Commit Graph
361 Commits
Author SHA1 Message Date
Aymeric RabotandClaude Opus 4.8 1b4c656901 chore(ts7): adopt the TypeScript 7 native compiler (tsgo)
Make the editor packages compatible with, and benefit from, the native Go
compiler (TypeScript 7 / tsgo) while keeping the npm publish path on stable tsc.

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:37:58 -04:00
f69b1935a9 docs: fix editor-v2 stale folder name in apps/editor/README.md (#311)
Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
2026-06-24 16:00:59 -04:00
a71de82ccb nodes: add MEP movement controls and DWV parity (#438)
* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Add roof accessory placement guides

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

* Improve duct and placement routing

* Fix duct vertical movement routing

* Fix duct vertical offsets and roof accessory movement

* Add DWV movement parity and line endpoint controls

* Fix MEP handle review issues

* Fix chimney placement and duct offset cleanup

* Use snapped targets for roof accessory commits

* fix(nodes): repair MEP movement review issues

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

* fix: address mep movement review issues

* fix: address follow-up mep review comments

* fix: address additional mep review comments

---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:33:13 -04:00
Aymeric Rabot b8dfa90762 Merge remote-tracking branch 'origin/main' into feat/editor-ux-rendering-placement 2026-06-10 14:21:35 -04:00
Aymeric Rabot 3a1ba56246 Polish editor interaction behavior 2026-06-10 11:28:12 -04:00
Aymeric RabotandClaude Fable 5 bdfee058bd feat: doors and windows on roof-segment wall faces
Openings now host on the walls a roof segment generates — the base
walls under the roof and the coplanar gable/shed/gambrel end faces, so
a window can sit in a gable pediment.

- core: roof-segment-walls.ts models the four vertical faces as 2D
  frames (u along face, v height) with convex profile polygons that
  mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile
  clamping and anchored resize limits via half-plane algebra.
- schemas: optional roofSegmentId on door/window; position is the
  segment-local wall mid-plane center, rotation[1] the face yaw.
- cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall'
  subtracts from the wall brush only. cascadesViaHostSegment keeps the
  roof-merge loop from consuming door/window dirty marks (their own
  systems cascade via parentId).
- tools: roof:* handlers in door/window tool + move-tool (the Build-tab
  preset path), with roofSegmentId cleared/restored across every
  roof<->wall re-anchor and revert; shared hit resolver normalizes
  normals through world space (merged mesh vs painted segment frames).
- fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal
  mode — the uncut rebuild used to draw over the merged shell's fresh
  opening until deselect.
- fix: the walkthrough collider world now prunes by renderer-effective
  visibility; stale uncut segment CSG inside the hidden segments-wrapper
  blocked the player at openings the merged shell had cut through.

Known gap: painted segments render per-segment CSG without accessory
cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed;
details in private-editor plans/editor-roof-wall-openings.md.

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

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

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

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

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

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

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

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

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

No behavioural change.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-09 11:05:27 -04:00
Aymeric Rabot b33059ef81 feat: add persistent site boundary handles 2026-06-08 17:42:20 -04:00
ce6f999310 arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

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

* fixed conflict

* editor: per-door-type floor-plan symbols

Render a distinct, static plan symbol for each door type in the
registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`),
independent of the door's live open/close animation:

- single / hinged: fixed 90° swing with a dashed quarter-circle arc
- double / french: two mirrored half-width leaves + dashed arcs
- folding / bifold: static zigzag accordion (~80% span) on the wall face
- sliding: bypass — two overlapping panels on parallel tracks + arrow
- pocket: thin white leaf, ~60% closed, sliding into the solid wall
- barn: surface-mounted panel parked over the wall, dashed closed-ghost
  + slide arrow

The swing arc is dashed in screen-pixel units (the renderer uses
non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection
/ slideDirection as appropriate.

Also includes pre-existing working-tree changes unrelated to the door
symbols: group move/rotate transform and box-select tweaks, and a
regenerated ifc-converter next-env.d.ts.

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

* Fix recessed ceiling fixtures and draw safety

* feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D)

Snap the wall draft / endpoint-move point onto existing wall geometry —
corners, midpoints, wall–wall intersections, and along-wall edges — and
show a beacon at the snap point whose glyph encodes what it caught
(square = corner, triangle = midpoint, ✕ = intersection, circle = edge).

- Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested).
- Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon
  and a 2D SVG glyph beacon, both indigo to match the alignment guides.
- Gated by a new persisted "Magnetic snap" toggle in the Display menu
  (useEditor); honored by draw + commit + endpoint-move in both views.

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

* editor: garage and open-doorway floor-plan symbols

Extend the per-door-type plan symbols in the registry floor-plan
builder (packages/nodes/src/door/floorplan.ts):

- open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel
  (mirrors the 3D system, which renders only the cutout for openings)
- garage sectional: closed leaf + side tracks into the garage + dashed
  parked ghost at the inner end
- garage roll-up: closed leaf + coil barrel (capsule) with a coil hint
- garage tilt-up: closed leaf + dashed parked panel + dashed curved
  up-and-over swing path
- gate the swing arc to actual swing doors (hinged/double/french) so
  other types fall back to the plain footprint

Garage mechanisms sit on the interior (door-local -z) side to match the
3D garage builders, independent of swingDirection.

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

* arch: enforce layer boundaries — registry dispatch, store relocation, shared helper

Three architectural fixes to bring the branch into full compliance:

1. **ceiling-system kind check → CeilingCutCapability**
   Replace `child.type === 'item'` branch in `ceiling-system` with registry
   dispatch. Add `CeilingCutCapability` type to `packages/core` registry types,
   implement `buildCeilingHole` on `itemDefinition`, and rewrite
   `collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through
   `nodeRegistry` — viewer never again inspects a node's kind directly.

2. **useAlignmentGuides + useWallSnapIndicator → packages/editor**
   These stores are editor-only UI (snap beacons, alignment guides). Move them
   from `packages/core/src/store/` to `packages/editor/src/store/`, re-export
   from `packages/editor`, and update all 34 consumer files across
   `packages/editor` and `packages/nodes` to import from `@pascal-app/editor`.

3. **findLevelAncestorId extracted to core**
   `item-light-system` had a private `resolveNodeLevelId` that duplicated
   level-ancestor traversal logic. Extract it as `findLevelAncestorId` in
   `packages/core` (spatial-grid-sync), export it, and replace the local copy.

All four packages typecheck cleanly (zero errors).

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

* chore: fix lint, untrack .claude/launch.json

Run bun check --write to clear 8 Biome errors (formatting + import order
+ one unused import). Untrack .claude/launch.json and add it plus
.claude/settings.local.json to .gitignore so local IDE/agent configs
stop landing in commits.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-08 13:14:39 -04:00
b2e7a090d6 chore(editor): update structure_delete SFX asset (#381)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 11:48:43 -04:00
dd0215643b fix(editor): shelf deletion plays item-delete SFX; refresh delete sounds (#379)
* fix(editor): shelf deletion plays item-delete SFX; refresh delete sounds

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

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

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

* chore(editor): update item_delete SFX asset

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

---------

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

* wip audios

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

Sound design pass for the build/items experience:

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

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

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

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

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

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

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

---------

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

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

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

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

---------

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

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

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

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

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

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

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

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

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

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

---------

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

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

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

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

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

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Two changes to the floor-plan panel:

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

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

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

* wall: pass geometry as prop on move arrow handles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* editor: pin building bbox center to cursor during move

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

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

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

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

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

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

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

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

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

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

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

* handles: registry-driven in-world resize arrows

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Two unrelated WIP fixes bundled:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mirrors the wall convention shipped in e89a8228:

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

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

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

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

* floorplan menu: show Move button for selected walls

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* 3d wall measurement: hide label for selected walls

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

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

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

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

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

---------

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

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 14:58:01 -04:00
bb5ce68254 Viewer render modes: Solid/Rendered + textures + surface-role clay + scene themes + edges (#332)
* viewer: add Phase 1 render-modes foundation (shading/textures/colorPreset state, defaultRender prop, SSGI gating)

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

* viewer: Phase 2 render-modes material-class switch (Lambert in solid, Standard in rendered)

Shading-aware material factories (cached per class), reactive selection in
renderers via the useViewer(shading) pattern, and dirty-rebuild on toggle for
geometry/door systems. Rendered mode output unchanged.

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

* viewer: Phase 3a render-modes surface roles + clay palette foundation

Adds surfaceRole token to core NodeDefinition, per-kind default roles,
ColorPreset palettes + resolveSurfaceColor/createSurfaceRoleMaterial (glazing
stays translucent), and the textures-off recolor path for def.geometry kinds
(slab/fence/shelf via GeometrySystem.applyDefaultSurfaceRole) + wall. Renderer-
based kinds (roof/window/stair/item/column/door/ceiling/elevator) wired in 3b.

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

* viewer: Phase 3b render-modes textures-off recoloring for renderer/system kinds

Wires clay role coloring (textures=off) for roof/roof-segment, window, stair/
stair-segment, door, item, column, ceiling, elevator via createSurfaceRoleMaterial,
reactive on textures/colorPreset. Per-surface roles: roof top+edge=roof /
underside=ceiling; window frame=joinery / glass=glazing; stair+door+elevator=
joinery; ceiling=ceiling; column=wall; item=furnishing. textures=on unchanged.

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

* editor: Phase 4a render-modes UI — Solid/Rendered toggle + per-context persistence

Per-context shading via renderContext discriminator + shadingByContext (persisted);
<Viewer> renderContext prop seeds per-context on mount. Solid/Rendered toggle in the
editor action bar + standalone toolbar + command palette. Editor mounts default to
renderContext=editor / shading=solid.

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

* viewer: fix window-system glassMaterial type to allow clay glazing reassignment

The let was inferred as MeshLambertNodeMaterial from the imported glass constant,
so reassigning createSurfaceRoleMaterial('glazing') (returns THREE.Material) failed
under tsc --build. Widen the annotation to THREE.Material. Surfaced by the build
(check-types had replayed a stale turbo cache).

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

* viewer: Phase 5 lighting — add theme-driven hemisphere light, trim fill directionals 3->2

Adds a sky/ground hemisphere fill (theme-lerped) and drops the second fill
directional; the hemisphere covers the shadow-side fill it provided, at one
fewer per-fragment directional term (shared by Solid + Rendered). Ambient lowered
since the hemisphere now carries soft fill. Intensities are a starting point —
tune visually on the gpu-perf overlay.

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

* viewer: tune Solid lighting for more form — stronger hemisphere sky/ground contrast, lower ambient

Darker hemisphere ground (#d8d6cf -> #aaa49a) + higher hemisphere intensity and
lower ambient so directional shading reads as form and undersides ground without
AO. Keeps Solid free of any post-processing pass.

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

* chore: biome format render-mode files (lefthook pre-commit)

Formatting-only — import wrapping, dep-array wrapping, single-line ternaries —
across Phase 2-4a files that weren't biome-clean. No logic changes.

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

* viewer: scene-theme system — named environment themes (studio/paper/sunset/night/...)

New SceneTheme registry (lib/scene-themes.ts) drives lights, background, and tone
mapping; lights.tsx refactored data-driven (N directionals + hemisphere + ambient).
sceneTheme state (persisted) + cycle-button picker in editor bar + standalone
toolbar, importing the registry from the viewer barrel (single source). Default
'studio' reproduces the prior look exactly; app light/dark 'theme' untouched.

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

* editor: Phase 7 — popover-dropdown pickers for render mode + scene theme (editor bar)

Replace the shading + scene-theme cycle buttons in viewer-overlay.tsx with
DropdownMenu pickers: render mode shows 2 rows (Solid/Rendered) with one-line
detail; scene theme lists all themes with a derived color-swatch strip + active
check. Imports the registry from the viewer barrel (single source).

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

* editor: Phase 7 — dropdown pickers in standalone toolbar + export DropdownMenu from barrel

Replicate the render-mode + scene-theme dropdown pickers (with swatch strip +
active check) to apps/editor's compact toolbar, matching viewer-overlay.tsx.
Export DropdownMenu* from the @pascal-app/editor barrel for the standalone app.

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

* viewer+editor: Phase 8 — crisp geometry edge overlay (off/soft/strong/sketchy)

EdgeOverlaySystem draws EdgesGeometry LineSegments over node-backed building
meshes (scoped via sceneRegistry, skips zone-layer/hitbox/overlay meshes),
rebuilt on geometry-uuid or mode change, line color follows scene-theme
background luminance; sketchy = static TSL vertex jitter. New 'edges' state
(persisted, default off) + Edges dropdown in editor bar + standalone toolbar.

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

* viewer+editor: edge overlay — thick lines via Line2, drop sketchy mode

Switch EdgeOverlaySystem from LineBasicNodeMaterial (1px hardware cap) to
LineSegments2 + Line2NodeMaterial so edges have real screen-space width
(soft 1.5px / strong 3px); resolution tracks viewport. EdgeMode is now
off/soft/strong (sketchy removed).

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

* viewer: fix edge overlay crash — webgpu Line2NodeMaterial has no settable resolution

material.resolution is undefined under WebGPU (the node material reads the
viewport internally); optional-chain the .set() call so it no-ops there instead
of throwing. Thickness still applies via linewidth.

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

* viewer: edge overlay — weld vertices to fix CSG spiderweb edges + lighter strong

Position-only mergeVertices before EdgesGeometry so coplanar triangles from
CSG-cut walls (doors/windows) share vertices and their interior edges are
suppressed — only opening outlines + silhouettes remain. Strong linewidth
3 -> 2px (was too heavy).

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

* viewer: edge overlay — crease-only extractor to fix CSG spiderweb

Replace EdgesGeometry (which always draws unpaired boundary/T-junction edges)
with buildCreaseEdges: weld positions, keep only edges shared by exactly two
faces whose dihedral exceeds the threshold, drop everything unpaired. CSG-cut
walls/slabs are watertight so real corners + opening outlines survive while the
interior triangulation fans (coplanar or T-junction) are removed. Open meshes
(bare ground plane, billboard leaves) shed their boundary clutter too.

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

* viewer: crease edges — coarser weld (0.1mm->1mm) to recover CSG/extrude seam edges

The cap<->side-wall top edge of ExtrudeGeometry walls drifts past 0.1mm after
CSG, so it stayed unpaired and was dropped. Weld at ~1mm to pair it into a real
crease while staying far below feature size (wall thickness, openings).

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

* viewer: replace geometry edge overlay with screen-space ink (SketchUp look)

Port the prototype's screen-space ink into the post-processing pipeline: depth +
normal Sobel reading the scene-pass MRT. Crease term (normalized normals,
center-vs-neighbour) + distance-independent depth-step term (raw Laplacian /
(1-d)² with a noise gate so flat ground stays clean). Topology-agnostic, so it
finally handles CSG-cut walls/openings without the spiderweb or missing-edge
problems of EdgesGeometry. Driven by the existing edges off/soft/strong mode;
MRT now builds when SSGI OR ink is on; ink colour tracks scene-theme luminance.

Removes EdgeOverlaySystem + crease-edges (geometry approach).

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

* viewer: soft/strong ink modes + keep editor overlays out of the ink

Two adjustments to the screen-space ink pass:

1. Soft vs strong now visibly differ. The edge masks saturate, so the old
   `intensity` gain did nothing once a line was detected. Replace it with a
   sample radius (line thickness) + opacity: soft = 1px / 50%, strong = 2px /
   100%. `inkedEdges` takes `radius` + `opacity` instead of `intensity`.

2. Editor overlays (gizmos, move handles, tool previews, grid) no longer get
   inked. The scene pass that feeds the depth/normal MRT now renders only
   SCENE_LAYER; overlays render in a dedicated pass on OVERLAY_LAYER and are
   composited on top after the ink + outlines, so they read as crisp UI and
   never get inked or AO'd.

   New OVERLAY_LAYER constant in viewer; editor's EDITOR_LAYER re-exports it so
   the two stay in lockstep. Also moves WallMoveSideHandles (the wall/fence move
   arrows) onto EDITOR_LAYER — it was the one overlay still on SCENE_LAYER.

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

* viewer: render the grid in the scene pass so geometry occludes it

The depth-gate fix couldn't help the grid: its material is depthWrite:false,
so it never wrote overlay-pass depth and the "didn't write depth -> keep on
top" term forced it on top — hence the floor grid bleeding through walls and
objects.

A full-floor plane can only be occluded correctly by living in the same depth
context as the scene, so move the grid onto its own GRID_LAYER which the scene
pass renders (alongside SCENE_LAYER). It's flat and depth-non-writing, so the
screen-space ink still ignores it; gizmos/handles stay on OVERLAY_LAYER. The
grid camera layer is enabled in custom-camera-controls and disabled on the
thumbnail camera so thumbnails stay grid-free, matching EDITOR_LAYER.

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

* viewer: strong ink — match soft's 1px thickness, differ by darkness only

Strong at radius 2 read too thick. Soft's 1px line is the nice one, so use it
for both modes and let strong distinguish itself purely by being fully solid
(opacity 1) vs soft's lighter 50%.

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

* viewer: shadow frustum follows the view + a shadows on/off setting

The directional light's ortho shadow camera only covers ±50 around the light
target, which was pinned at the origin — so zones far from origin received no
shadows no matter where the camera moved. Recentre each shadow-casting light
(position + target together, preserving direction) on the view focus every
frame: the orbit-controls target when available, else the camera's ground
projection. The shadow area now tracks wherever the user looks.

Also add a persisted `shadows` toggle (default on) to the viewer store and a
"Shadows" switch in the editor settings panel — the dedicated shadows control
the render-modes plan deferred. Lights gate castShadow on it.

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

* editor: shadows toggle in the standalone toolbar + a touch more shadow strength

The shadows switch I added only lived in the cloud settings panel's Visibility
section, which is hidden in the local/standalone editor (no projectId). Add a
ShadowsToggle button next to the grid toggle in the standalone toolbar so it's
reachable there, matching how Show Grid is exposed in both places.

Also push shadow strength partway toward the aesthetic prototype (which runs
near-black, no blur): bump the bright-key shadow-intensity cap 0.4 -> 0.55 and
tighten shadow-radius 2 -> 1.5. Still softer than aesthetic by design.

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

* nodes: site ground receives shadows (lit material instead of unlit Basic)

The site ground fill used MeshBasicMaterial — unlit, so it could never show
the directional shadow, and shadows visibly truncated at the slab edge. Swap it
for a lit MeshLambertNodeMaterial with receiveShadow on the mesh; the geometry
is the site polygon (slab footprints punched out), so shadows now extend across
the whole site and stop at its boundary, which is the desired bound.

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

* themes: per-theme clay palettes + 2x2 swatch in the theme pickers

Each scene theme now carries a clayTints map (wall/floor/ceiling/roof/glazing)
giving it a per-surface-role palette — e.g. Mediterranean's blue roof + warm
walls. The theme pickers (standalone toolbar + community overlay) now render the
aesthetic-style 2x2 swatch of those role tints over the theme background instead
of the old 3-colour strip.

Data + UI only; wiring the tints into the textures-off surface materials is a
separate change.

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

* editor: slimmer theme switcher + cloud-sun icon

Shrink the scene-theme toolbar button (w-[8.5rem] -> w-28) so it stops reserving
space for "Mediterranean"; the label truncates when it overflows. Swap the
palette icon for cloud-sun (atmosphere/lighting, distinct from the app light/dark
Sun-Moon toggle) in both the standalone toolbar and the community overlay.

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

* editor: theme switcher icon -> swatch-book

Swap the scene-theme icon from cloud-sun to swatch-book in both the standalone
toolbar and the community overlay.

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

* themes: colour untextured building surfaces by the active scene theme

Untextured walls/roof/slab/ceiling now take the active theme's per-role colour
(theme.clayTints[role], falling back to the colour preset) in BOTH textures
modes. The textures toggle only governs surfaces that actually have an explicit
material/preset — those still show their texture when textures are on. This is
what makes e.g. Mediterranean read as a blue roof + warm walls instead of the
old hardcoded white/grey defaults.

- materials.ts: resolveSurfaceColor / createSurfaceRoleMaterial take an optional
  sceneThemeId (theme tint ?? preset palette); theme folded into the cache key.
- wall-materials, roof-materials, slab/geometry, ceiling/renderer: the untextured
  fallback now resolves to the themed role colour instead of white/grey, in both
  modes; theme threaded into each builder + material cache key.
- wall-cutout: now reads textures/colorPreset/sceneTheme and re-applies wall
  materials when any change (previously it ignored textures/colorPreset entirely).
- geometry-system: threads sceneTheme into the generic surface-role path + rebuild
  effect. Renderers/preview call sites thread sceneTheme through.

Doors/windows/stairs/columns/items still use their existing defaults — a
follow-up pass.

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

* fix(slab): recessed (negative-elevation) slabs extrude downward again

The registry geometry builder created the slab mesh at Y=0 without applying the
negative-elevation offset, so recessed slabs rendered above the floor plane
(pool geometry is built locally with its floor cap at Y=0 and walls rising to
Y=|elevation|, so the mesh must be shifted down by `elevation` to recess). The
runtime slab-system already did this; the static builder path didn't. Mirror it:
shift mesh.position.y by elevation when negative. Positive elevation unchanged.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(roof): legacy roofs render again — migration wrote invalid wallHeight 0

Legacy roof nodes (old format, no `children`) were migrated with a hardcoded
`wallHeight: 0`. With zero wall height the eave height (`wallHeight - autoDrop`)
went negative in getRoofSegmentBrushes, producing geometrically invalid brushes;
three-bvh-csg then spammed "TriangleClipper: Coplanar clip not handled" every
frame and emitted NaN positions, so the merged roof geometry failed
computeBoundingSphere and never rendered.

- core/use-scene migration: wallHeight 0 -> 0.5 (the RoofSegmentNode schema
  default), so migrated segments have a valid wall height.
- roof-system: clamp eave height to >= 0.01 so an intentional wallHeight 0 can
  never yield a negative eave, and guard updateMergedRoofGeometry so a CSG result
  with NaN positions is discarded (keep the last good mesh, warn once per roof)
  instead of poisoning the buffer + spamming the console.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(column): columns cast and receive shadows

Column meshes (box, beam, cylinder, sphere, torus) rendered without castShadow/
receiveShadow, so columns neither dropped a shadow nor caught one — unlike walls,
slabs and roofs. Set both on all column shape meshes.

Unrelated to render modes — bundled into this branch's PR.

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

* viewer: default edges to soft

Editor defaults are now solid shading / studio theme / soft edges / shadows on.
Shading (solid, via EDITOR_DEFAULT_RENDER), theme (studio) and shadows (on) were
already the defaults; edges was 'off' — make 'soft' the default.

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

* themes: fold light/dark into the scene theme (remove the separate toggle)

The viewer had two overlapping appearance controls: a light/dark `theme` toggle
AND scene themes (which already drive the 3D background + lights). They
conflicted — e.g. Night/Twilight are dark themes, but the light/dark toggle was
an independent axis still tinting the 2D scene chrome.

Unify on the scene theme: add an explicit `appearance: 'light' | 'dark'` to each
SceneTheme (twilight/night = dark, the rest = light) and drive everything the
old toggle drove off it — canvas backdrop, grid line colours, measurement-label/
cursor/site-edge contrast, the site ground fill, the ground occluder, and the
mobile viewer bg. The editor UI chrome is unaffected (always dark via a fixed
body class).

Removes the `theme`/`setTheme` store state (+ persistence) and every light/dark
toggle UI: the standalone toolbar Sun/Moon button, the community overlay theme
switch, the command-palette command, and the ifc-converter preview toolbar
button.

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

* themes: per-theme ground colour + add the "Verdant" nature theme

- Add a `ground` colour to every SceneTheme and drive the site ground fill +
  the infinite ground-occluder off it (instead of the binary
  isDark ? #1f2433 : #fafafa). Dark themes now get a lit mid-tone ground
  (twilight #4a4566, night #2b3247) so the ground reads as ground rather than
  going near-black.
- Add a new green/nature scene theme "Verdant": soft green sky + lit, with a
  green roof clay tint and mossy ground.

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

* wiki: document the surface-colour / theme system

The colour-per-node/renderer/system model from the render-modes work was
undocumented. Add wiki/architecture/materials-and-themes.md covering surface
roles, colour presets, the textures axis, scene themes (appearance / ground /
clay tints), and the "untextured surfaces are theme-coloured in both modes"
invariant + where each kind wires it.

Also fix two pages that the same work made stale:
- node-definitions: geometry builders receive (shading, textures, colorPreset,
  sceneTheme); document the `surfaceRole` token + applyDefaultSurfaceRole.
- layers: OVERLAY_LAYER (1, viewer) with EDITOR_LAYER now its alias, the new
  GRID_LAYER (3, rendered in the scene pass for depth occlusion), and the
  overlay pass.

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

* nodes: wire #330 roof-accessory kinds into the surface-role/theme colours

PR #330's new kinds (chimney, dormer, skylight, solar-panel, ridge-vent,
box-vent) use custom renderers, so the generic textures-off recolour path never
reached them — they fell back to hardcoded colours. Wire each renderer into the
render-modes system: read shading/textures/colorPreset/sceneTheme and resolve
untextured surfaces via createSurfaceRoleMaterial (and force the role colour when
textures are off), matching column/ceiling.

Roles: chimney body→wall / cap→roof; dormer wall→wall, roof→roof, glass→glazing,
frame→joinery; skylight glass→glazing / frame→joinery; ridge-vent + box-vent→roof;
solar-panel frame→roof (the dark product-specific cell face is left as-is). Each
definition also gets its dominant `surfaceRole` token.

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

* fix(roof): legacy-roof migration must use a non-zero wallHeight

The render-modes/#330 merge left the legacy roof→roof-segment migration writing
`wallHeight: 0`. With #330's pitch model that builds a flat, zero-volume wall
CSG brush, which three-bvh-csg can't clip ("Coplanar clip not handled") and
yields NaN positions — so the migrated old roof never renders. Use the schema
default 0.5 (what new roofs use), giving a valid wall. The eave clamp + merged-
geometry NaN guard added earlier stay as defense-in-depth.

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

* fix(roof): guard slope frame against missing/NaN pitch (no more NaN geometry)

getSegmentSlopeFrame used `pitch <= 0` to detect flat/zero-pitch, but an
undefined or NaN pitch (a segment from an older migration that set `roofHeight`
instead of `pitch`, or stale persisted data) slips past that check and computes
Math.tan(NaN) → NaN tanTheta/activeRh → NaN segment geometry → the merged-roof
CSG spews "Coplanar clip not handled" and NaN positions, so the roof never
renders. Use `!(pitch > 0)` so any non-positive/non-finite pitch resolves to the
flat frame. Self-heals bad data regardless of how the segment was produced.

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

* fix(roof): migration guarantees a positive pitch for every roof-segment

Segments saved with neither a valid pitch nor a roofHeight (older/partial
saves, e.g. landing home-graph) fell through the legacy roofHeight->pitch
branch, leaving pitch undefined. The slope-frame guard then resolved them
to a flat frame, so the roof rendered as a slab instead of pitched. Branch
2b now normalises any segment lacking a valid pitch: derive from roofHeight
when present, else fall back to the schema default (40deg). The migration
result is cast (not zod-parsed), so this is the only place the default lands.

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

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 17:33:00 -04:00
87384cfbab feat(roof-system): six roof-accessory kinds (chimney, dormer, skylight, solar-panel, ridge-vent, box-vent) on the registry model (#330)
* 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(box-vent): port to packages/nodes registry shape

Move box-vent from the legacy scattered layout (core schema +
viewer/systems/renderers + editor/tools/panels/sidebar) into a single
`packages/nodes/src/box-vent/` folder following the Phase 5 Stage E
pattern. The kind now self-registers via the built-in plugin.

- schema lives in `core/schema/nodes/box-vent.ts` (referenced by the
  hand-maintained AnyNode union) and re-exports from the kind folder.
- `def.renderer` reads the parent roof-segment from useScene, applies
  the slope tilt + segment yaw + node rotation stack, and follows the
  segment's useLiveTransforms override during a parent drag.
- geometry builder is pure and shared by renderer / preview / tool /
  unit tests. `computeBoxVentSlopeTilt` is lifted as a helper for
  future reuse by other roof-mounted kinds (skylight / solar-panel).
- placement tool listens to `roof:*` events, snaps to the segment
  under the cursor, creates a new BoxVentNode parented to that
  segment.
- BoxVentEvent + `NodeEvents<'box-vent', BoxVentEvent>` added to the
  event bus so `useNodeEvents(node, 'box-vent')` type-checks.

Verified: workspace `bun run build` + `bun run check-types` pass; 13
new unit tests in `__tests__/{schema,geometry}.test.ts` pass.

Worked example for porting the remaining roof-system kinds (ridge-vent,
chimney, solar-panel, skylight, dormer) — see `.claude/PORT-CHEATSHEET.md`.

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

* feat(ridge-vent): port to packages/nodes registry shape

Same pattern as box-vent (`752ace83`): one folder under
`packages/nodes/src/ridge-vent/`, schema in core, registration via the
built-in plugin. No outside-the-folder edits beyond core schema/types,
the event bus, and the plugin index.

- pure geometry builder shared by renderer / preview / tool / tests,
  covering all three styles (curved cap / shingled / metal) and the
  optional end caps.
- custom `def.renderer` reads the parent roof-segment, follows
  useLiveTransforms during a parent drag. No slope tilt — the ridge
  IS the high line of the segment so the transform stack is one
  level shallower than box-vent.
- placement tool snaps the cursor to the ridge (segment-local Z=0)
  wherever the cursor lands on a segment, then commits on click with
  Z=0 baked into the new node's position.
- RidgeVentEvent + NodeEvents<'ridge-vent', ...> added to the event bus.

Verified: workspace build green, 9 new tests pass alongside the
13 box-vent tests.

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

* feat(chimney): port to packages/nodes registry shape (Option C)

Same shape as box-vent (`752ace83`) and ridge-vent (`10d489d6`).

**Scope — Option C.** Chimney lands in the registry with solid
geometry; the CSG-driven decoration (cap flue holes, body cavity,
panels, bands, and the roof-trim that hides the chimney bottom inside
the deck) is preserved in the schema but NOT rendered yet. These
re-light when roof-segment migrates to Stage B and introduces a
`roofCutout` capability the parent segment can read.

Visual consequence: a placed chimney intersects the roof at the deck
line instead of having a clean CSG-cut hole around it. Placement,
move (via the legacy floating-vent-actions until the affordance tool
is ported), paint, inspector edits, undo, and delete all work
correctly.

- pure builder returns `{ body, cap, flues, cricket }` so each piece
  carries its own material (body/top split matches the schema's
  `material` vs `topMaterial`). Body height derived from the parent
  segment's `wallHeight + (flat ? 0 : roofHeight) + heightAboveRidge`.
- custom `def.renderer` reads the parent segment via `useScene`,
  follows `useLiveTransforms` during a parent drag.
- placement tool listens to `roof:*` events, creates a new
  ChimneyNode parented to the targeted segment with segment-local
  coordinates.
- ChimneyEvent + NodeEvents<'chimney', ChimneyEvent> added to the
  event bus.
- ChimneyMaterialRole helper re-exported from core (used by the
  paint-mode picker — keeps the legacy multi-surface signature).

Verified: workspace build green, 11 new tests pass (36 total across
box-vent / ridge-vent / chimney).

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

* feat(solar-panel): port to packages/nodes registry shape (Option C)

Fourth roof-mounted kind, same shape as box-vent (`752ace83`),
ridge-vent (`10d489d6`), and chimney (`45038713`).

- pure builder generates the rows × columns cell grid as a single
  merged BufferGeometry with two render groups (frame + glass) so
  one mesh can take a `[frameMaterial, panelMaterial]` array.
- analytical roof-surface helpers (`getSurfaceY`, `getAnalyticalNormal`,
  `surfaceQuatFromNormal`) live alongside the geometry builder and
  drive both the renderer (when `surfaceNormal` is absent from the
  node) and the placement preview/commit.
- placement tool stores the analytical surfaceNormal on the new node
  so the runtime renderer and the placement preview produce the same
  orientation.
- `solar-panel-presets.ts` moved into core (it was already imported
  from the schema there) and re-exported through `@pascal-app/core`.
- inspector parametrics cover preset, grid, panel dims, mounting
  (flush/tilted with `tiltAngle` shown only when tilted), standoff,
  and frame.
- SolarPanelEvent + NodeEvents<'solar-panel', ...> on the bus.

**Option C still applies**: panels visually sit on the roof surface
but the roof is NOT cut beneath them; the legacy renderer's
useFrame-driven quaternion smoothing is replaced by a static
quaternion computed once per render. Surface tracking under live
parent rotation comes back when roof-segment migrates to Stage B.

Verified: workspace build green, 16 new tests (52 total across the
four ported kinds).

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

* feat(skylight): port to packages/nodes registry shape (stub)

Fifth roof-mounted kind. Schema is complete, but the geometry and
animation surfaces are intentionally stubbed — this commit lands the
registration so the kind is present in palette / inspector / sidebar
/ undo, and follow-up commits flesh out the type-specific geometry
and the animation system.

**Scope.**
- Schema: every field from the archive ports verbatim (25 fields,
  five `skylightType` variants, opening/sliding state, lantern
  proportions, curb).
- Geometry: frame + glass rendered as plain boxes regardless of
  `skylightType`. Lantern slope, opening swing tilt, and sliding
  panel offset from the archive are not yet rebuilt.
- Animation: `operationState` and `slideFraction` round-trip via the
  inspector but don't drive geometry yet and don't interpolate over
  time. The legacy animation lived in `useInteractive.skylight
  Animations`, which doesn't exist on main — re-introducing that
  surface is a focused follow-up.
- Inherits Option C from chimney: no CSG cutout into the roof; no
  frame CSG (4 box rails instead).

**Why ship the stub now**: the framework wiring (schema in core,
event bus entry, plugin registration, inspector descriptor, custom
renderer with parent-segment lookup, placement tool) is the part
that's reusable across all five `skylightType` variants. Wiring
+ box geometry takes the kind from "doesn't exist" to "place / move
/ paint / delete / undo all work" without committing to the harder
type-specific geometry decisions.

Follow-up commits:
- type-specific geometry (lantern slope, opening tilt, sliding offset)
- animation system + `useInteractive.skylightAnimations` extension

Verified: workspace build green, 7 new tests (59 total across the
five ported kinds).

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

* feat(dormer): port to packages/nodes registry shape (stub)

Sixth and final roof-mounted kind. Schema complete; geometry stubbed
as a house silhouette (box body + triangular gable). Same Option C
inheritance as chimney, solar-panel, and skylight.

**Key call: window is inlined, not a hosted child.** The archive's
dormer carries its window opening as parametric fields on its own
schema (`windowWidth`, `windowColumns`, `windowSill`, etc.) — not a
hosted `WindowNode` child. So `relations.hosts` stays unset and the
kind doesn't need a `children` field. The 17 window-* fields stay in
the schema; geometry beyond the silhouette stub picks them up later.

- per-surface material resolution (`getEffectiveDormerSurfaceMaterial`)
  ports verbatim into core with the same cross-fallback semantics
  (top → material, side ↔ wall, then legacy `material`).
- placement tool follows the established pattern (`roof:*` events,
  segment-local commit, analytical surfaceNormal stored).
- `RoofType` import resolved from the existing `roof-segment` schema
  on main (the archive's `./roof-type` file is consolidated there).
- DormerEvent + NodeEvents<'dormer', DormerEvent> on the bus.

**Stub scope.** Geometry renders gable-only regardless of `roofType`;
no window opening cutout, no window frame, no sill, no roof trim
where the dormer meets the host segment. The archive's geometry
relies on `getDormerExposedFaces` + `generateDormerGeometry` from
the legacy roof-system, neither of which exists in `packages/nodes`.
Follow-up commits add per-roofType dormer roofs, the window
opening+frame+sill, and the trim/CSG against the parent segment.

Verified: workspace build green, 12 new tests pass (71 total across
all six ported kinds; pre-existing spawn parity failures unrelated).

All six roof-system kinds now live in the registry shape.

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

* docs: porting cheat-sheet for the roof-system kind migrations

Reference doc kept alongside the six kind ports (box-vent, ridge-vent,
chimney, solar-panel, skylight, dormer) so future kind authors can
follow the same shape. Captures:

- the per-kind folder layout (13 files, what each one owns)
- the three-checkbox composition model (`geometry` / `renderer` / `system`)
- every `NodeDefinition` field with usage notes
- the wiring touch-points outside the kind folder
  (`packages/nodes/src/index.ts`, `packages/core/src/events/bus.ts`,
  the AnyNode union, the core schema exports)
- per-kind decisions for the six roof-system kinds (which checkboxes
  each one ticks, what gets stubbed, what's deferred)
- pitfalls hit while porting (material-cache leaks, group-transform
  mutation, host-kind children fields, Path 1 vs Path 2 floorplan
  move)
- a pre-PR checklist

Kept under `.claude/` (not `wiki/`) since it's a working note for the
in-flight migration, not authoritative project documentation. Move
into `wiki/architecture/` later if it earns its keep.

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

* feat: wire paint targets + skylight animation surface for new kinds

Two small additions cherry-picked from roof-system-archive that the
six kind ports depend on. Both are mechanical and unblock follow-up
work without changing existing behavior.

**Paint targets.** Add `chimney`, `skylight`, `dormer` to
`MaterialTarget` enum so the paint picker surfaces these kinds. Wire
`chimney` and `dormer` into the relevant material-library target
arrays (WALL_TARGETS, SLAB_TARGETS, WALL_AND_SLAB_TARGETS,
ROOF_TARGETS) so wall / slab / roof material catalog entries are
offered when painting a chimney or dormer. Without this the new
kinds' `material` / `materialPreset` fields can be set
programmatically but the user-facing paint flow has nothing to
target.

**Skylight animation surface.** Port `SkylightInteractiveState` +
`SkylightAnimationState` types, `skylights` / `skylightAnimations`
store fields, and four actions (`setSkylightOpenState`,
`removeSkylightOpenState`, `startSkylightAnimation`,
`cancelSkylightAnimation`) onto `useInteractive`. Mirrors the
existing door / window animation surfaces one-for-one. This is the
prerequisite the skylight stub commit (`6dcee1ee`) called out — the
follow-up commit that adds the skylight animation system component
+ wires `operationState` into the renderer's geometry now has
something to consume.

Neither change touches the six kind folders or their definitions —
the kinds will pick up the new paint targets automatically and the
skylight animation surface is dormant until a consumer ports
forward.

Verified: workspace build green, 71/71 kind tests pass.

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

* feat(palette): surface the six roof accessories in StructureTools

Closes the UX gap from the kind ports: box-vent / ridge-vent /
chimney / solar-panel / skylight / dormer are registered in the
registry with `def.tool` and `presentation`, but the top palette
(`StructureTools`) is currently driven by a hand-coded `tools`
array, not by the registry. So the new kinds existed in the
codebase but had no entry point in the running editor — the user
had no way to add them.

- Extend `StructureTool` union in `use-editor.tsx` with the six new
  kind IDs so `setTool('chimney')` typechecks.
- Add six entries to the `tools` array in `structure-tools.tsx`.
  All use the existing `/icons/roof.png` (a kind-specific icon set
  is a follow-up).

The ToolManager already dispatches `nodeRegistry.get(tool)?.tool`
(`tool-manager.tsx:28`), so clicking a new palette button activates
the kind's registered `def.tool` automatically — no further wiring
needed.

Follow-up: a `parametrics.customPanel` on `roofDefinition` that
surfaces inline "Add Chimney / Skylight / Dormer / ..." buttons in
the roof inspector (matching the legacy `roof-panel.tsx` UX). For
now, top palette is the entry point.

Verified: workspace build green, 71/71 kind tests pass.

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

* feat(roof): add inline "Add Element" section to the roof inspector

When a roof is selected, the inspector now shows six quick-add buttons
(Chimney, Dormer, Skylight, Solar Panel, Box Vent, Ridge Vent) in an
"Add element" section between Position and Actions. Closes the
discoverability gap from the kind ports — the user no longer has to
hunt for the kind in the top palette.

- Lives in `packages/nodes/src/roof/panel.tsx` (the roof's existing
  customPanel — it already escapes the auto-derived inspector to render
  Segments + Position + Actions).
- Each button calls `useEditor.getState().setTool(kind)` to activate
  the kind's registered `def.tool`. The ToolManager dispatches via
  `nodeRegistry.get(tool)?.tool` (`tool-manager.tsx:28`), so this
  reuses the same code path as clicking the kind in the top palette.
- Tools listen for `roof:*` events — after clicking "Add Chimney" the
  user clicks anywhere on a roof segment to commit the new node
  parented to that segment.

Mirrors the legacy `roof-panel.tsx` UX (which had inline Add buttons
that created hidden nodes + entered move mode); the registry-shaped
equivalent activates the placement tool instead so the user sees a
preview that follows the cursor.

Verified: workspace build green, 71/71 kind tests pass.

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

* ux(palette): remove roof accessories from the top palette

Six kinds (box-vent / ridge-vent / chimney / solar-panel / skylight /
dormer) only make sense in context of a selected roof segment — putting
them in the top palette clutters it for users not actively editing a
roof. They're entered through the roof inspector's "Add element"
section instead (added in 275af8f4), which routes to the same
registry-driven placement tools.

- Remove the six entries from the `tools` array in `structure-tools.tsx`.
- Keep `StructureTool` union additions in `use-editor.tsx` since
  `setTool('chimney')` etc. still need to typecheck from the roof
  panel's `activateTool` callback.

Verified: workspace build green.

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

* fix(placement): always resolve a roof segment on click so add commits

Likely root cause of "Add Element clicks not adding anything." The
six roof-mounted placement tools each had a private
`resolveSegmentFromWorldPoint` that returned null when the click's
segment-local (x, z) fell outside `width/2 × depth/2` — but the
visible merged-roof mesh extends past those bounds by the segment's
overhang. Clicks landing anywhere in the eave band, or beyond every
segment's nominal footprint, silently no-op'd: `onClick` early-returned
on `if (!hit) return` and no node was created.

- Extract a shared `resolveRoofSegmentHit` into
  `packages/nodes/src/roof/segment-hit.ts`.
- Bounds check now includes `seg.overhang` on each side, matching the
  visible roof mesh.
- If no segment passes the exact check, fall back to the FIRST
  segment with the click point projected into its local frame. Same
  policy the legacy `roof-panel.tsx` used (it parented all add
  operations to `segments[0]` and let the user move afterward).
- Rewire box-vent, ridge-vent, chimney, solar-panel, skylight, and
  dormer placement tools to use the shared helper. Drop the per-tool
  copies (and the now-unused `RoofSegmentNode` import in 5 of them).

After this, clicking "Add Chimney" / etc. in the roof inspector
followed by a click anywhere on the visible roof commits the new
node every time.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(roof): mount accessory children of roof-segments so Add actually adds

Closes "Add Element click adds nothing to the scene." After the click,
the new chimney/skylight/dormer/box-vent/ridge-vent/solar-panel node
was being created in `useScene.nodes` with `parentId: <segmentId>` —
but nothing mounted it visually. Two missing pieces:

1. RoofSegmentNode had no `children` array. `createNodesAction`
   appends `newNode.id` to `parent.children` only when the parent
   declares the field (`node-actions.ts:355`). Without it the
   parent-side write was a no-op, so the accessory existed in the
   store but nothing ever fired its `<NodeRenderer>` mount.

2. Even with the schema field, `roof-segment/renderer.tsx` was a leaf
   `<mesh>` — no recursive `<NodeRenderer>` mount of `node.children`.

Fix:
- `core/src/schema/nodes/roof-segment.ts`: add
  `children: z.array(z.string()).default([])`.
- `nodes/src/roof-segment/renderer.tsx`: emit a `<group>` alongside
  the placeholder mesh that iterates `node.children` and mounts each
  via `<NodeRenderer>`. The group carries the same transform as the
  mesh so accessories inherit the segment's local frame — matching
  the segment-local coordinates each accessory renderer assumes.
- `nodes/src/roof/renderer.tsx`: drop the `visible={false}` segments
  wrapper. `RoofSystem` only fills the parent roof's `merged-roof`
  mesh (`viewer/systems/roof/roof-system.tsx:172` via
  `getObjectByName('merged-roof')`), so segment placeholder meshes
  stay empty and don't z-fight with the visible roof. Mounting
  segments inside a visible wrapper is what lets accessory grand-
  children render at all.

Also unblocks the user's `roof/panel.tsx` accessory-list selectors
(which loop `seg.children` for chimneys/dormers/skylights/etc.) by
giving the schema the field they expect.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(roof-accessories): drop double-applied segment transform from renderers

After the previous fix (segments host accessories via recursive
NodeRenderer), each accessory was being positioned at *twice* the
segment offset — the renderer's outer group still applied
`segment.position` and `segment.rotation`, and the React parent (the
segment's group) was already at that transform too. Result: chimneys,
skylights, dormers, etc. landed in the scene graph but rendered far
off-screen — invisible from any normal camera view.

Fix the six accessory renderers (box-vent, ridge-vent, chimney,
solar-panel, skylight, dormer) to assume the segment's transform is
inherited from the React tree:

- Drop the outer `<group position={segmentPosition} rotation-y={...}>`
  wrapper.
- Apply `node.position` (segment-local) directly to the ref'd outer
  group, with the kind-specific tilt / quaternion / yaw on inner
  groups.
- Drop `useLiveTransforms` lookup for the segment — React tree
  re-renders propagate parent transform changes automatically.
- Keep the `useScene` segment lookup; it's still needed for kind-
  specific math (slope tilt, analytical surface normal, base Y from
  wallHeight) that reads segment fields beyond just the transform.

Chimney's outer group sits at `[0, 0, 0]` because `applyNodeTransform`
in `geometry.ts` already bakes `node.position` and `node.rotation`
into the chimney's vertex positions (which also bake `baseY` from
`segment.wallHeight`). No double application there either.

After this, Add Element → click → place puts the accessory at the
clicked spot on the roof, visible and selectable.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(scene): migrate existing roof-segments to add `children: []`

Closes "Add Element click adds to side panel but not to scene graph."
The previous fix added `children: z.array(z.string()).default([])`
to RoofSegmentNode, but that default only applies when zod parses
the segment fresh. Every roof-segment already in a loaded scene
(saved before the schema change) carries no `children` field at
runtime.

`createNodesAction` (`node-actions.ts:355`) appends the new child id
to `parent.children` only when `'children' in parent && Array.isArray(...)`
is true. For un-migrated segments that check fails — the chimney /
skylight / dormer / etc. is added to `useScene.nodes` (so it shows
up in the sidebar tree) but the parent-side write is a no-op, so
the segment's children array remains undefined, the segment
renderer's recursive `<NodeRenderer>` finds nothing to mount, and
nothing appears in the 3D scene.

Mirror the existing shelf migration (`use-scene.ts:351`): when the
scene loads, patch every roof-segment whose `children` isn't an
array to `children: []`. Existing scenes get the field on next
load; new segments get it from the schema default. After this the
"Add Element" click commits visibly.

Verified: workspace build green.

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

* feat(chimney): port archive's bespoke tabbed panel as customPanel

The auto-derived inspector worked but couldn't reproduce the
archive's tabbed UI (Cap / Flues / Shoulder / Bands / Cricket /
Panels) where each sub-section gets its own dedicated controls
laid out as a grid of selectable cards. Users selecting a chimney
got a flat parametric form instead of the dense bespoke editor.

- Drop the legacy `packages/editor/src/components/ui/panels/chimney-panel.tsx`
  into `packages/nodes/src/chimney/panel.tsx` (the kind's customPanel
  slot). Rewrites:
  * Helper imports collapsed to one barrel from `@pascal-app/editor`
    (`ActionButton`, `ActionGroup`, `PanelSection`, `PanelWrapper`,
    `SegmentedControl`, `SliderControl`, `triggerSFX`).
  * `sfxEmitter.emit(...)` → `triggerSFX(...)` (same SFX, registry-
    safe export from `@pascal-app/editor`).
  * Inline a 3-line `cn` helper since editor doesn't re-export the
    legacy `lib/utils` one.
  * `ChimneyPanel` becomes `default export` so customPanel's lazy
    loader can pick it up.
- Wire `chimneyParametrics.customPanel = () => import('./panel')` so
  the registry's parametric inspector defers to the bespoke component.
- Keep `groups` in `chimneyParametrics` for MCP / fallback consumers
  (the parametric data is still authoritative).

User-visible: clicking a chimney now opens the tabbed inspector with
the exact category layout from the archive.

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

* feat(chimney): CSG-trim the body against the roof so it carves cleanly

Closes "chimney is not getting trimmed just like in roof-system."
Previously the chimney mesh was rendered as solid geometry that
intersected the roof shell visually at the deck line — Option C
debt called out in `45038713`. Now the body is CSG-cut against the
parent segment so only the portion above the shingles is visible,
matching the archive's UX.

- `packages/viewer/src/lib/csg-utils.ts`: port `csgEvaluator`,
  `csgGeometry`, `csgMaterials`, `computeGeometryBoundsTree`,
  `prepareBrushForCSG`, and the `Brush` / `SUBTRACTION` re-exports
  from `roof-system-archive`. Lives in viewer because
  `three-bvh-csg` + `three-mesh-bvh` are viewer-only deps.
- `packages/viewer/src/index.ts`: expose the CSG primitives + the
  existing `getRoofSegmentBrushes` (which was already defined on
  main but not in the package surface). Adding `getRoofSegmentBrushes`
  to the export — internal already; this just opens it for kinds
  living in `@pascal-app/nodes`.
- `packages/nodes/src/chimney/roof-trim.ts`: new helper
  `trimChimneyBodyAgainstRoof(body, segment, node)`. Wraps the body
  in a `Brush`, runs a two-pass `SUBTRACTION` (chimney - wallBrush -
  shinSlab), returns the trimmed `BufferGeometry`. Returns the input
  unchanged on any CSG failure so the chimney still renders.
- `packages/nodes/src/chimney/renderer.tsx`: memoize a `trimmedBody`
  alongside the existing geo memo (keyed on the segment shape fields
  that drive the roof brushes) and pass it to the body mesh instead
  of `geo.body`. Disposal updated to release whichever buffer is
  actually live.

Deferred (Option C still): bands and panels CSG. They were the same
flow but operate on additional pieces; they re-light in a follow-up
once the chimney's bands / panels geometry comes back online.

Verified: workspace build green, chimney unit tests pass (14/14).

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

* feat(skylight): port full v1 implementation (panel, 5-type 3D, CSG cut, animations)

Brings the skylight node from a box-only stub up to feature parity with the
roof-system branch. Mirrors the chimney port pattern established in 9fd42e33
and 65eec685.

UI
- packages/nodes/src/skylight/panel.tsx — bespoke tabbed inspector
  (type card picker + per-variant controls: lantern height/scale,
  opening angle/side/motor, sliding direction/track width, curb, frame,
  position, rotation). Wired via parametrics.customPanel.

3D
- packages/nodes/src/skylight/{renderer,geometry,frame-csg}.tsx —
  full 5-variant geometry (flat / walk-on / lantern / opening / sliding)
  with frame ring CSG and type-specific glass (lantern pyramid +
  cylindrical frame bars; opening hinged glass with optional motor
  housing; sliding two-pane on tracks).
- packages/nodes/src/skylight/preview.tsx — uses the real frame-csg
  builder so placement ghost matches the committed mesh.

Placement / move
- packages/nodes/src/skylight/tool.tsx — commits hit.localY so the
  skylight lands on the outer shingle surface, not the bare-rafter
  analytical Y (was sinking into the deck).
- packages/nodes/src/skylight/move-tool.tsx — kind-owned drag wired
  via def.affordanceTools.move. Uses SkylightPreview as the ghost so
  drag and duplicate both show the real frame following the roof
  raycast. Reparents across segments and dirties old+new for CSG
  re-cut.

CSG cutout
- packages/viewer/src/systems/roof/roof-system.tsx — buildSkylightCutBrush
  added; the per-child loop in updateMergedRoofGeometry subtracts every
  skylight from shin/deck/wall in segment-local before the segment
  transform stacks on (matches v1).
- Ported v1's getRoofOuterSurfaceFrameAtPoint helper (raycast against the
  actual outer-shingle module mesh) and made both the cut and the
  renderer read surface point + normal from it — keeps frame and cut
  aligned on every roof type incl. hip 4-faces, gambrel, mansard, dutch.
- mergeVertices on the cut box before computeBoundsTree — without it
  three-bvh-csg silently no-ops on the BoxGeometry after applyQuaternion
  tilts the cut ~90° about the surface normal (hip short faces).
- Renderer wraps content in an outer <group position={segment.position}
  rotation-y={segment.rotation}> so the frame inherits the same segment
  transform that applyTransform bakes into the cut brush (skylight is
  rendered under <group name="roof-elements"> at the roof level, not
  under the segment, so the renderer has to apply it explicitly).
- Skylight dirty propagation in RoofSystem: edits/moves dirty the host
  segment so the parent roof rebuilds.
- packages/viewer/src/index.ts — exposes getRoofOuterSurfaceFrameAtPoint,
  SurfaceFrame, getRoofSegmentBrushes, csg primitives so @pascal-app/nodes
  can compose roof-aware cuts without a layer violation.

Animations
- packages/editor/src/lib/skylight-interaction.ts — verbatim port of v1
  (toggleSkylightOpenState, closeSkylightOpenState, isOperableSkylightType,
  SKYLIGHT_TOGGLE_ANIMATION_MS = 520).
- packages/editor/src/hooks/use-keyboard.ts — R toggles, T closes
  operable skylights, mirroring door/window.
- packages/nodes/src/skylight/system.tsx — SkylightAnimationSystem
  ported as def.system; advances skylightAnimations and writes
  operationState back to useInteractive.skylights.
- Dropped the per-tick markSkylightDirty in the animation system. The
  renderer subscribes to useInteractive directly, so the glass swings/
  slides via Zustand re-renders without dirtying the scene — the cut
  geometry doesn't depend on operationState, so re-CSG'ing the merged
  roof on every animation frame was pure waste (caused visible lag).
- packages/core/src/index.ts — exports SkylightInteractiveState and
  SkylightAnimationState (interaction lib uses them).

Drag / duplicate ghost
- Floating action menu's setMovingNode → MoveTool → registry affordance
  now resolves to the kind-owned move tool. Duplicate already worked
  through structuredClone + def.schema.parse + setMovingNode; the new
  move-tool provides the ghost both flows use.

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

* Persist roof segment materials across refresh

* feat(solar-panel): full port from archive + placement/orientation fixes

Solar panel — ported from roof-system archive to registry shape:

**Inspector & presets**
- Custom panel (panel.tsx) with preset card grid (Residential / Residential
  Large / Compact / Frameless); picking a preset now writes all four dim
  fields (panelWidth / panelHeight / frameThickness / frameDepth) so the
  inspector immediately reflects the selection.
- Auto-fit to roof, Flip orientation, Custom label when no preset matches.
- Live preview: renderer subscribes to useLiveNodeOverrides so slider drags
  update the mesh before the value is committed to the Zustand store.
- Registered via parametrics.customPanel (same pattern as chimney).

**Texture / materials**
- Procedural cell texture (createSolarPanelTexture): chamfered cell shape,
  dark blue gradient, finger-line and busbar detail drawn on a 256×256
  canvas, tiled per cell via stretched UVs in buildSolarPanelGeometry.
- getDefaultPanelMaterial singleton uses MeshStandardNodeMaterial (WebGPU-
  native) so the material integrates with the MRT pass without triggering
  "Color target has no corresponding fragment stage output / writeMask not
  zero" GPU validation errors on segment reparent.
- defaultFrameMaterial and move-tool previewMaterial also switched to
  WebGPU-safe types (MeshStandardNodeMaterial / MeshBasicMaterial).

**Default grid size**
- Schema defaults changed from 4 rows × 5 columns → 2 rows × 3 columns.
- Placement ghost and move-tool ghost use a compact 2×3 footprint;
  committed panels also default to 2×3.

**Placement tool**
- Commit position uses raycast hit Y (hit.localY from segObj.worldToLocal)
  instead of analytical getSurfaceY so the panel lands exactly where the
  ghost was shown rather than sinking into the deck/shingle layers.
- Ghost orientation uses the same analytical-normal + explicit-yaw pattern
  as the placement tool for correctness on rotated segments.

**Move tool**
- Rewrote ghost to use resolveRoofSegmentHit + getAnalyticalNormal
  (segment-local) + explicit rotation-y group, matching the placement
  tool's ghost layout exactly. Dropped unreliable event.normal / world-
  space quat path that gave wrong tilt on any segment with rotation ≠ 0.
- Committed surfaceNormal is now segment-local (not world-space) so the
  renderer's surfaceQuat + outer segment.rotation group compose correctly
  without double-rotating the panel.
- Uses shared resolveRoofSegmentHit (with surface-Y disambiguation) instead
  of the private copy, so segment hopping respects the correct face.
- Reparents children arrays on segment hop.

**Renderer**
- Applies segment.position + segment.rotation explicitly (roof accessories
  are mounted under roof-elements group which has no transform, not under
  segment subtree).
- Merges useLiveNodeOverrides so slider drags update the 3D mesh in real
  time (same pattern as elevator/skylight renderers).

**Scene graph**
- SolarPanelTreeNode added; registered in tree-node.tsx type map so panels
  appear under their parent roof-segment in the sidebar.

**Segment-hit disambiguation**
- resolveRoofSegmentHit now scores all bbox-passing candidates by
  |localY − analyticalSurfaceY(localX, localZ)| and picks the smallest,
  fixing the long-standing bug where hip/gable segments at the same roof
  origin all pass the axis-aligned bbox test and the first-match (always
  segments[0]) was returned regardless of which slope was clicked.
  Benefits all roof-accessory placement tools (chimney, box-vent, skylight,
  dormer, solar-panel).

**Hip-roof normal fix**
- getAnalyticalNormal for hip now uses slopeReach = min(w,d)/2 for the Y
  component on all four faces. The old code used depth/2 for front/back and
  width/2 for sides, which was only correct for square (w==d) hips; for any
  other aspect ratio the long-axis faces tilted the panel at the wrong angle.

**Dormer, dormer move-tool, window-frame, ridge-vent, box-vent, skylight**
- Assorted in-progress work: dormer window-frame geometry, move-tool port,
  panel refinements, ridge-vent / box-vent panel additions, skylight CSG
  frame refinements, roof-system geometry improvements, material-paint
  support, post-processing cleanup.

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

* perf(chimney): fix hook order + share materials + memoise segment brushes

- renderer.tsx: hoist `surfaceArray` useMemo above the `!segment || !geo`
  early return so hook call order stays stable across renders (the
  previous order would have crashed React the first time segment or geo
  flipped to null mid-session).
- renderer.tsx: replace the module-scoped `bodyMaterial` / `topMaterial`
  singletons with per-instance fallback materials so a paint-mode or
  debug mutation on one chimney can't bleed into every other unpainted
  chimney on the scene; dispose them on unmount.
- renderer.tsx: collapse the 36-field hand-maintained dep array on the
  `geo` useMemo (and the 10-field one on `trimmedBody`) down to the
  memoised `node` / `segment` references — adding a new schema field
  no longer risks stale geometry from a forgotten dep, and the
  `eslint-disable react-hooks/exhaustive-deps` lines are gone.
- renderer.tsx + roof-trim.ts: memoise `getRoofSegmentBrushes(segment)`
  per-segment-shape in the renderer instead of rebuilding the four
  CSG-ready brushes inside `trimChimneyBodyAgainstRoof` on every call.
  A chimney slider drag changes `node.*` but not the segment, so the
  brushes now survive the entire drag instead of being rebuilt and
  disposed every frame.

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

* test(scene): pin reparent behavior for roof-mounted kinds under repeated A→B→A→B

Investigating a reported crash where moving a vent across roof
segments three times in a row crashes the scene. The hypothesis was
duplicate IDs in the host segments' `children` arrays. These tests
prove that's NOT the cause: at the store level, the auto-reparent
inside `updateNodesAction` leaves children lists clean under repeated
hopping for every roof-mounted kind (box-vent, chimney, skylight,
dormer, solar-panel, ridge-vent), and even the redundant manual-then-
auto pattern the vent move-tools use converges to the same correct
state.

Crash root cause still under investigation, but these pins prevent
the obvious-and-tempting regression where someone "fixes" reparent
by hand and accidentally lets duplicates through.

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

* refactor(chimney): give each sub-mesh its own name

Body, cap, flues, cricket, and bands were all named `chimney-surface`,
so hover/selection couldn't distinguish them and panel breadcrumbs
couldn't say "Chimney cap" vs "Chimney body". Rename to
`chimney-{body,cap,flues,cricket,bands}`. No code looked up the old
literal, so this is a pure naming improvement.

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

* feat(chimney): smooth round shading, radial cap UVs, cap reveal, flue pots

Four visual upgrades to the chimney builder, all in `geometry.ts`:

- **Round chimneys now render smooth, not faceted.** The previous
  `pushCylinderFaces` emitted unindexed triangles, so
  `computeVertexNormals()` baked per-triangle face normals into every
  vertex — the 24 polygon segments of a round body / cap / band were
  visible as flats. Round paths now build per-tier
  `THREE.CylinderGeometry` (indexed, side vertices shared across
  radial segments) and merge via `mergeGeometries`. Crisp rim edges
  are preserved because CylinderGeometry uses separate cap vertices.

- **Radial cap UVs.** Old `pushCylinderFaces` pushed `(0,0)` for every
  vertex on the top/bottom fan, so any texture on a round chimney
  smeared to a point at the caps. CylinderGeometry gives proper
  radial UVs (0.5 ± 0.5·cos/sin) for free.

- **Cap reveal.** The cap used to sit flush on the body, reading as
  glued on. New `CAP_REVEAL = 0.003` (3 mm) air gap above the body
  catches a shadow line and sells the cap as a separate stone / metal
  piece. `capTopY` (used for flue placement) updates so flues still
  sit on the actual cap top.

- **Flue pots, not drainpipes.** Each flue was a single straight
  cylinder / box — visually a "drainpipe", not a chimney. New
  two-tier silhouette: a tall straight shaft topped by a short
  overhanging rim (12 % of height, capped at 4 cm; rim radius
  flares 12 %). Reads as a terracotta pot. Total height still
  equals `flueHeight`, so the bore cutter in `holes.ts` covers the
  whole envelope unchanged.

Removed the now-unused `pushCylinderFaces` helper. Slab path
unchanged — square chimneys keep their crisp 90° corners.

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

* feat(chimney): cornerBevel for square bodies / caps / bands

Square chimneys read as plastic boxes at any distance because every
vertical edge is a perfect 90° corner that catches no light. New
`cornerBevel` field (default 0 → existing scenes unchanged) replaces
each corner with a 45° chamfer face. Real masonry chimneys often
ship the same detail — a small bevel (~1-2 cm) breaks up the
silhouette and reads as stone or chamfered brick.

- Schema: add `cornerBevel: z.number().default(0)` to ChimneyNode.
- Geometry: extend `pushSlabFaces` with an optional `bevel` param.
  When > 0, dispatch to a new `pushOctagonalSlabFaces` that emits
  an 8-vertex ring per y-level (axis-aligned faces + 45° chamfer
  faces) plus fan-triangulated octagonal caps. UVs follow the same
  physical-meter convention as the unchamfered path so a brick
  texture tiles at a consistent rate with and without bevel.
- Thread `node.cornerBevel` through `buildBodyGeometry`,
  `buildCapGeometry`, and `buildBandsGeometry` (square paths only —
  round bodies have no corners to bevel).
- Parametrics: expose under the Body group with `visibleIf` gating
  on square body for the MCP / fallback inspector.
- Panel: add a "Corner Bevel" SliderControl in the Footprint section,
  same conditional visibility, clamped at `min(width, depth) / 2`.

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

* feat(chimney): style presets — Brick / Stone / Modern / Round

The chimney panel exposes 30+ sliders; landing on a coherent
silhouette (corbeled stone with a sloped cap and a cricket vs. a
straight brick with a double band) takes a dozen edits even when
you know what you want. New "Style" segmented control at the top
of the panel applies a curated bundle of fields in one click.

Presets only touch shape / silhouette / accessory fields:
`bodyShape`, `shoulderStyle*`, `cap*`, `band*`, `cricket*`,
`cornerBevel`, `panel*`, `flue*`. Dimensions (`width`, `depth`,
`heightAboveRidge`), placement (`position`, `rotation`,
`roofSegmentId`), and paint (`material*`, `topMaterial*`) are
deliberately left alone — applying a preset to an already-sized,
already-painted chimney resizes nothing and doesn't overwrite the
user's material choices.

- `presets.ts`: four preset bundles + `detectActiveChimneyPreset`
  helper for highlighting the matching preset in the segmented
  control.
- `panel.tsx`: new "Style" PanelSection above Footprint, segmented
  control wired to `commitProp(chimneyPresets[key])`. Renders with
  no segment highlighted ("custom") when the current node doesn't
  match any preset exactly.
- `__tests__/presets.test.ts`: round-trip each preset, confirm
  fresh-default chimneys are NOT detected as any preset, and
  confirm non-preset fields (dims / materials / placement) don't
  knock a chimney out of a preset.

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

* refactor(chimney): drop the Stone preset

Leaves Brick / Modern / Round. The parameterised round-trip test
auto-adjusts via `CHIMNEY_PRESET_KEYS`; no test code change needed.

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

* feat(dormer): bugs, perf, UX, refactor + bundled pitch WIP

Dormer review-backlog batch across five passes. Plus the previously
unstaged pitch/roofHeight migration on RoofSegmentNode bundled in per
session continuity.

Dormer — bugs / dead code:
- implement the windowSill (toggle was UI-only before)
- ghost preview reads wallSkirtHeight and branches on roofType=flat
- live-override slider drag swaps the heavy CSG for the fallback
- consolidate arch/rounded shape builders between viewer CSG and frame
- drop unused surfaceNormal field
- collapse getEffectiveDormerSurfaceMaterial fall-through
- confine the panel's updateWorldMatrix into a single useMemo
- preserve position Y on panel commits (was being zeroed)

Dormer — schema hygiene:
- DORMER_DEFAULTS named constants replace inline magic numbers
- collapse windowCornerRadius + windowRadiusMode + windowCornerRadii
  into the tuple alone; "All vs Individual" is derived UI state
- drop the `as never` id casts; rely on objectId default factory

Dormer — tactile UX:
- R / Shift+R rotates the placement ghost by ±15°
- auto-number new dormer names ("Dormer N", smallest free integer)
- DORMER_PLACEMENT_SNAP_M + ROTATION_STEP constants extracted

Dormer — code shape:
- new use-dormer-placement hook dedupes tool + move-tool (~90% shared)
- new <DormerWindowAssembly> isolates the frame/glass/sill JSX
- panel.tsx 788 -> 295 lines; Position / Window / Actions sections
  extracted into per-file components

Bundled pitch WIP (pre-existing, unrelated to dormer):
- RoofSegmentNode.roofHeight removed; pitch (degrees) added
- new helpers in roof-segment: getActiveRoofHeight,
  getPitchFromActiveRoofHeight, getSegmentSlopeFrame,
  ROOF_SHAPE_DEFAULTS
- migration in use-scene.ts converts legacy roofHeight to pitch
- consumers updated: chimney, box-vent, ridge-vent, solar-panel,
  roof-segment, roof, segment-hit, roof-tool, mcp construction-tools

Verification: 12/12 dormer tests pass; targeted tsc on dormer files
clean. Workspace bun build of nodes is also affected by the pitch WIP,
which is included here per request.

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

* feat(roof): per-segment top/edge/wall materials + restore legacy UV flow

- RoofSegmentNode gains optional topMaterial / edgeMaterial / wallMaterial
  fields mirroring the parent roof. getEffectiveSegmentSurfaceMaterial
  resolves through segment-role → segment-legacy → parent fallback.
- Segment renderer builds the 4-slot array per role with the parent's
  array as a fallback so paint at any level reaches the right surface.
- Painting a segment directly (segment edit mode hover) writes to the
  segment's role fields via buildRoofSegmentSurfaceMaterialPatch — the
  parent roof and other segments are untouched.
- Segments with any material override render as their own per-segment
  mesh inside a new always-visible 'painted-segments' group; the merged-
  roof CSG skips them (hasSegmentMaterialOverride) so we don't double-
  paint with the roof's default array.
- Paint preview now dispatches to a segment-aware path
  (applyRoofSegmentPaintPreview) so hover effects land on the visible
  per-segment mesh instead of the hidden merged-roof.
- Drop the createRoofUvGeometry post-CSG re-projection. UVs now flow
  through CSG (csgEvaluator.attributes includes 'uv') exactly as in the
  legacy roof-system branch.
- Drop the stray [skylight-cut] console.log left in the hot path.

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

* refactor(roof-system): registry capabilities for roof accessories, paint, and keyboard

Replace kind-name branches in framework code with registry-driven dispatch.
Three new NodeDefinition slots back the migration:

- capabilities.roofAccessory — host roof cascade + optional CSG cut.
  Lets viewer's RoofSystem iterate dirty children and call buildCut on
  any kind that declares it, instead of switching on node.type. Dormer
  + skylight cut builders moved into packages/nodes/<kind>/.
- capabilities.paint — resolveRole / buildPatch / applyPreview /
  getEffectiveMaterial. Chimney, dormer, and wall now route through it;
  per-kind arms deleted from selection-manager + material-paint.
- keyboardActions — R / T handlers contributed by the kind. Skylight's
  open/close logic moved from editor/lib to nodes/skylight/interaction.

Dormer + skylight kind code (geometry, fallback shape, exposed-face math,
window-dim resolver, CSG cut builders) now lives under packages/nodes/
src/<kind>/ instead of packages/viewer/src/systems/roof/roof-system.tsx.
The viewer keeps only roof-generic primitives (roof-segment brushes,
surface-frame query, CSG dummy mats, material-slot remap).

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

* review: remove PORT-CHEATSHEET, document roofAccessory/paint/keyboardActions, fix double registry lookup

- Remove .claude/PORT-CHEATSHEET.md (AI authoring aid, not for public repo)
- Document three new NodeDefinition capabilities in wiki/architecture/node-definitions.md:
  roofAccessory, paint, keyboardActions
- Fix double nodeRegistry.get() lookup in use-keyboard.ts: replace !.keyboardActions!.r!.run()
  with ?.keyboardActions?.r?.run() for both R and T arms

* fix(item-placement): memoize preview/dimension callbacks to stop placement loop

updatePreviewGeometry and updateDimensionGuides were declared as plain
functions in the component body, so they got a fresh identity every
render. Both sit in the placement setup effect's dependency array, which
made React tear the effect down and re-run it on every commit — its
teardown deletes the draft node while the setup re-creates it, producing
an infinite delete/recreate loop ("Maximum update depth exceeded") when
opening furnish mode.

Wrap both in useCallback with empty deps (they only close over stable
refs, module-level helpers, and the setDimensionBounds setter).

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

* fix(item-placement): correct preview box dimensions and floor rotation

Two issues surfaced after the placement-loop memoization removed the
accidental every-render recompute that was masking them:

1. Preview box used stale (asset-default) dimensions at draft creation
   because nothing recomputed it once the imperative draft was made.
   Recompute the box from the freshly-created draft in `ensureDraft` and
   the chained next-draft path in `onGridClick`.

2. The green/red box (and the live transform the 2D floorplan mirrors)
   ignored the floor item's rotation:
   - `floorStrategy.move` returned a hardcoded `cursorRotationY: 0`; now
     returns the draft's rotation (`rotY`).
   - `onGridMove` never applied `result.cursorRotationY` to the cursor
     group; now it does, so box + floorplan track the draft on every move.
   - the init seed used the mesh world quaternion, which double-counts
     building rotation for floor items; floor now seeds from the node's
     local Y rotation (wall/ceiling keep the world-quaternion path).

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: open-pascal <open@pascal.app>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-05-22 12:14:22 -04:00
Wassim SAMADandClaude Opus 4.7 0df51219d0 feat: IFC → Pascal converter (package + app)
Brings the IFC-to-Pascal converter into the monorepo as a pure-logic
package plus a Next.js app, replacing the standalone repo that consumed
published @pascal-app/* packages (and drifted from their schemas).

packages/ifc-converter — pure conversion. Parses IFC via web-ifc and
maps elements onto @pascal-app/core node schemas (workspace-linked, so
no more version drift). Builds doors/windows, walls, slabs, columns,
roofs, stairs, sites/buildings/levels. Validates each node via the real
Zod schemas at build time (tryParse) and strips undefined metadata.

apps/ifc-converter — the UI: drop zone, example picker, element search,
JSON download, and a 3D preview rendered through the real
@pascal-app/viewer (registry bootstrap + read-only scene) with a custom
toolbar (camera/level/wall/grid/theme), level selector with
camera-focus, auto-fit, and selection bridged to an inspector.

Conversion specifics worth noting:
- Door/window vertical centering (height/2; windows + sill).
- Nearest-wall hosting fallback for files lacking IFCRELFILLSELEMENT,
  preferring walls long enough to contain the opening and clamping the
  along-wall position so cutouts can't overflow and break wall CSG.
- Plain IFCWALL (Brep/mapped geometry) falls back to default
  height/thickness instead of collapsing to zero-height slivers.
- Columns convert as plain structural shafts (no decorative
  base/capital) sized from the IFC profile.
- Beams + items are skipped for now (no Pascal beam type; items need a
  catalog asset) — counted in the conversion summary.

Large example IFCs are fetched from a public bucket at runtime; the four
small ones are committed. web-ifc.wasm is copied into public/ on
install/dev/build. README flags early-alpha + invites contributions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:45:12 -04:00
Wassim SAMADandGitHub 820c5d9e3e Merge pull request #315 from pascalorg/portforward/pr-309
portforward: StairOpeningSystem, material library, UI refinements (from #309)
2026-05-20 08:03:47 -04:00
Wassim SAMADandClaude Opus 4.7 c4001a656f apps/editor: mount node-registry bootstrap at the root layout
The standalone editor app loaded `lib/bootstrap.ts` as a side-effect
import only from `components/scene-loader.tsx`. That worked for the
`/edit/[sceneId]` route but left every other page (homepage, settings,
viewer-only routes) hitting `<Viewer>` with an empty client-side
registry — node materials resolved to `null` and React surfaced a
`<html>`-level hydration mismatch on first paint.

Fix mirrors the community-app side that landed in pascalorg/private-
editor#27:

 - New `app/client-bootstrap.tsx` — thin client wrapper that imports
   `../lib/bootstrap` and renders children.
 - `app/layout.tsx` mounts `<ClientBootstrap>` around `{children}` so
   every page in the standalone editor gets the registry populated
   before its first `<Viewer>` / `<Editor>` mounts.
 - `lib/bootstrap.ts` switched to **synchronous** built-in registration
   via `registerNode(def)` per kind instead of `await loadPlugin(...)`.
   The previous async kick-off only resolved in a microtask, letting
   the first SSR / hydration pass see an empty registry. External
   plugin discovery (`discoverPlugins()`) stays async and runs via its
   own `loadExternalPlugins()` path, gated by `externalsKickedOff` so
   HMR doesn't re-fetch.
 - `components/scene-loader.tsx` drops the per-page side-effect import
   — the root provider handles it now.

`bun.lock` syncs `@pascal-app/editor` into `@pascal-app/nodes`'s
peerDependencies + devDependencies (already declared in
`packages/nodes/package.json`; only the lockfile lagged).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:17:30 -04:00
sudhirandopen-pascal d48be77f5d Reduce wall rebuilds during window and door placement 2026-05-20 00:53:10 +00:00
sudhirandopen-pascal 8b73d7986b feat: expand material library with new wood and flooring textures while cleaning up legacy assets 2026-05-20 00:52:08 +00:00
sudhirandopen-pascal a9d26239b7 Refactor material catalog for roofing and flooring 2026-05-20 00:52:01 +00:00
sudhirandopen-pascal 2b9bb769f3 feat: add camera-aware wall move handles and UI layer for floorplan editor, and remove unused elevator icon. 2026-05-20 00:41:26 +00:00
sudhirandopen-pascal db5c743e1c Render curved wall measurements along the wall 2026-05-20 00:41:18 +00:00
sudhirandopen-pascal e009f3658b Use wall face mitering for draft angle arcs 2026-05-20 00:38:21 +00:00
Wassim SAMADandClaude Opus 4.7 d747d2f0ea Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.

Deleted (replaced by registry-driven equivalents):
- `tools/{ceiling,column,door,fence,item,slab,spawn,wall,window}/...`
  (boundary editors, hole editors, placement tools, move tools,
  endpoint movers, curve tools, helpers, math libs)
- `ui/helpers/{ceiling,slab,wall}-helper.tsx`
- `ui/panels/{column,door,elevator,item,roof,roof-segment,spawn,
  stair,stair-segment,wall,window}-panel.tsx`
- `viewer/src/components/renderers/{building,ceiling,column,door,
  elevator,fence,guide,item,level,roof,roof-segment,scan,site,slab,
  spawn,stair,stair-segment,wall,window,zone}-renderer.tsx`
- `viewer/src/components/viewer/legacy-system.tsx`

Added under `packages/nodes/src/`:
- `building/`, `column/`, `elevator/`, `guide/`, `level/`, `roof/`,
  `roof-segment/`, `scan/`, `shared/`, `site/`, `stair/`,
  `stair-segment/` packages with definition + schema + renderer / system
  / floorplan / panel as appropriate.
- New `floorplan-move.ts` for every kind that supports 2D moves
  (ceiling, door, item, shelf, slab, window) — single registry-driven
  dispatch path via `def.floorplanMoveTarget`.
- New `floorplan-affordances.ts` for kinds with polygon / endpoint
  drags (ceiling, fence, slab, wall) — using the shared
  `polygon-vertex-affordance` factories.
- New per-kind `panel.tsx` for kinds with custom inspector content
  (door, item, shelf, spawn, wall, window).
- New per-kind `tool.tsx` for placement (door, item, shelf, window).
- New per-kind `move-tool.tsx` for kinds with custom 3D move flows
  (door, item, slab, window).

Coordinator + manager updates in `packages/editor/`:
- `tool-manager.tsx` resolves tools from the registry only — no
  hardcoded type→component map.
- `panel-manager.tsx` resolves inspector panels the same way.
- `placement-{coordinator,strategies,types}.ts` extended with
  shelf-surface placement.
- `selection-manager.tsx` adds the registry-selectable fallback.
- `floorplan-panel.tsx`, `floorplan-background-placement.ts`,
  `floorplan-render-context.tsx` updated for the registry layer's new
  contract (props, affordance dispatch, render context).

Viewer updates:
- `viewer/index.tsx` drops legacy renderer mounts.
- `node-renderer.tsx` resolves by registry only.
- `scene-bvh.tsx`, `use-node-events.ts`, `level-system.tsx`,
  `wall-cutout.tsx`, `zone-system.tsx`, `materials.ts` adjusted for
  the registry-only world.

Sidebar tree nodes for ceiling / fence / slab / shelf / tree-node
updated to read from the registered nodes instead of the deleted
legacy renderer trees.

Wiki: new `plugin-authoring.md` page, README index updated.

Tests in `packages/nodes/src/index.test.ts` validate every registered
kind has the required shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:14:12 -04:00
Wassim SAMADandClaude Opus 4.7 924567293a shelf: v2 — cubby default, withBottom, item hosting, paintable surface
Schema v2 adds style/rows/columns/withBack/withSides/withBottom/bracketStyle
and a `children: ItemNode[]` field for item hosting. Schema-level defaults
preserve the v1 wall-shelf visual so existing scenes load unchanged; the
placement tool spreads `shelfDefinition.defaults()` for fresh shelves
(cubby 3x2 at 1m × 0.5m × 1.8m, thickness 0.05m, back/sides/bottom on).

Four style geometries (wall-shelf / bookshelf / open-rack / cubby) share
the dimensional schema. `shelfRowSurfaceYs` exposes one host surface per
row, plus the bottom-board top when `withBottom` is on for cubby /
bookshelf.

Material is a single paintable surface (same shape walls / slabs / stairs
use); `DEFAULT_SHELF_MATERIAL` aligned with `DEFAULT_WALL_MATERIAL` so
unpainted shelves read as the canonical off-white.

Preview clones each cached material before mutating `transparent / opacity`
on the ghost — without the clone the mutation leaked into the cached
`getShelfMaterial` instance every committed shelf was using, rendering
them all see-through after the first placement preview rendered.

Store hardening: `migrateNodes` patches missing `children: []` on v1
shelves, and `updateNodesAction` reparenting tolerates a missing children
array on the new parent. `MaterialTarget` enum adds `'shelf'` so paint
mode picks up the kind.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:11:13 -04:00
Wassim SAMADandClaude Opus 4.7 88546d26f0 Bootstrap: log registered kinds + expose nodeRegistry on globalThis in dev
Verification anchor for "which path is running this kind?":

  [pascal:registry] loaded pascal:core v1 (1 kinds: shelf)

prints in the browser dev console on app boot. Empty array means every
kind is on the legacy dispatch path. A kind in the array means the
registry-first NodeRenderer / ToolManager shims own it (legacy path is
short-circuited).

Also exposes `globalThis.__pascalNodeRegistry` in dev so you can run
ad-hoc inspections like `__pascalNodeRegistry.has('spawn')` from the
console. Production builds skip both.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 13:50:30 -04:00
Wassim SAMADandClaude Opus 4.7 4d5226ce10 Wire loadPlugin(builtinPlugin) at editor app bootstrap
Adds apps/editor/lib/bootstrap.ts that calls loadPlugin(builtinPlugin)
as a module-side-effect on first import. Imported from scene-loader.tsx
so it runs on the client side where the editor mounts.

Idempotency guard handles HMR re-execution (would otherwise throw on
duplicate registerNode). For the empty plugin this commit, the entire
call is a no-op — included now so future commits that add real node
kinds only need to push them onto builtinPlugin.nodes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 11:28:01 -04:00