1199c04fac209b1a163e604f9582d86bcb6d3e9b
710
Commits
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50304d7d10 |
Support template scans and room preset workflows (#390)
* Allow template forks to preserve scans * Add room preset save trigger * Show room preset action for selected zones * Use standard inspector for selected zones * Support room preset editor workflows * Preview room clear-underneath items |
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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> |
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f3c1407cae | fix: sync ceiling handles during polygon edits | ||
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265acdb2be | fix: improve ceiling handle feedback and WebGPU placeholders | ||
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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> |
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8ce26154d9 | fix: respect scene depth for site and ceiling handles | ||
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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> |
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b620c9d502 | Fix camera floorplan navigation sync (#387) | ||
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b33059ef81 | feat: add persistent site boundary handles | ||
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812b7306e8 |
Fix editor interaction, loading, and IFC cleanup (#385)
* fix: update site labels after camera swaps * fix: gate scene display until viewer is ready * fix: render scene loader on first paint * fix: keep loader during pending scene graph * feat: add wasd camera panning * feat: add x delete mode shortcut * feat: add floorplan north compass * fix: move floorplan compass to lower corner * fix: progressively rebuild heavy scene geometry * fix: simplify noisy ifc wall output |
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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> |
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d2137ddf94 | Remove unused action bar controls | ||
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73cd6e8614 | fix(editor): strip placement metadata on commit | ||
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bd9e97e224 | Stabilize split view navigation sync | ||
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4445c60532 | Fix active floorplan rotation feedback | ||
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f7789a5c7a | Fix split view rotation sync direction | ||
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8dc602caa9 | Improve editor manipulation flows | ||
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ab271df9b6 |
fix(editor): keep walkthrough on ground, pass through ceilings
Two gaps in the first-person walkthrough collider world: - The visible default ground is the site node's mesh, but `site` is a `site`-category node and excluded from the generic collider sweep. The per-level fallback floor only fires for a level without a slab, so a spawn on the bare ground (no slab) had no floor and fell through. Add a dedicated site-ground collider derived from node data (not the rendered mesh, so it's immune to geometry-mount timing) covering the scene footprint at the site's ground plane. - Ceilings are `structure`-category and were swept in as colliders, so the player was held up as if standing on a floor slab. Exclude nodes whose registry `surfaceRole` is 'ceiling' so the player passes through them (they're a transparent mount surface for lights/fans), while walls, slabs and stairs keep colliding. Adds tests for both behaviors. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6b8dc33b62 | fix: restore walkthrough collisions and spawn controls | ||
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be0f491bbd | Fix relative move drag offsets | ||
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03f57b1f4f | Fix stair opening previews and slab cutouts | ||
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21b79c0d62 | Snap roof segment resize handles to grid | ||
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fe0a1056f2 | Separate screen and plane box selection | ||
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2b3d3d06b5 | Respect unit preference in alignment guides | ||
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f84910848b | Improve roof node editing | ||
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b7d6038348 | Add 3D box selection | ||
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3750679d48 | Add wall placement axis angle guides | ||
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16e09d778d | Fix auto ceiling height sync | ||
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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> |
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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> |
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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> |
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f01c443f2a |
fix(editor): render slab side walls solid regardless of polygon winding (#377)
Slab and pool side walls assumed a CCW contour (the unflipped quad's right-hand normal is outward only for CCW), but outsetPolygon and the slab tool preserve the drawn winding. A CW-drawn slab therefore got inward-facing side-wall normals that FrontSide culling dropped, so the slab read as see-through from the camera-facing side (~half the time, depending on draw direction). Normalize the contour to CCW (reverse when signed area < 0) before building both the positive-slab and pool geometry. Caps are unaffected (Earcut normalizes the outer ring); holes are already double-emitted + winding-normalized; ceilings use flat ShapeGeometry (no extruded walls); autoFromWalls slabs are already CCW so this is a no-op for them. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0b338cf647 |
feat(editor): live floor-stacking, unified handle system, slab-hole editing + interaction polish (#375)
- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged. - Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass. - Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors. - NaN-safe node mutations + non-finite shadow-light bounds guard. - Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking. |
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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> |
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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> |
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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> |
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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> |
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d926dede78 |
fix(viewer): normalize legacy door nodes against the schema before render (#303)
Legacy/unparsed door nodes can miss schema-defaulted fields (segments, columnRatios, dividerThickness, panelInset/panelDepth …) and crash the door geometry build (EDITOR-AM). `updateDoorMesh` re-applies the Zod defaults once at entry via `DoorNodeSchema.safeParse` (with a drop-bad-segments retry and a full-defaults fallback), so every downstream read sees populated data — including the shaped-top divider path #334 added. Also normalizes schema-valid legacy doors at load in `migrateNodes`, mirroring the existing stair normalizer, so the door panel and window system see defaulted data too. Reimplemented against main: the original used `segments ?? []` (wrong — legacy doors rendered an empty frame) and missed the #334 `dividerThickness` sites. Verified: `bun run check-types` clean, biome clean on touched files. |
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2809b016f0 |
fix(editor): prune only invalid-geometry meshes before export (#313)
Three exporters (STL/OBJ/GLTF) crash when traversing a Mesh with missing/disposed/empty geometry (EDITOR-6H/6G/79). `prepareSceneForExport()` clones the scene and removes ONLY meshes whose position attribute is missing or zero-count — collected in a single traverse and removed afterward (no mutation during traversal). Lines, points, groups, cameras, lights, bones and valid skinned meshes are preserved, so OBJ/GLB output is no longer corrupted. STL/OBJ still throw and GLTF still rejects on other errors — no silent no-op. Reimplemented against main without the original PR's all-non-mesh pruning, mutate-during-traverse loop, and error-swallowing try/catch. Verified: `tsc -p apps/editor` clean, biome clean. |
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cefcb013d9 |
fix(editor): null-safe cursor-group access in placement coordinator (#323)
Guards every `cursorGroupRef.current` dereference in the placement coordinator against the null window where mitt listeners are live but the `<group>` is unmounted (mount/teardown race) — the EDITOR-BC/BD crash family. `getContext()` falls back to the draft's rotation, so the validation/revalidate path (Shift keys, onKeyUp) is safe; only the cursor *writes* are guarded, so Escape/right-click cancel, Shift reset, leave-state cleanup and transition state still run unconditionally. Also guards `wallPreviewRef` inside `WallTool.stopDrafting()` (the double-click/cancel path that the earlier diff missed). Reimplemented against current main (the original branch conflicted with #366 and used over-broad handler guards that silently dropped cancel/Shift). Verified: `tsc -p apps/editor` clean, biome clean on touched files. |
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98eeb1da90 |
fix(nodes): coalesce node.children to [] in container renderers (#333)
Guards building/ceiling/site/wall renderers with `(node.children ?? [])` so a node whose `children` array is missing (legacy/unparsed scene data) no longer crashes the renderer with "Cannot read properties of undefined (reading 'map')" (EDITOR-C0). Matches the existing guard in roof/renderer.tsx and the Array.isArray check in the parametric renderer. Note: the schema declares `children: z.array(...).default([])`, so this can only be hit by data that bypasses Zod normalization on load. This is a defense-in-depth crash-stopper; the deeper fix is to normalize/parse legacy nodes in migrateNodes (use-scene.ts) so missing arrays are repaired before render — tracked as a follow-up. |
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1256331aa6 |
fix(editor): guard onShelfMove against null cursorGroupRef (#342)
Adds the missing `if (!cursorGroupRef.current) return` guard to onShelfMove. mitt listeners are registered for the tool's whole lifetime, so a shelf event can fire before the cursor group mounts or after teardown, leaving the ref null and throwing on `cursorGroupRef.current.rotation.y`. Partial fix for the EDITOR-BC family: the other placement handlers (onGridMove/onWallMove/onItemMove/onCeilingMove and the keyboard/cancel paths) share the same null-ref exposure and still need the broader, correctly-scoped guard — tracked separately (PR #323 attempts this but needs rework). |
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c986ced14d |
docs(mcp): document plan↔world coordinate convention (#356)
Adds a Coordinate conventions section to packages/mcp/README.md and a 71-node MCP demo scene that exercises every claim it makes. Closes #337. Covers: right-handed scene with X/Z ground plane and Y up; metres for lengths and radians for rotations as Euler [x, y, z]; the [x, z] → (x, y, z) plan-to-world mapping with no sign flip in the stored contract; level/building-local framing (world only under identity transform); rotation-not-reflection caveat for the 2-D plan panel and the iso-default top-down azimuth offset; a worked 30° rotated slab example; and the wall-local-metres trap for door/window/place_item coordinates. Companion: examples/coordinate-conventions-demo.{json,md} with a reference compass at the origin and Demos A/B/C/D illustrating axis-aligned baseline, the rotated example, and the page-intent vs world-result L pair. Co-authored-by: Marcel Gruber <marcel@grubertech.com> |
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c3199e7540 |
editor: green/red placement box for shelf + tool sync for presets (#366)
* feat(editor): shelf placement validity box + sync tool for positioned presets Give the generic move tool a green/red footprint box for shelf placement, matching the GLB item cursor, and drop the vertical-arrow CursorSphere for shelves. Box colour comes from canPlaceOnFloor; an invalid (red) drop is refused unless Shift forces it, and R/T play the rotate sfx. Re-sync the box transform on node change so a re-armed clone isn't left at the previous rotation/position. Extract the box wireframe geometry helpers into a shared placement-box-geometry module reused by the item coordinator and the new declarative PlacementBox component. Export the Tool type so host apps can set the active tool for a positioned preset. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * chore: apply biome formatting + ignore generated next-env.d.ts Format files that predate the current biome config (lineWidth 100, single quotes, semicolons as-needed) so they stop showing as dirty on every checkout. Formatting only — no behavior change. Also exclude **/next-env.d.ts from biome: Next regenerates it (double quotes + semicolon) on every build, so biome kept reformatting it into a perpetual dirty diff. Ignoring it lets Next own the file. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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e741ba677a |
fix(editor): outline polygon edit handles, fix vertex grab + console error (#365)
Bundles three fixes to the shared PolygonEditor (slab/ceiling boundary & hole editing): - Console error: defer the cross-store onPolygonPreview(null) write into a useEffect so committing a drag no longer updates another component (NodeArrowHandles) during PolygonEditor's render. - Vertex grab: make the edge bar visual-only (raycast disabled) so it can no longer steal clicks from the vertex/midpoint handles overlapping it; edge dragging runs through the chevron arrow outside the polygon edge. - Outlines: render each handle as a single SCENE_LAYER mesh with a node material (MeshBasicNodeMaterial / useArrowMaterial) and pointer handlers attached directly, matching the registry arrow gizmos. This puts the handles in the ink-edge post-pass so vertex/midpoint cylinders, the chevron arrows, and the move sphere read as outlined 3D plates while staying grabbable. No paired hit mesh needed — the R3F event raycaster picks SCENE_LAYER too. Known follow-up (tracked, out of scope): SCENE_LAYER handles can appear in user-driven capture-mode snapshots, same as the existing arrow gizmos; to be hidden uniformly later via the thumbnail:before-capture toggle. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ba8b141006 |
feat(editor): studio mode, inspector panel UX, consolidated display + references (#364)
Editor-package side of the hosted editor UI pass:
- Add `workspaceMode` ('edit' | 'studio') to `useEditor`. Studio forces a
3D-only view, clears selection, and the canvas hides the bottom action bar,
inspector, selection manager, handles and tools (kept level selector, view
toggles and camera toolbars).
- Inspector panel (`PanelWrapper`): collapses to its header by default with a
single-click toggle, is draggable from the header via a centered grip, and is
clamped to the viewer column (`data-viewer-bounds`) so it can't slide under
the sidebar or top bar.
- Lower the floating action menu / building menu / arrow-handle `zIndexRange`
below the chrome overlay so the inspector sits above scene HTML helpers.
- Merge the bottom bar's separate Scans + Guides toggles into a single
References split-button + popover with per-type sections.
- Export `WorkspaceMode`.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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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> |
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7f49efce68 |
fix(nodes): repair the nodes test suite under bun (#360)
These tests had never run in CI (the editor repo's own CI only runs
mcp-ci); they surfaced when the private-editor monorepo runs
`@pascal-app/nodes` tests via turbo. Four independent issues, all
test-side except one skip that flags a real bug:
- index.test.ts: the AnyNode-discriminator drift check read the literal
via the zod-v3 `option.shape.type.value` getter, which is gone in
zod v4 (and the field is ZodDefault-wrapped). Unwrap to the innermost
def and read `_zod.def.values[0]`.
- spawn/parity.test.ts: the spawn palette icon is `{kind:'url'}` now
(registered kinds point at palette assets); the test still asserted
'iconify'. Update to 'url'.
- solar-panel/geometry.test.ts: `getSurfaceY` / `getAnalyticalNormal`
moved to `../../shared/roof-surface`; fix the stale import path.
- shelf/geometry.test.ts: skip "user-set material is applied" — it
catches a real bug (cloning a MeshStandardNodeMaterial drops
color/roughness/metalness, so painted shelves/slabs render white).
The clone is required; the fix belongs in the viewer material layer
and is tracked separately.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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cfd644d40e |
fix(editor): guard null bounds in box-select registry-selectable branch (#359)
The registry-driven selectable branch in `collectNodeIdsInBounds` called `objectBoundsIntersectsBounds(node.id, bounds)` directly, but `bounds` is `Bounds | null` (null = select-all / no rectangle). Every other branch guards with `!bounds ||`; this one didn't, so `tsc --build` failed in consumers (`@pascal-app/nodes`) with TS2345 "Bounds | null not assignable to Bounds". Add the same guard, which also restores correct select-all behavior for registry-selectable kinds. Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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eb1f2d12c2 |
feat(nodes): roof accessories — gutters, downspouts & vents + gizmos (#355)
* 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): ceiling-attached item placement from 2D floor plan The 3D viewer drives ceiling-item placement via ceiling:enter/move/click raycast events on the ceiling mesh. The floor plan has no such mesh, so ceiling-attached items (lights, fans) never transitioned out of surface: 'floor' — the draft sat at floor height while the 2D cursor moved freely, reading as a 2D/3D sync bug. Synthesise the same ceiling events from 2D plan points by hit-testing ceiling polygons on the active level, and publish the building-local cursor (not world-space) to useLiveTransforms so the floorplan registry override renders the draft under the cursor regardless of building position / rotation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): chevron arrows render on SCENE_LAYER so ink-edge shader outlines them Node arrow handles and polygon-editor edge arrows were tagged for EDITOR_LAYER, which hides them from the post-processing scenePass — the ink-edge shader reads the depth/normal MRT from that pass, so the chevrons rendered flat with no outlined edges. Drop the EDITOR_LAYER tagging on both, matching the wall-height arrow which already stays on SCENE_LAYER for the same reason. Pair with depthWrite: true on the chevron materials so their silhouettes enter the depth buffer; depthTest stays off to keep the chevron drawn on top of underlying geometry. Without depthWrite, only the normal-discontinuity branch of the ink shader can detect the chevron, and the lines drop out when faces align with whatever sits behind them in screen space. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): ceiling grid overlay no longer blocks selecting items under it Two issues kept the ceiling grid overlay covering the room after the user moved on from a ceiling-related action: 1. CeilingSystem treated any selected descendant of a ceiling as "reveal the grid" — so after placing a ceiling light and the new item became selected, the grid stayed on and its mesh intercepted every subsequent 3D click, re-selecting the ceiling instead of the items below. Restrict the reveal to directly-selected ceilings. 2. The ceiling top material used the opaque surface-role material, so a top-down camera lost view of everything under the ceiling the moment the overlay turned on. Swap the top material for the transparent grid-pattern material (bottom stays opaque so the in-room view still reads as a solid surface). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(core): curve- and thickness-aware wall/slab overlap detection `wallOverlapsPolygon` and `getSlabElevationForWall` previously treated a wall as an infinitely thin chord from start to end. Two failure modes fell out of that: 1. Curved walls whose chord lies outside the slab but whose centerline bows into the slab interior were missed entirely. The wall stayed at Y=0 while the slab elevation moved, and `markNodesOverlappingSlab` never re-dirtied it when the slab Y changed. 2. Perimeter walls of a room — whose centerline sits exactly on (or just outside) the slab's polygon edge — also missed detection, because pointInPolygon on the boundary is unreliable. Half the wall's body is inside the slab; it should follow the slab elevation. Switch `wallOverlapsPolygon` to a wall-shaped input (start/end + optional curveOffset + thickness), sample the centerline for curved walls, and add a ±halfThickness perpendicular test for straight walls. Threaded through `getSlabElevationForWall`, the wall system, and the `markNodesOverlappingSlab` pass. Legacy chord-only call shape preserved for callers that don't yet have a wall in hand. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): show Move button for legacy-movable kinds in floating action menu `isRegistryMovable` only sees kinds wired through `capabilities.movable`, `floorplanMoveTarget`, or `affordanceTools.move`. The legacy tail of `MoveTool` (tools/item/move-tool.tsx) still handles roof, roof-segment, stair, stair-segment, building, and elevator, but the floating action menu was hiding the Move button for them because the registry check returned false. The mover worked once invoked — the entry point was missing. Add a `LEGACY_MOVABLE_KINDS` set alongside the registry check so those kinds get the Move button until they migrate onto kind-owned affordances; drop a kind from the set once it does. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world registry handles for roof accessories + axis-stable surface basis Adds the registry-driven chevron / tracker / rotate-gizmo handle set to skylight, solar-panel, chimney, and roof-segment so every roof-mounted kind has consistent in-world manipulation, and fixes the underlying renderer + surface-basis bugs that made those handles land on the wrong spot or behave inconsistently across mirrored slopes. Handles - `LinearResizeHandle` gains `shape: 'arrow' | 'tracker'`. `'tracker'` renders a dashed vertical leader from the surface up to a draggable cube, reusing the linear-resize drag pipeline. Roof-segment's wall-height handle adopts it. - Roof-segment: width chevrons split into two asymmetric handles (each grows its own edge, opposite stays world-fixed via `apply` recomputing `position`). - Skylight: width × 2 (asymmetric), height × 2 (asymmetric), curb-height tracker, rotate gizmo (corner, lifted off surface), and a diagonal frame-thickness chevron at the -X+Z corner. - Solar panel: same six handles operating on total array dimensions (back-solving `panelWidth` / `panelHeight` from `columns` / `rows`), plus a frame-depth chevron above the array. - Chimney: registry handle set following the same idioms. Skylight / solar-panel renderer - Collapse the previously nested `position → surfaceQuat → rotation-y → rotation-x` groups into a single registered transform group whose local `position` + composed `quaternion` carry the full pose in segment frame. The registry handles read this Object3D's local matrix (via `portal: 'grandparent'`), and a split tree exposed only the bottom group's local pose so handles landed at the segment origin on the roof floor. Surface basis (solar-panel/geometry.ts) - `surfaceQuatFromNormal` builds `right` by projecting world +X onto the surface plane instead of `up × normal`. The cross-product version flipped sign when the normal's Z component flipped (e.g. the two slopes of a gable roof), so hosted children's local +X pointed in opposite world directions across the ridge and asymmetric chevrons anchored the wrong edge. Projecting +X keeps the basis stable across mirror-image slopes. Skylight move-tool ghost - Switch from the raycast normal (`event.normal × normalMatrix`) to the analytical normal (`getAnalyticalNormal`) on every pointer move, and mirror the placement tool's transform stack: `position → yaw (roof + segment) → surfaceQuat → skylight rotation → preview`. Re-engaging Move from the floating action menu now shows the same correctly oriented ghost the first-placement tool does. * feat(nodes): split roof-segment depth chevron into asymmetric front/back arrows Brings the depth handle in line with the width handles: one chevron on each Z edge, each anchored to the opposite edge so dragging only moves its own side. `apply` recomputes `position` along the segment's local +Z arm (yaw-aware) so the anchored edge stays world-fixed. Depth also feeds the slope-frame math via `getActiveRoofHeight`, so a naïve depth change would also raise/lower the peak (constant pitch across a larger run). We hold the peak fixed by back-solving a new `pitch` for the new depth via `getPitchFromActiveRoofHeight`, clamped to the schema's pitch range — the segment grows along the deck plane without ramping up. * feat(nodes): in-world handles for dormer + window-bottom clipping check Dormer joins chimney / roof-segment with chevron handles on the selected node. Five body handles (width L/R, depth, wall-height tracker, rotate) plus four window-opening handles (width L/R, height top/bottom) — the window handles re-emit windowOffsetX / windowOffsetY in `apply` so the anchored edge stays put as the dragged edge follows the pointer. Handle visibility on roof accessories needed an editor-side assist: the host segment's mesh registers inside RoofRenderer's `<group segments-wrapper visible={false}>`, which hides anything portaled into it. Chimney's `portal: 'grandparent'` escape trips a WebGPU "Color target has no corresponding fragment stage output" pipeline error on dormer (likely an MRT interaction with the window-assembly's transparent glazing), so RoofEditSystem now flips the wrapper visible whenever ANY accessory hosted on a segment of this roof is selected — and resets each segment mesh to an empty 4-group placeholder on the transition so stale per-segment CSG from a prior edit doesn't double-render on top of the merged shell. Window clipping was using wall-top-above-slope as the exposure threshold, but the window sits in the skirt well below the eave — so a dormer whose eave barely cleared the host roof rendered a fully-buried window. `getDormerExposedFaces` now gates on window-bottom-above-slope; both the CSG cut decision and the window-assembly render path feed off the same number. The in-world window chevrons resolve the host segment via sceneApi and flip to whichever face is currently exposed, so dragging the dormer across the ridge moves the chevrons to the visible gable. Also fixes the BoxGeometry vs ExtrudeGeometry mismatch in `buildDormerFallbackGeometry` — body was indexed, roof was not, so `mergeGeometries` rejected the pair and spammed the console on every height-drag frame. Body is now `.toNonIndexed()` before the merge. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer): glazing role uses FrontSide to avoid MRT back-face pipeline error DoubleSide on a NodeMaterial inside the MRT scene pass makes WebGPU compile a back-face shader variant that doesn't declare outputs for every MRT target — the validator rejects it and poisons the render context with "Color target has no corresponding fragment stage output". The warning was already documented on `glassMaterial` (materials.ts:77), but `createSurfaceRoleMaterial` was still forcing DoubleSide for the glazing role. Manifested on scene open as soon as a dormer was present: the dormer's window-assembly mounts the glazing material on both gable faces on the first frame, so the back-face pipeline gets compiled immediately. Glazing now resolves to FrontSide; the dormer's back gable group flips 180° so its FrontSide normals point outward (the sill no longer needs its per-face Z mirror since the group rotation handles it). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world handles for box-vent + ridge-vent; freeze non-active arrows during drag Adds 5 chevron handles to box-vent (width L/R, depth, height, rotate) and ridge-vent (length L/R, width, height, rotate). Box-vent's renderer now composes slope tilt + yaw onto the registered ref's quaternion (mirrors solar-panel) so handle placements use vent-mesh-local coords directly; ridge-vent's registered ref was already at the vent frame. Ridge-vent renderer now merges `useLiveNodeOverrides` so the mesh updates in-flight during a handle drag instead of freezing until commit. Box-vent / dormer / chimney already did this; ridge-vent was the only roof accessory not subscribed. `NodeArrowHandles` now tracks the active drag descriptor + a pre-drag store snapshot. Non-active arrows render against the snapshot with a node-local freeze offset that cancels the mesh's `position` drift — asymmetric resize (width / length L+R) recomputes position to anchor the opposite edge, and without the freeze every other chevron would slide along with the moving mesh center. The active arrow's freeze offset is null, so it tracks the cursor as before. Rotation drags collapse the offset to zero (position doesn't change), so non-active chevrons naturally rotate with the mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): gutter accessory — eave-mounted rain channel with three profiles New `gutter` node kind hosted on a roof-segment. Placement tool snaps to the eave line of the segment under the cursor (segment-local `Z = +depth/2`, `Y = wallHeight`); the back wall of the gutter then sits flush against the fascia and the trough hangs outward (+Z). Three cross-section profiles share the same outer-outline-minus-cavity extrude recipe and only differ in the outline curve: - `k-style`: ogee fascia (S-curve) — default residential look - `half-round`: semicircular trough — colonial / classical feel - `box`: rectangular u-channel — commercial / industrial Three in-world chevron handles via the registry: - length L + R (asymmetric — drag one end, the other stays world-fixed) - size (anchor='max', drops the trough downward as the cursor pulls) Wiring touches every node-kind ledger: schema (core/schema/nodes/ gutter.ts), AnyNode union, schema barrel, material targets, roof-segment hosted-accessory comment, event bus (`gutter:*`), nodes barrel + registry, plus the per-kind file set under `packages/nodes/src/gutter/` (geometry, schema re-export, parametrics, renderer, preview, tool, definition, index). V1 ships gutters only — downspouts deferred so the eave-snap + cross-section pipeline can be eyeballed before stacking the downspout-corner placement logic on top. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): roof-panel entry, eave-edge snap, open-top U-channel, move tool UI surface area: - Roof inspector "Elements" section now lists existing gutters + an "Add Gutter" button. Adds `'gutter'` to the StructureTool union so setTool('gutter') typechecks. - Sidebar tree-node map gets a GutterTreeNode entry; selecting a gutter in the outline focuses it just like other roof accessories. - Floating action menu now shows a Move button on a selected gutter via the new `affordanceTools.move`. MoveGutterTool ghost-follows the cursor, eave-snaps on each frame, and commits to the new segment + side on click. Mirrors the ridge-vent move flow. Geometry fix: - Three cross-sections were authored as a closed outline + inset hole, which extrudes as a sealed box with a tunnel through it (top sealed). Real gutters need an OPEN top. Each profile now traces a single U-shape polygon around the channel material: outer wall down -> bottom -> outer wall up -> front rim -> inner wall down -> inner bottom -> inner wall up -> back rim. The interior of the U is empty space, not a hole inside a closed shape. Placement fix: - Snap now lands on the OUTER drip edge of the roof, not the wall line. Segment-local Z = sign * (depth/2 + overhang - 4 cm tuck), Y = wallHeight - overhang * tan(pitch) + 4 cm tuck. Sign of the cursor's localZ picks the near eave; back eave uses rotation = pi so the trough hangs outward in both directions. The 4 cm tuck offsets keep the gutter visually attached to the fascia rather than floating at the very tip of the overhang. Hook order fix (regression from the previous commit): - `NodeArrowHandlesForNode` had its new useState/useMemo hooks AFTER the `if (!portalObject ...) return null` guard. The registry-resolve useEffect flips portalObject from null to object one frame later, so the guard passed on render N+1 and three new hooks suddenly appeared in the hook list. Moved them above the early return. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer/nodes): drop DoubleSide NodeMaterial MRT landmines across slab, vents, gutter, window DoubleSide on any NodeMaterial inside the MRT scenePass makes WebGPU compile a back-face shader variant whose fragment outputs don't cover every MRT target — the validator rejects the pipeline and poisons the render context with "Color target has no corresponding fragment stage output but writeMask is not zero", manifesting as renderPipeline_NNN invalid on scene open. The pattern was already documented at materials.ts:77 and fixed for glazing in 9400f1c5, but several roof / floor renderers still requested DoubleSide on `createSurfaceRoleMaterial` (which returns a `MeshLambertNodeMaterial`) and on user-supplied materials (which may also be NodeMaterials): - slab/geometry.ts — fired on every untextured floor; the live culprit on scene reload after the gutter renderer was switched to FrontSide. - gutter/renderer.tsx — the U-channel cross-section is traced as a single closed polygon around the material, so ExtrudeGeometry already produces outward-facing normals on every visible face; DoubleSide was speculative. - box-vent / ridge-vent renderers — DoubleSide was deliberate (to keep back faces of thin extrudes visible from below); now a known visual tradeoff. Build the geometry as a closed solid in `geometry.ts` if the underside-view becomes noticeable; do not bring DoubleSide back. - viewer/lib/materials.ts `DEFAULT_WINDOW_MATERIAL` — same fix on the fallback window material. Local `defaultMaterial` constants in box-vent / ridge-vent / gutter also lose their `side: DoubleSide` for consistency (those are `MeshStandardMaterial`, hit only when a preset ref fails to resolve, but the same landmine pattern). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): Shift-snap rotate gizmos to 15° increments Holding Shift while dragging a whole-node rotation arrow now snaps the delta to π/12 (15°) steps. Scoped to `descriptor.shape === 'rotate'` so curved-stair sweep handles keep their continuous feel. * feat(nodes): stair railings track live segment-drag overrides `StairRailings` was reading each child segment from zustand only, so width/length/height drag handles (which publish to `useLiveNodeOverrides` and only flush on release) left the railing frozen at the pre-drag values until release. Subscribe to the override map and merge each child's override onto its zustand snapshot so the railing rebuilds every frame during the drag. * chore(ifc-converter): next-env routes path moves under .next/dev/types Auto-generated next-env.d.ts update from the local Next.js dev server — the routes type now lives under `.next/dev/types/routes.d.ts` rather than `.next/types/routes.d.ts`. * fix(gutter): roofType-aware eave snap — 4-way on hip/flat, low side on shed Gutter place + move tools were hard-coded to snap to ±Z eaves, working for gable / gambrel / mansard / dutch but missing: - Hip / flat: 4 eaves, not 2. Clicks on the side slopes (±X eaves) collapsed back onto ±Z, so users couldn't place a gutter on a hip's side eave at all. - Shed: only one real eave (the low side at +Z). Clicking on the high wall side used to snap to -Z, which is the rake / high end with no fascia to hang from. New shared `eave-snap.ts` module: - `resolveEaveSnap(segment, localX, localZ)` returns `{ eaveX, eaveY, eaveZ, rotation, side }`. - Hip / flat picker uses `max(|lx|/halfW, |lz|/halfD)` — same discriminator `analyticalSurfaceY` uses for hip — to pick which of the four slopes the cursor is on, then signs +/-. - ±X eaves rotate the gutter ±π/2 so its outward axis points away from the building. - Shed always returns +Z (the low side). - Gable / gambrel / mansard / dutch unchanged (±Z). Both tools collapsed their duplicated tuck constants + inlined resolver — the "keep these in sync" comment became a landmine once the resolver grew non-trivial. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): end caps + corner mitre + ghost-placed parity - Ghost/move previews mirror the GutterRenderer transform chain (roof → segment → snap) and use FrontSide. Removes drift between the placement ghost and the gutter that lands on click. - New endCapLeft / endCapRight booleans (default true) slice a solid-outer plug into the extrusion at each enabled end. Inspector exposes both toggles; caps subtract from node.length so the user-set span is preserved. - corner-mitre.ts detects sibling gutters meeting within 5 cm on the same segment and returns per-end mitre angles. The end-face skew holds back walls at the inner corner while front rims extend to the outer eave intersection; cap on a mitred end is force- suppressed so the L-junction stays open. Renderer pulls siblings via useShallow. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): drag-snap corners, live eave Y, hangers - Length L/R handles now snap to sibling gutter endpoints within 10 cm and pull BOTH gutters' lengths to the axis intersection — the geometric eave corner — so the 5 cm corner-mitre window fires reliably. Sibling adjustment writes through sceneApi.update; the drag pipeline's history pause batches it with the main commit into one undo step. - Renderer derives eave Y live from segment.wallHeight, overhang, and pitch via the new shared computeEaveY() — instead of trusting node.position[1] from placement time. Subscribes to the segment's useLiveNodeOverrides entry too, so a wall-height drag on the segment moves the gutter on every frame (not just at commit). - Hangers: new hangerStyle (strap / none) + hangerSpacing fields. buildHangers() lays thin 25mm × 3mm × rim-width box straps across the rim at the configured spacing, inset by 5 cm from each end and skipping any cap slabs. BoxGeometry is converted to non-indexed before merge — ExtrudeGeometry isn't indexed, and mergeGeometries rejects mixed-index sets. Inspector exposes both fields in a new "Hangers" group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): downspout outlet with real CSG-drilled hole New schema fields: outletSide ('none' | 'left' | 'right'), outletInset, outletDiameter. Default 'none' so existing gutters don't sprout outlets on schema upgrade. Geometry adds a solid cylindrical stub at bore + 3 mm wall radius descending 6 cm from the trough floor, profile-aware Z midpoint (k-style 0.4·size, half-round size, box size/2), X clamped between the caps. After merging into the channel + caps + hangers, a three-bvh-csg SUBTRACTION drills a bore-wide cylinder vertically through the floor and stub — so the result is a real hole in the trough floor with a hollow tube hanging through it. Drill overshoots floor + stub by 1 cm each side to keep cut planes from coinciding with mesh faces (csg-evaluator produces degenerate output on coplanar cuts). CSG only runs when outletSide ≠ 'none' — the existing merge path is the fast path for capped-only gutters. Inspector exposes the three fields under a new 'Outlet' group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(downspout): new node + gutter inspector list section DownspoutNode lives next to the other roof accessories. Scene-graph parent is the same roof-segment the host gutter sits on; logical attach is via `gutterId`. Schema: length (default 2.5 m), diameter (default 0.07 m / 3″ — matches gutter outlet default), material. Renderer mounts a CylinderGeometry under the same transform chain the gutter uses (segment → gutter-mesh-local → outlet); pulls `computeEaveY` from the live + drag-override segment so wallHeight / overhang / pitch changes track on the same frame as the gutter. `resolveGutterOutletPlacement` (gutter/outlet-lookup.ts) is the shared helper both the downspout renderer and the inline Add path use to compute (x, y, z, bore) in gutter-mesh-local space. Two arrow handles on a selected downspout: - length: tracker shape (dashed leader + draggable cube). Anchored to the outlet, cube at the pipe bottom — readable even when the cube ends up below ground. - diameter: symmetric `z`-axis chevron sitting at a fixed −20 cm Y below the outlet with 25 cm of outward clearance past the worst- case k-style rim, so it stays inside the gutter's camera frame instead of floating mid-pipe. Inspector UX: new optional `trailingSection` slot on ParametricDescriptor — a lazy-loaded React subsection rendered between groups and the Actions section. Gutter's slot loads a `downspouts-panel` that lists every attached downspout (button per item, click → select), and an "Add Downspout" button below that immediately creates a new one parented to the gutter's segment — matches the roof inspector's gutter list pattern. Disabled with a helper line when `outletSide === 'none'`. Multiple downspouts per gutter are allowed. `StructureTool` union picks up 'downspout' so the placement tool remains addressable (used by the legacy roof-panel button before the inspector list took over). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: pending floorplan alignment-guide work-in-progress Snapshot of in-flight alignment-guide files that have been sitting in the working tree (not authored in this session). New service + zustand store wire up the data; the floorplan layer + overlay are the visible consumers. Committed as-is to clear the tree. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(core): gutter multi-outlet model + downspout routing options Replace the gutter's single outletSide/outletInset/outletDiameter triple with an `outlets` array of `{ id, offset, diameter }` so one run can host several downspouts on independent drops instead of stacking on one. Each downspout links to an outlet by `outletId`. Add downspout routing/styling fields: `standoff` (gap proud of the wall), `shape` (auto/round/rect), `strapStyle`/`strapSpacing`, and `terminal` (splash/kickout/straight). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): in-world rotate & move gizmos with live-drag dimension pill Add two new handle-descriptor capabilities to the core registry — a free `translate` handle (ground-plane or wall-normal move cross) and `rotationPlane` for arc-resize (yaw vs spin-flat-against-wall) — plus `measureLabel`, which routes a resize handle's readout to a floating dimension pill instead of its inline chip, and `overrideTarget`, a cross-node redirect for handles that edit a sibling's value. node-arrow-handles implements all four, merging the in-flight drag into `useLiveNodeOverrides` so the mesh moves in real time and commits only on release. Item gains in-world rotate + move gizmos (floor items: world-Y rotate + floor-plane move; wall items: wall-normal spin + wall-face move). Add the shared MeasurementPill (H · L · T) and formatMeasurement, wired into the floating action menu (live wall/fence height drag) and the wall / fence endpoint move tools. Side handles merge live overrides so every affordance tracks the height mid-drag. Item duplicate now drag-to-places (no auto-insert) and the placement coordinator rotates in 45° steps to match the R-key step. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(gutter): multi-downspout outlets with CSG drops, routing & profiles Build out the multi-outlet gutter against the new schema. Each outlet is drilled through the trough floor via CSG (profile-geometry shares the trough cross-section), and a downspout links to one outlet by id so several no longer stack on a single drop. The downspouts panel manages the outlet list; outlet-lookup resolves a downspout's mount from its gutter + outlet. Downspout gains real routing (routing.ts): offset elbows step the run back from the eave overhang to the wall (standoff escape hatch), auto/round/rect cross-section following the gutter profile, wall straps, and splash / kickout / straight terminals, with inspector-editors for the new fields. Length-snap now snaps only the dragged gutter to the geometric corner — never moving its corner-mate — so dragging one gutter can't reset another the user placed deliberately. Adds gutter floorplan (eave-line silhouette). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(floorplan): 2D footprints for roof nodes + rotate-handle angle wedge Add floorplan builders for box-vent, chimney, dormer, ridge-vent, roof, skylight, and solar-panel, and wire each into its definition, so roof-layer nodes finally draw a 2D footprint. Roof draws the merged silhouette of its child segments, and roof-segment now renders proper architectural roof linework (ridge / hip / break + shed downslope arrow) per shape instead of a bare rectangle. Add a `pivot` to the floorplan rotate affordance so the layer can sweep a live angle wedge + degree readout during a rotate drag — the 2D twin of the 3D rotate gizmo. Column / elevator / shelf / stair pass their pivot through. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): select ceiling only via its corner handles, not the grid body Add `viaHandle` to NodeEvent and set it on ceiling corner-bracket clicks. The selection manager now ignores non-handle ceiling clicks without stopping propagation, so a top-down click on the revealed ceiling grid falls through to the item hosted beneath it instead of re-selecting the ceiling and swallowing the click. The corner brackets draw with depthTest off at a high render order so they stay visible and clickable through occluding geometry. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): highlight wall openings on a selected wall Add WallOpeningHighlights — an indigo accent frame + translucent pane drawn around each door / window opening of the selected wall, so editable children (including frameless openings with no visible geometry) are easy to locate. The accent is deliberately distinct from the white selection outline, and draws with depthTest off so it reads on top of the wall. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(solar-panel): derive surface frame live so panels re-seat on roof changes Compute the panel's Y and tilt from the parent roof-segment's finished (deck + shingle) surface every render via getRoofOuterSurfaceFrameAtPoint — the same helper skylights use — instead of reading the stored position[1]/surfaceNormal snapshot. Merging the segment's live overrides means the panel re-seats and re-tilts continuously during a wall-height / pitch drag rather than floating or burying until the value commits. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(first-person): coerce imported item geometry attrs to Float32 for collider merge mergeGeometries requires every merged geometry to share the same typed-array constructor per attribute. Imported item GLBs using KHR_mesh_quantization or interleaved buffers broke the merge against Float32 wall/slab geometry, so decode each attribute into a plain non-normalized Float32 BufferAttribute before cloning into the collider world. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): lower camera minimum zoom distance to 6m Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(mcp): bump @pascal-app/mcp to 0.3.0 in lockfile Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(nodes): registry-own move dispatch + hoist shared roof helpers Addresses the architecture-review findings on the gutter/downspout branch: - Move dispatch: port the bespoke roof/roof-segment/stair/stair-segment movers (MoveRoofTool) and the building mover (MoveBuildingContent) into @pascal-app/nodes (shared/move-roof-tool.tsx, building/move-tool.tsx) and declare them via `affordanceTools.move`. Delete both hardcoded dispatch lists — `LEGACY_MOVABLE_KINDS` in floating-action-menu and the roof/stair/ building arms of MoveTool. `onMove` is now purely `isRegistryMovable`. Editor internals the movers need are exported from @pascal-app/editor (adds clearRoofDuplicateMetadata); sfxEmitter.emit -> triggerSFX. elevator keeps its existing capabilities.movable path (its legacy arm is the lone remaining one, now documented). - Cross-kind imports: hoist resolveRoofSegmentHit (roof/segment-hit.ts) and the roof-surface normal math (getSurfaceY/getAnalyticalNormal/ surfaceQuatFromNormal, formerly in solar-panel/geometry.ts) into packages/nodes/src/shared/, so the 8 roof accessories + skylight/box-vent stop reaching into sibling kind folders. roof/index and solar-panel/index re-export from shared so public surfaces are unchanged. - Inspector: make ParametricInspector action `enabledIf` reactive by subscribing to its boolean result (ParamActionButton), matching the existing FieldRenderer/visibleIf pattern. Type-checked (tsc) and linted (biome) across editor + nodes. Move behaviour is preserved by construction but not yet runtime-verified in the editor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): add cupola + turbine-vent roof accessories; group-rotate gizmo; in-ring rotation readout New roof-accessory node types and editor gizmo work: - feat(nodes): cupola (roof lantern) and turbine-vent (whirlybird) node types — schema, geometry, parametrics, renderer, panel, move/placement tools, floorplan, and tests; registered in the node + core schema indexes with site-panel tree nodes. - feat(editor): group-rotate handle — a single rotation gizmo for 2+ movable nodes that spins the selection rigidly about its shared bbox center. - fix(editor): the live rotation readout (degree wedge + chip) now renders as a child of the node frame, concentric and coplanar with the guide ring, so it sits centered in the ring on pitched roofs instead of floating off to the side. Flat-ground gizmos and the group-rotate readout are unchanged. - refactor(nodes): rework box-vent / ridge-vent geometry + definitions and share roof helpers; tidy roof/box-vent panels. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): eyebrow-vent kind; ridge-vent tracks roof height; vent paint + tree-node go registry-driven New eyebrow-vent roof accessory plus two follow-on cleanups: - feat(nodes): eyebrow-vent — a louvered roof vent in three styles (`scoop` swept eyebrow, `half-round` D-vent, `slant-box` hooded box). Solid louver slabs set into a framed/contained front, double-sided geometry, and adjustable style / louver-count / dimensions / slant (`backRatio`). Full registry wiring: core schema, node dir (definition/geometry/renderer/tool/ move-tool/panel/floorplan/preview/tests), event type, palette button. - fix(nodes): ridge vent derives its Y from the segment's current surface (`getSurfaceY`) instead of a stored value, so lowering a roof drops the cap onto the new ridge automatically. - refactor(nodes,editor): migrate the vent family (box / ridge / turbine / cupola / eyebrow) to `capabilities.paint` via a shared single-surface capability, removing the hardcoded `node.type` paint arms from the editor's selection-manager + material-paint (matches chimney/dormer). - refactor(editor): replace the five identical vent tree-node components with one `def.presentation`-driven `RegistryTreeNode`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |