376 Commits
Author SHA1 Message Date
ab76686b8b editor: improve floorplan modes and annotations (#549)
CI / quality (push) Has been cancelled
mcp-ci / ci (push) Has been cancelled
* 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

* fix(editor): anchor floorplan cursor to snapped point

* fix(nodes): preview floorplan edits through live overrides

* feat(editor): add context-aware floorplan modes

* fix(nodes): render crisp wall selection hatching

* fix(editor): cap floorplan handles at extreme zoom

* fix(editor): keep zone labels upright after rotation

* refactor(editor): make referenced annotations registry-driven

* refactor(nodes): colocate contextual dimension builders

* fix(editor): use mode-driven angle snapping

* fix(nodes): use mode-driven move snapping

* chore(editor): update react scan tooling

* refactor(floorplan): streamline construction documentation

* refactor(floorplan): remove wall assembly roadmap

* fix(floorplan): migrate retired scene data

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-07-27 18:57:59 -04:00
77442861d9 editor: complete floorplan construction documentation (#531)
* 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

* feat(floorplan): add construction dimension strings

* feat(floorplan): coordinate opening dimensions

* feat(floorplan): add opening documentation

* feat(floorplan): add construction dimensions and notes

* feat(floorplan): add interior dimensions and curved note leaders

* feat(floorplan): improve construction dimensions and document plan

* feat(floorplan): harden construction document output

* feat(floorplan): add annotation collision diagnostics

* feat(floorplan): size export annotations in paper space

* feat(floorplan): automatically separate overlapping labels

* fix(floorplan): resolve dense label overlaps

* fix(floorplan): remove stale collision warning overlays

* fix(floorplan): treat mark pills as collision obstacles

* feat(floorplan): place short dimension values outside

* fix(floorplan): preserve dimension string order

* fix(floorplan): avoid architectural geometry in label layout

* feat(floorplan): add dimension side fallback leaders

* docs(floorplan): update chapter 17 implementation status

* fix(floorplan): dimension subdivided interior walls

* feat: add associative floor plan dimensions

* feat: add continuous construction dimension strings

* feat: add structural floor plan grids

* feat: coordinate columns with structural grids

Snap column placement and movement to structural axes and intersections, derive associative grid references, and preserve floor-plan rotation by allowing secondary-button pointer moves through the grid drafting layer.

* feat: add architectural room documentation

Add room-role metadata, editable documentation fields, centered room labels, and persisted live/PDF visibility while preserving generic zone behavior.

* feat: generate architectural room schedules

Add registry-driven room schedule rows with unit-aware areas and heights, natural room ordering, enclosure resolution, and document-quality warnings.

* feat: add reliable room clear dimensions

Derive unit-aware clear dimensions from proven modeled inside wall faces for straight rectangular rooms, including rotated and split-wall enclosures, while suppressing unproven datums.

* feat: add architectural stair documentation

Add level-aware UP/DN graphics, derived flight and rail notes, plan break and overhead conventions, linked destination-level projection, and persisted live/PDF visibility.

* feat: add typed specialty construction notes

Add schema-validated specialty payloads, standardized plan notation, contract-scope metadata, configurable overhead outlines, and editor authoring controls.

* feat: add curved and circular dimensions

Add associative radius, diameter, center, chord, arc-length, angular, and coordinate modes with unit-aware notation, repeated-feature labels, 2D authoring, and document controls.

* feat: coordinate floor plan drawing types

Add persistent floor, foundation, reflected-ceiling, roof, and site plan views with per-dimension show, omit, reference, and foundation-controller behavior across live and PDF output.

* feat: add associative curved wall dimensions

Bind radius, center, chord, arc-length, and angular construction dimensions directly to curved wall geometry so annotations update when the host curve changes.

* fix: render automatic curved wall dimensions

The wall floor-plan builder explicitly skipped curved walls, leaving the associative authoring workflow as the only dimension path. Render a concentric arc-length dimension automatically and keep it governed by automatic-dimension visibility.

* fix: use radius callout for curved walls

Replace the automatic arc-length annotation with the source-standard radius method: computed center mark, radial leader, curve arrow, and R value. Keep adjacent linear strings responsible for locating the curve tangencies and depth.

* Implement construction dimension string editing

* Add construction dimension standards controls

* Apply drawing standards to automatic dimensions

* Add floorplan overhead and reference visibility controls

* Add view-specific dimension segment suppression

* Add persistent drawing sheet model

* Plot floorplan exports at fixed scale

* Apply paper-space annotation profiles

* Compose floorplan PDF sheets

* Support sheet paper sizes and preflight

* Persist pinned annotation layout overrides

* Expand annotation collision obstacles

* Add floorplan annotation preflight surface

* Add reusable drawing sheet general notes

* Add drawing sheet keyed note instances

* Add drawing sheet document markers

* Expand construction note leader terminators

* Add wall assembly layer model

* Resolve wall assembly datum references

* Add wall assembly floorplan graphics

* Add opening documentation dimension policies

* Add finish-face room clear dimensions

* Extend room clear dimensions to rectilinear rooms

* Add construction module advisories

* Add clearance advisory profiles

* Add dimension completeness audit

* Expand dimension completeness audit

* Include preflight issues in completeness audit

* feat: complete floorplan construction documentation

* refactor: remove construction note node

* feat: refine floorplan documentation and unit display

* fix(editor): improve floorplan PDF dimensions

* fix(floorplan): refresh annotation collision layout

* fix(floorplan): keep annotations clear and restore registry boundaries

* feat(floorplan): refine construction dimension references

* fix(floorplan): align documentation tools with architecture

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-07-22 14:02:17 -04:00
de13119f86 docs(wiki): vertical-model architecture page; drop stale SlabSystem rows (#528)
Documents the shipped vertical building model (#526): stored truth table,
resolution helpers, clamp rules, pointer-decided placement, the load
migration that lives in migrateNodes indefinitely, and the gotchas. The
systems tables stop listing the deleted SlabSystem and point at the
registry geometry path instead.

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:44:03 -04:00
59a67e68ca chore: add a verified Bun devcontainer (#520)
* add devcontainer setup and change default port to 3002

* fix(devcontainer): enforce frozen install

---------

Co-authored-by: victor <victor@elalemanyo.de>
2026-07-19 18:39:19 +02:00
ae87ca5475 feat: add production measurement tools (#505)
* feat: add persistent measurement tools

* feat: make measurements associative

* fix: finish measurements with Escape

* feat: improve measurement snapping guides

* feat: clarify measurement axis feedback

* feat: smart measure lens, zone reports, and direct measurement editing

- Smart measurement lens: registry-owned wall/slab/zone hover reports with a
  single top-center HUD, click-to-pin, latest-event back pressure, and no
  scene writes
- Conservative derived zone quantities (footprint, perimeter, proven
  enclosure, gross wall/floor surface, flat-room volume) with the
  selected-zone blueprint panel
- Direct editing of committed measurements via selected-only 2D/3D vertex
  affordances with midpoint insertion, cancellation, and one-write history
- Shared measurement surface-query session; 2D tracing joins the
  slab/ceiling magnetic pipeline with registered-corner snapping
- Angle arcs on the smaller angle, indigo active/black resting hierarchy,
  screen-sized normal-aligned contact rings

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix: make measurement snapping always magnetic

Measurement drafting and committed-edit paths gated wall, semantic, and
axis magnetism on isMagneticSnapActive(), which is only true in the
'lines' snapping mode — in the default 'grid' mode corners and wall
intersections barely attracted (3D association fell to the 0.012 m
verify tolerance, 2D wall radii to the 0.05 m connect stick).

Measurement is an analysis tool whose anchors exist to bind real
geometry, so its snapping no longer consults the construction
snapping-mode chip: 2D/3D drafting and committed vertex edits are always
magnetic, Alt is the temporary bypass in both views (releasing the axis
pull, wall magnetism, and the 2D projected-geometry pull, and shrinking
association to contact tolerance). A discrete 2D wall snap (endpoint /
midpoint / crossing) now outranks the locked axis pull, and committed 2D
edits route the fallback through the raw pointer so free drags no longer
quantize to the construction grid. Volume extrusion height keeps its
mode-driven grid quantize.

Codex adversarial review confirmed the diagnosis and plumbing; its 2D
Alt-depth and grid-quantize findings are applied. New
surface-plan-snap tests pin the magnetic override seam.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(measurement): stabilize area surface intent

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:01:01 +02:00
Wassim SAMADandGitHub 9ca3eaa7fe feat: add project plugin management (#501) 2026-07-16 10:26:59 -04:00
a590747748 Adjustments pass: three 0.185, undo/cancel semantics, guide & panel fixes (#496)
* fix(editor): only start handle drags on primary button

Right-click over a rotation/move/resize handle started the gesture and
stopPropagation()'d, fighting the camera orbit. Guard every gesture
starter (shared useHandleDrag, group rotate gizmo, wall endpoint/height/
move, fence move, roof trim) with event.button !== 0 before it swallows
the event.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): default units from timezone/locale until user picks

Derive the metric/imperial default from the IANA timezone (US, Liberia,
Myanmar zones -> imperial; anything else -> metric), falling back to an
explicit locale region subtag only when no timezone resolves. Timezone
tracks actual location, unlike navigator.language where en-US is a common
default far outside the US. The unit is only persisted once the user
explicitly sets it, so an untouched preference keeps tracking location;
existing persisted values are treated as explicit and left alone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): toggle shadows via renderer.shadowMap.enabled, not castShadow

Flipping a light's castShadow at runtime crashes three r184's WebGPU
renderer: toggling off disposes the shadow map's GPU texture, but the
node builder cache evicts with the post-toggle key, so the shadows-on
entry survives still referencing the destroyed texture. Re-enabling
reuses that stale state and every frame submit fails with
GPUValidationError ("Invalid CommandBuffer from CommandEncoder").

Keep castShadow static and drive the user-facing toggle through the
Canvas shadows prop (renderer.shadowMap.enabled), which rebuilds
materials without disposing shadow resources.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(core,editor): floor undo history at scene load

Undo could step back past the scene load into the pre-load (empty)
state, wiping the whole project — which autosave would then persist.
Two defects: clearSceneHistory() had zero call sites, so every load left
the empty pre-load state in zundo's pastStates; and setScene wrote the
store twice, recording a half-normalized intermediate as a second undo
target.

- applySceneGraphToEditor, JSON import, and reset-to-default now clear
  history so the loaded scene is the undo floor
- setScene collapses to a single tracked write (final state identical)
- clearSceneHistory also resumes tracking so a load landing inside a
  pause window can't strand undo recording off

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* build(three): upgrade runtime to 0.185.1, pin @types/three at 0.184

r185 renames directionToColor/colorToDirection to packNormalToRGB/
unpackRGBToNormal and splits SSGI's packed rgba output into separate AO
(getAONode, single channel) and GI (getGINode) textures; wind-node's
positionLocal reads become positionGeometry.

@types/three stays at 0.184.1: the 0.185 typings send tsgo's inference
into unbounded allocation (microsoft/typescript-go#2125 class — it ate
~70GB/90s and OOM-killed the machine). viewer/lib/tsl-compat.ts bridges
the two renamed TSL exports with 0.184-typed signatures; drop it and the
pin together once tsgo copes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): gate .ktx2 preset-texture loads on detectSupport

KTX2Loader.load throws before detectSupport has run, and materials
created while a standalone capture canvas's renderer was still
initializing cached themselves permanently texture-less — fabric slots
rendered white in item thumbnails. .ktx2 loads now await whenKtx2Ready()
(resolved by the first successful ensureKtx2Support), which is exported
so hosts with standalone canvases can arm it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): accept host-supplied country for the unit default

applyCountryUnitDefault lets the host app feed an authoritative
IP-derived country (e.g. Vercel's x-vercel-ip-country) into the unit
default. Stronger signal than the timezone heuristic applied at store
creation, still never overrides an explicit user choice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): box select starts over locked guide images

A locked guide's hit-rect swallowed pointer-down via stopPropagation, so
marquee selection couldn't start on top of it. Locked guides now let the
event bubble to the svg root; click-to-select and the unlock affordance
still work because a non-drag release fires onClick as before.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): live rotation readout while rotating a guide image

Rotating a guide with the 2D handles gave no angle feedback. Reuse the
registry layer's RotationAngleOverlay (wedge + degree chip) for guide
rotate drags: sweeps from the grabbed corner's bearing at grab to its
current snapped bearing, suppressed under ~0.5deg so a fresh grab doesn't
flash a sliver.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): lingo free-text input in the guide set-scale dialog

The real-length field accepts natural measurement text via
@pascal-app/lingo — 5'11", 180cm, 1m80, 12ft — parsed in the dropdown's
unit (a bare number still means that unit, a typed unit wins). A faint
'= 1.80 m' hint previews non-trivial input, unparseable text gets a
clear error, and the odd onBlur force-reset to 0.0001 is gone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): cmd+z mid-interaction cancels the gesture instead of undoing

Undo pressed while the mouse is mid-action (moving, drawing, dragging a
handle) used to history-jump under the live pointer — stale carry, half
gestures committing against a rewound scene. Now it reads as 'abort this
action', exactly like Escape:

- the global undo/redo arms first route through the tool:cancel path
  (covers build drafts, placement ghosts, move tools) and skip the
  history jump when anything was in flight (consumed, scope-active, or
  inputDragging);
- pointer drags that only knew pointercancel (generic handle drags,
  group rotate, wall side/height handles, roof trim) gain the same
  capture-phase Escape/cmd+z keydown the group-move drags already had —
  fixing Escape for them too;
- the existing capture-phase handlers (3D/2D group move, 2D registry
  move overlay) additionally accept cmd+z as cancel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): box select arms over any guide image that won't drag

Follow-up to cd830279, which only let LOCKED guides bubble pointer-down.
An unlocked, unselected guide also swallowed the event for nothing (no
translate drag starts), so marquee selection could never start on top of
it. Now only the one case that uses the event consumes it — selected +
unlocked → translate drag — and everything else bubbles to the svg root.
Click-to-select still works: a non-drag release never crosses the
box-select threshold, so the trailing click fires the guide's onClick.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): cmd+z during draft placement cancels instead of undoing

The preset/item placement flow (useDraftNode + placement coordinator)
registers no interaction scope and holds no pointer, so the cmd+z cancel
guard from c699d74e saw it as idle and history-jumped mid-placement.
Paused scene history is the universal tell — the draft cycle (and every
adopted-move session) keeps temporal paused for the whole gesture, and
an undo against a paused store lands on a stale baseline anyway. Treat
!isTracking as in-flight.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): cmd+z mid-placement completes the cancel, not just skips undo

4ffda723 stopped the history jump during preset/item placement but left
the draft alive: the item tool passes no coordinator onCancel — it is
Escape's fall-through (switch to select, unmount the tool) that actually
destroys the draft. Extract that fall-through and run it from the cmd+z
path too whenever a gesture is live and nothing consumed tool:cancel,
so cmd+z now behaves exactly like Escape end to end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): node selection clears a lingering reference selection

Selecting a guide clears the node selection (handleGuideSelect), but the
reverse was never wired: clicking a wall with a floorplan reference
selected left selectedReferenceId set, and the panel manager's
reference-first priority kept showing the floorplan panel until it was
closed by hand. PanelManager now drops the stale reference the moment a
scene selection (nodes or zone) appears.

Also: the inspector's expanded state is shared across panel swaps by
design, but it survived close/reopen too — deselecting everything now
resets it, so a fresh selection opens the panel collapsed again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): wind displacement reads positionLocal, not positionGeometry

The three-0.185 migration renamed positionLocal to positionGeometry in
the wind nodes, but positionLocal was never removed in r185 — and the
two are not interchangeable here. NodeMaterial.setupPosition applies the
instance transform by mutating positionLocal, then overwrites it with
positionNode's output; reading raw positionGeometry therefore discarded
every instance matrix — leaf cards rendered unscaled at tree-local
coordinates (a giant canopy filling the sky) and grass/flower instances
collapsed invisibly. Reading positionLocal (instance transform included)
restores r184 behavior exactly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 13:26:35 -04:00
c45808840c nodes: add modular cabinets and wall trim controls (#461)
* 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

* Add modular cabinet node

* Add modular cabinet run and tall cabinet workflows

* Add cabinet paint slots and material groups

* Improve modular cabinet presets and wall snapping

* Improve cabinet wall snapping

* Fix cabinet wall snapping and countertop joins

* Improve cabinet appliance compartments

* Improve fridge visuals and smooth cabinet animations

Fridge exterior is now brushed silver with brass accents and the
interior is all white. Door/drawer animation no longer rebuilds the
full cabinet geometry per frame — animated parts carry pose metadata
that a new per-frame cabinet system applies directly to transforms.

Co-Authored-By: Claude <noreply@anthropic.com>

* Improve gas hob flames and cooktop knob controls

Port the curved-flame look from reference gas-burner photos: each burner
gets a ring of vertex-coloured tube flames (blue body, orange-yellow tips)
whose spines breathe and flicker per frame at ~30fps, plus a flat ignition
glow and a faded heat halo. Fix the knob pointer notch to rotate with the
knob instead of drifting sideways. Also includes cooktop compartment
presets/panels and cabinet selection/move affordance work.

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix cabinet UVs and registry actions

* Fix registry move snap typecheck

* Fix cabinet knob animation concurrency

* Fix cabinet material disposal, undo flood, and 2D move parity

- Flag shared cabinet appliance materials (and the viewer's cached material
  factories) as cached so geometry rebuilds no longer dispose materials
  still referenced by other nodes, forcing scene-wide shader recompiles.
- Route the door/drawer open animation through useLiveNodeOverrides with a
  single final commit, so one play is one undo step instead of ~20.
- Add a cabinet-module floorplanMoveTarget: 2D drags now convert through
  planToLocal + magneticSnap like the 3D path, instead of writing plan
  coords into the run-local position (teleporting modules on rotated runs).
- Re-key sibling runs (cabinetAdjacencyRevision) when a run's
  neighbor-affecting inputs change, so countertop overhang joins re-trim
  when a neighbor moves/resizes/deletes.
- Narrow the cabinet panel's scene subscriptions (useShallow module
  selector) so it stops re-rendering on every scene mutation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Restructure cabinet schema and centralize run math/mutations

Prepares the cabinet node for the queued specialty units (corner L-shape,
sink base, appliance gap, open shelving):

- Add a `moduleKind` discriminator (default 'standard') on CabinetModuleNode
  so new unit types extend an enum instead of overloading the stack, and
  split CabinetCompartment into a z.discriminatedUnion so invalid field
  combos (drawer with rack style, fridge with burner state) are
  unrepresentable. Shared box fields now come from one `cabinetBoxFields`
  object so run/module schemas can't drift.
- Extract the straight-line run assumption (sort-by-x, edges, adjacency,
  spans, side-insert, reflow, frame transforms) into run-layout.ts —
  previously spread across definition/geometry/quick-actions/stack/
  move-frame, so corner support would have meant five parallel edits.
- Consolidate the run mutations (add module, wall cabinet/hood above,
  base↔tall switch, layout-revision bump) into run-ops.ts on SceneApi.
  Panel and quick-actions had drifted copies: the panel's add-module
  skipped gap checks, revision-bump scope differed per surface.
- Remove dead code: node-level doorStyle (with a migrateNodes entry —
  geometry only ever read per-compartment doorType), the unreachable
  slot-handle mesh block, the no-op handlePosition 'edge' enum value,
  wallLocalX, and duplicate totalCabinetHeight definitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add cabinet snap tests and split the cabinet panel

- New tests: cabinetModuleParentFrame.magneticSnap (flush snap, threshold,
  Z alignment, nearest-edge) and wall-snap's resolveCabinetWallFaceOffset /
  collectCabinetWallSnapNeighbors (straight face, miter taper, ray-miss
  fallback, yaw/face/parent filtering) — 87 cabinet tests, up from 71.
- De-brittle geometry test lookups: coordinate-encoded mesh names are now
  matched by pattern, so dimension-default changes don't break them.
- Split panel.tsx (1,541 → 679 lines): CompartmentCard + option constants
  into compartment-card.tsx, CabinetRunPanel + reflow wiring into
  run-panel.tsx, and the compartment type-transition tables into a pure
  resolveCompartmentTransition in stack-transitions.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Split cabinet geometry.ts into per-appliance modules

Pure code motion: geometry.ts (4,728 lines) becomes a 336-line orchestrator
dispatching into geometry/ — shared helpers + cached appliance materials
(shared.ts), CSG fronts/handles/doors/drawers (fronts.ts), run spans +
countertop (run.ts), and self-contained hood/fridge/cooktop/dishwasher/
oven-microwave/pantry builders. No mesh names, userData stamps, materials,
or math changed; the './geometry' import path is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add undermount sink compartment with CSG-cut countertops

New 'sink' compartment type (single / double / 60-40 bowl layouts)
following the cooktop pattern: zero stack height, countertop-plane
geometry, panel card with a bowl-layout selector, and a Sink Base
preset. Bowl openings are subtracted from both module- and run-owned
countertop slabs via three-bvh-csg; the basin shells, drain plumbing,
and a spec-sheet-proportioned gooseneck faucet (Grohe Minta-style pin
lever) render beneath the cut. Sink modules skip the carcass top panel
and the deck under the sink row so the basin hangs through.

Also scope the viewer mock in roof-surface-placement-guides.test.ts to
only stub useViewer — the bare module stub leaked into later suites and
broke real CSG imports.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Update ifc-converter next-env reference to build-mode route types

Regenerated by `next typegen` during check-types; points at
.next/types instead of the dev-mode .next/dev/types path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Draw cabinet floor plans with kitchen drafting symbols

Replace the per-module box soup with NKBA/architectural-convention
symbols: the run draws one heavier countertop outline per span
(extended by the overhang), base modules draw their front edge plus
compartment symbols — rounded bowl rects + faucet dot for sinks,
burner/zone rings for cooktops (reusing the 3D layout tables so 2D and
3D always agree) — and appliance modules carry standard upright labels
(DW / REF / OV / MW / PAN). Nested wall cabinets and hood-only modules
draw as dashed open outlines per the above-cut-plane convention.

* Play cabinet open/close animation on the E interaction key

Add an `e` slot to registry KeyboardActions and dispatch it in the
keyboard hook ahead of the legacy door/window arms, so kinds opt into
the E interaction on their NodeDefinition. Cabinets register it: E on a
module eases its doors/drawers open or closed, E on a run swings every
child module together, and hood-only modules fall through. The panel's
rAF animator moves into cabinet/interaction.ts (live-override frames,
single undo commit) so the Play button and E share one animation, and
the shortcuts dialog now documents E.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add kitchen island and bar counter support to cabinet runs

Islands: run-level countertopBackOverhang (seating side) and
withFinishedBack (decorative back panel), plus an I-key island placement
mode in the cabinet tool that skips wall snap. Bar counters: optional
barLedge {edge, height, depth} drawing a knee wall and raised slab along
the back or either run end, superseding the seating overhang on its
edge. withWaterfall drops slab-material panels to the floor on exposed
run ends. 2D floorplan outlines, selection bounds, geometry keys, and
run panel controls updated in parity; schemaVersion 3 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Merge quick-action arrow and plus into one directional add glyph

The add-left/add-right buttons showed two unrelated icons; a single
plus-on-tail arrow reads as "add on this side".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Extend plugin discovery instead of replacing the host source

Also track the ifc-converter next-env routes reference update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add L-corner runs to modular cabinets with run-scoped grouping

An "L Left/Right" quick action spawns a perpendicular base leg, wall leg,
and wall bridge as metadata-linked runs parented to the SOURCE RUN, so the
run stays the single group: selecting a base module selects only it, and
the clicked module never becomes a container. Corner runs re-anchor when
the source module resizes or moves (new MovableParentFrame.onCommit hook,
mirrored in the 2D floorplan commit), run bounds fold in child leg runs,
and deleting one corner member removes only that node while unlink patches
keep the survivors' link metadata consistent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Delete emptied cabinet run groups in the same delete gesture

Removing a run's last child (module or derived corner leg) left an
empty group node in the scene graph and persisted data. onDeleteCascade
now receives the gesture's pending delete ids so multi-select deletes
count siblings as gone, and both cabinet kinds cascade the orphaned
parent run away in one undo step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Remove filler front gap treatment

* Apply architecture review fixes across cabinet, plugin-trees, and framework

Move cabinet semantics out of packages/editor behind registry capabilities
(def.tree, selectionProxy.bypassDirectPick, IconRef quick-action icons,
catalog tool field), route cabinet selection through a core selection-proxy
helper, and make PanelWorkspace an opaque host tag. Fix the cabinet
placement undo flood, dirtyNodes.add bypasses, normalized UVs on paintable
slots, plugin-trees ghost layers/stale level transforms/untyped find-sync
event, and cross-file store-mock pollution plus orphaned dist tests that
broke combined test runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Propagate front styling to L-corner runs even when re-layout bails

Group style changes rode entirely on syncDerivedCornerRun, which bails
silently when a later-drawn wall blocks the corner layout or a leg run
gained modules outside the derived-run spec — leaving the L legs styled
stale. Apply the style patch directly to every linked corner run before
attempting the geometric re-layout.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Improve editor viewer integration

* Refactor plugin panels and floorplan invalidation

* UV-unwrap and material-assign roof-segment trim planes

* Fix cabinet placement snap feedback

* Add cabinet wall snap bypass

* Fix cabinet continuous placement flow

* Implement wall band material slots

* Add corner addition preview functionality and related tests

* Fix cabinet and wall band behavior

* Fix architecture review blockers

* Fix post-merge quality check

* fix cursor review feedback

* Fix cabinet placement type and quick action history

* Improve cabinet placement feedback

* Make wall bands configurable

* Add wall trim profiles and default materials

* Fix architecture review issues

* Fix cabinet rotation and wall band visibility

* Fix sink appliance paint persistence

* Bake cabinet animations and preserve wall band material

* Fix cabinet group duplication and module snapping

* Fix cabinet duplication architecture

* Fix cabinet floorplan test and make placement-type hint a live chip

- floorplan.test.ts: pass the required liveTransforms map to
  cabinetFloorplanSiblingOverrides (the runtime callers always supply it)
- ToolHint gains an optional generic `chip` contract (subscribe/value/
  cycle/labels) so a kind can render a tool hint as a live mode chip —
  like the snapping/continuation chips — without the editor knowing the
  kind's store
- cabinet: the I hint now shows the current value (Type: Cabinet /
  Type: Island) and is clickable to toggle

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-07-12 18:33:48 -04:00
717c2c5c0a fix: bug pass — legacy window crash, plant exports, zone snapping/visibility, HDR (#473)
* fix(core): apply window schema defaults on scene load

Windows saved before a schema field existed (columnRatios/rowRatios/
frameThickness/…) loaded with those fields missing; the window mesh
builder reads them unconditionally and threw every frame, crashing the
viewer on legacy scenes. Zod-parse windows on load like doors so the
schema defaults land.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): mount plant geometry during client GLB/STL/OBJ export

The client export never set isExporting, so instanced kinds (trees/
flowers/grass) kept their colorWrite:false raycast collider mounted and
exported it as an opaque white box, while the real geometry (which only
mounts while exporting) was never captured. Reuse BakeExporter's
flag + frame-wait dance in ExportManager, and harden isRenderableMesh
to drop colorWrite:false materials from exports entirely.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): route zone drawing through the shared surface snap

The zone tool quantized later vertices by distance along a free ray
instead of snapping to the grid, and never joined the magnetic
wall-corner/midpoint/crossing + alignment-guide pipeline that walls,
slabs and ceilings use. Give zone the slab treatment in the 3D tool and
both 2D floorplan branches (move + click + double-click commit).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): self-host the scene environment HDR

drei's preset="sunset" fetches venice_sunset_1k.hdr from
raw.githack.com, which intermittently fails ("Could not load
venice_sunset_1k.hdr: Failed to fetch"). Point Environment at
/hdri/venice_sunset_1k.hdr and ship the file in the app's public/ —
same mirroring convention as /audios/sfx; consuming apps must carry
the file too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unmount zones entirely outside the zones layer

Zone labels showed in every editing mode (visual noise), and each zone
kept a drei <Html> mounted at opacity 0 — an <Html> costs per-frame
matrix work and live DOM even when invisible. A new viewer presentation
flag (showZones, default true) lets the editor unmount zone meshes and
labels whenever the structure layer isn't 'zones' (and during snapshot
capture); the registered group stays so zones keep their scene identity
for selection and GLB export. Preview / first-person / viewer surfaces
are untouched. Raycast-disable moved from a one-shot group flag to
per-frame on the meshes, which now remount on layer toggles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 10:19:27 -04:00
5c071ecad5 feat(plugins): plugin contract + first-party Nature pack (trees/flowers/grass) (#457)
* feat(plugins): trees tracer-bullet plugin + minimal host panel surface

Ship one real first-party plugin and only the host surface it forces
into existence, proving the plugin contribution paths every future
plugin (mint.gg generator, Home Assistant, environments, room volume)
will reuse.

Host surface (core + editor):
- core: Plugin.panels + observable panelRegistry; loadPlugin routes
  panels (namespaced by plugin id, dup-throws like nodes).
- editor: AppSidebar merges panelRegistry into the icon rail via
  useSyncExternalStore; each plugin panel lazy-loaded behind an error
  boundary; host extraPanels keep precedence.
- editor: widen Tool to `KnownTool | (string & {})` so plugin tool ids
  (e.g. 'trees:tree') typecheck; dispatch already registry-first.

Trees plugin (packages/plugin-trees), structurally a third-party pack
(peer-deps on @pascal-app/*):
- trees:tree node — procedural low-poly geometry (oak/pine/birch/palm),
  free parametric inspector (preset/height/seed + Randomize), placement
  tool + ghost preview built from public primitives only.
- presets rail panel — panel -> plugin store -> def.tool -> SceneApi ->
  scene -> reactive read-back ("N planted").

Loading + docs:
- apps/editor: setPluginDiscovery([treesPlugin]) in bootstrap;
  transpilePackages + dep.
- wiki/architecture/plugin-authoring.md: panels field, error-boundary
  contract, styling, tool-from-panel note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(plugins): merge plugin panels into the v2 sidebar layout too

The community shell renders <Editor layoutVersion="v2" sidebarTabs={...}>,
a separate rail from AppSidebar. Merge registry panels into the v2
tabMap + tab bar (and thus mobile) so plugin panels show up there as
well, not only in the v1 AppSidebar.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(plugin-trees): ez-tree geometry + instanced rendering + snapping

Replace the placeholder low-poly geometry with dgreenheck/ez-tree
(self-contained — bark/leaf textures inlined as base64, no assets to
host) and render the forest with true GPU instancing.

Rendering:
- def.system (system.tsx): one collective renderer that groups every
  trees:tree node by (preset, seed) variant and draws each variant as
  one InstancedMesh per ez-tree sub-mesh, composing the parent level's
  world matrix into per-instance matrices. ~1 draw call per variant.
- def.renderer (proxy-renderer.tsx): an invisible, raycastable per-node
  proxy so the host's existing selection / outline / zone machinery
  keeps working — no instanceId bookkeeping. (Outline highlights the
  proxy bbox; documented.)
- geometry per variant generated once by ez-tree and cached; seeds drawn
  from a bounded pool so trees actually share variants.

Presets remapped to ez-tree built-ins (oak/pine/aspen/ash/bush).

Placement now respects the active snap mode — isGridSnapActive() +
gridSnapStep + snapPointToGrid, like the built-in item/shelf tools.

transpilePackages += @dgreenheck/ez-tree in the editor app.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(plugin-trees): true-silhouette hover/select + richer presets panel

Selection/hover now outlines the real tree shape, not the bbox. The
proxy splits into an outer group (stable invisible box collider +
pointer handlers, the raycast target) and an inner registered group that
mounts the real ez-tree geometry (invisible, non-raycasting) only while
the node is hovered or selected. The host outline pass reads the
registered inner group, so it traces the true silhouette; picking stays
on the steady box. Geometry for the highlight reuses the cached variant.

Panel: redesigned cards with gradient swatches + selected state, a
"planted" count chip, and a height slider that seeds the next tree's
height (a per-instance scale — never touches placed trees or instancing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(plugin-trees): curated tree params + procedural flowers (sibling kind)

Tree params: expose foliageDensity, trunkThickness, and a leafless toggle
in the inspector and the panel brush. Each is folded into the instancing
variant key and mapped onto ez-tree options (radius scale, leaf count),
so editing one tree only re-buckets that tree — instancing degrades
gracefully, never worse than per-node.

Flowers: add a `trees:flower` sibling kind — simple procedural geometry
(stem + petals + center, merged per material), presets daisy / tulip /
lavender, instanced + selectable exactly like trees.

Refactor: extract the instanced renderer + selection proxy into a generic
`instanced.tsx` (InstancedKindSystem + KindProxy) and the snap/level/grid
placement wiring into `placement.tsx` (usePlacement). Trees and flowers
are now thin bindings — the template for future plant kinds.

Panel: a Trees / Flowers toggle, gradient preset cards, per-kind planted
count, and brush sliders.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(plugin-trees): native inspector controls in panel + preset thumbnails + ez-tree credit

- swap the panel's custom slider/checkbox/toggle for the host's exported
  SliderControl/ToggleControl/SegmentedControl so the brush matches the
  right-hand inspector pixel-for-pixel
- replaceable preset thumbnails (inline SVG data URIs, no asset hosting) render
  as <img> cards instead of gradient swatches
- credit footer linking @dgreenheck/ez-tree (Daniel Greenheck, MIT)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): all ez-tree presets + type + leaf/branch colours, flower petal colour, grass kind

- tree presets now cover all of ez-tree's built-ins via species × size
  (Small/Medium/Large + Bush 1/2/3 + Trellis), plus a Deciduous/Evergreen type
- edit-only leaf & branch colour tints (leaves.tint / bark.tint), all folded
  into the instancing variant key
- flowers gain a per-flower petal colour (baked from preset at placement)
- new trees:grass instanced kind — procedural blade tufts (meadow/fescue/reed)
  with a per-tuft blade colour, reusing the generic instanced + placement core
- panel: Trees/Flowers/Grass segmented switch, size + type controls, native
  host controls throughout; credit links Daniel Greenheck's X

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): tolerate nodes persisted before new fields existed

treeSpecOf/flowerPetalColor now default every geometry field, and hexToInt
guards undefined — trees/flowers placed before size/type/colour fields were
added load with neutral defaults instead of crashing the instanced renderer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): shared always-on wind + pin credits to panel bottom

- wind.ts injects a sway into each material's begin_vertex driven by one shared
  uTime uniform (advanced per frame in the instanced system); USE_INSTANCING
  guards keep the same material valid for the non-instanced placement ghost.
  Applied to tree, flower, and grass materials — a whole scene sways like ez-tree.
- credits footer is now sticky to the bottom of the panel.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): rename rail panel Trees -> Nature (covers trees/flowers/grass)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): rename panel header Plant -> Nature to match the rail

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat: bake-exportable instanced plants + renderer-agnostic wind

Bake (GLB export): add a transient useViewer.isExporting flag. BakeExporter
flips it, waits for the commit, then exports. KindProxy watches it and, during
export, emits each plant's REAL visible geometry under scene-renderer (which the
exporter clones) instead of the invisible collider — so instanced kinds
(def.system) that live outside that subtree are captured. The collider box is
dropped during export so it doesn't bake as a phantom solid.

Wind: the previous onBeforeCompile wind was a no-op under the editor's WebGPU
renderer (WebGL-only hook). Replace it with a renderer-agnostic per-instance
base-pivot tilt animated in useFrame (which FrameLimiter drives continuously).
Reads as wind under any renderer; removes the dead wind.ts + applyWind calls.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): TSL vertex-bend wind (WebGPU), replacing CPU tilt

wind-node.ts adds a TSL positionNode that bends each plant proportional to
height above its base, phased per-instance (instanceIndex) and per-vertex, so
tips sway and roots stay planted — animated on the GPU via the renderer's time
node. ez-tree is untouched: its materials are copied into MeshStandardNodeMaterial
(toWindMaterial); flowers/grass build node materials directly (windStandardMaterial).
Instance matrices go back to static.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): tree materials render black under wind (Phong not Standard)

ez-tree's bark/leaves are MeshPhongMaterial; copying them into a
MeshStandardNodeMaterial swapped the shading model (specular/shininess ->
roughness/metalness) and rendered black. Convert into the matching node
material type (Phong->Phong, Lambert->Lambert, else Standard) so map/color/
alphaTest/side are preserved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): trees still black — build node material from map/color explicitly

Material.copy() doesn't transfer a classic material's map/color onto a node
material, so textured trees rendered black (flowers/grass were fine — they carry
no map). Re-create the ez-tree materials as MeshStandardNodeMaterial with map,
alphaMap, color, side, alphaTest passed explicitly in the constructor — the same
proven path the flower/grass materials use.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): tree wind — per-leaf flutter (ez-tree style), static trunk

The whole-tree height-based bend was a rigid rotation about the base ('rotating
in place'). Replicate ez-tree's actual approach: scale sway by the leaf card's
uv.y and apply it ONLY to the 'leaves' material (multi-frequency wave, phased per
instance + per leaf) so leaves flutter from their attachment while bark/branches
stay static. Flowers/grass keep the gentle whole-plant stem bend.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugins): Plugin.onSceneLoad hook + viewer application; trees wind via it

Adds a broad, plugin-declared post-load scene hook so effects survive GLB export:
- core: Plugin.onSceneLoad (lazy, three-free) + observable sceneHookRegistry + loadPlugin routing.
- viewer: applyPluginSceneHooks util; PluginSceneHooksSystem re-runs it on the live
  scene as nodes change; GlbScene runs it on each loaded baked GLB.
- plugin-trees: declare onSceneLoad; wind is no longer welded into the materials —
  the hook re-attaches LEAF_FLUTTER/STEM_BEND by material name (leaves / flower-* /
  grass-*), so it now animates in the baked /viewer too, not just live.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): scale-invariant leaf wind (÷ modelScale) so baked GLB matches editor

The bake's quantiser renormalises each plant mesh to [-1,1] and moves real size
into a large node scale (~3 on trees). LEAF_FLUTTER added a constant local offset,
so in the baked GLB it was multiplied by that scale → ~3x over-swing. Divide the
sway by modelScale.x to keep a constant world-space amplitude; editor (scale 1)
is unchanged, baked now matches.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* revert: onSceneLoad wind approach → back to wind-in-materials

Reverts the Plugin.onSceneLoad hook + viewer application + modelScale compensation
(commits 893ca839, 6c9ee003). Superseded by the bake-policy 'replace' model
(plans/editor-plugin-trees-example.md Part D): trees render live in the viewer via
their own path, so wind is a plain positionNode on the material again — no hook,
no baked-geometry decoration, no coordinate-space fights.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(bake): per-kind bake policy (static/strip/replace)

Adds NodeDefinition.bake ('static' default | 'strip' | 'replace') + registry
helpers bakePolicyOf/kindsWithBakePolicy in core. Generalises the previously
hardcoded scan/guide handling:
- glb-export strips kinds with bake==='strip' from the artifact (was a
  scan/guide type check); 'replace' kinds stay baked (portable static snapshot).
- glb-reference-nodes selects rebuild candidates by policy instead of type.
- scan/guide declare bake:'strip'; trees/flower/grass declare bake:'replace'.

Viewer-side 'replace' swap (strip baked meshes + live-rebuild) is the next slice.
Part of plans/editor-plugin-trees-example.md Part D.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(bake): viewer 'replace' swap — hide baked meshes, re-render live

Adds NodeDefinition.bakeReplaceRenderer (falls back to renderer). The baked
/viewer now, for kinds with bake:'replace' and a loaded plugin:
- hides the static baked meshes (bakePolicyOf(kind)==='replace') in GlbScene's
  identity pass — capability-gated, so with no plugin the meshes stay;
- re-renders each node live via buildGlbReplaceNodes + the shared portal-into-
  baked-level path (GlbReferenceNode now prefers bakeReplaceRenderer), so trees
  ride level stacking automatically and wind runs in real coordinate space.

plugin-trees ships a hookless KindStatic (real geometry + wind materials, no
collider/selection) and per-kind static-renderer binds; tree/flower/grass point
bakeReplaceRenderer at them. Completes plans/editor-plugin-trees-example.md Part D.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* perf(viewer): memoize GlbReferenceNode(s) — skip forest re-render on camera move

GlbScene re-renders per frame during camera movement (hover raycast / walkthrough
HUD). The rebuilt nodes reconciled every frame — fine for 1-2 scans/guides, but a
bake:'replace' forest puts dozens of nodes here (profiler: KindStatic x56 6ms,
GlbReferenceNode x57 4ms per frame). memo at the node boundary skips the whole
subtree (incl. the plugin renderer) when (node, anchor) are unchanged; both props
are stable refs, so it short-circuits cleanly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* perf(plugin-trees): NO_RAYCAST on KindStatic meshes — cheap hover over a forest

The baked scene's <primitive> has pointer handlers, so R3F recursively raycasts
every descendant on each pointer move (incl. orbit drags). The live replace trees
had fully-raycastable dense ez-tree geometry, so hover cost ~400ms/frame over a
forest (profiler: 'JavaScript' 413ms during camera move). They carry no pascalId
(a hit resolves to the level, not the tree), so they're scenery, not pick targets
— mirror KindProxy, which already NO_RAYCASTs its real geometry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* refactor(bake): viewer 'replace' renders instanced per level (was per-node)

Replaces the per-node KindStatic viewer path with a collective instanced one,
mirroring the editor's system instead of diverging from it:

- extract InstancedNodes from InstancedKindSystem (shared by both) with a
  localSpace flag: editor folds parent world matrix (root instances); viewer uses
  level-local matrices + NO_RAYCAST, portaled into the baked level.
- bakeReplaceRenderer is now a collective renderer (BakeReplaceRenderer<N>,
  receives {nodes}); GlbReplaceInstances groups replace nodes by (level, kind) and
  portals each kind's instanced renderer into that baked level. GlbReferenceNode
  reverts to per-node renderer (strip kinds only).

Fixes: forest hover cost (100+ tree meshes → a few instanced draws, R3F walks far
fewer objects) and per-tree wind phase (instanceIndex varies again; per-node
KindStatic gave every tree phase 0 → unison sway). Trees still ride level stacking
(portaled) and stay static in a plain glTF viewer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* perf(viewer): BVH the baked scene — accelerate hover/pick raycasts

The baked /viewer runs with useBvh={false}, so GlbScene's hover/pick raycasts
against the baked building were brute-force triangle intersection (profiler:
_computeIntersections + intersectTriangle ~30%). The parametric viewer wraps its
scene in <SceneBvh>; the baked one never did. SceneBvh's effect is one-shot on
mount and can't catch the async-loaded GLB, so compute a per-mesh BVH inside
GlbScene keyed on gltf.scene instead. 'replace' instances are NO_RAYCAST, so the
raycast===Mesh.prototype.raycast guard skips them (mirrors SceneBvh).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): inherit ez-tree preset by default (seed/type/tints)

Our node defaults (seed:1, treeType:deciduous, colors:#ffffff) were applied as
*overrides* on top of loadPreset, discarding each preset's tuned seed, growth
model, and tints — so our trees looked nothing like eztree.dev (pine grew
deciduous, foliage washed white, every silhouette off).

Mirror the flower petalColor pattern: seed/treeType/leafColor/branchColor are now
optional; generateTree only overrides an ez-tree option when the node set it,
otherwise loadPreset's value stands. Placement stores none of them (fresh tree =
pure preset; all same-preset trees share one instancing variant); the deciduous/
evergreen brush toggle is gone (growth model comes from the preset). The inspector
keeps them as per-tree overrides, and Randomize still varies the seed.

Verified against ez-tree: fresh Oak Medium → seed 35729 + preset tints; Pine
Medium → evergreen + seed 13977; overrides apply when set.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): bundle real preset artwork (webp, in-package)

Replaces the placeholder SVG thumbnails + lucide panel icon with the real nature
art. 13 webp (~126KB total, 256px cards / 128px icon) live in src/assets and are
imported via art.ts — both consumers are Next, so transpilePackages runs them
through the image pipeline (hashed, cached /_next/static/media URLs). No CDN, no
per-app public/ mirroring; the assets travel with the package.

- art.ts: central webp imports → TREE_ART / FLOWER_ART / GRASS_ART / NATURE_ICON
- presets/flower-presets/grass-presets: thumbnail ← bundled art (was *Thumbnail())
- index.ts: Nature panel icon ← NATURE_ICON (was lucide:leaf)
- assets.d.ts: ambient *.webp decl (no next type dep)
- remove thumbnails.ts (placeholder generators, now dead)

Verified on the running dev server: webp emitted + served (HTTP 200, image/webp).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(plugin-trees): square preset cards on light-gray flattened thumbnails

Regenerate the 12 thumbnails with the transparency flattened onto gray-100
(#f3f4f6) and render the card square (aspect-square, was h-16 crop). The
nature-icon keeps its transparency for the icon rail.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(plugin-trees): correct move-drag + outline behavior for instanced plants

Two selection defects, one root cause each:

1. Outline moved mirror-wise during a move drag. The host move tool drives the
   registered Object3D imperatively with absolute level-local positions (and
   mirrors them via useLiveTransforms) — the contract ParametricNodeRenderer
   satisfies by putting position + registration on the same group. KindProxy
   registered a child nested inside the transform-carrying group, so drag
   positions landed in the node's rotated frame (placement gives every plant a
   random Y rotation → deltas rotated up to 180°). Restructure: the registered
   group now carries position/rotation (live-transform aware); the box collider
   is a positioned sibling, staying out of the outline mask.

2. Outline froze while the mesh swayed. The outline mask pass renders with a
   shared override material, so it can never follow the material positionNode
   wind. Instead, while hovered/selected the collective system skips the node
   and the proxy mounts the real geometry with static twins of the wind
   materials (toStaticMaterial — explicit property transfer; node-material
   clone() drops map/color). Outlined mesh == visible mesh, both still.

Bonus from the same restructure: a move drag now animates the actual plant in
realtime (the proxy is what the tool drives), not just the drag box.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(plugin-trees): 2D plan symbols + trunk-sized footprint

- def.floorplan for the three kinds — the registry floor-plan layer renders any
  kind that provides one, so this is all plugin nodes need to appear in 2D.
  Tree: dashed canopy ring (dashed = overhead element) in the preset swatch +
  solid trunk dot; ring is pointer-events:stroke so the large disc doesn't
  steal clicks from what's under the canopy. Flower/grass: small colour dots.
  Selected → palette stroke + move-handle; hovered → hover stroke.
- Tree floorPlaced.footprint is trunk-sized (treeTrunkRadius) instead of
  canopy-sized, so the move/placement drag box hugs where the tree actually
  plants instead of spanning the crown. The invisible hover collider keeps its
  larger radius — only the displayed box shrinks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): trunk-sized drag box, 45°-aligned rotation, rotate gizmo

- The move drag box ignored floorPlaced.footprint: with collides:false the tool
  auto-measures the rendered mesh — which, since the selection swap-out, is the
  whole canopy. Declare capabilities.dragBounds (trunk-sized, node-local) so the
  box hugs the trunk and rotates with the node instead of wrapping the crown as
  a world AABB.
- Placement wrote a fully random Y rotation, so the box/gizmo never sat on a 45°
  step. Snap the random rotation to 45° increments (variety preserved, alignment
  restored) and widen rotatable.snapAngles to 8×45° on all three kinds.
- Add the standard rotate gizmo (def.handles, shelf-style arc handle): ring
  around the trunk near the ground — not the canopy, which would put the handle
  meters out on a large oak.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): live rotate preview + ground-level rotate ring

- KindProxy now folds useLiveNodeOverrides into its transform (mirrors
  ParametricNodeRenderer) — the rotate/resize gizmos publish mid-drag patches
  there, so the plant turns in realtime instead of snapping on commit. The
  snap-on-commit (with the arc delta wrapping to ±180°) is also what made long
  drags land 'the wrong way'; with live feedback the direction reads correctly
  and matches the item gizmo pipeline exactly.
- Rotate ring drops from mid-trunk to 0.25m — a floor affordance like the item
  gizmo, not a waist-height hoop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(registry): panelForKind — 'find in catalog' opens a plugin kind's panel

loadPlugin now associates every node kind with its plugin's first (namespaced)
panel id; panelRegistry.panelForKind(kind) exposes it. A host's find-node
handler can open the right panel for any plugin kind with zero per-plugin
knowledge.

plugin-trees uses it end-to-end: a module-level selection:find-node listener
(find-sync.ts, imported by the manifest so it's live from plugin load) points
the panel store at the found node's section + preset — panel section state
moved from panel-local useState into the store to make it addressable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(registry): plugin panels declare their workspaces (default edit-only)

Plugin panels rode into the studio rail: the host swaps its own sidebar tabs by
workspaceMode, but usePluginPanels appended registry panels unconditionally.

PluginPanel gains workspaces?: readonly ('edit'|'studio')[] — manifest metadata,
default ['edit'] (an authoring panel has no business in the clean render
workspace; a plugin shipping studio tooling opts in explicitly). usePluginPanels
filters by the current workspaceMode, covering both the v1 AppSidebar and v2 tab
bar paths. Nature declares nothing and disappears from studio via the default;
the v2 layout's existing active-tab fallback handles a panel vanishing mid-use.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* docs: link plugin-authoring guide from README + CONTRIBUTING, fix stale wiki path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): keep ez-tree off the eager SSR path

ez-tree loads its inlined textures at module scope (needs document), so any
eager import chain reaching geometry.ts crashed Next prerender
(ReferenceError: document is not defined on /_not-found). Move the pure
helpers (mulberry32, naturalHeight) to variant-utils.ts so the
flower/grass builders and floorplan no longer pull ez-tree, and drop the
generateTree re-export from the package barrel (no external consumers).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 13:45:20 -04:00
bf25af6add viewer: Fix Dutch roof trim artifacts (#452)
* 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

* Fix spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

Remove Dutch ridge axis abstraction and rework roof edit system,
ridge vent clipping geometry, and roof surface placement.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so
geometry changes only regenerate default vents when enabled, treating
legacy segments with generated vents as auto-enabled for back-compat.
Expose a panel toggle to opt in/out per segment.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Snap new walls to the floor below

Feed the walls of the level directly beneath the active one into the
draft snap pipeline as extra references, so a new wall can align with
the floor below. They share the same local XZ origin, and the list is
kept separate from the current-level walls so the measurement HUD and
wall splitting only act on the active level.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Set Dutch roof shape defaults on type switch

Seed the Dutch shape parameters (waist width/height/length, top rake
thickness/length) with sensible defaults whenever a segment is created
as or switched to Dutch, so the gablet is well-formed regardless of
leftover values from the previous roof type.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Use green accent for corner and endpoint snap markers

Color the corner/endpoint snap markers and the vertical cursor pillar
green across the 2D floorplan beacon, the 3D alignment guide dots, and
the wall snap beacon so snap targets read as a consistent accent.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add magnetic wall snapping to the roof tool

Snap roof draft corners onto wall corners, midpoints, crossings, and
bodies on the active level and the floor below, reusing the wall tool's
snap pipeline so the beacon and coloring match. The cursor's ground
dot/ring is hidden while a wall snap is active to avoid overlapping the
beacon glyph.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Update auto-generated Next.js route types path

Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Show cutaway outline while dragging roof trim

Slice an untrimmed segment volume generated from the live node instead of
the registry mesh, whose CSG rebuild lags a few frames behind the drag and
may still hold placeholder geometry — so the section outline now renders
deterministically. Use LineBasicNodeMaterial so the outline draws under the
WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Fill and clip roof trim cutaway, gate it to active drag

Add a violet silhouette fill behind the cutaway outline, extend the
section slicing to angled diagonal/corner trims via a generic vertical
cut plane, and clip each slice to its footprint span so the infinite
plane no longer sprouts stray lines across the rest of the roof. The
cutaway now renders only while a trim handle is being dragged.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Separate and extend Dutch roof end slopes

Pull the Dutch hip end slopes out of the watertight shingle shell into
their own slab wedge so they can be reshaped independently, and extend
each end slope inward up its own hip plane until the top edge meets the
gablet's inner triangle. Refactor roof-segment shape geometry into a
shared roof-segment-shape module.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Render roof trim cutaway as a material-only section cut

Replace the triangle-mesh slicer with a CSG intersection of a thin slab
against the untrimmed roof shell, so the cutaway shows red only on real
material (wall + deck bands) and leaves the hollow attic empty. Add an
analytic surface-edge outline, style both solid red like a SketchUp
section, and make the cutaway persist whenever a segment is trimmed.

Keep the merged roof shell visible during trim editing (re-trimmed live
from each segment's drag override) instead of swapping in the per-segment
meshes, whose abutting end-cap faces showed as stray white planes the
commit never had. Extend each slab past free cut-line ends only — trimmed
ends clamp to the cut line — so the red section stays inside the trim box.

Re-export INTERSECTION from the viewer CSG surface for the editor.

* Outline roof cutaway by fill silhouette, restyle to destructive red

Derive the section-cut outline from the fill geometry's edges
(EdgesGeometry) so it traces the real cut shape — wall/deck band
boundaries and the hollow-attic edge — instead of just the top surface
line. Drop the fill to 85% opacity and recolor both fill and outline to
the app's destructive red, matching the delete/destructive UI.

* Include roof accessories in trim clipping and red cutaway

Roof accessories (chimney, vents, skylight, dormer, gutter, downspout,
solar-panel, cupola) now slice at the trim plane like the roof shell and
appear in the red section-cut while dragging a trim handle:

- Export clipGeometryBySegmentTrim from the viewer as a reusable
  segment-local trim-clip primitive.
- Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh
  wrapper (nodes) that slice accessory geometry by the host segment's
  live trim override, so the cut tracks the drag.
- Wire the clip into all 11 accessory renderers, including skylight
  glass panes and dormer window glass/frame/sill.
- Feed every hosted accessory mesh into the editor's red cutaway, welding
  triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a
  cross-section.
- Register skylight in the scene-graph tree-node map so it shows in the
  outliner when placed on a roof.

Co-Authored-By: Claude <noreply@anthropic.com>

* Add smooth spline fences with editable curve handles

Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an
optional `path` (+ per-point `tangents`), selectable in a Straight/Curved
mode toggle. Selected spline fences expose draggable control-point dots
(hexagon) and symmetric tangent handles (circle) joined by a violet line,
editable in both 2D plan and 3D. Side-move arrows are dropped for splines.

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

Child meshes relied on a parent group's layer, which three.js does not
propagate, so the trim section/rail/plane overlays rendered on the scene
layer — getting inked/SSGI-darkened and leaking into thumbnail exports.

Co-Authored-By: Claude <noreply@anthropic.com>

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

* fix(core): relax Dutch roof surface helper input

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

* editor: drop wall-snap debug log, gate curved-fence finish hint on draft start

Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove
hot path.

Curved fences commit on a closing gesture (double-click / Enter) rather than
per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a
point has been placed and a curve is actually in flight. The draft point count
is published from SplineFenceDraft into a small ephemeral editor store
(useFenceCurveDraft) that the contextual helper reads, mirroring the existing
useSegmentDraftChain pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00
Wassim SAMAD db35af9a05 Merge remote-tracking branch 'origin/main' into fix/bake-door-window-anims 2026-06-28 16:32:41 -04:00
Wassim SAMADandClaude Opus 4.8 43fa2b1253 Merge origin/main into feat/placement-interaction-overhaul
Resolve 7 conflicts keeping our snapping migration + floorplan perf work as
source of truth, combined with main's MEP run-continuation / Alt-detach /
latch handles. Rebuilt two import blocks the auto-merge silently truncated
(node-arrow-handles.tsx, duct-fitting/move-tool.tsx).

Verified: tsc clean across core/viewer/editor/nodes/mcp, 451 tests pass,
biome clean. Floorplan view-transform re-render storm confirmed pre-existing
(not introduced by this merge).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 16:22:47 -04:00
Wassim SAMADandClaude Opus 4.8 69c483b5f2 chore(items): refresh ceiling-fan model (On clip + base paint slot)
The bundled ceiling-fan model.glb was stale (no animation clip, two slots).
Replace it with the variant matching production storage: an `On` animation
clip and a third `slot_base` paint slot. Same dimensions/offset, so no catalog
metadata change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 15:51:05 -04:00
Aymeric RabotandClaude Opus 4.8 1b4c656901 chore(ts7): adopt the TypeScript 7 native compiler (tsgo)
Make the editor packages compatible with, and benefit from, the native Go
compiler (TypeScript 7 / tsgo) while keeping the npm publish path on stable tsc.

- Add @typescript/native-preview (pinned 7.0.0-dev.20260624.1). tsgo coexists
  with typescript@6, which Next typegen and the IDE plugin still need until the
  TS 7.1 programmatic API ships.
- Fix two react-three-fiber JSX augmentations the native checker rejects but
  tsc tolerated:
  - viewer: map only LineBasicNodeMaterial (the one webgpu node material used as
    a JSX tag) instead of the whole three/webgpu namespace (TS2320/TS2590).
  - plane-box-select-tool: drop the redundant `IntrinsicElements extends
    ThreeElements` block — it duplicated R3F's global augmentation and, by
    referencing @react-three/fiber's ThreeElements directly, hit a bun peer-dep
    variant-directory duplicate under tsgo (TS2320). r3f.d.ts already covers
    those JSX intrinsics. Types-only — no runtime change.
- check-types -> tsgo --noEmit (editor, @repo/ui, editor app, ifc-converter app)
- emit-package dev watch -> tsgo --build --watch
- build/publish stay tsc --build (prepublishOnly + release.yml unchanged;
  emitted .d.ts is byte-identical to tsc output)
- bump next 16.2.6 -> 16.2.9

tsc remains the source of truth and fallback. Published artifacts unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:37:58 -04:00
f69b1935a9 docs: fix editor-v2 stale folder name in apps/editor/README.md (#311)
Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
2026-06-24 16:00:59 -04:00
Wassim SAMADandClaude Opus 4.8 f773e6b8c5 feat(editor): placement & interaction overhaul — FSM spine, bug tracks, perf
Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.

- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
  driven from central useEditor setters; overlay scoping (zone labels,
  context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
  auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
  per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
  model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
  rig hides during a whole-node move; rotate gizmo advertises Shift=free
  rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
  geometry cache so only changed nodes rebuild on a drag; hoist wall miters
  to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:04:58 -04:00
a71de82ccb nodes: add MEP movement controls and DWV parity (#438)
* 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

* feat(duct): ceiling-snap drawing + connected-joint endpoint move

Duct draw tool's ceiling mode now hangs each path point just below the
ceiling actually covering it (per-room heights tracked), with a
translucent surface highlight and a plumb line to the floor so the
in-flight point reads clearly from any angle.

Dragging a duct corner that sits on a fitting now carries the fitting's
other ducts along (port-connectivity second hop), so the joint moves
together instead of tearing apart.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): detach + vertical modifiers for duct/pipe joint editing

Alt detaches a dragged duct/pipe endpoint or fitting from its connected
joint (no elbow re-aim, no connectivity follow); Ctrl/Cmd drives vertical
riser movement on the fitting move. Behavioral parity across 2D and 3D.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): full DWV pipe parity for joint editing

Bring pipe-segment endpoint drags and pipe-fitting moves to parity with
duct: free-drag endpoints, Alt-detach, Ctrl/Cmd-vertical riser, elbow
re-aim, and connectivity follow. Generalizes the shared elbow-reaim and
auto-fitting helpers to dispatch by run kind so 2D and 3D share one path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): wall-style arrow handles for duct fittings + segments

Add violet directional arrow affordances to duct-fitting selection (height,
move cross, rotate arc) mirroring the duct-segment rig: portaled into the
parent frame to stay out of the selection outline, rendered via the shared
HandleArrow, and carrying mated-run connectivity through the single-undo
dance. The move cross engages press-drag-release (placementDragMode) the same
way the floating drag does, so the markup hit-areas go inert and the fitting
move tool commits on pointer-up.

Also re-export the HandleArrow primitives from @pascal-app/editor and extend
the duct-segment side-move/floorplan affordances.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): click-to-latch cube handles for duct + fitting editing

Replace the hover-reveal / multi-handle selection rigs with a single
click-to-latch cube that opens a directional cluster, shared between
duct segments and fittings via a new selection-handles module
(HandleCube / MoveChevron / RotateArc, all sized to the roof pitch cube).

- Duct segment: per-vertex + run-center cubes reveal axis-locked move
  chevrons (down arrow always shown), plus a roll arc at the run center.
- Duct fitting: center cube reveals six ±XYZ move arrows and three
  per-axis rotation arcs (oriented in place), replacing the old
  height/move/rotate trio with axis-cycling.
- Rotation (fitting arcs + duct roll) snaps to 45° steps; Shift = smooth.
- thin chevron profile + press-drag-release commit retained.

* fix(mep): orient duct roll arc consistently + drop Ctrl-vertical drag

Build a fully-determined basis for the duct roll gizmo so the curved
arrow always seats at the top-outer 45° corner regardless of run
direction, instead of an arbitrary apex from a single setFromUnitVectors.
The selection-rig ±Y arrows now own vertical movement, so the redundant
Ctrl-modifier riser drag is removed from the fitting move tool.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): run-aligned duct handles, swing snapping, elbow flatten

Align the duct run-center cube + horizontal arrows to the run axis
(matching the per-vertex handles) while keeping whole-run translate.
Endpoint side / up-down swing arrows now follow grid snap points and
port-snap onto nearby collars (Shift sweeps smoothly). Relax elbow
realign + fitting schemas to flatten to a straight 0° coupling. Surface
HVAC-specific hints in the select-mode helper panel for duct / fitting.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): per-segment linesets/liquid-lines with joint-follow editing

Linesets and liquid lines now commit one independent two-point node per
drawn segment instead of folding into a single mitered polyline, so each
line selects and deletes on its own. Endpoint caps fill shared-coordinate
joints so connected segments still read as continuous pipe.

Dragging a shared endpoint carries mated segments along via port
connectivity (Alt detaches), so a run still edits as one welded piece.
Liquid-line follow mode traces the whole connected lineset run, laying a
per-segment parallel line down its full assembled length.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): vertical-offset auto-routing on duct center-cube ±Y drag

Lifting/lowering a connected run with the run-center cube now keeps each
connected end welded to its stationary partner instead of dragging the
whole network. Run-to-run ends get the classic S/Z offset (two elbows +
plumb riser, partner trimmed back one leg); elbow-connected ends form a
clean L — the existing elbow stays put and re-aims its collar vertical,
with one new top elbow + riser reconnecting to the lifted endpoint. The
offset is ghosted live and minted as a single undo step on release.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add roof accessory placement guides

Measure roof accessory placement against the active roof face using visible surface bounds and preview geometry footprints. Add dormer-local guides and special linear handling for ridge vents and gutters.

* Improve duct and placement routing

* Fix duct vertical movement routing

* Fix duct vertical offsets and roof accessory movement

* Add DWV movement parity and line endpoint controls

* Fix MEP handle review issues

* Fix chimney placement and duct offset cleanup

* Use snapped targets for roof accessory commits

* fix(nodes): repair MEP movement review issues

- auto-fitting: tee branch now follows the drawn lateral angle; update the
  stale square-tee test + doc comment that contradicted the rewrite
- duct-segment: re-enable the vertical auto-offset rewind (the disabled stub
  left mintedIds empty, so re-dragging a tagged duct stranded old elbows/risers
  and stacked duplicates); remove the dead stub
- duct-segment: strip the stale auto-offset tag on manual corner/roll commits
  so the horizontal-move path no longer trusts an out-of-date base
- chimney: resume history before mutating segment children arrays so a
  cross-segment move reparents in one tracked transaction (undo stays consistent)
- dormer: align schema test with the new windowSill=false default

* fix: address mep movement review issues

* fix: address follow-up mep review comments

* fix: address additional mep review comments

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: pascal-open-bot <open@pascal.app>
2026-06-23 08:37:15 -04:00
Wassim SAMADandClaude Opus 4.8 9bfbcc9f01 editor: add resize SFX triggered while dragging resize handles
Register a `resize` sound effect (three round-robin variations with
pitch/pan jitter and an 80ms gap) and emit it from the linear/radial
resize drag handler whenever the snapped+clamped value steps, so width /
length / depth / radius / height drags tick as the size changes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:09:02 -04:00
Wassim SAMADandClaude Opus 4.8 bf9246cd36 feat(sfx): play paint_apply sound when a material is painted
Registers a paintApply SFX (with rate/volume jitter + a 60ms gap so rapid
multi-face painting doesn't machine-gun), wires the sfx:paint-apply bus
event, and emits it from the material-paint click chokepoint in the
selection manager (fires on apply, not hover/preview). Adds the audio
asset to the editor app's public resources.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 10:50:48 -04:00
Wassim SAMADandClaude Opus 4.8 bfcb039757 chore(items): pull authored item GLBs from prod
Replace 89 bundled item model.glb files with the authored/optimized
versions currently served from prod storage (items/system/<slug>/model.glb),
so the committed source of truth matches what live projects load and a
catalog re-seed no longer clobbers authored geometry. Items with no prod
object (404) are left as-is.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:36:54 -04:00
Wassim SAMAD c4b6e74d65 Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts:
#	packages/core/src/store/use-scene.ts
#	packages/editor/src/components/editor/index.tsx
2026-06-18 12:22:26 -04:00
Wassim SAMADandClaude Opus 4.8 bba0cc5f68 feat(paint-slots): prepared-drywall finish + fence 4 slots matching build options
- Add 'concrete-drywall' (Prepared Drywall) catalog finish + 512 KTX2/webp
  runtime assets; default walls (WALL_SLOT_DEFAULT interior+exterior) and the
  roof wall/trim band to it so roofs read continuous with walls.
- fence: replace the 2-slot panel/rail split with 4 slots that match the panel's
  build options — posts / infill (showInfill) / base (grounded only) / rail —
  each its own mesh with userData.slotId; conditional slots track the build
  state. Defaults: posts/infill/base charcoal, rail wood-finewood27.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 20:51:49 -04:00
Wassim SAMADandClaude Opus 4.8 4c27558a4f chore(paint-slots): drop 50 unreferenced editor material maps
Remove height/displacement/mask/mortar/joint texture files the material
schema never samples (it reads only albedo/normal/roughness/ao/metalness).
Computed as present-on-disk minus catalog-referenced in material-library.ts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:57:47 -04:00
Wassim SAMADandClaude Opus 4.8 267dac7b1a perf(editor): convert UI icons from PNG to WebP
The editor's /icons assets were ~10MB of oversized PNGs (a single
toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality
92) and repoint all /icons/*.png references to .webp across
packages/editor, packages/nodes, and apps/editor. PWA/platform icons
(apple-touch-icon, icon-192, icon-512) stay PNG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:41:50 -04:00
Wassim SAMADandClaude Opus 4.8 737c4e9d1d feat(paint-slots): concrete-plate finish + try defaults (wall=concrete, slab=wood plank 48, ceiling=soft white)
- material-library: add 'concrete-plate' KTX2 finish (512, fabric/leather-style
  pipeline) + editor-app texture mirror.
- viewer: shared resolveSlotDefaultMaterial(colour|library ref) so a kind's slot
  default can be a catalog finish, not just a flat colour.
- wall default -> library:concrete-plate (interior + exterior).
- slab default -> library:wood-woodplank48 (slab geometry resolves it via the
  shared helper).
- ceiling default -> soft white #f2eee6 (ceiling renders flat-tinted).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:25:48 -04:00
Open Pascal 54a24e4c5c fix: address review findings from PR #402 MEP systems
- core: fix layer violation in level-height.ts — extract sceneRegistry
  import, replace with optional WallBaseYResolver callback so core stays
  pure (no Three.js mesh state); viewer callers pass resolver, headless
  callers (MCP/tests) get deterministic node-data-only result

- core: generalise port-connectivity service from duct-only to all
  distribution families — match partners by distributionRole ('run' →
  endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
  duct-segment/duct-fitting type names; add system-compat guard so
  cross-system ports (e.g. supply duct vs waste pipe) don't fuse

- editor: fix port-snap rotation bug in move tool — pass preview node
  at live rotation into resolvePortSnap so own-port positions reflect
  any mid-drag R/T rotation before computing the snap delta

- editor: wire pipe-trap into UI — add to StructureTool union,
  MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu

- test: add port-connectivity-pipe.test.ts — 2 tests covering
  pipe-fitting → pipe-segment endpoint drag and cross-system isolation

- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
  deliberately chose square sanitary-tee for DWV side-taps (documented
  in PR description and PipeFittingNode schema); update the one test
  that still expected wye to match the implemented behaviour

- nit: fix optional-chain biome warning in validate-dwv.ts
2026-06-16 19:30:51 +00:00
Sudhir YadavandGitHub 5551500d98 feat: HVAC ductwork + DWV plumbing systems (#402)
Adds two new MEP node families (HVAC ductwork, DWV plumbing) built on a shared port-connectivity model. Co-authored by @sudhir9297.
2026-06-16 15:30:39 -04:00
Wassim SAMADandClaude Opus 4.8 042f855586 feat(paint-slots): KTX2 finish library — fabric/leather/concrete/metal (phase 4)
Wire KTX2 into the catalog finish path and add 15 textured finishes across four
new families, all as GPU-compressed KTX2 (512px) + a webp picker thumbnail.

- Shared `ktx2-loader.ts`: one KTX2Loader (Basis transcoder) used by both the
  GLB loader and catalog textures; `ensureKtx2Support(renderer)` runs once at
  viewer init (GPUDeviceWatcher) so `.ktx2` finishes load even with no GLB in
  the scene. `use-gltf-ktx2` now reuses the shared instance.
- `materials.ts`: texture loaders pick the KTX2 loader for `.ktx2` urls, the
  image loader otherwise (all three load paths).
- `material-library.ts`: 15 entries (fabric ×6, leather ×2, concrete ×4,
  metal ×3). Neutral albedo for tinting, `flipY: false` (compressed textures
  can't flip), `repeat` per real-world tile size, metals `metalness: 1`.
  Normals encoded UASTC, data maps ETC1S/linear.

Assets generated from raw sources via the new community
`scripts/build-material-textures.ts`. 1024/256 tiers + raws kept out of git.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 14:37:23 -04:00
Aymeric RabotandClaude Fable 5 aa3b0ef758 refactor: release-review cleanup for roof wall openings
Dual review pass (Claude multi-angle + Codex release-quality). One
correctness fix and the agreed do-now cleanups:

- fix: clone-scene-graph remaps roofSegmentId like wallId in both
  clone paths — duplicated scenes/levels kept pointing roof-hosted
  children at the original segments.
- extract the settled, stateless roof target/cursor math shared by the
  four door/window tools into shared/roof-wall-opening-placement.ts
  (resolveRoofWallOpeningTarget + getRoofWallOpeningCursorPose +
  worldToSelectedBuildingLocal); tools keep the stateful lifecycle
  (drafts, undo/temporal, commit field lists). −199 net lines.
- rename host-generic state: currentWallId→currentHostId,
  markWallDirty→markHostDirty (they hold segment ids too); capability
  cascadesViaHostSegment→dirtyHandledByOwnSystem (behavior-facing,
  before the public API hardens).
- drop getRoofAccessoryKinds from core's public API — its only caller
  was the standalone Build tab, which now enumerates the registry
  inline with its app-specific filter.
- window move-tool uses the shared stripPlacementMetadataFlags; stale
  "segment-local" comment fixed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:33:13 -04:00
Aymeric Rabot b8dfa90762 Merge remote-tracking branch 'origin/main' into feat/editor-ux-rendering-placement 2026-06-10 14:21:35 -04:00
Aymeric Rabot 3a1ba56246 Polish editor interaction behavior 2026-06-10 11:28:12 -04:00
Aymeric RabotandClaude Fable 5 bdfee058bd 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>
2026-06-10 00:39:13 -04:00
Aymeric RabotandClaude Fable 5 478f0910f7 feat(editor): roof features in standalone Build tab + thumbnail flag fix
- registry: getRoofAccessoryKinds() enumerates kinds declaring the
  roofAccessory capability, in deterministic builtin-list order (mirrors
  getSelectableKinds); exported from the registry barrel.
- apps/editor build-tab: a "Features" group under the Roof tile, discovered
  from the registry (no DB) and activating each kind's roof-attach tool —
  parity with the community editor's roof features.
- site-boundary-editor: hide the flag handle group around thumbnail captures
  (they render on SCENE_LAYER so the thumbnail camera can't layer-filter them),
  matching handle-arrow.tsx — keeps flags out of preset/snapshot thumbnails.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 19:55:53 -04:00
Aymeric RabotandClaude Fable 5 c57901e7d9 chore(deps): review-pass fixes — pin next 16.2.6, drop dead dep, dedupe three
- next 16.2.7 -> 16.2.6 in both apps. 16.2.7 regresses Turbopack dev route
  matching for API routes nested below a dynamic segment (probed in the
  private repo: /api/items/[id]/fork, /api/scenes/[id]/events 404 with the
  router's HTML not-found; production builds unaffected; bisected
  16.2.6 good / 16.2.7 bad). 16.2.6 carries all the 16.2.5/16.2.6
  security fixes — only the bugfix backports are forgone.
- Remove @react-three/uikit-lucide from @pascal-app/editor dependencies:
  zero imports in this repo or private-editor; dead weight in every npm
  consumer's install.
- Pin @visual-json/react "latest" -> "^0.4.0" (current resolution;
  "latest" in a published package's deps is unreproducible and was
  inconsistent with private-editor's ^0.4.0).
- Add root override three: 0.184.0, mirroring private-editor's dedupe —
  drops the nested stats-gl three@0.170.0 so the lockfile resolves a
  single three (the stated single-instance invariant now holds here too).

Verified: build, check-types, biome check, 931 package tests green;
lockfile resolves one next (16.2.6) and one three (0.184.0);
oxide/lightningcss optionalDependency pins still match resolutions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 16:28:02 -04:00
Aymeric RabotandClaude Fable 5 9d24e260c3 chore(deps): June 2026 dependency refresh
Range edits:
- next 16.2.1 -> 16.2.7 in apps/editor + apps/ifc-converter. 16.2.5/16.2.6
  fixed six high-severity advisories (middleware bypass, DoS, SSRF, XSS,
  RSC cache poisoning); 16.2.7 is bugfix backports. No API/config changes.
- typescript 6.0.2 -> 6.0.3 everywhere, including aligning the 5.9.3
  stragglers (@pascal-app/mcp, @repo/ui, @repo/eslint-config) that date
  from the original scaffold and were never intentionally held back.
- @types/node in @pascal-app/mcp: ^25.5.0 -> ^22.19.20 — mcp was the only
  workspace typed against non-LTS node 25; 22 matches the release
  workflow's node and every other workspace.
- @number-flow/react ^0.5.14 -> ^0.6.0 (packages/editor, apps/editor);
  the only breaking change (removed --number-flow-char-height CSS var)
  is unused here.
- agentation ^2.3.2 -> ^3.0.2 (apps/editor devtool; v3 is a drop-in for
  the props-less <Agentation /> usage, additions are opt-in).
- Root overrides: @types/react 19.2.14 -> 19.2.17,
  @types/three 0.184.0 -> 0.184.1 (types-only fixes).

Lockfile refresh within existing ranges picks up react 19.2.7 (pairs with
next 16.2.7 — 19.2.6 had a server-action FormData regression), motion
12.40.0, three-mesh-bvh 0.9.10, @react-three/uikit-lucide 1.0.73, the
June radix wave, lucide-react 1.17.0, zustand 5.0.14, tailwind-merge
3.6.0, geist 1.7.2 (fixes Geist Mono ligature regression), react-grab
0.1.44, biome 2.4.16 + ultracite 7.8.2, turbo 2.9.17.

Held: three stays 0.184.0 (npm latest; single-instance constraint),
tailwindcss 4.3.0 + lightningcss 1.32.0 already match the pinned
optionalDependencies native binaries, eslint 10 major not taken
(@repo/ui is unconsumed legacy scaffold).

Verified: turbo build, check-types, biome check, and 931 package tests
green; bun.lock stays lockfileVersion 1 (CI bun 1.3.0 compatible);
single next/three resolution confirmed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 14:48:40 -04:00
555cf06c12 editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* 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

* Snapshot: ridge vent locks to segment ridge during placement, free sliders after

Placement tool clamps the cursor to the segment's ridge line for all roof
types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer
re-derives Y from the live surface plus a small lift, and treats stored
position[1] / position[2] as user offsets so the inspector sliders move
the vent after placement.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(roof): contribute outer silhouette to alignment-guide candidates

Roof has no centred-box footprint (it's the union of its `roof-segment`
children) so the capability bridge needs the resolved AABB directly. We
build it from the children's corners in roof-local space, then transform
to world coords. Roofs only contribute as static candidates — the
move-roof tool drives them by origin, so the relocatable-box path never
applies.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(floorplan): upright text geometry that stays horizontal under scene rotation

Floor-plan text labels were rotating with the 90° default scene rotation,
making zone names read sideways. Add an `upright` flag to text geometry:
when set, the registry layer counter-rotates the label by sceneRotationDeg
around its anchor so it reads horizontally on screen. Zone labels opt in.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode

Paint cursor swaps the inline icon+label chip for a stacked badge — a
glowing accent stem pointing down to the hit point with the paint icon
above — so the cue reads as "pointer" rather than "tooltip". Switches
the accent to indigo. The 2D floor-plan now also shows the paint-icon
overlay and routes pointer interactions to the painter when in
material-paint mode.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): 90° rotate action on the floating building menu

Adds a Rotate button to the building action menu (and a generic `onRotate`
slot to NodeActionMenu). Each click rotates the building 90° CW around
its world-bbox center, mirroring the offset compensation
`MoveBuildingContent` uses during R/T-rotate drags — so the building
spins in place instead of orbiting its (often off-centre) origin.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(column,shelf): show cursor sphere during placement preview

Matches the placement affordance other floor-placed tools already have
so users see the snap point as a discrete dot alongside the ghost mesh.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* chore(ifc-converter): update next-env types path to .next/dev/types

Next.js moved generated route types under `.next/dev/types/` — regenerate
the reference so the type-check resolves them again.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(ridge-vent): track parent segment's live overrides for real-time follow

While dragging a roof-segment resize handle (width / depth / pitch /
wallHeight / rotation), the new dimensions stream through
useLiveNodeOverrides and only flush to the store on release — so the
ridge vent was snapping to the new ridge only after the drag ended.
Merge segment overrides into the renderer's segment view so the vent
rides the resize in real time.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): step building rotation in 15° increments

Cuts the floating building menu's rotate-step from 90° to 15° so each
click nudges the building rather than slamming it to the next cardinal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): world-frame alignment guides and grid snap under building rotation

Brings the 2D floor-plan alignment + grid behaviour in line with 3D so
guides and snap follow the world XZ grid regardless of how the active
building is rotated.

Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal,
plus a shared BuildingPose type, so callers can resolve in world space
while staying in building-local coords downstream.

Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the
single entry point for tools that need world-frame alignment / grid
snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose,
snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours
useLiveTransforms and resolves the active building via level.parentId
first so the helper stays in sync with the floor-plan panel.

Alignment store unification: applyFloorplanAlignment and the registry
move overlay now publish guides in world XZ — the same frame the 3D
tools already use — so the shared useAlignmentGuides store carries one
consistent coordinate system. The 2D layer renders world XZ via the
fixed world → SVG transform (a 90° rotation around the building's
world position; independent of building rotation), so guides come out
parallel to the world-axis-aligned floor-plan grid in every case.

Drafting + move sessions across walls, fences, slabs, ceilings,
columns, items, shelves, roofs, stairs, zones and elevators are
re-routed through the new helpers so cursor placement, grid snap,
draft endpoints, and move commits all land on the world XZ grid
even when the building has been rotated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* revert(editor): drop building drag-rotate and grid building-XZ chase

Two behaviours added recently were causing the world grid to slide
around during building edits. Reverts both, keeping the rest of the
world-frame alignment work intact.

- floating-building-action-menu / node-action-menu: roll the rotate
  button back to a single click that increments rotation by 15°
  around the bbox center (state at 3eb02fde). The drag-rotate from
  b50c0d5a streamed live position updates per frame, which the
  floor plan and grid both followed.
- grid: stop chasing the active building's world XZ each frame
  (pre-c00a2469 behaviour). The grid stays anchored at world (0, 0)
  so it doesn't visibly sweep when the building origin moves —
  during a drag, an R/T rotation in the move tool, or a click
  rotate that re-anchors the origin to the bbox-pivot. Y still
  lerps to the active level's floor height.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): consistent building rotation pivot + 2D position sync

Several connected fixes to building rotate/move so the 3D mesh, the
2D floor plan, and alignment guides all stay visually consistent
across rotations and drags.

Rotation-invariant pivot
- New `getBuildingLocalBboxCenter` helper walks descendant mesh
  geometry bounds in the building's LOCAL frame, returning a
  centroid that doesn't depend on the building's current world
  rotation. The previous approach derived the pivot from the world
  AABB at the current rotation, which made the local pivot subtly
  drift each time the building was rotated.
- Floating menu click-rotate and move-tool R/T rotation now seed
  their pivot from this helper, so successive rotations stay
  pinned at the same world point.

Move-tool stability
- R/T rotation always pivots around the current world bbox center,
  even before the cursor has moved onto the grid (previously it
  fell back to rotating around the origin in that case).
- Commit (`onGridClick`) now writes the mesh's actual on-screen
  pose instead of recomputing it from the click event's grid
  coords, removing a one-cell snap on release.

Alignment resolver
- Tie-break is now perp-first, primary-second. The previous order
  was reliable when wall faces shared an exact axis-aligned coord
  (pre-rotation), but post-rotation float deltas meant primary
  never tied and the resolver could lock onto the far corner of a
  candidate. Perp-first picks the visually closest point.

2D ↔ 3D sync
- The floor-plan SVG scene group now applies a live `translate(...)`
  derived from `(committedBuildingPosition → live buildingPosition)`,
  in addition to the existing live rotation. Building-local content
  slides in lockstep with the 3D mesh during a drag.
- The alignment-guide layer projects from world XZ using the
  COMMITTED building position, so guides stay locked to their world
  coordinates while the building slides past them.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* Merge remote-tracking branch 'origin/main' into fix/fir-5-june

* feat(wall): alt-click commits a single wall instead of chaining

Holding Alt on the click that completes a segment now stops drafting
instead of starting a new segment from the just-placed endpoint. Same
behaviour wired in both the 3D wall tool and the 2D floor-plan
placement hook (which already passed `singleWall: event.altKey` —
the 2D handler was ignoring the flag).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* revert(editor): drop 15° rotate from floating building action menu

Removes the rotate button on the floating building menu and the
`getBuildingLocalBboxCenter` pivot helper that only existed to support
it. The selected-group rotate handle remains the way to rotate a
building.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* chore(ifc-converter): point next-env at .next/types instead of .next/dev/types

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage

The translate gizmo on the 3D bounding box now hands the node to the
registry move tool (same path as the floating action menu's Move
button) instead of running its own plane-drag. One move flow — green
bounding box, cursor follow, alignment guides, R/T rotation,
click-to-commit — drives both entry points.

Adds a `dragBounds` capability on the node registry so kinds whose
rendered mesh contains extras (per-level landing assemblies on an
elevator, etc.) can declare the box the user thinks of as "the thing
being dragged." Elevator and stair opt in; everything else still
auto-measures. `MoveRoofTool` now shows the green box for whole-stair
and whole-roof moves, and aligns roofs by their footprint corners
(previously only stairs did). Slab floor-plan moves clear
`autoFromWalls` on commit so space-detection doesn't snap the slab
back, via a new `extraCommitFields` hook on the polygon-centroid
move target.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(editor): 2D alignment guides in building-local frame + world-grid wall snap

The 2D floor-plan alignment layer now mounts inside the rotated scene
<g> and reads from an editor-local `useAlignmentGuides` store —
guides are stored in building-local meters and follow the SVG
transform that already carries the rest of the floor-plan geometry.
Pill labels are counter-rotated by the scene rotation so they stay
upright under building rotation. The 3D pipeline keeps its own
world-frame store; the two surfaces no longer share frames.

Wall drafting picks up an optional `gridSnap` override so the 2D
floor-plan can snap drafts onto the world-XZ grid even when the
active building is rotated — without it, a rotated building's
drafted wall would chase the local grid and miss the visible lines.
`snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through
the override when supplied; otherwise the prior local-axis grid snap
is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid`
through the placement hook and exports `WALL_GRID_STEP` to support it.

Also fixes the minor/major grid stroke palette swap so minor lines
render with the minor palette and majors with the major palette.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* chore(editor): drop dead onRotate slot, memoize dragBounds snapshot

Removes the unreachable `onRotate` prop, `RotateCw` import, and
rotate button from `NodeActionMenu` — its only caller was the
floating building menu's 15° rotate, which was removed in d65fd5fe.

Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures
the scene snapshot once per node instead of re-reading
`useScene.getState().nodes` on every render. Bounds depend only on
`node` (locked for the tool's lifetime) and start-time sibling state
(elevator shaft height from the level set), so a one-shot snapshot is
the right semantics — and it avoids implying a live subscription that
isn't there.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* chore: biome check --write (import order, formatting, unused import)

Auto-fixes from `bun check:fix`:
- import-order normalization in editor/nodes/core
- unused `snapToGrid` / `useLayoutEffect` imports dropped
- minor whitespace/wrapping tweaks

No behavioural change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-09 11:05:27 -04:00
Aymeric Rabot b33059ef81 feat: add persistent site boundary handles 2026-06-08 17:42:20 -04:00
ce6f999310 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>
2026-06-08 13:14:39 -04:00
b2e7a090d6 chore(editor): update structure_delete SFX asset (#381)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 11:48:43 -04:00
dd0215643b fix(editor): shelf deletion plays item-delete SFX; refresh delete sounds (#379)
* fix(editor): shelf deletion plays item-delete SFX; refresh delete sounds

Shelves are furniture-like placeable objects, so deleting one should use
the lighter item-delete cue instead of the structure-delete one. Add a
shared emitDeleteSFX(nodeType) helper that maps item-like node types
(item, shelf) to item-delete and everything else to structure-delete,
and route the three delete sites (sledgehammer, floating action menu,
keyboard) through it.

Also refresh the item_delete/structure_delete audio assets and reduce
their pan jitter for a steadier delete cue.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* chore(editor): update item_delete SFX asset

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 21:14:09 -04:00
1419709131 editor: structure build-start/end cues + menu hover/click SFX (#378)
* wip sfx

* wip audios

* feat(editor): structure build-start/end cues + menu hover/click SFX

Sound design pass for the build/items experience:

- Split structure-build into a start cue (draft begins) and end cue
  (commit). Wall/fence fire start on the first click; slab/ceiling/zone
  tick start on every non-closing vertex; roof on the first corner.
- Doors and windows now use the structure-end cue on place + move;
  shelves use item-place instead.
- New menu_hover (round-robin retired in favour of a single sample) and
  menu_click cues wired to the Build/Items main categories, item-catalog
  tiles, the icon rail / tab bar, and the bottom action menu (via the
  shared ActionButton).
- Refresh item_pick / item_place / item_rotate samples; drop the
  now-unused numbered menu_hover variations.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(editor): silence forEach return lint in updateSFXVolumes

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* chore(editor): convert SFX wavs to mp3 to shrink assets

Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for
short UI cues) and point the player at the .mp3 sources. Drops the .wav
originals; the freshly converted item_pick/place/rotate.mp3 override the
older committed mp3s.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 20:15:24 -04:00
8f2e5678e8 ci: add lint and typecheck workflow (closes #147) (#369)
* fix: resolve lint and type errors to enable CI

- Remove stale biome-ignore suppressions in bootstrap.ts, r3f.d.ts,
  and parametric-node-renderer.tsx (rules no longer fire).
- Replace forEach callbacks that return values with for...of loops
  in node-actions.ts and build-collider-world.ts
  (lint/suspicious/useIterableCallbackReturn).
- Rewrite assign-in-expression guards in ceiling/tool.tsx to explicit
  if-statements (lint/suspicious/noAssignInExpressions).
- Hoist useMemo/useCallback above early return in chimney/panel.tsx
  (lint/correctness/useHookAtTopLevel).
- Add `^build` to turbo check-types dependsOn so packages/core dist is
  up-to-date before type checking — this resolves all 32 type errors
  which were caused by stale dist, not missing symbols.

* ci: add lint and typecheck workflow on push/PR

Adds a quality gate that runs `bun run check` (Biome) and
`bun run check-types` (TypeScript) on every push and PR to main.
Uses concurrency groups to cancel stale runs. Closes #147.

---------

Co-authored-by: Pascal <open@pascal.app>
2026-06-06 09:05:16 -04:00
d1b40aa98d editor: level-scoped alignment, reference-floor symbols & registry slab tool (#373)
* feat(editor): level-scoped alignment, reference-floor registry symbols, registry slab tool

- Scope alignment candidates to the active level so a node directly below
  on another floor no longer snaps (alignment is XZ-only); building-scoped
  nodes like elevator shafts stay in the pool across floors.
- Derive the elevator alignment footprint from its outer shaft (not the
  inset cab), so its guide actually surfaces within the snap threshold.
- Extract shared stair footprint geometry (rotateXZ, segment transforms,
  stairFootprintAABB) so opening-sync and alignment anchors derive the
  chain identically; stairs now contribute plan bbox anchors.
- Render reference-floor stairs/roofs/elevators/shelves/spawns through
  their registry floorplan builders for pixel-identical symbols.
- Move slab creation to the registry-driven slab tool (parity with
  ceiling); 2D handlers only maintain draft state.
- Lift the 3D alignment guide ribbon to the active level's Y each frame.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* refactor(core): registry-drive elevator/stair alignment footprints

Address architecture review of the level-scoped alignment work: the core
anchor bridge (`alignment-anchors.ts`) hardcoded `if (node.type === 'elevator')`
and `if (node.type === 'stair')` branches to derive their plan footprints.
Move that onto the kinds themselves via a new `alignmentFootprint` capability
so the bridge dispatches generically — matching the registry composition model.

- Add `Capabilities.alignmentFootprint`: returns a `box` (rotatable rect
  centred on position, relocatable for movable kinds) or an `aabb` (already
  resolved, for non-rectangular plan shapes). Elevator uses `box` (its outer
  shaft, and it's movable); stair uses `aabb` (segment chain / annular sector,
  moves by origin).
- Drop both hardcoded branches; the bridge now consults the capability via
  `floorFootprint` (box) and a unified `alignmentAABB` (box ∪ aabb).
- Export `stairFootprintAABB` from core so the stair definition consumes it.
- Tests register synthetic defs carrying the capability (the bridge no longer
  knows elevator/stair by name), reproducing the production glue from the same
  core helpers.
- Document why `REFERENCE_REGISTRY_KINDS` is a deliberate editor-local
  curation, not an auto-derived set (most floorplan-builder kinds shouldn't
  appear as standalone reference symbols, and "reference floor" is an editor
  concept core must not know).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): hide node arrow handles during thumbnail capture

The arrow-handle rig lives on SCENE_LAYER (so its chevrons read as proper
3D plates), but the thumbnail camera only filters EDITOR_LAYER + GRID_LAYER —
so a node selected at capture time would leak its arrows into the snapshot.
Hide the rig on `thumbnail:before-capture` and restore it on
`thumbnail:after-capture`, the same emitter handshake SelectionManager uses.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 16:04:14 -04:00
46f94b97b3 editor: alignment guides + floor-plan move/placement parity (#372)
* 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

* feat(editor): 3D alignment guides for item/wall/fence move + placement

Bring Figma-style alignment guides into the 3D editor, reusing the shared
pure resolver (`resolveAlignment`) and ephemeral guide store
(`useAlignmentGuides`) that previously only drove the 2D floor plan.

Core:
- `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner
  anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's
  line and distance read to the candidate's nearest edge, not the far side.
- `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to
  item edges, never centrelines.
- `resolvePointSnap` (point-coincidence variant; kept for future use).

Editor:
- `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill,
  in the project's indigo accent, mounted inside ToolManager's building-local
  group so guides render in the cursor's frame.
- Producers wired in the item move tool, item placement coordinator, and the
  wall + fence endpoint tools; walls and fences cross-align.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): align guides snap to nearest real anchor, drop bbox re-span

The 3D alignment guide could place its end dot in empty space: a diagonal
wall (or any rotated / non-rectangular object) has bounding-box corners that
don't lie on the object, and `refineGuidesToGap` re-spanned the guide to
exactly those AABB edges — so the dot floated "along the coordinate" rather
than on the item.

- `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the
  perpendicular axis (after the tightest axis match). Anchors are real points
  (corners / endpoints / midpoints), so the guide always connects to the
  closest actual point — which also yields the facing-edge gap distance.
- All four producers (item move, item placement, wall + fence endpoints) now
  publish the raw resolver guides; the AABB nearest-edge re-span is gone.
- Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers
  (and their tests / exports).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(editor): group move handle + shared group-transform core, move-tool polish

Add a group-move gizmo alongside the existing group-rotate handle, both
driven by a new shared `group-transform-shared` module (participant
classification, group-box + corner math, connected wall/fence component
expansion so attached structure transforms rigidly as one piece).

- core: refactor alignment-anchors collection + tests, extend handle registry
- editor: group-move-handle, group-transform-shared; rotate handle reuses them;
  node-arrow-handles gains click-swallow guard; box-select + placement tweaks
- nodes: move-tool updates across ceiling/column/slab/roof/registry; door math
  and panel adjustments; item definition cleanup
- nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the
  wall endpoint tool (fixes missing audio feedback on fence side drag)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): keep autosave alive across page unload

The autosave debounces writes by 1s and relies on a `beforeunload` flush
for anything still pending. That flush fired a plain `fetch` PUT, which
the browser cancels the instant the page unloads — so refreshing right
after an edit (e.g. painting a roof material) silently dropped the change
and the reload showed the last persisted scene.

Thread a `{ keepalive }` option through the save callback and set it on
the unload flush so the request survives the unload. Also listen for
`pagehide` (fires where `beforeunload` does not, e.g. mobile Safari /
bfcache) and clear the dirty flag up front so the two listeners don't
double-send. Normal debounced saves omit `keepalive` (its 64KB body cap
only constrains the best-effort unload flush, not regular saves).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(editor): paint eraser + reset-all, drop roof cross-role bleed

Material paint gains an eraser (clear a surface back to its default) and a
"Reset all" action that defaults every painted surface on a node — for a
roof that includes each child segment — via a generic
`buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific
material fields without per-kind knowledge.

Also stop a single painted roof surface from bleeding onto the others:
`getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment
renderer no longer cross-fall-back between top/edge/wall. An unset role
resolves only to the legacy catch-all (back-compat) or the theme default,
so painting just the shingle, trim, or soffit stays on that surface.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(editor): alignment guides + drag bounding box across tools

Extend the Figma-style 3D alignment guides to the placement and move
tools for columns, elevators, roofs, stairs, ceilings, slabs, fences,
walls, doors, and windows: each collects alignment anchors from the
scene, resolves a snap within the shared threshold, and drives the
`useAlignmentGuides` overlay. Wall openings (doors/windows) only snap
along their host wall via the new `wall-opening-alignment` helper.

Add a shared `DragBoundingBox` overlay (exported from the editor barrel)
that renders the dragged object's bounds during a move, wired into the
column move tool alongside the alignment snap.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles

Build the linear resize-arrow's drag plane so it always contains the
handle's axis (view direction minus its along-axis component) instead of
a plane that merely faces the camera. The old camera-facing normal
collapsed when the axis pointed toward the viewer — screen motion barely
changed the axis component, so the resize crawled or stopped tracking the
cursor. Also slim the extruded arrow/handle geometry (shared by the node
arrows, wall side handles, and polygon editor) for a lighter gizmo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): fill-block wall opening highlight + selected frameless openings

Draw the selected-wall opening highlight as a translucent block filling
the cutout volume (front-side culled) instead of a single vertical pane,
so it reads as an occupied slot from any angle — including a top-down
floorplan view where an edge-on pane was invisible. Also highlight a
directly-selected frameless opening (a `door` with openingKind
`'opening'`), which otherwise renders no geometry of its own, and reflect
live drag overrides via `useLiveNodeOverrides`.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(viewer): double-side slab hole side-walls

Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall
quad is emitted twice with opposite winding. The slab material is forced
to FrontSide (DoubleSide poisons the MRT scene pass), under which
ExtrudeGeometry's single-sided hole walls get back-face culled and you
see straight through the cut. The doubled quads keep the cut's inner
thickness visible from any angle without z-fighting.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(editor): box-select building-scoped nodes like elevators

Building-scoped selectable nodes (e.g. elevators) are children of the
building, not the active level, so the level walk never reached them.
Also walk the level's building children and box-test any registry-
selectable kind by its rendered bounds, matching the column/stair/shelf
path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(editor): shelf placement alignment + column placement ghost

Shelf placement now snaps to Figma-style alignment guides by its
footprint edges (layered on grid snap, Alt bypasses), matching the
existing 3D move tool. Guides refresh after each drop and clear on
teardown.

Column placement migrates to the registry `def.tool` path so it can
render a translucent column ghost at the cursor (like the shelf build
tool) instead of a bare cursor sphere — the editor package can't import
the column geometry, so the tool now lives in packages/nodes:
- extract `ColumnBody` from the renderer and add a `ColumnPreview`
  (cloned translucent material, raycast disabled, origin-positioned)
- new `column/tool.tsx` registry placement tool with the same
  footprint-edge alignment as shelf / column move
- wire `def.tool` + tool hints; drop the now-unreachable legacy
  editor-side `ColumnTool` and its dead file

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(editor): floor-plan alignment, pivot moves & placement ghosts

Bring the 3D editor's Figma-style alignment experience to the 2D floor
plan across every node kind, fix pivot semantics on move, and add 2D
placement ghosts.

Alignment
- Wall anchors now include ±thickness/2 face corners so columns/items/etc.
  snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D.
- Shared apply-alignment helper (applyFloorplanAlignment /
  alignFloorplanDraftPoint, with excludeIds) used by move sessions,
  structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence
  endpoint drags.
- Door/window/wall-item moves get along-wall edge-to-edge snapping.
- Generic free-translate move path aligns by edges (corner anchors).

Pivot moves (2D)
- Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared
  polygon-centroid mover; stair moves by origin→cursor; matching 3D.
- Shelf/column move targets write position directly (single source of
  truth) so the 3D group no longer sticks on commit.

Placement ghosts (2D)
- usePlacementPreview store + FloorplanPlacementPreviewLayer render a
  kind's def.floorplan footprint following the cursor; wired for column
  and elevator.

Fixes
- Elevator placement no longer deselects the active floor plan
  (preserve levelId through setSelection's hierarchy guard).
- Guides clear on every commit/cancel/unmount path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* refactor(editor): address architecture review for floor-plan work

- Move usePlacementPreview store from core to editor: placement ghosts
  are an editor/tool concern the read-only viewer never needs. Rewire the
  column tool (via the @pascal-app/editor public surface) and the
  editor-internal elevator tool + preview layer (relative imports).
- FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead
  of bulk-reading the nodes map during render.
- wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind
  note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(nodes): recreate window draft on wall:move when null after placement

After a successful click-to-place, the click handler deletes the
transient draft and relies on the wall-rebuild → R3F pointer-enter
cascade to create a fresh draft for the next placement. If that cascade
doesn't fire synchronously (e.g. async geometry rebuild) the next
wall:move receives a null draftRef and bails — requiring leave/re-enter
to place again.

Fix: in onWallMove, when draftRef.current is null but we're hovering a
valid wall, recreate the draft immediately (same WindowNode.parse +
createNode path as onWallEnter). This is idempotent: if wall:enter does
fire first, destroyDraft() in onWallEnter cleans up cleanly.

Preserves parity with door multi-place behaviour, matching #367's intent.

* fix(nodes): recreate door draft on wall:move when null after placement

Mirror of the window fix one commit back: after click-to-place the
DoorTool deletes its transient draft and relies on the wall-rebuild \u2192
R3F pointer-enter cascade to spawn a fresh draft for the next placement.
When that cascade doesn't fire synchronously, the next wall:move sees a
null draftRef and bails \u2014 forcing a leave/re-enter to place again.

Recreate the draft in onWallMove when null and over a valid wall on the
current level. Idempotent with onWallEnter (destroyDraft cleans up if
both fire).

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Pascal <open@pascal.app>
2026-06-04 14:03:00 -04:00
86db5decb8 feat(editor): fold canvas display controls into one Display dropdown (#370)
Replace the seven separate display-control buttons in the canvas toolbar
(render, theme, edges, grid, shadows, units, camera) with a single
"Display" dropdown, matching the simplification already shipped in the
hosted editor. Grid, shadows, camera and units are direct toggles that
keep the menu open; render, edges and theme are submenus.

Portal DropdownMenuSubContent so the side-opening submenus escape the
parent content's overflow-x-hidden clip, and re-export the submenu
primitives (Sub/SubTrigger/SubContent/Separator) from @pascal-app/editor.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 17:36:40 -04:00
ee98c55b65 Polish: window preset preview + smooth shelf item placement + Shelf build tool (#367)
* fix(nodes,viewer): window preset live wall preview + shaped-cutout move tracking

MoveWindowTool marked the moving window `isTransient` unconditionally, but
WindowSystem only rebuilds the host wall's cutout for non-transient windows —
so a window *preset* (isNew) showed no live hole on the wall and couldn't be
placed consecutively without leaving/re-entering. Guard the transient mark on
`!isNew`, matching MoveDoorTool.

Separately, shaped openings (arch / rounded / `opening`) rebuild their cutout
brush from `node.position`, which a same-wall move doesn't write (it mutates the
mesh directly and publishes to `useLiveTransforms`). The wall-system's
`getEffectiveNode` only merges `useLiveNodeOverrides` (resize arrows), so shaped
cutouts lagged the move while rectangular ones (rebuilt from the live mesh
matrixWorld) tracked. Fold `useLiveTransforms` into door/window children before
collecting cutouts so shaped holes follow the live move too.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(editor,viewer,nodes): smooth item placement on shelves

Three issues made hosting an item on a shelf janky (item-on-item was already
smooth because plain items have no `def.geometry` to rebuild):

- Jitter: the draft mesh intercepted the cursor ray, so the shelf-row hit was
  re-derived from the moving item each frame. Disable raycasting on the draft
  during placement (incl. async GLB children, reconciled per frame) so the ray
  passes through to the surface beneath — mirrors MoveRegistryNodeTool.

- Reparent/vanish at the edges: `onShelfLeave` flipped state to floor without
  reparenting the draft off the shelf, so the floor strategy's level-local
  position rendered compounded with the shelf transform. The grid handler now
  owns the shelf→floor transition.

- In/out oscillation: reparenting the draft onto the shelf dirtied the shelf,
  and GeometrySystem disposed+rebuilt its boards, making r3f fire a spurious
  shelf:leave→enter that thrashed placement between the row and the floor. Add
  an opt-in `def.geometryKey` so GeometrySystem skips the rebuild when geometry
  inputs are unchanged (shelf boards don't depend on hosted children). Keep the
  item sticky by testing the cursor ray against the shelf's bounding box: a ray
  that slips through a gap and lands on the floor behind the shelf still counts
  as "on the shelf"; only a ray that misses the shelf detaches to the floor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(editor-app): add Shelf to the standalone editor Build tab

The shelf kind is fully wired (def.tool, presentation icon, StructureTool id)
but was absent from the standalone editor's Build palette. Add it between
Column and Spawn Point. Community has its own build-tab and is left untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* chore(mcp): biome-format coordinate-conventions-demo.json

The committed example violated Biome formatting (expanded polygon arrays),
which broke the `mcp-ci` Biome check on main (#356) and every branch since.
Format it so CI is green. Pure formatting — no content change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 16:10:22 -04:00
e450d8b474 feat(editor): build sidebar + slimmed items panel for standalone editor (#361)
Bring the open-source standalone editor closer to the community editor's
v2 sidebar without pulling in any preset/catalog infrastructure.

- Add a preset-less Build tab (apps/editor) that mirrors the community
  Build sidebar: wall, fence, slab, ceiling, roof, stair, elevator,
  door, window, column, spawn, plus the material-paint panel. Clicking a
  type activates the raw structure tool drawn with the kind's defaults.
- Wire the Build tab into both editor mount points (local + saved scene)
  and give the left rail proper image icons (Scene/Build/Items/Settings)
  instead of letter fallbacks.
- Gate the ItemsPanel Library/Community/Mine source chips and tag filter
  rows behind `showSourceFilter` / `showTagFilters` props (default true,
  so community and external consumers are unchanged). The standalone
  editor passes both off, leaving plain category tabs + full-width search.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 14:51:09 -04:00
c00a2469fd editor: in-world selection UI across wall / door / window / stair (#334)
* 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

* wall: 2D floor-plan move, side arrows, drag-to-move endpoints

Bundles the in-progress wall editing work on this branch:

- Wall corner endpoint drag in 3D (`floating-action-menu.tsx`,
  `wall/move-endpoint-tool.tsx`): press-and-drag on the floating
  endpoint button or the new 3D corner sphere, release to commit.
  Replaces the prior click-to-arm / click-to-place flow.
- New 2D move side arrows on selected walls via a new
  `move-arrow` floor-plan geometry kind (core type + registry-layer
  renderer + wall floor-plan builder emission), mirroring the 3D
  `WallMoveSideHandles`.
- 2D wall body move: new `wallFloorplanMoveTarget` translates the
  moving wall and cascades shared endpoints onto linked walls so
  L-corners stay connected through the drag.
- `MoveWallTool` cleanup gains an external-commit guard so a 2D
  commit doesn't get clobbered by the 3D mover's cleanup restore.
- HMR-safe `bootstrap.ts` no longer re-registers builtin kinds
  whose registry entry survived the closure reset.
- Misc 2D polish: floor-plan auto-fit measures the painted scene
  via `getBBox`, wall dimension offset bumped, swallow-click guard
  in `handleSelect` so registry-driven selection holds through the
  post-pointerdown re-render.

Floor-plan move-target / move-arrow code still carries diagnostic
console logs for the cascade flow; keeping for debug on this branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: 2D floor-plan move adopts 3D junction planner

2D wall drag now produces the same scene topology as 3D — linked corners
cascade per `planWallMoveJunctions`, off-axis branches stay rectilinear
with a bridge wall inserted between the original and new corner, and
same-direction consumed walls collapse and delete. Previously the 2D
handler did a naive endpoint-stretch cascade with no bridges or
collapses, so dragging an L-corner in 2D vs 3D yielded different scenes.

`FloorplanMoveTargetSession` gains an optional `commit` hook. The
default overlay path snapshots affected nodes and writes a diff back on
release — fine for kinds whose commit is a pure position update, but
insufficient when commit needs to also create or delete nodes. When
`commit` is present, the overlay reverts to baseline, resumes history,
and delegates the atomic write; one Ctrl-Z rolls back the entire
operation including bridge creates and collapsed deletes.

Shared helpers (`planWallMoveJunctions` plan → updates, linked-wall
snapshots, bridge synthesis) lifted to a new `packages/nodes/src/wall/
move-shared.ts` so both the 3D `MoveWallTool` and the 2D
`wallFloorplanMoveTarget` import them. Net -163 LoC after dedup.

Auto-slab live preview and ghost bridge previews mid-drag — visible in
3D today — remain 3D-only; 2D surfaces them at commit time through the
normal scene reactions. Tracked as follow-up.

Also drops three `// temp diagnostic` console.log blocks left over from
the prior wall-move branch (2D setup, 2D canCommit, 3D cleanup).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* door/window: R flips side, E toggles open/close

R previously toggled the open/closed state of operable doors and
operable windows. It now flips the opening's side (front ↔ back,
rotation += π) for both — same gesture as flipping a furniture item
that knows about handedness.

The open/close toggle moved to E, which was unbound for doors and
windows before. T is now a no-op on doors and windows so it doesn't
free-rotate a wall-bound node by π/4 (which made no architectural
sense).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* door/window: keep 2D plan in sync during placement drag

While drafting a door or window across the same host wall, the tool
was bypassing the scene store and mutating the Three.js mesh
directly. That kept 3D snappy but left the 2D floor plan reading the
last committed position — drafts froze in place on the 2D side during
a same-wall drag.

Route same-wall moves back through \`updateNode\` so 2D and 3D both
re-render from a single source. The reparent path (cross-wall drag)
still uses \`updateNode\` with \`parentId\` and \`wallId\` — we only
avoid forwarding those fields when the wall hasn't changed so the
host wall's \`children\` array doesn't churn each tick and trigger a
WebGPU "Vertex buffer slot 0 ... was not set" warning from the
briefly re-rendered placeholder geometry.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floor-plan: live wall-draft measurement + opening placement event order

Two changes to the floor-plan panel:

  1. Length + angle labels render alongside the wall draft in 2D,
     matching the 3D \`WallTool\` feedback. Length sits at the segment
     midpoint with a plate that flips when its on-screen orientation
     would read upside-down; angle arcs anchor at each endpoint that
     meets an existing wall and label the deviation from that wall's
     direction.

  2. The pointer-move handler ran the registry catch-all
     (\`isFloorplanGridInteractionActive\`) before the opening-placement
     branch. Door and window are registered kinds, so during their
     build mode the catch-all emitted \`grid:move\` and returned —
     starving the \`wall:enter\` / \`wall:move\` events the placement
     tools listen for. Reorder so opening placement runs first; the
     wall-build skip in the catch-all is preserved.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: pass geometry as prop on move arrow handles

R3F's \`<primitive attach="geometry">\` path emits a \`Draw(0, 1, 0, 0)\`
on the first frame because the host \`<mesh>\` briefly renders with the
default empty \`BufferGeometry\` before the primitive child attaches.
Combined with \`frustumCulled={false}\`, WebGPU flagged "Vertex buffer
slot 0 ... was not set" every time a wall or fence was selected and
the move arrows mounted.

Pass \`arrowGeometry\` as a prop on the \`<mesh>\` so it's never
mounted with the default placeholder. Same fix applied to both the
wall and fence move-arrow handles.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* ifc-converter: regenerate next-env.d.ts after Next route path move

Next.js moved the generated routes typings from
\`./.next/dev/types/routes.d.ts\` to \`./.next/types/routes.d.ts\` in
the current version pinned by the workspace. Regenerated via
\`next typegen\` so the project compiles against the right path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* move: track which view finalised so split-view cleanups don't race

In split view, both the 2D move overlay and the 3D move tool mount
for the same \`movingNode\` and each captures its own pre-drag
snapshot. When one side finalises (commit or Esc), the other side
unmounts because \`setMovingNode(null)\` propagates — and its effect
cleanup had to *guess* whether the live scene was already-committed
state (skip restore) or its own drag's uncommitted state (revert).

Both cleanups did this via the same heuristic: diff snapshot fields
against current scene state. Cheap, but it conflates "the other side
committed" with "the user's apply() actually changed something" —
and fails outright if a commit happens to land on the same numeric
values as the snapshot.

Replace the heuristic with an explicit \`movingNodeOrigin\` state
field: '2d' | '3d' | null. The finalising side sets its origin
before \`setMovingNode(null)\` runs; the other side's cleanup reads
it. \`movingNodeOrigin\` is preserved across \`setMovingNode(null)\`
(so it's still observable when the cleanup fires) and reset the
next time a non-null \`setMovingNode\` starts a fresh drag.

Wired on the wall move-tool (3D) and \`FloorplanRegistryMoveOverlay\`
(2D) — the two real call sites today. Other 3D move tools can adopt
the same flag incrementally as their own split-view races surface.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: 2D drag publishes to useLiveNodeOverrides, zustand only on commit

Side-arrow / corner-dot / curve-handle drags in the 2D floor plan now
publish `{ start, end, curveOffset }` to `useLiveNodeOverrides` each
tick instead of writing to `useScene`. WallSystem, the 2D registry
layer, and the wall sidebar all merge the overrides in when reading
endpoints, so the visual + slider preview tracks the cursor while
zustand stays at the pre-drag values until pointer-up. Commit writes
one tracked `applyNodeChanges` (junction-aware) and clears the
overrides; Esc / pointercancel / mid-drag unmount also clear them.

Also bundles the in-progress branch work this depends on:
 - FloorplanAffordanceSession gains optional `commit?()` mirror of the
   move-target hook; the dispatcher reverts → resumes → calls it
   when present (vs. its default snapshot-diff dance).
 - Selected wall body is now pointer-events-inert (polygon
   `pointerEvents: 'none'` + hit-line skipped) so only the arrows /
   endpoint dots / curve dot start a drag.
 - Move button removed from the 2D floating action menu and the wall
   sidebar inspector for walls — redundant with the side-arrows.
 - `useWallMoveGhosts` store + `FloorplanWallMoveGhostLayer` for the
   dashed bridge previews painted mid-drag.
 - WebGPU "Vertex buffer slot 0 ... was not set" fixes on grid +
   guide renderer + wall draft preview by passing geometry as a
   prop (same pattern as wall-move-side-handles).
 - Floor-plan wall-tool fallback: when the 3D wall tool's
   `grid:click` already committed the wall, treat
   `createWallOnCurrentLevel` returning null as "the 3D side handled
   it" and chain the next draft segment instead of clearing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: new in-world selection UI — side arrows, height handle, corner pickers, ground menu

3D affordances for a selected wall, replacing the HTML floating pill:

  - side move arrows: thinner chevron+shaft silhouette (extruded, beveled);
    press-hold-drag-release commits on pointerup (MoveWallTool no longer
    uses grid:click)
  - height arrow above the wall midpoint, drags vertically against a
    camera-facing plane and updates wall.height live; new resizingWallHeight
    state gates camera orbit; commit plays sfx:item-place
  - corner picker per endpoint: billboarded hex disc at floor + dashed
    vertical leader cylinder; pointerdown routes to the existing
    movingWallEndpoint flow (works for 2D and 3D)
  - ground action menu (curve / duplicate / delete): three Lucide SVGs
    rendered as canvas-textured planes lying flat on the floor, anchored
    one wall thickness + clearance outside the camera-facing face; one
    rigid container moves them as a unit (auto-flips sides + rotates with
    the wall, on curved walls uses the t=0.5 curve frame)
  - floating action menu hidden for walls (replaced by the above)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: smooth ground-menu side-flip with hysteresis + lerp

The three floor icons appeared to "move one at a time" when orbiting:
binary side decision flickered on grazing orbits, and the 180° rotation
flip swapped curve/delete across each other while duplicate (offset 0)
stayed put. Now lerps position+rotation toward target with a hysteresis
dead-zone, so the menu swings around the wall as one unit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: raise ground-action menu to 10 cm so icons clear floor textures

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: anchor 2D action menu and 3D height arrow at curve apex

2D menu centres on getWallMidpointHandlePoint and stays horizontal 32 px
above the wall; 3D height arrow uses getWallCurveFrameAt(0.5) so the
apex+tangent match the side handles on curved walls.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* door: in-world selection UI — side width arrows, height arrow, ground menu

Side arrows resize width anchored at the opposite edge; top arrow drags
height anchored at the floor. Ground menu mirrors the wall pattern with
move + duplicate + delete icons that flip to the camera side. Handles
portal into the level (not the wall mesh) and wrap in a per-frame
transform mirror so wall hover outline doesn't pick them up.

New viewer flag handleDragging gates node pointer events during in-world
drags; pointerup also swallows the follow-up synthetic click so the
PointerMissedHandler doesn't deselect the active item on commit. Wall
height arrow, wall move arrow, and fence move arrow all opt in.

Scale chevron arrows down to 65 % across wall + door so the family reads
as one. Panel type grids (door, window, column, skylight) get matched
breathing room (px-3 py-2.5, gap-2) so labels stop hugging the borders.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* door: 2D width arrows + world-relative move dot, deterministic commits

Side-arrow width drag in the 2D floor plan: doors now emit two width
arrows at the wall-tangent edges when selected, routed through a new
`resize-width` affordance that anchors at the opposite edge, clamps to
wall bounds, and previews per-tick via scene writes so both the floor
plan and the 3D viewer track the drag in real time.

`move-arrow` kind gains optional `affordance` + `payload` so the same
chevron primitive can route to either the move flow (walls) or an
arbitrary affordance (door width-resize) without forking the renderer.

Move-dot for the door is now world-anchored — it scales with zoom in
place of the previous screen-constant size, matching the rest of the
door's chrome.

Both `doorWidthAffordance.commit()` and `doorFloorplanMoveTarget.commit()`
own their atomic final write so the dispatchers take the deterministic
revert → resume → commit path. The diff path was silently reverting
when the post-apply state happened to match the snapshot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* window: in-world selection UI, 2D width arrows, deterministic commits

Bring window 3D + 2D selection chrome to parity with door. Selecting a
window in 3D now emits two side width arrows, top + bottom height arrows
(top anchors at the sill, bottom anchors at the lintel and clamps to the
wall floor), and an in-world action menu that rides just below the bottom
arrow's tip so the column moves with the sill.

2D plan adds two `resize-width` arrows at the start / end edges, routed
through the new `windowWidthAffordance` — same anchored-edge + wall-bounds
clamp + per-tick scene-write preview the door uses.

`windowFloorplanMoveTarget.commit()` is now self-owned: `apply()` snapshots
the last valid placement and `commit()` re-applies it, so the dispatcher
takes the deterministic revert → resume → commit path instead of the diff
path that silently reverts when the post-apply state happens to match
the snapshot. Mirrors the door fix.

The HTML floating-action-menu skips windows now that the in-world ground
menu owns those actions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* stair: in-world selection UI — side/length/height arrows, ground menu

Bring stair-segment selection chrome to parity with wall / door / window.
Selecting a stair segment in 3D now emits two side width arrows (each
slides the opposite edge anchor under the user), a length arrow at the
back face that extends the run, and — for stair-type segments — a height
arrow on top. A ground action menu (duplicate / delete) sits beside the
segment and flips sides as the camera orbits, with hysteresis + lerp so
it doesn't dither.

The handles portal into the stair's PARENT object (level / building / scene
root) rather than the stair group itself: StairRenderer attaches
`useNodeEvents` to the stair group, so any descendant pointer-over would
bubble up and set `hoveredId = stairId`, which then makes the post-processing
outline traverse the entire stair group and stroke our icons. Mirrors the
door fix. A two-layer transform mirror (`stairPoseRef` + `segmentPoseRef`)
keeps the handles aligned with the chained per-segment pose that
StairSystem writes imperatively each frame.

Duplicate forces `attachmentSide: 'front'` on the clone so it continues the
chain end cleanly instead of inheriting the original's side and U-turning.

New `resizingStairSegment{Width,Length,Height}` editor state lets
`CustomCameraControls` suppress orbit/zoom while an arrow is dragging,
matching the wall/door/window handle pattern.

The HTML floating-action-menu skips stair-segments now that the in-world
ground menu owns those actions.

Stair-segment panel swaps its bespoke fill-to-floor toggle for the shared
`ToggleControl` so it looks like the other panels and groups with the
thickness slider under one `space-y-3` block.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* stair: 2D move-revert fix, parent ground menu, curved/spiral in-world arrows

- Route stair 2D moves through `floorplanMoveTarget` and honor
  `movingNodeOrigin === '2d'` in `MoveRoofTool` cleanup so the 3D
  tool's restore-from-snapshot no longer stomps the 2D commit.
- Parent stair selection shows an in-world ground action menu
  (move / duplicate / delete) anchored beside the stair; the
  screen-space floating menu is suppressed for `type === 'stair'`
  to match door / window / segment.
- Curved & spiral stairs gain in-world resize arrows: rise (centered
  on the pillar for spirals), width, inner radius, and two sweep
  handles (one per arc end) clustered beside the width arrow.
- Camera controls pause during curved-stair drags.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* editor: reuse measurement-bar geometry; fix two post-merge dangling refs

MeasurementBar was building a fresh BoxGeometry per render for every wall
measurement bar, which the WebGPU backend flagged ("Vertex buffer slot N
... was not set") when walls moved. Hoist a unit cube and scale it instead.

Two refs left dangling after the main-branch merge resolved its conflicts
on GitHub:

- floorplan-panel.tsx referenced a `theme` variable that no longer
  exists; the file already derives `isDark` from `getSceneTheme(state.
  sceneTheme).appearance === 'dark'` higher up. Use that.
- grid.tsx applied `EDITOR_LAYER` but only imports `GRID_LAYER` (the new
  dedicated grid layer). Use the imported one.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* editor: pin building bbox center to cursor during move

The floating drag button anchors at the building's bbox center, but the
move tool was teleporting the building's origin to the cursor — so the
moment a drag started the building jumped by `bbox_center - origin`.

Capture the local-space offset from origin to bbox center at mount and
apply it on every grid move, grid click, and R/T rotation, so the bbox
center stays pinned to the cursor through the whole drag. Also seed the
cursor sphere at the bbox center instead of the origin.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* stair: 2D resize affordances + dispose curved/spiral geometry on swap

Floorplan view: emit `move-arrow` children alongside the existing chrome,
mirroring the in-world arrows on selected stairs:
  - straight: per-segment side (left/right width) and front (length)
  - curved & spiral: width, inner-radius, and two sweep-end arrows
Hidden during placement so they don't fight the cursor follow.

Stroke widths on curved/spiral chrome converted to screen pixels (paired
with `non-scaling-stroke`); the old world-metre values rendered as
sub-pixel at every zoom. First step line is now also emphasised on
curved stairs to match legacy chrome. Skip the straight-only
direction-arrow polyline for curved/spiral — the arc-aligned arrow above
already conveys "up" and `buildFloorplanStairArrow` produces a malformed
polyline once the chain is wrapped around an arc.

Renderer: extract `SpiralColumnMesh` and `SpiralStepSupportMesh` and add
the same prop-+-dispose pattern used by `CurvedStepMesh` /
guide/renderer.tsx. Without disposing the prior BufferGeometry on each
resize tick, WebGPU keeps a stale pipeline reference and flags
"Vertex buffer slot 0 ... was not set" mid-drag on Lambert.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* editor: revert in-world ground menus to HTML floating; align grid to building

- Wall/door/window/stair/stair-segment selection menus return to the
  shared HTML floating menu; remove the in-world ground icons, SVG
  textures, hysteresis/lerp constants, and unused imports across
  wall/door/window/stair-segment handle files.
- Drop Move from the floating menu (the in-world side arrows cover it);
  delete the now-unused handleMove.
- Floating menu scales with camera zoom (ortho.zoom or 1/distance),
  clamped at MIN 0.5 / MAX 1 so zoom-in keeps the default pixel size
  and zoom-out shrinks to a readable floor.
- Per-type y-offsets tuned: wall 0.5, opening 0.6, landing 0.5,
  flight 0.75, parent stair 0.2, structural 0.4, default 0.05.
- Align wall/fence arrow materials with the door/window pattern
  (depthTest/depthWrite false, transparent: true) so they render on
  top of geometry consistently.
- Grid cellSize now follows `gridSnapStep` via a small `SnapAwareGrid`
  wrapper, and the grid mesh anchors its world XZ to the active
  building's mesh — snapped wall endpoints (in building-local coords)
  now fall on visible grid lines instead of mid-cell.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* handles: registry-driven in-world resize arrows

Adds a `handles?: HandleDescriptor[] | (node) => HandleDescriptor[]`
field to `NodeDefinition` so each kind declares its in-world resize
affordances as pure data instead of shipping a bespoke React component.

- New `packages/core/src/registry/handles.ts` exposes a discriminated
  union: `linear-resize` (axis + center/min/max anchor), `radial-resize`
  (1:1 outward growth), plus stubs for `arc-resize` and `endpoint-move`
  for follow-up migrations.
- New `packages/editor/src/components/editor/node-arrow-handles.tsx`
  reads `def.handles`, mounts arrows with shared drag plumbing (raycast
  plane, NDC, pointer listeners, SFX, history pause, handle-dragging
  guard). Portal modes: `'parent'` (column-like, single wrapper rides
  self pose) and `'grandparent'` (door/window-like, outer wrapper rides
  parent pose + inner group rides self pose so handles escape the
  parent's selection-outline traversal). `apply` receives the
  node-at-drag-start so edge-anchored resizes (door width re-centers
  position) compute their fixed anchor from pre-drag state.
- Migrate column, door, window, stair-segment. Old per-kind handle
  files (`column-side-handles.tsx`, `door-side-handles.tsx`,
  `window-side-handles.tsx`) removed; `stair-segment-handles.tsx`
  retains `StairHandles` (parent stair curved/spiral arrows) pending
  the `arc-resize` migration.
- Column: height + crossSection-aware footprint (radius / uniform
  width=depth / independent width+depth / brace width+depth for
  non-vertical supports).
- Door / window: edge-anchored width (left + right) with wall-length
  max bound; bottom-anchored height (door) / top + bottom edges
  (window).
- Stair-segment: width (chain auto-centers), length anchored at chain
  start, height for step flights only (landings skip it).

Wall and parent-stair curved/spiral arrows stay on legacy components
for now — they need `endpoint-move` + `arc-resize` descriptor variants
and rotated-axis projection, which are their own focused sessions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* handles: migrate wall + parent stair to registry; add arc-resize

Closes the wall + parent-stair gap on the registry-driven handle
migration. Net −1177 lines (the per-kind handle files were 1500+
lines of duplicated drag plumbing; their replacements are ~50-line
config blocks on each NodeDefinition).

- `arc-resize` reworked to take a raw `delta` (radians) instead of
  `newValue` so two-field writes like curved-stair sweep (which
  updates `sweepAngle` AND `rotation` together to keep the
  non-dragged edge world-fixed) stay in the descriptor without
  awkward inverse-currentValue gymnastics. `currentValue` removed
  from arc-resize for the same reason — applies own their math.
- New `ArcArrow` renderer in `node-arrow-handles.tsx`: raycasts a
  horizontal drag plane at the arrow's Y, measures the signed angle
  delta around the node's local origin (atan2 in world XZ,
  normalised to [-π, π] so wraparound doesn't flip mid-gesture),
  hands the delta to `descriptor.apply` along with the initial node.
- Wall: height arrow migrated (linear-resize axis='y' anchor='min',
  placement uses curve apex for curved walls, chord midpoint for
  straight). Side-move arrows + corner pickers stay on the legacy
  `wall-move-side-handles.tsx` because they're tap-to-engage-mode
  affordances (move whole wall / move endpoint), not drag-resize —
  modelling them in the registry needs an editor-action descriptor
  variant which is a follow-up.
- Parent stair: curved + spiral stairs declare 5 handles
  — rise (linear-resize axis='y' anchor='min'),
  width (linear-resize axis='x' anchor='min'),
  inner-radius (linear-resize that also writes width to keep outer
  rim fixed), and sweep start / end (arc-resize variants writing
  sweepAngle + rotation). Straight stairs declare nothing — their
  segment children own resize.
- Old `stair-segment-handles.tsx` (1405 lines) deleted; all its
  arrows now flow through the registry.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* handles: tap-action descriptor + EditorApi; finish wall + fence migration

Closes the final gap in the registry-driven handle migration. Wall side-
move + corner pickers + fence side-move were the last legacy handles
because they're click-to-engage-mode affordances (hand the node to its
move tool / start an endpoint drag), not drag-resize — `apply(node,
value, sceneApi)` had no path to editor state.

- New `EditorApi` interface in core (alongside `SceneApi`) exposes
  `engageMove(node)` + `engageEndpointMove(node, endpoint)`. Concrete
  implementation in `packages/editor/src/lib/editor-api.ts` casts
  through `useEditor`'s setters so the descriptor layer never imports
  editor internals.
- New `TapActionHandle` descriptor variant: `placement` + `onActivate
  (node, sceneApi, editorApi)`. `shape` field picks the visual —
  defaults to the chevron arrow; `'corner-picker'` renders the dashed
  vertical leader + billboarded hex disc + ring (sized to
  `nodeHeight(node)`).
- `TapActionArrow` renderer in `node-arrow-handles.tsx` wires up
  pointer-down → descriptor.onActivate. Pulled the chevron and corner
  visuals into `ArrowShape` / `CornerPickerShape` building blocks so
  future shapes can be added without touching the descriptor union.
- Wall: front/back side-move (engageMove) + start/end corner pickers
  (engageEndpointMove). Joined by the existing height arrow on the
  same `def.handles` list. Old `wall-move-side-handles.tsx` (600
  lines) deleted — wall now has zero per-kind handle component.
- Fence: front/back side-move. The bespoke endpoint move buttons in
  the floating menu stay until they migrate to a tap-action too.

Net for this commit: -620 +513. Combined with the prior two
migration commits: -2287 +912 across the full registry migration.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: revert side-move arrows + corner pickers to legacy component

The registry-driven tap-action path didn't render the four non-height
wall handles, even with descriptors resolved and the wall mesh in
sceneRegistry. Fence uses the same descriptor shape and renders fine,
so the bug is wall-specific and not in the descriptor layer itself —
left for a real diagnosis later.

Restored the pre-5756f241 wall-move-side-handles.tsx (height arrow +
front/back side-move + start/end corner leaders, 753 lines) and
mounted it next to NodeArrowHandles in editor/index.tsx. Dropped the
def.handles field on wallDefinition so the two paths don't race.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* editor: level naming helper + ambient floorplan render during building moves

Two unrelated WIP fixes bundled:

- Level names: extract \`getDefaultLevelName(n)\` /
  \`getLevelDisplayName(level)\` into \`packages/editor/src/lib/level-name.ts\`
  and swap in across rename inputs, command palette, floating selector,
  site panel, level-tree node, level-duplicate dialog, view toggles, and
  viewer-overlay breadcrumb. Default labels now read "Ground Floor" /
  "Floor N" / "Basement N" instead of the bare "Level N" string each
  caller was concatenating itself.

- Building-move ambient floorplan: when a building is selected (or
  mid-move) without an explicit level, FloorplanRegistryLayer falls
  back to that building's level 0 (or lowest level) and renders it
  dimmed + non-interactive so the floor stays visible as context
  instead of disappearing. FloorplanPanel allows the SVG to mount in
  that case. MoveBuildingTool publishes per-frame pose to
  useLiveTransforms so the floor-plan follows the drag without
  reading from the Three.js mesh.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* handles: 3D resize arrows publish to useLiveNodeOverrides, commit on release

Door / window / wall height-arrow drags now stage the patch in
\`useLiveNodeOverrides\` each frame and write to zustand exactly once on
pointerup. The kind's system reads via \`getEffectiveNode\` and rebuilds
the mesh imperatively, so the React tree never re-renders mid-drag and
undo isn't polluted by per-frame writes.

- \`packages/core\`: shared \`getEffectiveNode<T>(node)\` helper exported
  from \`@pascal-app/core\`; spreads any override fields onto the input,
  returns it unchanged when none. Replaces the inline merge wall-system
  had as \`getEffectiveWall\`.

- \`DoorSystem\` / \`WindowSystem\`: subscribe to
  \`useLiveNodeOverrides.overrides\` (so override-only ticks re-run the
  component and pick up the latest dirtyNodes), merge via
  \`getEffectiveNode\` before \`updateXMesh\`. Parent-wall dirty cascade
  uses the effective node's parentId.

- \`WallSystem.updateWallGeometry\`: door / window children are merged
  through \`getEffectiveNode\` before being passed to
  \`generateExtrudedWall\`, so cutouts track the in-flight resize.

- \`LinearArrow\` (registry handle): onMove → override + markDirty;
  onUp → one tracked \`sceneApi.update(lastPatch)\` + clear; onCancel →
  clear + markDirty to revert geometry.

- Legacy \`WallHeightArrowHandle\` in wall-move-side-handles.tsx
  switched to the same pattern (was the only inline-drag handle in
  that file — side-move + corner pickers hand off to other tools).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floating menu: enable Move icon for wall / door / window

Widens the \`onMove\` gate on \`NodeActionMenu\` so wall, door, and
window join column in showing the Move chevron. \`handleMove\` calls
\`setMovingNode(node)\` which dispatches through the existing
\`affordanceTools.move\` path on each kind's definition (already
present for all three).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* handles: live drag, guide rings, dimension chips; floating-menu Move on stairs

- Window bottom height arrow: flip Z rotation so chevron points down
  when placement Y < 0. Door / column height arrows unaffected (still
  above the node).
- Floating menu: raise stair-segment offsets (segmentType is 'stair' |
  'landing', so the legacy 'stair-flight' key was dead); enable the
  Move icon for parent stair and stair-segment.
- HandleDecoration on LinearResizeHandle + RadialResizeHandle. Generic
  GuideRing renders at node-local (0, y, 0) in the XZ plane when the
  arrow is hovered or dragging. Curved/spiral stair width arrow gets
  an outer rim ring, inner-radius arrow gets an inner pillar ring,
  and column radius arrow gets a footprint ring on round / octagonal /
  sixteen-sided shafts.
- ArcArrow migrated to the live-override pattern (sweepAngle +
  rotation). NodeArrowHandles subscribes to useLiveNodeOverrides for
  the selected node and merges into the effective node, so arrow
  positions, decorations, and dimension chips all track the in-flight
  drag instead of freezing at pre-drag values.
- StairRenderer and ColumnRenderer subscribe narrowly to their own
  override entry and render against the merged effective node, so the
  curved/spiral mesh and the column body update per pointer move
  without zustand churn.
- DimensionLabel chip (<Html>) rendered next to every linear-resize /
  radial-resize arrow on hover or drag. Format follows the wall /
  fence label recipe (metric / imperial via useViewer.unit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fence + column: registry handles, brace spread arrows, per-style defaults

- Fence: side-move arrows already on the registry path; add the height
  arrow (axis 'y' linear-resize, anchor min) + start/end corner pickers
  (tap-action, shape 'corner-picker' with dashed leader + billboarded
  hex). Move icon enabled on the floating menu; the menu floats above
  the height arrow via a fence-specific MENU_Y_OFFSET. Endpoint move
  buttons + Alt-detach plumbing removed from the floating menu — corner
  pickers cover that flow. Legacy wall-move-side-handles.tsx no longer
  branches into fence (dedupes the side-move arrows that were stacked).
- Column: bottom + top spread arrows for non-vertical supports — anchor
  'center' so dragging the right leg outward grows the full leg-to-leg
  span symmetrically. Conditionally added per supportStyle:
    - a-frame:  both bottom and top spreads
    - y-frame / v-frame: top spread only
  Per-style preset map applied on supportStyle switch (panel.tsx) so
  every style snaps to its renderer's natural proportions (defaults
  lifted from each support's fall-through expressions); a customised
  A-frame switched to Y-frame no longer carries its 1.4 m bottom into
  state, and an X-brace gets equal parallel legs rather than inheriting
  A-frame's pinched 0.12 m top.
- GeometrySystem: merge `getEffectiveNode(node)` before calling
  `def.geometry`. Smooths drags for every kind on the parametric path
  (fence, shelf, item, anything that ships `def.geometry`): live
  override mutates the mesh per pointer move, zustand only hears the
  commit. Mirrors WallSystem / DoorSystem / WindowSystem / StairRenderer
  / ColumnRenderer hookups.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* elevator + column: registry handles, rotation gizmo with curved arrow

- Elevator: width / depth / cab-height arrows on the registry path
  (anchor='center' for width/depth so dragging outward grows the full
  span symmetrically; anchor='min' for cab-height with shaftTopY
  resolved through `resolveElevatorLevels` so the arrow lands above
  the full shaft on multi-level elevators, not just the cab top).
  Floating-menu Move icon enabled + a fence-style MENU_Y_OFFSET so
  the menu floats above the height arrow.
- Whole-node rotation gizmo for both elevator and column. Uses
  arc-resize with `shape: 'rotate'` + a new `decoration` ring on
  ArcResizeHandle. Curved-arrow geometry is a two-headed icon (arc
  ribbon with chevron wings + tangential tip at each end), rendered
  in node-local XZ plane at mid-height. Guide ring traces the rotation
  circle (footprint-diagonal + small offset) on hover or drag.
  Position offsets along +Z only — sticks out the front of the node
  instead of diagonally at the corner. apply() negates the cursor
  angular delta (atan2(z,x) is opposite-handed from three.js Ry) so
  dragging CCW around the node rotates the node CCW.
- ArcArrow renderer extended: tracks `isDragging` like LinearArrow,
  renders the optional ring decoration, and swaps geometry between
  the chevron (default, used by stair-sweep handles) and the new
  curved-arrow shape when `shape: 'rotate'` is set.
- HandlePlacement.position / .rotationY now optionally take a
  `sceneApi` so descriptors that depend on cross-node state (the
  elevator's level-chain resolution) can compute placement against
  the live scene. SceneApi gains a `nodes()` accessor returning the
  full record. Test stubs in core (relations-resolver, drag-session,
  hosting) updated to satisfy the new shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* slab + ceiling + shelf: registry handles, live polygon preview, cursor polish

- slab: per-edge resize chevrons in PolygonEditor (gated on
  `allowEdgeMove`, so site / zone editors are unaffected), height arrow
  via `def.handles`, and a floating-menu Move icon. Polygon drags now
  publish the in-flight polygon to `useLiveNodeOverrides` through a new
  `onPolygonPreview` prop; GeometrySystem rebuilds the slab mesh at
  pointer rate while the store stays untouched until the single commit
  on release. Hole editor wired the same way. Handle materials switched
  meshStandard → meshBasic so the blue corner / green midpoint cylinders
  read true colour instead of dimming in scene lighting.
- ceiling: same Move icon, per-edge arrows, height arrow, and live
  preview through the boundary + hole editors. CeilingSystem now merges
  via `getEffectiveNode`, so polygon and height overrides flow through
  on every dirty tick. Height arrow placement is mesh-local (not
  `height + offset`) because CeilingSystem parks `mesh.position.y`
  on the height value.
- shelf: width / depth / height arrows + a curved rotation gizmo with
  ring decoration. Move icon on the floating menu. Shelf stores
  rotation as a tuple, so the rotate `apply` reads back `[x, y, z]` and
  only mutates `y`.
- LinearArrow: snapshot `rideObject.matrixWorld.invert()` at drag-start
  and reuse it in `onMove`. Kinds that park `mesh.position` on the
  field being dragged (ceiling `height`) used to chase a moving ride
  frame, so the local-Y delta collapsed and the value stalled / jittered.
- ArcArrow: cursor is `'grab'` on hover and `'grabbing'` during the
  drag (was the misleading `'ew-resize'`); the `Cursor` type gains
  those two members.
- ParametricNodeRenderer: merge `useLiveNodeOverrides` for position +
  rotation so the rotation gizmo shows live motion through the outer
  group — GeometrySystem already covered geometry-affecting fields.
- floating menu offsets: slab 0.4 → 0.7, ceiling 0.4 → 1.0, shelf 0.6,
  so the menu floats above each kind's new height arrow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* roof-segment: registry handles, live override path, analytical-normal fix

- roof-segment: width / depth / wall-height / pitch / rotation arrows; pitch
  drag back-solves the angle from peak-height via the slope frame
- roof-system: getEffectiveNode + useLiveNodeOverrides so drags rebuild
  the segment + merged shell live, commit-on-release stays a single write
- floating menu: Move icon for roof-segment; uniform EXTRA_MENU_LIFT
- skylight / solar-panel / box-vent ghost: fix analytical normal — shed
  sign flip, mansard / dutch +X face direction, gambrel + mansard tier
  awareness; one (dx·tan, 1, dz·tan) formula across all roof types

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan: resize/rotate arrows for column, shelf, elevator, fence; rotation handedness fix

- Column / shelf / elevator: per-cross-section resize arrows in the 2D
  floor plan, matching the 3D handle set (width / depth / uniform /
  radius / brace dims), plus a corner rotate-arrow. Body move stays on
  the move-handle dot via the registry overlay's generic translate.
- Fence: floor-plan curve sagitta handle + side move-arrows + a
  body-move target (`fenceFloorplanMoveTarget`) with linked-fence
  endpoint cascade and ALT-detach. Commit strips `isNew` metadata and
  re-selects so the chrome stays visible at the new position.
- Roof-segment: floor-plan resize + rotate arrows wired through new
  affordances; `resolveSegmentFrame` aligns with the builder's
  transform so handles stay glued to the rendered footprint.
- Stair: in-world rotate gizmo bow orientation derived from the
  gizmo's position (was a stray `-π/4` that read as "pointing outward"
  on the spiral). StairSystem now merges the live override before the
  slab-elevation spatial query, so dragging the rotate gizmo no longer
  drops the group's Y when a segment swings off its pre-drag footprint.
- Rotation handedness: floor-plan now plots column / shelf /
  roof-segment at `-rotation` so SVG's CW-with-y-down `rotate`
  visually matches Three.js Y-rotation (CCW from top-down). Same
  `rotation` value rotates the same direction in both views, and the
  same cursor gesture writes the same sign — `- delta` in every rotate
  affordance, lined up with the 3D handles.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* registry: floorplanScope + movable capability; cursor focus under mouse

- Registry: duplicate-kind throws in production, warns in dev (HMR).
  New `kindsWithFloorplanScope('building')` and `isRegistryMovable`
  helpers; `resolveBuildingForLevel` extracted into spatial-grid-sync.
- Floorplan registry layer: building-scoped kinds (elevator today) now
  dispatched via `def.floorplanScope === 'building'` instead of a
  hardcoded `node.type === 'elevator'` arm.
- FloatingActionMenu: Move button gated by `isRegistryMovable(kind)`,
  replacing the 13-arm `node?.type === '…'` chain so adding a movable
  kind no longer touches this file.
- 2D cursor indicator: render at the raw mouse position in all modes
  (drop the snapped `cursorAnchorPosition` machinery) so the badge
  always sits under the cursor.
- 3D grid reveal ring: the shader's `positionLocal.xy` is in
  grid-mesh-local space, but the cursor uniform was in world coords —
  so the ring drifted by the building's world XZ. Store the last world
  cursor and re-derive the local uniform every frame after the mesh's
  XZ lerp, so the ring stays locked under the mouse including during
  the catch-up frames after a building rotation commits.
- Roof system: tighten the merged-shell filter's type predicate so TS
  narrows `n` before `hasSegmentMaterialOverride(n)`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* wall: corner billboard, perpendicular grid snap, drop 45° from move/draft

- Corner picker discs (3D move + wall corner leader) now solve
  `parentWorld⁻¹ · cameraWorld` so they face the camera even when an
  ancestor building/level has a rotation; the old `camera.quaternion`
  copy silently broke under any parent rotation.
- Side-handle wall move snaps the wall centre's *absolute* perpendicular
  projection to grid lines, so axis-aligned walls land on real grid
  positions regardless of where they started.
- Wall draft + endpoint move (3D and 2D) drop the 45°-from-start angle
  snap. It was useful for picking a direction during the very first
  draft, but during a perpendicular endpoint drag it pulls the cursor
  onto a 45° ray from the fixed corner instead of tracking the grid.
- Shift now selects the fine grid step (`WALL_FINE_GRID_STEP = 0.05`)
  for precision placement in every wall snap call site, replacing the
  former "Shift = bypass angle snap" semantics with a consistent
  "Shift = finer snap" convention.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fence: drop 45° angle snap from draft + endpoint move, Shift = fine step

Mirrors the wall convention shipped in e89a8228:

- `snapFenceDraftPoint` gains an optional `step` override.
- Fence draft (3D `tool.tsx` and 2D `floorplan-panel.tsx`,
  `use-floorplan-background-placement.ts`) snaps to the active grid
  step only — no 45°-from-start snap. Shift switches to
  `WALL_FINE_GRID_STEP` for precision placement.
- Fence endpoint move (3D `actions/move-endpoint.ts` and 2D
  `floorplan-affordances.ts`) drops `start`/`angleSnap` so a
  perpendicular drag tracks the grid instead of pulling onto a 45°
  ray from the fixed endpoint. Shift switches to the fine step.

Also fixes the matching wall click path in
`use-floorplan-background-placement.ts:215` that was missed in
e89a8228, plus its locally-injected `snapWallDraftPoint` signature.

Side-handle perpendicular slide (`fence/move-tool.tsx`) was already
grid-snap-only without 45°, so it's untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan menu: show Move button for selected walls

Removes the `node.type !== 'wall'` exclusion that hid the Move icon
on the 2D floor-plan floating menu for walls. The dispatcher already
has a working path for walls — `def.affordanceTools.move` routes to
`MoveWallTool` (perpendicular slide + linked-wall cascade) — so the
menu just needs to expose the button.

The original opt-out called the menu entry "redundant" because walls
also have side-arrow handles, but the user wants the same icon walls
get the same affordance as every other selected element in the
floating menu.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan wall move: axis-lock to wall normal, match 3D MoveWallTool

The 2D `wallFloorplanMoveTarget` was applying the raw cursor delta in
XZ, so dragging a selected wall in the floor plan let it free-float
sideways and lengthwise. The 3D `MoveWallTool` constrains the same
drag to the wall's perpendicular axis (sideways slide only) — this
brings the 2D path into parity.

- Captures the wall's centre and the `getPerpendicularWallMoveAxis`
  normal at session start.
- Each tick, projects `originalCentre + rawDelta` onto the axis,
  snaps that absolute scalar to the active grid step, and translates
  the wall by `axis * perpDelta`. Same math as the 3D tool.
- Shift bypasses snap (raw projection), matching the 3D convention.
- Degenerate zero-length walls fall back to free XZ motion (rare;
  they're already destined for deletion via the junction planner).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan move overlay: commit at last pointermove, not pointer-up

The overlay used to re-run \`session.apply\` with the pointer-up
coordinates before committing, on the assumption that pointer-up
might fire without a preceding pointermove. Side effect: when the
pointer-up coord crossed a grid-snap boundary relative to the last
pointermove, the snap flipped to a different cell and the moved node
visibly jumped at release from where the drag had painted it.

Trust the last pointermove instead — modern browsers reliably emit a
final pointermove right before pointerup, and "what you saw is what
gets committed" is the UX users expect. The previous sub-pixel
drift fix loses to the visible boundary-jump it caused.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan: door wall-hit placement, fence/stair move fixes, wall auto-ceiling sync

- Door / window placement: registry layer entries no longer swallow
  pointer events while a door / window tool is active, so clicking
  ON a wall now triggers placement (previously only clicks NEAR a
  wall worked — the wall's registry-entry `<g>` was stopping the
  pointer event before it reached the SVG background handler that
  emits `wall:click`).
- Fence floor-plan move: 3D `MoveFenceTool` now respects
  `movingNodeOrigin === '2d'` on unmount. Without the guard, the 2D
  overlay's commit would call `setMovingNode(null)`, unmounting the
  3D tool, whose cleanup then ran `restoreOriginal()` and reverted
  the just-committed positions — the "fence reverts on commit"
  symptom. Mirrors the wall move-tool's existing guard.
- Stair floor-plan move: anchored, delta-based motion (was
  position-jumps-to-snapped-cursor), and reads `getWallGridStep()`
  instead of hard-coded 0.5 so the stair snaps to the editor's
  current grid step in real time. Matches the 3D `MoveRegistryNode`
  commit position.
- Stair segment length arrow: drop the placement `rotationY` —
  `axis: 'z'` already auto-rotates the chevron by `-π/2`, stacking
  another `-π/2` spun the tip to `-X` (sideways) instead of `+Z`
  (forward off the run). Matches shelf / roof-segment.
- Stair segment system: merge `useLiveNodeOverrides` when rebuilding
  geometry, chain transforms, merged mesh, and slab elevation, so
  width / length / height drags show the live value on the mesh and
  the store only gets the final tracked write on commit.
- Stair length arrow position: offset 0.06 m past the front edge so
  the head clears the stair fill and reads as pointing forward off
  the run rather than lying across the edge.
- Stair default railing mode: `'both'` for new placements (was
  `'right'`).
- Wall floor-plan move: anchored at first cursor sample (was raw
  centre) so the floating-menu drag-icon offset doesn't jump the
  wall to a different snap cell on grab.
- Wall move: live auto-slab + auto-ceiling preview via
  `useLiveNodeOverrides`. The store stays at pre-drag values during
  the drag; commit writes the final plan in one atomic
  `applyNodeChanges` (creates / updates / deletes deferred from
  per-tick to commit so undo rolls the whole topology change back
  in one step). Adds `planAutoCeilingsForLevel` + `AutoCeilingSyncPlan`
  exports mirroring the existing auto-slab planner.
- Wall draft: expose `WALL_ENDPOINT_SNAP_RADIUS` (0.7 m) for
  endpoint snap intent — strongest user intent (closing polygons,
  attaching to corners) wants a more generous radius than the
  generic join snap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* open-pr skill: refresh existing PR description instead of bailing

Adds a 3b branch to the open-pr skill: when gh pr view finds an
existing PR, regenerate the body from current branch commits/diff
while preserving Screenshots verbatim and the user's checklist
tick state, then apply via gh pr edit. Previously the skill would
print the URL and exit, leaving stale descriptions on long-lived
feature branches.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* floorplan: capability/hook dispatch, generic resize + endpoint state

Removes per-kind `node.type ===` arms from the floorplan layer
(door/window opening placement, wall live-override merge, building
ambient context) in favour of new NodeDefinition capabilities and
hooks. Collapses 12 `resizing*` editor-store fields into one
`activeHandleDrag`, the wall/fence endpoint-move dispatch into a
kind-keyed table, and renames now-shared wall utilities to
segment-generic names.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* 3d wall measurement: hide label for selected walls

Item measurements still render; the wall branch is left in place so
re-enabling is a one-line gate flip.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* editor: set EDITOR_LAYER on arrow handles to exclude from thumbnails

Arrow meshes portaled into the 3D scene were missing EDITOR_LAYER, so
ThumbnailGenerator's camera (which calls cam.layers.disable(EDITOR_LAYER))
would render selection handles into captures.

Add a useEffect in NodeArrowHandlesForNode that traverses the portal root
group and sets EDITOR_LAYER on every child. The effect re-runs whenever
descriptors change so newly created meshes (e.g. when handle count changes
for the same selected node) get the layer tag immediately.

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: open-pascal <open@pascal.app>
2026-05-27 14:06:06 -04:00
f5ff111708 fix(ifc-converter): broken Contributions GitHub URL (#335)
apps/ifc-converter/app/page.tsx pointed at
github.com/pascalorg/editor/apps/ifc-converter which 404s. The
canonical path includes /tree/main/. Same URL is reused by the
forthcoming community /ifc page (in pascalorg/private-editor) so
keeping them consistent matters.

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 14:58:01 -04:00