feat: 2D editing — floorplan panel, measurements, command palette (v0.3.0)
* sync: port 2D editing features from monorepo (v0.3.0) ## New Features ### Floorplan Panel (7.5K LOC) - Full 2D editing interface with wall drawing, measurement, and unit display - Interactive floorplan view with pan/zoom, grid snapping - Wall thickness visualization, door/window placement - Zone and slab polygon editing - Guide image overlay support - Metric/imperial unit toggle ### Command Palette Overhaul - Complete rewrite with new command registry system - Keyboard shortcuts UI with ShortcutToken component - Editor-specific commands (floorplan, measurements, camera focus) - Improved search and action organization ### Wall Measurements - Real-time wall length labels in 3D view - Metric/imperial conversion - Wall measurement UI component ### Enhanced Tools - Wall drafting utilities (grid snapping, validation) - Node action menu for quick operations - Improved polygon editing for zones/slabs/sites - Roof segment panel for granular roof control ## Package Changes ### @pascal-app/core@0.3.0 - New wall-footprint.ts: 2D wall footprint calculation - Wall mitering exports for floorplan view - camera-controls:focus event - Space detection undo pause/resume - Mark sibling nodes dirty on deletion (miter recalc) ### @pascal-app/viewer@0.3.0 - ErrorBoundary component for robust item rendering - Broken item fallback UI - Wall renderer: mark dirty on mount - Ground occluder: only lowest level punches through - Unit state (metric/imperial) in viewer store ### @pascal-app/editor@0.1.0 - 48 file changes (16 new, 32 modified) - New stores: useCommandRegistry, usePaletteViewRegistry - Tree node drag-and-drop system - Level selection utilities - Enhanced scene graph operations ## Apps/Editor - GeistPixelSquare font for pixel-perfect UI - Blueprint icon asset - Updated layout and globals for font support ## Security - Zero AI imports or internal package refs - All monorepo-specific code excluded - Clean audit: no API keys or secrets ## Testing - Security audit passed ✅ - All AI/internal code excluded ✅ - Version bumps applied ✅ 79 files modified, 16 files added ~2600 insertions, ~1400 deletions * fix: lint cleanup — suppress intentional dep warnings, fix missing dep, remove stale ignores - Add biome-ignore for 3 intentional useEffect reset patterns (levelId, selectedGuide, selectedId) - Fix actual missing dependency: currentBuildingId in handleSiteEditShortcutSelect callback - Remove 3 stale biome-ignore comments in r3f.d.ts (rule not active) Build and lint pass clean. * fix: type errors — polygon area guards, selection cast, readonly keywords, door guard - ceiling-panel, slab-panel, ceiling-tree-node, slab-tree-node, zone-tree-node: guard polygon[i]/polygon[j] array access before arithmetic (TS2532) - scene.ts: introduce toViewerSelection() helper to cast persisted string IDs to branded template literal types expected by useViewer.setSelection (TS2345) - door-panel: guard early return when node is undefined in setSegmentHeightRatio (TS18048) - editor-commands: remove 'as const' from inline command object, keywords is mutable string[] (TS2322) All type checks pass. Build and lint clean. --------- Co-authored-by: Anton Pascal <anton-pascal@users.noreply.github.com>
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@@ -20,6 +20,7 @@ import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { resolveCdnUrl } from '../../../lib/asset-url'
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import { useItemLightPool } from '../../../store/use-item-light-pool'
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import { ErrorBoundary } from '../../error-boundary'
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import { NodeRenderer } from '../node-renderer'
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// Shared materials to avoid creating new instances for every mesh
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@@ -47,6 +48,17 @@ const getMaterialForOriginal = (original: Material): MeshStandardNodeMaterial =>
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return defaultMaterial
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}
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const BrokenItemFallback = ({ node }: { node: ItemNode }) => {
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const handlers = useNodeEvents(node, 'item')
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const [w, h, d] = node.asset.dimensions
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return (
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<mesh position-y={h / 2} {...handlers}>
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<boxGeometry args={[w, h, d]} />
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<meshStandardMaterial color="#ef4444" opacity={0.6} transparent wireframe />
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</mesh>
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)
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}
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export const ItemRenderer = ({ node }: { node: ItemNode }) => {
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const ref = useRef<Group>(null!)
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@@ -54,9 +66,11 @@ export const ItemRenderer = ({ node }: { node: ItemNode }) => {
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return (
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<group position={node.position} ref={ref} rotation={node.rotation} visible={node.visible}>
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<Suspense fallback={<PreviewModel node={node} />}>
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<ModelRenderer node={node} />
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</Suspense>
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<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
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<Suspense fallback={<PreviewModel node={node} />}>
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<ModelRenderer node={node} />
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</Suspense>
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</ErrorBoundary>
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{node.children?.map((childId) => (
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<NodeRenderer key={childId} nodeId={childId} />
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))}
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