fix(walls): bound wall miters, heal corrupt scenes, follow grid snap

Three related editor fixes surfaced while debugging a captured house
project that rendered an infinite wall and failed to load.

Infinite wall (core/systems/wall/wall-mitering.ts):
  Junction miters are line-line intersections, so the joint point sits
  ~halfThickness/sin(theta) from the junction. The only guard was an
  exact-parallel check (det < 1e-9), so two walls meeting at a shallow
  angle (a room-preset preview dragged onto an existing wall, or a wall
  drawn nearly collinear to its neighbour) produced a joint point far
  away — an infinite spike. Add a miter limit: reject joints farther
  than 10x half-thickness from the junction and fall back to a square
  joint, exactly like the parallel case.

Scene load failure (core/utils/heal-scene-graph.ts + validate-build-json
+ use-scene migrateNodes):
  Capture wall-merge could leave a `children: [null]` entry (see the
  matching merge-walls.ts fix in private-editor) and zero-length walls.
  `null` children fail wall schema validation, so the whole scene fails
  to load. Add a shared heal step — strip non-string child refs, drop
  childless zero-length walls — run on every load path: import
  validation now repairs instead of hard-failing (with a warning), and
  setScene heals on the prod project-load path too.

Grid snap (nodes slab/ceiling/spawn tools):
  These tools hardcoded a 0.5 m snap (Math.round(x*2)/2) and ignored the
  editor's grid-snap setting, so the cursor jumped by 0.5 while later
  vertices already followed the configured step. Route them through
  snapPointToGrid / snapScalar with gridSnapStep.

Adds unit tests for the miter limit and the heal step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-06-15 11:30:39 -04:00
co-authored by Claude Opus 4.8
parent cf24b62c44
commit 6d5f041b48
10 changed files with 288 additions and 20 deletions
@@ -1,4 +1,5 @@
import { AnyNode, type AnyNodeType } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
export type ValidationSeverity = 'error' | 'warning'
@@ -127,9 +128,22 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
}
}
const nodes = nodesRaw as Record<string, unknown>
// Heal known pre-existing corruption (null children, zero-length walls) up
// front, so a scene saved before the source fixes still imports instead of
// hard-failing schema validation. `parsed` below carries the repaired nodes.
const { nodes, droppedWallIds, strippedChildRefs } = healSceneNodes(
nodesRaw as Record<string, unknown>,
)
const rootNodeIds = rootNodeIdsRaw as string[]
if (strippedChildRefs > 0 || droppedWallIds.length > 0) {
warnings.push({
severity: 'warning',
code: 'auto_repaired',
message: `Repaired on import: removed ${strippedChildRefs} invalid child reference${strippedChildRefs === 1 ? '' : 's'} and ${droppedWallIds.length} zero-length wall${droppedWallIds.length === 1 ? '' : 's'}.`,
})
}
if (rootNodeIds.length === 0) {
errors.push({
severity: 'error',