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>
Replace the flat #e5e5e5 placeholder on the roof shingle surface (material
index 3) with the catalog roof-weatheredshingles finish via
resolveSlotDefaultMaterial. Wall/trim, deck, and interior surfaces and the
textures-off role array are unchanged. Roof keeps its existing per-segment
role material system (no node.slots migration).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pre-adds the unified slot-ref field (Record<slotId, MaterialRef>) to the
four kinds being migrated onto the paint-slot model, so per-kind work can
proceed in parallel worktrees without cross-package core edits.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove height/displacement/mask/mortar/joint texture files the material
schema never samples (it reads only albedo/normal/roughness/ao/metalness).
Computed as present-on-disk minus catalog-referenced in material-library.ts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment
component exported from @pascal-app/viewer, mounted as an opt-in <Viewer>
child (still not baked into the Viewer component). One source of truth the
editor and the community public viewer both inject; embed/thumbnail
surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inject an EditorEnvironment wrapper (drei prefiltered sunset HDRI at
environmentIntensity 0.6) as a child of the editor Viewer, not baked into
the Viewer component, so read-only/embed viewers stay lightweight. This
gives PBR metals their reflections and lifts lighting on vertical walls
that flat directional + hemisphere lights cannot.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot):
- Per-part painting: door = panel/frame/glass/hardware, window = frame/glass,
each independently paintable. The recessed door/window body sits behind the
wall, so the proud invisible cutout wins the scene raycast over the wall and
the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick
the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the
cursor via a re-eval (idempotent, no flicker).
- Door frame is its own slot (separate frameMaterial); hardware = new flat
'metal-chrome'.
- Library defaults (generic): panel/frame -> library:preset-softwhite, glass ->
library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons
the WebGPU MRT pass; it's the only glass we use).
- Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal
metalness 1 -> 0.6 so metals are lit by existing lights (no env needed).
- World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts,
so finishes tile at real-world scale instead of stretching.
- PaintResolveArgs gains an optional for subtree re-raycasting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The real interceptor was the 'cutout' mesh, not the hitbox: it's a 1m-deep CSG
helper whose front face sits 0.5m proud of the glass, and current three.js
raycasts invisible meshes — so every paint/hover ray resolved to 'cutout'
(no slotId → role null). Disable its raycast; combined with the hitbox noop,
paint/hover rays now land on the tagged frame/glass (panel/glass) children.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- post-processing: hoverHighlightMode was a dependency of the pipeline-build
effect, so every hover rebuilt the entire pipeline. The hover style is already
pushed to uniforms in a separate effect, so the rebuild was pure waste —
removed it from the deps (and the build log).
- selection-manager: temporary [paint-debug] logs for window/door hover to trace
why their paint dispatch drops (to be removed once diagnosed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The window/door root is an invisible hitbox the system gives full-depth
BoxGeometry; its front face intercepted every paint/hover ray, so the hit
resolved to the hitbox (no slotId) → role null → paint silently disabled.
Disable the hitbox's own raycast in the visual path so R3F's recursive
intersect returns the tagged frame/glass (panel/glass) children instead;
selection still works because those child hits bubble to the root's event
handlers. Restored to the default raycast each build, and kept for 'opening'
windows/doors (no visuals to paint, still need a selectable hitbox). The
'cutout' child is visible=false so the raycaster already skips it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows and doors build all visuals in their viewer systems from module-global
materials, so this threads per-node slot materials + userData.slotId tags
through those builders without restructuring them:
- window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) +
'glass'; the opening reveal keeps its own material.
- Each system captures per-frame viewer state, then updateWindow/DoorMesh points
the builder-facing base/glass materials at the node's resolved slot override
(recomputed per node, so the next node resets without a restore). Meshes are
auto-tagged in the shared addBox/addShape helpers by which material they got.
- Textures-off still collapses to the role material (escape hatch); a slot
override only applies in colored mode.
- Editing a referenced scene material re-dirties the window/door (these systems
aren't covered by GeometrySystem's scene-material re-dirty).
- New paint capabilities (resolve role from userData.slotId, preview by
userData.slotId) + capabilities.slots; window/door dropped from the paint
disabled list. Shared previewSlotByUserData helper.
Defaults unchanged: unpainted windows/doors render exactly as before (the slot
fallback is the existing frame/glass material), so no visual regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings slab, ceiling, and wall onto the unified slot contract the shelf
established, so each declares its paintable slots with a declarative default and
(slab/ceiling) is painted through the registry capabilities.paint dispatch.
- Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based
PaintCapability factory (commit/resolve/effective generic; preview injected).
Distinct from surface-paint.ts, which writes the legacy inline node.material.
- slab: schema slots; def.geometry resolves node.slots.surface -> legacy
material -> declared default, tags the mesh userData.slotId; slabPaint +
capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path.
- ceiling: schema slots; material builders extracted to ceiling/materials.ts
(shared by renderer + paint preview, built BackSide so the hover preview is
visible from below); renderer resolves the slot; ceilingPaint + slots.
- wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an
unpainted face with its declared default instead of the themed wall role;
capabilities.slots (interior/exterior). wallPaint's inline interior/exterior
fields are unchanged (node.slots migration is a later step).
- selection-manager + material-paint: drop slab/ceiling from the legacy
single-surface arms (now registry-driven).
Behavior change (intended, matches the shelf precedent + the phase-5 plan):
colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot
default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The
textures-off (monochrome) role collapse is unchanged — the escape hatch.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire KTX2 into the catalog finish path and add 15 textured finishes across four
new families, all as GPU-compressed KTX2 (512px) + a webp picker thumbnail.
- Shared `ktx2-loader.ts`: one KTX2Loader (Basis transcoder) used by both the
GLB loader and catalog textures; `ensureKtx2Support(renderer)` runs once at
viewer init (GPUDeviceWatcher) so `.ktx2` finishes load even with no GLB in
the scene. `use-gltf-ktx2` now reuses the shared instance.
- `materials.ts`: texture loaders pick the KTX2 loader for `.ktx2` urls, the
image loader otherwise (all three load paths).
- `material-library.ts`: 15 entries (fabric ×6, leather ×2, concrete ×4,
metal ×3). Neutral albedo for tinting, `flipY: false` (compressed textures
can't flip), `repeat` per real-world tile size, metals `metalness: 1`.
Normals encoded UASTC, data maps ETC1S/linear.
Assets generated from raw sources via the new community
`scripts/build-material-textures.ts`. 1024/256 tiers + raws kept out of git.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Cubby without a bottom board: the lowest cell opens onto the floor, but its
column divider still started at the (missing) bottom board's top, leaving it
floating ~thickness above the floor. Anchor it at y=0 when there's no bottom.
- Bookshelf full-height divider: it crosses the continuous shelves, so it can't
share their depth plane (proud at the front, coplanar with the back panel —
z-fighting down the centre back). Recess its depth to sit fully INSIDE the
boards' depth: embedded at each shelf crossing (board occludes it) and tucked
inside the back panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The cubby column divider was full-depth while the boards are depth-recessed,
so it (a) sat proud of the shelf fronts — the earlier Y-tuck then made it poke
past the top/bottom boards — and (b) shared the back panel's rear plane,
z-fighting down the centre of the back.
Give the divider the same depth recess as the boards (via boardGeometry) and
drop the Y-tuck: it now sits flush with the shelf fronts and its back tucks
inside the back panel. Flush top/bottom is fine — those board faces are
back-to-back, not co-facing, so they don't fight.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cubby per-cell dividers landed exactly flush on the board below and under the
board above — coplanar faces that shimmer and read as merged into the shelf.
Extend each divider 1mm into both boards (centre unchanged) so it tucks under
the top board and onto the bottom board with a solid, seam-free join.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two follow-ups to the plate-recess fix:
- Top surface: full-height frame members that pass UNDER the top board
(back panel, bookshelf column dividers, corner posts) had their top face at
unitHeight — coplanar with the top board's top — so they z-fought through it
(the seam on the top). Drop their top 1mm (cappedFrameY); bottoms stay on the
floor so nothing floats.
- Plate width: the previous pass recessed every board's width, which opened a
1mm gap where boards ABUT the side panels (cubby / bookshelf-with-sides).
Width is now recessed only where boards span OVER posts (open-rack /
no-sides bookshelf); abutting boards keep full width and meet the sides
flush. Depth stays recessed everywhere (gap-free, fixes the back-panel fight).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Open-rack / no-sides shelves span their boards across the full footprint, so a
board's end / front / back faces land exactly on the corner posts' outer faces
(and, with a back panel, on its rear face). Coplanar surfaces the depth buffer
can't order flicker as z-fighting (visible as seams where plates meet posts).
Recess every board 1mm on width + depth via a `boardGeometry` helper so each
plate sits just inside the frame — the meshes still overlap (no visible gap),
but no two faces are coplanar. Frame parts (posts/sides/back/dividers/brackets)
keep their full size as the silhouette.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Proves the unified (nodeId, slotId) slot contract on a procedural generator,
beyond items and walls. A shelf now exposes three paintable slots — shelves /
frame / back — painted through the same PaintCapability dispatch and the same
node.slots: Record<slotId, MaterialRef> shape items use.
Foundation (shared, reusable by future procedural kinds):
- core: SlotDeclaration type + capabilities.slots(node) registry declaration;
GeometryContext gains `materials` so a pure builder can resolve scene:<id>
slot refs without importing useScene.
- viewer GeometrySystem: threads the scene material library into every builder
ctx, and re-dirties (bypassing the geometryKey skip) any geometry node that
references a scene material when that material changes — so editing a custom
colour propagates to every shelf using it, matching items.
Shelf:
- schema: slots: Record<string, MaterialRef> (mirrors ItemNode).
- geometry: per-slot material resolution (slot override -> legacy whole-shelf
-> declared default colour); every mesh stamped with userData.slotId;
DEFAULT_SHELF_MATERIAL retired (declared default gives identical off-white).
- paint.ts: PaintCapability (resolveRole from userData.slotId, scene-material
commit for one-off colours, preview restricted to __fromGeometry meshes so
hosted items aren't ghosted, getEffectiveMaterial incl. legacy fallback).
- definition: paint + slots capabilities; slots folded into geometryKey.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pool slabs (generatePoolGeometry) were the one procedural surface emitting
normalized [0..1] floor UVs, so a textured finish stretched to fit the pool
instead of tiling at real-world scale like every other surface. Switch the
floor to shape-space metres (x, -z) — the same mapping generatePositiveSlab-
Geometry already uses for its caps. Pool walls were already in metres.
Also document the contract in wiki/architecture/materials-and-themes.md: every
procedural surface generates UVs in metres (1 UV unit = 1 m), GLB slots follow
the same ~1 unit/m authoring convention, and a catalog material's `repeat` is
therefore a per-material world-scale setting (tiles per metre), identical for
every surface that uses it — never per-item.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The textures axis had no UI control. Add Colored (textures on — show item
materials, textures, vertex colours) / Monochrome (textures off — flat clay
by surface role) options to the Render dropdown, wired to useViewer.textures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
In colored mode (textures on), every item now renders its authored material
— textures, vertex colours, and default colours — instead of being stripped
to the uniform off-white baseMaterial. AI-generated and vertex-coloured items
show their real appearance; slot resolution (override -> curated -> authored)
is unchanged. Monochrome (textures off) still collapses to the furnishing
clay role colour (the escape hatch). Drops the now-unused isAuthored marker.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Insert the plan's middle resolution step for item slots: a curated
default baked into the GLB as a per-material 'pascal_material' extra
(three's GLTFLoader copies material extras to userData). Resolution per
slot is now: node.slots[slotId] override -> pascal_material curated
default -> authored GLB material. Bare ids resolve as library:<id>;
unresolved refs fall through. Runtime reads only the GLB (no DB).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The editor autosave/load is the single source of truth for what travels
with a scene. Include document-level state (collections, materials) so it
survives reload in every embedder (community cloud save + standalone
localStorage):
- SceneGraph carries optional collections + materials.
- useAutoSave triggers on collections/materials reference changes (not just
nodes) and writes them into the saved graph + the unload flush.
- applySceneGraphToEditor restores them via setScene's extras arg on load.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 3 paint UI.
- Extract reusable MaterialPropertiesEditor (shared by the custom active-
paint editor and the scene-material editor).
- Curated Colors swatch row in the picker; catalog presets fork-on-tweak
by seeding a custom material from the entry's previewColor.
- Scene materials section in MaterialPaintPanel (shown once any exist):
list with swatch, inline rename, 'used by N parts', paint-with,
edit (live-propagates to every referencing part via the renderer's
sceneMaterials dep), duplicate, delete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* chore: sync bun.lock with 0.9.1 workspace versions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(viewer): stop interactive overlays from starving frames and flickering the UI
Every interactive item mounted a drei <Html occlude> overlay
unconditionally — invisible (opacity 0) when no zone was selected, but
still alive. With `occlude` as a bare boolean, drei raycasts the entire
scene per overlay on every camera-move frame, and rewrites each
element's z-index while toggling display when the occlusion flips. On
scenes with hundreds of interactive items (recessed lights, ceiling
fans) this starved the frame budget and made the whole DOM UI blink
during camera moves while the WebGPU canvas stayed healthy.
Overlays now mount only while a zone is selected and the item sits
inside its polygon, fade in/out over 300ms (the child components stay
rendered so the exit transition can play before the <Html> unmounts),
and drop `occlude` entirely. eps=-1 works around a drei mount bug: its
mount path writes the element transform without the distanceFactor
scale, and with a static camera the eps guard never re-applies it, so
freshly mounted overlays stayed mis-scaled until the camera moved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(viewer): break down dirty nodes by kind in the perf overlay
DIRTY now reads e.g. "29 (12 wall, 9 ceiling, 8 item)" — sorted by
count, only non-zero kinds, with a "missing" bucket for dirty ids whose
node no longer exists. Makes dirty-mark leaks attributable at a glance.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* perf(core): skip dirty marks for kinds with no dirty consumer
dirtyNodes is consumed by GeometrySystem (def.geometry),
FloorElevationSystem (capabilities.floorPlaced), and the legacy
per-kind viewer systems. Site, building, level, zone, and guide match
none of those, so their marks were never cleared: they accumulated for
the whole session (every child create/delete dirties its parent),
permanently defeated every consumer's empty-set early exit each frame,
and polluted the perf overlay's DIRTY readout.
NodeDefinition gains an explicit dirtyTracking?: boolean opt-out
(default tracked — no derivable predicate exists since wall's dirty
consumption lives in the viewer while zone/guide/level declare
def.system for unrelated per-frame work). markDirty consults the
registry; the five structural kinds opt out.
Also fixes a second leak: deleteNodesAction never removed deleted ids
from the dirty set, and every consumer skips missing nodes without
clearing them, so marks on deleted nodes lived forever.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* style: replace concise-arrow forEach with for...of in deleteNodesAction
biome's useIterableCallbackReturn rejects forEach callbacks that
implicitly return a value (Set.add / clearDirty).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Dual review pass (Claude multi-angle + Codex release-quality). One
correctness fix and the agreed do-now cleanups:
- fix: clone-scene-graph remaps roofSegmentId like wallId in both
clone paths — duplicated scenes/levels kept pointing roof-hosted
children at the original segments.
- extract the settled, stateless roof target/cursor math shared by the
four door/window tools into shared/roof-wall-opening-placement.ts
(resolveRoofWallOpeningTarget + getRoofWallOpeningCursorPose +
worldToSelectedBuildingLocal); tools keep the stateful lifecycle
(drafts, undo/temporal, commit field lists). −199 net lines.
- rename host-generic state: currentWallId→currentHostId,
markWallDirty→markHostDirty (they hold segment ids too); capability
cascadesViaHostSegment→dirtyHandledByOwnSystem (behavior-facing,
before the public API hardens).
- drop getRoofAccessoryKinds from core's public API — its only caller
was the standalone Build tab, which now enumerates the registry
inline with its app-specific filter.
- window move-tool uses the shared stripPlacementMetadataFlags; stale
"segment-local" comment fixed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Floating action menu re-derives its anchor when the selected node's
geometry rebuilds (position/index attribute versions as the key) and
accounts for roof height via getActiveRoofHeight + effective nodes.
Wall-mounted items join doors/windows on roof-segment wall faces, and
the storage model moves to FACE-LOCAL coordinates so hosted children
track segment edits live.
- Children store roofFace + position [u, v, z-from-mid-plane] with
rotation 0 in-frame — the exact wall-child conventions (the wall
volume's mid-plane lands on the nominal footprint). A shared
<RoofFaceHostFrame> derives segment pose + face frame from the
live-override-merged segment: children follow resize handle drags in
real time and never jump on commit. No re-anchor cascade needed —
position is authoritative, the frame is derived. migrateNodes
converts branch-era segment-local data.
- Items: roofWallStrategy + roof:* handlers in the placement
coordinator (surface 'roof-wall'), Shift free-place normalized with
walls, ItemSystem wall-side push extended to segment hosts, correct
2D plan glyphs via face→segment→roof pose composition. The roof
hit resolver + overlap guard moved to @pascal-app/editor (the
coordinator lives there; nodes already depends on editor).
- Cuts: subtractAccessoryCuts extracted and applied in BOTH the
merged-shell and per-segment CSG paths (full edit mode / painted
segments used to lose every hole), built from the CURRENT host
geometry and live-effective children so holes follow segment and
opening drags.
- Handle rig: the grandparent portal now maps the node's world pose
into the portal frame instead of composing parent+node registry
poses — correct for any nesting (the face-frame group broke the
old assumption), identical for walls.
- Host-field hygiene: useDraftNode.commit/adopt and the window panel
duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall
re-anchor clears and every revert restores them.
Codex-reviewed (design consultation, adversarial rounds on the
replaced cascade and on this refactor); frame conventions locked by
unit tests. Record: private-editor plans/editor-roof-wall-openings.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix: zone grid snapping, shelf position panel, deselect on item placement
- Zone tool reads the editor's gridSnapStep (0.5/0.25/0.1/0.05) instead
of a hardcoded 0.5 for both cursor move and click snapping.
- Shelf inspector gains a Position group (vec3 X/Y/Z sliders), matching
the item panel.
- Item catalog clears the viewer selection before arming placement so
shortcuts (rotate & co) don't hit both the ghost and the selected node.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* refactor: move level display naming into @pascal-app/core
getDefaultLevelName / getLevelDisplayName ("Ground Floor" / "Floor N" /
"Basement N") lived in packages/editor's internal lib, so viewer-only
surfaces couldn't reach them and fell back to hand-rolled "Level N"
labels. The helpers are pure domain logic, so they move to core and
export from its barrel; the editor package's seven call sites now import
them from there.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>