Commit Graph
867 Commits
Author SHA1 Message Date
Wassim SAMADandClaude Opus 4.8 eeadec11a7 perf+fix(editor): gate 2D scene in 3D mode; wall-endpoint move via live overrides
Two changes from the split-view / wall-endpoint perf + UX pass.

floorplan-panel: render the heavy 2D <svg> scene only when the panel is visible
(`isFloorplanOpen`, i.e. viewMode !== '3d'). The panel stays mounted in 3D
(display:none) to keep the portalled compass + viewport state warm, but the
registry layer / per-node InteractiveGeometry / handle layers no longer
reconcile on every scene change while invisible. Renders fully in 2D and split;
viewport pan/zoom is preserved across the toggle.

wall move-endpoint-tool: preview via `useLiveNodeOverrides` instead of writing
`useScene.updateNodes` every grid:move tick. The per-tick store write handed a
fresh `nodes` ref to every `useScene(s => s.nodes)` subscriber (WallPanel, the
contextual HUD, tooltips, floor plan), rebuilding them all each frame. Overrides
are merged by the wall system, wall panel, and 2D floor plan, so the preview
still tracks live with no store churn; the store is written once on commit, and
one Ctrl-Z reverts to the original endpoint. Also swallow the click that follows
every endpoint-tool release so it can't fall through to the wall body and arm
the wall move tool (no-drag tap or post-commit).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 19:39:10 -04:00
Wassim SAMADandClaude Opus 4.8 b384bc8178 perf(editor): skip floorplan viewport sync while the 2D panel is hidden
Camera-zoom hitch: the FloorplanPanel stays mounted (display:none in 3D mode),
so its navigation-pose subscriber fired every camera onUpdate. During zoom the
view-width changes continuously, so the epsilon guard never short-circuited and
`syncFloorplanViewportToNavigationPose` ran each frame → setViewport/
setFloorplanUserRotationDeg → a full re-render of the ~10k-line floorplan SVG,
even though nothing is visible (React reconciles display:none subtrees).

Gate the viewport sync on `isFloorplanOpen` via a ref the per-frame subscriber
reads, and re-run the mount catch-up effect when the panel reopens so the
viewport snaps to the current camera. The compass is unaffected — it's portaled
to the always-visible viewer area and still receives the pose; only the panel's
own viewport sync is skipped while hidden.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 17:34:42 -04:00
Wassim SAMADandClaude Opus 4.8 bbe5b9a8eb fix(placement): wall-item facing via useFacingPose + right-click no longer cancels camera orbit
BUG 1 — wall-attached furniture facing. The coordinator drew its own inline
facing triangle and published the wall grid normal from the cursor ghost's own
yaw, which is the symmetric-wireframe yaw — π off the item's true facing for a
wall (and a different frame for a roof-segment face). The triangle pointed into
the wall and the grid normal was sign-flipped while the box still looked right.

Fold the coordinator into the unified `useFacingPose` overlay (drop the inline
triangle, geometry/material/constants). The per-frame surface publisher now
derives the true outward facing from the draft mesh's world orientation (its
local +Z faces out of the host surface) for wall/roof-wall and feeds that single
yaw to BOTH the grid normal and the facing triangle. Floor/ceiling/item-surface/
shelf paths are unchanged behaviourally — same cursor yaw and Y, just routed
through the overlay.

Right-click cancel vs camera orbit. The right button also orbits the camera, so
the old unconditional `contextmenu → onCancel` cancelled placement on every
right-drag. Gate the cancel on pointerup: only when the right press moved ≤4px
within ≤200ms (a quick stationary click); a longer/further press is an orbit and
is left alone. contextmenu now only suppresses the OS menu.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 16:59:06 -04:00
Wassim SAMADandClaude Opus 4.8 8cc6c41b51 fix(editor): unstick empty-click deselect after click-to-move
Validated live by Wassim. The click-to-move branch set `clickHandledRef = true`
then returned early, skipping the 50ms reset the normal select path runs at the
end. The flag stayed true, so `onGridClick`'s guard silently blocked every
empty-click deselect until the next normal select cleared it. Schedule the reset
right after the flag is set so EVERY branch (incl. the early return) clears it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 16:09:11 -04:00
Wassim SAMADandClaude Opus 4.8 5933a00247 fix(editor): placement grid — wall-anchored, perf, first-frame wall seed
Validated live by Wassim.

- Wall grid is anchored to the wall PLANE (its foot), not the moving ghost, so
  sliding a door/window only moves the reveal patch — the lattice stays a fixed
  snap reference instead of "following" the opening.
- DoubleSide so the lattice renders when an opening is handled from the far side.
- depthTest is conditional: ON for the floor (the ground occludes a sub-floor
  lattice) and OFF on a wall (visible through the wall from the opposite side).
- Resolution change is a uniform write only — `cellSize` no longer rebuilds the
  uniform + material (which recompiled the shader and stalled on every step).
- Y follow snaps instantly (was a lerp); `gridY` state only updates on change.
- Reveal radius 5 → 12.
- Door/window publish the wall surface on mount (+ claim the pointer for the
  wall) so the grid is vertical from the FIRST frame — no horizontal flash.
- Export the active-placement-surface module so the opening tools can publish.
- Drop the editor-side "Show Grid" setting: the 3D grid is now purely a
  placement aid (shown only while placing/moving in grid-snap mode).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 16:08:59 -04:00
Wassim SAMADandClaude Opus 4.8 67a558a883 feat(editor): route door/window facing triangle through the unified overlay
Door and window are placed via preset and moved with a bespoke wall-bound
`move-tool` (affordanceTools.move), not the draw tool — so the previous inline
triangle never showed for the paths actually used. Migrate both:

- move-tool (move + preset, the community path): publish the on-wall ghost pose
  to `useFacingPose` in the same building-local frame the ghost renders in,
  dropped to the floor under the wall (the ghost Y is the opening centre); clear
  on every off-wall / hide / reveal / unmount path
- draw tool (standalone from-scratch path): publish the on-host pose, clear on
  fallback/hide; frame depth read via a ref to keep the setup effect deps clean

Removes the now-dead `FacingIndicator` public export (the editor-side overlay is
its only consumer, via relative import). The unified overlay now covers every
placement/move path: items, column/shelf, stair, and door/window.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 22:12:08 -04:00
Wassim SAMADandClaude Opus 4.8 68e5c6ca67 feat(editor): unify placement/move facing triangle into one editor-side renderer
Every placement and move path now publishes its ghost pose to a single
`useFacingPose` store, drawn by one editor-side `<FacingPoseIndicator>` overlay,
instead of each path drawing its own triangle (which left the nodes-package and
PlacementBox paths invisible):

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 21:48:58 -04:00
Wassim SAMADandClaude Opus 4.8 70acf894d1 feat(viewer): widen first-person walkthrough FOV to 60°
The walkthrough rode the default 50° orbit camera, which feels cramped on
foot. Both walkthrough controllers (baked GlbWalkthroughController and the
parametric WalkthroughControls fallback) now set a shared WALKTHROUGH_FOV = 60
on enter and restore the prior FOV on exit, leaving orbit framing untouched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 15:51:12 -04:00
Wassim SAMADandClaude Opus 4.8 7530de5348 fix(viewer): bake folding/garage doors at an un-flipped rest pose
`poseDoorMovingParts` assigned a single euler axis (`group.rotation.y` /
`.x`). The live system was fine because the group's euler stays a clean
(0, y, 0). But the GLB exporter clones the door and decomposes its matrix,
which re-derives a gimbal-flipped euler (x=z=π) for any rotation beyond
±90° — folding panels reach ~158°. The reset to t=0 then only zeroed `.y`,
leaving the π residue on x/z and baking a 180°-flipped rest pose (panels
folded out toward a wrong position even when closed).

Set the full euler triple via `.set()` in every pose branch so the other
two axes are always zeroed, clearing any decomposed residue. Add a
regression test that exports an open folding door and asserts an identity
rest pose for all panels.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:12:11 -04:00
Wassim SAMADandClaude Opus 4.8 2666b07479 feat(editor): wall room/single + fence continuous/single chain toggles
Replace the legacy held-Alt mechanism on wall and fence drafting with a
mode toggle, mirroring the snapping-mode chip:

- Wall: `wallChainMode` room (auto-close on loop) / single. Room mode
  finishes automatically when the new endpoint lands within the join-snap
  radius of the chain's first vertex; single commits one wall per click.
- Fence: `fenceChainMode` continuous (chain until double-click/Esc) /
  single. Fences are linear barriers, so continuous has no auto-close.
- Both: Alt-tap cycles the active drafting tool's chain mode (clean-tap,
  scoped to wall/fence drafting); a clickable HUD chip shows the mode.
  Persisted + migrated in `useEditor`.

Migrate wall and fence off held-Alt-bypass-alignment to the unified
convention: alignment now follows the magnetic snap mode, which frees Alt
for the toggle. 2D floorplan parity kept in sync with the 3D tools.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 11:27:12 -04:00
Wassim SAMADandClaude Opus 4.8 4c81435e3b fix(doors): correct folding fold direction + make open-clip names unique per node
Two issues surfaced testing the baked viewer:

- Folding door folded toward +z (into the room) — the joint rotation sign
  was inverted, so the accordion opened the wrong way ("weird position").
  Flip to `(prevDirection - direction) * foldAngle` so leaves fold toward
  −z, matching the original inline rig. Verified panel-for-panel against the
  original formula at every operationState.

- Openable clips were named by display name (`<name>: open`), but the baked
  viewer drives playback by clip name (`useAnimations` maps name → action).
  Several windows share the name "Window 1", so their clips collapsed to one
  action and triggering any one opened the first. Key the clip name by node
  id (`<id>: open`) — unique, matching the item-loop convention; the
  human-readable name still lives in `extras.label`.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 11:12:47 -04:00
Wassim SAMADandClaude Opus 4.8 c629171607 feat(doors): bake open-animation clips for sliding/garage/folding/pocket/barn doors
Only swing doors (hinged/double/french) baked an open clip into the GLB —
they carry a `pascalSwingLeaf` marker the exporter reads. Every operation
door type (sliding, pocket, barn, folding, garage-sectional/rollup/tiltup)
baked its `operationState` straight into mesh vertex positions at build
time, so the exporter had no re-poseable node to sample and the artifact
never flagged them `openable`.

Give operation doors the same build-once + pose-at-t split windows already
use. Each builder now emits its moving parts in a named group at the CLOSED
pose, and `poseDoorMovingParts` (the single source of truth, shared by the
live system and the GLB exporter) drives the open motion:

- sliding/pocket/barn: rigid leaf translation
- garage-tiltup: rigid hinge about the lintel
- folding: hinged accordion chain (nested groups, per-joint fold)
- garage-sectional: per-panel groups posed along the overhead curve
- garage-rollup: the one type whose live geometry changes (slats roll onto
  a drum, which a glTF clip can't express) keeps its full-detail live
  rebuild; the curtain is wrapped in a top-pivoted group the exporter
  scales up into the lintel as the baked approximation.

The exporter samples each operation door's motion into keyframe tracks
(16 segments) so the non-linear rigs (curve, accordion) stay faithful, and
stamps `extras.openable` + `extras.clips` so any glTF consumer can play it.

Tests: per-type kinematics (groups build, rest closed, open) +
sliding/roll-up clip baking (sampled position/scale tracks).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 10:24:08 -04:00
Wassim SAMADandClaude Opus 4.8 6d02ad424e docs(editor): correct stale Alt "free place" comment in placement coordinator
The floor grab-offset comment claimed floorStrategy.move reads localPosition
"under Alt (free place)"; it reads event.position with mode-governed snapToGrid
and has no Alt branch (Alt is force-place-only). Describe the real reason both
frames carry the offset: it's computed local-space but the strategy consumes the
world point.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 09:59:05 -04:00
Wassim SAMADandClaude Opus 4.8 1de1923e47 fix(nodes): raise MEP placement HUD pill clear of the cursor
The MEP run/fitting/terminal tools anchored their cursor readout pill at
~+0.35m above the placement point, so with the tall CursorSphere line
(badge at +2.7m) the pill sat right on the cursor and overlapped it,
especially when zoomed in. Editor main (#438) already raised the duct
pill to +1.45m; this long-lived branch predates that merge. Bring every
MEP tool that uses the tall cursor onto the same +1.45m anchor:
duct/pipe/liquid/lineset runs, duct/pipe fittings, and duct-terminal.
hvac-equipment (height-aware anchor) and pipe-trap (no cursor line) are
left as-is — their HUDs already clear the ghost.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 09:04:33 -04:00
Wassim SAMADandClaude Opus 4.8 f75cffed9f fix(editor): don't crash GLB export on a material-less renderable
Baking some projects failed with "Cannot read properties of undefined (reading
'isShaderMaterial')". GLTFExporter reads material.isShaderMaterial unconditionally,
so a renderable (Mesh / Line / Points) with no material crashes the export — and a
non-Mesh renderable slips past both the isMesh prune check and material conversion.

Guard it in pruneNonRenderableMeshes: a material-less renderable is dropped if it's
a leaf, or neutralised (empty geometry + a hidden placeholder material) if it has
children so its subtree survives. Post-FX disable now lets these scenes reach the
exporter, which is why it surfaced.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:48:39 -04:00
Wassim SAMADandClaude Opus 4.8 0fb3604586 perf(editor): move 2D marquee + reference-scale draft out of panel state
The last two hot per-pointer-move 2D states still lived in FloorplanPanel's
useState, re-rendering the ~10k-line panel on every move:

- marquee (box-select): the whole drag struct moves to a dedicated
  use-floorplan-marquee store; down/move/up/cancel read+write it via
  getState() (panel holds nothing), and a FloorplanMarqueeOverlay leaf
  subscribes to the moving corner and renders the rect alone. Drops the 3
  bounds memos + the useState.
- reference-scale: the rubber-band's moving end was always equal to the
  shared cursorPoint (written every move anyway), so drop the `cursor` field
  from the draft and read it from useFloorplanDraftPreview in a new
  FloorplanReferenceScaleDraftLine leaf. The draft now carries only the
  per-click guide + start anchor, so it no longer re-renders the panel.

Closes out the 2D edition perf pass — every build/edit/select hot path now
writes a store, not panel state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 16:38:42 -04:00
Wassim SAMADandClaude Opus 4.8 84cdf4519d feat(nodes): mode-aware roof-segment edit + 2D rotation parity with 3D
Roof-segment edit/move ignored the active snap mode and showed no chip:
- add snapProfile:'structural' so a body-move resolves the no-angle polygon
  context (grid/lines/off) like every other structural move;
- resize uses getSegmentGridStep() (0 outside grid mode = the "smooth" resize
  that used to need a held Shift), dropping the captured gridSnapStep + Shift;
- move drops its Shift bypass;
- the affordance dispatcher opens a boundary reshape scope for the resize so
  the snapping chip shows and the context resolves.

2D rotation handles now match the 3D gizmo across all six rotate affordances
(column / elevator / roof-segment / shelf / spawn / stair): a shared
rotateAffordanceDelta snaps to the 15° step unless Shift (free), the
dispatcher opens the same ROTATE_HANDLE_DRAG_LABEL handle-drag scope the 3D
gizmo uses so the contextual HUD shows the "Shift = rotate freely" hint, and
the live degree readout snaps to match the committed rotation.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 16:12:26 -04:00
Wassim SAMADandClaude Opus 4.8 7512fccdaf feat(nodes): mode-aware snapping for wall/fence endpoint moves in 2D
Wall and fence endpoint-move affordances hard-snapped to the grid via a
hardcoded WALL_GRID_STEP and always ran Figma line-alignment, ignoring the
active snapping mode. Now:

- grid step follows getSegmentGridStep() (0 outside grid mode), so lines /
  angles / off no longer force a grid snap the mode chip says is inactive;
- Figma alignment is gated on isMagneticSnapActive() (the lines mode);
- angles mode angle-locks the endpoint off the fixed corner (free length),
  mirroring the draft tool;
- fence drops its legacy Shift-bypass to match the wall's unified model
  (Alt stays as linked-segment detach).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 15:41:10 -04:00
Wassim SAMADandClaude Opus 4.8 a80924e011 feat(editor): wire reshape scope for edit-tool chips + 2D-only wall commit
The 2D affordance dispatcher (`startAffordanceDrag`) now begins the matching
reshaping interaction scope (boundary / hole / curve / endpoint) on pointer-down
and tears it down on release/cancel, matched by node id. This makes the
contextual snapping HUD show the right chip during polygon vertex/edge and wall
endpoint/curve edits, and lets `getActiveSnapContext()` resolve the correct
per-context snapping mode the affordance snap math already reads.

Wall creation is owned by the 3D `WallTool`, which is dead in 2D-only view
(canvas `display:none`). Mirror the slab/ceiling 2D-only committers: commit
locally via `createWallOnCurrentLevel`, gated on `viewMode === '2d'`, chaining
the next segment from the committed wall's resolved end. Split/3D keep their
single-owner tool commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 15:24:35 -04:00
Wassim SAMADandClaude Opus 4.8 6f37783fbd fix(editor): commit ceiling locally in 2D-only view (3D tool can't)
Same fix as slab: ceiling is committed by its 3D registry tool, dead in 2D-only
view. Commit it from the panel on both close paths, gated to viewMode==='2d'.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 14:57:24 -04:00
Wassim SAMADandClaude Opus 4.8 0e778ab526 fix(editor): commit slab locally in 2D-only view (3D tool can't)
Slab is committed by its 3D registry tool, which accumulates the grid:click
vertices the 2D panel emits and commits on close. That path is dead in 2D-only
view — the 3D canvas is display:none, so the tool never commits and the slab is
never created (split/3D work because the 3D side is live). Mirror the zone
pattern: the panel commits the slab itself on both close paths (double-click +
click-first-vertex), gated to viewMode==='2d' so split/3D keep their single-owner
tool commit (no double-create).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 14:56:24 -04:00
Wassim SAMADandClaude Opus 4.8 ac14443fa6 fix(editor): polygon vertex/edge edit honors the active snapping mode
The shared polygon-vertex affordance snapped via snapPointToGrid(rawPoint), whose
default step is the hardcoded WALL_GRID_STEP (0.5m) — so slab/zone/ceiling vertex,
edge, and add-vertex edits always quantized to half-meters regardless of the
active mode OR the user's grid-step setting (plan open bugs #1-2). Use the
mode-aware getSegmentGridStep() (0 in non-grid modes) so grid quantizes to the
live step, lines/off pass through to the wall-snap/alignment resolver. Drop the
legacy shiftKey bypass from the slab/ceiling magnetic resolvers (they already
gate on isMagneticSnapActive).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 14:46:16 -04:00
Wassim SAMADandClaude Opus 4.8 167f0868ef perf+fix(editor): wall/fence/roof 2D draft to store+leaf, finish snapping-mode parity
Perf: move the per-move wall/fence/roof draft END points into
useFloorplanDraftPreview; a new FloorplanLinearDraftLayer leaf owns the live
draft polygon + fence segment + wall measurement, subscribing to the store. The
shared FloorplanDraftLayer keeps only the per-click anchors. Wall/fence/roof
drafts now have zero per-move panel setState — buttery smooth like slab/zone.

Parity: migrate the remaining legacy Shift=bypass paths to the unified
mode-driven model. roof (move + click) honored only always-grid + bypassSnap —
now grid/lines/off (footprint → no angle). wall + fence click-commit still used
the legacy bypass while their move-preview didn't — now consistent. Wall Alt
stays 'commit single wall' (open product decision, untouched).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 14:13:58 -04:00
Wassim SAMADandClaude Opus 4.8 bc9e075b2d fix(editor): 2D slab/zone/ceiling drafting honors the active snapping mode
The polygon-draft snap path used the legacy model: bypassSnap = shiftPressed and
angleSnap = pointCount > 0 && !bypassSnap, so the 15deg angle lock engaged after
the first vertex regardless of mode — hijacking grid/lines/off into angle-snap
even though the HUD chip showed the right mode.

Migrate all three placement paths (move preview, single-click vertex, double-
click close) to the unified model: angleSnap = isAngleSnapActive(); grid flows
through snapToHalf (step 0 in non-grid modes); wall-snap/alignment already gates
on isMagneticSnapActive(). Behavior now matches the chip — grid quantizes,
angles locks 15deg rays, lines snaps to walls/alignment, off is free. Drop the
now-dead bypassSnap param from snapPolygonDraftPoint.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 13:45:30 -04:00
Aymeric RabotandClaude Opus 4.8 1b4c656901 chore(ts7): adopt the TypeScript 7 native compiler (tsgo)
Make the editor packages compatible with, and benefit from, the native Go
compiler (TypeScript 7 / tsgo) while keeping the npm publish path on stable tsc.

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:37:58 -04:00
Wassim SAMADandClaude Opus 4.8 a769b45756 perf(editor): extract 2D draft cursor state to store + leaves — kill per-move panel re-render
The 2D build/edit tools republish the snapped cursor point AND the screen-space
coordinate-badge position on every pointer move. Both lived in FloorplanPanel
useState, so each move re-rendered the whole ~310ms panel (the badge fires on
every pointermove while any build tool is active — the dominant culprit).

Move both into a useFloorplanDraftPreview store written via getState() (no panel
re-render); render the crosshair + live polygon-draft edge from a
FloorplanDraftCursorLayer leaf and the coordinate badge from a
FloorplanCursorIndicator leaf, each subscribing to the store. Same store+leaf
pattern as the stair build preview. Slab/zone/ceiling drafts now have zero
per-move panel setState. Wall/fence/roof draftEnd are follow-up slices.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 13:35:36 -04:00
Wassim SAMADandClaude Opus 4.8 6d5294d43f perf(editor): extract stair 2D build preview to store + leaf — kill per-move panel re-render
The stair tool held its 2D build preview in FloorplanPanel useState, so every
grid:move re-rendered the whole ~120-220ms panel. Move the preview into a
dedicated useStairBuildPreview store written via getState() (no panel re-render)
and render it from a FloorplanStairBuildPreviewLayer leaf that subscribes to the
store directly — the same pattern that keeps column/elevator placement smooth.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 13:02:48 -04:00
Wassim SAMADandClaude Opus 4.8 b7386f2dcb fix(viewer): block body for zone-shape forEach (useIterableCallbackReturn)
Main's biome config flags a callback returning a value; the ternary in the
zone-shape forEach implicitly returned moveTo/lineTo. Use a block body.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 12:37:03 -04:00
Wassim SAMAD 708fa5278e Merge remote-tracking branch 'origin/main' into feat/baked-glb-export
# Conflicts:
#	packages/editor/src/components/editor/export-manager.tsx
2026-06-25 12:34:24 -04:00
Wassim SAMADandClaude Opus 4.8 bbf9291c2d feat(editor): roof/stair/elevator snapping migration + no-angle footprint draft
Migrate roof/stair/elevator draft tools + the 2D floorplan move overlay off the
legacy Shift/Alt=bypass model onto mode-driven snapping (isGridSnapActive /
isMagneticSnapActive); Alt dropped (no validity gate). stair/elevator now use the
live grid step.

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 12:23:00 -04:00
Wassim SAMADandClaude Opus 4.8 8e9a45a9d5 feat(editor): MEP move-tools — mode-driven snapping (drop Shift=bypass)
The 5 bespoke MEP movers (duct/pipe-segment, liquid-line, lineset, duct-fitting)
now read the active snapping mode (isGridSnapActive / isMagneticSnapActive)
instead of shiftKey=bypass. The moving scope already carries the node
(setMovingNode → begin('moving')), so the per-kind context resolves with no
extra wiring. Grid and alignment are now independent reads.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 12:06:31 -04:00
Wassim SAMADandClaude Opus 4.8 2fdbcf03c3 feat(editor): MEP placement migration — Shift=cycle / mode-driven snapping
Migrate all 9 MEP kinds' placement tools onto the unified snapping model:
declare snapProfile ('item' for point-placed hvac-equipment / duct-terminal /
duct-fitting / pipe-fitting / pipe-trap; 'structural' for directional runs
duct-segment / pipe-segment / liquid-line / lineset), and replace the legacy
shiftKey-bypass reads with mode-driven isGridSnapActive / isMagneticSnapActive /
isAngleSnapActive. For runs the 45° lock becomes the cyclable 'angles' mode;
Alt stays the vertical-riser modifier (run drafting has no validity gate to
force). Port mating gated on "mode != off". Dropped stale "⇧ smooth/free" hints.

The bespoke MEP move-tool/selection (endpoint) tools stay on the legacy model —
they use setMovingNode(null) so no moving-scope context resolves yet; migrating
them needs scope-wiring first (follow-up).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 10:56:55 -04:00
Wassim SAMADandClaude Opus 4.8 76096ffe72 fix(editor): door/window move — fix 2D+3D FPS collapse + finish modifier migration
The 3D MoveDoor/MoveWindow tools wrote useScene every frame during a move
(freeFollowAt + applyPreview alternating): the wall:move (R3F) / grid:move
(DOM) de-dup compared event.timeStamp across two event systems with different
clocks, so it never matched and the floor free-follow ran during on-wall
slides too, ping-ponging the host and churning the nodes ref → framerate
collapse in both 2D and 3D. Replace it with a single-clock wall-ownership
window (performance.now, ~4 frames): the floor follow stands down while a
wall/roof hit is fresh. On-wall slides now write no scene per frame (mesh +
useLiveTransforms only). Lower the live wall-cutout throttle 120→60ms now that
the per-frame churn is gone.

Also completes the door/window modifier-model migration (#10): Shift=cycle /
Alt=force-place, fully mode-driven snap, snapProfile:'item'; exclude
ground-line candidates from along-wall opening alignment; emit the move SFX
once per snapped step.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 10:21:37 -04:00
Wassim SAMADandClaude Opus 4.8 636f8ed4f7 style(viewer): wrap three import in glb-interactive (formatter)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:01:13 -04:00
Wassim SAMADandClaude Opus 4.8 5938cb6805 feat(viewer): strip scans/guides from the bake, re-add from scene data
Scans (LiDAR meshes) and guides (floorplan images) are heavy reference assets
stored elsewhere, not part of the compiled building — and baking them into a
public static GLB would also bypass the per-project show_*_public flags. Strip
both from the export entirely (previously they leaked in as empty identity
nodes, timing-dependent).

The GLB viewer re-adds them at runtime from the scene graph, like lights:
GlbReferenceNodes resolves each scan/guide's registry renderer (no static nodes
import — same nodeRegistry path the viewer already uses) and portals it into its
parent level's baked node, so the node's level-local transform resolves to the
right world pose and rides level stacking. Uses the same GuideRenderer/
ScanRenderer + asset resolver as the parametric viewer, so http-backed assets
show for everyone and local asset:// ones for the owner — exact parity.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 08:36:02 -04:00
Wassim SAMADandClaude Opus 4.8 df901b1d4e perf(viewer): keep GLB light pool at a fixed visible count (no WebGPU recompiles)
Toggling pointLight.visible changes the active-light count, which makes the
WebGPU renderer rebuild every material's lighting node + pipeline — a multi-
hundred-ms stall. The pool reassigns on every camera move, so zooming churned
visibility and tanked FPS. Keep all 12 pool lights permanently visible and
animate only intensity (an idle light lerps to 0); the light-set never changes,
so no recompiles. Also make reassignment O(n) (score lookup map, not find).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:46:17 -04:00
Wassim SAMADandClaude Opus 4.8 a5c08b5950 feat(viewer): pool GLB item lights + stop overlay click propagation
Match the parametric ItemLightSystem instead of mounting a light per item:
a fixed pool of point lights is assigned to the nearest/most-visible lit
items each tick (camera-proximity scored, hysteresis, level factor), snapped
to each item's world position + offset, and faded on reassignment — so a large
house doesn't blow the renderer's light budget. The controls overlay already
mounts its <Html> only while the item sits in the focused zone (not hide/show);
add stopPropagation on the overlay so toggling a control no longer bubbles to
the canvas and deselects the zone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:34:41 -04:00
Wassim SAMADandClaude Opus 4.8 0514ec1858 feat(bake): bake catalog item clips (fan spin) into the GLB + play in viewer
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:13:48 -04:00
Wassim SAMADandClaude Opus 4.8 d80ffd67d5 feat(viewer): re-light + re-control baked GLBs from the scene graph
Add a GLB interactive layer (`GlbInteractive`) that re-creates the item
interactivity the parametric viewer has — point lights and the controls
overlay — on top of a baked artifact. Effects + controls come from the
DB scene graph (joined to baked nodes by `pascalId`, no sidecar); world
transforms come from the baked Object3Ds. Lights are portaled into their
item node so they ride level stacking, and intensity tracks the shared
`useInteractive` store so overlay dimming works. Baked scenes load "lit"
(toggles default on) for a showcase viewer feel.

Extract `ControlWidget` into its own module so the parametric
`InteractiveSystem` and the GLB overlay render identical controls.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:47:07 -04:00
Wassim SAMADandClaude Opus 4.8 0e55d86416 fix(viewer): keep ceiling-hosted items visible in dollhouse
Items mounted on a ceiling (lamps, fans, recessed lights) are child nodes of
the ceiling, so hiding the whole occluder node hid them too. Hide only the
ceiling/roof's own meshes (stop descending at nested identity nodes) so hosted
items stay visible when a floor is opened up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:51:00 -04:00
Wassim SAMADandClaude Opus 4.8 8a57105eec feat(editor): mode-driven shelf/column/spawn placement + cross-kind floor collision
Migrate the remaining floor-placed kinds onto the unified snapping/modifier
model and generalize floor collision so any solid floor kind blocks any other.

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

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

Summary

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

Root Cause

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

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

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

* Update use-scene.ts
2026-06-24 16:00:43 -04:00
088f6c50a4 fix(editor): decompress compressed textures on GLB export (#435)
three r184's GLTFExporter throws 'setTextureUtils() must be called' when a
scene contains KTX2/basis-compressed textures. Wire up WebGPUTextureUtils
(matching the app's WebGPURenderer) so compressed textures are decompressed
during GLB export.

decompress() is called without the live renderer on purpose: it resizes
whatever renderer it is given and never restores it, which would corrupt the
visible canvas. Omitting it lets three create and dispose its own throwaway
renderer for the blit.

Reworked from #435 (anton-pascal); switches WebGL->WebGPU utils and avoids the
live-renderer resize gotcha surfaced in review.

Co-authored-by: Open Pascal <open@pascal.app>
2026-06-24 15:56:30 -04:00
5fe0965297 fix(viewer): graceful fallback when WebGPU/WebGL is unavailable (#403)
Adds a capability check and an UnsupportedGpuViewerFallback so the viewer
renders an informative panel instead of crashing on environments that expose
neither WebGPU nor WebGL. Capability detection runs post-mount to stay
hydration-safe, the renderer-init failure path swaps to the fallback, and the
fallback signals scene-readiness so the host editor loader does not hang.

Reworked from #403 (anton-pascal) onto current main; resolves the import
conflict and the SSR/scene-ready gotchas surfaced in review.

Co-authored-by: Open Pascal <open@pascal.app>
2026-06-24 15:56:26 -04:00
8593c55afe fix(nodes): guard previewRef in fence tool onGridClick (Sentry MONOREPO-EDITOR-BE/CR) (#434)
Co-authored-by: openclaw-agent <agent@pascal.app>
2026-06-24 15:52:25 -04:00
05771270e3 fix(core): coerce unknown material.preset to 'custom' (Sentry MONOREPO-EDITOR-DB) (#400)
Co-authored-by: openclaw-agent <agent@pascal.app>
2026-06-24 15:52:22 -04:00
Wassim SAMADandClaude Opus 4.8 5aedc366a6 feat(viewer): GLB walkthrough in viewer, monochrome, spawn/export polish
Move the first-person walkthrough into @pascal-app/viewer (BVHEcctrl +
GlbWalkthroughController) and round out the GLB-consuming viewer:

- Walkthrough: fallback ground only on level 0 (upper floors rely on baked
  slabs), hidden spawn marker, auto pointer-lock on enter, single-Esc exit via
  pointerlockchange, force perspective on enter / restore on exit.
- GlbScene: monochrome strips baked textures and recolours meshes by surface
  role using the active theme's clay tints; spawn node hidden from render.
- glb-export: camera/label/spawn identity extras for the viewer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 15:50:28 -04:00
Wassim SAMADandClaude Opus 4.8 04f1b0d59e feat(editor): node-declared per-context snapping + contextual HUD + painter scope
Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.

- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
  polygon mode-sets with exclusive modes (grid | lines | angles | off), each
  doing exactly what its chip says. Context is node-declared via the new
  `NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
  (profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
  (endpoint/curve/boundary) and item move get their own chip, no select-hint
  leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
  structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
  (minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
  scope. Fix grid/angle being ignored on boundary edit + slab creation:
  make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
  grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
  the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
  the contextual HUD now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 14:23:15 -04:00
Wassim SAMADandClaude Opus 4.8 b8b3d35f26 refactor(editor): delete the movingNode legacy flag — node lives in the scope
The 7th and last of the legacy interaction flags. The node being placed/moved
now lives inside the interaction scope's `placing`/`moving` variant (carried
inline, since fresh-placement/duplicate drafts aren't in the scene yet), read via
`useMovingNode()` / `getMovingNode()` / `movingNodeOf(scope)`.

- scope.ts: `placing`/`moving` carry `node: AnyNode`; add `movingNodeOf`.
- use-interaction-scope.ts: `useMovingNode` (hook) + `getMovingNode` (imperative);
  no useRef snapshot needed — the node is set once at `begin`, stable for the gesture.
- use-editor.tsx: drop the `movingNode` field + the `set({ movingNode })` writes.
  `setMovingNode` still drives the scope and still sets `movingNodeOrigin` /
  `placementDragMode`, so cross-store subscribers keep firing. Param + ~90 call
  sites unchanged.
- migrate ~17 reader sites to `useMovingNode()` / `getMovingNode()`; drop
  `movingNode` from lib/scene.ts; export `movingNodeOf`.

Every interaction flag is now derived from the single authoritative scope; only
`movingNodeOrigin` + `placementDragMode` intentionally remain as useEditor flags
(they outlive the scope / gate companion behavior).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 16:24:02 -04:00
Wassim SAMADandClaude Opus 4.8 6cfc6ae01b fix(export): stamp openable only when an open clip bakes
A door/window only carries extras.openable + extras.clips when an open
animation actually bakes. Cased openings (no leaf) and fixed windows (no
operable sash) are no longer mislabelled openable, so the GLB never claims
a part opens when nothing moves. /viewer is unaffected (it already required
openable && clips). Adds a regression test for the no-clip case.

(Export barrels reordered by the formatter.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:44:36 -04:00