2666b07479fb37020570998d156d75e3c33f850c
49
Commits
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2666b07479 |
feat(editor): wall room/single + fence continuous/single chain toggles
Replace the legacy held-Alt mechanism on wall and fence drafting with a mode toggle, mirroring the snapping-mode chip: - Wall: `wallChainMode` room (auto-close on loop) / single. Room mode finishes automatically when the new endpoint lands within the join-snap radius of the chain's first vertex; single commits one wall per click. - Fence: `fenceChainMode` continuous (chain until double-click/Esc) / single. Fences are linear barriers, so continuous has no auto-close. - Both: Alt-tap cycles the active drafting tool's chain mode (clean-tap, scoped to wall/fence drafting); a clickable HUD chip shows the mode. Persisted + migrated in `useEditor`. Migrate wall and fence off held-Alt-bypass-alignment to the unified convention: alignment now follows the magnetic snap mode, which frees Alt for the toggle. 2D floorplan parity kept in sync with the 3D tools. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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7512fccdaf |
feat(nodes): mode-aware snapping for wall/fence endpoint moves in 2D
Wall and fence endpoint-move affordances hard-snapped to the grid via a hardcoded WALL_GRID_STEP and always ran Figma line-alignment, ignoring the active snapping mode. Now: - grid step follows getSegmentGridStep() (0 outside grid mode), so lines / angles / off no longer force a grid snap the mode chip says is inactive; - Figma alignment is gated on isMagneticSnapActive() (the lines mode); - angles mode angle-locks the endpoint off the fixed corner (free length), mirroring the draft tool; - fence drops its legacy Shift-bypass to match the wall's unified model (Alt stays as linked-segment detach). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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04f1b0d59e |
feat(editor): node-declared per-context snapping + contextual HUD + painter scope
Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.
- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
polygon mode-sets with exclusive modes (grid | lines | angles | off), each
doing exactly what its chip says. Context is node-declared via the new
`NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
(profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
(endpoint/curve/boundary) and item move get their own chip, no select-hint
leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
(minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
scope. Fix grid/angle being ignored on boundary edit + slab creation:
make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
the contextual HUD now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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cfc1fb1672 |
refactor(editor): delete curving + endpoint reshaping flags
Migrate `curvingWall`, `curvingFence`, `movingWallEndpoint`, `movingFenceEndpoint` (and their setters) off `useEditor` onto the authoritative interaction scope. The `reshaping` scope variant gains an `endpoint` discriminator; existence checks read `useIsCurveReshape()` / `useEndpointReshape()`, and the few sites that need the node (affordance-tool mounts, wall-vs-fence type checks) read it from `useReshapingNode()` — a frozen drag-start snapshot, mirroring the old flags so the tools' own per-frame writes don't feed back. `MovingWallEndpoint` / `MovingFenceEndpoint` move to the kind-owned tools that consume them. `editor-api` is simpler: endpoint engagement is kind-agnostic, and the `engageMove` reshape clears are gone (the scope is single-owner). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f773e6b8c5 |
feat(editor): placement & interaction overhaul — FSM spine, bug tracks, perf
Implements plans/editor-placement-interaction-overhaul.md: an authoritative interaction-scope state machine plus the catalogued placement/interaction fixes, and split-view floor-plan performance. - Interaction-scope spine (lib/interaction/* + store/use-interaction-scope), driven from central useEditor setters; overlay scoping (zone labels, context badges, floating action menu) reads resolveOverlayPolicy. - Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity, auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset, per-frame jank. - Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier model (Shift=cycle, Alt=free place, Ctrl=grid step). - Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle rig hides during a whole-node move; rotate gizmo advertises Shift=free rotation in the HUD and hides the move cross while rotating. - Floor-plan perf: pause live reactivity while in 3D-only view; per-node geometry cache so only changed nodes rebuild on a drag; hoist wall miters to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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346b5d8cbe |
feat(fence): add horizontal-board fence style with capped posts
Adds a `horizontal` fence style that builds composite-cladding panels — horizontal boards stacked between square intermediate posts — instead of the vertical pickets that slat/rail/privacy all produce today. - New `style: 'horizontal'` (core schema + inspector Style control). - Posts march along the whole span at `postSpacing`, each with a cap. - New `postCap` control (none/flat/pyramid, default pyramid); pyramid caps render as a 4-sided cone fence part. - New `slatGap` control for the board reveal — 0 collapses to one flush panel so the stacked-board seams don't read as lines. - `postCap` + `slatGap` are horizontal-only (visibleIf); postCap uses a labelled dropdown so its options aren't a context-free switch. - Lower the `postSpacing` inspector minimum from 0.2 to 0.05 m. - 2D floor plan reuses the solid-panel marker for horizontal. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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 |
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e46a63d172 |
feat(paint-slots): fence base + rail default to greige
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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> |
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e92ee05702 |
feat(paint-slots): round-2 feedback — fence 2 slots + UVs, roof defaults, stair body
- fence: split into two paint slots — panel (posts/base/infill, default charcoal) and rail (cap, default wood-finewood27) — as separate meshes with userData.slotId. Fix applyFenceUVs to continuous world-space 1 UV unit = 1 m (drop the per-part min origin that broke tiling across parts). New generateFenceSlotGeometries. - roof: real catalog defaults for the segment surfaces via getRoofMaterialArray (the actual default path): wall/trim concrete-plate (matches walls), deck + soffit soft-white, shingle terracotta; textures-off role escape hatch kept. Align nodes getRoofMaterials no-parent fallback to match. - stair: body slot default -> preset-lightgrey. - (biome formatting normalization of the round-1 merged renderer files rides along.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5555ad1fe0 |
feat(paint-slots): migrate fence onto the unified slot model
Fence joins the node.slots paint model with one paintable 'surface' slot (merged post/base/rail geometry is a single mesh). Resolution order matches slab: textures-off joinery role -> node.slots.surface ref -> legacy inline material/preset -> declared default (library:wood-finewood27). Tags the mesh userData.slotId='surface' and wires capabilities.slots + paint. Stops borrowing DEFAULT_STAIR_MATERIAL. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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> |
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5411f5abc8 | fix(editor): improve guided manipulation and snap affordances | ||
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aab48e053f |
fix(editor): harden editor interactions and WebGPU rendering
Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs. |
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11135b608b | fix: respect imperial units in wall panel (#321) | ||
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555cf06c12 |
editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Snapshot: ridge vent locks to segment ridge during placement, free sliders after Placement tool clamps the cursor to the segment's ridge line for all roof types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer re-derives Y from the live surface plus a small lift, and treats stored position[1] / position[2] as user offsets so the inspector sliders move the vent after placement. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(roof): contribute outer silhouette to alignment-guide candidates Roof has no centred-box footprint (it's the union of its `roof-segment` children) so the capability bridge needs the resolved AABB directly. We build it from the children's corners in roof-local space, then transform to world coords. Roofs only contribute as static candidates — the move-roof tool drives them by origin, so the relocatable-box path never applies. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(floorplan): upright text geometry that stays horizontal under scene rotation Floor-plan text labels were rotating with the 90° default scene rotation, making zone names read sideways. Add an `upright` flag to text geometry: when set, the registry layer counter-rotates the label by sceneRotationDeg around its anchor so it reads horizontally on screen. Zone labels opt in. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode Paint cursor swaps the inline icon+label chip for a stacked badge — a glowing accent stem pointing down to the hit point with the paint icon above — so the cue reads as "pointer" rather than "tooltip". Switches the accent to indigo. The 2D floor-plan now also shows the paint-icon overlay and routes pointer interactions to the painter when in material-paint mode. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 90° rotate action on the floating building menu Adds a Rotate button to the building action menu (and a generic `onRotate` slot to NodeActionMenu). Each click rotates the building 90° CW around its world-bbox center, mirroring the offset compensation `MoveBuildingContent` uses during R/T-rotate drags — so the building spins in place instead of orbiting its (often off-centre) origin. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(column,shelf): show cursor sphere during placement preview Matches the placement affordance other floor-placed tools already have so users see the snap point as a discrete dot alongside the ghost mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): update next-env types path to .next/dev/types Next.js moved generated route types under `.next/dev/types/` — regenerate the reference so the type-check resolves them again. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(ridge-vent): track parent segment's live overrides for real-time follow While dragging a roof-segment resize handle (width / depth / pitch / wallHeight / rotation), the new dimensions stream through useLiveNodeOverrides and only flush to the store on release — so the ridge vent was snapping to the new ridge only after the drag ended. Merge segment overrides into the renderer's segment view so the vent rides the resize in real time. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): step building rotation in 15° increments Cuts the floating building menu's rotate-step from 90° to 15° so each click nudges the building rather than slamming it to the next cardinal. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): world-frame alignment guides and grid snap under building rotation Brings the 2D floor-plan alignment + grid behaviour in line with 3D so guides and snap follow the world XZ grid regardless of how the active building is rotated. Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal, plus a shared BuildingPose type, so callers can resolve in world space while staying in building-local coords downstream. Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the single entry point for tools that need world-frame alignment / grid snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose, snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours useLiveTransforms and resolves the active building via level.parentId first so the helper stays in sync with the floor-plan panel. Alignment store unification: applyFloorplanAlignment and the registry move overlay now publish guides in world XZ — the same frame the 3D tools already use — so the shared useAlignmentGuides store carries one consistent coordinate system. The 2D layer renders world XZ via the fixed world → SVG transform (a 90° rotation around the building's world position; independent of building rotation), so guides come out parallel to the world-axis-aligned floor-plan grid in every case. Drafting + move sessions across walls, fences, slabs, ceilings, columns, items, shelves, roofs, stairs, zones and elevators are re-routed through the new helpers so cursor placement, grid snap, draft endpoints, and move commits all land on the world XZ grid even when the building has been rotated. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop building drag-rotate and grid building-XZ chase Two behaviours added recently were causing the world grid to slide around during building edits. Reverts both, keeping the rest of the world-frame alignment work intact. - floating-building-action-menu / node-action-menu: roll the rotate button back to a single click that increments rotation by 15° around the bbox center (state at 3eb02fde). The drag-rotate from b50c0d5a streamed live position updates per frame, which the floor plan and grid both followed. - grid: stop chasing the active building's world XZ each frame (pre-c00a2469 behaviour). The grid stays anchored at world (0, 0) so it doesn't visibly sweep when the building origin moves — during a drag, an R/T rotation in the move tool, or a click rotate that re-anchors the origin to the bbox-pivot. Y still lerps to the active level's floor height. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): consistent building rotation pivot + 2D position sync Several connected fixes to building rotate/move so the 3D mesh, the 2D floor plan, and alignment guides all stay visually consistent across rotations and drags. Rotation-invariant pivot - New `getBuildingLocalBboxCenter` helper walks descendant mesh geometry bounds in the building's LOCAL frame, returning a centroid that doesn't depend on the building's current world rotation. The previous approach derived the pivot from the world AABB at the current rotation, which made the local pivot subtly drift each time the building was rotated. - Floating menu click-rotate and move-tool R/T rotation now seed their pivot from this helper, so successive rotations stay pinned at the same world point. Move-tool stability - R/T rotation always pivots around the current world bbox center, even before the cursor has moved onto the grid (previously it fell back to rotating around the origin in that case). - Commit (`onGridClick`) now writes the mesh's actual on-screen pose instead of recomputing it from the click event's grid coords, removing a one-cell snap on release. Alignment resolver - Tie-break is now perp-first, primary-second. The previous order was reliable when wall faces shared an exact axis-aligned coord (pre-rotation), but post-rotation float deltas meant primary never tied and the resolver could lock onto the far corner of a candidate. Perp-first picks the visually closest point. 2D ↔ 3D sync - The floor-plan SVG scene group now applies a live `translate(...)` derived from `(committedBuildingPosition → live buildingPosition)`, in addition to the existing live rotation. Building-local content slides in lockstep with the 3D mesh during a drag. - The alignment-guide layer projects from world XZ using the COMMITTED building position, so guides stay locked to their world coordinates while the building slides past them. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * Merge remote-tracking branch 'origin/main' into fix/fir-5-june * feat(wall): alt-click commits a single wall instead of chaining Holding Alt on the click that completes a segment now stops drafting instead of starting a new segment from the just-placed endpoint. Same behaviour wired in both the 3D wall tool and the 2D floor-plan placement hook (which already passed `singleWall: event.altKey` — the 2D handler was ignoring the flag). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop 15° rotate from floating building action menu Removes the rotate button on the floating building menu and the `getBuildingLocalBboxCenter` pivot helper that only existed to support it. The selected-group rotate handle remains the way to rotate a building. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): point next-env at .next/types instead of .next/dev/types Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage The translate gizmo on the 3D bounding box now hands the node to the registry move tool (same path as the floating action menu's Move button) instead of running its own plane-drag. One move flow — green bounding box, cursor follow, alignment guides, R/T rotation, click-to-commit — drives both entry points. Adds a `dragBounds` capability on the node registry so kinds whose rendered mesh contains extras (per-level landing assemblies on an elevator, etc.) can declare the box the user thinks of as "the thing being dragged." Elevator and stair opt in; everything else still auto-measures. `MoveRoofTool` now shows the green box for whole-stair and whole-roof moves, and aligns roofs by their footprint corners (previously only stairs did). Slab floor-plan moves clear `autoFromWalls` on commit so space-detection doesn't snap the slab back, via a new `extraCommitFields` hook on the polygon-centroid move target. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 2D alignment guides in building-local frame + world-grid wall snap The 2D floor-plan alignment layer now mounts inside the rotated scene <g> and reads from an editor-local `useAlignmentGuides` store — guides are stored in building-local meters and follow the SVG transform that already carries the rest of the floor-plan geometry. Pill labels are counter-rotated by the scene rotation so they stay upright under building rotation. The 3D pipeline keeps its own world-frame store; the two surfaces no longer share frames. Wall drafting picks up an optional `gridSnap` override so the 2D floor-plan can snap drafts onto the world-XZ grid even when the active building is rotated — without it, a rotated building's drafted wall would chase the local grid and miss the visible lines. `snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through the override when supplied; otherwise the prior local-axis grid snap is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid` through the placement hook and exports `WALL_GRID_STEP` to support it. Also fixes the minor/major grid stroke palette swap so minor lines render with the minor palette and majors with the major palette. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(editor): drop dead onRotate slot, memoize dragBounds snapshot Removes the unreachable `onRotate` prop, `RotateCw` import, and rotate button from `NodeActionMenu` — its only caller was the floating building menu's 15° rotate, which was removed in d65fd5fe. Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures the scene snapshot once per node instead of re-reading `useScene.getState().nodes` on every render. Bounds depend only on `node` (locked for the tool's lifetime) and start-time sibling state (elevator shaft height from the level set), so a one-shot snapshot is the right semantics — and it avoids implying a live subscription that isn't there. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: biome check --write (import order, formatting, unused import) Auto-fixes from `bun check:fix`: - import-order normalization in editor/nodes/core - unused `snapToGrid` / `useLayoutEffect` imports dropped - minor whitespace/wrapping tweaks No behavioural change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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ce6f999310 |
arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * editor: per-door-type floor-plan symbols Render a distinct, static plan symbol for each door type in the registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`), independent of the door's live open/close animation: - single / hinged: fixed 90° swing with a dashed quarter-circle arc - double / french: two mirrored half-width leaves + dashed arcs - folding / bifold: static zigzag accordion (~80% span) on the wall face - sliding: bypass — two overlapping panels on parallel tracks + arrow - pocket: thin white leaf, ~60% closed, sliding into the solid wall - barn: surface-mounted panel parked over the wall, dashed closed-ghost + slide arrow The swing arc is dashed in screen-pixel units (the renderer uses non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection / slideDirection as appropriate. Also includes pre-existing working-tree changes unrelated to the door symbols: group move/rotate transform and box-select tweaks, and a regenerated ifc-converter next-env.d.ts. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Fix recessed ceiling fixtures and draw safety * feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D) Snap the wall draft / endpoint-move point onto existing wall geometry — corners, midpoints, wall–wall intersections, and along-wall edges — and show a beacon at the snap point whose glyph encodes what it caught (square = corner, triangle = midpoint, ✕ = intersection, circle = edge). - Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested). - Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon and a 2D SVG glyph beacon, both indigo to match the alignment guides. - Gated by a new persisted "Magnetic snap" toggle in the Display menu (useEditor); honored by draw + commit + endpoint-move in both views. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * editor: garage and open-doorway floor-plan symbols Extend the per-door-type plan symbols in the registry floor-plan builder (packages/nodes/src/door/floorplan.ts): - open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel (mirrors the 3D system, which renders only the cutout for openings) - garage sectional: closed leaf + side tracks into the garage + dashed parked ghost at the inner end - garage roll-up: closed leaf + coil barrel (capsule) with a coil hint - garage tilt-up: closed leaf + dashed parked panel + dashed curved up-and-over swing path - gate the swing arc to actual swing doors (hinged/double/french) so other types fall back to the plain footprint Garage mechanisms sit on the interior (door-local -z) side to match the 3D garage builders, independent of swingDirection. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * arch: enforce layer boundaries — registry dispatch, store relocation, shared helper Three architectural fixes to bring the branch into full compliance: 1. **ceiling-system kind check → CeilingCutCapability** Replace `child.type === 'item'` branch in `ceiling-system` with registry dispatch. Add `CeilingCutCapability` type to `packages/core` registry types, implement `buildCeilingHole` on `itemDefinition`, and rewrite `collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through `nodeRegistry` — viewer never again inspects a node's kind directly. 2. **useAlignmentGuides + useWallSnapIndicator → packages/editor** These stores are editor-only UI (snap beacons, alignment guides). Move them from `packages/core/src/store/` to `packages/editor/src/store/`, re-export from `packages/editor`, and update all 34 consumer files across `packages/editor` and `packages/nodes` to import from `@pascal-app/editor`. 3. **findLevelAncestorId extracted to core** `item-light-system` had a private `resolveNodeLevelId` that duplicated level-ancestor traversal logic. Extract it as `findLevelAncestorId` in `packages/core` (spatial-grid-sync), export it, and replace the local copy. All four packages typecheck cleanly (zero errors). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * chore: fix lint, untrack .claude/launch.json Run bun check --write to clear 8 Biome errors (formatting + import order + one unused import). Untrack .claude/launch.json and add it plus .claude/settings.local.json to .gitignore so local IDE/agent configs stop landing in commits. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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1419709131 |
editor: structure build-start/end cues + menu hover/click SFX (#378)
* wip sfx * wip audios * feat(editor): structure build-start/end cues + menu hover/click SFX Sound design pass for the build/items experience: - Split structure-build into a start cue (draft begins) and end cue (commit). Wall/fence fire start on the first click; slab/ceiling/zone tick start on every non-closing vertex; roof on the first corner. - Doors and windows now use the structure-end cue on place + move; shelves use item-place instead. - New menu_hover (round-robin retired in favour of a single sample) and menu_click cues wired to the Build/Items main categories, item-catalog tiles, the icon rail / tab bar, and the bottom action menu (via the shared ActionButton). - Refresh item_pick / item_place / item_rotate samples; drop the now-unused numbered menu_hover variations. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(editor): silence forEach return lint in updateSFXVolumes Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * chore(editor): convert SFX wavs to mp3 to shrink assets Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for short UI cues) and point the player at the .mp3 sources. Drops the .wav originals; the freshly converted item_pick/place/rotate.mp3 override the older committed mp3s. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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46f94b97b3 |
editor: alignment guides + floor-plan move/placement parity (#372)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * feat(editor): 3D alignment guides for item/wall/fence move + placement Bring Figma-style alignment guides into the 3D editor, reusing the shared pure resolver (`resolveAlignment`) and ephemeral guide store (`useAlignmentGuides`) that previously only drove the 2D floor plan. Core: - `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's line and distance read to the candidate's nearest edge, not the far side. - `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to item edges, never centrelines. - `resolvePointSnap` (point-coincidence variant; kept for future use). Editor: - `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill, in the project's indigo accent, mounted inside ToolManager's building-local group so guides render in the cursor's frame. - Producers wired in the item move tool, item placement coordinator, and the wall + fence endpoint tools; walls and fences cross-align. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): align guides snap to nearest real anchor, drop bbox re-span The 3D alignment guide could place its end dot in empty space: a diagonal wall (or any rotated / non-rectangular object) has bounding-box corners that don't lie on the object, and `refineGuidesToGap` re-spanned the guide to exactly those AABB edges — so the dot floated "along the coordinate" rather than on the item. - `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the perpendicular axis (after the tightest axis match). Anchors are real points (corners / endpoints / midpoints), so the guide always connects to the closest actual point — which also yields the facing-edge gap distance. - All four producers (item move, item placement, wall + fence endpoints) now publish the raw resolver guides; the AABB nearest-edge re-span is gone. - Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers (and their tests / exports). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): group move handle + shared group-transform core, move-tool polish Add a group-move gizmo alongside the existing group-rotate handle, both driven by a new shared `group-transform-shared` module (participant classification, group-box + corner math, connected wall/fence component expansion so attached structure transforms rigidly as one piece). - core: refactor alignment-anchors collection + tests, extend handle registry - editor: group-move-handle, group-transform-shared; rotate handle reuses them; node-arrow-handles gains click-swallow guard; box-select + placement tweaks - nodes: move-tool updates across ceiling/column/slab/roof/registry; door math and panel adjustments; item definition cleanup - nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the wall endpoint tool (fixes missing audio feedback on fence side drag) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): keep autosave alive across page unload The autosave debounces writes by 1s and relies on a `beforeunload` flush for anything still pending. That flush fired a plain `fetch` PUT, which the browser cancels the instant the page unloads — so refreshing right after an edit (e.g. painting a roof material) silently dropped the change and the reload showed the last persisted scene. Thread a `{ keepalive }` option through the save callback and set it on the unload flush so the request survives the unload. Also listen for `pagehide` (fires where `beforeunload` does not, e.g. mobile Safari / bfcache) and clear the dirty flag up front so the two listeners don't double-send. Normal debounced saves omit `keepalive` (its 64KB body cap only constrains the best-effort unload flush, not regular saves). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): paint eraser + reset-all, drop roof cross-role bleed Material paint gains an eraser (clear a surface back to its default) and a "Reset all" action that defaults every painted surface on a node — for a roof that includes each child segment — via a generic `buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific material fields without per-kind knowledge. Also stop a single painted roof surface from bleeding onto the others: `getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment renderer no longer cross-fall-back between top/edge/wall. An unset role resolves only to the legacy catch-all (back-compat) or the theme default, so painting just the shingle, trim, or soffit stays on that surface. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): alignment guides + drag bounding box across tools Extend the Figma-style 3D alignment guides to the placement and move tools for columns, elevators, roofs, stairs, ceilings, slabs, fences, walls, doors, and windows: each collects alignment anchors from the scene, resolves a snap within the shared threshold, and drives the `useAlignmentGuides` overlay. Wall openings (doors/windows) only snap along their host wall via the new `wall-opening-alignment` helper. Add a shared `DragBoundingBox` overlay (exported from the editor barrel) that renders the dragged object's bounds during a move, wired into the column move tool alongside the alignment snap. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles Build the linear resize-arrow's drag plane so it always contains the handle's axis (view direction minus its along-axis component) instead of a plane that merely faces the camera. The old camera-facing normal collapsed when the axis pointed toward the viewer — screen motion barely changed the axis component, so the resize crawled or stopped tracking the cursor. Also slim the extruded arrow/handle geometry (shared by the node arrows, wall side handles, and polygon editor) for a lighter gizmo. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): fill-block wall opening highlight + selected frameless openings Draw the selected-wall opening highlight as a translucent block filling the cutout volume (front-side culled) instead of a single vertical pane, so it reads as an occupied slot from any angle — including a top-down floorplan view where an edge-on pane was invisible. Also highlight a directly-selected frameless opening (a `door` with openingKind `'opening'`), which otherwise renders no geometry of its own, and reflect live drag overrides via `useLiveNodeOverrides`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(viewer): double-side slab hole side-walls Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall quad is emitted twice with opposite winding. The slab material is forced to FrontSide (DoubleSide poisons the MRT scene pass), under which ExtrudeGeometry's single-sided hole walls get back-face culled and you see straight through the cut. The doubled quads keep the cut's inner thickness visible from any angle without z-fighting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): box-select building-scoped nodes like elevators Building-scoped selectable nodes (e.g. elevators) are children of the building, not the active level, so the level walk never reached them. Also walk the level's building children and box-test any registry- selectable kind by its rendered bounds, matching the column/stair/shelf path. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): shelf placement alignment + column placement ghost Shelf placement now snaps to Figma-style alignment guides by its footprint edges (layered on grid snap, Alt bypasses), matching the existing 3D move tool. Guides refresh after each drop and clear on teardown. Column placement migrates to the registry `def.tool` path so it can render a translucent column ghost at the cursor (like the shelf build tool) instead of a bare cursor sphere — the editor package can't import the column geometry, so the tool now lives in packages/nodes: - extract `ColumnBody` from the renderer and add a `ColumnPreview` (cloned translucent material, raycast disabled, origin-positioned) - new `column/tool.tsx` registry placement tool with the same footprint-edge alignment as shelf / column move - wire `def.tool` + tool hints; drop the now-unreachable legacy editor-side `ColumnTool` and its dead file Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): floor-plan alignment, pivot moves & placement ghosts Bring the 3D editor's Figma-style alignment experience to the 2D floor plan across every node kind, fix pivot semantics on move, and add 2D placement ghosts. Alignment - Wall anchors now include ±thickness/2 face corners so columns/items/etc. snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D. - Shared apply-alignment helper (applyFloorplanAlignment / alignFloorplanDraftPoint, with excludeIds) used by move sessions, structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence endpoint drags. - Door/window/wall-item moves get along-wall edge-to-edge snapping. - Generic free-translate move path aligns by edges (corner anchors). Pivot moves (2D) - Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared polygon-centroid mover; stair moves by origin→cursor; matching 3D. - Shelf/column move targets write position directly (single source of truth) so the 3D group no longer sticks on commit. Placement ghosts (2D) - usePlacementPreview store + FloorplanPlacementPreviewLayer render a kind's def.floorplan footprint following the cursor; wired for column and elevator. Fixes - Elevator placement no longer deselects the active floor plan (preserve levelId through setSelection's hierarchy guard). - Guides clear on every commit/cancel/unmount path. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(editor): address architecture review for floor-plan work - Move usePlacementPreview store from core to editor: placement ghosts are an editor/tool concern the read-only viewer never needs. Rewire the column tool (via the @pascal-app/editor public surface) and the editor-internal elevator tool + preview layer (relative imports). - FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead of bulk-reading the nodes map during render. - wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(nodes): recreate window draft on wall:move when null after placement After a successful click-to-place, the click handler deletes the transient draft and relies on the wall-rebuild → R3F pointer-enter cascade to create a fresh draft for the next placement. If that cascade doesn't fire synchronously (e.g. async geometry rebuild) the next wall:move receives a null draftRef and bails — requiring leave/re-enter to place again. Fix: in onWallMove, when draftRef.current is null but we're hovering a valid wall, recreate the draft immediately (same WindowNode.parse + createNode path as onWallEnter). This is idempotent: if wall:enter does fire first, destroyDraft() in onWallEnter cleans up cleanly. Preserves parity with door multi-place behaviour, matching #367's intent. * fix(nodes): recreate door draft on wall:move when null after placement Mirror of the window fix one commit back: after click-to-place the DoorTool deletes its transient draft and relies on the wall-rebuild \u2192 R3F pointer-enter cascade to spawn a fresh draft for the next placement. When that cascade doesn't fire synchronously, the next wall:move sees a null draftRef and bails \u2014 forcing a leave/re-enter to place again. Recreate the draft in onWallMove when null and over a valid wall on the current level. Idempotent with onWallEnter (destroyDraft cleans up if both fire). --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Pascal <open@pascal.app> |
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eb1f2d12c2 |
feat(nodes): roof accessories — gutters, downspouts & vents + gizmos (#355)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * fix(editor): ceiling-attached item placement from 2D floor plan The 3D viewer drives ceiling-item placement via ceiling:enter/move/click raycast events on the ceiling mesh. The floor plan has no such mesh, so ceiling-attached items (lights, fans) never transitioned out of surface: 'floor' — the draft sat at floor height while the 2D cursor moved freely, reading as a 2D/3D sync bug. Synthesise the same ceiling events from 2D plan points by hit-testing ceiling polygons on the active level, and publish the building-local cursor (not world-space) to useLiveTransforms so the floorplan registry override renders the draft under the cursor regardless of building position / rotation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): chevron arrows render on SCENE_LAYER so ink-edge shader outlines them Node arrow handles and polygon-editor edge arrows were tagged for EDITOR_LAYER, which hides them from the post-processing scenePass — the ink-edge shader reads the depth/normal MRT from that pass, so the chevrons rendered flat with no outlined edges. Drop the EDITOR_LAYER tagging on both, matching the wall-height arrow which already stays on SCENE_LAYER for the same reason. Pair with depthWrite: true on the chevron materials so their silhouettes enter the depth buffer; depthTest stays off to keep the chevron drawn on top of underlying geometry. Without depthWrite, only the normal-discontinuity branch of the ink shader can detect the chevron, and the lines drop out when faces align with whatever sits behind them in screen space. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): ceiling grid overlay no longer blocks selecting items under it Two issues kept the ceiling grid overlay covering the room after the user moved on from a ceiling-related action: 1. CeilingSystem treated any selected descendant of a ceiling as "reveal the grid" — so after placing a ceiling light and the new item became selected, the grid stayed on and its mesh intercepted every subsequent 3D click, re-selecting the ceiling instead of the items below. Restrict the reveal to directly-selected ceilings. 2. The ceiling top material used the opaque surface-role material, so a top-down camera lost view of everything under the ceiling the moment the overlay turned on. Swap the top material for the transparent grid-pattern material (bottom stays opaque so the in-room view still reads as a solid surface). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(core): curve- and thickness-aware wall/slab overlap detection `wallOverlapsPolygon` and `getSlabElevationForWall` previously treated a wall as an infinitely thin chord from start to end. Two failure modes fell out of that: 1. Curved walls whose chord lies outside the slab but whose centerline bows into the slab interior were missed entirely. The wall stayed at Y=0 while the slab elevation moved, and `markNodesOverlappingSlab` never re-dirtied it when the slab Y changed. 2. Perimeter walls of a room — whose centerline sits exactly on (or just outside) the slab's polygon edge — also missed detection, because pointInPolygon on the boundary is unreliable. Half the wall's body is inside the slab; it should follow the slab elevation. Switch `wallOverlapsPolygon` to a wall-shaped input (start/end + optional curveOffset + thickness), sample the centerline for curved walls, and add a ±halfThickness perpendicular test for straight walls. Threaded through `getSlabElevationForWall`, the wall system, and the `markNodesOverlappingSlab` pass. Legacy chord-only call shape preserved for callers that don't yet have a wall in hand. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): show Move button for legacy-movable kinds in floating action menu `isRegistryMovable` only sees kinds wired through `capabilities.movable`, `floorplanMoveTarget`, or `affordanceTools.move`. The legacy tail of `MoveTool` (tools/item/move-tool.tsx) still handles roof, roof-segment, stair, stair-segment, building, and elevator, but the floating action menu was hiding the Move button for them because the registry check returned false. The mover worked once invoked — the entry point was missing. Add a `LEGACY_MOVABLE_KINDS` set alongside the registry check so those kinds get the Move button until they migrate onto kind-owned affordances; drop a kind from the set once it does. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world registry handles for roof accessories + axis-stable surface basis Adds the registry-driven chevron / tracker / rotate-gizmo handle set to skylight, solar-panel, chimney, and roof-segment so every roof-mounted kind has consistent in-world manipulation, and fixes the underlying renderer + surface-basis bugs that made those handles land on the wrong spot or behave inconsistently across mirrored slopes. Handles - `LinearResizeHandle` gains `shape: 'arrow' | 'tracker'`. `'tracker'` renders a dashed vertical leader from the surface up to a draggable cube, reusing the linear-resize drag pipeline. Roof-segment's wall-height handle adopts it. - Roof-segment: width chevrons split into two asymmetric handles (each grows its own edge, opposite stays world-fixed via `apply` recomputing `position`). - Skylight: width × 2 (asymmetric), height × 2 (asymmetric), curb-height tracker, rotate gizmo (corner, lifted off surface), and a diagonal frame-thickness chevron at the -X+Z corner. - Solar panel: same six handles operating on total array dimensions (back-solving `panelWidth` / `panelHeight` from `columns` / `rows`), plus a frame-depth chevron above the array. - Chimney: registry handle set following the same idioms. Skylight / solar-panel renderer - Collapse the previously nested `position → surfaceQuat → rotation-y → rotation-x` groups into a single registered transform group whose local `position` + composed `quaternion` carry the full pose in segment frame. The registry handles read this Object3D's local matrix (via `portal: 'grandparent'`), and a split tree exposed only the bottom group's local pose so handles landed at the segment origin on the roof floor. Surface basis (solar-panel/geometry.ts) - `surfaceQuatFromNormal` builds `right` by projecting world +X onto the surface plane instead of `up × normal`. The cross-product version flipped sign when the normal's Z component flipped (e.g. the two slopes of a gable roof), so hosted children's local +X pointed in opposite world directions across the ridge and asymmetric chevrons anchored the wrong edge. Projecting +X keeps the basis stable across mirror-image slopes. Skylight move-tool ghost - Switch from the raycast normal (`event.normal × normalMatrix`) to the analytical normal (`getAnalyticalNormal`) on every pointer move, and mirror the placement tool's transform stack: `position → yaw (roof + segment) → surfaceQuat → skylight rotation → preview`. Re-engaging Move from the floating action menu now shows the same correctly oriented ghost the first-placement tool does. * feat(nodes): split roof-segment depth chevron into asymmetric front/back arrows Brings the depth handle in line with the width handles: one chevron on each Z edge, each anchored to the opposite edge so dragging only moves its own side. `apply` recomputes `position` along the segment's local +Z arm (yaw-aware) so the anchored edge stays world-fixed. Depth also feeds the slope-frame math via `getActiveRoofHeight`, so a naïve depth change would also raise/lower the peak (constant pitch across a larger run). We hold the peak fixed by back-solving a new `pitch` for the new depth via `getPitchFromActiveRoofHeight`, clamped to the schema's pitch range — the segment grows along the deck plane without ramping up. * feat(nodes): in-world handles for dormer + window-bottom clipping check Dormer joins chimney / roof-segment with chevron handles on the selected node. Five body handles (width L/R, depth, wall-height tracker, rotate) plus four window-opening handles (width L/R, height top/bottom) — the window handles re-emit windowOffsetX / windowOffsetY in `apply` so the anchored edge stays put as the dragged edge follows the pointer. Handle visibility on roof accessories needed an editor-side assist: the host segment's mesh registers inside RoofRenderer's `<group segments-wrapper visible={false}>`, which hides anything portaled into it. Chimney's `portal: 'grandparent'` escape trips a WebGPU "Color target has no corresponding fragment stage output" pipeline error on dormer (likely an MRT interaction with the window-assembly's transparent glazing), so RoofEditSystem now flips the wrapper visible whenever ANY accessory hosted on a segment of this roof is selected — and resets each segment mesh to an empty 4-group placeholder on the transition so stale per-segment CSG from a prior edit doesn't double-render on top of the merged shell. Window clipping was using wall-top-above-slope as the exposure threshold, but the window sits in the skirt well below the eave — so a dormer whose eave barely cleared the host roof rendered a fully-buried window. `getDormerExposedFaces` now gates on window-bottom-above-slope; both the CSG cut decision and the window-assembly render path feed off the same number. The in-world window chevrons resolve the host segment via sceneApi and flip to whichever face is currently exposed, so dragging the dormer across the ridge moves the chevrons to the visible gable. Also fixes the BoxGeometry vs ExtrudeGeometry mismatch in `buildDormerFallbackGeometry` — body was indexed, roof was not, so `mergeGeometries` rejected the pair and spammed the console on every height-drag frame. Body is now `.toNonIndexed()` before the merge. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer): glazing role uses FrontSide to avoid MRT back-face pipeline error DoubleSide on a NodeMaterial inside the MRT scene pass makes WebGPU compile a back-face shader variant that doesn't declare outputs for every MRT target — the validator rejects it and poisons the render context with "Color target has no corresponding fragment stage output". The warning was already documented on `glassMaterial` (materials.ts:77), but `createSurfaceRoleMaterial` was still forcing DoubleSide for the glazing role. Manifested on scene open as soon as a dormer was present: the dormer's window-assembly mounts the glazing material on both gable faces on the first frame, so the back-face pipeline gets compiled immediately. Glazing now resolves to FrontSide; the dormer's back gable group flips 180° so its FrontSide normals point outward (the sill no longer needs its per-face Z mirror since the group rotation handles it). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world handles for box-vent + ridge-vent; freeze non-active arrows during drag Adds 5 chevron handles to box-vent (width L/R, depth, height, rotate) and ridge-vent (length L/R, width, height, rotate). Box-vent's renderer now composes slope tilt + yaw onto the registered ref's quaternion (mirrors solar-panel) so handle placements use vent-mesh-local coords directly; ridge-vent's registered ref was already at the vent frame. Ridge-vent renderer now merges `useLiveNodeOverrides` so the mesh updates in-flight during a handle drag instead of freezing until commit. Box-vent / dormer / chimney already did this; ridge-vent was the only roof accessory not subscribed. `NodeArrowHandles` now tracks the active drag descriptor + a pre-drag store snapshot. Non-active arrows render against the snapshot with a node-local freeze offset that cancels the mesh's `position` drift — asymmetric resize (width / length L+R) recomputes position to anchor the opposite edge, and without the freeze every other chevron would slide along with the moving mesh center. The active arrow's freeze offset is null, so it tracks the cursor as before. Rotation drags collapse the offset to zero (position doesn't change), so non-active chevrons naturally rotate with the mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): gutter accessory — eave-mounted rain channel with three profiles New `gutter` node kind hosted on a roof-segment. Placement tool snaps to the eave line of the segment under the cursor (segment-local `Z = +depth/2`, `Y = wallHeight`); the back wall of the gutter then sits flush against the fascia and the trough hangs outward (+Z). Three cross-section profiles share the same outer-outline-minus-cavity extrude recipe and only differ in the outline curve: - `k-style`: ogee fascia (S-curve) — default residential look - `half-round`: semicircular trough — colonial / classical feel - `box`: rectangular u-channel — commercial / industrial Three in-world chevron handles via the registry: - length L + R (asymmetric — drag one end, the other stays world-fixed) - size (anchor='max', drops the trough downward as the cursor pulls) Wiring touches every node-kind ledger: schema (core/schema/nodes/ gutter.ts), AnyNode union, schema barrel, material targets, roof-segment hosted-accessory comment, event bus (`gutter:*`), nodes barrel + registry, plus the per-kind file set under `packages/nodes/src/gutter/` (geometry, schema re-export, parametrics, renderer, preview, tool, definition, index). V1 ships gutters only — downspouts deferred so the eave-snap + cross-section pipeline can be eyeballed before stacking the downspout-corner placement logic on top. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): roof-panel entry, eave-edge snap, open-top U-channel, move tool UI surface area: - Roof inspector "Elements" section now lists existing gutters + an "Add Gutter" button. Adds `'gutter'` to the StructureTool union so setTool('gutter') typechecks. - Sidebar tree-node map gets a GutterTreeNode entry; selecting a gutter in the outline focuses it just like other roof accessories. - Floating action menu now shows a Move button on a selected gutter via the new `affordanceTools.move`. MoveGutterTool ghost-follows the cursor, eave-snaps on each frame, and commits to the new segment + side on click. Mirrors the ridge-vent move flow. Geometry fix: - Three cross-sections were authored as a closed outline + inset hole, which extrudes as a sealed box with a tunnel through it (top sealed). Real gutters need an OPEN top. Each profile now traces a single U-shape polygon around the channel material: outer wall down -> bottom -> outer wall up -> front rim -> inner wall down -> inner bottom -> inner wall up -> back rim. The interior of the U is empty space, not a hole inside a closed shape. Placement fix: - Snap now lands on the OUTER drip edge of the roof, not the wall line. Segment-local Z = sign * (depth/2 + overhang - 4 cm tuck), Y = wallHeight - overhang * tan(pitch) + 4 cm tuck. Sign of the cursor's localZ picks the near eave; back eave uses rotation = pi so the trough hangs outward in both directions. The 4 cm tuck offsets keep the gutter visually attached to the fascia rather than floating at the very tip of the overhang. Hook order fix (regression from the previous commit): - `NodeArrowHandlesForNode` had its new useState/useMemo hooks AFTER the `if (!portalObject ...) return null` guard. The registry-resolve useEffect flips portalObject from null to object one frame later, so the guard passed on render N+1 and three new hooks suddenly appeared in the hook list. Moved them above the early return. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer/nodes): drop DoubleSide NodeMaterial MRT landmines across slab, vents, gutter, window DoubleSide on any NodeMaterial inside the MRT scenePass makes WebGPU compile a back-face shader variant whose fragment outputs don't cover every MRT target — the validator rejects the pipeline and poisons the render context with "Color target has no corresponding fragment stage output but writeMask is not zero", manifesting as renderPipeline_NNN invalid on scene open. The pattern was already documented at materials.ts:77 and fixed for glazing in 9400f1c5, but several roof / floor renderers still requested DoubleSide on `createSurfaceRoleMaterial` (which returns a `MeshLambertNodeMaterial`) and on user-supplied materials (which may also be NodeMaterials): - slab/geometry.ts — fired on every untextured floor; the live culprit on scene reload after the gutter renderer was switched to FrontSide. - gutter/renderer.tsx — the U-channel cross-section is traced as a single closed polygon around the material, so ExtrudeGeometry already produces outward-facing normals on every visible face; DoubleSide was speculative. - box-vent / ridge-vent renderers — DoubleSide was deliberate (to keep back faces of thin extrudes visible from below); now a known visual tradeoff. Build the geometry as a closed solid in `geometry.ts` if the underside-view becomes noticeable; do not bring DoubleSide back. - viewer/lib/materials.ts `DEFAULT_WINDOW_MATERIAL` — same fix on the fallback window material. Local `defaultMaterial` constants in box-vent / ridge-vent / gutter also lose their `side: DoubleSide` for consistency (those are `MeshStandardMaterial`, hit only when a preset ref fails to resolve, but the same landmine pattern). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): Shift-snap rotate gizmos to 15° increments Holding Shift while dragging a whole-node rotation arrow now snaps the delta to π/12 (15°) steps. Scoped to `descriptor.shape === 'rotate'` so curved-stair sweep handles keep their continuous feel. * feat(nodes): stair railings track live segment-drag overrides `StairRailings` was reading each child segment from zustand only, so width/length/height drag handles (which publish to `useLiveNodeOverrides` and only flush on release) left the railing frozen at the pre-drag values until release. Subscribe to the override map and merge each child's override onto its zustand snapshot so the railing rebuilds every frame during the drag. * chore(ifc-converter): next-env routes path moves under .next/dev/types Auto-generated next-env.d.ts update from the local Next.js dev server — the routes type now lives under `.next/dev/types/routes.d.ts` rather than `.next/types/routes.d.ts`. * fix(gutter): roofType-aware eave snap — 4-way on hip/flat, low side on shed Gutter place + move tools were hard-coded to snap to ±Z eaves, working for gable / gambrel / mansard / dutch but missing: - Hip / flat: 4 eaves, not 2. Clicks on the side slopes (±X eaves) collapsed back onto ±Z, so users couldn't place a gutter on a hip's side eave at all. - Shed: only one real eave (the low side at +Z). Clicking on the high wall side used to snap to -Z, which is the rake / high end with no fascia to hang from. New shared `eave-snap.ts` module: - `resolveEaveSnap(segment, localX, localZ)` returns `{ eaveX, eaveY, eaveZ, rotation, side }`. - Hip / flat picker uses `max(|lx|/halfW, |lz|/halfD)` — same discriminator `analyticalSurfaceY` uses for hip — to pick which of the four slopes the cursor is on, then signs +/-. - ±X eaves rotate the gutter ±π/2 so its outward axis points away from the building. - Shed always returns +Z (the low side). - Gable / gambrel / mansard / dutch unchanged (±Z). Both tools collapsed their duplicated tuck constants + inlined resolver — the "keep these in sync" comment became a landmine once the resolver grew non-trivial. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): end caps + corner mitre + ghost-placed parity - Ghost/move previews mirror the GutterRenderer transform chain (roof → segment → snap) and use FrontSide. Removes drift between the placement ghost and the gutter that lands on click. - New endCapLeft / endCapRight booleans (default true) slice a solid-outer plug into the extrusion at each enabled end. Inspector exposes both toggles; caps subtract from node.length so the user-set span is preserved. - corner-mitre.ts detects sibling gutters meeting within 5 cm on the same segment and returns per-end mitre angles. The end-face skew holds back walls at the inner corner while front rims extend to the outer eave intersection; cap on a mitred end is force- suppressed so the L-junction stays open. Renderer pulls siblings via useShallow. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): drag-snap corners, live eave Y, hangers - Length L/R handles now snap to sibling gutter endpoints within 10 cm and pull BOTH gutters' lengths to the axis intersection — the geometric eave corner — so the 5 cm corner-mitre window fires reliably. Sibling adjustment writes through sceneApi.update; the drag pipeline's history pause batches it with the main commit into one undo step. - Renderer derives eave Y live from segment.wallHeight, overhang, and pitch via the new shared computeEaveY() — instead of trusting node.position[1] from placement time. Subscribes to the segment's useLiveNodeOverrides entry too, so a wall-height drag on the segment moves the gutter on every frame (not just at commit). - Hangers: new hangerStyle (strap / none) + hangerSpacing fields. buildHangers() lays thin 25mm × 3mm × rim-width box straps across the rim at the configured spacing, inset by 5 cm from each end and skipping any cap slabs. BoxGeometry is converted to non-indexed before merge — ExtrudeGeometry isn't indexed, and mergeGeometries rejects mixed-index sets. Inspector exposes both fields in a new "Hangers" group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): downspout outlet with real CSG-drilled hole New schema fields: outletSide ('none' | 'left' | 'right'), outletInset, outletDiameter. Default 'none' so existing gutters don't sprout outlets on schema upgrade. Geometry adds a solid cylindrical stub at bore + 3 mm wall radius descending 6 cm from the trough floor, profile-aware Z midpoint (k-style 0.4·size, half-round size, box size/2), X clamped between the caps. After merging into the channel + caps + hangers, a three-bvh-csg SUBTRACTION drills a bore-wide cylinder vertically through the floor and stub — so the result is a real hole in the trough floor with a hollow tube hanging through it. Drill overshoots floor + stub by 1 cm each side to keep cut planes from coinciding with mesh faces (csg-evaluator produces degenerate output on coplanar cuts). CSG only runs when outletSide ≠ 'none' — the existing merge path is the fast path for capped-only gutters. Inspector exposes the three fields under a new 'Outlet' group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(downspout): new node + gutter inspector list section DownspoutNode lives next to the other roof accessories. Scene-graph parent is the same roof-segment the host gutter sits on; logical attach is via `gutterId`. Schema: length (default 2.5 m), diameter (default 0.07 m / 3″ — matches gutter outlet default), material. Renderer mounts a CylinderGeometry under the same transform chain the gutter uses (segment → gutter-mesh-local → outlet); pulls `computeEaveY` from the live + drag-override segment so wallHeight / overhang / pitch changes track on the same frame as the gutter. `resolveGutterOutletPlacement` (gutter/outlet-lookup.ts) is the shared helper both the downspout renderer and the inline Add path use to compute (x, y, z, bore) in gutter-mesh-local space. Two arrow handles on a selected downspout: - length: tracker shape (dashed leader + draggable cube). Anchored to the outlet, cube at the pipe bottom — readable even when the cube ends up below ground. - diameter: symmetric `z`-axis chevron sitting at a fixed −20 cm Y below the outlet with 25 cm of outward clearance past the worst- case k-style rim, so it stays inside the gutter's camera frame instead of floating mid-pipe. Inspector UX: new optional `trailingSection` slot on ParametricDescriptor — a lazy-loaded React subsection rendered between groups and the Actions section. Gutter's slot loads a `downspouts-panel` that lists every attached downspout (button per item, click → select), and an "Add Downspout" button below that immediately creates a new one parented to the gutter's segment — matches the roof inspector's gutter list pattern. Disabled with a helper line when `outletSide === 'none'`. Multiple downspouts per gutter are allowed. `StructureTool` union picks up 'downspout' so the placement tool remains addressable (used by the legacy roof-panel button before the inspector list took over). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: pending floorplan alignment-guide work-in-progress Snapshot of in-flight alignment-guide files that have been sitting in the working tree (not authored in this session). New service + zustand store wire up the data; the floorplan layer + overlay are the visible consumers. Committed as-is to clear the tree. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(core): gutter multi-outlet model + downspout routing options Replace the gutter's single outletSide/outletInset/outletDiameter triple with an `outlets` array of `{ id, offset, diameter }` so one run can host several downspouts on independent drops instead of stacking on one. Each downspout links to an outlet by `outletId`. Add downspout routing/styling fields: `standoff` (gap proud of the wall), `shape` (auto/round/rect), `strapStyle`/`strapSpacing`, and `terminal` (splash/kickout/straight). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): in-world rotate & move gizmos with live-drag dimension pill Add two new handle-descriptor capabilities to the core registry — a free `translate` handle (ground-plane or wall-normal move cross) and `rotationPlane` for arc-resize (yaw vs spin-flat-against-wall) — plus `measureLabel`, which routes a resize handle's readout to a floating dimension pill instead of its inline chip, and `overrideTarget`, a cross-node redirect for handles that edit a sibling's value. node-arrow-handles implements all four, merging the in-flight drag into `useLiveNodeOverrides` so the mesh moves in real time and commits only on release. Item gains in-world rotate + move gizmos (floor items: world-Y rotate + floor-plane move; wall items: wall-normal spin + wall-face move). Add the shared MeasurementPill (H · L · T) and formatMeasurement, wired into the floating action menu (live wall/fence height drag) and the wall / fence endpoint move tools. Side handles merge live overrides so every affordance tracks the height mid-drag. Item duplicate now drag-to-places (no auto-insert) and the placement coordinator rotates in 45° steps to match the R-key step. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(gutter): multi-downspout outlets with CSG drops, routing & profiles Build out the multi-outlet gutter against the new schema. Each outlet is drilled through the trough floor via CSG (profile-geometry shares the trough cross-section), and a downspout links to one outlet by id so several no longer stack on a single drop. The downspouts panel manages the outlet list; outlet-lookup resolves a downspout's mount from its gutter + outlet. Downspout gains real routing (routing.ts): offset elbows step the run back from the eave overhang to the wall (standoff escape hatch), auto/round/rect cross-section following the gutter profile, wall straps, and splash / kickout / straight terminals, with inspector-editors for the new fields. Length-snap now snaps only the dragged gutter to the geometric corner — never moving its corner-mate — so dragging one gutter can't reset another the user placed deliberately. Adds gutter floorplan (eave-line silhouette). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(floorplan): 2D footprints for roof nodes + rotate-handle angle wedge Add floorplan builders for box-vent, chimney, dormer, ridge-vent, roof, skylight, and solar-panel, and wire each into its definition, so roof-layer nodes finally draw a 2D footprint. Roof draws the merged silhouette of its child segments, and roof-segment now renders proper architectural roof linework (ridge / hip / break + shed downslope arrow) per shape instead of a bare rectangle. Add a `pivot` to the floorplan rotate affordance so the layer can sweep a live angle wedge + degree readout during a rotate drag — the 2D twin of the 3D rotate gizmo. Column / elevator / shelf / stair pass their pivot through. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): select ceiling only via its corner handles, not the grid body Add `viaHandle` to NodeEvent and set it on ceiling corner-bracket clicks. The selection manager now ignores non-handle ceiling clicks without stopping propagation, so a top-down click on the revealed ceiling grid falls through to the item hosted beneath it instead of re-selecting the ceiling and swallowing the click. The corner brackets draw with depthTest off at a high render order so they stay visible and clickable through occluding geometry. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): highlight wall openings on a selected wall Add WallOpeningHighlights — an indigo accent frame + translucent pane drawn around each door / window opening of the selected wall, so editable children (including frameless openings with no visible geometry) are easy to locate. The accent is deliberately distinct from the white selection outline, and draws with depthTest off so it reads on top of the wall. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(solar-panel): derive surface frame live so panels re-seat on roof changes Compute the panel's Y and tilt from the parent roof-segment's finished (deck + shingle) surface every render via getRoofOuterSurfaceFrameAtPoint — the same helper skylights use — instead of reading the stored position[1]/surfaceNormal snapshot. Merging the segment's live overrides means the panel re-seats and re-tilts continuously during a wall-height / pitch drag rather than floating or burying until the value commits. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(first-person): coerce imported item geometry attrs to Float32 for collider merge mergeGeometries requires every merged geometry to share the same typed-array constructor per attribute. Imported item GLBs using KHR_mesh_quantization or interleaved buffers broke the merge against Float32 wall/slab geometry, so decode each attribute into a plain non-normalized Float32 BufferAttribute before cloning into the collider world. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): lower camera minimum zoom distance to 6m Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(mcp): bump @pascal-app/mcp to 0.3.0 in lockfile Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(nodes): registry-own move dispatch + hoist shared roof helpers Addresses the architecture-review findings on the gutter/downspout branch: - Move dispatch: port the bespoke roof/roof-segment/stair/stair-segment movers (MoveRoofTool) and the building mover (MoveBuildingContent) into @pascal-app/nodes (shared/move-roof-tool.tsx, building/move-tool.tsx) and declare them via `affordanceTools.move`. Delete both hardcoded dispatch lists — `LEGACY_MOVABLE_KINDS` in floating-action-menu and the roof/stair/ building arms of MoveTool. `onMove` is now purely `isRegistryMovable`. Editor internals the movers need are exported from @pascal-app/editor (adds clearRoofDuplicateMetadata); sfxEmitter.emit -> triggerSFX. elevator keeps its existing capabilities.movable path (its legacy arm is the lone remaining one, now documented). - Cross-kind imports: hoist resolveRoofSegmentHit (roof/segment-hit.ts) and the roof-surface normal math (getSurfaceY/getAnalyticalNormal/ surfaceQuatFromNormal, formerly in solar-panel/geometry.ts) into packages/nodes/src/shared/, so the 8 roof accessories + skylight/box-vent stop reaching into sibling kind folders. roof/index and solar-panel/index re-export from shared so public surfaces are unchanged. - Inspector: make ParametricInspector action `enabledIf` reactive by subscribing to its boolean result (ParamActionButton), matching the existing FieldRenderer/visibleIf pattern. Type-checked (tsc) and linted (biome) across editor + nodes. Move behaviour is preserved by construction but not yet runtime-verified in the editor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): add cupola + turbine-vent roof accessories; group-rotate gizmo; in-ring rotation readout New roof-accessory node types and editor gizmo work: - feat(nodes): cupola (roof lantern) and turbine-vent (whirlybird) node types — schema, geometry, parametrics, renderer, panel, move/placement tools, floorplan, and tests; registered in the node + core schema indexes with site-panel tree nodes. - feat(editor): group-rotate handle — a single rotation gizmo for 2+ movable nodes that spins the selection rigidly about its shared bbox center. - fix(editor): the live rotation readout (degree wedge + chip) now renders as a child of the node frame, concentric and coplanar with the guide ring, so it sits centered in the ring on pitched roofs instead of floating off to the side. Flat-ground gizmos and the group-rotate readout are unchanged. - refactor(nodes): rework box-vent / ridge-vent geometry + definitions and share roof helpers; tidy roof/box-vent panels. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): eyebrow-vent kind; ridge-vent tracks roof height; vent paint + tree-node go registry-driven New eyebrow-vent roof accessory plus two follow-on cleanups: - feat(nodes): eyebrow-vent — a louvered roof vent in three styles (`scoop` swept eyebrow, `half-round` D-vent, `slant-box` hooded box). Solid louver slabs set into a framed/contained front, double-sided geometry, and adjustable style / louver-count / dimensions / slant (`backRatio`). Full registry wiring: core schema, node dir (definition/geometry/renderer/tool/ move-tool/panel/floorplan/preview/tests), event type, palette button. - fix(nodes): ridge vent derives its Y from the segment's current surface (`getSurfaceY`) instead of a stored value, so lowering a roof drops the cap onto the new ridge automatically. - refactor(nodes,editor): migrate the vent family (box / ridge / turbine / cupola / eyebrow) to `capabilities.paint` via a shared single-surface capability, removing the hardcoded `node.type` paint arms from the editor's selection-manager + material-paint (matches chimney/dormer). - refactor(editor): replace the five identical vent tree-node components with one `def.presentation`-driven `RegistryTreeNode`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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b8d94a6436 |
editor: tool-defaults seeding + drawTool capability (fence presets) (#346)
* feat(editor): tool-defaults seeding + drawTool capability; fence consumes it Adds a generic, transient `useEditor.toolDefaults` slice keyed by tool, set via `setToolDefaults(tool, params)`. A draw tool's create path merges its entry when minting a node and clears it on deactivation, so a host app can prime the next-drawn node's parameters — placing a saved preset of a drawn kind, or a future "small / medium / large" dimension picker for wall / slab / ceiling. Marks the kind with `capabilities.drawTool` (helper `isDrawnViaTool`) so host apps know to route placement through `setToolDefaults(type) + setTool(type)` instead of cloning a finished instance. Wires fence end-to-end: it declares `drawTool: true`, its create path merges `toolDefaults.fence`, and the draft preview (bar geometry, cursor, HUD label heights) reflects the seeded height/thickness so the ghost matches what will be built. The tool clears its own defaults on unmount. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * fix(editor): restore dropped useEditor import in fence tool The toolDefaults-seeding commit lost the `useEditor` import (formatter stripped it), shipping a runtime ReferenceError when FenceTool mounts. Re-add it. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com> |
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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> |
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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> |
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d218cb7f26 |
fix: restore fence tool handlers dropped by null-guard commit
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251af2ce1d | fix: add null guards for cursorRef in fence and wall tool click handlers | ||
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3adae8acea | style: apply biome lint fixes after portforward | ||
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5bd2f51d15 | Make fence drawing continue between segments | ||
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7cc11f0fd6 | feat: add fence move handles and duplication functionality to the floorplan editor | ||
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6af3a0aa82 | Add draft angle arcs for walls and fences | ||
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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>
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6a1d853dd8 |
IconRef: add url kind, point registered kinds at palette assets
User pointed at the palette's PNG icons in the bottom toolbar — they
expected the inspector title to use the same artwork, not the iconify
lucide glyphs. Different visual style.
- IconRef gains `{ kind: 'url'; src: string }`. Plain `<img>` render
in ParametricInspector (no next/image — the inspector is
`'use client'`).
- All currently-registered kinds switched to URL refs matching their
palette `iconSrc`:
fence → /icons/fence.png
slab → /icons/floor.png
ceiling → /icons/ceiling.png
wall → /icons/wall.png
spawn → /icons/site.png
shelf → /icons/column.png (placeholder, same as palette)
- Kind-owned panels (slab/ceiling) already pass URL strings to their
own PanelWrapper; unchanged.
Door/window/item will get URL refs when they register at Stage A.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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282cb22585 |
parametrics: add custom field kind + restore fence Length / Curve
User noticed the auto-derived fence inspector was missing the legacy
panel's Length + Curve sliders, and the section labelling was wrong
(Posts → Structure). Both Length and Curve are awkward for the
parametrics field model:
- **Length** doesn't map to a single node key — it's derived from
`start`/`end`, and editing it moves `end` along the existing
direction.
- **Curve** maps to `curveOffset` but the slider's min/max are
bounded per-node by the chord length, plus updates need
`normalizeWallCurveOffset`.
Adds a `kind: 'custom'` field with a kind-supplied
`component: ComponentType<{ node, onUpdate }>`. The inspector mounts
it and lets the kind own rendering + update logic. `key` becomes a
free-form React key/label since it no longer needs to map to a node
property.
Fence parametrics now mirrors the legacy layout 1:1:
- Style (segmented controls + showInfill toggle).
- Dimensions (Length, Curve, Height, Thickness).
- Structure (Base Height, Top Rail, Post Spacing, Post Size, Ground
Clear, Edge Inset).
Length + Curve live in fence/inspector-editors.tsx.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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80199dc890 |
parametrics: add display: 'segmented' enum hint + drop fence color
User pointed out two regressions in the auto-derived fence inspector: - A `color` field rendered for fence — but the legacy `FencePanel` hid it (fence's color is a leftover schema field that isn't part of the inspector UX). Dropped from `fenceParametrics`. - Style + base-style enums rendered as a dropdown, but the legacy used the inline segmented switcher (Slat/Rail/Privacy + Grounded/Floating). Added a `display?: 'select' | 'segmented'` hint to the enum field kind. ParametricInspector renders SegmentedControl when set; defaults to dropdown otherwise. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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3c37ff009b |
Phase 5 Stage E: fence / slab / ceiling drop their legacy panels
Three flavors of Stage E in one PR: - **Fence** — fully auto-derived. Adds `kind: 'boolean'` to ParamField (rendered as ToggleControl), wires `showInfill` through `def.parametrics`. Legacy `FencePanel` deleted; the auto-derived `<ParametricInspector>` now drives fence editing entirely. - **Slab / Ceiling** — kind-owned via `parametrics.customPanel`. The legacy panels have shape-specific bits (elevation/height presets, area display, holes list with auto-vs-manual provenance) that don't fit the auto-derived field model yet. `<ParametricInspector>` learns to lazy-load and mount `parametrics.customPanel` when present; legacy `SlabPanel` + `CeilingPanel` files relocate to `nodes/src/<kind>/panel.tsx` and the legacy copies delete. When `list` / `computed` / `action` field kinds eventually graduate to auto-derived support, these custom panels collapse back into `parametrics.groups`. The plan calls this out under "Custom-behavior escape hatch" and Foot-gun 5 of the recipe. Public-surface additions in `@pascal-app/editor`: - `ActionButton`, `ActionGroup`, `PanelSection`, `SegmentedControl`, `ToggleControl`, `PanelWrapper` — needed by the kind-owned panels. Per-kind progress table: fence/slab/ceiling all flip to E ✅. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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82c9b5e1df |
Phase 5 Stage D moves: align useLiveTransforms with the direct mesh.position delta
User reported the slab/fence mesh jittered/teleported continuously
while dragging (not on commit — during the drag). Root cause: the
move tool wrote TWO conflicting values per grid:move tick:
1. `mesh.position.set(deltaX, 0, deltaZ)` — relative offset, direct
Three.js mutation.
2. `useLiveTransforms.set(id, { position: [originalCenter + deltaX,
0, originalCenter + deltaZ], rotation: 0 })` — absolute world
position of the translated polygon center.
`ParametricNodeRenderer` reads `useLiveTransforms` and binds it via
React: `<group position={liveTransform.position}>`. So every Zustand
notification re-rendered the renderer and reconciled the group's
position back to "originalCenter + delta" (the absolute), overriding
the "delta" the direct mutation had just written. The two systems
fought every frame → visible jitter.
Fix: `useLiveTransforms.position` now holds the SAME delta the direct
mutation uses (`[deltaX, 0, deltaZ]`). React reconciles to the same
value the direct mutation already set — no conflict.
The cursor sphere position stays as the translated polygon center
(it's tracked separately via React state, not `useLiveTransforms`).
Ceiling aligned for consistency, though CeilingRenderer doesn't read
`useLiveTransforms` so the value there has no rendering effect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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f4ea07e05b |
Phase 5 Stage D moves: live-drag mesh.position for slab / ceiling / fence
User-reported regressions on the 1:1 legacy ports: slab/ceiling moves were slow (polygon CSG rebuilds per scene.update tick), fence moves teleported briefly on commit (residual mesh.position offset survived the geometry rebuild). All three now use the same live-drag pattern the legacy fence move was designed for: - During drag, write only to `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`. No `scene.update`, no polygon rebuild, no React re-render of geometry. - History stays UNPAUSED — scene state isn't changing. - On commit, a single `scene.update` writes the translated polygon (or fence start/end + linked-fence cascade). Recorded as one natural undo step. - Tools leave `mesh.position` at the drag delta on commit; GeometrySystem / CeilingSystem reset it to (0,0,0) when they rebuild the geometry on the next frame. By the time position clears, the new geometry is in place — no teleport. Two framework changes enable this: - `GeometrySystem` (viewer/systems/geometry) now resets `group.position` + `group.rotation` after every rebuild, matching the legacy `FenceSystem.updateFenceGeometry` behavior. Tools that translate the group during live-drag can rely on the reset. - Legacy `CeilingSystem.updateCeilingGeometry` extends its existing `position.y` reset to cover X/Z too — previously it left X/Z at the drag delta after rebuild, double-translating the visual. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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1e15e10185 |
Phase 5 Stage D: re-port curve + whole-item move tools 1:1 from legacy
Each tool is now a direct copy of the legacy implementation, relocated
under @pascal-app/nodes/<kind>/ and dispatched via the registry's
def.affordanceTools. No DragAction abstraction, no clever live-drag
exception, no novel snap pipeline — same code, same UX, same
performance, same history dance.
Ports:
- fence/curve-tool.tsx (legacy CurveFenceTool, 1:1)
- fence/move-tool.tsx (legacy MoveFenceTool, 1:1 — including
the mesh.position + useLiveTransforms
exception that the legacy uses for fence
specifically)
- wall/curve-tool.tsx (legacy CurveWallTool, 1:1)
- slab/move-tool.tsx (legacy MoveSlabTool, 1:1)
- ceiling/move-tool.tsx (legacy MoveCeilingTool, 1:1 — preview
fill + outline overlay preserved)
Drops the obsolete DragAction-based action files
(packages/nodes/src/{fence,wall,slab,ceiling}/actions/{curve,move}.ts)
and their now-empty actions/ directories where applicable. Fence
keeps actions/move-endpoint.ts since that port works.
Editor public surface gains `getWallGridStep` + `snapScalarToGrid`
(transitional exports — Stage F moves them into @pascal-app/nodes).
ToolManager + MoveTool dispatch unchanged: the same legacy-fallback
branches now mount the registry component because the affordances are
declared, but the rendered behavior matches the legacy because the
implementations are copies.
Per-kind progress: fence D ✅ (curve / move-endpoint / move / placement
all kind-owned), slab D ✅, ceiling D ✅, wall D 🟡 (curve only,
endpoint/move/placement still legacy).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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da63081f73 |
Phase 5 Stage D: revert curve + whole-item move affordances to legacy
User-reported regressions made it clear that my D-ports of the curve
and whole-item move tools introduced more friction than they removed.
The legacy CurveFenceTool / CurveWallTool / MoveFenceTool /
MoveSlabTool / MoveCeilingTool ship more polish than the new ports do
right now:
- Legacy curve tools pre-snap the pointer position to the 0.5m grid
BEFORE projecting onto the chord normal, and they Shift-toggle to
a free-place mode. The ports skipped both — finer math, but the
user-visible UX regressed (laggy because the cascade resolver fires
per move, history feels broken near the no-op threshold).
- Legacy whole-item moves use scene.update per tick which keeps
hosted children visually aligned. The live-drag mesh.position port
cleared the offset before the GeometrySystem could rebuild,
producing a one-frame teleport on commit.
Drop the affordance registrations for those tools — the ToolManager /
MoveTool dispatch falls back to the legacy per-kind tools when the
registry doesn't declare the affordance. Stage D progress preserved
for: fence move-endpoint (linked cascade + alt-detach), slab/ceiling
boundary + hole editors, fence placement, slab placement, ceiling
placement.
The kind-owned files (curve-tool.tsx, move-tool.tsx, actions/curve.ts,
actions/move.ts) stay on disk for the next iteration — when they
reach parity with legacy UX, re-add the affordance entries.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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d1231b4901 |
Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports: 1. Slab/ceiling moves were sluggish because the actions wrote scene.update(polygon) every grid:move tick → React re-render + CSG-with-holes geometry rebuild per frame. Apply the live-drag exception (same recipe fence move already used): visual translation via `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`; scene.polygon is only written on commit. Polygon center precomputed in ctx, mesh-offset clears on commit/cancel. 2. Cursor sphere sat at the polygon center (offset from the user's actual cursor by `originalCenter - first_cursor`). Move wrappers now subscribe to `grid:move` and set `cursorRef.current.position` directly — no React state, no per-tick reconcile. Cursor lands on the user's pointer. 3. Fence move had the same React-reconcile-per-tick cost via its `useLiveTransforms` subscription. Switched to the same direct ref-mutation pattern. Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve drag undoes only the bend, not the create. The previously reported "first undo does nothing" outcome reproduces only for no-op bends (drags within `normalizeWallCurveOffset`'s straight-snap threshold, ≈1.5cm on a 3m fence). For visible bends the dance pushes a real pastState entry and one undo step rolls back the bend. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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c2c2f66427 |
Phase 5 Stage D: fix bend history + move-tool loop + grid-snap sfx
Three user-reported regressions, all in the Stage D move/curve ports: 1. **Fence/wall bend cancelled the fence creation on Ctrl-Z.** The action.commit's `return false` shortcut on "no offset change" bypassed the dance entirely — pastStates wasn't touched, so the next Ctrl-Z fell through to whatever preceded activation (typically the create step). Fix: always run the dance, even on no-op commits. First Ctrl-Z then absorbs a silent no-op entry, subsequent presses roll back real prior actions. Same fix applied to fence move-endpoint, fence move, slab move, ceiling move. 2. **Slab/ceiling move 'maximum update depth exceeded' loop.** The `useScene` selector in `SlabMoveTool` returned a freshly-allocated `[sx, sz]` tuple on every call. Zustand's `Object.is` equality failed each comparison → re-subscribe → re-render → loop. Fix: subscribe to the stable live-node reference and derive the center via `useMemo`. Same recipe for fence/ceiling move-tools, including memoizing the `originalCenter` fallback that was getting a new array per render. 3. **No grid-snap sfx during move drag.** Action `preview` now tracks the last snapped pointer on a mutable `lastSnapped` ctx field and emits `sfx:grid-snap` when it changes between ticks. Matches the legacy MoveFenceTool's per-tick sound. Locking test for foot-gun 1 lives in `packages/core/src/services/single-undo-dance.test.ts`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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7b5a1c607a |
Phase 5 Stage D fence: port FenceTool placement to def.tool
Fourth and final Stage D fence affordance — the placement tool itself.
Unlike the drag affordances (curve / move / endpoint), placement is a
two-click flow with state across grid events, not a single drag-down →
drag-up lifecycle. `DragAction` doesn't fit; the component owns its
own emitter subscriptions directly. The kind exposes it via
`def.tool: () => import('./tool')` and ToolManager's existing
`getRegistryTool()` lookup mounts it (legacy `tools.structure.fence =
FenceTool` falls through when the registry entry is missing).
Adds transitional exports from `@pascal-app/editor` for the helpers
the kind-owned tool needs at module scope: `createFenceOnCurrentLevel`,
`markToolCancelConsumed`, `EDITOR_LAYER`. Stage F cleanup moves these
into `@pascal-app/nodes` once every consumer is registry-driven.
Fence Stage D is now complete. Per-kind progress: A ✅ B ✅ C ✅ D ✅
(four affordances ported — curve, move-endpoint, move, placement).
E (drop legacy panel) and F (cleanup) pending across all kinds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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c16878c876 |
Phase 5 Stage D fence: port MoveFenceTool to DragAction (whole-fence move)
Third Stage D affordance port (302 LoC legacy → action + thin wrapper). The action (`actions/move.ts`) uses the live-drag exception documented in editor/wiki/architecture/tools.md: visual-only updates via `sceneRegistry.nodes.get(id).position` + `useLiveTransforms` during the drag, no scene mutations. Avoids re-rebuilding the fence geometry (many posts + infill panels) every pointer tick. Commit performs the single-undo dance — writes final start/end to scene, geometry rebuilds once, Ctrl-Z reverses the whole drag. Linked-fence cascade follows the same shape as MoveFenceEndpoint — any fence in the same parent that shared an endpoint at activation moves with the drag. `getRegistryAffordanceTool` extracted to `tools/shared/affordance-dispatch.ts` so move-tool.tsx and tool-manager.tsx share the lazy-load helper (no duplicate caches). MoveTool dispatch gains a generic `affordanceTools.move` check after the capability-driven `movable` shortcut — fence routes through here; wall / slab / etc. fall through to their legacy per-kind chain until their D ports land. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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5e67ffd4e8 |
fence curve: single-undo dance in commit — fix undo skipping past drag
The previous commit() just returned true, relying on createDragSession.terminate() to resumeHistory. But that alone never captures the drag in zundo's pastStates — the pause window's mutations are skipped entirely. After commit, Ctrl-Z jumped past the curve *and* past the prior fence creation. Adds the same dance now used by move-endpoint: restoreAll → resumeHistory → re-apply the final draft. Zundo records one undo step for the whole drag. cancel() becomes a no-op (orchestrator's restoreAll covers it). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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05efa25edb |
Phase 5 Stage D fence: port MoveFenceEndpointTool to DragAction
Second Stage D affordance port (425 LoC legacy → ~430 split across
action + wrapper). All math (snap, linked-fence cascade, alt-detach,
min-length gate, single-undo dance) lives in the pure
`moveFenceEndpointDragAction`. The React wrapper handles the UI
overlays (cursor sphere, Drag/Detach badge, angle label) and the live
state subscriptions.
The action introduces the single-undo dance pattern for multi-write
commits: `commit()` calls `scene.restoreAll()` → `resumeHistory()` →
re-applies the final draft so zundo records the entire drag as one
undo step. Reusable shape for slab/wall/door endpoint ports.
Transitional exports added to `@pascal-app/editor`'s public surface
(`snapFenceDraftPoint`, `isWallLongEnough`, the segment-angle helpers,
`MovingFenceEndpoint`). Stage F cleanup moves these into
`@pascal-app/nodes` once every consumer is registry-driven.
`getRegistryAffordanceTool` is now generic (`ComponentType<any>`) so
affordances with different prop shapes (`{ node }`, `{ target }`, …)
all dispatch through the same helper.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1082b62552 |
useDragAction: activation-click grace + curve fence commit sfx
The legacy CurveFenceTool ignored grid:click for 150ms after mount — otherwise the very click that activates a tool (e.g. the floating menu "curve" button) cascades through the R3F drei <Html> portal into the grid, fires grid:click on the just-mounted tool, and commits the drag before any preview move runs. The new useDragAction was missing this guard, so the Stage D fence curve port "click → place sfx → exit" without ever letting the user adjust. Adds `activationGraceMs` (default 150) on useDragAction; ports the sfx:item-place commit emission into FenceCurveTool so the kind-owned tool matches legacy UX. Same guard will cover the upcoming Stage D ports (endpoint move, whole-fence move, placement, plus slab/ceiling/wall D). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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8ca9686b27 |
Phase 5 Stage D: fence curve affordance → registry DragAction
First Stage D port — `CurveFenceTool` (178 LoC legacy) split into a pure `DragAction` primitive (`packages/nodes/src/fence/actions/curve.ts`) plus a thin React wrapper (`packages/nodes/src/fence/curve-tool.tsx`) that feeds it through `useDragAction`. The kind declares the affordance via `def.affordanceTools.curve`; ToolManager lazy-loads it at runtime when `useEditor.curvingFence` activates. Falls back to the legacy `CurveFenceTool` for any kind that hasn't been ported. The lazy-load dispatch dodges the editor→nodes circular dep (nodes already depends on editor for `useDragAction` + `CursorSphere`). Establishes the pattern for the remaining fence affordances (`MoveFenceEndpoint`, `MoveFence`, placement) and for slab/ceiling/wall D ports. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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969b154b08 |
Phase 5 depth-first: spawn C, fence B+C, slab B+C, ceiling C
Depth-first session: drive registered kinds through Stage B (pure
def.geometry, drop system re-export) and Stage C (def.floorplan,
short-circuit legacy inline rendering in floorplan-panel.tsx).
spawn → C
- buildSpawnFloorplan wired on definition (was written but deferred
to avoid double-render).
- floorplan-panel.tsx's floorplanSpawnEntries useMemo short-circuits
to [] when nodeRegistry.has('spawn').
fence → B
- generateFenceGeometry exported from viewer; buildFenceGeometry
wraps it in a Group+Mesh with DEFAULT_STAIR_MATERIAL.
- def.geometry set; renderer + system fields dropped.
- Deleted nodes/src/fence/{renderer.tsx,system.tsx}.
fence → C
- buildFenceFloorplan: polyline along centerline (sampled for curved
fences via sampleWallCenterline from core). Stroke width = node.thickness.
- floorplan-panel.tsx's floorplanFenceEntries short-circuits.
slab → B
- generateSlabGeometry exported from viewer; buildSlabGeometry wraps
it in a Group+Mesh + cached material (preset / custom / default
pattern preserved from legacy renderer).
- def.geometry set; renderer + system fields dropped.
- Deleted nodes/src/slab/{renderer.tsx,system.tsx}.
slab → C
- buildSlabFloorplan: SVG path with outer polygon + hole subpaths
(uses getRenderableSlabPolygon from core for wall-clipping parity).
- floorplan-panel.tsx's slabPolygons short-circuits.
ceiling → B INTENTIONALLY SKIPPED
- Ceiling renderer renders React children (hosted items) + uses TSL
shader materials + named meshes that other systems poke
(getObjectByName('ceiling-grid')). Pure def.geometry can't preserve
that. Ceiling keeps def.renderer (the custom escape hatch) — same
pattern item uses. Documented in ceiling/definition.ts.
ceiling → C
- buildCeilingFloorplan: dashed-outline path with hole subpaths
(visually distinct from slab since ceilings are above).
- floorplan-panel.tsx's ceilingPolygons short-circuits.
Per-kind progress after this session:
- shelf: B ✅ C ✅ (Stage E since brand-new)
- spawn: A ✅ C ✅
- wall: A ✅ (B blocked on ctx.levelData design)
- fence: A ✅ B ✅ C ✅
- slab: A ✅ B ✅ C ✅
- ceiling: A ✅ C ✅ (B intentionally not applicable)
- door / window / item: A ✅ (B+C pending in future sessions)
Known test issue: `bun test` in packages/nodes fails to load
`three-bvh-csg` through the viewer's transitive imports (UMD/ESM
mismatch in Bun's test runner). The Next.js editor build works fine
because it bundles differently. Fix requires either dynamic imports
(breaks sync def.geometry contract) or test env config — deferred.
Other tests (schema, geometry, parity) pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6a4de8cff5 |
Drop wall + fence feature flags: register unconditionally; remove verification logs
Parity comparison against deployed prod is now cleaner than juggling
env-var flag toggles locally. Both kinds enter builtinPlugin.nodes
unconditionally; the Phase 0 dispatch shims (<LegacySystem kind="X">
wrappers + NodeRenderer's registry-first branch) handle the cutover.
Files deleted:
- packages/nodes/src/wall/feature-flag.ts
- packages/nodes/src/fence/feature-flag.ts
Files changed:
- packages/nodes/src/index.ts: drops isWallRegistryEnabled /
isFenceRegistryEnabled gates; wallDefinition + fenceDefinition
land directly in builtinPlugin.nodes.
- packages/nodes/src/{wall,fence}/index.ts: drop the flag re-export.
- packages/nodes/src/{wall,fence}/renderer.tsx: drop the one-shot
verification console.info. Same for the system.tsx wrappers.
- packages/viewer/src/components/renderers/{wall,fence}/{wall,fence}-
renderer.tsx: drop the paired [X:legacy] verification logs (no
longer comparing flag-toggled paths).
Net DX: no env var to remember when starting `bun dev:community`. To
A/B test, compare against editor.pascal.app deployed prod.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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9883f1cdc1 |
Phase 5 first batch kind: fence migrates to registry behind feature flag
Same shape as wall milestone B — thin renderer + system re-export, no geometry / floor-plan / tool ports yet (later milestones). Feature flag NEXT_PUBLIC_USE_REGISTRY_FOR_FENCE gates the dispatch flip. Files added (packages/nodes/src/fence/): - schema.ts: re-exports FenceNode from core. - parametrics.ts: dimensions / posts / style fields for the auto- inspector. Endpoints + curveOffset edited via tools, not in parametrics. - feature-flag.ts: mirrors the wall flag pattern. - definition.ts: capabilities (snappable + surfaces sides + selectable + duplicable + deletable), relations (linkedBy endpoint-match, no hosts, no affectsSpatial — matches legacy), parametrics, renderer, system, toolHints (Left click / Shift / Esc — fence has no helper file today so this adds a panel where there wasn't one). Tool field absent: fence has 4 tools (build, curve, move, move-endpoint) wired through editor state, not the registry dispatch — they keep running unchanged. - renderer.tsx: thin placeholder mesh + markDirty on mount + node events + DEFAULT_STAIR_MATERIAL (matches legacy material reuse). Verification log fires once on first mount. - system.tsx: re-exports the legacy FenceSystem from viewer. Verification log on mount/unmount confirms the bundle activates. - index.ts: barrel. Files changed: - packages/viewer/src/index.ts: new exports for FenceSystem and DEFAULT_STAIR_MATERIAL so the @pascal-app/nodes bundle can compose them without reaching into viewer internals. - packages/viewer/src/components/renderers/fence/fence-renderer.tsx: paired one-shot legacy verification log so the dispatch path is unambiguous from the browser console. - packages/nodes/src/index.ts: conditional fenceEntries appended to builtinPlugin.nodes based on isFenceRegistryEnabled. With the flag off (default), behavior is unchanged; with it on, Phase 0 shims switch fence to the registry path — legacy <FenceRenderer> and <LegacySystem kind="fence"><FenceSystem /></LegacySystem> short- circuit, the bundled system.tsx re-mounts FenceSystem via RegisteredSystems, and the new renderer takes over the dispatch. No behavior change with the flag off. With it on, behavior should be byte-identical (same FenceSystem code, same priority, same geometry path). Phase 5 batch order continues with slab / ceiling / door / window / item / etc. as flagged migrations after fence parity signs off. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |