* 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>
Walk 4→2 m/s, run 5.5→5 m/s, jump 6→5 (~1.27 m peak). Applied to both
the GLB walkthrough controller (viewer) and the editor first-person
controls so the two surfaces stay consistent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The walkthrough rode the default 50° orbit camera, which feels cramped on
foot. Both walkthrough controllers (baked GlbWalkthroughController and the
parametric WalkthroughControls fallback) now set a shared WALKTHROUGH_FOV = 60
on enter and restore the prior FOV on exit, leaving orbit framing untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
`poseDoorMovingParts` assigned a single euler axis (`group.rotation.y` /
`.x`). The live system was fine because the group's euler stays a clean
(0, y, 0). But the GLB exporter clones the door and decomposes its matrix,
which re-derives a gimbal-flipped euler (x=z=π) for any rotation beyond
±90° — folding panels reach ~158°. The reset to t=0 then only zeroed `.y`,
leaving the π residue on x/z and baking a 180°-flipped rest pose (panels
folded out toward a wrong position even when closed).
Set the full euler triple via `.set()` in every pose branch so the other
two axes are always zeroed, clearing any decomposed residue. Add a
regression test that exports an open folding door and asserts an identity
rest pose for all panels.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two issues surfaced testing the baked viewer:
- Folding door folded toward +z (into the room) — the joint rotation sign
was inverted, so the accordion opened the wrong way ("weird position").
Flip to `(prevDirection - direction) * foldAngle` so leaves fold toward
−z, matching the original inline rig. Verified panel-for-panel against the
original formula at every operationState.
- Openable clips were named by display name (`<name>: open`), but the baked
viewer drives playback by clip name (`useAnimations` maps name → action).
Several windows share the name "Window 1", so their clips collapsed to one
action and triggering any one opened the first. Key the clip name by node
id (`<id>: open`) — unique, matching the item-loop convention; the
human-readable name still lives in `extras.label`.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Only swing doors (hinged/double/french) baked an open clip into the GLB —
they carry a `pascalSwingLeaf` marker the exporter reads. Every operation
door type (sliding, pocket, barn, folding, garage-sectional/rollup/tiltup)
baked its `operationState` straight into mesh vertex positions at build
time, so the exporter had no re-poseable node to sample and the artifact
never flagged them `openable`.
Give operation doors the same build-once + pose-at-t split windows already
use. Each builder now emits its moving parts in a named group at the CLOSED
pose, and `poseDoorMovingParts` (the single source of truth, shared by the
live system and the GLB exporter) drives the open motion:
- sliding/pocket/barn: rigid leaf translation
- garage-tiltup: rigid hinge about the lintel
- folding: hinged accordion chain (nested groups, per-joint fold)
- garage-sectional: per-panel groups posed along the overhead curve
- garage-rollup: the one type whose live geometry changes (slats roll onto
a drum, which a glTF clip can't express) keeps its full-detail live
rebuild; the curtain is wrapped in a top-pivoted group the exporter
scales up into the lintel as the baked approximation.
The exporter samples each operation door's motion into keyframe tracks
(16 segments) so the non-linear rigs (curve, accordion) stay faithful, and
stamps `extras.openable` + `extras.clips` so any glTF consumer can play it.
Tests: per-type kinematics (groups build, rest closed, open) +
sliding/roll-up clip baking (sampled position/scale tracks).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make the editor packages compatible with, and benefit from, the native Go
compiler (TypeScript 7 / tsgo) while keeping the npm publish path on stable tsc.
- Add @typescript/native-preview (pinned 7.0.0-dev.20260624.1). tsgo coexists
with typescript@6, which Next typegen and the IDE plugin still need until the
TS 7.1 programmatic API ships.
- Fix two react-three-fiber JSX augmentations the native checker rejects but
tsc tolerated:
- viewer: map only LineBasicNodeMaterial (the one webgpu node material used as
a JSX tag) instead of the whole three/webgpu namespace (TS2320/TS2590).
- plane-box-select-tool: drop the redundant `IntrinsicElements extends
ThreeElements` block — it duplicated R3F's global augmentation and, by
referencing @react-three/fiber's ThreeElements directly, hit a bun peer-dep
variant-directory duplicate under tsgo (TS2320). r3f.d.ts already covers
those JSX intrinsics. Types-only — no runtime change.
- check-types -> tsgo --noEmit (editor, @repo/ui, editor app, ifc-converter app)
- emit-package dev watch -> tsgo --build --watch
- build/publish stay tsc --build (prepublishOnly + release.yml unchanged;
emitted .d.ts is byte-identical to tsc output)
- bump next 16.2.6 -> 16.2.9
tsc remains the source of truth and fallback. Published artifacts unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Main's biome config flags a callback returning a value; the ternary in the
zone-shape forEach implicitly returned moveTo/lineTo. Use a block body.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Scans (LiDAR meshes) and guides (floorplan images) are heavy reference assets
stored elsewhere, not part of the compiled building — and baking them into a
public static GLB would also bypass the per-project show_*_public flags. Strip
both from the export entirely (previously they leaked in as empty identity
nodes, timing-dependent).
The GLB viewer re-adds them at runtime from the scene graph, like lights:
GlbReferenceNodes resolves each scan/guide's registry renderer (no static nodes
import — same nodeRegistry path the viewer already uses) and portals it into its
parent level's baked node, so the node's level-local transform resolves to the
right world pose and rides level stacking. Uses the same GuideRenderer/
ScanRenderer + asset resolver as the parametric viewer, so http-backed assets
show for everyone and local asset:// ones for the owner — exact parity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Toggling pointLight.visible changes the active-light count, which makes the
WebGPU renderer rebuild every material's lighting node + pipeline — a multi-
hundred-ms stall. The pool reassigns on every camera move, so zooming churned
visibility and tanked FPS. Keep all 12 pool lights permanently visible and
animate only intensity (an idle light lerps to 0); the light-set never changes,
so no recompiles. Also make reassignment O(n) (score lookup map, not find).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Match the parametric ItemLightSystem instead of mounting a light per item:
a fixed pool of point lights is assigned to the nearest/most-visible lit
items each tick (camera-proximity scored, hysteresis, level factor), snapped
to each item's world position + offset, and faded on reassignment — so a large
house doesn't blow the renderer's light budget. The controls overlay already
mounts its <Html> only while the item sits in the focused zone (not hide/show);
add stopPropagation on the overlay so toggling a control no longer bubbles to
the canvas and deselects the zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.
The baked viewer plays these as looping ambient motion: `<id>: loop` clips are
set to LoopRepeat (not the door/window LoopOnce) and GlbItemAnimation drives
them off each item's toggle (lit/spinning by default).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add a GLB interactive layer (`GlbInteractive`) that re-creates the item
interactivity the parametric viewer has — point lights and the controls
overlay — on top of a baked artifact. Effects + controls come from the
DB scene graph (joined to baked nodes by `pascalId`, no sidecar); world
transforms come from the baked Object3Ds. Lights are portaled into their
item node so they ride level stacking, and intensity tracks the shared
`useInteractive` store so overlay dimming works. Baked scenes load "lit"
(toggles default on) for a showcase viewer feel.
Extract `ControlWidget` into its own module so the parametric
`InteractiveSystem` and the GLB overlay render identical controls.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Items mounted on a ceiling (lamps, fans, recessed lights) are child nodes of
the ceiling, so hiding the whole occluder node hid them too. Hide only the
ceiling/roof's own meshes (stop descending at nested identity nodes) so hosted
items stay visible when a floor is opened up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a capability check and an UnsupportedGpuViewerFallback so the viewer
renders an informative panel instead of crashing on environments that expose
neither WebGPU nor WebGL. Capability detection runs post-mount to stay
hydration-safe, the renderer-init failure path swaps to the fallback, and the
fallback signals scene-readiness so the host editor loader does not hang.
Reworked from #403 (anton-pascal) onto current main; resolves the import
conflict and the SSR/scene-ready gotchas surfaced in review.
Co-authored-by: Open Pascal <open@pascal.app>
Move the first-person walkthrough into @pascal-app/viewer (BVHEcctrl +
GlbWalkthroughController) and round out the GLB-consuming viewer:
- Walkthrough: fallback ground only on level 0 (upper floors rely on baked
slabs), hidden spawn marker, auto pointer-lock on enter, single-Esc exit via
pointerlockchange, force perspective on enter / restore on exit.
- GlbScene: monochrome strips baked textures and recolours meshes by surface
role using the active theme's clay tints; spawn node hidden from render.
- glb-export: camera/label/spawn identity extras for the viewer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A door/window only carries extras.openable + extras.clips when an open
animation actually bakes. Cased openings (no leaf) and fixed windows (no
operable sash) are no longer mislabelled openable, so the GLB never claims
a part opens when nothing moves. /viewer is unaffected (it already required
openable && clips). Adds a regression test for the no-clip case.
(Export barrels reordered by the formatter.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reverts the LOD switching (0469b256). Rendering lod1/lod2 on zoom-out produced
WebGPU validation errors (invalid bindGroup_object) on real-GPU browsers — not
caught earlier because headless Chromium falls back to the WebGL2 backend, so
the WebGPU path was never exercised. The viewer returns to loading the baked
KTX2 lod0 (still the 22MB->12MB win). LOD switching to revisit with a real-GPU
test loop and on-demand loading instead of preload-all.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GlbScene accepts an optional lodUrls list and swaps rendered detail by camera
distance to the building's world-space center: lod0 (interactive — identity,
selection, zones, clips all bind here) for normal + building-view distances,
simpler visual-only levels only past ~2.5R / ~8R. Single-URL callers are
unchanged. useGLTFKTX2 now accepts a URL array.
Manual visibility toggling rather than THREE.LOD: THREE.LOD measures distance
to its own origin (0,0,0), which mis-selected levels (blanking the scene) when
the baked geometry is offset from the origin.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add `GlbScene` — the viewer that renders a baked GLB artifact with no
parametric scene graph, and finish the phase-1 export contract it consumes.
Viewer (packages/viewer):
- GlbScene: loads the artifact, drives a building → level → zone → node drill
hierarchy on useViewer.selection. Room/zone picking resolves from the floor
plane (ray ∩ floor + point-in-polygon), node picking uses a footprint test,
so walls/ceilings/zone-helpers never skew or block selection. Level modes
(stacked/exploded/solo), dollhouse (hide a focused floor's ceilings + roof so
rooms are visible and pickable), reconstructed zone floor fills + gradient
edge borders + room labels (faded, hover-brightened), baked door/window
open clips, click-outside / empty-space deselect, and the shared outline
post-FX. Exported as GlbScene/GlbLevel/GlbIdentity/GlbHover.
- post-processing: composite the zone-pass tint into the base scene so rooms
show whether or not SSGI is enabled (previously only added in the SSGI branch).
Export contract (packages/editor/src/lib/glb-export.ts):
- Convert WebGPU NodeMaterials to classic glTF-standard materials; decompress
KTX2 maps via WebGPUTextureUtils so GLTFExporter can embed them.
- Stamp name + extras identity (pascalId/kind/label/openable/clips), bake
door/window open clips (loop:false), strip editor overlays (off-layer +
invisible-material hitboxes) so cutouts aren't plugged.
- Fix opaque-but-flagged-transparent materials (no spurious alphaMode=BLEND)
and BackSide → FrontSide + winding flip (glTF has no back-face-only).
- Force levels + zones visible and stamp level display names + zone polygons so
every floor bakes and /viewer can reconstruct rooms and label the breadcrumb.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.
- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
driven from central useEditor setters; overlay scoping (zone labels,
context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
rig hides during a whole-node move; rotate gizmo advertises Shift=free
rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
geometry cache so only changed nodes rebuild on a drag; hoist wall miters
to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* 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(duct): ceiling-snap drawing + connected-joint endpoint move
Duct draw tool's ceiling mode now hangs each path point just below the
ceiling actually covering it (per-room heights tracked), with a
translucent surface highlight and a plumb line to the floor so the
in-flight point reads clearly from any angle.
Dragging a duct corner that sits on a fitting now carries the fitting's
other ducts along (port-connectivity second hop), so the joint moves
together instead of tearing apart.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): detach + vertical modifiers for duct/pipe joint editing
Alt detaches a dragged duct/pipe endpoint or fitting from its connected
joint (no elbow re-aim, no connectivity follow); Ctrl/Cmd drives vertical
riser movement on the fitting move. Behavioral parity across 2D and 3D.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): full DWV pipe parity for joint editing
Bring pipe-segment endpoint drags and pipe-fitting moves to parity with
duct: free-drag endpoints, Alt-detach, Ctrl/Cmd-vertical riser, elbow
re-aim, and connectivity follow. Generalizes the shared elbow-reaim and
auto-fitting helpers to dispatch by run kind so 2D and 3D share one path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): wall-style arrow handles for duct fittings + segments
Add violet directional arrow affordances to duct-fitting selection (height,
move cross, rotate arc) mirroring the duct-segment rig: portaled into the
parent frame to stay out of the selection outline, rendered via the shared
HandleArrow, and carrying mated-run connectivity through the single-undo
dance. The move cross engages press-drag-release (placementDragMode) the same
way the floating drag does, so the markup hit-areas go inert and the fitting
move tool commits on pointer-up.
Also re-export the HandleArrow primitives from @pascal-app/editor and extend
the duct-segment side-move/floorplan affordances.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): click-to-latch cube handles for duct + fitting editing
Replace the hover-reveal / multi-handle selection rigs with a single
click-to-latch cube that opens a directional cluster, shared between
duct segments and fittings via a new selection-handles module
(HandleCube / MoveChevron / RotateArc, all sized to the roof pitch cube).
- Duct segment: per-vertex + run-center cubes reveal axis-locked move
chevrons (down arrow always shown), plus a roll arc at the run center.
- Duct fitting: center cube reveals six ±XYZ move arrows and three
per-axis rotation arcs (oriented in place), replacing the old
height/move/rotate trio with axis-cycling.
- Rotation (fitting arcs + duct roll) snaps to 45° steps; Shift = smooth.
- thin chevron profile + press-drag-release commit retained.
* fix(mep): orient duct roll arc consistently + drop Ctrl-vertical drag
Build a fully-determined basis for the duct roll gizmo so the curved
arrow always seats at the top-outer 45° corner regardless of run
direction, instead of an arbitrary apex from a single setFromUnitVectors.
The selection-rig ±Y arrows now own vertical movement, so the redundant
Ctrl-modifier riser drag is removed from the fitting move tool.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): run-aligned duct handles, swing snapping, elbow flatten
Align the duct run-center cube + horizontal arrows to the run axis
(matching the per-vertex handles) while keeping whole-run translate.
Endpoint side / up-down swing arrows now follow grid snap points and
port-snap onto nearby collars (Shift sweeps smoothly). Relax elbow
realign + fitting schemas to flatten to a straight 0° coupling. Surface
HVAC-specific hints in the select-mode helper panel for duct / fitting.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): per-segment linesets/liquid-lines with joint-follow editing
Linesets and liquid lines now commit one independent two-point node per
drawn segment instead of folding into a single mitered polyline, so each
line selects and deletes on its own. Endpoint caps fill shared-coordinate
joints so connected segments still read as continuous pipe.
Dragging a shared endpoint carries mated segments along via port
connectivity (Alt detaches), so a run still edits as one welded piece.
Liquid-line follow mode traces the whole connected lineset run, laying a
per-segment parallel line down its full assembled length.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): vertical-offset auto-routing on duct center-cube ±Y drag
Lifting/lowering a connected run with the run-center cube now keeps each
connected end welded to its stationary partner instead of dragging the
whole network. Run-to-run ends get the classic S/Z offset (two elbows +
plumb riser, partner trimmed back one leg); elbow-connected ends form a
clean L — the existing elbow stays put and re-aims its collar vertical,
with one new top elbow + riser reconnecting to the lifted endpoint. The
offset is ghosted live and minted as a single undo step on release.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* Add roof accessory placement guides
Measure roof accessory placement against the active roof face using visible surface bounds and preview geometry footprints. Add dormer-local guides and special linear handling for ridge vents and gutters.
* Improve duct and placement routing
* Fix duct vertical movement routing
* Fix duct vertical offsets and roof accessory movement
* Add DWV movement parity and line endpoint controls
* Fix MEP handle review issues
* Fix chimney placement and duct offset cleanup
* Use snapped targets for roof accessory commits
* fix(nodes): repair MEP movement review issues
- auto-fitting: tee branch now follows the drawn lateral angle; update the
stale square-tee test + doc comment that contradicted the rewrite
- duct-segment: re-enable the vertical auto-offset rewind (the disabled stub
left mintedIds empty, so re-dragging a tagged duct stranded old elbows/risers
and stacked duplicates); remove the dead stub
- duct-segment: strip the stale auto-offset tag on manual corner/roll commits
so the horizontal-move path no longer trusts an out-of-date base
- chimney: resume history before mutating segment children arrays so a
cross-segment move reparents in one tracked transaction (undo stays consistent)
- dormer: align schema test with the new windowSill=false default
* fix: address mep movement review issues
* fix: address follow-up mep review comments
* fix: address additional mep review comments
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: pascal-open-bot <open@pascal.app>
Promote the client GLB export into the baked-artifact format from
plans/editor-baked-glb-export.md (phases 0 and 1).
- NodeMaterial -> classic MeshStandardMaterial conversion at export. The
viewer's MeshStandard/LambertNodeMaterial set isNodeMaterial, not
isMeshStandardMaterial, so GLTFExporter would otherwise drop every
surface to a blank default. KTX2 (compressed) maps are decompressed via
WebGPUTextureUtils so the exporter can embed them (PNG for now; KTX2
re-encode is deferred to the phase-3 bake worker).
- Identity stamping from sceneRegistry: node.name = pascalId and
extras = { pascalId, kind, label?, openable?, clips? }; all other
userData stripped so editor/runtime ephemera never reach glTF extras.
- Door/window open clips baked from the build-once + pose-at-t primitives
(door pascalSwingLeaf marker, window poseWindowMovingParts). Clips named
by label ("Door 1: open"), carry extras.loop = false (consumers play
once and hold; dumb glTF players still loop).
- Cutout fix: door/window selection hitboxes hide via material.visible,
which onlyVisible misses, so the hitbox box plugged the wall opening.
Non-renderable container meshes now keep their node but lose geometry;
childless ones are removed.
- Editor-overlay stripping mirrors the thumbnail capture: emit
thumbnail:before/after-capture so scene-layer affordances (handles,
ceiling/site brackets) self-hide, and drop anything off SCENE_LAYER
(gizmos, grid, zone fills).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Selecting a textured wall/slab/item replaced its surface with a flat
purple wash. Root cause: the selection highlight clones the material and
tints it, but `NodeMaterial.clone()` on the WebGPU backend drops the
texture-map node assignments, so the clone rendered flat — and a strong
albedo blend + emissive washed whatever was left.
Fix: re-attach the maps from the source material after cloning (shared by
reference) and drop the albedo tint, keeping only a gentle indigo emissive
so the real material/texture stays readable with a soft "selected" glow.
Applied to both highlight paths:
- generic editor highlight (slabs/items) in selection-manager
- wall path (walls are excluded from the generic one), built lazily +
cached/self-healing so it survives the wall finish's async texture load
Removes the now-dead eager wall `highlightedVisible`/`selection` profile.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a `horizontal` fence style that builds composite-cladding panels —
horizontal boards stacked between square intermediate posts — instead of
the vertical pickets that slat/rail/privacy all produce today.
- New `style: 'horizontal'` (core schema + inspector Style control).
- Posts march along the whole span at `postSpacing`, each with a cap.
- New `postCap` control (none/flat/pyramid, default pyramid); pyramid
caps render as a 4-sided cone fence part.
- New `slatGap` control for the board reveal — 0 collapses to one flush
panel so the stacked-board seams don't read as lines.
- `postCap` + `slatGap` are horizontal-only (visibleIf); postCap uses a
labelled dropdown so its options aren't a context-free switch.
- Lower the `postSpacing` inspector minimum from 0.2 to 0.05 m.
- 2D floor plan reuses the solid-panel marker for horizontal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retire the inline material fields on every slot-model kind, moving them
onto the unified node.slots model on load so painting, edit-propagation,
and the picker behave uniformly.
Walls: slots {interior,exterior}; slot-first viewer resolution threading
sceneMaterials (content folded into the wall material hash); WallRenderer
subscribes to the scene-material palette so a scene-material edit
re-renders live; wallPaint rebuilt on createSlotPaintCapability.
Load migration generalizes legacy -> slots across slab/ceiling (surface),
fence (posts/infill/base/rail), column (shaft/base/capital/frame), shelf
(shelves/frame/back), and stair (per-role tread/side/railing). Library/
scene refs pass through; inline customs mint a deduped scene material;
legacy fields cleared. No visual change (renderers already fell back to
the legacy fields). Roof/chimney/dormer/vents intentionally stay on their
role system.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The earlier gable fix world-referenced only V, leaving U in segment-local
space — so gable and wall lined up vertically but slid horizontally. Replace the
V-only scalar offset with the segment's full world matrix (roof group composed
with segment transform) and project vertical faces exactly like the wall kind:
U = ±worldX/Z, V = 1 - worldY. Gable now tiles continuously into the walls in
both axes. Sloped shingle UVs are unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Walls used THREE's ExtrudeGeometry UVs, which restart at each wall's local
start/end — so finishes seamed at wall joins, showed a mid-face axis-switch
stripe, and didn't line up with the roof gable. Re-project the render mesh's
UVs in WORLD space (1 unit = 1 m), matching roof-system's pushRoofUv exactly:
vertical faces U = ±worldX/Z, V = 1 - worldY. De-indexes so each triangle uses
its own face normal (no edge seams). Applied only to the render mesh; collision
and floorplan geometry keep the original UVs. Now walls tile continuously
across segments and meet the gable seamlessly.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The gable wall band tiled its V in segment-local space, so its texture phase
didn't line up with the wall below (whose ExtrudeGeometry UVs map V = 1 -
height-from-base). Make vertical roof faces tile V in world space
(V = 1 - worldY) via the segment's resolved world Y (parent roof + segment
position), so the band matches a ground-floor wall's vertical tiling at the
eave seam. U is unchanged (stays in the face's local run).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The posts/infill and the accent rail shared the same panelDepth*0.35 depth, so
their faces were coplanar where they cross -> z-fighting. Make the verticals
0.001m shy so the rail wins the depth test cleanly.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
mergeGeometries throws on an empty array, so an absent slot group (infill with
showInfill off, base on a floating fence) crashed the geometry build. Return an
empty BufferGeometry for an empty group; the renderer already skips meshes with
no position attribute.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Add 'concrete-drywall' (Prepared Drywall) catalog finish + 512 KTX2/webp
runtime assets; default walls (WALL_SLOT_DEFAULT interior+exterior) and the
roof wall/trim band to it so roofs read continuous with walls.
- fence: replace the 2-slot panel/rail split with 4 slots that match the panel's
build options — posts / infill (showInfill) / base (grounded only) / rail —
each its own mesh with userData.slotId; conditional slots track the build
state. Defaults: posts/infill/base charcoal, rail wood-finewood27.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- fence: split into two paint slots — panel (posts/base/infill, default charcoal)
and rail (cap, default wood-finewood27) — as separate meshes with userData.slotId.
Fix applyFenceUVs to continuous world-space 1 UV unit = 1 m (drop the per-part
min origin that broke tiling across parts). New generateFenceSlotGeometries.
- roof: real catalog defaults for the segment surfaces via getRoofMaterialArray
(the actual default path): wall/trim concrete-plate (matches walls), deck +
soffit soft-white, shingle terracotta; textures-off role escape hatch kept.
Align nodes getRoofMaterials no-parent fallback to match.
- stair: body slot default -> preset-lightgrey.
- (biome formatting normalization of the round-1 merged renderer files rides along.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment
component exported from @pascal-app/viewer, mounted as an opt-in <Viewer>
child (still not baked into the Viewer component). One source of truth the
editor and the community public viewer both inject; embed/thumbnail
surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot):
- Per-part painting: door = panel/frame/glass/hardware, window = frame/glass,
each independently paintable. The recessed door/window body sits behind the
wall, so the proud invisible cutout wins the scene raycast over the wall and
the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick
the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the
cursor via a re-eval (idempotent, no flicker).
- Door frame is its own slot (separate frameMaterial); hardware = new flat
'metal-chrome'.
- Library defaults (generic): panel/frame -> library:preset-softwhite, glass ->
library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons
the WebGPU MRT pass; it's the only glass we use).
- Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal
metalness 1 -> 0.6 so metals are lit by existing lights (no env needed).
- World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts,
so finishes tile at real-world scale instead of stretching.
- PaintResolveArgs gains an optional for subtree re-raycasting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lets a host mount the editor's real editing experience on a bare <Viewer>
without the full <Editor> shell.
editor: export Grid, NodeArrowHandles, MoveTool, ToolManager — the selection
handles, the kind-owned mover, the build-tool host, and the drafting grid that
feeds tools their grid:* pointer events. See the doc comment in index.tsx for
how they cooperate with host camera controls and selection.
viewer: two opt-in, non-persisted presentation flags (both default off, so the
editor and every other consumer are unchanged):
- transparentBackground / <Viewer transparent>: emit premultiplied RGBA masked
by geometry + outline alpha (outputColorTransform off on that path) so the
scene can float on any page background. ACES tone-mapping makes a true-white
opaque background impossible, hence transparency.
- inkOpacity: override the per-mode ink-edge opacity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The real interceptor was the 'cutout' mesh, not the hitbox: it's a 1m-deep CSG
helper whose front face sits 0.5m proud of the glass, and current three.js
raycasts invisible meshes — so every paint/hover ray resolved to 'cutout'
(no slotId → role null). Disable its raycast; combined with the hitbox noop,
paint/hover rays now land on the tagged frame/glass (panel/glass) children.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- post-processing: hoverHighlightMode was a dependency of the pipeline-build
effect, so every hover rebuilt the entire pipeline. The hover style is already
pushed to uniforms in a separate effect, so the rebuild was pure waste —
removed it from the deps (and the build log).
- selection-manager: temporary [paint-debug] logs for window/door hover to trace
why their paint dispatch drops (to be removed once diagnosed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The window/door root is an invisible hitbox the system gives full-depth
BoxGeometry; its front face intercepted every paint/hover ray, so the hit
resolved to the hitbox (no slotId) → role null → paint silently disabled.
Disable the hitbox's own raycast in the visual path so R3F's recursive
intersect returns the tagged frame/glass (panel/glass) children instead;
selection still works because those child hits bubble to the root's event
handlers. Restored to the default raycast each build, and kept for 'opening'
windows/doors (no visuals to paint, still need a selectable hitbox). The
'cutout' child is visible=false so the raycaster already skips it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows and doors build all visuals in their viewer systems from module-global
materials, so this threads per-node slot materials + userData.slotId tags
through those builders without restructuring them:
- window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) +
'glass'; the opening reveal keeps its own material.
- Each system captures per-frame viewer state, then updateWindow/DoorMesh points
the builder-facing base/glass materials at the node's resolved slot override
(recomputed per node, so the next node resets without a restore). Meshes are
auto-tagged in the shared addBox/addShape helpers by which material they got.
- Textures-off still collapses to the role material (escape hatch); a slot
override only applies in colored mode.
- Editing a referenced scene material re-dirties the window/door (these systems
aren't covered by GeometrySystem's scene-material re-dirty).
- New paint capabilities (resolve role from userData.slotId, preview by
userData.slotId) + capabilities.slots; window/door dropped from the paint
disabled list. Shared previewSlotByUserData helper.
Defaults unchanged: unpainted windows/doors render exactly as before (the slot
fallback is the existing frame/glass material), so no visual regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings slab, ceiling, and wall onto the unified slot contract the shelf
established, so each declares its paintable slots with a declarative default and
(slab/ceiling) is painted through the registry capabilities.paint dispatch.
- Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based
PaintCapability factory (commit/resolve/effective generic; preview injected).
Distinct from surface-paint.ts, which writes the legacy inline node.material.
- slab: schema slots; def.geometry resolves node.slots.surface -> legacy
material -> declared default, tags the mesh userData.slotId; slabPaint +
capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path.
- ceiling: schema slots; material builders extracted to ceiling/materials.ts
(shared by renderer + paint preview, built BackSide so the hover preview is
visible from below); renderer resolves the slot; ceilingPaint + slots.
- wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an
unpainted face with its declared default instead of the themed wall role;
capabilities.slots (interior/exterior). wallPaint's inline interior/exterior
fields are unchanged (node.slots migration is a later step).
- selection-manager + material-paint: drop slab/ceiling from the legacy
single-surface arms (now registry-driven).
Behavior change (intended, matches the shelf precedent + the phase-5 plan):
colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot
default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The
textures-off (monochrome) role collapse is unchanged — the escape hatch.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- core: decouple drag-follow from distributionRole — add
portConnectivityFollow flag to NodeDefinition; pipe-trap opts out
(portConnectivityFollow: false) so dragging a connected pipe endpoint
stretches the trap arm instead of yanking the anchored trap fixture
- core: remove the module-level getLevelHeight cache entirely — it was
keyed only by nodes-object identity, which could return stale heights
for in-place mutations by pure/headless callers. The function is now
fully pure and deterministic; viewer hot path recomputes per frame as
before (the cache only ever skipped the resolver-free branch)
- test: harden port-connectivity-pipe.test.ts — real DuctSegmentNode
cross-family isolation case (was waste-vs-vent), new pipe-trap anchor
case (run drag doesn't move trap; trap drag still stretches run), and
beforeEach/afterEach registry reset instead of leaky beforeAll
- nit: biome format/import-order on all touched files
- core: fix layer violation in level-height.ts — extract sceneRegistry
import, replace with optional WallBaseYResolver callback so core stays
pure (no Three.js mesh state); viewer callers pass resolver, headless
callers (MCP/tests) get deterministic node-data-only result
- core: generalise port-connectivity service from duct-only to all
distribution families — match partners by distributionRole ('run' →
endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
duct-segment/duct-fitting type names; add system-compat guard so
cross-system ports (e.g. supply duct vs waste pipe) don't fuse
- editor: fix port-snap rotation bug in move tool — pass preview node
at live rotation into resolvePortSnap so own-port positions reflect
any mid-drag R/T rotation before computing the snap delta
- editor: wire pipe-trap into UI — add to StructureTool union,
MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu
- test: add port-connectivity-pipe.test.ts — 2 tests covering
pipe-fitting → pipe-segment endpoint drag and cross-system isolation
- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
deliberately chose square sanitary-tee for DWV side-taps (documented
in PR description and PipeFittingNode schema); update the one test
that still expected wye to match the implemented behaviour
- nit: fix optional-chain biome warning in validate-dwv.ts