feat: backport monorepo PRs #297, #302, #306 — floorplan thumbnails + mobile editor UI

Port floorplan item thumbnails, full mobile editor UI, and
mobile polish from the private monorepo into the public editor.

Monorepo PR #297 (feat/item-admin-advanced):
- Add optional floorPlanUrl to item asset schema (core)
- Render 2D floor-plan images inside item footprints on floorplan
- Improve slider drag with modifier key re-anchoring

Monorepo PR #302 (feat/mobile-ui):
- Mobile editor layout with draggable bottom sheet
- Mobile tab bar, selection bar, and panel sheet
- Mobile-aware panel manager and panel wrapper
- useIsMobile rewrite (useSyncExternalStore, SSR-safe)
- Camera actions hideOrbit prop
- GridSnapControl and SecondaryToggles exports
- Action menu hides on mobile contextual tabs
- SidebarTab extended with mobileDefaultSnap/mobileIcon

Monorepo PR #306 (feat/mobile-ui-polish):
- Touch gesture mapping for camera controls (one/two/three finger)
- Snap ratio constants for bottom sheet
- Thumbnail generator WebGL2 fallback (bottom-up row flip)
- ErrorBoundary scope logging, viewer scene wrap
- GPUDeviceWatcher enhanced logging and uncaptured error handler
- WebGPURenderer init error handling and diagnostics
- Post-processing log improvements
- MergedOutlineNode WebGL2 FBO corruption fix

Excluded: apps/community/*, apps/editor/*, packages/community-*,
.cursor/*, .env.example (monorepo-only files)

Co-authored-by: Pascal <open@pascal.app>
This commit is contained in:
Aymeric Rabot
2026-04-28 06:36:08 -07:00
committed by GitHub
co-authored by Pascal
parent 010c874963
commit aa43bb6a43
27 changed files with 1710 additions and 386 deletions
@@ -1,15 +1,25 @@
import type { ErrorInfo, ReactNode } from 'react'
import { Component } from 'react'
export class ErrorBoundary extends Component<
{ children: ReactNode; fallback: ReactNode },
{ hasError: boolean }
> {
interface ErrorBoundaryProps {
children: ReactNode
fallback: ReactNode
/** Tag for log lines so we can tell which boundary swallowed an error. */
scope?: string
}
export class ErrorBoundary extends Component<ErrorBoundaryProps, { hasError: boolean }> {
state = { hasError: false }
static getDerivedStateFromError() {
return { hasError: true }
}
componentDidCatch(_e: Error, _i: ErrorInfo) {}
componentDidCatch(error: Error, info: ErrorInfo) {
console.error(
`[viewer] ErrorBoundary caught${this.props.scope ? ` (${this.props.scope})` : ''}:`,
error,
info.componentStack,
)
}
render() {
return this.state.hasError ? this.props.fallback : this.props.children
}
+89 -43
View File
@@ -23,6 +23,7 @@ import { LevelSystem } from '../../systems/level/level-system'
import { ScanSystem } from '../../systems/scan/scan-system'
import { WallCutout } from '../../systems/wall/wall-cutout'
import { ZoneSystem } from '../../systems/zone/zone-system'
import { ErrorBoundary } from '../error-boundary'
import { SceneRenderer } from '../renderers/scene-renderer'
import FrameLimiter from './frame-limiter'
import { Lights } from './lights'
@@ -78,6 +79,10 @@ type WebGPUDeviceLossInfo = {
type WebGPUDeviceLike = {
lost: Promise<WebGPUDeviceLossInfo>
label?: string
features?: Set<string>
addEventListener?: (type: string, listener: EventListener) => void
removeEventListener?: (type: string, listener: EventListener) => void
}
function GPUDeviceWatcher() {
@@ -87,7 +92,18 @@ function GPUDeviceWatcher() {
const backend = (gl as any).backend
const device = backend?.device as WebGPUDeviceLike | undefined
if (!device) return
if (!device) {
console.warn('[viewer] No WebGPU device on backend — running on a fallback renderer.', {
backend: backend?.constructor?.name ?? 'unknown',
rendererType: (gl as any).constructor?.name ?? 'unknown',
})
return
}
console.log('[viewer] WebGPU device ready', {
label: device.label,
features: device.features ? Array.from(device.features) : [],
})
device.lost.then((info: WebGPUDeviceLossInfo) => {
console.error(
@@ -95,6 +111,17 @@ function GPUDeviceWatcher() {
'The page must be reloaded to recover the GPU context.',
)
})
// Uncaptured errors are normally silent (only console-warned by Chrome at
// best). Pipe them to console.error so silent mobile crashes show up.
const onUncapturedError = (event: any) => {
console.error('[viewer] WebGPU uncaptured error:', event?.error?.message, event?.error)
}
device.addEventListener?.('uncapturederror', onUncapturedError)
return () => {
device.removeEventListener?.('uncapturederror', onUncapturedError)
}
}, [gl])
return null
@@ -121,17 +148,34 @@ const Viewer: React.FC<ViewerProps> = ({
dpr={[1, 1.5]}
frameloop="never"
gl={async (props) => {
const renderer = new THREE.WebGPURenderer(props as any)
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.toneMappingExposure = 0.9
// Awaiting init() is required when the browser falls back to the
// WebGL2 backend (Safari without the WebGPU flag, older Chrome on
// machines without a WebGPU device). In native WebGPU mode the
// init resolves almost instantly. Without this await, the first
// render throws "Renderer: .render() called before the backend is
// initialized" from the post-processing fallback path.
await renderer.init()
return renderer
try {
// Surface the env we're about to ask WebGPU for — catches "no
// navigator.gpu" / "adapter request failed" silently failing in
// mobile WebViews where WebGPU is gated behind flags.
const hasGpu = typeof navigator !== 'undefined' && 'gpu' in navigator
console.log('[viewer] Creating WebGPURenderer', {
hasNavigatorGPU: hasGpu,
ua: typeof navigator !== 'undefined' ? navigator.userAgent : 'n/a',
})
const renderer = new THREE.WebGPURenderer(props as any)
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.toneMappingExposure = 0.9
// Awaiting init() is required when the browser falls back to the
// WebGL2 backend (Safari without the WebGPU flag, older Chrome on
// machines without a WebGPU device). In native WebGPU mode the
// init resolves almost instantly. Without this await, the first
// render throws "Renderer: .render() called before the backend is
// initialized" from the post-processing fallback path.
await renderer.init()
console.log('[viewer] WebGPURenderer ready', {
backend: (renderer as any).backend?.constructor?.name,
isWebGPU: (renderer as any).isWebGPURenderer === true,
})
return renderer
} catch (err) {
console.error('[viewer] WebGPURenderer init failed', err)
throw err
}
}}
resize={{
debounce: 100,
@@ -144,39 +188,41 @@ const Viewer: React.FC<ViewerProps> = ({
<FrameLimiter fps={50} />
{/* <AnimatedBackground isDark={theme === 'dark'} /> */}
<ViewerCamera />
{/* <directionalLight position={[10, 10, 5]} intensity={0.5} castShadow
/> */}
<Lights />
<Bvh>
<SceneRenderer />
</Bvh>
{/* Default Systems */}
<LevelSystem />
<GuideSystem />
<ScanSystem />
<WallCutout />
{/* Core systems */}
<CeilingSystem />
<DoorSystem />
<FenceSystem />
<ItemSystem />
<RoofSystem />
<SlabSystem />
<StairSystem />
<WallSystem />
<WindowSystem />
<ZoneSystem />
<PostProcessing hoverStyles={hoverStyles} />
{/* <DebugRenderer /> */}
<GPUDeviceWatcher />
<ItemLightSystem />
<ItemMeshMetadataSystem />
{selectionManager === 'default' && <SelectionManager />}
{perf && <PerfMonitor />}
{children}
<ErrorBoundary fallback={null} scope="viewer-scene">
{/* <directionalLight position={[10, 10, 5]} intensity={0.5} castShadow
/> */}
<Lights />
<Bvh>
<SceneRenderer />
</Bvh>
{/* Default Systems */}
<LevelSystem />
<GuideSystem />
<ScanSystem />
<WallCutout />
{/* Core systems */}
<CeilingSystem />
<DoorSystem />
<FenceSystem />
<ItemSystem />
<RoofSystem />
<SlabSystem />
<StairSystem />
<WallSystem />
<WindowSystem />
<ZoneSystem />
<PostProcessing hoverStyles={hoverStyles} />
{/* <DebugRenderer /> */}
<ItemLightSystem />
<ItemMeshMetadataSystem />
{selectionManager === 'default' && <SelectionManager />}
{perf && <PerfMonitor />}
{children}
</ErrorBoundary>
</Canvas>
)
}
@@ -174,9 +174,22 @@ const PostProcessingPasses = ({
void pipelineVersion
if (!(renderer && scene && camera)) {
console.warn('[viewer/post-processing] Skipping pipeline build — missing dependency.', {
hasRenderer: !!renderer,
hasScene: !!scene,
hasCamera: !!camera,
})
return
}
console.log('[viewer/post-processing] Building pipeline', {
version: pipelineVersion,
ssgi: SSGI_PARAMS.enabled,
hoverHighlightMode,
projectId,
rendererCtor: (renderer as any).constructor?.name,
})
hasPipelineErrorRef.current = false
// WebGPU availability check: SSGI, denoise, and RenderPipeline are all
@@ -318,10 +331,16 @@ const PostProcessingPasses = ({
renderPipeline.outputNode = finalOutput
renderPipelineRef.current = renderPipeline
retryCountRef.current = 0
console.log('[viewer/post-processing] Pipeline built OK', { version: pipelineVersion })
} catch (error) {
hasPipelineErrorRef.current = true
console.error(
'[viewer] Failed to set up post-processing pipeline. Rendering without post FX.',
'[viewer/post-processing] Failed to set up post-processing pipeline. Rendering without post FX.',
{
version: pipelineVersion,
ssgi: SSGI_PARAMS.enabled,
rendererCtor: (renderer as any).constructor?.name,
},
error,
)
if (renderPipelineRef.current) {
@@ -366,7 +385,7 @@ const PostProcessingPasses = ({
}
;(renderer as any).render(scene, camera)
} catch (fallbackError) {
console.error('[viewer] Fallback render failed.', fallbackError)
console.error('[viewer/post-processing] Fallback render failed.', fallbackError)
}
return
}
@@ -378,7 +397,11 @@ const PostProcessingPasses = ({
renderPipelineRef.current.render()
} catch (error) {
hasPipelineErrorRef.current = true
console.error('[viewer] Post-processing render pass failed.', error)
console.error('[viewer/post-processing] Render pass failed.', {
retryCount: retryCountRef.current,
rendererCtor: (renderer as any).constructor?.name,
error,
})
if (renderPipelineRef.current) {
renderPipelineRef.current.dispose()
}
@@ -388,7 +411,7 @@ const PostProcessingPasses = ({
// Auto-retry: schedule a pipeline rebuild if we haven't exceeded the retry limit
retryCountRef.current++
console.warn(
`[viewer] Scheduling post-processing rebuild (attempt ${retryCountRef.current}/${MAX_PIPELINE_RETRIES})`,
`[viewer/post-processing] Scheduling pipeline rebuild (attempt ${retryCountRef.current}/${MAX_PIPELINE_RETRIES})`,
)
if (rebuildTimeoutRef.current !== null) {
clearTimeout(rebuildTimeoutRef.current)
@@ -396,7 +419,7 @@ const PostProcessingPasses = ({
rebuildTimeoutRef.current = setTimeout(requestPipelineRebuild, RETRY_DELAY_MS)
} else {
console.error(
'[viewer] Post-processing retries exhausted. Rendering without post FX for this session.',
'[viewer/post-processing] Retries exhausted. Rendering without post FX for this session.',
)
}
}
+27 -5
View File
@@ -166,6 +166,14 @@ export class MergedOutlineNode extends TempNode {
private readonly _cacheA = new Set<Object3D>()
private readonly _cacheB = new Set<Object3D>()
// Tracks whether either group rendered last frame. We use this to decide
// when it's safe to skip renderer state manipulation entirely — touching
// the renderer (resetRendererAndSceneState + setRenderTarget + clearColor)
// corrupts the FBO state on the WebGL2 backend (iOS Chrome fallback) and
// the subsequent scene render comes out blank.
private _wroteGroupALastFrame = false
private _wroteGroupBLastFrame = false
private readonly _textureNodeA: any
private readonly _textureNodeB: any
@@ -294,6 +302,17 @@ export class MergedOutlineNode extends TempNode {
updateBefore(frame: any) {
const hasPrimary = this.primaryObjects.length > 0
const hasSecondary = this.secondaryObjects.length > 0
const hasAny = hasPrimary || hasSecondary
// Fast-path: nothing to render and nothing was rendered last frame either,
// so there are no stale composites to clear. Touch nothing — on the WebGL2
// backend (iOS Chrome fallback) even an empty reset/setRenderTarget cycle
// corrupts the framebuffer state and the next scene render goes blank.
const needsCleanupA = !hasPrimary && this._wroteGroupALastFrame
const needsCleanupB = !hasSecondary && this._wroteGroupBLastFrame
if (!(hasAny || needsCleanupA || needsCleanupB)) {
return
}
const { renderer } = frame
const { camera, scene } = this
@@ -303,24 +322,27 @@ export class MergedOutlineNode extends TempNode {
const size = renderer.getDrawingBufferSize(_size)
this.setSize(size.width, size.height)
// Clear composites for inactive groups so stale outlines don't persist on GPU.
// Must happen inside resetRendererAndSceneState to avoid MSAA state corruption.
if (!hasPrimary) {
// Clear composites for groups that just transitioned from "has content"
// to "empty" — without this, the previous outline lingers on the GPU.
if (needsCleanupA) {
renderer.setRenderTarget(this._groupA.composite)
renderer.clearColor()
this._wroteGroupALastFrame = false
}
if (!hasSecondary) {
if (needsCleanupB) {
renderer.setRenderTarget(this._groupB.composite)
renderer.clearColor()
this._wroteGroupBLastFrame = false
}
const hasAny = hasPrimary || hasSecondary
if (!hasAny) {
RendererUtils.restoreRendererAndSceneState(renderer, scene, _rendererState)
return
}
renderer.setClearColor(0xff_ff_ff, 1)
this._wroteGroupALastFrame = hasPrimary
this._wroteGroupBLastFrame = hasSecondary
if (hasPrimary) this._buildCache(this.primaryObjects, this._cacheA)
if (hasSecondary) this._buildCache(this.secondaryObjects, this._cacheB)