feat: doors and windows on roof-segment wall faces

Openings now host on the walls a roof segment generates — the base
walls under the roof and the coplanar gable/shed/gambrel end faces, so
a window can sit in a gable pediment.

- core: roof-segment-walls.ts models the four vertical faces as 2D
  frames (u along face, v height) with convex profile polygons that
  mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile
  clamping and anchored resize limits via half-plane algebra.
- schemas: optional roofSegmentId on door/window; position is the
  segment-local wall mid-plane center, rotation[1] the face yaw.
- cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall'
  subtracts from the wall brush only. cascadesViaHostSegment keeps the
  roof-merge loop from consuming door/window dirty marks (their own
  systems cascade via parentId).
- tools: roof:* handlers in door/window tool + move-tool (the Build-tab
  preset path), with roofSegmentId cleared/restored across every
  roof<->wall re-anchor and revert; shared hit resolver normalizes
  normals through world space (merged mesh vs painted segment frames).
- fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal
  mode — the uncut rebuild used to draw over the merged shell's fresh
  opening until deselect.
- fix: the walkthrough collider world now prunes by renderer-effective
  visibility; stale uncut segment CSG inside the hidden segments-wrapper
  blocked the player at openings the merged shell had cut through.

Known gap: painted segments render per-segment CSG without accessory
cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed;
details in private-editor plans/editor-roof-wall-openings.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-06-10 00:39:13 -04:00
co-authored by Claude Fable 5
parent 1487328ec7
commit bdfee058bd
22 changed files with 1771 additions and 48 deletions
+17
View File
@@ -1205,6 +1205,23 @@ export type PaintEffectiveMaterialArgs = {
*/
export type RoofAccessoryConfig = {
buildCut?: (node: AnyNode, hostSegment: AnyNode) => BufferGeometry | null
/**
* Which segment brushes `buildCut` subtracts from. Wall-face openings
* (door / window) cut only the wall brush — subtracting the same box
* from the shin / deck slabs is pointless work and creates tangential
* / coplanar CSG cases near the gable and shed slopes. Defaults to
* all three (skylight / dormer genuinely poke through the deck).
*/
cutScope?: 'all' | 'wall'
/**
* Set when the kind runs its own dirty-driven geometry system that
* already cascades to the host segment (door / window via the
* DoorSystem / WindowSystem `parentId` cascade). The roof-merge loop
* must then leave the kind's dirty marks alone — consuming them here
* would starve that system whenever it defers a rebuild (mesh not
* mounted yet, per-frame rebuild budget exhausted).
*/
cascadesViaHostSegment?: boolean
}
/**