMap.get((child as any).id)
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}
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return undefined
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})
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.filter((id): id is string => id !== undefined)
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}
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// Remap wallId (items/doors/windows attached to walls)
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if ('wallId' in clonedNode && typeof clonedNode.wallId === 'string') {
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;(clonedNode as Record<string, unknown>).wallId = idMap.get(clonedNode.wallId) as
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| string
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| undefined
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}
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// Remap roofSegmentId (doors/windows/items hosted on roof wall faces)
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if ('roofSegmentId' in clonedNode && typeof clonedNode.roofSegmentId === 'string') {
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;(clonedNode as Record<string, unknown>).roofSegmentId = idMap.get(
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clonedNode.roofSegmentId,
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) as string | undefined
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}
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clonedNodes[newId] = clonedNode
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}
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// Remap root node IDs
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const clonedRootNodeIds = rootNodeIds
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.map((id) => idMap.get(id))
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.filter((id): id is string => id !== undefined) as AnyNodeId[]
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// Clone and remap collections if present
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let clonedCollections: Record<CollectionId, Collection> | undefined
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if (collections) {
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clonedCollections = {} as Record<CollectionId, Collection>
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const collectionIdMap = new Map<string, CollectionId>()
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for (const collectionId of Object.keys(collections)) {
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collectionIdMap.set(collectionId, generateId('collection'))
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}
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for (const [oldCollectionId, collection] of Object.entries(collections)) {
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const newCollectionId = collectionIdMap.get(oldCollectionId)!
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clonedCollections[newCollectionId] = {
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...collection,
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id: newCollectionId,
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nodeIds: collection.nodeIds
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.map((nodeId) => idMap.get(nodeId))
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.filter((id): id is string => id !== undefined) as AnyNodeId[],
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controlNodeId: collection.controlNodeId
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? (idMap.get(collection.controlNodeId) as AnyNodeId | undefined)
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: undefined,
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}
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// Update collectionIds on nodes that reference this collection
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for (const oldNodeId of collection.nodeIds) {
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const newNodeId = idMap.get(oldNodeId)
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if (newNodeId && clonedNodes[newNodeId as AnyNodeId]) {
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const node = clonedNodes[newNodeId as AnyNodeId] as Record<string, unknown>
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if ('collectionIds' in node && Array.isArray(node.collectionIds)) {
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const oldColIds = node.collectionIds as string[]
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node.collectionIds = oldColIds
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.map((cid) => collectionIdMap.get(cid))
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.filter((id): id is CollectionId => id !== undefined)
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}
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}
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}
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}
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}
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return {
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nodes: clonedNodes,
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rootNodeIds: clonedRootNodeIds,
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...(clonedCollections && { collections: clonedCollections }),
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}
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}
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/**
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* Deep clones a level node and all its descendants with fresh IDs.
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* All internal references (parentId, children, wallId) are remapped to the new IDs.
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* The cloned level node's parentId is preserved (building ID) — not remapped.
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*
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* Unlike `cloneSceneGraph` (which operates on serialized data), this function works
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* on live runtime nodes that may have non-serializable properties (Three.js objects,
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* etc.). It uses JSON roundtrip to safely strip them.
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*
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* @returns clonedNodes - flat array of all cloned nodes (level + descendants)
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* @returns newLevelId - the ID of the cloned level node
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* @returns idMap - old ID → new ID mapping
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*/
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export function cloneLevelSubtree(
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nodes: Record<AnyNodeId, AnyNode>,
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levelId: AnyNodeId,
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): { clonedNodes: AnyNode[]; newLevelId: AnyNodeId; idMap: Map<string, string> } {
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const levelNode = nodes[levelId]
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if (levelNode?.type !== 'level') {
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throw new Error(`Node "${levelId}" is not a level`)
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}
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// Recursively collect the level node + all descendants via children arrays
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const subtreeIds = new Set<AnyNodeId>()
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const collect = (id: AnyNodeId) => {
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if (subtreeIds.has(id)) return
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const node = nodes[id]
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if (!node) return
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subtreeIds.add(id)
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if ('children' in node && Array.isArray(node.children)) {
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for (const childId of node.children as AnyNodeId[]) {
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collect(childId)
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}
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}
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}
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collect(levelId)
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// Build ID mapping: old → new
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const idMap = new Map<string, string>()
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for (const oldId of subtreeIds) {
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const prefix = extractIdPrefix(oldId)
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idMap.set(oldId, generateId(prefix))
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}
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const newLevelId = idMap.get(levelId)! as AnyNodeId
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// Clone each node with remapped references.
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// Use JSON roundtrip instead of structuredClone because live runtime nodes may
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// carry non-serializable properties (Three.js Object3D refs, functions, etc.)
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// that structuredClone would throw on.
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const clonedNodes: AnyNode[] = []
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for (const oldId of subtreeIds) {
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const node = nodes[oldId]
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if (!node) continue
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const newId = idMap.get(oldId)! as AnyNodeId
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// JSON roundtrip: safely strips functions, Object3D, circular refs, etc.
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const cloned = JSON.parse(JSON.stringify(node)) as AnyNode
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;(cloned as Record<string, unknown>).id = newId
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// Remap parentId — but only for descendants, not the level node itself
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// (the level's parentId points to the building, which is outside the subtree)
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if (oldId !== levelId && cloned.parentId && typeof cloned.parentId === 'string') {
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cloned.parentId = (idMap.get(cloned.parentId) ?? cloned.parentId) as AnyNodeId | null
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}
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// Remap children array
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if ('children' in cloned && Array.isArray(cloned.children)) {
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;(cloned as Record<string, unknown>).children = (cloned.children as unknown[])
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.map((child) => {
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if (typeof child === 'string') return idMap.get(child) ?? child
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if (
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child &&
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typeof child === 'object' &&
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'id' in child &&
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typeof (child as any).id === 'string'
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) {
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return idMap.get((child as any).id) ?? (child as any).id
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}
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return child
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})
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.filter((id): id is string => typeof id === 'string')
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}
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// Remap wallId (doors/windows attached to walls)
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if ('wallId' in cloned && typeof cloned.wallId === 'string') {
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;(cloned as Record<string, unknown>).wallId = idMap.get(cloned.wallId) ?? cloned.wallId
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}
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// Remap roofSegmentId (doors/windows/items hosted on roof wall faces)
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if ('roofSegmentId' in cloned && typeof cloned.roofSegmentId === 'string') {
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;(cloned as Record<string, unknown>).roofSegmentId =
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idMap.get(cloned.roofSegmentId) ?? cloned.roofSegmentId
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}
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clonedNodes.push(cloned)
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}
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return { clonedNodes, newLevelId, idMap }
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}
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export type ForkSceneGraphOptions = {
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preserveScans?: boolean
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}
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/**
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* Forks a scene graph for use as a new project: clones with new IDs and, by
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* default, strips scan and guide nodes since they contain user-uploaded imagery.
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*/
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export function forkSceneGraph(
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sceneGraph: SceneGraph,
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options: ForkSceneGraphOptions = {},
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): SceneGraph {
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if (options.preserveScans) {
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return cloneSceneGraph(sceneGraph)
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}
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const { nodes, rootNodeIds, collections } = sceneGraph
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// First, identify scan and guide node IDs to exclude (user-uploaded imagery)
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const excludedNodeIds = new Set<string>()
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for (const [nodeId, node] of Object.entries(nodes)) {
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if (node.type === 'scan' || node.type === 'guide') {
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excludedNodeIds.add(nodeId)
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}
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}
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// Build a filtered scene graph without scan nodes
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const filteredNodes = {} as Record<AnyNodeId, AnyNode>
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for (const [nodeId, node] of Object.entries(nodes)) {
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if (excludedNodeIds.has(nodeId)) continue
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const clonedNode = structuredClone(node) as AnyNode
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// Remove scan children from any parent that references them.
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// Children can be string IDs or embedded node objects.
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if ('children' in clonedNode && Array.isArray(clonedNode.children)) {
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;(clonedNode as Record<string, unknown>).children = (clonedNode.children as unknown[]).filter(
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(child) => {
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const childId =
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typeof child === 'string'
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? child
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: child && typeof child === 'object' && 'id' in child
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? (child as any).id
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: null
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return childId ? !excludedNodeIds.has(childId) : true
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},
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)
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}
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filteredNodes[nodeId as AnyNodeId] = clonedNode
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}
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const filteredRootNodeIds = rootNodeIds.filter((id) => !excludedNodeIds.has(id))
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// Filter collections to remove references to scan nodes
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let filteredCollections: Record<CollectionId, Collection> | undefined
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if (collections) {
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filteredCollections = {} as Record<CollectionId, Collection>
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for (const [collectionId, collection] of Object.entries(collections)) {
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const filteredNodeIds = collection.nodeIds.filter((id) => !excludedNodeIds.has(id))
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if (filteredNodeIds.length > 0) {
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filteredCollections[collectionId as CollectionId] = {
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...collection,
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nodeIds: filteredNodeIds as AnyNodeId[],
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controlNodeId:
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collection.controlNodeId && excludedNodeIds.has(collection.controlNodeId)
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? undefined
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: collection.controlNodeId,
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}
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}
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}
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}
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// Now clone the filtered graph with new IDs
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return cloneSceneGraph({
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nodes: filteredNodes,
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rootNodeIds: filteredRootNodeIds,
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...(filteredCollections && { collections: filteredCollections }),
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})
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}
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