58339c64f5bd7cbe4a4a60363f9ef27c52661e54
6
Commits
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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>
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267dac7b1a |
perf(editor): convert UI icons from PNG to WebP
The editor's /icons assets were ~10MB of oversized PNGs (a single toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality 92) and repoint all /icons/*.png references to .webp across packages/editor, packages/nodes, and apps/editor. PWA/platform icons (apple-touch-icon, icon-192, icon-512) stay PNG. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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> |
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1fd59dd9cd |
feat(editor): preset-system primitives (#340) (#341)
* feat(editor): preset-system primitives — presettable, sceneApi subtree round-trip, isolate + setCaptureMode enum, headless exports
Per pascalorg/editor#340 (redesigned: single live canvas, no Viewer scene prop).
Core
- `capabilities.presettable` on `NodeDefinition` + `isPresettable` /
`isPresettableKind` helpers. Explicit `false` on level / building /
site / zone / spawn / guide / scan / item; implicit `true` for any
kind with `def.parametrics`.
- `sceneApi.getSubtreeSnapshot(rootId)` + `materializeSubtree(subtree,
position, parentId?)` for round-tripping a node subtree through
catalog storage. Strips id / parentId / absolute root position /
host refs (`wallId`, `wallT`); fresh IDs minted at materialize time;
child ordering preserved (FIFO walk).
Viewer
- `<Viewer isolate>` prop + `ViewerHandle.setIsolated(ids | null)`.
Walks `sceneRegistry`, hides every registered group not in the
isolated set's ancestor + descendant closure. Building block for
preset capture + future focus-mode UX.
Editor
- `useEditor.captureMode: CaptureMode` discriminated union
(`idle` | `standard` | `preset`). `isCaptureMode` stays as a derived
boolean for the existing read sites; `setCaptureMode` accepts both
the boolean shape (back-compat) and the enum.
- `preset` capture mode in `SnapshotCaptureOverlay`: drag locked to a
square, mode-picker hidden, transparent flag forwarded through the
`camera-controls:generate-thumbnail` emitter event.
- Headless exports: `Inspector` (alias of `ParametricInspector`),
`FloatingMenu` (alias of `FloatingActionMenu`), `ToolbarLeft` /
`ToolbarRight` (aliases of `ViewerToolbarLeft` / `ViewerToolbarRight`),
`useSelection` hook returning `{selectedIds, selectedNode, building/
level/zone}`, plus re-exports of `useScene` / `useViewer` from core /
viewer so consumer shells (community, embedders) need only one import.
Out of scope by design (see issue #340 "Out of scope"): a separate
offscreen Viewer rendering an arbitrary subtree. The unified preset
modal captures inside the live canvas via isolation + the existing
snapshot pipeline — no `useScene` factory / React context refactor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* refactor(editor): split snapshot/materialize into pure getSubtree + cloneNodesInto; add def.hostRefFields; auto-stage preset capture square
Per pascalorg/editor#340 redesign discussion: the editor's scene API
should expose *pure* primitives and let the host (community modal,
embedders) own storage shape, position stripping, and host-ref
re-derivation policy.
Editor API delta
- `sceneApi.getSubtreeSnapshot(rootId)` → `sceneApi.getSubtree(rootId)`
Returns the live subtree verbatim (BFS via `children[]`, no clones,
no stripping). Callers deep-clone if they need persistence.
- `sceneApi.materializeSubtree(subtree, pos, parent?)`
→ `sceneApi.cloneNodesInto(nodes, { rootId, parentId?, position? })`
Generic clone-and-insert. Deep-clones via JSON, mints fresh ids
preserving the prefix, rewires parent/children, stamps position +
parent if supplied. Host-ref-agnostic — `wallId`/`wallT` etc are
preserved verbatim.
- New `capabilities.hostRefFields?: string[]` on `NodeDefinition`.
Declares per kind which schema fields are placement-derived so the
host strips them at preset-save time. Declared on door (`['wallId']`),
window (`['wallId']`), item (`['wallId', 'wallT']`).
- New `getHostRefFields(def)` exported from `@pascal-app/core`.
Removed the intermediate token-based payload format (`NodeSubtree`,
`buildSubtreeSnapshot`, `materializeSubtree`, `SubtreeNode`).
UX polish
- `<SnapshotCaptureOverlay>` in `preset` mode now auto-stages a centered
square crop sized to ~75% of the shorter viewport dimension. The
user can pan / move / resize within square-aspect, but doesn't have
to drag from scratch — clicking the capture button works
immediately on entry.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): lock preset capture frame; allow item presets
- SnapshotCaptureOverlay: in `preset` mode, the auto-staged centered
square is now fully locked — corner handles hidden, the dim layer is
click-through (no drag-to-move, no drag-to-resize). The user just
adjusts the camera (orbit / pan / zoom) and clicks capture. The
letterbox + dashed border stay visible as a cosmetic frame.
- `item.capabilities.presettable` removed (implicit `true` via
`def.parametrics`). Enables compositions like "table-with-plants",
"shelf-with-books" where the preset root may be an item and other
items ride along as descendants. The GLB-kind item catalog is
unchanged; presets become siblings of GLB rows under the same
`items` table.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): auto-frame camera on preset capture entry; restore on exit
`<CustomCameraControls>` now watches `useEditor.captureMode` and, when
preset capture mode begins, flies the camera to a pose that fits the
union bounds of the isolated subtree inside the locked square crop —
no more hunting for the subject after opening the modal. The
pre-capture pose is stashed and restored on exit so the user lands
exactly where they were.
The user can still pan / orbit / zoom from the auto-staged pose if
they want a different angle before snapping.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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c00a2469fd |
editor: in-world selection UI across wall / door / window / stair (#334)
* 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 * wall: 2D floor-plan move, side arrows, drag-to-move endpoints Bundles the in-progress wall editing work on this branch: - Wall corner endpoint drag in 3D (`floating-action-menu.tsx`, `wall/move-endpoint-tool.tsx`): press-and-drag on the floating endpoint button or the new 3D corner sphere, release to commit. Replaces the prior click-to-arm / click-to-place flow. - New 2D move side arrows on selected walls via a new `move-arrow` floor-plan geometry kind (core type + registry-layer renderer + wall floor-plan builder emission), mirroring the 3D `WallMoveSideHandles`. - 2D wall body move: new `wallFloorplanMoveTarget` translates the moving wall and cascades shared endpoints onto linked walls so L-corners stay connected through the drag. - `MoveWallTool` cleanup gains an external-commit guard so a 2D commit doesn't get clobbered by the 3D mover's cleanup restore. - HMR-safe `bootstrap.ts` no longer re-registers builtin kinds whose registry entry survived the closure reset. - Misc 2D polish: floor-plan auto-fit measures the painted scene via `getBBox`, wall dimension offset bumped, swallow-click guard in `handleSelect` so registry-driven selection holds through the post-pointerdown re-render. Floor-plan move-target / move-arrow code still carries diagnostic console logs for the cascade flow; keeping for debug on this branch. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: 2D floor-plan move adopts 3D junction planner 2D wall drag now produces the same scene topology as 3D — linked corners cascade per `planWallMoveJunctions`, off-axis branches stay rectilinear with a bridge wall inserted between the original and new corner, and same-direction consumed walls collapse and delete. Previously the 2D handler did a naive endpoint-stretch cascade with no bridges or collapses, so dragging an L-corner in 2D vs 3D yielded different scenes. `FloorplanMoveTargetSession` gains an optional `commit` hook. The default overlay path snapshots affected nodes and writes a diff back on release — fine for kinds whose commit is a pure position update, but insufficient when commit needs to also create or delete nodes. When `commit` is present, the overlay reverts to baseline, resumes history, and delegates the atomic write; one Ctrl-Z rolls back the entire operation including bridge creates and collapsed deletes. Shared helpers (`planWallMoveJunctions` plan → updates, linked-wall snapshots, bridge synthesis) lifted to a new `packages/nodes/src/wall/ move-shared.ts` so both the 3D `MoveWallTool` and the 2D `wallFloorplanMoveTarget` import them. Net -163 LoC after dedup. Auto-slab live preview and ghost bridge previews mid-drag — visible in 3D today — remain 3D-only; 2D surfaces them at commit time through the normal scene reactions. Tracked as follow-up. Also drops three `// temp diagnostic` console.log blocks left over from the prior wall-move branch (2D setup, 2D canCommit, 3D cleanup). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door/window: R flips side, E toggles open/close R previously toggled the open/closed state of operable doors and operable windows. It now flips the opening's side (front ↔ back, rotation += π) for both — same gesture as flipping a furniture item that knows about handedness. The open/close toggle moved to E, which was unbound for doors and windows before. T is now a no-op on doors and windows so it doesn't free-rotate a wall-bound node by π/4 (which made no architectural sense). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door/window: keep 2D plan in sync during placement drag While drafting a door or window across the same host wall, the tool was bypassing the scene store and mutating the Three.js mesh directly. That kept 3D snappy but left the 2D floor plan reading the last committed position — drafts froze in place on the 2D side during a same-wall drag. Route same-wall moves back through \`updateNode\` so 2D and 3D both re-render from a single source. The reparent path (cross-wall drag) still uses \`updateNode\` with \`parentId\` and \`wallId\` — we only avoid forwarding those fields when the wall hasn't changed so the host wall's \`children\` array doesn't churn each tick and trigger a WebGPU "Vertex buffer slot 0 ... was not set" warning from the briefly re-rendered placeholder geometry. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floor-plan: live wall-draft measurement + opening placement event order Two changes to the floor-plan panel: 1. Length + angle labels render alongside the wall draft in 2D, matching the 3D \`WallTool\` feedback. Length sits at the segment midpoint with a plate that flips when its on-screen orientation would read upside-down; angle arcs anchor at each endpoint that meets an existing wall and label the deviation from that wall's direction. 2. The pointer-move handler ran the registry catch-all (\`isFloorplanGridInteractionActive\`) before the opening-placement branch. Door and window are registered kinds, so during their build mode the catch-all emitted \`grid:move\` and returned — starving the \`wall:enter\` / \`wall:move\` events the placement tools listen for. Reorder so opening placement runs first; the wall-build skip in the catch-all is preserved. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: pass geometry as prop on move arrow handles R3F's \`<primitive attach="geometry">\` path emits a \`Draw(0, 1, 0, 0)\` on the first frame because the host \`<mesh>\` briefly renders with the default empty \`BufferGeometry\` before the primitive child attaches. Combined with \`frustumCulled={false}\`, WebGPU flagged "Vertex buffer slot 0 ... was not set" every time a wall or fence was selected and the move arrows mounted. Pass \`arrowGeometry\` as a prop on the \`<mesh>\` so it's never mounted with the default placeholder. Same fix applied to both the wall and fence move-arrow handles. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * ifc-converter: regenerate next-env.d.ts after Next route path move Next.js moved the generated routes typings from \`./.next/dev/types/routes.d.ts\` to \`./.next/types/routes.d.ts\` in the current version pinned by the workspace. Regenerated via \`next typegen\` so the project compiles against the right path. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * move: track which view finalised so split-view cleanups don't race In split view, both the 2D move overlay and the 3D move tool mount for the same \`movingNode\` and each captures its own pre-drag snapshot. When one side finalises (commit or Esc), the other side unmounts because \`setMovingNode(null)\` propagates — and its effect cleanup had to *guess* whether the live scene was already-committed state (skip restore) or its own drag's uncommitted state (revert). Both cleanups did this via the same heuristic: diff snapshot fields against current scene state. Cheap, but it conflates "the other side committed" with "the user's apply() actually changed something" — and fails outright if a commit happens to land on the same numeric values as the snapshot. Replace the heuristic with an explicit \`movingNodeOrigin\` state field: '2d' | '3d' | null. The finalising side sets its origin before \`setMovingNode(null)\` runs; the other side's cleanup reads it. \`movingNodeOrigin\` is preserved across \`setMovingNode(null)\` (so it's still observable when the cleanup fires) and reset the next time a non-null \`setMovingNode\` starts a fresh drag. Wired on the wall move-tool (3D) and \`FloorplanRegistryMoveOverlay\` (2D) — the two real call sites today. Other 3D move tools can adopt the same flag incrementally as their own split-view races surface. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: 2D drag publishes to useLiveNodeOverrides, zustand only on commit Side-arrow / corner-dot / curve-handle drags in the 2D floor plan now publish `{ start, end, curveOffset }` to `useLiveNodeOverrides` each tick instead of writing to `useScene`. WallSystem, the 2D registry layer, and the wall sidebar all merge the overrides in when reading endpoints, so the visual + slider preview tracks the cursor while zustand stays at the pre-drag values until pointer-up. Commit writes one tracked `applyNodeChanges` (junction-aware) and clears the overrides; Esc / pointercancel / mid-drag unmount also clear them. Also bundles the in-progress branch work this depends on: - FloorplanAffordanceSession gains optional `commit?()` mirror of the move-target hook; the dispatcher reverts → resumes → calls it when present (vs. its default snapshot-diff dance). - Selected wall body is now pointer-events-inert (polygon `pointerEvents: 'none'` + hit-line skipped) so only the arrows / endpoint dots / curve dot start a drag. - Move button removed from the 2D floating action menu and the wall sidebar inspector for walls — redundant with the side-arrows. - `useWallMoveGhosts` store + `FloorplanWallMoveGhostLayer` for the dashed bridge previews painted mid-drag. - WebGPU "Vertex buffer slot 0 ... was not set" fixes on grid + guide renderer + wall draft preview by passing geometry as a prop (same pattern as wall-move-side-handles). - Floor-plan wall-tool fallback: when the 3D wall tool's `grid:click` already committed the wall, treat `createWallOnCurrentLevel` returning null as "the 3D side handled it" and chain the next draft segment instead of clearing. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: new in-world selection UI — side arrows, height handle, corner pickers, ground menu 3D affordances for a selected wall, replacing the HTML floating pill: - side move arrows: thinner chevron+shaft silhouette (extruded, beveled); press-hold-drag-release commits on pointerup (MoveWallTool no longer uses grid:click) - height arrow above the wall midpoint, drags vertically against a camera-facing plane and updates wall.height live; new resizingWallHeight state gates camera orbit; commit plays sfx:item-place - corner picker per endpoint: billboarded hex disc at floor + dashed vertical leader cylinder; pointerdown routes to the existing movingWallEndpoint flow (works for 2D and 3D) - ground action menu (curve / duplicate / delete): three Lucide SVGs rendered as canvas-textured planes lying flat on the floor, anchored one wall thickness + clearance outside the camera-facing face; one rigid container moves them as a unit (auto-flips sides + rotates with the wall, on curved walls uses the t=0.5 curve frame) - floating action menu hidden for walls (replaced by the above) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: smooth ground-menu side-flip with hysteresis + lerp The three floor icons appeared to "move one at a time" when orbiting: binary side decision flickered on grazing orbits, and the 180° rotation flip swapped curve/delete across each other while duplicate (offset 0) stayed put. Now lerps position+rotation toward target with a hysteresis dead-zone, so the menu swings around the wall as one unit. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: raise ground-action menu to 10 cm so icons clear floor textures Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: anchor 2D action menu and 3D height arrow at curve apex 2D menu centres on getWallMidpointHandlePoint and stays horizontal 32 px above the wall; 3D height arrow uses getWallCurveFrameAt(0.5) so the apex+tangent match the side handles on curved walls. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door: in-world selection UI — side width arrows, height arrow, ground menu Side arrows resize width anchored at the opposite edge; top arrow drags height anchored at the floor. Ground menu mirrors the wall pattern with move + duplicate + delete icons that flip to the camera side. Handles portal into the level (not the wall mesh) and wrap in a per-frame transform mirror so wall hover outline doesn't pick them up. New viewer flag handleDragging gates node pointer events during in-world drags; pointerup also swallows the follow-up synthetic click so the PointerMissedHandler doesn't deselect the active item on commit. Wall height arrow, wall move arrow, and fence move arrow all opt in. Scale chevron arrows down to 65 % across wall + door so the family reads as one. Panel type grids (door, window, column, skylight) get matched breathing room (px-3 py-2.5, gap-2) so labels stop hugging the borders. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door: 2D width arrows + world-relative move dot, deterministic commits Side-arrow width drag in the 2D floor plan: doors now emit two width arrows at the wall-tangent edges when selected, routed through a new `resize-width` affordance that anchors at the opposite edge, clamps to wall bounds, and previews per-tick via scene writes so both the floor plan and the 3D viewer track the drag in real time. `move-arrow` kind gains optional `affordance` + `payload` so the same chevron primitive can route to either the move flow (walls) or an arbitrary affordance (door width-resize) without forking the renderer. Move-dot for the door is now world-anchored — it scales with zoom in place of the previous screen-constant size, matching the rest of the door's chrome. Both `doorWidthAffordance.commit()` and `doorFloorplanMoveTarget.commit()` own their atomic final write so the dispatchers take the deterministic revert → resume → commit path. The diff path was silently reverting when the post-apply state happened to match the snapshot. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * window: in-world selection UI, 2D width arrows, deterministic commits Bring window 3D + 2D selection chrome to parity with door. Selecting a window in 3D now emits two side width arrows, top + bottom height arrows (top anchors at the sill, bottom anchors at the lintel and clamps to the wall floor), and an in-world action menu that rides just below the bottom arrow's tip so the column moves with the sill. 2D plan adds two `resize-width` arrows at the start / end edges, routed through the new `windowWidthAffordance` — same anchored-edge + wall-bounds clamp + per-tick scene-write preview the door uses. `windowFloorplanMoveTarget.commit()` is now self-owned: `apply()` snapshots the last valid placement and `commit()` re-applies it, so the dispatcher takes the deterministic revert → resume → commit path instead of the diff path that silently reverts when the post-apply state happens to match the snapshot. Mirrors the door fix. The HTML floating-action-menu skips windows now that the in-world ground menu owns those actions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: in-world selection UI — side/length/height arrows, ground menu Bring stair-segment selection chrome to parity with wall / door / window. Selecting a stair segment in 3D now emits two side width arrows (each slides the opposite edge anchor under the user), a length arrow at the back face that extends the run, and — for stair-type segments — a height arrow on top. A ground action menu (duplicate / delete) sits beside the segment and flips sides as the camera orbits, with hysteresis + lerp so it doesn't dither. The handles portal into the stair's PARENT object (level / building / scene root) rather than the stair group itself: StairRenderer attaches `useNodeEvents` to the stair group, so any descendant pointer-over would bubble up and set `hoveredId = stairId`, which then makes the post-processing outline traverse the entire stair group and stroke our icons. Mirrors the door fix. A two-layer transform mirror (`stairPoseRef` + `segmentPoseRef`) keeps the handles aligned with the chained per-segment pose that StairSystem writes imperatively each frame. Duplicate forces `attachmentSide: 'front'` on the clone so it continues the chain end cleanly instead of inheriting the original's side and U-turning. New `resizingStairSegment{Width,Length,Height}` editor state lets `CustomCameraControls` suppress orbit/zoom while an arrow is dragging, matching the wall/door/window handle pattern. The HTML floating-action-menu skips stair-segments now that the in-world ground menu owns those actions. Stair-segment panel swaps its bespoke fill-to-floor toggle for the shared `ToggleControl` so it looks like the other panels and groups with the thickness slider under one `space-y-3` block. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: 2D move-revert fix, parent ground menu, curved/spiral in-world arrows - Route stair 2D moves through `floorplanMoveTarget` and honor `movingNodeOrigin === '2d'` in `MoveRoofTool` cleanup so the 3D tool's restore-from-snapshot no longer stomps the 2D commit. - Parent stair selection shows an in-world ground action menu (move / duplicate / delete) anchored beside the stair; the screen-space floating menu is suppressed for `type === 'stair'` to match door / window / segment. - Curved & spiral stairs gain in-world resize arrows: rise (centered on the pillar for spirals), width, inner radius, and two sweep handles (one per arc end) clustered beside the width arrow. - Camera controls pause during curved-stair drags. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: reuse measurement-bar geometry; fix two post-merge dangling refs MeasurementBar was building a fresh BoxGeometry per render for every wall measurement bar, which the WebGPU backend flagged ("Vertex buffer slot N ... was not set") when walls moved. Hoist a unit cube and scale it instead. Two refs left dangling after the main-branch merge resolved its conflicts on GitHub: - floorplan-panel.tsx referenced a `theme` variable that no longer exists; the file already derives `isDark` from `getSceneTheme(state. sceneTheme).appearance === 'dark'` higher up. Use that. - grid.tsx applied `EDITOR_LAYER` but only imports `GRID_LAYER` (the new dedicated grid layer). Use the imported one. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: pin building bbox center to cursor during move The floating drag button anchors at the building's bbox center, but the move tool was teleporting the building's origin to the cursor — so the moment a drag started the building jumped by `bbox_center - origin`. Capture the local-space offset from origin to bbox center at mount and apply it on every grid move, grid click, and R/T rotation, so the bbox center stays pinned to the cursor through the whole drag. Also seed the cursor sphere at the bbox center instead of the origin. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: 2D resize affordances + dispose curved/spiral geometry on swap Floorplan view: emit `move-arrow` children alongside the existing chrome, mirroring the in-world arrows on selected stairs: - straight: per-segment side (left/right width) and front (length) - curved & spiral: width, inner-radius, and two sweep-end arrows Hidden during placement so they don't fight the cursor follow. Stroke widths on curved/spiral chrome converted to screen pixels (paired with `non-scaling-stroke`); the old world-metre values rendered as sub-pixel at every zoom. First step line is now also emphasised on curved stairs to match legacy chrome. Skip the straight-only direction-arrow polyline for curved/spiral — the arc-aligned arrow above already conveys "up" and `buildFloorplanStairArrow` produces a malformed polyline once the chain is wrapped around an arc. Renderer: extract `SpiralColumnMesh` and `SpiralStepSupportMesh` and add the same prop-+-dispose pattern used by `CurvedStepMesh` / guide/renderer.tsx. Without disposing the prior BufferGeometry on each resize tick, WebGPU keeps a stale pipeline reference and flags "Vertex buffer slot 0 ... was not set" mid-drag on Lambert. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: revert in-world ground menus to HTML floating; align grid to building - Wall/door/window/stair/stair-segment selection menus return to the shared HTML floating menu; remove the in-world ground icons, SVG textures, hysteresis/lerp constants, and unused imports across wall/door/window/stair-segment handle files. - Drop Move from the floating menu (the in-world side arrows cover it); delete the now-unused handleMove. - Floating menu scales with camera zoom (ortho.zoom or 1/distance), clamped at MIN 0.5 / MAX 1 so zoom-in keeps the default pixel size and zoom-out shrinks to a readable floor. - Per-type y-offsets tuned: wall 0.5, opening 0.6, landing 0.5, flight 0.75, parent stair 0.2, structural 0.4, default 0.05. - Align wall/fence arrow materials with the door/window pattern (depthTest/depthWrite false, transparent: true) so they render on top of geometry consistently. - Grid cellSize now follows `gridSnapStep` via a small `SnapAwareGrid` wrapper, and the grid mesh anchors its world XZ to the active building's mesh — snapped wall endpoints (in building-local coords) now fall on visible grid lines instead of mid-cell. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: registry-driven in-world resize arrows Adds a `handles?: HandleDescriptor[] | (node) => HandleDescriptor[]` field to `NodeDefinition` so each kind declares its in-world resize affordances as pure data instead of shipping a bespoke React component. - New `packages/core/src/registry/handles.ts` exposes a discriminated union: `linear-resize` (axis + center/min/max anchor), `radial-resize` (1:1 outward growth), plus stubs for `arc-resize` and `endpoint-move` for follow-up migrations. - New `packages/editor/src/components/editor/node-arrow-handles.tsx` reads `def.handles`, mounts arrows with shared drag plumbing (raycast plane, NDC, pointer listeners, SFX, history pause, handle-dragging guard). Portal modes: `'parent'` (column-like, single wrapper rides self pose) and `'grandparent'` (door/window-like, outer wrapper rides parent pose + inner group rides self pose so handles escape the parent's selection-outline traversal). `apply` receives the node-at-drag-start so edge-anchored resizes (door width re-centers position) compute their fixed anchor from pre-drag state. - Migrate column, door, window, stair-segment. Old per-kind handle files (`column-side-handles.tsx`, `door-side-handles.tsx`, `window-side-handles.tsx`) removed; `stair-segment-handles.tsx` retains `StairHandles` (parent stair curved/spiral arrows) pending the `arc-resize` migration. - Column: height + crossSection-aware footprint (radius / uniform width=depth / independent width+depth / brace width+depth for non-vertical supports). - Door / window: edge-anchored width (left + right) with wall-length max bound; bottom-anchored height (door) / top + bottom edges (window). - Stair-segment: width (chain auto-centers), length anchored at chain start, height for step flights only (landings skip it). Wall and parent-stair curved/spiral arrows stay on legacy components for now — they need `endpoint-move` + `arc-resize` descriptor variants and rotated-axis projection, which are their own focused sessions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: migrate wall + parent stair to registry; add arc-resize Closes the wall + parent-stair gap on the registry-driven handle migration. Net −1177 lines (the per-kind handle files were 1500+ lines of duplicated drag plumbing; their replacements are ~50-line config blocks on each NodeDefinition). - `arc-resize` reworked to take a raw `delta` (radians) instead of `newValue` so two-field writes like curved-stair sweep (which updates `sweepAngle` AND `rotation` together to keep the non-dragged edge world-fixed) stay in the descriptor without awkward inverse-currentValue gymnastics. `currentValue` removed from arc-resize for the same reason — applies own their math. - New `ArcArrow` renderer in `node-arrow-handles.tsx`: raycasts a horizontal drag plane at the arrow's Y, measures the signed angle delta around the node's local origin (atan2 in world XZ, normalised to [-π, π] so wraparound doesn't flip mid-gesture), hands the delta to `descriptor.apply` along with the initial node. - Wall: height arrow migrated (linear-resize axis='y' anchor='min', placement uses curve apex for curved walls, chord midpoint for straight). Side-move arrows + corner pickers stay on the legacy `wall-move-side-handles.tsx` because they're tap-to-engage-mode affordances (move whole wall / move endpoint), not drag-resize — modelling them in the registry needs an editor-action descriptor variant which is a follow-up. - Parent stair: curved + spiral stairs declare 5 handles — rise (linear-resize axis='y' anchor='min'), width (linear-resize axis='x' anchor='min'), inner-radius (linear-resize that also writes width to keep outer rim fixed), and sweep start / end (arc-resize variants writing sweepAngle + rotation). Straight stairs declare nothing — their segment children own resize. - Old `stair-segment-handles.tsx` (1405 lines) deleted; all its arrows now flow through the registry. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: tap-action descriptor + EditorApi; finish wall + fence migration Closes the final gap in the registry-driven handle migration. Wall side- move + corner pickers + fence side-move were the last legacy handles because they're click-to-engage-mode affordances (hand the node to its move tool / start an endpoint drag), not drag-resize — `apply(node, value, sceneApi)` had no path to editor state. - New `EditorApi` interface in core (alongside `SceneApi`) exposes `engageMove(node)` + `engageEndpointMove(node, endpoint)`. Concrete implementation in `packages/editor/src/lib/editor-api.ts` casts through `useEditor`'s setters so the descriptor layer never imports editor internals. - New `TapActionHandle` descriptor variant: `placement` + `onActivate (node, sceneApi, editorApi)`. `shape` field picks the visual — defaults to the chevron arrow; `'corner-picker'` renders the dashed vertical leader + billboarded hex disc + ring (sized to `nodeHeight(node)`). - `TapActionArrow` renderer in `node-arrow-handles.tsx` wires up pointer-down → descriptor.onActivate. Pulled the chevron and corner visuals into `ArrowShape` / `CornerPickerShape` building blocks so future shapes can be added without touching the descriptor union. - Wall: front/back side-move (engageMove) + start/end corner pickers (engageEndpointMove). Joined by the existing height arrow on the same `def.handles` list. Old `wall-move-side-handles.tsx` (600 lines) deleted — wall now has zero per-kind handle component. - Fence: front/back side-move. The bespoke endpoint move buttons in the floating menu stay until they migrate to a tap-action too. Net for this commit: -620 +513. Combined with the prior two migration commits: -2287 +912 across the full registry migration. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: revert side-move arrows + corner pickers to legacy component The registry-driven tap-action path didn't render the four non-height wall handles, even with descriptors resolved and the wall mesh in sceneRegistry. Fence uses the same descriptor shape and renders fine, so the bug is wall-specific and not in the descriptor layer itself — left for a real diagnosis later. Restored the pre-5756f241 wall-move-side-handles.tsx (height arrow + front/back side-move + start/end corner leaders, 753 lines) and mounted it next to NodeArrowHandles in editor/index.tsx. Dropped the def.handles field on wallDefinition so the two paths don't race. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: level naming helper + ambient floorplan render during building moves Two unrelated WIP fixes bundled: - Level names: extract \`getDefaultLevelName(n)\` / \`getLevelDisplayName(level)\` into \`packages/editor/src/lib/level-name.ts\` and swap in across rename inputs, command palette, floating selector, site panel, level-tree node, level-duplicate dialog, view toggles, and viewer-overlay breadcrumb. Default labels now read "Ground Floor" / "Floor N" / "Basement N" instead of the bare "Level N" string each caller was concatenating itself. - Building-move ambient floorplan: when a building is selected (or mid-move) without an explicit level, FloorplanRegistryLayer falls back to that building's level 0 (or lowest level) and renders it dimmed + non-interactive so the floor stays visible as context instead of disappearing. FloorplanPanel allows the SVG to mount in that case. MoveBuildingTool publishes per-frame pose to useLiveTransforms so the floor-plan follows the drag without reading from the Three.js mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: 3D resize arrows publish to useLiveNodeOverrides, commit on release Door / window / wall height-arrow drags now stage the patch in \`useLiveNodeOverrides\` each frame and write to zustand exactly once on pointerup. The kind's system reads via \`getEffectiveNode\` and rebuilds the mesh imperatively, so the React tree never re-renders mid-drag and undo isn't polluted by per-frame writes. - \`packages/core\`: shared \`getEffectiveNode<T>(node)\` helper exported from \`@pascal-app/core\`; spreads any override fields onto the input, returns it unchanged when none. Replaces the inline merge wall-system had as \`getEffectiveWall\`. - \`DoorSystem\` / \`WindowSystem\`: subscribe to \`useLiveNodeOverrides.overrides\` (so override-only ticks re-run the component and pick up the latest dirtyNodes), merge via \`getEffectiveNode\` before \`updateXMesh\`. Parent-wall dirty cascade uses the effective node's parentId. - \`WallSystem.updateWallGeometry\`: door / window children are merged through \`getEffectiveNode\` before being passed to \`generateExtrudedWall\`, so cutouts track the in-flight resize. - \`LinearArrow\` (registry handle): onMove → override + markDirty; onUp → one tracked \`sceneApi.update(lastPatch)\` + clear; onCancel → clear + markDirty to revert geometry. - Legacy \`WallHeightArrowHandle\` in wall-move-side-handles.tsx switched to the same pattern (was the only inline-drag handle in that file — side-move + corner pickers hand off to other tools). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floating menu: enable Move icon for wall / door / window Widens the \`onMove\` gate on \`NodeActionMenu\` so wall, door, and window join column in showing the Move chevron. \`handleMove\` calls \`setMovingNode(node)\` which dispatches through the existing \`affordanceTools.move\` path on each kind's definition (already present for all three). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: live drag, guide rings, dimension chips; floating-menu Move on stairs - Window bottom height arrow: flip Z rotation so chevron points down when placement Y < 0. Door / column height arrows unaffected (still above the node). - Floating menu: raise stair-segment offsets (segmentType is 'stair' | 'landing', so the legacy 'stair-flight' key was dead); enable the Move icon for parent stair and stair-segment. - HandleDecoration on LinearResizeHandle + RadialResizeHandle. Generic GuideRing renders at node-local (0, y, 0) in the XZ plane when the arrow is hovered or dragging. Curved/spiral stair width arrow gets an outer rim ring, inner-radius arrow gets an inner pillar ring, and column radius arrow gets a footprint ring on round / octagonal / sixteen-sided shafts. - ArcArrow migrated to the live-override pattern (sweepAngle + rotation). NodeArrowHandles subscribes to useLiveNodeOverrides for the selected node and merges into the effective node, so arrow positions, decorations, and dimension chips all track the in-flight drag instead of freezing at pre-drag values. - StairRenderer and ColumnRenderer subscribe narrowly to their own override entry and render against the merged effective node, so the curved/spiral mesh and the column body update per pointer move without zustand churn. - DimensionLabel chip (<Html>) rendered next to every linear-resize / radial-resize arrow on hover or drag. Format follows the wall / fence label recipe (metric / imperial via useViewer.unit). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fence + column: registry handles, brace spread arrows, per-style defaults - Fence: side-move arrows already on the registry path; add the height arrow (axis 'y' linear-resize, anchor min) + start/end corner pickers (tap-action, shape 'corner-picker' with dashed leader + billboarded hex). Move icon enabled on the floating menu; the menu floats above the height arrow via a fence-specific MENU_Y_OFFSET. Endpoint move buttons + Alt-detach plumbing removed from the floating menu — corner pickers cover that flow. Legacy wall-move-side-handles.tsx no longer branches into fence (dedupes the side-move arrows that were stacked). - Column: bottom + top spread arrows for non-vertical supports — anchor 'center' so dragging the right leg outward grows the full leg-to-leg span symmetrically. Conditionally added per supportStyle: - a-frame: both bottom and top spreads - y-frame / v-frame: top spread only Per-style preset map applied on supportStyle switch (panel.tsx) so every style snaps to its renderer's natural proportions (defaults lifted from each support's fall-through expressions); a customised A-frame switched to Y-frame no longer carries its 1.4 m bottom into state, and an X-brace gets equal parallel legs rather than inheriting A-frame's pinched 0.12 m top. - GeometrySystem: merge `getEffectiveNode(node)` before calling `def.geometry`. Smooths drags for every kind on the parametric path (fence, shelf, item, anything that ships `def.geometry`): live override mutates the mesh per pointer move, zustand only hears the commit. Mirrors WallSystem / DoorSystem / WindowSystem / StairRenderer / ColumnRenderer hookups. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * elevator + column: registry handles, rotation gizmo with curved arrow - Elevator: width / depth / cab-height arrows on the registry path (anchor='center' for width/depth so dragging outward grows the full span symmetrically; anchor='min' for cab-height with shaftTopY resolved through `resolveElevatorLevels` so the arrow lands above the full shaft on multi-level elevators, not just the cab top). Floating-menu Move icon enabled + a fence-style MENU_Y_OFFSET so the menu floats above the height arrow. - Whole-node rotation gizmo for both elevator and column. Uses arc-resize with `shape: 'rotate'` + a new `decoration` ring on ArcResizeHandle. Curved-arrow geometry is a two-headed icon (arc ribbon with chevron wings + tangential tip at each end), rendered in node-local XZ plane at mid-height. Guide ring traces the rotation circle (footprint-diagonal + small offset) on hover or drag. Position offsets along +Z only — sticks out the front of the node instead of diagonally at the corner. apply() negates the cursor angular delta (atan2(z,x) is opposite-handed from three.js Ry) so dragging CCW around the node rotates the node CCW. - ArcArrow renderer extended: tracks `isDragging` like LinearArrow, renders the optional ring decoration, and swaps geometry between the chevron (default, used by stair-sweep handles) and the new curved-arrow shape when `shape: 'rotate'` is set. - HandlePlacement.position / .rotationY now optionally take a `sceneApi` so descriptors that depend on cross-node state (the elevator's level-chain resolution) can compute placement against the live scene. SceneApi gains a `nodes()` accessor returning the full record. Test stubs in core (relations-resolver, drag-session, hosting) updated to satisfy the new shape. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * slab + ceiling + shelf: registry handles, live polygon preview, cursor polish - slab: per-edge resize chevrons in PolygonEditor (gated on `allowEdgeMove`, so site / zone editors are unaffected), height arrow via `def.handles`, and a floating-menu Move icon. Polygon drags now publish the in-flight polygon to `useLiveNodeOverrides` through a new `onPolygonPreview` prop; GeometrySystem rebuilds the slab mesh at pointer rate while the store stays untouched until the single commit on release. Hole editor wired the same way. Handle materials switched meshStandard → meshBasic so the blue corner / green midpoint cylinders read true colour instead of dimming in scene lighting. - ceiling: same Move icon, per-edge arrows, height arrow, and live preview through the boundary + hole editors. CeilingSystem now merges via `getEffectiveNode`, so polygon and height overrides flow through on every dirty tick. Height arrow placement is mesh-local (not `height + offset`) because CeilingSystem parks `mesh.position.y` on the height value. - shelf: width / depth / height arrows + a curved rotation gizmo with ring decoration. Move icon on the floating menu. Shelf stores rotation as a tuple, so the rotate `apply` reads back `[x, y, z]` and only mutates `y`. - LinearArrow: snapshot `rideObject.matrixWorld.invert()` at drag-start and reuse it in `onMove`. Kinds that park `mesh.position` on the field being dragged (ceiling `height`) used to chase a moving ride frame, so the local-Y delta collapsed and the value stalled / jittered. - ArcArrow: cursor is `'grab'` on hover and `'grabbing'` during the drag (was the misleading `'ew-resize'`); the `Cursor` type gains those two members. - ParametricNodeRenderer: merge `useLiveNodeOverrides` for position + rotation so the rotation gizmo shows live motion through the outer group — GeometrySystem already covered geometry-affecting fields. - floating menu offsets: slab 0.4 → 0.7, ceiling 0.4 → 1.0, shelf 0.6, so the menu floats above each kind's new height arrow. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * roof-segment: registry handles, live override path, analytical-normal fix - roof-segment: width / depth / wall-height / pitch / rotation arrows; pitch drag back-solves the angle from peak-height via the slope frame - roof-system: getEffectiveNode + useLiveNodeOverrides so drags rebuild the segment + merged shell live, commit-on-release stays a single write - floating menu: Move icon for roof-segment; uniform EXTRA_MENU_LIFT - skylight / solar-panel / box-vent ghost: fix analytical normal — shed sign flip, mansard / dutch +X face direction, gambrel + mansard tier awareness; one (dx·tan, 1, dz·tan) formula across all roof types Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: resize/rotate arrows for column, shelf, elevator, fence; rotation handedness fix - Column / shelf / elevator: per-cross-section resize arrows in the 2D floor plan, matching the 3D handle set (width / depth / uniform / radius / brace dims), plus a corner rotate-arrow. Body move stays on the move-handle dot via the registry overlay's generic translate. - Fence: floor-plan curve sagitta handle + side move-arrows + a body-move target (`fenceFloorplanMoveTarget`) with linked-fence endpoint cascade and ALT-detach. Commit strips `isNew` metadata and re-selects so the chrome stays visible at the new position. - Roof-segment: floor-plan resize + rotate arrows wired through new affordances; `resolveSegmentFrame` aligns with the builder's transform so handles stay glued to the rendered footprint. - Stair: in-world rotate gizmo bow orientation derived from the gizmo's position (was a stray `-π/4` that read as "pointing outward" on the spiral). StairSystem now merges the live override before the slab-elevation spatial query, so dragging the rotate gizmo no longer drops the group's Y when a segment swings off its pre-drag footprint. - Rotation handedness: floor-plan now plots column / shelf / roof-segment at `-rotation` so SVG's CW-with-y-down `rotate` visually matches Three.js Y-rotation (CCW from top-down). Same `rotation` value rotates the same direction in both views, and the same cursor gesture writes the same sign — `- delta` in every rotate affordance, lined up with the 3D handles. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * registry: floorplanScope + movable capability; cursor focus under mouse - Registry: duplicate-kind throws in production, warns in dev (HMR). New `kindsWithFloorplanScope('building')` and `isRegistryMovable` helpers; `resolveBuildingForLevel` extracted into spatial-grid-sync. - Floorplan registry layer: building-scoped kinds (elevator today) now dispatched via `def.floorplanScope === 'building'` instead of a hardcoded `node.type === 'elevator'` arm. - FloatingActionMenu: Move button gated by `isRegistryMovable(kind)`, replacing the 13-arm `node?.type === '…'` chain so adding a movable kind no longer touches this file. - 2D cursor indicator: render at the raw mouse position in all modes (drop the snapped `cursorAnchorPosition` machinery) so the badge always sits under the cursor. - 3D grid reveal ring: the shader's `positionLocal.xy` is in grid-mesh-local space, but the cursor uniform was in world coords — so the ring drifted by the building's world XZ. Store the last world cursor and re-derive the local uniform every frame after the mesh's XZ lerp, so the ring stays locked under the mouse including during the catch-up frames after a building rotation commits. - Roof system: tighten the merged-shell filter's type predicate so TS narrows `n` before `hasSegmentMaterialOverride(n)`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: corner billboard, perpendicular grid snap, drop 45° from move/draft - Corner picker discs (3D move + wall corner leader) now solve `parentWorld⁻¹ · cameraWorld` so they face the camera even when an ancestor building/level has a rotation; the old `camera.quaternion` copy silently broke under any parent rotation. - Side-handle wall move snaps the wall centre's *absolute* perpendicular projection to grid lines, so axis-aligned walls land on real grid positions regardless of where they started. - Wall draft + endpoint move (3D and 2D) drop the 45°-from-start angle snap. It was useful for picking a direction during the very first draft, but during a perpendicular endpoint drag it pulls the cursor onto a 45° ray from the fixed corner instead of tracking the grid. - Shift now selects the fine grid step (`WALL_FINE_GRID_STEP = 0.05`) for precision placement in every wall snap call site, replacing the former "Shift = bypass angle snap" semantics with a consistent "Shift = finer snap" convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fence: drop 45° angle snap from draft + endpoint move, Shift = fine step Mirrors the wall convention shipped in e89a8228: - `snapFenceDraftPoint` gains an optional `step` override. - Fence draft (3D `tool.tsx` and 2D `floorplan-panel.tsx`, `use-floorplan-background-placement.ts`) snaps to the active grid step only — no 45°-from-start snap. Shift switches to `WALL_FINE_GRID_STEP` for precision placement. - Fence endpoint move (3D `actions/move-endpoint.ts` and 2D `floorplan-affordances.ts`) drops `start`/`angleSnap` so a perpendicular drag tracks the grid instead of pulling onto a 45° ray from the fixed endpoint. Shift switches to the fine step. Also fixes the matching wall click path in `use-floorplan-background-placement.ts:215` that was missed in e89a8228, plus its locally-injected `snapWallDraftPoint` signature. Side-handle perpendicular slide (`fence/move-tool.tsx`) was already grid-snap-only without 45°, so it's untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan menu: show Move button for selected walls Removes the `node.type !== 'wall'` exclusion that hid the Move icon on the 2D floor-plan floating menu for walls. The dispatcher already has a working path for walls — `def.affordanceTools.move` routes to `MoveWallTool` (perpendicular slide + linked-wall cascade) — so the menu just needs to expose the button. The original opt-out called the menu entry "redundant" because walls also have side-arrow handles, but the user wants the same icon walls get the same affordance as every other selected element in the floating menu. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan wall move: axis-lock to wall normal, match 3D MoveWallTool The 2D `wallFloorplanMoveTarget` was applying the raw cursor delta in XZ, so dragging a selected wall in the floor plan let it free-float sideways and lengthwise. The 3D `MoveWallTool` constrains the same drag to the wall's perpendicular axis (sideways slide only) — this brings the 2D path into parity. - Captures the wall's centre and the `getPerpendicularWallMoveAxis` normal at session start. - Each tick, projects `originalCentre + rawDelta` onto the axis, snaps that absolute scalar to the active grid step, and translates the wall by `axis * perpDelta`. Same math as the 3D tool. - Shift bypasses snap (raw projection), matching the 3D convention. - Degenerate zero-length walls fall back to free XZ motion (rare; they're already destined for deletion via the junction planner). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan move overlay: commit at last pointermove, not pointer-up The overlay used to re-run \`session.apply\` with the pointer-up coordinates before committing, on the assumption that pointer-up might fire without a preceding pointermove. Side effect: when the pointer-up coord crossed a grid-snap boundary relative to the last pointermove, the snap flipped to a different cell and the moved node visibly jumped at release from where the drag had painted it. Trust the last pointermove instead — modern browsers reliably emit a final pointermove right before pointerup, and "what you saw is what gets committed" is the UX users expect. The previous sub-pixel drift fix loses to the visible boundary-jump it caused. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: door wall-hit placement, fence/stair move fixes, wall auto-ceiling sync - Door / window placement: registry layer entries no longer swallow pointer events while a door / window tool is active, so clicking ON a wall now triggers placement (previously only clicks NEAR a wall worked — the wall's registry-entry `<g>` was stopping the pointer event before it reached the SVG background handler that emits `wall:click`). - Fence floor-plan move: 3D `MoveFenceTool` now respects `movingNodeOrigin === '2d'` on unmount. Without the guard, the 2D overlay's commit would call `setMovingNode(null)`, unmounting the 3D tool, whose cleanup then ran `restoreOriginal()` and reverted the just-committed positions — the "fence reverts on commit" symptom. Mirrors the wall move-tool's existing guard. - Stair floor-plan move: anchored, delta-based motion (was position-jumps-to-snapped-cursor), and reads `getWallGridStep()` instead of hard-coded 0.5 so the stair snaps to the editor's current grid step in real time. Matches the 3D `MoveRegistryNode` commit position. - Stair segment length arrow: drop the placement `rotationY` — `axis: 'z'` already auto-rotates the chevron by `-π/2`, stacking another `-π/2` spun the tip to `-X` (sideways) instead of `+Z` (forward off the run). Matches shelf / roof-segment. - Stair segment system: merge `useLiveNodeOverrides` when rebuilding geometry, chain transforms, merged mesh, and slab elevation, so width / length / height drags show the live value on the mesh and the store only gets the final tracked write on commit. - Stair length arrow position: offset 0.06 m past the front edge so the head clears the stair fill and reads as pointing forward off the run rather than lying across the edge. - Stair default railing mode: `'both'` for new placements (was `'right'`). - Wall floor-plan move: anchored at first cursor sample (was raw centre) so the floating-menu drag-icon offset doesn't jump the wall to a different snap cell on grab. - Wall move: live auto-slab + auto-ceiling preview via `useLiveNodeOverrides`. The store stays at pre-drag values during the drag; commit writes the final plan in one atomic `applyNodeChanges` (creates / updates / deletes deferred from per-tick to commit so undo rolls the whole topology change back in one step). Adds `planAutoCeilingsForLevel` + `AutoCeilingSyncPlan` exports mirroring the existing auto-slab planner. - Wall draft: expose `WALL_ENDPOINT_SNAP_RADIUS` (0.7 m) for endpoint snap intent — strongest user intent (closing polygons, attaching to corners) wants a more generous radius than the generic join snap. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * open-pr skill: refresh existing PR description instead of bailing Adds a 3b branch to the open-pr skill: when gh pr view finds an existing PR, regenerate the body from current branch commits/diff while preserving Screenshots verbatim and the user's checklist tick state, then apply via gh pr edit. Previously the skill would print the URL and exit, leaving stale descriptions on long-lived feature branches. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: capability/hook dispatch, generic resize + endpoint state Removes per-kind `node.type ===` arms from the floorplan layer (door/window opening placement, wall live-override merge, building ambient context) in favour of new NodeDefinition capabilities and hooks. Collapses 12 `resizing*` editor-store fields into one `activeHandleDrag`, the wall/fence endpoint-move dispatch into a kind-keyed table, and renames now-shared wall utilities to segment-generic names. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * 3d wall measurement: hide label for selected walls Item measurements still render; the wall branch is left in place so re-enabling is a one-line gate flip. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: set EDITOR_LAYER on arrow handles to exclude from thumbnails Arrow meshes portaled into the 3D scene were missing EDITOR_LAYER, so ThumbnailGenerator's camera (which calls cam.layers.disable(EDITOR_LAYER)) would render selection handles into captures. Add a useEffect in NodeArrowHandlesForNode that traverses the portal root group and sets EDITOR_LAYER on every child. The effect re-runs whenever descriptors change so newly created meshes (e.g. when handle count changes for the same selected node) get the layer tag immediately. --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: open-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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