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
+3 -2
View File
@@ -9,6 +9,7 @@ import {
polygonAnchors,
resolveAlignment,
sceneRegistry,
snapScalar,
useLiveTransforms,
useScene,
} from '@pascal-app/core'
@@ -36,10 +37,10 @@ import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from
* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
* `mesh.position.z = 0`) so the visual transitions smoothly.
*
* 0.5m grid snap (matches legacy).
* Snaps to the editor's configured grid step (Shift bypasses).
*/
function snap(value: number) {
return Math.round(value * 2) / 2
return snapScalar(value, useEditor.getState().gridSnapStep)
}
/** Figma-style alignment-snap threshold (meters), matching the other tools. */