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
@@ -110,7 +110,10 @@ export const RoofSystem = () => {
// previous cut shape (stale CSG) once the user exits segment
// edit mode. Registry-driven so the viewer stays kind-agnostic.
const def = nodeRegistry.get(node.type)
if (def?.capabilities?.roofAccessory) {
// Kinds with `cascadesViaHostSegment` (door / window) reach the roof
// through their own geometry system's parentId cascade instead —
// their dirty marks belong to that system, not to this loop.
if (def?.capabilities?.roofAccessory && !def.capabilities.roofAccessory.cascadesViaHostSegment) {
const segId = (node as { roofSegmentId?: string }).roofSegmentId
const seg = segId ? (nodes[segId as AnyNodeId] as RoofSegmentNode | undefined) : undefined
if (seg?.parentId) {
@@ -131,10 +134,20 @@ export const RoofSystem = () => {
// Only compute expensive individual CSG when the segment is actually rendered
// (its parent group is visible = the roof is selected for editing)
const isVisible = mesh.parent?.visible !== false
if (isVisible && segmentsProcessed < MAX_SEGMENTS_PER_FRAME) {
// Accessory-reveal mode (RoofEditSystem): the wrapper is shown so
// portaled handles render, but the merged shell stays visible and
// the segment meshes are stripped to empty placeholders. Rebuilding
// per-segment CSG here would draw UNCUT geometry on top of the
// merged shell — hiding a freshly cut opening (door / window /
// skylight) until the next deselect. Full edit mode hides the
// merged mesh, so gate the rebuild on its visibility.
const revealOnly =
mesh.parent?.name === 'segments-wrapper' &&
mesh.parent?.parent?.getObjectByName('merged-roof')?.visible === true
if (isVisible && !revealOnly && segmentsProcessed < MAX_SEGMENTS_PER_FRAME) {
updateRoofSegmentGeometry(effectiveSegment, mesh)
segmentsProcessed++
} else if (isVisible) {
} else if (isVisible && !revealOnly) {
return // Over budget — keep dirty, process next frame
} else {
// Just sync transform, skip CSG — the merged roof handles visuals.
@@ -313,16 +326,19 @@ function updateMergedRoofGeometry(
const cut = new Brush(welded, dummyMats[0])
cut.updateMatrixWorld()
const cutScope = childDef?.capabilities?.roofAccessory?.cutScope ?? 'all'
try {
const nextShin = csgEvaluator.evaluate(workingShin, cut, SUBTRACTION) as Brush
workingShin.geometry.dispose()
prepareBrushForCSG(nextShin)
workingShin = nextShin
if (cutScope !== 'wall') {
const nextShin = csgEvaluator.evaluate(workingShin, cut, SUBTRACTION) as Brush
workingShin.geometry.dispose()
prepareBrushForCSG(nextShin)
workingShin = nextShin
const nextDeck = csgEvaluator.evaluate(workingDeck, cut, SUBTRACTION) as Brush
workingDeck.geometry.dispose()
prepareBrushForCSG(nextDeck)
workingDeck = nextDeck
const nextDeck = csgEvaluator.evaluate(workingDeck, cut, SUBTRACTION) as Brush
workingDeck.geometry.dispose()
prepareBrushForCSG(nextDeck)
workingDeck = nextDeck
}
const nextWall = csgEvaluator.evaluate(workingWall, cut, SUBTRACTION) as Brush
workingWall.geometry.dispose()