555cf06c12583a04df66476fc25e906c8e218167
10
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555cf06c12 |
editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Snapshot: ridge vent locks to segment ridge during placement, free sliders after Placement tool clamps the cursor to the segment's ridge line for all roof types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer re-derives Y from the live surface plus a small lift, and treats stored position[1] / position[2] as user offsets so the inspector sliders move the vent after placement. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(roof): contribute outer silhouette to alignment-guide candidates Roof has no centred-box footprint (it's the union of its `roof-segment` children) so the capability bridge needs the resolved AABB directly. We build it from the children's corners in roof-local space, then transform to world coords. Roofs only contribute as static candidates — the move-roof tool drives them by origin, so the relocatable-box path never applies. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(floorplan): upright text geometry that stays horizontal under scene rotation Floor-plan text labels were rotating with the 90° default scene rotation, making zone names read sideways. Add an `upright` flag to text geometry: when set, the registry layer counter-rotates the label by sceneRotationDeg around its anchor so it reads horizontally on screen. Zone labels opt in. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode Paint cursor swaps the inline icon+label chip for a stacked badge — a glowing accent stem pointing down to the hit point with the paint icon above — so the cue reads as "pointer" rather than "tooltip". Switches the accent to indigo. The 2D floor-plan now also shows the paint-icon overlay and routes pointer interactions to the painter when in material-paint mode. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 90° rotate action on the floating building menu Adds a Rotate button to the building action menu (and a generic `onRotate` slot to NodeActionMenu). Each click rotates the building 90° CW around its world-bbox center, mirroring the offset compensation `MoveBuildingContent` uses during R/T-rotate drags — so the building spins in place instead of orbiting its (often off-centre) origin. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(column,shelf): show cursor sphere during placement preview Matches the placement affordance other floor-placed tools already have so users see the snap point as a discrete dot alongside the ghost mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): update next-env types path to .next/dev/types Next.js moved generated route types under `.next/dev/types/` — regenerate the reference so the type-check resolves them again. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(ridge-vent): track parent segment's live overrides for real-time follow While dragging a roof-segment resize handle (width / depth / pitch / wallHeight / rotation), the new dimensions stream through useLiveNodeOverrides and only flush to the store on release — so the ridge vent was snapping to the new ridge only after the drag ended. Merge segment overrides into the renderer's segment view so the vent rides the resize in real time. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): step building rotation in 15° increments Cuts the floating building menu's rotate-step from 90° to 15° so each click nudges the building rather than slamming it to the next cardinal. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): world-frame alignment guides and grid snap under building rotation Brings the 2D floor-plan alignment + grid behaviour in line with 3D so guides and snap follow the world XZ grid regardless of how the active building is rotated. Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal, plus a shared BuildingPose type, so callers can resolve in world space while staying in building-local coords downstream. Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the single entry point for tools that need world-frame alignment / grid snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose, snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours useLiveTransforms and resolves the active building via level.parentId first so the helper stays in sync with the floor-plan panel. Alignment store unification: applyFloorplanAlignment and the registry move overlay now publish guides in world XZ — the same frame the 3D tools already use — so the shared useAlignmentGuides store carries one consistent coordinate system. The 2D layer renders world XZ via the fixed world → SVG transform (a 90° rotation around the building's world position; independent of building rotation), so guides come out parallel to the world-axis-aligned floor-plan grid in every case. Drafting + move sessions across walls, fences, slabs, ceilings, columns, items, shelves, roofs, stairs, zones and elevators are re-routed through the new helpers so cursor placement, grid snap, draft endpoints, and move commits all land on the world XZ grid even when the building has been rotated. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop building drag-rotate and grid building-XZ chase Two behaviours added recently were causing the world grid to slide around during building edits. Reverts both, keeping the rest of the world-frame alignment work intact. - floating-building-action-menu / node-action-menu: roll the rotate button back to a single click that increments rotation by 15° around the bbox center (state at 3eb02fde). The drag-rotate from b50c0d5a streamed live position updates per frame, which the floor plan and grid both followed. - grid: stop chasing the active building's world XZ each frame (pre-c00a2469 behaviour). The grid stays anchored at world (0, 0) so it doesn't visibly sweep when the building origin moves — during a drag, an R/T rotation in the move tool, or a click rotate that re-anchors the origin to the bbox-pivot. Y still lerps to the active level's floor height. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): consistent building rotation pivot + 2D position sync Several connected fixes to building rotate/move so the 3D mesh, the 2D floor plan, and alignment guides all stay visually consistent across rotations and drags. Rotation-invariant pivot - New `getBuildingLocalBboxCenter` helper walks descendant mesh geometry bounds in the building's LOCAL frame, returning a centroid that doesn't depend on the building's current world rotation. The previous approach derived the pivot from the world AABB at the current rotation, which made the local pivot subtly drift each time the building was rotated. - Floating menu click-rotate and move-tool R/T rotation now seed their pivot from this helper, so successive rotations stay pinned at the same world point. Move-tool stability - R/T rotation always pivots around the current world bbox center, even before the cursor has moved onto the grid (previously it fell back to rotating around the origin in that case). - Commit (`onGridClick`) now writes the mesh's actual on-screen pose instead of recomputing it from the click event's grid coords, removing a one-cell snap on release. Alignment resolver - Tie-break is now perp-first, primary-second. The previous order was reliable when wall faces shared an exact axis-aligned coord (pre-rotation), but post-rotation float deltas meant primary never tied and the resolver could lock onto the far corner of a candidate. Perp-first picks the visually closest point. 2D ↔ 3D sync - The floor-plan SVG scene group now applies a live `translate(...)` derived from `(committedBuildingPosition → live buildingPosition)`, in addition to the existing live rotation. Building-local content slides in lockstep with the 3D mesh during a drag. - The alignment-guide layer projects from world XZ using the COMMITTED building position, so guides stay locked to their world coordinates while the building slides past them. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * Merge remote-tracking branch 'origin/main' into fix/fir-5-june * feat(wall): alt-click commits a single wall instead of chaining Holding Alt on the click that completes a segment now stops drafting instead of starting a new segment from the just-placed endpoint. Same behaviour wired in both the 3D wall tool and the 2D floor-plan placement hook (which already passed `singleWall: event.altKey` — the 2D handler was ignoring the flag). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * revert(editor): drop 15° rotate from floating building action menu Removes the rotate button on the floating building menu and the `getBuildingLocalBboxCenter` pivot helper that only existed to support it. The selected-group rotate handle remains the way to rotate a building. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(ifc-converter): point next-env at .next/types instead of .next/dev/types Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage The translate gizmo on the 3D bounding box now hands the node to the registry move tool (same path as the floating action menu's Move button) instead of running its own plane-drag. One move flow — green bounding box, cursor follow, alignment guides, R/T rotation, click-to-commit — drives both entry points. Adds a `dragBounds` capability on the node registry so kinds whose rendered mesh contains extras (per-level landing assemblies on an elevator, etc.) can declare the box the user thinks of as "the thing being dragged." Elevator and stair opt in; everything else still auto-measures. `MoveRoofTool` now shows the green box for whole-stair and whole-roof moves, and aligns roofs by their footprint corners (previously only stairs did). Slab floor-plan moves clear `autoFromWalls` on commit so space-detection doesn't snap the slab back, via a new `extraCommitFields` hook on the polygon-centroid move target. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): 2D alignment guides in building-local frame + world-grid wall snap The 2D floor-plan alignment layer now mounts inside the rotated scene <g> and reads from an editor-local `useAlignmentGuides` store — guides are stored in building-local meters and follow the SVG transform that already carries the rest of the floor-plan geometry. Pill labels are counter-rotated by the scene rotation so they stay upright under building rotation. The 3D pipeline keeps its own world-frame store; the two surfaces no longer share frames. Wall drafting picks up an optional `gridSnap` override so the 2D floor-plan can snap drafts onto the world-XZ grid even when the active building is rotated — without it, a rotated building's drafted wall would chase the local grid and miss the visible lines. `snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through the override when supplied; otherwise the prior local-axis grid snap is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid` through the placement hook and exports `WALL_GRID_STEP` to support it. Also fixes the minor/major grid stroke palette swap so minor lines render with the minor palette and majors with the major palette. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore(editor): drop dead onRotate slot, memoize dragBounds snapshot Removes the unreachable `onRotate` prop, `RotateCw` import, and rotate button from `NodeActionMenu` — its only caller was the floating building menu's 15° rotate, which was removed in d65fd5fe. Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures the scene snapshot once per node instead of re-reading `useScene.getState().nodes` on every render. Bounds depend only on `node` (locked for the tool's lifetime) and start-time sibling state (elevator shaft height from the level set), so a one-shot snapshot is the right semantics — and it avoids implying a live subscription that isn't there. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: biome check --write (import order, formatting, unused import) Auto-fixes from `bun check:fix`: - import-order normalization in editor/nodes/core - unused `snapToGrid` / `useLayoutEffect` imports dropped - minor whitespace/wrapping tweaks No behavioural change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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ce6f999310 |
arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * editor: per-door-type floor-plan symbols Render a distinct, static plan symbol for each door type in the registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`), independent of the door's live open/close animation: - single / hinged: fixed 90° swing with a dashed quarter-circle arc - double / french: two mirrored half-width leaves + dashed arcs - folding / bifold: static zigzag accordion (~80% span) on the wall face - sliding: bypass — two overlapping panels on parallel tracks + arrow - pocket: thin white leaf, ~60% closed, sliding into the solid wall - barn: surface-mounted panel parked over the wall, dashed closed-ghost + slide arrow The swing arc is dashed in screen-pixel units (the renderer uses non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection / slideDirection as appropriate. Also includes pre-existing working-tree changes unrelated to the door symbols: group move/rotate transform and box-select tweaks, and a regenerated ifc-converter next-env.d.ts. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * Fix recessed ceiling fixtures and draw safety * feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D) Snap the wall draft / endpoint-move point onto existing wall geometry — corners, midpoints, wall–wall intersections, and along-wall edges — and show a beacon at the snap point whose glyph encodes what it caught (square = corner, triangle = midpoint, ✕ = intersection, circle = edge). - Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested). - Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon and a 2D SVG glyph beacon, both indigo to match the alignment guides. - Gated by a new persisted "Magnetic snap" toggle in the Display menu (useEditor); honored by draw + commit + endpoint-move in both views. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * editor: garage and open-doorway floor-plan symbols Extend the per-door-type plan symbols in the registry floor-plan builder (packages/nodes/src/door/floorplan.ts): - open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel (mirrors the 3D system, which renders only the cutout for openings) - garage sectional: closed leaf + side tracks into the garage + dashed parked ghost at the inner end - garage roll-up: closed leaf + coil barrel (capsule) with a coil hint - garage tilt-up: closed leaf + dashed parked panel + dashed curved up-and-over swing path - gate the swing arc to actual swing doors (hinged/double/french) so other types fall back to the plain footprint Garage mechanisms sit on the interior (door-local -z) side to match the 3D garage builders, independent of swingDirection. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * arch: enforce layer boundaries — registry dispatch, store relocation, shared helper Three architectural fixes to bring the branch into full compliance: 1. **ceiling-system kind check → CeilingCutCapability** Replace `child.type === 'item'` branch in `ceiling-system` with registry dispatch. Add `CeilingCutCapability` type to `packages/core` registry types, implement `buildCeilingHole` on `itemDefinition`, and rewrite `collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through `nodeRegistry` — viewer never again inspects a node's kind directly. 2. **useAlignmentGuides + useWallSnapIndicator → packages/editor** These stores are editor-only UI (snap beacons, alignment guides). Move them from `packages/core/src/store/` to `packages/editor/src/store/`, re-export from `packages/editor`, and update all 34 consumer files across `packages/editor` and `packages/nodes` to import from `@pascal-app/editor`. 3. **findLevelAncestorId extracted to core** `item-light-system` had a private `resolveNodeLevelId` that duplicated level-ancestor traversal logic. Extract it as `findLevelAncestorId` in `packages/core` (spatial-grid-sync), export it, and replace the local copy. All four packages typecheck cleanly (zero errors). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * chore: fix lint, untrack .claude/launch.json Run bun check --write to clear 8 Biome errors (formatting + import order + one unused import). Untrack .claude/launch.json and add it plus .claude/settings.local.json to .gitignore so local IDE/agent configs stop landing in commits. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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46f94b97b3 |
editor: alignment guides + floor-plan move/placement parity (#372)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * feat(editor): 3D alignment guides for item/wall/fence move + placement Bring Figma-style alignment guides into the 3D editor, reusing the shared pure resolver (`resolveAlignment`) and ephemeral guide store (`useAlignmentGuides`) that previously only drove the 2D floor plan. Core: - `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's line and distance read to the candidate's nearest edge, not the far side. - `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to item edges, never centrelines. - `resolvePointSnap` (point-coincidence variant; kept for future use). Editor: - `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill, in the project's indigo accent, mounted inside ToolManager's building-local group so guides render in the cursor's frame. - Producers wired in the item move tool, item placement coordinator, and the wall + fence endpoint tools; walls and fences cross-align. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): align guides snap to nearest real anchor, drop bbox re-span The 3D alignment guide could place its end dot in empty space: a diagonal wall (or any rotated / non-rectangular object) has bounding-box corners that don't lie on the object, and `refineGuidesToGap` re-spanned the guide to exactly those AABB edges — so the dot floated "along the coordinate" rather than on the item. - `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the perpendicular axis (after the tightest axis match). Anchors are real points (corners / endpoints / midpoints), so the guide always connects to the closest actual point — which also yields the facing-edge gap distance. - All four producers (item move, item placement, wall + fence endpoints) now publish the raw resolver guides; the AABB nearest-edge re-span is gone. - Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers (and their tests / exports). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): group move handle + shared group-transform core, move-tool polish Add a group-move gizmo alongside the existing group-rotate handle, both driven by a new shared `group-transform-shared` module (participant classification, group-box + corner math, connected wall/fence component expansion so attached structure transforms rigidly as one piece). - core: refactor alignment-anchors collection + tests, extend handle registry - editor: group-move-handle, group-transform-shared; rotate handle reuses them; node-arrow-handles gains click-swallow guard; box-select + placement tweaks - nodes: move-tool updates across ceiling/column/slab/roof/registry; door math and panel adjustments; item definition cleanup - nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the wall endpoint tool (fixes missing audio feedback on fence side drag) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): keep autosave alive across page unload The autosave debounces writes by 1s and relies on a `beforeunload` flush for anything still pending. That flush fired a plain `fetch` PUT, which the browser cancels the instant the page unloads — so refreshing right after an edit (e.g. painting a roof material) silently dropped the change and the reload showed the last persisted scene. Thread a `{ keepalive }` option through the save callback and set it on the unload flush so the request survives the unload. Also listen for `pagehide` (fires where `beforeunload` does not, e.g. mobile Safari / bfcache) and clear the dirty flag up front so the two listeners don't double-send. Normal debounced saves omit `keepalive` (its 64KB body cap only constrains the best-effort unload flush, not regular saves). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): paint eraser + reset-all, drop roof cross-role bleed Material paint gains an eraser (clear a surface back to its default) and a "Reset all" action that defaults every painted surface on a node — for a roof that includes each child segment — via a generic `buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific material fields without per-kind knowledge. Also stop a single painted roof surface from bleeding onto the others: `getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment renderer no longer cross-fall-back between top/edge/wall. An unset role resolves only to the legacy catch-all (back-compat) or the theme default, so painting just the shingle, trim, or soffit stays on that surface. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): alignment guides + drag bounding box across tools Extend the Figma-style 3D alignment guides to the placement and move tools for columns, elevators, roofs, stairs, ceilings, slabs, fences, walls, doors, and windows: each collects alignment anchors from the scene, resolves a snap within the shared threshold, and drives the `useAlignmentGuides` overlay. Wall openings (doors/windows) only snap along their host wall via the new `wall-opening-alignment` helper. Add a shared `DragBoundingBox` overlay (exported from the editor barrel) that renders the dragged object's bounds during a move, wired into the column move tool alongside the alignment snap. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles Build the linear resize-arrow's drag plane so it always contains the handle's axis (view direction minus its along-axis component) instead of a plane that merely faces the camera. The old camera-facing normal collapsed when the axis pointed toward the viewer — screen motion barely changed the axis component, so the resize crawled or stopped tracking the cursor. Also slim the extruded arrow/handle geometry (shared by the node arrows, wall side handles, and polygon editor) for a lighter gizmo. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): fill-block wall opening highlight + selected frameless openings Draw the selected-wall opening highlight as a translucent block filling the cutout volume (front-side culled) instead of a single vertical pane, so it reads as an occupied slot from any angle — including a top-down floorplan view where an edge-on pane was invisible. Also highlight a directly-selected frameless opening (a `door` with openingKind `'opening'`), which otherwise renders no geometry of its own, and reflect live drag overrides via `useLiveNodeOverrides`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(viewer): double-side slab hole side-walls Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall quad is emitted twice with opposite winding. The slab material is forced to FrontSide (DoubleSide poisons the MRT scene pass), under which ExtrudeGeometry's single-sided hole walls get back-face culled and you see straight through the cut. The doubled quads keep the cut's inner thickness visible from any angle without z-fighting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): box-select building-scoped nodes like elevators Building-scoped selectable nodes (e.g. elevators) are children of the building, not the active level, so the level walk never reached them. Also walk the level's building children and box-test any registry- selectable kind by its rendered bounds, matching the column/stair/shelf path. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): shelf placement alignment + column placement ghost Shelf placement now snaps to Figma-style alignment guides by its footprint edges (layered on grid snap, Alt bypasses), matching the existing 3D move tool. Guides refresh after each drop and clear on teardown. Column placement migrates to the registry `def.tool` path so it can render a translucent column ghost at the cursor (like the shelf build tool) instead of a bare cursor sphere — the editor package can't import the column geometry, so the tool now lives in packages/nodes: - extract `ColumnBody` from the renderer and add a `ColumnPreview` (cloned translucent material, raycast disabled, origin-positioned) - new `column/tool.tsx` registry placement tool with the same footprint-edge alignment as shelf / column move - wire `def.tool` + tool hints; drop the now-unreachable legacy editor-side `ColumnTool` and its dead file Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): floor-plan alignment, pivot moves & placement ghosts Bring the 3D editor's Figma-style alignment experience to the 2D floor plan across every node kind, fix pivot semantics on move, and add 2D placement ghosts. Alignment - Wall anchors now include ±thickness/2 face corners so columns/items/etc. snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D. - Shared apply-alignment helper (applyFloorplanAlignment / alignFloorplanDraftPoint, with excludeIds) used by move sessions, structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence endpoint drags. - Door/window/wall-item moves get along-wall edge-to-edge snapping. - Generic free-translate move path aligns by edges (corner anchors). Pivot moves (2D) - Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared polygon-centroid mover; stair moves by origin→cursor; matching 3D. - Shelf/column move targets write position directly (single source of truth) so the 3D group no longer sticks on commit. Placement ghosts (2D) - usePlacementPreview store + FloorplanPlacementPreviewLayer render a kind's def.floorplan footprint following the cursor; wired for column and elevator. Fixes - Elevator placement no longer deselects the active floor plan (preserve levelId through setSelection's hierarchy guard). - Guides clear on every commit/cancel/unmount path. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(editor): address architecture review for floor-plan work - Move usePlacementPreview store from core to editor: placement ghosts are an editor/tool concern the read-only viewer never needs. Rewire the column tool (via the @pascal-app/editor public surface) and the editor-internal elevator tool + preview layer (relative imports). - FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead of bulk-reading the nodes map during render. - wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(nodes): recreate window draft on wall:move when null after placement After a successful click-to-place, the click handler deletes the transient draft and relies on the wall-rebuild → R3F pointer-enter cascade to create a fresh draft for the next placement. If that cascade doesn't fire synchronously (e.g. async geometry rebuild) the next wall:move receives a null draftRef and bails — requiring leave/re-enter to place again. Fix: in onWallMove, when draftRef.current is null but we're hovering a valid wall, recreate the draft immediately (same WindowNode.parse + createNode path as onWallEnter). This is idempotent: if wall:enter does fire first, destroyDraft() in onWallEnter cleans up cleanly. Preserves parity with door multi-place behaviour, matching #367's intent. * fix(nodes): recreate door draft on wall:move when null after placement Mirror of the window fix one commit back: after click-to-place the DoorTool deletes its transient draft and relies on the wall-rebuild \u2192 R3F pointer-enter cascade to spawn a fresh draft for the next placement. When that cascade doesn't fire synchronously, the next wall:move sees a null draftRef and bails \u2014 forcing a leave/re-enter to place again. Recreate the draft in onWallMove when null and over a valid wall on the current level. Idempotent with onWallEnter (destroyDraft cleans up if both fire). --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Pascal <open@pascal.app> |
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d747d2f0ea |
Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.
Deleted (replaced by registry-driven equivalents):
- `tools/{ceiling,column,door,fence,item,slab,spawn,wall,window}/...`
(boundary editors, hole editors, placement tools, move tools,
endpoint movers, curve tools, helpers, math libs)
- `ui/helpers/{ceiling,slab,wall}-helper.tsx`
- `ui/panels/{column,door,elevator,item,roof,roof-segment,spawn,
stair,stair-segment,wall,window}-panel.tsx`
- `viewer/src/components/renderers/{building,ceiling,column,door,
elevator,fence,guide,item,level,roof,roof-segment,scan,site,slab,
spawn,stair,stair-segment,wall,window,zone}-renderer.tsx`
- `viewer/src/components/viewer/legacy-system.tsx`
Added under `packages/nodes/src/`:
- `building/`, `column/`, `elevator/`, `guide/`, `level/`, `roof/`,
`roof-segment/`, `scan/`, `shared/`, `site/`, `stair/`,
`stair-segment/` packages with definition + schema + renderer / system
/ floorplan / panel as appropriate.
- New `floorplan-move.ts` for every kind that supports 2D moves
(ceiling, door, item, shelf, slab, window) — single registry-driven
dispatch path via `def.floorplanMoveTarget`.
- New `floorplan-affordances.ts` for kinds with polygon / endpoint
drags (ceiling, fence, slab, wall) — using the shared
`polygon-vertex-affordance` factories.
- New per-kind `panel.tsx` for kinds with custom inspector content
(door, item, shelf, spawn, wall, window).
- New per-kind `tool.tsx` for placement (door, item, shelf, window).
- New per-kind `move-tool.tsx` for kinds with custom 3D move flows
(door, item, slab, window).
Coordinator + manager updates in `packages/editor/`:
- `tool-manager.tsx` resolves tools from the registry only — no
hardcoded type→component map.
- `panel-manager.tsx` resolves inspector panels the same way.
- `placement-{coordinator,strategies,types}.ts` extended with
shelf-surface placement.
- `selection-manager.tsx` adds the registry-selectable fallback.
- `floorplan-panel.tsx`, `floorplan-background-placement.ts`,
`floorplan-render-context.tsx` updated for the registry layer's new
contract (props, affordance dispatch, render context).
Viewer updates:
- `viewer/index.tsx` drops legacy renderer mounts.
- `node-renderer.tsx` resolves by registry only.
- `scene-bvh.tsx`, `use-node-events.ts`, `level-system.tsx`,
`wall-cutout.tsx`, `zone-system.tsx`, `materials.ts` adjusted for
the registry-only world.
Sidebar tree nodes for ceiling / fence / slab / shelf / tree-node
updated to read from the registered nodes instead of the deleted
legacy renderer trees.
Wiki: new `plugin-authoring.md` page, README index updated.
Tests in `packages/nodes/src/index.test.ts` validate every registered
kind has the required shape.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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82c9b5e1df |
Phase 5 Stage D moves: align useLiveTransforms with the direct mesh.position delta
User reported the slab/fence mesh jittered/teleported continuously
while dragging (not on commit — during the drag). Root cause: the
move tool wrote TWO conflicting values per grid:move tick:
1. `mesh.position.set(deltaX, 0, deltaZ)` — relative offset, direct
Three.js mutation.
2. `useLiveTransforms.set(id, { position: [originalCenter + deltaX,
0, originalCenter + deltaZ], rotation: 0 })` — absolute world
position of the translated polygon center.
`ParametricNodeRenderer` reads `useLiveTransforms` and binds it via
React: `<group position={liveTransform.position}>`. So every Zustand
notification re-rendered the renderer and reconciled the group's
position back to "originalCenter + delta" (the absolute), overriding
the "delta" the direct mutation had just written. The two systems
fought every frame → visible jitter.
Fix: `useLiveTransforms.position` now holds the SAME delta the direct
mutation uses (`[deltaX, 0, deltaZ]`). React reconciles to the same
value the direct mutation already set — no conflict.
The cursor sphere position stays as the translated polygon center
(it's tracked separately via React state, not `useLiveTransforms`).
Ceiling aligned for consistency, though CeilingRenderer doesn't read
`useLiveTransforms` so the value there has no rendering effect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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f4ea07e05b |
Phase 5 Stage D moves: live-drag mesh.position for slab / ceiling / fence
User-reported regressions on the 1:1 legacy ports: slab/ceiling moves were slow (polygon CSG rebuilds per scene.update tick), fence moves teleported briefly on commit (residual mesh.position offset survived the geometry rebuild). All three now use the same live-drag pattern the legacy fence move was designed for: - During drag, write only to `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`. No `scene.update`, no polygon rebuild, no React re-render of geometry. - History stays UNPAUSED — scene state isn't changing. - On commit, a single `scene.update` writes the translated polygon (or fence start/end + linked-fence cascade). Recorded as one natural undo step. - Tools leave `mesh.position` at the drag delta on commit; GeometrySystem / CeilingSystem reset it to (0,0,0) when they rebuild the geometry on the next frame. By the time position clears, the new geometry is in place — no teleport. Two framework changes enable this: - `GeometrySystem` (viewer/systems/geometry) now resets `group.position` + `group.rotation` after every rebuild, matching the legacy `FenceSystem.updateFenceGeometry` behavior. Tools that translate the group during live-drag can rely on the reset. - Legacy `CeilingSystem.updateCeilingGeometry` extends its existing `position.y` reset to cover X/Z too — previously it left X/Z at the drag delta after rebuild, double-translating the visual. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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1e15e10185 |
Phase 5 Stage D: re-port curve + whole-item move tools 1:1 from legacy
Each tool is now a direct copy of the legacy implementation, relocated
under @pascal-app/nodes/<kind>/ and dispatched via the registry's
def.affordanceTools. No DragAction abstraction, no clever live-drag
exception, no novel snap pipeline — same code, same UX, same
performance, same history dance.
Ports:
- fence/curve-tool.tsx (legacy CurveFenceTool, 1:1)
- fence/move-tool.tsx (legacy MoveFenceTool, 1:1 — including
the mesh.position + useLiveTransforms
exception that the legacy uses for fence
specifically)
- wall/curve-tool.tsx (legacy CurveWallTool, 1:1)
- slab/move-tool.tsx (legacy MoveSlabTool, 1:1)
- ceiling/move-tool.tsx (legacy MoveCeilingTool, 1:1 — preview
fill + outline overlay preserved)
Drops the obsolete DragAction-based action files
(packages/nodes/src/{fence,wall,slab,ceiling}/actions/{curve,move}.ts)
and their now-empty actions/ directories where applicable. Fence
keeps actions/move-endpoint.ts since that port works.
Editor public surface gains `getWallGridStep` + `snapScalarToGrid`
(transitional exports — Stage F moves them into @pascal-app/nodes).
ToolManager + MoveTool dispatch unchanged: the same legacy-fallback
branches now mount the registry component because the affordances are
declared, but the rendered behavior matches the legacy because the
implementations are copies.
Per-kind progress: fence D ✅ (curve / move-endpoint / move / placement
all kind-owned), slab D ✅, ceiling D ✅, wall D 🟡 (curve only,
endpoint/move/placement still legacy).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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d1231b4901 |
Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports: 1. Slab/ceiling moves were sluggish because the actions wrote scene.update(polygon) every grid:move tick → React re-render + CSG-with-holes geometry rebuild per frame. Apply the live-drag exception (same recipe fence move already used): visual translation via `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`; scene.polygon is only written on commit. Polygon center precomputed in ctx, mesh-offset clears on commit/cancel. 2. Cursor sphere sat at the polygon center (offset from the user's actual cursor by `originalCenter - first_cursor`). Move wrappers now subscribe to `grid:move` and set `cursorRef.current.position` directly — no React state, no per-tick reconcile. Cursor lands on the user's pointer. 3. Fence move had the same React-reconcile-per-tick cost via its `useLiveTransforms` subscription. Switched to the same direct ref-mutation pattern. Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve drag undoes only the bend, not the create. The previously reported "first undo does nothing" outcome reproduces only for no-op bends (drags within `normalizeWallCurveOffset`'s straight-snap threshold, ≈1.5cm on a 3m fence). For visible bends the dance pushes a real pastState entry and one undo step rolls back the bend. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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c2c2f66427 |
Phase 5 Stage D: fix bend history + move-tool loop + grid-snap sfx
Three user-reported regressions, all in the Stage D move/curve ports: 1. **Fence/wall bend cancelled the fence creation on Ctrl-Z.** The action.commit's `return false` shortcut on "no offset change" bypassed the dance entirely — pastStates wasn't touched, so the next Ctrl-Z fell through to whatever preceded activation (typically the create step). Fix: always run the dance, even on no-op commits. First Ctrl-Z then absorbs a silent no-op entry, subsequent presses roll back real prior actions. Same fix applied to fence move-endpoint, fence move, slab move, ceiling move. 2. **Slab/ceiling move 'maximum update depth exceeded' loop.** The `useScene` selector in `SlabMoveTool` returned a freshly-allocated `[sx, sz]` tuple on every call. Zustand's `Object.is` equality failed each comparison → re-subscribe → re-render → loop. Fix: subscribe to the stable live-node reference and derive the center via `useMemo`. Same recipe for fence/ceiling move-tools, including memoizing the `originalCenter` fallback that was getting a new array per render. 3. **No grid-snap sfx during move drag.** Action `preview` now tracks the last snapped pointer on a mutable `lastSnapped` ctx field and emits `sfx:grid-snap` when it changes between ticks. Matches the legacy MoveFenceTool's per-tick sound. Locking test for foot-gun 1 lives in `packages/core/src/services/single-undo-dance.test.ts`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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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>
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