Commit Graph
2 Commits
Author SHA1 Message Date
bf25af6add viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items

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

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

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

* fixed conflict

* Fix spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

Remove Dutch ridge axis abstraction and rework roof edit system,
ridge vent clipping geometry, and roof surface placement.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so
geometry changes only regenerate default vents when enabled, treating
legacy segments with generated vents as auto-enabled for back-compat.
Expose a panel toggle to opt in/out per segment.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Snap new walls to the floor below

Feed the walls of the level directly beneath the active one into the
draft snap pipeline as extra references, so a new wall can align with
the floor below. They share the same local XZ origin, and the list is
kept separate from the current-level walls so the measurement HUD and
wall splitting only act on the active level.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Set Dutch roof shape defaults on type switch

Seed the Dutch shape parameters (waist width/height/length, top rake
thickness/length) with sensible defaults whenever a segment is created
as or switched to Dutch, so the gablet is well-formed regardless of
leftover values from the previous roof type.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Use green accent for corner and endpoint snap markers

Color the corner/endpoint snap markers and the vertical cursor pillar
green across the 2D floorplan beacon, the 3D alignment guide dots, and
the wall snap beacon so snap targets read as a consistent accent.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add magnetic wall snapping to the roof tool

Snap roof draft corners onto wall corners, midpoints, crossings, and
bodies on the active level and the floor below, reusing the wall tool's
snap pipeline so the beacon and coloring match. The cursor's ground
dot/ring is hidden while a wall snap is active to avoid overlapping the
beacon glyph.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Update auto-generated Next.js route types path

Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Show cutaway outline while dragging roof trim

Slice an untrimmed segment volume generated from the live node instead of
the registry mesh, whose CSG rebuild lags a few frames behind the drag and
may still hold placeholder geometry — so the section outline now renders
deterministically. Use LineBasicNodeMaterial so the outline draws under the
WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Fill and clip roof trim cutaway, gate it to active drag

Add a violet silhouette fill behind the cutaway outline, extend the
section slicing to angled diagonal/corner trims via a generic vertical
cut plane, and clip each slice to its footprint span so the infinite
plane no longer sprouts stray lines across the rest of the roof. The
cutaway now renders only while a trim handle is being dragged.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Separate and extend Dutch roof end slopes

Pull the Dutch hip end slopes out of the watertight shingle shell into
their own slab wedge so they can be reshaped independently, and extend
each end slope inward up its own hip plane until the top edge meets the
gablet's inner triangle. Refactor roof-segment shape geometry into a
shared roof-segment-shape module.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Render roof trim cutaway as a material-only section cut

Replace the triangle-mesh slicer with a CSG intersection of a thin slab
against the untrimmed roof shell, so the cutaway shows red only on real
material (wall + deck bands) and leaves the hollow attic empty. Add an
analytic surface-edge outline, style both solid red like a SketchUp
section, and make the cutaway persist whenever a segment is trimmed.

Keep the merged roof shell visible during trim editing (re-trimmed live
from each segment's drag override) instead of swapping in the per-segment
meshes, whose abutting end-cap faces showed as stray white planes the
commit never had. Extend each slab past free cut-line ends only — trimmed
ends clamp to the cut line — so the red section stays inside the trim box.

Re-export INTERSECTION from the viewer CSG surface for the editor.

* Outline roof cutaway by fill silhouette, restyle to destructive red

Derive the section-cut outline from the fill geometry's edges
(EdgesGeometry) so it traces the real cut shape — wall/deck band
boundaries and the hollow-attic edge — instead of just the top surface
line. Drop the fill to 85% opacity and recolor both fill and outline to
the app's destructive red, matching the delete/destructive UI.

* Include roof accessories in trim clipping and red cutaway

Roof accessories (chimney, vents, skylight, dormer, gutter, downspout,
solar-panel, cupola) now slice at the trim plane like the roof shell and
appear in the red section-cut while dragging a trim handle:

- Export clipGeometryBySegmentTrim from the viewer as a reusable
  segment-local trim-clip primitive.
- Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh
  wrapper (nodes) that slice accessory geometry by the host segment's
  live trim override, so the cut tracks the drag.
- Wire the clip into all 11 accessory renderers, including skylight
  glass panes and dormer window glass/frame/sill.
- Feed every hosted accessory mesh into the editor's red cutaway, welding
  triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a
  cross-section.
- Register skylight in the scene-graph tree-node map so it shows in the
  outliner when placed on a roof.

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

* Add smooth spline fences with editable curve handles

Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an
optional `path` (+ per-point `tangents`), selectable in a Straight/Curved
mode toggle. Selected spline fences expose draggable control-point dots
(hexagon) and symmetric tangent handles (circle) joined by a violet line,
editable in both 2D plan and 3D. Side-move arrows are dropped for splines.

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

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

Child meshes relied on a parent group's layer, which three.js does not
propagate, so the trim section/rail/plane overlays rendered on the scene
layer — getting inked/SSGI-darkened and leaking into thumbnail exports.

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

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

* fix(core): relax Dutch roof surface helper input

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

* editor: drop wall-snap debug log, gate curved-fence finish hint on draft start

Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove
hot path.

Curved fences commit on a closing gesture (double-click / Enter) rather than
per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a
point has been placed and a curve is actually in flight. The draft point count
is published from SplineFenceDraft into a small ephemeral editor store
(useFenceCurveDraft) that the contextual helper reads, mirroring the existing
useSegmentDraftChain pattern.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00
555cf06c12 editor: building rotation, alt-click single wall, world-grid alignment, tap-to-engage move (#388)
* 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

* Snapshot: ridge vent locks to segment ridge during placement, free sliders after

Placement tool clamps the cursor to the segment's ridge line for all roof
types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer
re-derives Y from the live surface plus a small lift, and treats stored
position[1] / position[2] as user offsets so the inspector sliders move
the vent after placement.

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

* feat(roof): contribute outer silhouette to alignment-guide candidates

Roof has no centred-box footprint (it's the union of its `roof-segment`
children) so the capability bridge needs the resolved AABB directly. We
build it from the children's corners in roof-local space, then transform
to world coords. Roofs only contribute as static candidates — the
move-roof tool drives them by origin, so the relocatable-box path never
applies.

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

* feat(floorplan): upright text geometry that stays horizontal under scene rotation

Floor-plan text labels were rotating with the 90° default scene rotation,
making zone names read sideways. Add an `upright` flag to text geometry:
when set, the registry layer counter-rotates the label by sceneRotationDeg
around its anchor so it reads horizontally on screen. Zone labels opt in.

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

* feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode

Paint cursor swaps the inline icon+label chip for a stacked badge — a
glowing accent stem pointing down to the hit point with the paint icon
above — so the cue reads as "pointer" rather than "tooltip". Switches
the accent to indigo. The 2D floor-plan now also shows the paint-icon
overlay and routes pointer interactions to the painter when in
material-paint mode.

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

* feat(editor): 90° rotate action on the floating building menu

Adds a Rotate button to the building action menu (and a generic `onRotate`
slot to NodeActionMenu). Each click rotates the building 90° CW around
its world-bbox center, mirroring the offset compensation
`MoveBuildingContent` uses during R/T-rotate drags — so the building
spins in place instead of orbiting its (often off-centre) origin.

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

* feat(column,shelf): show cursor sphere during placement preview

Matches the placement affordance other floor-placed tools already have
so users see the snap point as a discrete dot alongside the ghost mesh.

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

* chore(ifc-converter): update next-env types path to .next/dev/types

Next.js moved generated route types under `.next/dev/types/` — regenerate
the reference so the type-check resolves them again.

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

* fix(ridge-vent): track parent segment's live overrides for real-time follow

While dragging a roof-segment resize handle (width / depth / pitch /
wallHeight / rotation), the new dimensions stream through
useLiveNodeOverrides and only flush to the store on release — so the
ridge vent was snapping to the new ridge only after the drag ended.
Merge segment overrides into the renderer's segment view so the vent
rides the resize in real time.

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

* feat(editor): step building rotation in 15° increments

Cuts the floating building menu's rotate-step from 90° to 15° so each
click nudges the building rather than slamming it to the next cardinal.

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

* feat(editor): world-frame alignment guides and grid snap under building rotation

Brings the 2D floor-plan alignment + grid behaviour in line with 3D so
guides and snap follow the world XZ grid regardless of how the active
building is rotated.

Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal,
plus a shared BuildingPose type, so callers can resolve in world space
while staying in building-local coords downstream.

Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the
single entry point for tools that need world-frame alignment / grid
snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose,
snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours
useLiveTransforms and resolves the active building via level.parentId
first so the helper stays in sync with the floor-plan panel.

Alignment store unification: applyFloorplanAlignment and the registry
move overlay now publish guides in world XZ — the same frame the 3D
tools already use — so the shared useAlignmentGuides store carries one
consistent coordinate system. The 2D layer renders world XZ via the
fixed world → SVG transform (a 90° rotation around the building's
world position; independent of building rotation), so guides come out
parallel to the world-axis-aligned floor-plan grid in every case.

Drafting + move sessions across walls, fences, slabs, ceilings,
columns, items, shelves, roofs, stairs, zones and elevators are
re-routed through the new helpers so cursor placement, grid snap,
draft endpoints, and move commits all land on the world XZ grid
even when the building has been rotated.

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

* revert(editor): drop building drag-rotate and grid building-XZ chase

Two behaviours added recently were causing the world grid to slide
around during building edits. Reverts both, keeping the rest of the
world-frame alignment work intact.

- floating-building-action-menu / node-action-menu: roll the rotate
  button back to a single click that increments rotation by 15°
  around the bbox center (state at 3eb02fde). The drag-rotate from
  b50c0d5a streamed live position updates per frame, which the
  floor plan and grid both followed.
- grid: stop chasing the active building's world XZ each frame
  (pre-c00a2469 behaviour). The grid stays anchored at world (0, 0)
  so it doesn't visibly sweep when the building origin moves —
  during a drag, an R/T rotation in the move tool, or a click
  rotate that re-anchors the origin to the bbox-pivot. Y still
  lerps to the active level's floor height.

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

* feat(editor): consistent building rotation pivot + 2D position sync

Several connected fixes to building rotate/move so the 3D mesh, the
2D floor plan, and alignment guides all stay visually consistent
across rotations and drags.

Rotation-invariant pivot
- New `getBuildingLocalBboxCenter` helper walks descendant mesh
  geometry bounds in the building's LOCAL frame, returning a
  centroid that doesn't depend on the building's current world
  rotation. The previous approach derived the pivot from the world
  AABB at the current rotation, which made the local pivot subtly
  drift each time the building was rotated.
- Floating menu click-rotate and move-tool R/T rotation now seed
  their pivot from this helper, so successive rotations stay
  pinned at the same world point.

Move-tool stability
- R/T rotation always pivots around the current world bbox center,
  even before the cursor has moved onto the grid (previously it
  fell back to rotating around the origin in that case).
- Commit (`onGridClick`) now writes the mesh's actual on-screen
  pose instead of recomputing it from the click event's grid
  coords, removing a one-cell snap on release.

Alignment resolver
- Tie-break is now perp-first, primary-second. The previous order
  was reliable when wall faces shared an exact axis-aligned coord
  (pre-rotation), but post-rotation float deltas meant primary
  never tied and the resolver could lock onto the far corner of a
  candidate. Perp-first picks the visually closest point.

2D ↔ 3D sync
- The floor-plan SVG scene group now applies a live `translate(...)`
  derived from `(committedBuildingPosition → live buildingPosition)`,
  in addition to the existing live rotation. Building-local content
  slides in lockstep with the 3D mesh during a drag.
- The alignment-guide layer projects from world XZ using the
  COMMITTED building position, so guides stay locked to their world
  coordinates while the building slides past them.

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

* Merge remote-tracking branch 'origin/main' into fix/fir-5-june

* feat(wall): alt-click commits a single wall instead of chaining

Holding Alt on the click that completes a segment now stops drafting
instead of starting a new segment from the just-placed endpoint. Same
behaviour wired in both the 3D wall tool and the 2D floor-plan
placement hook (which already passed `singleWall: event.altKey` —
the 2D handler was ignoring the flag).

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

* revert(editor): drop 15° rotate from floating building action menu

Removes the rotate button on the floating building menu and the
`getBuildingLocalBboxCenter` pivot helper that only existed to support
it. The selected-group rotate handle remains the way to rotate a
building.

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

* chore(ifc-converter): point next-env at .next/types instead of .next/dev/types

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

* feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage

The translate gizmo on the 3D bounding box now hands the node to the
registry move tool (same path as the floating action menu's Move
button) instead of running its own plane-drag. One move flow — green
bounding box, cursor follow, alignment guides, R/T rotation,
click-to-commit — drives both entry points.

Adds a `dragBounds` capability on the node registry so kinds whose
rendered mesh contains extras (per-level landing assemblies on an
elevator, etc.) can declare the box the user thinks of as "the thing
being dragged." Elevator and stair opt in; everything else still
auto-measures. `MoveRoofTool` now shows the green box for whole-stair
and whole-roof moves, and aligns roofs by their footprint corners
(previously only stairs did). Slab floor-plan moves clear
`autoFromWalls` on commit so space-detection doesn't snap the slab
back, via a new `extraCommitFields` hook on the polygon-centroid
move target.

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

* feat(editor): 2D alignment guides in building-local frame + world-grid wall snap

The 2D floor-plan alignment layer now mounts inside the rotated scene
<g> and reads from an editor-local `useAlignmentGuides` store —
guides are stored in building-local meters and follow the SVG
transform that already carries the rest of the floor-plan geometry.
Pill labels are counter-rotated by the scene rotation so they stay
upright under building rotation. The 3D pipeline keeps its own
world-frame store; the two surfaces no longer share frames.

Wall drafting picks up an optional `gridSnap` override so the 2D
floor-plan can snap drafts onto the world-XZ grid even when the
active building is rotated — without it, a rotated building's
drafted wall would chase the local grid and miss the visible lines.
`snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through
the override when supplied; otherwise the prior local-axis grid snap
is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid`
through the placement hook and exports `WALL_GRID_STEP` to support it.

Also fixes the minor/major grid stroke palette swap so minor lines
render with the minor palette and majors with the major palette.

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

* chore(editor): drop dead onRotate slot, memoize dragBounds snapshot

Removes the unreachable `onRotate` prop, `RotateCw` import, and
rotate button from `NodeActionMenu` — its only caller was the
floating building menu's 15° rotate, which was removed in d65fd5fe.

Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures
the scene snapshot once per node instead of re-reading
`useScene.getState().nodes` on every render. Bounds depend only on
`node` (locked for the tool's lifetime) and start-time sibling state
(elevator shaft height from the level set), so a one-shot snapshot is
the right semantics — and it avoids implying a live subscription that
isn't there.

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

* chore: biome check --write (import order, formatting, unused import)

Auto-fixes from `bun check:fix`:
- import-order normalization in editor/nodes/core
- unused `snapToGrid` / `useLayoutEffect` imports dropped
- minor whitespace/wrapping tweaks

No behavioural change.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-09 11:05:27 -04:00