arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* 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 * editor: per-door-type floor-plan symbols Render a distinct, static plan symbol for each door type in the registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`), independent of the door's live open/close animation: - single / hinged: fixed 90° swing with a dashed quarter-circle arc - double / french: two mirrored half-width leaves + dashed arcs - folding / bifold: static zigzag accordion (~80% span) on the wall face - sliding: bypass — two overlapping panels on parallel tracks + arrow - pocket: thin white leaf, ~60% closed, sliding into the solid wall - barn: surface-mounted panel parked over the wall, dashed closed-ghost + slide arrow The swing arc is dashed in screen-pixel units (the renderer uses non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection / slideDirection as appropriate. Also includes pre-existing working-tree changes unrelated to the door symbols: group move/rotate transform and box-select tweaks, and a regenerated ifc-converter next-env.d.ts. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Fix recessed ceiling fixtures and draw safety * feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D) Snap the wall draft / endpoint-move point onto existing wall geometry — corners, midpoints, wall–wall intersections, and along-wall edges — and show a beacon at the snap point whose glyph encodes what it caught (square = corner, triangle = midpoint, ✕ = intersection, circle = edge). - Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested). - Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon and a 2D SVG glyph beacon, both indigo to match the alignment guides. - Gated by a new persisted "Magnetic snap" toggle in the Display menu (useEditor); honored by draw + commit + endpoint-move in both views. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * editor: garage and open-doorway floor-plan symbols Extend the per-door-type plan symbols in the registry floor-plan builder (packages/nodes/src/door/floorplan.ts): - open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel (mirrors the 3D system, which renders only the cutout for openings) - garage sectional: closed leaf + side tracks into the garage + dashed parked ghost at the inner end - garage roll-up: closed leaf + coil barrel (capsule) with a coil hint - garage tilt-up: closed leaf + dashed parked panel + dashed curved up-and-over swing path - gate the swing arc to actual swing doors (hinged/double/french) so other types fall back to the plain footprint Garage mechanisms sit on the interior (door-local -z) side to match the 3D garage builders, independent of swingDirection. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * arch: enforce layer boundaries — registry dispatch, store relocation, shared helper Three architectural fixes to bring the branch into full compliance: 1. **ceiling-system kind check → CeilingCutCapability** Replace `child.type === 'item'` branch in `ceiling-system` with registry dispatch. Add `CeilingCutCapability` type to `packages/core` registry types, implement `buildCeilingHole` on `itemDefinition`, and rewrite `collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through `nodeRegistry` — viewer never again inspects a node's kind directly. 2. **useAlignmentGuides + useWallSnapIndicator → packages/editor** These stores are editor-only UI (snap beacons, alignment guides). Move them from `packages/core/src/store/` to `packages/editor/src/store/`, re-export from `packages/editor`, and update all 34 consumer files across `packages/editor` and `packages/nodes` to import from `@pascal-app/editor`. 3. **findLevelAncestorId extracted to core** `item-light-system` had a private `resolveNodeLevelId` that duplicated level-ancestor traversal logic. Extract it as `findLevelAncestorId` in `packages/core` (spatial-grid-sync), export it, and replace the local copy. All four packages typecheck cleanly (zero errors). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * chore: fix lint, untrack .claude/launch.json Run bun check --write to clear 8 Biome errors (formatting + import order + one unused import). Untrack .claude/launch.json and add it plus .claude/settings.local.json to .gitignore so local IDE/agent configs stop landing in commits. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
7796837081
commit
ce6f999310
@@ -2,6 +2,7 @@ import {
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type AnyNodeId,
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type CeilingNode,
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getEffectiveNode,
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nodeRegistry,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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@@ -9,6 +10,8 @@ import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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import { mergeSurfaceHolePolygons } from '../surface-hole-geometry'
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type SceneNodes = ReturnType<typeof useScene.getState>['nodes']
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function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
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const uv = geometry.getAttribute('uv')
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if (!uv) return
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@@ -38,7 +41,9 @@ export const CeilingSystem = () => {
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// Merge any live drag override so the polygon / height resize
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// arrow rebuilds the mesh at pointer rate — zustand only learns
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// the final value on commit. Mirrors WallSystem / GeometrySystem.
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updateCeilingGeometry(getEffectiveNode(node as CeilingNode), mesh)
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const effective = getEffectiveNode(node as CeilingNode)
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const itemHoles = collectCeilingHoles(effective, nodes)
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updateCeilingGeometry(effective, mesh, itemHoles)
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clearDirty(id as AnyNodeId)
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}
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// If mesh not found, keep it dirty for next frame
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@@ -48,11 +53,42 @@ export const CeilingSystem = () => {
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return null
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}
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/**
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* Collects ceiling-hole polygons from child nodes that declare the `ceilingCut`
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* capability. Each child's `buildCeilingHole` returns a rotated-rectangle
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* footprint in ceiling-local [x, z] space (or `null` to opt out), which is
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* merged as an extra hole before triangulation.
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*
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* The viewer never branches on `child.type` — the dispatch goes through
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* `nodeRegistry`, so any future kind (a heat lamp, a skylight panel, …) can
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* participate just by declaring `capabilities.ceilingCut` on its definition.
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*/
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function collectCeilingHoles(
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ceiling: CeilingNode,
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nodes: SceneNodes,
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): Array<Array<[number, number]>> {
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const holes: Array<Array<[number, number]>> = []
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for (const childId of ceiling.children ?? []) {
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const child = nodes[childId as AnyNodeId]
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if (!child) continue
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const def = nodeRegistry.get(child.type)
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const hole = def?.capabilities?.ceilingCut?.buildCeilingHole(child)
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if (hole) holes.push(hole)
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}
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return holes
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}
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/**
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* Updates the geometry for a single ceiling
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*/
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function updateCeilingGeometry(node: CeilingNode, mesh: THREE.Mesh) {
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const newGeo = generateCeilingGeometry(node)
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function updateCeilingGeometry(
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node: CeilingNode,
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mesh: THREE.Mesh,
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extraHoles: Array<Array<[number, number]>> = [],
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) {
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const newGeo = generateCeilingGeometry(node, extraHoles)
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mesh.geometry.dispose()
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mesh.geometry = newGeo
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@@ -74,13 +110,28 @@ function updateCeilingGeometry(node: CeilingNode, mesh: THREE.Mesh) {
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}
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/**
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* Generates flat ceiling geometry from polygon (no extrusion)
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* Generates flat ceiling geometry from polygon (no extrusion).
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*
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* `extraHoles` are transient, derived cutouts (e.g. recessed-fixture
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* footprints) that are cut alongside the node's persisted `holes` but never
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* stored on the node — they are recomputed on every rebuild.
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*/
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export function generateCeilingGeometry(ceilingNode: CeilingNode): THREE.BufferGeometry {
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export function generateCeilingGeometry(
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ceilingNode: CeilingNode,
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extraHoles: Array<Array<[number, number]>> = [],
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): THREE.BufferGeometry {
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const polygon = ceilingNode.polygon
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if (polygon.length < 3) {
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return new THREE.BufferGeometry()
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// A degenerate ceiling (fewer than 3 points, e.g. mid-edit) still gets a
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// non-empty position buffer — three zero-vertices forming one invisible
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// triangle. An empty attribute (count 0) would leave WebGPU vertex buffer
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// slot 0 unbound when this mesh (and its cloned grid overlay) is drawn,
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// which the validator rejects ("slot 0 … was not set") and which poisons
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// the whole command encoder.
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const degenerate = new THREE.BufferGeometry()
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degenerate.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(9), 3))
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return degenerate
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}
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// Create shape from polygon
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@@ -97,8 +148,10 @@ export function generateCeilingGeometry(ceilingNode: CeilingNode): THREE.BufferG
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}
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shape.closePath()
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// Add holes to the shape
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const holes = mergeSurfaceHolePolygons(ceilingNode.holes || [])
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// Add holes to the shape: persisted structural openings (stair/elevator/
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// manual, merged to dissolve overlaps) plus transient recessed-fixture
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// cutouts. Both are in the same ceiling-local [x, z] space.
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const holes = [...mergeSurfaceHolePolygons(ceilingNode.holes || []), ...extraHoles]
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for (const holePolygon of holes) {
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if (holePolygon.length < 3) continue
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