bf25af6addc95ad19c27bc418ff7d5f4280bf2fb
4
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> |
||
|
|
1628b728fa |
Always-visible placement ghosts + true-nearest 2D opening snap (#407)
* feat(editor): always-visible translucent placement ghost for openings + roof accessories When a host-surface placement tool is armed, the node's real geometry now follows the cursor everywhere as a translucent ghost: tinted invalid (red) and unconfirmable off-host, snapping onto its host surface (wall/roof) with the existing valid/invalid affordances when near. This replaces the old red wireframe box (door/window) and red DragBoundingBox (roof accessories), so the armed tool is visible before the cursor reaches a placeable surface. - New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts): clones materials, disables raycast (avoids cursor-ray starvation), tints invalid; cleanup disposes only the clones. - New door/window preview components built from the real geometry via new `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float the ghost via a `fallbackPose` that is mutually exclusive with the on-host draft + wireframe outline. - `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory tools pass their real preview (invalid-tinted) instead of a box `size`. Snapping behavior is unchanged (no proximity snap yet). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): magnetic proximity wall-snap for door/window placement The door/window ghost now follows the cursor over the floor like a moving item and magnetically snaps onto the nearest wall within range (1.5 m), then releases back to free-follow when the cursor moves away — instead of only attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it snaps onto a new spot, so it reads as moving a physical object that can only land on walls. - Plan-space proximity via the existing `findClosestWallInPlan` (the same helper the 2D floor-plan move uses): level-scoped, skips curved walls, returns wall + along-wall localX + side + wall-local rotation. - `grid:move` drives the snap and `grid:click` commits when proximity-snapped; a direct wall-mesh hover (wall:enter/move) still owns the precise face side. Both paths share `applyWallTarget` (create the draft once, reparent only on an actual wall change) and a shared commit that refreshes alignment anchors. - Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate (R3F + the grid raycast share the source DOM event) plus a `cameraDragging` guard and stale-`hostKind` reset, so a missed wall:leave during a camera orbit can't strand the draft. - Window keeps its sill height on the floor path (the floor cursor carries no wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move. - Shift bypasses the along-wall grid/alignment snap but still attaches to the nearest wall, matching the 3D-hover and 2D-move conventions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): door/window preset placement follows the cursor over open floor The community preset/catalog flow places doors and windows through the isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow: the fresh clone was parented to the level at the origin and only became visible once the cursor reached a wall, so over empty floor nothing tracked the cursor. Now the move tools mirror the def.tool placement behaviour: - Off-wall, the real node rides the cursor like an item (reparented to the level, positioned at the building-local cursor) so it's obvious what's being placed before it attaches. - Within range of a wall it magnetically snaps on via findClosestWallInPlan (the same plan-space helper the 2D move uses), releasing back to free-follow when the cursor moves away, and plays the grid-snap sound on each new snap. - grid:click commits only when snapped (open floor is a no-op — a door/window needs a wall); the wall/roof mesh-hover paths are unchanged and still own their own click. A per-pointermove timeStamp gate + cameraDragging guard keep the floor handler from fighting a wall/roof hover. - Windows default to a ~0.9m sill while off-wall (fresh preset clones carry position [0,0,0], which buried half the window below the floor). The wall/roof commit body is extracted into a shared commitToWall so the mesh-click and proximity-click paths stay identical. Existing-node moves are fully restored on cancel/unmount (the node stays isTransient through free-follow). Standalone-editor def.tool placement already had this in a prior commit; this brings the community move path to parity. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): 2D floorplan ghost follows the cursor for door/window placement Mirrors the 3D free-follow in the top-down floor plan: while placing a door or window, a loose footprint rectangle now follows the cursor over open floor so it's obvious what's being placed before it snaps to a wall. The instant the cursor nears a wall, the existing synthesized wall:enter/move path takes over and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost. - The opening-placement pointer-move handler in floorplan-panel sets a new `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and clears it on a wall hit; a loose width × 0.1m rectangle renders at that point inside the floor-plan scene group (same world→SVG transform as every glyph). - Width comes from the moving node or the kind default (door 0.9 / window 1.5). - The ghost clears when opening placement ends (tool/mode change, cancel, commit) and on level change, so no stale rectangle lingers. Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's no host to orient the swing to. The shared door/window def.floorplan builders are untouched — overloading them with a wall-less fallback would make roof-hosted doors (parent is a roof segment, builder returns null today) draw stray rectangles in plan. Keeping the preview in the editor layer avoids that. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover Three placement fixes plus a snapping revision, for both the standalone def.tool path and the community isNew move path (door + window): - 2D faithful ghost: the off-wall placement ghost now renders the real blueprint symbol (door swing arc / window panes) following the cursor, not a bare rectangle. Done by publishing a transient opening on a synthetic wall to usePlacementPreview (extended with a `parentNode` fed as the builder's ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit, on commit, on placement-inactive, and on level change. - 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide updated the 3D mesh but left the 2D symbol frozen. It now merges the wall-local live position/rotation onto the node (keeping parentId) so the 2D symbol slides with the cursor. - R-flip during placement: pressing R now flips a door/window's facing (front ↔ back, rotation += π) before commit — the placement tools own R while placing (the global selection-based R/T handler stands down via isPlacingOpening so it can't double-fire). No-op on roof faces (front-only). - 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the opening free-follows the cursor over open floor and snaps only when the cursor ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its 0.5 m findClosestWallPoint padding since plan walls are thin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths running at once: the floorplan-panel synthesized wall:*/grid:* events (driving the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget. They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while 3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner (faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo commit), so it now owns 2D opening placement when movingNode is set: - floorplan-panel: the opening pointer-move branch + the registry grid catch-all + the background-click catch-all all now exclude the door/window MOVE case (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they still drive pure raw-build placement, which has no movingNode). Without the catch-all exclusions the move case fell through to grid:move/grid:click, which re-drove the 3D tool's free-follow and consumed the commit click. - R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`; door/window floorplan-move implement it (XOR the wall-derived side + π rotation, re-running the last apply). The overlay's keydown calls `session.flipSide()` on R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double flip / double cue on one R press). - Commit in 2D now flows solely through the overlay's pointerup (no competing synthesized wall:click), so click-to-place commits. The global use-keyboard R/T already stands down during opening placement (isPlacingOpening), so a selected node can't also flip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall Moving an existing door/window in the 2D floor plan: the move target's `apply` early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on its old wall instead of following the cursor between walls (3D free-follows), and an off-wall confirm click committed the stale last-wall position — looking like the placement failed. Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move: - Off-wall, `apply` free-follows the cursor — hides the real node and floats the faithful door/window symbol at the cursor via a synthetic wall published to `usePlacementPreview` (the same preview layer fresh placement uses). The real node is `visible:false` so the registry layer skips it (no double symbol). - Back on a wall, it clears the ghost, reveals the real node, and snaps as before. - `canCommit` returns false while off-wall, so an open-floor click reverts to the pre-move snapshot (door returns to its wall) instead of committing in mid-air — matching the 3D move, where clicking open floor commits nothing. On a wall the commit lands normally. The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s `visible:true` restore both guarantee the node is never left hidden after a move. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius The 2D door/window snap felt too aggressive and could grab a wall further away than the one the cursor was actually nearest. Root cause in `findClosestWallInPlan`: it compared a candidate's true segment distance against the previous best's `perpDistance` (signed offset to the wall's infinite line, not the clamped segment distance). Near a wall end those diverge, so a closer wall could be rejected / a farther one kept. - Track the best segment distance and keep the strict minimum — the wall chosen is now always the single closest segment to the cursor (true nearest), which resolves correctly when many walls sit close together. - Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old radius snapped from far away. The opening now free-follows the cursor until it's genuinely near a wall. Only the 2D move/placement targets use this helper (3D snaps on raycast hover); wall-attached items share the same improved nearest-wall behaviour. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): true-nearest 2D opening snap with dev hit-area overlay Round 7 of the placement-ghosts work. Make the 2D door/window wall snap always pick the wall nearest the cursor, fix fresh-placement snapping/slide in 2D, and add a dev-only overlay that visualises each wall's snap region. - Extract the plan-space nearest-wall-segment math to core (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment / nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan` delegates to it, so the snap and the debug overlay share one source of truth. WallHit contract unchanged. - door/window 2D move now resolves the host level via the shared `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement parented straight to the level — the last case previously resolved to the building, so a new opening never snapped in 2D). - Cursor resolver switched to absolute mode: query the snap with the true cursor, not the original-wall position + grab delta, so it picks the cursor-nearest wall (matching the 3D move) instead of a far wall across a thin gap. - 2D move clears any stale `useLiveTransforms` entry for the node each apply: the registry layer renders door/window from the live transform in preference to the scene node, so a leftover entry from the 3D tool froze the 2D slide for fresh / re-armed openings. - Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor at y=0), matching the 3D MoveWindowTool. - New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws each wall's snap hit area as an analytic capsule (no grid sampling), gated on a developer-menu toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
7879b83df3 |
feat: face-frame hosting for roof wall children + items on roof walls
Wall-mounted items join doors/windows on roof-segment wall faces, and the storage model moves to FACE-LOCAL coordinates so hosted children track segment edits live. - Children store roofFace + position [u, v, z-from-mid-plane] with rotation 0 in-frame — the exact wall-child conventions (the wall volume's mid-plane lands on the nominal footprint). A shared <RoofFaceHostFrame> derives segment pose + face frame from the live-override-merged segment: children follow resize handle drags in real time and never jump on commit. No re-anchor cascade needed — position is authoritative, the frame is derived. migrateNodes converts branch-era segment-local data. - Items: roofWallStrategy + roof:* handlers in the placement coordinator (surface 'roof-wall'), Shift free-place normalized with walls, ItemSystem wall-side push extended to segment hosts, correct 2D plan glyphs via face→segment→roof pose composition. The roof hit resolver + overlap guard moved to @pascal-app/editor (the coordinator lives there; nodes already depends on editor). - Cuts: subtractAccessoryCuts extracted and applied in BOTH the merged-shell and per-segment CSG paths (full edit mode / painted segments used to lose every hole), built from the CURRENT host geometry and live-effective children so holes follow segment and opening drags. - Handle rig: the grandparent portal now maps the node's world pose into the portal frame instead of composing parent+node registry poses — correct for any nesting (the face-frame group broke the old assumption), identical for walls. - Host-field hygiene: useDraftNode.commit/adopt and the window panel duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall re-anchor clears and every revert restores them. Codex-reviewed (design consultation, adversarial rounds on the replaced cascade and on this refactor); frame conventions locked by unit tests. Record: private-editor plans/editor-roof-wall-openings.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
bdfee058bd |
feat: doors and windows on roof-segment wall faces
Openings now host on the walls a roof segment generates — the base walls under the roof and the coplanar gable/shed/gambrel end faces, so a window can sit in a gable pediment. - core: roof-segment-walls.ts models the four vertical faces as 2D frames (u along face, v height) with convex profile polygons that mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile clamping and anchored resize limits via half-plane algebra. - schemas: optional roofSegmentId on door/window; position is the segment-local wall mid-plane center, rotation[1] the face yaw. - cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall' subtracts from the wall brush only. cascadesViaHostSegment keeps the roof-merge loop from consuming door/window dirty marks (their own systems cascade via parentId). - tools: roof:* handlers in door/window tool + move-tool (the Build-tab preset path), with roofSegmentId cleared/restored across every roof<->wall re-anchor and revert; shared hit resolver normalizes normals through world space (merged mesh vs painted segment frames). - fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal mode — the uncut rebuild used to draw over the merged shell's fresh opening until deselect. - fix: the walkthrough collider world now prunes by renderer-effective visibility; stale uncut segment CSG inside the hidden segments-wrapper blocked the player at openings the merged shell had cut through. Known gap: painted segments render per-segment CSG without accessory cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed; details in private-editor plans/editor-roof-wall-openings.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |