analyze_floorplan_image and analyze_room_photo defer the vision work
to the host via MCP sampling (server.server.createMessage). Validates
host capability before calling, fetches URL inputs and base64-encodes
them, constrains output to a Zod schema, and returns structured
content. No vision model is bundled.
9 tests, all passing via a mocked sampling-capable client.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Resources: pascal://scene/current (JSON), /scene/current/summary
(markdown with per-level counts, floor areas, bbox), /catalog/items
(returns catalog_unavailable in headless mode), and the templated
pascal://constraints/{levelId} which exposes slabs + wall footprints
via @pascal-app/core/wall helpers.
Prompts: from_brief (generate scene from a natural-language brief),
iterate_on_feedback (minimal-diff patch proposals), and
renovation_from_photos (orchestrates the vision tools).
17 tests, all passing.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
SceneBridge class wraps @pascal-app/core's Zustand store for Node,
exposing a clean programmatic API for scene load/mutate/export plus
Zundo undo/redo. Requires a requestAnimationFrame polyfill loaded
before any core import to work around the store's RAF-batched dirty
marking.
- 51 tests, 99.68% line coverage on scene-bridge.ts
- All-or-nothing applyPatch with Zod dry-run validation
- Safeguards against prototype-polluting keys in loadJSON
- Resolves children through the flat nodes dict (handles the
SiteNode.children-as-objects inconsistency)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds packages/mcp/.gitignore, src/index.ts (public API barrel),
src/server.ts (createPascalMcpServer factory), and a smoke test
for the public API.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Add packages/mcp/ with package.json, tsconfig, PLAN.md, CROSS_CUTTING.md
- Extend @pascal-app/core exports map with subpaths (./schema, ./store,
./material-library, ./spatial-grid, ./wall) so Node consumers can skip
the graphics-bound systems re-export chain.
- Add scripts/spike.ts that proves useScene + temporal work in Node with
a requestAnimationFrame polyfill. Spike passes end-to-end.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Guard _buildCache in merged-outline-node against stale/disposed
Object3D refs that cause TypeError on .id access during render
- Reset children array when duplicating roofs to prevent inconsistent
parent-child relationships (matching existing stair behavior)
- Use obj?.parent check in EditorOutlinerSync to ensure objects are
still in the scene graph before adding to outliner arrays
- Resume temporal state on parse failure to prevent undo/redo freeze
Closes#232
The WebGPURenderer needs its backend initialized before any direct
`.render(scene, camera)` call. The commented-out `// renderer.init()`
said "Only use when using <DebugRenderer />", but the non-debug path
also calls direct render from the post-processing fallback
(post-processing.tsx:318), which throws "Renderer: .render() called
before the backend is initialized" on any browser that falls back to
the WebGL2 backend.
Switching the gl factory to an async function and awaiting init()
before returning is safe in both backends (init() is idempotent and
the async factory is a supported @react-three/fiber v9+ pattern), and
prevents the error in WebGL2 fallback.
`RenderPipeline`, SSGI, and the denoise TSL node imported from
`three/webgpu` and `three/tsl` are all WebGPU-only. On a browser
without `navigator.gpu`, the WebGPURenderer falls back to WebGL2, and
attempting to build the TSL post-processing pipeline either throws or
produces broken output — the scene renders for a few frames, then
goes black as the 3-attempt retry loop fights the direct-render
fallback path in `useFrame`.
This sets `hasPipelineErrorRef.current = true` at pipeline setup time
when `navigator.gpu` is undefined, so `useFrame` takes the existing
direct `renderer.render(scene, camera)` path exclusively and never
tries to build the broken TSL pipeline.
No behavioural change in WebGPU mode — the guard only fires when the
WebGPU API is literally not exposed by the browser. The rare edge
case of `navigator.gpu` being defined but device creation failing at
runtime still falls through the existing try/catch unchanged.
* feat: add polygon movement support to editor and implement dedicated move tools for walls, slabs, and ceilings
* feat: add uv2 attribute to ceiling and slab geometries for lightmap support
* Fix curved wall miters and align roof position sliders
* Fix wall measurement label and extension anchors
* Fix WebGPU renderer initialization order
* fix(editor): scope wall movement to the selected level
---------
Co-authored-by: Pascal <open@pascal.app>
* Add catalog-based material presets across structural nodes
* Fix material picker fallback and wall visible highlights
* Preserve wall materials in selection highlights
* feat: railing on the straight stairs and new fence
* feat: added spiral and curved stairs with bug fix for fence
* feat:fence are linked to each other ... so moving one move the other sharing the same coordinate
* fix: update stair railing logic to include front-side attachments for terminal landings
* Integrate fence rendering into the fence system
* fix: pass nodeId instead of undefined node to WallTreeNode and FenceTreeNode
TreeNode was passing `node` (undefined variable) instead of `nodeId` to
WallTreeNode and FenceTreeNode, causing a runtime ReferenceError.
Updated FenceTreeNode to accept nodeId and look up the node from the
scene store internally, consistent with all other tree node components.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* feat: update fence icon with new isometric design
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Aymeric Rabot <aymeric@pascal.app>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
When selecting a floor slab or ceiling node, the floating UI buttons now
include a cut-out icon (carbon:cut-out) that directly creates a hole and
enters edit mode. Much more intuitive than navigating to the side panel.
Changes:
- NodeActionMenu: add onAddHole prop with carbon:cut-out icon
- FloatingActionMenu: wire up handleAddHole for slab/ceiling types
- Add ceiling to ALLOWED_TYPES so the floating menu appears for ceilings too
- Separate HOLE_TYPES from DELETE_ONLY_TYPES for cleaner type gating
Sync monorepo PRs #243 and #248 to the open-source editor.
Move/Rotate Building:
- New move-building-tool with grid snapping, R/T rotation, and Esc cancel
- Floating building action menu with move button
- Building helper with keyboard shortcut hints
- BuildingRenderer now applies position and rotation from node data
Building-Relative Coordinate System:
- GridEvent gains localPosition (building-local coords)
- use-grid-events computes building-local intersection from building mesh
- ToolManager wraps building-relative tools in a building-local <group>
- All tools (wall, slab, ceiling, stair, roof, zone, polygon-editor,
placement coordinator) updated to use event.localPosition
- Placement coordinator adds worldToBuildingLocal helper for cursor
position conversion
2D Floorplan Fix:
- SVG layers wrapped in <g transform=rotate(...)> for building rotation
- Pointer-to-plan conversion un-rotates when building is rotated
- Grid events from 2D include localPosition
Store Changes:
- useEditor movingNode union includes BuildingNode
- NodeActionMenu onDelete is now optional (buildings can move but not delete)
Two fixes for stair selection in 2D floorplan not working:
1. floorplan-panel: remove level > 0 restriction on auto-switch to structure
phase. When viewing ANY level in the floorplan while in site phase, auto-enter
structure mode so structural nodes (stairs, walls, slabs) become selectable.
2. selection-manager: expand auto-switch to also cover site phase. Clicking a
structural or furnish element now auto-switches from site → structure/furnish,
just like it already did between structure ↔ furnish ↔ zones.
This fixes the issue where stairs couldn't be selected in 2D and the floating
action menu (move/duplicate/delete) wouldn't appear.