Commit Graph
140 Commits
Author SHA1 Message Date
e3ba4ab921 fix editor furnish item initialization (#237)
Co-authored-by: txhno <198242577+txhno@users.noreply.github.com>
2026-04-15 17:25:01 -04:00
sudhir 95f4c4e610 Merge branch 'main' of github.com:sudhir9297/editor into feat/wall-room-creation 2026-04-15 22:59:36 +05:30
b1709de44a feat: curved wall and fixes (#236)
* feat: add polygon movement support to editor and implement dedicated move tools for walls, slabs, and ceilings

* feat: add uv2 attribute to ceiling and slab geometries for lightmap support

* Fix curved wall miters and align roof position sliders

* Fix wall measurement label and extension anchors

* Fix WebGPU renderer initialization order

* fix(editor): scope wall movement to the selected level

---------

Co-authored-by: Pascal <open@pascal.app>
2026-04-15 12:41:16 -04:00
Sudhir YadavandGitHub 57df224948 feat: Add catalog-based material presets across structural nodes (#231)
* Add catalog-based material presets across structural nodes

* Fix material picker fallback and wall visible highlights

* Preserve wall materials in selection highlights
2026-04-15 12:16:35 -04:00
sudhir d1bef22701 Handle wall split attachment migration and child ids 2026-04-15 14:49:58 +05:30
sudhir 6190ba4bdc feat: implement automatic wall-splitting and slab generation from closed wall loops 2026-04-15 14:18:09 +05:30
Pascal f25806ee8f release: v0.5.1 2026-04-14 05:01:30 +00:00
PascalandGitHub cf7493985f fix: guard null selected item during item tool placement (#229) 2026-04-14 00:48:59 -04:00
a205e4f778 Feat/stairs fence update (#226)
* feat: railing on the straight stairs and new fence

* feat: added spiral and curved stairs with bug fix for fence

* feat:fence are linked to each other ... so moving one move the other sharing the same coordinate

* fix: update stair railing logic to include front-side attachments for terminal landings

* Integrate fence rendering into the fence system

* fix: pass nodeId instead of undefined node to WallTreeNode and FenceTreeNode

TreeNode was passing `node` (undefined variable) instead of `nodeId` to
WallTreeNode and FenceTreeNode, causing a runtime ReferenceError.
Updated FenceTreeNode to accept nodeId and look up the node from the
scene store internally, consistent with all other tree node components.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* feat: update fence icon with new isometric design

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Aymeric Rabot <aymeric@pascal.app>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-13 23:31:57 -04:00
PascalandGitHub 682e2a1a12 sync: backport monorepo PRs #240 #251 #253 (#225) 2026-04-13 11:24:13 -04:00
PascalandGitHub b25be8227a feat(editor): add cut-out button to floating action menu for slabs and ceilings (#224)
When selecting a floor slab or ceiling node, the floating UI buttons now
include a cut-out icon (carbon:cut-out) that directly creates a hole and
enters edit mode. Much more intuitive than navigating to the side panel.

Changes:
- NodeActionMenu: add onAddHole prop with carbon:cut-out icon
- FloatingActionMenu: wire up handleAddHole for slab/ceiling types
- Add ceiling to ALLOWED_TYPES so the floating menu appears for ceilings too
- Separate HOLE_TYPES from DELETE_ONLY_TYPES for cleaner type gating
2026-04-13 11:12:24 -04:00
PascalandGitHub 00b8f42899 feat: move/rotate building + relative positioning for all tools (#220)
Sync monorepo PRs #243 and #248 to the open-source editor.

Move/Rotate Building:
- New move-building-tool with grid snapping, R/T rotation, and Esc cancel
- Floating building action menu with move button
- Building helper with keyboard shortcut hints
- BuildingRenderer now applies position and rotation from node data

Building-Relative Coordinate System:
- GridEvent gains localPosition (building-local coords)
- use-grid-events computes building-local intersection from building mesh
- ToolManager wraps building-relative tools in a building-local <group>
- All tools (wall, slab, ceiling, stair, roof, zone, polygon-editor,
  placement coordinator) updated to use event.localPosition
- Placement coordinator adds worldToBuildingLocal helper for cursor
  position conversion

2D Floorplan Fix:
- SVG layers wrapped in <g transform=rotate(...)> for building rotation
- Pointer-to-plan conversion un-rotates when building is rotated
- Grid events from 2D include localPosition

Store Changes:
- useEditor movingNode union includes BuildingNode
- NodeActionMenu onDelete is now optional (buildings can move but not delete)
2026-04-09 14:36:34 -04:00
Pascal 6c3ac3e030 fix(editor): auto-switch to structure phase when interacting with nodes in floorplan
Two fixes for stair selection in 2D floorplan not working:

1. floorplan-panel: remove level > 0 restriction on auto-switch to structure
   phase. When viewing ANY level in the floorplan while in site phase, auto-enter
   structure mode so structural nodes (stairs, walls, slabs) become selectable.

2. selection-manager: expand auto-switch to also cover site phase. Clicking a
   structural or furnish element now auto-switches from site → structure/furnish,
   just like it already did between structure ↔ furnish ↔ zones.

This fixes the issue where stairs couldn't be selected in 2D and the floating
action menu (move/duplicate/delete) wouldn't appear.
2026-04-08 01:18:37 +00:00
Pascal 11104bc512 chore: bump version to 0.4.0 2026-04-07 23:22:46 +00:00
PascalandGitHub 0a46a9deb4 sync: comprehensive monorepo → editor parity (2D/3D decoupling, UX polish, crash fixes)
Squash merge of 3 commits:
1. useLiveTransforms store for 2D/3D decoupling + floorplan overhaul + Sentry crash fixes
2. Comprehensive 59-file sync bringing editor to full monorepo parity (selection highlights, delete tool, furnish/zone modes, keyboard shortcuts, all panels)
3. Missing files fix (materials.ts, merged-outline-node.ts, type fix)

75 files changed, ~6K additions.
2026-04-07 19:21:10 -04:00
ed6ed3f018 fix(editor): release scene singletons on Editor unmount (#214)
The spatial-grid manager, scene-store subscriptions, and the viewer
outliner's Object3D arrays are module-level singletons that previously
lived for the whole page lifetime. When an app unmounted the Editor
(e.g. navigating away from the 3D editor and back in an SPA host) they
retained references to the disposed Three.js scene graph, which caused
the app to freeze on re-entry as the stale data was replayed against a
fresh scene.

- initSpatialGridSync now returns the unsubscribe handle from its
  scene-store subscription so callers can detach it.
- initializeEditorRuntime becomes reversible: it wires up the spatial
  grid, space detection and SFX bus on mount and returns a teardown
  closure that detaches both store subscriptions, clears the spatial
  grid manager, and truncates the viewer outliner's selected/hovered
  arrays in place.
- The Editor component's runtime-init effect now returns that teardown,
  so the singletons are reset cleanly every time the Editor unmounts.
- initSFXBus is now idempotent via an internal guard so repeated
  Editor mounts do not stack duplicate mitt listeners.

Co-authored-by: Claude <noreply@anthropic.com>
2026-04-05 23:37:30 -04:00
PascalandGitHub 0bd0cab533 feat: stair system, scene graph utilities, read-only mode, viewer state improvements (#210)
Stair system (full stack):
- New StairNode + StairSegmentNode schemas with flights, landings, L/U-shapes
- StairSystem: geometry generation with throttled per-frame updates
- Stair tool, edit system, panels, tree node, and renderers
- Event bus types, scene registry, and command palette entries

Scene graph utilities:
- cloneLevelSubtree: deep-clone a level with remapped IDs
- forkSceneGraph: clone + strip scan/guide nodes for project forking

Core improvements:
- Read-only mode on scene store (blocks create/update/delete when locked)
- readOnly guards on node-actions and collection actions
- Upload store for scan/guide file upload handling

Viewer state:
- previewSelectedIds for box-select live preview
- hoverHighlightMode (default/delete) for delete-mode hover outline
2026-04-05 01:20:43 -04:00
ClayandGitHub 08f93f527a feat(slider): implement infinity dragging using PointerLock API (#206)
Slider controls now use the Pointer Lock API for drag interactions. When dragging a slider label, the cursor locks and movement continues infinitely past the screen edge, matching Unity3D and other professional 3D editors.

- requestPointerLock on drag start, movementX accumulation, exitPointerLock on release
- Falls back to setPointerCapture if PointerLock unavailable
- ESC during drag handled via pointerlockchange listener
- Shift/Ctrl step multipliers preserved
- Undo/redo temporal state correctly managed on all exit paths

Closes #204
2026-04-02 11:26:23 -04:00
PascalandGitHub 50eca057ca feat: editor layout redesign v2 + 3D box select (#207)
Major layout redesign introducing v2 editor layout:

**New Features**
- V2 two-column layout (resizable sidebar + viewer panel with toolbar slots)
- 3D box select tool with marquee selection (561 lines pure Three.js geometry)
- View mode system (3D/2D/Split) replacing old floorplan toggle
- Floating level selector on viewer panel
- Viewer toolbar: level mode, wall mode, units, theme, camera, walkthrough, preview
- Horizontal tab bar for sidebar panels

**Layout Changes**
- Fixed 5-button control bar: Select, Box Select, Site Edit, Build, Delete
- Simplified view toggles (scans/guides only)
- Always-mounted viewers (display:none) to preserve WebGL context
- First-person walkthrough forces 3D view, restores on exit
- Site edit as permanent control (phase='site' is sole signal)

**Technical**
- layoutVersion prop: 'v1' (default) or 'v2'
- New exports: FloatingLevelSelector, SettingsPanel, SidebarTab, ViewMode, ViewerToolbarLeft/Right
- isCollapsed/setIsCollapsed added to sidebar store
- isFirstPersonMode restored for walkthrough support

19 files changed, +3230/-1898
Built and verified: bun run build passes (all tasks, 0 errors)
2026-04-02 11:24:19 -04:00
PascalandGitHub 08a9d66520 Merge pull request #201 from PMAT77/feature/material
Feature/material
2026-03-30 17:07:01 -04:00
Pascal 5fcdad79ce merge: resolve conflict with main — keep first-person mode bypass + tool cancel pattern + delete mode + counter-clockwise rotation 2026-03-30 20:06:47 +00:00
Developer 0be6d84c98 refactor: 完善材质系统相关代码
- 修复 node-actions.ts 中 forEach 返回值 lint 警告
- 更新材质 schema 定义和渲染器
- wall-cutout.tsx 材质颜色保留修复
2026-03-30 20:29:29 +08:00
Developer 12b6292623 feat: add material system for all node types
- Add MaterialSchema with 10 presets (white, brick, concrete, wood, glass, metal, plaster, tile, marble, custom)
- Add material field to Wall, Slab, Door, Window, Ceiling, Roof, RoofSegment nodes
- Create MaterialPicker UI component with preset selection and custom properties
- Update all renderers to support material rendering with caching
- Add Material section to all node panels (WallPanel, SlabPanel, DoorPanel, WindowPanel, CeilingPanel, RoofPanel, RoofSegmentPanel)
- Update AGENTS.md with Material System documentation
2026-03-30 12:15:16 +08:00
Huy HoangandGitHub c05ae9d38e fix: allow deleting walls and slabs via floating action menu (#180)
* fix: allow deleting walls and slabs via floating action menu

Walls and slabs were excluded from ALLOWED_TYPES in FloatingActionMenu,
so no delete UI appeared when selecting them. Added wall/slab to the
allowed types and show only the delete button (no move/duplicate) since
they are structural elements.

Usage: switch to select mode (V), click a wall or slab, then use the
floating trash icon or press Delete/Backspace to remove it.

Closes #156

* fix: offset delete button higher on walls/slabs to avoid covering measurement labels

* feat: implement sledgehammer-style delete mode

Clicking the trash icon in the floating action menu now activates a
persistent delete mode (like The Sims sledgehammer tool) instead of
deleting immediately. Users can then click objects on the canvas to
delete them one by one. Press V or Escape to exit delete mode.

- Wire delete mode clicks/hover in SelectionManager
- Add D keyboard shortcut to activate delete mode
- Change floating menu delete button to activate delete mode
- Add crosshair cursor when delete mode is active
2026-03-28 18:27:44 -04:00
PascalandGitHub b024aaf91a Merge pull request #189 from korvixhq/chore/image-props
Add sizes and loading props to catalog item images
2026-03-28 18:27:07 -04:00
PascalandGitHub 479552394b Merge pull request #184 from nnhhoang/fix/counter-clockwise-rotation
fix: implement T key for counter-clockwise rotation on selected nodes
2026-03-28 18:26:28 -04:00
PascalandGitHub daf62ce6d2 feat: implement editable wall length slider (#195)
feat: implement editable wall length slider #191
2026-03-28 18:24:14 -04:00
Thiago LöpesandGitHub 16835c6f46 feat: implement editable wall length slider #191
Key Additions & Changes:

Interactive Length Control: Replaced the static "Length" text with an editable SliderControl component.

Vector Math Implementation: Added handleUpdateLength, a function that recalculates the wall's end position ($P_{end}$) based on the user's input while preserving the wall's original direction.

Real-time Geometry Updates: Integrated the change with useScene and dirtyNodes to ensure the 3D mesh updates instantly in the viewer as the slider moves.

UX Consistency: Used the existing SliderControl and PanelSection patterns to match the Pascal Editor's design system.

Fixes #191
2026-03-28 17:12:35 -03:00
BravadoBoss b47e8446bd Add sizes and loading props to catalog item images 2026-03-26 21:38:17 -04:00
PascalandGitHub 9f62bd108f fix: slider rewrite, ESC key fix, antialias improvements (#187)
Slider control:
- Rewrite drag interaction to use label-based drag instead of track slider
- Remove hardcoded min/max bounds, default to unbounded
- Add ArrowLeft/ArrowRight key support alongside Up/Down
- Cleaner, more compact UI (238 lines vs 332)

ESC key cancel fix:
- Pressing ESC during mid-action (drawing wall, placing slab) now only
  cancels the current action, not also switching back to select mode
- Tools mark cancel as consumed via markToolCancelConsumed()
- Second ESC press switches to select mode as before

Window panel:
- Remove hardcoded min/max on position, dimension, and frame sliders
- Works with new unbounded slider defaults

Viewer:
- Re-enable default antialias on WebGPU renderer
- Remove GroundOccluder (no longer needed)
- Add resize debounce (100ms)
- Clean up post-processing pipeline code
2026-03-26 15:51:37 -04:00
nnhhoang 5801ce0270 fix: implement T key for counter-clockwise rotation on selected nodes
The keyboard shortcuts dialog documents T as counter-clockwise rotation,
and it works during placement/move mode, but was missing for already
selected nodes. R (clockwise) worked in all contexts but T did not.
2026-03-26 15:24:54 +07:00
a5378da020 feat: add STL and OBJ export formats (#175)
Extend the export manager to support STL and OBJ formats in addition to
the existing GLB export. Uses Three.js built-in STLExporter and
OBJExporter - no new dependencies.

STL is the standard format for 3D printing. OBJ is widely used in
rendering pipelines and supports basic materials. Both are requested
in the community discussion on #145.

Changes:
- export-manager.tsx: add STLExporter and OBJExporter, accept format param
- settings-panel: three format-specific export buttons (GLB, STL, OBJ)
- use-viewer store: update exportScene type to accept optional format

The format parameter defaults to 'glb', so existing callers (command
palette) continue to work without changes.

Relates to #145

Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-26 00:30:34 -04:00
Thiago LöpesandGitHub e4e64e22e3 fix: use WALL_MIN_LENGTH constant to prevent ghost walls (#168)
* Increase minimum wall length from 0.01 to 0.5

* fix: use WALL_MIN_LENGTH constant in wall-tool.tsx
2026-03-26 00:30:04 -04:00
yashinode 6d964e5e9f feat: add street view mode with FPS-style walkthrough
Adds a first-person walkthrough mode so you can explore your home
from the inside at eye level. WASD to move, mouse to look around,
Q/E to float up/down. Press ESC to exit.
2026-03-25 15:23:44 +00:00
Thiago LöpesandGitHub 7a16fad7a0 fix: use WALL_MIN_LENGTH constant in wall-tool.tsx 2026-03-24 18:18:07 -03:00
Thiago LöpesandGitHub eceefc09ad Increase minimum wall length from 0.01 to 0.5 2026-03-24 18:15:04 -03:00
f06f2fa1b1 feat: 2D editing — floorplan panel, measurements, command palette (v0.3.0)
* sync: port 2D editing features from monorepo (v0.3.0)

## New Features

### Floorplan Panel (7.5K LOC)
- Full 2D editing interface with wall drawing, measurement, and unit display
- Interactive floorplan view with pan/zoom, grid snapping
- Wall thickness visualization, door/window placement
- Zone and slab polygon editing
- Guide image overlay support
- Metric/imperial unit toggle

### Command Palette Overhaul
- Complete rewrite with new command registry system
- Keyboard shortcuts UI with ShortcutToken component
- Editor-specific commands (floorplan, measurements, camera focus)
- Improved search and action organization

### Wall Measurements
- Real-time wall length labels in 3D view
- Metric/imperial conversion
- Wall measurement UI component

### Enhanced Tools
- Wall drafting utilities (grid snapping, validation)
- Node action menu for quick operations
- Improved polygon editing for zones/slabs/sites
- Roof segment panel for granular roof control

## Package Changes

### @pascal-app/core@0.3.0
- New wall-footprint.ts: 2D wall footprint calculation
- Wall mitering exports for floorplan view
- camera-controls:focus event
- Space detection undo pause/resume
- Mark sibling nodes dirty on deletion (miter recalc)

### @pascal-app/viewer@0.3.0
- ErrorBoundary component for robust item rendering
- Broken item fallback UI
- Wall renderer: mark dirty on mount
- Ground occluder: only lowest level punches through
- Unit state (metric/imperial) in viewer store

### @pascal-app/editor@0.1.0
- 48 file changes (16 new, 32 modified)
- New stores: useCommandRegistry, usePaletteViewRegistry
- Tree node drag-and-drop system
- Level selection utilities
- Enhanced scene graph operations

## Apps/Editor
- GeistPixelSquare font for pixel-perfect UI
- Blueprint icon asset
- Updated layout and globals for font support

## Security
- Zero AI imports or internal package refs
- All monorepo-specific code excluded
- Clean audit: no API keys or secrets

## Testing
- Security audit passed 
- All AI/internal code excluded 
- Version bumps applied 

79 files modified, 16 files added
~2600 insertions, ~1400 deletions

* fix: lint cleanup — suppress intentional dep warnings, fix missing dep, remove stale ignores

- Add biome-ignore for 3 intentional useEffect reset patterns (levelId, selectedGuide, selectedId)
- Fix actual missing dependency: currentBuildingId in handleSiteEditShortcutSelect callback
- Remove 3 stale biome-ignore comments in r3f.d.ts (rule not active)

Build and lint pass clean.

* fix: type errors — polygon area guards, selection cast, readonly keywords, door guard

- ceiling-panel, slab-panel, ceiling-tree-node, slab-tree-node, zone-tree-node:
  guard polygon[i]/polygon[j] array access before arithmetic (TS2532)
- scene.ts: introduce toViewerSelection() helper to cast persisted string IDs
  to branded template literal types expected by useViewer.setSelection (TS2345)
- door-panel: guard early return when node is undefined in setSegmentHeightRatio (TS18048)
- editor-commands: remove 'as const' from inline command object, keywords is mutable string[] (TS2322)

All type checks pass. Build and lint clean.

---------

Co-authored-by: Anton Pascal <anton-pascal@users.noreply.github.com>
2026-03-24 19:48:11 +00:00
wass08 f2501be2bf remove community 2026-03-13 09:07:46 +01:00
wass08 a97ed42578 presets community / non community 2026-03-11 13:02:17 +01:00
wass08 7359c1fcbf splitting editor and community 2026-03-11 12:16:26 +01:00