feat(roof-system): six roof-accessory kinds (chimney, dormer, skylight, solar-panel, ridge-vent, box-vent) on the registry model (#330)

* 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

* feat(box-vent): port to packages/nodes registry shape

Move box-vent from the legacy scattered layout (core schema +
viewer/systems/renderers + editor/tools/panels/sidebar) into a single
`packages/nodes/src/box-vent/` folder following the Phase 5 Stage E
pattern. The kind now self-registers via the built-in plugin.

- schema lives in `core/schema/nodes/box-vent.ts` (referenced by the
  hand-maintained AnyNode union) and re-exports from the kind folder.
- `def.renderer` reads the parent roof-segment from useScene, applies
  the slope tilt + segment yaw + node rotation stack, and follows the
  segment's useLiveTransforms override during a parent drag.
- geometry builder is pure and shared by renderer / preview / tool /
  unit tests. `computeBoxVentSlopeTilt` is lifted as a helper for
  future reuse by other roof-mounted kinds (skylight / solar-panel).
- placement tool listens to `roof:*` events, snaps to the segment
  under the cursor, creates a new BoxVentNode parented to that
  segment.
- BoxVentEvent + `NodeEvents<'box-vent', BoxVentEvent>` added to the
  event bus so `useNodeEvents(node, 'box-vent')` type-checks.

Verified: workspace `bun run build` + `bun run check-types` pass; 13
new unit tests in `__tests__/{schema,geometry}.test.ts` pass.

Worked example for porting the remaining roof-system kinds (ridge-vent,
chimney, solar-panel, skylight, dormer) — see `.claude/PORT-CHEATSHEET.md`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(ridge-vent): port to packages/nodes registry shape

Same pattern as box-vent (`752ace83`): one folder under
`packages/nodes/src/ridge-vent/`, schema in core, registration via the
built-in plugin. No outside-the-folder edits beyond core schema/types,
the event bus, and the plugin index.

- pure geometry builder shared by renderer / preview / tool / tests,
  covering all three styles (curved cap / shingled / metal) and the
  optional end caps.
- custom `def.renderer` reads the parent roof-segment, follows
  useLiveTransforms during a parent drag. No slope tilt — the ridge
  IS the high line of the segment so the transform stack is one
  level shallower than box-vent.
- placement tool snaps the cursor to the ridge (segment-local Z=0)
  wherever the cursor lands on a segment, then commits on click with
  Z=0 baked into the new node's position.
- RidgeVentEvent + NodeEvents<'ridge-vent', ...> added to the event bus.

Verified: workspace build green, 9 new tests pass alongside the
13 box-vent tests.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): port to packages/nodes registry shape (Option C)

Same shape as box-vent (`752ace83`) and ridge-vent (`10d489d6`).

**Scope — Option C.** Chimney lands in the registry with solid
geometry; the CSG-driven decoration (cap flue holes, body cavity,
panels, bands, and the roof-trim that hides the chimney bottom inside
the deck) is preserved in the schema but NOT rendered yet. These
re-light when roof-segment migrates to Stage B and introduces a
`roofCutout` capability the parent segment can read.

Visual consequence: a placed chimney intersects the roof at the deck
line instead of having a clean CSG-cut hole around it. Placement,
move (via the legacy floating-vent-actions until the affordance tool
is ported), paint, inspector edits, undo, and delete all work
correctly.

- pure builder returns `{ body, cap, flues, cricket }` so each piece
  carries its own material (body/top split matches the schema's
  `material` vs `topMaterial`). Body height derived from the parent
  segment's `wallHeight + (flat ? 0 : roofHeight) + heightAboveRidge`.
- custom `def.renderer` reads the parent segment via `useScene`,
  follows `useLiveTransforms` during a parent drag.
- placement tool listens to `roof:*` events, creates a new
  ChimneyNode parented to the targeted segment with segment-local
  coordinates.
- ChimneyEvent + NodeEvents<'chimney', ChimneyEvent> added to the
  event bus.
- ChimneyMaterialRole helper re-exported from core (used by the
  paint-mode picker — keeps the legacy multi-surface signature).

Verified: workspace build green, 11 new tests pass (36 total across
box-vent / ridge-vent / chimney).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(solar-panel): port to packages/nodes registry shape (Option C)

Fourth roof-mounted kind, same shape as box-vent (`752ace83`),
ridge-vent (`10d489d6`), and chimney (`45038713`).

- pure builder generates the rows × columns cell grid as a single
  merged BufferGeometry with two render groups (frame + glass) so
  one mesh can take a `[frameMaterial, panelMaterial]` array.
- analytical roof-surface helpers (`getSurfaceY`, `getAnalyticalNormal`,
  `surfaceQuatFromNormal`) live alongside the geometry builder and
  drive both the renderer (when `surfaceNormal` is absent from the
  node) and the placement preview/commit.
- placement tool stores the analytical surfaceNormal on the new node
  so the runtime renderer and the placement preview produce the same
  orientation.
- `solar-panel-presets.ts` moved into core (it was already imported
  from the schema there) and re-exported through `@pascal-app/core`.
- inspector parametrics cover preset, grid, panel dims, mounting
  (flush/tilted with `tiltAngle` shown only when tilted), standoff,
  and frame.
- SolarPanelEvent + NodeEvents<'solar-panel', ...> on the bus.

**Option C still applies**: panels visually sit on the roof surface
but the roof is NOT cut beneath them; the legacy renderer's
useFrame-driven quaternion smoothing is replaced by a static
quaternion computed once per render. Surface tracking under live
parent rotation comes back when roof-segment migrates to Stage B.

Verified: workspace build green, 16 new tests (52 total across the
four ported kinds).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(skylight): port to packages/nodes registry shape (stub)

Fifth roof-mounted kind. Schema is complete, but the geometry and
animation surfaces are intentionally stubbed — this commit lands the
registration so the kind is present in palette / inspector / sidebar
/ undo, and follow-up commits flesh out the type-specific geometry
and the animation system.

**Scope.**
- Schema: every field from the archive ports verbatim (25 fields,
  five `skylightType` variants, opening/sliding state, lantern
  proportions, curb).
- Geometry: frame + glass rendered as plain boxes regardless of
  `skylightType`. Lantern slope, opening swing tilt, and sliding
  panel offset from the archive are not yet rebuilt.
- Animation: `operationState` and `slideFraction` round-trip via the
  inspector but don't drive geometry yet and don't interpolate over
  time. The legacy animation lived in `useInteractive.skylight
  Animations`, which doesn't exist on main — re-introducing that
  surface is a focused follow-up.
- Inherits Option C from chimney: no CSG cutout into the roof; no
  frame CSG (4 box rails instead).

**Why ship the stub now**: the framework wiring (schema in core,
event bus entry, plugin registration, inspector descriptor, custom
renderer with parent-segment lookup, placement tool) is the part
that's reusable across all five `skylightType` variants. Wiring
+ box geometry takes the kind from "doesn't exist" to "place / move
/ paint / delete / undo all work" without committing to the harder
type-specific geometry decisions.

Follow-up commits:
- type-specific geometry (lantern slope, opening tilt, sliding offset)
- animation system + `useInteractive.skylightAnimations` extension

Verified: workspace build green, 7 new tests (59 total across the
five ported kinds).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(dormer): port to packages/nodes registry shape (stub)

Sixth and final roof-mounted kind. Schema complete; geometry stubbed
as a house silhouette (box body + triangular gable). Same Option C
inheritance as chimney, solar-panel, and skylight.

**Key call: window is inlined, not a hosted child.** The archive's
dormer carries its window opening as parametric fields on its own
schema (`windowWidth`, `windowColumns`, `windowSill`, etc.) — not a
hosted `WindowNode` child. So `relations.hosts` stays unset and the
kind doesn't need a `children` field. The 17 window-* fields stay in
the schema; geometry beyond the silhouette stub picks them up later.

- per-surface material resolution (`getEffectiveDormerSurfaceMaterial`)
  ports verbatim into core with the same cross-fallback semantics
  (top → material, side ↔ wall, then legacy `material`).
- placement tool follows the established pattern (`roof:*` events,
  segment-local commit, analytical surfaceNormal stored).
- `RoofType` import resolved from the existing `roof-segment` schema
  on main (the archive's `./roof-type` file is consolidated there).
- DormerEvent + NodeEvents<'dormer', DormerEvent> on the bus.

**Stub scope.** Geometry renders gable-only regardless of `roofType`;
no window opening cutout, no window frame, no sill, no roof trim
where the dormer meets the host segment. The archive's geometry
relies on `getDormerExposedFaces` + `generateDormerGeometry` from
the legacy roof-system, neither of which exists in `packages/nodes`.
Follow-up commits add per-roofType dormer roofs, the window
opening+frame+sill, and the trim/CSG against the parent segment.

Verified: workspace build green, 12 new tests pass (71 total across
all six ported kinds; pre-existing spawn parity failures unrelated).

All six roof-system kinds now live in the registry shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* docs: porting cheat-sheet for the roof-system kind migrations

Reference doc kept alongside the six kind ports (box-vent, ridge-vent,
chimney, solar-panel, skylight, dormer) so future kind authors can
follow the same shape. Captures:

- the per-kind folder layout (13 files, what each one owns)
- the three-checkbox composition model (`geometry` / `renderer` / `system`)
- every `NodeDefinition` field with usage notes
- the wiring touch-points outside the kind folder
  (`packages/nodes/src/index.ts`, `packages/core/src/events/bus.ts`,
  the AnyNode union, the core schema exports)
- per-kind decisions for the six roof-system kinds (which checkboxes
  each one ticks, what gets stubbed, what's deferred)
- pitfalls hit while porting (material-cache leaks, group-transform
  mutation, host-kind children fields, Path 1 vs Path 2 floorplan
  move)
- a pre-PR checklist

Kept under `.claude/` (not `wiki/`) since it's a working note for the
in-flight migration, not authoritative project documentation. Move
into `wiki/architecture/` later if it earns its keep.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat: wire paint targets + skylight animation surface for new kinds

Two small additions cherry-picked from roof-system-archive that the
six kind ports depend on. Both are mechanical and unblock follow-up
work without changing existing behavior.

**Paint targets.** Add `chimney`, `skylight`, `dormer` to
`MaterialTarget` enum so the paint picker surfaces these kinds. Wire
`chimney` and `dormer` into the relevant material-library target
arrays (WALL_TARGETS, SLAB_TARGETS, WALL_AND_SLAB_TARGETS,
ROOF_TARGETS) so wall / slab / roof material catalog entries are
offered when painting a chimney or dormer. Without this the new
kinds' `material` / `materialPreset` fields can be set
programmatically but the user-facing paint flow has nothing to
target.

**Skylight animation surface.** Port `SkylightInteractiveState` +
`SkylightAnimationState` types, `skylights` / `skylightAnimations`
store fields, and four actions (`setSkylightOpenState`,
`removeSkylightOpenState`, `startSkylightAnimation`,
`cancelSkylightAnimation`) onto `useInteractive`. Mirrors the
existing door / window animation surfaces one-for-one. This is the
prerequisite the skylight stub commit (`6dcee1ee`) called out — the
follow-up commit that adds the skylight animation system component
+ wires `operationState` into the renderer's geometry now has
something to consume.

Neither change touches the six kind folders or their definitions —
the kinds will pick up the new paint targets automatically and the
skylight animation surface is dormant until a consumer ports
forward.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(palette): surface the six roof accessories in StructureTools

Closes the UX gap from the kind ports: box-vent / ridge-vent /
chimney / solar-panel / skylight / dormer are registered in the
registry with `def.tool` and `presentation`, but the top palette
(`StructureTools`) is currently driven by a hand-coded `tools`
array, not by the registry. So the new kinds existed in the
codebase but had no entry point in the running editor — the user
had no way to add them.

- Extend `StructureTool` union in `use-editor.tsx` with the six new
  kind IDs so `setTool('chimney')` typechecks.
- Add six entries to the `tools` array in `structure-tools.tsx`.
  All use the existing `/icons/roof.png` (a kind-specific icon set
  is a follow-up).

The ToolManager already dispatches `nodeRegistry.get(tool)?.tool`
(`tool-manager.tsx:28`), so clicking a new palette button activates
the kind's registered `def.tool` automatically — no further wiring
needed.

Follow-up: a `parametrics.customPanel` on `roofDefinition` that
surfaces inline "Add Chimney / Skylight / Dormer / ..." buttons in
the roof inspector (matching the legacy `roof-panel.tsx` UX). For
now, top palette is the entry point.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(roof): add inline "Add Element" section to the roof inspector

When a roof is selected, the inspector now shows six quick-add buttons
(Chimney, Dormer, Skylight, Solar Panel, Box Vent, Ridge Vent) in an
"Add element" section between Position and Actions. Closes the
discoverability gap from the kind ports — the user no longer has to
hunt for the kind in the top palette.

- Lives in `packages/nodes/src/roof/panel.tsx` (the roof's existing
  customPanel — it already escapes the auto-derived inspector to render
  Segments + Position + Actions).
- Each button calls `useEditor.getState().setTool(kind)` to activate
  the kind's registered `def.tool`. The ToolManager dispatches via
  `nodeRegistry.get(tool)?.tool` (`tool-manager.tsx:28`), so this
  reuses the same code path as clicking the kind in the top palette.
- Tools listen for `roof:*` events — after clicking "Add Chimney" the
  user clicks anywhere on a roof segment to commit the new node
  parented to that segment.

Mirrors the legacy `roof-panel.tsx` UX (which had inline Add buttons
that created hidden nodes + entered move mode); the registry-shaped
equivalent activates the placement tool instead so the user sees a
preview that follows the cursor.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* ux(palette): remove roof accessories from the top palette

Six kinds (box-vent / ridge-vent / chimney / solar-panel / skylight /
dormer) only make sense in context of a selected roof segment — putting
them in the top palette clutters it for users not actively editing a
roof. They're entered through the roof inspector's "Add element"
section instead (added in 275af8f4), which routes to the same
registry-driven placement tools.

- Remove the six entries from the `tools` array in `structure-tools.tsx`.
- Keep `StructureTool` union additions in `use-editor.tsx` since
  `setTool('chimney')` etc. still need to typecheck from the roof
  panel's `activateTool` callback.

Verified: workspace build green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(placement): always resolve a roof segment on click so add commits

Likely root cause of "Add Element clicks not adding anything." The
six roof-mounted placement tools each had a private
`resolveSegmentFromWorldPoint` that returned null when the click's
segment-local (x, z) fell outside `width/2 × depth/2` — but the
visible merged-roof mesh extends past those bounds by the segment's
overhang. Clicks landing anywhere in the eave band, or beyond every
segment's nominal footprint, silently no-op'd: `onClick` early-returned
on `if (!hit) return` and no node was created.

- Extract a shared `resolveRoofSegmentHit` into
  `packages/nodes/src/roof/segment-hit.ts`.
- Bounds check now includes `seg.overhang` on each side, matching the
  visible roof mesh.
- If no segment passes the exact check, fall back to the FIRST
  segment with the click point projected into its local frame. Same
  policy the legacy `roof-panel.tsx` used (it parented all add
  operations to `segments[0]` and let the user move afterward).
- Rewire box-vent, ridge-vent, chimney, solar-panel, skylight, and
  dormer placement tools to use the shared helper. Drop the per-tool
  copies (and the now-unused `RoofSegmentNode` import in 5 of them).

After this, clicking "Add Chimney" / etc. in the roof inspector
followed by a click anywhere on the visible roof commits the new
node every time.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(roof): mount accessory children of roof-segments so Add actually adds

Closes "Add Element click adds nothing to the scene." After the click,
the new chimney/skylight/dormer/box-vent/ridge-vent/solar-panel node
was being created in `useScene.nodes` with `parentId: <segmentId>` —
but nothing mounted it visually. Two missing pieces:

1. RoofSegmentNode had no `children` array. `createNodesAction`
   appends `newNode.id` to `parent.children` only when the parent
   declares the field (`node-actions.ts:355`). Without it the
   parent-side write was a no-op, so the accessory existed in the
   store but nothing ever fired its `<NodeRenderer>` mount.

2. Even with the schema field, `roof-segment/renderer.tsx` was a leaf
   `<mesh>` — no recursive `<NodeRenderer>` mount of `node.children`.

Fix:
- `core/src/schema/nodes/roof-segment.ts`: add
  `children: z.array(z.string()).default([])`.
- `nodes/src/roof-segment/renderer.tsx`: emit a `<group>` alongside
  the placeholder mesh that iterates `node.children` and mounts each
  via `<NodeRenderer>`. The group carries the same transform as the
  mesh so accessories inherit the segment's local frame — matching
  the segment-local coordinates each accessory renderer assumes.
- `nodes/src/roof/renderer.tsx`: drop the `visible={false}` segments
  wrapper. `RoofSystem` only fills the parent roof's `merged-roof`
  mesh (`viewer/systems/roof/roof-system.tsx:172` via
  `getObjectByName('merged-roof')`), so segment placeholder meshes
  stay empty and don't z-fight with the visible roof. Mounting
  segments inside a visible wrapper is what lets accessory grand-
  children render at all.

Also unblocks the user's `roof/panel.tsx` accessory-list selectors
(which loop `seg.children` for chimneys/dormers/skylights/etc.) by
giving the schema the field they expect.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(roof-accessories): drop double-applied segment transform from renderers

After the previous fix (segments host accessories via recursive
NodeRenderer), each accessory was being positioned at *twice* the
segment offset — the renderer's outer group still applied
`segment.position` and `segment.rotation`, and the React parent (the
segment's group) was already at that transform too. Result: chimneys,
skylights, dormers, etc. landed in the scene graph but rendered far
off-screen — invisible from any normal camera view.

Fix the six accessory renderers (box-vent, ridge-vent, chimney,
solar-panel, skylight, dormer) to assume the segment's transform is
inherited from the React tree:

- Drop the outer `<group position={segmentPosition} rotation-y={...}>`
  wrapper.
- Apply `node.position` (segment-local) directly to the ref'd outer
  group, with the kind-specific tilt / quaternion / yaw on inner
  groups.
- Drop `useLiveTransforms` lookup for the segment — React tree
  re-renders propagate parent transform changes automatically.
- Keep the `useScene` segment lookup; it's still needed for kind-
  specific math (slope tilt, analytical surface normal, base Y from
  wallHeight) that reads segment fields beyond just the transform.

Chimney's outer group sits at `[0, 0, 0]` because `applyNodeTransform`
in `geometry.ts` already bakes `node.position` and `node.rotation`
into the chimney's vertex positions (which also bake `baseY` from
`segment.wallHeight`). No double application there either.

After this, Add Element → click → place puts the accessory at the
clicked spot on the roof, visible and selectable.

Verified: workspace build green, 71/71 kind tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(scene): migrate existing roof-segments to add `children: []`

Closes "Add Element click adds to side panel but not to scene graph."
The previous fix added `children: z.array(z.string()).default([])`
to RoofSegmentNode, but that default only applies when zod parses
the segment fresh. Every roof-segment already in a loaded scene
(saved before the schema change) carries no `children` field at
runtime.

`createNodesAction` (`node-actions.ts:355`) appends the new child id
to `parent.children` only when `'children' in parent && Array.isArray(...)`
is true. For un-migrated segments that check fails — the chimney /
skylight / dormer / etc. is added to `useScene.nodes` (so it shows
up in the sidebar tree) but the parent-side write is a no-op, so
the segment's children array remains undefined, the segment
renderer's recursive `<NodeRenderer>` finds nothing to mount, and
nothing appears in the 3D scene.

Mirror the existing shelf migration (`use-scene.ts:351`): when the
scene loads, patch every roof-segment whose `children` isn't an
array to `children: []`. Existing scenes get the field on next
load; new segments get it from the schema default. After this the
"Add Element" click commits visibly.

Verified: workspace build green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): port archive's bespoke tabbed panel as customPanel

The auto-derived inspector worked but couldn't reproduce the
archive's tabbed UI (Cap / Flues / Shoulder / Bands / Cricket /
Panels) where each sub-section gets its own dedicated controls
laid out as a grid of selectable cards. Users selecting a chimney
got a flat parametric form instead of the dense bespoke editor.

- Drop the legacy `packages/editor/src/components/ui/panels/chimney-panel.tsx`
  into `packages/nodes/src/chimney/panel.tsx` (the kind's customPanel
  slot). Rewrites:
  * Helper imports collapsed to one barrel from `@pascal-app/editor`
    (`ActionButton`, `ActionGroup`, `PanelSection`, `PanelWrapper`,
    `SegmentedControl`, `SliderControl`, `triggerSFX`).
  * `sfxEmitter.emit(...)` → `triggerSFX(...)` (same SFX, registry-
    safe export from `@pascal-app/editor`).
  * Inline a 3-line `cn` helper since editor doesn't re-export the
    legacy `lib/utils` one.
  * `ChimneyPanel` becomes `default export` so customPanel's lazy
    loader can pick it up.
- Wire `chimneyParametrics.customPanel = () => import('./panel')` so
  the registry's parametric inspector defers to the bespoke component.
- Keep `groups` in `chimneyParametrics` for MCP / fallback consumers
  (the parametric data is still authoritative).

User-visible: clicking a chimney now opens the tabbed inspector with
the exact category layout from the archive.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): CSG-trim the body against the roof so it carves cleanly

Closes "chimney is not getting trimmed just like in roof-system."
Previously the chimney mesh was rendered as solid geometry that
intersected the roof shell visually at the deck line — Option C
debt called out in `45038713`. Now the body is CSG-cut against the
parent segment so only the portion above the shingles is visible,
matching the archive's UX.

- `packages/viewer/src/lib/csg-utils.ts`: port `csgEvaluator`,
  `csgGeometry`, `csgMaterials`, `computeGeometryBoundsTree`,
  `prepareBrushForCSG`, and the `Brush` / `SUBTRACTION` re-exports
  from `roof-system-archive`. Lives in viewer because
  `three-bvh-csg` + `three-mesh-bvh` are viewer-only deps.
- `packages/viewer/src/index.ts`: expose the CSG primitives + the
  existing `getRoofSegmentBrushes` (which was already defined on
  main but not in the package surface). Adding `getRoofSegmentBrushes`
  to the export — internal already; this just opens it for kinds
  living in `@pascal-app/nodes`.
- `packages/nodes/src/chimney/roof-trim.ts`: new helper
  `trimChimneyBodyAgainstRoof(body, segment, node)`. Wraps the body
  in a `Brush`, runs a two-pass `SUBTRACTION` (chimney - wallBrush -
  shinSlab), returns the trimmed `BufferGeometry`. Returns the input
  unchanged on any CSG failure so the chimney still renders.
- `packages/nodes/src/chimney/renderer.tsx`: memoize a `trimmedBody`
  alongside the existing geo memo (keyed on the segment shape fields
  that drive the roof brushes) and pass it to the body mesh instead
  of `geo.body`. Disposal updated to release whichever buffer is
  actually live.

Deferred (Option C still): bands and panels CSG. They were the same
flow but operate on additional pieces; they re-light in a follow-up
once the chimney's bands / panels geometry comes back online.

Verified: workspace build green, chimney unit tests pass (14/14).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(skylight): port full v1 implementation (panel, 5-type 3D, CSG cut, animations)

Brings the skylight node from a box-only stub up to feature parity with the
roof-system branch. Mirrors the chimney port pattern established in 9fd42e33
and 65eec685.

UI
- packages/nodes/src/skylight/panel.tsx — bespoke tabbed inspector
  (type card picker + per-variant controls: lantern height/scale,
  opening angle/side/motor, sliding direction/track width, curb, frame,
  position, rotation). Wired via parametrics.customPanel.

3D
- packages/nodes/src/skylight/{renderer,geometry,frame-csg}.tsx —
  full 5-variant geometry (flat / walk-on / lantern / opening / sliding)
  with frame ring CSG and type-specific glass (lantern pyramid +
  cylindrical frame bars; opening hinged glass with optional motor
  housing; sliding two-pane on tracks).
- packages/nodes/src/skylight/preview.tsx — uses the real frame-csg
  builder so placement ghost matches the committed mesh.

Placement / move
- packages/nodes/src/skylight/tool.tsx — commits hit.localY so the
  skylight lands on the outer shingle surface, not the bare-rafter
  analytical Y (was sinking into the deck).
- packages/nodes/src/skylight/move-tool.tsx — kind-owned drag wired
  via def.affordanceTools.move. Uses SkylightPreview as the ghost so
  drag and duplicate both show the real frame following the roof
  raycast. Reparents across segments and dirties old+new for CSG
  re-cut.

CSG cutout
- packages/viewer/src/systems/roof/roof-system.tsx — buildSkylightCutBrush
  added; the per-child loop in updateMergedRoofGeometry subtracts every
  skylight from shin/deck/wall in segment-local before the segment
  transform stacks on (matches v1).
- Ported v1's getRoofOuterSurfaceFrameAtPoint helper (raycast against the
  actual outer-shingle module mesh) and made both the cut and the
  renderer read surface point + normal from it — keeps frame and cut
  aligned on every roof type incl. hip 4-faces, gambrel, mansard, dutch.
- mergeVertices on the cut box before computeBoundsTree — without it
  three-bvh-csg silently no-ops on the BoxGeometry after applyQuaternion
  tilts the cut ~90° about the surface normal (hip short faces).
- Renderer wraps content in an outer <group position={segment.position}
  rotation-y={segment.rotation}> so the frame inherits the same segment
  transform that applyTransform bakes into the cut brush (skylight is
  rendered under <group name="roof-elements"> at the roof level, not
  under the segment, so the renderer has to apply it explicitly).
- Skylight dirty propagation in RoofSystem: edits/moves dirty the host
  segment so the parent roof rebuilds.
- packages/viewer/src/index.ts — exposes getRoofOuterSurfaceFrameAtPoint,
  SurfaceFrame, getRoofSegmentBrushes, csg primitives so @pascal-app/nodes
  can compose roof-aware cuts without a layer violation.

Animations
- packages/editor/src/lib/skylight-interaction.ts — verbatim port of v1
  (toggleSkylightOpenState, closeSkylightOpenState, isOperableSkylightType,
  SKYLIGHT_TOGGLE_ANIMATION_MS = 520).
- packages/editor/src/hooks/use-keyboard.ts — R toggles, T closes
  operable skylights, mirroring door/window.
- packages/nodes/src/skylight/system.tsx — SkylightAnimationSystem
  ported as def.system; advances skylightAnimations and writes
  operationState back to useInteractive.skylights.
- Dropped the per-tick markSkylightDirty in the animation system. The
  renderer subscribes to useInteractive directly, so the glass swings/
  slides via Zustand re-renders without dirtying the scene — the cut
  geometry doesn't depend on operationState, so re-CSG'ing the merged
  roof on every animation frame was pure waste (caused visible lag).
- packages/core/src/index.ts — exports SkylightInteractiveState and
  SkylightAnimationState (interaction lib uses them).

Drag / duplicate ghost
- Floating action menu's setMovingNode → MoveTool → registry affordance
  now resolves to the kind-owned move tool. Duplicate already worked
  through structuredClone + def.schema.parse + setMovingNode; the new
  move-tool provides the ghost both flows use.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* Persist roof segment materials across refresh

* feat(solar-panel): full port from archive + placement/orientation fixes

Solar panel — ported from roof-system archive to registry shape:

**Inspector & presets**
- Custom panel (panel.tsx) with preset card grid (Residential / Residential
  Large / Compact / Frameless); picking a preset now writes all four dim
  fields (panelWidth / panelHeight / frameThickness / frameDepth) so the
  inspector immediately reflects the selection.
- Auto-fit to roof, Flip orientation, Custom label when no preset matches.
- Live preview: renderer subscribes to useLiveNodeOverrides so slider drags
  update the mesh before the value is committed to the Zustand store.
- Registered via parametrics.customPanel (same pattern as chimney).

**Texture / materials**
- Procedural cell texture (createSolarPanelTexture): chamfered cell shape,
  dark blue gradient, finger-line and busbar detail drawn on a 256×256
  canvas, tiled per cell via stretched UVs in buildSolarPanelGeometry.
- getDefaultPanelMaterial singleton uses MeshStandardNodeMaterial (WebGPU-
  native) so the material integrates with the MRT pass without triggering
  "Color target has no corresponding fragment stage output / writeMask not
  zero" GPU validation errors on segment reparent.
- defaultFrameMaterial and move-tool previewMaterial also switched to
  WebGPU-safe types (MeshStandardNodeMaterial / MeshBasicMaterial).

**Default grid size**
- Schema defaults changed from 4 rows × 5 columns → 2 rows × 3 columns.
- Placement ghost and move-tool ghost use a compact 2×3 footprint;
  committed panels also default to 2×3.

**Placement tool**
- Commit position uses raycast hit Y (hit.localY from segObj.worldToLocal)
  instead of analytical getSurfaceY so the panel lands exactly where the
  ghost was shown rather than sinking into the deck/shingle layers.
- Ghost orientation uses the same analytical-normal + explicit-yaw pattern
  as the placement tool for correctness on rotated segments.

**Move tool**
- Rewrote ghost to use resolveRoofSegmentHit + getAnalyticalNormal
  (segment-local) + explicit rotation-y group, matching the placement
  tool's ghost layout exactly. Dropped unreliable event.normal / world-
  space quat path that gave wrong tilt on any segment with rotation ≠ 0.
- Committed surfaceNormal is now segment-local (not world-space) so the
  renderer's surfaceQuat + outer segment.rotation group compose correctly
  without double-rotating the panel.
- Uses shared resolveRoofSegmentHit (with surface-Y disambiguation) instead
  of the private copy, so segment hopping respects the correct face.
- Reparents children arrays on segment hop.

**Renderer**
- Applies segment.position + segment.rotation explicitly (roof accessories
  are mounted under roof-elements group which has no transform, not under
  segment subtree).
- Merges useLiveNodeOverrides so slider drags update the 3D mesh in real
  time (same pattern as elevator/skylight renderers).

**Scene graph**
- SolarPanelTreeNode added; registered in tree-node.tsx type map so panels
  appear under their parent roof-segment in the sidebar.

**Segment-hit disambiguation**
- resolveRoofSegmentHit now scores all bbox-passing candidates by
  |localY − analyticalSurfaceY(localX, localZ)| and picks the smallest,
  fixing the long-standing bug where hip/gable segments at the same roof
  origin all pass the axis-aligned bbox test and the first-match (always
  segments[0]) was returned regardless of which slope was clicked.
  Benefits all roof-accessory placement tools (chimney, box-vent, skylight,
  dormer, solar-panel).

**Hip-roof normal fix**
- getAnalyticalNormal for hip now uses slopeReach = min(w,d)/2 for the Y
  component on all four faces. The old code used depth/2 for front/back and
  width/2 for sides, which was only correct for square (w==d) hips; for any
  other aspect ratio the long-axis faces tilted the panel at the wrong angle.

**Dormer, dormer move-tool, window-frame, ridge-vent, box-vent, skylight**
- Assorted in-progress work: dormer window-frame geometry, move-tool port,
  panel refinements, ridge-vent / box-vent panel additions, skylight CSG
  frame refinements, roof-system geometry improvements, material-paint
  support, post-processing cleanup.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* perf(chimney): fix hook order + share materials + memoise segment brushes

- renderer.tsx: hoist `surfaceArray` useMemo above the `!segment || !geo`
  early return so hook call order stays stable across renders (the
  previous order would have crashed React the first time segment or geo
  flipped to null mid-session).
- renderer.tsx: replace the module-scoped `bodyMaterial` / `topMaterial`
  singletons with per-instance fallback materials so a paint-mode or
  debug mutation on one chimney can't bleed into every other unpainted
  chimney on the scene; dispose them on unmount.
- renderer.tsx: collapse the 36-field hand-maintained dep array on the
  `geo` useMemo (and the 10-field one on `trimmedBody`) down to the
  memoised `node` / `segment` references — adding a new schema field
  no longer risks stale geometry from a forgotten dep, and the
  `eslint-disable react-hooks/exhaustive-deps` lines are gone.
- renderer.tsx + roof-trim.ts: memoise `getRoofSegmentBrushes(segment)`
  per-segment-shape in the renderer instead of rebuilding the four
  CSG-ready brushes inside `trimChimneyBodyAgainstRoof` on every call.
  A chimney slider drag changes `node.*` but not the segment, so the
  brushes now survive the entire drag instead of being rebuilt and
  disposed every frame.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* test(scene): pin reparent behavior for roof-mounted kinds under repeated A→B→A→B

Investigating a reported crash where moving a vent across roof
segments three times in a row crashes the scene. The hypothesis was
duplicate IDs in the host segments' `children` arrays. These tests
prove that's NOT the cause: at the store level, the auto-reparent
inside `updateNodesAction` leaves children lists clean under repeated
hopping for every roof-mounted kind (box-vent, chimney, skylight,
dormer, solar-panel, ridge-vent), and even the redundant manual-then-
auto pattern the vent move-tools use converges to the same correct
state.

Crash root cause still under investigation, but these pins prevent
the obvious-and-tempting regression where someone "fixes" reparent
by hand and accidentally lets duplicates through.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* refactor(chimney): give each sub-mesh its own name

Body, cap, flues, cricket, and bands were all named `chimney-surface`,
so hover/selection couldn't distinguish them and panel breadcrumbs
couldn't say "Chimney cap" vs "Chimney body". Rename to
`chimney-{body,cap,flues,cricket,bands}`. No code looked up the old
literal, so this is a pure naming improvement.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): smooth round shading, radial cap UVs, cap reveal, flue pots

Four visual upgrades to the chimney builder, all in `geometry.ts`:

- **Round chimneys now render smooth, not faceted.** The previous
  `pushCylinderFaces` emitted unindexed triangles, so
  `computeVertexNormals()` baked per-triangle face normals into every
  vertex — the 24 polygon segments of a round body / cap / band were
  visible as flats. Round paths now build per-tier
  `THREE.CylinderGeometry` (indexed, side vertices shared across
  radial segments) and merge via `mergeGeometries`. Crisp rim edges
  are preserved because CylinderGeometry uses separate cap vertices.

- **Radial cap UVs.** Old `pushCylinderFaces` pushed `(0,0)` for every
  vertex on the top/bottom fan, so any texture on a round chimney
  smeared to a point at the caps. CylinderGeometry gives proper
  radial UVs (0.5 ± 0.5·cos/sin) for free.

- **Cap reveal.** The cap used to sit flush on the body, reading as
  glued on. New `CAP_REVEAL = 0.003` (3 mm) air gap above the body
  catches a shadow line and sells the cap as a separate stone / metal
  piece. `capTopY` (used for flue placement) updates so flues still
  sit on the actual cap top.

- **Flue pots, not drainpipes.** Each flue was a single straight
  cylinder / box — visually a "drainpipe", not a chimney. New
  two-tier silhouette: a tall straight shaft topped by a short
  overhanging rim (12 % of height, capped at 4 cm; rim radius
  flares 12 %). Reads as a terracotta pot. Total height still
  equals `flueHeight`, so the bore cutter in `holes.ts` covers the
  whole envelope unchanged.

Removed the now-unused `pushCylinderFaces` helper. Slab path
unchanged — square chimneys keep their crisp 90° corners.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): cornerBevel for square bodies / caps / bands

Square chimneys read as plastic boxes at any distance because every
vertical edge is a perfect 90° corner that catches no light. New
`cornerBevel` field (default 0 → existing scenes unchanged) replaces
each corner with a 45° chamfer face. Real masonry chimneys often
ship the same detail — a small bevel (~1-2 cm) breaks up the
silhouette and reads as stone or chamfered brick.

- Schema: add `cornerBevel: z.number().default(0)` to ChimneyNode.
- Geometry: extend `pushSlabFaces` with an optional `bevel` param.
  When > 0, dispatch to a new `pushOctagonalSlabFaces` that emits
  an 8-vertex ring per y-level (axis-aligned faces + 45° chamfer
  faces) plus fan-triangulated octagonal caps. UVs follow the same
  physical-meter convention as the unchamfered path so a brick
  texture tiles at a consistent rate with and without bevel.
- Thread `node.cornerBevel` through `buildBodyGeometry`,
  `buildCapGeometry`, and `buildBandsGeometry` (square paths only —
  round bodies have no corners to bevel).
- Parametrics: expose under the Body group with `visibleIf` gating
  on square body for the MCP / fallback inspector.
- Panel: add a "Corner Bevel" SliderControl in the Footprint section,
  same conditional visibility, clamped at `min(width, depth) / 2`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(chimney): style presets — Brick / Stone / Modern / Round

The chimney panel exposes 30+ sliders; landing on a coherent
silhouette (corbeled stone with a sloped cap and a cricket vs. a
straight brick with a double band) takes a dozen edits even when
you know what you want. New "Style" segmented control at the top
of the panel applies a curated bundle of fields in one click.

Presets only touch shape / silhouette / accessory fields:
`bodyShape`, `shoulderStyle*`, `cap*`, `band*`, `cricket*`,
`cornerBevel`, `panel*`, `flue*`. Dimensions (`width`, `depth`,
`heightAboveRidge`), placement (`position`, `rotation`,
`roofSegmentId`), and paint (`material*`, `topMaterial*`) are
deliberately left alone — applying a preset to an already-sized,
already-painted chimney resizes nothing and doesn't overwrite the
user's material choices.

- `presets.ts`: four preset bundles + `detectActiveChimneyPreset`
  helper for highlighting the matching preset in the segmented
  control.
- `panel.tsx`: new "Style" PanelSection above Footprint, segmented
  control wired to `commitProp(chimneyPresets[key])`. Renders with
  no segment highlighted ("custom") when the current node doesn't
  match any preset exactly.
- `__tests__/presets.test.ts`: round-trip each preset, confirm
  fresh-default chimneys are NOT detected as any preset, and
  confirm non-preset fields (dims / materials / placement) don't
  knock a chimney out of a preset.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* refactor(chimney): drop the Stone preset

Leaves Brick / Modern / Round. The parameterised round-trip test
auto-adjusts via `CHIMNEY_PRESET_KEYS`; no test code change needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(dormer): bugs, perf, UX, refactor + bundled pitch WIP

Dormer review-backlog batch across five passes. Plus the previously
unstaged pitch/roofHeight migration on RoofSegmentNode bundled in per
session continuity.

Dormer — bugs / dead code:
- implement the windowSill (toggle was UI-only before)
- ghost preview reads wallSkirtHeight and branches on roofType=flat
- live-override slider drag swaps the heavy CSG for the fallback
- consolidate arch/rounded shape builders between viewer CSG and frame
- drop unused surfaceNormal field
- collapse getEffectiveDormerSurfaceMaterial fall-through
- confine the panel's updateWorldMatrix into a single useMemo
- preserve position Y on panel commits (was being zeroed)

Dormer — schema hygiene:
- DORMER_DEFAULTS named constants replace inline magic numbers
- collapse windowCornerRadius + windowRadiusMode + windowCornerRadii
  into the tuple alone; "All vs Individual" is derived UI state
- drop the `as never` id casts; rely on objectId default factory

Dormer — tactile UX:
- R / Shift+R rotates the placement ghost by ±15°
- auto-number new dormer names ("Dormer N", smallest free integer)
- DORMER_PLACEMENT_SNAP_M + ROTATION_STEP constants extracted

Dormer — code shape:
- new use-dormer-placement hook dedupes tool + move-tool (~90% shared)
- new <DormerWindowAssembly> isolates the frame/glass/sill JSX
- panel.tsx 788 -> 295 lines; Position / Window / Actions sections
  extracted into per-file components

Bundled pitch WIP (pre-existing, unrelated to dormer):
- RoofSegmentNode.roofHeight removed; pitch (degrees) added
- new helpers in roof-segment: getActiveRoofHeight,
  getPitchFromActiveRoofHeight, getSegmentSlopeFrame,
  ROOF_SHAPE_DEFAULTS
- migration in use-scene.ts converts legacy roofHeight to pitch
- consumers updated: chimney, box-vent, ridge-vent, solar-panel,
  roof-segment, roof, segment-hit, roof-tool, mcp construction-tools

Verification: 12/12 dormer tests pass; targeted tsc on dormer files
clean. Workspace bun build of nodes is also affected by the pitch WIP,
which is included here per request.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(roof): per-segment top/edge/wall materials + restore legacy UV flow

- RoofSegmentNode gains optional topMaterial / edgeMaterial / wallMaterial
  fields mirroring the parent roof. getEffectiveSegmentSurfaceMaterial
  resolves through segment-role → segment-legacy → parent fallback.
- Segment renderer builds the 4-slot array per role with the parent's
  array as a fallback so paint at any level reaches the right surface.
- Painting a segment directly (segment edit mode hover) writes to the
  segment's role fields via buildRoofSegmentSurfaceMaterialPatch — the
  parent roof and other segments are untouched.
- Segments with any material override render as their own per-segment
  mesh inside a new always-visible 'painted-segments' group; the merged-
  roof CSG skips them (hasSegmentMaterialOverride) so we don't double-
  paint with the roof's default array.
- Paint preview now dispatches to a segment-aware path
  (applyRoofSegmentPaintPreview) so hover effects land on the visible
  per-segment mesh instead of the hidden merged-roof.
- Drop the createRoofUvGeometry post-CSG re-projection. UVs now flow
  through CSG (csgEvaluator.attributes includes 'uv') exactly as in the
  legacy roof-system branch.
- Drop the stray [skylight-cut] console.log left in the hot path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* refactor(roof-system): registry capabilities for roof accessories, paint, and keyboard

Replace kind-name branches in framework code with registry-driven dispatch.
Three new NodeDefinition slots back the migration:

- capabilities.roofAccessory — host roof cascade + optional CSG cut.
  Lets viewer's RoofSystem iterate dirty children and call buildCut on
  any kind that declares it, instead of switching on node.type. Dormer
  + skylight cut builders moved into packages/nodes/<kind>/.
- capabilities.paint — resolveRole / buildPatch / applyPreview /
  getEffectiveMaterial. Chimney, dormer, and wall now route through it;
  per-kind arms deleted from selection-manager + material-paint.
- keyboardActions — R / T handlers contributed by the kind. Skylight's
  open/close logic moved from editor/lib to nodes/skylight/interaction.

Dormer + skylight kind code (geometry, fallback shape, exposed-face math,
window-dim resolver, CSG cut builders) now lives under packages/nodes/
src/<kind>/ instead of packages/viewer/src/systems/roof/roof-system.tsx.
The viewer keeps only roof-generic primitives (roof-segment brushes,
surface-frame query, CSG dummy mats, material-slot remap).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* review: remove PORT-CHEATSHEET, document roofAccessory/paint/keyboardActions, fix double registry lookup

- Remove .claude/PORT-CHEATSHEET.md (AI authoring aid, not for public repo)
- Document three new NodeDefinition capabilities in wiki/architecture/node-definitions.md:
  roofAccessory, paint, keyboardActions
- Fix double nodeRegistry.get() lookup in use-keyboard.ts: replace !.keyboardActions!.r!.run()
  with ?.keyboardActions?.r?.run() for both R and T arms

* fix(item-placement): memoize preview/dimension callbacks to stop placement loop

updatePreviewGeometry and updateDimensionGuides were declared as plain
functions in the component body, so they got a fresh identity every
render. Both sit in the placement setup effect's dependency array, which
made React tear the effect down and re-run it on every commit — its
teardown deletes the draft node while the setup re-creates it, producing
an infinite delete/recreate loop ("Maximum update depth exceeded") when
opening furnish mode.

Wrap both in useCallback with empty deps (they only close over stable
refs, module-level helpers, and the setDimensionBounds setter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(item-placement): correct preview box dimensions and floor rotation

Two issues surfaced after the placement-loop memoization removed the
accidental every-render recompute that was masking them:

1. Preview box used stale (asset-default) dimensions at draft creation
   because nothing recomputed it once the imperative draft was made.
   Recompute the box from the freshly-created draft in `ensureDraft` and
   the chained next-draft path in `onGridClick`.

2. The green/red box (and the live transform the 2D floorplan mirrors)
   ignored the floor item's rotation:
   - `floorStrategy.move` returned a hardcoded `cursorRotationY: 0`; now
     returns the draft's rotation (`rotY`).
   - `onGridMove` never applied `result.cursorRotationY` to the cursor
     group; now it does, so box + floorplan track the draft on every move.
   - the init seed used the mesh world quaternion, which double-counts
     building rotation for floor items; floor now seeds from the node's
     local Y rotation (wall/ceiling keep the world-quaternion path).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: open-pascal <open@pascal.app>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
This commit is contained in:
Sudhir Yadav
2026-05-22 12:14:22 -04:00
committed by GitHub
co-authored by Claude Opus 4.7 open-pascal Wassim SAMAD
parent 3cb318e445
commit 87384cfbab
147 changed files with 17913 additions and 234 deletions
@@ -0,0 +1,136 @@
import { describe, expect, test } from 'bun:test'
import { buildBoxVentGeometry, computeBoxVentSlopeTilt } from '../geometry'
import { BoxVentNode } from '../schema'
describe('buildBoxVentGeometry', () => {
test('returns a non-empty BufferGeometry with position + normal + uv', () => {
const node = BoxVentNode.parse({})
const geo = buildBoxVentGeometry(node)
const positions = geo.getAttribute('position')
const normals = geo.getAttribute('normal')
const uvs = geo.getAttribute('uv')
expect(positions.count).toBeGreaterThan(0)
expect(normals.count).toBe(positions.count)
expect(uvs.count).toBe(positions.count)
})
test('box style is two stacked rounded extrusions (riser + cover)', () => {
// Two rounded-rect extrusions (4 corners × 4 segs = 16 profile pts each).
// Per layer: 16 wall quads (96 verts) + 32 cap triangles (96 verts) = 192 verts.
// Two layers stacked → 384 verts total when bevel > 0.
const box = buildBoxVentGeometry(BoxVentNode.parse({ style: 'box' }))
expect(box.getAttribute('position').count).toBe(384)
})
test('box style: zero bevel still produces a valid closed solid', () => {
// With bevel=0 the wall-edge dedupe drops the degenerate corner
// quads, but the bottom + top fan triangulations always include
// every profile edge (including the degenerate ones — they're
// zero-area triangles that survive the buffer).
const box = buildBoxVentGeometry(
BoxVentNode.parse({ style: 'box', cornerBevel: 0 }),
)
expect(box.getAttribute('position').count).toBeGreaterThan(0)
// Confirm the position attribute carries finite values only.
const positions = box.getAttribute('position').array as Float32Array
for (let i = 0; i < positions.length; i++) {
expect(Number.isFinite(positions[i])).toBe(true)
}
})
test('cap style: body walls + flange + 4 chamfer faces + top (closed)', () => {
// 5 body quads (4 walls + bottom) + 1 flange + 4 chamfered faces +
// 1 flat top = 11 quads = 66 vertices. Confirms the cap is closed
// and uses the dedicated builder (not the dome fallback).
const cap = buildBoxVentGeometry(BoxVentNode.parse({ style: 'cap' }))
expect(cap.getAttribute('position').count).toBe(66)
})
test('cap style: zero overhang drops the flange quad', () => {
const noFlange = buildBoxVentGeometry(
BoxVentNode.parse({ style: 'cap', hoodOverhang: 0 }),
)
// 10 quads × 6 vertices/quad = 60.
expect(noFlange.getAttribute('position').count).toBe(60)
})
test('dome style still uses the unified dome+skirt geometry (Step 1)', () => {
const dome = buildBoxVentGeometry(BoxVentNode.parse({ style: 'dome' }))
expect(dome.getAttribute('position').count).toBeGreaterThan(60)
})
test('legacy `standard` / `low-profile` style names migrate to new enum', () => {
expect(BoxVentNode.parse({ style: 'standard' }).style).toBe('cap')
expect(BoxVentNode.parse({ style: 'low-profile' }).style).toBe('box')
})
test('low-profile reduces overall vent height proportionally', () => {
// Same node height but lower body share — total vertex count
// unchanged (same mesh topology) but the highest Y in positions
// is below the standard style's highest Y.
const standard = buildBoxVentGeometry(BoxVentNode.parse({ style: 'standard', height: 0.2 }))
const low = buildBoxVentGeometry(BoxVentNode.parse({ style: 'low-profile', height: 0.2 }))
const maxY = (geo: ReturnType<typeof buildBoxVentGeometry>) => {
const pos = geo.getAttribute('position').array as Float32Array
let m = -Infinity
for (let i = 1; i < pos.length; i += 3) if (pos[i]! > m) m = pos[i]!
return m
}
// Total height is the same in both styles — height is the user-
// facing total. Body share differs but the hood compensates.
expect(maxY(standard)).toBeCloseTo(0.2)
expect(maxY(low)).toBeCloseTo(0.2)
})
test('width / depth control the footprint bounds', () => {
const node = BoxVentNode.parse({ width: 0.6, depth: 0.5, hoodOverhang: 0 })
const geo = buildBoxVentGeometry(node)
const pos = geo.getAttribute('position').array as Float32Array
let maxX = -Infinity
let maxZ = -Infinity
for (let i = 0; i < pos.length; i += 3) {
if (pos[i]! > maxX) maxX = pos[i]!
if (pos[i + 2]! > maxZ) maxZ = pos[i + 2]!
}
expect(maxX).toBeCloseTo(0.3)
expect(maxZ).toBeCloseTo(0.25)
})
})
describe('computeBoxVentSlopeTilt', () => {
// For a gable, getActiveRoofHeight = (depth/2) * tan(pitch). Picking
// these pitches makes the active roof height match the legacy fixtures.
const pitchForRise = (rise: number, depth: number) =>
(Math.atan2(rise, depth / 2) * 180) / Math.PI
test('flat segment returns 0 regardless of position', () => {
const seg = { roofType: 'flat' as const, pitch: 30, width: 6, depth: 6 }
expect(computeBoxVentSlopeTilt(seg, 2)).toBe(0)
expect(computeBoxVentSlopeTilt(seg, -2)).toBe(0)
})
test('ridge (localZ=0) returns 0', () => {
expect(
computeBoxVentSlopeTilt(
{ roofType: 'gable', pitch: pitchForRise(2, 6), width: 6, depth: 6 },
0,
),
).toBe(0)
})
test('positive Z tilts down by slope angle; negative Z tilts up by the same angle', () => {
const seg = {
roofType: 'gable' as const,
pitch: pitchForRise(2.5, 6),
width: 6,
depth: 6,
}
const expected = Math.atan2(2.5, 3)
expect(computeBoxVentSlopeTilt(seg, 1)).toBeCloseTo(expected)
expect(computeBoxVentSlopeTilt(seg, -1)).toBeCloseTo(-expected)
})
test('undefined segment returns 0 (safe default before parent resolves)', () => {
expect(computeBoxVentSlopeTilt(undefined, 1)).toBe(0)
})
})
@@ -0,0 +1,57 @@
import { describe, expect, test } from 'bun:test'
import { BoxVentNode } from '../schema'
describe('BoxVentNode schema', () => {
test('parses with sensible defaults', () => {
const parsed = BoxVentNode.parse({})
expect(parsed.type).toBe('box-vent')
expect(parsed.id).toMatch(/^bvent_/)
expect(parsed.width).toBe(0.4)
expect(parsed.depth).toBe(0.4)
expect(parsed.height).toBe(0.15)
expect(parsed.hoodOverhang).toBe(0.04)
expect(parsed.style).toBe('cap')
expect(parsed.position).toEqual([0, 0, 0])
expect(parsed.rotation).toBe(0)
expect(parsed.material).toBeUndefined()
expect(parsed.materialPreset).toBe('preset-white')
expect(parsed.roofSegmentId).toBeUndefined()
})
test('accepts each style', () => {
expect(BoxVentNode.parse({ style: 'box' }).style).toBe('box')
expect(BoxVentNode.parse({ style: 'cap' }).style).toBe('cap')
expect(BoxVentNode.parse({ style: 'dome' }).style).toBe('dome')
})
test('rejects unknown style', () => {
expect(() => BoxVentNode.parse({ style: 'unknown' })).toThrow()
})
test('round-trips dimensions and segment binding', () => {
const parsed = BoxVentNode.parse({
width: 0.6,
depth: 0.5,
height: 0.2,
hoodOverhang: 0.08,
style: 'dome',
roofSegmentId: 'rseg_abc',
position: [1.2, 0, -0.5],
rotation: Math.PI / 4,
})
expect(parsed.width).toBe(0.6)
expect(parsed.depth).toBe(0.5)
expect(parsed.height).toBe(0.2)
expect(parsed.hoodOverhang).toBe(0.08)
expect(parsed.style).toBe('dome')
expect(parsed.roofSegmentId).toBe('rseg_abc')
expect(parsed.position).toEqual([1.2, 0, -0.5])
expect(parsed.rotation).toBeCloseTo(Math.PI / 4)
})
test('generates unique IDs across calls', () => {
const a = BoxVentNode.parse({})
const b = BoxVentNode.parse({})
expect(a.id).not.toBe(b.id)
})
})
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import { type NodeDefinition, BoxVentNode as BoxVentNodeSchema } from '@pascal-app/core'
import { boxVentParametrics } from './parametrics'
import { BoxVentNode } from './schema'
/**
* Box vent — a small louvered ventilation box that sits on a roof
* slope. Parented to a `roof-segment`; position is segment-local;
* rotation rotates the vent around the segment's vertical axis after
* the slope tilt is applied.
*
* Composition (three-checkbox model):
* - **`renderer` (custom)** — the box-vent needs the parent segment's
* position + rotation + slope geometry to position itself, and the
* registry-era roof-segment renderer doesn't auto-nest children
* (its mesh is filled by `RoofSystem`). The custom renderer reads
* the segment from `useScene`, applies the transform stack, and
* follows the segment's `useLiveTransforms` override during a
* parent drag.
* - **no `geometry`** — geometry is created inside the renderer via
* the shared pure builder in `./geometry`. We could lift it to
* `def.geometry` once roof-segment migrates to the parametric path
* (Phase 5 Stage B); for now keeping it inside the renderer
* matches the legacy mount semantics one-for-one.
* - **no `system`** — no animations, no cross-kind cascades.
*
* The bespoke move flow (segment-hopping with hit-tests against every
* sibling roof-segment) ports later as `affordanceTools.move`. The
* placement `def.tool` listens to `roof:*` events and creates a new
* vent on click.
*/
export const boxVentDefinition: NodeDefinition<typeof BoxVentNode> = {
kind: 'box-vent',
schemaVersion: 1,
schema: BoxVentNode,
category: 'structure',
defaults: () => {
const stub = BoxVentNodeSchema.parse({ id: 'bvent_default' as never, type: 'box-vent' })
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Sits ON TOP of the
// slope — no `buildCut`, just the dirty cascade so the parent
// roof's merged shell rebuilds when the vent moves / resizes.
roofAccessory: {},
},
parametrics: boxVentParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
preview: () => import('./preview'),
tool: () => import('./tool'),
affordanceTools: {
move: () => import('./move-tool'),
},
toolHints: [
{ key: 'Left click', label: 'Place box vent on roof' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Box Vent',
description: 'Small louvered exhaust vent that sits on a roof slope.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 120,
},
mcp: {
description:
'A louvered box vent sitting on a roof segment. Style: standard / low-profile / dome. Width/depth/height/hoodOverhang parametric.',
},
}
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import { type BoxVentNode, getActiveRoofHeight, type RoofType } from '@pascal-app/core'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
/**
* Pure builder for the box-vent mesh. Models a real attic box vent:
*
* ┌──────────────────────┐ ← rounded dome cap (closed)
* │ ─── │
* │ ◜─────────────◝ │
* ─┘─────────────────────└─ ← flange flashing
*
* - **Body**: short rectangular walls + a sealed bottom.
* - **Dome cap**: smooth half-ellipsoid that fully closes the top — no
* flat plateau (the old pyramid hood left one). Used for every style;
* `style` just tunes how much of the total height is body vs cap.
* - **Skirt / flange**: the dome's base ring extends past the body by
* `hoodOverhang`, doubling as the mounting flashing tab.
*
* Louvered slats were removed — real box vents read smooth from typical
* camera distances; the slat pile only made the ghost preview noisy and
* the texture wrap unpredictable.
*
* Pure: no React, no scene access, no store mutation. Safe to call from
* unit tests, the placement preview, and the move-tool ghost.
*/
export function buildBoxVentGeometry(node: BoxVentNode): THREE.BufferGeometry {
if (node.style === 'box') return buildBoxShape(node)
if (node.style === 'cap') return buildCapShape(node)
// `dome` will get its own dedicated builder in Step 3. For now it
// keeps the unified dome+skirt shape so the visual doesn't regress.
return buildDomeStyleShape(node)
}
// ─── Box style ───────────────────────────────────────────────────────
// Two stacked rounded-corner boxes — a smaller riser at the base and a
// larger cover on top — reads as a residential attic-vent housing:
//
// ┌───────────────────────────┐ ← top cover (w × d)
// │ │
// │ │
// └────┐ ┌────┘
// │ │ ← riser (inset by baseInset)
// └─────────────────┘
//
// Both layers are extruded rounded rectangles so the vertical corners
// pick up the `cornerBevel`, giving a softer, more product-like silhou-
// ette than the old single hard-edged box.
const BOX_CORNER_SEGS = 4
function buildBoxShape(node: BoxVentNode): THREE.BufferGeometry {
// Schema defaults only fire on parse; older nodes in the store may
// not carry these fields. Fall back so the maths can never go NaN.
const w = node.width
const d = node.depth
const h = node.height
const baseInset = Math.max(
0,
Math.min(node.baseInset ?? 0.06, Math.min(w, d) / 2 - 0.005),
)
const baseH = Math.max(0.005, Math.min(node.baseHeight ?? 0.04, h - 0.005))
const baseW = Math.max(0.01, w - 2 * baseInset)
const baseD = Math.max(0.01, d - 2 * baseInset)
const cornerBevel = Math.max(
0,
Math.min(node.cornerBevel ?? 0.012, Math.min(baseW, baseD) / 2 - 0.001),
)
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
// Lower (smaller) riser. Top is hidden under the cover but include
// it anyway — overlap is invisible and the geometry stays simple.
buildRoundedExtrusion(
positions, normals, uvs,
baseW, baseD, 0, baseH, cornerBevel,
)
// Upper (larger) cover. Bottom partially shows where it overhangs the
// riser, so it's always rendered.
buildRoundedExtrusion(
positions, normals, uvs,
w, d, baseH, h, cornerBevel,
)
return buildBufferGeometry(positions, normals, uvs)
}
// Extruded rounded rectangle: walls follow a rounded-rect profile,
// top + bottom caps are fan-triangulated from the centroid. Both caps
// are always included — overlap with adjacent geometry is invisible.
function buildRoundedExtrusion(
positions: number[],
normals: number[],
uvs: number[],
w: number,
d: number,
y0: number,
y1: number,
bevel: number,
): void {
const profile = roundedRectProfile(w, d, bevel, BOX_CORNER_SEGS)
const n = profile.length
// Walls: each edge in the closed profile becomes an outward-facing quad.
for (let i = 0; i < n; i++) {
const a = profile[i]!
const b = profile[(i + 1) % n]!
const ex = b.x - a.x
const ez = b.z - a.z
const len = Math.sqrt(ex * ex + ez * ez)
if (len < 1e-9) continue // degenerate edge (zero-bevel duplicate corner points)
const nx = ez / len
const nz = -ex / len
pushQuad(positions, normals, uvs,
[a.x, y0, a.z], [b.x, y0, b.z],
[b.x, y1, b.z], [a.x, y1, a.z],
[nx, 0, nz])
}
// Top cap (+Y normal): wind triangles CW from above so the cross
// product points up. See pushTri's comment for the orientation note.
for (let i = 0; i < n; i++) {
const a = profile[i]!
const b = profile[(i + 1) % n]!
pushTri(positions, normals, uvs,
[0, y1, 0], [b.x, y1, b.z], [a.x, y1, a.z],
[0, 1, 0])
}
// Bottom cap (-Y normal): wind CCW from above.
for (let i = 0; i < n; i++) {
const a = profile[i]!
const b = profile[(i + 1) % n]!
pushTri(positions, normals, uvs,
[0, y0, 0], [a.x, y0, a.z], [b.x, y0, b.z],
[0, -1, 0])
}
}
// 2D rounded-rect profile in the XZ plane, traced CCW from above.
// `segsPerCorner` controls the corner smoothness — points are deduped
// per corner so adjacent corners share a clean tangent at the join.
function roundedRectProfile(
w: number,
d: number,
bevel: number,
segsPerCorner: number,
): Array<{ x: number; z: number }> {
const hw = w / 2
const hd = d / 2
const r = Math.max(0, Math.min(bevel, hw, hd))
// 4 corner centers, CCW from +X+Z (NE, NW, SW, SE).
const corners: Array<{ cx: number; cz: number; startAngle: number }> = [
{ cx: hw - r, cz: hd - r, startAngle: 0 }, // NE
{ cx: -(hw - r), cz: hd - r, startAngle: Math.PI / 2 }, // NW
{ cx: -(hw - r), cz: -(hd - r), startAngle: Math.PI }, // SW
{ cx: hw - r, cz: -(hd - r), startAngle: Math.PI * 1.5 }, // SE
]
const out: Array<{ x: number; z: number }> = []
for (const c of corners) {
// Skip the last sample of each corner — it duplicates the first
// sample of the next corner.
for (let k = 0; k < segsPerCorner; k++) {
const t = k / segsPerCorner
const angle = c.startAngle + t * (Math.PI / 2)
out.push({ x: c.cx + r * Math.cos(angle), z: c.cz + r * Math.sin(angle) })
}
}
return out
}
// ─── Cap style ───────────────────────────────────────────────────────
// Body walls topped by a chamfered truncated-pyramid cap. The cap base
// matches the body's footprint plus `hoodOverhang` (small flare), and
// narrows to a smaller flat top driven by `topTaper`. The chamfer angle
// is the geometric consequence of `capHeight` × `topTaper` — adjusting
// either one bends the slope steeper or shallower:
//
// ┌─────┐ ← flat top (topTaper > 0)
//
// ╱ ╲ ← chamfered cap (capHeight tall)
// ┌──────────────┐ ← cap base = body + overhang
// │ │
// │ body │ ← body (height capHeight)
// │ │
// └──────────────┘
function buildCapShape(node: BoxVentNode): THREE.BufferGeometry {
const w = node.width
const d = node.depth
const h = node.height
// `??` guards legacy scene data — nodes saved before these fields
// existed don't carry them, and the schema default only fires at
// parse time (not on objects already in the store). Without these
// fallbacks the arithmetic below produced NaN positions and broke
// the bounding-sphere pass.
const overhang = node.hoodOverhang ?? 0.04
const topTaper = clamp01(node.topTaper ?? 0.4)
// Reserve at least 5mm each for body + cap so neither collapses.
const minSliver = 0.005
const rawGap = Math.max(0, node.capGap ?? 0)
const rawCapH = Math.max(minSliver, node.capHeight ?? 0.07)
// Distribute the available `height` between body / gap / cap. If the
// user dials the gap + cap past the total, shrink the gap first
// (preserves the visible cap shape) and then the cap as a last resort.
const maxBodyless = h - 2 * minSliver
const capH = Math.min(rawCapH, Math.max(minSliver, maxBodyless))
const capGap = Math.min(rawGap, Math.max(0, maxBodyless - capH))
const bodyH = h - capH - capGap
const hw = w / 2
const hd = d / 2
// Cap base extends past the body by `overhang` (flare). Top is the
// body's footprint scaled by `1 - topTaper`.
const bw = hw + overhang
const bd = hd + overhang
const tw = hw * (1 - topTaper)
const td = hd * (1 - topTaper)
// Cap floats `capGap` above the body. When the gap is zero the cap
// sits flush on the body and the body's top is hidden by the cap, so
// we skip the top face. When the gap is non-zero, close the body's
// top so you can't see inside through the slot.
const y0 = bodyH + capGap
const y1 = h
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
// ── Body (4 walls + sealed bottom)
pushQuad(positions, normals, uvs,
[hw, 0, -hd], [hw, 0, hd], [hw, bodyH, hd], [hw, bodyH, -hd], [1, 0, 0])
pushQuad(positions, normals, uvs,
[-hw, 0, hd], [-hw, 0, -hd], [-hw, bodyH, -hd], [-hw, bodyH, hd], [-1, 0, 0])
pushQuad(positions, normals, uvs,
[hw, 0, hd], [-hw, 0, hd], [-hw, bodyH, hd], [hw, bodyH, hd], [0, 0, 1])
pushQuad(positions, normals, uvs,
[-hw, 0, -hd], [hw, 0, -hd], [hw, bodyH, -hd], [-hw, bodyH, -hd], [0, 0, -1])
pushQuad(positions, normals, uvs,
[-hw, 0, -hd], [-hw, 0, hd], [hw, 0, hd], [hw, 0, -hd], [0, -1, 0])
// ── Body top (only when there's a visible gap to look through)
if (capGap > 0) {
pushQuad(positions, normals, uvs,
[-hw, bodyH, hd], [-hw, bodyH, -hd], [hw, bodyH, -hd], [hw, bodyH, hd], [0, 1, 0])
}
// ── Flange underside (the bit of the cap base that overhangs the body)
if (overhang > 0 || capGap > 0) {
pushQuad(positions, normals, uvs,
[-bw, y0, -bd], [-bw, y0, bd], [bw, y0, bd], [bw, y0, -bd], [0, -1, 0])
}
// ── 4 chamfered cap faces (trapezoids: wider at base, narrow at top).
// Normals point outward and upward (the slope direction). They're
// computed from the slope vector to get accurate shading.
const dx = bw - tw // horizontal slope run on the X-facing faces
const dz = bd - td
// +X face
pushQuad(positions, normals, uvs,
[bw, y0, -bd], [bw, y0, bd], [tw, y1, td], [tw, y1, -td], [dx, capH, 0])
// -X face
pushQuad(positions, normals, uvs,
[-bw, y0, bd], [-bw, y0, -bd], [-tw, y1, -td], [-tw, y1, td], [-dx, capH, 0])
// +Z face
pushQuad(positions, normals, uvs,
[bw, y0, bd], [-bw, y0, bd], [-tw, y1, td], [tw, y1, td], [0, capH, dz])
// -Z face
pushQuad(positions, normals, uvs,
[-bw, y0, -bd], [bw, y0, -bd], [tw, y1, -td], [-tw, y1, -td], [0, capH, -dz])
// ── Flat closed top plane (no hollow opening — even if topTaper is 0,
// this collapses to the original body cross-section; if topTaper is 1
// it degenerates to a point and the four triangles meet, still closed).
pushQuad(positions, normals, uvs,
[-tw, y1, td], [-tw, y1, -td], [tw, y1, -td], [tw, y1, td], [0, 1, 0])
return buildBufferGeometry(positions, normals, uvs)
}
function clamp01(value: number): number {
return value < 0 ? 0 : value > 1 ? 1 : value
}
// ─── Dome style (current implementation) ─────────────────────────────
// Body + dome cap with flange skirt. Drives the `dome` style until
// Step 3 swaps it for a dedicated builder.
function buildDomeStyleShape(node: BoxVentNode): THREE.BufferGeometry {
const w = node.width
const d = node.depth
const h = node.height
// Dome has no flange — the cap rolls down flush to the body footprint.
// `hoodOverhang` is hidden from the panel for this style; we ignore any
// stored value so legacy nodes still render flush.
const overhang = 0
const bodyH = h * 0.32
const hoodH = h - bodyH
return mergeGeometries(
[buildBody(w, d, bodyH), buildDomeHood(w, d, overhang, bodyH, hoodH, 'dome')],
false,
) ?? buildBody(w, d, bodyH)
}
// ─── Body ────────────────────────────────────────────────────────────
function buildBody(w: number, d: number, bodyH: number): THREE.BufferGeometry {
const hw = w / 2
const hd = d / 2
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
// +X side
pushQuad(positions, normals, uvs,
[hw, 0, -hd], [hw, 0, hd], [hw, bodyH, hd], [hw, bodyH, -hd],
[1, 0, 0])
// -X side
pushQuad(positions, normals, uvs,
[-hw, 0, hd], [-hw, 0, -hd], [-hw, bodyH, -hd], [-hw, bodyH, hd],
[-1, 0, 0])
// +Z side
pushQuad(positions, normals, uvs,
[hw, 0, hd], [-hw, 0, hd], [-hw, bodyH, hd], [hw, bodyH, hd],
[0, 0, 1])
// -Z side
pushQuad(positions, normals, uvs,
[-hw, 0, -hd], [hw, 0, -hd], [hw, bodyH, -hd], [-hw, bodyH, -hd],
[0, 0, -1])
// Bottom (closes the body so it reads as solid from below)
pushQuad(positions, normals, uvs,
[-hw, 0, -hd], [-hw, 0, hd], [hw, 0, hd], [hw, 0, -hd],
[0, -1, 0])
return buildBufferGeometry(positions, normals, uvs)
}
// ─── Dome hood ───────────────────────────────────────────────────────
// Closed rounded cap (half-ellipsoid sampled on a lat × lng grid) plus
// a flat skirt that extends past the body by `overhang` — that skirt is
// what reads as the flashing flange in the reference photo. The cap is
// fully closed at the apex (single pole vertex), so there's no empty
// plateau like the old pyramid hood had.
//
// `style` shifts the dome shape subtly:
// - 'standard' → moderate dome, gentle roll-off near the apex
// - 'low-profile' → very shallow dome (mostly a curved pillow)
// - 'dome' → near-hemisphere with sharper apex curvature
function buildDomeHood(
w: number,
d: number,
overhang: number,
bodyH: number,
hoodH: number,
style: BoxVentNode['style'],
): THREE.BufferGeometry {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const bw = w / 2 + overhang
const bd = d / 2 + overhang
const y0 = bodyH
// Skirt underside
pushQuad(positions, normals, uvs,
[-bw, y0, -bd], [-bw, y0, bd], [bw, y0, bd], [bw, y0, -bd],
[0, -1, 0])
// Sample a low-resolution dome on a lat × lng grid. The radial decay
// is `cos(phi) ^ radialPower` — `radialPower < 1` keeps the dome wide
// longer near the top (soft pillow silhouette, like the reference
// photo). `dome` uses a true ellipsoid; `cap` defaults to a softer
// pillow until Step 2 swaps it for the pyramid hood.
const radialPower = style === 'dome' ? 1.0 : 0.65
const lat = 6
const lng = 14
const points: THREE.Vector3[][] = []
for (let i = 0; i <= lat; i++) {
const row: THREE.Vector3[] = []
const phi = (Math.PI / 2) * (i / lat)
const r = Math.pow(Math.cos(phi), radialPower)
const y = y0 + hoodH * Math.sin(phi)
for (let j = 0; j <= lng; j++) {
const theta = (Math.PI * 2) * (j / lng)
const x = bw * r * Math.cos(theta)
const z = bd * r * Math.sin(theta)
row.push(new THREE.Vector3(x, y, z))
}
points.push(row)
}
const ab = new THREE.Vector3()
const ad = new THREE.Vector3()
for (let i = 0; i < lat; i++) {
for (let j = 0; j < lng; j++) {
const a = points[i]![j]!
const b = points[i]![j + 1]!
const c = points[i + 1]![j + 1]!
const d2 = points[i + 1]![j]!
ab.subVectors(b, a)
ad.subVectors(d2, a)
// Outward dome normal: `ad × ab` matches pushQuad's `(a,c,b)+(a,d,c)`
// winding (see note in `pushQuad`). Swapping the cross operands here
// keeps the dome lit from the outside, not from inside.
const n = new THREE.Vector3().crossVectors(ad, ab).normalize()
pushQuad(positions, normals, uvs,
[a.x, a.y, a.z], [b.x, b.y, b.z], [c.x, c.y, c.z], [d2.x, d2.y, d2.z],
[n.x, n.y, n.z])
}
}
return buildBufferGeometry(positions, normals, uvs)
}
// ─── Helpers ─────────────────────────────────────────────────────────
function buildBufferGeometry(
positions: number[],
normals: number[],
uvs: number[],
): THREE.BufferGeometry {
const geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geo.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
return geo
}
function pushQuad(
positions: number[],
normals: number[],
uvs: number[],
a: number[],
b: number[],
c: number[],
d: number[],
n: number[],
) {
const nLen = Math.sqrt(n[0]! * n[0]! + n[1]! * n[1]! + n[2]! * n[2]!) || 1
const nx = n[0]! / nLen
const ny = n[1]! / nLen
const nz = n[2]! / nLen
// Dimension-based planar UVs: U follows |b-a| (the quad's "right"
// edge) and V follows |d-a| ("up"). Textures then tile at world
// scale across every face — a 0.4m vent face uses 0.4 UV units, not
// a fixed 0..1 — so a brick / metal / shingle preset reads at a
// consistent density on the body, hood, and louvers.
const abx = b[0]! - a[0]!
const aby = b[1]! - a[1]!
const abz = b[2]! - a[2]!
const adx = d[0]! - a[0]!
const ady = d[1]! - a[1]!
const adz = d[2]! - a[2]!
const u = Math.sqrt(abx * abx + aby * aby + abz * abz)
const v = Math.sqrt(adx * adx + ady * ady + adz * adz)
// Winding is (a, c, b) + (a, d, c) so the triangle face direction
// matches the stored normal (see earlier note on the dark-shading
// regression this fixed).
positions.push(a[0]!, a[1]!, a[2]!, c[0]!, c[1]!, c[2]!, b[0]!, b[1]!, b[2]!)
normals.push(nx, ny, nz, nx, ny, nz, nx, ny, nz)
uvs.push(0, 0, u, v, u, 0)
positions.push(a[0]!, a[1]!, a[2]!, d[0]!, d[1]!, d[2]!, c[0]!, c[1]!, c[2]!)
normals.push(nx, ny, nz, nx, ny, nz, nx, ny, nz)
uvs.push(0, 0, 0, v, u, v)
}
// pushTri: single-triangle counterpart to pushQuad. Caller orders (a, b, c)
// so that (b-a) × (c-a) points in the same direction as the stored
// normal `n` — same dark-shading-fix convention as pushQuad. UVs are
// dimension-based (length of the two sides from a).
function pushTri(
positions: number[],
normals: number[],
uvs: number[],
a: number[],
b: number[],
c: number[],
n: number[],
) {
const nLen = Math.sqrt(n[0]! * n[0]! + n[1]! * n[1]! + n[2]! * n[2]!) || 1
const nx = n[0]! / nLen
const ny = n[1]! / nLen
const nz = n[2]! / nLen
const abx = b[0]! - a[0]!
const aby = b[1]! - a[1]!
const abz = b[2]! - a[2]!
const acx = c[0]! - a[0]!
const acy = c[1]! - a[1]!
const acz = c[2]! - a[2]!
const u = Math.sqrt(abx * abx + aby * aby + abz * abz)
const v = Math.sqrt(acx * acx + acy * acy + acz * acz)
positions.push(a[0]!, a[1]!, a[2]!, b[0]!, b[1]!, b[2]!, c[0]!, c[1]!, c[2]!)
normals.push(nx, ny, nz, nx, ny, nz, nx, ny, nz)
uvs.push(0, 0, u, 0, 0, v)
}
/**
* Slope tilt for a box-vent at segment-local Z position. The vent's
* X axis stays parallel to the segment's ridge; the +Z (down-slope)
* side dips, the -Z (up-slope) side lifts. Flat segments return 0.
*
* Pure: lifted out so the renderer / move tool / preview share one
* source of truth.
*/
export function computeBoxVentSlopeTilt(
segment:
| { roofType: RoofType; pitch: number; width: number; depth: number }
| undefined,
localZ: number,
): number {
if (!segment || segment.roofType === 'flat' || localZ === 0) return 0
const rh = getActiveRoofHeight(segment)
const slopeAngle = Math.atan2(rh, segment.depth / 2)
return localZ > 0 ? slopeAngle : -slopeAngle
}
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export { boxVentDefinition } from './definition'
export { buildBoxVentGeometry, computeBoxVentSlopeTilt } from './geometry'
export { BoxVentNode } from './schema'
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'use client'
import {
type AnyNodeId,
type BoxVentNode,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { markToolCancelConsumed, triggerSFX, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useState } from 'react'
import * as THREE from 'three'
import {
getAnalyticalNormal,
surfaceQuatFromNormal,
} from '../solar-panel/geometry'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import BoxVentPreview from './preview'
/**
* Box-vent move tool. Mirrors the placement tool's cursor behaviour
* (ghost follows the roof surface; click on a roof commits) but for an
* already-existing vent: the original mesh is hidden during the drag,
* the ghost tracks the cursor with the correct slope tilt + segment yaw,
* and the click updates the node's position + parent segment in one
* undoable step. Cancel restores the original transform; if the node was
* freshly cloned (`metadata.isNew`), cancel deletes it instead.
*/
export default function MoveBoxVentTool({ node }: { node: BoxVentNode }) {
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewSurfaceQuat, setPreviewSurfaceQuat] =
useState<THREE.Quaternion | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
useEffect(() => {
useScene.temporal.getState().pause()
const original = {
position: [...node.position] as [number, number, number],
rotation: node.rotation ?? 0,
roofSegmentId: node.roofSegmentId,
parentId: node.parentId,
metadata: node.metadata,
}
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
const ventObj = sceneRegistry.nodes.get(node.id)
if (ventObj) ventObj.visible = false
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingId = useViewer.getState().selection.buildingId
const buildingObj = buildingId
? sceneRegistry.nodes.get(buildingId as AnyNodeId)
: null
if (!buildingObj) return [wx, wy, wz]
const v = new THREE.Vector3(wx, wy, wz)
buildingObj.worldToLocal(v)
return [v.x, v.y, v.z]
}
let lastSnap: [number, number] | null = null
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
if (!lastSnap || lastSnap[0] !== sx || lastSnap[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnap = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const normal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
setPreviewSurfaceQuat(surfaceQuatFromNormal(normal, new THREE.Quaternion()))
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const targetSegmentId = hit.segment.id as AnyNodeId
const st = useScene.getState()
// Reparent if the cursor landed on a different segment than the
// node currently belongs to. Mirrors the skylight move flow:
// remove the node id from the old segment's children, append to
// the new one, mark both dirty so the merged-roof system rebuilds.
const prevSegmentId = original.roofSegmentId as AnyNodeId | undefined
if (prevSegmentId && prevSegmentId !== targetSegmentId) {
const oldSeg = st.nodes[prevSegmentId] as RoofSegmentNode | undefined
if (oldSeg) {
st.updateNode(prevSegmentId, {
children: (oldSeg.children ?? []).filter((id) => id !== node.id),
})
}
const newSeg = st.nodes[targetSegmentId] as RoofSegmentNode | undefined
if (newSeg && !(newSeg.children ?? []).includes(node.id)) {
st.updateNode(targetSegmentId, {
children: [...(newSeg.children ?? []), node.id],
})
}
st.dirtyNodes.add(prevSegmentId)
}
useScene.temporal.getState().resume()
st.updateNode(node.id as AnyNodeId, {
roofSegmentId: targetSegmentId,
parentId: targetSegmentId,
position: [hit.localX, hit.localY, hit.localZ],
rotation: original.rotation,
visible: true,
metadata: {},
})
useScene.temporal.getState().pause()
st.dirtyNodes.add(targetSegmentId)
st.dirtyNodes.add(node.id as AnyNodeId)
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
triggerSFX('sfx:item-place')
exitMoveMode()
event.stopPropagation()
}
const onCancel = () => {
if (isNew) {
// Freshly-cloned vent — undo the clone entirely on cancel so the
// user doesn't end up with an orphan they didn't intend to place.
const parentId = original.roofSegmentId as AnyNodeId | undefined
if (parentId) {
const parent = useScene.getState().nodes[parentId] as
| RoofSegmentNode
| undefined
if (parent) {
useScene.getState().updateNode(parentId, {
children: (parent.children ?? []).filter((id) => id !== node.id),
})
}
}
useScene.getState().deleteNode(node.id as AnyNodeId)
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
return
}
useScene.getState().updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
if (original.roofSegmentId) {
useScene.getState().dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onRoofClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onRoofClick)
emitter.off('tool:cancel', onCancel)
// Safety restore — if the tool is unmounted by something other than
// a commit / cancel path (e.g. tool change, selection wipe), leave
// the original mesh visible rather than stranded invisible.
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
}
}, [exitMoveMode, node])
if (!(previewPos && previewSurfaceQuat)) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<group quaternion={previewSurfaceQuat}>
<BoxVentPreview node={node} />
</group>
</group>
</group>
)
}
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'use client'
import {
type AnyNode,
type AnyNodeId,
BoxVentNode as BoxVentSchema,
getActiveRoofHeight,
type RoofSegmentNode,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import type { BoxVentNode } from './schema'
import {
ActionButton,
ActionGroup,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Copy, Move, Trash2 } from 'lucide-react'
import { useCallback } from 'react'
/**
* Inspector panel for a placed box-vent. Exposes the same parametrics
* as the auto-derived inspector (style + dimensions) plus Move /
* Duplicate / Delete actions wired into the same ghost-preview drag
* flow the placement tool uses.
*
* Move sets the vent as `editor.movingNode` — the registered move
* affordance tool (see `./move-tool.tsx`) takes over from there.
* Duplicate inserts a fresh clone into the scene (marked `isNew` so a
* cancelled drag deletes it), then routes the same way. On click the
* ghost commits; on Esc it cancels and the original mesh is restored.
*/
export default function BoxVentPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const setMovingNode = useEditor((s) => s.setMovingNode)
const storeNode = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as BoxVentNode | undefined) : undefined,
)
// Mirror any in-progress slider drag so the panel reads the same live
// values the renderer paints. Without this the slider thumb would jump
// back to the store value on every render until commit.
const overrides = useLiveNodeOverrides((s) =>
selectedId ? (s.get(selectedId as AnyNodeId) as Partial<BoxVentNode> | undefined) : undefined,
)
const node: BoxVentNode | undefined =
storeNode && overrides ? ({ ...storeNode, ...overrides } as BoxVentNode) : storeNode
// Pull the parent segment so the Position sliders can clamp to the
// segment's footprint (no point letting the user drag the vent off
// the eaves into thin air).
const segment = useScene((s) =>
node?.roofSegmentId
? (s.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
// Slider drag (during): write to the ephemeral live-overrides store so
// the mesh updates frame-by-frame without thrashing the scene store
// (or polluting undo history).
const previewProp = useCallback(
(updates: Partial<BoxVentNode>) => {
if (!selectedId) return
useLiveNodeOverrides.getState().set(selectedId as AnyNodeId, updates)
},
[selectedId],
)
// Slider release (commit): flush to the scene store as a single
// undoable change and clear the live override.
const commitProp = useCallback(
(updates: Partial<BoxVentNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
useLiveNodeOverrides.getState().clear(selectedId as AnyNodeId)
},
[selectedId, updateNode],
)
// Discrete / one-shot updates (style switch, end-cap toggle) bypass
// the live-override dance — they're never part of a drag.
const handleUpdate = commitProp
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handleMove = useCallback(() => {
if (!node) return
triggerSFX('sfx:item-pick')
// `setMovingNode`'s type union doesn't include roof-mounted kinds —
// skylight / chimney / etc. take the same `as never` escape hatch.
setMovingNode(node as never)
setSelection({ selectedIds: [] })
}, [node, setMovingNode, setSelection])
const handleDuplicate = useCallback(() => {
if (!node) return
triggerSFX('sfx:item-pick')
const parentId = node.roofSegmentId as AnyNodeId | undefined
if (!parentId) return
// Clone via the schema parser so the new node gets a fresh ID and
// valid defaults. Keep position/rotation/dimensions identical to the
// source — the user will drag it to its real destination next.
const state = useScene.getState()
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const cloneInput = {
...node,
id: undefined,
metadata: { ...meta, isNew: true },
} as Record<string, unknown>
// Use the schema parser so the new node gets a fresh ID and stays
// in sync with the placement-tool defaults.
const cloned = BoxVentSchema.parse(cloneInput) as BoxVentNode
state.createNode(cloned, parentId)
state.dirtyNodes.add(parentId)
setMovingNode(cloned as never)
setSelection({ selectedIds: [] })
}, [node, setMovingNode, setSelection])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
if (segmentId) {
const state = useScene.getState()
const segment = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (segment) {
state.updateNode(segmentId as AnyNode['id'], {
children: (segment.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'box-vent' && selectedId)) return null
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Box Vent'}
width={300}
>
<PanelSection title="Style">
<SegmentedControl
onChange={(v) => handleUpdate({ style: v as BoxVentNode['style'] })}
options={[
{ label: 'Box', value: 'box' },
{ label: 'Cap', value: 'cap' },
{ label: 'Dome', value: 'dome' },
]}
value={node.style ?? 'cap'}
/>
</PanelSection>
<PanelSection title="Dimensions">
<SliderControl
label="Width"
max={0.8}
min={0.15}
onChange={(v) => previewProp({ width: v })}
onCommit={(v) => handleUpdate({ width: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(node.width * 100) / 100}
/>
<SliderControl
label="Depth"
max={0.8}
min={0.15}
onChange={(v) => previewProp({ depth: v })}
onCommit={(v) => handleUpdate({ depth: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(node.depth * 100) / 100}
/>
<SliderControl
label="Height"
max={0.4}
min={0.05}
onChange={(v) => previewProp({ height: v })}
onCommit={(v) => handleUpdate({ height: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(node.height * 100) / 100}
/>
{/* Hood Overhang is `cap`-only — the dome shape rolls down to
the body footprint without a flange skirt, and `box` doesn't
have a hood at all. Max scales with width so wider vents can
flare further past the body. */}
{node.style === 'cap' && (
<SliderControl
label="Hood Overhang"
max={Math.max(0.02, node.width)}
min={0}
onChange={(v) => previewProp({ hoodOverhang: v })}
onCommit={(v) => handleUpdate({ hoodOverhang: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.hoodOverhang ?? 0) * 1000) / 1000}
/>
)}
{node.style === 'box' && (
<>
<SliderControl
label="Base Inset"
max={Math.max(0.005, Math.min(node.width, node.depth) / 2 - 0.005)}
min={0}
onChange={(v) => previewProp({ baseInset: v })}
onCommit={(v) => handleUpdate({ baseInset: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.baseInset ?? 0.06) * 1000) / 1000}
/>
<SliderControl
label="Base Height"
max={Math.max(0.01, node.height - 0.005)}
min={0.005}
onChange={(v) => previewProp({ baseHeight: v })}
onCommit={(v) => handleUpdate({ baseHeight: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.baseHeight ?? 0.04) * 1000) / 1000}
/>
<SliderControl
label="Corner Bevel"
max={Math.max(
0,
Math.min(node.width, node.depth) / 2 - (node.baseInset ?? 0.06) - 0.001,
)}
min={0}
onChange={(v) => previewProp({ cornerBevel: v })}
onCommit={(v) => handleUpdate({ cornerBevel: v })}
precision={3}
restoreOnCommit={false}
step={0.002}
unit="m"
value={Math.round((node.cornerBevel ?? 0.012) * 1000) / 1000}
/>
</>
)}
{node.style === 'cap' && (
<>
<SliderControl
label="Cap Height"
max={Math.max(0.02, node.height - 0.01)}
min={0.01}
onChange={(v) => previewProp({ capHeight: v })}
onCommit={(v) => handleUpdate({ capHeight: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.capHeight ?? 0.07) * 1000) / 1000}
/>
<SliderControl
label="Gap Height"
max={Math.max(
0,
node.height - Math.max(0.01, node.capHeight ?? 0.07) - 0.005,
)}
min={0}
onChange={(v) => previewProp({ capGap: v })}
onCommit={(v) => handleUpdate({ capGap: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.capGap ?? 0) * 1000) / 1000}
/>
<SliderControl
label="Top Taper"
max={1}
min={0}
onChange={(v) => previewProp({ topTaper: v })}
onCommit={(v) => handleUpdate({ topTaper: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit=""
value={Math.round((node.topTaper ?? 0.4) * 100) / 100}
/>
</>
)}
{node.style === 'dome' && (
<SliderControl
label="Dome Curvature"
max={1.2}
min={0.3}
onChange={(v) => previewProp({ domeCurvature: v })}
onCommit={(v) => handleUpdate({ domeCurvature: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit=""
value={Math.round((node.domeCurvature ?? 0.65) * 100) / 100}
/>
)}
</PanelSection>
<PanelSection title="Position">
<SliderControl
label="X"
max={Math.round(((segment?.width ?? 10) / 2) * 100) / 100}
min={-Math.round(((segment?.width ?? 10) / 2) * 100) / 100}
onChange={(v) =>
previewProp({
position: [v, node.position[1] ?? 0, node.position[2] ?? 0],
})
}
onCommit={(v) =>
handleUpdate({
position: [v, node.position[1] ?? 0, node.position[2] ?? 0],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[0] ?? 0) * 100) / 100}
/>
<SliderControl
label="Y"
max={Math.max(
(segment?.wallHeight ?? 3) + (segment ? getActiveRoofHeight(segment) : 3) + 2,
(node.position[1] ?? 0) + 0.1,
)}
min={Math.min(0, (node.position[1] ?? 0) - 0.5)}
onChange={(v) =>
previewProp({
position: [node.position[0] ?? 0, v, node.position[2] ?? 0],
})
}
onCommit={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, v, node.position[2] ?? 0],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[1] ?? 0) * 100) / 100}
/>
<SliderControl
label="Z"
max={Math.round(((segment?.depth ?? 10) / 2) * 100) / 100}
min={-Math.round(((segment?.depth ?? 10) / 2) * 100) / 100}
onChange={(v) =>
previewProp({
position: [node.position[0] ?? 0, node.position[1] ?? 0, v],
})
}
onCommit={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, node.position[1] ?? 0, v],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[2] ?? 0) * 100) / 100}
/>
<SliderControl
label="Rotation"
max={180}
min={-180}
onChange={(deg) => previewProp({ rotation: (deg * Math.PI) / 180 })}
onCommit={(deg) => handleUpdate({ rotation: (deg * Math.PI) / 180 })}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round(((node.rotation ?? 0) * 180) / Math.PI)}
/>
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton icon={<Move className="h-3.5 w-3.5" />} label="Move" onClick={handleMove} />
<ActionButton
icon={<Copy className="h-3.5 w-3.5" />}
label="Duplicate"
onClick={handleDuplicate}
/>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={handleDelete}
/>
</ActionGroup>
</PanelSection>
</PanelWrapper>
)
}
@@ -0,0 +1,38 @@
import type { ParametricDescriptor } from '@pascal-app/core'
import type { BoxVentNode } from './schema'
/**
* Inspector descriptor for the box vent. Position / rotation are
* surfaced by the framework via `capabilities.movable` + the bespoke
* move tool — not in this descriptor.
*/
export const boxVentParametrics: ParametricDescriptor<BoxVentNode> = {
// Move + Duplicate need the kind-owned ghost-preview flow (see
// `./move-tool.tsx`), so the panel hosts those actions itself instead
// of relying on the generic inspector — which only knows about Move
// for `capabilities.movable` kinds and routes those through the
// grid-plane mover.
customPanel: () => import('./panel'),
groups: [
{
label: 'Style',
fields: [
{
key: 'style',
kind: 'enum',
options: ['standard', 'low-profile', 'dome'],
display: 'segmented',
},
],
},
{
label: 'Dimensions',
fields: [
{ key: 'width', kind: 'number', unit: 'm', min: 0.15, max: 0.8, step: 0.01 },
{ key: 'depth', kind: 'number', unit: 'm', min: 0.15, max: 0.8, step: 0.01 },
{ key: 'height', kind: 'number', unit: 'm', min: 0.05, max: 0.4, step: 0.01 },
{ key: 'hoodOverhang', kind: 'number', unit: 'm', min: 0, max: 0.12, step: 0.005 },
],
},
],
}
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'use client'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildBoxVentGeometry } from './geometry'
import type { BoxVentNode } from './schema'
/**
* Translucent ghost of a box vent, used by the placement tool's cursor
* and the move-tool preview. Builds the geometry through the shared
* pure builder so the ghost shape stays in lockstep with the committed
* vent.
*
* Raycast is disabled on the mesh — the cursor follows the vent, so
* leaving raycast active would cause the preview itself to intercept
* the cursor ray and starve the placement tool of `roof:move` events.
*/
const BoxVentPreview = ({ node }: { node: BoxVentNode }) => {
const geometry = useMemo(() => buildBoxVentGeometry(node), [
node.width,
node.depth,
node.height,
node.hoodOverhang,
node.style,
])
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
useEffect(
() => () => {
geometry.dispose()
edgesGeometry.dispose()
material.dispose()
},
[geometry, edgesGeometry, material],
)
return (
<group rotation-y={node.rotation ?? 0}>
<mesh
geometry={geometry}
material={material}
raycast={() => {
/* disabled — see component-level note */
}}
/>
<lineSegments geometry={edgesGeometry} renderOrder={1000}>
<lineBasicMaterial
color={0x6c_a3_ff}
depthTest={false}
opacity={0.95}
transparent
/>
</lineSegments>
</group>
)
}
export default BoxVentPreview
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'use client'
import {
type AnyNodeId,
type BoxVentNode,
type RoofSegmentNode,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef, useNodeEvents } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { getAnalyticalNormal, surfaceQuatFromNormal } from '../solar-panel/geometry'
import { buildBoxVentGeometry } from './geometry'
const defaultMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.85,
metalness: 0.1,
side: THREE.DoubleSide,
})
/**
* Box vent renderer. The vent is parented to a roof-segment in the scene
* graph, but the registry-era roof-segment renderer doesn't auto-nest
* children (it's a single mesh with placeholder geometry filled by
* `RoofSystem`). So this renderer reads the parent segment directly and
* reproduces the segment-local transform stack manually:
*
* segment.position → segment.rotation (Y) → vent.position
* → slope tilt (X) → vent.rotation (Y) → mesh
*
* The slope tilt is derived from the segment's roof shape and the vent's
* local Z — see `computeBoxVentSlopeTilt`. The +Z side of the segment is
* the down-slope direction, so a positive Z lands on the lower half of
* the pitch.
*
* Live segment drags are honoured by subscribing to `useLiveTransforms`
* for the parent segment ID — during the segment's move, the override
* carries the in-progress position/rotation and the vent follows
* smoothly without waiting for a commit.
*/
const BoxVentRenderer = ({ node: storeNode }: { node: BoxVentNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(storeNode.id, 'box-vent', ref)
const handlers = useNodeEvents(storeNode, 'box-vent')
// Merge live overrides (panel slider drags) on top of the store node.
// Sliders write here on every `onChange` and only flush to the scene
// store on `onCommit`, so the mesh updates frame-by-frame without
// polluting undo history or triggering a full store-driven re-render.
const overrides = useLiveNodeOverrides((s) =>
s.get(storeNode.id as AnyNodeId) as Partial<BoxVentNode> | undefined,
)
const node: BoxVentNode = overrides ? ({ ...storeNode, ...overrides } as BoxVentNode) : storeNode
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
// Rebuild geometry whenever any shape-bearing field changes — that's
// every parametric field, including the per-style ones. Listing them
// explicitly keeps the dep array tight (vs. `[node]` which would
// also fire on `name` / `visible` flips).
const geometry = useMemo(() => buildBoxVentGeometry(node), [
node.style,
node.width,
node.depth,
node.height,
node.hoodOverhang,
node.topTaper,
node.capHeight,
node.capGap,
node.domeCurvature,
node.baseInset,
node.baseHeight,
node.cornerBevel,
])
useEffect(() => () => geometry.dispose(), [geometry])
// Orient the vent to whatever roof face it sits on. The analytical
// normal (shared with solar-panel + skylight) handles every roof type
// — gable, shed, hip front, hip side — instead of the previous
// X-tilt-from-Z-sign trick, which only worked on slopes whose dip
// ran along segment-local Z.
const surfaceQuat = useMemo(() => {
if (!segment) return new THREE.Quaternion()
const normal = getAnalyticalNormal(
node.position[0] ?? 0,
node.position[2] ?? 0,
segment,
)
return surfaceQuatFromNormal(normal, new THREE.Quaternion())
}, [segment, node.position[0], node.position[2]])
// Paint surface: explicit material wins, then preset, then the cached
// default. Mirrors the slab / stair / wall pattern. Preset materials
// come from the shared cache with `side: FrontSide`; clone + force
// DoubleSide locally so back faces of the vent body / hood don't drop
// out when the camera looks up at the eaves.
const material = useMemo(() => {
const base = node.material
? createMaterial(node.material)
: (createMaterialFromPresetRef(node.materialPreset) ?? defaultMaterial)
if (base.side === THREE.DoubleSide) return base
const cloned = base.clone()
cloned.side = THREE.DoubleSide
return cloned
}, [node.material, node.materialPreset])
if (!segment) return null
// `node.position` is segment-local (the placement + move tools resolve
// the click via `segObj.worldToLocal`). The vent is mounted in the
// roof's `roof-elements` group, which carries only the roof transform
// — so we replicate the segment's roof-local transform here to bridge
// the two frames. Without this, segment-local coords would be rendered
// *as if* they were roof-local; on gable / hip roofs (where every
// segment shares the roof origin but differs by Y rotation), the vent
// would land rotated away from the click — the "slight shift" between
// ghost and committed mesh.
const segPos = segment.position ?? [0, 0, 0]
const segRotY = segment.rotation ?? 0
return (
<group position={segPos} rotation-y={segRotY}>
<group
position={[node.position[0] ?? 0, node.position[1] ?? 0, node.position[2] ?? 0]}
ref={ref}
visible={node.visible}
>
<group quaternion={surfaceQuat}>
<group rotation-y={node.rotation ?? 0}>
<mesh
castShadow
geometry={geometry}
material={material}
name="box-vent-surface"
receiveShadow
{...handlers}
/>
</group>
</group>
</group>
</group>
)
}
export default BoxVentRenderer
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// Schema lives in core (referenced by the AnyNode union). Re-export so
// every box-vent-related import stays inside @pascal-app/nodes/box-vent.
export { BoxVentNode } from '@pascal-app/core'
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'use client'
import {
type AnyNodeId,
BoxVentNode,
emitter,
type RoofEvent,
type RoofNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import {
getAnalyticalNormal,
surfaceQuatFromNormal,
} from '../solar-panel/geometry'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { boxVentDefinition } from './definition'
import BoxVentPreview from './preview'
const worldPoint = new THREE.Vector3()
/**
* Box-vent placement tool. Mounts when the palette activates the
* box-vent kind; listens for `roof:*` events; on click commits a new
* `BoxVentNode` parented to the targeted segment with segment-local
* coordinates.
*
* Cursor preview follows the roof surface: position from `roof:move`,
* slope tilt from the segment under the cursor, segment yaw from the
* roof + segment rotation stack.
*/
const BoxVentTool = () => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewSurfaceQuat, setPreviewSurfaceQuat] = useState<THREE.Quaternion | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
const lastSnapRef = useRef<[number, number] | null>(null)
// Default-shaped preview node — matches what the commit will create.
const previewNode = useMemo(
() =>
BoxVentNode.parse({
...boxVentDefinition.defaults(),
name: 'Box Vent',
position: [0, 0, 0],
rotation: 0,
}),
[],
)
useEffect(() => {
if (!activeBuildingId) return
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
if (!buildingObj) return [wx, wy, wz]
worldPoint.set(wx, wy, wz)
buildingObj.worldToLocal(worldPoint)
return [worldPoint.x, worldPoint.y, worldPoint.z]
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const normal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
setPreviewSurfaceQuat(surfaceQuatFromNormal(normal, new THREE.Quaternion()))
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
const vent = BoxVentNode.parse({
...boxVentDefinition.defaults(),
name: 'Box Vent',
roofSegmentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation: 0,
})
state.createNode(vent, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [vent.id] })
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, setSelection])
if (!activeBuildingId || !previewPos || !previewSurfaceQuat) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<group quaternion={previewSurfaceQuat}>
<BoxVentPreview node={previewNode} />
</group>
</group>
</group>
)
}
export default BoxVentTool
@@ -0,0 +1,110 @@
import { describe, expect, test } from 'bun:test'
import type { RoofSegmentNode } from '@pascal-app/core'
import { buildChimneyGeometry, flueXPositions } from '../geometry'
import { ChimneyNode } from '../schema'
const fixtureSegment = (): RoofSegmentNode =>
({
object: 'node',
id: 'rseg_fixture',
type: 'roof-segment',
parentId: null,
visible: true,
metadata: {},
position: [0, 0, 0],
rotation: 0,
roofType: 'gable',
width: 8,
depth: 6,
wallHeight: 2.5,
// atan(2 / 3)° — gives getActiveRoofHeight ≈ 2.0 on this 8×6 gable.
pitch: (Math.atan2(2, 3) * 180) / Math.PI,
wallThickness: 0.1,
deckThickness: 0.1,
overhang: 0.3,
shingleThickness: 0.05,
}) as RoofSegmentNode
describe('buildChimneyGeometry', () => {
test('returns body for default chimney with a non-empty position attribute', () => {
const { body, cap, flues, cricket } = buildChimneyGeometry(ChimneyNode.parse({}), fixtureSegment())
expect(body.getAttribute('position').count).toBeGreaterThan(0)
expect(cap?.getAttribute('position').count).toBeGreaterThan(0)
expect(flues?.getAttribute('position').count).toBeGreaterThan(0)
expect(cricket).toBeNull()
})
test('cap omitted when capShape=none', () => {
const { cap } = buildChimneyGeometry(
ChimneyNode.parse({ cap: true, capShape: 'none' }),
fixtureSegment(),
)
expect(cap).toBeNull()
})
test('cap omitted when cap=false', () => {
const { cap } = buildChimneyGeometry(
ChimneyNode.parse({ cap: false }),
fixtureSegment(),
)
expect(cap).toBeNull()
})
test('flues omitted when flueCount=0', () => {
const { flues } = buildChimneyGeometry(
ChimneyNode.parse({ flueCount: 0 }),
fixtureSegment(),
)
expect(flues).toBeNull()
})
test('cricket only emitted for square body with non-none style', () => {
const square = buildChimneyGeometry(
ChimneyNode.parse({ cricketStyle: 'simple', bodyShape: 'square' }),
fixtureSegment(),
)
expect(square.cricket?.getAttribute('position').count).toBeGreaterThan(0)
const round = buildChimneyGeometry(
ChimneyNode.parse({ cricketStyle: 'simple', bodyShape: 'round' }),
fixtureSegment(),
)
expect(round.cricket).toBeNull()
})
test('shoulder style materially increases body vertex count for tapered/corbeled', () => {
const none = buildChimneyGeometry(
ChimneyNode.parse({ shoulderStyle: 'none' }),
fixtureSegment(),
).body.getAttribute('position').count
const tapered = buildChimneyGeometry(
ChimneyNode.parse({ shoulderStyle: 'tapered' }),
fixtureSegment(),
).body.getAttribute('position').count
const corbeled = buildChimneyGeometry(
ChimneyNode.parse({ shoulderStyle: 'corbeled' }),
fixtureSegment(),
).body.getAttribute('position').count
expect(tapered).toBeGreaterThan(none)
expect(corbeled).toBeGreaterThan(tapered)
})
})
describe('flueXPositions', () => {
test('count=0 returns []', () => {
expect(flueXPositions(0, 0.6, 0.22)).toEqual([])
})
test('count=1 returns [0]', () => {
expect(flueXPositions(1, 0.6, 0.22)).toEqual([0])
})
test('count=4 spans the available width at spacing=1', () => {
const xs = flueXPositions(4, 0.6, 0.1, 1)
expect(xs.length).toBe(4)
expect(xs[0]).toBeCloseTo(-(0.6 - 0.1) / 2)
expect(xs[3]).toBeCloseTo((0.6 - 0.1) / 2)
})
test('spacing=0 collapses all to center', () => {
const xs = flueXPositions(3, 0.6, 0.1, 0)
expect(xs.every((x) => Math.abs(x) < 1e-6)).toBe(true)
})
})
@@ -0,0 +1,62 @@
import { describe, expect, test } from 'bun:test'
import { ChimneyNode } from '../schema'
import {
CHIMNEY_PRESET_KEYS,
chimneyPresets,
detectActiveChimneyPreset,
} from '../presets'
// Build a fully-formed chimney by parsing an empty object (schema fills
// every default) and merging the preset over the top — mirrors what the
// panel does when it calls `commitProp(chimneyPresets[key])`.
const applyPreset = (key: keyof typeof chimneyPresets) =>
({ ...ChimneyNode.parse({}), ...chimneyPresets[key] }) as Parameters<
typeof detectActiveChimneyPreset
>[0]
describe('detectActiveChimneyPreset', () => {
test('returns null when no node is supplied', () => {
expect(detectActiveChimneyPreset(null)).toBeNull()
expect(detectActiveChimneyPreset(undefined)).toBeNull()
})
test('returns null for a freshly-parsed default chimney (no preset applied)', () => {
// The schema's defaults are deliberately neutral — they should NOT
// accidentally match one of the curated presets. If they do, the
// panel will show a preset as active on every fresh chimney and the
// user has no "custom starting state".
expect(detectActiveChimneyPreset(ChimneyNode.parse({}))).toBeNull()
})
test.each(CHIMNEY_PRESET_KEYS)('round-trips %s preset', (key) => {
expect(detectActiveChimneyPreset(applyPreset(key))).toBe(key)
})
test('returns null after the user tweaks a field away from the preset', () => {
const node = applyPreset('brick')
// Brick preset sets bandStyle=double; flip it to confirm the
// detection narrows.
expect(
detectActiveChimneyPreset({ ...node, bandStyle: 'single' as const }),
).toBeNull()
})
test('ignores non-preset fields (dimensions, materials, placement)', () => {
// The whole point of the preset model: applying brick to an
// already-sized chimney doesn't reset its width/depth/material, and
// varying those alone shouldn't kick it out of "Brick".
const node = applyPreset('brick')
expect(
detectActiveChimneyPreset({
...node,
width: 1.2,
depth: 0.8,
heightAboveRidge: 2.5,
position: [3, 0, -1] as [number, number, number],
rotation: 0.7,
materialPreset: 'preset-brick-redbrown',
topMaterialPreset: 'preset-concrete',
}),
).toBe('brick')
})
})
@@ -0,0 +1,39 @@
import { describe, expect, test } from 'bun:test'
import { ChimneyNode } from '../schema'
describe('ChimneyNode schema', () => {
test('parses with defaults', () => {
const parsed = ChimneyNode.parse({})
expect(parsed.type).toBe('chimney')
expect(parsed.id).toMatch(/^chimney_/)
expect(parsed.width).toBe(0.6)
expect(parsed.depth).toBe(0.6)
expect(parsed.heightAboveRidge).toBe(1.0)
expect(parsed.bodyShape).toBe('square')
expect(parsed.cap).toBe(true)
expect(parsed.capShape).toBe('sloped')
expect(parsed.flueCount).toBe(1)
expect(parsed.shoulderStyle).toBe('none')
expect(parsed.cricketStyle).toBe('none')
})
test('accepts every body shape and cap shape', () => {
for (const bodyShape of ['square', 'round'] as const) {
expect(ChimneyNode.parse({ bodyShape }).bodyShape).toBe(bodyShape)
}
for (const capShape of ['none', 'sloped', 'flat', 'stepped'] as const) {
expect(ChimneyNode.parse({ capShape }).capShape).toBe(capShape)
}
})
test('rejects flueCount out of [0,4]', () => {
expect(() => ChimneyNode.parse({ flueCount: -1 })).toThrow()
expect(() => ChimneyNode.parse({ flueCount: 5 })).toThrow()
expect(() => ChimneyNode.parse({ flueCount: 1.5 })).toThrow()
})
test('rejects unknown enums', () => {
expect(() => ChimneyNode.parse({ shoulderStyle: 'bogus' })).toThrow()
expect(() => ChimneyNode.parse({ cricketSide: 'side' })).toThrow()
})
})
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import { type NodeDefinition, ChimneyNode as ChimneyNodeSchema } from '@pascal-app/core'
import { chimneyPaint } from './paint'
import { chimneyParametrics } from './parametrics'
import { ChimneyNode } from './schema'
// Every fresh chimney starts as plain white (body + top). The paint
// flow / material picker writes preset refs or full `MaterialSchema`
// objects on top of this; until then both roles render `#ffffff`.
const WHITE_MATERIAL = {
properties: {
color: '#ffffff',
roughness: 0.85,
metalness: 0,
opacity: 1,
transparent: false,
side: 'front' as const,
},
}
/**
* Chimney — a vertical masonry stack hosted on a roof segment.
*
* Three-checkbox model: `def.renderer` (custom — segment-aware
* geometry from `useScene`, body height derived from
* `segment.wallHeight + roofHeight + heightAboveRidge`), no `geometry`,
* no `system`.
*
* **Option C scope**: chimney ships in the registry shape with solid
* geometry. CSG-driven decoration (cap flue holes, body cavity,
* panels, bands) is preserved in the schema but not rendered yet —
* those re-light when roof-segment migrates to Stage B and introduces
* a `roofCutout` capability the parent segment can read.
*/
export const chimneyDefinition: NodeDefinition<typeof ChimneyNode> = {
kind: 'chimney',
schemaVersion: 1,
schema: ChimneyNode,
category: 'structure',
defaults: () => {
const stub = ChimneyNodeSchema.parse({
id: 'chimney_default' as never,
type: 'chimney',
material: WHITE_MATERIAL,
topMaterial: WHITE_MATERIAL,
})
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Dirty marks
// cascade to the host segment's parent roof so its merged shell
// re-renders. No `buildCut` — the chimney does its own self-trim
// via `trimChimneyBodyAgainstRoof`; the host roof shell stays solid
// underneath.
roofAccessory: {},
// Paint dispatch for the body / top surface split. The editor's
// selection-manager routes paint hover / click / preview through
// this entry rather than carrying a kind-name arm.
paint: chimneyPaint,
},
affordanceTools: {
// Drag-to-place tool for duplicate + move. Reuses the placement
// ghost preview but seeds it from the moving (cloned) node so the
// duplicate keeps the source's body shape, materials, panels, etc.
move: () => import('./move-tool'),
},
parametrics: chimneyParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
tool: () => import('./tool'),
toolHints: [
{ key: 'Left click', label: 'Place chimney on roof' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Chimney',
description: 'Vertical masonry stack on a roof segment.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 122,
},
mcp: {
description:
'A chimney on a roof segment. Square or round body; optional shoulder taper; sloped/flat/stepped cap; up to 4 protruding flues; optional cricket on the up-slope face.',
},
}
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import { type ChimneyNode, getActiveRoofHeight, type RoofSegmentNode } from '@pascal-app/core'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
/**
* Pure chimney geometry builder. Returns body, cap, flues, and cricket
* as separate BufferGeometries so each can carry its own material
* (body/top split mirrors the schema's `material` vs `topMaterial`).
*
* **Option C scope** (see commit message): no CSG. The chimney body
* intersects the roof at the deck line; the cap is solid (no flue
* holes carved); the body has no hollow shaft cavity; flues are solid
* cylinders/boxes protruding from the cap. Decorative bands and inset
* panels are no-op on this builder until roof-segment migrates to
* Stage B and a `roofCutout` capability lets the parent segment own
* its own boolean operations.
*
* Pure: no React, no scene access, no store mutation. Takes the
* segment as a second argument so the body height can be derived from
* the segment's pitch — analogous to `door`'s `ctx.parent` access.
*/
export type ChimneyGeometry = {
body: THREE.BufferGeometry
cap: THREE.BufferGeometry | null
flues: THREE.BufferGeometry | null
cricket: THREE.BufferGeometry | null
bands: THREE.BufferGeometry | null
}
// Small air gap between the body top and the cap bottom — without it
// the cap reads as glued onto the body; this slot catches a shadow
// line and sells the cap as a separate stone/metal piece.
const CAP_REVEAL = 0.003
/**
* Smooth-shaded indexed cylinder. Used for every round body / cap /
* band section. `THREE.CylinderGeometry` gives us:
* - shared side vertices across adjacent radial segments → smooth
* cylindrical shading (the previous unindexed pusher made every
* 24-segment chimney visibly faceted),
* - separate cap-rim vertices → crisp top/bottom edges,
* - radial UV projection on the caps (vs. the previous (0,0) smear).
*/
function buildSmoothCylinder(
yBot: number,
yTop: number,
rBot: number,
rTop: number,
segments = 24,
): THREE.BufferGeometry {
const h = Math.max(1e-4, yTop - yBot)
const cy = (yTop + yBot) / 2
// CylinderGeometry params: radiusTop, radiusBottom, height, radialSegments,
// heightSegments, openEnded.
const geo = new THREE.CylinderGeometry(rTop, rBot, h, segments, 1, false)
geo.translate(0, cy, 0)
return geo
}
function mergeAndDispose(parts: THREE.BufferGeometry[]): THREE.BufferGeometry {
if (parts.length === 1) return parts[0]!
const merged = mergeGeometries(parts, false)
if (!merged) return parts[0]!
for (const p of parts) p.dispose()
return merged
}
export function buildChimneyGeometry(
node: ChimneyNode,
segment: RoofSegmentNode,
): ChimneyGeometry {
const peakY = segment.wallHeight + getActiveRoofHeight(segment)
const topY = peakY + node.heightAboveRidge
// Embed the body 0.2m below the eave so the bottom isn't visible
// above the roof when the chimney sits over a low-slope segment.
const baseY = Math.max(0, segment.wallHeight - 0.2)
const body = buildBodyGeometry(node, baseY, topY)
let cap: THREE.BufferGeometry | null = null
let capTopY = topY
if (node.cap && node.capShape !== 'none') {
// Inset the cap by `CAP_REVEAL` above the body top so a shadow
// line separates them.
const capBaseY = topY + CAP_REVEAL
cap = buildCapGeometry(node, capBaseY)
capTopY = capBaseY + node.capThickness
}
let flues: THREE.BufferGeometry | null = null
if (node.flueCount > 0) {
flues = buildFluesGeometry(node, capTopY)
}
let cricket: THREE.BufferGeometry | null = null
if (node.cricketStyle !== 'none' && node.bodyShape !== 'round') {
cricket = buildCricketGeometry(node, baseY)
}
let bands: THREE.BufferGeometry | null = null
if (node.bandStyle !== 'none') {
bands = buildBandsGeometry(node, baseY, topY)
}
return { body, cap, flues, cricket, bands }
}
// ─── Body ────────────────────────────────────────────────────────────
function buildBodyGeometry(
node: ChimneyNode,
baseY: number,
topY: number,
): THREE.BufferGeometry {
const isRound = node.bodyShape === 'round'
const w = node.width
const d = isRound ? node.width : node.depth
const r = w / 2
const style = node.shoulderStyle
const ext = Math.max(0, node.shoulderExtent)
const sh = Math.max(0.05, Math.min(node.shoulderHeight, topY - baseY - 0.05))
if (isRound) {
// Round body — assemble from smooth-shaded indexed cylinder pieces.
// Each shoulder tier is its own cylinder so corbeled steps stay
// crisp; the merge below preserves indices.
const parts: THREE.BufferGeometry[] = []
if (style === 'none') {
parts.push(buildSmoothCylinder(baseY, topY, r, r))
} else if (style === 'tapered') {
parts.push(buildSmoothCylinder(baseY, baseY + sh, r + ext, r))
parts.push(buildSmoothCylinder(baseY + sh, topY, r, r))
} else {
// corbeled — three stepped tiers, then the straight shaft above.
const tiers = 3
const tierH = sh / tiers
for (let i = 0; i < tiers; i++) {
const f = i / tiers
const yBot = baseY + i * tierH
const yTop = baseY + (i + 1) * tierH
const rr = r + ext * (1 - f)
parts.push(buildSmoothCylinder(yBot, yTop, rr, rr))
}
parts.push(buildSmoothCylinder(baseY + sh, topY, r, r))
}
const merged = mergeAndDispose(parts)
applyNodeTransform(merged, node)
return merged
}
// Square body — keep the unindexed face emitter; pass cornerBevel
// so each slab section's vertical corners are chamfered into 45°
// faces. The chamfer catches a highlight on every edge and reads as
// a masonry chimney instead of a plastic box.
const positions: number[] = []
const uvs: number[] = []
const bevel = Math.max(0, node.cornerBevel ?? 0)
if (style === 'none') {
pushSlabFaces(positions, uvs, baseY, topY, w / 2, d / 2, w / 2, d / 2, bevel)
} else if (style === 'tapered') {
pushSlabFaces(positions, uvs, baseY, baseY + sh, w / 2 + ext, d / 2 + ext, w / 2, d / 2, bevel)
pushSlabFaces(positions, uvs, baseY + sh, topY, w / 2, d / 2, w / 2, d / 2, bevel)
} else {
const tiers = 3
const tierH = sh / tiers
for (let i = 0; i < tiers; i++) {
const f = i / tiers
const yBot = baseY + i * tierH
const yTop = baseY + (i + 1) * tierH
const hw = w / 2 + ext * (1 - f)
const hd = d / 2 + ext * (1 - f)
pushSlabFaces(positions, uvs, yBot, yTop, hw, hd, hw, hd, bevel)
}
pushSlabFaces(positions, uvs, baseY + sh, topY, w / 2, d / 2, w / 2, d / 2, bevel)
}
const geo = buildBufferGeometry(positions, uvs)
applyNodeTransform(geo, node)
geo.computeVertexNormals()
return geo
}
// ─── Cap ─────────────────────────────────────────────────────────────
function buildCapGeometry(node: ChimneyNode, capBaseY: number): THREE.BufferGeometry {
const overhang = Math.max(0, node.capOverhang)
const t = node.capThickness
const isRound = node.bodyShape === 'round'
const halfW = node.width / 2 + overhang
const halfD = (isRound ? node.width : node.depth) / 2 + overhang
const halfWInner = node.width / 2
const halfDInner = (isRound ? node.width : node.depth) / 2
const y0 = capBaseY
const y1 = capBaseY + t
if (isRound) {
const parts: THREE.BufferGeometry[] = []
switch (node.capShape) {
case 'flat':
parts.push(buildSmoothCylinder(y0, y1, halfW, halfW))
break
case 'stepped': {
const tiers = 3
const tT = t / tiers
for (let i = 0; i < tiers; i++) {
const f = i / tiers
const yBot = y0 + i * tT
const yTop = y0 + (i + 1) * tT
const rr = halfW + (halfWInner - halfW) * f
parts.push(buildSmoothCylinder(yBot, yTop, rr, rr))
}
break
}
default:
// 'sloped' — taper from overhang base to chimney footprint at top
parts.push(buildSmoothCylinder(y0, y1, halfW, halfWInner))
break
}
const merged = mergeAndDispose(parts)
applyNodeTransform(merged, node)
return merged
}
// Square cap — unindexed slabs, optional corner chamfer.
const positions: number[] = []
const uvs: number[] = []
const bevel = Math.max(0, node.cornerBevel ?? 0)
switch (node.capShape) {
case 'flat':
pushSlabFaces(positions, uvs, y0, y1, halfW, halfD, halfW, halfD, bevel)
break
case 'stepped': {
const tiers = 3
const tT = t / tiers
for (let i = 0; i < tiers; i++) {
const f = i / tiers
const yBot = y0 + i * tT
const yTop = y0 + (i + 1) * tT
const hw = halfW + (halfWInner - halfW) * f
const hd = halfD + (halfDInner - halfD) * f
pushSlabFaces(positions, uvs, yBot, yTop, hw, hd, hw, hd, bevel)
}
break
}
default:
pushSlabFaces(positions, uvs, y0, y1, halfW, halfD, halfWInner, halfDInner, bevel)
break
}
const geo = buildBufferGeometry(positions, uvs)
applyNodeTransform(geo, node)
geo.computeVertexNormals()
return geo
}
// ─── Flues ───────────────────────────────────────────────────────────
export function flueXPositions(
count: number,
chimneyWidth: number,
flueDiameter: number,
spacing = 1,
): number[] {
if (count <= 0) return []
if (count === 1) return [0]
const fullAvailable = Math.max(0, chimneyWidth - flueDiameter)
const available = fullAvailable * Math.max(0, Math.min(1, spacing))
const xs: number[] = []
for (let i = 0; i < count; i++) {
xs.push(-available / 2 + (i * available) / (count - 1))
}
return xs
}
// Flue-pot proportions. The previous renderer drew each flue as a
// single straight cylinder/box — visually a "drainpipe", not a chimney
// pot. Real terracotta pots have a tall shaft topped by a short
// overhanging rim; this two-tier silhouette is the cheapest geometry
// that reads as a pot. Total height still equals `flueHeight`, so the
// bore cutter in `holes.ts` covers the whole envelope unchanged.
const FLUE_RIM_HEIGHT_RATIO = 0.12 // 12 % of total height, capped below
const FLUE_RIM_HEIGHT_MAX = 0.04 // 4 cm — bigger than this looks chunky
const FLUE_RIM_OVERHANG_RATIO = 0.12 // 12 % of flue diameter, radially
function buildFluesGeometry(node: ChimneyNode, capTopY: number): THREE.BufferGeometry | null {
const count = Math.max(0, Math.min(4, node.flueCount))
if (count === 0) return null
const d = Math.max(0.02, node.flueDiameter)
const h = Math.max(0.02, node.flueHeight)
const xs = flueXPositions(count, node.width, d, node.flueSpacing)
const parts: THREE.BufferGeometry[] = []
const rimHeight = Math.min(h * FLUE_RIM_HEIGHT_RATIO, FLUE_RIM_HEIGHT_MAX)
const shaftHeight = h - rimHeight
const rimOverhang = d * FLUE_RIM_OVERHANG_RATIO
for (const x of xs) {
const yBot = capTopY
const yShaftTop = capTopY + shaftHeight
if (node.flueShape === 'square') {
const shaft = new THREE.BoxGeometry(d, shaftHeight, d)
shaft.translate(x, yBot + shaftHeight / 2, 0)
parts.push(shaft)
const rimSide = d + 2 * rimOverhang
const rim = new THREE.BoxGeometry(rimSide, rimHeight, rimSide)
rim.translate(x, yShaftTop + rimHeight / 2, 0)
parts.push(rim)
} else {
// Round flues: indexed CylinderGeometry — smooth shafts, crisp
// rim edges, radial cap UVs (same #1/#2 fixes already applied to
// the body / cap / bands).
const shaft = buildSmoothCylinder(yBot, yShaftTop, d / 2, d / 2)
shaft.translate(x, 0, 0)
parts.push(shaft)
const rimR = d / 2 + rimOverhang
const rim = buildSmoothCylinder(yShaftTop, yShaftTop + rimHeight, rimR, rimR)
rim.translate(x, 0, 0)
parts.push(rim)
}
}
if (parts.length === 0) return null
const merged = mergeAndDispose(parts)
applyNodeTransform(merged, node)
return merged
}
// ─── Cricket ─────────────────────────────────────────────────────────
// Water-shedding wedge on the up-slope side of the chimney.
function buildCricketGeometry(
node: ChimneyNode,
baseY: number,
): THREE.BufferGeometry {
const w = node.width
const d = node.depth
const cL = Math.max(0.1, node.cricketLength)
const cH = Math.max(0.05, node.cricketHeight)
const slopeSign = node.cricketSide === 'back' ? -1 : 1
const sZ = slopeSign * (d / 2)
const sZFar = sZ + slopeSign * cL
const peakY = baseY + cH
const slopeLen = Math.hypot(cL, cH)
const positions: number[] = []
const uvs: number[] = []
// Vertex layout (back = against the chimney face):
// v0/v1 back-bottom (left/right) v4/v5 back-top (left/right)
// v3/v2 front-bottom (left/right)
const v0: [number, number, number] = [-w / 2, baseY, sZ]
const v1: [number, number, number] = [w / 2, baseY, sZ]
const v2: [number, number, number] = [w / 2, baseY, sZFar]
const v3: [number, number, number] = [-w / 2, baseY, sZFar]
const v4: [number, number, number] = [-w / 2, peakY, sZ]
const v5: [number, number, number] = [w / 2, peakY, sZ]
// Planar UVs per face — each face mapped to its own 2D extent so the
// texture tiles correctly (u along width, v along the in-face axis).
const u0_: [number, number] = [0, 0]
const u1_: [number, number] = [w, 0]
const uvBottom: Record<'v0' | 'v1' | 'v2' | 'v3', [number, number]> = {
v0: u0_, v1: u1_, v2: [w, cL], v3: [0, cL],
}
const uvSlope: Record<'v3' | 'v2' | 'v5' | 'v4', [number, number]> = {
v3: [0, 0], v2: [w, 0], v5: [w, slopeLen], v4: [0, slopeLen],
}
const uvBack: Record<'v0' | 'v1' | 'v5' | 'v4', [number, number]> = {
v0: [0, 0], v1: [w, 0], v5: [w, cH], v4: [0, cH],
}
const uvLeft: Record<'v0' | 'v3' | 'v4', [number, number]> = {
v0: [0, 0], v3: [cL, 0], v4: [0, cH],
}
const uvRight: Record<'v1' | 'v5' | 'v2', [number, number]> = {
v1: [0, 0], v5: [0, cH], v2: [cL, 0],
}
const pushTri = (
a: [number, number, number],
b: [number, number, number],
c: [number, number, number],
ua: [number, number],
ub: [number, number],
uc: [number, number],
) => {
if (slopeSign > 0) {
positions.push(...a, ...b, ...c)
uvs.push(...ua, ...ub, ...uc)
} else {
positions.push(...a, ...c, ...b)
uvs.push(...ua, ...uc, ...ub)
}
}
// Bottom (quad split into 2 tris)
pushTri(v0, v1, v2, uvBottom.v0, uvBottom.v1, uvBottom.v2)
pushTri(v0, v2, v3, uvBottom.v0, uvBottom.v2, uvBottom.v3)
// Sloped top (v3 v2 v5 v4)
pushTri(v3, v2, v5, uvSlope.v3, uvSlope.v2, uvSlope.v5)
pushTri(v3, v5, v4, uvSlope.v3, uvSlope.v5, uvSlope.v4)
// Back face against the chimney (v0 v1 v5 v4)
pushTri(v0, v4, v5, uvBack.v0, uvBack.v4, uvBack.v5)
pushTri(v0, v5, v1, uvBack.v0, uvBack.v5, uvBack.v1)
// Left side triangle
pushTri(v0, v3, v4, uvLeft.v0, uvLeft.v3, uvLeft.v4)
// Right side triangle
pushTri(v1, v5, v2, uvRight.v1, uvRight.v5, uvRight.v2)
const geo = buildBufferGeometry(positions, uvs)
applyNodeTransform(geo, node)
geo.computeVertexNormals()
return geo
}
// ─── Bands ───────────────────────────────────────────────────────────
// Decorative horizontal stripes around the chimney (soldier-course
// brick / stone band). Single or double; each band protrudes outward
// by `bandExtent` per side.
function buildBandsGeometry(
node: ChimneyNode,
baseY: number,
topY: number,
): THREE.BufferGeometry | null {
const isRound = node.bodyShape === 'round'
const w = node.width
const d = isRound ? node.width : node.depth
const r = w / 2
const bandExt = Math.max(0, node.bandExtent)
const bandH = Math.max(0.02, node.bandHeight)
const bandOffset = Math.max(0, node.bandOffset)
const count = node.bandStyle === 'double' ? 2 : 1
const gap = bandH * 0.6
if (isRound) {
const parts: THREE.BufferGeometry[] = []
for (let i = 0; i < count; i++) {
const bandTop = topY - bandOffset - i * (bandH + gap)
const bandBot = bandTop - bandH
if (bandBot <= baseY + 0.01) break
parts.push(buildSmoothCylinder(bandBot, bandTop, r + bandExt, r + bandExt))
}
if (parts.length === 0) return null
const merged = mergeAndDispose(parts)
applyNodeTransform(merged, node)
return merged
}
const positions: number[] = []
const uvs: number[] = []
const bevel = Math.max(0, node.cornerBevel ?? 0)
for (let i = 0; i < count; i++) {
const bandTop = topY - bandOffset - i * (bandH + gap)
const bandBot = bandTop - bandH
if (bandBot <= baseY + 0.01) break
pushSlabFaces(
positions,
uvs,
bandBot,
bandTop,
w / 2 + bandExt,
d / 2 + bandExt,
w / 2 + bandExt,
d / 2 + bandExt,
bevel,
)
}
if (positions.length === 0) return null
const geo = buildBufferGeometry(positions, uvs)
applyNodeTransform(geo, node)
geo.computeVertexNormals()
return geo
}
// ─── Helpers ─────────────────────────────────────────────────────────
function applyNodeTransform(geo: THREE.BufferGeometry, node: ChimneyNode) {
if (Math.abs(node.rotation) > 1e-4) geo.rotateY(node.rotation)
geo.translate(node.position[0] ?? 0, 0, node.position[2] ?? 0)
}
function buildBufferGeometry(positions: number[], uvs: number[]): THREE.BufferGeometry {
const geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
return geo
}
function pushSlabFaces(
positions: number[],
uvs: number[],
y0: number,
y1: number,
halfWB: number,
halfDB: number,
halfWT: number,
halfDT: number,
bevel = 0,
) {
// Clamp bevel so it never eats more than the slab can spare on
// either ring (a wider bottom plus a narrower top, e.g. an inverted
// taper, has different limits per ring).
const cB = Math.max(0, Math.min(bevel, halfWB - 0.001, halfDB - 0.001))
const cT = Math.max(0, Math.min(bevel, halfWT - 0.001, halfDT - 0.001))
if (cB > 0.001 || cT > 0.001) {
pushOctagonalSlabFaces(
positions, uvs, y0, y1, halfWB, halfDB, halfWT, halfDT, cB, cT,
)
return
}
const t = y1 - y0
const bBL: [number, number, number] = [-halfWB, y0, -halfDB]
const bBR: [number, number, number] = [halfWB, y0, -halfDB]
const bTR: [number, number, number] = [halfWB, y0, halfDB]
const bTL: [number, number, number] = [-halfWB, y0, halfDB]
const tBL: [number, number, number] = [-halfWT, y1, -halfDT]
const tBR: [number, number, number] = [halfWT, y1, -halfDT]
const tTR: [number, number, number] = [halfWT, y1, halfDT]
const tTL: [number, number, number] = [-halfWT, y1, halfDT]
const pushQuad = (
a: [number, number, number],
b: [number, number, number],
c: [number, number, number],
d: [number, number, number],
ua: [number, number],
ub: [number, number],
uc: [number, number],
ud: [number, number],
) => {
positions.push(...a, ...c, ...b, ...a, ...d, ...c)
uvs.push(...ua, ...uc, ...ub, ...ua, ...ud, ...uc)
}
// Bottom
pushQuad(bBL, bTL, bTR, bBR,
[-halfWB, -halfDB], [-halfWB, halfDB], [halfWB, halfDB], [halfWB, -halfDB])
// Top
pushQuad(tBL, tBR, tTR, tTL,
[-halfWT, -halfDT], [halfWT, -halfDT], [halfWT, halfDT], [-halfWT, halfDT])
// Sides
pushQuad(bBL, bBR, tBR, tBL, [-halfWB, 0], [halfWB, 0], [halfWT, t], [-halfWT, t])
pushQuad(bBR, bTR, tTR, tBR, [-halfDB, 0], [halfDB, 0], [halfDT, t], [-halfDT, t])
pushQuad(bTR, bTL, tTL, tTR, [halfWB, 0], [-halfWB, 0], [-halfWT, t], [halfWT, t])
pushQuad(bTL, bBL, tBL, tTL, [halfDB, 0], [-halfDB, 0], [-halfDT, t], [halfDT, t])
}
/**
* Octagonal-footprint variant of `pushSlabFaces`. Each corner of the
* usual 4-corner slab is replaced by a 45° chamfer, giving an
* 8-vertex ring at each y-level. Eight side faces (four axis-aligned
* + four chamfer) plus two fan-triangulated octagonal caps. UVs use
* the same physical-meter convention as the unchamfered path so
* textures (brick, stone) tile at a consistent rate either way.
*/
function pushOctagonalSlabFaces(
positions: number[],
uvs: number[],
y0: number,
y1: number,
halfWB: number,
halfDB: number,
halfWT: number,
halfDT: number,
cB: number,
cT: number,
) {
// Eight ring vertices per y-level, traced so consecutive entries
// share an outward-facing wall edge. Order (looking down +Y):
// p0 (+x, -z+c) p1 (+x, +z-c) p2 (+x-c, +z) p3 (-x+c, +z)
// p4 (-x, +z-c) p5 (-x, -z+c) p6 (-x+c, -z) p7 (+x-c, -z)
const ring = (hw: number, hd: number, c: number, y: number) =>
[
[hw, y, -hd + c],
[hw, y, hd - c],
[hw - c, y, hd],
[-hw + c, y, hd],
[-hw, y, hd - c],
[-hw, y, -hd + c],
[-hw + c, y, -hd],
[hw - c, y, -hd],
] as Array<[number, number, number]>
const bot = ring(halfWB, halfDB, cB, y0)
const top = ring(halfWT, halfDT, cT, y1)
const t = y1 - y0
// Eight walls. UVs: u = signed perimeter offset (in meters) from
// the start of each wall, v = height.
for (let i = 0; i < 8; i++) {
const j = (i + 1) % 8
const bA = bot[i]!
const bB = bot[j]!
const tA = top[i]!
const tB = top[j]!
const wallLen = Math.hypot(bB[0] - bA[0], bB[2] - bA[2])
// Two CCW-from-outside triangles per quad: (bA, bB, tB) + (bA, tB, tA).
positions.push(...bA, ...bB, ...tB, ...bA, ...tB, ...tA)
uvs.push(0, 0, wallLen, 0, wallLen, t, 0, 0, wallLen, t, 0, t)
}
// Top cap: fan from centre. CCW from above → +Y normal.
const cTop: [number, number, number] = [0, y1, 0]
for (let i = 0; i < 8; i++) {
const j = (i + 1) % 8
const a = top[i]!
const b = top[j]!
positions.push(...cTop, ...b, ...a)
uvs.push(0, 0, b[0], b[2], a[0], a[2])
}
// Bottom cap: reverse winding → -Y normal.
const cBot: [number, number, number] = [0, y0, 0]
for (let i = 0; i < 8; i++) {
const j = (i + 1) % 8
const a = bot[i]!
const b = bot[j]!
positions.push(...cBot, ...a, ...b)
uvs.push(0, 0, a[0], a[2], b[0], b[2])
}
}
+362
View File
@@ -0,0 +1,362 @@
import { type ChimneyNode, getActiveRoofHeight, type RoofSegmentNode } from '@pascal-app/core'
import {
Brush,
csgEvaluator,
csgGeometry,
prepareBrushForCSG,
SUBTRACTION,
} from '@pascal-app/viewer'
import * as THREE from 'three'
import { mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { flueXPositions } from './geometry'
const dummyMat = new THREE.MeshBasicMaterial()
/**
* Carve the top openings the chimney needs:
* - smoke shaft cavity in the body (one chimney-wide hole, or one
* bore per flue when the flues are hollow)
* - matching holes punched through the cap
* - inner bore subtracted from each flue tube
*
* Mirrors the v1 roof-system pipeline. Lives next to `roof-trim.ts` so
* the CSG deps (three-bvh-csg / three-mesh-bvh) stay inside the
* chimney folder; `geometry.ts` itself stays pure.
*/
export function carveChimneyHoles(
body: THREE.BufferGeometry,
cap: THREE.BufferGeometry | null,
flues: THREE.BufferGeometry | null,
node: ChimneyNode,
segment: RoofSegmentNode,
): {
body: THREE.BufferGeometry
cap: THREE.BufferGeometry | null
flues: THREE.BufferGeometry | null
} {
const peakY = segment.wallHeight + getActiveRoofHeight(segment)
const topY = peakY + node.heightAboveRidge
const capPresent = !!cap && node.cap && node.capShape !== 'none'
const capTopY = topY + (capPresent ? node.capThickness : 0)
const flueCount = Math.max(0, Math.min(4, node.flueCount ?? 0))
const flueDiameter = Math.max(0.02, node.flueDiameter ?? 0.22)
const flueWallT = Math.max(0, node.flueWallThickness ?? 0.02)
const flueInner = flueDiameter - 2 * flueWallT
const useFlueHoles = flueCount > 0 && flueWallT > 0 && flueInner > 0.02
const cavityDepth = Math.max(0, node.bodyHollowDepth ?? 0.6)
const hollowMargin = Math.max(0, node.bodyHollowMargin ?? 0.08)
const isRound = (node.bodyShape ?? 'square') === 'round'
type CutterSpec = {
shape: 'round' | 'square'
sizeX: number
sizeZ: number
xCenter: number
}
const specs: CutterSpec[] = []
if (cavityDepth > 0.01) {
if (useFlueHoles) {
const xs = flueXPositions(flueCount, node.width, flueDiameter, node.flueSpacing)
const flueShape = node.flueShape ?? 'round'
for (const x of xs) {
specs.push({ shape: flueShape, sizeX: flueInner, sizeZ: flueInner, xCenter: x })
}
} else if (hollowMargin > 0) {
if (isRound) {
const r = node.width / 2 - hollowMargin
if (r > 0.02) {
specs.push({ shape: 'round', sizeX: 2 * r, sizeZ: 2 * r, xCenter: 0 })
}
} else {
const cw = node.width - 2 * hollowMargin
const cd = node.depth - 2 * hollowMargin
if (cw > 0.04 && cd > 0.04) {
specs.push({ shape: 'square', sizeX: cw, sizeZ: cd, xCenter: 0 })
}
}
}
}
const flueHeight = Math.max(0.02, node.flueHeight ?? 0.3)
const yCavityBot = topY - cavityDepth
const yCapTop = capTopY + 0.02
const subtractFrom = (
base: THREE.BufferGeometry,
yBot: number,
yTop: number,
): THREE.BufferGeometry => {
if (specs.length === 0) return base
const cutters = specs.map((spec) => buildCutter(node, spec, yBot, yTop))
const result = subtractCutters(base, cutters)
for (const cutter of cutters) cutter.geometry.dispose()
return result
}
let newBody = subtractFrom(body, yCavityBot, yCapTop)
const newCap = cap ? subtractFrom(cap, yCavityBot, yCapTop) : null
// Decorative inset panels — carve a shallow rectangle out of each
// vertical face. Square bodies only (round bodies have no flat
// faces). Same CSG pipeline as the cavity cutters above.
const wantPanels =
node.panelStyle !== 'none' && !isRound && node.panelDepth > 0 && node.panelHeight > 0.01
if (wantPanels) {
const panelCutters = buildPanelCutters(node, topY)
if (panelCutters.length > 0) {
newBody = subtractCutters(newBody, panelCutters)
for (const cutter of panelCutters) cutter.geometry.dispose()
}
}
// Hollow each flue tube by punching its inner bore through.
let newFlues = flues
if (flues && useFlueHoles) {
const xs = flueXPositions(flueCount, node.width, flueDiameter, node.flueSpacing)
const flueShape = node.flueShape ?? 'round'
const cutters = xs.map((x) =>
buildCutter(
node,
{ shape: flueShape, sizeX: flueInner, sizeZ: flueInner, xCenter: x },
capTopY - 0.02,
capTopY + flueHeight + 0.02,
),
)
newFlues = subtractCutters(flues, cutters)
for (const cutter of cutters) cutter.geometry.dispose()
}
// Partition each surface so the very top face becomes its own material
// group (index 1 → top material, index 0 → body material). Matches v1's
// surface-array assignment.
partitionTopFaceGroups(newBody, topY - 0.05)
if (newCap) partitionTopFaceGroups(newCap, capTopY - 0.005)
if (newFlues) partitionTopFaceGroups(newFlues, capTopY + flueHeight - 0.005)
return { body: newBody, cap: newCap, flues: newFlues }
}
/**
* Split the index buffer into two groups:
* - group 0: every triangle whose normal is NOT roughly up, or that
* sits below `topYMin`. Receives the body material.
* - group 1: the top face triangles. Receives the top material.
*
* Mirrors the v1 `partitionTopFaceGroups` in
* `packages/viewer/src/systems/chimney/chimney-geometry.ts`. Operates in
* place — the geometry is re-indexed and its `groups` array rewritten.
*/
export function partitionTopFaceGroups(geo: THREE.BufferGeometry, topYMin: number) {
// CSG paths return indexed geometry; the pure-builder path doesn't. If
// we don't have an index, build one so the partitioning logic has
// something to reorder.
if (!geo.getIndex()) {
const merged = mergeVertices(geo, 1e-4)
if (merged.getIndex()) {
const idx = merged.getIndex()!
geo.setIndex(idx)
geo.setAttribute('position', merged.getAttribute('position'))
if (merged.getAttribute('uv')) geo.setAttribute('uv', merged.getAttribute('uv'))
if (merged.getAttribute('normal')) geo.setAttribute('normal', merged.getAttribute('normal'))
}
}
const positions = geo.getAttribute('position')
let normals = geo.getAttribute('normal')
if (!normals) {
geo.computeVertexNormals()
normals = geo.getAttribute('normal')
}
const index = geo.getIndex()
if (!(positions && normals && index)) {
geo.clearGroups()
geo.addGroup(0, index?.count ?? positions.count, 0)
return
}
const idxArr = index.array as ArrayLike<number>
const topTris: number[] = []
const otherTris: number[] = []
const yEps = 0.02
for (let i = 0; i < idxArr.length; i += 3) {
const a = idxArr[i] as number
const b = idxArr[i + 1] as number
const c = idxArr[i + 2] as number
const ny = (normals.getY(a) + normals.getY(b) + normals.getY(c)) / 3
const py = (positions.getY(a) + positions.getY(b) + positions.getY(c)) / 3
if (ny > 0.95 && py >= topYMin - yEps) {
topTris.push(a, b, c)
} else {
otherTris.push(a, b, c)
}
}
const total = otherTris.length + topTris.length
const useUint32 = (positions.count ?? 0) > 0xff_ff
const newArr = useUint32 ? new Uint32Array(total) : new Uint16Array(total)
for (let i = 0; i < otherTris.length; i++) newArr[i] = otherTris[i] as number
for (let i = 0; i < topTris.length; i++) newArr[otherTris.length + i] = topTris[i] as number
geo.setIndex(new THREE.BufferAttribute(newArr, 1))
geo.clearGroups()
if (otherTris.length > 0) geo.addGroup(0, otherTris.length, 0)
if (topTris.length > 0) geo.addGroup(otherTris.length, topTris.length, 1)
}
/**
* Build one cutter brush per vertical face for the inset-panel feature.
* Each cutter is a thin box flush against the body face; CSG-subtracted
* from the body it leaves a recessed rectangular panel — same shape as
* v1's `buildPanelCutterBrush`.
*/
function buildPanelCutters(node: ChimneyNode, topY: number): Brush[] {
const w = node.width
const d = node.depth
const margin = Math.max(0, node.panelMargin)
const recess = Math.max(0.005, node.panelDepth)
const panelHeight = Math.max(0.05, node.panelHeight)
const offsetTop = Math.max(0, node.panelOffsetTop)
const yTop = topY - offsetTop
const yBot = yTop - panelHeight
const eps = 0.002
const faces: Array<{
sizeX: number
sizeZ: number
cx: number
cz: number
}> = []
const panelW = w - 2 * margin
const panelD = d - 2 * margin
if (panelW > 0.05) {
// frontZ
faces.push({
sizeX: panelW,
sizeZ: recess + 2 * eps,
cx: 0,
cz: d / 2 - recess / 2 + eps,
})
// backZ
faces.push({
sizeX: panelW,
sizeZ: recess + 2 * eps,
cx: 0,
cz: -d / 2 + recess / 2 - eps,
})
}
if (panelD > 0.05) {
// rightX
faces.push({
sizeX: recess + 2 * eps,
sizeZ: panelD,
cx: w / 2 - recess / 2 + eps,
cz: 0,
})
// leftX
faces.push({
sizeX: recess + 2 * eps,
sizeZ: panelD,
cx: -w / 2 + recess / 2 - eps,
cz: 0,
})
}
const h = Math.max(0.02, yTop - yBot)
const midY = (yTop + yBot) / 2
const brushes: Brush[] = []
for (const f of faces) {
const geo = new THREE.BoxGeometry(f.sizeX, h, f.sizeZ)
geo.translate(f.cx, midY, f.cz)
if (Math.abs(node.rotation) > 1e-4) geo.rotateY(node.rotation)
geo.translate(node.position[0] ?? 0, 0, node.position[2] ?? 0)
const idx = geo.getIndex()?.count ?? 0
geo.clearGroups()
if (idx > 0) geo.addGroup(0, idx, 0)
const brush = new Brush(geo, dummyMat as unknown as THREE.MeshStandardMaterial)
brush.updateMatrixWorld()
prepareBrushForCSG(brush)
brushes.push(brush)
}
return brushes
}
function buildCutter(
node: ChimneyNode,
spec: { shape: 'round' | 'square'; sizeX: number; sizeZ: number; xCenter: number },
yBot: number,
yTop: number,
): Brush {
const h = Math.max(0.02, yTop - yBot)
const midY = (yTop + yBot) / 2
const geo: THREE.BufferGeometry =
spec.shape === 'round'
? new THREE.CylinderGeometry(spec.sizeX / 2, spec.sizeX / 2, h, 24, 1, false)
: new THREE.BoxGeometry(spec.sizeX, h, spec.sizeZ)
geo.translate(spec.xCenter, midY, 0)
// Match the same node-local transform that `geometry.ts:applyNodeTransform`
// bakes into the body/cap/flue vertices.
if (Math.abs(node.rotation) > 1e-4) geo.rotateY(node.rotation)
geo.translate(node.position[0] ?? 0, 0, node.position[2] ?? 0)
const idx = geo.getIndex()?.count ?? 0
geo.clearGroups()
if (idx > 0) geo.addGroup(0, idx, 0)
const brush = new Brush(geo, dummyMat as unknown as THREE.MeshStandardMaterial)
brush.updateMatrixWorld()
prepareBrushForCSG(brush)
return brush
}
function subtractCutters(
base: THREE.BufferGeometry,
cutters: Brush[],
): THREE.BufferGeometry {
if (cutters.length === 0) return base
const indexed = mergeVertices(base, 1e-4)
if (!indexed.getAttribute('normal')) indexed.computeVertexNormals()
const ic = indexed.getIndex()?.count ?? 0
indexed.clearGroups()
if (ic > 0) indexed.addGroup(0, ic, 0)
const baseBrush = new Brush(indexed, dummyMat as unknown as THREE.MeshStandardMaterial)
baseBrush.updateMatrixWorld()
prepareBrushForCSG(baseBrush)
let current: Brush = baseBrush
const intermediates: Brush[] = []
try {
for (const cutter of cutters) {
const next = csgEvaluator.evaluate(current, cutter, SUBTRACTION) as Brush
prepareBrushForCSG(next)
if (current !== baseBrush) intermediates.push(current)
current = next
}
const out = csgGeometry(current).clone()
const idx = out.getIndex()?.count ?? 0
out.clearGroups()
if (idx > 0) out.addGroup(0, idx, 0)
else out.addGroup(0, out.getAttribute('position').count, 0)
out.computeVertexNormals()
base.dispose()
indexed.dispose()
for (const b of intermediates) b.geometry.dispose()
if (current !== baseBrush) current.geometry.dispose()
return out
} catch (e) {
// eslint-disable-next-line no-console
console.error('[chimney] hole carve CSG failed:', e)
indexed.dispose()
for (const b of intermediates) b.geometry.dispose()
if (current !== baseBrush) current.geometry.dispose()
return base
}
}
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export { chimneyDefinition } from './definition'
export { buildChimneyGeometry, flueXPositions } from './geometry'
export { ChimneyNode } from './schema'
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'use client'
import {
type AnyNodeId,
ChimneyNode as ChimneyNodeSchema,
type ChimneyNode,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { triggerSFX, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import ChimneyPreview from './preview'
const tmpMatrix = new THREE.Matrix4()
const tmpInv = new THREE.Matrix4()
const tmpPos = new THREE.Vector3()
const tmpQuat = new THREE.Quaternion()
const tmpScale = new THREE.Vector3()
type SegmentTransform = {
position: [number, number, number]
quaternion: [number, number, number, number]
}
/**
* Drag-to-place tool for chimney duplicate / move. Receives the moving
* node (a clone with `id` stripped + `metadata.isNew = true` after a
* Duplicate action) via `node` prop, shows the same ghost preview as
* placement, and on click commits the cloned chimney to the hit
* segment with that segment's local coords.
*
* Mirrors `tool.tsx`'s placement preview — the only differences are
* (a) the ghost is built from the moving node so the duplicate
* preserves the original's body shape/material/etc., and (b) on click
* we keep all of the clone's fields and only overwrite host segment +
* position. Mounted via `def.affordanceTools.move`.
*/
const MoveChimneyTool = ({ node }: { node: ChimneyNode }) => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
const setMovingNode = useEditor((s) => s.setMovingNode)
const [segmentXform, setSegmentXform] = useState<SegmentTransform | null>(null)
const [hitLocal, setHitLocal] = useState<[number, number, number] | null>(null)
const [previewSegment, setPreviewSegment] = useState<RoofSegmentNode | null>(null)
const lastSnapRef = useRef<[number, number] | null>(null)
// Ghost data — same as the moving clone but pinned to position[0,0,0]
// (the inner group does the cursor offset). Reparse so Zod fills any
// defaults missing from the clone.
const previewNode = useMemo(
() =>
ChimneyNodeSchema.parse({
...node,
id: 'chimney_preview' as never,
position: [0, 0, 0],
rotation: 0,
}),
[node],
)
useEffect(() => {
if (!activeBuildingId) return
const computeSegmentXform = (segmentId: string): SegmentTransform | null => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
const segObj = sceneRegistry.nodes.get(segmentId as AnyNodeId)
if (!(buildingObj && segObj)) return null
buildingObj.updateWorldMatrix(true, false)
segObj.updateWorldMatrix(true, false)
tmpInv.copy(buildingObj.matrixWorld).invert()
tmpMatrix.multiplyMatrices(tmpInv, segObj.matrixWorld)
tmpMatrix.decompose(tmpPos, tmpQuat, tmpScale)
return {
position: [tmpPos.x, tmpPos.y, tmpPos.z],
quaternion: [tmpQuat.x, tmpQuat.y, tmpQuat.z, tmpQuat.w],
}
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const xform = computeSegmentXform(hit.segment.id)
if (!xform) return
setSegmentXform(xform)
setHitLocal([hit.localX, hit.localY, hit.localZ])
setPreviewSegment(hit.segment)
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
// Strip the `isNew` flag — only used to mark a duplicate clone
// that hasn't been committed yet.
const meta =
node.metadata && typeof node.metadata === 'object' && !Array.isArray(node.metadata)
? (node.metadata as Record<string, unknown>)
: {}
const { isNew, ...restMeta } = meta as { isNew?: boolean }
const cleanedMeta = Object.keys(restMeta).length > 0 ? restMeta : undefined
// Duplicate (clone with no committed id yet) → create a fresh
// chimney parented to the hit segment. Plain move (existing id,
// no `isNew` flag) → update host + position in place. Either way
// every other field from the clone is preserved.
if (isNew || !node.id) {
const committed = ChimneyNodeSchema.parse({
...node,
id: undefined as never,
roofSegmentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
metadata: cleanedMeta,
})
state.createNode(committed, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [committed.id] })
} else {
const prevSegmentId = node.roofSegmentId as AnyNodeId | undefined
state.updateNode(node.id as AnyNodeId, {
roofSegmentId: hit.segment.id,
parentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
metadata: cleanedMeta,
})
if (prevSegmentId) state.dirtyNodes.add(prevSegmentId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [node.id] })
}
setMovingNode(null)
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, node, setMovingNode, setSelection])
if (!activeBuildingId || !segmentXform || !hitLocal || !previewSegment) return null
return (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
<group position={[hitLocal[0], 0, hitLocal[2]]}>
<ChimneyPreview node={previewNode} segment={previewSegment} />
</group>
</group>
)
}
export default MoveChimneyTool
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import type {
ChimneyMaterialRole,
ChimneyNode,
MaterialSchema,
PaintCapability,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef } from '@pascal-app/viewer'
import type { Material, Mesh } from 'three'
/**
* Resolve a chimney face click to its logical surface role.
*
* `holes.ts:partitionTopFaceGroups` partitions the chimney body
* mesh's material slots so:
* 0 = body
* 1 = top (the cap face)
* Faces outside any group (cricket mesh, which renders with a single
* material) fall back to 'body'.
*/
export function resolveChimneyRole(materialIndex: number | null): ChimneyMaterialRole {
return materialIndex === 1 ? 'top' : 'body'
}
export function buildChimneyMaterialPatch(
role: ChimneyMaterialRole,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Partial<ChimneyNode> {
if (role === 'top') {
return { topMaterial: material, topMaterialPreset: materialPreset }
}
return { material, materialPreset }
}
export function getEffectiveChimneyMaterial(
node: ChimneyNode,
role: ChimneyMaterialRole,
): { material: MaterialSchema | undefined; materialPreset: string | undefined } {
if (role === 'top') {
const hasTop = node.topMaterial !== undefined || node.topMaterialPreset !== undefined
if (hasTop) {
return { material: node.topMaterial, materialPreset: node.topMaterialPreset }
}
}
return { material: node.material, materialPreset: node.materialPreset }
}
function buildPreviewMaterial(
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Material | null {
if (materialPreset) {
return createMaterialFromPresetRef(materialPreset)
}
if (material) {
return createMaterial(material)
}
return null
}
/**
* Apply a preview material to the chimney's mesh subtree for the
* given role. The body mesh uses a 2-slot material array (body =
* slot 0, top = slot 1) so paint-target → slot index is a single
* lookup. The cricket mesh uses a single material, which only the
* 'body' role paints.
*/
function applyChimneyPreview(
role: ChimneyMaterialRole,
previewMaterial: Material,
root: import('three').Object3D,
): (() => void) | null {
const restores: Array<() => void> = []
root.traverse((object) => {
const mesh = object as Mesh
if (!mesh.isMesh) return
const current = mesh.material as Material | Material[]
if (Array.isArray(current)) {
const idx = role === 'top' ? 1 : 0
const previousAtIdx = current[idx]
if (!previousAtIdx) return
const previousArray = [...current]
const nextArray = [...current]
nextArray[idx] = previewMaterial
mesh.material = nextArray
restores.push(() => {
mesh.material = previousArray
})
} else if (role === 'body') {
const previous = mesh.material
mesh.material = previewMaterial
restores.push(() => {
mesh.material = previous
})
}
})
if (restores.length === 0) return null
return () => {
for (let i = restores.length - 1; i >= 0; i -= 1) restores[i]?.()
}
}
/**
* Capability binding for the chimney kind. The editor's
* selection-manager invokes these in place of the legacy
* `if (node.type === 'chimney') { ... }` arm.
*/
export const chimneyPaint: PaintCapability = {
resolveRole: ({ materialIndex }) => resolveChimneyRole(materialIndex),
buildPatch: ({ role, material, materialPreset }) =>
buildChimneyMaterialPatch(role as ChimneyMaterialRole, material, materialPreset),
applyPreview: ({ role, material, materialPreset, root }) => {
const previewMaterial = buildPreviewMaterial(material, materialPreset)
if (!previewMaterial) return null
return applyChimneyPreview(role as ChimneyMaterialRole, previewMaterial, root)
},
getEffectiveMaterial: ({ node, role }) =>
getEffectiveChimneyMaterial(node as ChimneyNode, role as ChimneyMaterialRole),
}
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'use client'
import {
type AnyNode,
type AnyNodeId,
type ChimneyNode,
getActiveRoofHeight,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import { Vector3 } from 'three'
import { useViewer } from '@pascal-app/viewer'
import { Trash2 } from 'lucide-react'
import { useCallback, useMemo, useState } from 'react'
import {
ActionButton,
ActionGroup,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
} from '@pascal-app/editor'
import {
CHIMNEY_PRESET_KEYS,
CHIMNEY_PRESET_LABELS,
type ChimneyPresetKey,
chimneyPresets,
detectActiveChimneyPreset,
} from './presets'
// Tiny clsx-equivalent. The editor package doesn't re-export the
// legacy `cn` helper; inlining keeps this panel self-contained.
const cn = (...classes: Array<string | false | undefined | null>): string =>
classes.filter(Boolean).join(' ')
type ChimneyType = 'cap' | 'flues' | 'shoulder' | 'bands' | 'cricket' | 'panels'
const CHIMNEY_TYPE_OPTIONS: Array<{ label: string; value: ChimneyType }> = [
{ label: 'Cap', value: 'cap' },
{ label: 'Flues', value: 'flues' },
{ label: 'Shoulder', value: 'shoulder' },
{ label: 'Bands', value: 'bands' },
{ label: 'Cricket', value: 'cricket' },
{ label: 'Panels', value: 'panels' },
]
export default function ChimneyPanel() {
const [chimneyType, setChimneyType] = useState<ChimneyType>('cap')
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const storeNode = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as ChimneyNode | undefined) : undefined,
)
// Merge live overrides so slider displays the value the user is actively
// dragging, even though the store hasn't been written to yet.
const overrides = useLiveNodeOverrides((s) =>
selectedId ? (s.get(selectedId as AnyNodeId) as Partial<ChimneyNode> | undefined) : undefined,
)
const node = storeNode && overrides ? ({ ...storeNode, ...overrides } as ChimneyNode) : storeNode
const handleUpdate = useCallback(
(updates: Partial<ChimneyNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
},
[selectedId, updateNode],
)
// Slider drag → write live override (mesh updates, store untouched).
// Slider release → commit to store + clear override.
const previewProp = useCallback(
(updates: Partial<ChimneyNode>) => {
if (!selectedId) return
useLiveNodeOverrides.getState().set(selectedId as AnyNodeId, updates)
},
[selectedId],
)
const commitProp = useCallback(
(updates: Partial<ChimneyNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
// If reparenting was part of the patch, flag both segments dirty so the
// roof system rebuilds them.
if (updates.roofSegmentId !== undefined) {
const state = useScene.getState()
const prev = node?.roofSegmentId
if (prev) state.dirtyNodes.add(prev as AnyNodeId)
state.dirtyNodes.add(updates.roofSegmentId as AnyNodeId)
state.dirtyNodes.add(selectedId as AnyNodeId)
}
useLiveNodeOverrides.getState().clear(selectedId as AnyNodeId)
},
[node, selectedId, updateNode],
)
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
// Unlist from host segment's children before deleting the node.
if (segmentId) {
const state = useScene.getState()
const segment = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (segment) {
state.updateNode(segmentId as AnyNode['id'], {
children: (segment.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'chimney' && selectedId)) return null
const scenestate = useScene.getState()
const segment = node.roofSegmentId
? (scenestate.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined
const roof = segment?.parentId
? (scenestate.nodes[segment.parentId as AnyNodeId] as RoofNode | undefined)
: undefined
// ---- True world-space helpers -------------------------------------------
// We use the registered THREE.js Object3D matrices so the conversion picks
// up EVERY ancestor transform (building rotation, level, etc.) and not
// just roof + segment. Falls back to identity if a matrix isn't available
// yet (rare timing edge case).
const chimneyObj = sceneRegistry.nodes.get(selectedId)
if (chimneyObj) chimneyObj.updateWorldMatrix(true, false)
// World pose of the chimney's group origin (after segment.position +
// segment.rotation + roof + building, etc.). Used as the basis for the
// chimney's actual world position (which is groupOrigin + chimney.position
// rotated through the chain).
const computeChimneyWorldPos = () => {
if (!chimneyObj) return { x: 0, z: 0 }
// The chimney's outer group is at segment.position + segment.rotation
// already; chimney.position is applied inside the geometry. To get the
// world position of the chimney's center we transform its local center
// (chimney.position[0], 0, chimney.position[2]) through the outer group.
const localPt = new Vector3(node.position[0] ?? 0, 0, node.position[2] ?? 0)
const worldPt = localPt.applyMatrix4(chimneyObj.matrixWorld)
return { x: worldPt.x, z: worldPt.z }
}
const computeChimneyWorldRotation = () => {
if (!chimneyObj) return node.rotation ?? 0
// Extract Y rotation from the outer group's world matrix. Assumes only
// Y-axis ancestor rotations (true for our scene — buildings can rotate
// around Y; levels/roofs/segments all rotate around Y).
const m = chimneyObj.matrixWorld.elements
// 3x3 rotation portion (column-major): m[0]=cos, m[2]=-sin for pure Y rot.
const ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
return ancestorWorldY + (node.rotation ?? 0)
}
const { x: worldX_now, z: worldZ_now } = computeChimneyWorldPos()
const worldRotation_now = computeChimneyWorldRotation()
// Find any roof-segment whose footprint contains a given world (x, z).
const findSegmentForWorldPoint = (
wx: number,
wz: number,
): { segment: RoofSegmentNode; localX: number; localZ: number } | null => {
const state = useScene.getState()
const worldPt = new Vector3(wx, 0, wz)
for (const candidate of Object.values(state.nodes)) {
if (!candidate || candidate.type !== 'roof-segment') continue
const seg = candidate as RoofSegmentNode
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(worldPt.clone())
if (Math.abs(local.x) <= seg.width / 2 && Math.abs(local.z) <= seg.depth / 2) {
return { segment: seg, localX: local.x, localZ: local.z }
}
}
return null
}
// World→segment-local for a given segment. Uses the segment's registered
// mesh (whose world matrix already walks every ancestor transform).
const worldToSegLocal = (
wx: number,
wz: number,
seg: RoofSegmentNode,
): { localX: number; localZ: number } => {
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) return { localX: wx, localZ: wz }
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(new Vector3(wx, 0, wz))
return { localX: local.x, localZ: local.z }
}
// World-space slider range = bounding box of the chimney's parent roof
// segments. Computed from each segment mesh's world matrix so the range
// is in TRUE world coords too.
let worldMinX = worldX_now - 20
let worldMaxX = worldX_now + 20
let worldMinZ = worldZ_now - 20
let worldMaxZ = worldZ_now + 20
if (roof) {
let lo_x = Number.POSITIVE_INFINITY
let hi_x = Number.NEGATIVE_INFINITY
let lo_z = Number.POSITIVE_INFINITY
let hi_z = Number.NEGATIVE_INFINITY
for (const childId of roof.children ?? []) {
const seg = scenestate.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const segWorldCenter = new Vector3().applyMatrix4(segObj.matrixWorld)
// Use a circular bound (sqrt(w^2 + d^2)/2) — rotation-agnostic.
const r = Math.hypot(seg.width, seg.depth) / 2
lo_x = Math.min(lo_x, segWorldCenter.x - r)
hi_x = Math.max(hi_x, segWorldCenter.x + r)
lo_z = Math.min(lo_z, segWorldCenter.z - r)
hi_z = Math.max(hi_z, segWorldCenter.z + r)
}
if (Number.isFinite(lo_x)) {
worldMinX = lo_x
worldMaxX = hi_x
worldMinZ = lo_z
worldMaxZ = hi_z
}
}
// Commit a new world (x, z). Finds whichever segment contains the point;
// if it differs from the current segment, reparents while preserving the
// chimney's world rotation and the world Y of the chimney top (via
// heightAboveRidge).
const commitWorldPosition = (newWorldX: number, newWorldZ: number) => {
if (!segment) return
const oldWorldRotation = worldRotation_now
const oldHeightAboveRidge = node.heightAboveRidge ?? 1
const oldPeakY = segment.wallHeight + getActiveRoofHeight(segment)
// Compute the chimney's current world top Y by transforming the segment-
// local top point through the chimney's matrix.
let oldWorldTopY = 0
if (chimneyObj) {
const localTop = new Vector3(
node.position[0] ?? 0,
oldPeakY + oldHeightAboveRidge,
node.position[2] ?? 0,
)
oldWorldTopY = localTop.applyMatrix4(chimneyObj.matrixWorld).y
}
const target = findSegmentForWorldPoint(newWorldX, newWorldZ)
if (target && target.segment.id !== segment.id) {
const newSegObj = sceneRegistry.nodes.get(target.segment.id)
const newPeakY = target.segment.wallHeight + getActiveRoofHeight(target.segment)
// World Y of the new chimney's group origin (at target localX,Z, y=0).
let newOriginWorldY = 0
if (newSegObj) {
newSegObj.updateWorldMatrix(true, false)
newOriginWorldY = new Vector3(target.localX, 0, target.localZ)
.applyMatrix4(newSegObj.matrixWorld).y
}
const newHeightAboveRidge = Math.max(0.1, oldWorldTopY - newOriginWorldY - newPeakY)
// Preserve world rotation: extract the new segment's ancestor world
// Y-rotation from its matrix, then compute the chimney-local rotation
// that yields the same world rotation.
let newAncestorWorldY = 0
if (newSegObj) {
const m = newSegObj.matrixWorld.elements
newAncestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
const newSegLocalRot = oldWorldRotation - newAncestorWorldY
commitProp({
roofSegmentId: target.segment.id,
parentId: target.segment.id,
position: [target.localX, 0, target.localZ],
rotation: newSegLocalRot,
heightAboveRidge: newHeightAboveRidge,
} as Partial<ChimneyNode>)
} else {
// Same segment, just convert world → segment-local.
const local = worldToSegLocal(newWorldX, newWorldZ, segment)
commitProp({ position: [local.localX, 0, local.localZ] })
}
}
// Commit a new world rotation. Stays parented to the current segment.
const commitWorldRotation = (newWorldRot: number) => {
if (!segment) return
let ancestorWorldY = 0
const segObj = sceneRegistry.nodes.get(segment.id)
if (segObj) {
segObj.updateWorldMatrix(true, false)
const m = segObj.matrixWorld.elements
ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
commitProp({ rotation: newWorldRot - ancestorWorldY })
}
// Match the current store node against the preset table so the
// segmented control highlights "the preset you'd land on if you
// applied X again". Compare against the store node, not the live-
// override-merged `node`, so the highlight is stable across slider
// drags. Null means the user has tweaked away from any preset; the
// segmented control will then render with no segment selected.
const activePreset = useMemo(() => detectActiveChimneyPreset(storeNode), [storeNode])
const applyPreset = useCallback(
(key: ChimneyPresetKey) => {
commitProp(chimneyPresets[key] as Partial<ChimneyNode>)
triggerSFX('sfx:item-pick')
},
[commitProp],
)
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Chimney'}
width={300}
>
<PanelSection title="Style">
<SegmentedControl
onChange={(v) => applyPreset(v as ChimneyPresetKey)}
options={CHIMNEY_PRESET_KEYS.map((k) => ({
label: CHIMNEY_PRESET_LABELS[k],
value: k,
}))}
// Empty string when no preset matches — nothing highlighted,
// which reads correctly as "custom".
value={activePreset ?? ''}
/>
</PanelSection>
<PanelSection title="Footprint">
<SegmentedControl
onChange={(v) => handleUpdate({ bodyShape: v })}
options={[
{ label: 'Square', value: 'square' },
{ label: 'Round', value: 'round' },
]}
value={node.bodyShape ?? 'square'}
/>
<SliderControl
label={(node.bodyShape ?? 'square') === 'round' ? 'Diameter' : 'Width'}
max={3}
min={0.2}
onChange={(v) => previewProp({ width: v })}
onCommit={(v) => commitProp({ width: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.width * 100) / 100}
/>
{(node.bodyShape ?? 'square') !== 'round' && (
<SliderControl
label="Depth"
max={3}
min={0.2}
onChange={(v) => previewProp({ depth: v })}
onCommit={(v) => commitProp({ depth: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.depth * 100) / 100}
/>
)}
<SliderControl
label="Hollow Depth"
max={3}
min={0}
onChange={(v) => previewProp({ bodyHollowDepth: v })}
onCommit={(v) => commitProp({ bodyHollowDepth: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.bodyHollowDepth ?? 0.6) * 100) / 100}
/>
<SliderControl
label="Wall Thickness"
max={0.3}
min={0}
onChange={(v) => previewProp({ bodyHollowMargin: v })}
onCommit={(v) => commitProp({ bodyHollowMargin: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.bodyHollowMargin ?? 0.08) * 1000) / 1000}
/>
{(node.bodyShape ?? 'square') !== 'round' && (
<SliderControl
label="Corner Bevel"
max={Math.max(0, Math.min(node.width, node.depth) / 2 - 0.005)}
min={0}
onChange={(v) => previewProp({ cornerBevel: v })}
onCommit={(v) => commitProp({ cornerBevel: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.cornerBevel ?? 0) * 1000) / 1000}
/>
)}
</PanelSection>
<PanelSection title="Height">
<SliderControl
label="Above Ridge"
max={5}
min={0.1}
onChange={(v) => previewProp({ heightAboveRidge: v })}
onCommit={(v) => commitProp({ heightAboveRidge: v })}
precision={2}
restoreOnCommit={false}
step={0.1}
unit="m"
value={Math.round(node.heightAboveRidge * 100) / 100}
/>
<SliderControl
label="Cutout Offset"
max={0.5}
min={0}
onChange={(v) => previewProp({ cutoutOffset: v })}
onCommit={(v) => commitProp({ cutoutOffset: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.cutoutOffset ?? 0) * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Position">
<SliderControl
label="X"
max={Math.round(worldMaxX * 10) / 10}
min={Math.round(worldMinX * 10) / 10}
onChange={(newWorldX) => {
// Live preview: keep the chimney parented to its current segment
// and update its segment-local position so the visual matches the
// dragged world X. Reparenting (if any) happens on commit.
if (!segment) return
const local = worldToSegLocal(newWorldX, worldZ_now, segment)
previewProp({ position: [local.localX, 0, local.localZ] })
}}
onCommit={(newWorldX) => commitWorldPosition(newWorldX, worldZ_now)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldX_now * 100) / 100}
/>
<SliderControl
label="Z"
max={Math.round(worldMaxZ * 10) / 10}
min={Math.round(worldMinZ * 10) / 10}
onChange={(newWorldZ) => {
if (!segment) return
const local = worldToSegLocal(worldX_now, newWorldZ, segment)
previewProp({ position: [local.localX, 0, local.localZ] })
}}
onCommit={(newWorldZ) => commitWorldPosition(worldX_now, newWorldZ)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldZ_now * 100) / 100}
/>
<SliderControl
label="Rotation"
max={180}
min={-180}
onChange={(degrees) => {
// World rotation → segment-local rotation for the current segment.
const newWorldRot = (degrees * Math.PI) / 180
let ancestorWorldY = 0
if (segment) {
const segObj = sceneRegistry.nodes.get(segment.id)
if (segObj) {
segObj.updateWorldMatrix(true, false)
const m = segObj.matrixWorld.elements
ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
}
previewProp({ rotation: newWorldRot - ancestorWorldY })
}}
onCommit={(degrees) => commitWorldRotation((degrees * Math.PI) / 180)}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round((worldRotation_now * 180) / Math.PI)}
/>
</PanelSection>
<PanelSection title="Chimney Type">
<div className="grid grid-cols-2 gap-1.5 px-1 pt-1">
{CHIMNEY_TYPE_OPTIONS.filter((option) => {
// Cricket and Panels both rely on a flat face — hide them for
// round bodies.
if ((node.bodyShape ?? 'square') === 'round') {
return option.value !== 'cricket' && option.value !== 'panels'
}
return true
}).map((option) => {
const isSelected = chimneyType === option.value
return (
<button
className={cn(
'flex min-h-12 items-center rounded-lg border px-3 py-2.5 text-left text-xs transition-colors',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={option.value}
onClick={() => setChimneyType(option.value)}
type="button"
>
<span className="truncate font-medium">{option.label}</span>
</button>
)
})}
</div>
{chimneyType === 'cap' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ cap: v !== 'none', capShape: v })}
options={[
{ label: 'None', value: 'none' },
{ label: 'Sloped', value: 'sloped' },
{ label: 'Flat', value: 'flat' },
{ label: 'Stepped', value: 'stepped' },
]}
value={node.capShape ?? 'sloped'}
/>
{(node.capShape ?? 'sloped') !== 'none' && (
<>
<SliderControl
label="Overhang"
max={0.2}
min={0}
onChange={(v) => previewProp({ capOverhang: v })}
onCommit={(v) => commitProp({ capOverhang: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.capOverhang ?? 0.04) * 1000) / 1000}
/>
<SliderControl
label="Thickness"
max={0.3}
min={0.02}
onChange={(v) => previewProp({ capThickness: v })}
onCommit={(v) => commitProp({ capThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.capThickness ?? 0.08) * 1000) / 1000}
/>
</>
)}
</>
)}
{chimneyType === 'shoulder' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ shoulderStyle: v })}
options={[
{ label: 'None', value: 'none' },
{ label: 'Tapered', value: 'tapered' },
{ label: 'Corbeled', value: 'corbeled' },
]}
value={node.shoulderStyle ?? 'none'}
/>
{(node.shoulderStyle ?? 'none') !== 'none' && (
<>
<SliderControl
label="Height"
max={3}
min={0.1}
onChange={(v) => previewProp({ shoulderHeight: v })}
onCommit={(v) => commitProp({ shoulderHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.shoulderHeight ?? 0.5) * 100) / 100}
/>
<SliderControl
label="Extent"
max={0.5}
min={0}
onChange={(v) => previewProp({ shoulderExtent: v })}
onCommit={(v) => commitProp({ shoulderExtent: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.shoulderExtent ?? 0.1) * 100) / 100}
/>
</>
)}
</>
)}
{chimneyType === 'flues' && (
<>
<SliderControl
label="Count"
max={4}
min={0}
onChange={(v) => previewProp({ flueCount: Math.round(v) })}
onCommit={(v) => commitProp({ flueCount: Math.round(v) })}
precision={0}
restoreOnCommit={false}
step={1}
unit=""
value={node.flueCount ?? 1}
/>
{(node.flueCount ?? 1) > 0 && (
<>
<SegmentedControl
onChange={(v) => handleUpdate({ flueShape: v })}
options={[
{ label: 'Round', value: 'round' },
{ label: 'Square', value: 'square' },
]}
value={node.flueShape ?? 'round'}
/>
<SliderControl
label="Diameter"
max={Math.max(0.4, node.width)}
min={0.05}
onChange={(v) => previewProp({ flueDiameter: v })}
onCommit={(v) => commitProp({ flueDiameter: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.flueDiameter ?? 0.22) * 100) / 100}
/>
<SliderControl
label="Height"
max={1.5}
min={0.05}
onChange={(v) => previewProp({ flueHeight: v })}
onCommit={(v) => commitProp({ flueHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.flueHeight ?? 0.3) * 100) / 100}
/>
{(node.flueCount ?? 1) > 1 && (
<SliderControl
label="Spacing"
max={1}
min={0}
onChange={(v) => previewProp({ flueSpacing: v })}
onCommit={(v) => commitProp({ flueSpacing: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
value={Math.round((node.flueSpacing ?? 1) * 100) / 100}
/>
)}
<SliderControl
label="Wall Thickness"
max={Math.max(0.1, (node.flueDiameter ?? 0.22) / 2 - 0.01)}
min={0}
onChange={(v) => previewProp({ flueWallThickness: v })}
onCommit={(v) => commitProp({ flueWallThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.flueWallThickness ?? 0.02) * 1000) / 1000}
/>
</>
)}
</>
)}
{chimneyType === 'bands' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ bandStyle: v })}
options={[
{ label: 'None', value: 'none' },
{ label: 'Single', value: 'single' },
{ label: 'Double', value: 'double' },
]}
value={node.bandStyle ?? 'none'}
/>
{(node.bandStyle ?? 'none') !== 'none' && (
<>
<SliderControl
label="Thickness"
max={0.4}
min={0.02}
onChange={(v) => previewProp({ bandHeight: v })}
onCommit={(v) => commitProp({ bandHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.bandHeight ?? 0.1) * 100) / 100}
/>
<SliderControl
label="Extent"
max={0.2}
min={0}
onChange={(v) => previewProp({ bandExtent: v })}
onCommit={(v) => commitProp({ bandExtent: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.bandExtent ?? 0.04) * 1000) / 1000}
/>
<SliderControl
label="Offset"
max={3}
min={0}
onChange={(v) => previewProp({ bandOffset: v })}
onCommit={(v) => commitProp({ bandOffset: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.bandOffset ?? 0.4) * 100) / 100}
/>
</>
)}
</>
)}
{chimneyType === 'cricket' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ cricketStyle: v })}
options={[
{ label: 'None', value: 'none' },
{ label: 'Simple', value: 'simple' },
]}
value={node.cricketStyle ?? 'none'}
/>
{(node.cricketStyle ?? 'none') !== 'none' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ cricketSide: v })}
options={[
{ label: 'Front', value: 'front' },
{ label: 'Back', value: 'back' },
]}
value={node.cricketSide ?? 'front'}
/>
<SliderControl
label="Length"
max={2}
min={0.1}
onChange={(v) => previewProp({ cricketLength: v })}
onCommit={(v) => commitProp({ cricketLength: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.cricketLength ?? 0.6) * 100) / 100}
/>
<SliderControl
label="Height"
max={1.5}
min={0.05}
onChange={(v) => previewProp({ cricketHeight: v })}
onCommit={(v) => commitProp({ cricketHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.cricketHeight ?? 0.4) * 100) / 100}
/>
</>
)}
</>
)}
{chimneyType === 'panels' && (
<>
<SegmentedControl
className="mt-2"
onChange={(v) => handleUpdate({ panelStyle: v })}
options={[
{ label: 'None', value: 'none' },
{ label: 'Rectangular', value: 'rectangular' },
]}
value={node.panelStyle ?? 'none'}
/>
{(node.panelStyle ?? 'none') !== 'none' && (
<>
<SliderControl
label="Depth"
max={0.15}
min={0.005}
onChange={(v) => previewProp({ panelDepth: v })}
onCommit={(v) => commitProp({ panelDepth: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.panelDepth ?? 0.03) * 1000) / 1000}
/>
<SliderControl
label="Height"
max={3}
min={0.1}
onChange={(v) => previewProp({ panelHeight: v })}
onCommit={(v) => commitProp({ panelHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.panelHeight ?? 0.8) * 100) / 100}
/>
<SliderControl
label="Top Offset"
max={2}
min={0}
onChange={(v) => previewProp({ panelOffsetTop: v })}
onCommit={(v) => commitProp({ panelOffsetTop: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.panelOffsetTop ?? 0.15) * 100) / 100}
/>
<SliderControl
label="Side Margin"
max={Math.max(0.5, node.width / 2 - 0.05)}
min={0.02}
onChange={(v) => previewProp({ panelMargin: v })}
onCommit={(v) => commitProp({ panelMargin: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.panelMargin ?? 0.1) * 100) / 100}
/>
</>
)}
</>
)}
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={handleDelete}
/>
</ActionGroup>
</PanelSection>
</PanelWrapper>
)
}
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import type { ParametricDescriptor } from '@pascal-app/core'
import type { ChimneyNode } from './schema'
export const chimneyParametrics: ParametricDescriptor<ChimneyNode> = {
// The chimney panel is a bespoke tabbed UI (Cap / Flues / Shoulder /
// Bands / Cricket / Panels) ported from the archive — auto-derived
// groups can't reproduce its layout. `groups` stays declared for the
// MCP path and for any future fallback consumer, but the inspector
// mounts the custom panel.
customPanel: () => import('./panel'),
groups: [
{
label: 'Body',
fields: [
{
key: 'bodyShape',
kind: 'enum',
options: ['square', 'round'],
display: 'segmented',
},
{ key: 'width', kind: 'number', unit: 'm', min: 0.2, max: 2, step: 0.05 },
{
key: 'depth',
kind: 'number',
unit: 'm',
min: 0.2,
max: 2,
step: 0.05,
visibleIf: (n) => n.bodyShape === 'square',
},
{ key: 'heightAboveRidge', kind: 'number', unit: 'm', min: 0.2, max: 3, step: 0.05 },
{
key: 'cornerBevel',
kind: 'number',
unit: 'm',
min: 0,
max: 0.1,
step: 0.005,
visibleIf: (n) => n.bodyShape === 'square',
},
],
},
{
label: 'Shoulder',
fields: [
{
key: 'shoulderStyle',
kind: 'enum',
options: ['none', 'tapered', 'corbeled'],
display: 'segmented',
},
{
key: 'shoulderHeight',
kind: 'number',
unit: 'm',
min: 0.1,
max: 1.5,
step: 0.05,
visibleIf: (n) => n.shoulderStyle !== 'none',
},
{
key: 'shoulderExtent',
kind: 'number',
unit: 'm',
min: 0,
max: 0.5,
step: 0.01,
visibleIf: (n) => n.shoulderStyle !== 'none',
},
],
},
{
label: 'Cap',
fields: [
{ key: 'cap', kind: 'boolean' },
{
key: 'capShape',
kind: 'enum',
options: ['none', 'sloped', 'flat', 'stepped'],
display: 'segmented',
visibleIf: (n) => n.cap === true,
},
{
key: 'capOverhang',
kind: 'number',
unit: 'm',
min: 0,
max: 0.2,
step: 0.01,
visibleIf: (n) => n.cap === true && n.capShape !== 'none',
},
{
key: 'capThickness',
kind: 'number',
unit: 'm',
min: 0.02,
max: 0.2,
step: 0.005,
visibleIf: (n) => n.cap === true && n.capShape !== 'none',
},
],
},
{
label: 'Flues',
fields: [
{ key: 'flueCount', kind: 'number', min: 0, max: 4, step: 1 },
{
key: 'flueShape',
kind: 'enum',
options: ['round', 'square'],
display: 'segmented',
visibleIf: (n) => n.flueCount > 0,
},
{
key: 'flueHeight',
kind: 'number',
unit: 'm',
min: 0.05,
max: 0.8,
step: 0.01,
visibleIf: (n) => n.flueCount > 0,
},
{
key: 'flueDiameter',
kind: 'number',
unit: 'm',
min: 0.05,
max: 0.4,
step: 0.01,
visibleIf: (n) => n.flueCount > 0,
},
{
key: 'flueSpacing',
kind: 'number',
min: 0,
max: 1,
step: 0.05,
visibleIf: (n) => n.flueCount > 1,
},
],
},
{
label: 'Cricket',
fields: [
{
key: 'cricketStyle',
kind: 'enum',
options: ['none', 'simple'],
display: 'segmented',
visibleIf: (n) => n.bodyShape === 'square',
},
{
key: 'cricketSide',
kind: 'enum',
options: ['front', 'back'],
display: 'segmented',
visibleIf: (n) => n.bodyShape === 'square' && n.cricketStyle !== 'none',
},
{
key: 'cricketLength',
kind: 'number',
unit: 'm',
min: 0.2,
max: 2,
step: 0.05,
visibleIf: (n) => n.bodyShape === 'square' && n.cricketStyle !== 'none',
},
{
key: 'cricketHeight',
kind: 'number',
unit: 'm',
min: 0.1,
max: 1,
step: 0.05,
visibleIf: (n) => n.bodyShape === 'square' && n.cricketStyle !== 'none',
},
],
},
],
}
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import type { ChimneyNode } from './schema'
/**
* Style presets — opinionated starting points the user can pick from
* the panel header. Each preset sets shape / silhouette / accessory
* fields only; dimensions (`width` / `depth` / `heightAboveRidge`),
* placement (`position` / `rotation` / `roofSegmentId`), and paint
* (`material*` / `topMaterial*`) are left untouched so applying a
* preset to an already-sized chimney resizes nothing and doesn't
* overwrite the user's paint choices.
*
* Presets are intentionally distinct silhouettes:
* - `brick` — straight body, double band, flat overhanging cap
* - `modern` — minimal flat cap, recessed decorative panels
* - `round` — cylindrical body, single band, industrial look
*/
export type ChimneyPresetKey = 'brick' | 'modern' | 'round'
export const CHIMNEY_PRESET_KEYS: ChimneyPresetKey[] = ['brick', 'modern', 'round']
export const CHIMNEY_PRESET_LABELS: Record<ChimneyPresetKey, string> = {
brick: 'Brick',
modern: 'Modern',
round: 'Round',
}
export const chimneyPresets: Record<ChimneyPresetKey, Partial<ChimneyNode>> = {
brick: {
bodyShape: 'square',
shoulderStyle: 'none',
cap: true,
capShape: 'flat',
capOverhang: 0.04,
capThickness: 0.06,
bandStyle: 'double',
bandHeight: 0.05,
bandExtent: 0.025,
bandOffset: 0.4,
cricketStyle: 'none',
cornerBevel: 0,
panelStyle: 'none',
flueCount: 1,
flueShape: 'round',
flueDiameter: 0.2,
flueHeight: 0.25,
flueSpacing: 1,
},
modern: {
bodyShape: 'square',
shoulderStyle: 'none',
cap: true,
capShape: 'flat',
capOverhang: 0.02,
capThickness: 0.04,
bandStyle: 'none',
cricketStyle: 'none',
cornerBevel: 0,
panelStyle: 'rectangular',
panelDepth: 0.015,
panelHeight: 1.0,
panelOffsetTop: 0.2,
panelMargin: 0.12,
flueCount: 1,
flueShape: 'round',
flueDiameter: 0.16,
flueHeight: 0.18,
flueSpacing: 1,
},
round: {
bodyShape: 'round',
shoulderStyle: 'none',
cap: true,
capShape: 'flat',
capOverhang: 0.05,
capThickness: 0.05,
bandStyle: 'single',
bandHeight: 0.04,
bandExtent: 0.02,
bandOffset: 0.4,
cricketStyle: 'none',
cornerBevel: 0,
panelStyle: 'none',
flueCount: 1,
flueShape: 'round',
flueDiameter: 0.16,
flueHeight: 0.2,
flueSpacing: 1,
},
}
/**
* Returns the preset key whose every field matches the supplied node,
* or `null` if no preset is an exact match (i.e. the user has tweaked
* fields after applying a preset). Used by the panel to highlight the
* current preset in the segmented control.
*/
export function detectActiveChimneyPreset(
node: Partial<ChimneyNode> | undefined | null,
): ChimneyPresetKey | null {
if (!node) return null
for (const key of CHIMNEY_PRESET_KEYS) {
const preset = chimneyPresets[key] as Record<string, unknown>
const n = node as Record<string, unknown>
let matches = true
for (const k of Object.keys(preset)) {
if (n[k] !== preset[k]) {
matches = false
break
}
}
if (matches) return key
}
return null
}
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'use client'
import type { ChimneyNode, RoofSegmentNode } from '@pascal-app/core'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildChimneyGeometry } from './geometry'
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.85,
transparent: true,
opacity: 0.55,
depthWrite: false,
})
/**
* The preview needs a segment fixture to build the body height. The
* placement tool passes the segment under the cursor; before any
* segment is hit, the preview isn't shown at all (the tool guards on
* `previewPos`).
*/
const ChimneyPreview = ({
node,
segment,
}: {
node: ChimneyNode
segment: RoofSegmentNode
}) => {
const geo = useMemo(() => buildChimneyGeometry(node, segment), [
segment.wallHeight,
segment.pitch,
segment.roofType,
segment.width,
segment.depth,
node.width,
node.depth,
node.heightAboveRidge,
node.bodyShape,
node.shoulderStyle,
node.shoulderHeight,
node.shoulderExtent,
node.cap,
node.capShape,
node.capOverhang,
node.capThickness,
node.flueCount,
node.flueShape,
node.flueHeight,
node.flueDiameter,
node.flueSpacing,
node.cricketStyle,
node.cricketSide,
node.cricketLength,
node.cricketHeight,
node.position[0],
node.position[2],
node.rotation,
])
useEffect(
() => () => {
geo.body.dispose()
geo.cap?.dispose()
geo.flues?.dispose()
geo.cricket?.dispose()
},
[geo],
)
return (
<group>
<mesh
geometry={geo.body}
material={ghostMaterial}
raycast={() => {
/* preview should not intercept the cursor */
}}
/>
{geo.cap && <mesh geometry={geo.cap} material={ghostMaterial} raycast={() => {}} />}
{geo.flues && <mesh geometry={geo.flues} material={ghostMaterial} raycast={() => {}} />}
{geo.cricket && <mesh geometry={geo.cricket} material={ghostMaterial} raycast={() => {}} />}
</group>
)
}
export default ChimneyPreview
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'use client'
import {
type AnyNodeId,
type ChimneyNode,
type RoofSegmentNode,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createMaterial,
createMaterialFromPresetRef,
getRoofSegmentBrushes,
useNodeEvents,
} from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { buildChimneyGeometry } from './geometry'
import { carveChimneyHoles } from './holes'
import { trimChimneyBodyAgainstRoof } from './roof-trim'
/**
* Chimney renderer. Reads the parent roof-segment so the body height
* is derived from `segment.wallHeight + roofHeight + node.heightAboveRidge`.
*
* **Option C scope**: chimney is rendered as solid geometry that
* intersects the roof at the deck line. The decorative CSG-driven
* features (cap flue holes, body cavity, panels, bands) are not
* rendered in this port — they remain as no-op fields in the schema
* until the roof-segment Stage B migration introduces a `roofCutout`
* capability the parent can read.
*/
const ChimneyRenderer = ({ node: storeNode }: { node: ChimneyNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(storeNode.id, 'chimney', ref)
const handlers = useNodeEvents(storeNode, 'chimney')
// Merge in-flight slider drags from `useLiveNodeOverrides` so the mesh
// updates while the user is still holding the slider. On release the
// panel commits to the store and clears the override.
const overrides = useLiveNodeOverrides((state) =>
state.get(storeNode.id as AnyNodeId) as Partial<ChimneyNode> | undefined,
)
const node = useMemo<ChimneyNode>(
() => (overrides ? { ...storeNode, ...overrides } : storeNode),
[storeNode, overrides],
)
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
// Geometry + carved CSG depend on the chimney's full schema and the
// host segment's shape. Both come in as memoised references — `node`
// only re-references when the store node or a live-override actually
// changes, `segment` only when the segment's own data changes — so a
// two-entry dep array is equivalent to enumerating every field, and
// adding a new schema field doesn't risk stale geometry from a
// forgotten dep.
const geo = useMemo(() => {
if (!segment) return null
const raw = buildChimneyGeometry(node, segment)
// Carve the smoke shaft (body cavity), cap holes, and hollow flue
// bores. Matches the v1 roof-system visual.
const carved = carveChimneyHoles(raw.body, raw.cap, raw.flues, node, segment)
return { ...raw, body: carved.body, cap: carved.cap, flues: carved.flues }
}, [node, segment])
// Segment brushes for the body trim. Building these is non-trivial
// (4 CSG-ready Brush instances per segment), so memoise by the shape
// fields that drive their geometry. A chimney slider drag changes
// `node.*` but not these, so the cached brushes survive the drag —
// previously each frame rebuilt all four.
const segmentBrushes = useMemo(
() => (segment ? getRoofSegmentBrushes(segment) : null),
[
segment?.roofType,
segment?.width,
segment?.depth,
segment?.wallHeight,
segment?.pitch,
segment?.wallThickness,
segment?.deckThickness,
segment?.overhang,
segment?.shingleThickness,
],
)
useEffect(
() => () => {
if (segmentBrushes) {
segmentBrushes.deckSlab.geometry.dispose()
segmentBrushes.shinSlab.geometry.dispose()
segmentBrushes.wallBrush.geometry.dispose()
segmentBrushes.innerBrush.geometry.dispose()
}
},
[segmentBrushes],
)
// CSG-trim the body against the parent roof segment so the portion
// passing through the wall and shingles is hidden. Returns the
// original body geometry on any CSG failure (logged via console.error).
const trimmedBody = useMemo(() => {
if (!geo || !segment || !segmentBrushes) return null
return trimChimneyBodyAgainstRoof(geo.body, segment, node, segmentBrushes)
}, [geo, segment, node, segmentBrushes])
useEffect(
() => () => {
if (geo) {
// The body may have been replaced by the trimmed version —
// `trimChimneyBodyAgainstRoof` disposes the original on
// success. Dispose `trimmedBody` if present, else the
// original body.
;(trimmedBody ?? geo.body).dispose()
geo.cap?.dispose()
geo.flues?.dispose()
geo.cricket?.dispose()
geo.bands?.dispose()
}
},
[geo, trimmedBody],
)
// Per-instance fallback materials. Were previously module-scoped
// singletons shared across every chimney — a paint-mode or debug
// system that mutates `surfaceMaterial` would have flipped the look
// of every unpainted chimney on the scene. Owning them here also
// lets us dispose them on unmount.
const fallbackBodyMaterial = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xb8_88_72,
roughness: 0.85,
metalness: 0,
}),
[],
)
const fallbackTopMaterial = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xa0_a0_a0,
roughness: 0.75,
metalness: 0,
}),
[],
)
useEffect(
() => () => {
fallbackBodyMaterial.dispose()
fallbackTopMaterial.dispose()
},
[fallbackBodyMaterial, fallbackTopMaterial],
)
const surfaceMaterial = useMemo(() => {
if (node.material) return createMaterial(node.material)
const preset = createMaterialFromPresetRef(node.materialPreset)
return preset ?? fallbackBodyMaterial
}, [node.material, node.materialPreset, fallbackBodyMaterial])
const capSurfaceMaterial = useMemo(() => {
if (node.topMaterial) return createMaterial(node.topMaterial)
const preset = createMaterialFromPresetRef(node.topMaterialPreset)
if (preset) return preset
if (node.material) return createMaterial(node.material)
const bodyPreset = createMaterialFromPresetRef(node.materialPreset)
return bodyPreset ?? fallbackTopMaterial
}, [
node.topMaterial,
node.topMaterialPreset,
node.material,
node.materialPreset,
fallbackTopMaterial,
])
// Two-material array: index 0 = body/surface, index 1 = top. The
// geometry buffers are partitioned in `holes.ts:partitionTopFaceGroups`
// so the very top face of body/cap/flues lands in group 1 and picks up
// the top material — matching the v1 roof-system visual.
// Must be declared above the early-return below: hooks can't be
// called conditionally without changing the hook-call order between
// renders.
const surfaceArray = useMemo(
() => [surfaceMaterial, capSurfaceMaterial],
[surfaceMaterial, capSurfaceMaterial],
)
if (!segment || !geo) return null
// The chimney's geometry bakes its baseY using segment.wallHeight inside
// the builder, so the outer group only needs the segment-local X/Z
// offset. Y stays at 0 here.
// Chimneys are mounted inside `RoofRenderer`'s `roof-elements` group,
// which sits at the ROOF's origin — not inside the host segment's
// transform. Apply the segment's own position/rotation here so a
// chimney parented to segment N lands on segment N (and not on the
// first segment) once the chimney's segment-local `node.position[0/2]`
// is layered in by `geometry.ts`. Mirrors skylight's renderer.
return (
<group
position={segment.position}
ref={ref}
rotation-y={segment.rotation}
visible={node.visible}
{...handlers}
>
<mesh
castShadow
geometry={trimmedBody ?? geo.body}
material={surfaceArray}
name="chimney-body"
receiveShadow
/>
{geo.cap && (
<mesh
castShadow
geometry={geo.cap}
material={surfaceArray}
name="chimney-cap"
receiveShadow
/>
)}
{geo.flues && (
<mesh
castShadow
geometry={geo.flues}
material={surfaceArray}
name="chimney-flues"
receiveShadow
/>
)}
{geo.cricket && (
<mesh
castShadow
geometry={geo.cricket}
material={surfaceMaterial}
name="chimney-cricket"
receiveShadow
/>
)}
{geo.bands && (
<mesh
castShadow
geometry={geo.bands}
material={surfaceMaterial}
name="chimney-bands"
receiveShadow
/>
)}
</group>
)
}
export default ChimneyRenderer
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import { type ChimneyNode, getActiveRoofHeight, type RoofSegmentNode } from '@pascal-app/core'
import {
Brush,
csgEvaluator,
csgGeometry,
type getRoofSegmentBrushes,
prepareBrushForCSG,
SUBTRACTION,
} from '@pascal-app/viewer'
import * as THREE from 'three'
import { mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { partitionTopFaceGroups } from './holes'
const visibleMat = new THREE.MeshBasicMaterial()
export type SegmentTrimBrushes = NonNullable<ReturnType<typeof getRoofSegmentBrushes>>
/**
* CSG-trim the chimney body against the parent roof segment so the
* portion of the chimney that passes through the wall and shingles
* is hidden — gives the clean "chimney emerges from the roof" look
* the archive shipped. Lives in the chimney folder (not the geometry
* builder) because three-bvh-csg + three-mesh-bvh are viewer-only
* deps; the renderer is the natural seam since it already imports
* from `@pascal-app/viewer`.
*
* Segment brushes are passed in (built once per segment shape in the
* renderer and reused across slider drags); the function does NOT
* dispose them. CSG `evaluate` returns a new brush, so the input
* brushes survive the call unmutated.
*
* Returns the input geometry untouched on any CSG failure so the
* chimney still renders (just not trimmed).
*/
export function trimChimneyBodyAgainstRoof(
body: THREE.BufferGeometry,
segment: RoofSegmentNode,
node: ChimneyNode,
segBrushes: SegmentTrimBrushes,
): THREE.BufferGeometry {
const { shinSlab, wallBrush } = segBrushes
// Wrap the chimney body in a Brush. The body has `node.position` /
// `node.rotation` baked into its vertices via `applyNodeTransform`
// in `geometry.ts`, so it's already in segment-local space — the
// same frame as the roof brushes from `getRoofSegmentBrushes`.
const indexed = mergeVertices(body, 1e-4)
if (!indexed.getAttribute('normal')) indexed.computeVertexNormals()
const indexCount = indexed.getIndex()?.count ?? 0
indexed.clearGroups()
if (indexCount > 0) indexed.addGroup(0, indexCount, 0)
;(indexed as unknown as { computeBoundsTree?: (opts: { maxLeafSize: number }) => void }).computeBoundsTree?.(
{ maxLeafSize: 10 },
)
const chimneyBrush = new Brush(indexed, visibleMat as unknown as THREE.MeshStandardMaterial)
chimneyBrush.updateMatrixWorld()
prepareBrushForCSG(chimneyBrush)
let result: THREE.BufferGeometry = body
try {
// Two-pass subtraction: trim the chimney shaft below the eave with
// `wallBrush`, then trim the section above the wall but below the
// shingles with `shinSlab`. Together these hide the chimney's body
// wherever it passes through the roof shell, leaving only the
// visible portion above the shingles.
const step1 = csgEvaluator.evaluate(chimneyBrush, wallBrush, SUBTRACTION) as Brush
prepareBrushForCSG(step1)
const step2 = csgEvaluator.evaluate(step1, shinSlab, SUBTRACTION) as Brush
const out = csgGeometry(step2).clone()
const ic = out.getIndex()?.count ?? 0
out.clearGroups()
if (ic > 0) out.addGroup(0, ic, 0)
out.computeVertexNormals()
// Re-partition the top rim face into group 1 so the body mesh's
// `[bodyMaterial, topMaterial]` array routes the rim to the top
// material — the CSG step above wiped the partition we set inside
// `holes.ts:carveChimneyHoles`. Same threshold as the carve step
// (top rim is at `topY`, just below it for safety).
const peakY = segment.wallHeight + getActiveRoofHeight(segment)
const topY = peakY + node.heightAboveRidge
partitionTopFaceGroups(out, topY - 0.05)
body.dispose()
step1.geometry.dispose()
step2.geometry.dispose()
indexed.dispose()
result = out
} catch (e) {
// eslint-disable-next-line no-console
console.error('[chimney] roof-trim CSG failed:', e)
indexed.dispose()
result = body
}
return result
}
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export { ChimneyNode } from '@pascal-app/core'
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'use client'
import {
type AnyNodeId,
ChimneyNode,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { chimneyDefinition } from './definition'
import ChimneyPreview from './preview'
/**
* Chimney placement tool. Listens to `roof:*` events; the preview
* follows the cursor across the segment with the segment's yaw applied
* (chimney itself stays world-vertical, so no slope tilt wrap). Click
* creates a new ChimneyNode parented to that segment with
* segment-local position.
*/
const tmpMatrix = new THREE.Matrix4()
const tmpInv = new THREE.Matrix4()
const tmpPos = new THREE.Vector3()
const tmpQuat = new THREE.Quaternion()
const tmpScale = new THREE.Vector3()
type SegmentTransform = {
position: [number, number, number]
quaternion: [number, number, number, number]
}
const ChimneyTool = () => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
// Building-local matrix of the host segment — drives the ghost's
// outer-group transform so the preview lands inside the actual
// segment's frame (matches the real renderer in `renderer.tsx`).
const [segmentXform, setSegmentXform] = useState<SegmentTransform | null>(null)
// Cursor position expressed in segment-local coords. Layered inside
// the segment frame so the ghost slides with the cursor across the
// segment's footprint.
const [hitLocal, setHitLocal] = useState<[number, number, number] | null>(null)
const [previewSegment, setPreviewSegment] = useState<RoofSegmentNode | null>(null)
const lastSnapRef = useRef<[number, number] | null>(null)
const previewNode = useMemo(
() =>
ChimneyNode.parse({
...chimneyDefinition.defaults(),
name: 'Chimney',
position: [0, 0, 0],
rotation: 0,
}),
[],
)
useEffect(() => {
if (!activeBuildingId) return
const computeSegmentXform = (segmentId: string): SegmentTransform | null => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
const segObj = sceneRegistry.nodes.get(segmentId as AnyNodeId)
if (!(buildingObj && segObj)) return null
buildingObj.updateWorldMatrix(true, false)
segObj.updateWorldMatrix(true, false)
tmpInv.copy(buildingObj.matrixWorld).invert()
tmpMatrix.multiplyMatrices(tmpInv, segObj.matrixWorld)
tmpMatrix.decompose(tmpPos, tmpQuat, tmpScale)
return {
position: [tmpPos.x, tmpPos.y, tmpPos.z],
quaternion: [tmpQuat.x, tmpQuat.y, tmpQuat.z, tmpQuat.w],
}
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const xform = computeSegmentXform(hit.segment.id)
if (!xform) return
setSegmentXform(xform)
setHitLocal([hit.localX, hit.localY, hit.localZ])
setPreviewSegment(hit.segment)
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
const chimney = ChimneyNode.parse({
...chimneyDefinition.defaults(),
name: 'Chimney',
roofSegmentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation: 0,
})
state.createNode(chimney, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [chimney.id] })
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, setSelection])
if (!activeBuildingId || !segmentXform || !hitLocal || !previewSegment) return null
// Outer group mirrors the real renderer's `position={segment.position}
// rotation-y={segment.rotation}` chain by composing the segment's
// building-local matrix (which walks roof + level + segment). Inner
// group offsets by the cursor's segment-local x/z so the chimney
// geometry (built with `position[0,2] = 0`) lands under the cursor.
return (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
<group position={[hitLocal[0], 0, hitLocal[2]]}>
<ChimneyPreview node={previewNode} segment={previewSegment} />
</group>
</group>
)
}
export default ChimneyTool
+98 -11
View File
@@ -318,17 +318,104 @@ export default function ColumnPanel() {
</>
) : (
<>
<select
className={SELECT_CLASS}
onChange={(event) =>
handleUpdate({ crossSection: event.target.value as ColumnNode['crossSection'] })
}
value={node.crossSection}
>
<option value="round">Round</option>
<option value="square">Square</option>
<option value="rectangular">Rectangular</option>
</select>
<div className="grid grid-cols-3 gap-2 px-1 pt-1">
{(
[
{
value: 'round',
label: 'Round',
icon: (
<svg
aria-hidden="true"
fill="none"
height="22"
viewBox="0 0 22 22"
width="22"
>
<circle cx="11" cy="11" r="7.5" stroke="currentColor" strokeWidth="1.5" />
</svg>
),
},
{
value: 'square',
label: 'Square',
icon: (
<svg
aria-hidden="true"
fill="none"
height="22"
viewBox="0 0 22 22"
width="22"
>
<rect
height="15"
rx="1.5"
stroke="currentColor"
strokeWidth="1.5"
width="15"
x="3.5"
y="3.5"
/>
</svg>
),
},
{
value: 'rectangular',
label: 'Rectangular',
icon: (
<svg
aria-hidden="true"
fill="none"
height="22"
viewBox="0 0 22 22"
width="22"
>
<rect
height="11"
rx="1.5"
stroke="currentColor"
strokeWidth="1.5"
width="16"
x="3"
y="5.5"
/>
</svg>
),
},
] as {
value: ColumnNode['crossSection']
label: string
icon: React.ReactNode
}[]
).map((option) => {
const isSelected = node.crossSection === option.value
return (
<button
className={cn(
'group flex flex-col items-center justify-center gap-1.5 rounded-lg border py-2.5 transition-all',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground shadow-[0_0_0_1px_rgba(251,146,60,0.25)_inset]'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:border-border hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={option.value}
onClick={() => handleUpdate({ crossSection: option.value })}
type="button"
>
<span
className={cn(
'flex h-7 w-7 items-center justify-center',
isSelected ? 'text-orange-300' : 'text-muted-foreground/80',
)}
>
{option.icon}
</span>
<span className="font-medium text-[11px] leading-none tracking-wide">
{option.label}
</span>
</button>
)
})}
</div>
<SliderControl
label="Edge Softness"
max={0.12}
@@ -0,0 +1,43 @@
import { describe, expect, test } from 'bun:test'
import {
buildDormerGhostGeometry,
dormerSupportsArch,
dormerSupportsCornerRadii,
} from '../geometry'
import { DormerNode } from '../schema'
describe('buildDormerGhostGeometry (placement preview)', () => {
test('returns a buffer geometry with position attribute', () => {
const geo = buildDormerGhostGeometry(DormerNode.parse({}))
expect(geo.getAttribute('position').count).toBeGreaterThan(0)
})
test('width / depth drive the silhouette footprint', () => {
const geo = buildDormerGhostGeometry(DormerNode.parse({ width: 2, depth: 4, height: 1 }))
geo.computeBoundingBox()
const bb = geo.boundingBox!
expect(bb.max.x - bb.min.x).toBeCloseTo(2)
expect(bb.max.z - bb.min.z).toBeCloseTo(4)
})
test('roofHeight raises the gable peak', () => {
const a = buildDormerGhostGeometry(DormerNode.parse({ roofHeight: 0.5 }))
const b = buildDormerGhostGeometry(DormerNode.parse({ roofHeight: 1.5 }))
a.computeBoundingBox()
b.computeBoundingBox()
expect(b.boundingBox!.max.y).toBeGreaterThan(a.boundingBox!.max.y)
})
})
describe('windowShape predicates', () => {
test('dormerSupportsArch only when windowShape=arch', () => {
expect(dormerSupportsArch(DormerNode.parse({ windowShape: 'arch' }))).toBe(true)
expect(dormerSupportsArch(DormerNode.parse({ windowShape: 'rounded' }))).toBe(false)
expect(dormerSupportsArch(DormerNode.parse({ windowShape: 'rectangle' }))).toBe(false)
})
test('dormerSupportsCornerRadii only when windowShape=rounded', () => {
expect(dormerSupportsCornerRadii(DormerNode.parse({ windowShape: 'rounded' }))).toBe(true)
expect(dormerSupportsCornerRadii(DormerNode.parse({ windowShape: 'arch' }))).toBe(false)
expect(dormerSupportsCornerRadii(DormerNode.parse({ windowShape: 'rectangle' }))).toBe(false)
})
})
@@ -0,0 +1,56 @@
import { describe, expect, test } from 'bun:test'
import { getEffectiveDormerSurfaceMaterial } from '@pascal-app/core'
import { DormerNode } from '../schema'
describe('DormerNode schema', () => {
test('parses with defaults', () => {
const parsed = DormerNode.parse({})
expect(parsed.type).toBe('dormer')
expect(parsed.id).toMatch(/^dormer_/)
expect(parsed.width).toBe(1.21)
expect(parsed.depth).toBe(1.55)
expect(parsed.height).toBe(0)
expect(parsed.roofType).toBe('gable')
expect(parsed.windowShape).toBe('rectangle')
expect(parsed.windowSill).toBe(true)
})
test('windowColumns / windowRows clamped to [1, 8]', () => {
expect(() => DormerNode.parse({ windowColumns: 0 })).toThrow()
expect(() => DormerNode.parse({ windowColumns: 9 })).toThrow()
expect(() => DormerNode.parse({ windowRows: 1.5 })).toThrow()
})
test('windowCornerRadii round-trips as tuple of 4', () => {
const parsed = DormerNode.parse({ windowCornerRadii: [0.1, 0.2, 0.3, 0.4] })
expect(parsed.windowCornerRadii).toEqual([0.1, 0.2, 0.3, 0.4])
})
})
describe('getEffectiveDormerSurfaceMaterial', () => {
test('top role prefers topMaterialPreset, falls back to legacy materialPreset', () => {
const node = DormerNode.parse({
materialPreset: 'red',
topMaterialPreset: 'blue',
})
expect(getEffectiveDormerSurfaceMaterial(node, 'top').materialPreset).toBe('blue')
expect(getEffectiveDormerSurfaceMaterial(node, 'wall').materialPreset).toBe('red')
})
test('side role cross-falls-back to wallMaterialPreset', () => {
const node = DormerNode.parse({ wallMaterialPreset: 'wallpaper' })
expect(getEffectiveDormerSurfaceMaterial(node, 'side').materialPreset).toBe('wallpaper')
})
test('wall role cross-falls-back to sideMaterialPreset', () => {
const node = DormerNode.parse({ sideMaterialPreset: 'cedar' })
expect(getEffectiveDormerSurfaceMaterial(node, 'wall').materialPreset).toBe('cedar')
})
test('all three roles fall back to legacy materialPreset when nothing set', () => {
const node = DormerNode.parse({ materialPreset: 'stucco' })
expect(getEffectiveDormerSurfaceMaterial(node, 'top').materialPreset).toBe('stucco')
expect(getEffectiveDormerSurfaceMaterial(node, 'side').materialPreset).toBe('stucco')
expect(getEffectiveDormerSurfaceMaterial(node, 'wall').materialPreset).toBe('stucco')
})
})
+841
View File
@@ -0,0 +1,841 @@
import {
type DormerNode,
getActiveRoofHeight,
getPitchFromActiveRoofHeight,
ROOF_SHAPE_DEFAULTS,
type RoofSegmentNode,
} from '@pascal-app/core'
import {
ADDITION,
Brush,
computeGeometryBoundsTree,
csgEvaluator,
csgGeometry,
csgMaterials,
getRoofSegmentBrushes,
mapRoofGroupMaterialIndex,
prepareBrushForCSG,
remapRoofShellFaces,
roofCsgDummyMats,
SUBTRACTION,
} from '@pascal-app/viewer'
import * as THREE from 'three'
import {
mergeGeometries,
mergeVertices,
} from 'three/examples/jsm/utils/BufferGeometryUtils.js'
// Legacy default for the hung-wall (skirt) height. Used as a fallback
// when `dormer.wallSkirtHeight` is undefined (e.g. old saved scenes).
const DORMER_DROP_BELOW = 2
function dormerSkirtHeight(dormer: DormerNode): number {
return Math.max(0.05, dormer.wallSkirtHeight ?? DORMER_DROP_BELOW)
}
export const DORMER_GABLE_MATERIAL_INDEX = 4
const _yAxis = new THREE.Vector3(0, 1, 0)
const _scale = new THREE.Vector3(1, 1, 1)
/**
* Cheap silhouette geometry. Used as a fallback when CSG cannot run
* (missing host brushes, thrown exception, degenerate inputs) and as
* the live preview during slider drags so we don't re-run CSG on every
* pointer move. Also used by the placement / move-tool ghost.
*
* Builds a rectangular body + simple roof in dormer-mesh-local. For
* `flat` dormers the roof triangle is skipped. Other roof types use
* the gable approximation — it's a rough silhouette by design.
*
* The wall sits at material slot 0 and the roof at slot 3 so it picks
* up the same material array the renderer passes for the CSG output.
*/
export function buildDormerFallbackGeometry(dormer: DormerNode): THREE.BufferGeometry {
const w = Math.max(0.05, dormer.width)
const d = Math.max(0.05, dormer.depth)
const wallH = Math.max(0.05, dormer.height)
const roofH = Math.max(0, dormer.roofHeight)
const skirt = dormerSkirtHeight(dormer)
const isFlat = dormer.roofType === 'flat' || roofH === 0
// Body box: foot at y = -skirt, top at y = wallH.
const body = new THREE.BoxGeometry(w, wallH + skirt, d)
body.translate(0, (wallH - skirt) / 2, 0)
const bIdx = body.getIndex()?.count ?? 0
body.clearGroups()
body.addGroup(0, bIdx, 0)
if (isFlat) {
if (!body.getAttribute('normal')) body.computeVertexNormals()
return body
}
// Roof: extruded triangle from eave (y = wallH) to peak (y = wallH + roofH).
// Apex points along +Y, base spans the width. Extrude along Z (depth).
const roofShape = new THREE.Shape()
roofShape.moveTo(-w / 2, 0)
roofShape.lineTo(w / 2, 0)
roofShape.lineTo(0, roofH)
roofShape.lineTo(-w / 2, 0)
const roof = new THREE.ExtrudeGeometry(roofShape, { depth: d, bevelEnabled: false })
roof.translate(0, wallH, -d / 2)
const rIdx = roof.getIndex()?.count ?? 0
roof.clearGroups()
roof.addGroup(0, rIdx, 3)
const merged = mergeGeometries([body, roof], true) ?? body
body.dispose()
roof.dispose()
if (!merged.getAttribute('normal')) merged.computeVertexNormals()
return merged
}
export function createDormerArchShape(w: number, h: number, archHeight: number): THREE.Shape {
const hw = w / 2
const hh = h / 2
const clampedArch = Math.min(Math.max(archHeight, 0.01), Math.max(h, 0.01))
const springY = hh - clampedArch
const segments = 32
const shape = new THREE.Shape()
shape.moveTo(-hw, -hh)
shape.lineTo(hw, -hh)
shape.lineTo(hw, springY)
for (let i = 1; i <= segments; i++) {
const x = hw + (-hw - hw) * (i / segments)
const t = Math.min(Math.abs(x) / hw, 1)
const y = springY + clampedArch * Math.sqrt(Math.max(1 - t * t, 0))
shape.lineTo(x, y)
}
shape.lineTo(-hw, -hh)
shape.closePath()
return shape
}
export function normalizeDormerCornerRadii(
radii: [number, number, number, number],
w: number,
h: number,
): [number, number, number, number] {
const r = radii.map((v) => Math.max(v, 0)) as [number, number, number, number]
const scale = Math.min(
1,
Math.max(w, 0) / Math.max(r[0] + r[1], 1e-6),
Math.max(w, 0) / Math.max(r[3] + r[2], 1e-6),
Math.max(h, 0) / Math.max(r[0] + r[3], 1e-6),
Math.max(h, 0) / Math.max(r[1] + r[2], 1e-6),
)
if (scale >= 1) return r
return r.map((v) => v * scale) as [number, number, number, number]
}
export function createDormerRoundedShape(
w: number,
h: number,
radii: [number, number, number, number],
): THREE.Shape {
const hw = w / 2
const hh = h / 2
const [tl, tr, br, bl] = normalizeDormerCornerRadii(radii, w, h)
const shape = new THREE.Shape()
shape.moveTo(-hw + bl, -hh)
shape.lineTo(hw - br, -hh)
if (br > 0) shape.absarc(hw - br, -hh + br, br, -Math.PI / 2, 0, false)
else shape.lineTo(hw, -hh)
shape.lineTo(hw, hh - tr)
if (tr > 0) shape.absarc(hw - tr, hh - tr, tr, 0, Math.PI / 2, false)
else shape.lineTo(hw, hh)
shape.lineTo(-hw + tl, hh)
if (tl > 0) shape.absarc(-hw + tl, hh - tl, tl, Math.PI / 2, Math.PI, false)
else shape.lineTo(-hw, hh)
shape.lineTo(-hw, -hh + bl)
if (bl > 0) shape.absarc(-hw + bl, -hh + bl, bl, Math.PI, (3 * Math.PI) / 2, false)
else shape.lineTo(-hw, -hh)
shape.closePath()
return shape
}
function resolveDormerRadii(
dormer: DormerNode,
w: number,
h: number,
): [number, number, number, number] {
return normalizeDormerCornerRadii(dormer.windowCornerRadii, w, h)
}
function createDormerWindowCutGeometry(
dormer: DormerNode,
w: number,
h: number,
depth: number,
): THREE.BufferGeometry {
const shape = dormer.windowShape ?? 'rectangle'
if (shape === 'arch') {
const s = createDormerArchShape(w, h, dormer.windowArchHeight ?? 0.35)
const geo = new THREE.ExtrudeGeometry(s, { depth, bevelEnabled: false, curveSegments: 24 })
geo.translate(0, 0, -depth / 2)
return geo
}
if (shape === 'rounded') {
const radii = resolveDormerRadii(dormer, w, h)
const s = createDormerRoundedShape(w, h, radii)
const geo = new THREE.ExtrudeGeometry(s, { depth, bevelEnabled: false, curveSegments: 24 })
geo.translate(0, 0, -depth / 2)
return geo
}
return new THREE.BoxGeometry(w, h, depth)
}
/**
* Which faces of a dormer are exposed (not fully buried in the host
* roof). "front" = mesh-local +Z, "back" = mesh-local Z (after the
* +π/2 yaw bake for non-shed roofs). A face is exposed when the
* dormer's total wall top exceeds the host roof surface at that face's
* Z position.
*/
export function getDormerExposedFaces(
dormer: DormerNode,
hostSegment: RoofSegmentNode,
): { front: boolean; back: boolean } {
const halfDepth = dormer.depth / 2
const dormerZ = dormer.position[2] ?? 0
const dormerY = dormer.position[1] ?? 0
const rot = dormer.rotation ?? 0
// Gable-face centres in segment-local Z (accounts for dormer yaw).
const frontZ = dormerZ + halfDepth * Math.cos(rot)
const backZ = dormerZ - halfDepth * Math.cos(rot)
const dormerWallTop = dormerY + dormer.height
const hostWh = hostSegment.wallHeight ?? 0.5
const hostRh = getActiveRoofHeight(hostSegment)
const hostDepth = hostSegment.depth ?? 4
const roofHeightAtZ = (segZ: number): number => {
const hostType = hostSegment.roofType ?? 'gable'
if (hostType === 'flat') return hostWh
if (hostType === 'shed') {
const t = Math.max(0, Math.min(1, (segZ + hostDepth / 2) / Math.max(hostDepth, 0.01)))
return hostWh + hostRh * (1 - t)
}
const halfD = Math.max(hostDepth / 2, 0.01)
const t = Math.max(0, Math.min(1, Math.abs(segZ) / halfD))
return hostWh + hostRh * (1 - t)
}
// A face is "exposed" only if the dormer's wall actually pokes above
// the host roof there by a meaningful amount — otherwise the wall is
// CSG-buried and any window we render at that face will hover with
// no wall behind it. A 5cm threshold suppresses the borderline-cases
// where the wall top is essentially level with the slope.
const minPokeOut = 0.05
return {
front: dormerWallTop - roofHeightAtZ(frontZ) > minPokeOut,
back: dormerWallTop - roofHeightAtZ(backZ) > minPokeOut,
}
}
/**
* Computed dimensions for the window opening on a dormer's gable face.
* The skirt (the wall extension below the eave used for CSG-trim) is
* `DORMER_DROP_BELOW` tall, so the window sits within that band.
*/
export function getDormerSkirtWindowDims(dormer: DormerNode): {
width: number
height: number
centerY: number
offsetX: number
} {
const skirtH = dormerSkirtHeight(dormer)
const maxW = Math.max(dormer.width - 0.1, 0.1)
const maxH = Math.max(skirtH - 0.1, 0.1)
const width = Math.min(Math.max(dormer.windowWidth ?? 1.2, 0.1), maxW)
const height = Math.min(Math.max(dormer.windowHeight ?? 1.2, 0.1), maxH)
const offsetX = dormer.windowOffsetX ?? 0
const offsetY = dormer.windowOffsetY ?? 0
const centerY = -(skirtH / 2) + offsetY
return { width, height, centerY, offsetX }
}
/**
* Build the trimmed dormer geometry hosted on a roof segment. The
* dormer's own walls+roof are generated via `getRoofSegmentBrushes`
* on a virtual segment, then the host segment's filled solid is
* CSG-subtracted in dormer-mesh-local space. Window openings are then
* subtracted on each exposed gable face.
*/
export function generateDormerGeometry(
dormer: DormerNode,
hostSegment: RoofSegmentNode,
): THREE.BufferGeometry {
const isShed = dormer.roofType === 'shed'
const yawBake = isShed ? 0 : Math.PI / 2
const segWidth = isShed ? dormer.width : dormer.depth
const segDepth = isShed ? dormer.depth : dormer.width
const skirt = dormerSkirtHeight(dormer)
const vsWidth = Math.max(0.05, segWidth)
const vsDepth = Math.max(0.05, segDepth)
const vsActiveRh = Math.max(0, dormer.roofHeight)
const virtualSegment: RoofSegmentNode = {
object: 'node',
id: `rseg_dormer_${dormer.id}` as RoofSegmentNode['id'],
type: 'roof-segment',
parentId: null,
visible: true,
metadata: null,
children: [],
position: [0, 0, 0],
rotation: 0,
roofType: dormer.roofType,
width: vsWidth,
depth: vsDepth,
wallHeight: Math.max(0.05, dormer.height) + skirt,
// The dormer schema still expresses its roof as a height; translate
// to the pitch the segment math now expects so the virtual segment
// produces an identical peak.
pitch: getPitchFromActiveRoofHeight({
roofType: dormer.roofType,
width: vsWidth,
depth: vsDepth,
roofHeight: vsActiveRh,
}),
// Dormers don't expose multi-slope shape tuning; bake the schema
// defaults so the virtualSegment renders the canonical kink positions.
...ROOF_SHAPE_DEFAULTS,
wallThickness: 0.05,
deckThickness: 0.04,
overhang: 0.08,
shingleThickness: 0.02,
}
const dormerBrushes = getRoofSegmentBrushes(virtualSegment)
if (!dormerBrushes) {
// biome-ignore lint/suspicious/noConsole: keep diagnostic — fallback path.
console.warn('[dormer] getRoofSegmentBrushes returned null; using fallback silhouette.')
return buildDormerFallbackGeometry(dormer)
}
let resultGeo = new THREE.BufferGeometry()
let dormerSolid: Brush | null = null
let hostSolid: Brush | null = null
try {
const hollowWall = csgEvaluator.evaluate(
dormerBrushes.wallBrush,
dormerBrushes.innerBrush,
SUBTRACTION,
) as Brush
const shinDeck = csgEvaluator.evaluate(
dormerBrushes.shinSlab,
dormerBrushes.deckSlab,
ADDITION,
) as Brush
dormerSolid = csgEvaluator.evaluate(shinDeck, hollowWall, ADDITION) as Brush
hollowWall.geometry.dispose()
shinDeck.geometry.dispose()
const bakeMatrix = new THREE.Matrix4().compose(
new THREE.Vector3(0, -skirt, 0),
new THREE.Quaternion().setFromAxisAngle(_yAxis, yawBake),
_scale,
)
csgGeometry(dormerSolid).applyMatrix4(bakeMatrix)
prepareBrushForCSG(dormerSolid)
const hostBrushes = getRoofSegmentBrushes(hostSegment)
if (hostBrushes) {
const wallPlusDeck = csgEvaluator.evaluate(
hostBrushes.wallBrush,
hostBrushes.deckSlab,
ADDITION,
) as Brush
hostSolid = csgEvaluator.evaluate(wallPlusDeck, hostBrushes.shinSlab, ADDITION) as Brush
wallPlusDeck.geometry.dispose()
hostBrushes.deckSlab.geometry.dispose()
hostBrushes.shinSlab.geometry.dispose()
hostBrushes.wallBrush.geometry.dispose()
hostBrushes.innerBrush.geometry.dispose()
// Union a deep ground box covering the host footprint so the
// dormer's skirt (extending below y=0) has something to subtract.
const groundMargin = Math.max(hostSegment.width, hostSegment.depth) * 2 + 4
const groundBoxGeo = new THREE.BoxGeometry(groundMargin, 100, groundMargin)
groundBoxGeo.translate(0, -50, 0)
const indexCount = groundBoxGeo.getIndex()?.count ?? 0
groundBoxGeo.clearGroups()
groundBoxGeo.addGroup(0, indexCount, 0)
computeGeometryBoundsTree(groundBoxGeo)
const groundBrush = new Brush(groundBoxGeo, roofCsgDummyMats[0])
groundBrush.updateMatrixWorld()
const fullTrim = csgEvaluator.evaluate(hostSolid, groundBrush, ADDITION) as Brush
hostSolid.geometry.dispose()
groundBrush.geometry.dispose()
hostSolid = fullTrim
// Host brushes live in segment-local. Bring them into
// dormer-mesh-local by inverting T(node.position) · R_y(node.rotation).
const segToMesh = new THREE.Matrix4()
.compose(
new THREE.Vector3(
dormer.position[0] ?? 0,
dormer.position[1] ?? 0,
dormer.position[2] ?? 0,
),
new THREE.Quaternion().setFromAxisAngle(_yAxis, dormer.rotation),
_scale,
)
.invert()
csgGeometry(hostSolid).applyMatrix4(segToMesh)
prepareBrushForCSG(hostSolid)
const trimmed = csgEvaluator.evaluate(dormerSolid, hostSolid, SUBTRACTION) as Brush
dormerSolid.geometry.dispose()
hostSolid.geometry.dispose()
hostSolid = null
dormerSolid = trimmed
}
// Cut window openings on exposed gable faces.
const exposed = getDormerExposedFaces(dormer, hostSegment)
const skirtWin = getDormerSkirtWindowDims(dormer)
const gableHalfZ = dormer.depth / 2
const cutDepth = 0.4
const cutFace = (zSign: number) => {
const cutGeo = createDormerWindowCutGeometry(
dormer,
skirtWin.width,
skirtWin.height,
cutDepth,
)
cutGeo.translate(skirtWin.offsetX, skirtWin.centerY, zSign * gableHalfZ)
if (!cutGeo.getIndex()) {
const posCount = cutGeo.getAttribute('position').count
const idx = new Uint32Array(posCount)
for (let i = 0; i < posCount; i++) idx[i] = i
cutGeo.setIndex(new THREE.BufferAttribute(idx, 1))
}
const idxCount = cutGeo.getIndex()!.count
cutGeo.clearGroups()
cutGeo.addGroup(0, idxCount, 0)
computeGeometryBoundsTree(cutGeo)
const brush = new Brush(cutGeo, roofCsgDummyMats[0])
brush.updateMatrixWorld()
const result = csgEvaluator.evaluate(dormerSolid!, brush, SUBTRACTION) as Brush
dormerSolid!.geometry.dispose()
brush.geometry.dispose()
dormerSolid = result
}
if (exposed.front) cutFace(+1)
if (exposed.back) cutFace(-1)
resultGeo = csgGeometry(dormerSolid)
const resultMaterials = csgMaterials(dormerSolid)
const matToIndex = new Map<THREE.Material, number>([
[roofCsgDummyMats[0], 0],
[roofCsgDummyMats[1], 1],
[roofCsgDummyMats[2], 2],
[roofCsgDummyMats[3], 3],
])
for (const group of resultGeo.groups) {
group.materialIndex = mapRoofGroupMaterialIndex(
group.materialIndex,
resultMaterials,
matToIndex,
)
}
remapRoofShellFaces(resultGeo, virtualSegment)
splitDormerGableMaterial(resultGeo, dormer.height, DORMER_GABLE_MATERIAL_INDEX)
} catch (e) {
// biome-ignore lint/suspicious/noConsole: dormer CSG can throw; keep diagnostic.
console.error('[dormer] CSG failed, falling back to silhouette:', e)
if (dormerSolid) {
try {
dormerSolid.geometry.dispose()
} catch {}
}
if (hostSolid) {
try {
hostSolid.geometry.dispose()
} catch {}
}
return buildDormerFallbackGeometry(dormer)
}
// If CSG produced zero triangles (host fully buried it, or one of the
// boolean ops collapsed to empty), fall back to the silhouette so the
// dormer is at least visible.
const triCount = resultGeo.getIndex()?.count ?? resultGeo.getAttribute('position')?.count ?? 0
if (triCount === 0) {
// biome-ignore lint/suspicious/noConsole: keep diagnostic — empty CSG.
console.warn('[dormer] CSG produced empty geometry; using fallback silhouette.')
return buildDormerFallbackGeometry(dormer)
}
resultGeo.computeVertexNormals()
ensureUv2Attribute(resultGeo)
return resultGeo
}
/**
* Build the dormer cut shape in dormer-mesh-local coordinates. The
* returned geometry is centered at X=Z=0 and spans Y ∈ [-skirt, peak]
* — the caller layers on the dormer's yaw + position to bring it into
* segment-local space.
*
* Shapes per roof type:
* - **flat**: a plain box (top flush with the eave; the
* dormer body has no roof above wallH).
* - **shed**: trapezoid in YZ, extruded along X. Eave
* at z=+d/2 (y=wallH), peak at z=-d/2
* (y=wallH+roofH) — matches the slope
* direction the dormer body uses.
* - **gable / gambrel**: pentagon (rectangle + symmetric triangle)
* in XY, extruded along Z. Ridge runs
* along Z (mesh-Z = virtualSegment-X after
* the yaw bake).
* - **hip / dutch / mansard**: pyramid — rectangular base, single
* apex at the peak. Narrows on all four
* sides.
*
* Gambrel / dutch / mansard fall back to gable / hip rather than the
* legacy CSG-derived geometry, because three-bvh-csg's three-way
* subtraction in the merged-roof loop can't accept CSG-derived
* brushes without corrupting the result. The dormer body itself still
* carries the precise per-type shape; the cut just needs to clear
* enough of the host shell for the body to sit cleanly.
*/
export function buildDormerCutShape(
roofType: DormerNode['roofType'],
innerW: number,
innerD: number,
skirt: number,
wallH: number,
roofH: number,
): THREE.BufferGeometry {
const hw = innerW / 2
const hd = innerD / 2
if (roofType === 'flat') {
const geo = new THREE.BoxGeometry(innerW, skirt + wallH, innerD)
geo.translate(0, (wallH - skirt) / 2, 0)
return geo
}
if (roofType === 'shed') {
// Trapezoid in shape XY → extruded along Z (shape's natural
// extrude axis) → rotated +π/2 around Y so the shape's X axis
// ends up along mesh-(-Z) and the extrusion ends up along mesh-X.
//
// `getRoofSegmentBrushes`'s shed slope puts the peak at z=-d/2
// and the eave at z=+d/2 (matching the `roofHeightAtZ` helper).
// After the +π/2 rotation, shape-X=+hd → mesh-Z=-hd, so place the
// PEAK at shape-X=+hd and the EAVE at shape-X=-hd to keep the cut
// aligned with the dormer body's actual slope direction.
const shape = new THREE.Shape()
shape.moveTo(-hd, -skirt)
shape.lineTo(hd, -skirt)
shape.lineTo(hd, wallH + roofH) // peak (lands at mesh-Z = -d/2)
shape.lineTo(-hd, wallH) // eave (lands at mesh-Z = +d/2)
shape.closePath()
const geo = new THREE.ExtrudeGeometry(shape, {
depth: innerW,
bevelEnabled: false,
})
geo.rotateY(Math.PI / 2)
geo.translate(-innerW / 2, 0, 0) // centre along X
return geo
}
if (roofType === 'hip' || roofType === 'dutch' || roofType === 'mansard') {
// Truncated pyramid: rectangular base + eave rect + a top ridge
// along the longer axis. Mirrors `getRoofSegmentBrushes`'s hip:
// run = min(w, d) / 2
// ridge length = |w - d| (zero when w == d → degenerates to a
// single apex point)
//
// For non-shed dormers, `virtualSegment.width = dormer.depth` runs
// along mesh-Z, so the longer-axis ridge direction follows the
// larger of innerD vs. innerW.
//
// Triangle windings below are CCW from outside (verified
// case-by-case via cross-product test); three-bvh-csg uses the
// normals to determine inside/outside for SUBTRACTION, so an
// inverted winding here would make the cut subtract the
// complement of the dormer footprint — a hand-built pyramid is
// the only shape in this file that does NOT get its windings from
// Three.js geometry primitives, so we have to wind it carefully.
const longerIsZ = innerD >= innerW
const ridgeHalfLen = Math.max(0, (Math.max(innerW, innerD) - Math.min(innerW, innerD)) / 2)
const peakY = wallH + roofH
// Ridge endpoints in mesh frame.
const ridgeA = longerIsZ
? ([0, peakY, -ridgeHalfLen] as const)
: ([-ridgeHalfLen, peakY, 0] as const)
const ridgeB = longerIsZ
? ([0, peakY, ridgeHalfLen] as const)
: ([ridgeHalfLen, peakY, 0] as const)
const positions = new Float32Array([
// 0..3 = bottom rect (y = -skirt) — NW, NE, SE, SW
-hw, -skirt, -hd,
hw, -skirt, -hd,
hw, -skirt, hd,
-hw, -skirt, hd,
// 4..7 = eave rect (y = wallH) — NW, NE, SE, SW
-hw, wallH, -hd,
hw, wallH, -hd,
hw, wallH, hd,
-hw, wallH, hd,
// 8 = ridge endpoint A (- end along the ridge axis)
ridgeA[0], ridgeA[1], ridgeA[2],
// 9 = ridge endpoint B (+ end along the ridge axis)
ridgeB[0], ridgeB[1], ridgeB[2],
])
// Triangles (CCW from outside). Windings verified by computing
// `(v1-v0) × (v2-v0)` for each triangle and checking the normal
// points along the expected outward direction.
const indices: number[] = [
// Bottom (normal -Y).
0, 1, 2, 0, 2, 3,
// -Z wall (normal -Z) — eave 4,5 on top, base 0,1 below.
1, 0, 4, 1, 4, 5,
// +X wall (normal +X) — eave 5,6 on top, base 1,2 below.
2, 1, 5, 2, 5, 6,
// +Z wall (normal +Z) — eave 6,7 on top, base 2,3 below.
3, 2, 6, 3, 6, 7,
// -X wall (normal -X) — eave 7,4 on top, base 3,0 below.
0, 3, 7, 0, 7, 4,
]
if (longerIsZ) {
// Ridge along Z. A=8 at -Z end, B=9 at +Z end.
// -Z end face (triangle, normal -Z/+Y): 4, 8, 5
// +X side face (quad, normal +X/+Y): 5, 9, 6 + 5, 8, 9
// +Z end face (triangle, normal +Z/+Y): 6, 9, 7
// -X side face (quad, normal -X/+Y): 7, 8, 4 + 7, 9, 8
indices.push(4, 8, 5)
indices.push(5, 9, 6, 5, 8, 9)
indices.push(6, 9, 7)
indices.push(7, 8, 4, 7, 9, 8)
} else {
// Ridge along X. A=8 at -X end, B=9 at +X end.
// -X end face (triangle, normal -X/+Y): 4, 7, 8
// -Z side face (quad, normal -Z/+Y): 4, 9, 5 + 4, 8, 9
// +X end face (triangle, normal +X/+Y): 5, 9, 6
// +Z side face (quad, normal +Z/+Y): 6, 8, 7 + 6, 9, 8
indices.push(4, 7, 8)
indices.push(4, 9, 5, 4, 8, 9)
indices.push(5, 9, 6)
indices.push(6, 8, 7, 6, 9, 8)
}
const geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geo.setIndex(new THREE.BufferAttribute(new Uint16Array(indices), 1))
// CSG evaluator requires 'uv'; cut brushes are never rendered so zeros are fine.
geo.setAttribute('uv', new THREE.BufferAttribute(new Float32Array((positions.length / 3) * 2), 2))
geo.computeVertexNormals()
return geo
}
if (roofType === 'gambrel') {
// Gambrel: two-segment slope per side. `getRoofSegmentBrushes`
// uses `run = depth / 4` and `rise = activeRh * 0.6` for the
// outer (steeper) portion. The cut profile in XY mirrors that —
// straight from eave up to a kink at (±hw/2, wallH + 0.6*roofH),
// then up to the ridge at (0, wallH + roofH). Extruded along Z.
const kinkX = hw / 2
const kinkY = wallH + roofH * 0.6
const shape = new THREE.Shape()
shape.moveTo(-hw, -skirt)
shape.lineTo(hw, -skirt)
shape.lineTo(hw, wallH)
shape.lineTo(kinkX, kinkY)
shape.lineTo(0, wallH + roofH)
shape.lineTo(-kinkX, kinkY)
shape.lineTo(-hw, wallH)
shape.closePath()
const geo = new THREE.ExtrudeGeometry(shape, {
depth: innerD,
bevelEnabled: false,
})
geo.translate(0, 0, -innerD / 2)
return geo
}
// gable (and any unrecognised type) — pentagon (rectangle +
// symmetric triangle peak), extruded along Z. Ridge runs along Z,
// matching mesh-Z which (for non-shed types) corresponds to the
// virtualSegment-X gable ridge direction after the +π/2 yaw bake
// the body geometry uses.
const shape = new THREE.Shape()
shape.moveTo(-hw, -skirt)
shape.lineTo(hw, -skirt)
shape.lineTo(hw, wallH)
shape.lineTo(0, wallH + roofH)
shape.lineTo(-hw, wallH)
shape.closePath()
const geo = new THREE.ExtrudeGeometry(shape, {
depth: innerD,
bevelEnabled: false,
})
geo.translate(0, 0, -innerD / 2)
return geo
}
/**
* Build the segment-local cut geometry the host roof's merge loop
* subtracts from its shin / deck / wall brushes so the dormer has a
* clean hole to poke through. Mirrors `generateDormerGeometry`'s
* virtual-segment + bake: build the inner shape in
* virtual-segment-local, apply the dormer's yaw + drop-below bake,
* then the dormer's segment-local position + rotation, so the
* geometry lives in host-segment-local — the same frame the
* merged-roof CSG loop operates in.
*
* Returns null on degenerate input so the caller can skip the cut.
*
* Coordinates are SEGMENT-LOCAL. The viewer welds vertices, attaches
* a single material group, and wraps the result in a Brush — see
* `wiki/architecture/node-definitions.md` (`capabilities.roofAccessory.buildCut`).
*/
export function buildDormerRoofCut(dormer: DormerNode): THREE.BufferGeometry | null {
// Defensive: bail on any non-finite or sub-millimeter dimension. A
// degenerate cut brush passed to three-bvh-csg can produce a result
// buffer with NaN positions / invalid indices, which the WebGPU
// renderer then refuses to submit ("Invalid CommandBuffer") and the
// error cascades to every subsequent submit.
const dims = [
dormer.width,
dormer.depth,
dormer.height,
dormer.roofHeight,
dormer.wallSkirtHeight,
dormer.position[0],
dormer.position[1],
dormer.position[2],
dormer.rotation,
]
for (const v of dims) {
if (!Number.isFinite(v)) return null
}
if (dormer.width < 0.01 || dormer.depth < 0.01) return null
const skirt = dormerSkirtHeight(dormer)
const wallThickness = 0.05
const innerW = Math.max(0.05, dormer.width - 2 * wallThickness)
const innerD = Math.max(0.05, dormer.depth - 2 * wallThickness)
const wallH = Math.max(0.05, dormer.height)
const roofH = Math.max(0, dormer.roofHeight)
// Cut footprint matches the dormer's INNER cavity (outer dim minus
// the 0.05m wall thickness on each side); the dormer's own outer
// wall sits over the resulting 5cm strip of host roof, hiding it
// and preventing the sub-pixel gap an exact outer-footprint cut
// would expose where dormer wall meets host roof.
//
// The shape ABOVE the eave varies per roof type so the host hole
// matches the dormer body's outline:
// - flat: box (no peak above the eave)
// - shed: trapezoid with one sloped top edge
// - hip / dutch / mansard: pyramid (narrows on all 4 sides)
// - gable / gambrel: pentagon (narrows along width axis)
const geo = buildDormerCutShape(dormer.roofType, innerW, innerD, skirt, wallH, roofH)
// Yaw in the geometry's own (un-translated) frame so the cut aligns
// with the dormer's footprint after rotation.
if (Math.abs(dormer.rotation) > 1e-4) {
geo.rotateY(dormer.rotation)
}
// Translate into segment-local. position[1] becomes the dormer's
// local Y = 0 (the wall foot / eave line); the shape's foot at
// local Y = -skirt then sits at world Y = position[1] - skirt.
geo.translate(dormer.position[0], dormer.position[1], dormer.position[2])
// The viewer's merge loop welds vertices, attaches a single material
// group, and wraps in a Brush before subtracting from the host
// segment's shin / deck / wall. Kinds only emit the raw shape.
return geo
}
/**
* Reassign slot-0 (wall) triangles whose entire footprint sits above
* `wallHeight` to a separate material slot — lets the renderer colour
* the rectangular wall and the gable triangle differently.
*/
function splitDormerGableMaterial(
geometry: THREE.BufferGeometry,
wallHeight: number,
gableMatIndex: number,
): void {
const position = geometry.getAttribute('position') as THREE.BufferAttribute | undefined
const index = geometry.getIndex()
if (!(position && index) || index.count === 0 || geometry.groups.length === 0) return
const triangleCount = index.count / 3
if (triangleCount === 0) return
const triangleMats = new Array<number>(triangleCount).fill(0)
for (const g of geometry.groups) {
const startTri = Math.floor(g.start / 3)
const endTri = Math.floor((g.start + g.count) / 3)
const mat = g.materialIndex ?? 0
for (let i = startTri; i < endTri; i++) triangleMats[i] = mat
}
const epsilon = 0.001
for (let i = 0; i < triangleCount; i++) {
if (triangleMats[i] !== 0) continue
const a = index.getX(i * 3)
const b = index.getX(i * 3 + 1)
const c = index.getX(i * 3 + 2)
const ya = position.getY(a)
const yb = position.getY(b)
const yc = position.getY(c)
if (ya > wallHeight + epsilon && yb > wallHeight + epsilon && yc > wallHeight + epsilon) {
triangleMats[i] = gableMatIndex
}
}
const sortedTri = Array.from({ length: triangleCount }, (_, i) => i)
sortedTri.sort((a, b) => (triangleMats[a] ?? 0) - (triangleMats[b] ?? 0))
const newIdx = new Uint32Array(index.count)
for (let i = 0; i < sortedTri.length; i++) {
const ti = sortedTri[i] as number
newIdx[i * 3] = index.getX(ti * 3)
newIdx[i * 3 + 1] = index.getX(ti * 3 + 1)
newIdx[i * 3 + 2] = index.getX(ti * 3 + 2)
}
geometry.setIndex(new THREE.BufferAttribute(newIdx, 1))
geometry.clearGroups()
let groupStart = 0
let curMat = triangleMats[sortedTri[0] as number] as number
for (let i = 1; i < sortedTri.length; i++) {
const mat = triangleMats[sortedTri[i] as number] as number
if (mat !== curMat) {
geometry.addGroup(groupStart, i * 3 - groupStart, curMat)
groupStart = i * 3
curMat = mat
}
}
geometry.addGroup(groupStart, sortedTri.length * 3 - groupStart, curMat)
}
function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
const uv = geometry.getAttribute('uv')
if (!uv) return
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
}
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import {
type AnyNode,
type DormerNode as DormerNodeType,
type NodeDefinition,
DormerNode as DormerNodeSchema,
} from '@pascal-app/core'
import { buildDormerRoofCut } from './csg-geometry'
import { dormerPaint } from './paint'
import { dormerParametrics } from './parametrics'
import { DormerNode } from './schema'
/**
* Dormer — a small house-shaped protrusion sitting on top of a roof
* segment. The window opening is inlined into the dormer's schema
* (window* fields drive parametric geometry on the front face), not
* a hosted child node — so `relations.hosts` stays unset.
*
* **Scope of this port — stub.** Schema is complete (every field from
* the archive, including the four per-surface material slots and the
* full window-opening field set). Geometry renders a simple house
* silhouette (box body + triangular gable roof) for all `roofType`
* variants — the archive's variant-specific dormer roof shapes,
* window opening + frame, sill, and the CSG trim where the dormer
* meets the host roof are deferred. Per-surface paints (`topMaterial`,
* `sideMaterial`, `wallMaterial`) resolve via the shared helper from
* core but only roof / wall surfaces are emitted by the stub geometry.
*/
export const dormerDefinition: NodeDefinition<typeof DormerNode> = {
kind: 'dormer',
schemaVersion: 1,
schema: DormerNode,
category: 'structure',
defaults: () => {
// Zod fills in id/type via their .default() factories; we strip
// both so the returned shape is a partial template a consumer can
// spread into createNode() with a fresh id.
const stub = DormerNodeSchema.parse({})
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Dirty marks
// cascade to the host segment's parent roof so its merged shell
// re-CSGs with the new cut. `buildCut` returns the segment-local
// geometry the merge loop subtracts from shin / deck / wall.
roofAccessory: {
buildCut: (node: AnyNode, _hostSegment: AnyNode) =>
buildDormerRoofCut(node as DormerNodeType),
},
// Paint dispatch for the wall / side / top surface split. The
// editor's selection-manager routes paint hover / click /
// preview through this entry rather than carrying a kind-name
// arm.
paint: dormerPaint,
},
affordanceTools: {
// Drag-to-place tool for duplicate + move. Reuses the placement
// ghost preview but seeds it from the moving (cloned) node so the
// duplicate keeps the source's dimensions, materials, and window
// options.
move: () => import('./move-tool'),
},
parametrics: dormerParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
tool: () => import('./tool'),
toolHints: [
{ key: 'Left click', label: 'Place dormer on roof' },
{ key: 'R / Shift+R', label: 'Rotate ghost ±15°' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Dormer',
description: 'House-shaped protrusion on a roof segment.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 125,
},
mcp: {
description:
'A dormer on a roof segment. Box body + gable roof + inlined window opening. Geometry beyond the stub silhouette coming later.',
},
}
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import type { DormerNode } from '@pascal-app/core'
import * as THREE from 'three'
/**
* Grid-snap step (metres) applied to the world cursor position while a
* dormer placement / move ghost is in flight. Shared by both tools so
* the audible snap and the committed position step stay in lockstep.
*/
export const DORMER_PLACEMENT_SNAP_M = 0.05
/**
* Rotation step (radians) used by the keyboard rotate shortcuts (R /
* Shift+R) while a dormer placement / move ghost is in flight. 15° —
* lets the user reach the 90° cardinals in six taps and the 45°
* diagonals in three.
*/
export const DORMER_PLACEMENT_ROTATION_STEP = (15 * Math.PI) / 180
/**
* Lightweight silhouette geometry used by the placement / move-tool
* ghost preview only. Renders the dormer as an extruded pentagon
* (rectangle body + triangular gable) dropped by `wallSkirtHeight` below
* the anchor so the cursor sits at the floor of the dormer the way the
* committed CSG geometry does.
*
* For `roofType === 'flat'` (or `roofHeight === 0`) the gable apex is
* skipped and the shape collapses to a rectangle. Other roof types use
* the gable approximation — exact per-type silhouettes are a future
* improvement.
*
* Kept self-contained (no `@pascal-app/viewer` imports) so the geometry
* test doesn't drag in the CSG / BVH module graph, which fails to load
* outside of a browser/WebGL context. The viewer has its own
* `buildDormerFallbackGeometry` that mirrors this shape — used both as
* the CSG fallback when boolean ops fail and as the live-drag preview
* in the dormer renderer.
*/
export function buildDormerGhostGeometry(node: DormerNode): THREE.BufferGeometry {
const w = Math.max(0.05, node.width)
const wallH = Math.max(0.05, node.height)
const roofH = Math.max(0, node.roofHeight)
const d = Math.max(0.05, node.depth)
const skirt = Math.max(0.05, node.wallSkirtHeight)
const hw = w / 2
const isFlat = node.roofType === 'flat' || roofH === 0
const shape = new THREE.Shape()
shape.moveTo(-hw, -skirt)
shape.lineTo(hw, -skirt)
shape.lineTo(hw, wallH)
if (!isFlat) shape.lineTo(0, wallH + roofH)
shape.lineTo(-hw, wallH)
shape.closePath()
const geo = new THREE.ExtrudeGeometry(shape, { depth: d, bevelEnabled: false })
geo.translate(0, 0, -d / 2)
return geo
}
/**
* Inspector helper: which window-shape sub-controls to surface for the
* current dormer.
*/
export function dormerSupportsArch(node: DormerNode): boolean {
return node.windowShape === 'arch'
}
export function dormerSupportsCornerRadii(node: DormerNode): boolean {
return node.windowShape === 'rounded'
}
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export { dormerDefinition } from './definition'
export {
buildDormerGhostGeometry,
dormerSupportsArch,
dormerSupportsCornerRadii,
} from './geometry'
export { DormerNode, getEffectiveDormerSurfaceMaterial } from './schema'
export type {
DormerSurfaceMaterialRole,
DormerSurfaceMaterialSpec,
} from './schema'
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'use client'
import {
type AnyNodeId,
type DormerNode,
DormerNode as DormerNodeSchema,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo } from 'react'
import DormerPreview from './preview'
import { useDormerPlacement } from './use-dormer-placement'
/**
* Drag-to-place tool for dormer duplicate / move. Receives the moving
* node (a clone with `id` stripped + `metadata.isNew = true` after a
* Duplicate action) via `node` prop, shows the same ghost preview as
* placement, and on click commits the cloned dormer to the hit segment.
*
* On cancel, a duplicate clone is deleted and an existing dormer is
* restored to its original segment + position. Mounted via
* `def.affordanceTools.move`.
*/
const MoveDormerTool = ({ node }: { node: DormerNode }) => {
const setSelection = useViewer((s) => s.setSelection)
const setMovingNode = useEditor((s) => s.setMovingNode)
// Ghost data — same as the moving clone but pinned to position[0,0,0]
// (the outer groups place it on the roof). Reparse so Zod fills any
// defaults missing from the clone.
const previewNode = useMemo(() => {
const { id: _id, ...rest } = node
return DormerNodeSchema.parse({
...rest,
position: [0, 0, 0],
rotation: 0,
})
}, [node])
// Hide the moving dormer while dragging. Restored in cleanup or on
// commit. We also mark metadata.isTransient so any other consumer
// (e.g. the inspector) can short-circuit.
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
const originalRotation = node.rotation ?? 0
const originalMetadata = node.metadata
useEffect(() => {
if (!isNew) {
useScene.getState().updateNode(node.id as AnyNodeId, {
metadata: { ...meta, isTransient: true },
})
}
const dormerObj = sceneRegistry.nodes.get(node.id)
const prevVisible = dormerObj?.visible
if (dormerObj) dormerObj.visible = false
return () => {
// Restore visibility + metadata if the move was cancelled.
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = prevVisible ?? true
if (!isNew) {
useScene.getState().updateNode(node.id as AnyNodeId, {
metadata: originalMetadata,
})
}
}
// biome-ignore lint/correctness/useExhaustiveDependencies: capture-on-mount; meta is intentionally not re-read on changes.
}, [node.id, isNew])
const { activeBuildingId, segmentXform, hitLocal, ghostRotation } = useDormerPlacement({
initialRotation: originalRotation,
onCommit: (hit, rotation) => {
const state = useScene.getState()
// Strip the `isNew` / `isTransient` flags — only used to mark a
// clone or in-flight move that hasn't been committed yet.
const cleanedMeta = (() => {
const m =
node.metadata && typeof node.metadata === 'object' && !Array.isArray(node.metadata)
? (node.metadata as Record<string, unknown>)
: {}
const { isNew: _isNew, isTransient: _isTransient, ...rest } = m as {
isNew?: boolean
isTransient?: boolean
}
return Object.keys(rest).length > 0 ? rest : undefined
})()
if (isNew || !node.id) {
const { id: _id, ...rest } = node
const committed = DormerNodeSchema.parse({
...rest,
roofSegmentId: hit.segment.id,
parentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation,
metadata: cleanedMeta,
})
state.createNode(committed, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [committed.id] })
} else {
const prevSegmentId = node.roofSegmentId as AnyNodeId | undefined
state.updateNode(node.id as AnyNodeId, {
roofSegmentId: hit.segment.id,
parentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation,
metadata: cleanedMeta,
})
if (prevSegmentId) state.dirtyNodes.add(prevSegmentId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
// Unlist from previous segment's children and add to the new one.
if (prevSegmentId && prevSegmentId !== (hit.segment.id as AnyNodeId)) {
const prevSeg = state.nodes[prevSegmentId] as RoofSegmentNode | undefined
if (prevSeg) {
state.updateNode(prevSegmentId, {
children: (prevSeg.children ?? []).filter((id) => id !== node.id),
})
}
const newSeg = state.nodes[hit.segment.id as AnyNodeId] as
| RoofSegmentNode
| undefined
if (newSeg && !(newSeg.children ?? []).includes(node.id)) {
state.updateNode(hit.segment.id as AnyNodeId, {
children: [...(newSeg.children ?? []), node.id],
})
}
}
setSelection({ selectedIds: [node.id] })
}
const dormerObj = sceneRegistry.nodes.get(node.id)
if (dormerObj) dormerObj.visible = true
setMovingNode(null)
},
})
if (!activeBuildingId || !segmentXform || !hitLocal) return null
return (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
<group position={hitLocal}>
<group rotation-y={ghostRotation}>
<DormerPreview node={previewNode} />
</group>
</group>
</group>
)
}
export default MoveDormerTool
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import type {
DormerNode,
DormerSurfaceMaterialRole,
MaterialSchema,
PaintCapability,
} from '@pascal-app/core'
import { getEffectiveDormerSurfaceMaterial } from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef } from '@pascal-app/viewer'
import type { Material, Mesh } from 'three'
/**
* Resolve a dormer face click to its logical surface role.
*
* The dormer body mesh has 5 material slots (see
* `csg-geometry.ts:generateDormerGeometry`):
* 0 = wall (rectangular wall)
* 1 = side (deck along the slope)
* 2 = interior — paint as wall
* 3 = top (roof shingle)
* 4 = gable triangle — paint as wall
*
* Window-frame meshes are not in the body mesh; they're routed to
* 'side' separately by the editor when the click lands on them.
*/
export function resolveDormerRole(materialIndex: number | null): DormerSurfaceMaterialRole {
if (materialIndex === 3) return 'top'
if (materialIndex === 1) return 'side'
return 'wall'
}
export function buildDormerMaterialPatch(
role: DormerSurfaceMaterialRole,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Partial<DormerNode> {
if (role === 'top') {
return { topMaterial: material, topMaterialPreset: materialPreset }
}
if (role === 'side') {
return { sideMaterial: material, sideMaterialPreset: materialPreset }
}
return { wallMaterial: material, wallMaterialPreset: materialPreset }
}
function buildPreviewMaterial(
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Material | null {
if (materialPreset) {
return createMaterialFromPresetRef(materialPreset)
}
if (material) {
return createMaterial(material)
}
return null
}
/**
* Apply a preview material to the dormer's `dormer-body` mesh at the
* slots that map to `role`:
* role='wall' → slots [0, 2, 4]
* role='side' → slot [1]
* role='top' → slot [3]
*/
function applyDormerPreview(
role: DormerSurfaceMaterialRole,
previewMaterial: Material,
root: import('three').Object3D,
): (() => void) | null {
const slotsToPaint = (() => {
if (role === 'top') return [3]
if (role === 'side') return [1]
return [0, 2, 4]
})()
const restores: Array<() => void> = []
root.traverse((object) => {
const mesh = object as Mesh
if (!mesh.isMesh) return
if (mesh.name !== 'dormer-body') return
const current = mesh.material as Material | Material[]
if (!Array.isArray(current)) return
const previousArray = [...current]
const nextArray = [...current]
for (const idx of slotsToPaint) {
if (current[idx]) nextArray[idx] = previewMaterial
}
mesh.material = nextArray
restores.push(() => {
mesh.material = previousArray
})
})
if (restores.length === 0) return null
return () => {
for (let i = restores.length - 1; i >= 0; i -= 1) restores[i]?.()
}
}
/**
* Capability binding for the dormer kind. The editor's
* selection-manager invokes these in place of the legacy
* `if (node.type === 'dormer') { ... }` arm.
*/
export const dormerPaint: PaintCapability = {
resolveRole: ({ materialIndex }) => resolveDormerRole(materialIndex),
buildPatch: ({ role, material, materialPreset }) =>
buildDormerMaterialPatch(role as DormerSurfaceMaterialRole, material, materialPreset),
applyPreview: ({ role, material, materialPreset, root }) => {
const previewMaterial = buildPreviewMaterial(material, materialPreset)
if (!previewMaterial) return null
return applyDormerPreview(role as DormerSurfaceMaterialRole, previewMaterial, root)
},
getEffectiveMaterial: ({ node, role }) => {
const spec = getEffectiveDormerSurfaceMaterial(
node as DormerNode,
role as DormerSurfaceMaterialRole,
)
return { material: spec.material, materialPreset: spec.materialPreset }
},
}
@@ -0,0 +1,37 @@
'use client'
import { ActionButton, ActionGroup, PanelSection } from '@pascal-app/editor'
import { Copy, Move, Trash2 } from 'lucide-react'
/**
* Move / Duplicate / Delete buttons at the bottom of the dormer
* inspector. Pure presentation — owners pass the three handlers.
*/
export function DormerActionsSection({
onMove,
onDuplicate,
onDelete,
}: {
onMove: () => void
onDuplicate: () => void
onDelete: () => void
}) {
return (
<PanelSection title="Actions">
<ActionGroup>
<ActionButton icon={<Move className="h-3.5 w-3.5" />} label="Move" onClick={onMove} />
<ActionButton
icon={<Copy className="h-3.5 w-3.5" />}
label="Duplicate"
onClick={onDuplicate}
/>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={onDelete}
/>
</ActionGroup>
</PanelSection>
)
}
@@ -0,0 +1,227 @@
'use client'
import {
type AnyNodeId,
type DormerNode,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { PanelSection, SliderControl } from '@pascal-app/editor'
import { useMemo } from 'react'
import { Vector3 } from 'three'
/**
* Position section: X, Z (world-space) and Rotation (world-space)
* sliders. Owns the read side of the dormer's world transform —
* confined to a single useMemo so the underlying `updateWorldMatrix`
* calls don't fire on unrelated re-renders. Also owns the segment-
* local commits, including the cross-segment reparent case.
*/
export function DormerPositionSection({
node,
segment,
roof,
selectedId,
previewProp,
commitProp,
}: {
node: DormerNode
segment: RoofSegmentNode | undefined
roof: RoofNode | undefined
selectedId: string
previewProp: (updates: Partial<DormerNode>) => void
commitProp: (updates: Partial<DormerNode>) => void
}) {
const px = node.position[0]
const py = node.position[1]
const pz = node.position[2]
const nodeRotation = node.rotation
const segmentId = segment?.id
const roofChildrenKey = (roof?.children ?? []).join(',')
const worldXform = useMemo(() => {
const dormerObj = sceneRegistry.nodes.get(selectedId)
let worldX = 0
let worldZ = 0
let worldRotation = nodeRotation ?? 0
if (dormerObj) {
dormerObj.updateWorldMatrix(true, false)
const localPt = new Vector3(px ?? 0, 0, pz ?? 0)
const worldPt = localPt.applyMatrix4(dormerObj.matrixWorld)
worldX = worldPt.x
worldZ = worldPt.z
const m = dormerObj.matrixWorld.elements
worldRotation = Math.atan2(-(m[2] ?? 0), m[0] ?? 1) + (nodeRotation ?? 0)
}
let bounds: { minX: number; maxX: number; minZ: number; maxZ: number } | null = null
if (roof) {
const state = useScene.getState()
let lo_x = Number.POSITIVE_INFINITY
let hi_x = Number.NEGATIVE_INFINITY
let lo_z = Number.POSITIVE_INFINITY
let hi_z = Number.NEGATIVE_INFINITY
for (const childId of roof.children ?? []) {
const seg = state.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const segWorldCenter = new Vector3().applyMatrix4(segObj.matrixWorld)
const r = Math.hypot(seg.width, seg.depth) / 2
lo_x = Math.min(lo_x, segWorldCenter.x - r)
hi_x = Math.max(hi_x, segWorldCenter.x + r)
lo_z = Math.min(lo_z, segWorldCenter.z - r)
hi_z = Math.max(hi_z, segWorldCenter.z + r)
}
if (Number.isFinite(lo_x)) bounds = { minX: lo_x, maxX: hi_x, minZ: lo_z, maxZ: hi_z }
}
return { worldX, worldZ, worldRotation, bounds }
// biome-ignore lint/correctness/useExhaustiveDependencies: roofChildrenKey is the stable signature of `roof.children`; intentionally omitting `roof` (object identity) in favor of the joined ids.
}, [selectedId, px, py, pz, nodeRotation, segmentId, roofChildrenKey])
const worldX_now = worldXform.worldX
const worldZ_now = worldXform.worldZ
const worldRotation_now = worldXform.worldRotation
const worldMinX = worldXform.bounds?.minX ?? worldX_now - 20
const worldMaxX = worldXform.bounds?.maxX ?? worldX_now + 20
const worldMinZ = worldXform.bounds?.minZ ?? worldZ_now - 20
const worldMaxZ = worldXform.bounds?.maxZ ?? worldZ_now + 20
const findSegmentForWorldPoint = (
wx: number,
wz: number,
): { segment: RoofSegmentNode; localX: number; localZ: number } | null => {
const state = useScene.getState()
const worldPt = new Vector3(wx, 0, wz)
for (const candidate of Object.values(state.nodes)) {
if (!candidate || candidate.type !== 'roof-segment') continue
const seg = candidate as RoofSegmentNode
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(worldPt.clone())
if (Math.abs(local.x) <= seg.width / 2 && Math.abs(local.z) <= seg.depth / 2) {
return { segment: seg, localX: local.x, localZ: local.z }
}
}
return null
}
const worldToSegLocal = (
wx: number,
wz: number,
seg: RoofSegmentNode,
): { localX: number; localZ: number } => {
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) return { localX: wx, localZ: wz }
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(new Vector3(wx, 0, wz))
return { localX: local.x, localZ: local.z }
}
const commitWorldPosition = (newWorldX: number, newWorldZ: number) => {
if (!segment) return
const oldWorldRotation = worldRotation_now
const target = findSegmentForWorldPoint(newWorldX, newWorldZ)
if (target && target.segment.id !== segment.id) {
// Moving to a different segment — segment-local Y is meaningless
// across the change, so reset to 0 and let the new segment's
// slope-anchored geometry take over.
const newSegObj = sceneRegistry.nodes.get(target.segment.id)
let newAncestorWorldY = 0
if (newSegObj) {
newSegObj.updateWorldMatrix(true, false)
const m = newSegObj.matrixWorld.elements
newAncestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
const newSegLocalRot = oldWorldRotation - newAncestorWorldY
commitProp({
roofSegmentId: target.segment.id,
parentId: target.segment.id,
position: [target.localX, 0, target.localZ],
rotation: newSegLocalRot,
} as Partial<DormerNode>)
} else {
// Same segment — preserve the existing Y so the dormer doesn't
// snap back to the segment foot when the user only adjusts X/Z.
const local = worldToSegLocal(newWorldX, newWorldZ, segment)
commitProp({ position: [local.localX, py ?? 0, local.localZ] })
}
}
const commitWorldRotation = (newWorldRot: number) => {
if (!segment) return
let ancestorWorldY = 0
const segObj = sceneRegistry.nodes.get(segment.id)
if (segObj) {
segObj.updateWorldMatrix(true, false)
const m = segObj.matrixWorld.elements
ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
commitProp({ rotation: newWorldRot - ancestorWorldY })
}
return (
<PanelSection title="Position">
<SliderControl
label="X"
max={Math.round(worldMaxX * 10) / 10}
min={Math.round(worldMinX * 10) / 10}
onChange={(newWorldX) => {
if (!segment) return
const local = worldToSegLocal(newWorldX, worldZ_now, segment)
previewProp({ position: [local.localX, py ?? 0, local.localZ] })
}}
onCommit={(newWorldX) => commitWorldPosition(newWorldX, worldZ_now)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldX_now * 100) / 100}
/>
<SliderControl
label="Z"
max={Math.round(worldMaxZ * 10) / 10}
min={Math.round(worldMinZ * 10) / 10}
onChange={(newWorldZ) => {
if (!segment) return
const local = worldToSegLocal(worldX_now, newWorldZ, segment)
previewProp({ position: [local.localX, py ?? 0, local.localZ] })
}}
onCommit={(newWorldZ) => commitWorldPosition(worldX_now, newWorldZ)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldZ_now * 100) / 100}
/>
<SliderControl
label="Rotation"
max={180}
min={-180}
onChange={(degrees) => {
const newWorldRot = (degrees * Math.PI) / 180
let ancestorWorldY = 0
if (segment) {
const segObj = sceneRegistry.nodes.get(segment.id)
if (segObj) {
segObj.updateWorldMatrix(true, false)
const m = segObj.matrixWorld.elements
ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
}
previewProp({ rotation: newWorldRot - ancestorWorldY })
}}
onCommit={(degrees) => commitWorldRotation((degrees * Math.PI) / 180)}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round((worldRotation_now * 180) / Math.PI)}
/>
</PanelSection>
)
}
@@ -0,0 +1,321 @@
'use client'
import type { DormerNode } from '@pascal-app/core'
import {
PanelSection,
SegmentedControl,
SliderControl,
ToggleControl,
} from '@pascal-app/editor'
import { useState } from 'react'
type WindowShape = DormerNode['windowShape']
type WindowRadiusMode = 'all' | 'individual'
function maxSharedRadius(width: number, height: number): number {
return Math.max(0, Math.min(width / 2, height / 2))
}
/**
* The Window tab of the dormer inspector: Hung Wall, Opening, Shape
* (with rounded/arch sub-controls), Frame, Grid, Sill. Owns local UI
* state for the "All vs Individual" corner-radius view mode — derived
* from tuple uniformity by default.
*/
export function DormerWindowSection({
node,
previewProp,
commitProp,
handleUpdate,
}: {
node: DormerNode
previewProp: (updates: Partial<DormerNode>) => void
commitProp: (updates: Partial<DormerNode>) => void
handleUpdate: (updates: Partial<DormerNode>) => void
}) {
const [radiusViewMode, setRadiusViewMode] = useState<WindowRadiusMode>('all')
const windowShape: WindowShape = node.windowShape
const windowCornerRadii: [number, number, number, number] = [...node.windowCornerRadii]
const windowArchHeight = node.windowArchHeight
const maxRadius = Math.max(0.01, maxSharedRadius(node.windowWidth, node.windowHeight))
const tupleIsUniform =
windowCornerRadii[0] === windowCornerRadii[1] &&
windowCornerRadii[1] === windowCornerRadii[2] &&
windowCornerRadii[2] === windowCornerRadii[3]
const sharedRadius = windowCornerRadii[0]
const setCornerRadius = (index: number, value: number, commit: boolean) => {
const next = [...windowCornerRadii] as [number, number, number, number]
next[index] = value
if (commit) commitProp({ windowCornerRadii: next })
else previewProp({ windowCornerRadii: next })
}
const setAllCornerRadii = (value: number, commit: boolean) => {
const next: [number, number, number, number] = [value, value, value, value]
if (commit) commitProp({ windowCornerRadii: next })
else previewProp({ windowCornerRadii: next })
}
return (
<>
<PanelSection title="Hung Wall">
<SliderControl
label="Height"
max={6}
min={0.2}
onChange={(v) => previewProp({ wallSkirtHeight: v })}
onCommit={(v) => commitProp({ wallSkirtHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.wallSkirtHeight * 100) / 100}
/>
</PanelSection>
<PanelSection title="Opening">
<SliderControl
label="Width"
max={Math.max(0.5, node.width - 0.1)}
min={0.2}
onChange={(v) => previewProp({ windowWidth: v })}
onCommit={(v) => commitProp({ windowWidth: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.windowWidth * 100) / 100}
/>
<SliderControl
label="Height"
max={Math.max(0.2, node.wallSkirtHeight - 0.1)}
min={0.2}
onChange={(v) => previewProp({ windowHeight: v })}
onCommit={(v) => commitProp({ windowHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.windowHeight * 100) / 100}
/>
<SliderControl
label="Offset X"
max={1}
min={-1}
onChange={(v) => previewProp({ windowOffsetX: v })}
onCommit={(v) => commitProp({ windowOffsetX: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.windowOffsetX * 100) / 100}
/>
<SliderControl
label="Offset Y"
max={2}
min={0}
onChange={(v) => previewProp({ windowOffsetY: v })}
onCommit={(v) => commitProp({ windowOffsetY: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.windowOffsetY * 100) / 100}
/>
</PanelSection>
<PanelSection title="Shape">
<SegmentedControl
onChange={(v) =>
handleUpdate({
windowShape: v as WindowShape,
...(v === 'rounded'
? {
windowCornerRadii: windowCornerRadii.map((r) =>
Math.min(r, maxRadius),
) as [number, number, number, number],
}
: {}),
})
}
options={[
{ value: 'rectangle', label: 'Rect' },
{ value: 'rounded', label: 'Rounded' },
{ value: 'arch', label: 'Arch' },
]}
value={windowShape}
/>
{windowShape === 'rounded' && (
<div className="mt-2 flex flex-col gap-1">
<SegmentedControl
onChange={(v) => setRadiusViewMode(v as WindowRadiusMode)}
options={[
{ value: 'all', label: 'All' },
{ value: 'individual', label: 'Individual' },
]}
value={tupleIsUniform ? radiusViewMode : 'individual'}
/>
{tupleIsUniform && radiusViewMode === 'all' ? (
<SliderControl
label="Corner Radius"
max={maxRadius}
min={0}
onChange={(v) => setAllCornerRadii(v, false)}
onCommit={(v) => setAllCornerRadii(v, true)}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(sharedRadius * 100) / 100}
/>
) : (
(
[
['Top Left', 0],
['Top Right', 1],
['Bottom Right', 2],
['Bottom Left', 3],
] as const
).map(([label, index]) => (
<SliderControl
key={label}
label={label}
max={maxRadius}
min={0}
onChange={(v) => setCornerRadius(index, v, false)}
onCommit={(v) => setCornerRadius(index, v, true)}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((windowCornerRadii[index] ?? 0) * 100) / 100}
/>
))
)}
</div>
)}
{windowShape === 'arch' && (
<SliderControl
label="Arch Height"
max={Math.max(0.1, node.windowHeight)}
min={0.1}
onChange={(v) => previewProp({ windowArchHeight: v })}
onCommit={(v) => commitProp({ windowArchHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(windowArchHeight * 100) / 100}
/>
)}
</PanelSection>
<PanelSection title="Frame">
<SliderControl
label="Thickness"
max={0.15}
min={0.01}
onChange={(v) => previewProp({ windowFrameThickness: v })}
onCommit={(v) => commitProp({ windowFrameThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(node.windowFrameThickness * 1000) / 1000}
/>
<SliderControl
label="Depth"
max={0.15}
min={0.02}
onChange={(v) => previewProp({ windowFrameDepth: v })}
onCommit={(v) => commitProp({ windowFrameDepth: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(node.windowFrameDepth * 1000) / 1000}
/>
<SliderControl
label="Divider"
max={0.06}
min={0}
onChange={(v) => previewProp({ windowDividerThickness: v })}
onCommit={(v) => commitProp({ windowDividerThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.002}
unit="m"
value={Math.round(node.windowDividerThickness * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Grid">
<SliderControl
label="Columns"
max={8}
min={1}
onChange={(v) =>
previewProp({ windowColumns: Math.max(1, Math.min(8, Math.round(v))) })
}
onCommit={(v) =>
commitProp({ windowColumns: Math.max(1, Math.min(8, Math.round(v))) })
}
precision={0}
restoreOnCommit={false}
step={1}
value={node.windowColumns}
/>
<SliderControl
label="Rows"
max={8}
min={1}
onChange={(v) => previewProp({ windowRows: Math.max(1, Math.min(8, Math.round(v))) })}
onCommit={(v) => commitProp({ windowRows: Math.max(1, Math.min(8, Math.round(v))) })}
precision={0}
restoreOnCommit={false}
step={1}
value={node.windowRows}
/>
</PanelSection>
<PanelSection title="Sill">
<ToggleControl
checked={node.windowSill}
label="Enable Sill"
onChange={(checked) => handleUpdate({ windowSill: checked })}
/>
{node.windowSill && (
<div className="mt-1 flex flex-col gap-1">
<SliderControl
label="Depth"
max={0.3}
min={0.02}
onChange={(v) => previewProp({ windowSillDepth: v })}
onCommit={(v) => commitProp({ windowSillDepth: v })}
precision={3}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(node.windowSillDepth * 1000) / 1000}
/>
<SliderControl
label="Thickness"
max={0.1}
min={0.01}
onChange={(v) => previewProp({ windowSillThickness: v })}
onCommit={(v) => commitProp({ windowSillThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(node.windowSillThickness * 1000) / 1000}
/>
</div>
)}
</PanelSection>
</>
)
}
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'use client'
import {
type AnyNode,
type AnyNodeId,
type DormerNode,
type RoofNode,
type RoofSegmentNode,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import {
cn,
PanelSection,
PanelWrapper,
SliderControl,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useState } from 'react'
import { DormerActionsSection } from './panel-actions-section'
import { DormerPositionSection } from './panel-position-section'
import { DormerWindowSection } from './panel-window-section'
type RoofType = DormerNode['roofType']
type DormerSection = 'dormer' | 'window'
const ROOF_TYPE_OPTIONS: Array<{ label: string; value: RoofType }> = [
{ label: 'Gable', value: 'gable' },
{ label: 'Hip', value: 'hip' },
{ label: 'Shed', value: 'shed' },
{ label: 'Gambrel', value: 'gambrel' },
{ label: 'Dutch', value: 'dutch' },
{ label: 'Mansard', value: 'mansard' },
{ label: 'Flat', value: 'flat' },
]
const SECTION_OPTIONS: Array<{ label: string; value: DormerSection }> = [
{ label: 'Dormer', value: 'dormer' },
{ label: 'Window', value: 'window' },
]
export default function DormerPanel() {
const [section, setSection] = useState<DormerSection>('dormer')
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const setMovingNode = useEditor((s) => s.setMovingNode)
const storeNode = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as DormerNode | undefined) : undefined,
)
const overrides = useLiveNodeOverrides((s) =>
selectedId ? (s.get(selectedId as AnyNodeId) as Partial<DormerNode> | undefined) : undefined,
)
const node =
storeNode && overrides ? ({ ...storeNode, ...overrides } as DormerNode) : storeNode
const handleUpdate = useCallback(
(updates: Partial<DormerNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
},
[selectedId, updateNode],
)
// Slider drag → write live override; release → commit.
const previewProp = useCallback(
(updates: Partial<DormerNode>) => {
if (!selectedId) return
useLiveNodeOverrides.getState().set(selectedId as AnyNodeId, updates)
},
[selectedId],
)
const commitProp = useCallback(
(updates: Partial<DormerNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
if (updates.roofSegmentId !== undefined) {
const state = useScene.getState()
const prev = node?.roofSegmentId
if (prev) state.dirtyNodes.add(prev as AnyNodeId)
state.dirtyNodes.add(updates.roofSegmentId as AnyNodeId)
state.dirtyNodes.add(selectedId as AnyNodeId)
}
useLiveNodeOverrides.getState().clear(selectedId as AnyNodeId)
},
[node, selectedId, updateNode],
)
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handleMove = useCallback(() => {
if (!(node && selectedId)) return
triggerSFX('sfx:item-pick')
setMovingNode(node)
setSelection({ selectedIds: [] })
}, [node, selectedId, setMovingNode, setSelection])
const handleDuplicate = useCallback(() => {
if (!(node && node.roofSegmentId)) return
triggerSFX('sfx:item-pick')
// Deep clone and strip the id so the move tool's onClick branch
// (`isNew || !node.id`) takes the "create fresh" path. Setting
// `metadata.isNew = true` is what gates the move tool from
// updating any existing node — the dormer is only added to the
// scene on click, not when the Duplicate button is pressed.
const cloned = structuredClone(node) as DormerNode & { id?: AnyNodeId }
delete (cloned as { id?: AnyNodeId }).id
const prevMeta =
cloned.metadata && typeof cloned.metadata === 'object' && !Array.isArray(cloned.metadata)
? (cloned.metadata as Record<string, unknown>)
: {}
cloned.metadata = { ...prevMeta, isNew: true }
setMovingNode(cloned as DormerNode)
setSelection({ selectedIds: [] })
}, [node, setMovingNode, setSelection])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
if (segmentId) {
const state = useScene.getState()
const segment = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (segment) {
state.updateNode(segmentId as AnyNode['id'], {
children: (segment.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'dormer' && selectedId)) return null
const scenestate = useScene.getState()
const segment = node.roofSegmentId
? (scenestate.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined
const roof = segment?.parentId
? (scenestate.nodes[segment.parentId as AnyNodeId] as RoofNode | undefined)
: undefined
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Dormer'}
width={300}
>
<DormerPositionSection
commitProp={commitProp}
node={node}
previewProp={previewProp}
roof={roof}
segment={segment}
selectedId={selectedId}
/>
<PanelSection title="Section">
<div className="grid grid-cols-3 gap-1.5 px-1 pt-1">
{SECTION_OPTIONS.map((option) => {
const isSelected = section === option.value
return (
<button
className={cn(
'flex min-h-10 items-center justify-center rounded-lg border px-2 py-2 text-center text-xs transition-colors',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={option.value}
onClick={() => setSection(option.value)}
type="button"
>
<span className="truncate font-medium">{option.label}</span>
</button>
)
})}
</div>
</PanelSection>
{section === 'dormer' && (
<>
<PanelSection title="Dimensions">
<SliderControl
label="Width"
max={4}
min={0.5}
onChange={(v) => previewProp({ width: v })}
onCommit={(v) => commitProp({ width: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.width * 100) / 100}
/>
<SliderControl
label="Depth"
max={5}
min={0.5}
onChange={(v) => previewProp({ depth: v })}
onCommit={(v) => commitProp({ depth: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.depth * 100) / 100}
/>
<SliderControl
label="Wall Height"
max={5}
min={0}
onChange={(v) => previewProp({ height: v })}
onCommit={(v) => commitProp({ height: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.height * 100) / 100}
/>
<SliderControl
label="Roof Height"
max={3}
min={0}
onChange={(v) => previewProp({ roofHeight: v })}
onCommit={(v) => commitProp({ roofHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.roofHeight * 100) / 100}
/>
</PanelSection>
<PanelSection title="Roof Type">
<div className="grid grid-cols-3 gap-1.5 px-1 pt-1">
{ROOF_TYPE_OPTIONS.map((option) => {
const isSelected = node.roofType === option.value
return (
<button
className={cn(
'flex min-h-10 items-center justify-center rounded-lg border px-2 py-2 text-xs transition-colors',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={option.value}
onClick={() => handleUpdate({ roofType: option.value })}
type="button"
>
<span className="truncate font-medium">{option.label}</span>
</button>
)
})}
</div>
</PanelSection>
</>
)}
{section === 'window' && (
<DormerWindowSection
commitProp={commitProp}
handleUpdate={handleUpdate}
node={node}
previewProp={previewProp}
/>
)}
<DormerActionsSection
onDelete={handleDelete}
onDuplicate={handleDuplicate}
onMove={handleMove}
/>
</PanelWrapper>
)
}
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import type { ParametricDescriptor } from '@pascal-app/core'
import { dormerSupportsArch } from './geometry'
import type { DormerNode } from './schema'
export const dormerParametrics: ParametricDescriptor<DormerNode> = {
// Bespoke tabbed UI (Dormer / Window / Frame / Grid / Sill) — same
// pattern as chimney. `groups` stays for the MCP path / fallback
// consumer, but the inspector mounts the custom panel.
customPanel: () => import('./panel'),
groups: [
{
label: 'Dormer',
fields: [
{ key: 'width', kind: 'number', unit: 'm', min: 0.5, max: 4, step: 0.05 },
{ key: 'depth', kind: 'number', unit: 'm', min: 0.5, max: 5, step: 0.05 },
{ key: 'height', kind: 'number', unit: 'm', min: 0, max: 5, step: 0.05 },
],
},
{
label: 'Dormer roof',
fields: [
{
key: 'roofType',
kind: 'enum',
options: ['hip', 'gable', 'shed', 'gambrel', 'dutch', 'mansard', 'flat'],
display: 'select',
},
{ key: 'roofHeight', kind: 'number', unit: 'm', min: 0, max: 2, step: 0.05 },
],
},
{
label: 'Hung wall',
fields: [
{ key: 'wallSkirtHeight', kind: 'number', unit: 'm', min: 0.2, max: 6, step: 0.05 },
],
},
{
label: 'Window opening',
fields: [
{ key: 'windowWidth', kind: 'number', unit: 'm', min: 0.2, max: 3, step: 0.05 },
{ key: 'windowHeight', kind: 'number', unit: 'm', min: 0.2, max: 6, step: 0.05 },
{ key: 'windowOffsetX', kind: 'number', unit: 'm', min: -1, max: 1, step: 0.05 },
{ key: 'windowOffsetY', kind: 'number', unit: 'm', min: 0, max: 2, step: 0.05 },
],
},
{
label: 'Window grid',
fields: [
{ key: 'windowColumns', kind: 'number', min: 1, max: 8, step: 1 },
{ key: 'windowRows', kind: 'number', min: 1, max: 8, step: 1 },
],
},
{
label: 'Window frame',
fields: [
{ key: 'windowFrameThickness', kind: 'number', unit: 'm', min: 0.01, max: 0.15, step: 0.005 },
{ key: 'windowFrameDepth', kind: 'number', unit: 'm', min: 0.02, max: 0.15, step: 0.005 },
{ key: 'windowDividerThickness', kind: 'number', unit: 'm', min: 0, max: 0.06, step: 0.002 },
{
key: 'windowShape',
kind: 'enum',
options: ['rectangle', 'rounded', 'arch'],
display: 'segmented',
},
{
key: 'windowArchHeight',
kind: 'number',
unit: 'm',
min: 0.1,
max: 1,
step: 0.05,
visibleIf: dormerSupportsArch,
},
],
},
{
label: 'Sill',
fields: [
{ key: 'windowSill', kind: 'boolean' },
{
key: 'windowSillDepth',
kind: 'number',
unit: 'm',
min: 0.02,
max: 0.3,
step: 0.01,
visibleIf: (n) => n.windowSill === true,
},
{
key: 'windowSillThickness',
kind: 'number',
unit: 'm',
min: 0.01,
max: 0.1,
step: 0.005,
visibleIf: (n) => n.windowSill === true,
},
],
},
],
}
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'use client'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildDormerGhostGeometry } from './geometry'
import type { DormerNode } from './schema'
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0x88_88_88,
transparent: true,
opacity: 0.45,
depthWrite: false,
})
const DormerPreview = ({ node }: { node: DormerNode }) => {
const geo = useMemo(
() => buildDormerGhostGeometry(node),
[node.width, node.depth, node.height, node.roofHeight, node.roofType, node.wallSkirtHeight],
)
useEffect(() => () => geo.dispose(), [geo])
return <mesh geometry={geo} material={ghostMaterial} raycast={() => {}} />
}
export default DormerPreview
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'use client'
import {
type AnyNodeId,
type DormerNode,
getEffectiveDormerSurfaceMaterial,
type RoofSegmentNode,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createMaterial,
createMaterialFromPresetRef,
useNodeEvents,
} from '@pascal-app/viewer'
import {
buildDormerFallbackGeometry,
DORMER_GABLE_MATERIAL_INDEX,
generateDormerGeometry,
} from './csg-geometry'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import DormerWindowAssembly from './window-assembly'
// Three distinct default materials: wall, side, roof top.
// All three use FrontSide — chimney / skylight do the same, and
// DoubleSide on a MeshStandardMaterial inside the MRT scene pass
// generates a WebGPU pipeline whose fragment stage doesn't always
// declare an output for every MRT target, which the validator rejects
// with "target has no corresponding fragment stage output but
// writeMask is not zero".
const defaultWallMat = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.9,
side: THREE.FrontSide,
})
const defaultSideMat = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.9,
side: THREE.FrontSide,
})
const defaultRoofMat = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.85,
side: THREE.FrontSide,
})
// Geometry slots produced by `generateDormerGeometry`:
// 0 = Wall → wall material
// 1 = Deck (side) → side material
// 2 = Interior → wall material
// 3 = Roof shingle → roof material
// 4 = Gable wall → wall material (DORMER_GABLE_MATERIAL_INDEX)
const defaultDormerMaterials: THREE.Material[] = [
defaultWallMat,
defaultSideMat,
defaultWallMat,
defaultRoofMat,
defaultWallMat,
]
const DormerRenderer = ({ node: storeNode }: { node: DormerNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(storeNode.id, 'dormer', ref)
const handlers = useNodeEvents(storeNode, 'dormer')
// Live overrides so slider drag updates the dormer without committing
// to the store. While any override is live we render the cheap
// fallback silhouette — running the full CSG on every pointer move is
// far too expensive (multiple boolean ops + ground subtract +
// 32-segment arch curves). Commit clears the override and the real
// CSG mesh kicks back in.
const liveOverrides = useLiveNodeOverrides((state) => state.get(storeNode.id as AnyNodeId))
const isLiveDrag = !!liveOverrides && Object.keys(liveOverrides).length > 0
const node = useMemo(
() =>
liveOverrides ? ({ ...storeNode, ...liveOverrides } as DormerNode) : storeNode,
[storeNode, liveOverrides],
)
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const resolvedMaterials = useMemo(() => {
const top = getEffectiveDormerSurfaceMaterial(node, 'top')
const side = getEffectiveDormerSurfaceMaterial(node, 'side')
const wall = getEffectiveDormerSurfaceMaterial(node, 'wall')
const resolve = (spec: { material?: DormerNode['material']; materialPreset?: string }) => {
if (spec.materialPreset) return createMaterialFromPresetRef(spec.materialPreset)
if (spec.material) return createMaterial(spec.material)
return null
}
const topMat = resolve(top)
const sideMat = resolve(side)
const wallMat = resolve(wall)
if (!(topMat || sideMat || wallMat)) return null
const w = wallMat ?? defaultWallMat
const s = sideMat ?? defaultSideMat
const t = topMat ?? defaultRoofMat
return [w, s, w, t, w] as THREE.Material[]
}, [
node.material,
node.materialPreset,
node.topMaterial,
node.topMaterialPreset,
node.sideMaterial,
node.sideMaterialPreset,
node.wallMaterial,
node.wallMaterialPreset,
])
const material = resolvedMaterials ?? defaultDormerMaterials
const frameSideMat = resolvedMaterials ? resolvedMaterials[1]! : defaultSideMat
const geometry = useMemo(
() => {
if (!segment) return null
if (isLiveDrag) return buildDormerFallbackGeometry(node)
return generateDormerGeometry(node, segment)
},
[
isLiveDrag,
segment,
node.id,
node.roofType,
node.width,
node.depth,
node.height,
node.roofHeight,
node.wallSkirtHeight,
node.position[0],
node.position[1],
node.position[2],
node.rotation,
node.windowWidth,
node.windowHeight,
node.windowOffsetX,
node.windowOffsetY,
node.windowShape,
node.windowArchHeight,
node.windowCornerRadii[0],
node.windowCornerRadii[1],
node.windowCornerRadii[2],
node.windowCornerRadii[3],
],
)
useEffect(() => () => geometry?.dispose(), [geometry])
if (!(segment && geometry)) return null
// Dormers are mounted inside `RoofRenderer`'s `roof-elements` group
// (at the roof origin — NOT inside the host segment's transform), so
// we apply the segment's own position + rotation here. Mirrors how
// chimney / skylight render. The CSG geometry is built in
// dormer-mesh-local with `dormer.position` + `dormer.rotation`
// already accounted for by `segToMesh`, so we layer them as group
// transforms here too.
return (
<group
position={segment.position}
ref={ref}
rotation-y={segment.rotation ?? 0}
visible={node.visible}
>
<group
position={[node.position[0] ?? 0, node.position[1] ?? 0, node.position[2] ?? 0]}
>
<group rotation-y={node.rotation ?? 0} {...handlers}>
<mesh
castShadow
geometry={geometry}
material={material}
name="dormer-body"
receiveShadow
/>
<DormerWindowAssembly
frameMaterial={frameSideMat}
node={node}
segment={segment}
/>
</group>
</group>
</group>
)
}
// Re-export so consumers (e.g. tests) can reach the gable slot index
// without importing from `@pascal-app/viewer` directly.
export { DORMER_GABLE_MATERIAL_INDEX }
export default DormerRenderer
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export { DormerNode, getEffectiveDormerSurfaceMaterial } from '@pascal-app/core'
export type {
DormerSurfaceMaterialRole,
DormerSurfaceMaterialSpec,
} from '@pascal-app/core'
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'use client'
import { type AnyNodeId, DormerNode, useScene } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useMemo } from 'react'
import { dormerDefinition } from './definition'
import DormerPreview from './preview'
import { useDormerPlacement } from './use-dormer-placement'
/**
* Pick the smallest free integer suffix for a new dormer name so the
* scene tree doesn't end up with multiple `Dormer 3`s after deletes.
*/
function nextDormerNumber(nodes: Record<string, unknown>): number {
const used = new Set<number>()
for (const node of Object.values(nodes)) {
if (!node || typeof node !== 'object') continue
const n = node as { type?: string; name?: string }
if (n.type !== 'dormer') continue
const m = n.name?.match(/^Dormer (\d+)$/)
if (m?.[1]) used.add(Number.parseInt(m[1], 10))
}
let n = 1
while (used.has(n)) n++
return n
}
/**
* Placement tool for a fresh dormer. The dormer sits UPRIGHT on the
* host segment at segment-local `y = 0` (the host wall foot) — the
* CSG inside `generateDormerGeometry` carves the dormer against the
* host roof's slope, so we don't tilt or lift it here. The ghost is
* mounted on the hit segment's world transform (extracted via the
* registry) so the user sees exactly where the dormer will land.
*/
const DormerTool = () => {
const setSelection = useViewer((s) => s.setSelection)
const previewNode = useMemo(
() =>
DormerNode.parse({
...dormerDefinition.defaults(),
name: 'Dormer',
position: [0, 0, 0],
rotation: 0,
}),
[],
)
const { activeBuildingId, segmentXform, hitLocal, ghostRotation } = useDormerPlacement({
onCommit: (hit, rotation) => {
const state = useScene.getState()
const dormer = DormerNode.parse({
...dormerDefinition.defaults(),
name: `Dormer ${nextDormerNumber(state.nodes)}`,
roofSegmentId: hit.segment.id,
parentId: hit.segment.id,
// Anchor at the slope height so the renderer matches the ghost.
// The CSG still carves cleanly because it inverts T(position)
// when bringing the host into dormer-local.
position: [hit.localX, hit.localY, hit.localZ],
rotation,
})
state.createNode(dormer, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [dormer.id] })
},
})
if (!activeBuildingId || !segmentXform || !hitLocal) return null
return (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
<group position={hitLocal}>
<group rotation-y={ghostRotation}>
<DormerPreview node={previewNode} />
</group>
</group>
</group>
)
}
export default DormerTool
@@ -0,0 +1,171 @@
import {
type AnyNodeId,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import {
DORMER_PLACEMENT_ROTATION_STEP,
DORMER_PLACEMENT_SNAP_M,
} from './geometry'
const tmpMatrix = new THREE.Matrix4()
const tmpInv = new THREE.Matrix4()
const tmpPos = new THREE.Vector3()
const tmpQuat = new THREE.Quaternion()
const tmpScale = new THREE.Vector3()
export type DormerSegmentTransform = {
position: [number, number, number]
quaternion: [number, number, number, number]
}
export type DormerPlacementHit = {
segment: RoofSegmentNode
localX: number
localY: number
localZ: number
}
/**
* Shared placement-tool plumbing for fresh-place and duplicate/move
* tools. Owns:
* - cursor → roof-segment hit resolution (delegated to the host
* RoofNode pointer events)
* - building-local segment transform extraction (for ghost mounting)
* - 5cm grid snap + SFX cue
* - keyboard rotate (R / Shift+R, ±15°)
*
* Does NOT own:
* - the ghost mesh (caller renders `<DormerPreview>`)
* - any node-lifecycle state (caller passes an `onCommit` that
* decides between createNode / updateNode / etc.)
*
* Returns the segment transform + cursor hit so the caller can mount
* the ghost, plus the live ghost rotation (driven by R / Shift+R).
*/
export function useDormerPlacement(opts: {
initialRotation?: number
onCommit: (hit: DormerPlacementHit, rotation: number) => void
}): {
activeBuildingId: string | undefined
segmentXform: DormerSegmentTransform | null
hitLocal: [number, number, number] | null
ghostRotation: number
} {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const [segmentXform, setSegmentXform] = useState<DormerSegmentTransform | null>(null)
const [hitLocal, setHitLocal] = useState<[number, number, number] | null>(null)
const [ghostRotation, setGhostRotation] = useState(opts.initialRotation ?? 0)
const lastSnapRef = useRef<[number, number] | null>(null)
// Mirror of `ghostRotation` so the click handler (registered once
// inside useEffect) can read the latest value at commit time.
const ghostRotationRef = useRef(opts.initialRotation ?? 0)
// Latest commit callback, captured via ref so the useEffect doesn't
// need it in its dep list (we don't want to re-register listeners
// every time the parent rerenders).
const onCommitRef = useRef(opts.onCommit)
onCommitRef.current = opts.onCommit
useEffect(() => {
if (!activeBuildingId) return
const computeSegmentXform = (segmentId: string): DormerSegmentTransform | null => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
const segObj = sceneRegistry.nodes.get(segmentId as AnyNodeId)
if (!(buildingObj && segObj)) return null
buildingObj.updateWorldMatrix(true, false)
segObj.updateWorldMatrix(true, false)
tmpInv.copy(buildingObj.matrixWorld).invert()
tmpMatrix.multiplyMatrices(tmpInv, segObj.matrixWorld)
tmpMatrix.decompose(tmpPos, tmpQuat, tmpScale)
return {
position: [tmpPos.x, tmpPos.y, tmpPos.z],
quaternion: [tmpQuat.x, tmpQuat.y, tmpQuat.z, tmpQuat.w],
}
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx / DORMER_PLACEMENT_SNAP_M) * DORMER_PLACEMENT_SNAP_M
const sz = Math.round(wz / DORMER_PLACEMENT_SNAP_M) * DORMER_PLACEMENT_SNAP_M
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const xform = computeSegmentXform(hit.segment.id)
if (!xform) return
setSegmentXform(xform)
// Lift the ghost to the actual roof-surface Y at the cursor so
// it tracks the mouse along the slope. The CSG inside
// `generateDormerGeometry` carves the dormer against the host
// roof regardless of `position[1]` — anchoring at the cursor
// height is purely a visual alignment.
setHitLocal([hit.localX, hit.localY, hit.localZ])
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
onCommitRef.current(hit, ghostRotationRef.current)
triggerSFX('sfx:item-place')
event.stopPropagation()
}
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
const target = e.target as HTMLElement | null
if (
target &&
(target.tagName === 'INPUT' ||
target.tagName === 'TEXTAREA' ||
target.isContentEditable)
)
return
const dir = e.shiftKey ? -1 : 1
ghostRotationRef.current += dir * DORMER_PLACEMENT_ROTATION_STEP
setGhostRotation(ghostRotationRef.current)
e.preventDefault()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
window.addEventListener('keydown', onKeyDown)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
window.removeEventListener('keydown', onKeyDown)
}
}, [activeBuildingId])
return {
activeBuildingId: activeBuildingId ?? undefined,
segmentXform,
hitLocal,
ghostRotation,
}
}
@@ -0,0 +1,166 @@
'use client'
import type { DormerNode, RoofSegmentNode } from '@pascal-app/core'
import { glassMaterial } from '@pascal-app/viewer'
import { getDormerExposedFaces, getDormerSkirtWindowDims } from './csg-geometry'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildDormerWindowGeometries, type DormerWindowShape } from './window-frame'
/**
* Renders the window opening assembly (frame bars, glass panes, sill)
* on each exposed gable face of a dormer. Owns its geometry lifecycle
* (build via `buildDormerWindowGeometries`, dispose on unmount) so the
* renderer doesn't have to.
*
* Mounted inside the dormer's rotation group, in dormer-mesh-local
* coordinates. The CSG cut on the wall is performed separately inside
* the viewer's `generateDormerGeometry`; the geometry built here is
* sized to match that cut.
*/
const DormerWindowAssembly = ({
node,
segment,
frameMaterial,
}: {
node: DormerNode
segment: RoofSegmentNode
frameMaterial: THREE.Material
}) => {
const skirtWin = useMemo(
() => getDormerSkirtWindowDims(node),
[
node.width,
node.windowWidth,
node.windowHeight,
node.windowOffsetX,
node.windowOffsetY,
node.wallSkirtHeight,
],
)
const winW = skirtWin.width
const winH = skirtWin.height
const winShape: DormerWindowShape = node.windowShape
const resolvedRadii: [number, number, number, number] = [...node.windowCornerRadii]
const winGeo = useMemo(
() =>
buildDormerWindowGeometries(
winW,
winH,
node.windowFrameThickness,
node.windowFrameDepth,
node.windowColumns,
node.windowRows,
node.windowDividerThickness,
winShape,
node.windowArchHeight,
resolvedRadii,
),
[
winW,
winH,
node.windowFrameThickness,
node.windowFrameDepth,
node.windowColumns,
node.windowRows,
node.windowDividerThickness,
winShape,
node.windowArchHeight,
...resolvedRadii,
],
)
useEffect(() => {
return () => {
const disposed = new Set<THREE.BufferGeometry>()
for (const bar of winGeo.frameBars) {
if (!disposed.has(bar.geo)) {
bar.geo.dispose()
disposed.add(bar.geo)
}
}
for (const pane of winGeo.glassPanes) {
if (!disposed.has(pane.geo)) {
pane.geo.dispose()
disposed.add(pane.geo)
}
}
}
}, [winGeo])
const sillEnabled = node.windowSill !== false
const sillT = Math.max(0.001, node.windowSillThickness)
const sillD = Math.max(0.001, node.windowSillDepth)
const sillW = winW + 0.06 // 3 cm overhang each side
const sillGeo = useMemo(
() => (sillEnabled ? new THREE.BoxGeometry(sillW, sillT, sillD) : null),
[sillEnabled, sillW, sillT, sillD],
)
useEffect(() => () => sillGeo?.dispose(), [sillGeo])
const exposed = useMemo(
() => getDormerExposedFaces(node, segment),
[
segment,
node.roofType,
node.width,
node.depth,
node.height,
node.roofHeight,
node.position[0],
node.position[1],
node.position[2],
],
)
const gableHalfZ = node.depth / 2
const winX = skirtWin.offsetX
const winY = skirtWin.centerY
const renderFace = (zPos: number, outDir: number, keyPrefix: string) => (
<group name={`dormer-window-${keyPrefix}`} position={[winX, winY, zPos]}>
{winGeo.glassPanes.map((pane, i) => (
<mesh
geometry={pane.geo}
// biome-ignore lint/suspicious/noArrayIndexKey: glass panes are derived from grid indices, no stable id.
key={`${keyPrefix}-glass-${i}`}
material={glassMaterial}
name={`dormer-glass-${keyPrefix}-${i}`}
position={pane.pos}
/>
))}
{winGeo.frameBars.map((bar, i) => (
<mesh
castShadow
geometry={bar.geo}
// biome-ignore lint/suspicious/noArrayIndexKey: frame bars are derived from grid indices, no stable id.
key={`${keyPrefix}-bar-${i}`}
material={frameMaterial}
name={`dormer-frame-${keyPrefix}-${i}`}
position={bar.pos}
/>
))}
{sillGeo && (
<mesh
castShadow
geometry={sillGeo}
material={frameMaterial}
name={`dormer-sill-${keyPrefix}`}
position={[0, -winH / 2 - sillT / 2, (outDir * sillD) / 2]}
receiveShadow
/>
)}
</group>
)
return (
<>
{exposed.front && renderFace(gableHalfZ, +1, 'front')}
{exposed.back && renderFace(-gableHalfZ, -1, 'back')}
</>
)
}
export default DormerWindowAssembly
+152
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@@ -0,0 +1,152 @@
import * as THREE from 'three'
import { createDormerArchShape, createDormerRoundedShape } from './csg-geometry'
/**
* Frame + glass geometry for the window opening on a dormer's gable
* face. The extruded frame profile uses the same shape builders as the
* CSG cut in the viewer (`generateDormerGeometry`), so the frame sits
* flush in the wall — keeping the cut and the frame visually in sync.
*
* Only the frame bars and glass panes are produced here; the wall
* opening itself is CSG-subtracted from the dormer body inside the
* viewer's `generateDormerGeometry`.
*/
export type DormerWindowShape = 'rectangle' | 'rounded' | 'arch'
export type WindowGeometries = {
frameBars: { geo: THREE.BufferGeometry; pos: [number, number, number] }[]
glassPanes: { geo: THREE.BufferGeometry; pos: [number, number, number] }[]
}
export function buildDormerWindowGeometries(
winW: number,
winH: number,
ft: number,
fd: number,
cols: number,
rows: number,
dt: number,
shape: DormerWindowShape = 'rectangle',
archHeight = 0.35,
cornerRadii: [number, number, number, number] = [0.15, 0.15, 0.15, 0.15],
): WindowGeometries {
const safeFt = Math.max(0.001, ft)
const safeDt = Math.max(0.001, dt)
const innerW = Math.max(0.01, winW - 2 * safeFt)
const innerH = Math.max(0.01, winH - 2 * safeFt)
const hw = winW / 2
const hh = winH / 2
const frameBars: WindowGeometries['frameBars'] = []
const glassPanes: WindowGeometries['glassPanes'] = []
if (shape === 'arch' || shape === 'rounded') {
const insetRadii = cornerRadii.map((r) => Math.max(r - safeFt, 0)) as [
number,
number,
number,
number,
]
const outerShape =
shape === 'arch'
? createDormerArchShape(winW, winH, archHeight)
: createDormerRoundedShape(winW, winH, cornerRadii)
const innerHole =
shape === 'arch'
? createDormerArchShape(winW - 2 * safeFt, winH - 2 * safeFt, Math.max(archHeight - safeFt, 0.01))
: createDormerRoundedShape(winW - 2 * safeFt, winH - 2 * safeFt, insetRadii)
outerShape.holes.push(innerHole)
const frameGeo = new THREE.ExtrudeGeometry(outerShape, {
depth: fd,
bevelEnabled: false,
curveSegments: 24,
})
frameGeo.translate(0, 0, -fd / 2)
frameBars.push({ geo: frameGeo, pos: [0, 0, 0] })
const colDividerCount = cols - 1
const totalColDividerW = colDividerCount * safeDt
const paneAreaW = Math.max(0.01, innerW - totalColDividerW)
const paneW = paneAreaW / cols
for (let c = 1; c < cols; c++) {
const x = -innerW / 2 + c * paneW + (c - 0.5) * safeDt
frameBars.push({ geo: new THREE.BoxGeometry(safeDt, innerH, fd), pos: [x, 0, 0] })
}
const rowDividerCount = rows - 1
const totalRowDividerH = rowDividerCount * safeDt
const paneAreaH = Math.max(0.01, innerH - totalRowDividerH)
const paneH = paneAreaH / rows
for (let r = 1; r < rows; r++) {
const y = -innerH / 2 + r * paneH + (r - 0.5) * safeDt
frameBars.push({ geo: new THREE.BoxGeometry(innerW, safeDt, fd), pos: [0, y, 0] })
}
const glassShape =
shape === 'arch'
? createDormerArchShape(winW - 2 * safeFt, winH - 2 * safeFt, Math.max(archHeight - safeFt, 0.01))
: createDormerRoundedShape(winW - 2 * safeFt, winH - 2 * safeFt, insetRadii)
const glassGeo = new THREE.ExtrudeGeometry(glassShape, {
depth: 0.008,
bevelEnabled: false,
curveSegments: 24,
})
glassGeo.translate(0, 0, -0.004)
glassPanes.push({ geo: glassGeo, pos: [0, 0, 0] })
} else {
frameBars.push({
geo: new THREE.BoxGeometry(winW, safeFt, fd),
pos: [0, hh - safeFt / 2, 0],
})
frameBars.push({
geo: new THREE.BoxGeometry(winW, safeFt, fd),
pos: [0, -hh + safeFt / 2, 0],
})
frameBars.push({
geo: new THREE.BoxGeometry(safeFt, innerH, fd),
pos: [-hw + safeFt / 2, 0, 0],
})
frameBars.push({
geo: new THREE.BoxGeometry(safeFt, innerH, fd),
pos: [hw - safeFt / 2, 0, 0],
})
const colDividerCount = cols - 1
const totalColDividerW = colDividerCount * safeDt
const paneAreaW = Math.max(0.01, innerW - totalColDividerW)
const paneW = paneAreaW / cols
for (let c = 1; c < cols; c++) {
const x = -innerW / 2 + c * paneW + (c - 0.5) * safeDt
frameBars.push({ geo: new THREE.BoxGeometry(safeDt, innerH, fd), pos: [x, 0, 0] })
}
const rowDividerCount = rows - 1
const totalRowDividerH = rowDividerCount * safeDt
const paneAreaH = Math.max(0.01, innerH - totalRowDividerH)
const paneH = paneAreaH / rows
for (let r = 1; r < rows; r++) {
const y = -innerH / 2 + r * paneH + (r - 0.5) * safeDt
frameBars.push({ geo: new THREE.BoxGeometry(innerW, safeDt, fd), pos: [0, y, 0] })
}
const glassW = Math.max(0.01, paneAreaW / cols)
const glassH = Math.max(0.01, paneAreaH / rows)
const glassGeo = new THREE.BoxGeometry(glassW, glassH, 0.008)
for (let c = 0; c < cols; c++) {
const cx = -innerW / 2 + paneAreaW / cols / 2 + c * (paneAreaW / cols + safeDt)
for (let r = 0; r < rows; r++) {
const cy = -innerH / 2 + paneAreaH / rows / 2 + r * (paneAreaH / rows + safeDt)
glassPanes.push({ geo: glassGeo, pos: [cx, cy, 0] })
}
}
}
return { frameBars, glassPanes }
}
+19
View File
@@ -1,5 +1,11 @@
import type { AnyNodeDefinition, Plugin } from '@pascal-app/core'
import { boxVentDefinition } from './box-vent'
import { buildingDefinition } from './building'
import { chimneyDefinition } from './chimney'
import { dormerDefinition } from './dormer'
import { ridgeVentDefinition } from './ridge-vent'
import { skylightDefinition } from './skylight'
import { solarPanelDefinition } from './solar-panel'
import { ceilingDefinition } from './ceiling'
import { columnDefinition } from './column'
import { doorDefinition } from './door'
@@ -65,10 +71,23 @@ export const builtinPlugin: Plugin = {
levelDefinition as unknown as AnyNodeDefinition,
guideDefinition as unknown as AnyNodeDefinition,
scanDefinition as unknown as AnyNodeDefinition,
// Roof-mounted accessories (custom renderer + bespoke roof-event tool).
boxVentDefinition as unknown as AnyNodeDefinition,
ridgeVentDefinition as unknown as AnyNodeDefinition,
chimneyDefinition as unknown as AnyNodeDefinition,
solarPanelDefinition as unknown as AnyNodeDefinition,
skylightDefinition as unknown as AnyNodeDefinition,
dormerDefinition as unknown as AnyNodeDefinition,
],
}
export { boxVentDefinition } from './box-vent'
export { buildingDefinition } from './building'
export { chimneyDefinition } from './chimney'
export { dormerDefinition } from './dormer'
export { ridgeVentDefinition } from './ridge-vent'
export { skylightDefinition } from './skylight'
export { solarPanelDefinition } from './solar-panel'
export { ceilingDefinition } from './ceiling'
export { columnDefinition } from './column'
export { doorDefinition } from './door'
@@ -0,0 +1,46 @@
import { describe, expect, test } from 'bun:test'
import { buildRidgeVentGeometry } from '../geometry'
import { RidgeVentNode } from '../schema'
describe('buildRidgeVentGeometry', () => {
test('returns geometry with matching position / normal / uv counts', () => {
const geo = buildRidgeVentGeometry(RidgeVentNode.parse({}))
const p = geo.getAttribute('position').count
expect(p).toBeGreaterThan(0)
expect(geo.getAttribute('normal').count).toBe(p)
expect(geo.getAttribute('uv').count).toBe(p)
})
test('each style produces a different vertex count (no accidental fallthrough)', () => {
const standard = buildRidgeVentGeometry(RidgeVentNode.parse({ style: 'standard' }))
.getAttribute('position').count
const shingled = buildRidgeVentGeometry(RidgeVentNode.parse({ style: 'shingled' }))
.getAttribute('position').count
const metal = buildRidgeVentGeometry(RidgeVentNode.parse({ style: 'metal' }))
.getAttribute('position').count
expect(new Set([standard, shingled, metal]).size).toBe(3)
})
test('endCaps adds vertices on every style', () => {
for (const style of ['standard', 'shingled', 'metal'] as const) {
const without = buildRidgeVentGeometry(RidgeVentNode.parse({ style, endCaps: false }))
.getAttribute('position').count
const withCaps = buildRidgeVentGeometry(RidgeVentNode.parse({ style, endCaps: true }))
.getAttribute('position').count
expect(withCaps).toBeGreaterThan(without)
}
})
test('length scales the X bounds proportionally', () => {
const geo = buildRidgeVentGeometry(RidgeVentNode.parse({ length: 4, endCaps: false }))
const pos = geo.getAttribute('position').array as Float32Array
let maxX = -Infinity
let minX = Infinity
for (let i = 0; i < pos.length; i += 3) {
if (pos[i]! > maxX) maxX = pos[i]!
if (pos[i]! < minX) minX = pos[i]!
}
expect(maxX).toBeCloseTo(2)
expect(minX).toBeCloseTo(-2)
})
})
@@ -0,0 +1,49 @@
import { describe, expect, test } from 'bun:test'
import { RidgeVentNode } from '../schema'
describe('RidgeVentNode schema', () => {
test('parses with defaults', () => {
const parsed = RidgeVentNode.parse({})
expect(parsed.type).toBe('ridge-vent')
expect(parsed.id).toMatch(/^rvent_/)
expect(parsed.length).toBe(2.0)
expect(parsed.width).toBe(0.3)
expect(parsed.height).toBe(0.08)
expect(parsed.style).toBe('standard')
expect(parsed.endCaps).toBe(true)
expect(parsed.position).toEqual([0, 0, 0])
expect(parsed.rotation).toBe(0)
expect(parsed.roofSegmentId).toBeUndefined()
})
test('accepts each style', () => {
expect(RidgeVentNode.parse({ style: 'standard' }).style).toBe('standard')
expect(RidgeVentNode.parse({ style: 'shingled' }).style).toBe('shingled')
expect(RidgeVentNode.parse({ style: 'metal' }).style).toBe('metal')
})
test('rejects unknown style', () => {
expect(() => RidgeVentNode.parse({ style: 'foo' })).toThrow()
})
test('round-trips dimensions + binding', () => {
const parsed = RidgeVentNode.parse({
length: 3.5,
width: 0.4,
height: 0.1,
style: 'metal',
endCaps: false,
roofSegmentId: 'rseg_xyz',
position: [0.5, 0, 0],
rotation: Math.PI / 2,
})
expect(parsed.length).toBe(3.5)
expect(parsed.style).toBe('metal')
expect(parsed.endCaps).toBe(false)
expect(parsed.roofSegmentId).toBe('rseg_xyz')
})
test('unique IDs across calls', () => {
expect(RidgeVentNode.parse({}).id).not.toBe(RidgeVentNode.parse({}).id)
})
})
@@ -0,0 +1,71 @@
import { type NodeDefinition, RidgeVentNode as RidgeVentNodeSchema } from '@pascal-app/core'
import { ridgeVentParametrics } from './parametrics'
import { RidgeVentNode } from './schema'
/**
* Ridge vent — a ventilation strip running along the ridge of a roof
* segment. Parented to a `roof-segment`; position is segment-local.
*
* Three-checkbox model — same shape as box-vent: custom `def.renderer`
* (parent segment transform lookup + live-transform follow), pure
* geometry builder shared with the placement preview + future tests,
* no animation or per-frame system.
*
* The placement tool snaps to the ridge (segment-local Z=0) wherever
* the cursor lands on a segment.
*/
export const ridgeVentDefinition: NodeDefinition<typeof RidgeVentNode> = {
kind: 'ridge-vent',
schemaVersion: 1,
schema: RidgeVentNode,
category: 'structure',
defaults: () => {
const stub = RidgeVentNodeSchema.parse({
id: 'rvent_default' as never,
type: 'ridge-vent',
})
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Sits ON TOP of the
// ridge — no `buildCut`, just the dirty cascade so the parent
// roof's merged shell rebuilds when the vent moves / resizes.
roofAccessory: {},
},
parametrics: ridgeVentParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
preview: () => import('./preview'),
tool: () => import('./tool'),
affordanceTools: {
move: () => import('./move-tool'),
},
toolHints: [
{ key: 'Left click', label: 'Place ridge vent on roof' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Ridge Vent',
description: 'Ventilation strip running along the ridge of a roof segment.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 121,
},
mcp: {
description:
'A ridge vent — three styles (standard curved cap / shingled / metal), optional end caps, length / width / height parametric.',
},
}
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import type { RidgeVentNode } from '@pascal-app/core'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
const ARC_SEGMENTS = 8
const SHELL_THICKNESS = 0.25
const SHINGLED_PEAK_SEGS = 3
const SHINGLED_TAB_SIZE = 0.3
/**
* Pure builder for the ridge vent mesh. Three styles share a common
* cross-section approach: extrude a 2D profile (in the Y-Z plane)
* along the segment's X axis (ridge direction), then add optional
* end caps.
*
* - `standard`: smooth curved shell with offset inner surface
* - `shingled`: angular slopes meeting at a rounded peak with tab ridges
* - `metal`: angular bent-metal cap with drip-edge lips and a center bead
*
* Pure: no React, no scene access, no store mutation.
*/
export function buildRidgeVentGeometry(node: RidgeVentNode): THREE.BufferGeometry {
const halfLen = node.length / 2
const halfW = node.width / 2
const h = node.height
const pieces: THREE.BufferGeometry[] = []
if (node.style === 'metal') {
pieces.push(buildMetalProfile(halfLen, halfW, h))
} else if (node.style === 'shingled') {
pieces.push(buildShingledProfile(halfLen, halfW, h))
} else {
pieces.push(buildCurvedCapProfile(halfLen, halfW, h))
}
if (node.endCaps) {
const cap =
node.style === 'metal'
? buildMetalEndCaps(halfLen, halfW, h)
: node.style === 'shingled'
? buildShingledEndCaps(halfLen, halfW, h)
: buildCurvedEndCaps(halfLen, halfW, h)
if (cap) pieces.push(cap)
}
return pieces.length === 1 ? pieces[0]! : (mergeGeometries(pieces, false) ?? pieces[0]!)
}
// ─── Standard curved cap ─────────────────────────────────────────────
function buildCurvedCapProfile(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const outerPts: [number, number][] = []
for (let i = 0; i <= ARC_SEGMENTS; i++) {
const frac = i / ARC_SEGMENTS
const angle = Math.PI * frac
const z = -halfW + frac * (2 * halfW)
const y = h * Math.sin(angle)
outerPts.push([z, y])
}
const innerPts = offsetProfileInward(outerPts, t)
for (let i = 0; i < ARC_SEGMENTS; i++) {
const [oz0, oy0] = outerPts[i]!
const [oz1, oy1] = outerPts[i + 1]!
const [iz0, iy0] = innerPts[i]!
const [iz1, iy1] = innerPts[i + 1]!
const dz = oz1 - oz0
const dy = oy1 - oy0
const fLen = Math.sqrt(dz * dz + dy * dy) || 1
const fnz = -dy / fLen
const fny = dz / fLen
pushQuad(positions, normals, uvs,
[-halfLen, oy0, oz0], [halfLen, oy0, oz0],
[halfLen, oy1, oz1], [-halfLen, oy1, oz1],
[0, fny, fnz])
pushQuad(positions, normals, uvs,
[-halfLen, iy1, iz1], [halfLen, iy1, iz1],
[halfLen, iy0, iz0], [-halfLen, iy0, iz0],
[0, -fny, -fnz])
}
// Eave bottoms
for (const idx of [0, ARC_SEGMENTS]) {
const [oz, oy] = outerPts[idx]!
const [iz, iy] = innerPts[idx]!
if (idx === 0) {
pushQuad(positions, normals, uvs,
[-halfLen, iy, iz], [halfLen, iy, iz],
[halfLen, oy, oz], [-halfLen, oy, oz],
[0, -1, 0])
} else {
pushQuad(positions, normals, uvs,
[-halfLen, oy, oz], [halfLen, oy, oz],
[halfLen, iy, iz], [-halfLen, iy, iz],
[0, -1, 0])
}
}
return buildBufferGeometry(positions, normals, uvs)
}
function buildCurvedEndCaps(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry | null {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const outerPts: [number, number][] = []
for (let i = 0; i <= ARC_SEGMENTS; i++) {
const frac = i / ARC_SEGMENTS
const angle = Math.PI * frac
outerPts.push([-halfW + frac * (2 * halfW), h * Math.sin(angle)])
}
const innerPts = offsetProfileInward(outerPts, t)
for (const sign of [-1, 1] as const) {
const x = sign * halfLen
for (let i = 0; i < ARC_SEGMENTS; i++) {
const a: [number, number, number] = [x, outerPts[i]![1], outerPts[i]![0]]
const b: [number, number, number] = [x, outerPts[i + 1]![1], outerPts[i + 1]![0]]
const c: [number, number, number] = [x, innerPts[i + 1]![1], innerPts[i + 1]![0]]
const d: [number, number, number] = [x, innerPts[i]![1], innerPts[i]![0]]
if (sign > 0) pushQuad(positions, normals, uvs, a, b, c, d, [sign, 0, 0])
else pushQuad(positions, normals, uvs, d, c, b, a, [sign, 0, 0])
}
}
return positions.length === 0 ? null : buildBufferGeometry(positions, normals, uvs)
}
// ─── Shingled profile ───────────────────────────────────────────────
function shingledOuterPts(halfW: number, h: number): [number, number][] {
const peakR = halfW * 0.1
const slopeY = (h * (halfW - peakR)) / halfW
const pts: [number, number][] = [[-halfW, 0]]
for (let i = 0; i <= SHINGLED_PEAK_SEGS; i++) {
const frac = i / SHINGLED_PEAK_SEGS
const angle = Math.PI * (1 - frac)
pts.push([peakR * Math.cos(angle), slopeY + (h - slopeY) * Math.sin(angle)])
}
pts.push([halfW, 0])
return pts
}
function buildShingledProfile(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const outerPts = shingledOuterPts(halfW, h)
const innerPts = offsetProfileInward(outerPts, t)
for (let i = 0; i < outerPts.length - 1; i++) {
const [oz0, oy0] = outerPts[i]!
const [oz1, oy1] = outerPts[i + 1]!
const [iz0, iy0] = innerPts[i]!
const [iz1, iy1] = innerPts[i + 1]!
const dz = oz1 - oz0
const dy = oy1 - oy0
const fLen = Math.sqrt(dz * dz + dy * dy) || 1
const fnz = -dy / fLen
const fny = dz / fLen
pushQuad(positions, normals, uvs,
[-halfLen, oy0, oz0], [halfLen, oy0, oz0],
[halfLen, oy1, oz1], [-halfLen, oy1, oz1],
[0, fny, fnz])
pushQuad(positions, normals, uvs,
[-halfLen, iy1, iz1], [halfLen, iy1, iz1],
[halfLen, iy0, iz0], [-halfLen, iy0, iz0],
[0, -fny, -fnz])
}
// Eave bottoms
{
const [oz, oy] = outerPts[0]!
const [iz, iy] = innerPts[0]!
pushQuad(positions, normals, uvs,
[-halfLen, iy, iz], [halfLen, iy, iz],
[halfLen, oy, oz], [-halfLen, oy, oz],
[0, -1, 0])
}
{
const last = outerPts.length - 1
const [oz, oy] = outerPts[last]!
const [iz, iy] = innerPts[last]!
pushQuad(positions, normals, uvs,
[-halfLen, oy, oz], [halfLen, oy, oz],
[halfLen, iy, iz], [-halfLen, iy, iz],
[0, -1, 0])
}
// Tab divider ridges along the length
const totalLen = halfLen * 2
const numTabs = Math.max(2, Math.round(totalLen / SHINGLED_TAB_SIZE))
const tabLen = totalLen / numTabs
const ridgeH = h * 0.06
const ridgeD = 0.006
for (let tab = 1; tab < numTabs; tab++) {
const x = -halfLen + tab * tabLen
for (let i = 0; i < outerPts.length - 1; i++) {
const [oz0, oy0] = outerPts[i]!
const [oz1, oy1] = outerPts[i + 1]!
const dz = oz1 - oz0
const dy = oy1 - oy0
const fLen = Math.sqrt(dz * dz + dy * dy) || 1
const fnz = -dy / fLen
const fny = dz / fLen
const r0y = oy0 + fny * ridgeH
const r0z = oz0 + fnz * ridgeH
const r1y = oy1 + fny * ridgeH
const r1z = oz1 + fnz * ridgeH
pushQuad(positions, normals, uvs,
[x, r0y, r0z], [x, r1y, r1z], [x, oy1, oz1], [x, oy0, oz0],
[1, 0, 0])
pushQuad(positions, normals, uvs,
[x, r0y, r0z], [x, r1y, r1z],
[x - ridgeD, oy1, oz1], [x - ridgeD, oy0, oz0],
[0, fny, fnz])
}
}
return buildBufferGeometry(positions, normals, uvs)
}
function buildShingledEndCaps(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry | null {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const outerPts = shingledOuterPts(halfW, h)
const innerPts = offsetProfileInward(outerPts, t)
for (const sign of [-1, 1] as const) {
const x = sign * halfLen
for (let i = 0; i < outerPts.length - 1; i++) {
const a: [number, number, number] = [x, outerPts[i]![1], outerPts[i]![0]]
const b: [number, number, number] = [x, outerPts[i + 1]![1], outerPts[i + 1]![0]]
const c: [number, number, number] = [x, innerPts[i + 1]![1], innerPts[i + 1]![0]]
const d: [number, number, number] = [x, innerPts[i]![1], innerPts[i]![0]]
if (sign > 0) pushQuad(positions, normals, uvs, a, b, c, d, [sign, 0, 0])
else pushQuad(positions, normals, uvs, d, c, b, a, [sign, 0, 0])
}
}
return positions.length === 0 ? null : buildBufferGeometry(positions, normals, uvs)
}
// ─── Metal profile ───────────────────────────────────────────────────
/**
* Bent-sheet-metal ridge cap cross-section. Real metal vents read as a
* smooth arched cap riding above two flat mounting flanges — not the
* old angular peak + bead, which looked like a stamped novelty. Profile:
*
* flange ─┐ ┌─ flange
* │ ◜╶───── rounded ridge cap ─────╶◝ │
* │ ╱ ╲ │
* └─╯ ╰────┘
*
* Built from outer points (Z, Y); the inner shell is offset inward so the
* cap reads as a real folded-metal thickness instead of paper-thin.
*/
function metalProfile(halfW: number, h: number, t: number) {
// Horizontal mounting flange that hugs the shingles on each side. Wide
// enough to read as a real screw-down tab, not a sliver.
const flangeW = halfW * 0.22
// Where the arched cap takes off from the flange tip — gentle rise so
// the corner reads as a soft fold instead of a hard kink.
const liftH = h * 0.12
const liftDZ = halfW * 0.04
// Span and height of the rounded cap. Span stays narrower than the
// overall width so the cap "rides" on the flanges rather than swallow-
// ing them.
const capHalfSpan = halfW * 0.7
const capPeakY = h
const capStartY = h * 0.45
const capSegs = 12
const outer: [number, number][] = []
// Left flange — flat horizontal tab.
outer.push([-halfW, 0])
outer.push([-halfW + flangeW, 0])
// Soft fold up to the cap's starting shoulder.
outer.push([-halfW + flangeW + liftDZ, liftH])
outer.push([-capHalfSpan, capStartY])
// Rounded ridge: half-sine from left shoulder over the top to right
// shoulder. Using sin() (not cos+sin sphere math) keeps the cap's
// tangents continuous with the slope below — no visible kinks.
for (let i = 1; i < capSegs; i++) {
const frac = i / capSegs
const z = -capHalfSpan + frac * (2 * capHalfSpan)
const y = capStartY + (capPeakY - capStartY) * Math.sin(frac * Math.PI)
outer.push([z, y])
}
// Mirror down the right side.
outer.push([capHalfSpan, capStartY])
outer.push([halfW - flangeW - liftDZ, liftH])
outer.push([halfW - flangeW, 0])
outer.push([halfW, 0])
const inner = offsetProfileInward(outer, t)
return { outer, inner }
}
function segNormal(z0: number, y0: number, z1: number, y1: number): number[] {
const dz = z1 - z0
const dy = y1 - y0
const len = Math.sqrt(dz * dz + dy * dy) || 1
return [0, dz / len, -dy / len]
}
function buildMetalProfile(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const { outer, inner } = metalProfile(halfW, h, t)
for (let i = 0; i < outer.length - 1; i++) {
const [oz0, oy0] = outer[i]!
const [oz1, oy1] = outer[i + 1]!
const [iz0, iy0] = inner[i]!
const [iz1, iy1] = inner[i + 1]!
const outerN = segNormal(oz0, oy0, oz1, oy1)
const innerN = segNormal(iz0, iy0, iz1, iy1).map((v) => -v)
pushQuad(positions, normals, uvs,
[-halfLen, oy0, oz0], [halfLen, oy0, oz0],
[halfLen, oy1, oz1], [-halfLen, oy1, oz1],
outerN)
pushQuad(positions, normals, uvs,
[-halfLen, iy1, iz1], [halfLen, iy1, iz1],
[halfLen, iy0, iz0], [-halfLen, iy0, iz0],
innerN)
}
// Eave bottoms
pushQuad(positions, normals, uvs,
[-halfLen, inner[0]![1], inner[0]![0]], [halfLen, inner[0]![1], inner[0]![0]],
[halfLen, outer[0]![1], outer[0]![0]], [-halfLen, outer[0]![1], outer[0]![0]],
[0, -1, 0])
const last = outer.length - 1
pushQuad(positions, normals, uvs,
[-halfLen, outer[last]![1], outer[last]![0]], [halfLen, outer[last]![1], outer[last]![0]],
[halfLen, inner[last]![1], inner[last]![0]], [-halfLen, inner[last]![1], inner[last]![0]],
[0, -1, 0])
return buildBufferGeometry(positions, normals, uvs)
}
function buildMetalEndCaps(
halfLen: number,
halfW: number,
h: number,
): THREE.BufferGeometry | null {
const positions: number[] = []
const normals: number[] = []
const uvs: number[] = []
const t = h * SHELL_THICKNESS
const { outer, inner } = metalProfile(halfW, h, t)
for (const sign of [-1, 1] as const) {
const x = sign * halfLen
for (let i = 0; i < outer.length - 1; i++) {
const a: [number, number, number] = [x, outer[i]![1], outer[i]![0]]
const b: [number, number, number] = [x, outer[i + 1]![1], outer[i + 1]![0]]
const c: [number, number, number] = [x, inner[i + 1]![1], inner[i + 1]![0]]
const d: [number, number, number] = [x, inner[i]![1], inner[i]![0]]
if (sign > 0) pushQuad(positions, normals, uvs, a, b, c, d, [sign, 0, 0])
else pushQuad(positions, normals, uvs, d, c, b, a, [sign, 0, 0])
}
}
return positions.length === 0 ? null : buildBufferGeometry(positions, normals, uvs)
}
// ─── Helpers ─────────────────────────────────────────────────────────
function offsetProfileInward(
pts: [number, number][],
t: number,
): [number, number][] {
const result: [number, number][] = []
for (let i = 0; i < pts.length; i++) {
const [z, y] = pts[i]!
let dz: number
let dy: number
if (i === 0) {
dz = pts[1]![0] - z
dy = pts[1]![1] - y
} else if (i === pts.length - 1) {
dz = z - pts[i - 1]![0]
dy = y - pts[i - 1]![1]
} else {
dz = pts[i + 1]![0] - pts[i - 1]![0]
dy = pts[i + 1]![1] - pts[i - 1]![1]
}
const len = Math.sqrt(dz * dz + dy * dy) || 1
const nz = dy / len
const ny = -dz / len
result.push([z + nz * t, y + ny * t])
}
return result
}
function buildBufferGeometry(
positions: number[],
normals: number[],
uvs: number[],
): THREE.BufferGeometry {
const geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geo.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
return geo
}
function pushQuad(
positions: number[],
normals: number[],
uvs: number[],
a: number[] | readonly number[],
b: number[] | readonly number[],
c: number[] | readonly number[],
d: number[] | readonly number[],
n: number[] | readonly number[],
) {
// Dimension-based planar UVs: U follows |b-a|, V follows |d-a|, so
// textures tile at world scale across the ridge length, the arched
// shell, and the end caps. Hardcoded 0..1 UVs stretched each face
// independently — a 2m ridge tile looked the same as a 4cm lip.
const abx = b[0]! - a[0]!
const aby = b[1]! - a[1]!
const abz = b[2]! - a[2]!
const adx = d[0]! - a[0]!
const ady = d[1]! - a[1]!
const adz = d[2]! - a[2]!
const u = Math.sqrt(abx * abx + aby * aby + abz * abz)
const v = Math.sqrt(adx * adx + ady * ady + adz * adz)
// Winding is (a, c, b) + (a, d, c) so the triangle face direction
// matches the stored normal — same fix as box-vent's pushQuad.
positions.push(a[0]!, a[1]!, a[2]!, c[0]!, c[1]!, c[2]!, b[0]!, b[1]!, b[2]!)
normals.push(n[0]!, n[1]!, n[2]!, n[0]!, n[1]!, n[2]!, n[0]!, n[1]!, n[2]!)
uvs.push(0, 0, u, v, u, 0)
positions.push(a[0]!, a[1]!, a[2]!, d[0]!, d[1]!, d[2]!, c[0]!, c[1]!, c[2]!)
normals.push(n[0]!, n[1]!, n[2]!, n[0]!, n[1]!, n[2]!, n[0]!, n[1]!, n[2]!)
uvs.push(0, 0, 0, v, u, v)
}
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export { ridgeVentDefinition } from './definition'
export { buildRidgeVentGeometry } from './geometry'
export { RidgeVentNode } from './schema'
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'use client'
import {
type AnyNodeId,
emitter,
type RidgeVentNode,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { markToolCancelConsumed, triggerSFX, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import RidgeVentPreview from './preview'
/**
* Ridge-vent move tool. Mirrors the box-vent move flow — ghost follows
* the cursor over any roof segment, click commits the new position +
* parent segment in one undoable step. The ridge sits along the ridge
* line, so we don't tilt the preview by the segment slope (the renderer
* places the vent on the peak); we just yaw it with the roof + segment.
*/
export default function MoveRidgeVentTool({ node }: { node: RidgeVentNode }) {
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
useEffect(() => {
useScene.temporal.getState().pause()
const original = {
position: [...node.position] as [number, number, number],
rotation: node.rotation ?? 0,
roofSegmentId: node.roofSegmentId,
parentId: node.parentId,
metadata: node.metadata,
}
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
const ventObj = sceneRegistry.nodes.get(node.id)
if (ventObj) ventObj.visible = false
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingId = useViewer.getState().selection.buildingId
const buildingObj = buildingId
? sceneRegistry.nodes.get(buildingId as AnyNodeId)
: null
if (!buildingObj) return [wx, wy, wz]
const v = new THREE.Vector3(wx, wy, wz)
buildingObj.worldToLocal(v)
return [v.x, v.y, v.z]
}
let lastSnap: [number, number] | null = null
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
if (!lastSnap || lastSnap[0] !== sx || lastSnap[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnap = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const targetSegmentId = hit.segment.id as AnyNodeId
const st = useScene.getState()
const prevSegmentId = original.roofSegmentId as AnyNodeId | undefined
if (prevSegmentId && prevSegmentId !== targetSegmentId) {
const oldSeg = st.nodes[prevSegmentId] as RoofSegmentNode | undefined
if (oldSeg) {
st.updateNode(prevSegmentId, {
children: (oldSeg.children ?? []).filter((id) => id !== node.id),
})
}
const newSeg = st.nodes[targetSegmentId] as RoofSegmentNode | undefined
if (newSeg && !(newSeg.children ?? []).includes(node.id)) {
st.updateNode(targetSegmentId, {
children: [...(newSeg.children ?? []), node.id],
})
}
st.dirtyNodes.add(prevSegmentId)
}
useScene.temporal.getState().resume()
st.updateNode(node.id as AnyNodeId, {
roofSegmentId: targetSegmentId,
parentId: targetSegmentId,
position: [hit.localX, hit.localY, hit.localZ],
rotation: original.rotation,
visible: true,
metadata: {},
})
useScene.temporal.getState().pause()
st.dirtyNodes.add(targetSegmentId)
st.dirtyNodes.add(node.id as AnyNodeId)
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
triggerSFX('sfx:item-place')
exitMoveMode()
event.stopPropagation()
}
const onCancel = () => {
if (isNew) {
const parentId = original.roofSegmentId as AnyNodeId | undefined
if (parentId) {
const parent = useScene.getState().nodes[parentId] as
| RoofSegmentNode
| undefined
if (parent) {
useScene.getState().updateNode(parentId, {
children: (parent.children ?? []).filter((id) => id !== node.id),
})
}
}
useScene.getState().deleteNode(node.id as AnyNodeId)
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
return
}
useScene.getState().updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
if (original.roofSegmentId) {
useScene.getState().dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onRoofClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onRoofClick)
emitter.off('tool:cancel', onCancel)
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
}
}, [exitMoveMode, node])
if (!previewPos) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<RidgeVentPreview node={node} />
</group>
</group>
)
}
+293
View File
@@ -0,0 +1,293 @@
'use client'
import {
type AnyNode,
type AnyNodeId,
getActiveRoofHeight,
RidgeVentNode as RidgeVentSchema,
type RoofSegmentNode,
useScene,
} from '@pascal-app/core'
import {
ActionButton,
ActionGroup,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Copy, Move, Trash2 } from 'lucide-react'
import { useCallback } from 'react'
import type { RidgeVentNode } from './schema'
/**
* Inspector panel for a placed ridge vent. Same structure as box-vent's
* panel — sliders for style / dimensions / position + Move / Duplicate /
* Delete actions that route through the kind-owned ghost-drag flow.
*/
export default function RidgeVentPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const setMovingNode = useEditor((s) => s.setMovingNode)
const node = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as RidgeVentNode | undefined) : undefined,
)
const segment = useScene((s) =>
node?.roofSegmentId
? (s.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const handleUpdate = useCallback(
(updates: Partial<RidgeVentNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
},
[selectedId, updateNode],
)
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handleMove = useCallback(() => {
if (!node) return
triggerSFX('sfx:item-pick')
// Type-union escape — see box-vent panel.
setMovingNode(node as never)
setSelection({ selectedIds: [] })
}, [node, setMovingNode, setSelection])
const handleDuplicate = useCallback(() => {
if (!node) return
triggerSFX('sfx:item-pick')
const parentId = node.roofSegmentId as AnyNodeId | undefined
if (!parentId) return
const state = useScene.getState()
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const cloneInput = {
...node,
id: undefined,
metadata: { ...meta, isNew: true },
} as Record<string, unknown>
const cloned = RidgeVentSchema.parse(cloneInput) as RidgeVentNode
state.createNode(cloned, parentId)
state.dirtyNodes.add(parentId)
setMovingNode(cloned as never)
setSelection({ selectedIds: [] })
}, [node, setMovingNode, setSelection])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
if (segmentId) {
const state = useScene.getState()
const seg = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (seg) {
state.updateNode(segmentId as AnyNode['id'], {
children: (seg.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'ridge-vent' && selectedId)) return null
// Ridge runs along segment-X axis, so the length slider's max ties to
// segment.width and the across-ridge X-position to the same span. Z
// is the across-slope position — for ridge vents this should stay
// near zero (the ridge line), so clamp it to a narrow window around
// the segment's center.
const halfW = Math.round(((segment?.width ?? 10) / 2) * 100) / 100
const halfD = Math.round(((segment?.depth ?? 10) / 2) * 100) / 100
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Ridge Vent'}
width={300}
>
<PanelSection title="Style">
<SegmentedControl
onChange={(v) => handleUpdate({ style: v as RidgeVentNode['style'] })}
options={[
{ label: 'Standard', value: 'standard' },
{ label: 'Shingled', value: 'shingled' },
{ label: 'Flanged', value: 'metal' },
]}
value={node.style ?? 'standard'}
/>
<SegmentedControl
onChange={(v) => handleUpdate({ endCaps: v === 'yes' })}
options={[
{ label: 'End Caps', value: 'yes' },
{ label: 'Open', value: 'no' },
]}
value={(node.endCaps ?? true) ? 'yes' : 'no'}
/>
</PanelSection>
<PanelSection title="Dimensions">
<SliderControl
label="Length"
max={8}
min={0.5}
onChange={(v) => handleUpdate({ length: v })}
onCommit={(v) => handleUpdate({ length: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.length * 100) / 100}
/>
<SliderControl
label="Width"
max={0.6}
min={0.1}
onChange={(v) => handleUpdate({ width: v })}
onCommit={(v) => handleUpdate({ width: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round(node.width * 100) / 100}
/>
<SliderControl
label="Height"
max={0.2}
min={0.03}
onChange={(v) => handleUpdate({ height: v })}
onCommit={(v) => handleUpdate({ height: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(node.height * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Position">
<SliderControl
label="X"
max={halfW}
min={-halfW}
onChange={(v) =>
handleUpdate({
position: [v, node.position[1] ?? 0, node.position[2] ?? 0],
})
}
onCommit={(v) =>
handleUpdate({
position: [v, node.position[1] ?? 0, node.position[2] ?? 0],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[0] ?? 0) * 100) / 100}
/>
<SliderControl
label="Y"
max={Math.max(
(segment?.wallHeight ?? 3) + (segment ? getActiveRoofHeight(segment) : 3) + 2,
(node.position[1] ?? 0) + 0.1,
)}
min={Math.min(0, (node.position[1] ?? 0) - 0.5)}
onChange={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, v, node.position[2] ?? 0],
})
}
onCommit={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, v, node.position[2] ?? 0],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[1] ?? 0) * 100) / 100}
/>
<SliderControl
label="Z"
max={halfD}
min={-halfD}
onChange={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, node.position[1] ?? 0, v],
})
}
onCommit={(v) =>
handleUpdate({
position: [node.position[0] ?? 0, node.position[1] ?? 0, v],
})
}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round((node.position[2] ?? 0) * 100) / 100}
/>
<SliderControl
label="Rotation"
max={180}
min={-180}
onChange={(deg) => handleUpdate({ rotation: (deg * Math.PI) / 180 })}
onCommit={(deg) => handleUpdate({ rotation: (deg * Math.PI) / 180 })}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round(((node.rotation ?? 0) * 180) / Math.PI)}
/>
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton icon={<Move className="h-3.5 w-3.5" />} label="Move" onClick={handleMove} />
<ActionButton
icon={<Copy className="h-3.5 w-3.5" />}
label="Duplicate"
onClick={handleDuplicate}
/>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={handleDelete}
/>
</ActionGroup>
</PanelSection>
</PanelWrapper>
)
}
@@ -0,0 +1,31 @@
import type { ParametricDescriptor } from '@pascal-app/core'
import type { RidgeVentNode } from './schema'
export const ridgeVentParametrics: ParametricDescriptor<RidgeVentNode> = {
// Custom panel exposes Position sliders + Move/Duplicate actions
// alongside the style/dimensions controls. See box-vent's parametrics
// for the same pattern.
customPanel: () => import('./panel'),
groups: [
{
label: 'Style',
fields: [
{
key: 'style',
kind: 'enum',
options: ['standard', 'shingled', 'metal'],
display: 'segmented',
},
{ key: 'endCaps', kind: 'boolean' },
],
},
{
label: 'Dimensions',
fields: [
{ key: 'length', kind: 'number', unit: 'm', min: 0.5, max: 8, step: 0.05 },
{ key: 'width', kind: 'number', unit: 'm', min: 0.1, max: 0.6, step: 0.01 },
{ key: 'height', kind: 'number', unit: 'm', min: 0.03, max: 0.2, step: 0.005 },
],
},
],
}
+65
View File
@@ -0,0 +1,65 @@
'use client'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildRidgeVentGeometry } from './geometry'
import type { RidgeVentNode } from './schema'
const RidgeVentPreview = ({ node }: { node: RidgeVentNode }) => {
const geometry = useMemo(() => buildRidgeVentGeometry(node), [
node.length,
node.width,
node.height,
node.style,
node.endCaps,
])
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.55,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
useEffect(
() => () => {
geometry.dispose()
edgesGeometry.dispose()
material.dispose()
},
[geometry, edgesGeometry, material],
)
return (
<group rotation-y={node.rotation ?? 0}>
<mesh
geometry={geometry}
material={material}
raycast={() => {
/* see box-vent preview note */
}}
/>
<lineSegments geometry={edgesGeometry} renderOrder={1000}>
<lineBasicMaterial
color={0x6c_a3_ff}
depthTest={false}
opacity={0.9}
transparent
/>
</lineSegments>
</group>
)
}
export default RidgeVentPreview
+112
View File
@@ -0,0 +1,112 @@
'use client'
import {
type AnyNodeId,
type RidgeVentNode,
type RoofSegmentNode,
useRegistry,
useScene,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef, useNodeEvents } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { buildRidgeVentGeometry } from './geometry'
// Single white fallback for every style. Paint customisation comes from
// `node.material` / `node.materialPreset` (default: `preset-white`); the
// fallback only fires for legacy nodes that pre-date the schema default
// and shouldn't punish them with style-specific grey/metal that diverges
// from the "default white" the inspector advertises.
const defaultMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.85,
metalness: 0.1,
side: THREE.DoubleSide,
})
/**
* Ridge vent renderer. Sits along the ridge of a roof-segment — no
* slope tilt is needed (the ridge IS the high line of the segment), so
* the transform stack is simply
*
* segment.position → segment.rotation (Y) → vent.position
* → vent.rotation (Y) → mesh
*
* Mirrors the box-vent renderer otherwise (segment lookup via
* useScene, live-transform follow for parent drags). Style-specific
* default materials let unpainted ridge vents read as their material
* family (matte standard / shingled grey / brushed metal) before the
* user opens the paint tray.
*/
const RidgeVentRenderer = ({ node }: { node: RidgeVentNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(node.id, 'ridge-vent', ref)
const handlers = useNodeEvents(node, 'ridge-vent')
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const geometry = useMemo(() => buildRidgeVentGeometry(node), [
node.length,
node.width,
node.height,
node.style,
node.endCaps,
])
useEffect(() => () => geometry.dispose(), [geometry])
// The preset cache returns materials with `side: FrontSide` (that's
// what the preset payload encodes). For a thin extruded ridge cap that
// makes the underside disappear when the camera dips below the eaves
// — so clone the resolved material and force `DoubleSide` locally
// without mutating the shared cache entry.
const material = useMemo(() => {
const base = node.material
? createMaterial(node.material)
: (createMaterialFromPresetRef(node.materialPreset) ?? defaultMaterial)
if (base.side === THREE.DoubleSide) return base
const cloned = base.clone()
cloned.side = THREE.DoubleSide
return cloned
}, [node.material, node.materialPreset])
if (!segment) return null
// `node.position` is segment-local (placement / move tools resolve the
// click via `segObj.worldToLocal`), but the renderer mounts in the
// roof's `roof-elements` group — which only carries the roof's
// transform, not the segment's. Replicate the segment's roof-local
// transform here so segment-local coords land at the correct world
// point on every segment. Without this wrapper, ridge vents placed on
// a non-origin / rotated segment (e.g. the back slope of a gable, or
// any face of a hip) appeared on the first segment instead — the
// "same segment" duplication bug.
const segPos = segment.position ?? [0, 0, 0]
const segRotY = segment.rotation ?? 0
return (
<group position={segPos} rotation-y={segRotY}>
<group
position={[node.position[0] ?? 0, node.position[1] ?? 0, node.position[2] ?? 0]}
ref={ref}
rotation-y={node.rotation ?? 0}
visible={node.visible}
>
<mesh
castShadow
geometry={geometry}
material={material}
name="ridge-vent-surface"
receiveShadow
{...handlers}
/>
</group>
</group>
)
}
export default RidgeVentRenderer
+2
View File
@@ -0,0 +1,2 @@
// Schema lives in core (referenced by the AnyNode union).
export { RidgeVentNode } from '@pascal-app/core'
+145
View File
@@ -0,0 +1,145 @@
'use client'
import {
type AnyNodeId,
emitter,
RidgeVentNode,
type RoofEvent,
type RoofNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { ridgeVentDefinition } from './definition'
import RidgeVentPreview from './preview'
const worldPoint = new THREE.Vector3()
/**
* Ridge vent placement tool. The cursor preview snaps to the ridge
* (Z=0 in segment-local space) of whichever segment is under the
* cursor, since the ridge vent's whole purpose is to sit on the peak.
* Click anywhere on a segment commits the vent at the ridge directly
* above that hit (X stays where the cursor was, Z snaps to 0).
*/
const RidgeVentTool = () => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
const lastSnapRef = useRef<[number, number] | null>(null)
const previewNode = useMemo(
() =>
RidgeVentNode.parse({
...ridgeVentDefinition.defaults(),
name: 'Ridge Vent',
position: [0, 0, 0],
rotation: 0,
}),
[],
)
useEffect(() => {
if (!activeBuildingId) return
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
if (!buildingObj) return [wx, wy, wz]
worldPoint.set(wx, wy, wz)
buildingObj.worldToLocal(worldPoint)
return [worldPoint.x, worldPoint.y, worldPoint.z]
}
const updatePreview = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
// Snap the cursor to the ridge by zeroing localZ via the
// segment's local frame, then convert back through the building.
const segObj = sceneRegistry.nodes.get(hit.segment.id)
let ridgeWorld: [number, number, number]
if (segObj) {
const ridgeLocal = new THREE.Vector3(hit.localX, hit.localY, 0)
segObj.updateWorldMatrix(true, false)
ridgeLocal.applyMatrix4(segObj.matrixWorld)
ridgeWorld = [ridgeLocal.x, ridgeLocal.y, ridgeLocal.z]
} else {
ridgeWorld = [event.position[0], event.position[1], event.position[2]]
}
const sx = Math.round(ridgeWorld[0] * 20) / 20
const sz = Math.round(ridgeWorld[2] * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(ridgeWorld[0], ridgeWorld[1], ridgeWorld[2]))
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
const vent = RidgeVentNode.parse({
...ridgeVentDefinition.defaults(),
name: 'Ridge Vent',
roofSegmentId: hit.segment.id,
// Snap Z to 0 — ridge vents straddle the ridge line.
position: [hit.localX, hit.localY, 0],
rotation: 0,
})
state.createNode(vent, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [vent.id] })
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, setSelection])
if (!activeBuildingId || !previewPos) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<RidgeVentPreview node={previewNode} />
</group>
</group>
)
}
export default RidgeVentTool
+107 -11
View File
@@ -35,6 +35,15 @@ const ROOF_TYPE_OPTIONS_2: { label: string; value: RoofType }[] = [
{ label: 'Mansard', value: 'mansard' },
]
// Carpenter / roofer convention: rise over a 12" run, converted to degrees.
// atan(3/12) ≈ 14.04°, atan(6/12) ≈ 26.57°, atan(9/12) ≈ 36.87°, atan(12/12) = 45°.
const PITCH_PRESETS: { label: string; deg: number }[] = [
{ label: '3/12', deg: 14.04 },
{ label: '6/12', deg: 26.57 },
{ label: '9/12', deg: 36.87 },
{ label: '12/12', deg: 45 },
]
export default function RoofSegmentPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
@@ -154,7 +163,7 @@ export default function RoofSegmentPanel() {
/>
</PanelSection>
<PanelSection title="Heights">
<PanelSection title="Wall Height">
<SliderControl
label="Wall"
max={5}
@@ -165,18 +174,105 @@ export default function RoofSegmentPanel() {
unit="m"
value={Math.round(node.wallHeight * 100) / 100}
/>
<SliderControl
label="Roof"
max={15}
min={0}
onChange={(v) => handleUpdate({ roofHeight: v })}
precision={2}
step={0.1}
unit="m"
value={Math.round(node.roofHeight * 100) / 100}
/>
</PanelSection>
<PanelSection title="Pitch">
<SliderControl
label="Angle"
max={60}
min={0}
onChange={(v) => handleUpdate({ pitch: v })}
precision={0}
step={1}
unit="°"
value={Math.round(node.pitch)}
/>
<div className="flex gap-1.5 px-1 pt-2 pb-1">
{PITCH_PRESETS.map((preset) => (
<ActionButton
key={preset.label}
label={preset.label}
onClick={() => handleUpdate({ pitch: preset.deg })}
/>
))}
</div>
</PanelSection>
{node.roofType === 'gambrel' && (
<PanelSection title="Shape">
<SliderControl
label="Kink Depth"
max={0.9}
min={0.1}
onChange={(v) => handleUpdate({ gambrelLowerWidthRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.gambrelLowerWidthRatio * 100) / 100}
/>
<SliderControl
label="Kink Height"
max={0.9}
min={0.1}
onChange={(v) => handleUpdate({ gambrelLowerHeightRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.gambrelLowerHeightRatio * 100) / 100}
/>
</PanelSection>
)}
{node.roofType === 'mansard' && (
<PanelSection title="Shape">
<SliderControl
label="Waist Width"
max={0.45}
min={0.05}
onChange={(v) => handleUpdate({ mansardSteepWidthRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.mansardSteepWidthRatio * 100) / 100}
/>
<SliderControl
label="Waist Height"
max={0.9}
min={0.1}
onChange={(v) => handleUpdate({ mansardSteepHeightRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.mansardSteepHeightRatio * 100) / 100}
/>
</PanelSection>
)}
{node.roofType === 'dutch' && (
<PanelSection title="Shape">
<SliderControl
label="Hip Width"
max={0.45}
min={0.05}
onChange={(v) => handleUpdate({ dutchHipWidthRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.dutchHipWidthRatio * 100) / 100}
/>
<SliderControl
label="Hip Height"
max={0.9}
min={0.1}
onChange={(v) => handleUpdate({ dutchHipHeightRatio: v })}
precision={2}
step={0.01}
unit=""
value={Math.round(node.dutchHipHeightRatio * 100) / 100}
/>
</PanelSection>
)}
<PanelSection title="Structure">
<SliderControl
label="Wall Thick."
+61 -4
View File
@@ -2,12 +2,21 @@
import {
type AnyNodeId,
getEffectiveRoofSurfaceMaterial,
getEffectiveSegmentSurfaceMaterial,
type RoofNode,
type RoofSegmentNode,
type RoofSegmentSurfaceMaterialRole,
useRegistry,
useScene,
} from '@pascal-app/core'
import { getRoofMaterialArray, useNodeEvents, useViewer } from '@pascal-app/viewer'
import {
createMaterial,
createMaterialFromPresetRef,
getRoofMaterialArray,
useNodeEvents,
useViewer,
} from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { roofDebugMaterials, roofMaterials } from '../roof/roof-materials'
@@ -33,13 +42,61 @@ export const RoofSegmentRenderer = ({ node }: { node: RoofSegmentNode }) => {
return geometry
}, [])
// Segment material precedence, per-role:
// 1. Segment's role-specific override (topMaterial, edgeMaterial, wallMaterial).
// 2. Segment's catch-all `material` (legacy single-slot paint).
// 3. Parent roof's role-specific material.
// 4. Parent roof's catch-all material.
// 5. Default `roofMaterials` (handled at the `material =` line below).
//
// The 4-slot layout matches getRoofMaterialArray:
// slot 0 → 'edge' (wall/trim & rake bands)
// slot 1 → 'wall' (deck top & shingle eave bands)
// slot 2 → 'wall' (interior)
// slot 3 → 'top' (shingle / roof surface)
const customMaterial = useMemo(() => {
if (node.material !== undefined || typeof node.materialPreset === 'string') {
const resolveSlot = (role: RoofSegmentSurfaceMaterialRole): THREE.Material | null => {
const parentSpec = parentNode ? getEffectiveRoofSurfaceMaterial(parentNode, role) : undefined
const spec = getEffectiveSegmentSurfaceMaterial(node, role, parentSpec)
if (typeof spec.materialPreset === 'string') {
const resolved = createMaterialFromPresetRef(spec.materialPreset)
if (resolved) return resolved
}
if (spec.material !== undefined) {
return createMaterial(spec.material)
}
return null
}
return parentNode ? getRoofMaterialArray(parentNode) : null
}, [node, parentNode])
const edge = resolveSlot('edge')
const wall = resolveSlot('wall')
const top = resolveSlot('top')
if (!(edge || wall || top)) {
// Nothing set anywhere — fall back to the parent roof's array (which
// applies its own per-role resolution + defaults) or to null so the
// renderer picks the package-level `roofMaterials` defaults.
return parentNode ? getRoofMaterialArray(parentNode) : null
}
const fallback = () => new THREE.MeshStandardMaterial()
return [
edge ?? wall ?? top ?? fallback(),
wall ?? edge ?? top ?? fallback(),
wall ?? edge ?? top ?? fallback(),
top ?? wall ?? edge ?? fallback(),
] as THREE.Material[]
}, [
node.material,
node.materialPreset,
node.topMaterial,
node.topMaterialPreset,
node.edgeMaterial,
node.edgeMaterialPreset,
node.wallMaterial,
node.wallMaterialPreset,
parentNode,
])
const material = debugColors ? roofDebugMaterials : customMaterial || roofMaterials
+1
View File
@@ -1 +1,2 @@
export { roofDefinition } from './definition'
export { resolveRoofSegmentHit, type RoofSegmentHit } from './segment-hit'
+242 -2
View File
@@ -3,9 +3,15 @@
import {
type AnyNode,
type AnyNodeId,
type BoxVentNode,
type ChimneyNode,
type DormerNode,
type RidgeVentNode,
type RoofNode,
type RoofSegmentNode,
RoofSegmentNode as RoofSegmentNodeSchema,
type SkylightNode,
type SolarPanelNode,
useScene,
} from '@pascal-app/core'
import {
@@ -14,16 +20,18 @@ import {
duplicateRoofSubtree,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Copy, Move, Plus, Trash2 } from 'lucide-react'
import { useCallback } from 'react'
import { useCallback, useState } from 'react'
import { useShallow } from 'zustand/react/shallow'
export default function RoofPanel() {
const [ventType, setVentType] = useState<'box-vent' | 'ridge-vent'>('box-vent')
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
@@ -43,6 +51,94 @@ export default function RoofPanel() {
}),
)
// Flatten roof accessories hosted by any segment of this roof. Each
// selector re-runs only when the relevant child list changes.
const segmentIdSet = useScene(
useShallow((s) => {
if (!node) return new Set<string>()
return new Set((node.children ?? []) as string[])
}),
)
const chimneys = useScene(
useShallow((s) => {
if (segmentIdSet.size === 0) return []
const out: ChimneyNode[] = []
for (const n of Object.values(s.nodes)) {
if (n?.type === 'chimney' && n.roofSegmentId && segmentIdSet.has(n.roofSegmentId)) {
out.push(n as ChimneyNode)
}
}
return out
}),
)
const skylights = useScene(
useShallow((s) => {
if (segmentIdSet.size === 0) return []
const out: SkylightNode[] = []
for (const n of Object.values(s.nodes)) {
if (n?.type === 'skylight' && n.roofSegmentId && segmentIdSet.has(n.roofSegmentId)) {
out.push(n as SkylightNode)
}
}
return out
}),
)
const solarPanels = useScene(
useShallow((s) => {
if (segmentIdSet.size === 0) return []
const out: SolarPanelNode[] = []
for (const n of Object.values(s.nodes)) {
if (n?.type === 'solar-panel' && n.roofSegmentId && segmentIdSet.has(n.roofSegmentId)) {
out.push(n as SolarPanelNode)
}
}
return out
}),
)
const dormers = useScene(
useShallow((s) => {
if (segmentIdSet.size === 0) return []
const out: DormerNode[] = []
for (const n of Object.values(s.nodes)) {
if (n?.type === 'dormer' && n.roofSegmentId && segmentIdSet.has(n.roofSegmentId)) {
out.push(n as DormerNode)
}
}
return out
}),
)
// Box vents and ridge vents share the "Vents" UI group — same list,
// type shown as the right-side label, and an `Add Vent` button with
// a Box/Ridge segmented picker.
const vents = useScene(
useShallow((s) => {
if (segmentIdSet.size === 0) return []
const out: (BoxVentNode | RidgeVentNode)[] = []
for (const n of Object.values(s.nodes)) {
if (
(n?.type === 'box-vent' || n?.type === 'ridge-vent') &&
n.roofSegmentId &&
segmentIdSet.has(n.roofSegmentId)
) {
out.push(n as BoxVentNode | RidgeVentNode)
}
}
return out
}),
)
const handleSelectElement = useCallback(
(id: string) => {
setSelection({ selectedIds: [id as AnyNode['id']] })
},
[setSelection],
)
const handleUpdate = useCallback(
(updates: Partial<RoofNode>) => {
if (!selectedId) return
@@ -61,7 +157,7 @@ export default function RoofPanel() {
width: 6,
depth: 6,
wallHeight: 0.5,
roofHeight: 2.5,
pitch: 40,
roofType: 'gable',
position: [2, 0, 2],
})
@@ -105,6 +201,28 @@ export default function RoofPanel() {
setSelection({ selectedIds: [] })
}, [selectedId, node, setSelection])
// Each "Add" button activates the kind's registered placement tool
// via `setTool(kind)`. The tool listens for `roof:*` events and
// commits a new node parented to whichever segment the user clicks.
// Same code path as the top palette — see `tool-manager.tsx:28`'s
// `nodeRegistry.get(tool)?.tool` dispatch.
const activateTool = useCallback(
(kind:
| 'box-vent'
| 'ridge-vent'
| 'chimney'
| 'solar-panel'
| 'skylight'
| 'dormer') => {
triggerSFX('sfx:item-pick')
useEditor.getState().setTool(kind)
if (useEditor.getState().mode !== 'build') {
useEditor.getState().setMode('build')
}
},
[],
)
if (!(node && node.type === 'roof' && selectedId)) return null
return (
@@ -210,6 +328,128 @@ export default function RoofPanel() {
</div>
</PanelSection>
<PanelSection title="Elements">
<div className="flex flex-col gap-3">
<div className="flex flex-col gap-1">
{chimneys.map((chimney, i) => (
<button
className="flex items-center justify-between rounded-lg border border-border/50 bg-[#2C2C2E] px-3 py-2 text-foreground text-sm transition-colors hover:bg-[#3e3e3e]"
key={chimney.id}
onClick={() => handleSelectElement(chimney.id)}
type="button"
>
<span className="truncate">{chimney.name || `Chimney ${i + 1}`}</span>
<span className="text-muted-foreground text-xs">chimney</span>
</button>
))}
<ActionGroup>
<ActionButton
icon={<Plus className="h-3.5 w-3.5" />}
label="Add Chimney"
onClick={() => activateTool('chimney')}
/>
</ActionGroup>
</div>
<div className="flex flex-col gap-1">
{dormers.map((dormer, i) => (
<button
className="flex items-center justify-between rounded-lg border border-border/50 bg-[#2C2C2E] px-3 py-2 text-foreground text-sm transition-colors hover:bg-[#3e3e3e]"
key={dormer.id}
onClick={() => handleSelectElement(dormer.id)}
type="button"
>
<span className="truncate">{dormer.name || `Dormer ${i + 1}`}</span>
<span className="text-muted-foreground text-xs">dormer</span>
</button>
))}
<ActionGroup>
<ActionButton
icon={<Plus className="h-3.5 w-3.5" />}
label="Add Dormer"
onClick={() => activateTool('dormer')}
/>
</ActionGroup>
</div>
<div className="flex flex-col gap-1">
{skylights.map((skylight, i) => (
<button
className="flex items-center justify-between rounded-lg border border-border/50 bg-[#2C2C2E] px-3 py-2 text-foreground text-sm transition-colors hover:bg-[#3e3e3e]"
key={skylight.id}
onClick={() => handleSelectElement(skylight.id)}
type="button"
>
<span className="truncate">{skylight.name || `Skylight ${i + 1}`}</span>
<span className="text-muted-foreground text-xs">skylight</span>
</button>
))}
<ActionGroup>
<ActionButton
icon={<Plus className="h-3.5 w-3.5" />}
label="Add Skylight"
onClick={() => activateTool('skylight')}
/>
</ActionGroup>
</div>
<div className="flex flex-col gap-1">
{solarPanels.map((panel, i) => (
<button
className="flex items-center justify-between rounded-lg border border-border/50 bg-[#2C2C2E] px-3 py-2 text-foreground text-sm transition-colors hover:bg-[#3e3e3e]"
key={panel.id}
onClick={() => handleSelectElement(panel.id)}
type="button"
>
<span className="truncate">{panel.name || `Solar Panel ${i + 1}`}</span>
<span className="text-muted-foreground text-xs">solar panel</span>
</button>
))}
<ActionGroup>
<ActionButton
icon={<Plus className="h-3.5 w-3.5" />}
label="Add Solar Panel"
onClick={() => activateTool('solar-panel')}
/>
</ActionGroup>
</div>
<div className="flex flex-col gap-1">
{vents.map((vent, i) => (
<button
className="flex items-center justify-between rounded-lg border border-border/50 bg-[#2C2C2E] px-3 py-2 text-foreground text-sm transition-colors hover:bg-[#3e3e3e]"
key={vent.id}
onClick={() => handleSelectElement(vent.id)}
type="button"
>
<span className="truncate">
{vent.name ||
(vent.type === 'box-vent' ? `Box Vent ${i + 1}` : `Ridge Vent ${i + 1}`)}
</span>
<span className="text-muted-foreground text-xs">
{vent.type === 'box-vent' ? 'box vent' : 'ridge vent'}
</span>
</button>
))}
<SegmentedControl<'box-vent' | 'ridge-vent'>
onChange={setVentType}
options={[
{ label: 'Box', value: 'box-vent' },
{ label: 'Ridge', value: 'ridge-vent' },
]}
value={ventType}
/>
<ActionGroup>
<ActionButton
icon={<Plus className="h-3.5 w-3.5" />}
label="Add Vent"
onClick={() => activateTool(ventType)}
/>
</ActionGroup>
</div>
</div>
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton icon={<Move className="h-3.5 w-3.5" />} label="Move" onClick={handleMove} />
+66 -2
View File
@@ -1,9 +1,17 @@
'use client'
import { type RoofNode, useRegistry, useScene } from '@pascal-app/core'
import {
type AnyNodeId,
hasSegmentMaterialOverride,
type RoofNode,
type RoofSegmentNode,
useRegistry,
useScene,
} from '@pascal-app/core'
import { getRoofMaterialArray, NodeRenderer, useNodeEvents, useViewer } from '@pascal-app/viewer'
import { useEffect, useLayoutEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { useShallow } from 'zustand/react/shallow'
import { roofDebugMaterials, roofMaterials } from './roof-materials'
export const RoofRenderer = ({ node }: { node: RoofNode }) => {
@@ -16,6 +24,52 @@ export const RoofRenderer = ({ node }: { node: RoofNode }) => {
const handlers = useNodeEvents(node, 'roof')
const debugColors = useViewer((s) => s.debugColors)
// Collect roof element IDs (chimneys, skylights, etc.) hosted by any segment.
// Rendered outside segments-wrapper (invisible during normal mode) so elements
// stay visible at all times.
const roofElementIds = useScene(
useShallow((state) => {
const ids: AnyNodeId[] = []
for (const segmentId of node.children ?? []) {
const seg = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
for (const childId of seg.children ?? []) ids.push(childId as AnyNodeId)
}
return ids
}),
)
// Segments that carry their own material/preset are rendered outside the
// segments-wrapper so they stay visible after edit mode exits — the merged
// shell skips them (see updateMergedRoofGeometry) to avoid overdraw.
//
// Two separate selectors: `useShallow` walks arrays element-wise but only
// walks the *outer* keys of a returned object, so nested arrays inside an
// object compare by reference and trigger an infinite re-render loop.
const paintedSegmentIds = useScene(
useShallow((state) => {
const ids: AnyNodeId[] = []
for (const segmentId of node.children ?? []) {
const seg = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
if (hasSegmentMaterialOverride(seg)) ids.push(segmentId as AnyNodeId)
}
return ids
}),
)
const unpaintedSegmentIds = useScene(
useShallow((state) => {
const ids: AnyNodeId[] = []
for (const segmentId of node.children ?? []) {
const seg = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
if (!hasSegmentMaterialOverride(seg)) ids.push(segmentId as AnyNodeId)
}
return ids
}),
)
const placeholderGeometry = useMemo(() => {
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute([], 3))
@@ -52,7 +106,17 @@ export const RoofRenderer = ({ node }: { node: RoofNode }) => {
receiveShadow
/>
<group name="segments-wrapper" visible={false}>
{(node.children ?? []).map((childId) => (
{unpaintedSegmentIds.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</group>
<group name="painted-segments">
{paintedSegmentIds.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</group>
<group name="roof-elements">
{roofElementIds.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</group>
+122
View File
@@ -0,0 +1,122 @@
import {
type AnyNodeId,
getActiveRoofHeight,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import * as THREE from 'three'
const worldPoint = new THREE.Vector3()
export type RoofSegmentHit = {
segment: RoofSegmentNode
localX: number
localY: number
localZ: number
}
/**
* Analytical surface Y for `seg` at segment-local (lx, lz). Mirrors
* the per-roof-type slope math in `solar-panel/geometry.ts` so the
* disambiguator below stays free of cross-kind imports. Returns the
* roof's local surface height; the value is only used to compare
* candidates, never written to the scene.
*/
function analyticalSurfaceY(seg: RoofSegmentNode, lx: number, lz: number): number {
const rh = getActiveRoofHeight(seg)
const peakY = seg.wallHeight + rh
if (rh === 0) return seg.wallHeight
if (seg.roofType === 'gable' || seg.roofType === 'gambrel' || seg.roofType === 'mansard' || seg.roofType === 'dutch') {
const t = seg.depth > 0 ? Math.abs(lz) / (seg.depth / 2) : 0
return peakY - t * rh
}
if (seg.roofType === 'shed') {
const t = (lz + seg.depth / 2) / (seg.depth || 1)
return peakY - t * rh
}
if (seg.roofType === 'hip') {
const fx = seg.width > 0 ? Math.abs(lx) / (seg.width / 2) : 0
const fz = seg.depth > 0 ? Math.abs(lz) / (seg.depth / 2) : 0
return peakY - Math.max(fx, fz) * rh
}
const t = seg.depth > 0 ? Math.abs(lz) / (seg.depth / 2) : 0
return peakY - t * rh
}
/**
* Resolve which roof-segment the user clicked. Used by every placement
* tool that drops a new node onto a roof (box-vent, ridge-vent,
* chimney, solar-panel, skylight, dormer).
*
* The hip/gable case puts every slope at the same roof origin and
* differs them only by `rotation-y`. After `worldToLocal`, the hit
* point's (x, z) lies inside *every* segment's axis-aligned half-
* extents, so a naive first-match returns the wrong slope (typically
* segments[0]). We instead score each candidate by
* `|localY analyticalSurfaceY(localX, localZ)|` and pick the
* smallest — the slope the user actually clicked is the one whose
* sloped surface passes through the hit point.
*
* - Overhang is included in the bbox filter because the visible
* merged-roof mesh extends past `width/2` by the overhang on each
* side; without it, clicks on the eave bands produced `null`.
*
* - Fallback: if no segment passes the bbox filter (clicked beyond
* every outer overhang, or registry is stale), return the first
* segment with the click projected into its frame — matches the
* legacy "always commit somewhere" behaviour.
*
* Returns null only if the roof has zero registered segments.
*/
export function resolveRoofSegmentHit(
roof: RoofNode,
wx: number,
wy: number,
wz: number,
): RoofSegmentHit | null {
worldPoint.set(wx, wy, wz)
const state = useScene.getState()
let firstSegment: { seg: RoofSegmentNode; segObj: THREE.Object3D } | null = null
let best: { hit: RoofSegmentHit; score: number } | null = null
for (const childId of roof.children ?? []) {
const seg = state.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (seg?.type !== 'roof-segment') continue
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(worldPoint.clone())
if (!firstSegment) firstSegment = { seg, segObj }
const overhang = seg.overhang ?? 0
const halfW = seg.width / 2 + overhang
const halfD = seg.depth / 2 + overhang
if (Math.abs(local.x) <= halfW && Math.abs(local.z) <= halfD) {
const surfaceY = analyticalSurfaceY(seg, local.x, local.z)
const score = Math.abs(local.y - surfaceY)
if (!best || score < best.score) {
best = {
hit: { segment: seg, localX: local.x, localY: local.y, localZ: local.z },
score,
}
}
}
}
if (best) return best.hit
if (firstSegment) {
const local = firstSegment.segObj.worldToLocal(worldPoint.clone())
return {
segment: firstSegment.seg,
localX: local.x,
localY: local.y,
localZ: local.z,
}
}
return null
}
@@ -0,0 +1,30 @@
import { describe, expect, test } from 'bun:test'
import { buildLanternGlassGeometry, clamp01, paneSize } from '../geometry'
describe('buildLanternGlassGeometry', () => {
test('returns non-empty geometry across topScale variants', () => {
const flatTop = buildLanternGlassGeometry(1, 1, 0.3, 0.5)
const pointed = buildLanternGlassGeometry(1, 1, 0.3, 0)
expect(flatTop.getAttribute('position').count).toBeGreaterThan(0)
expect(pointed.getAttribute('position').count).toBeGreaterThan(0)
})
test('lantern height drives top vertex Y', () => {
const geo = buildLanternGlassGeometry(1, 1, 0.4, 0)
geo.computeBoundingBox()
expect(geo.boundingBox!.max.y).toBeCloseTo(0.4)
})
})
describe('paneSize / clamp01 helpers', () => {
test('paneSize floors at 0.02', () => {
expect(paneSize(0.001)).toBe(0.02)
expect(paneSize(1)).toBe(1)
})
test('clamp01 clamps to [0,1]', () => {
expect(clamp01(-0.5)).toBe(0)
expect(clamp01(1.5)).toBe(1)
expect(clamp01(0.4)).toBe(0.4)
})
})
@@ -0,0 +1,33 @@
import { describe, expect, test } from 'bun:test'
import { SkylightNode } from '../schema'
describe('SkylightNode schema', () => {
test('parses with the flat preset defaults', () => {
const parsed = SkylightNode.parse({})
expect(parsed.type).toBe('skylight')
expect(parsed.id).toMatch(/^skylight_/)
expect(parsed.skylightType).toBe('flat')
expect(parsed.width).toBe(0.9)
expect(parsed.height).toBe(1.2)
expect(parsed.curb).toBe(true)
expect(parsed.operationState).toBe(0)
})
test('accepts every type', () => {
for (const t of ['flat', 'walk-on', 'lantern', 'opening', 'sliding'] as const) {
expect(SkylightNode.parse({ skylightType: t }).skylightType).toBe(t)
}
})
test('operationState / slideFraction clamped to [0, 1]', () => {
expect(() => SkylightNode.parse({ operationState: -0.1 })).toThrow()
expect(() => SkylightNode.parse({ operationState: 1.1 })).toThrow()
expect(() => SkylightNode.parse({ slideFraction: -0.1 })).toThrow()
expect(() => SkylightNode.parse({ slideFraction: 1.1 })).toThrow()
})
test('rejects unknown enums', () => {
expect(() => SkylightNode.parse({ openingSide: 'middle' })).toThrow()
expect(() => SkylightNode.parse({ slideDirection: 'y' })).toThrow()
})
})
+100
View File
@@ -0,0 +1,100 @@
import {
type AnyNode,
type NodeDefinition,
type RoofSegmentNode,
type SkylightNode as SkylightNodeType,
SkylightNode as SkylightNodeSchema,
} from '@pascal-app/core'
import {
closeSkylightOpenState,
isOperableSkylightNode,
toggleSkylightOpenState,
} from './interaction'
import { skylightParametrics } from './parametrics'
import { buildSkylightRoofCut } from './roof-cut'
import { SkylightNode } from './schema'
/**
* Skylight — a framed glass opening hosted on a roof segment. All five
* type variants (flat / walk-on / lantern / opening / sliding) render
* with the archive's full geometry; the animation system advances
* `operationState` via `useInteractive.skylightAnimations`.
*/
export const skylightDefinition: NodeDefinition<typeof SkylightNode> = {
kind: 'skylight',
schemaVersion: 1,
schema: SkylightNode,
category: 'structure',
defaults: () => {
const stub = SkylightNodeSchema.parse({
id: 'skylight_default' as never,
type: 'skylight',
})
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Dirty marks
// cascade to the host segment's parent roof so its merged shell
// re-CSGs with the new cut. `buildCut` returns the segment-local
// box that's subtracted from shin / deck / wall.
roofAccessory: {
buildCut: (node: AnyNode, hostSegment: AnyNode) =>
buildSkylightRoofCut(node as SkylightNodeType, hostSegment as RoofSegmentNode),
},
},
parametrics: skylightParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
system: {
module: () => import('./system'),
priority: 3,
},
tool: () => import('./tool'),
affordanceTools: {
move: () => import('./move-tool'),
},
toolHints: [
{ key: 'Left click', label: 'Place skylight on roof' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Skylight',
description: 'Framed glass opening on a roof segment.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 124,
},
mcp: {
description:
'A skylight on a roof segment. Five type variants (flat / walk-on / lantern / opening / sliding) — geometry beyond box stub coming later.',
},
// R toggles open ↔ closed on operable types (opening / sliding); T
// forces close. The animation runs through `useInteractive` and the
// skylight system; see `./interaction.ts`.
keyboardActions: {
r: {
appliesTo: (node: AnyNode) =>
node.type === 'skylight' && isOperableSkylightNode(node as SkylightNodeType),
run: (node: AnyNode) => toggleSkylightOpenState(node.id),
},
t: {
appliesTo: (node: AnyNode) =>
node.type === 'skylight' && isOperableSkylightNode(node as SkylightNodeType),
run: (node: AnyNode) => closeSkylightOpenState(node.id),
},
},
}
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import type { SkylightNode } from '@pascal-app/core'
import {
Brush,
csgEvaluator,
csgGeometry,
prepareBrushForCSG,
SUBTRACTION,
} from '@pascal-app/viewer'
import * as THREE from 'three'
const visibleDummyMat = new THREE.MeshBasicMaterial()
export function buildFrameGeometry({
curb,
curbHeight,
frameDepth,
frameThickness,
height,
width,
}: Pick<
SkylightNode,
'curb' | 'curbHeight' | 'frameDepth' | 'frameThickness' | 'height' | 'width'
>): THREE.BufferGeometry | null {
const w = width
const h = height
const ft = frameThickness
const fd = frameDepth
const hasCurb = curb ?? false
const curbH = hasCurb ? Math.max(0, curbHeight ?? 0.1) : 0
const outerW = w + 2 * ft
const outerH = h + 2 * ft
const totalDepth = fd + curbH
const outerBox = new THREE.BoxGeometry(outerW, totalDepth, outerH)
const innerBox = new THREE.BoxGeometry(w, totalDepth + 0.02, h)
const setupGeo = (geo: THREE.BufferGeometry) => {
const ic = geo.getIndex()?.count ?? 0
geo.clearGroups()
if (ic > 0) geo.addGroup(0, ic, 0)
}
setupGeo(outerBox)
setupGeo(innerBox)
let frameGeo: THREE.BufferGeometry
try {
const outerBrush = new Brush(outerBox, visibleDummyMat as unknown as THREE.MeshStandardMaterial)
prepareBrushForCSG(outerBrush)
const innerBrush = new Brush(innerBox, visibleDummyMat as unknown as THREE.MeshStandardMaterial)
prepareBrushForCSG(innerBrush)
const result = csgEvaluator.evaluate(outerBrush, innerBrush, SUBTRACTION) as Brush
frameGeo = csgGeometry(result).clone()
const ic = frameGeo.getIndex()?.count ?? 0
frameGeo.clearGroups()
if (ic > 0) frameGeo.addGroup(0, ic, 0)
outerBox.dispose()
innerBox.dispose()
result.geometry.dispose()
} catch (e) {
// eslint-disable-next-line no-console
console.error('Skylight frame CSG failed:', e)
outerBox.dispose()
innerBox.dispose()
return null
}
frameGeo.translate(0, -totalDepth / 2 + curbH, 0)
// WebGPU node renderer requests `uv2` on every geometry for lightmap support.
// CSG output only carries position + normal + uv. Copy uv → uv2 so the
// AttributeNode lookup doesn't fail and invalidate the render pipeline.
// Mirrors `ensureUv2Attribute` in packages/viewer/src/systems/roof/roof-system.tsx.
const uv = frameGeo.getAttribute('uv')
if (uv) {
frameGeo.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
}
return frameGeo
}
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import * as THREE from 'three'
import { getAnalyticalNormal, getSurfaceY } from '../solar-panel/geometry'
export { getAnalyticalNormal, getSurfaceY }
export function paneSize(value: number): number {
return Math.max(0.02, value)
}
export function clamp01(value: number): number {
return Math.min(1, Math.max(0, value))
}
export function buildLanternGlassGeometry(
width: number,
depth: number,
lanternHeight: number,
topScale: number,
): THREE.BufferGeometry {
const baseHalfW = paneSize(width) / 2
const baseHalfD = paneSize(depth) / 2
const resolvedTopScale = clamp01(topScale)
const topHalfW = baseHalfW * resolvedTopScale
const topHalfD = baseHalfD * resolvedTopScale
const topY = Math.max(0.05, lanternHeight)
const positions =
resolvedTopScale <= 1e-4
? [
-baseHalfW, 0, baseHalfD, baseHalfW, 0, baseHalfD, 0, topY, 0,
baseHalfW, 0, baseHalfD, baseHalfW, 0, -baseHalfD, 0, topY, 0,
baseHalfW, 0, -baseHalfD, -baseHalfW, 0, -baseHalfD, 0, topY, 0,
-baseHalfW, 0, -baseHalfD, -baseHalfW, 0, baseHalfD, 0, topY, 0,
]
: [
-baseHalfW, 0, baseHalfD, baseHalfW, 0, baseHalfD, topHalfW, topY, topHalfD, -topHalfW, topY, topHalfD,
baseHalfW, 0, baseHalfD, baseHalfW, 0, -baseHalfD, topHalfW, topY, -topHalfD, topHalfW, topY, topHalfD,
baseHalfW, 0, -baseHalfD, -baseHalfW, 0, -baseHalfD, -topHalfW, topY, -topHalfD, topHalfW, topY, -topHalfD,
-baseHalfW, 0, -baseHalfD, -baseHalfW, 0, baseHalfD, -topHalfW, topY, topHalfD, -topHalfW, topY, -topHalfD,
]
const indices =
resolvedTopScale <= 1e-4
? [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
: [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15]
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geometry.setIndex(indices)
geometry.computeVertexNormals()
return geometry
}
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export { skylightDefinition } from './definition'
export { buildFrameGeometry } from './frame-csg'
export { buildLanternGlassGeometry } from './geometry'
export { SkylightNode } from './schema'
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import {
type AnyNodeId,
type SkylightInteractiveState,
type SkylightNode,
useInteractive,
useScene,
} from '@pascal-app/core'
export const SKYLIGHT_TOGGLE_ANIMATION_MS = 520
type SkylightOpenAnimationOptions = {
persist?: boolean
}
export function isOperableSkylightType(skylightType: string | undefined) {
return skylightType === 'opening' || skylightType === 'sliding'
}
export function isOperableSkylightNode(node: SkylightNode): boolean {
return isOperableSkylightType(node.skylightType)
}
function getDisplayedSkylightValue(skylightId: AnyNodeId, nodeValue: number | undefined) {
const interactive = useInteractive.getState()
const runtimeValue = interactive.skylights[skylightId]?.operationState
if (runtimeValue !== undefined) return runtimeValue
const queuedValue = interactive.skylightAnimations[skylightId]?.from
if (queuedValue !== undefined) return queuedValue
return nodeValue ?? 0
}
function startSkylightOpenAnimation(
skylightId: AnyNodeId,
field: keyof SkylightInteractiveState,
from: number,
to: number,
options?: SkylightOpenAnimationOptions,
) {
useInteractive.getState().startSkylightAnimation(skylightId, {
field,
from,
to,
startedAt: null,
durationMs: SKYLIGHT_TOGGLE_ANIMATION_MS,
persist: options?.persist ?? true,
})
}
export function toggleSkylightOpenState(
skylightId: AnyNodeId,
options?: SkylightOpenAnimationOptions,
) {
const node = useScene.getState().nodes[skylightId]
if (node?.type !== 'skylight' || !isOperableSkylightType(node.skylightType)) return
const currentOpenAmount = getDisplayedSkylightValue(skylightId, node.operationState)
startSkylightOpenAnimation(
skylightId,
'operationState',
currentOpenAmount,
currentOpenAmount >= 0.5 ? 0 : 1,
options,
)
}
export function closeSkylightOpenState(
skylightId: AnyNodeId,
options?: SkylightOpenAnimationOptions,
) {
const node = useScene.getState().nodes[skylightId]
if (node?.type !== 'skylight' || !isOperableSkylightType(node.skylightType)) return
const currentOpenAmount = getDisplayedSkylightValue(skylightId, node.operationState)
startSkylightOpenAnimation(skylightId, 'operationState', currentOpenAmount, 0, options)
}
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'use client'
import {
type AnyNodeId,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
type SkylightNode,
useScene,
} from '@pascal-app/core'
import {
markToolCancelConsumed,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useRef, useState } from 'react'
import * as THREE from 'three'
import SkylightPreview from './preview'
function resolveSegmentFromWorldPoint(
roof: RoofNode,
worldX: number,
worldY: number,
worldZ: number,
state: ReturnType<typeof useScene.getState>,
): { segment: RoofSegmentNode; localX: number; localY: number; localZ: number } | null {
const worldPt = new THREE.Vector3(worldX, worldY, worldZ)
for (const childId of roof.children ?? []) {
const seg = state.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (seg?.type !== 'roof-segment') continue
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(worldPt.clone())
if (Math.abs(local.x) <= seg.width / 2 && Math.abs(local.z) <= seg.depth / 2) {
return { segment: seg, localX: local.x, localY: local.y, localZ: local.z }
}
}
return null
}
export default function MoveSkylightTool({ node }: { node: SkylightNode }) {
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
const previewRef = useRef<THREE.Group>(null!)
const [previewPos, setPreviewPos] = useState<[number, number, number]>([0, 0, 0])
const [previewQuat, setPreviewQuat] = useState<[number, number, number, number]>([0, 0, 0, 1])
const [hasHit, setHasHit] = useState(false)
useEffect(() => {
useScene.temporal.getState().pause()
const original = {
position: [...node.position] as [number, number, number],
rotation: node.rotation ?? 0,
roofSegmentId: node.roofSegmentId,
parentId: node.parentId,
metadata: node.metadata,
}
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
useScene.getState().updateNode(node.id as AnyNodeId, {
metadata: { ...meta, isTransient: true },
})
const skylightObj = sceneRegistry.nodes.get(node.id)
if (skylightObj) skylightObj.visible = false
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingId = useViewer.getState().selection.buildingId
const buildingObj = buildingId ? sceneRegistry.nodes.get(buildingId as AnyNodeId) : null
if (buildingObj) {
const v = new THREE.Vector3(wx, wy, wz)
buildingObj.worldToLocal(v)
return [v.x, v.y, v.z]
}
return [wx, wy, wz]
}
let lastSnapX = 0
let lastSnapZ = 0
const captureNormal = (event: RoofEvent) => {
if (!event.normal) return
const n = new THREE.Vector3(event.normal[0], event.normal[1], event.normal[2])
const nm = new THREE.Matrix3().getNormalMatrix(event.object.matrixWorld)
n.applyMatrix3(nm).normalize()
const up = new THREE.Vector3(0, 1, 0)
const right = new THREE.Vector3().crossVectors(up, n)
if (right.lengthSq() < 1e-6) right.set(1, 0, 0)
else right.normalize()
const forward = new THREE.Vector3().crossVectors(right, n).normalize()
const m = new THREE.Matrix4().makeBasis(right, n, forward)
const q = new THREE.Quaternion().setFromRotationMatrix(m)
setPreviewQuat([q.x, q.y, q.z, q.w])
}
const onRoofMove = (event: RoofEvent) => {
const sx = Math.round(event.position[0] * 20) / 20
const sz = Math.round(event.position[2] * 20) / 20
if (sx !== lastSnapX || sz !== lastSnapZ) {
triggerSFX('sfx:grid-snap')
lastSnapX = sx
lastSnapZ = sz
}
captureNormal(event)
setPreviewPos(worldToBuildingLocal(event.position[0], event.position[1], event.position[2]))
setHasHit(true)
event.stopPropagation()
}
const onRoofEnter = (event: RoofEvent) => {
captureNormal(event)
setPreviewPos(worldToBuildingLocal(event.position[0], event.position[1], event.position[2]))
setHasHit(true)
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
const roof = event.node as RoofNode
const st = useScene.getState()
const hit = resolveSegmentFromWorldPoint(
roof,
event.position[0],
event.position[1],
event.position[2],
st,
)
if (!hit) return
const targetSegmentId = hit.segment.id as AnyNodeId
const finalRotation = original.rotation
st.updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
useScene.temporal.getState().resume()
captureNormal(event)
st.updateNode(node.id as AnyNodeId, {
roofSegmentId: targetSegmentId,
parentId: targetSegmentId,
position: [hit.localX, hit.localY, hit.localZ],
rotation: finalRotation,
visible: true,
metadata: {},
})
if (original.roofSegmentId && original.roofSegmentId !== (targetSegmentId as string)) {
const oldSeg = st.nodes[original.roofSegmentId as AnyNodeId] as
| RoofSegmentNode
| undefined
if (oldSeg) {
st.updateNode(original.roofSegmentId as AnyNodeId, {
children: (oldSeg.children ?? []).filter((id) => id !== node.id),
})
}
const newSeg = st.nodes[targetSegmentId] as RoofSegmentNode | undefined
if (newSeg && !(newSeg.children ?? []).includes(node.id)) {
st.updateNode(targetSegmentId, {
children: [...(newSeg.children ?? []), node.id],
})
}
st.dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
st.dirtyNodes.add(targetSegmentId)
st.dirtyNodes.add(node.id as AnyNodeId)
useScene.temporal.getState().pause()
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
triggerSFX('sfx:item-place')
exitMoveMode()
event.stopPropagation()
}
const onCancel = () => {
if (isNew) {
useScene.temporal.getState().resume()
const parentId = original.roofSegmentId
if (parentId) {
const parent = useScene.getState().nodes[parentId as AnyNodeId] as
| RoofSegmentNode
| undefined
if (parent) {
useScene.getState().updateNode(parentId as AnyNodeId, {
children: (parent.children ?? []).filter((id) => id !== node.id),
})
}
}
useScene.getState().deleteNode(node.id as AnyNodeId)
markToolCancelConsumed()
exitMoveMode()
return
}
useScene.getState().updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
if (original.roofSegmentId) {
useScene.getState().dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
}
emitter.on('roof:move', onRoofMove)
emitter.on('roof:enter', onRoofEnter)
emitter.on('roof:click', onRoofClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('roof:move', onRoofMove)
emitter.off('roof:enter', onRoofEnter)
emitter.off('roof:click', onRoofClick)
emitter.off('tool:cancel', onCancel)
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
}
}, [exitMoveMode, node])
return (
<group position={previewPos} quaternion={previewQuat} ref={previewRef} visible={hasHit}>
<group rotation-y={node.rotation ?? 0}>
<SkylightPreview node={node} />
</group>
</group>
)
}
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'use client'
import {
SKYLIGHT_TYPE_ORDER,
SKYLIGHT_TYPE_PRESETS,
type AnyNode,
type AnyNodeId,
type RoofNode,
type RoofSegmentNode,
type SkylightNode,
type SkylightType,
sceneRegistry,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import { Vector3 } from 'three'
import {
ActionButton,
ActionGroup,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Trash2 } from 'lucide-react'
import { useCallback } from 'react'
const cn = (...classes: Array<string | false | undefined | null>): string =>
classes.filter(Boolean).join(' ')
export default function SkylightPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const storeNode = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as SkylightNode | undefined) : undefined,
)
const overrides = useLiveNodeOverrides((s) =>
selectedId ? (s.get(selectedId as AnyNodeId) as Partial<SkylightNode> | undefined) : undefined,
)
const node = storeNode && overrides ? ({ ...storeNode, ...overrides } as SkylightNode) : storeNode
const handleUpdate = useCallback(
(updates: Partial<SkylightNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
},
[selectedId, updateNode],
)
const previewProp = useCallback(
(updates: Partial<SkylightNode>) => {
if (!selectedId) return
useLiveNodeOverrides.getState().set(selectedId as AnyNodeId, updates)
},
[selectedId],
)
const commitProp = useCallback(
(updates: Partial<SkylightNode>) => {
if (!selectedId) return
updateNode(selectedId as AnyNode['id'], updates)
if (updates.roofSegmentId !== undefined) {
const state = useScene.getState()
const prev = node?.roofSegmentId
if (prev) state.dirtyNodes.add(prev as AnyNodeId)
state.dirtyNodes.add(updates.roofSegmentId as AnyNodeId)
state.dirtyNodes.add(selectedId as AnyNodeId)
}
useLiveNodeOverrides.getState().clear(selectedId as AnyNodeId)
},
[node, selectedId, updateNode],
)
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
if (segmentId) {
const state = useScene.getState()
const segment = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (segment) {
state.updateNode(segmentId as AnyNode['id'], {
children: (segment.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'skylight' && selectedId)) return null
const scenestate = useScene.getState()
const segment = node.roofSegmentId
? (scenestate.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined
const roof = segment?.parentId
? (scenestate.nodes[segment.parentId as AnyNodeId] as RoofNode | undefined)
: undefined
const skylightObj = sceneRegistry.nodes.get(selectedId)
if (skylightObj) skylightObj.updateWorldMatrix(true, false)
const computeWorldPos = () => {
if (!skylightObj) return { x: 0, z: 0 }
const localPt = new Vector3(node.position[0] ?? 0, 0, node.position[2] ?? 0)
const worldPt = localPt.applyMatrix4(skylightObj.matrixWorld)
return { x: worldPt.x, z: worldPt.z }
}
const computeWorldRotation = () => {
if (!skylightObj) return node.rotation ?? 0
const m = skylightObj.matrixWorld.elements
const ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
return ancestorWorldY + (node.rotation ?? 0)
}
const { x: worldX_now, z: worldZ_now } = computeWorldPos()
const worldRotation_now = computeWorldRotation()
const findSegmentForWorldPoint = (
wx: number,
wz: number,
): { segment: RoofSegmentNode; localX: number; localZ: number } | null => {
const state = useScene.getState()
const worldPt = new Vector3(wx, 0, wz)
for (const candidate of Object.values(state.nodes)) {
if (!candidate || candidate.type !== 'roof-segment') continue
const seg = candidate as RoofSegmentNode
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(worldPt.clone())
if (Math.abs(local.x) <= seg.width / 2 && Math.abs(local.z) <= seg.depth / 2) {
return { segment: seg, localX: local.x, localZ: local.z }
}
}
return null
}
const worldToSegLocal = (
wx: number,
wz: number,
seg: RoofSegmentNode,
): { localX: number; localZ: number } => {
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) return { localX: wx, localZ: wz }
segObj.updateWorldMatrix(true, false)
const local = segObj.worldToLocal(new Vector3(wx, 0, wz))
return { localX: local.x, localZ: local.z }
}
let worldMinX = worldX_now - 20
let worldMaxX = worldX_now + 20
let worldMinZ = worldZ_now - 20
let worldMaxZ = worldZ_now + 20
if (roof) {
let lo_x = Number.POSITIVE_INFINITY
let hi_x = Number.NEGATIVE_INFINITY
let lo_z = Number.POSITIVE_INFINITY
let hi_z = Number.NEGATIVE_INFINITY
for (const childId of roof.children ?? []) {
const seg = scenestate.nodes[childId as AnyNodeId] as RoofSegmentNode | undefined
if (!seg) continue
const segObj = sceneRegistry.nodes.get(seg.id)
if (!segObj) continue
segObj.updateWorldMatrix(true, false)
const segWorldCenter = new Vector3().applyMatrix4(segObj.matrixWorld)
const r = Math.hypot(seg.width, seg.depth) / 2
lo_x = Math.min(lo_x, segWorldCenter.x - r)
hi_x = Math.max(hi_x, segWorldCenter.x + r)
lo_z = Math.min(lo_z, segWorldCenter.z - r)
hi_z = Math.max(hi_z, segWorldCenter.z + r)
}
if (Number.isFinite(lo_x)) {
worldMinX = lo_x
worldMaxX = hi_x
worldMinZ = lo_z
worldMaxZ = hi_z
}
}
const commitWorldPosition = (newWorldX: number, newWorldZ: number) => {
if (!segment) return
const target = findSegmentForWorldPoint(newWorldX, newWorldZ)
if (target && target.segment.id !== segment.id) {
const oldWorldRotation = worldRotation_now
const newSegObj = sceneRegistry.nodes.get(target.segment.id)
let newAncestorWorldY = 0
if (newSegObj) {
newSegObj.updateWorldMatrix(true, false)
const m = newSegObj.matrixWorld.elements
newAncestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
}
const newSegLocalRot = oldWorldRotation - newAncestorWorldY
commitProp({
roofSegmentId: target.segment.id,
parentId: target.segment.id,
position: [target.localX, 0, target.localZ],
rotation: newSegLocalRot,
} as Partial<SkylightNode>)
} else {
const local = worldToSegLocal(newWorldX, newWorldZ, segment)
commitProp({ position: [local.localX, 0, local.localZ] })
}
}
const commitWorldRotation = (newWorldRot: number) => {
if (!skylightObj) return
const m = skylightObj.matrixWorld.elements
const ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
commitProp({ rotation: newWorldRot - ancestorWorldY })
}
const activeSkylightType = node.skylightType ?? 'flat'
const handleTypeChange = (skylightType: SkylightType) => {
const preset = SKYLIGHT_TYPE_PRESETS[skylightType]
commitProp({
skylightType,
width: preset.width,
height: preset.height,
frameThickness: preset.frameThickness,
frameDepth: preset.frameDepth,
glassThickness: preset.glassThickness,
curb: preset.curb,
curbHeight: preset.curbHeight,
cutoutOffset: preset.cutoutOffset,
lanternHeight: preset.lanternHeight,
lanternTopScale: preset.lanternTopScale,
openingAngle: preset.openingAngle,
openingSide: preset.openingSide,
operationState: preset.operationState,
motorHousing: preset.motorHousing,
slideFraction: preset.slideFraction,
slideDirection: preset.slideDirection,
trackWidth: preset.trackWidth,
motorHousingSize: preset.motorHousingSize,
} as Partial<SkylightNode>)
}
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Skylight'}
width={300}
>
<PanelSection title="Type">
<div className="grid grid-cols-2 gap-1.5 px-1 pt-1">
{SKYLIGHT_TYPE_ORDER.map((skylightType) => {
const isSelected = activeSkylightType === skylightType
return (
<button
className={cn(
'flex min-h-12 items-center gap-2 rounded-lg border px-2.5 py-2 text-left text-xs transition-colors',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={skylightType}
onClick={() => handleTypeChange(skylightType)}
type="button"
>
<span className="min-w-0 truncate font-medium">
{SKYLIGHT_TYPE_PRESETS[skylightType].label}
</span>
</button>
)
})}
</div>
<SliderControl
label="Glass Thickness"
max={0.05}
min={0.002}
onChange={(v) => previewProp({ glassThickness: v })}
onCommit={(v) => commitProp({ glassThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.001}
unit="m"
value={Math.round((node.glassThickness ?? 0.01) * 1000) / 1000}
/>
{activeSkylightType === 'lantern' && (
<>
<SliderControl
label="Lantern Height"
max={1.0}
min={0.05}
onChange={(v) => previewProp({ lanternHeight: v })}
onCommit={(v) => commitProp({ lanternHeight: v })}
precision={3}
restoreOnCommit={false}
step={0.01}
unit="m"
value={Math.round((node.lanternHeight ?? 0.25) * 1000) / 1000}
/>
<SliderControl
label="Top Scale"
max={0.95}
min={0}
onChange={(v) => previewProp({ lanternTopScale: v })}
onCommit={(v) => commitProp({ lanternTopScale: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit=""
value={Math.round((node.lanternTopScale ?? 0.25) * 100) / 100}
/>
</>
)}
{activeSkylightType === 'opening' && (
<>
<SliderControl
label="Open"
max={1}
min={0}
onChange={(v) => previewProp({ operationState: v })}
onCommit={(v) => commitProp({ operationState: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit=""
value={Math.round((node.operationState ?? 0) * 100) / 100}
/>
<SliderControl
label="Opening Angle"
max={80}
min={0}
onChange={(deg) => previewProp({ openingAngle: (deg * Math.PI) / 180 })}
onCommit={(deg) => commitProp({ openingAngle: (deg * Math.PI) / 180 })}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round(((node.openingAngle ?? Math.PI / 10) * 180) / Math.PI)}
/>
<SegmentedControl
onChange={(v) => commitProp({ openingSide: v as SkylightNode['openingSide'] })}
options={[
{ label: 'Top', value: 'top' },
{ label: 'Bottom', value: 'bottom' },
{ label: 'Left', value: 'left' },
{ label: 'Right', value: 'right' },
]}
value={(node.openingSide ?? 'top') as any}
/>
<SegmentedControl
onChange={(v) => commitProp({ motorHousing: v === 'yes' })}
options={[
{ label: 'Motor', value: 'yes' },
{ label: 'No Motor', value: 'no' },
]}
value={(node.motorHousing ?? false) ? 'yes' : 'no'}
/>
{(node.motorHousing ?? false) && (
<SliderControl
label="Motor Housing"
max={0.2}
min={0.03}
onChange={(v) => previewProp({ motorHousingSize: v })}
onCommit={(v) => commitProp({ motorHousingSize: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.motorHousingSize ?? 0.08) * 1000) / 1000}
/>
)}
</>
)}
{activeSkylightType === 'sliding' && (
<>
<SliderControl
label="Open"
max={1}
min={0}
onChange={(v) => previewProp({ operationState: v })}
onCommit={(v) => commitProp({ operationState: v })}
precision={2}
restoreOnCommit={false}
step={0.01}
unit=""
value={Math.round((node.operationState ?? 0) * 100) / 100}
/>
<SegmentedControl
onChange={(v) => commitProp({ slideDirection: v as SkylightNode['slideDirection'] })}
options={[
{ label: 'Along Z', value: 'z' },
{ label: 'Along X', value: 'x' },
]}
value={(node.slideDirection ?? 'z') as any}
/>
<SliderControl
label="Track Width"
max={0.12}
min={0.02}
onChange={(v) => previewProp({ trackWidth: v })}
onCommit={(v) => commitProp({ trackWidth: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.trackWidth ?? 0.045) * 1000) / 1000}
/>
</>
)}
</PanelSection>
<PanelSection title="Dimensions">
<SliderControl
label="Width"
max={3}
min={0.3}
onChange={(v) => previewProp({ width: v })}
onCommit={(v) => commitProp({ width: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.width * 100) / 100}
/>
<SliderControl
label="Height"
max={3}
min={0.3}
onChange={(v) => previewProp({ height: v })}
onCommit={(v) => commitProp({ height: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(node.height * 100) / 100}
/>
</PanelSection>
<PanelSection title="Frame">
<SliderControl
label="Thickness"
max={0.2}
min={0.02}
onChange={(v) => previewProp({ frameThickness: v })}
onCommit={(v) => commitProp({ frameThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.frameThickness ?? 0.05) * 1000) / 1000}
/>
<SliderControl
label="Depth"
max={0.3}
min={0.02}
onChange={(v) => previewProp({ frameDepth: v })}
onCommit={(v) => commitProp({ frameDepth: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.frameDepth ?? 0.08) * 1000) / 1000}
/>
<SliderControl
label="Cutout Offset"
max={0.2}
min={0}
onChange={(v) => previewProp({ cutoutOffset: v })}
onCommit={(v) => commitProp({ cutoutOffset: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.cutoutOffset ?? 0.01) * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Curb">
<SegmentedControl
onChange={(v) => handleUpdate({ curb: v === 'yes' })}
options={[
{ label: 'Yes', value: 'yes' },
{ label: 'No', value: 'no' },
]}
value={(node.curb ?? false) ? 'yes' : 'no'}
/>
{(node.curb ?? false) && (
<SliderControl
label="Height"
max={0.3}
min={0.02}
onChange={(v) => previewProp({ curbHeight: v })}
onCommit={(v) => commitProp({ curbHeight: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round((node.curbHeight ?? 0.1) * 1000) / 1000}
/>
)}
</PanelSection>
<PanelSection title="Position">
<SliderControl
label="X"
max={Math.round(worldMaxX * 10) / 10}
min={Math.round(worldMinX * 10) / 10}
onChange={(newWorldX) => {
if (!segment) return
const local = worldToSegLocal(newWorldX, worldZ_now, segment)
previewProp({ position: [local.localX, 0, local.localZ] })
}}
onCommit={(newWorldX) => commitWorldPosition(newWorldX, worldZ_now)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldX_now * 100) / 100}
/>
<SliderControl
label="Z"
max={Math.round(worldMaxZ * 10) / 10}
min={Math.round(worldMinZ * 10) / 10}
onChange={(newWorldZ) => {
if (!segment) return
const local = worldToSegLocal(worldX_now, newWorldZ, segment)
previewProp({ position: [local.localX, 0, local.localZ] })
}}
onCommit={(newWorldZ) => commitWorldPosition(worldX_now, newWorldZ)}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(worldZ_now * 100) / 100}
/>
<SliderControl
label="Rotation"
max={180}
min={-180}
onChange={(degrees) => {
const newWorldRot = (degrees * Math.PI) / 180
if (!skylightObj) return
const m = skylightObj.matrixWorld.elements
const ancestorWorldY = Math.atan2(-(m[2] ?? 0), m[0] ?? 1)
previewProp({ rotation: newWorldRot - ancestorWorldY })
}}
onCommit={(degrees) => commitWorldRotation((degrees * Math.PI) / 180)}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round((worldRotation_now * 180) / Math.PI)}
/>
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={handleDelete}
/>
</ActionGroup>
</PanelSection>
</PanelWrapper>
)
}
+102
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import type { ParametricDescriptor } from '@pascal-app/core'
import type { SkylightNode } from './schema'
export const skylightParametrics: ParametricDescriptor<SkylightNode> = {
customPanel: () => import('./panel'),
groups: [
{
label: 'Type',
fields: [
{
key: 'skylightType',
kind: 'enum',
options: ['flat', 'walk-on', 'lantern', 'opening', 'sliding'],
display: 'select',
},
],
},
{
label: 'Dimensions',
fields: [
{ key: 'width', kind: 'number', unit: 'm', min: 0.3, max: 3, step: 0.05 },
{ key: 'height', kind: 'number', unit: 'm', min: 0.3, max: 3, step: 0.05 },
{ key: 'frameThickness', kind: 'number', unit: 'm', min: 0.02, max: 0.15, step: 0.005 },
{ key: 'frameDepth', kind: 'number', unit: 'm', min: 0.02, max: 0.2, step: 0.005 },
{ key: 'glassThickness', kind: 'number', unit: 'm', min: 0.005, max: 0.05, step: 0.001 },
],
},
{
label: 'Curb',
fields: [
{ key: 'curb', kind: 'boolean' },
{
key: 'curbHeight',
kind: 'number',
unit: 'm',
min: 0,
max: 0.3,
step: 0.01,
visibleIf: (n) => n.curb === true,
},
],
},
{
label: 'Opening',
fields: [
{
key: 'operationState',
kind: 'number',
min: 0,
max: 1,
step: 0.05,
visibleIf: (n) => n.skylightType === 'opening' || n.skylightType === 'sliding',
},
{
key: 'openingAngle',
kind: 'number',
unit: '°',
min: 0,
max: 60,
step: 1,
visibleIf: (n) => n.skylightType === 'opening',
},
{
key: 'openingSide',
kind: 'enum',
options: ['top', 'bottom', 'left', 'right'],
display: 'segmented',
visibleIf: (n) => n.skylightType === 'opening',
},
{
key: 'slideDirection',
kind: 'enum',
options: ['x', 'z'],
display: 'segmented',
visibleIf: (n) => n.skylightType === 'sliding',
},
],
},
{
label: 'Lantern',
fields: [
{
key: 'lanternHeight',
kind: 'number',
unit: 'm',
min: 0,
max: 1,
step: 0.01,
visibleIf: (n) => n.skylightType === 'lantern',
},
{
key: 'lanternTopScale',
kind: 'number',
min: 0,
max: 1,
step: 0.05,
visibleIf: (n) => n.skylightType === 'lantern',
},
],
},
],
}
+57
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'use client'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildFrameGeometry } from './frame-csg'
import type { SkylightNode } from './schema'
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.5,
depthWrite: false,
})
const SkylightPreview = ({ node }: { node: SkylightNode }) => {
const frame = useMemo(
() =>
buildFrameGeometry({
curb: node.curb,
curbHeight: node.curbHeight,
frameDepth: node.frameDepth,
frameThickness: node.frameThickness,
height: node.height,
width: node.width,
}),
[node.width, node.height, node.frameThickness, node.frameDepth, node.curb, node.curbHeight],
)
const glass = useMemo(() => {
const g = new THREE.BoxGeometry(node.width, node.glassThickness, node.height)
const curbH = node.curb ? Math.max(0, node.curbHeight ?? 0.1) : 0
g.translate(0, curbH + node.glassThickness / 2, 0)
return g
}, [node.width, node.height, node.glassThickness, node.curb, node.curbHeight])
useEffect(
() => () => {
frame?.dispose()
glass.dispose()
},
[frame, glass],
)
if (!frame) return null
return (
<group>
<mesh geometry={frame} material={ghostMaterial} raycast={() => {}} />
<mesh geometry={glass} material={ghostMaterial} raycast={() => {}} />
</group>
)
}
export default SkylightPreview
+717
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'use client'
import {
type AnyNodeId,
type RoofSegmentNode,
SKYLIGHT_TYPE_PRESETS,
type SkylightNode,
type SkylightOpeningSide,
useInteractive,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createMaterial,
createMaterialFromPresetRef,
getRoofOuterSurfaceFrameAtPoint,
useNodeEvents,
} from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { buildLanternGlassGeometry, clamp01, paneSize } from './geometry'
import { buildFrameGeometry } from './frame-csg'
import { surfaceQuatFromNormal } from '../solar-panel/geometry'
const defaultFrameMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
roughness: 0.3,
metalness: 0.5,
})
// MeshBasicMaterial: only requires position (slot 0). Safe with DoubleSide
// because Basic doesn't write to the additional MRT targets that
// MeshStandardMaterial/Physical do, so the WebGPU "writeMask not zero"
// error doesn't fire. Also avoids the "vertex buffer slot 1 not set" error
// that MeshLambertNodeMaterial triggers when inline <boxGeometry> JSX
// recreates geometry on resize — the node-material pipeline expects normals
// in slot 1, but the new geometry instance isn't fully bound yet at draw time.
// MeshBasicMaterial at 30% opacity gives visually identical glass without
// those constraints.
const defaultGlassMaterial = new THREE.MeshBasicMaterial({
color: 0x87_ce_eb,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide,
depthWrite: false,
})
function FrameBar({
end,
material,
radius,
start,
}: {
end: [number, number, number]
material: THREE.Material | THREE.Material[]
radius: number
start: [number, number, number]
}) {
const transform = useMemo(() => {
const startPoint = new THREE.Vector3(...start)
const endPoint = new THREE.Vector3(...end)
const direction = endPoint.clone().sub(startPoint)
const length = direction.length()
const midpoint = startPoint.clone().add(endPoint).multiplyScalar(0.5)
const quaternion = new THREE.Quaternion()
if (length > 1e-6) {
quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), direction.normalize())
}
return { length, midpoint, quaternion }
}, [start, end])
if (transform.length <= 1e-6) return null
return (
<mesh
castShadow
material={material}
name="skylight-surface"
position={transform.midpoint}
quaternion={transform.quaternion}
receiveShadow
>
<cylinderGeometry args={[radius, radius, transform.length, 8]} />
</mesh>
)
}
function GlassPane({
glassThickness,
material,
name = 'skylight-glass',
paneDepth,
position = [0, 0, 0],
rotation,
width,
}: {
glassThickness: number
material: THREE.Material | THREE.Material[]
name?: string
paneDepth: number
position?: [number, number, number]
rotation?: [number, number, number]
width: number
}) {
return (
<mesh material={material} name={name} position={position} receiveShadow rotation={rotation}>
<boxGeometry args={[paneSize(width), paneSize(glassThickness), paneSize(paneDepth)]} />
</mesh>
)
}
function PaneFrame({
depth,
railHeight,
railWidth,
material,
position = [0, 0, 0],
width,
}: {
depth: number
railHeight: number
railWidth: number
material: THREE.Material | THREE.Material[]
position?: [number, number, number]
width: number
}) {
const halfW = width / 2
const halfD = depth / 2
const y = railHeight / 2
return (
<group position={position}>
<mesh
castShadow
material={material}
name="skylight-surface"
position={[0, y, halfD]}
receiveShadow
>
<boxGeometry args={[paneSize(width + railWidth), railHeight, railWidth]} />
</mesh>
<mesh
castShadow
material={material}
name="skylight-surface"
position={[0, y, -halfD]}
receiveShadow
>
<boxGeometry args={[paneSize(width + railWidth), railHeight, railWidth]} />
</mesh>
<mesh
castShadow
material={material}
name="skylight-surface"
position={[-halfW, y, 0]}
receiveShadow
>
<boxGeometry args={[railWidth, railHeight, paneSize(depth + railWidth)]} />
</mesh>
<mesh
castShadow
material={material}
name="skylight-surface"
position={[halfW, y, 0]}
receiveShadow
>
<boxGeometry args={[railWidth, railHeight, paneSize(depth + railWidth)]} />
</mesh>
</group>
)
}
function LanternGlass({
curbHeight,
frameMaterial,
glassMaterial,
node,
}: {
curbHeight: number
frameMaterial: THREE.Material | THREE.Material[]
glassMaterial: THREE.Material | THREE.Material[]
node: SkylightNode
}) {
const preset = SKYLIGHT_TYPE_PRESETS.lantern
const width = node.width - 0.01
const depth = node.height - 0.01
const height = Math.max(0.05, node.lanternHeight ?? preset.lanternHeight)
const topScale = clamp01(node.lanternTopScale ?? preset.lanternTopScale)
const baseHalfW = paneSize(width) / 2
const baseHalfD = paneSize(depth) / 2
const topHalfW = baseHalfW * topScale
const topHalfD = baseHalfD * topScale
const frameRadius = Math.max(0.008, node.frameThickness * 0.16)
const baseCorners: [number, number, number][] = [
[-baseHalfW, 0, baseHalfD],
[baseHalfW, 0, baseHalfD],
[baseHalfW, 0, -baseHalfD],
[-baseHalfW, 0, -baseHalfD],
]
const topCorners: [number, number, number][] =
topScale <= 1e-4
? [
[0, height, 0],
[0, height, 0],
[0, height, 0],
[0, height, 0],
]
: [
[-topHalfW, height, topHalfD],
[topHalfW, height, topHalfD],
[topHalfW, height, -topHalfD],
[-topHalfW, height, -topHalfD],
]
const geometry = useMemo(
() => buildLanternGlassGeometry(width, depth, height, topScale),
[depth, height, topScale, width],
)
useEffect(() => {
return () => {
geometry.dispose()
}
}, [geometry])
return (
<group position={[0, curbHeight, 0]}>
<mesh geometry={geometry} material={glassMaterial} name="skylight-glass" receiveShadow />
{baseCorners.map((corner, index) => (
<FrameBar
end={baseCorners[(index + 1) % baseCorners.length] ?? corner}
key={`lantern-base-${index}`}
material={frameMaterial}
radius={frameRadius}
start={corner}
/>
))}
{baseCorners.map((corner, index) => (
<FrameBar
end={topCorners[index] ?? corner}
key={`lantern-hip-${index}`}
material={frameMaterial}
radius={frameRadius}
start={corner}
/>
))}
{topScale > 1e-4 &&
topCorners.map((corner, index) => (
<FrameBar
end={topCorners[(index + 1) % topCorners.length] ?? corner}
key={`lantern-top-${index}`}
material={frameMaterial}
radius={frameRadius}
start={corner}
/>
))}
</group>
)
}
function getHingedPaneTransform(
side: SkylightOpeningSide,
width: number,
depth: number,
openingAngle: number,
): {
hingePosition: [number, number, number]
panePosition: [number, number, number]
rotation: [number, number, number]
} {
if (side === 'bottom') {
return {
hingePosition: [0, 0, -depth / 2],
panePosition: [0, 0, depth / 2],
rotation: [-openingAngle, 0, 0],
}
}
if (side === 'left') {
return {
hingePosition: [-width / 2, 0, 0],
panePosition: [width / 2, 0, 0],
rotation: [0, 0, openingAngle],
}
}
if (side === 'right') {
return {
hingePosition: [width / 2, 0, 0],
panePosition: [-width / 2, 0, 0],
rotation: [0, 0, -openingAngle],
}
}
return {
hingePosition: [0, 0, depth / 2],
panePosition: [0, 0, -depth / 2],
rotation: [openingAngle, 0, 0],
}
}
function ElectricMotorHousing({
curbHeight,
frameMaterial,
glassThickness,
node,
side,
}: {
curbHeight: number
frameMaterial: THREE.Material | THREE.Material[]
glassThickness: number
node: SkylightNode
side: SkylightOpeningSide
}) {
const size = Math.max(
0.03,
node.motorHousingSize ?? SKYLIGHT_TYPE_PRESETS.opening.motorHousingSize,
)
const y = curbHeight + glassThickness + size / 2
const isHorizontalHinge = side === 'top' || side === 'bottom'
return (
<mesh
castShadow
material={frameMaterial}
name="skylight-surface"
position={[
side === 'left' ? -node.width / 2 : side === 'right' ? node.width / 2 : 0,
y,
side === 'top' ? node.height / 2 : side === 'bottom' ? -node.height / 2 : 0,
]}
receiveShadow
>
<boxGeometry
args={
isHorizontalHinge
? [paneSize(node.width), size, size]
: [size, size, paneSize(node.height)]
}
/>
</mesh>
)
}
function HingedGlass({
curbHeight,
frameMaterial,
glassMaterial,
glassThickness,
hasMotorHousing,
node,
openAmount,
}: {
curbHeight: number
frameMaterial: THREE.Material | THREE.Material[]
glassMaterial: THREE.Material | THREE.Material[]
glassThickness: number
hasMotorHousing: boolean
node: SkylightNode
openAmount: number
}) {
const preset = SKYLIGHT_TYPE_PRESETS.opening
const side = node.openingSide ?? preset.openingSide
const openingAngle = Math.max(0, node.openingAngle ?? preset.openingAngle) * clamp01(openAmount)
const width = node.width - 0.01
const depth = node.height - 0.01
const transform = getHingedPaneTransform(side, width, depth, openingAngle)
const frameRadius = Math.max(0.006, node.frameThickness * 0.13)
const sashRailWidth = Math.max(0.018, node.frameThickness * 0.42)
const sashRailHeight = Math.max(glassThickness * 1.4, node.frameThickness * 0.2)
const showSupport = side === 'top' && openingAngle > 0.04
const supportX = width / 2 + node.frameThickness * 0.35
const supportStartZ = -depth / 2 + Math.min(0.12, depth * 0.12)
const supportTravel = depth * 0.78
const supportEndY = curbHeight + glassThickness + Math.sin(openingAngle) * supportTravel
const supportEndZ = depth / 2 - Math.cos(openingAngle) * supportTravel
return (
<>
<group
position={[
transform.hingePosition[0],
curbHeight + glassThickness / 2,
transform.hingePosition[2],
]}
rotation={transform.rotation}
>
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={depth}
position={transform.panePosition}
width={width}
/>
<PaneFrame
depth={depth}
material={frameMaterial}
position={transform.panePosition}
railHeight={sashRailHeight}
railWidth={sashRailWidth}
width={width}
/>
</group>
{showSupport && (
<>
<FrameBar
end={[-supportX, supportEndY, supportEndZ]}
material={frameMaterial}
radius={frameRadius * 0.72}
start={[-supportX, curbHeight + 0.018, supportStartZ]}
/>
<FrameBar
end={[supportX, supportEndY, supportEndZ]}
material={frameMaterial}
radius={frameRadius * 0.72}
start={[supportX, curbHeight + 0.018, supportStartZ]}
/>
</>
)}
{hasMotorHousing && (
<ElectricMotorHousing
curbHeight={curbHeight}
frameMaterial={frameMaterial}
glassThickness={glassThickness}
node={node}
side={side}
/>
)}
</>
)
}
function SlidingGlass({
curbHeight,
frameMaterial,
glassMaterial,
glassThickness,
node,
openAmount,
}: {
curbHeight: number
frameMaterial: THREE.Material | THREE.Material[]
glassMaterial: THREE.Material | THREE.Material[]
glassThickness: number
node: SkylightNode
openAmount: number
}) {
const preset = SKYLIGHT_TYPE_PRESETS.sliding
const slideDirection = node.slideDirection ?? preset.slideDirection
const slideFraction = clamp01(openAmount)
const trackWidth = Math.max(0.02, node.trackWidth ?? preset.trackWidth)
const y = curbHeight + glassThickness / 2
const railY = curbHeight + glassThickness + trackWidth / 2
const sashRailWidth = Math.max(0.016, node.frameThickness * 0.36)
const sashRailHeight = Math.max(glassThickness * 1.25, node.frameThickness * 0.18)
if (slideDirection === 'x') {
const paneWidth = (node.width - trackWidth) / 2
const fixedX = -node.width / 4
const movingX = node.width / 4 - slideFraction * paneWidth
const fixedPanePosition: [number, number, number] = [fixedX, y, 0]
const movingPanePosition: [number, number, number] = [movingX, y + glassThickness + 0.003, 0]
return (
<>
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={node.height - 0.01}
position={fixedPanePosition}
width={paneWidth}
/>
<PaneFrame
depth={node.height - 0.01}
material={frameMaterial}
position={fixedPanePosition}
railHeight={sashRailHeight}
railWidth={sashRailWidth}
width={paneWidth}
/>
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={node.height - 0.01}
position={movingPanePosition}
width={paneWidth}
/>
<PaneFrame
depth={node.height - 0.01}
material={frameMaterial}
position={movingPanePosition}
railHeight={sashRailHeight}
railWidth={sashRailWidth}
width={paneWidth}
/>
<mesh
material={frameMaterial}
name="skylight-surface"
position={[0, railY, node.height / 2]}
receiveShadow
>
<boxGeometry args={[paneSize(node.width + trackWidth * 2), trackWidth, trackWidth]} />
</mesh>
<mesh
material={frameMaterial}
name="skylight-surface"
position={[0, railY, -node.height / 2]}
receiveShadow
>
<boxGeometry args={[paneSize(node.width + trackWidth * 2), trackWidth, trackWidth]} />
</mesh>
</>
)
}
const paneDepth = (node.height - trackWidth) / 2
const fixedZ = -node.height / 4
const movingZ = node.height / 4 - slideFraction * paneDepth
const fixedPanePosition: [number, number, number] = [0, y, fixedZ]
const movingPanePosition: [number, number, number] = [0, y + glassThickness + 0.003, movingZ]
return (
<>
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={paneDepth}
position={fixedPanePosition}
width={node.width - 0.01}
/>
<PaneFrame
depth={paneDepth}
material={frameMaterial}
position={fixedPanePosition}
railHeight={sashRailHeight}
railWidth={sashRailWidth}
width={node.width - 0.01}
/>
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={paneDepth}
position={movingPanePosition}
width={node.width - 0.01}
/>
<PaneFrame
depth={paneDepth}
material={frameMaterial}
position={movingPanePosition}
railHeight={sashRailHeight}
railWidth={sashRailWidth}
width={node.width - 0.01}
/>
<mesh
material={frameMaterial}
name="skylight-surface"
position={[node.width / 2, railY, 0]}
receiveShadow
>
<boxGeometry args={[trackWidth, trackWidth, paneSize(node.height + trackWidth * 2)]} />
</mesh>
<mesh
material={frameMaterial}
name="skylight-surface"
position={[-node.width / 2, railY, 0]}
receiveShadow
>
<boxGeometry args={[trackWidth, trackWidth, paneSize(node.height + trackWidth * 2)]} />
</mesh>
</>
)
}
const SkylightRenderer = ({ node: storeNode }: { node: SkylightNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(storeNode.id, 'skylight', ref)
const handlers = useNodeEvents(storeNode, 'skylight')
const liveOverrides = useLiveNodeOverrides((state) => state.get(storeNode.id))
const node = useMemo(
() => (liveOverrides ? ({ ...storeNode, ...liveOverrides } as SkylightNode) : storeNode),
[storeNode, liveOverrides],
)
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const frameGeo = useMemo(() => {
return buildFrameGeometry({
curb: node.curb,
curbHeight: node.curbHeight,
frameDepth: node.frameDepth,
frameThickness: node.frameThickness,
height: node.height,
width: node.width,
})
}, [node.width, node.height, node.frameThickness, node.frameDepth, node.curb, node.curbHeight])
useEffect(() => {
return () => {
frameGeo?.dispose()
}
}, [frameGeo])
const frameMaterial = useMemo(
() =>
node.material
? createMaterial(node.material)
: (createMaterialFromPresetRef(node.materialPreset) ?? defaultFrameMaterial),
[node.material, node.materialPreset],
)
const activeType = node.skylightType ?? 'flat'
const typePreset = SKYLIGHT_TYPE_PRESETS[activeType]
const glassThickness = Math.max(0.002, node.glassThickness ?? typePreset.glassThickness)
const runtimeOpenAmount = useInteractive(
(state) => state.skylights[storeNode.id as AnyNodeId]?.operationState,
)
const openAmount = runtimeOpenAmount ?? node.operationState ?? typePreset.operationState
const glassMaterial = useMemo(() => {
const mat =
node.glassMaterial
? createMaterial(node.glassMaterial)
: (createMaterialFromPresetRef(node.glassMaterialPreset) ?? defaultGlassMaterial.clone())
if (mat && typeof mat === 'object') {
;(mat as THREE.Material).side = THREE.DoubleSide
if (mat instanceof THREE.MeshPhysicalMaterial) {
mat.thickness = glassThickness
}
}
return mat
}, [glassThickness, node.glassMaterial, node.glassMaterialPreset])
const surfaceFrame = useMemo(() => {
if (!segment)
return { point: new THREE.Vector3(), normal: new THREE.Vector3(0, 1, 0) }
return getRoofOuterSurfaceFrameAtPoint(
segment,
node.position[0] ?? 0,
node.position[2] ?? 0,
)
}, [segment, node.position[0], node.position[2], node.rotation, liveOverrides, storeNode.id])
const surfaceQuat = useMemo(
() => surfaceQuatFromNormal(surfaceFrame.normal, new THREE.Quaternion()),
[surfaceFrame.normal],
)
const hasCurb = node.curb ?? false
const curbH = hasCurb ? Math.max(0, node.curbHeight ?? 0.1) : 0
if (!segment || !frameGeo) return null
const surfaceY = surfaceFrame.point.y
return (
<group
position={segment.position}
ref={ref}
rotation-y={segment.rotation}
visible={node.visible}
{...handlers}
>
<group position={[node.position[0] ?? 0, surfaceY, node.position[2] ?? 0]}>
<group quaternion={surfaceQuat}>
<group rotation-y={node.rotation ?? 0}>
<mesh
castShadow
geometry={frameGeo}
material={frameMaterial}
name="skylight-surface"
receiveShadow
/>
{activeType === 'lantern' && (
<LanternGlass
curbHeight={curbH}
frameMaterial={frameMaterial}
glassMaterial={glassMaterial}
node={node}
/>
)}
{activeType === 'sliding' && (
<SlidingGlass
curbHeight={curbH}
frameMaterial={frameMaterial}
glassMaterial={glassMaterial}
glassThickness={glassThickness}
node={node}
openAmount={openAmount}
/>
)}
{activeType === 'opening' && (
<HingedGlass
curbHeight={curbH}
frameMaterial={frameMaterial}
glassMaterial={glassMaterial}
glassThickness={glassThickness}
hasMotorHousing={node.motorHousing ?? false}
node={node}
openAmount={openAmount}
/>
)}
{(activeType === 'flat' || activeType === 'walk-on') && (
<GlassPane
glassThickness={glassThickness}
material={glassMaterial}
paneDepth={node.height + 0.004}
position={[0, curbH + glassThickness / 2, 0]}
width={node.width + 0.004}
/>
)}
</group>
</group>
</group>
</group>
)
}
export default SkylightRenderer
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import type { RoofSegmentNode, SkylightNode } from '@pascal-app/core'
import { getRoofOuterSurfaceFrameAtPoint } from '@pascal-app/viewer'
import * as THREE from 'three'
/**
* Build the segment-local cut geometry the host roof's merge loop
* subtracts from its shin / deck / wall brushes so the skylight has a
* clean hole to poke through.
*
* The cut is a box, sized to the skylight footprint plus frame +
* cutout offset, oriented to the outer roof surface frame at the
* skylight's position (so multi-slope roofs — gambrel / mansard /
* dutch — cut perpendicular to the actual surface rather than world
* up).
*
* Returns null on degenerate input.
*
* Coordinates are SEGMENT-LOCAL. The viewer welds vertices, attaches
* a single material group, and wraps the result in a Brush — see
* `wiki/architecture/node-definitions.md` (`capabilities.roofAccessory.buildCut`).
*/
export function buildSkylightRoofCut(
skylight: SkylightNode,
segment: RoofSegmentNode,
): THREE.BufferGeometry | null {
const inflate = Math.max(0, skylight.cutoutOffset ?? 0.01)
const w = Math.max(0.05, skylight.width + 2 * skylight.frameThickness + 2 * inflate)
const d = Math.max(0.05, skylight.height + 2 * skylight.frameThickness + 2 * inflate)
const lx = skylight.position[0]
const lz = skylight.position[2]
const surfaceFrame = getRoofOuterSurfaceFrameAtPoint(segment, lx, lz)
const surfaceY = surfaceFrame.point.y
const normal = surfaceFrame.normal
const h = 2.0
const geo = new THREE.BoxGeometry(w, h, d)
// Yaw in the box's own (un-tilted) frame so it stays a rotation
// about the surface normal once tilted. Yawing after the tilt twists
// the cutout around world-Y on sloped roofs.
if (Math.abs(skylight.rotation) > 1e-4) {
geo.rotateY(skylight.rotation)
}
if (normal.y < 0.9999) {
// Match the renderer's basis construction (right = up × normal, forward
// = right × normal). `setFromUnitVectors` would yaw the cut around the
// normal by ~90° on hip side faces relative to the frame, leaving a
// visibly rotated hole.
const up = new THREE.Vector3(0, 1, 0)
const right = new THREE.Vector3().crossVectors(up, normal)
if (right.lengthSq() < 1e-6) right.set(1, 0, 0)
else right.normalize()
const forward = new THREE.Vector3().crossVectors(right, normal).normalize()
const basis = new THREE.Matrix4().makeBasis(right, normal, forward)
const quat = new THREE.Quaternion().setFromRotationMatrix(basis)
geo.applyQuaternion(quat)
}
geo.translate(lx, surfaceY, lz)
// The viewer's merge loop welds vertices (mandatory after
// `applyQuaternion` on a BoxGeometry — three-bvh-csg's three-way
// subtraction silently no-ops on certain tilt angles when the
// half-edge structure is left in the un-welded state), attaches a
// single material group, and wraps the result in a Brush. Kinds
// only emit the raw shape.
return geo
}
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export { SkylightNode } from '@pascal-app/core'
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'use client'
import { type AnyNodeId, useInteractive, useScene } from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
const easeSkylightAnimation = (value: number) => value * value * (3 - 2 * value)
const SkylightAnimationSystem = () => {
useFrame(({ clock }) => {
const interactive = useInteractive.getState()
const entries = Object.entries(interactive.skylightAnimations)
if (entries.length === 0) return
const now = clock.getElapsedTime() * 1000
for (const [skylightId, animation] of entries) {
const typedSkylightId = skylightId as AnyNodeId
const scene = useScene.getState()
const node = scene.nodes[typedSkylightId]
if (node?.type !== 'skylight') {
interactive.cancelSkylightAnimation(typedSkylightId)
interactive.removeSkylightOpenState(typedSkylightId)
continue
}
const startedAt = animation.startedAt ?? now
if (animation.startedAt === null) {
interactive.startSkylightAnimation(typedSkylightId, { ...animation, startedAt })
}
const progress = Math.min(1, (now - startedAt) / animation.durationMs)
const value =
animation.from + (animation.to - animation.from) * easeSkylightAnimation(progress)
// No scene dirty per tick — the renderer subscribes to useInteractive
// directly and re-renders the glass when operationState changes. Dirtying
// the skylight makes RoofSystem mark the parent segment dirty, which
// queues a full merged-roof CSG rebuild every frame. The cut geometry
// doesn't depend on operationState — only frame/width/curb/position do.
interactive.setSkylightOpenState(typedSkylightId, { [animation.field]: value })
if (progress < 1) continue
interactive.cancelSkylightAnimation(typedSkylightId)
if (animation.persist) {
// updateNode dirties the skylight via the scene store; the roof
// re-cut runs once at the end of the tween, not every frame.
scene.updateNode(typedSkylightId, { [animation.field]: animation.to })
interactive.removeSkylightOpenState(typedSkylightId)
} else {
interactive.setSkylightOpenState(typedSkylightId, { [animation.field]: animation.to })
}
}
}, 2)
return null
}
export default SkylightAnimationSystem
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'use client'
import {
type AnyNodeId,
emitter,
type RoofEvent,
type RoofNode,
sceneRegistry,
SkylightNode,
useScene,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { skylightDefinition } from './definition'
import { getAnalyticalNormal, surfaceQuatFromNormal } from '../solar-panel/geometry'
import SkylightPreview from './preview'
const worldPoint = new THREE.Vector3()
const SkylightTool = () => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
const [previewSurfaceQuat, setPreviewSurfaceQuat] = useState<THREE.Quaternion | null>(null)
const lastSnapRef = useRef<[number, number] | null>(null)
const previewNode = useMemo(
() =>
SkylightNode.parse({
...skylightDefinition.defaults(),
name: 'Skylight',
position: [0, 0, 0],
rotation: 0,
}),
[],
)
useEffect(() => {
if (!activeBuildingId) return
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
if (!buildingObj) return [wx, wy, wz]
worldPoint.set(wx, wy, wz)
buildingObj.worldToLocal(worldPoint)
return [worldPoint.x, worldPoint.y, worldPoint.z]
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const normal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
setPreviewSurfaceQuat(surfaceQuatFromNormal(normal, new THREE.Quaternion()))
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
const skylight = SkylightNode.parse({
...skylightDefinition.defaults(),
name: 'Skylight',
roofSegmentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation: 0,
})
state.createNode(skylight, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [skylight.id] })
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, setSelection])
if (!activeBuildingId || !previewPos || !previewSurfaceQuat) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<group quaternion={previewSurfaceQuat}>
<SkylightPreview node={previewNode} />
</group>
</group>
</group>
)
}
export default SkylightTool
@@ -0,0 +1,116 @@
import { describe, expect, test } from 'bun:test'
import { getActiveRoofHeight, type RoofSegmentNode } from '@pascal-app/core'
import {
buildSolarPanelGeometry,
computeAutoFit,
flippedPanelDims,
getAnalyticalNormal,
getSurfaceY,
} from '../geometry'
import { SolarPanelNode } from '../schema'
// atan(2 / 3) in degrees — gives `getActiveRoofHeight` ≈ 2.0 on the
// default 8×6 gable so peak / slope assertions keep their previous values.
const FIXTURE_PITCH_DEG = (Math.atan2(2, 3) * 180) / Math.PI
const fixtureSegment = (overrides?: Partial<RoofSegmentNode>): RoofSegmentNode =>
({
object: 'node',
id: 'rseg_fixture',
type: 'roof-segment',
parentId: null,
visible: true,
metadata: {},
position: [0, 0, 0],
rotation: 0,
roofType: 'gable',
width: 8,
depth: 6,
wallHeight: 2.5,
pitch: FIXTURE_PITCH_DEG,
wallThickness: 0.1,
deckThickness: 0.1,
overhang: 0.3,
shingleThickness: 0.05,
...overrides,
}) as RoofSegmentNode
describe('buildSolarPanelGeometry', () => {
test('default grid yields a non-empty geometry with two render groups', () => {
const geo = buildSolarPanelGeometry(SolarPanelNode.parse({}))
expect(geo).not.toBeNull()
expect(geo!.getAttribute('position').count).toBeGreaterThan(0)
// Two groups: frame (0) and glass (1).
expect(geo!.groups.length).toBe(2)
})
test('rows × columns drives the cell count — bigger grid means more vertices', () => {
const small = buildSolarPanelGeometry(SolarPanelNode.parse({ rows: 1, columns: 1 }))!
const large = buildSolarPanelGeometry(SolarPanelNode.parse({ rows: 4, columns: 5 }))!
expect(large.getAttribute('position').count).toBeGreaterThan(
small.getAttribute('position').count,
)
})
test('frameThickness=0 still yields a frame group (zero-width strips collapse)', () => {
const geo = buildSolarPanelGeometry(SolarPanelNode.parse({ frameThickness: 0 }))
expect(geo).not.toBeNull()
})
})
describe('getSurfaceY', () => {
test('flat segment returns wallHeight regardless of position', () => {
const seg = fixtureSegment({ roofType: 'flat' })
expect(getSurfaceY(0, 0, seg)).toBe(seg.wallHeight)
expect(getSurfaceY(2, -1, seg)).toBe(seg.wallHeight)
})
test('gable peak (z=0) reads at wallHeight + active roof height', () => {
const seg = fixtureSegment()
expect(getSurfaceY(0, 0, seg)).toBeCloseTo(seg.wallHeight + getActiveRoofHeight(seg))
})
test('gable eave (|z|=depth/2) reads at wallHeight', () => {
const seg = fixtureSegment()
expect(getSurfaceY(0, seg.depth / 2, seg)).toBeCloseTo(seg.wallHeight)
expect(getSurfaceY(0, -seg.depth / 2, seg)).toBeCloseTo(seg.wallHeight)
})
})
describe('getAnalyticalNormal', () => {
test('flat segment returns world up', () => {
const n = getAnalyticalNormal(0, 0, fixtureSegment({ roofType: 'flat' }))
expect(n.x).toBeCloseTo(0)
expect(n.y).toBeCloseTo(1)
expect(n.z).toBeCloseTo(0)
})
test('gable z=+1 returns normal pointing toward +z (down-slope)', () => {
const n = getAnalyticalNormal(0, 1, fixtureSegment())
expect(n.z).toBeGreaterThan(0)
expect(n.y).toBeGreaterThan(0)
})
})
describe('computeAutoFit', () => {
test('default panel + 8m × 6m gable fits a sensible grid', () => {
const fit = computeAutoFit(fixtureSegment(), SolarPanelNode.parse({}))!
expect(fit.rows).toBeGreaterThanOrEqual(1)
expect(fit.columns).toBeGreaterThanOrEqual(1)
expect(fit.rows).toBeLessThanOrEqual(20)
expect(fit.columns).toBeLessThanOrEqual(20)
})
test('panel larger than segment returns null', () => {
const fit = computeAutoFit(
fixtureSegment({ width: 0.5, depth: 0.5 }),
SolarPanelNode.parse({ panelWidth: 1, panelHeight: 1 }),
)
expect(fit).toBeNull()
})
})
describe('flippedPanelDims', () => {
test('swaps width and height', () => {
expect(flippedPanelDims(SolarPanelNode.parse({ panelWidth: 1, panelHeight: 1.65 }))).toEqual({
panelWidth: 1.65,
panelHeight: 1,
})
})
})
@@ -0,0 +1,44 @@
import { describe, expect, test } from 'bun:test'
import { SolarPanelNode } from '../schema'
describe('SolarPanelNode schema', () => {
test('parses with defaults matching the residential preset', () => {
const parsed = SolarPanelNode.parse({})
expect(parsed.type).toBe('solar-panel')
expect(parsed.id).toMatch(/^solarpanel_/)
expect(parsed.rows).toBe(2)
expect(parsed.columns).toBe(3)
expect(parsed.panelWidth).toBe(1.0)
expect(parsed.panelHeight).toBe(1.65)
expect(parsed.frameThickness).toBe(0.04)
expect(parsed.frameDepth).toBe(0.04)
expect(parsed.mountingType).toBe('flush')
expect(parsed.tiltAngle).toBe(15)
expect(parsed.standoffHeight).toBe(0.05)
expect(parsed.panelTypePreset).toBeUndefined()
})
test('rejects rows/columns out of [1, 20]', () => {
expect(() => SolarPanelNode.parse({ rows: 0 })).toThrow()
expect(() => SolarPanelNode.parse({ rows: 21 })).toThrow()
expect(() => SolarPanelNode.parse({ columns: 0 })).toThrow()
expect(() => SolarPanelNode.parse({ columns: 21 })).toThrow()
expect(() => SolarPanelNode.parse({ rows: 3.5 })).toThrow()
})
test('accepts each preset key', () => {
for (const k of ['residential', 'residential-large', 'compact', 'frameless'] as const) {
expect(SolarPanelNode.parse({ panelTypePreset: k }).panelTypePreset).toBe(k)
}
})
test('rejects unknown preset / mounting / role', () => {
expect(() => SolarPanelNode.parse({ panelTypePreset: 'utility' })).toThrow()
expect(() => SolarPanelNode.parse({ mountingType: 'angled' })).toThrow()
})
test('surfaceNormal round-trips', () => {
const parsed = SolarPanelNode.parse({ surfaceNormal: [0.2, 0.95, -0.18] })
expect(parsed.surfaceNormal).toEqual([0.2, 0.95, -0.18])
})
})
@@ -0,0 +1,69 @@
import { type NodeDefinition, SolarPanelNode as SolarPanelNodeSchema } from '@pascal-app/core'
import { solarPanelParametrics } from './parametrics'
import { SolarPanelNode } from './schema'
/**
* Solar panel array — a grid of photovoltaic panels mounted on a roof
* segment. Position is segment-local; the surface normal stored on
* the node orients the array flat to the slope.
*
* Three-checkbox model: custom `def.renderer` for the parent-segment
* lookup + analytical surface normal fallback. No `geometry` (the
* builder lives in `./geometry` and is shared with the preview), no
* `system` (the orientation quaternion is computed once per render,
* not per frame — see renderer notes).
*/
export const solarPanelDefinition: NodeDefinition<typeof SolarPanelNode> = {
kind: 'solar-panel',
schemaVersion: 1,
schema: SolarPanelNode,
category: 'structure',
defaults: () => {
const stub = SolarPanelNodeSchema.parse({
id: 'solarpanel_default' as never,
type: 'solar-panel',
})
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
// Mounts on a roof segment via `roofSegmentId`. Sits ON TOP of the
// shell — no `buildCut`, just the dirty cascade so the parent
// roof's merged shell rebuilds when the array moves / resizes.
roofAccessory: {},
},
parametrics: solarPanelParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
tool: () => import('./tool'),
affordanceTools: {
move: () => import('./move-tool'),
},
toolHints: [
{ key: 'Left click', label: 'Place solar panel array on roof' },
{ key: 'Esc', label: 'Cancel' },
],
presentation: {
label: 'Solar Panel',
description: 'Grid of photovoltaic panels mounted on a roof segment.',
icon: { kind: 'url', src: '/icons/roof.png' },
paletteSection: 'structure',
paletteOrder: 123,
},
mcp: {
description:
'A solar panel array on a roof segment. rows × columns grid of individual panels with configurable size, gap, mounting (flush / tilted), and frame.',
},
}
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import { getActiveRoofHeight, type RoofSegmentNode, type SolarPanelNode } from '@pascal-app/core'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { MeshStandardNodeMaterial } from 'three/webgpu'
const SOLAR_CELL_SIZE_M = 0.16
// Procedurally generated cell texture used by the default panel material.
// Drawn once into an offscreen canvas, wrapped, and tiled per cell by the
// stretched UVs assigned in `buildSolarPanelGeometry`.
export function createSolarPanelTexture(): THREE.CanvasTexture | null {
if (typeof document === 'undefined') return null
const size = 256
const canvas = document.createElement('canvas')
canvas.width = size
canvas.height = size
const ctx = canvas.getContext('2d')
if (!ctx) return null
ctx.fillStyle = '#dde3ec'
ctx.fillRect(0, 0, size, size)
const pad = size * 0.04
const x = pad
const y = pad
const cellW = size - pad * 2
const cellH = size - pad * 2
const chamfer = cellW * 0.16
ctx.beginPath()
ctx.moveTo(x + chamfer, y)
ctx.lineTo(x + cellW - chamfer, y)
ctx.lineTo(x + cellW, y + chamfer)
ctx.lineTo(x + cellW, y + cellH - chamfer)
ctx.lineTo(x + cellW - chamfer, y + cellH)
ctx.lineTo(x + chamfer, y + cellH)
ctx.lineTo(x, y + cellH - chamfer)
ctx.lineTo(x, y + chamfer)
ctx.closePath()
const grad = ctx.createLinearGradient(x, y, x + cellW, y + cellH)
grad.addColorStop(0, '#0f1b3a')
grad.addColorStop(1, '#162546')
ctx.fillStyle = grad
ctx.fill()
ctx.save()
ctx.clip()
ctx.strokeStyle = 'rgba(120, 150, 200, 0.10)'
ctx.lineWidth = 0.5
const fingers = 16
for (let f = 1; f < fingers; f++) {
const fx = x + (cellW * f) / fingers
ctx.beginPath()
ctx.moveTo(fx, y)
ctx.lineTo(fx, y + cellH)
ctx.stroke()
}
ctx.strokeStyle = 'rgba(200, 210, 225, 0.35)'
ctx.lineWidth = Math.max(1, cellH * 0.008)
for (let b = 1; b <= 2; b++) {
const by = y + (cellH * b) / 3
ctx.beginPath()
ctx.moveTo(x, by)
ctx.lineTo(x + cellW, by)
ctx.stroke()
}
ctx.restore()
const tex = new THREE.CanvasTexture(canvas)
tex.colorSpace = THREE.SRGBColorSpace
tex.wrapS = THREE.RepeatWrapping
tex.wrapT = THREE.RepeatWrapping
tex.anisotropy = 8
tex.needsUpdate = true
return tex
}
let _defaultPanelMaterial: THREE.Material | null = null
export function getDefaultPanelMaterial(): THREE.Material {
if (_defaultPanelMaterial) return _defaultPanelMaterial
const map = createSolarPanelTexture()
// MeshStandardNodeMaterial: WebGPU-native — avoids the "writeMask not zero"
// MRT error that fires when MeshStandardMaterial is used in the WebGPU pass.
const mat = new MeshStandardNodeMaterial({
color: new THREE.Color(map ? 0xffffff : 0x0c0c1f),
roughness: 0.22,
metalness: 0.35,
})
if (map) mat.map = map
_defaultPanelMaterial = mat
return _defaultPanelMaterial
}
/**
* Pure builder for a solar panel array. Generates one merged
* BufferGeometry containing every cell of the rows × columns grid,
* with two render groups so the frame (group 0) and the glass
* (group 1) can carry distinct materials.
*
* Pure: no React, no scene access, no store mutation. The renderer
* places this geometry in segment-local space with the surface tilt
* applied as an outer JSX rotation.
*/
export function buildSolarPanelGeometry(node: SolarPanelNode): THREE.BufferGeometry | null {
const {
rows, columns, panelWidth, panelHeight, gapX, gapY,
frameThickness, frameDepth, standoffHeight,
} = node
const frameGeos: THREE.BufferGeometry[] = []
const panelGeos: THREE.BufferGeometry[] = []
const totalW = columns * panelWidth + (columns - 1) * gapX
const totalH = rows * panelHeight + (rows - 1) * gapY
const originX = -totalW / 2
const originZ = -totalH / 2
for (let r = 0; r < rows; r++) {
for (let c = 0; c < columns; c++) {
const cx = originX + c * (panelWidth + gapX) + panelWidth / 2
const cz = originZ + r * (panelHeight + gapY) + panelHeight / 2
const y = standoffHeight + frameDepth / 2
const glassW = panelWidth - 2 * frameThickness
const glassH = panelHeight - 2 * frameThickness
if (glassW > 0 && glassH > 0) {
const glass = new THREE.BoxGeometry(glassW, frameDepth * 0.6, glassH)
glass.translate(cx, y + frameDepth * 0.2, cz)
// Stretch the cell UVs so a tiled cell texture reads correctly
// regardless of the panel's aspect ratio.
const cellsU = Math.max(1, Math.round(glassW / SOLAR_CELL_SIZE_M))
const cellsV = Math.max(1, Math.round(glassH / SOLAR_CELL_SIZE_M))
const uv = glass.getAttribute('uv') as THREE.BufferAttribute
for (let i = 0; i < uv.count; i++) {
uv.setXY(i, uv.getX(i) * cellsU, uv.getY(i) * cellsV)
}
uv.needsUpdate = true
panelGeos.push(glass)
}
const ft = frameThickness
const fd = frameDepth
const left = new THREE.BoxGeometry(ft, fd, panelHeight)
left.translate(cx - panelWidth / 2 + ft / 2, y, cz)
frameGeos.push(left)
const right = new THREE.BoxGeometry(ft, fd, panelHeight)
right.translate(cx + panelWidth / 2 - ft / 2, y, cz)
frameGeos.push(right)
const top = new THREE.BoxGeometry(panelWidth - 2 * ft, fd, ft)
top.translate(cx, y, cz - panelHeight / 2 + ft / 2)
frameGeos.push(top)
const bottom = new THREE.BoxGeometry(panelWidth - 2 * ft, fd, ft)
bottom.translate(cx, y, cz + panelHeight / 2 - ft / 2)
frameGeos.push(bottom)
}
}
if (frameGeos.length === 0) return null
const frameMerged = mergeGeometries(frameGeos, false)
const panelMerged = panelGeos.length > 0 ? mergeGeometries(panelGeos, false) : null
for (const g of frameGeos) g.dispose()
for (const g of panelGeos) g.dispose()
if (!frameMerged) return null
if (panelMerged) {
const combined = mergeGeometries([frameMerged, panelMerged], true)
frameMerged.dispose()
panelMerged.dispose()
return combined
}
frameMerged.clearGroups()
frameMerged.addGroup(0, frameMerged.index?.count ?? frameMerged.attributes.position!.count, 0)
return frameMerged
}
// ─── Roof-surface helpers ────────────────────────────────────────────
// Used to drop the panel onto the slope when the schema's
// `surfaceNormal` is absent (legacy data or simplified placement).
export function getSurfaceY(lx: number, lz: number, seg: RoofSegmentNode): number {
const { roofType, wallHeight, depth, width } = seg
const rh = getActiveRoofHeight(seg)
const peakY = wallHeight + rh
if (rh === 0) return wallHeight
if (roofType === 'gable') {
const t = depth > 0 ? Math.abs(lz) / (depth / 2) : 0
return peakY - t * rh
}
if (roofType === 'shed') {
const t = (lz + depth / 2) / (depth || 1)
return peakY - t * rh
}
if (roofType === 'hip') {
const fx = width > 0 ? Math.abs(lx) / (width / 2) : 0
const fz = depth > 0 ? Math.abs(lz) / (depth / 2) : 0
return peakY - Math.max(fx, fz) * rh
}
const t = depth > 0 ? Math.abs(lz) / (depth / 2) : 0
return peakY - t * rh
}
export function getAnalyticalNormal(
lx: number,
lz: number,
seg: RoofSegmentNode,
): THREE.Vector3 {
const { roofType, depth, width } = seg
const rh = getActiveRoofHeight(seg)
if (rh === 0) return new THREE.Vector3(0, 1, 0)
if (roofType === 'gable') {
const halfD = depth / 2
return new THREE.Vector3(0, halfD, lz >= 0 ? rh : -rh).normalize()
}
if (roofType === 'shed') {
return new THREE.Vector3(0, depth, -rh).normalize()
}
if (roofType === 'hip') {
// All four hip faces share the same slope angle, set by `rh` over
// `min(w/2, d/2)` (the eave-to-ridge horizontal reach perpendicular
// to the ridge — short axis for both the trapezoidal long faces and
// the triangular short faces). Using `depth/2` for the front/back
// normal and `width/2` for the sides was correct only when w == d;
// for any other aspect ratio it tilted the long-axis faces wrong.
const fx = width > 0 ? Math.abs(lx) / (width / 2) : 0
const fz = depth > 0 ? Math.abs(lz) / (depth / 2) : 0
const slopeReach = Math.min(width, depth) / 2
if (fz >= fx) {
return new THREE.Vector3(0, slopeReach, lz >= 0 ? rh : -rh).normalize()
}
return new THREE.Vector3(lx >= 0 ? rh : -rh, slopeReach, 0).normalize()
}
const halfD = depth / 2
return new THREE.Vector3(0, halfD, lz >= 0 ? rh : -rh).normalize()
}
// ─── Quaternion helper ───────────────────────────────────────────────
// Given a normal in the panel's parent frame, build a rotation that
// aligns the panel's local +Y to that normal. Lifted out so the
// renderer and the placement preview share one source of truth.
export function surfaceQuatFromNormal(normal: THREE.Vector3, out: THREE.Quaternion) {
const up = new THREE.Vector3(0, 1, 0)
const right = new THREE.Vector3().crossVectors(up, normal)
if (right.lengthSq() < 1e-6) right.set(1, 0, 0)
else right.normalize()
const forward = new THREE.Vector3().crossVectors(right, normal).normalize()
const m = new THREE.Matrix4().makeBasis(right, normal, forward)
return out.setFromRotationMatrix(m)
}
// ─── Layout helpers (used by the inspector / placement tool) ─────────
function getSlopeDepthBounds(
segment: RoofSegmentNode,
panelLocalZ: number,
): { minZ: number; maxZ: number } {
const halfD = segment.depth / 2
switch (segment.roofType) {
case 'gable':
case 'gambrel':
case 'dutch':
case 'mansard':
case 'hip':
return panelLocalZ >= 0 ? { minZ: 0, maxZ: halfD } : { minZ: -halfD, maxZ: 0 }
default:
return { minZ: -halfD, maxZ: halfD }
}
}
/**
* Return the rows/columns that fit the array edge-to-edge on the slope
* the panel is sitting on. Returns null when nothing fits. Capped at
* the schema's hard limit of 20.
*/
export function computeAutoFit(
segment: RoofSegmentNode,
panel: SolarPanelNode,
): { rows: number; columns: number } | null {
const { minZ, maxZ } = getSlopeDepthBounds(segment, panel.position[2] ?? 0)
const usableW = segment.width
const usableD = maxZ - minZ
if (usableW <= 0 || usableD <= 0) return null
const columns = Math.floor((usableW + panel.gapX) / (panel.panelWidth + panel.gapX))
const rows = Math.floor((usableD + panel.gapY) / (panel.panelHeight + panel.gapY))
if (columns < 1 || rows < 1) return null
return { rows: Math.min(rows, 20), columns: Math.min(columns, 20) }
}
export function flippedPanelDims(panel: SolarPanelNode): {
panelWidth: number
panelHeight: number
} {
return { panelWidth: panel.panelHeight, panelHeight: panel.panelWidth }
}
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export { solarPanelDefinition } from './definition'
export {
buildSolarPanelGeometry,
computeAutoFit,
flippedPanelDims,
getAnalyticalNormal,
getSurfaceY,
surfaceQuatFromNormal,
} from './geometry'
export { SolarPanelNode } from './schema'
@@ -0,0 +1,287 @@
'use client'
import {
type AnyNodeId,
emitter,
type RoofEvent,
type RoofNode,
type RoofSegmentNode,
sceneRegistry,
type SolarPanelNode,
useScene,
} from '@pascal-app/core'
import {
EDITOR_LAYER,
markToolCancelConsumed,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { getAnalyticalNormal, surfaceQuatFromNormal } from './geometry'
// MeshBasicMaterial: avoids the WebGPU "Color target has no corresponding
// fragment stage output / writeMask not zero" error that fires when
// MeshStandardMaterial (which writes to the MRT normal/roughness targets)
// is rendered in a pass whose render target lacks those attachments.
// Same fix as skylight's glass material. Visually identical for a ghost.
const previewMaterial = new THREE.MeshBasicMaterial({
color: 0x22_44_88,
transparent: true,
opacity: 0.5,
depthWrite: false,
})
export default function MoveSolarPanelTool({ node }: { node: SolarPanelNode }) {
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
const previewRef = useRef<THREE.Group>(null!)
const [previewPos, setPreviewPos] = useState<[number, number, number]>([0, 0, 0])
// Yaw = roof.rotation + segment.rotation; applied as outer rotation-y
// so the surface quat (segment-local) composes correctly — same pattern
// as the placement tool ghost.
const [previewYaw, setPreviewYaw] = useState(0)
const [previewSurfaceQuat, setPreviewSurfaceQuat] = useState<THREE.Quaternion>(
new THREE.Quaternion(),
)
const [hasHit, setHasHit] = useState(false)
// Compact 2×3 ghost — same size as the placement tool ghost.
const previewGeo = useMemo(() => {
const ghostRows = 2
const ghostCols = 3
const totalW = ghostCols * node.panelWidth + (ghostCols - 1) * node.gapX
const totalH = ghostRows * node.panelHeight + (ghostRows - 1) * node.gapY
const geo = new THREE.BoxGeometry(totalW, node.frameDepth, totalH)
geo.translate(0, node.standoffHeight + node.frameDepth / 2, 0)
return geo
}, [
node.panelWidth,
node.panelHeight,
node.gapX,
node.gapY,
node.frameDepth,
node.standoffHeight,
])
useEffect(() => {
useScene.temporal.getState().pause()
const original = {
position: [...node.position] as [number, number, number],
rotation: node.rotation ?? 0,
roofSegmentId: node.roofSegmentId,
parentId: node.parentId,
metadata: node.metadata,
}
const meta =
typeof node.metadata === 'object' && node.metadata !== null
? (node.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
useScene.getState().updateNode(node.id as AnyNodeId, {
metadata: { ...meta, isTransient: true },
})
const panelObj = sceneRegistry.nodes.get(node.id)
if (panelObj) panelObj.visible = false
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingId = useViewer.getState().selection.buildingId
const buildingObj = buildingId ? sceneRegistry.nodes.get(buildingId as AnyNodeId) : null
if (buildingObj) {
const v = new THREE.Vector3(wx, wy, wz)
buildingObj.worldToLocal(v)
return [v.x, v.y, v.z]
}
return [wx, wy, wz]
}
let lastSnapX = 0
let lastSnapZ = 0
const updateGhost = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
if (sx !== lastSnapX || sz !== lastSnapZ) {
triggerSFX('sfx:grid-snap')
lastSnapX = sx
lastSnapZ = sz
}
// Use the same analytical approach as the placement tool so the
// ghost orientation matches the committed panel exactly regardless
// of segment rotation. The placement tool's ghost is always correct
// because analytical normals are computed in segment-local space
// and the yaw is applied explicitly, avoiding any world-vs-local
// normal mismatch.
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const segLocalNormal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
setPreviewSurfaceQuat(surfaceQuatFromNormal(segLocalNormal, new THREE.Quaternion()))
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
setHasHit(true)
event.stopPropagation()
}
const onRoofClick = (event: RoofEvent) => {
const roof = event.node as RoofNode
const st = useScene.getState()
const hit = resolveRoofSegmentHit(
roof,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const targetSegmentId = hit.segment.id as AnyNodeId
// Compute segment-local normal for the committed node so the
// renderer's surfaceQuat + outer segment.rotation compose to
// the same world orientation the ghost showed.
const segLocalNormal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
st.updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
useScene.temporal.getState().resume()
st.updateNode(node.id as AnyNodeId, {
roofSegmentId: targetSegmentId,
parentId: targetSegmentId,
position: [hit.localX, hit.localY, hit.localZ],
rotation: original.rotation,
// Segment-local normal — must stay consistent with getAnalyticalNormal
// semantics so the renderer's surfaceQuat is in the correct frame.
surfaceNormal: [segLocalNormal.x, segLocalNormal.y, segLocalNormal.z],
visible: true,
metadata: {},
})
if (original.roofSegmentId && original.roofSegmentId !== (targetSegmentId as string)) {
const oldSeg = st.nodes[original.roofSegmentId as AnyNodeId] as
| RoofSegmentNode
| undefined
if (oldSeg) {
st.updateNode(original.roofSegmentId as AnyNodeId, {
children: (oldSeg.children ?? []).filter((id) => id !== node.id),
})
}
const newSeg = st.nodes[targetSegmentId] as RoofSegmentNode | undefined
if (newSeg && !(newSeg.children ?? []).includes(node.id)) {
st.updateNode(targetSegmentId, {
children: [...(newSeg.children ?? []), node.id],
})
}
st.dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
st.dirtyNodes.add(targetSegmentId)
st.dirtyNodes.add(node.id as AnyNodeId)
useScene.temporal.getState().pause()
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
triggerSFX('sfx:item-place')
exitMoveMode()
event.stopPropagation()
}
const onCancel = () => {
if (isNew) {
useScene.temporal.getState().resume()
const parentId = original.roofSegmentId
if (parentId) {
const parent = useScene.getState().nodes[parentId as AnyNodeId] as
| RoofSegmentNode
| undefined
if (parent) {
useScene.getState().updateNode(parentId as AnyNodeId, {
children: (parent.children ?? []).filter((id) => id !== node.id),
})
}
}
useScene.getState().deleteNode(node.id as AnyNodeId)
markToolCancelConsumed()
exitMoveMode()
return
}
useScene.getState().updateNode(node.id as AnyNodeId, {
position: original.position,
rotation: original.rotation,
roofSegmentId: original.roofSegmentId as AnyNodeId | undefined,
parentId: original.parentId as AnyNodeId | undefined,
metadata: original.metadata,
})
if (original.roofSegmentId) {
useScene.getState().dirtyNodes.add(original.roofSegmentId as AnyNodeId)
}
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
markToolCancelConsumed()
exitMoveMode()
}
emitter.on('roof:move', updateGhost)
emitter.on('roof:enter', updateGhost)
emitter.on('roof:click', onRoofClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('roof:move', updateGhost)
emitter.off('roof:enter', updateGhost)
emitter.off('roof:click', onRoofClick)
emitter.off('tool:cancel', onCancel)
const obj = sceneRegistry.nodes.get(node.id)
if (obj) obj.visible = true
useScene.temporal.getState().resume()
}
}, [exitMoveMode, node])
// Ghost layout mirrors the placement tool exactly:
// position (building-local hit point)
// → rotation-y (roof.rotation + segment.rotation — explicit yaw)
// → quaternion (segment-local surface tilt)
// This is identical to the placement ghost so drag and commit always
// show the same orientation.
return (
<group position={previewPos} ref={previewRef} visible={hasHit}>
<group rotation-y={previewYaw}>
<group quaternion={previewSurfaceQuat}>
<mesh
geometry={previewGeo}
layers={EDITOR_LAYER}
material={previewMaterial}
/>
</group>
</group>
</group>
)
}
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'use client'
import {
type AnyNode,
type AnyNodeId,
type RoofSegmentNode,
SOLAR_PANEL_PRESET_LABELS,
SOLAR_PANEL_PRESETS,
type SolarPanelNode,
type SolarPanelPresetKey,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import {
ActionButton,
ActionGroup,
PanelSection,
PanelWrapper,
SegmentedControl,
SliderControl,
triggerSFX,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { LayoutGrid, Trash2 } from 'lucide-react'
import { useCallback, useEffect, useState } from 'react'
import { computeAutoFit, flippedPanelDims } from './geometry'
const cn = (...classes: Array<string | false | undefined | null>): string =>
classes.filter(Boolean).join(' ')
// Editing any of these clears panelTypePreset back to undefined ("Custom"),
// keeping the schema invariant: a present preset always matches the table.
const PRESET_OWNED_FIELDS: ReadonlyArray<keyof SolarPanelNode> = [
'panelWidth',
'panelHeight',
'frameThickness',
'frameDepth',
]
const PRESET_CARDS: { key: SolarPanelPresetKey; label: string }[] = [
{ key: 'residential', label: SOLAR_PANEL_PRESET_LABELS.residential },
{ key: 'residential-large', label: SOLAR_PANEL_PRESET_LABELS['residential-large'] },
{ key: 'compact', label: SOLAR_PANEL_PRESET_LABELS.compact },
{ key: 'frameless', label: SOLAR_PANEL_PRESET_LABELS.frameless },
]
function dimsTouchedByUpdate(updates: Partial<SolarPanelNode>): boolean {
for (const field of PRESET_OWNED_FIELDS) {
if (field in updates) return true
}
return false
}
function num(value: unknown, fallback: number): number {
return typeof value === 'number' && Number.isFinite(value) ? value : fallback
}
export default function SolarPanelPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const storeNode = useScene((s) =>
selectedId ? (s.nodes[selectedId as AnyNode['id']] as SolarPanelNode | undefined) : undefined,
)
const overrides = useLiveNodeOverrides((s) =>
selectedId ? (s.get(selectedId as AnyNodeId) as Partial<SolarPanelNode> | undefined) : undefined,
)
const node = storeNode && overrides ? ({ ...storeNode, ...overrides } as SolarPanelNode) : storeNode
const segment = useScene((s) =>
node?.roofSegmentId
? (s.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const [autoFitMessage, setAutoFitMessage] = useState<string | null>(null)
useEffect(() => {
if (!autoFitMessage) return
const t = window.setTimeout(() => setAutoFitMessage(null), 3500)
return () => window.clearTimeout(t)
}, [autoFitMessage])
const handleUpdate = useCallback(
(updates: Partial<SolarPanelNode>) => {
if (!selectedId) return
const next: Partial<SolarPanelNode> = dimsTouchedByUpdate(updates)
? { ...updates, panelTypePreset: undefined }
: updates
updateNode(selectedId as AnyNode['id'], next)
},
[selectedId, updateNode],
)
const previewProp = useCallback(
(updates: Partial<SolarPanelNode>) => {
if (!selectedId) return
useLiveNodeOverrides.getState().set(selectedId as AnyNodeId, updates)
},
[selectedId],
)
const commitProp = useCallback(
(updates: Partial<SolarPanelNode>) => {
if (!selectedId) return
const next: Partial<SolarPanelNode> = dimsTouchedByUpdate(updates)
? { ...updates, panelTypePreset: undefined }
: updates
updateNode(selectedId as AnyNode['id'], next)
useLiveNodeOverrides.getState().clear(selectedId as AnyNodeId)
},
[selectedId, updateNode],
)
const handleClose = useCallback(() => {
setSelection({ selectedIds: [] })
}, [setSelection])
const handleBack = useCallback(() => {
if (node?.roofSegmentId) {
setSelection({ selectedIds: [node.roofSegmentId as AnyNode['id']] })
}
}, [node?.roofSegmentId, setSelection])
const handlePresetChange = useCallback(
(key: SolarPanelPresetKey) => {
if (!selectedId) return
const dims = SOLAR_PANEL_PRESETS[key]
updateNode(selectedId as AnyNode['id'], { panelTypePreset: key, ...dims })
},
[selectedId, updateNode],
)
const handleFlip = useCallback(() => {
if (!(selectedId && node)) return
updateNode(selectedId as AnyNode['id'], {
...flippedPanelDims(node),
panelTypePreset: undefined,
})
}, [selectedId, node, updateNode])
const handleAutoFit = useCallback(() => {
if (!(selectedId && node && segment)) return
const fit = computeAutoFit(segment, node)
if (!fit) {
setAutoFitMessage('Setbacks too large to fit a panel.')
return
}
updateNode(selectedId as AnyNode['id'], { rows: fit.rows, columns: fit.columns })
setAutoFitMessage(null)
}, [selectedId, node, segment, updateNode])
const handleDelete = useCallback(() => {
if (!(selectedId && node)) return
triggerSFX('sfx:item-delete')
const segmentId = node.roofSegmentId
if (segmentId) {
const state = useScene.getState()
const seg = state.nodes[segmentId as AnyNodeId] as RoofSegmentNode | undefined
if (seg) {
state.updateNode(segmentId as AnyNode['id'], {
children: (seg.children ?? []).filter((id) => id !== selectedId),
})
}
}
deleteNode(selectedId as AnyNodeId)
if (segmentId) {
useScene.getState().dirtyNodes.add(segmentId as AnyNodeId)
setSelection({ selectedIds: [segmentId as AnyNode['id']] })
} else {
setSelection({ selectedIds: [] })
}
}, [selectedId, node, deleteNode, setSelection])
if (!(node && node.type === 'solar-panel' && selectedId)) return null
const activePreset = node.panelTypePreset
const formatDims = (w: number, h: number) => `${w.toFixed(2)} × ${h.toFixed(2)} m`
return (
<PanelWrapper
icon="/icons/roof.png"
onBack={node.roofSegmentId ? handleBack : undefined}
onClose={handleClose}
title={node.name || 'Solar Panel'}
width={300}
>
<PanelSection title="Preset">
<div className="grid grid-cols-2 gap-1.5 px-1 pt-1">
{PRESET_CARDS.map((card) => {
const dims = SOLAR_PANEL_PRESETS[card.key]
const isSelected = activePreset === card.key
return (
<button
className={cn(
'flex min-h-14 flex-col items-start gap-0.5 rounded-lg border px-2.5 py-2 text-left text-xs transition-colors',
isSelected
? 'border-orange-400/60 bg-orange-400/10 text-foreground'
: 'border-border/50 bg-[#2C2C2E] text-muted-foreground hover:bg-[#3e3e3e] hover:text-foreground',
)}
key={card.key}
onClick={() => handlePresetChange(card.key)}
type="button"
>
<span className="flex items-center gap-1.5 font-medium">
<LayoutGrid className="h-3.5 w-3.5 shrink-0" />
<span className="truncate">{card.label}</span>
</span>
<span className="pl-[20px] text-[10px] tabular-nums opacity-70">
{formatDims(dims.panelWidth, dims.panelHeight)}
</span>
</button>
)
})}
</div>
{!activePreset && (
<p className="px-1 pt-1 text-[11px] text-muted-foreground">
Custom dimensions don't match any preset
</p>
)}
</PanelSection>
<PanelSection title="Array">
<SliderControl
label="Rows"
max={20}
min={1}
onChange={(v) => previewProp({ rows: Math.round(v) })}
onCommit={(v) => commitProp({ rows: Math.round(v) })}
precision={0}
restoreOnCommit={false}
step={1}
value={num(node.rows, 4)}
/>
<SliderControl
label="Columns"
max={20}
min={1}
onChange={(v) => previewProp({ columns: Math.round(v) })}
onCommit={(v) => commitProp({ columns: Math.round(v) })}
precision={0}
restoreOnCommit={false}
step={1}
value={num(node.columns, 5)}
/>
<SliderControl
label="Gap X"
max={0.2}
min={0}
onChange={(v) => previewProp({ gapX: v })}
onCommit={(v) => commitProp({ gapX: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(num(node.gapX, 0.02) * 1000) / 1000}
/>
<SliderControl
label="Gap Y"
max={0.2}
min={0}
onChange={(v) => previewProp({ gapY: v })}
onCommit={(v) => commitProp({ gapY: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(num(node.gapY, 0.02) * 1000) / 1000}
/>
<ActionGroup>
<ActionButton
disabled={!segment}
label="Auto-fit to roof"
onClick={handleAutoFit}
/>
</ActionGroup>
{autoFitMessage ? (
<p className="px-1 text-amber-400 text-xs">{autoFitMessage}</p>
) : null}
</PanelSection>
<PanelSection title="Panel">
<SliderControl
label="Width"
max={2.5}
min={0.3}
onChange={(v) => previewProp({ panelWidth: v })}
onCommit={(v) => commitProp({ panelWidth: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(num(node.panelWidth, 1) * 100) / 100}
/>
<SliderControl
label="Height"
max={3}
min={0.3}
onChange={(v) => previewProp({ panelHeight: v })}
onCommit={(v) => commitProp({ panelHeight: v })}
precision={2}
restoreOnCommit={false}
step={0.05}
unit="m"
value={Math.round(num(node.panelHeight, 1.65) * 100) / 100}
/>
<ActionGroup>
<ActionButton label="Flip orientation" onClick={handleFlip} />
</ActionGroup>
<SliderControl
label="Frame thickness"
max={0.1}
min={0.005}
onChange={(v) => previewProp({ frameThickness: v })}
onCommit={(v) => commitProp({ frameThickness: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(num(node.frameThickness, 0.04) * 1000) / 1000}
/>
<SliderControl
label="Frame depth"
max={0.1}
min={0.005}
onChange={(v) => previewProp({ frameDepth: v })}
onCommit={(v) => commitProp({ frameDepth: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(num(node.frameDepth, 0.04) * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Mounting">
<SegmentedControl
onChange={(v) => handleUpdate({ mountingType: v })}
options={[
{ label: 'Flush', value: 'flush' },
{ label: 'Tilted', value: 'tilted' },
]}
value={node.mountingType ?? 'flush'}
/>
{node.mountingType === 'tilted' && (
<SliderControl
label="Tilt angle"
max={45}
min={0}
onChange={(v) => previewProp({ tiltAngle: v })}
onCommit={(v) => commitProp({ tiltAngle: v })}
precision={0}
restoreOnCommit={false}
step={1}
unit="°"
value={Math.round(num(node.tiltAngle, 15))}
/>
)}
<SliderControl
label="Standoff"
max={0.3}
min={0}
onChange={(v) => previewProp({ standoffHeight: v })}
onCommit={(v) => commitProp({ standoffHeight: v })}
precision={3}
restoreOnCommit={false}
step={0.005}
unit="m"
value={Math.round(num(node.standoffHeight, 0.05) * 1000) / 1000}
/>
</PanelSection>
<PanelSection title="Actions">
<ActionGroup>
<ActionButton
className="hover:bg-red-500/20"
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
label="Delete"
onClick={handleDelete}
/>
</ActionGroup>
</PanelSection>
</PanelWrapper>
)
}
@@ -0,0 +1,55 @@
import type { ParametricDescriptor } from '@pascal-app/core'
import type { SolarPanelNode } from './schema'
export const solarPanelParametrics: ParametricDescriptor<SolarPanelNode> = {
// Bespoke panel ported from the archive — preset cards, auto-fit,
// and flip orientation can't be expressed by auto-derived groups.
// `groups` stays declared so the MCP path keeps a structured view.
customPanel: () => import('./panel'),
groups: [
{
label: 'Grid',
fields: [
{ key: 'rows', kind: 'number', min: 1, max: 20, step: 1 },
{ key: 'columns', kind: 'number', min: 1, max: 20, step: 1 },
],
},
{
label: 'Panel dimensions',
fields: [
{ key: 'panelWidth', kind: 'number', unit: 'm', min: 0.4, max: 2, step: 0.01 },
{ key: 'panelHeight', kind: 'number', unit: 'm', min: 0.4, max: 2.5, step: 0.01 },
{ key: 'gapX', kind: 'number', unit: 'm', min: 0, max: 0.2, step: 0.005 },
{ key: 'gapY', kind: 'number', unit: 'm', min: 0, max: 0.2, step: 0.005 },
],
},
{
label: 'Mounting',
fields: [
{
key: 'mountingType',
kind: 'enum',
options: ['flush', 'tilted'],
display: 'segmented',
},
{
key: 'tiltAngle',
kind: 'number',
unit: '°',
min: 0,
max: 45,
step: 1,
visibleIf: (n) => n.mountingType === 'tilted',
},
{ key: 'standoffHeight', kind: 'number', unit: 'm', min: 0, max: 0.3, step: 0.01 },
],
},
{
label: 'Frame',
fields: [
{ key: 'frameThickness', kind: 'number', unit: 'm', min: 0, max: 0.1, step: 0.005 },
{ key: 'frameDepth', kind: 'number', unit: 'm', min: 0.005, max: 0.1, step: 0.005 },
],
},
],
}
@@ -0,0 +1,46 @@
'use client'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { buildSolarPanelGeometry } from './geometry'
import type { SolarPanelNode } from './schema'
const ghostMaterial = new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
emissiveIntensity: 0.1,
roughness: 0.5,
transparent: true,
opacity: 0.5,
depthWrite: false,
})
const SolarPanelPreview = ({ node }: { node: SolarPanelNode }) => {
const geometry = useMemo(() => buildSolarPanelGeometry(node), [
node.rows,
node.columns,
node.panelWidth,
node.panelHeight,
node.gapX,
node.gapY,
node.frameThickness,
node.frameDepth,
node.standoffHeight,
])
useEffect(() => () => geometry?.dispose(), [geometry])
if (!geometry) return null
return (
<mesh
geometry={geometry}
material={ghostMaterial}
raycast={() => {
/* preview should not intercept the cursor */
}}
/>
)
}
export default SolarPanelPreview
+137
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@@ -0,0 +1,137 @@
'use client'
import {
type AnyNodeId,
type RoofSegmentNode,
type SolarPanelNode,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef, useNodeEvents } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { MeshStandardNodeMaterial } from 'three/webgpu'
import {
buildSolarPanelGeometry,
getAnalyticalNormal,
getDefaultPanelMaterial,
getSurfaceY,
surfaceQuatFromNormal,
} from './geometry'
// MeshStandardNodeMaterial: WebGPU-native so it integrates correctly with
// the MRT pass (normal + roughness attachments). The legacy WebGL
// MeshStandardMaterial triggers "Color target has no corresponding fragment
// stage output / writeMask not zero" when the renderer switches pipelines
// during a segment-reparent re-render.
const defaultFrameMaterial = new MeshStandardNodeMaterial({
color: new THREE.Color(0.6, 0.6, 0.65),
roughness: 0.4,
metalness: 0.8,
})
/**
* Solar panel renderer. Reads the parent roof-segment so the panel's
* Y can fall back to the analytical surface height when the schema's
* `surfaceNormal` is absent (legacy nodes / simplified placement).
*
* The surface orientation is applied as a quaternion on an inner
* group computed once per render (not per frame). This matches the
* static-transform pattern used by the other roof accessories and
* gives up the legacy `useFrame` quaternion smoothing — segment yaw
* changes still propagate immediately through the outer `rotation-y`
* binding.
*/
const SolarPanelRenderer = ({ node: storeNode }: { node: SolarPanelNode }) => {
const ref = useRef<THREE.Group>(null!)
useRegistry(storeNode.id, 'solar-panel', ref)
const handlers = useNodeEvents(storeNode, 'solar-panel')
// Merge live overrides written by slider drags so the mesh updates in
// real time before the value is committed to the scene store.
const overrides = useLiveNodeOverrides((s) =>
s.get(storeNode.id) as Partial<SolarPanelNode> | undefined,
)
const node = overrides ? ({ ...storeNode, ...overrides } as SolarPanelNode) : storeNode
const segment = useScene((state) =>
node.roofSegmentId
? (state.nodes[node.roofSegmentId as AnyNodeId] as RoofSegmentNode | undefined)
: undefined,
)
const geometry = useMemo(() => buildSolarPanelGeometry(node), [
node.rows,
node.columns,
node.panelWidth,
node.panelHeight,
node.gapX,
node.gapY,
node.frameThickness,
node.frameDepth,
node.standoffHeight,
])
useEffect(() => () => geometry?.dispose(), [geometry])
const frameMaterial = useMemo(() => {
if (node.material) return createMaterial(node.material)
return createMaterialFromPresetRef(node.materialPreset) ?? defaultFrameMaterial
}, [node.material, node.materialPreset])
const panelMaterial = useMemo(() => {
if (node.panelMaterial) return createMaterial(node.panelMaterial)
return createMaterialFromPresetRef(node.panelMaterialPreset) ?? getDefaultPanelMaterial()
}, [node.panelMaterial, node.panelMaterialPreset])
const surfaceQuat = useMemo(() => {
if (!segment) return new THREE.Quaternion()
const normal = node.surfaceNormal
? new THREE.Vector3(...node.surfaceNormal).normalize()
: getAnalyticalNormal(node.position[0] ?? 0, node.position[2] ?? 0, segment)
return surfaceQuatFromNormal(normal, new THREE.Quaternion())
}, [segment, node.surfaceNormal, node.position[0], node.position[2]])
if (!segment || !geometry) return null
const surfaceY =
(node.position[1] ?? 0) !== 0
? node.position[1]
: getSurfaceY(node.position[0] ?? 0, node.position[2] ?? 0, segment)
const tiltRad =
node.mountingType === 'tilted' ? (node.tiltAngle * Math.PI) / 180 : 0
// Roof accessories are mounted under `<group name="roof-elements">`
// in the roof renderer — that group has NO transform, so the segment
// frame is NOT inherited from the React tree. Apply segment.position
// and segment.rotation here, then the panel's segment-local offset,
// then surface quat / yaw / tilt.
return (
<group position={segment.position} rotation-y={segment.rotation}>
<group
position={[node.position[0] ?? 0, surfaceY, node.position[2] ?? 0]}
ref={ref}
visible={node.visible}
>
<group quaternion={surfaceQuat}>
<group rotation-y={node.rotation ?? 0}>
<group rotation-x={tiltRad}>
<mesh
castShadow
geometry={geometry}
material={[frameMaterial, panelMaterial]}
name="solar-panel-surface"
receiveShadow
{...handlers}
/>
</group>
</group>
</group>
</group>
</group>
)
}
export default SolarPanelRenderer
+1
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@@ -0,0 +1 @@
export { SolarPanelNode } from '@pascal-app/core'
+150
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@@ -0,0 +1,150 @@
'use client'
import {
type AnyNodeId,
emitter,
type RoofEvent,
type RoofNode,
sceneRegistry,
SolarPanelNode,
useScene,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { resolveRoofSegmentHit } from '../roof/segment-hit'
import { solarPanelDefinition } from './definition'
import { getAnalyticalNormal, surfaceQuatFromNormal } from './geometry'
import SolarPanelPreview from './preview'
const worldPoint = new THREE.Vector3()
/**
* Solar panel placement tool. The preview shows the array at the
* cursor with the analytical roof-surface tilt applied (no raycast in
* the placement preview — uses `getAnalyticalNormal` derived from the
* segment's roof type + dimensions). On commit, snaps the position's
* Y to the segment's surface height and stores the analytical normal
* in the node so the renderer reproduces the same orientation.
*/
const SolarPanelTool = () => {
const activeBuildingId = useViewer((s) => s.selection.buildingId)
const setSelection = useViewer((s) => s.setSelection)
const [previewPos, setPreviewPos] = useState<[number, number, number] | null>(null)
const [previewYaw, setPreviewYaw] = useState(0)
const [previewSurfaceQuat, setPreviewSurfaceQuat] = useState<THREE.Quaternion | null>(null)
const lastSnapRef = useRef<[number, number] | null>(null)
// Compact 2×3 ghost (rows × columns) — small enough to read as a
// pointer, large enough to show the array's orientation/aspect.
// The committed panel still uses the full residential defaults (4×5).
const previewNode = useMemo(
() =>
SolarPanelNode.parse({
...solarPanelDefinition.defaults(),
name: 'Solar Panel',
position: [0, 0, 0],
rotation: 0,
rows: 2,
columns: 3,
}),
[],
)
useEffect(() => {
if (!activeBuildingId) return
const worldToBuildingLocal = (
wx: number,
wy: number,
wz: number,
): [number, number, number] => {
const buildingObj = sceneRegistry.nodes.get(activeBuildingId as AnyNodeId)
if (!buildingObj) return [wx, wy, wz]
worldPoint.set(wx, wy, wz)
buildingObj.worldToLocal(worldPoint)
return [worldPoint.x, worldPoint.y, worldPoint.z]
}
const updatePreview = (event: RoofEvent) => {
const wx = event.position[0]
const wy = event.position[1]
const wz = event.position[2]
const sx = Math.round(wx * 20) / 20
const sz = Math.round(wz * 20) / 20
const prev = lastSnapRef.current
if (!prev || prev[0] !== sx || prev[1] !== sz) {
triggerSFX('sfx:grid-snap')
lastSnapRef.current = [sx, sz]
}
const hit = resolveRoofSegmentHit(event.node as RoofNode, wx, wy, wz)
if (!hit) return
const normal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
setPreviewSurfaceQuat(surfaceQuatFromNormal(normal, new THREE.Quaternion()))
setPreviewYaw((event.node.rotation ?? 0) + (hit.segment.rotation ?? 0))
setPreviewPos(worldToBuildingLocal(wx, wy, wz))
event.stopPropagation()
}
const onClick = (event: RoofEvent) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
event.position[0],
event.position[1],
event.position[2],
)
if (!hit) return
const state = useScene.getState()
// Use the raycast hit Y (segment-local) and analytical normal so the
// committed panel sits exactly where the ghost was rendered. The
// analytical `getSurfaceY` is the bare-rafter height — it ignores
// deck/shingle layers and sinks the panel into the roof, producing
// a visible jump between ghost and committed mesh.
const normal = getAnalyticalNormal(hit.localX, hit.localZ, hit.segment)
const panel = SolarPanelNode.parse({
...solarPanelDefinition.defaults(),
name: 'Solar Panel',
roofSegmentId: hit.segment.id,
position: [hit.localX, hit.localY, hit.localZ],
rotation: 0,
surfaceNormal: [normal.x, normal.y, normal.z],
})
state.createNode(panel, hit.segment.id as AnyNodeId)
state.dirtyNodes.add(hit.segment.id as AnyNodeId)
setSelection({ selectedIds: [panel.id] })
triggerSFX('sfx:item-place')
event.stopPropagation()
}
emitter.on('roof:move', updatePreview)
emitter.on('roof:enter', updatePreview)
emitter.on('roof:click', onClick)
return () => {
emitter.off('roof:move', updatePreview)
emitter.off('roof:enter', updatePreview)
emitter.off('roof:click', onClick)
}
}, [activeBuildingId, setSelection])
if (!activeBuildingId || !previewPos || !previewSurfaceQuat) return null
return (
<group position={previewPos}>
<group rotation-y={previewYaw}>
<group quaternion={previewSurfaceQuat}>
<SolarPanelPreview node={previewNode} />
</group>
</group>
</group>
)
}
export default SolarPanelTool
+6
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@@ -1,6 +1,7 @@
import type { NodeDefinition } from '@pascal-app/core'
import { buildWallFloorplan } from './floorplan'
import { wallCurveAffordance, wallMoveEndpointAffordance } from './floorplan-affordances'
import { wallPaint } from './paint'
import { wallParametrics } from './parametrics'
import { WallNode } from './schema'
@@ -47,6 +48,11 @@ export const wallDefinition: NodeDefinition<typeof WallNode> = {
},
duplicable: true,
deletable: true,
// Paint dispatch for the interior / exterior side split. The
// editor's selection-manager routes paint hover / click /
// preview through this entry rather than carrying a kind-name
// arm.
paint: wallPaint,
},
relations: {
+136
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@@ -0,0 +1,136 @@
import {
type AnyNodeId,
getEffectiveWallSurfaceMaterial,
type MaterialSchema,
type PaintCapability,
sceneRegistry,
type WallNode,
type WallSurfaceSide,
} from '@pascal-app/core'
import { getVisibleWallMaterials } from '@pascal-app/viewer'
import type { Material, Mesh } from 'three'
/**
* Resolve which side of a wall the user clicked. Walls expose two
* paintable surfaces — interior + exterior — split by:
* 1. Material-slot index from the renderer's groups (1 = interior,
* 2 = exterior). Cheap reference-equality path.
* 2. Falls back to the hit-surface normal + local-Z when the
* groups aren't conclusive. Front/back of the wall maps to the
* node's `frontSide` / `backSide` semantic; absent that, front
* → interior, back → exterior.
*
* Returns null when the click is too oblique (or lands on the wall's
* end-cap, etc.) to confidently assign a side.
*/
export function resolveWallRole(args: {
node: WallNode
materialIndex: number | null
normal: readonly [number, number, number] | undefined
localPosition: readonly [number, number, number] | undefined
}): WallSurfaceSide | null {
const { node, materialIndex, normal, localPosition } = args
if (materialIndex === 1) return 'interior'
if (materialIndex === 2) return 'exterior'
const normalZ = normal?.[2]
const localZ = localPosition?.[2]
const thickness = node.thickness ?? 0.1
if (
normalZ === undefined ||
localZ === undefined ||
Math.abs(normalZ) < 0.65 ||
Math.abs(localZ) < Math.max(thickness * 0.2, 0.01)
) {
return null
}
const hitFace = localZ >= 0 ? 'front' : 'back'
const semantic = hitFace === 'front' ? node.frontSide : node.backSide
if (semantic === 'interior' || semantic === 'exterior') {
return semantic
}
return hitFace === 'front' ? 'interior' : 'exterior'
}
export function buildWallSurfaceMaterialPatch(
node: WallNode,
targetSide: WallSurfaceSide,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Partial<WallNode> {
const nextSurfaceMaterial = { material, materialPreset }
const nextInterior =
targetSide === 'interior'
? nextSurfaceMaterial
: getEffectiveWallSurfaceMaterial(node, 'interior')
const nextExterior =
targetSide === 'exterior'
? nextSurfaceMaterial
: getEffectiveWallSurfaceMaterial(node, 'exterior')
return {
interiorMaterial: nextInterior.material,
interiorMaterialPreset: nextInterior.materialPreset,
exteriorMaterial: nextExterior.material,
exteriorMaterialPreset: nextExterior.materialPreset,
material: undefined,
materialPreset: undefined,
}
}
/**
* Apply a preview to the wall's registered mesh by synthesising the
* post-paint node, asking the viewer's `getVisibleWallMaterials` for
* the corresponding material array, and swapping the mesh's
* material assignment until the editor calls the returned cleanup.
*/
function applyWallPreview(
node: WallNode,
role: WallSurfaceSide,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): (() => void) | null {
const mesh = sceneRegistry.nodes.get(node.id as AnyNodeId)
if (!(mesh && (mesh as Mesh).isMesh)) return null
const wallMesh = mesh as Mesh
const previewNode: WallNode = {
...node,
...buildWallSurfaceMaterialPatch(node, role, material, materialPreset),
}
const nextMaterial = getVisibleWallMaterials(previewNode)
if (!nextMaterial) return null
const previousMaterial = wallMesh.material as Material | Material[]
wallMesh.material = nextMaterial
return () => {
wallMesh.material = previousMaterial
}
}
/**
* Capability binding for the wall kind. The editor's
* selection-manager invokes these in place of the legacy
* `if (node.type === 'wall') { ... }` arms.
*/
export const wallPaint: PaintCapability = {
resolveRole: ({ node, materialIndex, normal, localPosition }) =>
resolveWallRole({ node: node as WallNode, materialIndex, normal, localPosition }),
buildPatch: ({ node, role, material, materialPreset }) =>
buildWallSurfaceMaterialPatch(
node as WallNode,
role as WallSurfaceSide,
material,
materialPreset,
),
applyPreview: ({ node, role, material, materialPreset }) =>
applyWallPreview(node as WallNode, role as WallSurfaceSide, material, materialPreset),
getEffectiveMaterial: ({ node, role }) => {
const spec = getEffectiveWallSurfaceMaterial(node as WallNode, role as WallSurfaceSide)
return { material: spec.material, materialPreset: spec.materialPreset }
},
}