bf25af6addc95ad19c27bc418ff7d5f4280bf2fb
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Commits
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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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5551500d98 |
feat: HVAC ductwork + DWV plumbing systems (#402)
Adds two new MEP node families (HVAC ductwork, DWV plumbing) built on a shared port-connectivity model. Co-authored by @sudhir9297. |
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aab48e053f |
fix(editor): harden editor interactions and WebGPU rendering
Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs. |
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c3199e7540 |
editor: green/red placement box for shelf + tool sync for presets (#366)
* feat(editor): shelf placement validity box + sync tool for positioned presets Give the generic move tool a green/red footprint box for shelf placement, matching the GLB item cursor, and drop the vertical-arrow CursorSphere for shelves. Box colour comes from canPlaceOnFloor; an invalid (red) drop is refused unless Shift forces it, and R/T play the rotate sfx. Re-sync the box transform on node change so a re-armed clone isn't left at the previous rotation/position. Extract the box wireframe geometry helpers into a shared placement-box-geometry module reused by the item coordinator and the new declarative PlacementBox component. Export the Tool type so host apps can set the active tool for a positioned preset. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * chore: apply biome formatting + ignore generated next-env.d.ts Format files that predate the current biome config (lineWidth 100, single quotes, semicolons as-needed) so they stop showing as dirty on every checkout. Formatting only — no behavior change. Also exclude **/next-env.d.ts from biome: Next regenerates it (double quotes + semicolon) on every build, so biome kept reformatting it into a perpetual dirty diff. Ignoring it lets Next own the file. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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eb1f2d12c2 |
feat(nodes): roof accessories — gutters, downspouts & vents + gizmos (#355)
* 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): ceiling-attached item placement from 2D floor plan The 3D viewer drives ceiling-item placement via ceiling:enter/move/click raycast events on the ceiling mesh. The floor plan has no such mesh, so ceiling-attached items (lights, fans) never transitioned out of surface: 'floor' — the draft sat at floor height while the 2D cursor moved freely, reading as a 2D/3D sync bug. Synthesise the same ceiling events from 2D plan points by hit-testing ceiling polygons on the active level, and publish the building-local cursor (not world-space) to useLiveTransforms so the floorplan registry override renders the draft under the cursor regardless of building position / rotation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): chevron arrows render on SCENE_LAYER so ink-edge shader outlines them Node arrow handles and polygon-editor edge arrows were tagged for EDITOR_LAYER, which hides them from the post-processing scenePass — the ink-edge shader reads the depth/normal MRT from that pass, so the chevrons rendered flat with no outlined edges. Drop the EDITOR_LAYER tagging on both, matching the wall-height arrow which already stays on SCENE_LAYER for the same reason. Pair with depthWrite: true on the chevron materials so their silhouettes enter the depth buffer; depthTest stays off to keep the chevron drawn on top of underlying geometry. Without depthWrite, only the normal-discontinuity branch of the ink shader can detect the chevron, and the lines drop out when faces align with whatever sits behind them in screen space. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): ceiling grid overlay no longer blocks selecting items under it Two issues kept the ceiling grid overlay covering the room after the user moved on from a ceiling-related action: 1. CeilingSystem treated any selected descendant of a ceiling as "reveal the grid" — so after placing a ceiling light and the new item became selected, the grid stayed on and its mesh intercepted every subsequent 3D click, re-selecting the ceiling instead of the items below. Restrict the reveal to directly-selected ceilings. 2. The ceiling top material used the opaque surface-role material, so a top-down camera lost view of everything under the ceiling the moment the overlay turned on. Swap the top material for the transparent grid-pattern material (bottom stays opaque so the in-room view still reads as a solid surface). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(core): curve- and thickness-aware wall/slab overlap detection `wallOverlapsPolygon` and `getSlabElevationForWall` previously treated a wall as an infinitely thin chord from start to end. Two failure modes fell out of that: 1. Curved walls whose chord lies outside the slab but whose centerline bows into the slab interior were missed entirely. The wall stayed at Y=0 while the slab elevation moved, and `markNodesOverlappingSlab` never re-dirtied it when the slab Y changed. 2. Perimeter walls of a room — whose centerline sits exactly on (or just outside) the slab's polygon edge — also missed detection, because pointInPolygon on the boundary is unreliable. Half the wall's body is inside the slab; it should follow the slab elevation. Switch `wallOverlapsPolygon` to a wall-shaped input (start/end + optional curveOffset + thickness), sample the centerline for curved walls, and add a ±halfThickness perpendicular test for straight walls. Threaded through `getSlabElevationForWall`, the wall system, and the `markNodesOverlappingSlab` pass. Legacy chord-only call shape preserved for callers that don't yet have a wall in hand. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(editor): show Move button for legacy-movable kinds in floating action menu `isRegistryMovable` only sees kinds wired through `capabilities.movable`, `floorplanMoveTarget`, or `affordanceTools.move`. The legacy tail of `MoveTool` (tools/item/move-tool.tsx) still handles roof, roof-segment, stair, stair-segment, building, and elevator, but the floating action menu was hiding the Move button for them because the registry check returned false. The mover worked once invoked — the entry point was missing. Add a `LEGACY_MOVABLE_KINDS` set alongside the registry check so those kinds get the Move button until they migrate onto kind-owned affordances; drop a kind from the set once it does. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world registry handles for roof accessories + axis-stable surface basis Adds the registry-driven chevron / tracker / rotate-gizmo handle set to skylight, solar-panel, chimney, and roof-segment so every roof-mounted kind has consistent in-world manipulation, and fixes the underlying renderer + surface-basis bugs that made those handles land on the wrong spot or behave inconsistently across mirrored slopes. Handles - `LinearResizeHandle` gains `shape: 'arrow' | 'tracker'`. `'tracker'` renders a dashed vertical leader from the surface up to a draggable cube, reusing the linear-resize drag pipeline. Roof-segment's wall-height handle adopts it. - Roof-segment: width chevrons split into two asymmetric handles (each grows its own edge, opposite stays world-fixed via `apply` recomputing `position`). - Skylight: width × 2 (asymmetric), height × 2 (asymmetric), curb-height tracker, rotate gizmo (corner, lifted off surface), and a diagonal frame-thickness chevron at the -X+Z corner. - Solar panel: same six handles operating on total array dimensions (back-solving `panelWidth` / `panelHeight` from `columns` / `rows`), plus a frame-depth chevron above the array. - Chimney: registry handle set following the same idioms. Skylight / solar-panel renderer - Collapse the previously nested `position → surfaceQuat → rotation-y → rotation-x` groups into a single registered transform group whose local `position` + composed `quaternion` carry the full pose in segment frame. The registry handles read this Object3D's local matrix (via `portal: 'grandparent'`), and a split tree exposed only the bottom group's local pose so handles landed at the segment origin on the roof floor. Surface basis (solar-panel/geometry.ts) - `surfaceQuatFromNormal` builds `right` by projecting world +X onto the surface plane instead of `up × normal`. The cross-product version flipped sign when the normal's Z component flipped (e.g. the two slopes of a gable roof), so hosted children's local +X pointed in opposite world directions across the ridge and asymmetric chevrons anchored the wrong edge. Projecting +X keeps the basis stable across mirror-image slopes. Skylight move-tool ghost - Switch from the raycast normal (`event.normal × normalMatrix`) to the analytical normal (`getAnalyticalNormal`) on every pointer move, and mirror the placement tool's transform stack: `position → yaw (roof + segment) → surfaceQuat → skylight rotation → preview`. Re-engaging Move from the floating action menu now shows the same correctly oriented ghost the first-placement tool does. * feat(nodes): split roof-segment depth chevron into asymmetric front/back arrows Brings the depth handle in line with the width handles: one chevron on each Z edge, each anchored to the opposite edge so dragging only moves its own side. `apply` recomputes `position` along the segment's local +Z arm (yaw-aware) so the anchored edge stays world-fixed. Depth also feeds the slope-frame math via `getActiveRoofHeight`, so a naïve depth change would also raise/lower the peak (constant pitch across a larger run). We hold the peak fixed by back-solving a new `pitch` for the new depth via `getPitchFromActiveRoofHeight`, clamped to the schema's pitch range — the segment grows along the deck plane without ramping up. * feat(nodes): in-world handles for dormer + window-bottom clipping check Dormer joins chimney / roof-segment with chevron handles on the selected node. Five body handles (width L/R, depth, wall-height tracker, rotate) plus four window-opening handles (width L/R, height top/bottom) — the window handles re-emit windowOffsetX / windowOffsetY in `apply` so the anchored edge stays put as the dragged edge follows the pointer. Handle visibility on roof accessories needed an editor-side assist: the host segment's mesh registers inside RoofRenderer's `<group segments-wrapper visible={false}>`, which hides anything portaled into it. Chimney's `portal: 'grandparent'` escape trips a WebGPU "Color target has no corresponding fragment stage output" pipeline error on dormer (likely an MRT interaction with the window-assembly's transparent glazing), so RoofEditSystem now flips the wrapper visible whenever ANY accessory hosted on a segment of this roof is selected — and resets each segment mesh to an empty 4-group placeholder on the transition so stale per-segment CSG from a prior edit doesn't double-render on top of the merged shell. Window clipping was using wall-top-above-slope as the exposure threshold, but the window sits in the skirt well below the eave — so a dormer whose eave barely cleared the host roof rendered a fully-buried window. `getDormerExposedFaces` now gates on window-bottom-above-slope; both the CSG cut decision and the window-assembly render path feed off the same number. The in-world window chevrons resolve the host segment via sceneApi and flip to whichever face is currently exposed, so dragging the dormer across the ridge moves the chevrons to the visible gable. Also fixes the BoxGeometry vs ExtrudeGeometry mismatch in `buildDormerFallbackGeometry` — body was indexed, roof was not, so `mergeGeometries` rejected the pair and spammed the console on every height-drag frame. Body is now `.toNonIndexed()` before the merge. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer): glazing role uses FrontSide to avoid MRT back-face pipeline error DoubleSide on a NodeMaterial inside the MRT scene pass makes WebGPU compile a back-face shader variant that doesn't declare outputs for every MRT target — the validator rejects it and poisons the render context with "Color target has no corresponding fragment stage output". The warning was already documented on `glassMaterial` (materials.ts:77), but `createSurfaceRoleMaterial` was still forcing DoubleSide for the glazing role. Manifested on scene open as soon as a dormer was present: the dormer's window-assembly mounts the glazing material on both gable faces on the first frame, so the back-face pipeline gets compiled immediately. Glazing now resolves to FrontSide; the dormer's back gable group flips 180° so its FrontSide normals point outward (the sill no longer needs its per-face Z mirror since the group rotation handles it). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): in-world handles for box-vent + ridge-vent; freeze non-active arrows during drag Adds 5 chevron handles to box-vent (width L/R, depth, height, rotate) and ridge-vent (length L/R, width, height, rotate). Box-vent's renderer now composes slope tilt + yaw onto the registered ref's quaternion (mirrors solar-panel) so handle placements use vent-mesh-local coords directly; ridge-vent's registered ref was already at the vent frame. Ridge-vent renderer now merges `useLiveNodeOverrides` so the mesh updates in-flight during a handle drag instead of freezing until commit. Box-vent / dormer / chimney already did this; ridge-vent was the only roof accessory not subscribed. `NodeArrowHandles` now tracks the active drag descriptor + a pre-drag store snapshot. Non-active arrows render against the snapshot with a node-local freeze offset that cancels the mesh's `position` drift — asymmetric resize (width / length L+R) recomputes position to anchor the opposite edge, and without the freeze every other chevron would slide along with the moving mesh center. The active arrow's freeze offset is null, so it tracks the cursor as before. Rotation drags collapse the offset to zero (position doesn't change), so non-active chevrons naturally rotate with the mesh. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(nodes): gutter accessory — eave-mounted rain channel with three profiles New `gutter` node kind hosted on a roof-segment. Placement tool snaps to the eave line of the segment under the cursor (segment-local `Z = +depth/2`, `Y = wallHeight`); the back wall of the gutter then sits flush against the fascia and the trough hangs outward (+Z). Three cross-section profiles share the same outer-outline-minus-cavity extrude recipe and only differ in the outline curve: - `k-style`: ogee fascia (S-curve) — default residential look - `half-round`: semicircular trough — colonial / classical feel - `box`: rectangular u-channel — commercial / industrial Three in-world chevron handles via the registry: - length L + R (asymmetric — drag one end, the other stays world-fixed) - size (anchor='max', drops the trough downward as the cursor pulls) Wiring touches every node-kind ledger: schema (core/schema/nodes/ gutter.ts), AnyNode union, schema barrel, material targets, roof-segment hosted-accessory comment, event bus (`gutter:*`), nodes barrel + registry, plus the per-kind file set under `packages/nodes/src/gutter/` (geometry, schema re-export, parametrics, renderer, preview, tool, definition, index). V1 ships gutters only — downspouts deferred so the eave-snap + cross-section pipeline can be eyeballed before stacking the downspout-corner placement logic on top. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): roof-panel entry, eave-edge snap, open-top U-channel, move tool UI surface area: - Roof inspector "Elements" section now lists existing gutters + an "Add Gutter" button. Adds `'gutter'` to the StructureTool union so setTool('gutter') typechecks. - Sidebar tree-node map gets a GutterTreeNode entry; selecting a gutter in the outline focuses it just like other roof accessories. - Floating action menu now shows a Move button on a selected gutter via the new `affordanceTools.move`. MoveGutterTool ghost-follows the cursor, eave-snaps on each frame, and commits to the new segment + side on click. Mirrors the ridge-vent move flow. Geometry fix: - Three cross-sections were authored as a closed outline + inset hole, which extrudes as a sealed box with a tunnel through it (top sealed). Real gutters need an OPEN top. Each profile now traces a single U-shape polygon around the channel material: outer wall down -> bottom -> outer wall up -> front rim -> inner wall down -> inner bottom -> inner wall up -> back rim. The interior of the U is empty space, not a hole inside a closed shape. Placement fix: - Snap now lands on the OUTER drip edge of the roof, not the wall line. Segment-local Z = sign * (depth/2 + overhang - 4 cm tuck), Y = wallHeight - overhang * tan(pitch) + 4 cm tuck. Sign of the cursor's localZ picks the near eave; back eave uses rotation = pi so the trough hangs outward in both directions. The 4 cm tuck offsets keep the gutter visually attached to the fascia rather than floating at the very tip of the overhang. Hook order fix (regression from the previous commit): - `NodeArrowHandlesForNode` had its new useState/useMemo hooks AFTER the `if (!portalObject ...) return null` guard. The registry-resolve useEffect flips portalObject from null to object one frame later, so the guard passed on render N+1 and three new hooks suddenly appeared in the hook list. Moved them above the early return. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(viewer/nodes): drop DoubleSide NodeMaterial MRT landmines across slab, vents, gutter, window DoubleSide on any NodeMaterial inside the MRT scenePass makes WebGPU compile a back-face shader variant whose fragment outputs don't cover every MRT target — the validator rejects the pipeline and poisons the render context with "Color target has no corresponding fragment stage output but writeMask is not zero", manifesting as renderPipeline_NNN invalid on scene open. The pattern was already documented at materials.ts:77 and fixed for glazing in 9400f1c5, but several roof / floor renderers still requested DoubleSide on `createSurfaceRoleMaterial` (which returns a `MeshLambertNodeMaterial`) and on user-supplied materials (which may also be NodeMaterials): - slab/geometry.ts — fired on every untextured floor; the live culprit on scene reload after the gutter renderer was switched to FrontSide. - gutter/renderer.tsx — the U-channel cross-section is traced as a single closed polygon around the material, so ExtrudeGeometry already produces outward-facing normals on every visible face; DoubleSide was speculative. - box-vent / ridge-vent renderers — DoubleSide was deliberate (to keep back faces of thin extrudes visible from below); now a known visual tradeoff. Build the geometry as a closed solid in `geometry.ts` if the underside-view becomes noticeable; do not bring DoubleSide back. - viewer/lib/materials.ts `DEFAULT_WINDOW_MATERIAL` — same fix on the fallback window material. Local `defaultMaterial` constants in box-vent / ridge-vent / gutter also lose their `side: DoubleSide` for consistency (those are `MeshStandardMaterial`, hit only when a preset ref fails to resolve, but the same landmine pattern). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(editor): Shift-snap rotate gizmos to 15° increments Holding Shift while dragging a whole-node rotation arrow now snaps the delta to π/12 (15°) steps. Scoped to `descriptor.shape === 'rotate'` so curved-stair sweep handles keep their continuous feel. * feat(nodes): stair railings track live segment-drag overrides `StairRailings` was reading each child segment from zustand only, so width/length/height drag handles (which publish to `useLiveNodeOverrides` and only flush on release) left the railing frozen at the pre-drag values until release. Subscribe to the override map and merge each child's override onto its zustand snapshot so the railing rebuilds every frame during the drag. * chore(ifc-converter): next-env routes path moves under .next/dev/types Auto-generated next-env.d.ts update from the local Next.js dev server — the routes type now lives under `.next/dev/types/routes.d.ts` rather than `.next/types/routes.d.ts`. * fix(gutter): roofType-aware eave snap — 4-way on hip/flat, low side on shed Gutter place + move tools were hard-coded to snap to ±Z eaves, working for gable / gambrel / mansard / dutch but missing: - Hip / flat: 4 eaves, not 2. Clicks on the side slopes (±X eaves) collapsed back onto ±Z, so users couldn't place a gutter on a hip's side eave at all. - Shed: only one real eave (the low side at +Z). Clicking on the high wall side used to snap to -Z, which is the rake / high end with no fascia to hang from. New shared `eave-snap.ts` module: - `resolveEaveSnap(segment, localX, localZ)` returns `{ eaveX, eaveY, eaveZ, rotation, side }`. - Hip / flat picker uses `max(|lx|/halfW, |lz|/halfD)` — same discriminator `analyticalSurfaceY` uses for hip — to pick which of the four slopes the cursor is on, then signs +/-. - ±X eaves rotate the gutter ±π/2 so its outward axis points away from the building. - Shed always returns +Z (the low side). - Gable / gambrel / mansard / dutch unchanged (±Z). Both tools collapsed their duplicated tuck constants + inlined resolver — the "keep these in sync" comment became a landmine once the resolver grew non-trivial. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): end caps + corner mitre + ghost-placed parity - Ghost/move previews mirror the GutterRenderer transform chain (roof → segment → snap) and use FrontSide. Removes drift between the placement ghost and the gutter that lands on click. - New endCapLeft / endCapRight booleans (default true) slice a solid-outer plug into the extrusion at each enabled end. Inspector exposes both toggles; caps subtract from node.length so the user-set span is preserved. - corner-mitre.ts detects sibling gutters meeting within 5 cm on the same segment and returns per-end mitre angles. The end-face skew holds back walls at the inner corner while front rims extend to the outer eave intersection; cap on a mitred end is force- suppressed so the L-junction stays open. Renderer pulls siblings via useShallow. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): drag-snap corners, live eave Y, hangers - Length L/R handles now snap to sibling gutter endpoints within 10 cm and pull BOTH gutters' lengths to the axis intersection — the geometric eave corner — so the 5 cm corner-mitre window fires reliably. Sibling adjustment writes through sceneApi.update; the drag pipeline's history pause batches it with the main commit into one undo step. - Renderer derives eave Y live from segment.wallHeight, overhang, and pitch via the new shared computeEaveY() — instead of trusting node.position[1] from placement time. Subscribes to the segment's useLiveNodeOverrides entry too, so a wall-height drag on the segment moves the gutter on every frame (not just at commit). - Hangers: new hangerStyle (strap / none) + hangerSpacing fields. buildHangers() lays thin 25mm × 3mm × rim-width box straps across the rim at the configured spacing, inset by 5 cm from each end and skipping any cap slabs. BoxGeometry is converted to non-indexed before merge — ExtrudeGeometry isn't indexed, and mergeGeometries rejects mixed-index sets. Inspector exposes both fields in a new "Hangers" group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(gutter): downspout outlet with real CSG-drilled hole New schema fields: outletSide ('none' | 'left' | 'right'), outletInset, outletDiameter. Default 'none' so existing gutters don't sprout outlets on schema upgrade. Geometry adds a solid cylindrical stub at bore + 3 mm wall radius descending 6 cm from the trough floor, profile-aware Z midpoint (k-style 0.4·size, half-round size, box size/2), X clamped between the caps. After merging into the channel + caps + hangers, a three-bvh-csg SUBTRACTION drills a bore-wide cylinder vertically through the floor and stub — so the result is a real hole in the trough floor with a hollow tube hanging through it. Drill overshoots floor + stub by 1 cm each side to keep cut planes from coinciding with mesh faces (csg-evaluator produces degenerate output on coplanar cuts). CSG only runs when outletSide ≠ 'none' — the existing merge path is the fast path for capped-only gutters. Inspector exposes the three fields under a new 'Outlet' group. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(downspout): new node + gutter inspector list section DownspoutNode lives next to the other roof accessories. Scene-graph parent is the same roof-segment the host gutter sits on; logical attach is via `gutterId`. Schema: length (default 2.5 m), diameter (default 0.07 m / 3″ — matches gutter outlet default), material. Renderer mounts a CylinderGeometry under the same transform chain the gutter uses (segment → gutter-mesh-local → outlet); pulls `computeEaveY` from the live + drag-override segment so wallHeight / overhang / pitch changes track on the same frame as the gutter. `resolveGutterOutletPlacement` (gutter/outlet-lookup.ts) is the shared helper both the downspout renderer and the inline Add path use to compute (x, y, z, bore) in gutter-mesh-local space. Two arrow handles on a selected downspout: - length: tracker shape (dashed leader + draggable cube). Anchored to the outlet, cube at the pipe bottom — readable even when the cube ends up below ground. - diameter: symmetric `z`-axis chevron sitting at a fixed −20 cm Y below the outlet with 25 cm of outward clearance past the worst- case k-style rim, so it stays inside the gutter's camera frame instead of floating mid-pipe. Inspector UX: new optional `trailingSection` slot on ParametricDescriptor — a lazy-loaded React subsection rendered between groups and the Actions section. Gutter's slot loads a `downspouts-panel` that lists every attached downspout (button per item, click → select), and an "Add Downspout" button below that immediately creates a new one parented to the gutter's segment — matches the roof inspector's gutter list pattern. Disabled with a helper line when `outletSide === 'none'`. Multiple downspouts per gutter are allowed. `StructureTool` union picks up 'downspout' so the placement tool remains addressable (used by the legacy roof-panel button before the inspector list took over). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: pending floorplan alignment-guide work-in-progress Snapshot of in-flight alignment-guide files that have been sitting in the working tree (not authored in this session). New service + zustand store wire up the data; the floorplan layer + overlay are the visible consumers. Committed as-is to clear the tree. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(core): gutter multi-outlet model + downspout routing options Replace the gutter's single outletSide/outletInset/outletDiameter triple with an `outlets` array of `{ id, offset, diameter }` so one run can host several downspouts on independent drops instead of stacking on one. Each downspout links to an outlet by `outletId`. Add downspout routing/styling fields: `standoff` (gap proud of the wall), `shape` (auto/round/rect), `strapStyle`/`strapSpacing`, and `terminal` (splash/kickout/straight). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): in-world rotate & move gizmos with live-drag dimension pill Add two new handle-descriptor capabilities to the core registry — a free `translate` handle (ground-plane or wall-normal move cross) and `rotationPlane` for arc-resize (yaw vs spin-flat-against-wall) — plus `measureLabel`, which routes a resize handle's readout to a floating dimension pill instead of its inline chip, and `overrideTarget`, a cross-node redirect for handles that edit a sibling's value. node-arrow-handles implements all four, merging the in-flight drag into `useLiveNodeOverrides` so the mesh moves in real time and commits only on release. Item gains in-world rotate + move gizmos (floor items: world-Y rotate + floor-plane move; wall items: wall-normal spin + wall-face move). Add the shared MeasurementPill (H · L · T) and formatMeasurement, wired into the floating action menu (live wall/fence height drag) and the wall / fence endpoint move tools. Side handles merge live overrides so every affordance tracks the height mid-drag. Item duplicate now drag-to-places (no auto-insert) and the placement coordinator rotates in 45° steps to match the R-key step. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(gutter): multi-downspout outlets with CSG drops, routing & profiles Build out the multi-outlet gutter against the new schema. Each outlet is drilled through the trough floor via CSG (profile-geometry shares the trough cross-section), and a downspout links to one outlet by id so several no longer stack on a single drop. The downspouts panel manages the outlet list; outlet-lookup resolves a downspout's mount from its gutter + outlet. Downspout gains real routing (routing.ts): offset elbows step the run back from the eave overhang to the wall (standoff escape hatch), auto/round/rect cross-section following the gutter profile, wall straps, and splash / kickout / straight terminals, with inspector-editors for the new fields. Length-snap now snaps only the dragged gutter to the geometric corner — never moving its corner-mate — so dragging one gutter can't reset another the user placed deliberately. Adds gutter floorplan (eave-line silhouette). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(floorplan): 2D footprints for roof nodes + rotate-handle angle wedge Add floorplan builders for box-vent, chimney, dormer, ridge-vent, roof, skylight, and solar-panel, and wire each into its definition, so roof-layer nodes finally draw a 2D footprint. Roof draws the merged silhouette of its child segments, and roof-segment now renders proper architectural roof linework (ridge / hip / break + shed downslope arrow) per shape instead of a bare rectangle. Add a `pivot` to the floorplan rotate affordance so the layer can sweep a live angle wedge + degree readout during a rotate drag — the 2D twin of the 3D rotate gizmo. Column / elevator / shelf / stair pass their pivot through. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): select ceiling only via its corner handles, not the grid body Add `viaHandle` to NodeEvent and set it on ceiling corner-bracket clicks. The selection manager now ignores non-handle ceiling clicks without stopping propagation, so a top-down click on the revealed ceiling grid falls through to the item hosted beneath it instead of re-selecting the ceiling and swallowing the click. The corner brackets draw with depthTest off at a high render order so they stay visible and clickable through occluding geometry. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(editor): highlight wall openings on a selected wall Add WallOpeningHighlights — an indigo accent frame + translucent pane drawn around each door / window opening of the selected wall, so editable children (including frameless openings with no visible geometry) are easy to locate. The accent is deliberately distinct from the white selection outline, and draws with depthTest off so it reads on top of the wall. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(solar-panel): derive surface frame live so panels re-seat on roof changes Compute the panel's Y and tilt from the parent roof-segment's finished (deck + shingle) surface every render via getRoofOuterSurfaceFrameAtPoint — the same helper skylights use — instead of reading the stored position[1]/surfaceNormal snapshot. Merging the segment's live overrides means the panel re-seats and re-tilts continuously during a wall-height / pitch drag rather than floating or burying until the value commits. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(first-person): coerce imported item geometry attrs to Float32 for collider merge mergeGeometries requires every merged geometry to share the same typed-array constructor per attribute. Imported item GLBs using KHR_mesh_quantization or interleaved buffers broke the merge against Float32 wall/slab geometry, so decode each attribute into a plain non-normalized Float32 BufferAttribute before cloning into the collider world. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): lower camera minimum zoom distance to 6m Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(mcp): bump @pascal-app/mcp to 0.3.0 in lockfile Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(nodes): registry-own move dispatch + hoist shared roof helpers Addresses the architecture-review findings on the gutter/downspout branch: - Move dispatch: port the bespoke roof/roof-segment/stair/stair-segment movers (MoveRoofTool) and the building mover (MoveBuildingContent) into @pascal-app/nodes (shared/move-roof-tool.tsx, building/move-tool.tsx) and declare them via `affordanceTools.move`. Delete both hardcoded dispatch lists — `LEGACY_MOVABLE_KINDS` in floating-action-menu and the roof/stair/ building arms of MoveTool. `onMove` is now purely `isRegistryMovable`. Editor internals the movers need are exported from @pascal-app/editor (adds clearRoofDuplicateMetadata); sfxEmitter.emit -> triggerSFX. elevator keeps its existing capabilities.movable path (its legacy arm is the lone remaining one, now documented). - Cross-kind imports: hoist resolveRoofSegmentHit (roof/segment-hit.ts) and the roof-surface normal math (getSurfaceY/getAnalyticalNormal/ surfaceQuatFromNormal, formerly in solar-panel/geometry.ts) into packages/nodes/src/shared/, so the 8 roof accessories + skylight/box-vent stop reaching into sibling kind folders. roof/index and solar-panel/index re-export from shared so public surfaces are unchanged. - Inspector: make ParametricInspector action `enabledIf` reactive by subscribing to its boolean result (ParamActionButton), matching the existing FieldRenderer/visibleIf pattern. Type-checked (tsc) and linted (biome) across editor + nodes. Move behaviour is preserved by construction but not yet runtime-verified in the editor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): add cupola + turbine-vent roof accessories; group-rotate gizmo; in-ring rotation readout New roof-accessory node types and editor gizmo work: - feat(nodes): cupola (roof lantern) and turbine-vent (whirlybird) node types — schema, geometry, parametrics, renderer, panel, move/placement tools, floorplan, and tests; registered in the node + core schema indexes with site-panel tree nodes. - feat(editor): group-rotate handle — a single rotation gizmo for 2+ movable nodes that spins the selection rigidly about its shared bbox center. - fix(editor): the live rotation readout (degree wedge + chip) now renders as a child of the node frame, concentric and coplanar with the guide ring, so it sits centered in the ring on pitched roofs instead of floating off to the side. Flat-ground gizmos and the group-rotate readout are unchanged. - refactor(nodes): rework box-vent / ridge-vent geometry + definitions and share roof helpers; tidy roof/box-vent panels. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(nodes): eyebrow-vent kind; ridge-vent tracks roof height; vent paint + tree-node go registry-driven New eyebrow-vent roof accessory plus two follow-on cleanups: - feat(nodes): eyebrow-vent — a louvered roof vent in three styles (`scoop` swept eyebrow, `half-round` D-vent, `slant-box` hooded box). Solid louver slabs set into a framed/contained front, double-sided geometry, and adjustable style / louver-count / dimensions / slant (`backRatio`). Full registry wiring: core schema, node dir (definition/geometry/renderer/tool/ move-tool/panel/floorplan/preview/tests), event type, palette button. - fix(nodes): ridge vent derives its Y from the segment's current surface (`getSurfaceY`) instead of a stored value, so lowering a roof drops the cap onto the new ridge automatically. - refactor(nodes,editor): migrate the vent family (box / ridge / turbine / cupola / eyebrow) to `capabilities.paint` via a shared single-surface capability, removing the hardcoded `node.type` paint arms from the editor's selection-manager + material-paint (matches chimney/dormer). - refactor(editor): replace the five identical vent tree-node components with one `def.presentation`-driven `RegistryTreeNode`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |
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Viewer render modes: Solid/Rendered + textures + surface-role clay + scene themes + edges (#332)
* viewer: add Phase 1 render-modes foundation (shading/textures/colorPreset state, defaultRender prop, SSGI gating) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: Phase 2 render-modes material-class switch (Lambert in solid, Standard in rendered) Shading-aware material factories (cached per class), reactive selection in renderers via the useViewer(shading) pattern, and dirty-rebuild on toggle for geometry/door systems. Rendered mode output unchanged. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: Phase 3a render-modes surface roles + clay palette foundation Adds surfaceRole token to core NodeDefinition, per-kind default roles, ColorPreset palettes + resolveSurfaceColor/createSurfaceRoleMaterial (glazing stays translucent), and the textures-off recolor path for def.geometry kinds (slab/fence/shelf via GeometrySystem.applyDefaultSurfaceRole) + wall. Renderer- based kinds (roof/window/stair/item/column/door/ceiling/elevator) wired in 3b. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: Phase 3b render-modes textures-off recoloring for renderer/system kinds Wires clay role coloring (textures=off) for roof/roof-segment, window, stair/ stair-segment, door, item, column, ceiling, elevator via createSurfaceRoleMaterial, reactive on textures/colorPreset. Per-surface roles: roof top+edge=roof / underside=ceiling; window frame=joinery / glass=glazing; stair+door+elevator= joinery; ceiling=ceiling; column=wall; item=furnishing. textures=on unchanged. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: Phase 4a render-modes UI — Solid/Rendered toggle + per-context persistence Per-context shading via renderContext discriminator + shadingByContext (persisted); <Viewer> renderContext prop seeds per-context on mount. Solid/Rendered toggle in the editor action bar + standalone toolbar + command palette. Editor mounts default to renderContext=editor / shading=solid. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: fix window-system glassMaterial type to allow clay glazing reassignment The let was inferred as MeshLambertNodeMaterial from the imported glass constant, so reassigning createSurfaceRoleMaterial('glazing') (returns THREE.Material) failed under tsc --build. Widen the annotation to THREE.Material. Surfaced by the build (check-types had replayed a stale turbo cache). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: Phase 5 lighting — add theme-driven hemisphere light, trim fill directionals 3->2 Adds a sky/ground hemisphere fill (theme-lerped) and drops the second fill directional; the hemisphere covers the shadow-side fill it provided, at one fewer per-fragment directional term (shared by Solid + Rendered). Ambient lowered since the hemisphere now carries soft fill. Intensities are a starting point — tune visually on the gpu-perf overlay. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: tune Solid lighting for more form — stronger hemisphere sky/ground contrast, lower ambient Darker hemisphere ground (#d8d6cf -> #aaa49a) + higher hemisphere intensity and lower ambient so directional shading reads as form and undersides ground without AO. Keeps Solid free of any post-processing pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * chore: biome format render-mode files (lefthook pre-commit) Formatting-only — import wrapping, dep-array wrapping, single-line ternaries — across Phase 2-4a files that weren't biome-clean. No logic changes. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: scene-theme system — named environment themes (studio/paper/sunset/night/...) New SceneTheme registry (lib/scene-themes.ts) drives lights, background, and tone mapping; lights.tsx refactored data-driven (N directionals + hemisphere + ambient). sceneTheme state (persisted) + cycle-button picker in editor bar + standalone toolbar, importing the registry from the viewer barrel (single source). Default 'studio' reproduces the prior look exactly; app light/dark 'theme' untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: Phase 7 — popover-dropdown pickers for render mode + scene theme (editor bar) Replace the shading + scene-theme cycle buttons in viewer-overlay.tsx with DropdownMenu pickers: render mode shows 2 rows (Solid/Rendered) with one-line detail; scene theme lists all themes with a derived color-swatch strip + active check. Imports the registry from the viewer barrel (single source). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: Phase 7 — dropdown pickers in standalone toolbar + export DropdownMenu from barrel Replicate the render-mode + scene-theme dropdown pickers (with swatch strip + active check) to apps/editor's compact toolbar, matching viewer-overlay.tsx. Export DropdownMenu* from the @pascal-app/editor barrel for the standalone app. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer+editor: Phase 8 — crisp geometry edge overlay (off/soft/strong/sketchy) EdgeOverlaySystem draws EdgesGeometry LineSegments over node-backed building meshes (scoped via sceneRegistry, skips zone-layer/hitbox/overlay meshes), rebuilt on geometry-uuid or mode change, line color follows scene-theme background luminance; sketchy = static TSL vertex jitter. New 'edges' state (persisted, default off) + Edges dropdown in editor bar + standalone toolbar. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer+editor: edge overlay — thick lines via Line2, drop sketchy mode Switch EdgeOverlaySystem from LineBasicNodeMaterial (1px hardware cap) to LineSegments2 + Line2NodeMaterial so edges have real screen-space width (soft 1.5px / strong 3px); resolution tracks viewport. EdgeMode is now off/soft/strong (sketchy removed). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: fix edge overlay crash — webgpu Line2NodeMaterial has no settable resolution material.resolution is undefined under WebGPU (the node material reads the viewport internally); optional-chain the .set() call so it no-ops there instead of throwing. Thickness still applies via linewidth. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: edge overlay — weld vertices to fix CSG spiderweb edges + lighter strong Position-only mergeVertices before EdgesGeometry so coplanar triangles from CSG-cut walls (doors/windows) share vertices and their interior edges are suppressed — only opening outlines + silhouettes remain. Strong linewidth 3 -> 2px (was too heavy). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: edge overlay — crease-only extractor to fix CSG spiderweb Replace EdgesGeometry (which always draws unpaired boundary/T-junction edges) with buildCreaseEdges: weld positions, keep only edges shared by exactly two faces whose dihedral exceeds the threshold, drop everything unpaired. CSG-cut walls/slabs are watertight so real corners + opening outlines survive while the interior triangulation fans (coplanar or T-junction) are removed. Open meshes (bare ground plane, billboard leaves) shed their boundary clutter too. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: crease edges — coarser weld (0.1mm->1mm) to recover CSG/extrude seam edges The cap<->side-wall top edge of ExtrudeGeometry walls drifts past 0.1mm after CSG, so it stayed unpaired and was dropped. Weld at ~1mm to pair it into a real crease while staying far below feature size (wall thickness, openings). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: replace geometry edge overlay with screen-space ink (SketchUp look) Port the prototype's screen-space ink into the post-processing pipeline: depth + normal Sobel reading the scene-pass MRT. Crease term (normalized normals, center-vs-neighbour) + distance-independent depth-step term (raw Laplacian / (1-d)² with a noise gate so flat ground stays clean). Topology-agnostic, so it finally handles CSG-cut walls/openings without the spiderweb or missing-edge problems of EdgesGeometry. Driven by the existing edges off/soft/strong mode; MRT now builds when SSGI OR ink is on; ink colour tracks scene-theme luminance. Removes EdgeOverlaySystem + crease-edges (geometry approach). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: soft/strong ink modes + keep editor overlays out of the ink Two adjustments to the screen-space ink pass: 1. Soft vs strong now visibly differ. The edge masks saturate, so the old `intensity` gain did nothing once a line was detected. Replace it with a sample radius (line thickness) + opacity: soft = 1px / 50%, strong = 2px / 100%. `inkedEdges` takes `radius` + `opacity` instead of `intensity`. 2. Editor overlays (gizmos, move handles, tool previews, grid) no longer get inked. The scene pass that feeds the depth/normal MRT now renders only SCENE_LAYER; overlays render in a dedicated pass on OVERLAY_LAYER and are composited on top after the ink + outlines, so they read as crisp UI and never get inked or AO'd. New OVERLAY_LAYER constant in viewer; editor's EDITOR_LAYER re-exports it so the two stay in lockstep. Also moves WallMoveSideHandles (the wall/fence move arrows) onto EDITOR_LAYER — it was the one overlay still on SCENE_LAYER. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: render the grid in the scene pass so geometry occludes it The depth-gate fix couldn't help the grid: its material is depthWrite:false, so it never wrote overlay-pass depth and the "didn't write depth -> keep on top" term forced it on top — hence the floor grid bleeding through walls and objects. A full-floor plane can only be occluded correctly by living in the same depth context as the scene, so move the grid onto its own GRID_LAYER which the scene pass renders (alongside SCENE_LAYER). It's flat and depth-non-writing, so the screen-space ink still ignores it; gizmos/handles stay on OVERLAY_LAYER. The grid camera layer is enabled in custom-camera-controls and disabled on the thumbnail camera so thumbnails stay grid-free, matching EDITOR_LAYER. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: strong ink — match soft's 1px thickness, differ by darkness only Strong at radius 2 read too thick. Soft's 1px line is the nice one, so use it for both modes and let strong distinguish itself purely by being fully solid (opacity 1) vs soft's lighter 50%. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: shadow frustum follows the view + a shadows on/off setting The directional light's ortho shadow camera only covers ±50 around the light target, which was pinned at the origin — so zones far from origin received no shadows no matter where the camera moved. Recentre each shadow-casting light (position + target together, preserving direction) on the view focus every frame: the orbit-controls target when available, else the camera's ground projection. The shadow area now tracks wherever the user looks. Also add a persisted `shadows` toggle (default on) to the viewer store and a "Shadows" switch in the editor settings panel — the dedicated shadows control the render-modes plan deferred. Lights gate castShadow on it. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: shadows toggle in the standalone toolbar + a touch more shadow strength The shadows switch I added only lived in the cloud settings panel's Visibility section, which is hidden in the local/standalone editor (no projectId). Add a ShadowsToggle button next to the grid toggle in the standalone toolbar so it's reachable there, matching how Show Grid is exposed in both places. Also push shadow strength partway toward the aesthetic prototype (which runs near-black, no blur): bump the bright-key shadow-intensity cap 0.4 -> 0.55 and tighten shadow-radius 2 -> 1.5. Still softer than aesthetic by design. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * nodes: site ground receives shadows (lit material instead of unlit Basic) The site ground fill used MeshBasicMaterial — unlit, so it could never show the directional shadow, and shadows visibly truncated at the slab edge. Swap it for a lit MeshLambertNodeMaterial with receiveShadow on the mesh; the geometry is the site polygon (slab footprints punched out), so shadows now extend across the whole site and stop at its boundary, which is the desired bound. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * themes: per-theme clay palettes + 2x2 swatch in the theme pickers Each scene theme now carries a clayTints map (wall/floor/ceiling/roof/glazing) giving it a per-surface-role palette — e.g. Mediterranean's blue roof + warm walls. The theme pickers (standalone toolbar + community overlay) now render the aesthetic-style 2x2 swatch of those role tints over the theme background instead of the old 3-colour strip. Data + UI only; wiring the tints into the textures-off surface materials is a separate change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: slimmer theme switcher + cloud-sun icon Shrink the scene-theme toolbar button (w-[8.5rem] -> w-28) so it stops reserving space for "Mediterranean"; the label truncates when it overflows. Swap the palette icon for cloud-sun (atmosphere/lighting, distinct from the app light/dark Sun-Moon toggle) in both the standalone toolbar and the community overlay. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * editor: theme switcher icon -> swatch-book Swap the scene-theme icon from cloud-sun to swatch-book in both the standalone toolbar and the community overlay. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * themes: colour untextured building surfaces by the active scene theme Untextured walls/roof/slab/ceiling now take the active theme's per-role colour (theme.clayTints[role], falling back to the colour preset) in BOTH textures modes. The textures toggle only governs surfaces that actually have an explicit material/preset — those still show their texture when textures are on. This is what makes e.g. Mediterranean read as a blue roof + warm walls instead of the old hardcoded white/grey defaults. - materials.ts: resolveSurfaceColor / createSurfaceRoleMaterial take an optional sceneThemeId (theme tint ?? preset palette); theme folded into the cache key. - wall-materials, roof-materials, slab/geometry, ceiling/renderer: the untextured fallback now resolves to the themed role colour instead of white/grey, in both modes; theme threaded into each builder + material cache key. - wall-cutout: now reads textures/colorPreset/sceneTheme and re-applies wall materials when any change (previously it ignored textures/colorPreset entirely). - geometry-system: threads sceneTheme into the generic surface-role path + rebuild effect. Renderers/preview call sites thread sceneTheme through. Doors/windows/stairs/columns/items still use their existing defaults — a follow-up pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(slab): recessed (negative-elevation) slabs extrude downward again The registry geometry builder created the slab mesh at Y=0 without applying the negative-elevation offset, so recessed slabs rendered above the floor plane (pool geometry is built locally with its floor cap at Y=0 and walls rising to Y=|elevation|, so the mesh must be shifted down by `elevation` to recess). The runtime slab-system already did this; the static builder path didn't. Mirror it: shift mesh.position.y by elevation when negative. Positive elevation unchanged. Unrelated to render modes — bundled into this branch's PR. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof): legacy roofs render again — migration wrote invalid wallHeight 0 Legacy roof nodes (old format, no `children`) were migrated with a hardcoded `wallHeight: 0`. With zero wall height the eave height (`wallHeight - autoDrop`) went negative in getRoofSegmentBrushes, producing geometrically invalid brushes; three-bvh-csg then spammed "TriangleClipper: Coplanar clip not handled" every frame and emitted NaN positions, so the merged roof geometry failed computeBoundingSphere and never rendered. - core/use-scene migration: wallHeight 0 -> 0.5 (the RoofSegmentNode schema default), so migrated segments have a valid wall height. - roof-system: clamp eave height to >= 0.01 so an intentional wallHeight 0 can never yield a negative eave, and guard updateMergedRoofGeometry so a CSG result with NaN positions is discarded (keep the last good mesh, warn once per roof) instead of poisoning the buffer + spamming the console. Unrelated to render modes — bundled into this branch's PR. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(column): columns cast and receive shadows Column meshes (box, beam, cylinder, sphere, torus) rendered without castShadow/ receiveShadow, so columns neither dropped a shadow nor caught one — unlike walls, slabs and roofs. Set both on all column shape meshes. Unrelated to render modes — bundled into this branch's PR. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * viewer: default edges to soft Editor defaults are now solid shading / studio theme / soft edges / shadows on. Shading (solid, via EDITOR_DEFAULT_RENDER), theme (studio) and shadows (on) were already the defaults; edges was 'off' — make 'soft' the default. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * themes: fold light/dark into the scene theme (remove the separate toggle) The viewer had two overlapping appearance controls: a light/dark `theme` toggle AND scene themes (which already drive the 3D background + lights). They conflicted — e.g. Night/Twilight are dark themes, but the light/dark toggle was an independent axis still tinting the 2D scene chrome. Unify on the scene theme: add an explicit `appearance: 'light' | 'dark'` to each SceneTheme (twilight/night = dark, the rest = light) and drive everything the old toggle drove off it — canvas backdrop, grid line colours, measurement-label/ cursor/site-edge contrast, the site ground fill, the ground occluder, and the mobile viewer bg. The editor UI chrome is unaffected (always dark via a fixed body class). Removes the `theme`/`setTheme` store state (+ persistence) and every light/dark toggle UI: the standalone toolbar Sun/Moon button, the community overlay theme switch, the command-palette command, and the ifc-converter preview toolbar button. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * themes: per-theme ground colour + add the "Verdant" nature theme - Add a `ground` colour to every SceneTheme and drive the site ground fill + the infinite ground-occluder off it (instead of the binary isDark ? #1f2433 : #fafafa). Dark themes now get a lit mid-tone ground (twilight #4a4566, night #2b3247) so the ground reads as ground rather than going near-black. - Add a new green/nature scene theme "Verdant": soft green sky + lit, with a green roof clay tint and mossy ground. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * wiki: document the surface-colour / theme system The colour-per-node/renderer/system model from the render-modes work was undocumented. Add wiki/architecture/materials-and-themes.md covering surface roles, colour presets, the textures axis, scene themes (appearance / ground / clay tints), and the "untextured surfaces are theme-coloured in both modes" invariant + where each kind wires it. Also fix two pages that the same work made stale: - node-definitions: geometry builders receive (shading, textures, colorPreset, sceneTheme); document the `surfaceRole` token + applyDefaultSurfaceRole. - layers: OVERLAY_LAYER (1, viewer) with EDITOR_LAYER now its alias, the new GRID_LAYER (3, rendered in the scene pass for depth occlusion), and the overlay pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * nodes: wire #330 roof-accessory kinds into the surface-role/theme colours PR #330's new kinds (chimney, dormer, skylight, solar-panel, ridge-vent, box-vent) use custom renderers, so the generic textures-off recolour path never reached them — they fell back to hardcoded colours. Wire each renderer into the render-modes system: read shading/textures/colorPreset/sceneTheme and resolve untextured surfaces via createSurfaceRoleMaterial (and force the role colour when textures are off), matching column/ceiling. Roles: chimney body→wall / cap→roof; dormer wall→wall, roof→roof, glass→glazing, frame→joinery; skylight glass→glazing / frame→joinery; ridge-vent + box-vent→roof; solar-panel frame→roof (the dark product-specific cell face is left as-is). Each definition also gets its dominant `surfaceRole` token. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof): legacy-roof migration must use a non-zero wallHeight The render-modes/#330 merge left the legacy roof→roof-segment migration writing `wallHeight: 0`. With #330's pitch model that builds a flat, zero-volume wall CSG brush, which three-bvh-csg can't clip ("Coplanar clip not handled") and yields NaN positions — so the migrated old roof never renders. Use the schema default 0.5 (what new roofs use), giving a valid wall. The eave clamp + merged- geometry NaN guard added earlier stay as defense-in-depth. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof): guard slope frame against missing/NaN pitch (no more NaN geometry) getSegmentSlopeFrame used `pitch <= 0` to detect flat/zero-pitch, but an undefined or NaN pitch (a segment from an older migration that set `roofHeight` instead of `pitch`, or stale persisted data) slips past that check and computes Math.tan(NaN) → NaN tanTheta/activeRh → NaN segment geometry → the merged-roof CSG spews "Coplanar clip not handled" and NaN positions, so the roof never renders. Use `!(pitch > 0)` so any non-positive/non-finite pitch resolves to the flat frame. Self-heals bad data regardless of how the segment was produced. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof): migration guarantees a positive pitch for every roof-segment Segments saved with neither a valid pitch nor a roofHeight (older/partial saves, e.g. landing home-graph) fell through the legacy roofHeight->pitch branch, leaving pitch undefined. The slope-frame guard then resolved them to a flat frame, so the roof rendered as a slab instead of pitched. Branch 2b now normalises any segment lacking a valid pitch: derive from roofHeight when present, else fall back to the schema default (40deg). The migration result is cast (not zod-parsed), so this is the only place the default lands. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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feat(roof-system): six roof-accessory kinds (chimney, dormer, skylight, solar-panel, ridge-vent, box-vent) on the registry model (#330)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * feat(box-vent): port to packages/nodes registry shape Move box-vent from the legacy scattered layout (core schema + viewer/systems/renderers + editor/tools/panels/sidebar) into a single `packages/nodes/src/box-vent/` folder following the Phase 5 Stage E pattern. The kind now self-registers via the built-in plugin. - schema lives in `core/schema/nodes/box-vent.ts` (referenced by the hand-maintained AnyNode union) and re-exports from the kind folder. - `def.renderer` reads the parent roof-segment from useScene, applies the slope tilt + segment yaw + node rotation stack, and follows the segment's useLiveTransforms override during a parent drag. - geometry builder is pure and shared by renderer / preview / tool / unit tests. `computeBoxVentSlopeTilt` is lifted as a helper for future reuse by other roof-mounted kinds (skylight / solar-panel). - placement tool listens to `roof:*` events, snaps to the segment under the cursor, creates a new BoxVentNode parented to that segment. - BoxVentEvent + `NodeEvents<'box-vent', BoxVentEvent>` added to the event bus so `useNodeEvents(node, 'box-vent')` type-checks. Verified: workspace `bun run build` + `bun run check-types` pass; 13 new unit tests in `__tests__/{schema,geometry}.test.ts` pass. Worked example for porting the remaining roof-system kinds (ridge-vent, chimney, solar-panel, skylight, dormer) — see `.claude/PORT-CHEATSHEET.md`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(ridge-vent): port to packages/nodes registry shape Same pattern as box-vent (`752ace83`): one folder under `packages/nodes/src/ridge-vent/`, schema in core, registration via the built-in plugin. No outside-the-folder edits beyond core schema/types, the event bus, and the plugin index. - pure geometry builder shared by renderer / preview / tool / tests, covering all three styles (curved cap / shingled / metal) and the optional end caps. - custom `def.renderer` reads the parent roof-segment, follows useLiveTransforms during a parent drag. No slope tilt — the ridge IS the high line of the segment so the transform stack is one level shallower than box-vent. - placement tool snaps the cursor to the ridge (segment-local Z=0) wherever the cursor lands on a segment, then commits on click with Z=0 baked into the new node's position. - RidgeVentEvent + NodeEvents<'ridge-vent', ...> added to the event bus. Verified: workspace build green, 9 new tests pass alongside the 13 box-vent tests. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): port to packages/nodes registry shape (Option C) Same shape as box-vent (`752ace83`) and ridge-vent (`10d489d6`). **Scope — Option C.** Chimney lands in the registry with solid geometry; the CSG-driven decoration (cap flue holes, body cavity, panels, bands, and the roof-trim that hides the chimney bottom inside the deck) is preserved in the schema but NOT rendered yet. These re-light when roof-segment migrates to Stage B and introduces a `roofCutout` capability the parent segment can read. Visual consequence: a placed chimney intersects the roof at the deck line instead of having a clean CSG-cut hole around it. Placement, move (via the legacy floating-vent-actions until the affordance tool is ported), paint, inspector edits, undo, and delete all work correctly. - pure builder returns `{ body, cap, flues, cricket }` so each piece carries its own material (body/top split matches the schema's `material` vs `topMaterial`). Body height derived from the parent segment's `wallHeight + (flat ? 0 : roofHeight) + heightAboveRidge`. - custom `def.renderer` reads the parent segment via `useScene`, follows `useLiveTransforms` during a parent drag. - placement tool listens to `roof:*` events, creates a new ChimneyNode parented to the targeted segment with segment-local coordinates. - ChimneyEvent + NodeEvents<'chimney', ChimneyEvent> added to the event bus. - ChimneyMaterialRole helper re-exported from core (used by the paint-mode picker — keeps the legacy multi-surface signature). Verified: workspace build green, 11 new tests pass (36 total across box-vent / ridge-vent / chimney). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(solar-panel): port to packages/nodes registry shape (Option C) Fourth roof-mounted kind, same shape as box-vent (`752ace83`), ridge-vent (`10d489d6`), and chimney (`45038713`). - pure builder generates the rows × columns cell grid as a single merged BufferGeometry with two render groups (frame + glass) so one mesh can take a `[frameMaterial, panelMaterial]` array. - analytical roof-surface helpers (`getSurfaceY`, `getAnalyticalNormal`, `surfaceQuatFromNormal`) live alongside the geometry builder and drive both the renderer (when `surfaceNormal` is absent from the node) and the placement preview/commit. - placement tool stores the analytical surfaceNormal on the new node so the runtime renderer and the placement preview produce the same orientation. - `solar-panel-presets.ts` moved into core (it was already imported from the schema there) and re-exported through `@pascal-app/core`. - inspector parametrics cover preset, grid, panel dims, mounting (flush/tilted with `tiltAngle` shown only when tilted), standoff, and frame. - SolarPanelEvent + NodeEvents<'solar-panel', ...> on the bus. **Option C still applies**: panels visually sit on the roof surface but the roof is NOT cut beneath them; the legacy renderer's useFrame-driven quaternion smoothing is replaced by a static quaternion computed once per render. Surface tracking under live parent rotation comes back when roof-segment migrates to Stage B. Verified: workspace build green, 16 new tests (52 total across the four ported kinds). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(skylight): port to packages/nodes registry shape (stub) Fifth roof-mounted kind. Schema is complete, but the geometry and animation surfaces are intentionally stubbed — this commit lands the registration so the kind is present in palette / inspector / sidebar / undo, and follow-up commits flesh out the type-specific geometry and the animation system. **Scope.** - Schema: every field from the archive ports verbatim (25 fields, five `skylightType` variants, opening/sliding state, lantern proportions, curb). - Geometry: frame + glass rendered as plain boxes regardless of `skylightType`. Lantern slope, opening swing tilt, and sliding panel offset from the archive are not yet rebuilt. - Animation: `operationState` and `slideFraction` round-trip via the inspector but don't drive geometry yet and don't interpolate over time. The legacy animation lived in `useInteractive.skylight Animations`, which doesn't exist on main — re-introducing that surface is a focused follow-up. - Inherits Option C from chimney: no CSG cutout into the roof; no frame CSG (4 box rails instead). **Why ship the stub now**: the framework wiring (schema in core, event bus entry, plugin registration, inspector descriptor, custom renderer with parent-segment lookup, placement tool) is the part that's reusable across all five `skylightType` variants. Wiring + box geometry takes the kind from "doesn't exist" to "place / move / paint / delete / undo all work" without committing to the harder type-specific geometry decisions. Follow-up commits: - type-specific geometry (lantern slope, opening tilt, sliding offset) - animation system + `useInteractive.skylightAnimations` extension Verified: workspace build green, 7 new tests (59 total across the five ported kinds). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(dormer): port to packages/nodes registry shape (stub) Sixth and final roof-mounted kind. Schema complete; geometry stubbed as a house silhouette (box body + triangular gable). Same Option C inheritance as chimney, solar-panel, and skylight. **Key call: window is inlined, not a hosted child.** The archive's dormer carries its window opening as parametric fields on its own schema (`windowWidth`, `windowColumns`, `windowSill`, etc.) — not a hosted `WindowNode` child. So `relations.hosts` stays unset and the kind doesn't need a `children` field. The 17 window-* fields stay in the schema; geometry beyond the silhouette stub picks them up later. - per-surface material resolution (`getEffectiveDormerSurfaceMaterial`) ports verbatim into core with the same cross-fallback semantics (top → material, side ↔ wall, then legacy `material`). - placement tool follows the established pattern (`roof:*` events, segment-local commit, analytical surfaceNormal stored). - `RoofType` import resolved from the existing `roof-segment` schema on main (the archive's `./roof-type` file is consolidated there). - DormerEvent + NodeEvents<'dormer', DormerEvent> on the bus. **Stub scope.** Geometry renders gable-only regardless of `roofType`; no window opening cutout, no window frame, no sill, no roof trim where the dormer meets the host segment. The archive's geometry relies on `getDormerExposedFaces` + `generateDormerGeometry` from the legacy roof-system, neither of which exists in `packages/nodes`. Follow-up commits add per-roofType dormer roofs, the window opening+frame+sill, and the trim/CSG against the parent segment. Verified: workspace build green, 12 new tests pass (71 total across all six ported kinds; pre-existing spawn parity failures unrelated). All six roof-system kinds now live in the registry shape. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * docs: porting cheat-sheet for the roof-system kind migrations Reference doc kept alongside the six kind ports (box-vent, ridge-vent, chimney, solar-panel, skylight, dormer) so future kind authors can follow the same shape. Captures: - the per-kind folder layout (13 files, what each one owns) - the three-checkbox composition model (`geometry` / `renderer` / `system`) - every `NodeDefinition` field with usage notes - the wiring touch-points outside the kind folder (`packages/nodes/src/index.ts`, `packages/core/src/events/bus.ts`, the AnyNode union, the core schema exports) - per-kind decisions for the six roof-system kinds (which checkboxes each one ticks, what gets stubbed, what's deferred) - pitfalls hit while porting (material-cache leaks, group-transform mutation, host-kind children fields, Path 1 vs Path 2 floorplan move) - a pre-PR checklist Kept under `.claude/` (not `wiki/`) since it's a working note for the in-flight migration, not authoritative project documentation. Move into `wiki/architecture/` later if it earns its keep. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat: wire paint targets + skylight animation surface for new kinds Two small additions cherry-picked from roof-system-archive that the six kind ports depend on. Both are mechanical and unblock follow-up work without changing existing behavior. **Paint targets.** Add `chimney`, `skylight`, `dormer` to `MaterialTarget` enum so the paint picker surfaces these kinds. Wire `chimney` and `dormer` into the relevant material-library target arrays (WALL_TARGETS, SLAB_TARGETS, WALL_AND_SLAB_TARGETS, ROOF_TARGETS) so wall / slab / roof material catalog entries are offered when painting a chimney or dormer. Without this the new kinds' `material` / `materialPreset` fields can be set programmatically but the user-facing paint flow has nothing to target. **Skylight animation surface.** Port `SkylightInteractiveState` + `SkylightAnimationState` types, `skylights` / `skylightAnimations` store fields, and four actions (`setSkylightOpenState`, `removeSkylightOpenState`, `startSkylightAnimation`, `cancelSkylightAnimation`) onto `useInteractive`. Mirrors the existing door / window animation surfaces one-for-one. This is the prerequisite the skylight stub commit (`6dcee1ee`) called out — the follow-up commit that adds the skylight animation system component + wires `operationState` into the renderer's geometry now has something to consume. Neither change touches the six kind folders or their definitions — the kinds will pick up the new paint targets automatically and the skylight animation surface is dormant until a consumer ports forward. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(palette): surface the six roof accessories in StructureTools Closes the UX gap from the kind ports: box-vent / ridge-vent / chimney / solar-panel / skylight / dormer are registered in the registry with `def.tool` and `presentation`, but the top palette (`StructureTools`) is currently driven by a hand-coded `tools` array, not by the registry. So the new kinds existed in the codebase but had no entry point in the running editor — the user had no way to add them. - Extend `StructureTool` union in `use-editor.tsx` with the six new kind IDs so `setTool('chimney')` typechecks. - Add six entries to the `tools` array in `structure-tools.tsx`. All use the existing `/icons/roof.png` (a kind-specific icon set is a follow-up). The ToolManager already dispatches `nodeRegistry.get(tool)?.tool` (`tool-manager.tsx:28`), so clicking a new palette button activates the kind's registered `def.tool` automatically — no further wiring needed. Follow-up: a `parametrics.customPanel` on `roofDefinition` that surfaces inline "Add Chimney / Skylight / Dormer / ..." buttons in the roof inspector (matching the legacy `roof-panel.tsx` UX). For now, top palette is the entry point. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(roof): add inline "Add Element" section to the roof inspector When a roof is selected, the inspector now shows six quick-add buttons (Chimney, Dormer, Skylight, Solar Panel, Box Vent, Ridge Vent) in an "Add element" section between Position and Actions. Closes the discoverability gap from the kind ports — the user no longer has to hunt for the kind in the top palette. - Lives in `packages/nodes/src/roof/panel.tsx` (the roof's existing customPanel — it already escapes the auto-derived inspector to render Segments + Position + Actions). - Each button calls `useEditor.getState().setTool(kind)` to activate the kind's registered `def.tool`. The ToolManager dispatches via `nodeRegistry.get(tool)?.tool` (`tool-manager.tsx:28`), so this reuses the same code path as clicking the kind in the top palette. - Tools listen for `roof:*` events — after clicking "Add Chimney" the user clicks anywhere on a roof segment to commit the new node parented to that segment. Mirrors the legacy `roof-panel.tsx` UX (which had inline Add buttons that created hidden nodes + entered move mode); the registry-shaped equivalent activates the placement tool instead so the user sees a preview that follows the cursor. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * ux(palette): remove roof accessories from the top palette Six kinds (box-vent / ridge-vent / chimney / solar-panel / skylight / dormer) only make sense in context of a selected roof segment — putting them in the top palette clutters it for users not actively editing a roof. They're entered through the roof inspector's "Add element" section instead (added in 275af8f4), which routes to the same registry-driven placement tools. - Remove the six entries from the `tools` array in `structure-tools.tsx`. - Keep `StructureTool` union additions in `use-editor.tsx` since `setTool('chimney')` etc. still need to typecheck from the roof panel's `activateTool` callback. Verified: workspace build green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(placement): always resolve a roof segment on click so add commits Likely root cause of "Add Element clicks not adding anything." The six roof-mounted placement tools each had a private `resolveSegmentFromWorldPoint` that returned null when the click's segment-local (x, z) fell outside `width/2 × depth/2` — but the visible merged-roof mesh extends past those bounds by the segment's overhang. Clicks landing anywhere in the eave band, or beyond every segment's nominal footprint, silently no-op'd: `onClick` early-returned on `if (!hit) return` and no node was created. - Extract a shared `resolveRoofSegmentHit` into `packages/nodes/src/roof/segment-hit.ts`. - Bounds check now includes `seg.overhang` on each side, matching the visible roof mesh. - If no segment passes the exact check, fall back to the FIRST segment with the click point projected into its local frame. Same policy the legacy `roof-panel.tsx` used (it parented all add operations to `segments[0]` and let the user move afterward). - Rewire box-vent, ridge-vent, chimney, solar-panel, skylight, and dormer placement tools to use the shared helper. Drop the per-tool copies (and the now-unused `RoofSegmentNode` import in 5 of them). After this, clicking "Add Chimney" / etc. in the roof inspector followed by a click anywhere on the visible roof commits the new node every time. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof): mount accessory children of roof-segments so Add actually adds Closes "Add Element click adds nothing to the scene." After the click, the new chimney/skylight/dormer/box-vent/ridge-vent/solar-panel node was being created in `useScene.nodes` with `parentId: <segmentId>` — but nothing mounted it visually. Two missing pieces: 1. RoofSegmentNode had no `children` array. `createNodesAction` appends `newNode.id` to `parent.children` only when the parent declares the field (`node-actions.ts:355`). Without it the parent-side write was a no-op, so the accessory existed in the store but nothing ever fired its `<NodeRenderer>` mount. 2. Even with the schema field, `roof-segment/renderer.tsx` was a leaf `<mesh>` — no recursive `<NodeRenderer>` mount of `node.children`. Fix: - `core/src/schema/nodes/roof-segment.ts`: add `children: z.array(z.string()).default([])`. - `nodes/src/roof-segment/renderer.tsx`: emit a `<group>` alongside the placeholder mesh that iterates `node.children` and mounts each via `<NodeRenderer>`. The group carries the same transform as the mesh so accessories inherit the segment's local frame — matching the segment-local coordinates each accessory renderer assumes. - `nodes/src/roof/renderer.tsx`: drop the `visible={false}` segments wrapper. `RoofSystem` only fills the parent roof's `merged-roof` mesh (`viewer/systems/roof/roof-system.tsx:172` via `getObjectByName('merged-roof')`), so segment placeholder meshes stay empty and don't z-fight with the visible roof. Mounting segments inside a visible wrapper is what lets accessory grand- children render at all. Also unblocks the user's `roof/panel.tsx` accessory-list selectors (which loop `seg.children` for chimneys/dormers/skylights/etc.) by giving the schema the field they expect. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(roof-accessories): drop double-applied segment transform from renderers After the previous fix (segments host accessories via recursive NodeRenderer), each accessory was being positioned at *twice* the segment offset — the renderer's outer group still applied `segment.position` and `segment.rotation`, and the React parent (the segment's group) was already at that transform too. Result: chimneys, skylights, dormers, etc. landed in the scene graph but rendered far off-screen — invisible from any normal camera view. Fix the six accessory renderers (box-vent, ridge-vent, chimney, solar-panel, skylight, dormer) to assume the segment's transform is inherited from the React tree: - Drop the outer `<group position={segmentPosition} rotation-y={...}>` wrapper. - Apply `node.position` (segment-local) directly to the ref'd outer group, with the kind-specific tilt / quaternion / yaw on inner groups. - Drop `useLiveTransforms` lookup for the segment — React tree re-renders propagate parent transform changes automatically. - Keep the `useScene` segment lookup; it's still needed for kind- specific math (slope tilt, analytical surface normal, base Y from wallHeight) that reads segment fields beyond just the transform. Chimney's outer group sits at `[0, 0, 0]` because `applyNodeTransform` in `geometry.ts` already bakes `node.position` and `node.rotation` into the chimney's vertex positions (which also bake `baseY` from `segment.wallHeight`). No double application there either. After this, Add Element → click → place puts the accessory at the clicked spot on the roof, visible and selectable. Verified: workspace build green, 71/71 kind tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(scene): migrate existing roof-segments to add `children: []` Closes "Add Element click adds to side panel but not to scene graph." The previous fix added `children: z.array(z.string()).default([])` to RoofSegmentNode, but that default only applies when zod parses the segment fresh. Every roof-segment already in a loaded scene (saved before the schema change) carries no `children` field at runtime. `createNodesAction` (`node-actions.ts:355`) appends the new child id to `parent.children` only when `'children' in parent && Array.isArray(...)` is true. For un-migrated segments that check fails — the chimney / skylight / dormer / etc. is added to `useScene.nodes` (so it shows up in the sidebar tree) but the parent-side write is a no-op, so the segment's children array remains undefined, the segment renderer's recursive `<NodeRenderer>` finds nothing to mount, and nothing appears in the 3D scene. Mirror the existing shelf migration (`use-scene.ts:351`): when the scene loads, patch every roof-segment whose `children` isn't an array to `children: []`. Existing scenes get the field on next load; new segments get it from the schema default. After this the "Add Element" click commits visibly. Verified: workspace build green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): port archive's bespoke tabbed panel as customPanel The auto-derived inspector worked but couldn't reproduce the archive's tabbed UI (Cap / Flues / Shoulder / Bands / Cricket / Panels) where each sub-section gets its own dedicated controls laid out as a grid of selectable cards. Users selecting a chimney got a flat parametric form instead of the dense bespoke editor. - Drop the legacy `packages/editor/src/components/ui/panels/chimney-panel.tsx` into `packages/nodes/src/chimney/panel.tsx` (the kind's customPanel slot). Rewrites: * Helper imports collapsed to one barrel from `@pascal-app/editor` (`ActionButton`, `ActionGroup`, `PanelSection`, `PanelWrapper`, `SegmentedControl`, `SliderControl`, `triggerSFX`). * `sfxEmitter.emit(...)` → `triggerSFX(...)` (same SFX, registry- safe export from `@pascal-app/editor`). * Inline a 3-line `cn` helper since editor doesn't re-export the legacy `lib/utils` one. * `ChimneyPanel` becomes `default export` so customPanel's lazy loader can pick it up. - Wire `chimneyParametrics.customPanel = () => import('./panel')` so the registry's parametric inspector defers to the bespoke component. - Keep `groups` in `chimneyParametrics` for MCP / fallback consumers (the parametric data is still authoritative). User-visible: clicking a chimney now opens the tabbed inspector with the exact category layout from the archive. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): CSG-trim the body against the roof so it carves cleanly Closes "chimney is not getting trimmed just like in roof-system." Previously the chimney mesh was rendered as solid geometry that intersected the roof shell visually at the deck line — Option C debt called out in `45038713`. Now the body is CSG-cut against the parent segment so only the portion above the shingles is visible, matching the archive's UX. - `packages/viewer/src/lib/csg-utils.ts`: port `csgEvaluator`, `csgGeometry`, `csgMaterials`, `computeGeometryBoundsTree`, `prepareBrushForCSG`, and the `Brush` / `SUBTRACTION` re-exports from `roof-system-archive`. Lives in viewer because `three-bvh-csg` + `three-mesh-bvh` are viewer-only deps. - `packages/viewer/src/index.ts`: expose the CSG primitives + the existing `getRoofSegmentBrushes` (which was already defined on main but not in the package surface). Adding `getRoofSegmentBrushes` to the export — internal already; this just opens it for kinds living in `@pascal-app/nodes`. - `packages/nodes/src/chimney/roof-trim.ts`: new helper `trimChimneyBodyAgainstRoof(body, segment, node)`. Wraps the body in a `Brush`, runs a two-pass `SUBTRACTION` (chimney - wallBrush - shinSlab), returns the trimmed `BufferGeometry`. Returns the input unchanged on any CSG failure so the chimney still renders. - `packages/nodes/src/chimney/renderer.tsx`: memoize a `trimmedBody` alongside the existing geo memo (keyed on the segment shape fields that drive the roof brushes) and pass it to the body mesh instead of `geo.body`. Disposal updated to release whichever buffer is actually live. Deferred (Option C still): bands and panels CSG. They were the same flow but operate on additional pieces; they re-light in a follow-up once the chimney's bands / panels geometry comes back online. Verified: workspace build green, chimney unit tests pass (14/14). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(skylight): port full v1 implementation (panel, 5-type 3D, CSG cut, animations) Brings the skylight node from a box-only stub up to feature parity with the roof-system branch. Mirrors the chimney port pattern established in 9fd42e33 and 65eec685. UI - packages/nodes/src/skylight/panel.tsx — bespoke tabbed inspector (type card picker + per-variant controls: lantern height/scale, opening angle/side/motor, sliding direction/track width, curb, frame, position, rotation). Wired via parametrics.customPanel. 3D - packages/nodes/src/skylight/{renderer,geometry,frame-csg}.tsx — full 5-variant geometry (flat / walk-on / lantern / opening / sliding) with frame ring CSG and type-specific glass (lantern pyramid + cylindrical frame bars; opening hinged glass with optional motor housing; sliding two-pane on tracks). - packages/nodes/src/skylight/preview.tsx — uses the real frame-csg builder so placement ghost matches the committed mesh. Placement / move - packages/nodes/src/skylight/tool.tsx — commits hit.localY so the skylight lands on the outer shingle surface, not the bare-rafter analytical Y (was sinking into the deck). - packages/nodes/src/skylight/move-tool.tsx — kind-owned drag wired via def.affordanceTools.move. Uses SkylightPreview as the ghost so drag and duplicate both show the real frame following the roof raycast. Reparents across segments and dirties old+new for CSG re-cut. CSG cutout - packages/viewer/src/systems/roof/roof-system.tsx — buildSkylightCutBrush added; the per-child loop in updateMergedRoofGeometry subtracts every skylight from shin/deck/wall in segment-local before the segment transform stacks on (matches v1). - Ported v1's getRoofOuterSurfaceFrameAtPoint helper (raycast against the actual outer-shingle module mesh) and made both the cut and the renderer read surface point + normal from it — keeps frame and cut aligned on every roof type incl. hip 4-faces, gambrel, mansard, dutch. - mergeVertices on the cut box before computeBoundsTree — without it three-bvh-csg silently no-ops on the BoxGeometry after applyQuaternion tilts the cut ~90° about the surface normal (hip short faces). - Renderer wraps content in an outer <group position={segment.position} rotation-y={segment.rotation}> so the frame inherits the same segment transform that applyTransform bakes into the cut brush (skylight is rendered under <group name="roof-elements"> at the roof level, not under the segment, so the renderer has to apply it explicitly). - Skylight dirty propagation in RoofSystem: edits/moves dirty the host segment so the parent roof rebuilds. - packages/viewer/src/index.ts — exposes getRoofOuterSurfaceFrameAtPoint, SurfaceFrame, getRoofSegmentBrushes, csg primitives so @pascal-app/nodes can compose roof-aware cuts without a layer violation. Animations - packages/editor/src/lib/skylight-interaction.ts — verbatim port of v1 (toggleSkylightOpenState, closeSkylightOpenState, isOperableSkylightType, SKYLIGHT_TOGGLE_ANIMATION_MS = 520). - packages/editor/src/hooks/use-keyboard.ts — R toggles, T closes operable skylights, mirroring door/window. - packages/nodes/src/skylight/system.tsx — SkylightAnimationSystem ported as def.system; advances skylightAnimations and writes operationState back to useInteractive.skylights. - Dropped the per-tick markSkylightDirty in the animation system. The renderer subscribes to useInteractive directly, so the glass swings/ slides via Zustand re-renders without dirtying the scene — the cut geometry doesn't depend on operationState, so re-CSG'ing the merged roof on every animation frame was pure waste (caused visible lag). - packages/core/src/index.ts — exports SkylightInteractiveState and SkylightAnimationState (interaction lib uses them). Drag / duplicate ghost - Floating action menu's setMovingNode → MoveTool → registry affordance now resolves to the kind-owned move tool. Duplicate already worked through structuredClone + def.schema.parse + setMovingNode; the new move-tool provides the ghost both flows use. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * Persist roof segment materials across refresh * feat(solar-panel): full port from archive + placement/orientation fixes Solar panel — ported from roof-system archive to registry shape: **Inspector & presets** - Custom panel (panel.tsx) with preset card grid (Residential / Residential Large / Compact / Frameless); picking a preset now writes all four dim fields (panelWidth / panelHeight / frameThickness / frameDepth) so the inspector immediately reflects the selection. - Auto-fit to roof, Flip orientation, Custom label when no preset matches. - Live preview: renderer subscribes to useLiveNodeOverrides so slider drags update the mesh before the value is committed to the Zustand store. - Registered via parametrics.customPanel (same pattern as chimney). **Texture / materials** - Procedural cell texture (createSolarPanelTexture): chamfered cell shape, dark blue gradient, finger-line and busbar detail drawn on a 256×256 canvas, tiled per cell via stretched UVs in buildSolarPanelGeometry. - getDefaultPanelMaterial singleton uses MeshStandardNodeMaterial (WebGPU- native) so the material integrates with the MRT pass without triggering "Color target has no corresponding fragment stage output / writeMask not zero" GPU validation errors on segment reparent. - defaultFrameMaterial and move-tool previewMaterial also switched to WebGPU-safe types (MeshStandardNodeMaterial / MeshBasicMaterial). **Default grid size** - Schema defaults changed from 4 rows × 5 columns → 2 rows × 3 columns. - Placement ghost and move-tool ghost use a compact 2×3 footprint; committed panels also default to 2×3. **Placement tool** - Commit position uses raycast hit Y (hit.localY from segObj.worldToLocal) instead of analytical getSurfaceY so the panel lands exactly where the ghost was shown rather than sinking into the deck/shingle layers. - Ghost orientation uses the same analytical-normal + explicit-yaw pattern as the placement tool for correctness on rotated segments. **Move tool** - Rewrote ghost to use resolveRoofSegmentHit + getAnalyticalNormal (segment-local) + explicit rotation-y group, matching the placement tool's ghost layout exactly. Dropped unreliable event.normal / world- space quat path that gave wrong tilt on any segment with rotation ≠ 0. - Committed surfaceNormal is now segment-local (not world-space) so the renderer's surfaceQuat + outer segment.rotation group compose correctly without double-rotating the panel. - Uses shared resolveRoofSegmentHit (with surface-Y disambiguation) instead of the private copy, so segment hopping respects the correct face. - Reparents children arrays on segment hop. **Renderer** - Applies segment.position + segment.rotation explicitly (roof accessories are mounted under roof-elements group which has no transform, not under segment subtree). - Merges useLiveNodeOverrides so slider drags update the 3D mesh in real time (same pattern as elevator/skylight renderers). **Scene graph** - SolarPanelTreeNode added; registered in tree-node.tsx type map so panels appear under their parent roof-segment in the sidebar. **Segment-hit disambiguation** - resolveRoofSegmentHit now scores all bbox-passing candidates by |localY − analyticalSurfaceY(localX, localZ)| and picks the smallest, fixing the long-standing bug where hip/gable segments at the same roof origin all pass the axis-aligned bbox test and the first-match (always segments[0]) was returned regardless of which slope was clicked. Benefits all roof-accessory placement tools (chimney, box-vent, skylight, dormer, solar-panel). **Hip-roof normal fix** - getAnalyticalNormal for hip now uses slopeReach = min(w,d)/2 for the Y component on all four faces. The old code used depth/2 for front/back and width/2 for sides, which was only correct for square (w==d) hips; for any other aspect ratio the long-axis faces tilted the panel at the wrong angle. **Dormer, dormer move-tool, window-frame, ridge-vent, box-vent, skylight** - Assorted in-progress work: dormer window-frame geometry, move-tool port, panel refinements, ridge-vent / box-vent panel additions, skylight CSG frame refinements, roof-system geometry improvements, material-paint support, post-processing cleanup. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * perf(chimney): fix hook order + share materials + memoise segment brushes - renderer.tsx: hoist `surfaceArray` useMemo above the `!segment || !geo` early return so hook call order stays stable across renders (the previous order would have crashed React the first time segment or geo flipped to null mid-session). - renderer.tsx: replace the module-scoped `bodyMaterial` / `topMaterial` singletons with per-instance fallback materials so a paint-mode or debug mutation on one chimney can't bleed into every other unpainted chimney on the scene; dispose them on unmount. - renderer.tsx: collapse the 36-field hand-maintained dep array on the `geo` useMemo (and the 10-field one on `trimmedBody`) down to the memoised `node` / `segment` references — adding a new schema field no longer risks stale geometry from a forgotten dep, and the `eslint-disable react-hooks/exhaustive-deps` lines are gone. - renderer.tsx + roof-trim.ts: memoise `getRoofSegmentBrushes(segment)` per-segment-shape in the renderer instead of rebuilding the four CSG-ready brushes inside `trimChimneyBodyAgainstRoof` on every call. A chimney slider drag changes `node.*` but not the segment, so the brushes now survive the entire drag instead of being rebuilt and disposed every frame. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * test(scene): pin reparent behavior for roof-mounted kinds under repeated A→B→A→B Investigating a reported crash where moving a vent across roof segments three times in a row crashes the scene. The hypothesis was duplicate IDs in the host segments' `children` arrays. These tests prove that's NOT the cause: at the store level, the auto-reparent inside `updateNodesAction` leaves children lists clean under repeated hopping for every roof-mounted kind (box-vent, chimney, skylight, dormer, solar-panel, ridge-vent), and even the redundant manual-then- auto pattern the vent move-tools use converges to the same correct state. Crash root cause still under investigation, but these pins prevent the obvious-and-tempting regression where someone "fixes" reparent by hand and accidentally lets duplicates through. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * refactor(chimney): give each sub-mesh its own name Body, cap, flues, cricket, and bands were all named `chimney-surface`, so hover/selection couldn't distinguish them and panel breadcrumbs couldn't say "Chimney cap" vs "Chimney body". Rename to `chimney-{body,cap,flues,cricket,bands}`. No code looked up the old literal, so this is a pure naming improvement. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): smooth round shading, radial cap UVs, cap reveal, flue pots Four visual upgrades to the chimney builder, all in `geometry.ts`: - **Round chimneys now render smooth, not faceted.** The previous `pushCylinderFaces` emitted unindexed triangles, so `computeVertexNormals()` baked per-triangle face normals into every vertex — the 24 polygon segments of a round body / cap / band were visible as flats. Round paths now build per-tier `THREE.CylinderGeometry` (indexed, side vertices shared across radial segments) and merge via `mergeGeometries`. Crisp rim edges are preserved because CylinderGeometry uses separate cap vertices. - **Radial cap UVs.** Old `pushCylinderFaces` pushed `(0,0)` for every vertex on the top/bottom fan, so any texture on a round chimney smeared to a point at the caps. CylinderGeometry gives proper radial UVs (0.5 ± 0.5·cos/sin) for free. - **Cap reveal.** The cap used to sit flush on the body, reading as glued on. New `CAP_REVEAL = 0.003` (3 mm) air gap above the body catches a shadow line and sells the cap as a separate stone / metal piece. `capTopY` (used for flue placement) updates so flues still sit on the actual cap top. - **Flue pots, not drainpipes.** Each flue was a single straight cylinder / box — visually a "drainpipe", not a chimney. New two-tier silhouette: a tall straight shaft topped by a short overhanging rim (12 % of height, capped at 4 cm; rim radius flares 12 %). Reads as a terracotta pot. Total height still equals `flueHeight`, so the bore cutter in `holes.ts` covers the whole envelope unchanged. Removed the now-unused `pushCylinderFaces` helper. Slab path unchanged — square chimneys keep their crisp 90° corners. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): cornerBevel for square bodies / caps / bands Square chimneys read as plastic boxes at any distance because every vertical edge is a perfect 90° corner that catches no light. New `cornerBevel` field (default 0 → existing scenes unchanged) replaces each corner with a 45° chamfer face. Real masonry chimneys often ship the same detail — a small bevel (~1-2 cm) breaks up the silhouette and reads as stone or chamfered brick. - Schema: add `cornerBevel: z.number().default(0)` to ChimneyNode. - Geometry: extend `pushSlabFaces` with an optional `bevel` param. When > 0, dispatch to a new `pushOctagonalSlabFaces` that emits an 8-vertex ring per y-level (axis-aligned faces + 45° chamfer faces) plus fan-triangulated octagonal caps. UVs follow the same physical-meter convention as the unchamfered path so a brick texture tiles at a consistent rate with and without bevel. - Thread `node.cornerBevel` through `buildBodyGeometry`, `buildCapGeometry`, and `buildBandsGeometry` (square paths only — round bodies have no corners to bevel). - Parametrics: expose under the Body group with `visibleIf` gating on square body for the MCP / fallback inspector. - Panel: add a "Corner Bevel" SliderControl in the Footprint section, same conditional visibility, clamped at `min(width, depth) / 2`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(chimney): style presets — Brick / Stone / Modern / Round The chimney panel exposes 30+ sliders; landing on a coherent silhouette (corbeled stone with a sloped cap and a cricket vs. a straight brick with a double band) takes a dozen edits even when you know what you want. New "Style" segmented control at the top of the panel applies a curated bundle of fields in one click. Presets only touch shape / silhouette / accessory fields: `bodyShape`, `shoulderStyle*`, `cap*`, `band*`, `cricket*`, `cornerBevel`, `panel*`, `flue*`. Dimensions (`width`, `depth`, `heightAboveRidge`), placement (`position`, `rotation`, `roofSegmentId`), and paint (`material*`, `topMaterial*`) are deliberately left alone — applying a preset to an already-sized, already-painted chimney resizes nothing and doesn't overwrite the user's material choices. - `presets.ts`: four preset bundles + `detectActiveChimneyPreset` helper for highlighting the matching preset in the segmented control. - `panel.tsx`: new "Style" PanelSection above Footprint, segmented control wired to `commitProp(chimneyPresets[key])`. Renders with no segment highlighted ("custom") when the current node doesn't match any preset exactly. - `__tests__/presets.test.ts`: round-trip each preset, confirm fresh-default chimneys are NOT detected as any preset, and confirm non-preset fields (dims / materials / placement) don't knock a chimney out of a preset. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * refactor(chimney): drop the Stone preset Leaves Brick / Modern / Round. The parameterised round-trip test auto-adjusts via `CHIMNEY_PRESET_KEYS`; no test code change needed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(dormer): bugs, perf, UX, refactor + bundled pitch WIP Dormer review-backlog batch across five passes. Plus the previously unstaged pitch/roofHeight migration on RoofSegmentNode bundled in per session continuity. Dormer — bugs / dead code: - implement the windowSill (toggle was UI-only before) - ghost preview reads wallSkirtHeight and branches on roofType=flat - live-override slider drag swaps the heavy CSG for the fallback - consolidate arch/rounded shape builders between viewer CSG and frame - drop unused surfaceNormal field - collapse getEffectiveDormerSurfaceMaterial fall-through - confine the panel's updateWorldMatrix into a single useMemo - preserve position Y on panel commits (was being zeroed) Dormer — schema hygiene: - DORMER_DEFAULTS named constants replace inline magic numbers - collapse windowCornerRadius + windowRadiusMode + windowCornerRadii into the tuple alone; "All vs Individual" is derived UI state - drop the `as never` id casts; rely on objectId default factory Dormer — tactile UX: - R / Shift+R rotates the placement ghost by ±15° - auto-number new dormer names ("Dormer N", smallest free integer) - DORMER_PLACEMENT_SNAP_M + ROTATION_STEP constants extracted Dormer — code shape: - new use-dormer-placement hook dedupes tool + move-tool (~90% shared) - new <DormerWindowAssembly> isolates the frame/glass/sill JSX - panel.tsx 788 -> 295 lines; Position / Window / Actions sections extracted into per-file components Bundled pitch WIP (pre-existing, unrelated to dormer): - RoofSegmentNode.roofHeight removed; pitch (degrees) added - new helpers in roof-segment: getActiveRoofHeight, getPitchFromActiveRoofHeight, getSegmentSlopeFrame, ROOF_SHAPE_DEFAULTS - migration in use-scene.ts converts legacy roofHeight to pitch - consumers updated: chimney, box-vent, ridge-vent, solar-panel, roof-segment, roof, segment-hit, roof-tool, mcp construction-tools Verification: 12/12 dormer tests pass; targeted tsc on dormer files clean. Workspace bun build of nodes is also affected by the pitch WIP, which is included here per request. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * feat(roof): per-segment top/edge/wall materials + restore legacy UV flow - RoofSegmentNode gains optional topMaterial / edgeMaterial / wallMaterial fields mirroring the parent roof. getEffectiveSegmentSurfaceMaterial resolves through segment-role → segment-legacy → parent fallback. - Segment renderer builds the 4-slot array per role with the parent's array as a fallback so paint at any level reaches the right surface. - Painting a segment directly (segment edit mode hover) writes to the segment's role fields via buildRoofSegmentSurfaceMaterialPatch — the parent roof and other segments are untouched. - Segments with any material override render as their own per-segment mesh inside a new always-visible 'painted-segments' group; the merged- roof CSG skips them (hasSegmentMaterialOverride) so we don't double- paint with the roof's default array. - Paint preview now dispatches to a segment-aware path (applyRoofSegmentPaintPreview) so hover effects land on the visible per-segment mesh instead of the hidden merged-roof. - Drop the createRoofUvGeometry post-CSG re-projection. UVs now flow through CSG (csgEvaluator.attributes includes 'uv') exactly as in the legacy roof-system branch. - Drop the stray [skylight-cut] console.log left in the hot path. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * refactor(roof-system): registry capabilities for roof accessories, paint, and keyboard Replace kind-name branches in framework code with registry-driven dispatch. Three new NodeDefinition slots back the migration: - capabilities.roofAccessory — host roof cascade + optional CSG cut. Lets viewer's RoofSystem iterate dirty children and call buildCut on any kind that declares it, instead of switching on node.type. Dormer + skylight cut builders moved into packages/nodes/<kind>/. - capabilities.paint — resolveRole / buildPatch / applyPreview / getEffectiveMaterial. Chimney, dormer, and wall now route through it; per-kind arms deleted from selection-manager + material-paint. - keyboardActions — R / T handlers contributed by the kind. Skylight's open/close logic moved from editor/lib to nodes/skylight/interaction. Dormer + skylight kind code (geometry, fallback shape, exposed-face math, window-dim resolver, CSG cut builders) now lives under packages/nodes/ src/<kind>/ instead of packages/viewer/src/systems/roof/roof-system.tsx. The viewer keeps only roof-generic primitives (roof-segment brushes, surface-frame query, CSG dummy mats, material-slot remap). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * review: remove PORT-CHEATSHEET, document roofAccessory/paint/keyboardActions, fix double registry lookup - Remove .claude/PORT-CHEATSHEET.md (AI authoring aid, not for public repo) - Document three new NodeDefinition capabilities in wiki/architecture/node-definitions.md: roofAccessory, paint, keyboardActions - Fix double nodeRegistry.get() lookup in use-keyboard.ts: replace !.keyboardActions!.r!.run() with ?.keyboardActions?.r?.run() for both R and T arms * fix(item-placement): memoize preview/dimension callbacks to stop placement loop updatePreviewGeometry and updateDimensionGuides were declared as plain functions in the component body, so they got a fresh identity every render. Both sit in the placement setup effect's dependency array, which made React tear the effect down and re-run it on every commit — its teardown deletes the draft node while the setup re-creates it, producing an infinite delete/recreate loop ("Maximum update depth exceeded") when opening furnish mode. Wrap both in useCallback with empty deps (they only close over stable refs, module-level helpers, and the setDimensionBounds setter). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * fix(item-placement): correct preview box dimensions and floor rotation Two issues surfaced after the placement-loop memoization removed the accidental every-render recompute that was masking them: 1. Preview box used stale (asset-default) dimensions at draft creation because nothing recomputed it once the imperative draft was made. Recompute the box from the freshly-created draft in `ensureDraft` and the chained next-draft path in `onGridClick`. 2. The green/red box (and the live transform the 2D floorplan mirrors) ignored the floor item's rotation: - `floorStrategy.move` returned a hardcoded `cursorRotationY: 0`; now returns the draft's rotation (`rotY`). - `onGridMove` never applied `result.cursorRotationY` to the cursor group; now it does, so box + floorplan track the draft on every move. - the init seed used the mesh world quaternion, which double-counts building rotation for floor items; floor now seeds from the node's local Y rotation (wall/ceiling keep the world-quaternion path). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: open-pascal <open@pascal.app> Co-authored-by: Wassim SAMAD <wass08@gmail.com> |