ab76686b8ba77a7e97fc7e238f5252017bb98826
117
Commits
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ab76686b8b |
editor: improve floorplan modes and annotations (#549)
* 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(editor): anchor floorplan cursor to snapped point * fix(nodes): preview floorplan edits through live overrides * feat(editor): add context-aware floorplan modes * fix(nodes): render crisp wall selection hatching * fix(editor): cap floorplan handles at extreme zoom * fix(editor): keep zone labels upright after rotation * refactor(editor): make referenced annotations registry-driven * refactor(nodes): colocate contextual dimension builders * fix(editor): use mode-driven angle snapping * fix(nodes): use mode-driven move snapping * chore(editor): update react scan tooling * refactor(floorplan): streamline construction documentation * refactor(floorplan): remove wall assembly roadmap * fix(floorplan): migrate retired scene data --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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f6d28f6794 |
Fix pass: walkthrough, deck-coupled wall items, live-preview elevation, room snap modes, import validation (#537)
* fix(core): elect wall slab support from the carrying profile, not face coverage An elevated deck drawn against a house wall covers the wall's outer face line end-to-end (boundary contact counts), so the max-across-polylines election handed the wall origin to the deck: every wall-hosted window/door rode along whenever the deck height changed, and placement local-Y was clamped above the deck top. Elect from the carrying profile instead (per arc segment: highest support per face, min across supported faces), with the pointer cap applied inside the profile so a capped-away deck still falls back to the floor that carries the wall. Also pass curveOffset/ thickness/supportSlabId at the window/door tool query sites so their cursor agrees with the rendered wall frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): honor live node overrides in spatial-grid support queries Group drags publish translated slab polygons and wall endpoints to useLiveNodeOverrides only; the committed spatial index made floor items and walls re-elect support against the pre-drag slab footprint, so multi-selection moves and room-preset placement jumped vertically until the validating click committed the batch. Support queries now read live-effective slab/wall records and bypass the rendered-polygon cache while a slab or wall on the level has an override; the committed cached path stays the fast path otherwise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): give the room-preset stamp tool a polygon snap context The host app's room stamp drives placement with tool='room', which has no registry entry, so snapContextOf resolved null: Shift never cycled the snapping mode and the HUD chip stayed hidden during room preset placement. A tool-level context map hands the stamp the no-angle polygon set. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): only synthesize walkthrough fallback floors for ground levels Every slab-less visible level got a >=30x30m opening-free fallback floor box at its elevation, so a walkthrough spawned on an upper level (the no-spawn-node fallback ray picks the highest surface) stood on a phantom plane it could never descend from. Match the baked-GLB viewer policy: only the lowest level of each building (derived baseY === 0) gets the fallback; upper levels rely on their real slabs, whose stair openings are cut into the geometry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): fold useLiveTransforms slab deltas into support queries The slab move tool and the room-preset stamp publish a translation DELTA to useLiveTransforms (no polygon override), so the spatial index still elected support against the slab's committed footprint: furniture riding a room-preset preview (or sitting on a dragged deck) dropped to ground under the visually-moved deck until the validating click. Effective slab records now apply the live delta to polygon/holes/elevation, mapped exactly once at each query's loop entry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): reapply floor lift every frame for nodes with live previews FloorElevationSystem only wrote mesh Y for dirty nodes, but the React commit that rebinds a dragged node's base-Y group position can land between frames, after priority-2 systems consumed the dirty mark — the lift then vanished until the next pointer tick re-dirtied the node, blinking the Y of items dragged over elevated slabs. Nodes holding a live override or transform now get the lift reapplied every frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): stop the entry camera swap from insta-cancelling walkthrough Entering walkthrough with a persisted orthographic camera swaps it to perspective, which recreates the interaction callbacks and re-ran the pointer-lock effect: its cleanup called exitPointerLock, and the unlock handler read that as "user left walkthrough" — instantly cancelling the fresh entry and arming the browser's ~1.25s re-lock cooldown (hence needing multiple button presses). The effect is now mount-stable (the changing callback rides a ref, deps down to [gl]), and the entry lock request swallows async cooldown rejections like the P-resume path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): don't block build-JSON import over plugin-node children Exports from projects with plugins carry nodes like trees:tree whose ids sit in level.children; the import validator parsed parents against the static children id union, so one tree id hard-failed the level schema and blocked the whole import — while the same data loads fine from the DB (setScene never runs this gate). Parents are now validated against a copy with non-static-schema child ids filtered out; those nodes keep surfacing through the unknown-types warning and the imported payload is unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): treat registered plugin kinds as first-class in import validation Nodes of runtime-registered plugin kinds (trees:tree, trees:grass) were lumped into the unknown-types warning even when the plugin is loaded. The validator now consults the node registry: registered kinds validate against their own registered schema (corrupt plugin nodes still block), count under stats.pluginTypes, and raise no warning — only genuinely unregistered types do, which stays correct for hosts without the plugin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: appease biome (format + forEach block body) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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77442861d9 |
editor: complete floorplan construction documentation (#531)
* 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(floorplan): add construction dimension strings * feat(floorplan): coordinate opening dimensions * feat(floorplan): add opening documentation * feat(floorplan): add construction dimensions and notes * feat(floorplan): add interior dimensions and curved note leaders * feat(floorplan): improve construction dimensions and document plan * feat(floorplan): harden construction document output * feat(floorplan): add annotation collision diagnostics * feat(floorplan): size export annotations in paper space * feat(floorplan): automatically separate overlapping labels * fix(floorplan): resolve dense label overlaps * fix(floorplan): remove stale collision warning overlays * fix(floorplan): treat mark pills as collision obstacles * feat(floorplan): place short dimension values outside * fix(floorplan): preserve dimension string order * fix(floorplan): avoid architectural geometry in label layout * feat(floorplan): add dimension side fallback leaders * docs(floorplan): update chapter 17 implementation status * fix(floorplan): dimension subdivided interior walls * feat: add associative floor plan dimensions * feat: add continuous construction dimension strings * feat: add structural floor plan grids * feat: coordinate columns with structural grids Snap column placement and movement to structural axes and intersections, derive associative grid references, and preserve floor-plan rotation by allowing secondary-button pointer moves through the grid drafting layer. * feat: add architectural room documentation Add room-role metadata, editable documentation fields, centered room labels, and persisted live/PDF visibility while preserving generic zone behavior. * feat: generate architectural room schedules Add registry-driven room schedule rows with unit-aware areas and heights, natural room ordering, enclosure resolution, and document-quality warnings. * feat: add reliable room clear dimensions Derive unit-aware clear dimensions from proven modeled inside wall faces for straight rectangular rooms, including rotated and split-wall enclosures, while suppressing unproven datums. * feat: add architectural stair documentation Add level-aware UP/DN graphics, derived flight and rail notes, plan break and overhead conventions, linked destination-level projection, and persisted live/PDF visibility. * feat: add typed specialty construction notes Add schema-validated specialty payloads, standardized plan notation, contract-scope metadata, configurable overhead outlines, and editor authoring controls. * feat: add curved and circular dimensions Add associative radius, diameter, center, chord, arc-length, angular, and coordinate modes with unit-aware notation, repeated-feature labels, 2D authoring, and document controls. * feat: coordinate floor plan drawing types Add persistent floor, foundation, reflected-ceiling, roof, and site plan views with per-dimension show, omit, reference, and foundation-controller behavior across live and PDF output. * feat: add associative curved wall dimensions Bind radius, center, chord, arc-length, and angular construction dimensions directly to curved wall geometry so annotations update when the host curve changes. * fix: render automatic curved wall dimensions The wall floor-plan builder explicitly skipped curved walls, leaving the associative authoring workflow as the only dimension path. Render a concentric arc-length dimension automatically and keep it governed by automatic-dimension visibility. * fix: use radius callout for curved walls Replace the automatic arc-length annotation with the source-standard radius method: computed center mark, radial leader, curve arrow, and R value. Keep adjacent linear strings responsible for locating the curve tangencies and depth. * Implement construction dimension string editing * Add construction dimension standards controls * Apply drawing standards to automatic dimensions * Add floorplan overhead and reference visibility controls * Add view-specific dimension segment suppression * Add persistent drawing sheet model * Plot floorplan exports at fixed scale * Apply paper-space annotation profiles * Compose floorplan PDF sheets * Support sheet paper sizes and preflight * Persist pinned annotation layout overrides * Expand annotation collision obstacles * Add floorplan annotation preflight surface * Add reusable drawing sheet general notes * Add drawing sheet keyed note instances * Add drawing sheet document markers * Expand construction note leader terminators * Add wall assembly layer model * Resolve wall assembly datum references * Add wall assembly floorplan graphics * Add opening documentation dimension policies * Add finish-face room clear dimensions * Extend room clear dimensions to rectilinear rooms * Add construction module advisories * Add clearance advisory profiles * Add dimension completeness audit * Expand dimension completeness audit * Include preflight issues in completeness audit * feat: complete floorplan construction documentation * refactor: remove construction note node * feat: refine floorplan documentation and unit display * fix(editor): improve floorplan PDF dimensions * fix(floorplan): refresh annotation collision layout * fix(floorplan): keep annotations clear and restore registry boundaries * feat(floorplan): refine construction dimension references * fix(floorplan): align documentation tools with architecture --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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bf89b5bcf2 |
feat: vertical building model — stored level heights, wall inversion, decks (#526)
* feat(core): stored storey heights groundwork — pure slab-support module + level height schema Extract pointInPolygon/computeWallSlabSupport and friends into a cycle-free packages/core/src/systems/slab/slab-support.ts (severs level-height -> spatial-grid-manager -> use-scene), add deriveLegacyLevelHeight as the pure mesh-free equivalent of the viewer's stacked level height, and add the optional LevelNode.height field plus the storey service (getStoredLevelHeight, getLevelElevations per-building prefix sums). No behavior change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): storey height badge + edit popover on level rows Each floating-level-selector row shows its storey height; clicking opens a popover with 2.5/3.0/3.5 presets and a free slider writing level.height. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): vertical-model load migration — stored heights, ordinal compaction, wall-top classification Pass 3 in migrateNodes: derive and store each legacy level's exact stacked height (never snapped), compact ordinals per building anchored at zero so basements stay basements, classify wall tops against the derived plane (|plane - top| < 0.20 strictly -> plane-bound, else explicit height materialized), and drop the blind totalRise 2.5 stair default on legacy scenes only. Epsilon and strictness validated by a prod census. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: pin wall tops to the storey plane; stored heights become the only vertical truth Wall-top inversion: a wall without an explicit height now tops out at its storey plane (resolveWallTop); slabs lift only the base. Window/door caps resolve the real top through the same slab election instead of Infinity. All level stacking (viewer, elevator, first-person, stair openings, MCP scene queries) reads stored LevelNode.height; the four divergent live derivations and level.metadata.height are deleted. Stair totalRise becomes optional and derives from the storey height when absent. MCP create-level stops writing its elevation param into the ordinal. Level creation sites write explicit heights; templates carry their true derived heights. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp slabs/ceilings under the storey plane; sweep wall-height fallbacks; wall Top control Slab elevation writes clamp to plane − MIN_WALL_HEIGHT when plane-bound walls elect the slab (pure clampSlabElevationForWalls + registry handle bounds + shared panels for 2D/3D parity); ceiling heights clamp under the plane and auto-ceilings derive from resolved wall tops. Every remaining wall.height ?? 2.5 fallback resolves through resolveWallTop / resolveWallEffectiveHeight (panels, overlays, measurements, quantities, spatial grid, MCP reports); template walls matching their storey become plane-bound. Wall panel gains a Top control (Follows storey / Custom height) derived purely from height presence; the store update path now deletes keys passed as explicit undefined so plane-binding round-trips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): persisted support hosts — schema, host-preferring election, rendered-polygon unification Floor-placed nodes and walls gain a nullable supportSlabId. Elections surface the winning slab (getSlabSupportForItem, candidates query) and prefer a still-valid persisted host, falling back silently when the host is gone or reshaped away; deleting the host strips references in the same undo commit. Item-side support now tests the rendered slab polygon (like walls) through a per-level cache invalidated by the spatial-grid sync. Also adds the resolveStairTotalRise unit tests from the stage-1 gates. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: persist support hosts at commit; thread wall host preference everywhere Floor-placed commits (draft pipeline, per-kind creation tools, registry move tool) and wall create/move/endpoint commits persist supportSlabId via shared resolveSupportSlabPatch helpers — only when overlapping supports disagree on elevation, clearing it otherwise or when the node leaves the floor. WallSlabSupport surfaces electedSlabId; every wall support read site passes wall.supportSlabId as the preferred host. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: split slab into placement + thickness; pools become explicit recess intent slab.elevation stays the walking surface; new thickness grows downward so the solid occupies [elevation − thickness, elevation]. Migration writes thickness := elevation for solids (byte-identical intervals, including degenerate zero) and recessed: true for legacy negative pools. Geometry branches on recessed instead of the elevation sign; presets keep today's intervals; free elevation edits move the body without coupling thickness (the deck semantic). Dead viewer SlabSystem component deleted. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp ceilings to covering-slab undersides across levels getLevelAbove + getCoveringSlabUndersideAt give the first cross-level query; ceiling writes clamp to min(storey plane, lowest covering underside) − 0.01, and the space-detection reconcile now clamps manual ceilings down (never up) when a deck above intrudes — a flush deck reactively lowers the ceiling below it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: mezzanine and balcony build-tab tools One-gesture composites over the kernel: draw a deck footprint and commit deck slab + railings + stair (mezzanine) or deck + railings (balcony) in a single undo step. Fences gain supportSlabId and lift onto their host deck; railing runs split around the stair mouth; edges near wall centerlines are treated as closed. Stairs target the deck via explicit totalRise with no level-to-level opening sync. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: adaptive slab vertical editing; level vocabulary in UI copy Dragging a grounded slab's top stretches it (elevation and thickness move together — gaps impossible); floating decks move with thickness preserved and land grounded at zero; pools keep the drag-through-zero gesture. User-facing copy says level, not storey (Follows level, Level height). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: clamp plane-bound wall tops to covering-slab undersides; fix vertical reactivity getWallPlaneTop samples the wall span against the level above's slabs, so a thick or flush upper floor shortens the walls below it instead of colliding (automatic attach, no dialog). Level-height edits now dirty the level's walls, stairs, ceilings, and fences; covering-slab changes dirty the level below. The effective-height helper triplicated across editor overlays moved to core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: ceilings follow the level top by default ceiling.height becomes optional — absent means the ceiling tracks min(level top, covering slab underside) − 0.01 live, so level-height edits no longer require ceiling fixes. Ceiling panel gains the same Follows level / Custom height control as walls; auto-from-walls ceilings are created height-less and their height-derivation machinery is deleted; migration drops stored heights within 0.20 of the bound on legacy scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: wall plane clamp missed max-side boundary walls Auto slabs derive their polygon from wall centerlines, so covering-clamp samples sat exactly on the boundary where ray-cast point-in-polygon is side-dependent (min edges in, max edges out) — walls clamped or not by orientation. getWallPlaneTop now clips the wall's thickness band against the covering polygon (boundary-inclusive, arc-aware) and the ceiling bound's point sampling gained an explicit on-boundary test. Verified against the reported repro scene. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: stairs attach to decks; pointer-decided placement surface Stairs gain deckSlabId — rise follows the deck's elevation live (straight flights re-converge via a write-sync mirroring auto-openings), the panel shows a unified To destination with Follows deck / Custom rise, and the mezzanine tool attaches instead of baking a stale rise. Item placement under an elevated deck no longer flickers: grid events fed a feedback loop (the grid plane rode the ghost's elected height), so the support election is now capped at the surface the pointer ray actually hits, with a ground sentinel keeping under-deck commits deterministic. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore: remove the mezzanine/balcony composite tools Decks ship as catalog presets instead; the kernel the presets rely on (fence deck-hosting, stair deck attachment, clone remaps, pointer-decided placement) all stays. The tool code lives at e30042db for reference. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: gate wall adoption to grounded slabs; panel moves, drag stretches then unsticks Floating decks keep their drawn polygon (and stop being seam candidates for grounded neighbors) instead of growing into nearby walls. Panel elevation edits are pure placement; the viewport drag stretches a grounded slab up to 0.4 m then unsticks it into a thin deck. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: deck-attached stairs land flush with the deck surface The rise now subtracts the stair's own elected base (same election the visual lift uses), so base + rise always equals the deck walking surface; the auto-sync defers a microtask so it reads a settled spatial grid and re-converges on both deck and base-slab moves. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: draw walls and fences on elevated decks Wall and fence draw tools now publish the pointed surface, so the draw plane rides the deck top (no more perspective-skewed floor hits) and previews sit on the deck. Fences gain real support election: a pure resolveFenceSupportSlabPatch persists the deck host at draw and reshape commits; wall commits thread the pointer cap so aiming under a deck elects the floor. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: unit-aware height presets Level, ceiling, and slab preset buttons show clean values per display system (8/9/10 ft storeys, 8'-9' ceilings, whole-inch slab steps) instead of converted metric labels; metric presets unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: stairs converge to their resolved rise; deck attachment disables the cutout syncStairRises now converges every follows-mode straight stair (level or deck) plus deck-attached custom rises — detaching a stair from a deck re-derives its height, and ordinary stairs finally track level-height changes. Attaching via the panel writes slabOpeningMode none and hides the cutout controls; detaching restores the destination cutout and clears the stale explicit rise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: stacked-slab move hopping — one ray, one surface, one XZ The hop was hysteresis: the election consumed the riding grid plane's perspective-skewed hit, giving two self-consistent fixed points for one pointer ray. getPointedSupportSurface now returns the ray's crossing of the pointed surface and both the support cap and the cursor XZ derive from that single computation, so items stay on the surface the pointer aims at and sit exactly under the cursor across storeys. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix: single stair per click; tools restore select mode on exit The stair tool subscribed to both node clicks (synthesized on pointerup) and the native-click grid event with none of the guards sibling tools carry — one physical click over any node surface committed twice. A commit gate + follow-up click swallow fix the double dispatch, and the stair and column tools now restore select mode on exit instead of leaving the dead build-mode-without-tool state that ignored every click. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat: compact multi-selection panel with host footer slot Selecting multiple nodes now docks the collapsed-by-default panel on the right: N selected header, kind breakdown, and Duplicate/Delete mirroring the floating pill. A new multiSelectionFooter slot lets the host app dock actions below it, exactly like inspectorFooter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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6cc10c929e |
editor: improve cabinet resizing and wall alignment (#503)
* 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 wall treatment miter geometry * fix cabinet group resizing and corner alignment * fix cabinet corner depth resizing * fix(cabinet): stabilize modular preset changes * fix(cabinet): stabilize corner resizing and wall alignment * fix(nodes): stabilize wall cabinet depth resizing * fix(editor): hide cabinet arrows for module selection * feat(cabinet): add individual width resize handles * feat(cabinet): improve wall cabinet editing * fix(cabinet): harden wall cabinet resizing * fix(cabinet): correct wall drag and depth handles * fix(cabinet): refine individual depth resizing * fix(cabinet): preserve context-aware corner depth behavior * fix(editor): respect snapping modes for resize handles * fix(editor): harden cabinet resize interactions --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Aymeric Rabot <aymeric.rabot@gmail.com> |
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8f1c834e56 | feat(core): expose generic host integration primitives | ||
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bf25af6add |
viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Fix spiral stair openings and fence handle arrows * Implement roof trim planes and ridge vent clipping * Fix mansard roof and ridge vent placement * Fix mansard merged roof cutouts * Fix Dutch roof gable overhang * Refactor roof segment, ridge vent, and surface geometry Remove Dutch ridge axis abstraction and rework roof edit system, ridge vent clipping geometry, and roof surface placement. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Simplify Dutch roof shape * Add Dutch roof gable top geometry controls * Fix Dutch roof slope material slots * Render dutch roof tops as double-sided faces * Add auto ridge vent toggle to roof segments Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so geometry changes only regenerate default vents when enabled, treating legacy segments with generated vents as auto-enabled for back-compat. Expose a panel toggle to opt in/out per segment. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Snap new walls to the floor below Feed the walls of the level directly beneath the active one into the draft snap pipeline as extra references, so a new wall can align with the floor below. They share the same local XZ origin, and the list is kept separate from the current-level walls so the measurement HUD and wall splitting only act on the active level. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Set Dutch roof shape defaults on type switch Seed the Dutch shape parameters (waist width/height/length, top rake thickness/length) with sensible defaults whenever a segment is created as or switched to Dutch, so the gablet is well-formed regardless of leftover values from the previous roof type. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Use green accent for corner and endpoint snap markers Color the corner/endpoint snap markers and the vertical cursor pillar green across the 2D floorplan beacon, the 3D alignment guide dots, and the wall snap beacon so snap targets read as a consistent accent. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Add magnetic wall snapping to the roof tool Snap roof draft corners onto wall corners, midpoints, crossings, and bodies on the active level and the floor below, reusing the wall tool's snap pipeline so the beacon and coloring match. The cursor's ground dot/ring is hidden while a wall snap is active to avoid overlapping the beacon glyph. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Update auto-generated Next.js route types path Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Show cutaway outline while dragging roof trim Slice an untrimmed segment volume generated from the live node instead of the registry mesh, whose CSG rebuild lags a few frames behind the drag and may still hold placeholder geometry — so the section outline now renders deterministically. Use LineBasicNodeMaterial so the outline draws under the WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Fill and clip roof trim cutaway, gate it to active drag Add a violet silhouette fill behind the cutaway outline, extend the section slicing to angled diagonal/corner trims via a generic vertical cut plane, and clip each slice to its footprint span so the infinite plane no longer sprouts stray lines across the rest of the roof. The cutaway now renders only while a trim handle is being dragged. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Separate and extend Dutch roof end slopes Pull the Dutch hip end slopes out of the watertight shingle shell into their own slab wedge so they can be reshaped independently, and extend each end slope inward up its own hip plane until the top edge meets the gablet's inner triangle. Refactor roof-segment shape geometry into a shared roof-segment-shape module. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Render roof trim cutaway as a material-only section cut Replace the triangle-mesh slicer with a CSG intersection of a thin slab against the untrimmed roof shell, so the cutaway shows red only on real material (wall + deck bands) and leaves the hollow attic empty. Add an analytic surface-edge outline, style both solid red like a SketchUp section, and make the cutaway persist whenever a segment is trimmed. Keep the merged roof shell visible during trim editing (re-trimmed live from each segment's drag override) instead of swapping in the per-segment meshes, whose abutting end-cap faces showed as stray white planes the commit never had. Extend each slab past free cut-line ends only — trimmed ends clamp to the cut line — so the red section stays inside the trim box. Re-export INTERSECTION from the viewer CSG surface for the editor. * Outline roof cutaway by fill silhouette, restyle to destructive red Derive the section-cut outline from the fill geometry's edges (EdgesGeometry) so it traces the real cut shape — wall/deck band boundaries and the hollow-attic edge — instead of just the top surface line. Drop the fill to 85% opacity and recolor both fill and outline to the app's destructive red, matching the delete/destructive UI. * Include roof accessories in trim clipping and red cutaway Roof accessories (chimney, vents, skylight, dormer, gutter, downspout, solar-panel, cupola) now slice at the trim plane like the roof shell and appear in the red section-cut while dragging a trim handle: - Export clipGeometryBySegmentTrim from the viewer as a reusable segment-local trim-clip primitive. - Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh wrapper (nodes) that slice accessory geometry by the host segment's live trim override, so the cut tracks the drag. - Wire the clip into all 11 accessory renderers, including skylight glass panes and dormer window glass/frame/sill. - Feed every hosted accessory mesh into the editor's red cutaway, welding triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a cross-section. - Register skylight in the scene-graph tree-node map so it shows in the outliner when placed on a roof. Co-Authored-By: Claude <noreply@anthropic.com> * Add smooth spline fences with editable curve handles Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an optional `path` (+ per-point `tangents`), selectable in a Straight/Curved mode toggle. Selected spline fences expose draggable control-point dots (hexagon) and symmetric tangent handles (circle) joined by a violet line, editable in both 2D plan and 3D. Side-move arrows are dropped for splines. Co-Authored-By: Claude <noreply@anthropic.com> * Fix dutch roof ridge vent handling * Fix Dutch ridge vent placement and support * Fix Dutch roof trim artifacts * Fix Dutch roof trim preview geometry * Tag roof trim overlay meshes with EDITOR_LAYER Child meshes relied on a parent group's layer, which three.js does not propagate, so the trim section/rail/plane overlays rendered on the scene layer — getting inked/SSGI-darkened and leaking into thumbnail exports. Co-Authored-By: Claude <noreply@anthropic.com> * Apply Biome cleanup * fix(core): address Dutch roof review feedback * chore: apply biome check cleanup * fix(core): relax Dutch roof surface helper input * fix * Fix biome checks and dev verification * fixes * Remove unsupported Biome noShadow override * Improve roof interactions and fence editing * Fix fence drag and ridge vent default handling * editor: drop wall-snap debug log, gate curved-fence finish hint on draft start Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove hot path. Curved fences commit on a closing gesture (double-click / Enter) rather than per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a point has been placed and a curve is actually in flight. The draft point count is published from SplineFenceDraft into a small ephemeral editor store (useFenceCurveDraft) that the contextual helper reads, mirroring the existing useSegmentDraftChain pattern. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Wassim SAMAD <wass08@gmail.com> |
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6d5f041b48 |
fix(walls): bound wall miters, heal corrupt scenes, follow grid snap
Three related editor fixes surfaced while debugging a captured house project that rendered an infinite wall and failed to load. Infinite wall (core/systems/wall/wall-mitering.ts): Junction miters are line-line intersections, so the joint point sits ~halfThickness/sin(theta) from the junction. The only guard was an exact-parallel check (det < 1e-9), so two walls meeting at a shallow angle (a room-preset preview dragged onto an existing wall, or a wall drawn nearly collinear to its neighbour) produced a joint point far away — an infinite spike. Add a miter limit: reject joints farther than 10x half-thickness from the junction and fall back to a square joint, exactly like the parallel case. Scene load failure (core/utils/heal-scene-graph.ts + validate-build-json + use-scene migrateNodes): Capture wall-merge could leave a `children: [null]` entry (see the matching merge-walls.ts fix in private-editor) and zero-length walls. `null` children fail wall schema validation, so the whole scene fails to load. Add a shared heal step — strip non-string child refs, drop childless zero-length walls — run on every load path: import validation now repairs instead of hard-failing (with a warning), and setScene heals on the prod project-load path too. Grid snap (nodes slab/ceiling/spawn tools): These tools hardcoded a 0.5 m snap (Math.round(x*2)/2) and ignored the editor's grid-snap setting, so the cursor jumped by 0.5 while later vertices already followed the configured step. Route them through snapPointToGrid / snapScalar with gridSnapStep. Adds unit tests for the miter limit and the heal step. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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03f57b1f4f | Fix stair opening previews and slab cutouts | ||
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d1b40aa98d |
editor: level-scoped alignment, reference-floor symbols & registry slab tool (#373)
* feat(editor): level-scoped alignment, reference-floor registry symbols, registry slab tool - Scope alignment candidates to the active level so a node directly below on another floor no longer snaps (alignment is XZ-only); building-scoped nodes like elevator shafts stay in the pool across floors. - Derive the elevator alignment footprint from its outer shaft (not the inset cab), so its guide actually surfaces within the snap threshold. - Extract shared stair footprint geometry (rotateXZ, segment transforms, stairFootprintAABB) so opening-sync and alignment anchors derive the chain identically; stairs now contribute plan bbox anchors. - Render reference-floor stairs/roofs/elevators/shelves/spawns through their registry floorplan builders for pixel-identical symbols. - Move slab creation to the registry-driven slab tool (parity with ceiling); 2D handlers only maintain draft state. - Lift the 3D alignment guide ribbon to the active level's Y each frame. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(core): registry-drive elevator/stair alignment footprints Address architecture review of the level-scoped alignment work: the core anchor bridge (`alignment-anchors.ts`) hardcoded `if (node.type === 'elevator')` and `if (node.type === 'stair')` branches to derive their plan footprints. Move that onto the kinds themselves via a new `alignmentFootprint` capability so the bridge dispatches generically — matching the registry composition model. - Add `Capabilities.alignmentFootprint`: returns a `box` (rotatable rect centred on position, relocatable for movable kinds) or an `aabb` (already resolved, for non-rectangular plan shapes). Elevator uses `box` (its outer shaft, and it's movable); stair uses `aabb` (segment chain / annular sector, moves by origin). - Drop both hardcoded branches; the bridge now consults the capability via `floorFootprint` (box) and a unified `alignmentAABB` (box ∪ aabb). - Export `stairFootprintAABB` from core so the stair definition consumes it. - Tests register synthetic defs carrying the capability (the bridge no longer knows elevator/stair by name), reproducing the production glue from the same core helpers. - Document why `REFERENCE_REGISTRY_KINDS` is a deliberate editor-local curation, not an auto-derived set (most floorplan-builder kinds shouldn't appear as standalone reference symbols, and "reference floor" is an editor concept core must not know). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): hide node arrow handles during thumbnail capture The arrow-handle rig lives on SCENE_LAYER (so its chevrons read as proper 3D plates), but the thumbnail camera only filters EDITOR_LAYER + GRID_LAYER — so a node selected at capture time would leak its arrows into the snapshot. Hide the rig on `thumbnail:before-capture` and restore it on `thumbnail:after-capture`, the same emitter handshake SelectionManager uses. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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96d6e0afdb |
fix(core): update stale registry + stair-opening tests to match behavior (#358)
Two unit-test groups had drifted from intentional implementation changes
and have been failing CI on main since before they were noticed:
- registry: re-registering a node kind is now HMR-aware — it warns and
replaces in dev/test and only throws in production (registry._register,
introduced in the in-world-selection work). `bun test` runs with
NODE_ENV=test, so the duplicate-kind tests took the dev (warn) path and
no longer threw. Pin NODE_ENV to 'production' for the throw-path
assertions via an `inProduction` helper, and add explicit dev/HMR
coverage for the warn-and-replace path.
- stair-opening-sync: the straight-flight opening geometry was
deliberately enlarged ("increase stair opening buffer constraints",
treadDepth*10 / length*0.8 / 3.0, openingOffset default 0.15). The
enlarged opening now spans nearly the full slab depth, so the manual
hole fixtures (which must *contain* the auto opening to suppress it) no
longer covered it. Enlarge the manual-opening fixtures to genuinely
cover the current opening, preserving each test's intent.
No production code changed — only test fixtures/assertions.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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c00a2469fd |
editor: in-world selection UI across wall / door / window / stair (#334)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * wall: 2D floor-plan move, side arrows, drag-to-move endpoints Bundles the in-progress wall editing work on this branch: - Wall corner endpoint drag in 3D (`floating-action-menu.tsx`, `wall/move-endpoint-tool.tsx`): press-and-drag on the floating endpoint button or the new 3D corner sphere, release to commit. Replaces the prior click-to-arm / click-to-place flow. - New 2D move side arrows on selected walls via a new `move-arrow` floor-plan geometry kind (core type + registry-layer renderer + wall floor-plan builder emission), mirroring the 3D `WallMoveSideHandles`. - 2D wall body move: new `wallFloorplanMoveTarget` translates the moving wall and cascades shared endpoints onto linked walls so L-corners stay connected through the drag. - `MoveWallTool` cleanup gains an external-commit guard so a 2D commit doesn't get clobbered by the 3D mover's cleanup restore. - HMR-safe `bootstrap.ts` no longer re-registers builtin kinds whose registry entry survived the closure reset. - Misc 2D polish: floor-plan auto-fit measures the painted scene via `getBBox`, wall dimension offset bumped, swallow-click guard in `handleSelect` so registry-driven selection holds through the post-pointerdown re-render. Floor-plan move-target / move-arrow code still carries diagnostic console logs for the cascade flow; keeping for debug on this branch. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: 2D floor-plan move adopts 3D junction planner 2D wall drag now produces the same scene topology as 3D — linked corners cascade per `planWallMoveJunctions`, off-axis branches stay rectilinear with a bridge wall inserted between the original and new corner, and same-direction consumed walls collapse and delete. Previously the 2D handler did a naive endpoint-stretch cascade with no bridges or collapses, so dragging an L-corner in 2D vs 3D yielded different scenes. `FloorplanMoveTargetSession` gains an optional `commit` hook. The default overlay path snapshots affected nodes and writes a diff back on release — fine for kinds whose commit is a pure position update, but insufficient when commit needs to also create or delete nodes. When `commit` is present, the overlay reverts to baseline, resumes history, and delegates the atomic write; one Ctrl-Z rolls back the entire operation including bridge creates and collapsed deletes. Shared helpers (`planWallMoveJunctions` plan → updates, linked-wall snapshots, bridge synthesis) lifted to a new `packages/nodes/src/wall/ move-shared.ts` so both the 3D `MoveWallTool` and the 2D `wallFloorplanMoveTarget` import them. Net -163 LoC after dedup. Auto-slab live preview and ghost bridge previews mid-drag — visible in 3D today — remain 3D-only; 2D surfaces them at commit time through the normal scene reactions. Tracked as follow-up. Also drops three `// temp diagnostic` console.log blocks left over from the prior wall-move branch (2D setup, 2D canCommit, 3D cleanup). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door/window: R flips side, E toggles open/close R previously toggled the open/closed state of operable doors and operable windows. It now flips the opening's side (front ↔ back, rotation += π) for both — same gesture as flipping a furniture item that knows about handedness. The open/close toggle moved to E, which was unbound for doors and windows before. T is now a no-op on doors and windows so it doesn't free-rotate a wall-bound node by π/4 (which made no architectural sense). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door/window: keep 2D plan in sync during placement drag While drafting a door or window across the same host wall, the tool was bypassing the scene store and mutating the Three.js mesh directly. That kept 3D snappy but left the 2D floor plan reading the last committed position — drafts froze in place on the 2D side during a same-wall drag. Route same-wall moves back through \`updateNode\` so 2D and 3D both re-render from a single source. The reparent path (cross-wall drag) still uses \`updateNode\` with \`parentId\` and \`wallId\` — we only avoid forwarding those fields when the wall hasn't changed so the host wall's \`children\` array doesn't churn each tick and trigger a WebGPU "Vertex buffer slot 0 ... was not set" warning from the briefly re-rendered placeholder geometry. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floor-plan: live wall-draft measurement + opening placement event order Two changes to the floor-plan panel: 1. Length + angle labels render alongside the wall draft in 2D, matching the 3D \`WallTool\` feedback. Length sits at the segment midpoint with a plate that flips when its on-screen orientation would read upside-down; angle arcs anchor at each endpoint that meets an existing wall and label the deviation from that wall's direction. 2. The pointer-move handler ran the registry catch-all (\`isFloorplanGridInteractionActive\`) before the opening-placement branch. Door and window are registered kinds, so during their build mode the catch-all emitted \`grid:move\` and returned — starving the \`wall:enter\` / \`wall:move\` events the placement tools listen for. Reorder so opening placement runs first; the wall-build skip in the catch-all is preserved. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: pass geometry as prop on move arrow handles R3F's \`<primitive attach="geometry">\` path emits a \`Draw(0, 1, 0, 0)\` on the first frame because the host \`<mesh>\` briefly renders with the default empty \`BufferGeometry\` before the primitive child attaches. Combined with \`frustumCulled={false}\`, WebGPU flagged "Vertex buffer slot 0 ... was not set" every time a wall or fence was selected and the move arrows mounted. Pass \`arrowGeometry\` as a prop on the \`<mesh>\` so it's never mounted with the default placeholder. Same fix applied to both the wall and fence move-arrow handles. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * ifc-converter: regenerate next-env.d.ts after Next route path move Next.js moved the generated routes typings from \`./.next/dev/types/routes.d.ts\` to \`./.next/types/routes.d.ts\` in the current version pinned by the workspace. Regenerated via \`next typegen\` so the project compiles against the right path. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * move: track which view finalised so split-view cleanups don't race In split view, both the 2D move overlay and the 3D move tool mount for the same \`movingNode\` and each captures its own pre-drag snapshot. When one side finalises (commit or Esc), the other side unmounts because \`setMovingNode(null)\` propagates — and its effect cleanup had to *guess* whether the live scene was already-committed state (skip restore) or its own drag's uncommitted state (revert). Both cleanups did this via the same heuristic: diff snapshot fields against current scene state. Cheap, but it conflates "the other side committed" with "the user's apply() actually changed something" — and fails outright if a commit happens to land on the same numeric values as the snapshot. Replace the heuristic with an explicit \`movingNodeOrigin\` state field: '2d' | '3d' | null. The finalising side sets its origin before \`setMovingNode(null)\` runs; the other side's cleanup reads it. \`movingNodeOrigin\` is preserved across \`setMovingNode(null)\` (so it's still observable when the cleanup fires) and reset the next time a non-null \`setMovingNode\` starts a fresh drag. Wired on the wall move-tool (3D) and \`FloorplanRegistryMoveOverlay\` (2D) — the two real call sites today. Other 3D move tools can adopt the same flag incrementally as their own split-view races surface. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: 2D drag publishes to useLiveNodeOverrides, zustand only on commit Side-arrow / corner-dot / curve-handle drags in the 2D floor plan now publish `{ start, end, curveOffset }` to `useLiveNodeOverrides` each tick instead of writing to `useScene`. WallSystem, the 2D registry layer, and the wall sidebar all merge the overrides in when reading endpoints, so the visual + slider preview tracks the cursor while zustand stays at the pre-drag values until pointer-up. Commit writes one tracked `applyNodeChanges` (junction-aware) and clears the overrides; Esc / pointercancel / mid-drag unmount also clear them. Also bundles the in-progress branch work this depends on: - FloorplanAffordanceSession gains optional `commit?()` mirror of the move-target hook; the dispatcher reverts → resumes → calls it when present (vs. its default snapshot-diff dance). - Selected wall body is now pointer-events-inert (polygon `pointerEvents: 'none'` + hit-line skipped) so only the arrows / endpoint dots / curve dot start a drag. - Move button removed from the 2D floating action menu and the wall sidebar inspector for walls — redundant with the side-arrows. - `useWallMoveGhosts` store + `FloorplanWallMoveGhostLayer` for the dashed bridge previews painted mid-drag. - WebGPU "Vertex buffer slot 0 ... was not set" fixes on grid + guide renderer + wall draft preview by passing geometry as a prop (same pattern as wall-move-side-handles). - Floor-plan wall-tool fallback: when the 3D wall tool's `grid:click` already committed the wall, treat `createWallOnCurrentLevel` returning null as "the 3D side handled it" and chain the next draft segment instead of clearing. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: new in-world selection UI — side arrows, height handle, corner pickers, ground menu 3D affordances for a selected wall, replacing the HTML floating pill: - side move arrows: thinner chevron+shaft silhouette (extruded, beveled); press-hold-drag-release commits on pointerup (MoveWallTool no longer uses grid:click) - height arrow above the wall midpoint, drags vertically against a camera-facing plane and updates wall.height live; new resizingWallHeight state gates camera orbit; commit plays sfx:item-place - corner picker per endpoint: billboarded hex disc at floor + dashed vertical leader cylinder; pointerdown routes to the existing movingWallEndpoint flow (works for 2D and 3D) - ground action menu (curve / duplicate / delete): three Lucide SVGs rendered as canvas-textured planes lying flat on the floor, anchored one wall thickness + clearance outside the camera-facing face; one rigid container moves them as a unit (auto-flips sides + rotates with the wall, on curved walls uses the t=0.5 curve frame) - floating action menu hidden for walls (replaced by the above) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: smooth ground-menu side-flip with hysteresis + lerp The three floor icons appeared to "move one at a time" when orbiting: binary side decision flickered on grazing orbits, and the 180° rotation flip swapped curve/delete across each other while duplicate (offset 0) stayed put. Now lerps position+rotation toward target with a hysteresis dead-zone, so the menu swings around the wall as one unit. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: raise ground-action menu to 10 cm so icons clear floor textures Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: anchor 2D action menu and 3D height arrow at curve apex 2D menu centres on getWallMidpointHandlePoint and stays horizontal 32 px above the wall; 3D height arrow uses getWallCurveFrameAt(0.5) so the apex+tangent match the side handles on curved walls. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door: in-world selection UI — side width arrows, height arrow, ground menu Side arrows resize width anchored at the opposite edge; top arrow drags height anchored at the floor. Ground menu mirrors the wall pattern with move + duplicate + delete icons that flip to the camera side. Handles portal into the level (not the wall mesh) and wrap in a per-frame transform mirror so wall hover outline doesn't pick them up. New viewer flag handleDragging gates node pointer events during in-world drags; pointerup also swallows the follow-up synthetic click so the PointerMissedHandler doesn't deselect the active item on commit. Wall height arrow, wall move arrow, and fence move arrow all opt in. Scale chevron arrows down to 65 % across wall + door so the family reads as one. Panel type grids (door, window, column, skylight) get matched breathing room (px-3 py-2.5, gap-2) so labels stop hugging the borders. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * door: 2D width arrows + world-relative move dot, deterministic commits Side-arrow width drag in the 2D floor plan: doors now emit two width arrows at the wall-tangent edges when selected, routed through a new `resize-width` affordance that anchors at the opposite edge, clamps to wall bounds, and previews per-tick via scene writes so both the floor plan and the 3D viewer track the drag in real time. `move-arrow` kind gains optional `affordance` + `payload` so the same chevron primitive can route to either the move flow (walls) or an arbitrary affordance (door width-resize) without forking the renderer. Move-dot for the door is now world-anchored — it scales with zoom in place of the previous screen-constant size, matching the rest of the door's chrome. Both `doorWidthAffordance.commit()` and `doorFloorplanMoveTarget.commit()` own their atomic final write so the dispatchers take the deterministic revert → resume → commit path. The diff path was silently reverting when the post-apply state happened to match the snapshot. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * window: in-world selection UI, 2D width arrows, deterministic commits Bring window 3D + 2D selection chrome to parity with door. Selecting a window in 3D now emits two side width arrows, top + bottom height arrows (top anchors at the sill, bottom anchors at the lintel and clamps to the wall floor), and an in-world action menu that rides just below the bottom arrow's tip so the column moves with the sill. 2D plan adds two `resize-width` arrows at the start / end edges, routed through the new `windowWidthAffordance` — same anchored-edge + wall-bounds clamp + per-tick scene-write preview the door uses. `windowFloorplanMoveTarget.commit()` is now self-owned: `apply()` snapshots the last valid placement and `commit()` re-applies it, so the dispatcher takes the deterministic revert → resume → commit path instead of the diff path that silently reverts when the post-apply state happens to match the snapshot. Mirrors the door fix. The HTML floating-action-menu skips windows now that the in-world ground menu owns those actions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: in-world selection UI — side/length/height arrows, ground menu Bring stair-segment selection chrome to parity with wall / door / window. Selecting a stair segment in 3D now emits two side width arrows (each slides the opposite edge anchor under the user), a length arrow at the back face that extends the run, and — for stair-type segments — a height arrow on top. A ground action menu (duplicate / delete) sits beside the segment and flips sides as the camera orbits, with hysteresis + lerp so it doesn't dither. The handles portal into the stair's PARENT object (level / building / scene root) rather than the stair group itself: StairRenderer attaches `useNodeEvents` to the stair group, so any descendant pointer-over would bubble up and set `hoveredId = stairId`, which then makes the post-processing outline traverse the entire stair group and stroke our icons. Mirrors the door fix. A two-layer transform mirror (`stairPoseRef` + `segmentPoseRef`) keeps the handles aligned with the chained per-segment pose that StairSystem writes imperatively each frame. Duplicate forces `attachmentSide: 'front'` on the clone so it continues the chain end cleanly instead of inheriting the original's side and U-turning. New `resizingStairSegment{Width,Length,Height}` editor state lets `CustomCameraControls` suppress orbit/zoom while an arrow is dragging, matching the wall/door/window handle pattern. The HTML floating-action-menu skips stair-segments now that the in-world ground menu owns those actions. Stair-segment panel swaps its bespoke fill-to-floor toggle for the shared `ToggleControl` so it looks like the other panels and groups with the thickness slider under one `space-y-3` block. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: 2D move-revert fix, parent ground menu, curved/spiral in-world arrows - Route stair 2D moves through `floorplanMoveTarget` and honor `movingNodeOrigin === '2d'` in `MoveRoofTool` cleanup so the 3D tool's restore-from-snapshot no longer stomps the 2D commit. - Parent stair selection shows an in-world ground action menu (move / duplicate / delete) anchored beside the stair; the screen-space floating menu is suppressed for `type === 'stair'` to match door / window / segment. - Curved & spiral stairs gain in-world resize arrows: rise (centered on the pillar for spirals), width, inner radius, and two sweep handles (one per arc end) clustered beside the width arrow. - Camera controls pause during curved-stair drags. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: reuse measurement-bar geometry; fix two post-merge dangling refs MeasurementBar was building a fresh BoxGeometry per render for every wall measurement bar, which the WebGPU backend flagged ("Vertex buffer slot N ... was not set") when walls moved. Hoist a unit cube and scale it instead. Two refs left dangling after the main-branch merge resolved its conflicts on GitHub: - floorplan-panel.tsx referenced a `theme` variable that no longer exists; the file already derives `isDark` from `getSceneTheme(state. sceneTheme).appearance === 'dark'` higher up. Use that. - grid.tsx applied `EDITOR_LAYER` but only imports `GRID_LAYER` (the new dedicated grid layer). Use the imported one. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: pin building bbox center to cursor during move The floating drag button anchors at the building's bbox center, but the move tool was teleporting the building's origin to the cursor — so the moment a drag started the building jumped by `bbox_center - origin`. Capture the local-space offset from origin to bbox center at mount and apply it on every grid move, grid click, and R/T rotation, so the bbox center stays pinned to the cursor through the whole drag. Also seed the cursor sphere at the bbox center instead of the origin. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * stair: 2D resize affordances + dispose curved/spiral geometry on swap Floorplan view: emit `move-arrow` children alongside the existing chrome, mirroring the in-world arrows on selected stairs: - straight: per-segment side (left/right width) and front (length) - curved & spiral: width, inner-radius, and two sweep-end arrows Hidden during placement so they don't fight the cursor follow. Stroke widths on curved/spiral chrome converted to screen pixels (paired with `non-scaling-stroke`); the old world-metre values rendered as sub-pixel at every zoom. First step line is now also emphasised on curved stairs to match legacy chrome. Skip the straight-only direction-arrow polyline for curved/spiral — the arc-aligned arrow above already conveys "up" and `buildFloorplanStairArrow` produces a malformed polyline once the chain is wrapped around an arc. Renderer: extract `SpiralColumnMesh` and `SpiralStepSupportMesh` and add the same prop-+-dispose pattern used by `CurvedStepMesh` / guide/renderer.tsx. Without disposing the prior BufferGeometry on each resize tick, WebGPU keeps a stale pipeline reference and flags "Vertex buffer slot 0 ... was not set" mid-drag on Lambert. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: revert in-world ground menus to HTML floating; align grid to building - Wall/door/window/stair/stair-segment selection menus return to the shared HTML floating menu; remove the in-world ground icons, SVG textures, hysteresis/lerp constants, and unused imports across wall/door/window/stair-segment handle files. - Drop Move from the floating menu (the in-world side arrows cover it); delete the now-unused handleMove. - Floating menu scales with camera zoom (ortho.zoom or 1/distance), clamped at MIN 0.5 / MAX 1 so zoom-in keeps the default pixel size and zoom-out shrinks to a readable floor. - Per-type y-offsets tuned: wall 0.5, opening 0.6, landing 0.5, flight 0.75, parent stair 0.2, structural 0.4, default 0.05. - Align wall/fence arrow materials with the door/window pattern (depthTest/depthWrite false, transparent: true) so they render on top of geometry consistently. - Grid cellSize now follows `gridSnapStep` via a small `SnapAwareGrid` wrapper, and the grid mesh anchors its world XZ to the active building's mesh — snapped wall endpoints (in building-local coords) now fall on visible grid lines instead of mid-cell. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: registry-driven in-world resize arrows Adds a `handles?: HandleDescriptor[] | (node) => HandleDescriptor[]` field to `NodeDefinition` so each kind declares its in-world resize affordances as pure data instead of shipping a bespoke React component. - New `packages/core/src/registry/handles.ts` exposes a discriminated union: `linear-resize` (axis + center/min/max anchor), `radial-resize` (1:1 outward growth), plus stubs for `arc-resize` and `endpoint-move` for follow-up migrations. - New `packages/editor/src/components/editor/node-arrow-handles.tsx` reads `def.handles`, mounts arrows with shared drag plumbing (raycast plane, NDC, pointer listeners, SFX, history pause, handle-dragging guard). Portal modes: `'parent'` (column-like, single wrapper rides self pose) and `'grandparent'` (door/window-like, outer wrapper rides parent pose + inner group rides self pose so handles escape the parent's selection-outline traversal). `apply` receives the node-at-drag-start so edge-anchored resizes (door width re-centers position) compute their fixed anchor from pre-drag state. - Migrate column, door, window, stair-segment. Old per-kind handle files (`column-side-handles.tsx`, `door-side-handles.tsx`, `window-side-handles.tsx`) removed; `stair-segment-handles.tsx` retains `StairHandles` (parent stair curved/spiral arrows) pending the `arc-resize` migration. - Column: height + crossSection-aware footprint (radius / uniform width=depth / independent width+depth / brace width+depth for non-vertical supports). - Door / window: edge-anchored width (left + right) with wall-length max bound; bottom-anchored height (door) / top + bottom edges (window). - Stair-segment: width (chain auto-centers), length anchored at chain start, height for step flights only (landings skip it). Wall and parent-stair curved/spiral arrows stay on legacy components for now — they need `endpoint-move` + `arc-resize` descriptor variants and rotated-axis projection, which are their own focused sessions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: migrate wall + parent stair to registry; add arc-resize Closes the wall + parent-stair gap on the registry-driven handle migration. Net −1177 lines (the per-kind handle files were 1500+ lines of duplicated drag plumbing; their replacements are ~50-line config blocks on each NodeDefinition). - `arc-resize` reworked to take a raw `delta` (radians) instead of `newValue` so two-field writes like curved-stair sweep (which updates `sweepAngle` AND `rotation` together to keep the non-dragged edge world-fixed) stay in the descriptor without awkward inverse-currentValue gymnastics. `currentValue` removed from arc-resize for the same reason — applies own their math. - New `ArcArrow` renderer in `node-arrow-handles.tsx`: raycasts a horizontal drag plane at the arrow's Y, measures the signed angle delta around the node's local origin (atan2 in world XZ, normalised to [-π, π] so wraparound doesn't flip mid-gesture), hands the delta to `descriptor.apply` along with the initial node. - Wall: height arrow migrated (linear-resize axis='y' anchor='min', placement uses curve apex for curved walls, chord midpoint for straight). Side-move arrows + corner pickers stay on the legacy `wall-move-side-handles.tsx` because they're tap-to-engage-mode affordances (move whole wall / move endpoint), not drag-resize — modelling them in the registry needs an editor-action descriptor variant which is a follow-up. - Parent stair: curved + spiral stairs declare 5 handles — rise (linear-resize axis='y' anchor='min'), width (linear-resize axis='x' anchor='min'), inner-radius (linear-resize that also writes width to keep outer rim fixed), and sweep start / end (arc-resize variants writing sweepAngle + rotation). Straight stairs declare nothing — their segment children own resize. - Old `stair-segment-handles.tsx` (1405 lines) deleted; all its arrows now flow through the registry. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: tap-action descriptor + EditorApi; finish wall + fence migration Closes the final gap in the registry-driven handle migration. Wall side- move + corner pickers + fence side-move were the last legacy handles because they're click-to-engage-mode affordances (hand the node to its move tool / start an endpoint drag), not drag-resize — `apply(node, value, sceneApi)` had no path to editor state. - New `EditorApi` interface in core (alongside `SceneApi`) exposes `engageMove(node)` + `engageEndpointMove(node, endpoint)`. Concrete implementation in `packages/editor/src/lib/editor-api.ts` casts through `useEditor`'s setters so the descriptor layer never imports editor internals. - New `TapActionHandle` descriptor variant: `placement` + `onActivate (node, sceneApi, editorApi)`. `shape` field picks the visual — defaults to the chevron arrow; `'corner-picker'` renders the dashed vertical leader + billboarded hex disc + ring (sized to `nodeHeight(node)`). - `TapActionArrow` renderer in `node-arrow-handles.tsx` wires up pointer-down → descriptor.onActivate. Pulled the chevron and corner visuals into `ArrowShape` / `CornerPickerShape` building blocks so future shapes can be added without touching the descriptor union. - Wall: front/back side-move (engageMove) + start/end corner pickers (engageEndpointMove). Joined by the existing height arrow on the same `def.handles` list. Old `wall-move-side-handles.tsx` (600 lines) deleted — wall now has zero per-kind handle component. - Fence: front/back side-move. The bespoke endpoint move buttons in the floating menu stay until they migrate to a tap-action too. Net for this commit: -620 +513. Combined with the prior two migration commits: -2287 +912 across the full registry migration. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: revert side-move arrows + corner pickers to legacy component The registry-driven tap-action path didn't render the four non-height wall handles, even with descriptors resolved and the wall mesh in sceneRegistry. Fence uses the same descriptor shape and renders fine, so the bug is wall-specific and not in the descriptor layer itself — left for a real diagnosis later. Restored the pre-5756f241 wall-move-side-handles.tsx (height arrow + front/back side-move + start/end corner leaders, 753 lines) and mounted it next to NodeArrowHandles in editor/index.tsx. Dropped the def.handles field on wallDefinition so the two paths don't race. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: level naming helper + ambient floorplan render during building moves Two unrelated WIP fixes bundled: - Level names: extract \`getDefaultLevelName(n)\` / \`getLevelDisplayName(level)\` into \`packages/editor/src/lib/level-name.ts\` and swap in across rename inputs, command palette, floating selector, site panel, level-tree node, level-duplicate dialog, view toggles, and viewer-overlay breadcrumb. Default labels now read "Ground Floor" / "Floor N" / "Basement N" instead of the bare "Level N" string each caller was concatenating itself. - Building-move ambient floorplan: when a building is selected (or mid-move) without an explicit level, FloorplanRegistryLayer falls back to that building's level 0 (or lowest level) and renders it dimmed + non-interactive so the floor stays visible as context instead of disappearing. FloorplanPanel allows the SVG to mount in that case. MoveBuildingTool publishes per-frame pose to useLiveTransforms so the floor-plan follows the drag without reading from the Three.js mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: 3D resize arrows publish to useLiveNodeOverrides, commit on release Door / window / wall height-arrow drags now stage the patch in \`useLiveNodeOverrides\` each frame and write to zustand exactly once on pointerup. The kind's system reads via \`getEffectiveNode\` and rebuilds the mesh imperatively, so the React tree never re-renders mid-drag and undo isn't polluted by per-frame writes. - \`packages/core\`: shared \`getEffectiveNode<T>(node)\` helper exported from \`@pascal-app/core\`; spreads any override fields onto the input, returns it unchanged when none. Replaces the inline merge wall-system had as \`getEffectiveWall\`. - \`DoorSystem\` / \`WindowSystem\`: subscribe to \`useLiveNodeOverrides.overrides\` (so override-only ticks re-run the component and pick up the latest dirtyNodes), merge via \`getEffectiveNode\` before \`updateXMesh\`. Parent-wall dirty cascade uses the effective node's parentId. - \`WallSystem.updateWallGeometry\`: door / window children are merged through \`getEffectiveNode\` before being passed to \`generateExtrudedWall\`, so cutouts track the in-flight resize. - \`LinearArrow\` (registry handle): onMove → override + markDirty; onUp → one tracked \`sceneApi.update(lastPatch)\` + clear; onCancel → clear + markDirty to revert geometry. - Legacy \`WallHeightArrowHandle\` in wall-move-side-handles.tsx switched to the same pattern (was the only inline-drag handle in that file — side-move + corner pickers hand off to other tools). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floating menu: enable Move icon for wall / door / window Widens the \`onMove\` gate on \`NodeActionMenu\` so wall, door, and window join column in showing the Move chevron. \`handleMove\` calls \`setMovingNode(node)\` which dispatches through the existing \`affordanceTools.move\` path on each kind's definition (already present for all three). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * handles: live drag, guide rings, dimension chips; floating-menu Move on stairs - Window bottom height arrow: flip Z rotation so chevron points down when placement Y < 0. Door / column height arrows unaffected (still above the node). - Floating menu: raise stair-segment offsets (segmentType is 'stair' | 'landing', so the legacy 'stair-flight' key was dead); enable the Move icon for parent stair and stair-segment. - HandleDecoration on LinearResizeHandle + RadialResizeHandle. Generic GuideRing renders at node-local (0, y, 0) in the XZ plane when the arrow is hovered or dragging. Curved/spiral stair width arrow gets an outer rim ring, inner-radius arrow gets an inner pillar ring, and column radius arrow gets a footprint ring on round / octagonal / sixteen-sided shafts. - ArcArrow migrated to the live-override pattern (sweepAngle + rotation). NodeArrowHandles subscribes to useLiveNodeOverrides for the selected node and merges into the effective node, so arrow positions, decorations, and dimension chips all track the in-flight drag instead of freezing at pre-drag values. - StairRenderer and ColumnRenderer subscribe narrowly to their own override entry and render against the merged effective node, so the curved/spiral mesh and the column body update per pointer move without zustand churn. - DimensionLabel chip (<Html>) rendered next to every linear-resize / radial-resize arrow on hover or drag. Format follows the wall / fence label recipe (metric / imperial via useViewer.unit). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fence + column: registry handles, brace spread arrows, per-style defaults - Fence: side-move arrows already on the registry path; add the height arrow (axis 'y' linear-resize, anchor min) + start/end corner pickers (tap-action, shape 'corner-picker' with dashed leader + billboarded hex). Move icon enabled on the floating menu; the menu floats above the height arrow via a fence-specific MENU_Y_OFFSET. Endpoint move buttons + Alt-detach plumbing removed from the floating menu — corner pickers cover that flow. Legacy wall-move-side-handles.tsx no longer branches into fence (dedupes the side-move arrows that were stacked). - Column: bottom + top spread arrows for non-vertical supports — anchor 'center' so dragging the right leg outward grows the full leg-to-leg span symmetrically. Conditionally added per supportStyle: - a-frame: both bottom and top spreads - y-frame / v-frame: top spread only Per-style preset map applied on supportStyle switch (panel.tsx) so every style snaps to its renderer's natural proportions (defaults lifted from each support's fall-through expressions); a customised A-frame switched to Y-frame no longer carries its 1.4 m bottom into state, and an X-brace gets equal parallel legs rather than inheriting A-frame's pinched 0.12 m top. - GeometrySystem: merge `getEffectiveNode(node)` before calling `def.geometry`. Smooths drags for every kind on the parametric path (fence, shelf, item, anything that ships `def.geometry`): live override mutates the mesh per pointer move, zustand only hears the commit. Mirrors WallSystem / DoorSystem / WindowSystem / StairRenderer / ColumnRenderer hookups. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * elevator + column: registry handles, rotation gizmo with curved arrow - Elevator: width / depth / cab-height arrows on the registry path (anchor='center' for width/depth so dragging outward grows the full span symmetrically; anchor='min' for cab-height with shaftTopY resolved through `resolveElevatorLevels` so the arrow lands above the full shaft on multi-level elevators, not just the cab top). Floating-menu Move icon enabled + a fence-style MENU_Y_OFFSET so the menu floats above the height arrow. - Whole-node rotation gizmo for both elevator and column. Uses arc-resize with `shape: 'rotate'` + a new `decoration` ring on ArcResizeHandle. Curved-arrow geometry is a two-headed icon (arc ribbon with chevron wings + tangential tip at each end), rendered in node-local XZ plane at mid-height. Guide ring traces the rotation circle (footprint-diagonal + small offset) on hover or drag. Position offsets along +Z only — sticks out the front of the node instead of diagonally at the corner. apply() negates the cursor angular delta (atan2(z,x) is opposite-handed from three.js Ry) so dragging CCW around the node rotates the node CCW. - ArcArrow renderer extended: tracks `isDragging` like LinearArrow, renders the optional ring decoration, and swaps geometry between the chevron (default, used by stair-sweep handles) and the new curved-arrow shape when `shape: 'rotate'` is set. - HandlePlacement.position / .rotationY now optionally take a `sceneApi` so descriptors that depend on cross-node state (the elevator's level-chain resolution) can compute placement against the live scene. SceneApi gains a `nodes()` accessor returning the full record. Test stubs in core (relations-resolver, drag-session, hosting) updated to satisfy the new shape. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * slab + ceiling + shelf: registry handles, live polygon preview, cursor polish - slab: per-edge resize chevrons in PolygonEditor (gated on `allowEdgeMove`, so site / zone editors are unaffected), height arrow via `def.handles`, and a floating-menu Move icon. Polygon drags now publish the in-flight polygon to `useLiveNodeOverrides` through a new `onPolygonPreview` prop; GeometrySystem rebuilds the slab mesh at pointer rate while the store stays untouched until the single commit on release. Hole editor wired the same way. Handle materials switched meshStandard → meshBasic so the blue corner / green midpoint cylinders read true colour instead of dimming in scene lighting. - ceiling: same Move icon, per-edge arrows, height arrow, and live preview through the boundary + hole editors. CeilingSystem now merges via `getEffectiveNode`, so polygon and height overrides flow through on every dirty tick. Height arrow placement is mesh-local (not `height + offset`) because CeilingSystem parks `mesh.position.y` on the height value. - shelf: width / depth / height arrows + a curved rotation gizmo with ring decoration. Move icon on the floating menu. Shelf stores rotation as a tuple, so the rotate `apply` reads back `[x, y, z]` and only mutates `y`. - LinearArrow: snapshot `rideObject.matrixWorld.invert()` at drag-start and reuse it in `onMove`. Kinds that park `mesh.position` on the field being dragged (ceiling `height`) used to chase a moving ride frame, so the local-Y delta collapsed and the value stalled / jittered. - ArcArrow: cursor is `'grab'` on hover and `'grabbing'` during the drag (was the misleading `'ew-resize'`); the `Cursor` type gains those two members. - ParametricNodeRenderer: merge `useLiveNodeOverrides` for position + rotation so the rotation gizmo shows live motion through the outer group — GeometrySystem already covered geometry-affecting fields. - floating menu offsets: slab 0.4 → 0.7, ceiling 0.4 → 1.0, shelf 0.6, so the menu floats above each kind's new height arrow. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * roof-segment: registry handles, live override path, analytical-normal fix - roof-segment: width / depth / wall-height / pitch / rotation arrows; pitch drag back-solves the angle from peak-height via the slope frame - roof-system: getEffectiveNode + useLiveNodeOverrides so drags rebuild the segment + merged shell live, commit-on-release stays a single write - floating menu: Move icon for roof-segment; uniform EXTRA_MENU_LIFT - skylight / solar-panel / box-vent ghost: fix analytical normal — shed sign flip, mansard / dutch +X face direction, gambrel + mansard tier awareness; one (dx·tan, 1, dz·tan) formula across all roof types Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: resize/rotate arrows for column, shelf, elevator, fence; rotation handedness fix - Column / shelf / elevator: per-cross-section resize arrows in the 2D floor plan, matching the 3D handle set (width / depth / uniform / radius / brace dims), plus a corner rotate-arrow. Body move stays on the move-handle dot via the registry overlay's generic translate. - Fence: floor-plan curve sagitta handle + side move-arrows + a body-move target (`fenceFloorplanMoveTarget`) with linked-fence endpoint cascade and ALT-detach. Commit strips `isNew` metadata and re-selects so the chrome stays visible at the new position. - Roof-segment: floor-plan resize + rotate arrows wired through new affordances; `resolveSegmentFrame` aligns with the builder's transform so handles stay glued to the rendered footprint. - Stair: in-world rotate gizmo bow orientation derived from the gizmo's position (was a stray `-π/4` that read as "pointing outward" on the spiral). StairSystem now merges the live override before the slab-elevation spatial query, so dragging the rotate gizmo no longer drops the group's Y when a segment swings off its pre-drag footprint. - Rotation handedness: floor-plan now plots column / shelf / roof-segment at `-rotation` so SVG's CW-with-y-down `rotate` visually matches Three.js Y-rotation (CCW from top-down). Same `rotation` value rotates the same direction in both views, and the same cursor gesture writes the same sign — `- delta` in every rotate affordance, lined up with the 3D handles. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * registry: floorplanScope + movable capability; cursor focus under mouse - Registry: duplicate-kind throws in production, warns in dev (HMR). New `kindsWithFloorplanScope('building')` and `isRegistryMovable` helpers; `resolveBuildingForLevel` extracted into spatial-grid-sync. - Floorplan registry layer: building-scoped kinds (elevator today) now dispatched via `def.floorplanScope === 'building'` instead of a hardcoded `node.type === 'elevator'` arm. - FloatingActionMenu: Move button gated by `isRegistryMovable(kind)`, replacing the 13-arm `node?.type === '…'` chain so adding a movable kind no longer touches this file. - 2D cursor indicator: render at the raw mouse position in all modes (drop the snapped `cursorAnchorPosition` machinery) so the badge always sits under the cursor. - 3D grid reveal ring: the shader's `positionLocal.xy` is in grid-mesh-local space, but the cursor uniform was in world coords — so the ring drifted by the building's world XZ. Store the last world cursor and re-derive the local uniform every frame after the mesh's XZ lerp, so the ring stays locked under the mouse including during the catch-up frames after a building rotation commits. - Roof system: tighten the merged-shell filter's type predicate so TS narrows `n` before `hasSegmentMaterialOverride(n)`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wall: corner billboard, perpendicular grid snap, drop 45° from move/draft - Corner picker discs (3D move + wall corner leader) now solve `parentWorld⁻¹ · cameraWorld` so they face the camera even when an ancestor building/level has a rotation; the old `camera.quaternion` copy silently broke under any parent rotation. - Side-handle wall move snaps the wall centre's *absolute* perpendicular projection to grid lines, so axis-aligned walls land on real grid positions regardless of where they started. - Wall draft + endpoint move (3D and 2D) drop the 45°-from-start angle snap. It was useful for picking a direction during the very first draft, but during a perpendicular endpoint drag it pulls the cursor onto a 45° ray from the fixed corner instead of tracking the grid. - Shift now selects the fine grid step (`WALL_FINE_GRID_STEP = 0.05`) for precision placement in every wall snap call site, replacing the former "Shift = bypass angle snap" semantics with a consistent "Shift = finer snap" convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fence: drop 45° angle snap from draft + endpoint move, Shift = fine step Mirrors the wall convention shipped in e89a8228: - `snapFenceDraftPoint` gains an optional `step` override. - Fence draft (3D `tool.tsx` and 2D `floorplan-panel.tsx`, `use-floorplan-background-placement.ts`) snaps to the active grid step only — no 45°-from-start snap. Shift switches to `WALL_FINE_GRID_STEP` for precision placement. - Fence endpoint move (3D `actions/move-endpoint.ts` and 2D `floorplan-affordances.ts`) drops `start`/`angleSnap` so a perpendicular drag tracks the grid instead of pulling onto a 45° ray from the fixed endpoint. Shift switches to the fine step. Also fixes the matching wall click path in `use-floorplan-background-placement.ts:215` that was missed in e89a8228, plus its locally-injected `snapWallDraftPoint` signature. Side-handle perpendicular slide (`fence/move-tool.tsx`) was already grid-snap-only without 45°, so it's untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan menu: show Move button for selected walls Removes the `node.type !== 'wall'` exclusion that hid the Move icon on the 2D floor-plan floating menu for walls. The dispatcher already has a working path for walls — `def.affordanceTools.move` routes to `MoveWallTool` (perpendicular slide + linked-wall cascade) — so the menu just needs to expose the button. The original opt-out called the menu entry "redundant" because walls also have side-arrow handles, but the user wants the same icon walls get the same affordance as every other selected element in the floating menu. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan wall move: axis-lock to wall normal, match 3D MoveWallTool The 2D `wallFloorplanMoveTarget` was applying the raw cursor delta in XZ, so dragging a selected wall in the floor plan let it free-float sideways and lengthwise. The 3D `MoveWallTool` constrains the same drag to the wall's perpendicular axis (sideways slide only) — this brings the 2D path into parity. - Captures the wall's centre and the `getPerpendicularWallMoveAxis` normal at session start. - Each tick, projects `originalCentre + rawDelta` onto the axis, snaps that absolute scalar to the active grid step, and translates the wall by `axis * perpDelta`. Same math as the 3D tool. - Shift bypasses snap (raw projection), matching the 3D convention. - Degenerate zero-length walls fall back to free XZ motion (rare; they're already destined for deletion via the junction planner). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan move overlay: commit at last pointermove, not pointer-up The overlay used to re-run \`session.apply\` with the pointer-up coordinates before committing, on the assumption that pointer-up might fire without a preceding pointermove. Side effect: when the pointer-up coord crossed a grid-snap boundary relative to the last pointermove, the snap flipped to a different cell and the moved node visibly jumped at release from where the drag had painted it. Trust the last pointermove instead — modern browsers reliably emit a final pointermove right before pointerup, and "what you saw is what gets committed" is the UX users expect. The previous sub-pixel drift fix loses to the visible boundary-jump it caused. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: door wall-hit placement, fence/stair move fixes, wall auto-ceiling sync - Door / window placement: registry layer entries no longer swallow pointer events while a door / window tool is active, so clicking ON a wall now triggers placement (previously only clicks NEAR a wall worked — the wall's registry-entry `<g>` was stopping the pointer event before it reached the SVG background handler that emits `wall:click`). - Fence floor-plan move: 3D `MoveFenceTool` now respects `movingNodeOrigin === '2d'` on unmount. Without the guard, the 2D overlay's commit would call `setMovingNode(null)`, unmounting the 3D tool, whose cleanup then ran `restoreOriginal()` and reverted the just-committed positions — the "fence reverts on commit" symptom. Mirrors the wall move-tool's existing guard. - Stair floor-plan move: anchored, delta-based motion (was position-jumps-to-snapped-cursor), and reads `getWallGridStep()` instead of hard-coded 0.5 so the stair snaps to the editor's current grid step in real time. Matches the 3D `MoveRegistryNode` commit position. - Stair segment length arrow: drop the placement `rotationY` — `axis: 'z'` already auto-rotates the chevron by `-π/2`, stacking another `-π/2` spun the tip to `-X` (sideways) instead of `+Z` (forward off the run). Matches shelf / roof-segment. - Stair segment system: merge `useLiveNodeOverrides` when rebuilding geometry, chain transforms, merged mesh, and slab elevation, so width / length / height drags show the live value on the mesh and the store only gets the final tracked write on commit. - Stair length arrow position: offset 0.06 m past the front edge so the head clears the stair fill and reads as pointing forward off the run rather than lying across the edge. - Stair default railing mode: `'both'` for new placements (was `'right'`). - Wall floor-plan move: anchored at first cursor sample (was raw centre) so the floating-menu drag-icon offset doesn't jump the wall to a different snap cell on grab. - Wall move: live auto-slab + auto-ceiling preview via `useLiveNodeOverrides`. The store stays at pre-drag values during the drag; commit writes the final plan in one atomic `applyNodeChanges` (creates / updates / deletes deferred from per-tick to commit so undo rolls the whole topology change back in one step). Adds `planAutoCeilingsForLevel` + `AutoCeilingSyncPlan` exports mirroring the existing auto-slab planner. - Wall draft: expose `WALL_ENDPOINT_SNAP_RADIUS` (0.7 m) for endpoint snap intent — strongest user intent (closing polygons, attaching to corners) wants a more generous radius than the generic join snap. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * open-pr skill: refresh existing PR description instead of bailing Adds a 3b branch to the open-pr skill: when gh pr view finds an existing PR, regenerate the body from current branch commits/diff while preserving Screenshots verbatim and the user's checklist tick state, then apply via gh pr edit. Previously the skill would print the URL and exit, leaving stale descriptions on long-lived feature branches. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * floorplan: capability/hook dispatch, generic resize + endpoint state Removes per-kind `node.type ===` arms from the floorplan layer (door/window opening placement, wall live-override merge, building ambient context) in favour of new NodeDefinition capabilities and hooks. Collapses 12 `resizing*` editor-store fields into one `activeHandleDrag`, the wall/fence endpoint-move dispatch into a kind-keyed table, and renames now-shared wall utilities to segment-generic names. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * 3d wall measurement: hide label for selected walls Item measurements still render; the wall branch is left in place so re-enabling is a one-line gate flip. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: set EDITOR_LAYER on arrow handles to exclude from thumbnails Arrow meshes portaled into the 3D scene were missing EDITOR_LAYER, so ThumbnailGenerator's camera (which calls cam.layers.disable(EDITOR_LAYER)) would render selection handles into captures. Add a useEffect in NodeArrowHandlesForNode that traverses the portal root group and sets EDITOR_LAYER on every child. The effect re-runs whenever descriptors change so newly created meshes (e.g. when handle count changes for the same selected node) get the layer tag immediately. --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: open-pascal <open@pascal.app> |
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3adae8acea | style: apply biome lint fixes after portforward | ||
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fe68dbeebd | Constrain wall moves along wall normals | ||
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c31c08fd90 | feat: implement StairOpeningSystem to handle automated stair opening updates and adjust camera distance constraints | ||
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a3378a666d | Preserve elevator stop order and handle viewport resize | ||
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cdde88f9c0 | Clamp spiral stair openings at full sweep | ||
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3800bd7fc8 | fix: increase stair opening buffer constraints and set default offset to 0.15 | ||
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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> |
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c5ee1c64d0 |
Mark elevator-opening-system as client
The file imports useEffect/useRef from React, which Next.js RSC builds flag as client-only. Other core systems (e.g. elevator-runtime-system) use useFrame from @react-three/fiber and slip through, but this one needs the directive explicitly. Fixes Turbopack build failure in private-editor community app: "You're importing a module that depends on useEffect into a React Server Component module." Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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ce69433a1a | Refine elevator sync and viewer rebuild handling | ||
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9838d2cd4f | Refactor elevator runtime into core | ||
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b782ce9cf2 |
Merge branch 'main' into feat/elevator-system
# Conflicts: # packages/editor/src/components/tools/item/move-tool.tsx # packages/editor/src/components/tools/tool-manager.tsx # packages/editor/src/components/ui/panels/panel-manager.tsx # packages/editor/src/store/use-editor.tsx # packages/viewer/src/components/renderers/site/site-renderer.tsx # packages/viewer/src/components/viewer/ground-occluder.tsx # packages/viewer/src/components/viewer/index.tsx # packages/viewer/src/components/viewer/post-processing.tsx |
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564bfa229e |
Merge remote-tracking branch 'origin/main' into fix/fri-8-may
# Conflicts: # packages/editor/src/components/tools/fence/move-fence-endpoint-tool.tsx # packages/editor/src/components/tools/select/box-select-tool.tsx # packages/editor/src/components/tools/wall/move-wall-tool.tsx # packages/editor/src/components/ui/panels/column-panel.tsx # packages/editor/src/components/ui/panels/door-panel.tsx # packages/editor/src/components/ui/panels/window-panel.tsx # packages/viewer/src/components/renderers/column/column-renderer.tsx # packages/viewer/src/components/viewer/index.tsx # packages/viewer/src/systems/slab/slab-system.tsx |
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be41511474 | Fix wall move junction ownership | ||
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92a9846193 | Refactor elevator systems across core, viewer, and editor | ||
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909f96ef09 | Improve elevator floorplan resize and drag controls | ||
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e618175bba |
Reset core/viewer/editor/mcp packages and apps/editor from private-editor
Wholesale swap of packages/{core,viewer,editor,mcp} and apps/editor with the
versions from the private editor repo, which is the production source of truth.
Setup changes:
- packages/{core,viewer,editor} versions held at 0.7.0 baseline (matching
the most recent published release) so a bump=minor publishes 0.8.0
- packages/mcp held at 0.1.1 (never published; first publish will go through
the new release.yml flow)
- peerDependencies and devDependencies for inter-package @pascal-app/*
references pinned to ^0.7.0 instead of '*' / 'workspace:*' so they are
valid for npm consumers
- Root package.json: TypeScript bumped to 6.0.2, added overrides for
@types/react, @types/react-dom, @types/three to prevent JSX namespace
fragmentation across the workspace
- release.yml extended to also publish editor and mcp; 'both' option renamed
to 'all'; added a sync step that updates inter-package peerDeps/devDeps to
match the new versions on every bump (so viewer/editor/mcp tarballs always
reference the version of core they were built against)
- Root scripts gained release:editor and release:mcp shortcuts
Verification:
- bun install --frozen-lockfile is consistent
- packages/{core,viewer,mcp} build cleanly, dist/index.d.ts emitted
- packages/editor check-types reports 21 pre-existing errors, identical to
what private-editor currently reports
Open PRs against editor-v2 will need rebasing/conflict resolution.
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2480be91b1 | Optimize elevator editing performance with live previews | ||
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23eec44714 | Move render systems out of core | ||
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b3f7957076 | Refactor editor selection and viewer integration | ||
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09bfb0b484 | Add frameless door openings and first-person collider support | ||
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915393d649 | Add swing angle support for door rotation | ||
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3df3d12f46 | Refactor guide UI state and slab rendering | ||
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f375861439 | Merge branch 'main' of github.com:sudhir9297/editor into feat/improvement-and-fixes | ||
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411ae2e905 | Refine 2D door swing rendering | ||
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9ff657419c | Merge branch 'main' into feat/upgrade-and-bug-fix | ||
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010c874963 |
Merge pull request #277 from sudhir9297/feat/2d-editor
Feat/2d editor |
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15daeaace6 | Standardize stair controls on slider inputs | ||
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1c2746f538 | Merge branch 'main' into feat/upgrade-and-bug-fix | ||
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bead8796d2 | Add spawn node support and refine stair and door cutouts | ||
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0711cad660 | Merge remote-tracking branch 'origin/main' into feat/mcp-server | ||
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3d5c87a651 | feat(mcp): add guided construction workflows | ||
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1492e5bd0c | Add roof drag controls to the 2D floorplan | ||
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8ae217502c | Add curved fence support | ||
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b715e96038 | Fix fence UV generation before geometry merge | ||
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bbc351d3a4 | Add roof material targets and UV mapping | ||
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4f9b822e54 | Add click-targeted stair materials and UV mapping | ||
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71ddb7052b | Add two-sided wall material targeting | ||
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49836360ca | Add stair openings to ceilings |