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bf89b5bcf2 |
feat: vertical building model — stored level heights, wall inversion, decks (#526)
* feat(core): stored storey heights groundwork — pure slab-support module + level height schema Extract pointInPolygon/computeWallSlabSupport and friends into a cycle-free packages/core/src/systems/slab/slab-support.ts (severs level-height -> spatial-grid-manager -> use-scene), add deriveLegacyLevelHeight as the pure mesh-free equivalent of the viewer's stacked level height, and add the optional LevelNode.height field plus the storey service (getStoredLevelHeight, getLevelElevations per-building prefix sums). No behavior change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): storey height badge + edit popover on level rows Each floating-level-selector row shows its storey height; clicking opens a popover with 2.5/3.0/3.5 presets and a free slider writing level.height. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): vertical-model load migration — stored heights, ordinal compaction, wall-top classification Pass 3 in migrateNodes: derive and store each legacy level's exact stacked height (never snapped), compact ordinals per building anchored at zero so basements stay basements, classify wall tops against the derived plane (|plane - top| < 0.20 strictly -> plane-bound, else explicit height materialized), and drop the blind totalRise 2.5 stair default on legacy scenes only. Epsilon and strictness validated by a prod census. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: pin wall tops to the storey plane; stored heights become the only vertical truth Wall-top inversion: a wall without an explicit height now tops out at its storey plane (resolveWallTop); slabs lift only the base. Window/door caps resolve the real top through the same slab election instead of Infinity. All level stacking (viewer, elevator, first-person, stair openings, MCP scene queries) reads stored LevelNode.height; the four divergent live derivations and level.metadata.height are deleted. Stair totalRise becomes optional and derives from the storey height when absent. MCP create-level stops writing its elevation param into the ordinal. Level creation sites write explicit heights; templates carry their true derived heights. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp slabs/ceilings under the storey plane; sweep wall-height fallbacks; wall Top control Slab elevation writes clamp to plane − MIN_WALL_HEIGHT when plane-bound walls elect the slab (pure clampSlabElevationForWalls + registry handle bounds + shared panels for 2D/3D parity); ceiling heights clamp under the plane and auto-ceilings derive from resolved wall tops. Every remaining wall.height ?? 2.5 fallback resolves through resolveWallTop / resolveWallEffectiveHeight (panels, overlays, measurements, quantities, spatial grid, MCP reports); template walls matching their storey become plane-bound. Wall panel gains a Top control (Follows storey / Custom height) derived purely from height presence; the store update path now deletes keys passed as explicit undefined so plane-binding round-trips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): persisted support hosts — schema, host-preferring election, rendered-polygon unification Floor-placed nodes and walls gain a nullable supportSlabId. Elections surface the winning slab (getSlabSupportForItem, candidates query) and prefer a still-valid persisted host, falling back silently when the host is gone or reshaped away; deleting the host strips references in the same undo commit. Item-side support now tests the rendered slab polygon (like walls) through a per-level cache invalidated by the spatial-grid sync. Also adds the resolveStairTotalRise unit tests from the stage-1 gates. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: persist support hosts at commit; thread wall host preference everywhere Floor-placed commits (draft pipeline, per-kind creation tools, registry move tool) and wall create/move/endpoint commits persist supportSlabId via shared resolveSupportSlabPatch helpers — only when overlapping supports disagree on elevation, clearing it otherwise or when the node leaves the floor. WallSlabSupport surfaces electedSlabId; every wall support read site passes wall.supportSlabId as the preferred host. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: split slab into placement + thickness; pools become explicit recess intent slab.elevation stays the walking surface; new thickness grows downward so the solid occupies [elevation − thickness, elevation]. Migration writes thickness := elevation for solids (byte-identical intervals, including degenerate zero) and recessed: true for legacy negative pools. Geometry branches on recessed instead of the elevation sign; presets keep today's intervals; free elevation edits move the body without coupling thickness (the deck semantic). Dead viewer SlabSystem component deleted. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp ceilings to covering-slab undersides across levels getLevelAbove + getCoveringSlabUndersideAt give the first cross-level query; ceiling writes clamp to min(storey plane, lowest covering underside) − 0.01, and the space-detection reconcile now clamps manual ceilings down (never up) when a deck above intrudes — a flush deck reactively lowers the ceiling below it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: mezzanine and balcony build-tab tools One-gesture composites over the kernel: draw a deck footprint and commit deck slab + railings + stair (mezzanine) or deck + railings (balcony) in a single undo step. Fences gain supportSlabId and lift onto their host deck; railing runs split around the stair mouth; edges near wall centerlines are treated as closed. Stairs target the deck via explicit totalRise with no level-to-level opening sync. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: adaptive slab vertical editing; level vocabulary in UI copy Dragging a grounded slab's top stretches it (elevation and thickness move together — gaps impossible); floating decks move with thickness preserved and land grounded at zero; pools keep the drag-through-zero gesture. User-facing copy says level, not storey (Follows level, Level height). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp plane-bound wall tops to covering-slab undersides; fix vertical reactivity getWallPlaneTop samples the wall span against the level above's slabs, so a thick or flush upper floor shortens the walls below it instead of colliding (automatic attach, no dialog). Level-height edits now dirty the level's walls, stairs, ceilings, and fences; covering-slab changes dirty the level below. The effective-height helper triplicated across editor overlays moved to core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: ceilings follow the level top by default ceiling.height becomes optional — absent means the ceiling tracks min(level top, covering slab underside) − 0.01 live, so level-height edits no longer require ceiling fixes. Ceiling panel gains the same Follows level / Custom height control as walls; auto-from-walls ceilings are created height-less and their height-derivation machinery is deleted; migration drops stored heights within 0.20 of the bound on legacy scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: wall plane clamp missed max-side boundary walls Auto slabs derive their polygon from wall centerlines, so covering-clamp samples sat exactly on the boundary where ray-cast point-in-polygon is side-dependent (min edges in, max edges out) — walls clamped or not by orientation. getWallPlaneTop now clips the wall's thickness band against the covering polygon (boundary-inclusive, arc-aware) and the ceiling bound's point sampling gained an explicit on-boundary test. Verified against the reported repro scene. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: stairs attach to decks; pointer-decided placement surface Stairs gain deckSlabId — rise follows the deck's elevation live (straight flights re-converge via a write-sync mirroring auto-openings), the panel shows a unified To destination with Follows deck / Custom rise, and the mezzanine tool attaches instead of baking a stale rise. Item placement under an elevated deck no longer flickers: grid events fed a feedback loop (the grid plane rode the ghost's elected height), so the support election is now capped at the surface the pointer ray actually hits, with a ground sentinel keeping under-deck commits deterministic. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore: remove the mezzanine/balcony composite tools Decks ship as catalog presets instead; the kernel the presets rely on (fence deck-hosting, stair deck attachment, clone remaps, pointer-decided placement) all stays. The tool code lives at e30042db for reference. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: gate wall adoption to grounded slabs; panel moves, drag stretches then unsticks Floating decks keep their drawn polygon (and stop being seam candidates for grounded neighbors) instead of growing into nearby walls. Panel elevation edits are pure placement; the viewport drag stretches a grounded slab up to 0.4 m then unsticks it into a thin deck. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: deck-attached stairs land flush with the deck surface The rise now subtracts the stair's own elected base (same election the visual lift uses), so base + rise always equals the deck walking surface; the auto-sync defers a microtask so it reads a settled spatial grid and re-converges on both deck and base-slab moves. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: draw walls and fences on elevated decks Wall and fence draw tools now publish the pointed surface, so the draw plane rides the deck top (no more perspective-skewed floor hits) and previews sit on the deck. Fences gain real support election: a pure resolveFenceSupportSlabPatch persists the deck host at draw and reshape commits; wall commits thread the pointer cap so aiming under a deck elects the floor. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: unit-aware height presets Level, ceiling, and slab preset buttons show clean values per display system (8/9/10 ft storeys, 8'-9' ceilings, whole-inch slab steps) instead of converted metric labels; metric presets unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: stairs converge to their resolved rise; deck attachment disables the cutout syncStairRises now converges every follows-mode straight stair (level or deck) plus deck-attached custom rises — detaching a stair from a deck re-derives its height, and ordinary stairs finally track level-height changes. Attaching via the panel writes slabOpeningMode none and hides the cutout controls; detaching restores the destination cutout and clears the stale explicit rise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: stacked-slab move hopping — one ray, one surface, one XZ The hop was hysteresis: the election consumed the riding grid plane's perspective-skewed hit, giving two self-consistent fixed points for one pointer ray. getPointedSupportSurface now returns the ray's crossing of the pointed surface and both the support cap and the cursor XZ derive from that single computation, so items stay on the surface the pointer aims at and sit exactly under the cursor across storeys. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: single stair per click; tools restore select mode on exit The stair tool subscribed to both node clicks (synthesized on pointerup) and the native-click grid event with none of the guards sibling tools carry — one physical click over any node surface committed twice. A commit gate + follow-up click swallow fix the double dispatch, and the stair and column tools now restore select mode on exit instead of leaving the dead build-mode-without-tool state that ignored every click. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: compact multi-selection panel with host footer slot Selecting multiple nodes now docks the collapsed-by-default panel on the right: N selected header, kind breakdown, and Duplicate/Delete mirroring the floating pill. A new multiSelectionFooter slot lets the host app dock actions below it, exactly like inspectorFooter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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bf25af6add |
viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Fix spiral stair openings and fence handle arrows * Implement roof trim planes and ridge vent clipping * Fix mansard roof and ridge vent placement * Fix mansard merged roof cutouts * Fix Dutch roof gable overhang * Refactor roof segment, ridge vent, and surface geometry Remove Dutch ridge axis abstraction and rework roof edit system, ridge vent clipping geometry, and roof surface placement. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Simplify Dutch roof shape * Add Dutch roof gable top geometry controls * Fix Dutch roof slope material slots * Render dutch roof tops as double-sided faces * Add auto ridge vent toggle to roof segments Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so geometry changes only regenerate default vents when enabled, treating legacy segments with generated vents as auto-enabled for back-compat. Expose a panel toggle to opt in/out per segment. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Snap new walls to the floor below Feed the walls of the level directly beneath the active one into the draft snap pipeline as extra references, so a new wall can align with the floor below. They share the same local XZ origin, and the list is kept separate from the current-level walls so the measurement HUD and wall splitting only act on the active level. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Set Dutch roof shape defaults on type switch Seed the Dutch shape parameters (waist width/height/length, top rake thickness/length) with sensible defaults whenever a segment is created as or switched to Dutch, so the gablet is well-formed regardless of leftover values from the previous roof type. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Use green accent for corner and endpoint snap markers Color the corner/endpoint snap markers and the vertical cursor pillar green across the 2D floorplan beacon, the 3D alignment guide dots, and the wall snap beacon so snap targets read as a consistent accent. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Add magnetic wall snapping to the roof tool Snap roof draft corners onto wall corners, midpoints, crossings, and bodies on the active level and the floor below, reusing the wall tool's snap pipeline so the beacon and coloring match. The cursor's ground dot/ring is hidden while a wall snap is active to avoid overlapping the beacon glyph. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Update auto-generated Next.js route types path Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Show cutaway outline while dragging roof trim Slice an untrimmed segment volume generated from the live node instead of the registry mesh, whose CSG rebuild lags a few frames behind the drag and may still hold placeholder geometry — so the section outline now renders deterministically. Use LineBasicNodeMaterial so the outline draws under the WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Fill and clip roof trim cutaway, gate it to active drag Add a violet silhouette fill behind the cutaway outline, extend the section slicing to angled diagonal/corner trims via a generic vertical cut plane, and clip each slice to its footprint span so the infinite plane no longer sprouts stray lines across the rest of the roof. The cutaway now renders only while a trim handle is being dragged. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Separate and extend Dutch roof end slopes Pull the Dutch hip end slopes out of the watertight shingle shell into their own slab wedge so they can be reshaped independently, and extend each end slope inward up its own hip plane until the top edge meets the gablet's inner triangle. Refactor roof-segment shape geometry into a shared roof-segment-shape module. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Render roof trim cutaway as a material-only section cut Replace the triangle-mesh slicer with a CSG intersection of a thin slab against the untrimmed roof shell, so the cutaway shows red only on real material (wall + deck bands) and leaves the hollow attic empty. Add an analytic surface-edge outline, style both solid red like a SketchUp section, and make the cutaway persist whenever a segment is trimmed. Keep the merged roof shell visible during trim editing (re-trimmed live from each segment's drag override) instead of swapping in the per-segment meshes, whose abutting end-cap faces showed as stray white planes the commit never had. Extend each slab past free cut-line ends only — trimmed ends clamp to the cut line — so the red section stays inside the trim box. Re-export INTERSECTION from the viewer CSG surface for the editor. * Outline roof cutaway by fill silhouette, restyle to destructive red Derive the section-cut outline from the fill geometry's edges (EdgesGeometry) so it traces the real cut shape — wall/deck band boundaries and the hollow-attic edge — instead of just the top surface line. Drop the fill to 85% opacity and recolor both fill and outline to the app's destructive red, matching the delete/destructive UI. * Include roof accessories in trim clipping and red cutaway Roof accessories (chimney, vents, skylight, dormer, gutter, downspout, solar-panel, cupola) now slice at the trim plane like the roof shell and appear in the red section-cut while dragging a trim handle: - Export clipGeometryBySegmentTrim from the viewer as a reusable segment-local trim-clip primitive. - Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh wrapper (nodes) that slice accessory geometry by the host segment's live trim override, so the cut tracks the drag. - Wire the clip into all 11 accessory renderers, including skylight glass panes and dormer window glass/frame/sill. - Feed every hosted accessory mesh into the editor's red cutaway, welding triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a cross-section. - Register skylight in the scene-graph tree-node map so it shows in the outliner when placed on a roof. Co-Authored-By: Claude <noreply@anthropic.com> * Add smooth spline fences with editable curve handles Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an optional `path` (+ per-point `tangents`), selectable in a Straight/Curved mode toggle. Selected spline fences expose draggable control-point dots (hexagon) and symmetric tangent handles (circle) joined by a violet line, editable in both 2D plan and 3D. Side-move arrows are dropped for splines. Co-Authored-By: Claude <noreply@anthropic.com> * Fix dutch roof ridge vent handling * Fix Dutch ridge vent placement and support * Fix Dutch roof trim artifacts * Fix Dutch roof trim preview geometry * Tag roof trim overlay meshes with EDITOR_LAYER Child meshes relied on a parent group's layer, which three.js does not propagate, so the trim section/rail/plane overlays rendered on the scene layer — getting inked/SSGI-darkened and leaking into thumbnail exports. Co-Authored-By: Claude <noreply@anthropic.com> * Apply Biome cleanup * fix(core): address Dutch roof review feedback * chore: apply biome check cleanup * fix(core): relax Dutch roof surface helper input * fix * Fix biome checks and dev verification * fixes * Remove unsupported Biome noShadow override * Improve roof interactions and fence editing * Fix fence drag and ridge vent default handling * editor: drop wall-snap debug log, gate curved-fence finish hint on draft start Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove hot path. Curved fences commit on a closing gesture (double-click / Enter) rather than per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a point has been placed and a curve is actually in flight. The draft point count is published from SplineFenceDraft into a small ephemeral editor store (useFenceCurveDraft) that the contextual helper reads, mirroring the existing useSegmentDraftChain pattern. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Wassim SAMAD <wass08@gmail.com> |
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e618175bba |
Reset core/viewer/editor/mcp packages and apps/editor from private-editor
Wholesale swap of packages/{core,viewer,editor,mcp} and apps/editor with the
versions from the private editor repo, which is the production source of truth.
Setup changes:
- packages/{core,viewer,editor} versions held at 0.7.0 baseline (matching
the most recent published release) so a bump=minor publishes 0.8.0
- packages/mcp held at 0.1.1 (never published; first publish will go through
the new release.yml flow)
- peerDependencies and devDependencies for inter-package @pascal-app/*
references pinned to ^0.7.0 instead of '*' / 'workspace:*' so they are
valid for npm consumers
- Root package.json: TypeScript bumped to 6.0.2, added overrides for
@types/react, @types/react-dom, @types/three to prevent JSX namespace
fragmentation across the workspace
- release.yml extended to also publish editor and mcp; 'both' option renamed
to 'all'; added a sync step that updates inter-package peerDeps/devDeps to
match the new versions on every bump (so viewer/editor/mcp tarballs always
reference the version of core they were built against)
- Root scripts gained release:editor and release:mcp shortcuts
Verification:
- bun install --frozen-lockfile is consistent
- packages/{core,viewer,mcp} build cleanly, dist/index.d.ts emitted
- packages/editor check-types reports 21 pre-existing errors, identical to
what private-editor currently reports
Open PRs against editor-v2 will need rebasing/conflict resolution.
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8dfd1a9429 | fix(mcp): add shared operations and secure scene APIs | ||
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058ee747c9 | fix(mcp): distinguish roof support levels from stories | ||
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3d5c87a651 | feat(mcp): add guided construction workflows |