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>
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Claude Opus 4.8
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@@ -9,6 +9,7 @@ import {
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polygonAnchors,
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resolveAlignment,
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sceneRegistry,
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snapScalar,
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useLiveTransforms,
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useScene,
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} from '@pascal-app/core'
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@@ -36,10 +37,10 @@ import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from
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* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
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* `mesh.position.z = 0`) so the visual transitions smoothly.
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*
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* 0.5m grid snap (matches legacy).
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* Snaps to the editor's configured grid step (Shift bypasses).
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*/
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function snap(value: number) {
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return Math.round(value * 2) / 2
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return snapScalar(value, useEditor.getState().gridSnapStep)
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}
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/** Figma-style alignment-snap threshold (meters), matching the other tools. */
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