Commit Graph
10 Commits
Author SHA1 Message Date
555cf06c12 editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* Add roof surface placement support for items

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

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

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

No behavioural change.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-09 11:05:27 -04:00
ce6f999310 arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* Add roof surface placement support for items

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

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

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

* fixed conflict

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

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

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

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

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

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

* Fix recessed ceiling fixtures and draw safety

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

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

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

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

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

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

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

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

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

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

Three architectural fixes to bring the branch into full compliance:

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

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

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

All four packages typecheck cleanly (zero errors).

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

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

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

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-08 13:14:39 -04:00
46f94b97b3 editor: alignment guides + floor-plan move/placement parity (#372)
* Add roof surface placement support for items

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

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

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

* fixed conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Pascal <open@pascal.app>
2026-06-04 14:03:00 -04:00
Wassim SAMADandClaude Opus 4.7 d747d2f0ea Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:14:12 -04:00
Wassim SAMADandClaude Opus 4.7 82c9b5e1df Phase 5 Stage D moves: align useLiveTransforms with the direct mesh.position delta
User reported the slab/fence mesh jittered/teleported continuously
while dragging (not on commit — during the drag). Root cause: the
move tool wrote TWO conflicting values per grid:move tick:

 1. `mesh.position.set(deltaX, 0, deltaZ)` — relative offset, direct
    Three.js mutation.
 2. `useLiveTransforms.set(id, { position: [originalCenter + deltaX,
    0, originalCenter + deltaZ], rotation: 0 })` — absolute world
    position of the translated polygon center.

`ParametricNodeRenderer` reads `useLiveTransforms` and binds it via
React: `<group position={liveTransform.position}>`. So every Zustand
notification re-rendered the renderer and reconciled the group's
position back to "originalCenter + delta" (the absolute), overriding
the "delta" the direct mutation had just written. The two systems
fought every frame → visible jitter.

Fix: `useLiveTransforms.position` now holds the SAME delta the direct
mutation uses (`[deltaX, 0, deltaZ]`). React reconciles to the same
value the direct mutation already set — no conflict.

The cursor sphere position stays as the translated polygon center
(it's tracked separately via React state, not `useLiveTransforms`).

Ceiling aligned for consistency, though CeilingRenderer doesn't read
`useLiveTransforms` so the value there has no rendering effect.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 09:46:23 -04:00
Wassim SAMADandClaude Opus 4.7 f4ea07e05b Phase 5 Stage D moves: live-drag mesh.position for slab / ceiling / fence
User-reported regressions on the 1:1 legacy ports: slab/ceiling moves
were slow (polygon CSG rebuilds per scene.update tick), fence moves
teleported briefly on commit (residual mesh.position offset survived
the geometry rebuild). All three now use the same live-drag pattern
the legacy fence move was designed for:

- During drag, write only to `sceneRegistry.nodes.get(id).position`
  + `useLiveTransforms`. No `scene.update`, no polygon rebuild, no
  React re-render of geometry.
- History stays UNPAUSED — scene state isn't changing.
- On commit, a single `scene.update` writes the translated
  polygon (or fence start/end + linked-fence cascade). Recorded as one
  natural undo step.
- Tools leave `mesh.position` at the drag delta on commit;
  GeometrySystem / CeilingSystem reset it to (0,0,0) when they
  rebuild the geometry on the next frame. By the time position
  clears, the new geometry is in place — no teleport.

Two framework changes enable this:
- `GeometrySystem` (viewer/systems/geometry) now resets
  `group.position` + `group.rotation` after every rebuild, matching
  the legacy `FenceSystem.updateFenceGeometry` behavior. Tools that
  translate the group during live-drag can rely on the reset.
- Legacy `CeilingSystem.updateCeilingGeometry` extends its existing
  `position.y` reset to cover X/Z too — previously it left X/Z at the
  drag delta after rebuild, double-translating the visual.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 09:12:15 -04:00
Wassim SAMADandClaude Opus 4.7 1e15e10185 Phase 5 Stage D: re-port curve + whole-item move tools 1:1 from legacy
Each tool is now a direct copy of the legacy implementation, relocated
under @pascal-app/nodes/<kind>/ and dispatched via the registry's
def.affordanceTools. No DragAction abstraction, no clever live-drag
exception, no novel snap pipeline — same code, same UX, same
performance, same history dance.

Ports:
- fence/curve-tool.tsx    (legacy CurveFenceTool, 1:1)
- fence/move-tool.tsx     (legacy MoveFenceTool, 1:1 — including
                           the mesh.position + useLiveTransforms
                           exception that the legacy uses for fence
                           specifically)
- wall/curve-tool.tsx     (legacy CurveWallTool, 1:1)
- slab/move-tool.tsx      (legacy MoveSlabTool, 1:1)
- ceiling/move-tool.tsx   (legacy MoveCeilingTool, 1:1 — preview
                           fill + outline overlay preserved)

Drops the obsolete DragAction-based action files
(packages/nodes/src/{fence,wall,slab,ceiling}/actions/{curve,move}.ts)
and their now-empty actions/ directories where applicable. Fence
keeps actions/move-endpoint.ts since that port works.

Editor public surface gains `getWallGridStep` + `snapScalarToGrid`
(transitional exports — Stage F moves them into @pascal-app/nodes).

ToolManager + MoveTool dispatch unchanged: the same legacy-fallback
branches now mount the registry component because the affordances are
declared, but the rendered behavior matches the legacy because the
implementations are copies.

Per-kind progress: fence D  (curve / move-endpoint / move / placement
all kind-owned), slab D , ceiling D , wall D 🟡 (curve only,
endpoint/move/placement still legacy).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 08:53:51 -04:00
Wassim SAMADandClaude Opus 4.7 d1231b4901 Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports:

1. Slab/ceiling moves were sluggish because the actions wrote
   scene.update(polygon) every grid:move tick → React re-render +
   CSG-with-holes geometry rebuild per frame.

   Apply the live-drag exception (same recipe fence move already used):
   visual translation via `sceneRegistry.nodes.get(id).position` +
   `useLiveTransforms`; scene.polygon is only written on commit. Polygon
   center precomputed in ctx, mesh-offset clears on commit/cancel.

2. Cursor sphere sat at the polygon center (offset from the user's
   actual cursor by `originalCenter - first_cursor`). Move wrappers
   now subscribe to `grid:move` and set `cursorRef.current.position`
   directly — no React state, no per-tick reconcile. Cursor lands on
   the user's pointer.

3. Fence move had the same React-reconcile-per-tick cost via its
   `useLiveTransforms` subscription. Switched to the same direct
   ref-mutation pattern.

Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve
drag undoes only the bend, not the create. The previously reported
"first undo does nothing" outcome reproduces only for no-op bends
(drags within `normalizeWallCurveOffset`'s straight-snap threshold,
≈1.5cm on a 3m fence). For visible bends the dance pushes a real
pastState entry and one undo step rolls back the bend.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 08:27:27 -04:00
Wassim SAMADandClaude Opus 4.7 c2c2f66427 Phase 5 Stage D: fix bend history + move-tool loop + grid-snap sfx
Three user-reported regressions, all in the Stage D move/curve ports:

1. **Fence/wall bend cancelled the fence creation on Ctrl-Z.** The
   action.commit's `return false` shortcut on "no offset change"
   bypassed the dance entirely — pastStates wasn't touched, so the
   next Ctrl-Z fell through to whatever preceded activation
   (typically the create step). Fix: always run the dance, even on
   no-op commits. First Ctrl-Z then absorbs a silent no-op entry,
   subsequent presses roll back real prior actions. Same fix applied
   to fence move-endpoint, fence move, slab move, ceiling move.

2. **Slab/ceiling move 'maximum update depth exceeded' loop.** The
   `useScene` selector in `SlabMoveTool` returned a freshly-allocated
   `[sx, sz]` tuple on every call. Zustand's `Object.is` equality
   failed each comparison → re-subscribe → re-render → loop. Fix:
   subscribe to the stable live-node reference and derive the center
   via `useMemo`. Same recipe for fence/ceiling move-tools, including
   memoizing the `originalCenter` fallback that was getting a new
   array per render.

3. **No grid-snap sfx during move drag.** Action `preview` now tracks
   the last snapped pointer on a mutable `lastSnapped` ctx field and
   emits `sfx:grid-snap` when it changes between ticks. Matches the
   legacy MoveFenceTool's per-tick sound.

Locking test for foot-gun 1 lives in
`packages/core/src/services/single-undo-dance.test.ts`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 08:12:07 -04:00
Wassim SAMADandClaude Opus 4.7 b2e5d84986 Phase 5 Stage D slab: port placement + move + boundary/hole editors
Replicates the fence Stage D recipe for slab — three drag affordances
+ one placement tool, all routed through the registry:

  affordanceTools:
    'boundary-edit' → thin <PolygonEditor> wrapper (vertex/edge drag)
    'hole-edit'     → same for a single hole polygon
    move            → DragAction with single-undo dance
  tool: () => placement (multi-click polygon with axis/45° snap)

`PolygonEditor` + `PolygonEditorProps` exported from
`@pascal-app/editor` as Stage D transitional surface (Stage F cleanup
moves them into `@pascal-app/nodes`).

ToolManager mount sites for SlabBoundaryEditor / SlabHoleEditor now
route through `getRegistryAffordanceTool` with legacy fallback.

Slab move action does not use the live-drag exception (polygon CSG
rebuild every tick) — matches legacy behavior; optimization is a
separate task once we measure.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:27:31 -04:00