04f1b0d59ee31ce92f71176526e53b3afac76c28
8
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
04f1b0d59e |
feat(editor): node-declared per-context snapping + contextual HUD + painter scope
Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.
- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
polygon mode-sets with exclusive modes (grid | lines | angles | off), each
doing exactly what its chip says. Context is node-declared via the new
`NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
(profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
(endpoint/curve/boundary) and item move get their own chip, no select-hint
leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
(minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
scope. Fix grid/angle being ignored on boundary edit + slab creation:
make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
the contextual HUD now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
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> |
||
|
|
cf24b62c44 |
fix(viewer): UI flicker on camera move from interactive overlays + dirty-mark leaks (#401)
* chore: sync bun.lock with 0.9.1 workspace versions Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): stop interactive overlays from starving frames and flickering the UI Every interactive item mounted a drei <Html occlude> overlay unconditionally — invisible (opacity 0) when no zone was selected, but still alive. With `occlude` as a bare boolean, drei raycasts the entire scene per overlay on every camera-move frame, and rewrites each element's z-index while toggling display when the occlusion flips. On scenes with hundreds of interactive items (recessed lights, ceiling fans) this starved the frame budget and made the whole DOM UI blink during camera moves while the WebGPU canvas stayed healthy. Overlays now mount only while a zone is selected and the item sits inside its polygon, fade in/out over 300ms (the child components stay rendered so the exit transition can play before the <Html> unmounts), and drop `occlude` entirely. eps=-1 works around a drei mount bug: its mount path writes the element transform without the distanceFactor scale, and with a static camera the eps guard never re-applies it, so freshly mounted overlays stayed mis-scaled until the camera moved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): break down dirty nodes by kind in the perf overlay DIRTY now reads e.g. "29 (12 wall, 9 ceiling, 8 item)" — sorted by count, only non-zero kinds, with a "missing" bucket for dirty ids whose node no longer exists. Makes dirty-mark leaks attributable at a glance. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * perf(core): skip dirty marks for kinds with no dirty consumer dirtyNodes is consumed by GeometrySystem (def.geometry), FloorElevationSystem (capabilities.floorPlaced), and the legacy per-kind viewer systems. Site, building, level, zone, and guide match none of those, so their marks were never cleared: they accumulated for the whole session (every child create/delete dirties its parent), permanently defeated every consumer's empty-set early exit each frame, and polluted the perf overlay's DIRTY readout. NodeDefinition gains an explicit dirtyTracking?: boolean opt-out (default tracked — no derivable predicate exists since wall's dirty consumption lives in the viewer while zone/guide/level declare def.system for unrelated per-frame work). markDirty consults the registry; the five structural kinds opt out. Also fixes a second leak: deleteNodesAction never removed deleted ids from the dirty set, and every consumer skips missing nodes without clearing them, so marks on deleted nodes lived forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: replace concise-arrow forEach with for...of in deleteNodesAction biome's useIterableCallbackReturn rejects forEach callbacks that implicitly return a value (Set.add / clearDirty). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
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> |
||
|
|
1fd59dd9cd |
feat(editor): preset-system primitives (#340) (#341)
* feat(editor): preset-system primitives — presettable, sceneApi subtree round-trip, isolate + setCaptureMode enum, headless exports
Per pascalorg/editor#340 (redesigned: single live canvas, no Viewer scene prop).
Core
- `capabilities.presettable` on `NodeDefinition` + `isPresettable` /
`isPresettableKind` helpers. Explicit `false` on level / building /
site / zone / spawn / guide / scan / item; implicit `true` for any
kind with `def.parametrics`.
- `sceneApi.getSubtreeSnapshot(rootId)` + `materializeSubtree(subtree,
position, parentId?)` for round-tripping a node subtree through
catalog storage. Strips id / parentId / absolute root position /
host refs (`wallId`, `wallT`); fresh IDs minted at materialize time;
child ordering preserved (FIFO walk).
Viewer
- `<Viewer isolate>` prop + `ViewerHandle.setIsolated(ids | null)`.
Walks `sceneRegistry`, hides every registered group not in the
isolated set's ancestor + descendant closure. Building block for
preset capture + future focus-mode UX.
Editor
- `useEditor.captureMode: CaptureMode` discriminated union
(`idle` | `standard` | `preset`). `isCaptureMode` stays as a derived
boolean for the existing read sites; `setCaptureMode` accepts both
the boolean shape (back-compat) and the enum.
- `preset` capture mode in `SnapshotCaptureOverlay`: drag locked to a
square, mode-picker hidden, transparent flag forwarded through the
`camera-controls:generate-thumbnail` emitter event.
- Headless exports: `Inspector` (alias of `ParametricInspector`),
`FloatingMenu` (alias of `FloatingActionMenu`), `ToolbarLeft` /
`ToolbarRight` (aliases of `ViewerToolbarLeft` / `ViewerToolbarRight`),
`useSelection` hook returning `{selectedIds, selectedNode, building/
level/zone}`, plus re-exports of `useScene` / `useViewer` from core /
viewer so consumer shells (community, embedders) need only one import.
Out of scope by design (see issue #340 "Out of scope"): a separate
offscreen Viewer rendering an arbitrary subtree. The unified preset
modal captures inside the live canvas via isolation + the existing
snapshot pipeline — no `useScene` factory / React context refactor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* refactor(editor): split snapshot/materialize into pure getSubtree + cloneNodesInto; add def.hostRefFields; auto-stage preset capture square
Per pascalorg/editor#340 redesign discussion: the editor's scene API
should expose *pure* primitives and let the host (community modal,
embedders) own storage shape, position stripping, and host-ref
re-derivation policy.
Editor API delta
- `sceneApi.getSubtreeSnapshot(rootId)` → `sceneApi.getSubtree(rootId)`
Returns the live subtree verbatim (BFS via `children[]`, no clones,
no stripping). Callers deep-clone if they need persistence.
- `sceneApi.materializeSubtree(subtree, pos, parent?)`
→ `sceneApi.cloneNodesInto(nodes, { rootId, parentId?, position? })`
Generic clone-and-insert. Deep-clones via JSON, mints fresh ids
preserving the prefix, rewires parent/children, stamps position +
parent if supplied. Host-ref-agnostic — `wallId`/`wallT` etc are
preserved verbatim.
- New `capabilities.hostRefFields?: string[]` on `NodeDefinition`.
Declares per kind which schema fields are placement-derived so the
host strips them at preset-save time. Declared on door (`['wallId']`),
window (`['wallId']`), item (`['wallId', 'wallT']`).
- New `getHostRefFields(def)` exported from `@pascal-app/core`.
Removed the intermediate token-based payload format (`NodeSubtree`,
`buildSubtreeSnapshot`, `materializeSubtree`, `SubtreeNode`).
UX polish
- `<SnapshotCaptureOverlay>` in `preset` mode now auto-stages a centered
square crop sized to ~75% of the shorter viewport dimension. The
user can pan / move / resize within square-aspect, but doesn't have
to drag from scratch — clicking the capture button works
immediately on entry.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): lock preset capture frame; allow item presets
- SnapshotCaptureOverlay: in `preset` mode, the auto-staged centered
square is now fully locked — corner handles hidden, the dim layer is
click-through (no drag-to-move, no drag-to-resize). The user just
adjusts the camera (orbit / pan / zoom) and clicks capture. The
letterbox + dashed border stay visible as a cosmetic frame.
- `item.capabilities.presettable` removed (implicit `true` via
`def.parametrics`). Enables compositions like "table-with-plants",
"shelf-with-books" where the preset root may be an item and other
items ride along as descendants. The GLB-kind item catalog is
unchanged; presets become siblings of GLB rows under the same
`items` table.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): auto-frame camera on preset capture entry; restore on exit
`<CustomCameraControls>` now watches `useEditor.captureMode` and, when
preset capture mode begins, flies the camera to a pose that fits the
union bounds of the isolated subtree inside the locked square crop —
no more hunting for the subject after opening the modal. The
pre-capture pose is stashed and restored on exit so the user lands
exactly where they were.
The user can still pan / orbit / zoom from the auto-staged pose if
they want a different angle before snapping.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
|
|
3adae8acea | style: apply biome lint fixes after portforward | ||
|
|
0dee7747d2 |
floorplan/zone: name label inside polygon + polygon editor on select
`buildZoneFloorplan` now emits a centered name label at the polygon's area-weighted centroid (Shoelace formula, with bbox-center fallback for degenerate rings). Label uses the legacy `FloorplanZoneLabel` styling: `fontSize: 0.2`, white fill, zone-color stroke, `paintOrder: 'stroke'` for the "outlined text" look that stays legible above any fill. When the zone is selected the builder also emits the polygon editor — edge-handle per edge, midpoint-handle per midpoint, endpoint-handle per vertex — driven by the shared `createPolygonVertexAffordance` / `createPolygonAddVertexAffordance` / `createPolygonMoveEdgeAffordance` factories slabs and ceilings already use. Zones have no `holes` field so the factory's optional `holeIndex` stays undefined and the operations target `node.polygon` directly. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |