Commit Graph
235 Commits
Author SHA1 Message Date
51fddc2d9c fix: capture-mode polish for studio & presets + pausable render loop (#469)
* fix(editor): keep snapshot pitch out of preset thumbnail capture

The capture overlay's snapshot hint and 'Take snapshot' shutter label
rendered in every capture variant, clashing with the save-as-preset
flow's own 'Frame your item — click Capture' banner. Gate them on the
existing isPreset discriminator and label the shutter 'Capture' there.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(viewer): renderPaused flag suspends the frame loop

Hosts that fully cover the canvas (e.g. the studio gallery overlay) can
set renderPaused to stop FrameLimiter's RAF loop — a heavy animated
scene otherwise keeps starving the GPU behind the overlay and makes it
stutter.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): drop the crop/format HUD in preset capture

The pills crowded the save-as-preset banner and repeat what the fixed
square frame already shows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): no contextual shortcut hints in the studio workspace

Holding Shift surfaced select-mode/snapping hints over the studio
compose panel and gallery, where there is no scene selection or tool to
act on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:10:53 -04:00
f6ffb93a39 fix(export): unbreak bakes and STL/OBJ exports on malformed/placeholder meshes (#466)
- roof-system: replace BoxGeometry placeholders (initial swap + empty-roof
  merged shell) with a group-less degenerate geometry — a Box's 6 groups
  against the roof's 4-material array crashed GLTFExporter on every scene
  with a segment-less roof node (prod: 'reading isShaderMaterial'), and
  count-0 groups crash MeshBVH's packed-tree build.
- glb-export: sanitizeMaterialGroups pass repairs any mesh whose geometry
  groups don't line up with its material array before GLTFExporter runs.
- export-manager: give neutralised (attribute-less) meshes an empty position
  attribute before STL/OBJ export — both exporters read position.count
  unconditionally.
- bake-exporter: log the full error stack so the bake worker's console relay
  captures it in the job's error trail.
- viewer: host-controlled disablePostFx prop (Viewer → PostProcessing) that
  skips building the SSGI/denoise pipeline entirely; the ?disable=postFx URL
  flag previously only bypassed it per-frame while still allocating it.

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:07:08 -04:00
22af31dea8 editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default

- Alignment guides display in every snapping mode (grid/lines/angles/off);
  magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate
  decouples guide display from the snap delta across all placement/move/draw
  producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/
  window, MEP, 2D floorplan drafting, surface snap).
- Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG -
  building rotation), matching the on-screen aligned-to-north view.
- Item placement rotate hint collapsed to a single 'R / T  Rotate' row.
- Default item snapping mode changed lines -> grid.

* feat(walls): detect rooms across shared walls + tight connect-snap in all modes

Room detection: planarize the wall graph before face-finding — split straight
walls at T-junctions where another wall ends mid-span, so a room closed against
the middle of an existing wall is detected, not just isolated 4-wall rooms.

Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph
via wallClosesRoom(), so drafting stops when a segment seals a room against the
existing structure — not only when the chain returns to its own start.

Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05)
that also runs in grid/off/angles — within range of a wall (body or corner,
uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close
in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in
non-magnetic modes to the same connect distance so a corner dot no longer
magnetises the cursor from far.

Tests: cover T-junction detection + wallClosesRoom; update the item-default and
wall-split tests for the mode-driven behaviour.

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

* feat(surfaces): gate alignment guides to connect distance in non-magnetic modes

Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap
(resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the
connect distance are fed to the alignment resolver, so guides form to nearby
points and far corner dots stop lighting up from across the plan. Filtering the
candidates (local-frame, like the cursor) rather than the resolved guides avoids
the floor-plan view rotation baked into the guide coords. Lines mode keeps the
full-range guides; the surface wall connect-snap is unaffected.

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

* fix(slabs): deterministic wall-slab overlap via clipped overlap length

Wall elevation used ray-cast point samples that landed exactly on the
slab boundary for perpendicular walls, so whether a butting wall
followed the slab's elevation depended on which side of the slab it
touched. Clip the wall centerline and face lines against the polygon
and require >=5cm of on/inside length instead: walls along the slab
edge follow it on every side, point contact never does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start

The horizontal snap lattice sat exactly at the followed surface Y, so it
z-fought elevated slab tops while moving items. The visual mesh now rides
1mm above; the grid event plane keeps the true height.

Moving a wall-hosted item showed a horizontal grid until the first
pointer move published a wall surface — the mesh fallback assumed UP.
Derive the host wall normal from the item mesh's world orientation
(local +Z faces out of the wall) so the lattice is wall-aligned from
the first frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unify selection shortcuts + truthful select-mode hints

Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and
appends on box-select release), matching the 2D floorplan. The HUD rows
describe what actually works in both views: move is plain left-drag (the
grip/dot), the two vague selection rows collapse into one Cmd/Shift
or-group, and the modifier-held variants (freely / with guides / bypass
snaps) are gone — guides follow the snapping mode now. Key pills join
with + for combos and / for alternatives; Shift renders as the shift
icon.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration

The group-rotate gizmo never received pointer events through the shared
invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled
context; its handlers now live on the visible arrow plus a plain
default-layer invisible torus, so hover and drag work with a fat target.

Group drags begin a handle-drag scope: each gizmo hides while its
sibling drags (the frozen corner goes stale), idle hints leave the HUD,
and the drag gets contextual hints — Shift free-rotation for rotate, the
snapping chips for move.

Group move joins the snapping-mode system via the 'item' context: Shift
cycles the mode, Ctrl the grid step (both read live mid-drag), and
'lines' runs the same Figma-style alignment as single-node moves against
the group's bbox anchors. Chip clicks now tick like the keyboard cycles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group-move ticks in every snapping mode

Mirror the single-node move's sfx: emit per delta change rather than
only on grid crossings, so lines/off get the same rate-limited texture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): keep host transfers glued to the cursor

Moving between hosts used to diverge from the pointer and mangle state:

- Grab offsets: every surface anchor (wall / ceiling / shelf / item
  surface / floor) preserved the grab offset by re-seeding from the
  item's carried-over position on each new host, landing it far from
  the cursor. The grab offset now survives only on the original host
  and only until the item anchors anywhere else — after that every
  host (the original included) centers the item under the cursor.
  Applied uniformly to the placement coordinator and the window/door
  move tools.

- Rotation: detaching from a rotated shelf/table back to the floor kept
  the HOST-local yaw as the level yaw, visibly spinning the item. The
  detach now re-expresses the item's world yaw in the level frame.

- Elevation: the same detach wrote the level parentId to the store but
  not the draft ref, so the floor-elevation resolver bailed on its
  parent-must-be-a-level guard — the snap grid and the item stopped
  following slab elevations for the rest of the drag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): latch grab-offset forgetting across every host kind

Review follow-up (PR #458): unify the per-surface grab-forget rule into
one grabForgotten latch. A wall/ceiling item could not actually reach a
shelf or the floor (item-surface enter rejects attachTo assets), but a
wall item CAN anchor on a roof face — and returning to its original
wall then restored the stale grab offset. Roof-wall transitions (and
floor landings after a host visit) now trip the latch in the
coordinator and the window/door move tools alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:18:37 -04:00
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>
2026-07-02 13:45:20 -04:00
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>
2026-06-30 16:41:13 -04:00
Wassim SAMADandClaude Opus 4.8 36132bbcea viewer: slow first-person walk/run/jump speeds
Walk 4→2 m/s, run 5.5→5 m/s, jump 6→5 (~1.27 m peak). Applied to both
the GLB walkthrough controller (viewer) and the editor first-person
controls so the two surfaces stay consistent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:30:39 -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
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 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 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
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
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 c8bd29e909 revert(viewer): drop distance-based LOD switching from GLB scene
Reverts the LOD switching (0469b256). Rendering lod1/lod2 on zoom-out produced
WebGPU validation errors (invalid bindGroup_object) on real-GPU browsers — not
caught earlier because headless Chromium falls back to the WebGL2 backend, so
the WebGPU path was never exercised. The viewer returns to loading the baked
KTX2 lod0 (still the 22MB->12MB win). LOD switching to revisit with a real-GPU
test loop and on-demand loading instead of preload-all.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 13:38:40 -04:00
Wassim SAMADandClaude Opus 4.8 0469b25639 feat(viewer): distance-based LOD switching in GLB scene
GlbScene accepts an optional lodUrls list and swaps rendered detail by camera
distance to the building's world-space center: lod0 (interactive — identity,
selection, zones, clips all bind here) for normal + building-view distances,
simpler visual-only levels only past ~2.5R / ~8R. Single-URL callers are
unchanged. useGLTFKTX2 now accepts a URL array.

Manual visibility toggling rather than THREE.LOD: THREE.LOD measures distance
to its own origin (0,0,0), which mis-selected levels (blanking the scene) when
the baked geometry is offset from the origin.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 13:10:01 -04:00
Wassim SAMADandClaude Opus 4.8 0a7cbd2081 feat(viewer): GLB-consuming /viewer path (baked-glb-export phase 2)
Add `GlbScene` — the viewer that renders a baked GLB artifact with no
parametric scene graph, and finish the phase-1 export contract it consumes.

Viewer (packages/viewer):
- GlbScene: loads the artifact, drives a building → level → zone → node drill
  hierarchy on useViewer.selection. Room/zone picking resolves from the floor
  plane (ray ∩ floor + point-in-polygon), node picking uses a footprint test,
  so walls/ceilings/zone-helpers never skew or block selection. Level modes
  (stacked/exploded/solo), dollhouse (hide a focused floor's ceilings + roof so
  rooms are visible and pickable), reconstructed zone floor fills + gradient
  edge borders + room labels (faded, hover-brightened), baked door/window
  open clips, click-outside / empty-space deselect, and the shared outline
  post-FX. Exported as GlbScene/GlbLevel/GlbIdentity/GlbHover.
- post-processing: composite the zone-pass tint into the base scene so rooms
  show whether or not SSGI is enabled (previously only added in the SSGI branch).

Export contract (packages/editor/src/lib/glb-export.ts):
- Convert WebGPU NodeMaterials to classic glTF-standard materials; decompress
  KTX2 maps via WebGPUTextureUtils so GLTFExporter can embed them.
- Stamp name + extras identity (pascalId/kind/label/openable/clips), bake
  door/window open clips (loop:false), strip editor overlays (off-layer +
  invisible-material hitboxes) so cutouts aren't plugged.
- Fix opaque-but-flagged-transparent materials (no spurious alphaMode=BLEND)
  and BackSide → FrontSide + winding flip (glTF has no back-face-only).
- Force levels + zones visible and stamp level display names + zone polygons so
  every floor bakes and /viewer can reconstruct rooms and label the breadcrumb.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:14:39 -04:00
Wassim SAMAD c4b6e74d65 Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts:
#	packages/core/src/store/use-scene.ts
#	packages/editor/src/components/editor/index.tsx
2026-06-18 12:22:26 -04:00
Wassim SAMADandClaude Opus 4.8 4818807360 refactor(paint-slots): share scene IBL as viewer SceneEnvironment
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment
component exported from @pascal-app/viewer, mounted as an opt-in <Viewer>
child (still not baked into the Viewer component). One source of truth the
editor and the community public viewer both inject; embed/thumbnail
surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:49:35 -04:00
3cb37c98cd feat: embed surface — export in-canvas affordances + transparent/faint-ink viewer support
Lets a host mount the editor's real editing experience on a bare <Viewer>
without the full <Editor> shell.

editor: export Grid, NodeArrowHandles, MoveTool, ToolManager — the selection
handles, the kind-owned mover, the build-tool host, and the drafting grid that
feeds tools their grid:* pointer events. See the doc comment in index.tsx for
how they cooperate with host camera controls and selection.

viewer: two opt-in, non-persisted presentation flags (both default off, so the
editor and every other consumer are unchanged):
- transparentBackground / <Viewer transparent>: emit premultiplied RGBA masked
  by geometry + outline alpha (outputColorTransform off on that path) so the
  scene can float on any page background. ACES tone-mapping makes a true-white
  opaque background impossible, hence transparency.
- inkOpacity: override the per-mode ink-edge opacity.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 11:07:43 -04:00
Wassim SAMADandClaude Opus 4.8 531dbb6e68 perf(post-processing): don't rebuild the pipeline on hover + temp paint debug logs
- post-processing: hoverHighlightMode was a dependency of the pipeline-build
  effect, so every hover rebuilt the entire pipeline. The hover style is already
  pushed to uniforms in a separate effect, so the rebuild was pure waste —
  removed it from the deps (and the build log).
- selection-manager: temporary [paint-debug] logs for window/door hover to trace
  why their paint dispatch drops (to be removed once diagnosed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 09:36:58 -04:00
Sudhir YadavandGitHub 5551500d98 feat: HVAC ductwork + DWV plumbing systems (#402)
Adds two new MEP node families (HVAC ductwork, DWV plumbing) built on a shared port-connectivity model. Co-authored by @sudhir9297.
2026-06-16 15:30:39 -04:00
Wassim SAMADandClaude Opus 4.8 042f855586 feat(paint-slots): KTX2 finish library — fabric/leather/concrete/metal (phase 4)
Wire KTX2 into the catalog finish path and add 15 textured finishes across four
new families, all as GPU-compressed KTX2 (512px) + a webp picker thumbnail.

- Shared `ktx2-loader.ts`: one KTX2Loader (Basis transcoder) used by both the
  GLB loader and catalog textures; `ensureKtx2Support(renderer)` runs once at
  viewer init (GPUDeviceWatcher) so `.ktx2` finishes load even with no GLB in
  the scene. `use-gltf-ktx2` now reuses the shared instance.
- `materials.ts`: texture loaders pick the KTX2 loader for `.ktx2` urls, the
  image loader otherwise (all three load paths).
- `material-library.ts`: 15 entries (fabric ×6, leather ×2, concrete ×4,
  metal ×3). Neutral albedo for tinting, `flipY: false` (compressed textures
  can't flip), `repeat` per real-world tile size, metals `metalness: 1`.
  Normals encoded UASTC, data maps ETC1S/linear.

Assets generated from raw sources via the new community
`scripts/build-material-textures.ts`. 1024/256 tiers + raws kept out of git.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 14:37:23 -04:00
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>
2026-06-12 10:05:06 -04:00
Wassim SAMADandGitHub 812b7306e8 Fix editor interaction, loading, and IFC cleanup (#385)
* fix: update site labels after camera swaps

* fix: gate scene display until viewer is ready

* fix: render scene loader on first paint

* fix: keep loader during pending scene graph

* feat: add wasd camera panning

* feat: add x delete mode shortcut

* feat: add floorplan north compass

* fix: move floorplan compass to lower corner

* fix: progressively rebuild heavy scene geometry

* fix: simplify noisy ifc wall output
2026-06-08 15:04:28 -04:00
ce6f999310 arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* Add roof surface placement support for items

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

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

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

* fixed conflict

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

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

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

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

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

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

* Fix recessed ceiling fixtures and draw safety

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

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

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

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

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

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

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

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

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

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

Three architectural fixes to bring the branch into full compliance:

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

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

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

All four packages typecheck cleanly (zero errors).

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

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

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

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-08 13:14:39 -04:00
8f2e5678e8 ci: add lint and typecheck workflow (closes #147) (#369)
* fix: resolve lint and type errors to enable CI

- Remove stale biome-ignore suppressions in bootstrap.ts, r3f.d.ts,
  and parametric-node-renderer.tsx (rules no longer fire).
- Replace forEach callbacks that return values with for...of loops
  in node-actions.ts and build-collider-world.ts
  (lint/suspicious/useIterableCallbackReturn).
- Rewrite assign-in-expression guards in ceiling/tool.tsx to explicit
  if-statements (lint/suspicious/noAssignInExpressions).
- Hoist useMemo/useCallback above early return in chimney/panel.tsx
  (lint/correctness/useHookAtTopLevel).
- Add `^build` to turbo check-types dependsOn so packages/core dist is
  up-to-date before type checking — this resolves all 32 type errors
  which were caused by stale dist, not missing symbols.

* ci: add lint and typecheck workflow on push/PR

Adds a quality gate that runs `bun run check` (Biome) and
`bun run check-types` (TypeScript) on every push and PR to main.
Uses concurrency groups to cancel stale runs. Closes #147.

---------

Co-authored-by: Pascal <open@pascal.app>
2026-06-06 09:05:16 -04:00
Aymeric RabotandGitHub 0b338cf647 feat(editor): live floor-stacking, unified handle system, slab-hole editing + interaction polish (#375)
- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged.
- Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass.
- Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors.
- NaN-safe node mutations + non-finite shadow-light bounds guard.
- Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking.
2026-06-05 16:24:48 -04:00
8abfc94b99 feat(editor): preset-system polish — paint panel, slim action bar, icon rail (#354)
* feat(editor): preset-system polish — paint panel, slim action bar, icon rail

- Export `MaterialPaintPanel` so embedders host the paint material picker in
  their own panel (community docks it in the Build sidebar) instead of the
  bottom action bar.
- ActionMenu: drop the build / material-paint / furnish modes and the
  structure-tools palette row + paint tray (the host's Build sidebar owns
  building now). Reduce `structure-tools` to the shared `tools` lookup still
  used by cursor/floorplan indicators; remove the orphaned `useContextualTools`.
- MaterialPicker: swatches wrap into a fluid `auto-fill` grid that fills width.
- IconRail (tab-bar): bigger icons, grayscale-when-idle, Radix tooltip, w-14
  rail; sync `RAIL_WIDTH` to 56.
- Inspector footer: hand the host `footer` to kind-owned custom panels via
  `InspectorFooterContext` so the save button renders without per-kind wiring.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* chore: biome format pass

Whole-repo formatter normalization (line wrap/unwrap only, no logic changes)
surfaced by the format-on-edit hook against prior drift. Kept separate from the
feature commit so the preset-system diff stays reviewable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-01 13:13:23 -04:00
986d75026f viewer: fit shadow frustum to building geometry instead of the camera (#348)
Following the camera look-at broke when zoomed out (fixed ±50 frustum
too small to cover the scene) and when zoomed into an empty corner
(frustum centred on nothing). Instead, fit the directional light's ortho
shadow camera to the building: union the registered scene-node bounds
(excluding the site/ground plane), fit a sphere, and size + place the
shadow camera to cover that sphere plus a margin. Bounds are refreshed on
a short interval since they only change while editing.

Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 14:11:34 -04:00
37a3aba672 viewer: center shadow frustum on focus so it tracks the view (#347)
The directional shadow light was placed at focus + theme offset (only
~17-32 units), while the ortho shadow camera ran near=1/far=100. That
left the focus near the front of a long frustum whose far end swung
around as the look-at moved, so shadows appeared not to follow the view.

Park the light at a fixed distance along its (preserved) direction and
bracket near/far around that distance so the focus stays centered in the
frustum depth.

Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 13:34:51 -04:00
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>

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 09:49:50 -04:00
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>
2026-05-27 14:06:06 -04:00
bb5ce68254 Viewer render modes: Solid/Rendered + textures + surface-role clay + scene themes + edges (#332)
* viewer: add Phase 1 render-modes foundation (shading/textures/colorPreset state, defaultRender prop, SSGI gating)

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

* viewer: Phase 2 render-modes material-class switch (Lambert in solid, Standard in rendered)

Shading-aware material factories (cached per class), reactive selection in
renderers via the useViewer(shading) pattern, and dirty-rebuild on toggle for
geometry/door systems. Rendered mode output unchanged.

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

* viewer: Phase 3a render-modes surface roles + clay palette foundation

Adds surfaceRole token to core NodeDefinition, per-kind default roles,
ColorPreset palettes + resolveSurfaceColor/createSurfaceRoleMaterial (glazing
stays translucent), and the textures-off recolor path for def.geometry kinds
(slab/fence/shelf via GeometrySystem.applyDefaultSurfaceRole) + wall. Renderer-
based kinds (roof/window/stair/item/column/door/ceiling/elevator) wired in 3b.

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

* viewer: Phase 3b render-modes textures-off recoloring for renderer/system kinds

Wires clay role coloring (textures=off) for roof/roof-segment, window, stair/
stair-segment, door, item, column, ceiling, elevator via createSurfaceRoleMaterial,
reactive on textures/colorPreset. Per-surface roles: roof top+edge=roof /
underside=ceiling; window frame=joinery / glass=glazing; stair+door+elevator=
joinery; ceiling=ceiling; column=wall; item=furnishing. textures=on unchanged.

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

* editor: Phase 4a render-modes UI — Solid/Rendered toggle + per-context persistence

Per-context shading via renderContext discriminator + shadingByContext (persisted);
<Viewer> renderContext prop seeds per-context on mount. Solid/Rendered toggle in the
editor action bar + standalone toolbar + command palette. Editor mounts default to
renderContext=editor / shading=solid.

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

* viewer: fix window-system glassMaterial type to allow clay glazing reassignment

The let was inferred as MeshLambertNodeMaterial from the imported glass constant,
so reassigning createSurfaceRoleMaterial('glazing') (returns THREE.Material) failed
under tsc --build. Widen the annotation to THREE.Material. Surfaced by the build
(check-types had replayed a stale turbo cache).

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

* viewer: Phase 5 lighting — add theme-driven hemisphere light, trim fill directionals 3->2

Adds a sky/ground hemisphere fill (theme-lerped) and drops the second fill
directional; the hemisphere covers the shadow-side fill it provided, at one
fewer per-fragment directional term (shared by Solid + Rendered). Ambient lowered
since the hemisphere now carries soft fill. Intensities are a starting point —
tune visually on the gpu-perf overlay.

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

* viewer: tune Solid lighting for more form — stronger hemisphere sky/ground contrast, lower ambient

Darker hemisphere ground (#d8d6cf -> #aaa49a) + higher hemisphere intensity and
lower ambient so directional shading reads as form and undersides ground without
AO. Keeps Solid free of any post-processing pass.

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

* chore: biome format render-mode files (lefthook pre-commit)

Formatting-only — import wrapping, dep-array wrapping, single-line ternaries —
across Phase 2-4a files that weren't biome-clean. No logic changes.

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

* viewer: scene-theme system — named environment themes (studio/paper/sunset/night/...)

New SceneTheme registry (lib/scene-themes.ts) drives lights, background, and tone
mapping; lights.tsx refactored data-driven (N directionals + hemisphere + ambient).
sceneTheme state (persisted) + cycle-button picker in editor bar + standalone
toolbar, importing the registry from the viewer barrel (single source). Default
'studio' reproduces the prior look exactly; app light/dark 'theme' untouched.

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

* editor: Phase 7 — popover-dropdown pickers for render mode + scene theme (editor bar)

Replace the shading + scene-theme cycle buttons in viewer-overlay.tsx with
DropdownMenu pickers: render mode shows 2 rows (Solid/Rendered) with one-line
detail; scene theme lists all themes with a derived color-swatch strip + active
check. Imports the registry from the viewer barrel (single source).

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

* editor: Phase 7 — dropdown pickers in standalone toolbar + export DropdownMenu from barrel

Replicate the render-mode + scene-theme dropdown pickers (with swatch strip +
active check) to apps/editor's compact toolbar, matching viewer-overlay.tsx.
Export DropdownMenu* from the @pascal-app/editor barrel for the standalone app.

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

* viewer+editor: Phase 8 — crisp geometry edge overlay (off/soft/strong/sketchy)

EdgeOverlaySystem draws EdgesGeometry LineSegments over node-backed building
meshes (scoped via sceneRegistry, skips zone-layer/hitbox/overlay meshes),
rebuilt on geometry-uuid or mode change, line color follows scene-theme
background luminance; sketchy = static TSL vertex jitter. New 'edges' state
(persisted, default off) + Edges dropdown in editor bar + standalone toolbar.

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

* viewer+editor: edge overlay — thick lines via Line2, drop sketchy mode

Switch EdgeOverlaySystem from LineBasicNodeMaterial (1px hardware cap) to
LineSegments2 + Line2NodeMaterial so edges have real screen-space width
(soft 1.5px / strong 3px); resolution tracks viewport. EdgeMode is now
off/soft/strong (sketchy removed).

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

* viewer: fix edge overlay crash — webgpu Line2NodeMaterial has no settable resolution

material.resolution is undefined under WebGPU (the node material reads the
viewport internally); optional-chain the .set() call so it no-ops there instead
of throwing. Thickness still applies via linewidth.

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

* viewer: edge overlay — weld vertices to fix CSG spiderweb edges + lighter strong

Position-only mergeVertices before EdgesGeometry so coplanar triangles from
CSG-cut walls (doors/windows) share vertices and their interior edges are
suppressed — only opening outlines + silhouettes remain. Strong linewidth
3 -> 2px (was too heavy).

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

* viewer: edge overlay — crease-only extractor to fix CSG spiderweb

Replace EdgesGeometry (which always draws unpaired boundary/T-junction edges)
with buildCreaseEdges: weld positions, keep only edges shared by exactly two
faces whose dihedral exceeds the threshold, drop everything unpaired. CSG-cut
walls/slabs are watertight so real corners + opening outlines survive while the
interior triangulation fans (coplanar or T-junction) are removed. Open meshes
(bare ground plane, billboard leaves) shed their boundary clutter too.

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

* viewer: crease edges — coarser weld (0.1mm->1mm) to recover CSG/extrude seam edges

The cap<->side-wall top edge of ExtrudeGeometry walls drifts past 0.1mm after
CSG, so it stayed unpaired and was dropped. Weld at ~1mm to pair it into a real
crease while staying far below feature size (wall thickness, openings).

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

* viewer: replace geometry edge overlay with screen-space ink (SketchUp look)

Port the prototype's screen-space ink into the post-processing pipeline: depth +
normal Sobel reading the scene-pass MRT. Crease term (normalized normals,
center-vs-neighbour) + distance-independent depth-step term (raw Laplacian /
(1-d)² with a noise gate so flat ground stays clean). Topology-agnostic, so it
finally handles CSG-cut walls/openings without the spiderweb or missing-edge
problems of EdgesGeometry. Driven by the existing edges off/soft/strong mode;
MRT now builds when SSGI OR ink is on; ink colour tracks scene-theme luminance.

Removes EdgeOverlaySystem + crease-edges (geometry approach).

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

* viewer: soft/strong ink modes + keep editor overlays out of the ink

Two adjustments to the screen-space ink pass:

1. Soft vs strong now visibly differ. The edge masks saturate, so the old
   `intensity` gain did nothing once a line was detected. Replace it with a
   sample radius (line thickness) + opacity: soft = 1px / 50%, strong = 2px /
   100%. `inkedEdges` takes `radius` + `opacity` instead of `intensity`.

2. Editor overlays (gizmos, move handles, tool previews, grid) no longer get
   inked. The scene pass that feeds the depth/normal MRT now renders only
   SCENE_LAYER; overlays render in a dedicated pass on OVERLAY_LAYER and are
   composited on top after the ink + outlines, so they read as crisp UI and
   never get inked or AO'd.

   New OVERLAY_LAYER constant in viewer; editor's EDITOR_LAYER re-exports it so
   the two stay in lockstep. Also moves WallMoveSideHandles (the wall/fence move
   arrows) onto EDITOR_LAYER — it was the one overlay still on SCENE_LAYER.

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

* viewer: render the grid in the scene pass so geometry occludes it

The depth-gate fix couldn't help the grid: its material is depthWrite:false,
so it never wrote overlay-pass depth and the "didn't write depth -> keep on
top" term forced it on top — hence the floor grid bleeding through walls and
objects.

A full-floor plane can only be occluded correctly by living in the same depth
context as the scene, so move the grid onto its own GRID_LAYER which the scene
pass renders (alongside SCENE_LAYER). It's flat and depth-non-writing, so the
screen-space ink still ignores it; gizmos/handles stay on OVERLAY_LAYER. The
grid camera layer is enabled in custom-camera-controls and disabled on the
thumbnail camera so thumbnails stay grid-free, matching EDITOR_LAYER.

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

* viewer: strong ink — match soft's 1px thickness, differ by darkness only

Strong at radius 2 read too thick. Soft's 1px line is the nice one, so use it
for both modes and let strong distinguish itself purely by being fully solid
(opacity 1) vs soft's lighter 50%.

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

* viewer: shadow frustum follows the view + a shadows on/off setting

The directional light's ortho shadow camera only covers ±50 around the light
target, which was pinned at the origin — so zones far from origin received no
shadows no matter where the camera moved. Recentre each shadow-casting light
(position + target together, preserving direction) on the view focus every
frame: the orbit-controls target when available, else the camera's ground
projection. The shadow area now tracks wherever the user looks.

Also add a persisted `shadows` toggle (default on) to the viewer store and a
"Shadows" switch in the editor settings panel — the dedicated shadows control
the render-modes plan deferred. Lights gate castShadow on it.

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

* editor: shadows toggle in the standalone toolbar + a touch more shadow strength

The shadows switch I added only lived in the cloud settings panel's Visibility
section, which is hidden in the local/standalone editor (no projectId). Add a
ShadowsToggle button next to the grid toggle in the standalone toolbar so it's
reachable there, matching how Show Grid is exposed in both places.

Also push shadow strength partway toward the aesthetic prototype (which runs
near-black, no blur): bump the bright-key shadow-intensity cap 0.4 -> 0.55 and
tighten shadow-radius 2 -> 1.5. Still softer than aesthetic by design.

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

* nodes: site ground receives shadows (lit material instead of unlit Basic)

The site ground fill used MeshBasicMaterial — unlit, so it could never show
the directional shadow, and shadows visibly truncated at the slab edge. Swap it
for a lit MeshLambertNodeMaterial with receiveShadow on the mesh; the geometry
is the site polygon (slab footprints punched out), so shadows now extend across
the whole site and stop at its boundary, which is the desired bound.

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

* themes: per-theme clay palettes + 2x2 swatch in the theme pickers

Each scene theme now carries a clayTints map (wall/floor/ceiling/roof/glazing)
giving it a per-surface-role palette — e.g. Mediterranean's blue roof + warm
walls. The theme pickers (standalone toolbar + community overlay) now render the
aesthetic-style 2x2 swatch of those role tints over the theme background instead
of the old 3-colour strip.

Data + UI only; wiring the tints into the textures-off surface materials is a
separate change.

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

* editor: slimmer theme switcher + cloud-sun icon

Shrink the scene-theme toolbar button (w-[8.5rem] -> w-28) so it stops reserving
space for "Mediterranean"; the label truncates when it overflows. Swap the
palette icon for cloud-sun (atmosphere/lighting, distinct from the app light/dark
Sun-Moon toggle) in both the standalone toolbar and the community overlay.

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

* editor: theme switcher icon -> swatch-book

Swap the scene-theme icon from cloud-sun to swatch-book in both the standalone
toolbar and the community overlay.

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

* themes: colour untextured building surfaces by the active scene theme

Untextured walls/roof/slab/ceiling now take the active theme's per-role colour
(theme.clayTints[role], falling back to the colour preset) in BOTH textures
modes. The textures toggle only governs surfaces that actually have an explicit
material/preset — those still show their texture when textures are on. This is
what makes e.g. Mediterranean read as a blue roof + warm walls instead of the
old hardcoded white/grey defaults.

- materials.ts: resolveSurfaceColor / createSurfaceRoleMaterial take an optional
  sceneThemeId (theme tint ?? preset palette); theme folded into the cache key.
- wall-materials, roof-materials, slab/geometry, ceiling/renderer: the untextured
  fallback now resolves to the themed role colour instead of white/grey, in both
  modes; theme threaded into each builder + material cache key.
- wall-cutout: now reads textures/colorPreset/sceneTheme and re-applies wall
  materials when any change (previously it ignored textures/colorPreset entirely).
- geometry-system: threads sceneTheme into the generic surface-role path + rebuild
  effect. Renderers/preview call sites thread sceneTheme through.

Doors/windows/stairs/columns/items still use their existing defaults — a
follow-up pass.

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

* fix(slab): recessed (negative-elevation) slabs extrude downward again

The registry geometry builder created the slab mesh at Y=0 without applying the
negative-elevation offset, so recessed slabs rendered above the floor plane
(pool geometry is built locally with its floor cap at Y=0 and walls rising to
Y=|elevation|, so the mesh must be shifted down by `elevation` to recess). The
runtime slab-system already did this; the static builder path didn't. Mirror it:
shift mesh.position.y by elevation when negative. Positive elevation unchanged.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(roof): legacy roofs render again — migration wrote invalid wallHeight 0

Legacy roof nodes (old format, no `children`) were migrated with a hardcoded
`wallHeight: 0`. With zero wall height the eave height (`wallHeight - autoDrop`)
went negative in getRoofSegmentBrushes, producing geometrically invalid brushes;
three-bvh-csg then spammed "TriangleClipper: Coplanar clip not handled" every
frame and emitted NaN positions, so the merged roof geometry failed
computeBoundingSphere and never rendered.

- core/use-scene migration: wallHeight 0 -> 0.5 (the RoofSegmentNode schema
  default), so migrated segments have a valid wall height.
- roof-system: clamp eave height to >= 0.01 so an intentional wallHeight 0 can
  never yield a negative eave, and guard updateMergedRoofGeometry so a CSG result
  with NaN positions is discarded (keep the last good mesh, warn once per roof)
  instead of poisoning the buffer + spamming the console.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(column): columns cast and receive shadows

Column meshes (box, beam, cylinder, sphere, torus) rendered without castShadow/
receiveShadow, so columns neither dropped a shadow nor caught one — unlike walls,
slabs and roofs. Set both on all column shape meshes.

Unrelated to render modes — bundled into this branch's PR.

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

* viewer: default edges to soft

Editor defaults are now solid shading / studio theme / soft edges / shadows on.
Shading (solid, via EDITOR_DEFAULT_RENDER), theme (studio) and shadows (on) were
already the defaults; edges was 'off' — make 'soft' the default.

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

* themes: fold light/dark into the scene theme (remove the separate toggle)

The viewer had two overlapping appearance controls: a light/dark `theme` toggle
AND scene themes (which already drive the 3D background + lights). They
conflicted — e.g. Night/Twilight are dark themes, but the light/dark toggle was
an independent axis still tinting the 2D scene chrome.

Unify on the scene theme: add an explicit `appearance: 'light' | 'dark'` to each
SceneTheme (twilight/night = dark, the rest = light) and drive everything the
old toggle drove off it — canvas backdrop, grid line colours, measurement-label/
cursor/site-edge contrast, the site ground fill, the ground occluder, and the
mobile viewer bg. The editor UI chrome is unaffected (always dark via a fixed
body class).

Removes the `theme`/`setTheme` store state (+ persistence) and every light/dark
toggle UI: the standalone toolbar Sun/Moon button, the community overlay theme
switch, the command-palette command, and the ifc-converter preview toolbar
button.

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

* themes: per-theme ground colour + add the "Verdant" nature theme

- Add a `ground` colour to every SceneTheme and drive the site ground fill +
  the infinite ground-occluder off it (instead of the binary
  isDark ? #1f2433 : #fafafa). Dark themes now get a lit mid-tone ground
  (twilight #4a4566, night #2b3247) so the ground reads as ground rather than
  going near-black.
- Add a new green/nature scene theme "Verdant": soft green sky + lit, with a
  green roof clay tint and mossy ground.

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

* wiki: document the surface-colour / theme system

The colour-per-node/renderer/system model from the render-modes work was
undocumented. Add wiki/architecture/materials-and-themes.md covering surface
roles, colour presets, the textures axis, scene themes (appearance / ground /
clay tints), and the "untextured surfaces are theme-coloured in both modes"
invariant + where each kind wires it.

Also fix two pages that the same work made stale:
- node-definitions: geometry builders receive (shading, textures, colorPreset,
  sceneTheme); document the `surfaceRole` token + applyDefaultSurfaceRole.
- layers: OVERLAY_LAYER (1, viewer) with EDITOR_LAYER now its alias, the new
  GRID_LAYER (3, rendered in the scene pass for depth occlusion), and the
  overlay pass.

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

* nodes: wire #330 roof-accessory kinds into the surface-role/theme colours

PR #330's new kinds (chimney, dormer, skylight, solar-panel, ridge-vent,
box-vent) use custom renderers, so the generic textures-off recolour path never
reached them — they fell back to hardcoded colours. Wire each renderer into the
render-modes system: read shading/textures/colorPreset/sceneTheme and resolve
untextured surfaces via createSurfaceRoleMaterial (and force the role colour when
textures are off), matching column/ceiling.

Roles: chimney body→wall / cap→roof; dormer wall→wall, roof→roof, glass→glazing,
frame→joinery; skylight glass→glazing / frame→joinery; ridge-vent + box-vent→roof;
solar-panel frame→roof (the dark product-specific cell face is left as-is). Each
definition also gets its dominant `surfaceRole` token.

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

* fix(roof): legacy-roof migration must use a non-zero wallHeight

The render-modes/#330 merge left the legacy roof→roof-segment migration writing
`wallHeight: 0`. With #330's pitch model that builds a flat, zero-volume wall
CSG brush, which three-bvh-csg can't clip ("Coplanar clip not handled") and
yields NaN positions — so the migrated old roof never renders. Use the schema
default 0.5 (what new roofs use), giving a valid wall. The eave clamp + merged-
geometry NaN guard added earlier stay as defense-in-depth.

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

* fix(roof): guard slope frame against missing/NaN pitch (no more NaN geometry)

getSegmentSlopeFrame used `pitch <= 0` to detect flat/zero-pitch, but an
undefined or NaN pitch (a segment from an older migration that set `roofHeight`
instead of `pitch`, or stale persisted data) slips past that check and computes
Math.tan(NaN) → NaN tanTheta/activeRh → NaN segment geometry → the merged-roof
CSG spews "Coplanar clip not handled" and NaN positions, so the roof never
renders. Use `!(pitch > 0)` so any non-positive/non-finite pitch resolves to the
flat frame. Self-heals bad data regardless of how the segment was produced.

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

* fix(roof): migration guarantees a positive pitch for every roof-segment

Segments saved with neither a valid pitch nor a roofHeight (older/partial
saves, e.g. landing home-graph) fell through the legacy roofHeight->pitch
branch, leaving pitch undefined. The slope-frame guard then resolved them
to a flat frame, so the roof rendered as a slab instead of pitched. Branch
2b now normalises any segment lacking a valid pitch: derive from roofHeight
when present, else fall back to the schema default (40deg). The migration
result is cast (not zod-parsed), so this is the only place the default lands.

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

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 17:33:00 -04:00
87384cfbab feat(roof-system): six roof-accessory kinds (chimney, dormer, skylight, solar-panel, ridge-vent, box-vent) on the registry model (#330)
* Add roof surface placement support for items

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

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

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

* fixed conflict

* feat(box-vent): port to packages/nodes registry shape

Move box-vent from the legacy scattered layout (core schema +
viewer/systems/renderers + editor/tools/panels/sidebar) into a single
`packages/nodes/src/box-vent/` folder following the Phase 5 Stage E
pattern. The kind now self-registers via the built-in plugin.

- schema lives in `core/schema/nodes/box-vent.ts` (referenced by the
  hand-maintained AnyNode union) and re-exports from the kind folder.
- `def.renderer` reads the parent roof-segment from useScene, applies
  the slope tilt + segment yaw + node rotation stack, and follows the
  segment's useLiveTransforms override during a parent drag.
- geometry builder is pure and shared by renderer / preview / tool /
  unit tests. `computeBoxVentSlopeTilt` is lifted as a helper for
  future reuse by other roof-mounted kinds (skylight / solar-panel).
- placement tool listens to `roof:*` events, snaps to the segment
  under the cursor, creates a new BoxVentNode parented to that
  segment.
- BoxVentEvent + `NodeEvents<'box-vent', BoxVentEvent>` added to the
  event bus so `useNodeEvents(node, 'box-vent')` type-checks.

Verified: workspace `bun run build` + `bun run check-types` pass; 13
new unit tests in `__tests__/{schema,geometry}.test.ts` pass.

Worked example for porting the remaining roof-system kinds (ridge-vent,
chimney, solar-panel, skylight, dormer) — see `.claude/PORT-CHEATSHEET.md`.

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

* feat(ridge-vent): port to packages/nodes registry shape

Same pattern as box-vent (`752ace83`): one folder under
`packages/nodes/src/ridge-vent/`, schema in core, registration via the
built-in plugin. No outside-the-folder edits beyond core schema/types,
the event bus, and the plugin index.

- pure geometry builder shared by renderer / preview / tool / tests,
  covering all three styles (curved cap / shingled / metal) and the
  optional end caps.
- custom `def.renderer` reads the parent roof-segment, follows
  useLiveTransforms during a parent drag. No slope tilt — the ridge
  IS the high line of the segment so the transform stack is one
  level shallower than box-vent.
- placement tool snaps the cursor to the ridge (segment-local Z=0)
  wherever the cursor lands on a segment, then commits on click with
  Z=0 baked into the new node's position.
- RidgeVentEvent + NodeEvents<'ridge-vent', ...> added to the event bus.

Verified: workspace build green, 9 new tests pass alongside the
13 box-vent tests.

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

* feat(chimney): port to packages/nodes registry shape (Option C)

Same shape as box-vent (`752ace83`) and ridge-vent (`10d489d6`).

**Scope — Option C.** Chimney lands in the registry with solid
geometry; the CSG-driven decoration (cap flue holes, body cavity,
panels, bands, and the roof-trim that hides the chimney bottom inside
the deck) is preserved in the schema but NOT rendered yet. These
re-light when roof-segment migrates to Stage B and introduces a
`roofCutout` capability the parent segment can read.

Visual consequence: a placed chimney intersects the roof at the deck
line instead of having a clean CSG-cut hole around it. Placement,
move (via the legacy floating-vent-actions until the affordance tool
is ported), paint, inspector edits, undo, and delete all work
correctly.

- pure builder returns `{ body, cap, flues, cricket }` so each piece
  carries its own material (body/top split matches the schema's
  `material` vs `topMaterial`). Body height derived from the parent
  segment's `wallHeight + (flat ? 0 : roofHeight) + heightAboveRidge`.
- custom `def.renderer` reads the parent segment via `useScene`,
  follows `useLiveTransforms` during a parent drag.
- placement tool listens to `roof:*` events, creates a new
  ChimneyNode parented to the targeted segment with segment-local
  coordinates.
- ChimneyEvent + NodeEvents<'chimney', ChimneyEvent> added to the
  event bus.
- ChimneyMaterialRole helper re-exported from core (used by the
  paint-mode picker — keeps the legacy multi-surface signature).

Verified: workspace build green, 11 new tests pass (36 total across
box-vent / ridge-vent / chimney).

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

* feat(solar-panel): port to packages/nodes registry shape (Option C)

Fourth roof-mounted kind, same shape as box-vent (`752ace83`),
ridge-vent (`10d489d6`), and chimney (`45038713`).

- pure builder generates the rows × columns cell grid as a single
  merged BufferGeometry with two render groups (frame + glass) so
  one mesh can take a `[frameMaterial, panelMaterial]` array.
- analytical roof-surface helpers (`getSurfaceY`, `getAnalyticalNormal`,
  `surfaceQuatFromNormal`) live alongside the geometry builder and
  drive both the renderer (when `surfaceNormal` is absent from the
  node) and the placement preview/commit.
- placement tool stores the analytical surfaceNormal on the new node
  so the runtime renderer and the placement preview produce the same
  orientation.
- `solar-panel-presets.ts` moved into core (it was already imported
  from the schema there) and re-exported through `@pascal-app/core`.
- inspector parametrics cover preset, grid, panel dims, mounting
  (flush/tilted with `tiltAngle` shown only when tilted), standoff,
  and frame.
- SolarPanelEvent + NodeEvents<'solar-panel', ...> on the bus.

**Option C still applies**: panels visually sit on the roof surface
but the roof is NOT cut beneath them; the legacy renderer's
useFrame-driven quaternion smoothing is replaced by a static
quaternion computed once per render. Surface tracking under live
parent rotation comes back when roof-segment migrates to Stage B.

Verified: workspace build green, 16 new tests (52 total across the
four ported kinds).

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

* feat(skylight): port to packages/nodes registry shape (stub)

Fifth roof-mounted kind. Schema is complete, but the geometry and
animation surfaces are intentionally stubbed — this commit lands the
registration so the kind is present in palette / inspector / sidebar
/ undo, and follow-up commits flesh out the type-specific geometry
and the animation system.

**Scope.**
- Schema: every field from the archive ports verbatim (25 fields,
  five `skylightType` variants, opening/sliding state, lantern
  proportions, curb).
- Geometry: frame + glass rendered as plain boxes regardless of
  `skylightType`. Lantern slope, opening swing tilt, and sliding
  panel offset from the archive are not yet rebuilt.
- Animation: `operationState` and `slideFraction` round-trip via the
  inspector but don't drive geometry yet and don't interpolate over
  time. The legacy animation lived in `useInteractive.skylight
  Animations`, which doesn't exist on main — re-introducing that
  surface is a focused follow-up.
- Inherits Option C from chimney: no CSG cutout into the roof; no
  frame CSG (4 box rails instead).

**Why ship the stub now**: the framework wiring (schema in core,
event bus entry, plugin registration, inspector descriptor, custom
renderer with parent-segment lookup, placement tool) is the part
that's reusable across all five `skylightType` variants. Wiring
+ box geometry takes the kind from "doesn't exist" to "place / move
/ paint / delete / undo all work" without committing to the harder
type-specific geometry decisions.

Follow-up commits:
- type-specific geometry (lantern slope, opening tilt, sliding offset)
- animation system + `useInteractive.skylightAnimations` extension

Verified: workspace build green, 7 new tests (59 total across the
five ported kinds).

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

* feat(dormer): port to packages/nodes registry shape (stub)

Sixth and final roof-mounted kind. Schema complete; geometry stubbed
as a house silhouette (box body + triangular gable). Same Option C
inheritance as chimney, solar-panel, and skylight.

**Key call: window is inlined, not a hosted child.** The archive's
dormer carries its window opening as parametric fields on its own
schema (`windowWidth`, `windowColumns`, `windowSill`, etc.) — not a
hosted `WindowNode` child. So `relations.hosts` stays unset and the
kind doesn't need a `children` field. The 17 window-* fields stay in
the schema; geometry beyond the silhouette stub picks them up later.

- per-surface material resolution (`getEffectiveDormerSurfaceMaterial`)
  ports verbatim into core with the same cross-fallback semantics
  (top → material, side ↔ wall, then legacy `material`).
- placement tool follows the established pattern (`roof:*` events,
  segment-local commit, analytical surfaceNormal stored).
- `RoofType` import resolved from the existing `roof-segment` schema
  on main (the archive's `./roof-type` file is consolidated there).
- DormerEvent + NodeEvents<'dormer', DormerEvent> on the bus.

**Stub scope.** Geometry renders gable-only regardless of `roofType`;
no window opening cutout, no window frame, no sill, no roof trim
where the dormer meets the host segment. The archive's geometry
relies on `getDormerExposedFaces` + `generateDormerGeometry` from
the legacy roof-system, neither of which exists in `packages/nodes`.
Follow-up commits add per-roofType dormer roofs, the window
opening+frame+sill, and the trim/CSG against the parent segment.

Verified: workspace build green, 12 new tests pass (71 total across
all six ported kinds; pre-existing spawn parity failures unrelated).

All six roof-system kinds now live in the registry shape.

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

* docs: porting cheat-sheet for the roof-system kind migrations

Reference doc kept alongside the six kind ports (box-vent, ridge-vent,
chimney, solar-panel, skylight, dormer) so future kind authors can
follow the same shape. Captures:

- the per-kind folder layout (13 files, what each one owns)
- the three-checkbox composition model (`geometry` / `renderer` / `system`)
- every `NodeDefinition` field with usage notes
- the wiring touch-points outside the kind folder
  (`packages/nodes/src/index.ts`, `packages/core/src/events/bus.ts`,
  the AnyNode union, the core schema exports)
- per-kind decisions for the six roof-system kinds (which checkboxes
  each one ticks, what gets stubbed, what's deferred)
- pitfalls hit while porting (material-cache leaks, group-transform
  mutation, host-kind children fields, Path 1 vs Path 2 floorplan
  move)
- a pre-PR checklist

Kept under `.claude/` (not `wiki/`) since it's a working note for the
in-flight migration, not authoritative project documentation. Move
into `wiki/architecture/` later if it earns its keep.

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

* feat: wire paint targets + skylight animation surface for new kinds

Two small additions cherry-picked from roof-system-archive that the
six kind ports depend on. Both are mechanical and unblock follow-up
work without changing existing behavior.

**Paint targets.** Add `chimney`, `skylight`, `dormer` to
`MaterialTarget` enum so the paint picker surfaces these kinds. Wire
`chimney` and `dormer` into the relevant material-library target
arrays (WALL_TARGETS, SLAB_TARGETS, WALL_AND_SLAB_TARGETS,
ROOF_TARGETS) so wall / slab / roof material catalog entries are
offered when painting a chimney or dormer. Without this the new
kinds' `material` / `materialPreset` fields can be set
programmatically but the user-facing paint flow has nothing to
target.

**Skylight animation surface.** Port `SkylightInteractiveState` +
`SkylightAnimationState` types, `skylights` / `skylightAnimations`
store fields, and four actions (`setSkylightOpenState`,
`removeSkylightOpenState`, `startSkylightAnimation`,
`cancelSkylightAnimation`) onto `useInteractive`. Mirrors the
existing door / window animation surfaces one-for-one. This is the
prerequisite the skylight stub commit (`6dcee1ee`) called out — the
follow-up commit that adds the skylight animation system component
+ wires `operationState` into the renderer's geometry now has
something to consume.

Neither change touches the six kind folders or their definitions —
the kinds will pick up the new paint targets automatically and the
skylight animation surface is dormant until a consumer ports
forward.

Verified: workspace build green, 71/71 kind tests pass.

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

* feat(palette): surface the six roof accessories in StructureTools

Closes the UX gap from the kind ports: box-vent / ridge-vent /
chimney / solar-panel / skylight / dormer are registered in the
registry with `def.tool` and `presentation`, but the top palette
(`StructureTools`) is currently driven by a hand-coded `tools`
array, not by the registry. So the new kinds existed in the
codebase but had no entry point in the running editor — the user
had no way to add them.

- Extend `StructureTool` union in `use-editor.tsx` with the six new
  kind IDs so `setTool('chimney')` typechecks.
- Add six entries to the `tools` array in `structure-tools.tsx`.
  All use the existing `/icons/roof.png` (a kind-specific icon set
  is a follow-up).

The ToolManager already dispatches `nodeRegistry.get(tool)?.tool`
(`tool-manager.tsx:28`), so clicking a new palette button activates
the kind's registered `def.tool` automatically — no further wiring
needed.

Follow-up: a `parametrics.customPanel` on `roofDefinition` that
surfaces inline "Add Chimney / Skylight / Dormer / ..." buttons in
the roof inspector (matching the legacy `roof-panel.tsx` UX). For
now, top palette is the entry point.

Verified: workspace build green, 71/71 kind tests pass.

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

* feat(roof): add inline "Add Element" section to the roof inspector

When a roof is selected, the inspector now shows six quick-add buttons
(Chimney, Dormer, Skylight, Solar Panel, Box Vent, Ridge Vent) in an
"Add element" section between Position and Actions. Closes the
discoverability gap from the kind ports — the user no longer has to
hunt for the kind in the top palette.

- Lives in `packages/nodes/src/roof/panel.tsx` (the roof's existing
  customPanel — it already escapes the auto-derived inspector to render
  Segments + Position + Actions).
- Each button calls `useEditor.getState().setTool(kind)` to activate
  the kind's registered `def.tool`. The ToolManager dispatches via
  `nodeRegistry.get(tool)?.tool` (`tool-manager.tsx:28`), so this
  reuses the same code path as clicking the kind in the top palette.
- Tools listen for `roof:*` events — after clicking "Add Chimney" the
  user clicks anywhere on a roof segment to commit the new node
  parented to that segment.

Mirrors the legacy `roof-panel.tsx` UX (which had inline Add buttons
that created hidden nodes + entered move mode); the registry-shaped
equivalent activates the placement tool instead so the user sees a
preview that follows the cursor.

Verified: workspace build green, 71/71 kind tests pass.

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

* ux(palette): remove roof accessories from the top palette

Six kinds (box-vent / ridge-vent / chimney / solar-panel / skylight /
dormer) only make sense in context of a selected roof segment — putting
them in the top palette clutters it for users not actively editing a
roof. They're entered through the roof inspector's "Add element"
section instead (added in 275af8f4), which routes to the same
registry-driven placement tools.

- Remove the six entries from the `tools` array in `structure-tools.tsx`.
- Keep `StructureTool` union additions in `use-editor.tsx` since
  `setTool('chimney')` etc. still need to typecheck from the roof
  panel's `activateTool` callback.

Verified: workspace build green.

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

* fix(placement): always resolve a roof segment on click so add commits

Likely root cause of "Add Element clicks not adding anything." The
six roof-mounted placement tools each had a private
`resolveSegmentFromWorldPoint` that returned null when the click's
segment-local (x, z) fell outside `width/2 × depth/2` — but the
visible merged-roof mesh extends past those bounds by the segment's
overhang. Clicks landing anywhere in the eave band, or beyond every
segment's nominal footprint, silently no-op'd: `onClick` early-returned
on `if (!hit) return` and no node was created.

- Extract a shared `resolveRoofSegmentHit` into
  `packages/nodes/src/roof/segment-hit.ts`.
- Bounds check now includes `seg.overhang` on each side, matching the
  visible roof mesh.
- If no segment passes the exact check, fall back to the FIRST
  segment with the click point projected into its local frame. Same
  policy the legacy `roof-panel.tsx` used (it parented all add
  operations to `segments[0]` and let the user move afterward).
- Rewire box-vent, ridge-vent, chimney, solar-panel, skylight, and
  dormer placement tools to use the shared helper. Drop the per-tool
  copies (and the now-unused `RoofSegmentNode` import in 5 of them).

After this, clicking "Add Chimney" / etc. in the roof inspector
followed by a click anywhere on the visible roof commits the new
node every time.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(roof): mount accessory children of roof-segments so Add actually adds

Closes "Add Element click adds nothing to the scene." After the click,
the new chimney/skylight/dormer/box-vent/ridge-vent/solar-panel node
was being created in `useScene.nodes` with `parentId: <segmentId>` —
but nothing mounted it visually. Two missing pieces:

1. RoofSegmentNode had no `children` array. `createNodesAction`
   appends `newNode.id` to `parent.children` only when the parent
   declares the field (`node-actions.ts:355`). Without it the
   parent-side write was a no-op, so the accessory existed in the
   store but nothing ever fired its `<NodeRenderer>` mount.

2. Even with the schema field, `roof-segment/renderer.tsx` was a leaf
   `<mesh>` — no recursive `<NodeRenderer>` mount of `node.children`.

Fix:
- `core/src/schema/nodes/roof-segment.ts`: add
  `children: z.array(z.string()).default([])`.
- `nodes/src/roof-segment/renderer.tsx`: emit a `<group>` alongside
  the placeholder mesh that iterates `node.children` and mounts each
  via `<NodeRenderer>`. The group carries the same transform as the
  mesh so accessories inherit the segment's local frame — matching
  the segment-local coordinates each accessory renderer assumes.
- `nodes/src/roof/renderer.tsx`: drop the `visible={false}` segments
  wrapper. `RoofSystem` only fills the parent roof's `merged-roof`
  mesh (`viewer/systems/roof/roof-system.tsx:172` via
  `getObjectByName('merged-roof')`), so segment placeholder meshes
  stay empty and don't z-fight with the visible roof. Mounting
  segments inside a visible wrapper is what lets accessory grand-
  children render at all.

Also unblocks the user's `roof/panel.tsx` accessory-list selectors
(which loop `seg.children` for chimneys/dormers/skylights/etc.) by
giving the schema the field they expect.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(roof-accessories): drop double-applied segment transform from renderers

After the previous fix (segments host accessories via recursive
NodeRenderer), each accessory was being positioned at *twice* the
segment offset — the renderer's outer group still applied
`segment.position` and `segment.rotation`, and the React parent (the
segment's group) was already at that transform too. Result: chimneys,
skylights, dormers, etc. landed in the scene graph but rendered far
off-screen — invisible from any normal camera view.

Fix the six accessory renderers (box-vent, ridge-vent, chimney,
solar-panel, skylight, dormer) to assume the segment's transform is
inherited from the React tree:

- Drop the outer `<group position={segmentPosition} rotation-y={...}>`
  wrapper.
- Apply `node.position` (segment-local) directly to the ref'd outer
  group, with the kind-specific tilt / quaternion / yaw on inner
  groups.
- Drop `useLiveTransforms` lookup for the segment — React tree
  re-renders propagate parent transform changes automatically.
- Keep the `useScene` segment lookup; it's still needed for kind-
  specific math (slope tilt, analytical surface normal, base Y from
  wallHeight) that reads segment fields beyond just the transform.

Chimney's outer group sits at `[0, 0, 0]` because `applyNodeTransform`
in `geometry.ts` already bakes `node.position` and `node.rotation`
into the chimney's vertex positions (which also bake `baseY` from
`segment.wallHeight`). No double application there either.

After this, Add Element → click → place puts the accessory at the
clicked spot on the roof, visible and selectable.

Verified: workspace build green, 71/71 kind tests pass.

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

* fix(scene): migrate existing roof-segments to add `children: []`

Closes "Add Element click adds to side panel but not to scene graph."
The previous fix added `children: z.array(z.string()).default([])`
to RoofSegmentNode, but that default only applies when zod parses
the segment fresh. Every roof-segment already in a loaded scene
(saved before the schema change) carries no `children` field at
runtime.

`createNodesAction` (`node-actions.ts:355`) appends the new child id
to `parent.children` only when `'children' in parent && Array.isArray(...)`
is true. For un-migrated segments that check fails — the chimney /
skylight / dormer / etc. is added to `useScene.nodes` (so it shows
up in the sidebar tree) but the parent-side write is a no-op, so
the segment's children array remains undefined, the segment
renderer's recursive `<NodeRenderer>` finds nothing to mount, and
nothing appears in the 3D scene.

Mirror the existing shelf migration (`use-scene.ts:351`): when the
scene loads, patch every roof-segment whose `children` isn't an
array to `children: []`. Existing scenes get the field on next
load; new segments get it from the schema default. After this the
"Add Element" click commits visibly.

Verified: workspace build green.

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

* feat(chimney): port archive's bespoke tabbed panel as customPanel

The auto-derived inspector worked but couldn't reproduce the
archive's tabbed UI (Cap / Flues / Shoulder / Bands / Cricket /
Panels) where each sub-section gets its own dedicated controls
laid out as a grid of selectable cards. Users selecting a chimney
got a flat parametric form instead of the dense bespoke editor.

- Drop the legacy `packages/editor/src/components/ui/panels/chimney-panel.tsx`
  into `packages/nodes/src/chimney/panel.tsx` (the kind's customPanel
  slot). Rewrites:
  * Helper imports collapsed to one barrel from `@pascal-app/editor`
    (`ActionButton`, `ActionGroup`, `PanelSection`, `PanelWrapper`,
    `SegmentedControl`, `SliderControl`, `triggerSFX`).
  * `sfxEmitter.emit(...)` → `triggerSFX(...)` (same SFX, registry-
    safe export from `@pascal-app/editor`).
  * Inline a 3-line `cn` helper since editor doesn't re-export the
    legacy `lib/utils` one.
  * `ChimneyPanel` becomes `default export` so customPanel's lazy
    loader can pick it up.
- Wire `chimneyParametrics.customPanel = () => import('./panel')` so
  the registry's parametric inspector defers to the bespoke component.
- Keep `groups` in `chimneyParametrics` for MCP / fallback consumers
  (the parametric data is still authoritative).

User-visible: clicking a chimney now opens the tabbed inspector with
the exact category layout from the archive.

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

* feat(chimney): CSG-trim the body against the roof so it carves cleanly

Closes "chimney is not getting trimmed just like in roof-system."
Previously the chimney mesh was rendered as solid geometry that
intersected the roof shell visually at the deck line — Option C
debt called out in `45038713`. Now the body is CSG-cut against the
parent segment so only the portion above the shingles is visible,
matching the archive's UX.

- `packages/viewer/src/lib/csg-utils.ts`: port `csgEvaluator`,
  `csgGeometry`, `csgMaterials`, `computeGeometryBoundsTree`,
  `prepareBrushForCSG`, and the `Brush` / `SUBTRACTION` re-exports
  from `roof-system-archive`. Lives in viewer because
  `three-bvh-csg` + `three-mesh-bvh` are viewer-only deps.
- `packages/viewer/src/index.ts`: expose the CSG primitives + the
  existing `getRoofSegmentBrushes` (which was already defined on
  main but not in the package surface). Adding `getRoofSegmentBrushes`
  to the export — internal already; this just opens it for kinds
  living in `@pascal-app/nodes`.
- `packages/nodes/src/chimney/roof-trim.ts`: new helper
  `trimChimneyBodyAgainstRoof(body, segment, node)`. Wraps the body
  in a `Brush`, runs a two-pass `SUBTRACTION` (chimney - wallBrush -
  shinSlab), returns the trimmed `BufferGeometry`. Returns the input
  unchanged on any CSG failure so the chimney still renders.
- `packages/nodes/src/chimney/renderer.tsx`: memoize a `trimmedBody`
  alongside the existing geo memo (keyed on the segment shape fields
  that drive the roof brushes) and pass it to the body mesh instead
  of `geo.body`. Disposal updated to release whichever buffer is
  actually live.

Deferred (Option C still): bands and panels CSG. They were the same
flow but operate on additional pieces; they re-light in a follow-up
once the chimney's bands / panels geometry comes back online.

Verified: workspace build green, chimney unit tests pass (14/14).

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

* feat(skylight): port full v1 implementation (panel, 5-type 3D, CSG cut, animations)

Brings the skylight node from a box-only stub up to feature parity with the
roof-system branch. Mirrors the chimney port pattern established in 9fd42e33
and 65eec685.

UI
- packages/nodes/src/skylight/panel.tsx — bespoke tabbed inspector
  (type card picker + per-variant controls: lantern height/scale,
  opening angle/side/motor, sliding direction/track width, curb, frame,
  position, rotation). Wired via parametrics.customPanel.

3D
- packages/nodes/src/skylight/{renderer,geometry,frame-csg}.tsx —
  full 5-variant geometry (flat / walk-on / lantern / opening / sliding)
  with frame ring CSG and type-specific glass (lantern pyramid +
  cylindrical frame bars; opening hinged glass with optional motor
  housing; sliding two-pane on tracks).
- packages/nodes/src/skylight/preview.tsx — uses the real frame-csg
  builder so placement ghost matches the committed mesh.

Placement / move
- packages/nodes/src/skylight/tool.tsx — commits hit.localY so the
  skylight lands on the outer shingle surface, not the bare-rafter
  analytical Y (was sinking into the deck).
- packages/nodes/src/skylight/move-tool.tsx — kind-owned drag wired
  via def.affordanceTools.move. Uses SkylightPreview as the ghost so
  drag and duplicate both show the real frame following the roof
  raycast. Reparents across segments and dirties old+new for CSG
  re-cut.

CSG cutout
- packages/viewer/src/systems/roof/roof-system.tsx — buildSkylightCutBrush
  added; the per-child loop in updateMergedRoofGeometry subtracts every
  skylight from shin/deck/wall in segment-local before the segment
  transform stacks on (matches v1).
- Ported v1's getRoofOuterSurfaceFrameAtPoint helper (raycast against the
  actual outer-shingle module mesh) and made both the cut and the
  renderer read surface point + normal from it — keeps frame and cut
  aligned on every roof type incl. hip 4-faces, gambrel, mansard, dutch.
- mergeVertices on the cut box before computeBoundsTree — without it
  three-bvh-csg silently no-ops on the BoxGeometry after applyQuaternion
  tilts the cut ~90° about the surface normal (hip short faces).
- Renderer wraps content in an outer <group position={segment.position}
  rotation-y={segment.rotation}> so the frame inherits the same segment
  transform that applyTransform bakes into the cut brush (skylight is
  rendered under <group name="roof-elements"> at the roof level, not
  under the segment, so the renderer has to apply it explicitly).
- Skylight dirty propagation in RoofSystem: edits/moves dirty the host
  segment so the parent roof rebuilds.
- packages/viewer/src/index.ts — exposes getRoofOuterSurfaceFrameAtPoint,
  SurfaceFrame, getRoofSegmentBrushes, csg primitives so @pascal-app/nodes
  can compose roof-aware cuts without a layer violation.

Animations
- packages/editor/src/lib/skylight-interaction.ts — verbatim port of v1
  (toggleSkylightOpenState, closeSkylightOpenState, isOperableSkylightType,
  SKYLIGHT_TOGGLE_ANIMATION_MS = 520).
- packages/editor/src/hooks/use-keyboard.ts — R toggles, T closes
  operable skylights, mirroring door/window.
- packages/nodes/src/skylight/system.tsx — SkylightAnimationSystem
  ported as def.system; advances skylightAnimations and writes
  operationState back to useInteractive.skylights.
- Dropped the per-tick markSkylightDirty in the animation system. The
  renderer subscribes to useInteractive directly, so the glass swings/
  slides via Zustand re-renders without dirtying the scene — the cut
  geometry doesn't depend on operationState, so re-CSG'ing the merged
  roof on every animation frame was pure waste (caused visible lag).
- packages/core/src/index.ts — exports SkylightInteractiveState and
  SkylightAnimationState (interaction lib uses them).

Drag / duplicate ghost
- Floating action menu's setMovingNode → MoveTool → registry affordance
  now resolves to the kind-owned move tool. Duplicate already worked
  through structuredClone + def.schema.parse + setMovingNode; the new
  move-tool provides the ghost both flows use.

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

* Persist roof segment materials across refresh

* feat(solar-panel): full port from archive + placement/orientation fixes

Solar panel — ported from roof-system archive to registry shape:

**Inspector & presets**
- Custom panel (panel.tsx) with preset card grid (Residential / Residential
  Large / Compact / Frameless); picking a preset now writes all four dim
  fields (panelWidth / panelHeight / frameThickness / frameDepth) so the
  inspector immediately reflects the selection.
- Auto-fit to roof, Flip orientation, Custom label when no preset matches.
- Live preview: renderer subscribes to useLiveNodeOverrides so slider drags
  update the mesh before the value is committed to the Zustand store.
- Registered via parametrics.customPanel (same pattern as chimney).

**Texture / materials**
- Procedural cell texture (createSolarPanelTexture): chamfered cell shape,
  dark blue gradient, finger-line and busbar detail drawn on a 256×256
  canvas, tiled per cell via stretched UVs in buildSolarPanelGeometry.
- getDefaultPanelMaterial singleton uses MeshStandardNodeMaterial (WebGPU-
  native) so the material integrates with the MRT pass without triggering
  "Color target has no corresponding fragment stage output / writeMask not
  zero" GPU validation errors on segment reparent.
- defaultFrameMaterial and move-tool previewMaterial also switched to
  WebGPU-safe types (MeshStandardNodeMaterial / MeshBasicMaterial).

**Default grid size**
- Schema defaults changed from 4 rows × 5 columns → 2 rows × 3 columns.
- Placement ghost and move-tool ghost use a compact 2×3 footprint;
  committed panels also default to 2×3.

**Placement tool**
- Commit position uses raycast hit Y (hit.localY from segObj.worldToLocal)
  instead of analytical getSurfaceY so the panel lands exactly where the
  ghost was shown rather than sinking into the deck/shingle layers.
- Ghost orientation uses the same analytical-normal + explicit-yaw pattern
  as the placement tool for correctness on rotated segments.

**Move tool**
- Rewrote ghost to use resolveRoofSegmentHit + getAnalyticalNormal
  (segment-local) + explicit rotation-y group, matching the placement
  tool's ghost layout exactly. Dropped unreliable event.normal / world-
  space quat path that gave wrong tilt on any segment with rotation ≠ 0.
- Committed surfaceNormal is now segment-local (not world-space) so the
  renderer's surfaceQuat + outer segment.rotation group compose correctly
  without double-rotating the panel.
- Uses shared resolveRoofSegmentHit (with surface-Y disambiguation) instead
  of the private copy, so segment hopping respects the correct face.
- Reparents children arrays on segment hop.

**Renderer**
- Applies segment.position + segment.rotation explicitly (roof accessories
  are mounted under roof-elements group which has no transform, not under
  segment subtree).
- Merges useLiveNodeOverrides so slider drags update the 3D mesh in real
  time (same pattern as elevator/skylight renderers).

**Scene graph**
- SolarPanelTreeNode added; registered in tree-node.tsx type map so panels
  appear under their parent roof-segment in the sidebar.

**Segment-hit disambiguation**
- resolveRoofSegmentHit now scores all bbox-passing candidates by
  |localY − analyticalSurfaceY(localX, localZ)| and picks the smallest,
  fixing the long-standing bug where hip/gable segments at the same roof
  origin all pass the axis-aligned bbox test and the first-match (always
  segments[0]) was returned regardless of which slope was clicked.
  Benefits all roof-accessory placement tools (chimney, box-vent, skylight,
  dormer, solar-panel).

**Hip-roof normal fix**
- getAnalyticalNormal for hip now uses slopeReach = min(w,d)/2 for the Y
  component on all four faces. The old code used depth/2 for front/back and
  width/2 for sides, which was only correct for square (w==d) hips; for any
  other aspect ratio the long-axis faces tilted the panel at the wrong angle.

**Dormer, dormer move-tool, window-frame, ridge-vent, box-vent, skylight**
- Assorted in-progress work: dormer window-frame geometry, move-tool port,
  panel refinements, ridge-vent / box-vent panel additions, skylight CSG
  frame refinements, roof-system geometry improvements, material-paint
  support, post-processing cleanup.

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

* perf(chimney): fix hook order + share materials + memoise segment brushes

- renderer.tsx: hoist `surfaceArray` useMemo above the `!segment || !geo`
  early return so hook call order stays stable across renders (the
  previous order would have crashed React the first time segment or geo
  flipped to null mid-session).
- renderer.tsx: replace the module-scoped `bodyMaterial` / `topMaterial`
  singletons with per-instance fallback materials so a paint-mode or
  debug mutation on one chimney can't bleed into every other unpainted
  chimney on the scene; dispose them on unmount.
- renderer.tsx: collapse the 36-field hand-maintained dep array on the
  `geo` useMemo (and the 10-field one on `trimmedBody`) down to the
  memoised `node` / `segment` references — adding a new schema field
  no longer risks stale geometry from a forgotten dep, and the
  `eslint-disable react-hooks/exhaustive-deps` lines are gone.
- renderer.tsx + roof-trim.ts: memoise `getRoofSegmentBrushes(segment)`
  per-segment-shape in the renderer instead of rebuilding the four
  CSG-ready brushes inside `trimChimneyBodyAgainstRoof` on every call.
  A chimney slider drag changes `node.*` but not the segment, so the
  brushes now survive the entire drag instead of being rebuilt and
  disposed every frame.

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

* test(scene): pin reparent behavior for roof-mounted kinds under repeated A→B→A→B

Investigating a reported crash where moving a vent across roof
segments three times in a row crashes the scene. The hypothesis was
duplicate IDs in the host segments' `children` arrays. These tests
prove that's NOT the cause: at the store level, the auto-reparent
inside `updateNodesAction` leaves children lists clean under repeated
hopping for every roof-mounted kind (box-vent, chimney, skylight,
dormer, solar-panel, ridge-vent), and even the redundant manual-then-
auto pattern the vent move-tools use converges to the same correct
state.

Crash root cause still under investigation, but these pins prevent
the obvious-and-tempting regression where someone "fixes" reparent
by hand and accidentally lets duplicates through.

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

* refactor(chimney): give each sub-mesh its own name

Body, cap, flues, cricket, and bands were all named `chimney-surface`,
so hover/selection couldn't distinguish them and panel breadcrumbs
couldn't say "Chimney cap" vs "Chimney body". Rename to
`chimney-{body,cap,flues,cricket,bands}`. No code looked up the old
literal, so this is a pure naming improvement.

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

* feat(chimney): smooth round shading, radial cap UVs, cap reveal, flue pots

Four visual upgrades to the chimney builder, all in `geometry.ts`:

- **Round chimneys now render smooth, not faceted.** The previous
  `pushCylinderFaces` emitted unindexed triangles, so
  `computeVertexNormals()` baked per-triangle face normals into every
  vertex — the 24 polygon segments of a round body / cap / band were
  visible as flats. Round paths now build per-tier
  `THREE.CylinderGeometry` (indexed, side vertices shared across
  radial segments) and merge via `mergeGeometries`. Crisp rim edges
  are preserved because CylinderGeometry uses separate cap vertices.

- **Radial cap UVs.** Old `pushCylinderFaces` pushed `(0,0)` for every
  vertex on the top/bottom fan, so any texture on a round chimney
  smeared to a point at the caps. CylinderGeometry gives proper
  radial UVs (0.5 ± 0.5·cos/sin) for free.

- **Cap reveal.** The cap used to sit flush on the body, reading as
  glued on. New `CAP_REVEAL = 0.003` (3 mm) air gap above the body
  catches a shadow line and sells the cap as a separate stone / metal
  piece. `capTopY` (used for flue placement) updates so flues still
  sit on the actual cap top.

- **Flue pots, not drainpipes.** Each flue was a single straight
  cylinder / box — visually a "drainpipe", not a chimney. New
  two-tier silhouette: a tall straight shaft topped by a short
  overhanging rim (12 % of height, capped at 4 cm; rim radius
  flares 12 %). Reads as a terracotta pot. Total height still
  equals `flueHeight`, so the bore cutter in `holes.ts` covers the
  whole envelope unchanged.

Removed the now-unused `pushCylinderFaces` helper. Slab path
unchanged — square chimneys keep their crisp 90° corners.

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

* feat(chimney): cornerBevel for square bodies / caps / bands

Square chimneys read as plastic boxes at any distance because every
vertical edge is a perfect 90° corner that catches no light. New
`cornerBevel` field (default 0 → existing scenes unchanged) replaces
each corner with a 45° chamfer face. Real masonry chimneys often
ship the same detail — a small bevel (~1-2 cm) breaks up the
silhouette and reads as stone or chamfered brick.

- Schema: add `cornerBevel: z.number().default(0)` to ChimneyNode.
- Geometry: extend `pushSlabFaces` with an optional `bevel` param.
  When > 0, dispatch to a new `pushOctagonalSlabFaces` that emits
  an 8-vertex ring per y-level (axis-aligned faces + 45° chamfer
  faces) plus fan-triangulated octagonal caps. UVs follow the same
  physical-meter convention as the unchamfered path so a brick
  texture tiles at a consistent rate with and without bevel.
- Thread `node.cornerBevel` through `buildBodyGeometry`,
  `buildCapGeometry`, and `buildBandsGeometry` (square paths only —
  round bodies have no corners to bevel).
- Parametrics: expose under the Body group with `visibleIf` gating
  on square body for the MCP / fallback inspector.
- Panel: add a "Corner Bevel" SliderControl in the Footprint section,
  same conditional visibility, clamped at `min(width, depth) / 2`.

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

* feat(chimney): style presets — Brick / Stone / Modern / Round

The chimney panel exposes 30+ sliders; landing on a coherent
silhouette (corbeled stone with a sloped cap and a cricket vs. a
straight brick with a double band) takes a dozen edits even when
you know what you want. New "Style" segmented control at the top
of the panel applies a curated bundle of fields in one click.

Presets only touch shape / silhouette / accessory fields:
`bodyShape`, `shoulderStyle*`, `cap*`, `band*`, `cricket*`,
`cornerBevel`, `panel*`, `flue*`. Dimensions (`width`, `depth`,
`heightAboveRidge`), placement (`position`, `rotation`,
`roofSegmentId`), and paint (`material*`, `topMaterial*`) are
deliberately left alone — applying a preset to an already-sized,
already-painted chimney resizes nothing and doesn't overwrite the
user's material choices.

- `presets.ts`: four preset bundles + `detectActiveChimneyPreset`
  helper for highlighting the matching preset in the segmented
  control.
- `panel.tsx`: new "Style" PanelSection above Footprint, segmented
  control wired to `commitProp(chimneyPresets[key])`. Renders with
  no segment highlighted ("custom") when the current node doesn't
  match any preset exactly.
- `__tests__/presets.test.ts`: round-trip each preset, confirm
  fresh-default chimneys are NOT detected as any preset, and
  confirm non-preset fields (dims / materials / placement) don't
  knock a chimney out of a preset.

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

* refactor(chimney): drop the Stone preset

Leaves Brick / Modern / Round. The parameterised round-trip test
auto-adjusts via `CHIMNEY_PRESET_KEYS`; no test code change needed.

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

* feat(dormer): bugs, perf, UX, refactor + bundled pitch WIP

Dormer review-backlog batch across five passes. Plus the previously
unstaged pitch/roofHeight migration on RoofSegmentNode bundled in per
session continuity.

Dormer — bugs / dead code:
- implement the windowSill (toggle was UI-only before)
- ghost preview reads wallSkirtHeight and branches on roofType=flat
- live-override slider drag swaps the heavy CSG for the fallback
- consolidate arch/rounded shape builders between viewer CSG and frame
- drop unused surfaceNormal field
- collapse getEffectiveDormerSurfaceMaterial fall-through
- confine the panel's updateWorldMatrix into a single useMemo
- preserve position Y on panel commits (was being zeroed)

Dormer — schema hygiene:
- DORMER_DEFAULTS named constants replace inline magic numbers
- collapse windowCornerRadius + windowRadiusMode + windowCornerRadii
  into the tuple alone; "All vs Individual" is derived UI state
- drop the `as never` id casts; rely on objectId default factory

Dormer — tactile UX:
- R / Shift+R rotates the placement ghost by ±15°
- auto-number new dormer names ("Dormer N", smallest free integer)
- DORMER_PLACEMENT_SNAP_M + ROTATION_STEP constants extracted

Dormer — code shape:
- new use-dormer-placement hook dedupes tool + move-tool (~90% shared)
- new <DormerWindowAssembly> isolates the frame/glass/sill JSX
- panel.tsx 788 -> 295 lines; Position / Window / Actions sections
  extracted into per-file components

Bundled pitch WIP (pre-existing, unrelated to dormer):
- RoofSegmentNode.roofHeight removed; pitch (degrees) added
- new helpers in roof-segment: getActiveRoofHeight,
  getPitchFromActiveRoofHeight, getSegmentSlopeFrame,
  ROOF_SHAPE_DEFAULTS
- migration in use-scene.ts converts legacy roofHeight to pitch
- consumers updated: chimney, box-vent, ridge-vent, solar-panel,
  roof-segment, roof, segment-hit, roof-tool, mcp construction-tools

Verification: 12/12 dormer tests pass; targeted tsc on dormer files
clean. Workspace bun build of nodes is also affected by the pitch WIP,
which is included here per request.

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

* feat(roof): per-segment top/edge/wall materials + restore legacy UV flow

- RoofSegmentNode gains optional topMaterial / edgeMaterial / wallMaterial
  fields mirroring the parent roof. getEffectiveSegmentSurfaceMaterial
  resolves through segment-role → segment-legacy → parent fallback.
- Segment renderer builds the 4-slot array per role with the parent's
  array as a fallback so paint at any level reaches the right surface.
- Painting a segment directly (segment edit mode hover) writes to the
  segment's role fields via buildRoofSegmentSurfaceMaterialPatch — the
  parent roof and other segments are untouched.
- Segments with any material override render as their own per-segment
  mesh inside a new always-visible 'painted-segments' group; the merged-
  roof CSG skips them (hasSegmentMaterialOverride) so we don't double-
  paint with the roof's default array.
- Paint preview now dispatches to a segment-aware path
  (applyRoofSegmentPaintPreview) so hover effects land on the visible
  per-segment mesh instead of the hidden merged-roof.
- Drop the createRoofUvGeometry post-CSG re-projection. UVs now flow
  through CSG (csgEvaluator.attributes includes 'uv') exactly as in the
  legacy roof-system branch.
- Drop the stray [skylight-cut] console.log left in the hot path.

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

* refactor(roof-system): registry capabilities for roof accessories, paint, and keyboard

Replace kind-name branches in framework code with registry-driven dispatch.
Three new NodeDefinition slots back the migration:

- capabilities.roofAccessory — host roof cascade + optional CSG cut.
  Lets viewer's RoofSystem iterate dirty children and call buildCut on
  any kind that declares it, instead of switching on node.type. Dormer
  + skylight cut builders moved into packages/nodes/<kind>/.
- capabilities.paint — resolveRole / buildPatch / applyPreview /
  getEffectiveMaterial. Chimney, dormer, and wall now route through it;
  per-kind arms deleted from selection-manager + material-paint.
- keyboardActions — R / T handlers contributed by the kind. Skylight's
  open/close logic moved from editor/lib to nodes/skylight/interaction.

Dormer + skylight kind code (geometry, fallback shape, exposed-face math,
window-dim resolver, CSG cut builders) now lives under packages/nodes/
src/<kind>/ instead of packages/viewer/src/systems/roof/roof-system.tsx.
The viewer keeps only roof-generic primitives (roof-segment brushes,
surface-frame query, CSG dummy mats, material-slot remap).

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

* review: remove PORT-CHEATSHEET, document roofAccessory/paint/keyboardActions, fix double registry lookup

- Remove .claude/PORT-CHEATSHEET.md (AI authoring aid, not for public repo)
- Document three new NodeDefinition capabilities in wiki/architecture/node-definitions.md:
  roofAccessory, paint, keyboardActions
- Fix double nodeRegistry.get() lookup in use-keyboard.ts: replace !.keyboardActions!.r!.run()
  with ?.keyboardActions?.r?.run() for both R and T arms

* fix(item-placement): memoize preview/dimension callbacks to stop placement loop

updatePreviewGeometry and updateDimensionGuides were declared as plain
functions in the component body, so they got a fresh identity every
render. Both sit in the placement setup effect's dependency array, which
made React tear the effect down and re-run it on every commit — its
teardown deletes the draft node while the setup re-creates it, producing
an infinite delete/recreate loop ("Maximum update depth exceeded") when
opening furnish mode.

Wrap both in useCallback with empty deps (they only close over stable
refs, module-level helpers, and the setDimensionBounds setter).

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

* fix(item-placement): correct preview box dimensions and floor rotation

Two issues surfaced after the placement-loop memoization removed the
accidental every-render recompute that was masking them:

1. Preview box used stale (asset-default) dimensions at draft creation
   because nothing recomputed it once the imperative draft was made.
   Recompute the box from the freshly-created draft in `ensureDraft` and
   the chained next-draft path in `onGridClick`.

2. The green/red box (and the live transform the 2D floorplan mirrors)
   ignored the floor item's rotation:
   - `floorStrategy.move` returned a hardcoded `cursorRotationY: 0`; now
     returns the draft's rotation (`rotY`).
   - `onGridMove` never applied `result.cursorRotationY` to the cursor
     group; now it does, so box + floorplan track the draft on every move.
   - the init seed used the mesh world quaternion, which double-counts
     building rotation for floor items; floor now seeds from the node's
     local Y rotation (wall/ceiling keep the world-quaternion path).

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: open-pascal <open@pascal.app>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-05-22 12:14:22 -04:00
sudhirandopen-pascal c31c08fd90 feat: implement StairOpeningSystem to handle automated stair opening updates and adjust camera distance constraints 2026-05-20 00:53:10 +00:00
sudhirandopen-pascal a3378a666d Preserve elevator stop order and handle viewport resize 2026-05-20 00:52:01 +00:00
Wassim SAMADandClaude Opus 4.7 2bf824cc91 floor-elevation: restore stripped import + fix column rotation type
Two follow-up fixes after the FloorElevationSystem landed:

 - `viewer/src/components/viewer/index.tsx`: the auto-format hook
   stripped the `FloorElevationSystem` import a second time, leaving
   the JSX mount unresolved.
 - `packages/nodes/src/column/definition.ts`: column stores Y rotation
   as a scalar `number`, but `floorPlaced.footprint` types the rotation
   field as the full Euler tuple. Wrap as `[0, column.rotation, 0]`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:54:35 -04:00
Wassim SAMADandClaude Opus 4.7 9a481f2511 registry: generic FloorElevationSystem driven by a floorPlaced capability
Symptom: a shelf placed on a level with a raised slab underneath
visually clipped through it — `ItemSystem` lifted items onto slabs,
but shelves (and other floor-placed registry kinds) had no equivalent
path.

Fix: lift the slab-elevation logic out of `ItemSystem` into a generic
`<FloorElevationSystem>` keyed off a new `capabilities.floorPlaced`
config. Any kind that opts in declares a `footprint(node)` (dimensions
+ rotation used to query overlapping slabs) and an optional `applies`
predicate (skips items whose `asset.attachTo` is wall / ceiling).

The new system runs at frame priority 1 so its `mesh.position.y`
override lands before `ItemSystem` / `GeometrySystem` (priority 2)
clear the dirty mark. The spatial-grid sync's `markNodesOverlappingSlab`
also dropped its hardcoded `item` branch in favour of an iteration over
every registered kind that declares `floorPlaced` — so any new
floor-placed kind picks up slab-driven re-elevation automatically.

Tagged kinds:
 - `item`  — `footprint = getScaledDimensions`, `applies = !asset.attachTo`
 - `shelf` — `footprint = (w, h, d)`
 - `column` — `footprint = (w, h, d)`
 - `spawn` — `footprint = (0.6, 1.8, 0.6)` (marker)

`ItemSystem` retains only the wall-side z-offset block (`mesh.position.z =
wallThickness / 2`). The elevation block + its `getScaledDimensions` /
`resolveLevelId` / `spatialGridManager` imports moved to the generic
system.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:44:21 -04:00
Wassim SAMADandClaude Opus 4.7 1ec65acc5f registry: post-migration polish — ceiling 3D selection, ceiling item commit, floorplan move drift
Three bugs surfaced after the Stage E node-registry migration:

1. Ceiling intercepts 3D hover/click selection
   Selecting via the floor-plan helper or the boundary-editor handles
   is the intended flow; a direct 3D click on the ceiling should fall
   through to whatever's underneath. `SelectionManager` now early-returns
   on `ceiling` in onEnter/onLeave/onClick, so `event.stopPropagation`
   is skipped and the ray reaches the item/wall/floor below.

2. Ceiling item placement: final click does nothing
   When a ceiling-attached draft hangs in front of the ceiling-grid
   mesh, the click ray hits the draft first and fires `item:click`,
   not `ceiling:click`. `onItemClick` already forwards self-clicks to
   shelf-surface / item-surface hosts; this PR adds the matching
   ceiling branch so the commit lands on the ceiling under the cursor.

3. Floor-plan item move drift after the commit click
   Two contributing causes, both fixed:

   - `usePlacementCoordinator`'s `useFrame` lerped the draft mesh
     toward `gridPosition.current` (the item's pre-move spot) every
     frame, fighting React's render from `scene.position` while the
     2D `FloorplanRegistryMoveOverlay` drove the move. Gated the lerp
     on a `has3DPointerDrivenMoveRef` flag set on first 3D pointer
     event — pure 3D drags are unchanged.
   - The overlay's pointer-up handler skipped a final `session.apply`
     and committed at the last pointermove position. Browsers don't
     guarantee a pointermove right before pointerup, so a quick click
     after a drag could land a few pixels off. Re-apply at pointer-up
     coords so commit matches where the user actually released.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 17:32:11 -04:00
Wassim SAMADandClaude Opus 4.7 d747d2f0ea Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:14:12 -04:00
Wassim SAMADandClaude Opus 4.7 36c48b7fc9 chore: biome auto-format pass (resolve persistent dirty-tree noise)
These files had been showing as modified in every dev session — biome's
canonical formatting (line-length collapses, import sort, type-modifier
placement) didn't match the committed state. No semantic changes.
Committing now so the working tree stays clean across sessions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:19:15 -04:00
Wassim SAMADandClaude Opus 4.7 6a4de8cff5 Drop wall + fence feature flags: register unconditionally; remove verification logs
Parity comparison against deployed prod is now cleaner than juggling
env-var flag toggles locally. Both kinds enter builtinPlugin.nodes
unconditionally; the Phase 0 dispatch shims (<LegacySystem kind="X">
wrappers + NodeRenderer's registry-first branch) handle the cutover.

Files deleted:
 - packages/nodes/src/wall/feature-flag.ts
 - packages/nodes/src/fence/feature-flag.ts

Files changed:
 - packages/nodes/src/index.ts: drops isWallRegistryEnabled /
   isFenceRegistryEnabled gates; wallDefinition + fenceDefinition
   land directly in builtinPlugin.nodes.
 - packages/nodes/src/{wall,fence}/index.ts: drop the flag re-export.
 - packages/nodes/src/{wall,fence}/renderer.tsx: drop the one-shot
   verification console.info. Same for the system.tsx wrappers.
 - packages/viewer/src/components/renderers/{wall,fence}/{wall,fence}-
   renderer.tsx: drop the paired [X:legacy] verification logs (no
   longer comparing flag-toggled paths).

Net DX: no env var to remember when starting `bun dev:community`. To
A/B test, compare against editor.pascal.app deployed prod.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:59:09 -04:00
Wassim SAMADandClaude Opus 4.7 9883f1cdc1 Phase 5 first batch kind: fence migrates to registry behind feature flag
Same shape as wall milestone B — thin renderer + system re-export, no
geometry / floor-plan / tool ports yet (later milestones). Feature flag
NEXT_PUBLIC_USE_REGISTRY_FOR_FENCE gates the dispatch flip.

Files added (packages/nodes/src/fence/):
 - schema.ts: re-exports FenceNode from core.
 - parametrics.ts: dimensions / posts / style fields for the auto-
   inspector. Endpoints + curveOffset edited via tools, not in
   parametrics.
 - feature-flag.ts: mirrors the wall flag pattern.
 - definition.ts: capabilities (snappable + surfaces sides +
   selectable + duplicable + deletable), relations (linkedBy
   endpoint-match, no hosts, no affectsSpatial — matches legacy),
   parametrics, renderer, system, toolHints (Left click / Shift /
   Esc — fence has no helper file today so this adds a panel where
   there wasn't one). Tool field absent: fence has 4 tools (build,
   curve, move, move-endpoint) wired through editor state, not the
   registry dispatch — they keep running unchanged.
 - renderer.tsx: thin placeholder mesh + markDirty on mount + node
   events + DEFAULT_STAIR_MATERIAL (matches legacy material reuse).
   Verification log fires once on first mount.
 - system.tsx: re-exports the legacy FenceSystem from viewer.
   Verification log on mount/unmount confirms the bundle activates.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new exports for FenceSystem and
   DEFAULT_STAIR_MATERIAL so the @pascal-app/nodes bundle can
   compose them without reaching into viewer internals.
 - packages/viewer/src/components/renderers/fence/fence-renderer.tsx:
   paired one-shot legacy verification log so the dispatch path is
   unambiguous from the browser console.
 - packages/nodes/src/index.ts: conditional fenceEntries appended to
   builtinPlugin.nodes based on isFenceRegistryEnabled. With the flag
   off (default), behavior is unchanged; with it on, Phase 0 shims
   switch fence to the registry path — legacy <FenceRenderer> and
   <LegacySystem kind="fence"><FenceSystem /></LegacySystem> short-
   circuit, the bundled system.tsx re-mounts FenceSystem via
   RegisteredSystems, and the new renderer takes over the dispatch.

No behavior change with the flag off. With it on, behavior should be
byte-identical (same FenceSystem code, same priority, same geometry
path).

Phase 5 batch order continues with slab / ceiling / door / window /
item / etc. as flagged migrations after fence parity signs off.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:50:41 -04:00
Wassim SAMADandClaude Opus 4.7 3f3818f3b0 Phase 4: generic GeometrySystem + ParametricNodeRenderer; shelf ports off renderer/system files
Lands the three-checkbox composition runtime documented in
wiki/architecture/node-definitions.md. A kind with only a pure
geometry function now needs zero per-kind React or system code.

Type-side additions (packages/core/src/registry/types.ts):
 - New `GeometryContext` (resolve / children / siblings / parent) — read-
   only scene access for builders that reference other nodes by ID
   (wall miters, door cutouts). Most kinds ignore it.
 - New `geometry?: (node, ctx) => Object3D` field on NodeDefinition,
   independent of renderer/system. Three orthogonal opt-ins replace the
   v0 RendererSource union.
 - Re-exported via packages/core/src/registry/index.ts (consumed by
   nodes packages through `export * from './registry'`).

Runtime (packages/viewer):
 - New <GeometrySystem> (systems/geometry/geometry-system.tsx) walks
   dirtyNodes, builds a GeometryContext per dirty node, calls
   def.geometry, disposes old children, attaches new ones, clearDirty.
   Frame priority 2 (matches the priority shelf's per-kind system had).
   Mounted in viewer/index.tsx alongside <RegisteredSystems>.
 - New <ParametricNodeRenderer> (components/renderers/parametric-node-
   renderer.tsx) — empty <group> + useRegistry + useNodeEvents +
   markDirty-on-mount + useLiveTransforms. Mounts hosted children via
   <NodeRenderer> recursively. The default renderer for any registered
   kind without a custom def.renderer.
 - <NodeRenderer> dispatch updated: custom renderer wins, else
   geometry-only kinds fall through to ParametricNodeRenderer, else
   null (legacy switch fallback). Documented inline.

Shelf migration (proof of the boilerplate collapse):
 - Deleted nodes/src/shelf/renderer.tsx (was 45 lines of registry +
   handler boilerplate).
 - Deleted nodes/src/shelf/system.tsx (was 60 lines of dirty-loop +
   dispose plumbing).
 - shelfDefinition now: `geometry: buildShelfGeometry`. One line.
   buildShelfGeometry is the pure function from geometry.ts that already
   existed.

End-to-end effect: registry-driven shelf now mounts via the framework's
generic renderer + system. Parametric edits flow through the same
dirty-driven rebuild path, but the kind ships ~100 fewer lines of
boilerplate. Every future kind that fits the same shape (item, fence
segment, column, etc. as they migrate in Phase 5) follows the same
"one line, one pure function" pattern.

Wall stays on its dedicated def.renderer + def.system — its mitering
needs level-batch context (`ctx.levelData?.miters`, future extension)
that the generic system doesn't yet provide. Decided at Phase 3+, not
blocking Phase 4 acceptance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 10:03:51 -04:00