Commit Graph
363 Commits
Author SHA1 Message Date
47313263fb feat(viewer): rendering & lighting pass — sun-dominant look, sky backdrop, grounded horizon (#493)
* feat(editor): dev-only window hook for deterministic camera poses

Exposes a getter for the CameraControls impl in development so
screenshot/automation tooling can set exact camera poses.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): rendering pass — sun-dominant lighting, grade, gradient-sky IBL, albedo clamp, SSGI tune

- Shadow intensity clamp 0.55 → 0.9 (sun no longer leaks into shadow),
  2048 shadow maps, PCFSoft filtering
- Scene-referred contrast/saturation grade before ACES output
  (GRADE_PARAMS in post-processing)
- Procedural gradient-sky IBL (cool zenith / warm horizon / ground
  bounce) replaces the venice_sunset HDR fetch; env-only, background
  unchanged
- Near-white albedos clamped to ~0.83 linear (defaults, white palette,
  catalog preset-white/softwhite, schema presets)
- SSGI: 2 slices / 6 steps, radius 1.6, aoIntensity 1.7, giIntensity 2
  (bounce on); studio hemi 0.6→0.45, fill 0.75→0.6

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): shadow-caster-only cutaway, glass fresnel, ground fade, specular-map unwiring

- SHADOW_ONLY_LAYER (4) + lib/shadow-only.ts: hidden roofs/levels in
  level-solo (editor) and dollhouse (GLB viewer) stay in the shadow map,
  so interiors keep sun shadows + window light patches; only the sun's
  shadow camera enables the layer
- Glass: fresnel-driven opacity + envMapIntensity on transparent
  standard materials (catalog glass, scene glass, window default)
- Site ground: radial fade into the theme background at the lot
  boundary (TSL colorNode); dead ground-occluder.tsx removed
- Catalog: 22 bogus *specular*→metalnessMap wirings removed (specular
  level maps are not metalness; they darkened/metallized dielectrics)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): PCSS contact-hardening sun shadows via LightShadow.filterNode

Custom TSL filter: Vogel-disk blocker search (textureLoad — the sampled
path would inherit the comparison sampler, which WGSL rejects) →
receiver-blocker penumbra estimate → variable-radius rotated PCF.
shadow.radius scales max penumbra (now 4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): dark-theme recalibration for the new lighting pipeline

Night/twilight: lifted ambient/hemi beds (the 0.9 shadow intensity
crushed them), brightened theme grounds to a lit mid-tone, and dimmed
the daylight gradient-sky IBL to 0.2 for dark appearances.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): rendering-pass follow-ups — GI denoise, lighter interactive SSGI, sky gradients, scoped solo shadows

- Denoise the SSGI GI bounce (it composited raw — the visible grain) and
  drop giIntensity to 1
- Interactive SSGI back to 1 slice (×6 steps); SSGI_BAKE_PARAMS (2×6)
  for the thumbnail/bake pipeline
- Per-theme backgroundSky: vertical zenith→horizon backdrop gradient in
  the post pipeline; makes the lot-edge ground fade read in every theme
- Level solo: only levels above the soloed floor stay shadow-caster-only;
  below-levels plain-hide (they can't block the sun)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): kill SSGI grain, real horizon — infinite ground disc fading into the sky

- SSGI back to 2 slices × 6 steps: three's own minimum preset without
  temporal filtering — 1×6 was below the floor and the grain showed on
  flat walls; denoise radius 5 on both AO and GI, aoIntensity 1.5;
  bake preset raised to 3×8 (single-frame renders)
- Site renderer: presentation horizon disc (8× lot radius, min 400 m)
  under the lot in the theme ground colour, fading radially into the
  theme background; lot fill back to plain ground colour (the disc
  carries the fade); never pickable (noop raycast)
- Backdrop sky gradient compressed to the upper half of the screen so
  it meets the disc's far fade at exactly the horizon colour — no seam

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): laptop-budget SSGI + seamless world-space horizon

- SSGI interactive: 1 slice × 6 steps, GI bounce OFF (denoised AO only)
  — 2 slices was a thermal problem on laptops; the bounce moves to
  SSGI_BAKE_PARAMS (3×8, gi 1) for one-shot renders
- Horizon disc dissolve: albedo fades to black while emissive fades to
  the background colour, so the far end IS the backdrop (no lit-vs-flat
  seam); backdrop gradient graded with the same transform as the scene
- Sky gradient is now world-space: per-pixel view ray reconstructed from
  the scene camera matrices, sky above the true horizon (dir.y 0→0.35),
  pure background below — aligns with the disc at any camera angle
- Studio theme: ground #e9e7e2 / horizon #fbfbfa / sky #dde7ef so the
  fade is actually visible against the white void

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): kill shadow grain (PCSS opt-in only) and the inked horizon line

- The eye-level ground grain was measured (high-pass σ on a flat patch:
  2.95 baseline → 1.52 shadows-off → 2.49 ao-off): PCSS's per-pixel IGN
  dither was the dominant source, and it can't be fixed within a laptop
  budget without TAA. Interactive shadows revert to the renderer's
  PCFSoft (clean, cheap); PCSS stays wired behind ?enable=pcss for
  experiments and future bake-time use
- The horizon 'line' was the ink pass edge-detecting the ground disc's
  depth silhouette against the backdrop. Ink now fades with raw depth
  (full below ~150 m, gone past ~350 m) — near silhouettes keep their
  SketchUp line, the horizon dissolves cleanly

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): soft blue skies for light presets, slab coplanarity epsilon

- backgroundSky retuned: studio/paper/blueprint/verdant get a soft blue
  zenith (overcast keeps a bluish gray — it's overcast; mediterranean/
  sunset were already blue; dark themes untouched)
- Slabs duplicated at the exact same position z-fight and no camera
  near/far tuning can separate identical depths; each slab mesh now gets
  a deterministic sub-3mm lift hashed from its node id. Render-only —
  node data, snapping and measurements untouched. (Long-term fix is
  reversedDepthBuffer; parked in plans with the depth-consumer audit.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): walk back perf-costly rendering-pass pieces, soften dark-theme ink

Review feedback on the rendering pass:
- SSGI back to main's params (1 slice / 4 steps / r1, AO-only) everywhere,
  including thumbnails — SSGI_BAKE_PARAMS removed. Kills the added AO grain
  and the extra per-frame cost; bake workers also stop paying for heavier GI.
- Shadows stay visible via plain knobs only (intensity 0.9, radius 4): the
  custom TSL PCSS filter is gone, shadow map back to 1024, filter back to PCF
  (r184's Vogel-disk PCF respects radius, so edges stay soft).
- Night/twilight ink edges: colour now derived from the theme background
  (lifted toward white) instead of a near-white constant, and dark scenes run
  the ink at 70% alpha — no more glowing wireframe on dark backdrops.
- Snapshots: the `transparent` capture flag is now honored — preset/item
  captures keep their alpha, while studio renders and project thumbnails
  composite the theme background + sky gradient (same world-ray math as the
  viewport backdrop, uniform-driven so the cached pipeline serves both).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer,nodes): ground the scene — contact vignette + horizon haze, shadow tune

Follow-ups from review:
- Shadow intensity 0.9 → 0.75 (read too heavy) and PCF radius 4 → 2: the
  filter's per-pixel dither spreads with radius, which showed as dots across
  wide penumbras. Both are free knobs.
- New shared backdrop formula (viewer lib/backdrop.ts): background below,
  theme-derived haze band hugging the horizon (background lifted toward
  white — faint glow on dark themes), sky above. Used by the post pipeline,
  the thumbnail pipeline, and the site horizon disc, whose far-field
  dissolve now evaluates the same gradient per fragment view direction —
  ground and backdrop converge to identical colours, so no horizon seam
  from any camera pose.
- Contact vignette on the horizon disc: a soft albedo darkening hugging the
  lot (15%, fading out by ~2.6 lot radii) so the parcel sits on the field
  instead of floating on it. Albedo-only — never tints the dissolve.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(nodes): make the contact vignette read on bright themes

A fixed 15% albedo cut disappears into the tone mapper's shoulder on themes
with strong key lights (studio runs intensity 4), and the dissolve's bright
emissive diluted what was left. Scale the vignette with the theme's strongest
light (0.13×, clamped at 0.45) and apply the halo to the in-band emissive as
well — it zeroes out by 2.6R while the dissolve completes at 5R, so the far
field stays the pure backdrop and the horizon seam guarantee holds.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): no more horizon line, sky gradient reaches the horizon

Two things drew a visible line where the infinite ground met the sky:
- SSGI AO grows a band along the geometry↔sky depth cliff (same disease the
  ink pass had). Fade AO to 1 with raw depth over the ink's ≈150→350 m
  window, in both the viewport and thumbnail pipelines — AO is a near-field
  cue, it has no business shading the horizon.
- The backdrop's flat haze plateau sat between two ramps, which the eye
  amplifies into Mach lines. The gradient is now one smooth background→sky
  ramp crossing the horizon, with the haze applied as an exponential glow
  peaking exactly at dir.y = 0 — C¹-smooth on both sides, edge-free.

The sky ramp also starts at the horizon instead of ~11° up, so the theme's
backgroundSky blue actually reads at eye level instead of hiding at the top
of the frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): three-stop sky — derived deep zenith, warm horizon haze

The single pale backgroundSky stop read as a white void with blue hiding at
the top of the frame. The backdrop is now three derived stops, inZOI-style:
- pale theme sky arrives fast (full by ≈8° elevation),
- then deepens toward a zenith colour derived per theme in HSL (saturate
  ×1.5, darken ×0.72 — hue stays the theme's own: blue studio, lavender
  sunset, near-black night),
- horizon haze now lifts toward a warm white (#fff4de) instead of pure
  white, giving the junction the slight yellow of sun-scattered atmosphere.

All derived from the existing backgroundSky/background fields — no theme
data changes, and the shared-formula seam guarantee (viewport = captures =
horizon disc) carries over.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): horizon haze derives from the sky, hugs the horizon tighter

White-based haze read as a tall white stripe between ground and sky. Aerial
perspective is sky-coloured light with a little sun scatter, so the haze now
pulls the theme's backgroundSky toward the warm sun tint (50% light themes,
25% dark) and the glow decay tightens (exp −7→−11, weight 0.9→0.8) — the
merge band is skyish, sunish, and half the height, so blue starts right
above the ground line.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 11:24:58 -04:00
c45808840c nodes: add modular cabinets and wall trim controls (#461)
* 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

* Add modular cabinet node

* Add modular cabinet run and tall cabinet workflows

* Add cabinet paint slots and material groups

* Improve modular cabinet presets and wall snapping

* Improve cabinet wall snapping

* Fix cabinet wall snapping and countertop joins

* Improve cabinet appliance compartments

* Improve fridge visuals and smooth cabinet animations

Fridge exterior is now brushed silver with brass accents and the
interior is all white. Door/drawer animation no longer rebuilds the
full cabinet geometry per frame — animated parts carry pose metadata
that a new per-frame cabinet system applies directly to transforms.

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

* Improve gas hob flames and cooktop knob controls

Port the curved-flame look from reference gas-burner photos: each burner
gets a ring of vertex-coloured tube flames (blue body, orange-yellow tips)
whose spines breathe and flicker per frame at ~30fps, plus a flat ignition
glow and a faded heat halo. Fix the knob pointer notch to rotate with the
knob instead of drifting sideways. Also includes cooktop compartment
presets/panels and cabinet selection/move affordance work.

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

* Fix cabinet UVs and registry actions

* Fix registry move snap typecheck

* Fix cabinet knob animation concurrency

* Fix cabinet material disposal, undo flood, and 2D move parity

- Flag shared cabinet appliance materials (and the viewer's cached material
  factories) as cached so geometry rebuilds no longer dispose materials
  still referenced by other nodes, forcing scene-wide shader recompiles.
- Route the door/drawer open animation through useLiveNodeOverrides with a
  single final commit, so one play is one undo step instead of ~20.
- Add a cabinet-module floorplanMoveTarget: 2D drags now convert through
  planToLocal + magneticSnap like the 3D path, instead of writing plan
  coords into the run-local position (teleporting modules on rotated runs).
- Re-key sibling runs (cabinetAdjacencyRevision) when a run's
  neighbor-affecting inputs change, so countertop overhang joins re-trim
  when a neighbor moves/resizes/deletes.
- Narrow the cabinet panel's scene subscriptions (useShallow module
  selector) so it stops re-rendering on every scene mutation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Restructure cabinet schema and centralize run math/mutations

Prepares the cabinet node for the queued specialty units (corner L-shape,
sink base, appliance gap, open shelving):

- Add a `moduleKind` discriminator (default 'standard') on CabinetModuleNode
  so new unit types extend an enum instead of overloading the stack, and
  split CabinetCompartment into a z.discriminatedUnion so invalid field
  combos (drawer with rack style, fridge with burner state) are
  unrepresentable. Shared box fields now come from one `cabinetBoxFields`
  object so run/module schemas can't drift.
- Extract the straight-line run assumption (sort-by-x, edges, adjacency,
  spans, side-insert, reflow, frame transforms) into run-layout.ts —
  previously spread across definition/geometry/quick-actions/stack/
  move-frame, so corner support would have meant five parallel edits.
- Consolidate the run mutations (add module, wall cabinet/hood above,
  base↔tall switch, layout-revision bump) into run-ops.ts on SceneApi.
  Panel and quick-actions had drifted copies: the panel's add-module
  skipped gap checks, revision-bump scope differed per surface.
- Remove dead code: node-level doorStyle (with a migrateNodes entry —
  geometry only ever read per-compartment doorType), the unreachable
  slot-handle mesh block, the no-op handlePosition 'edge' enum value,
  wallLocalX, and duplicate totalCabinetHeight definitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add cabinet snap tests and split the cabinet panel

- New tests: cabinetModuleParentFrame.magneticSnap (flush snap, threshold,
  Z alignment, nearest-edge) and wall-snap's resolveCabinetWallFaceOffset /
  collectCabinetWallSnapNeighbors (straight face, miter taper, ray-miss
  fallback, yaw/face/parent filtering) — 87 cabinet tests, up from 71.
- De-brittle geometry test lookups: coordinate-encoded mesh names are now
  matched by pattern, so dimension-default changes don't break them.
- Split panel.tsx (1,541 → 679 lines): CompartmentCard + option constants
  into compartment-card.tsx, CabinetRunPanel + reflow wiring into
  run-panel.tsx, and the compartment type-transition tables into a pure
  resolveCompartmentTransition in stack-transitions.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Split cabinet geometry.ts into per-appliance modules

Pure code motion: geometry.ts (4,728 lines) becomes a 336-line orchestrator
dispatching into geometry/ — shared helpers + cached appliance materials
(shared.ts), CSG fronts/handles/doors/drawers (fronts.ts), run spans +
countertop (run.ts), and self-contained hood/fridge/cooktop/dishwasher/
oven-microwave/pantry builders. No mesh names, userData stamps, materials,
or math changed; the './geometry' import path is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add undermount sink compartment with CSG-cut countertops

New 'sink' compartment type (single / double / 60-40 bowl layouts)
following the cooktop pattern: zero stack height, countertop-plane
geometry, panel card with a bowl-layout selector, and a Sink Base
preset. Bowl openings are subtracted from both module- and run-owned
countertop slabs via three-bvh-csg; the basin shells, drain plumbing,
and a spec-sheet-proportioned gooseneck faucet (Grohe Minta-style pin
lever) render beneath the cut. Sink modules skip the carcass top panel
and the deck under the sink row so the basin hangs through.

Also scope the viewer mock in roof-surface-placement-guides.test.ts to
only stub useViewer — the bare module stub leaked into later suites and
broke real CSG imports.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Update ifc-converter next-env reference to build-mode route types

Regenerated by `next typegen` during check-types; points at
.next/types instead of the dev-mode .next/dev/types path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Draw cabinet floor plans with kitchen drafting symbols

Replace the per-module box soup with NKBA/architectural-convention
symbols: the run draws one heavier countertop outline per span
(extended by the overhang), base modules draw their front edge plus
compartment symbols — rounded bowl rects + faucet dot for sinks,
burner/zone rings for cooktops (reusing the 3D layout tables so 2D and
3D always agree) — and appliance modules carry standard upright labels
(DW / REF / OV / MW / PAN). Nested wall cabinets and hood-only modules
draw as dashed open outlines per the above-cut-plane convention.

* Play cabinet open/close animation on the E interaction key

Add an `e` slot to registry KeyboardActions and dispatch it in the
keyboard hook ahead of the legacy door/window arms, so kinds opt into
the E interaction on their NodeDefinition. Cabinets register it: E on a
module eases its doors/drawers open or closed, E on a run swings every
child module together, and hood-only modules fall through. The panel's
rAF animator moves into cabinet/interaction.ts (live-override frames,
single undo commit) so the Play button and E share one animation, and
the shortcuts dialog now documents E.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add kitchen island and bar counter support to cabinet runs

Islands: run-level countertopBackOverhang (seating side) and
withFinishedBack (decorative back panel), plus an I-key island placement
mode in the cabinet tool that skips wall snap. Bar counters: optional
barLedge {edge, height, depth} drawing a knee wall and raised slab along
the back or either run end, superseding the seating overhang on its
edge. withWaterfall drops slab-material panels to the floor on exposed
run ends. 2D floorplan outlines, selection bounds, geometry keys, and
run panel controls updated in parity; schemaVersion 3 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Merge quick-action arrow and plus into one directional add glyph

The add-left/add-right buttons showed two unrelated icons; a single
plus-on-tail arrow reads as "add on this side".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Extend plugin discovery instead of replacing the host source

Also track the ifc-converter next-env routes reference update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add L-corner runs to modular cabinets with run-scoped grouping

An "L Left/Right" quick action spawns a perpendicular base leg, wall leg,
and wall bridge as metadata-linked runs parented to the SOURCE RUN, so the
run stays the single group: selecting a base module selects only it, and
the clicked module never becomes a container. Corner runs re-anchor when
the source module resizes or moves (new MovableParentFrame.onCommit hook,
mirrored in the 2D floorplan commit), run bounds fold in child leg runs,
and deleting one corner member removes only that node while unlink patches
keep the survivors' link metadata consistent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Delete emptied cabinet run groups in the same delete gesture

Removing a run's last child (module or derived corner leg) left an
empty group node in the scene graph and persisted data. onDeleteCascade
now receives the gesture's pending delete ids so multi-select deletes
count siblings as gone, and both cabinet kinds cascade the orphaned
parent run away in one undo step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Remove filler front gap treatment

* Apply architecture review fixes across cabinet, plugin-trees, and framework

Move cabinet semantics out of packages/editor behind registry capabilities
(def.tree, selectionProxy.bypassDirectPick, IconRef quick-action icons,
catalog tool field), route cabinet selection through a core selection-proxy
helper, and make PanelWorkspace an opaque host tag. Fix the cabinet
placement undo flood, dirtyNodes.add bypasses, normalized UVs on paintable
slots, plugin-trees ghost layers/stale level transforms/untyped find-sync
event, and cross-file store-mock pollution plus orphaned dist tests that
broke combined test runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Propagate front styling to L-corner runs even when re-layout bails

Group style changes rode entirely on syncDerivedCornerRun, which bails
silently when a later-drawn wall blocks the corner layout or a leg run
gained modules outside the derived-run spec — leaving the L legs styled
stale. Apply the style patch directly to every linked corner run before
attempting the geometric re-layout.

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

* Improve editor viewer integration

* Refactor plugin panels and floorplan invalidation

* UV-unwrap and material-assign roof-segment trim planes

* Fix cabinet placement snap feedback

* Add cabinet wall snap bypass

* Fix cabinet continuous placement flow

* Implement wall band material slots

* Add corner addition preview functionality and related tests

* Fix cabinet and wall band behavior

* Fix architecture review blockers

* Fix post-merge quality check

* fix cursor review feedback

* Fix cabinet placement type and quick action history

* Improve cabinet placement feedback

* Make wall bands configurable

* Add wall trim profiles and default materials

* Fix architecture review issues

* Fix cabinet rotation and wall band visibility

* Fix sink appliance paint persistence

* Bake cabinet animations and preserve wall band material

* Fix cabinet group duplication and module snapping

* Fix cabinet duplication architecture

* Fix cabinet floorplan test and make placement-type hint a live chip

- floorplan.test.ts: pass the required liveTransforms map to
  cabinetFloorplanSiblingOverrides (the runtime callers always supply it)
- ToolHint gains an optional generic `chip` contract (subscribe/value/
  cycle/labels) so a kind can render a tool hint as a live mode chip —
  like the snapping/continuation chips — without the editor knowing the
  kind's store
- cabinet: the I hint now shows the current value (Type: Cabinet /
  Type: Island) and is clickable to toggle

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-07-12 18:33:48 -04:00
fb0b78c091 fix(editor): floorplan reference pass — north convention, cursors, R/T, Set Scale UX (#475)
Fix pass over 2D reference-image (guide) handling plus two adjacent repairs:

- North is now world −Z (FLOORPLAN_VIEW_ROTATION_DEG 90 → 0, mirrored in
  world-grid-snap + mcp README; floorplan-panel de-dupes its local copy).
  A rotation-0 north-up scan reads upright when the compass says aligned,
  and "align north" maps to camera azimuth 0 instead of a 90° jump.
- Guide resize cursor: custom double-arrow cursor aimed at the dragged
  corner in screen space — accounts for image aspect (was atan2(±1,±1),
  square-only), the guide's own rotation, and the floorplan view rotation
  the overlay group renders inside (was ignored entirely).
- R/T rotate a selected reference (guide/scan) in ±45° steps; references
  live in selectedReferenceId, not the viewer selection, so both arms get
  the reference-first branch the Delete arm already had. Locked guides skip.
- 2D-only mode hides the Top View button (drives the display:none 3D
  camera); orbit stays — it spins the synced floorplan view.
- Set Scale UX: locked guides stay clickable (calibration auto-lock made
  them unselectable until reload); starting the flow from 3D switches to
  2D; the length input pre-fills the drawn length in the pre-selected unit
  (imperial pre-filled meters labeled feet); Set Scale flips into Cancel
  while the flow runs (mirrored via referenceScaleActiveGuideId); Hide/
  Clear Scale only render once calibrated; Escape cancels (global arm +
  dialog); Clear Scale and Replace Image drop the calibration auto-lock;
  discoverability: corner-hint row + panel nudge for uncalibrated guides.
- healSceneNodes: strip child refs whose child's parentId names another
  parent (stale reparent leftovers rendered a window twice — duplicate
  React keys in 2D, doubled hosted geometry in 3D) and same-array dupes.
- Editor accepts onLoaderChange so hosts can measure open-to-interactive
  time (community wires it to a PostHog timing event).

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:12:49 -04:00
717c2c5c0a fix: bug pass — legacy window crash, plant exports, zone snapping/visibility, HDR (#473)
* fix(core): apply window schema defaults on scene load

Windows saved before a schema field existed (columnRatios/rowRatios/
frameThickness/…) loaded with those fields missing; the window mesh
builder reads them unconditionally and threw every frame, crashing the
viewer on legacy scenes. Zod-parse windows on load like doors so the
schema defaults land.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): mount plant geometry during client GLB/STL/OBJ export

The client export never set isExporting, so instanced kinds (trees/
flowers/grass) kept their colorWrite:false raycast collider mounted and
exported it as an opaque white box, while the real geometry (which only
mounts while exporting) was never captured. Reuse BakeExporter's
flag + frame-wait dance in ExportManager, and harden isRenderableMesh
to drop colorWrite:false materials from exports entirely.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): route zone drawing through the shared surface snap

The zone tool quantized later vertices by distance along a free ray
instead of snapping to the grid, and never joined the magnetic
wall-corner/midpoint/crossing + alignment-guide pipeline that walls,
slabs and ceilings use. Give zone the slab treatment in the 3D tool and
both 2D floorplan branches (move + click + double-click commit).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): self-host the scene environment HDR

drei's preset="sunset" fetches venice_sunset_1k.hdr from
raw.githack.com, which intermittently fails ("Could not load
venice_sunset_1k.hdr: Failed to fetch"). Point Environment at
/hdri/venice_sunset_1k.hdr and ship the file in the app's public/ —
same mirroring convention as /audios/sfx; consuming apps must carry
the file too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unmount zones entirely outside the zones layer

Zone labels showed in every editing mode (visual noise), and each zone
kept a drei <Html> mounted at opacity 0 — an <Html> costs per-frame
matrix work and live DOM even when invisible. A new viewer presentation
flag (showZones, default true) lets the editor unmount zone meshes and
labels whenever the structure layer isn't 'zones' (and during snapshot
capture); the registered group stays so zones keep their scene identity
for selection and GLB export. Preview / first-person / viewer surfaces
are untouched. Raycast-disable moved from a one-shot group flag to
per-frame on the meshes, which now remount on layer toggles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 10:19:27 -04:00
9b5e229770 feat(editor): stage overlay slot + pro capture overlay for studio (#465)
* feat(editor): stage overlay slot, preselectable snapshot crop, pro capture overlay

- Editor/EditorLayoutV2 gain a stageOverlay slot rendered over the canvas
  but under the viewer toolbar (z-10 < z-20), so hosts can swap in a
  full-stage surface (e.g. studio gallery) without unmounting the WebGL
  canvas; FloatingLevelSelector hides while a stage overlay is active
- CaptureMode 'standard' accepts an optional crop preselection
  (SnapshotCropMode, exported) so hosts can enter capture with
  standard/viewport/area already chosen
- SnapshotCaptureOverlay restyle: letterboxed 16:9 frame with corner
  accents + rule-of-thirds for standard mode, thirds grid in viewport
  and area modes, top-center crop/format HUD chips, shutter button with
  capture/saved states — all existing crop, drag, resize and preset
  behaviors preserved

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): standard-capture aspect presets, capture scrim, caption fix

- Standard crop gains aspect presets (16:9, 9:16, 4:3, 3:4, 1:1) — clicking
  the active Standard chip opens the picker; the letterbox frame, HUD and
  output resolution follow the choice
- ThumbnailGenerateEvent carries standardSize; ThumbnailGenerator
  center-crops to it (default stays 1920×1080)
- Subtle bottom scrim keeps shutter/caption readable on bright scenes
- Fix missing space in the snapshot caption

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): standard-capture aspect preselect via CaptureMode

Hosts (the studio capbar) can now pass standardAspect alongside crop when
entering capture mode; the overlay initializes its aspect picker from it.
SnapshotStandardAspect exported.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:09:56 -04:00
22af31dea8 editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default

- Alignment guides display in every snapping mode (grid/lines/angles/off);
  magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate
  decouples guide display from the snap delta across all placement/move/draw
  producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/
  window, MEP, 2D floorplan drafting, surface snap).
- Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG -
  building rotation), matching the on-screen aligned-to-north view.
- Item placement rotate hint collapsed to a single 'R / T  Rotate' row.
- Default item snapping mode changed lines -> grid.

* feat(walls): detect rooms across shared walls + tight connect-snap in all modes

Room detection: planarize the wall graph before face-finding — split straight
walls at T-junctions where another wall ends mid-span, so a room closed against
the middle of an existing wall is detected, not just isolated 4-wall rooms.

Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph
via wallClosesRoom(), so drafting stops when a segment seals a room against the
existing structure — not only when the chain returns to its own start.

Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05)
that also runs in grid/off/angles — within range of a wall (body or corner,
uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close
in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in
non-magnetic modes to the same connect distance so a corner dot no longer
magnetises the cursor from far.

Tests: cover T-junction detection + wallClosesRoom; update the item-default and
wall-split tests for the mode-driven behaviour.

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

* feat(surfaces): gate alignment guides to connect distance in non-magnetic modes

Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap
(resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the
connect distance are fed to the alignment resolver, so guides form to nearby
points and far corner dots stop lighting up from across the plan. Filtering the
candidates (local-frame, like the cursor) rather than the resolved guides avoids
the floor-plan view rotation baked into the guide coords. Lines mode keeps the
full-range guides; the surface wall connect-snap is unaffected.

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

* fix(slabs): deterministic wall-slab overlap via clipped overlap length

Wall elevation used ray-cast point samples that landed exactly on the
slab boundary for perpendicular walls, so whether a butting wall
followed the slab's elevation depended on which side of the slab it
touched. Clip the wall centerline and face lines against the polygon
and require >=5cm of on/inside length instead: walls along the slab
edge follow it on every side, point contact never does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start

The horizontal snap lattice sat exactly at the followed surface Y, so it
z-fought elevated slab tops while moving items. The visual mesh now rides
1mm above; the grid event plane keeps the true height.

Moving a wall-hosted item showed a horizontal grid until the first
pointer move published a wall surface — the mesh fallback assumed UP.
Derive the host wall normal from the item mesh's world orientation
(local +Z faces out of the wall) so the lattice is wall-aligned from
the first frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unify selection shortcuts + truthful select-mode hints

Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and
appends on box-select release), matching the 2D floorplan. The HUD rows
describe what actually works in both views: move is plain left-drag (the
grip/dot), the two vague selection rows collapse into one Cmd/Shift
or-group, and the modifier-held variants (freely / with guides / bypass
snaps) are gone — guides follow the snapping mode now. Key pills join
with + for combos and / for alternatives; Shift renders as the shift
icon.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration

The group-rotate gizmo never received pointer events through the shared
invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled
context; its handlers now live on the visible arrow plus a plain
default-layer invisible torus, so hover and drag work with a fat target.

Group drags begin a handle-drag scope: each gizmo hides while its
sibling drags (the frozen corner goes stale), idle hints leave the HUD,
and the drag gets contextual hints — Shift free-rotation for rotate, the
snapping chips for move.

Group move joins the snapping-mode system via the 'item' context: Shift
cycles the mode, Ctrl the grid step (both read live mid-drag), and
'lines' runs the same Figma-style alignment as single-node moves against
the group's bbox anchors. Chip clicks now tick like the keyboard cycles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group-move ticks in every snapping mode

Mirror the single-node move's sfx: emit per delta change rather than
only on grid crossings, so lines/off get the same rate-limited texture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): keep host transfers glued to the cursor

Moving between hosts used to diverge from the pointer and mangle state:

- Grab offsets: every surface anchor (wall / ceiling / shelf / item
  surface / floor) preserved the grab offset by re-seeding from the
  item's carried-over position on each new host, landing it far from
  the cursor. The grab offset now survives only on the original host
  and only until the item anchors anywhere else — after that every
  host (the original included) centers the item under the cursor.
  Applied uniformly to the placement coordinator and the window/door
  move tools.

- Rotation: detaching from a rotated shelf/table back to the floor kept
  the HOST-local yaw as the level yaw, visibly spinning the item. The
  detach now re-expresses the item's world yaw in the level frame.

- Elevation: the same detach wrote the level parentId to the store but
  not the draft ref, so the floor-elevation resolver bailed on its
  parent-must-be-a-level guard — the snap grid and the item stopped
  following slab elevations for the rest of the drag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): latch grab-offset forgetting across every host kind

Review follow-up (PR #458): unify the per-surface grab-forget rule into
one grabForgotten latch. A wall/ceiling item could not actually reach a
shelf or the floor (item-surface enter rejects attachTo assets), but a
wall item CAN anchor on a roof face — and returning to its original
wall then restored the stale grab offset. Roof-wall transitions (and
floor landings after a host visit) now trip the latch in the
coordinator and the window/door move tools alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:18:37 -04:00
5c071ecad5 feat(plugins): plugin contract + first-party Nature pack (trees/flowers/grass) (#457)
* feat(plugins): trees tracer-bullet plugin + minimal host panel surface

Ship one real first-party plugin and only the host surface it forces
into existence, proving the plugin contribution paths every future
plugin (mint.gg generator, Home Assistant, environments, room volume)
will reuse.

Host surface (core + editor):
- core: Plugin.panels + observable panelRegistry; loadPlugin routes
  panels (namespaced by plugin id, dup-throws like nodes).
- editor: AppSidebar merges panelRegistry into the icon rail via
  useSyncExternalStore; each plugin panel lazy-loaded behind an error
  boundary; host extraPanels keep precedence.
- editor: widen Tool to `KnownTool | (string & {})` so plugin tool ids
  (e.g. 'trees:tree') typecheck; dispatch already registry-first.

Trees plugin (packages/plugin-trees), structurally a third-party pack
(peer-deps on @pascal-app/*):
- trees:tree node — procedural low-poly geometry (oak/pine/birch/palm),
  free parametric inspector (preset/height/seed + Randomize), placement
  tool + ghost preview built from public primitives only.
- presets rail panel — panel -> plugin store -> def.tool -> SceneApi ->
  scene -> reactive read-back ("N planted").

Loading + docs:
- apps/editor: setPluginDiscovery([treesPlugin]) in bootstrap;
  transpilePackages + dep.
- wiki/architecture/plugin-authoring.md: panels field, error-boundary
  contract, styling, tool-from-panel note.

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

* feat(plugins): merge plugin panels into the v2 sidebar layout too

The community shell renders <Editor layoutVersion="v2" sidebarTabs={...}>,
a separate rail from AppSidebar. Merge registry panels into the v2
tabMap + tab bar (and thus mobile) so plugin panels show up there as
well, not only in the v1 AppSidebar.

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

* feat(plugin-trees): ez-tree geometry + instanced rendering + snapping

Replace the placeholder low-poly geometry with dgreenheck/ez-tree
(self-contained — bark/leaf textures inlined as base64, no assets to
host) and render the forest with true GPU instancing.

Rendering:
- def.system (system.tsx): one collective renderer that groups every
  trees:tree node by (preset, seed) variant and draws each variant as
  one InstancedMesh per ez-tree sub-mesh, composing the parent level's
  world matrix into per-instance matrices. ~1 draw call per variant.
- def.renderer (proxy-renderer.tsx): an invisible, raycastable per-node
  proxy so the host's existing selection / outline / zone machinery
  keeps working — no instanceId bookkeeping. (Outline highlights the
  proxy bbox; documented.)
- geometry per variant generated once by ez-tree and cached; seeds drawn
  from a bounded pool so trees actually share variants.

Presets remapped to ez-tree built-ins (oak/pine/aspen/ash/bush).

Placement now respects the active snap mode — isGridSnapActive() +
gridSnapStep + snapPointToGrid, like the built-in item/shelf tools.

transpilePackages += @dgreenheck/ez-tree in the editor app.

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

* feat(plugin-trees): true-silhouette hover/select + richer presets panel

Selection/hover now outlines the real tree shape, not the bbox. The
proxy splits into an outer group (stable invisible box collider +
pointer handlers, the raycast target) and an inner registered group that
mounts the real ez-tree geometry (invisible, non-raycasting) only while
the node is hovered or selected. The host outline pass reads the
registered inner group, so it traces the true silhouette; picking stays
on the steady box. Geometry for the highlight reuses the cached variant.

Panel: redesigned cards with gradient swatches + selected state, a
"planted" count chip, and a height slider that seeds the next tree's
height (a per-instance scale — never touches placed trees or instancing).

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

* feat(plugin-trees): curated tree params + procedural flowers (sibling kind)

Tree params: expose foliageDensity, trunkThickness, and a leafless toggle
in the inspector and the panel brush. Each is folded into the instancing
variant key and mapped onto ez-tree options (radius scale, leaf count),
so editing one tree only re-buckets that tree — instancing degrades
gracefully, never worse than per-node.

Flowers: add a `trees:flower` sibling kind — simple procedural geometry
(stem + petals + center, merged per material), presets daisy / tulip /
lavender, instanced + selectable exactly like trees.

Refactor: extract the instanced renderer + selection proxy into a generic
`instanced.tsx` (InstancedKindSystem + KindProxy) and the snap/level/grid
placement wiring into `placement.tsx` (usePlacement). Trees and flowers
are now thin bindings — the template for future plant kinds.

Panel: a Trees / Flowers toggle, gradient preset cards, per-kind planted
count, and brush sliders.

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

* feat(plugin-trees): native inspector controls in panel + preset thumbnails + ez-tree credit

- swap the panel's custom slider/checkbox/toggle for the host's exported
  SliderControl/ToggleControl/SegmentedControl so the brush matches the
  right-hand inspector pixel-for-pixel
- replaceable preset thumbnails (inline SVG data URIs, no asset hosting) render
  as <img> cards instead of gradient swatches
- credit footer linking @dgreenheck/ez-tree (Daniel Greenheck, MIT)

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

* feat(plugin-trees): all ez-tree presets + type + leaf/branch colours, flower petal colour, grass kind

- tree presets now cover all of ez-tree's built-ins via species × size
  (Small/Medium/Large + Bush 1/2/3 + Trellis), plus a Deciduous/Evergreen type
- edit-only leaf & branch colour tints (leaves.tint / bark.tint), all folded
  into the instancing variant key
- flowers gain a per-flower petal colour (baked from preset at placement)
- new trees:grass instanced kind — procedural blade tufts (meadow/fescue/reed)
  with a per-tuft blade colour, reusing the generic instanced + placement core
- panel: Trees/Flowers/Grass segmented switch, size + type controls, native
  host controls throughout; credit links Daniel Greenheck's X

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

* fix(plugin-trees): tolerate nodes persisted before new fields existed

treeSpecOf/flowerPetalColor now default every geometry field, and hexToInt
guards undefined — trees/flowers placed before size/type/colour fields were
added load with neutral defaults instead of crashing the instanced renderer.

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

* feat(plugin-trees): shared always-on wind + pin credits to panel bottom

- wind.ts injects a sway into each material's begin_vertex driven by one shared
  uTime uniform (advanced per frame in the instanced system); USE_INSTANCING
  guards keep the same material valid for the non-instanced placement ghost.
  Applied to tree, flower, and grass materials — a whole scene sways like ez-tree.
- credits footer is now sticky to the bottom of the panel.

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

* feat(plugin-trees): rename rail panel Trees -> Nature (covers trees/flowers/grass)

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

* feat(plugin-trees): rename panel header Plant -> Nature to match the rail

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

* feat: bake-exportable instanced plants + renderer-agnostic wind

Bake (GLB export): add a transient useViewer.isExporting flag. BakeExporter
flips it, waits for the commit, then exports. KindProxy watches it and, during
export, emits each plant's REAL visible geometry under scene-renderer (which the
exporter clones) instead of the invisible collider — so instanced kinds
(def.system) that live outside that subtree are captured. The collider box is
dropped during export so it doesn't bake as a phantom solid.

Wind: the previous onBeforeCompile wind was a no-op under the editor's WebGPU
renderer (WebGL-only hook). Replace it with a renderer-agnostic per-instance
base-pivot tilt animated in useFrame (which FrameLimiter drives continuously).
Reads as wind under any renderer; removes the dead wind.ts + applyWind calls.

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

* feat(plugin-trees): TSL vertex-bend wind (WebGPU), replacing CPU tilt

wind-node.ts adds a TSL positionNode that bends each plant proportional to
height above its base, phased per-instance (instanceIndex) and per-vertex, so
tips sway and roots stay planted — animated on the GPU via the renderer's time
node. ez-tree is untouched: its materials are copied into MeshStandardNodeMaterial
(toWindMaterial); flowers/grass build node materials directly (windStandardMaterial).
Instance matrices go back to static.

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

* fix(plugin-trees): tree materials render black under wind (Phong not Standard)

ez-tree's bark/leaves are MeshPhongMaterial; copying them into a
MeshStandardNodeMaterial swapped the shading model (specular/shininess ->
roughness/metalness) and rendered black. Convert into the matching node
material type (Phong->Phong, Lambert->Lambert, else Standard) so map/color/
alphaTest/side are preserved.

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

* fix(plugin-trees): trees still black — build node material from map/color explicitly

Material.copy() doesn't transfer a classic material's map/color onto a node
material, so textured trees rendered black (flowers/grass were fine — they carry
no map). Re-create the ez-tree materials as MeshStandardNodeMaterial with map,
alphaMap, color, side, alphaTest passed explicitly in the constructor — the same
proven path the flower/grass materials use.

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

* fix(plugin-trees): tree wind — per-leaf flutter (ez-tree style), static trunk

The whole-tree height-based bend was a rigid rotation about the base ('rotating
in place'). Replicate ez-tree's actual approach: scale sway by the leaf card's
uv.y and apply it ONLY to the 'leaves' material (multi-frequency wave, phased per
instance + per leaf) so leaves flutter from their attachment while bark/branches
stay static. Flowers/grass keep the gentle whole-plant stem bend.

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

* feat(plugins): Plugin.onSceneLoad hook + viewer application; trees wind via it

Adds a broad, plugin-declared post-load scene hook so effects survive GLB export:
- core: Plugin.onSceneLoad (lazy, three-free) + observable sceneHookRegistry + loadPlugin routing.
- viewer: applyPluginSceneHooks util; PluginSceneHooksSystem re-runs it on the live
  scene as nodes change; GlbScene runs it on each loaded baked GLB.
- plugin-trees: declare onSceneLoad; wind is no longer welded into the materials —
  the hook re-attaches LEAF_FLUTTER/STEM_BEND by material name (leaves / flower-* /
  grass-*), so it now animates in the baked /viewer too, not just live.

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

* fix(plugin-trees): scale-invariant leaf wind (÷ modelScale) so baked GLB matches editor

The bake's quantiser renormalises each plant mesh to [-1,1] and moves real size
into a large node scale (~3 on trees). LEAF_FLUTTER added a constant local offset,
so in the baked GLB it was multiplied by that scale → ~3x over-swing. Divide the
sway by modelScale.x to keep a constant world-space amplitude; editor (scale 1)
is unchanged, baked now matches.

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

* revert: onSceneLoad wind approach → back to wind-in-materials

Reverts the Plugin.onSceneLoad hook + viewer application + modelScale compensation
(commits 893ca839, 6c9ee003). Superseded by the bake-policy 'replace' model
(plans/editor-plugin-trees-example.md Part D): trees render live in the viewer via
their own path, so wind is a plain positionNode on the material again — no hook,
no baked-geometry decoration, no coordinate-space fights.

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

* feat(bake): per-kind bake policy (static/strip/replace)

Adds NodeDefinition.bake ('static' default | 'strip' | 'replace') + registry
helpers bakePolicyOf/kindsWithBakePolicy in core. Generalises the previously
hardcoded scan/guide handling:
- glb-export strips kinds with bake==='strip' from the artifact (was a
  scan/guide type check); 'replace' kinds stay baked (portable static snapshot).
- glb-reference-nodes selects rebuild candidates by policy instead of type.
- scan/guide declare bake:'strip'; trees/flower/grass declare bake:'replace'.

Viewer-side 'replace' swap (strip baked meshes + live-rebuild) is the next slice.
Part of plans/editor-plugin-trees-example.md Part D.

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

* feat(bake): viewer 'replace' swap — hide baked meshes, re-render live

Adds NodeDefinition.bakeReplaceRenderer (falls back to renderer). The baked
/viewer now, for kinds with bake:'replace' and a loaded plugin:
- hides the static baked meshes (bakePolicyOf(kind)==='replace') in GlbScene's
  identity pass — capability-gated, so with no plugin the meshes stay;
- re-renders each node live via buildGlbReplaceNodes + the shared portal-into-
  baked-level path (GlbReferenceNode now prefers bakeReplaceRenderer), so trees
  ride level stacking automatically and wind runs in real coordinate space.

plugin-trees ships a hookless KindStatic (real geometry + wind materials, no
collider/selection) and per-kind static-renderer binds; tree/flower/grass point
bakeReplaceRenderer at them. Completes plans/editor-plugin-trees-example.md Part D.

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

* perf(viewer): memoize GlbReferenceNode(s) — skip forest re-render on camera move

GlbScene re-renders per frame during camera movement (hover raycast / walkthrough
HUD). The rebuilt nodes reconciled every frame — fine for 1-2 scans/guides, but a
bake:'replace' forest puts dozens of nodes here (profiler: KindStatic x56 6ms,
GlbReferenceNode x57 4ms per frame). memo at the node boundary skips the whole
subtree (incl. the plugin renderer) when (node, anchor) are unchanged; both props
are stable refs, so it short-circuits cleanly.

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

* perf(plugin-trees): NO_RAYCAST on KindStatic meshes — cheap hover over a forest

The baked scene's <primitive> has pointer handlers, so R3F recursively raycasts
every descendant on each pointer move (incl. orbit drags). The live replace trees
had fully-raycastable dense ez-tree geometry, so hover cost ~400ms/frame over a
forest (profiler: 'JavaScript' 413ms during camera move). They carry no pascalId
(a hit resolves to the level, not the tree), so they're scenery, not pick targets
— mirror KindProxy, which already NO_RAYCASTs its real geometry.

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

* refactor(bake): viewer 'replace' renders instanced per level (was per-node)

Replaces the per-node KindStatic viewer path with a collective instanced one,
mirroring the editor's system instead of diverging from it:

- extract InstancedNodes from InstancedKindSystem (shared by both) with a
  localSpace flag: editor folds parent world matrix (root instances); viewer uses
  level-local matrices + NO_RAYCAST, portaled into the baked level.
- bakeReplaceRenderer is now a collective renderer (BakeReplaceRenderer<N>,
  receives {nodes}); GlbReplaceInstances groups replace nodes by (level, kind) and
  portals each kind's instanced renderer into that baked level. GlbReferenceNode
  reverts to per-node renderer (strip kinds only).

Fixes: forest hover cost (100+ tree meshes → a few instanced draws, R3F walks far
fewer objects) and per-tree wind phase (instanceIndex varies again; per-node
KindStatic gave every tree phase 0 → unison sway). Trees still ride level stacking
(portaled) and stay static in a plain glTF viewer.

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

* perf(viewer): BVH the baked scene — accelerate hover/pick raycasts

The baked /viewer runs with useBvh={false}, so GlbScene's hover/pick raycasts
against the baked building were brute-force triangle intersection (profiler:
_computeIntersections + intersectTriangle ~30%). The parametric viewer wraps its
scene in <SceneBvh>; the baked one never did. SceneBvh's effect is one-shot on
mount and can't catch the async-loaded GLB, so compute a per-mesh BVH inside
GlbScene keyed on gltf.scene instead. 'replace' instances are NO_RAYCAST, so the
raycast===Mesh.prototype.raycast guard skips them (mirrors SceneBvh).

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

* fix(plugin-trees): inherit ez-tree preset by default (seed/type/tints)

Our node defaults (seed:1, treeType:deciduous, colors:#ffffff) were applied as
*overrides* on top of loadPreset, discarding each preset's tuned seed, growth
model, and tints — so our trees looked nothing like eztree.dev (pine grew
deciduous, foliage washed white, every silhouette off).

Mirror the flower petalColor pattern: seed/treeType/leafColor/branchColor are now
optional; generateTree only overrides an ez-tree option when the node set it,
otherwise loadPreset's value stands. Placement stores none of them (fresh tree =
pure preset; all same-preset trees share one instancing variant); the deciduous/
evergreen brush toggle is gone (growth model comes from the preset). The inspector
keeps them as per-tree overrides, and Randomize still varies the seed.

Verified against ez-tree: fresh Oak Medium → seed 35729 + preset tints; Pine
Medium → evergreen + seed 13977; overrides apply when set.

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

* feat(plugin-trees): bundle real preset artwork (webp, in-package)

Replaces the placeholder SVG thumbnails + lucide panel icon with the real nature
art. 13 webp (~126KB total, 256px cards / 128px icon) live in src/assets and are
imported via art.ts — both consumers are Next, so transpilePackages runs them
through the image pipeline (hashed, cached /_next/static/media URLs). No CDN, no
per-app public/ mirroring; the assets travel with the package.

- art.ts: central webp imports → TREE_ART / FLOWER_ART / GRASS_ART / NATURE_ICON
- presets/flower-presets/grass-presets: thumbnail ← bundled art (was *Thumbnail())
- index.ts: Nature panel icon ← NATURE_ICON (was lucide:leaf)
- assets.d.ts: ambient *.webp decl (no next type dep)
- remove thumbnails.ts (placeholder generators, now dead)

Verified on the running dev server: webp emitted + served (HTTP 200, image/webp).

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

* feat(plugin-trees): square preset cards on light-gray flattened thumbnails

Regenerate the 12 thumbnails with the transparency flattened onto gray-100
(#f3f4f6) and render the card square (aspect-square, was h-16 crop). The
nature-icon keeps its transparency for the icon rail.

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

* fix(plugin-trees): correct move-drag + outline behavior for instanced plants

Two selection defects, one root cause each:

1. Outline moved mirror-wise during a move drag. The host move tool drives the
   registered Object3D imperatively with absolute level-local positions (and
   mirrors them via useLiveTransforms) — the contract ParametricNodeRenderer
   satisfies by putting position + registration on the same group. KindProxy
   registered a child nested inside the transform-carrying group, so drag
   positions landed in the node's rotated frame (placement gives every plant a
   random Y rotation → deltas rotated up to 180°). Restructure: the registered
   group now carries position/rotation (live-transform aware); the box collider
   is a positioned sibling, staying out of the outline mask.

2. Outline froze while the mesh swayed. The outline mask pass renders with a
   shared override material, so it can never follow the material positionNode
   wind. Instead, while hovered/selected the collective system skips the node
   and the proxy mounts the real geometry with static twins of the wind
   materials (toStaticMaterial — explicit property transfer; node-material
   clone() drops map/color). Outlined mesh == visible mesh, both still.

Bonus from the same restructure: a move drag now animates the actual plant in
realtime (the proxy is what the tool drives), not just the drag box.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(plugin-trees): 2D plan symbols + trunk-sized footprint

- def.floorplan for the three kinds — the registry floor-plan layer renders any
  kind that provides one, so this is all plugin nodes need to appear in 2D.
  Tree: dashed canopy ring (dashed = overhead element) in the preset swatch +
  solid trunk dot; ring is pointer-events:stroke so the large disc doesn't
  steal clicks from what's under the canopy. Flower/grass: small colour dots.
  Selected → palette stroke + move-handle; hovered → hover stroke.
- Tree floorPlaced.footprint is trunk-sized (treeTrunkRadius) instead of
  canopy-sized, so the move/placement drag box hugs where the tree actually
  plants instead of spanning the crown. The invisible hover collider keeps its
  larger radius — only the displayed box shrinks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): trunk-sized drag box, 45°-aligned rotation, rotate gizmo

- The move drag box ignored floorPlaced.footprint: with collides:false the tool
  auto-measures the rendered mesh — which, since the selection swap-out, is the
  whole canopy. Declare capabilities.dragBounds (trunk-sized, node-local) so the
  box hugs the trunk and rotates with the node instead of wrapping the crown as
  a world AABB.
- Placement wrote a fully random Y rotation, so the box/gizmo never sat on a 45°
  step. Snap the random rotation to 45° increments (variety preserved, alignment
  restored) and widen rotatable.snapAngles to 8×45° on all three kinds.
- Add the standard rotate gizmo (def.handles, shelf-style arc handle): ring
  around the trunk near the ground — not the canopy, which would put the handle
  meters out on a large oak.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): live rotate preview + ground-level rotate ring

- KindProxy now folds useLiveNodeOverrides into its transform (mirrors
  ParametricNodeRenderer) — the rotate/resize gizmos publish mid-drag patches
  there, so the plant turns in realtime instead of snapping on commit. The
  snap-on-commit (with the arc delta wrapping to ±180°) is also what made long
  drags land 'the wrong way'; with live feedback the direction reads correctly
  and matches the item gizmo pipeline exactly.
- Rotate ring drops from mid-trunk to 0.25m — a floor affordance like the item
  gizmo, not a waist-height hoop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(registry): panelForKind — 'find in catalog' opens a plugin kind's panel

loadPlugin now associates every node kind with its plugin's first (namespaced)
panel id; panelRegistry.panelForKind(kind) exposes it. A host's find-node
handler can open the right panel for any plugin kind with zero per-plugin
knowledge.

plugin-trees uses it end-to-end: a module-level selection:find-node listener
(find-sync.ts, imported by the manifest so it's live from plugin load) points
the panel store at the found node's section + preset — panel section state
moved from panel-local useState into the store to make it addressable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(registry): plugin panels declare their workspaces (default edit-only)

Plugin panels rode into the studio rail: the host swaps its own sidebar tabs by
workspaceMode, but usePluginPanels appended registry panels unconditionally.

PluginPanel gains workspaces?: readonly ('edit'|'studio')[] — manifest metadata,
default ['edit'] (an authoring panel has no business in the clean render
workspace; a plugin shipping studio tooling opts in explicitly). usePluginPanels
filters by the current workspaceMode, covering both the v1 AppSidebar and v2 tab
bar paths. Nature declares nothing and disappears from studio via the default;
the v2 layout's existing active-tab fallback handles a panel vanishing mid-use.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* docs: link plugin-authoring guide from README + CONTRIBUTING, fix stale wiki path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(plugin-trees): keep ez-tree off the eager SSR path

ez-tree loads its inlined textures at module scope (needs document), so any
eager import chain reaching geometry.ts crashed Next prerender
(ReferenceError: document is not defined on /_not-found). Move the pure
helpers (mulberry32, naturalHeight) to variant-utils.ts so the
flower/grass builders and floorplan no longer pull ez-tree, and drop the
generateTree re-export from the package barrel (no external consumers).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 13:45:20 -04:00
bf25af6add viewer: Fix Dutch roof trim artifacts (#452)
* 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 spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

Remove Dutch ridge axis abstraction and rework roof edit system,
ridge vent clipping geometry, and roof surface placement.

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

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so
geometry changes only regenerate default vents when enabled, treating
legacy segments with generated vents as auto-enabled for back-compat.
Expose a panel toggle to opt in/out per segment.

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

* Snap new walls to the floor below

Feed the walls of the level directly beneath the active one into the
draft snap pipeline as extra references, so a new wall can align with
the floor below. They share the same local XZ origin, and the list is
kept separate from the current-level walls so the measurement HUD and
wall splitting only act on the active level.

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

* Set Dutch roof shape defaults on type switch

Seed the Dutch shape parameters (waist width/height/length, top rake
thickness/length) with sensible defaults whenever a segment is created
as or switched to Dutch, so the gablet is well-formed regardless of
leftover values from the previous roof type.

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

* Use green accent for corner and endpoint snap markers

Color the corner/endpoint snap markers and the vertical cursor pillar
green across the 2D floorplan beacon, the 3D alignment guide dots, and
the wall snap beacon so snap targets read as a consistent accent.

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

* Add magnetic wall snapping to the roof tool

Snap roof draft corners onto wall corners, midpoints, crossings, and
bodies on the active level and the floor below, reusing the wall tool's
snap pipeline so the beacon and coloring match. The cursor's ground
dot/ring is hidden while a wall snap is active to avoid overlapping the
beacon glyph.

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

* Update auto-generated Next.js route types path

Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts.

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

* Show cutaway outline while dragging roof trim

Slice an untrimmed segment volume generated from the live node instead of
the registry mesh, whose CSG rebuild lags a few frames behind the drag and
may still hold placeholder geometry — so the section outline now renders
deterministically. Use LineBasicNodeMaterial so the outline draws under the
WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source.

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

* Fill and clip roof trim cutaway, gate it to active drag

Add a violet silhouette fill behind the cutaway outline, extend the
section slicing to angled diagonal/corner trims via a generic vertical
cut plane, and clip each slice to its footprint span so the infinite
plane no longer sprouts stray lines across the rest of the roof. The
cutaway now renders only while a trim handle is being dragged.

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

* Separate and extend Dutch roof end slopes

Pull the Dutch hip end slopes out of the watertight shingle shell into
their own slab wedge so they can be reshaped independently, and extend
each end slope inward up its own hip plane until the top edge meets the
gablet's inner triangle. Refactor roof-segment shape geometry into a
shared roof-segment-shape module.

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

* Render roof trim cutaway as a material-only section cut

Replace the triangle-mesh slicer with a CSG intersection of a thin slab
against the untrimmed roof shell, so the cutaway shows red only on real
material (wall + deck bands) and leaves the hollow attic empty. Add an
analytic surface-edge outline, style both solid red like a SketchUp
section, and make the cutaway persist whenever a segment is trimmed.

Keep the merged roof shell visible during trim editing (re-trimmed live
from each segment's drag override) instead of swapping in the per-segment
meshes, whose abutting end-cap faces showed as stray white planes the
commit never had. Extend each slab past free cut-line ends only — trimmed
ends clamp to the cut line — so the red section stays inside the trim box.

Re-export INTERSECTION from the viewer CSG surface for the editor.

* Outline roof cutaway by fill silhouette, restyle to destructive red

Derive the section-cut outline from the fill geometry's edges
(EdgesGeometry) so it traces the real cut shape — wall/deck band
boundaries and the hollow-attic edge — instead of just the top surface
line. Drop the fill to 85% opacity and recolor both fill and outline to
the app's destructive red, matching the delete/destructive UI.

* Include roof accessories in trim clipping and red cutaway

Roof accessories (chimney, vents, skylight, dormer, gutter, downspout,
solar-panel, cupola) now slice at the trim plane like the roof shell and
appear in the red section-cut while dragging a trim handle:

- Export clipGeometryBySegmentTrim from the viewer as a reusable
  segment-local trim-clip primitive.
- Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh
  wrapper (nodes) that slice accessory geometry by the host segment's
  live trim override, so the cut tracks the drag.
- Wire the clip into all 11 accessory renderers, including skylight
  glass panes and dormer window glass/frame/sill.
- Feed every hosted accessory mesh into the editor's red cutaway, welding
  triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a
  cross-section.
- Register skylight in the scene-graph tree-node map so it shows in the
  outliner when placed on a roof.

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

* Add smooth spline fences with editable curve handles

Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an
optional `path` (+ per-point `tangents`), selectable in a Straight/Curved
mode toggle. Selected spline fences expose draggable control-point dots
(hexagon) and symmetric tangent handles (circle) joined by a violet line,
editable in both 2D plan and 3D. Side-move arrows are dropped for splines.

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

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

Child meshes relied on a parent group's layer, which three.js does not
propagate, so the trim section/rail/plane overlays rendered on the scene
layer — getting inked/SSGI-darkened and leaking into thumbnail exports.

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

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

* fix(core): relax Dutch roof surface helper input

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

* editor: drop wall-snap debug log, gate curved-fence finish hint on draft start

Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove
hot path.

Curved fences commit on a closing gesture (double-click / Enter) rather than
per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a
point has been placed and a curve is actually in flight. The draft point count
is published from SplineFenceDraft into a small ephemeral editor store
(useFenceCurveDraft) that the contextual helper reads, mirroring the existing
useSegmentDraftChain pattern.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00
Wassim SAMADandClaude Opus 4.8 43fa2b1253 Merge origin/main into feat/placement-interaction-overhaul
Resolve 7 conflicts keeping our snapping migration + floorplan perf work as
source of truth, combined with main's MEP run-continuation / Alt-detach /
latch handles. Rebuilt two import blocks the auto-merge silently truncated
(node-arrow-handles.tsx, duct-fitting/move-tool.tsx).

Verified: tsc clean across core/viewer/editor/nodes/mcp, 451 tests pass,
biome clean. Floorplan view-transform re-render storm confirmed pre-existing
(not introduced by this merge).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 16:22:47 -04:00
Wassim SAMADandClaude Opus 4.8 68e5c6ca67 feat(editor): unify placement/move facing triangle into one editor-side renderer
Every placement and move path now publishes its ghost pose to a single
`useFacingPose` store, drawn by one editor-side `<FacingPoseIndicator>` overlay,
instead of each path drawing its own triangle (which left the nodes-package and
PlacementBox paths invisible):

- column/shelf presets + all moves (PlacementBox via move-registry, and
  DragBoundingBox) now publish the pose, so the triangle finally shows
- stair create + move use a declarative `facingIndicator: { reversed: true }`
  (new registry resolver) so the triangle sits before the entry pointing out —
  resolved in one place, so create and move match automatically
- stair placement defaults to single and respects the shared `point`
  continuation (C) toggle, like the other placement tools

Checkpoint on the placement-interaction epic: also carries the in-flight
continuation-profile extraction (lib/continuation), grid surface (item #8), and
HUD work. Door/window still render their own legacy inline triangle and are
migrated to the overlay next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 21:48:58 -04:00
Aymeric RabotandClaude Opus 4.8 1b4c656901 chore(ts7): adopt the TypeScript 7 native compiler (tsgo)
Make the editor packages compatible with, and benefit from, the native Go
compiler (TypeScript 7 / tsgo) while keeping the npm publish path on stable tsc.

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:37:58 -04:00
Wassim SAMAD 708fa5278e Merge remote-tracking branch 'origin/main' into feat/baked-glb-export
# Conflicts:
#	packages/editor/src/components/editor/export-manager.tsx
2026-06-25 12:34:24 -04:00
Wassim SAMADandClaude Opus 4.8 bbf9291c2d feat(editor): roof/stair/elevator snapping migration + no-angle footprint draft
Migrate roof/stair/elevator draft tools + the 2D floorplan move overlay off the
legacy Shift/Alt=bypass model onto mode-driven snapping (isGridSnapActive /
isMagneticSnapActive); Alt dropped (no validity gate). stair/elevator now use the
live grid step.

These three are placed as footprints, not directional draws, so the angle-lock
mode was meaningless: add NodeDefinition.snapDraftDirectional (default true; false
for roof/stair/elevator) so their draft resolves to the no-angle 'polygon' context
(grid / lines / off). snapContextOf takes an injected draftDirectionalOf, like
profileOf. Add toolHints to stair/elevator so they route through the contextual
HUD and show the snapping chip. Fix one stale Alt-bypass comment in the item
placement coordinator (#9: already force-only). +snapping-mode test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 12:23:00 -04:00
Wassim SAMADandClaude Opus 4.8 0514ec1858 feat(bake): bake catalog item clips (fan spin) into the GLB + play in viewer
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.

The baked viewer plays these as looping ambient motion: `<id>: loop` clips are
set to LoopRepeat (not the door/window LoopOnce) and GlbItemAnimation drives
them off each item's toggle (lit/spinning by default).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:13:48 -04:00
Wassim SAMADandClaude Opus 4.8 8a57105eec feat(editor): mode-driven shelf/column/spawn placement + cross-kind floor collision
Migrate the remaining floor-placed kinds onto the unified snapping/modifier
model and generalize floor collision so any solid floor kind blocks any other.

- shelf/column/spawn declare `snapProfile: 'item'` → contextual snapping chip,
  Shift=cycle, Ctrl=grid step during placement; their tools read the active
  mode (grid/lines/off) instead of legacy Shift/Alt bypass; spawn fresh
  placement now respects alignment ("lines") like its move.
- Resize/radial handles claim the handle-drag scope (new RESIZE_HANDLE_DRAG_LABEL)
  so the HUD shows no select-mode shortcuts mid-resize.
- Column move migrated to the generic MoveRegistryNodeTool (declare `movable`,
  drop the bespoke move-tool) — gains mode-driven snapping, alignment, R/T,
  slab lift, grid SFX, and the collision box for free. 2D move still routes
  through `floorplanMoveTarget`.
- Cross-kind floor collision: new declarative `FloorPlacedConfig.collides`
  (item/shelf/column opt in; spawn/MEP/stair stay off). `canPlaceOnFloor` now
  treats every colliding floor kind as an obstacle (was item-only), reading the
  declarative footprint; the generic move tool's red/green placement box gates
  on `collides`. Column footprint uses the visible `columnFootprintHalf` extent
  so the box/slab-lift/collision track the real (round/square) column size.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:22:04 -04:00
Thiago LöpesandGitHub afe14a8cc7 Fix: Restore floor drag/delete functionality for imported legacy JSON… (#413)
* Fix: Restore floor drag/delete functionality for imported legacy JSON files

Summary

Fixed an issue where floors became impossible to drag or delete after importing JSON configuration files created in versions prior to 0.9.1.

Root Cause

The migration process was executing elevator parent migration before all level nodes had their children fully normalized. As a result, imported scenes could end up with inconsistent parent-child relationships, causing floor management operations such as dragging and deletion to fail.

Changes Made
Refactored migrateNodes() into a two-pass migration process.
Added normalization for level nodes:
Ensures level values are valid finite numbers.
Removes references to missing child nodes.
Preserves only valid children during migration.
Moved elevator migration logic to a dedicated second pass:
Elevator parent migration now runs only after all level.children relationships have been stabilized.
Prevents invalid hierarchy reconstruction when importing legacy JSON files.
Result

Imported layouts from versions prior to 0.9.1 now correctly preserve floor hierarchy, allowing floors to be dragged, reordered, and deleted as expected.

* Update use-scene.ts
2026-06-24 16:00:43 -04:00
05771270e3 fix(core): coerce unknown material.preset to 'custom' (Sentry MONOREPO-EDITOR-DB) (#400)
Co-authored-by: openclaw-agent <agent@pascal.app>
2026-06-24 15:52:22 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-24 14:23:15 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-23 09:04:58 -04:00
a71de82ccb nodes: add MEP movement controls and DWV parity (#438)
* Add roof surface placement support for items

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

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

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Add roof accessory placement guides

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

* Improve duct and placement routing

* Fix duct vertical movement routing

* Fix duct vertical offsets and roof accessory movement

* Add DWV movement parity and line endpoint controls

* Fix MEP handle review issues

* Fix chimney placement and duct offset cleanup

* Use snapped targets for roof accessory commits

* fix(nodes): repair MEP movement review issues

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

* fix: address mep movement review issues

* fix: address follow-up mep review comments

* fix: address additional mep review comments

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: pascal-open-bot <open@pascal.app>
2026-06-23 08:37:15 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-19 12:57:24 -04:00
Wassim SAMAD c4b6e74d65 Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts:
#	packages/core/src/store/use-scene.ts
#	packages/editor/src/components/editor/index.tsx
2026-06-18 12:22:26 -04:00
Wassim SAMADandClaude Opus 4.8 c6423e7c73 feat(paint-slots): migrate wall + procedural kinds onto node.slots
Retire the inline material fields on every slot-model kind, moving them
onto the unified node.slots model on load so painting, edit-propagation,
and the picker behave uniformly.

Walls: slots {interior,exterior}; slot-first viewer resolution threading
sceneMaterials (content folded into the wall material hash); WallRenderer
subscribes to the scene-material palette so a scene-material edit
re-renders live; wallPaint rebuilt on createSlotPaintCapability.

Load migration generalizes legacy -> slots across slab/ceiling (surface),
fence (posts/infill/base/rail), column (shaft/base/capital/frame), shelf
(shelves/frame/back), and stair (per-role tread/side/railing). Library/
scene refs pass through; inline customs mint a deduped scene material;
legacy fields cleared. No visual change (renderers already fell back to
the legacy fields). Roof/chimney/dormer/vents intentionally stay on their
role system.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:12:53 -04:00
Wassim SAMADandClaude Opus 4.8 bba0cc5f68 feat(paint-slots): prepared-drywall finish + fence 4 slots matching build options
- Add 'concrete-drywall' (Prepared Drywall) catalog finish + 512 KTX2/webp
  runtime assets; default walls (WALL_SLOT_DEFAULT interior+exterior) and the
  roof wall/trim band to it so roofs read continuous with walls.
- fence: replace the 2-slot panel/rail split with 4 slots that match the panel's
  build options — posts / infill (showInfill) / base (grounded only) / rail —
  each its own mesh with userData.slotId; conditional slots track the build
  state. Defaults: posts/infill/base charcoal, rail wood-finewood27.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 20:51:49 -04:00
Wassim SAMADandClaude Opus 4.8 a8f32dd47a feat(paint-slots): add node.slots field to fence/stair/column/elevator schemas
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>
2026-06-17 15:20:21 -04:00
Wassim SAMADandClaude Opus 4.8 8aa179e9cb feat(paint-slots): per-part paint for windows + doors, chrome/brass, world-scale UVs
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>
2026-06-17 14:01:37 -04:00
Wassim SAMADandClaude Opus 4.8 9f1627e923 feat(paint-slots): paintable slots for windows + doors (frame/glass, panel/glass)
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>
2026-06-17 08:54:18 -04:00
Wassim SAMADandClaude Opus 4.8 737c4e9d1d feat(paint-slots): concrete-plate finish + try defaults (wall=concrete, slab=wood plank 48, ceiling=soft white)
- material-library: add 'concrete-plate' KTX2 finish (512, fabric/leather-style
  pipeline) + editor-app texture mirror.
- viewer: shared resolveSlotDefaultMaterial(colour|library ref) so a kind's slot
  default can be a catalog finish, not just a flat colour.
- wall default -> library:concrete-plate (interior + exterior).
- slab default -> library:wood-woodplank48 (slab geometry resolves it via the
  shared helper).
- ceiling default -> soft white #f2eee6 (ceiling renders flat-tinted).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:25:48 -04:00
Wassim SAMADandClaude Opus 4.8 967a905e3b feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)
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>
2026-06-17 07:51:37 -04:00
Open Pascal 8eab9979ab fix: address 2nd-round adversarial review of PR #402 fixes
- core: decouple drag-follow from distributionRole — add
  portConnectivityFollow flag to NodeDefinition; pipe-trap opts out
  (portConnectivityFollow: false) so dragging a connected pipe endpoint
  stretches the trap arm instead of yanking the anchored trap fixture

- core: remove the module-level getLevelHeight cache entirely — it was
  keyed only by nodes-object identity, which could return stale heights
  for in-place mutations by pure/headless callers. The function is now
  fully pure and deterministic; viewer hot path recomputes per frame as
  before (the cache only ever skipped the resolver-free branch)

- test: harden port-connectivity-pipe.test.ts — real DuctSegmentNode
  cross-family isolation case (was waste-vs-vent), new pipe-trap anchor
  case (run drag doesn't move trap; trap drag still stretches run), and
  beforeEach/afterEach registry reset instead of leaky beforeAll

- nit: biome format/import-order on all touched files
2026-06-16 19:56:31 +00:00
Open Pascal 54a24e4c5c fix: address review findings from PR #402 MEP systems
- core: fix layer violation in level-height.ts — extract sceneRegistry
  import, replace with optional WallBaseYResolver callback so core stays
  pure (no Three.js mesh state); viewer callers pass resolver, headless
  callers (MCP/tests) get deterministic node-data-only result

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 14:37:23 -04:00
Wassim SAMADandGitHub 0e8a8c3d14 Merge pull request #414 from pascalorg/feat/paint-slots-material-catalog
feat(paint-slots): material catalog families + 45-color palette + preset-style picker
2026-06-16 13:29:32 -04:00
Wassim SAMADandClaude Opus 4.8 dbefcf763c feat(paint-slots): recurate material catalog into families + expand colors
- Replace location-based categories (wood/flooring/roof/other) with material
  families: colors, wood, stone, brick, tile, concrete, metal, fabric, leather,
  roofing, ground, glass
- Add MaterialSurface tags (floor/wall/ceiling/roof/furniture/outdoor); retag all
  65 existing finishes; ids unchanged so library refs keep resolving
- Expand curated colors 15 -> 45, ordered by hue; unify on catalog library items
  and retire CURATED_COLORS (picker reads the colors family)
- Paint picker: wrapping rounded category chips (was horizontal scroll), empty
  families auto-hide, preset-style swatch cards (name label, selection-only ring,
  hover bg + SFX)

Phase 4 (finish-library content) of editor-paint-slots.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 13:28:31 -04:00
Wassim SAMADandClaude Opus 4.8 101341d98d feat(paint-slots): paintable slots on the procedural shelf (phase 5)
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>
2026-06-16 10:59:59 -04:00
Aymeric RabotandClaude Opus 4.8 c9121d322c Merge origin/main (#407 placement restructure) into opening-proximity-guides
#407 ("Always-visible placement ghosts + true-nearest 2D opening snap")
restructured the door/window placement tools: it split the old
create-in-resolve into a pure resolveWallPlacement() + side-effecting
applyWallTarget(), added an off-host floating ghost (fallbackPose / showGhostAt),
unified wall hover into onWallHover, and extracted commit{Door,Window}AtWall.

Conflict resolution (door/tool.tsx, window/tool.tsx):
- Re-homed the single publishOpeningGuidesForWallEvent() call into applyWallTarget
  (after the draft update + updateCursor), using that scope (wall,
  getSlabElevationForWall(wall)); door includeVertical:false, window true.
- Routed clearOpeningGuides3D() through showGhostAt so every off-host fallback
  path clears; kept clears in hideCursor, commit helpers, onRoofHover, teardown.
- Made the window sill snap (resolvePlacementY) event-free and call it from the
  pure resolveWallPlacement, so hover + click both get sill/centre/top snapping;
  Shift bypasses, the moving draft is excluded via ignoreId.
- Dropped the branch's inline onWallClick in favour of #407's onWallClick +
  commitWindowAtWall (no behavior lost).
- Reconstructed both files' import blocks, which the auto-merge had truncated to
  stubs (only tsc caught it).

All other conflicts auto-merged (registry types, floorplan-registry-layer,
both move-tools). Verified: typecheck 9/9, biome clean, nodes 169 + core 594
tests pass, editor `bun run build` 7/7. Merge resolution reviewed by Codex
(adversarial): no semantic regressions; all #407 behavior preserved.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 12:58:00 -04:00
1628b728fa Always-visible placement ghosts + true-nearest 2D opening snap (#407)
* feat(editor): always-visible translucent placement ghost for openings + roof accessories

When a host-surface placement tool is armed, the node's real geometry now
follows the cursor everywhere as a translucent ghost: tinted invalid (red)
and unconfirmable off-host, snapping onto its host surface (wall/roof) with
the existing valid/invalid affordances when near. This replaces the old red
wireframe box (door/window) and red DragBoundingBox (roof accessories), so
the armed tool is visible before the cursor reaches a placeable surface.

- New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts):
  clones materials, disables raycast (avoids cursor-ray starvation),
  tints invalid; cleanup disposes only the clones.
- New door/window preview components built from the real geometry via new
  `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float
  the ghost via a `fallbackPose` that is mutually exclusive with the on-host
  draft + wireframe outline.
- `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory
  tools pass their real preview (invalid-tinted) instead of a box `size`.

Snapping behavior is unchanged (no proximity snap yet).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): magnetic proximity wall-snap for door/window placement

The door/window ghost now follows the cursor over the floor like a moving
item and magnetically snaps onto the nearest wall within range (1.5 m), then
releases back to free-follow when the cursor moves away — instead of only
attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it
snaps onto a new spot, so it reads as moving a physical object that can only
land on walls.

- Plan-space proximity via the existing `findClosestWallInPlan` (the same
  helper the 2D floor-plan move uses): level-scoped, skips curved walls,
  returns wall + along-wall localX + side + wall-local rotation.
- `grid:move` drives the snap and `grid:click` commits when proximity-snapped;
  a direct wall-mesh hover (wall:enter/move) still owns the precise face side.
  Both paths share `applyWallTarget` (create the draft once, reparent only on
  an actual wall change) and a shared commit that refreshes alignment anchors.
- Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate
  (R3F + the grid raycast share the source DOM event) plus a `cameraDragging`
  guard and stale-`hostKind` reset, so a missed wall:leave during a camera
  orbit can't strand the draft.
- Window keeps its sill height on the floor path (the floor cursor carries no
  wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move.
- Shift bypasses the along-wall grid/alignment snap but still attaches to the
  nearest wall, matching the 3D-hover and 2D-move conventions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): door/window preset placement follows the cursor over open floor

The community preset/catalog flow places doors and windows through the
isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow:
the fresh clone was parented to the level at the origin and only became
visible once the cursor reached a wall, so over empty floor nothing tracked
the cursor. Now the move tools mirror the def.tool placement behaviour:

- Off-wall, the real node rides the cursor like an item (reparented to the
  level, positioned at the building-local cursor) so it's obvious what's
  being placed before it attaches.
- Within range of a wall it magnetically snaps on via findClosestWallInPlan
  (the same plan-space helper the 2D move uses), releasing back to free-follow
  when the cursor moves away, and plays the grid-snap sound on each new snap.
- grid:click commits only when snapped (open floor is a no-op — a door/window
  needs a wall); the wall/roof mesh-hover paths are unchanged and still own
  their own click. A per-pointermove timeStamp gate + cameraDragging guard
  keep the floor handler from fighting a wall/roof hover.
- Windows default to a ~0.9m sill while off-wall (fresh preset clones carry
  position [0,0,0], which buried half the window below the floor).

The wall/roof commit body is extracted into a shared commitToWall so the
mesh-click and proximity-click paths stay identical. Existing-node moves are
fully restored on cancel/unmount (the node stays isTransient through
free-follow). Standalone-editor def.tool placement already had this in a
prior commit; this brings the community move path to parity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): 2D floorplan ghost follows the cursor for door/window placement

Mirrors the 3D free-follow in the top-down floor plan: while placing a door
or window, a loose footprint rectangle now follows the cursor over open floor
so it's obvious what's being placed before it snaps to a wall. The instant the
cursor nears a wall, the existing synthesized wall:enter/move path takes over
and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost.

- The opening-placement pointer-move handler in floorplan-panel sets a new
  `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and
  clears it on a wall hit; a loose width × 0.1m rectangle renders at that point
  inside the floor-plan scene group (same world→SVG transform as every glyph).
- Width comes from the moving node or the kind default (door 0.9 / window 1.5).
- The ghost clears when opening placement ends (tool/mode change, cancel,
  commit) and on level change, so no stale rectangle lingers.

Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's
no host to orient the swing to. The shared door/window def.floorplan builders
are untouched — overloading them with a wall-less fallback would make
roof-hosted doors (parent is a roof segment, builder returns null today) draw
stray rectangles in plan. Keeping the preview in the editor layer avoids that.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover

Three placement fixes plus a snapping revision, for both the standalone
def.tool path and the community isNew move path (door + window):

- 2D faithful ghost: the off-wall placement ghost now renders the real
  blueprint symbol (door swing arc / window panes) following the cursor, not a
  bare rectangle. Done by publishing a transient opening on a synthetic wall to
  usePlacementPreview (extended with a `parentNode` fed as the builder's
  ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit,
  on commit, on placement-inactive, and on level change.
- 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms
  for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide
  updated the 3D mesh but left the 2D symbol frozen. It now merges the
  wall-local live position/rotation onto the node (keeping parentId) so the 2D
  symbol slides with the cursor.
- R-flip during placement: pressing R now flips a door/window's facing
  (front ↔ back, rotation += π) before commit — the placement tools own R while
  placing (the global selection-based R/T handler stands down via
  isPlacingOpening so it can't double-fire). No-op on roof faces (front-only).
- 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the
  opening free-follows the cursor over open floor and snaps only when the cursor
  ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its
  0.5 m findClosestWallPoint padding since plan walls are thin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement

Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths
running at once: the floorplan-panel synthesized wall:*/grid:* events (driving
the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget.
They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while
3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner
(faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo
commit), so it now owns 2D opening placement when movingNode is set:

- floorplan-panel: the opening pointer-move branch + the registry grid catch-all
  + the background-click catch-all all now exclude the door/window MOVE case
  (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they
  still drive pure raw-build placement, which has no movingNode). Without the
  catch-all exclusions the move case fell through to grid:move/grid:click, which
  re-drove the 3D tool's free-follow and consumed the commit click.
- R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`;
  door/window floorplan-move implement it (XOR the wall-derived side + π rotation,
  re-running the last apply). The overlay's keydown calls `session.flipSide()` on
  R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the
  active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double
  flip / double cue on one R press).
- Commit in 2D now flows solely through the overlay's pointerup (no competing
  synthesized wall:click), so click-to-place commits.

The global use-keyboard R/T already stands down during opening placement
(isPlacingOpening), so a selected node can't also flip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall

Moving an existing door/window in the 2D floor plan: the move target's `apply`
early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on
its old wall instead of following the cursor between walls (3D free-follows),
and an off-wall confirm click committed the stale last-wall position — looking
like the placement failed.

Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move:
- Off-wall, `apply` free-follows the cursor — hides the real node and floats the
  faithful door/window symbol at the cursor via a synthetic wall published to
  `usePlacementPreview` (the same preview layer fresh placement uses). The real
  node is `visible:false` so the registry layer skips it (no double symbol).
- Back on a wall, it clears the ghost, reveals the real node, and snaps as before.
- `canCommit` returns false while off-wall, so an open-floor click reverts to the
  pre-move snapshot (door returns to its wall) instead of committing in mid-air —
  matching the 3D move, where clicking open floor commits nothing. On a wall the
  commit lands normally.

The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s
`visible:true` restore both guarantee the node is never left hidden after a move.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius

The 2D door/window snap felt too aggressive and could grab a wall further away
than the one the cursor was actually nearest. Root cause in
`findClosestWallInPlan`: it compared a candidate's true segment distance against
the previous best's `perpDistance` (signed offset to the wall's infinite line,
not the clamped segment distance). Near a wall end those diverge, so a closer
wall could be rejected / a farther one kept.

- Track the best segment distance and keep the strict minimum — the wall chosen
  is now always the single closest segment to the cursor (true nearest), which
  resolves correctly when many walls sit close together.
- Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old
  radius snapped from far away. The opening now free-follows the cursor until
  it's genuinely near a wall.

Only the 2D move/placement targets use this helper (3D snaps on raycast hover);
wall-attached items share the same improved nearest-wall behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): true-nearest 2D opening snap with dev hit-area overlay

Round 7 of the placement-ghosts work. Make the 2D door/window wall snap
always pick the wall nearest the cursor, fix fresh-placement snapping/slide
in 2D, and add a dev-only overlay that visualises each wall's snap region.

- Extract the plan-space nearest-wall-segment math to core
  (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment /
  nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan`
  delegates to it, so the snap and the debug overlay share one source of
  truth. WallHit contract unchanged.
- door/window 2D move now resolves the host level via the shared
  `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement
  parented straight to the level — the last case previously resolved to the
  building, so a new opening never snapped in 2D).
- Cursor resolver switched to absolute mode: query the snap with the true
  cursor, not the original-wall position + grab delta, so it picks the
  cursor-nearest wall (matching the 3D move) instead of a far wall across a
  thin gap.
- 2D move clears any stale `useLiveTransforms` entry for the node each apply:
  the registry layer renders door/window from the live transform in
  preference to the scene node, so a leftover entry from the 3D tool froze
  the 2D slide for fresh / re-armed openings.
- Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor
  at y=0), matching the 3D MoveWindowTool.
- New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws
  each wall's snap hit area as an analytic capsule (no grid sampling), gated
  on a developer-menu toggle.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-15 12:24:27 -04:00
Wassim SAMADandClaude Opus 4.8 6d5f041b48 fix(walls): bound wall miters, heal corrupt scenes, follow grid snap
Three related editor fixes surfaced while debugging a captured house
project that rendered an infinite wall and failed to load.

Infinite wall (core/systems/wall/wall-mitering.ts):
  Junction miters are line-line intersections, so the joint point sits
  ~halfThickness/sin(theta) from the junction. The only guard was an
  exact-parallel check (det < 1e-9), so two walls meeting at a shallow
  angle (a room-preset preview dragged onto an existing wall, or a wall
  drawn nearly collinear to its neighbour) produced a joint point far
  away — an infinite spike. Add a miter limit: reject joints farther
  than 10x half-thickness from the junction and fall back to a square
  joint, exactly like the parallel case.

Scene load failure (core/utils/heal-scene-graph.ts + validate-build-json
+ use-scene migrateNodes):
  Capture wall-merge could leave a `children: [null]` entry (see the
  matching merge-walls.ts fix in private-editor) and zero-length walls.
  `null` children fail wall schema validation, so the whole scene fails
  to load. Add a shared heal step — strip non-string child refs, drop
  childless zero-length walls — run on every load path: import
  validation now repairs instead of hard-failing (with a warning), and
  setScene heals on the prod project-load path too.

Grid snap (nodes slab/ceiling/spawn tools):
  These tools hardcoded a 0.5 m snap (Math.round(x*2)/2) and ignored the
  editor's grid-snap setting, so the cursor jumped by 0.5 while later
  vertices already followed the configured step. Route them through
  snapPointToGrid / snapScalar with gridSnapStep.

Adds unit tests for the miter limit and the heal step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 11:30:39 -04:00
Aymeric RabotandClaude Opus 4.8 86e9b3c8bf feat(editor): placement-time + resize-time opening guides
Extend the opening proximity guides to two more interactions:

  - PLACEMENT: the door/window placement tools publish the same 3D guides
    (sill/head, edge proximity, sill alignment, equal-spacing) while a NEW
    opening is being dropped; window placement also snaps its sill to a
    neighbour's sill/centre/top (Shift bypass) — so "two windows aligned" reads
    during placement, not just move.
  - RESIZE: a new `onDrag` hook on the linear-resize handle descriptor lets the
    door/window width/height arrows publish live guides for the edge being
    resized — proximity to neighbours as the width grows, and the live sill/head
    as a window's height changes. The generic LinearArrow stays kind-agnostic;
    only door/window declare the hook.

Refactor (Codex review follow-up): one `publishOpeningGuidesForWallEvent`
wrapper now backs all four wall-event publish sites (door/window move +
placement) over a shared `makeWallToWorld`; window placement's repeated
sill-snap is a single `resolvePlacementY` helper. Opening guides clear on
commit / leave / cancel / roof-hover / unmount (mirroring the alignment-guide
lifecycle) and on resize end.

Codex-reviewed — no blockers; lifecycle/leaks, coordinate frame, sill-snap
precedence, and resize disposal confirmed. Typecheck + biome + 23 core + 170
nodes tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 10:18:24 -04:00
Wassim SAMADandClaude Fable 5 7afb286e47 feat(paint-slots): authored item materials + unified slot painting
Phase 1 + paint unification of the paint-slots plan.

- core: scene-material data layer (materials map mirroring collections,
  undo/partialize/setScene full-graph support), SceneMaterial schema,
  scene:/library: MaterialRef helpers + parseMaterialRef, slot id helpers
  (deriveSlotId/slotLabelFromId), slots map on ItemNode, hitObject on
  PaintResolveArgs, optional PaintCapability.commit.
- viewer: resolveMaterialRef (library:/scene: -> three material, null on
  dangling).
- nodes(item): renderer keeps authored GLB materials for slot-authored
  assets and applies per-slot overrides per-instance (never mutates the
  shared cached GLB); textures-off still collapses to furnishing role;
  non-authored items unchanged. Item paint capability + registration.
- editor: item joins the unified (nodeId, slotId) paint dispatch; item
  paint target + slot reset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-15 10:01:08 -04:00
Aymeric RabotandClaude Opus 4.8 3ac6b27eca feat(editor): 2D plan proximity + equal-spacing guides for openings
Route the door/window floor-plan placement dimensions through the new
opening-guides service:
  - edge-to-edge clearance to the nearest neighbour (or wall end) on each
    side, now with overlap suppression (previously nearest-only, ad-hoc).
  - Figma-style equal-spacing — a "=" badge per gap on the wall centreline
    whenever the moving opening is part of a run of 3+ (near-)equally-spaced
    openings.

Adds the `equal-spacing-badge` FloorplanGeometry primitive, its 2D renderer
(distinct pink accent), and overlay registration. Shown while placing/moving.
Sill height + vertical alignment are 3D-only (a top-down plan has no vertical
axis) and land in the next phase.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:25:49 -04:00
Aymeric RabotandClaude Opus 4.8 8a5c232685 feat(core): opening-guides service — proximity/alignment geometry for openings
Pure, Three.js-free wall-local geometry that will power directly-visible
proximity guides for doors and windows (rendered in the follow-up phases):

  - sill / head height (floor → bottom edge, top edge → wall top)
  - edge-to-edge proximity clearance to the nearest neighbour on each side
    (or the wall end), with overlap suppression
  - along-wall alignment (edge/centre coincidence with a neighbour)
  - vertical alignment (shared sill / centre / top — "same sill height")
  - Figma-style equal-spacing run detection across a series of 3+ openings

Single `computeOpeningGuides` entry plus exported detectors; 23 unit tests.
Codex-reviewed — equal-spacing uses a longest-equal-window scan (a greedy
first-gap anchor dropped valid runs), edge gaps suppress straddling overlaps,
and the alignment detectors guard against the moving opening appearing in its
own sibling list.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 10:16:15 -04:00
Aymeric RabotandClaude Opus 4.8 1f829d52ed feat(editor): draggable move handle for wall-hosted doors & windows
Doors and windows could only be moved via the floating action menu — their
3D handle rig declared width/height resize arrows but no move grip, and
Ctrl/Meta-drag was a no-op for them. Add a press-drag move cross and make
direct-drag work for every bespoke-mover kind.

- door/window: add a `tap-action` `move-cross` handle (plane node-normal,
  portal grandparent, `engageMoveDrag`) mirroring the item wall grip. It
  routes through the existing per-kind move tool (3D `affordanceTools.move`,
  2D `floorplanMoveTarget`) — wall-bound slide + re-host onto another wall —
  so the grip, the floating Move button, and the 2D plan's move dot share one
  pipeline. Grab-drag-release commits without a second click.

- canDirectMoveNode: gate Ctrl/Meta-drag on `movable || affordanceTools.move`
  (the 3D-mountable move paths) instead of `movable` only, so doors/windows/
  walls/slabs/stairs/… are draggable in 3D as they already are in 2D.
  Floorplan-only movers (zone) stay excluded — no 3D tool mounts. The
  floating helper auto-syncs (it reads canDirectMoveNode).

- TapActionArrow: honor `plane: 'node-normal'` by tilting the move cross
  [π/2,0,0] into the wall face — previously ignored, so the item wall grip
  rendered flat too. Now door/window/wall-item crosses lie in the wall.

- use-node-events: split the drag-suppression gate. `inputDragging` still
  suppresses SELECTION events (the synthesized release-click would re-select),
  but no longer suppresses SPATIAL events (enter/move/leave) — a
  surface-following move tool runs with `inputDragging` set and needs
  wall:move to track the cursor. General consumers that must ignore drags
  (viewer hover, box-select) already self-gate on `inputDragging`; the
  editor's select-hover and paint-preview enter handlers now gate on it too.

- handle-arrow: make handle hit areas inert while `placementDragMode` is set,
  so a move grip riding the dragged node can't intercept the ray and starve
  the move tool's surface raycast.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 09:51:37 -04:00
cf24b62c44 fix(viewer): UI flicker on camera move from interactive overlays + dirty-mark leaks (#401)
* 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>
2026-06-12 10:05:06 -04:00
Aymeric RabotandGitHub 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.
2026-06-11 13:03:34 -04:00
Aymeric RabotandClaude Fable 5 aa3b0ef758 refactor: release-review cleanup for roof wall openings
Dual review pass (Claude multi-angle + Codex release-quality). One
correctness fix and the agreed do-now cleanups:

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:33:13 -04:00
Aymeric Rabot b8dfa90762 Merge remote-tracking branch 'origin/main' into feat/editor-ux-rendering-placement 2026-06-10 14:21:35 -04:00
Aymeric RabotandClaude Fable 5 7879b83df3 feat: face-frame hosting for roof wall children + items on roof walls
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>
2026-06-10 14:21:14 -04:00
d36e8fcc78 fix: zone grid snapping, shelf position panel, deselect on item placement (#394)
* 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>
2026-06-10 13:56:24 -04:00