* feat(editor): preset-system primitives — presettable, sceneApi subtree round-trip, isolate + setCaptureMode enum, headless exports
Per pascalorg/editor#340 (redesigned: single live canvas, no Viewer scene prop).
Core
- `capabilities.presettable` on `NodeDefinition` + `isPresettable` /
`isPresettableKind` helpers. Explicit `false` on level / building /
site / zone / spawn / guide / scan / item; implicit `true` for any
kind with `def.parametrics`.
- `sceneApi.getSubtreeSnapshot(rootId)` + `materializeSubtree(subtree,
position, parentId?)` for round-tripping a node subtree through
catalog storage. Strips id / parentId / absolute root position /
host refs (`wallId`, `wallT`); fresh IDs minted at materialize time;
child ordering preserved (FIFO walk).
Viewer
- `<Viewer isolate>` prop + `ViewerHandle.setIsolated(ids | null)`.
Walks `sceneRegistry`, hides every registered group not in the
isolated set's ancestor + descendant closure. Building block for
preset capture + future focus-mode UX.
Editor
- `useEditor.captureMode: CaptureMode` discriminated union
(`idle` | `standard` | `preset`). `isCaptureMode` stays as a derived
boolean for the existing read sites; `setCaptureMode` accepts both
the boolean shape (back-compat) and the enum.
- `preset` capture mode in `SnapshotCaptureOverlay`: drag locked to a
square, mode-picker hidden, transparent flag forwarded through the
`camera-controls:generate-thumbnail` emitter event.
- Headless exports: `Inspector` (alias of `ParametricInspector`),
`FloatingMenu` (alias of `FloatingActionMenu`), `ToolbarLeft` /
`ToolbarRight` (aliases of `ViewerToolbarLeft` / `ViewerToolbarRight`),
`useSelection` hook returning `{selectedIds, selectedNode, building/
level/zone}`, plus re-exports of `useScene` / `useViewer` from core /
viewer so consumer shells (community, embedders) need only one import.
Out of scope by design (see issue #340 "Out of scope"): a separate
offscreen Viewer rendering an arbitrary subtree. The unified preset
modal captures inside the live canvas via isolation + the existing
snapshot pipeline — no `useScene` factory / React context refactor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* refactor(editor): split snapshot/materialize into pure getSubtree + cloneNodesInto; add def.hostRefFields; auto-stage preset capture square
Per pascalorg/editor#340 redesign discussion: the editor's scene API
should expose *pure* primitives and let the host (community modal,
embedders) own storage shape, position stripping, and host-ref
re-derivation policy.
Editor API delta
- `sceneApi.getSubtreeSnapshot(rootId)` → `sceneApi.getSubtree(rootId)`
Returns the live subtree verbatim (BFS via `children[]`, no clones,
no stripping). Callers deep-clone if they need persistence.
- `sceneApi.materializeSubtree(subtree, pos, parent?)`
→ `sceneApi.cloneNodesInto(nodes, { rootId, parentId?, position? })`
Generic clone-and-insert. Deep-clones via JSON, mints fresh ids
preserving the prefix, rewires parent/children, stamps position +
parent if supplied. Host-ref-agnostic — `wallId`/`wallT` etc are
preserved verbatim.
- New `capabilities.hostRefFields?: string[]` on `NodeDefinition`.
Declares per kind which schema fields are placement-derived so the
host strips them at preset-save time. Declared on door (`['wallId']`),
window (`['wallId']`), item (`['wallId', 'wallT']`).
- New `getHostRefFields(def)` exported from `@pascal-app/core`.
Removed the intermediate token-based payload format (`NodeSubtree`,
`buildSubtreeSnapshot`, `materializeSubtree`, `SubtreeNode`).
UX polish
- `<SnapshotCaptureOverlay>` in `preset` mode now auto-stages a centered
square crop sized to ~75% of the shorter viewport dimension. The
user can pan / move / resize within square-aspect, but doesn't have
to drag from scratch — clicking the capture button works
immediately on entry.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): lock preset capture frame; allow item presets
- SnapshotCaptureOverlay: in `preset` mode, the auto-staged centered
square is now fully locked — corner handles hidden, the dim layer is
click-through (no drag-to-move, no drag-to-resize). The user just
adjusts the camera (orbit / pan / zoom) and clicks capture. The
letterbox + dashed border stay visible as a cosmetic frame.
- `item.capabilities.presettable` removed (implicit `true` via
`def.parametrics`). Enables compositions like "table-with-plants",
"shelf-with-books" where the preset root may be an item and other
items ride along as descendants. The GLB-kind item catalog is
unchanged; presets become siblings of GLB rows under the same
`items` table.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): auto-frame camera on preset capture entry; restore on exit
`<CustomCameraControls>` now watches `useEditor.captureMode` and, when
preset capture mode begins, flies the camera to a pose that fits the
union bounds of the isolated subtree inside the locked square crop —
no more hunting for the subject after opening the modal. The
pre-capture pose is stashed and restored on exit so the user lands
exactly where they were.
The user can still pan / orbit / zoom from the auto-staged pose if
they want a different angle before snapping.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
350cad9c89
commit
1fd59dd9cd
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'use client'
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import type { AnyNodeId } from '@pascal-app/core'
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import { sceneRegistry } from '@pascal-app/core'
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import type { Object3D } from 'three'
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import { SCENE_LAYER } from './layers'
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// Marker on each Object3D we modify during isolation so we can restore
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// the original `layers.mask` bitfield. Stored under a `Symbol` so it
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// can't collide with any kind's own userData fields.
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const ORIGINAL_LAYERS = Symbol('isolation:original-layers')
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type IsolationCarrier = Object3D & { [ORIGINAL_LAYERS]?: number }
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/**
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* Compute the union of every isolated subtree's `Object3D` descendants.
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*
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* Pure traversal — exported so future "focus mode" / debug tooling can
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* reuse the same definition of "what's in the isolated set". Each root
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* is walked via `Object3D.traverse` (the live Three.js graph, not the
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* data-model `children` array — those can disagree when systems mount
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* synthesized sub-meshes that the data model doesn't track).
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*/
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export function collectIsolationSubtree(ids: ReadonlyArray<string>): Set<Object3D> {
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const keep = new Set<Object3D>()
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for (const id of ids) {
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const root = sceneRegistry.nodes.get(id)
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if (!root) continue
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root.traverse((child) => {
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keep.add(child)
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})
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}
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return keep
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}
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/**
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* Imperative visibility filter on the live `sceneRegistry`. Hides every
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* registered group (and its synthesized child meshes) outside the
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* isolated subtree by disabling the {@link SCENE_LAYER} bit on the
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* relevant `Object3D.layers` masks.
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*
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* Why layers instead of `obj.visible = false`? Three.js's visibility
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* flag *cascades* — hiding a parent hides every descendant — so we
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* can't hide a host wall while keeping a door rendered inside it.
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* Layer masks are per-object and don't cascade: `WebGLRenderer
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* .projectObject` skips objects whose layer mask doesn't intersect the
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* camera's, but always recurses into their children. So we can disable
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* `SCENE_LAYER` on the wall and the door (hosted under it in the
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* scene graph) still renders, with its local position relative to the
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* wall preserved automatically by the matrix walk.
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*
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* The original `layers.mask` is stashed under a private Symbol so
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* {@link clearIsolation} can restore the exact prior state.
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*
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* Pass `null` to clear isolation (equivalent to calling
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* {@link clearIsolation}).
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*/
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export function applyIsolation(ids: ReadonlyArray<AnyNodeId> | null): void {
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if (ids == null || ids.length === 0) {
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clearIsolation()
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return
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}
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const keep = collectIsolationSubtree(ids as ReadonlyArray<string>)
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// Iterate registered roots. For each one outside the keep set,
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// disable `SCENE_LAYER` on it and on every descendant — *except*
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// descendants that are themselves in `keep` (a kept node nested under
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// a non-kept host: the isolated door under the hidden wall).
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for (const [, obj] of sceneRegistry.nodes) {
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if (keep.has(obj)) continue
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hideRecursive(obj, keep)
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}
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}
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function hideRecursive(obj: Object3D, keep: Set<Object3D>): void {
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if (keep.has(obj)) return
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const carrier = obj as IsolationCarrier
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if (carrier[ORIGINAL_LAYERS] === undefined) {
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carrier[ORIGINAL_LAYERS] = obj.layers.mask
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}
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obj.layers.disable(SCENE_LAYER)
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for (const child of obj.children) {
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hideRecursive(child, keep)
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}
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}
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export function clearIsolation(): void {
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// We don't know which objects were touched without re-walking, so
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// walk every registered root + its descendants and restore any
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// stashed original-mask. `traverse` is cheap and idempotent here.
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for (const [, obj] of sceneRegistry.nodes) {
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obj.traverse((child) => {
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const carrier = child as IsolationCarrier
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if (carrier[ORIGINAL_LAYERS] !== undefined) {
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child.layers.mask = carrier[ORIGINAL_LAYERS]
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delete carrier[ORIGINAL_LAYERS]
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}
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})
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}
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}
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