Merge pull request #405 from pascalorg/fix/snapping-and-wall-build

fix(walls): bound wall miters, heal corrupt scenes, follow grid snap
This commit is contained in:
Wassim SAMAD
2026-06-15 11:33:05 -04:00
committed by GitHub
10 changed files with 288 additions and 20 deletions
+5 -1
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@@ -21,6 +21,7 @@ import { SiteNode } from '../schema/nodes/site'
import { StairNode as StairNodeSchema } from '../schema/nodes/stair' import { StairNode as StairNodeSchema } from '../schema/nodes/stair'
import { StairSegmentNode as StairSegmentNodeSchema } from '../schema/nodes/stair-segment' import { StairSegmentNode as StairSegmentNodeSchema } from '../schema/nodes/stair-segment'
import type { AnyNode, AnyNodeId } from '../schema/types' import type { AnyNode, AnyNodeId } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
import * as nodeActions from './actions/node-actions' import * as nodeActions from './actions/node-actions'
import { resetSceneHistoryPauseDepth } from './history-control' import { resetSceneHistoryPauseDepth } from './history-control'
@@ -414,7 +415,10 @@ function migrateRoofSurfaceMaterials(node: Record<string, any>) {
} }
function migrateNodes(nodes: Record<string, any>): Record<string, AnyNode> { function migrateNodes(nodes: Record<string, any>): Record<string, AnyNode> {
const patchedNodes = { ...nodes } // Repair pre-existing corruption (null children, zero-length walls) before
// any per-type migration runs, so already-saved scenes load cleanly.
const { nodes: healed } = healSceneNodes(nodes)
const patchedNodes = { ...healed } as Record<string, any>
for (const [id, node] of Object.entries(patchedNodes)) { for (const [id, node] of Object.entries(patchedNodes)) {
// 1. Item scale migration // 1. Item scale migration
if (node.type === 'item' && !('scale' in node)) { if (node.type === 'item' && !('scale' in node)) {
@@ -0,0 +1,66 @@
import { describe, expect, test } from 'bun:test'
import type { WallNode } from '../../schema'
import { calculateLevelMiters, getWallMiterBoundaryPoints } from './wall-mitering'
function wall(id: string, start: [number, number], end: [number, number]): WallNode {
return {
id,
type: 'wall',
object: 'node',
visible: true,
parentId: 'level_test',
children: [],
start,
end,
thickness: 0.1,
height: 2.5,
frontSide: 'interior',
backSide: 'exterior',
metadata: {},
} as WallNode
}
function maxBoundaryCoord(walls: WallNode[]): number {
const miter = calculateLevelMiters(walls)
let max = 0
for (const w of walls) {
const bp = getWallMiterBoundaryPoints(w, miter)
expect(bp).not.toBeNull()
if (!bp) continue
for (const p of [bp.startLeft, bp.startRight, bp.endLeft, bp.endRight]) {
expect(Number.isFinite(p.x)).toBe(true)
expect(Number.isFinite(p.y)).toBe(true)
max = Math.max(max, Math.abs(p.x), Math.abs(p.y))
}
}
return max
}
describe('wall mitering miter limit', () => {
// Two 3 m walls sharing the origin, meeting at decreasing angles. Without a
// miter limit the joint point runs to infinity as the angle → 0 (∝ 1/sin θ),
// which is the "infinite wall" seen when a room-preset preview lands on top of
// an existing wall. The boundary must stay bounded near the wall length.
test.each([90, 30, 10, 5, 1, 0.1, 0.01])('stays bounded at a %s° junction', (deg) => {
const rad = (deg * Math.PI) / 180
const walls = [
wall('A', [0, 0], [3, 0]),
wall('B', [0, 0], [3 * Math.cos(rad), 3 * Math.sin(rad)]),
]
// 3 m walls + a few cm of joint: anything past ~4 m is a runaway spike.
expect(maxBoundaryCoord(walls)).toBeLessThan(4)
})
test('still miters a normal 90° corner', () => {
const walls = [wall('A', [0, 0], [3, 0]), wall('B', [0, 0], [0, 3])]
const miter = calculateLevelMiters(walls)
const bpA = getWallMiterBoundaryPoints(walls[0]!, miter)
expect(bpA).not.toBeNull()
if (!bpA) throw new Error('expected miter boundary points')
// The shared corner is pulled to the mitred intersection, offset from the
// raw butt position (halfThickness 0.05) by the diagonal of the joint.
const startSideX = Math.min(bpA.startLeft.x, bpA.startRight.x)
expect(startSideX).toBeLessThan(-0.001)
expect(startSideX).toBeGreaterThan(-0.5)
})
})
@@ -35,6 +35,17 @@ type JunctionData = Map<string, WallIntersections>
const TOLERANCE = 0.001 const TOLERANCE = 0.001
// Miter joints are line-line intersections, so the joint point sits a distance
// ≈ halfThickness / sin(θ) from the junction, where θ is the angle between the
// two walls. As θ → 0 (two walls nearly collinear — e.g. a room-preset preview
// dragged on top of an existing wall, or a freshly-drawn wall almost parallel
// to its neighbour) that distance runs away to infinity and the wall renders as
// an infinite spike. Cap the joint at this multiple of the wall half-thickness;
// beyond it we fall back to a square (butt) joint, exactly like the existing
// parallel-walls guard. 10× preserves every realistic corner (a 0.1 m wall keeps
// mitering down to ~11°) while bounding the pathological near-collinear case.
const MITER_LIMIT = 10
function pointToKey(p: Point2D, tolerance = TOLERANCE): string { function pointToKey(p: Point2D, tolerance = TOLERANCE): string {
const snap = 1 / tolerance const snap = 1 / tolerance
return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}` return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}`
@@ -198,6 +209,7 @@ interface ProcessedWall {
edgeA: LineEquation // Left edge edgeA: LineEquation // Left edge
edgeB: LineEquation // Right edge edgeB: LineEquation // Right edge
isPassthrough: boolean // True if wall passes through junction (T-junction) isPassthrough: boolean // True if wall passes through junction (T-junction)
halfThickness: number // Used to bound the miter joint against runaway spikes
} }
function calculateJunctionIntersections( function calculateJunctionIntersections(
@@ -228,7 +240,14 @@ function calculateJunctionIntersections(
const edgeB = createLineFromPointAndVector(pB, v) const edgeB = createLineFromPointAndVector(pB, v)
const angle = Math.atan2(v.y, v.x) const angle = Math.atan2(v.y, v.x)
processedWalls.push({ wallId: wall.id, angle, edgeA, edgeB, isPassthrough: true }) processedWalls.push({
wallId: wall.id,
angle,
edgeA,
edgeB,
isPassthrough: true,
halfThickness: halfT,
})
} }
} else { } else {
// Normal wall endpoint (start or end) // Normal wall endpoint (start or end)
@@ -245,7 +264,14 @@ function calculateJunctionIntersections(
const edgeB = createLineFromPointAndVector(pB, v) const edgeB = createLineFromPointAndVector(pB, v)
const angle = Math.atan2(v.y, v.x) const angle = Math.atan2(v.y, v.x)
processedWalls.push({ wallId: wall.id, angle, edgeA, edgeB, isPassthrough: false }) processedWalls.push({
wallId: wall.id,
angle,
edgeA,
edgeB,
isPassthrough: false,
halfThickness: halfT,
})
} }
} }
@@ -275,6 +301,21 @@ function calculateJunctionIntersections(
y: (wall2.edgeB.a * wall1.edgeA.c - wall1.edgeA.a * wall2.edgeB.c) / det, y: (wall2.edgeB.a * wall1.edgeA.c - wall1.edgeA.a * wall2.edgeB.c) / det,
} }
// Miter limit: `det` only catches walls that are *exactly* parallel. Two
// walls meeting at a shallow angle have a small-but-nonzero `det`, so `p`
// lands far from the junction (∝ 1/sin θ) and the wall renders as an
// infinite spike. Reject any joint farther than MITER_LIMIT half-thicknesses
// from the meeting point — those walls fall back to a square joint.
const maxMiter = MITER_LIMIT * Math.max(wall1.halfThickness, wall2.halfThickness)
const dx = p.x - meetingPoint.x
const dy = p.y - meetingPoint.y
if (
!(Number.isFinite(p.x) && Number.isFinite(p.y)) ||
dx * dx + dy * dy > maxMiter * maxMiter
) {
continue
}
// Only assign intersection to non-passthrough walls // Only assign intersection to non-passthrough walls
// Passthrough walls don't receive junction data (their geometry doesn't change) // Passthrough walls don't receive junction data (their geometry doesn't change)
if (!wall1.isPassthrough) { if (!wall1.isPassthrough) {
@@ -0,0 +1,50 @@
import { describe, expect, test } from 'bun:test'
import { healSceneNodes } from './heal-scene-graph'
describe('healSceneNodes', () => {
test('strips non-string (null) children entries', () => {
const { nodes, strippedChildRefs } = healSceneNodes({
wall_a: {
id: 'wall_a',
type: 'wall',
start: [0, 0],
end: [1, 0],
children: [null, 'item_x'],
},
item_x: { id: 'item_x', type: 'item' },
})
expect(strippedChildRefs).toBe(1)
expect((nodes.wall_a as { children: string[] }).children).toEqual(['item_x'])
})
test('drops childless zero-length walls and removes their parent reference', () => {
const { nodes, droppedWallIds } = healSceneNodes({
level_0: { id: 'level_0', type: 'level', children: ['wall_zero', 'wall_real'] },
wall_zero: { id: 'wall_zero', type: 'wall', start: [5, 5], end: [5, 5], children: [] },
wall_real: { id: 'wall_real', type: 'wall', start: [0, 0], end: [3, 0], children: [] },
})
expect(droppedWallIds).toEqual(['wall_zero'])
expect('wall_zero' in nodes).toBe(false)
expect((nodes.level_0 as { children: string[] }).children).toEqual(['wall_real'])
})
test('keeps a zero-length wall that still hosts a door/window', () => {
const { nodes, droppedWallIds } = healSceneNodes({
wall_z: { id: 'wall_z', type: 'wall', start: [1, 1], end: [1, 1], children: ['door_1'] },
door_1: { id: 'door_1', type: 'door' },
})
expect(droppedWallIds).toEqual([])
expect('wall_z' in nodes).toBe(true)
})
test('passes a clean scene through untouched', () => {
const input = {
wall_a: { id: 'wall_a', type: 'wall', start: [0, 0], end: [2, 0], children: ['door_1'] },
door_1: { id: 'door_1', type: 'door' },
}
const { nodes, droppedWallIds, strippedChildRefs } = healSceneNodes(input)
expect(droppedWallIds).toEqual([])
expect(strippedChildRefs).toBe(0)
expect(nodes.wall_a).toBe(input.wall_a)
})
})
@@ -0,0 +1,83 @@
// Repairs scene-graph corruption that pre-dates the source fixes, so existing
// saved scenes still load. Two known kinds of damage, both produced by the
// capture wall-merge before it was fixed:
//
// 1. A `children` array containing a non-string entry. The merge re-attached a
// wall-hosted item without minting an id, so `undefined` was pushed into the
// wall's children — which serializes to `[null]`. The wall schema rejects
// `null` children, so the whole scene fails to load.
// 2. A zero-length wall (start === end). It renders nothing, but lingers as a
// junk node and is a foot-gun for snapping/mitering.
//
// Both are also prevented at the source now (see merge-walls.ts and the wall
// miter limit); this is the load-time safety net for already-saved scenes.
const ZERO_LENGTH_EPS = 1e-6
export interface HealSceneResult {
nodes: Record<string, unknown>
/** Ids of zero-length walls that were dropped. */
droppedWallIds: string[]
/** Count of non-string (e.g. null) entries removed from `children` arrays. */
strippedChildRefs: number
}
function isWallLike(node: unknown): node is { start: [number, number]; end: [number, number] } {
if (!node || typeof node !== 'object') return false
const n = node as Record<string, unknown>
return (
n.type === 'wall' &&
Array.isArray(n.start) &&
Array.isArray(n.end) &&
typeof n.start[0] === 'number' &&
typeof n.start[1] === 'number' &&
typeof n.end[0] === 'number' &&
typeof n.end[1] === 'number'
)
}
/**
* Returns a healed copy of a `nodes` map. Pure — does not mutate `input`.
* Nodes that need no repair are passed through by reference.
*/
export function healSceneNodes(input: Record<string, unknown>): HealSceneResult {
const droppedWallIds: string[] = []
// Pass 1: drop childless zero-length walls. (Only childless ones — a wall
// carrying a door/window must keep its hosts, degenerate or not.)
const kept: Record<string, unknown> = {}
for (const [id, node] of Object.entries(input)) {
if (isWallLike(node)) {
const children = (node as { children?: unknown }).children
const childless = !Array.isArray(children) || children.length === 0
const dx = node.end[0] - node.start[0]
const dz = node.end[1] - node.start[1]
if (childless && Math.hypot(dx, dz) <= ZERO_LENGTH_EPS) {
droppedWallIds.push(id)
continue
}
}
kept[id] = node
}
const dropped = new Set(droppedWallIds)
let strippedChildRefs = 0
// Pass 2: clean `children` arrays — drop non-string entries (the `[null]` bug)
// and references to walls we just removed.
const nodes: Record<string, unknown> = {}
for (const [id, node] of Object.entries(kept)) {
const children = (node as { children?: unknown })?.children
if (Array.isArray(children)) {
const cleaned = children.filter((c): c is string => typeof c === 'string' && !dropped.has(c))
if (cleaned.length !== children.length) {
strippedChildRefs += children.length - cleaned.length
nodes[id] = { ...(node as Record<string, unknown>), children: cleaned }
continue
}
}
nodes[id] = node
}
return { nodes, droppedWallIds, strippedChildRefs }
}
@@ -1,4 +1,5 @@
import { AnyNode, type AnyNodeType } from '../schema/types' import { AnyNode, type AnyNodeType } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
export type ValidationSeverity = 'error' | 'warning' export type ValidationSeverity = 'error' | 'warning'
@@ -127,9 +128,22 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
} }
} }
const nodes = nodesRaw as Record<string, unknown> // Heal known pre-existing corruption (null children, zero-length walls) up
// front, so a scene saved before the source fixes still imports instead of
// hard-failing schema validation. `parsed` below carries the repaired nodes.
const { nodes, droppedWallIds, strippedChildRefs } = healSceneNodes(
nodesRaw as Record<string, unknown>,
)
const rootNodeIds = rootNodeIdsRaw as string[] const rootNodeIds = rootNodeIdsRaw as string[]
if (strippedChildRefs > 0 || droppedWallIds.length > 0) {
warnings.push({
severity: 'warning',
code: 'auto_repaired',
message: `Repaired on import: removed ${strippedChildRefs} invalid child reference${strippedChildRefs === 1 ? '' : 's'} and ${droppedWallIds.length} zero-length wall${droppedWallIds.length === 1 ? '' : 's'}.`,
})
}
if (rootNodeIds.length === 0) { if (rootNodeIds.length === 0) {
errors.push({ errors.push({
severity: 'error', severity: 'error',
+3 -2
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@@ -9,6 +9,7 @@ import {
polygonAnchors, polygonAnchors,
resolveAlignment, resolveAlignment,
sceneRegistry, sceneRegistry,
snapScalar,
useLiveTransforms, useLiveTransforms,
useScene, useScene,
} from '@pascal-app/core' } from '@pascal-app/core'
@@ -36,10 +37,10 @@ import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from
* mesh's X/Z position on rebuild (`mesh.position.x = 0`, * mesh's X/Z position on rebuild (`mesh.position.x = 0`,
* `mesh.position.z = 0`) so the visual transitions smoothly. * `mesh.position.z = 0`) so the visual transitions smoothly.
* *
* 0.5m grid snap (matches legacy). * Snaps to the editor's configured grid step (Shift bypasses).
*/ */
function snap(value: number) { function snap(value: number) {
return Math.round(value * 2) / 2 return snapScalar(value, useEditor.getState().gridSnapStep)
} }
/** Figma-style alignment-snap threshold (meters), matching the other tools. */ /** Figma-style alignment-snap threshold (meters), matching the other tools. */
+4 -3
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@@ -6,6 +6,7 @@ import {
type GridEvent, type GridEvent,
type LevelNode, type LevelNode,
snapPointAlongAngleRay, snapPointAlongAngleRay,
snapPointToGrid,
useScene, useScene,
} from '@pascal-app/core' } from '@pascal-app/core'
import { import {
@@ -93,9 +94,9 @@ export const CeilingTool: React.FC = () => {
if (!(cursorRef.current && gridCursorRef.current)) return if (!(cursorRef.current && gridCursorRef.current)) return
const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]] const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true
const gridX = Math.round(rawPoint[0] * 2) / 2 const gridPosition: [number, number] = bypassSnap
const gridZ = Math.round(rawPoint[1] * 2) / 2 ? rawPoint
const gridPosition: [number, number] = bypassSnap ? rawPoint : [gridX, gridZ] : [...snapPointToGrid(rawPoint, useEditor.getState().gridSnapStep)]
setCursorPosition(gridPosition) setCursorPosition(gridPosition)
setLevelY(event.localPosition[1]) setLevelY(event.localPosition[1])
const ceilingY = event.localPosition[1] + CEILING_HEIGHT const ceilingY = event.localPosition[1] + CEILING_HEIGHT
+4 -3
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@@ -6,6 +6,7 @@ import {
type GridEvent, type GridEvent,
type LevelNode, type LevelNode,
snapPointAlongAngleRay, snapPointAlongAngleRay,
snapPointToGrid,
useScene, useScene,
} from '@pascal-app/core' } from '@pascal-app/core'
import { import {
@@ -76,9 +77,9 @@ export const SlabTool: React.FC = () => {
if (!cursorRef.current) return if (!cursorRef.current) return
const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]] const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true
const gridX = Math.round(rawPoint[0] * 2) / 2 const gridPosition: [number, number] = bypassSnap
const gridZ = Math.round(rawPoint[1] * 2) / 2 ? rawPoint
const gridPosition: [number, number] = bypassSnap ? rawPoint : [gridX, gridZ] : [...snapPointToGrid(rawPoint, useEditor.getState().gridSnapStep)]
setCursorPosition(gridPosition) setCursorPosition(gridPosition)
setLevelY(event.localPosition[1]) setLevelY(event.localPosition[1])
const lastPoint = points[points.length - 1] const lastPoint = points[points.length - 1]
+15 -8
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@@ -1,6 +1,13 @@
'use client' 'use client'
import { emitter, type GridEvent, SpawnNode, sceneRegistry, useScene } from '@pascal-app/core' import {
emitter,
type GridEvent,
SpawnNode,
sceneRegistry,
snapScalar,
useScene,
} from '@pascal-app/core'
import { import {
CursorSphere, CursorSphere,
getFloorStackPreviewPosition, getFloorStackPreviewPosition,
@@ -11,7 +18,7 @@ import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react' import { useEffect, useRef } from 'react'
import { type Group, Vector3 } from 'three' import { type Group, Vector3 } from 'three'
const roundToHalf = (value: number) => Math.round(value * 2) / 2 const snapToGrid = (value: number) => snapScalar(value, useEditor.getState().gridSnapStep)
const worldVector = new Vector3() const worldVector = new Vector3()
function getExistingSpawnIds() { function getExistingSpawnIds() {
@@ -31,14 +38,14 @@ function getLevelLocalPosition(
if (!levelObject) { if (!levelObject) {
return bypassSnap return bypassSnap
? [event.localPosition[0], 0, event.localPosition[2]] ? [event.localPosition[0], 0, event.localPosition[2]]
: [roundToHalf(event.localPosition[0]), 0, roundToHalf(event.localPosition[2])] : [snapToGrid(event.localPosition[0]), 0, snapToGrid(event.localPosition[2])]
} }
worldVector.set(event.position[0], event.position[1], event.position[2]) worldVector.set(event.position[0], event.position[1], event.position[2])
levelObject.updateWorldMatrix(true, false) levelObject.updateWorldMatrix(true, false)
levelObject.worldToLocal(worldVector) levelObject.worldToLocal(worldVector)
return bypassSnap return bypassSnap
? [worldVector.x, 0, worldVector.z] ? [worldVector.x, 0, worldVector.z]
: [roundToHalf(worldVector.x), 0, roundToHalf(worldVector.z)] : [snapToGrid(worldVector.x), 0, snapToGrid(worldVector.z)]
} }
/** /**
@@ -58,11 +65,11 @@ const SpawnTool = () => {
const onGridMove = (event: GridEvent) => { const onGridMove = (event: GridEvent) => {
// Cursor lives in the ToolManager's building-local group. Use // Cursor lives in the ToolManager's building-local group. Use
// event.localPosition directly (already building-local) with the // event.localPosition directly (already building-local), snapped to the
// same half-meter snap the legacy tool uses. // editor's configured grid step (Shift bypasses).
const bypassSnap = event.nativeEvent?.shiftKey === true const bypassSnap = event.nativeEvent?.shiftKey === true
const nextX = bypassSnap ? event.localPosition[0] : roundToHalf(event.localPosition[0]) const nextX = bypassSnap ? event.localPosition[0] : snapToGrid(event.localPosition[0])
const nextZ = bypassSnap ? event.localPosition[2] : roundToHalf(event.localPosition[2]) const nextZ = bypassSnap ? event.localPosition[2] : snapToGrid(event.localPosition[2])
const position: [number, number, number] = [nextX, 0, nextZ] const position: [number, number, number] = [nextX, 0, nextZ]
const previewNode = SpawnNode.parse({ const previewNode = SpawnNode.parse({
name: 'Spawn Point', name: 'Spawn Point',