Fix pass: walkthrough, deck-coupled wall items, live-preview elevation, room snap modes, import validation (#537)
* fix(core): elect wall slab support from the carrying profile, not face coverage An elevated deck drawn against a house wall covers the wall's outer face line end-to-end (boundary contact counts), so the max-across-polylines election handed the wall origin to the deck: every wall-hosted window/door rode along whenever the deck height changed, and placement local-Y was clamped above the deck top. Elect from the carrying profile instead (per arc segment: highest support per face, min across supported faces), with the pointer cap applied inside the profile so a capped-away deck still falls back to the floor that carries the wall. Also pass curveOffset/ thickness/supportSlabId at the window/door tool query sites so their cursor agrees with the rendered wall frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): honor live node overrides in spatial-grid support queries Group drags publish translated slab polygons and wall endpoints to useLiveNodeOverrides only; the committed spatial index made floor items and walls re-elect support against the pre-drag slab footprint, so multi-selection moves and room-preset placement jumped vertically until the validating click committed the batch. Support queries now read live-effective slab/wall records and bypass the rendered-polygon cache while a slab or wall on the level has an override; the committed cached path stays the fast path otherwise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): give the room-preset stamp tool a polygon snap context The host app's room stamp drives placement with tool='room', which has no registry entry, so snapContextOf resolved null: Shift never cycled the snapping mode and the HUD chip stayed hidden during room preset placement. A tool-level context map hands the stamp the no-angle polygon set. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): only synthesize walkthrough fallback floors for ground levels Every slab-less visible level got a >=30x30m opening-free fallback floor box at its elevation, so a walkthrough spawned on an upper level (the no-spawn-node fallback ray picks the highest surface) stood on a phantom plane it could never descend from. Match the baked-GLB viewer policy: only the lowest level of each building (derived baseY === 0) gets the fallback; upper levels rely on their real slabs, whose stair openings are cut into the geometry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): fold useLiveTransforms slab deltas into support queries The slab move tool and the room-preset stamp publish a translation DELTA to useLiveTransforms (no polygon override), so the spatial index still elected support against the slab's committed footprint: furniture riding a room-preset preview (or sitting on a dragged deck) dropped to ground under the visually-moved deck until the validating click. Effective slab records now apply the live delta to polygon/holes/elevation, mapped exactly once at each query's loop entry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): reapply floor lift every frame for nodes with live previews FloorElevationSystem only wrote mesh Y for dirty nodes, but the React commit that rebinds a dragged node's base-Y group position can land between frames, after priority-2 systems consumed the dirty mark — the lift then vanished until the next pointer tick re-dirtied the node, blinking the Y of items dragged over elevated slabs. Nodes holding a live override or transform now get the lift reapplied every frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): stop the entry camera swap from insta-cancelling walkthrough Entering walkthrough with a persisted orthographic camera swaps it to perspective, which recreates the interaction callbacks and re-ran the pointer-lock effect: its cleanup called exitPointerLock, and the unlock handler read that as "user left walkthrough" — instantly cancelling the fresh entry and arming the browser's ~1.25s re-lock cooldown (hence needing multiple button presses). The effect is now mount-stable (the changing callback rides a ref, deps down to [gl]), and the entry lock request swallows async cooldown rejections like the P-resume path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): don't block build-JSON import over plugin-node children Exports from projects with plugins carry nodes like trees:tree whose ids sit in level.children; the import validator parsed parents against the static children id union, so one tree id hard-failed the level schema and blocked the whole import — while the same data loads fine from the DB (setScene never runs this gate). Parents are now validated against a copy with non-static-schema child ids filtered out; those nodes keep surfacing through the unknown-types warning and the imported payload is unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): treat registered plugin kinds as first-class in import validation Nodes of runtime-registered plugin kinds (trees:tree, trees:grass) were lumped into the unknown-types warning even when the plugin is loaded. The validator now consults the node registry: registered kinds validate against their own registered schema (corrupt plugin nodes still block), count under stats.pluginTypes, and raise no warning — only genuinely unregistered types do, which stays correct for hosts without the plugin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: appease biome (format + forEach block body) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
c3659acdf8
commit
f6d28f6794
@@ -6,6 +6,7 @@ import {
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type LiveTransform,
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nodeRegistry,
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sceneRegistry,
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useLiveNodeOverrides,
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useLiveTransforms,
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useScene,
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} from '@pascal-app/core'
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@@ -61,10 +62,18 @@ export const FloorElevationSystem = () => {
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const clearDirty = useScene((s) => s.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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// Nodes with a live preview (override / transform) are reapplied EVERY
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// frame, not only while dirty: the React commit that rebinds the group's
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// base-Y position can land between frames, after the dirty mark was
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// already consumed by the priority-2 systems — without this the lift
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// vanishes until the next pointer tick re-dirties (visible Y blink
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// during group drags over elevated slabs).
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const overrides = useLiveNodeOverrides.getState().overrides
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const transforms = useLiveTransforms.getState().transforms
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if (dirtyNodes.size === 0 && overrides.size === 0 && transforms.size === 0) return
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const nodes = useScene.getState().nodes
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dirtyNodes.forEach((id) => {
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const applyLift = (id: AnyNodeId) => {
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const node = nodes[id]
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if (!node) return
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@@ -99,9 +108,19 @@ export const FloorElevationSystem = () => {
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})
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mesh.position.y = visualPosition[1]
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if (!(def.geometry || def.system)) {
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clearDirty(id as AnyNodeId)
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if (!(def.geometry || def.system) && dirtyNodes.has(id)) {
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clearDirty(id)
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}
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}
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dirtyNodes.forEach((id) => {
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applyLift(id)
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})
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overrides.forEach((_values, id) => {
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if (!dirtyNodes.has(id as AnyNodeId)) applyLift(id as AnyNodeId)
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})
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transforms.forEach((_transform, id) => {
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if (!dirtyNodes.has(id as AnyNodeId) && !overrides.has(id)) applyLift(id as AnyNodeId)
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})
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}, 1)
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