bf89b5bcf2e98d06ce4a731a5e97c6abb883c189
1208
Commits
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fb0b78c091 |
fix(editor): floorplan reference pass — north convention, cursors, R/T, Set Scale UX (#475)
Fix pass over 2D reference-image (guide) handling plus two adjacent repairs: - North is now world −Z (FLOORPLAN_VIEW_ROTATION_DEG 90 → 0, mirrored in world-grid-snap + mcp README; floorplan-panel de-dupes its local copy). A rotation-0 north-up scan reads upright when the compass says aligned, and "align north" maps to camera azimuth 0 instead of a 90° jump. - Guide resize cursor: custom double-arrow cursor aimed at the dragged corner in screen space — accounts for image aspect (was atan2(±1,±1), square-only), the guide's own rotation, and the floorplan view rotation the overlay group renders inside (was ignored entirely). - R/T rotate a selected reference (guide/scan) in ±45° steps; references live in selectedReferenceId, not the viewer selection, so both arms get the reference-first branch the Delete arm already had. Locked guides skip. - 2D-only mode hides the Top View button (drives the display:none 3D camera); orbit stays — it spins the synced floorplan view. - Set Scale UX: locked guides stay clickable (calibration auto-lock made them unselectable until reload); starting the flow from 3D switches to 2D; the length input pre-fills the drawn length in the pre-selected unit (imperial pre-filled meters labeled feet); Set Scale flips into Cancel while the flow runs (mirrored via referenceScaleActiveGuideId); Hide/ Clear Scale only render once calibrated; Escape cancels (global arm + dialog); Clear Scale and Replace Image drop the calibration auto-lock; discoverability: corner-hint row + panel nudge for uncalibrated guides. - healSceneNodes: strip child refs whose child's parentId names another parent (stale reparent leftovers rendered a window twice — duplicate React keys in 2D, doubled hosted geometry in 3D) and same-array dupes. - Editor accepts onLoaderChange so hosts can measure open-to-interactive time (community wires it to a PostHog timing event). Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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2cfce3f6b5 |
Merge pull request #472 from pascalorg/feat/lingo-natural-inputs
feat: natural-language measurement inputs (UI + MCP tools) via @pascal-app/lingo |
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5ffde5f66a |
fix(editor): site-panel property-line coords + area/perimeter follow the unit toggle
The property-line vertex X/Z inputs and the Area/Perimeter readout were hardcoded to meters. Convert them to feet / ft² when the viewer preference is imperial, matching every other length input. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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69813a6e62 |
feat(editor): honor the metric/imperial toggle in every length input
SliderControl (which drives the auto-inspector's ~144 fields and most custom panels) previously ignored the viewer unit preference and always rendered raw meters with a static "m" label, while MetricControl converted to feet — so toggling imperial changed some length inputs and not others. Extract the conversion into a shared `useLinearDisplay(unit, precision)` hook and route BOTH controls through it, so every `unit="m"` length field displays and edits in feet when imperial and meters when metric — consistently. Values are always stored in meters; only display, the text field, and drag/ wheel/arrow deltas move to the display unit. For metric and non-length units (°, %, in, …) the conversions are the identity, so those paths are unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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717c2c5c0a |
fix: bug pass — legacy window crash, plant exports, zone snapping/visibility, HDR (#473)
* fix(core): apply window schema defaults on scene load Windows saved before a schema field existed (columnRatios/rowRatios/ frameThickness/…) loaded with those fields missing; the window mesh builder reads them unconditionally and threw every frame, crashing the viewer on legacy scenes. Zod-parse windows on load like doors so the schema defaults land. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): mount plant geometry during client GLB/STL/OBJ export The client export never set isExporting, so instanced kinds (trees/ flowers/grass) kept their colorWrite:false raycast collider mounted and exported it as an opaque white box, while the real geometry (which only mounts while exporting) was never captured. Reuse BakeExporter's flag + frame-wait dance in ExportManager, and harden isRenderableMesh to drop colorWrite:false materials from exports entirely. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): route zone drawing through the shared surface snap The zone tool quantized later vertices by distance along a free ray instead of snapping to the grid, and never joined the magnetic wall-corner/midpoint/crossing + alignment-guide pipeline that walls, slabs and ceilings use. Give zone the slab treatment in the 3D tool and both 2D floorplan branches (move + click + double-click commit). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): self-host the scene environment HDR drei's preset="sunset" fetches venice_sunset_1k.hdr from raw.githack.com, which intermittently fails ("Could not load venice_sunset_1k.hdr: Failed to fetch"). Point Environment at /hdri/venice_sunset_1k.hdr and ship the file in the app's public/ — same mirroring convention as /audios/sfx; consuming apps must carry the file too. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): unmount zones entirely outside the zones layer Zone labels showed in every editing mode (visual noise), and each zone kept a drei <Html> mounted at opacity 0 — an <Html> costs per-frame matrix work and live DOM even when invisible. A new viewer presentation flag (showZones, default true) lets the editor unmount zone meshes and labels whenever the structure layer isn't 'zones' (and during snapshot capture); the registered group stays so zones keep their scene identity for selection and GLB export. Preview / first-person / viewer surfaces are untouched. Raycast-disable moved from a one-shot group flag to per-frame on the meshes, which now remount on layer toggles. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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af1fe6a34c |
chore(deps): add @pascal-app/lingo to the lockfile; note duplicated helper
Records @pascal-app/lingo@^0.1.0 in bun.lock (added to @pascal-app/editor and @pascal-app/mcp), so `bun install --frozen-lockfile` in CI resolves it. Also documents that measurement.ts is intentionally duplicated with the AI-chat copy across the submodule boundary and must be kept in sync. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3273aac551 |
fix(mcp): restore >0 validation and reject ambiguous numbers in measurement()
Adversarial-review follow-ups to the lingo measurement() field:
- Add a `positive` option (strict > 0) and use it for the non-zero dimension
params. Swapping z.number().positive() → measurement(..,{min:0}) had started
admitting 0 (the core node schemas have no positivity backstop), so a zero-size
wall/opening/roof could be created. Inclusive-0 fields (overhang, sill height,
knee-wall height, opening offset, roof pitch) keep min:0.
- Escalate AMBIGUOUS_NUMBER to error so "1,234" fails instead of silently reading
as 1234 — a 1000x hazard for European decimals. Matches lingo's own /ai fields.
- roofLevelElevation reverted to z.number() (it's a level ordinal, not meters);
radians fields now advertise radian-appropriate examples.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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f66dcd438b |
feat(mcp): natural-language measurements for tool inputs via @pascal-app/lingo
Measurement/angle parameters on the scene tools now accept a bare number OR a
natural-language string ("6 in", "180cm", "45°", "1.57rad"), canonicalized to
the unit the handler already expects (meters for length, radians/degrees for
angles) with min/max bounds and model-readable errors. Makes LLM tool calls
safer — "6 in" no longer has to be pre-converted to 0.1524, and a bad value is
rejected with a message the model can self-correct from.
A shared `measurement(kind, unit)` zod field wraps lingo's parseQuantity as a
`number | string` union+transform; numbers pass through unchanged (backward
compatible), so no handler changes were needed. Covers create_wall, cut_opening,
place_item, create_level, create_story_shell, create_roof,
create_stair_between_levels, create_room, add_door, add_window, photo_to_scene.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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a5963560b1 |
feat(editor): natural-language measurement inputs via @pascal-app/lingo
Type any unit into SliderControl / MetricControl fields — "6ft", "180cm", "1m80", "5'11\"", "72in", "45°", "1.57rad" — and it canonicalizes to the unit the field already stores (meters / degrees / radians / inches), independent of the metric/imperial display toggle. A live "= 1.83 m" hint previews the parsed value while typing. Only the typed-text commit path changes: drag-scrub, wheel, and arrow-key editing are untouched, and any unit the adapter doesn't recognise (%, unitless, rad/s) falls back to Number.parseFloat, so nothing regresses. The shared lib/measurement-parser.ts maps each field's `unit` prop to a lingo kind + canonical unit, covering the auto-inspector and every custom panel at once. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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51fddc2d9c |
fix: capture-mode polish for studio & presets + pausable render loop (#469)
* fix(editor): keep snapshot pitch out of preset thumbnail capture The capture overlay's snapshot hint and 'Take snapshot' shutter label rendered in every capture variant, clashing with the save-as-preset flow's own 'Frame your item — click Capture' banner. Gate them on the existing isPreset discriminator and label the shutter 'Capture' there. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): renderPaused flag suspends the frame loop Hosts that fully cover the canvas (e.g. the studio gallery overlay) can set renderPaused to stop FrameLimiter's RAF loop — a heavy animated scene otherwise keeps starving the GPU behind the overlay and makes it stutter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): drop the crop/format HUD in preset capture The pills crowded the save-as-preset banner and repeat what the fixed square frame already shows. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): no contextual shortcut hints in the studio workspace Holding Shift surfaced select-mode/snapping hints over the studio compose panel and gallery, where there is no scene selection or tool to act on. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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f6a58489b8 |
fix(viewer): survive block-misaligned KTX2 textures on WebGPU (#467)
WebGPU rejects block-compressed textures whose base dimensions aren't multiples of 4; three's KTX2Loader only warns and transcodes anyway, so a baked GLB carrying one odd-sized user-item texture (e.g. 299x399) poisoned every render pass — endless 'Invalid BindGroup … Invalid CommandBuffer' spam. Route such payloads through a fallback transcode to uncompressed RGBA32 and repackage the pixels as a plain DataTexture (three's WebGPU upload path crashes on a CompressedTexture holding rgba8 data). Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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f6ffb93a39 |
fix(export): unbreak bakes and STL/OBJ exports on malformed/placeholder meshes (#466)
- roof-system: replace BoxGeometry placeholders (initial swap + empty-roof merged shell) with a group-less degenerate geometry — a Box's 6 groups against the roof's 4-material array crashed GLTFExporter on every scene with a segment-less roof node (prod: 'reading isShaderMaterial'), and count-0 groups crash MeshBVH's packed-tree build. - glb-export: sanitizeMaterialGroups pass repairs any mesh whose geometry groups don't line up with its material array before GLTFExporter runs. - export-manager: give neutralised (attribute-less) meshes an empty position attribute before STL/OBJ export — both exporters read position.count unconditionally. - bake-exporter: log the full error stack so the bake worker's console relay captures it in the job's error trail. - viewer: host-controlled disablePostFx prop (Viewer → PostProcessing) that skips building the SSGI/denoise pipeline entirely; the ?disable=postFx URL flag previously only bypassed it per-frame while still allocating it. Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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9b5e229770 |
feat(editor): stage overlay slot + pro capture overlay for studio (#465)
* feat(editor): stage overlay slot, preselectable snapshot crop, pro capture overlay - Editor/EditorLayoutV2 gain a stageOverlay slot rendered over the canvas but under the viewer toolbar (z-10 < z-20), so hosts can swap in a full-stage surface (e.g. studio gallery) without unmounting the WebGL canvas; FloatingLevelSelector hides while a stage overlay is active - CaptureMode 'standard' accepts an optional crop preselection (SnapshotCropMode, exported) so hosts can enter capture with standard/viewport/area already chosen - SnapshotCaptureOverlay restyle: letterboxed 16:9 frame with corner accents + rule-of-thirds for standard mode, thirds grid in viewport and area modes, top-center crop/format HUD chips, shutter button with capture/saved states — all existing crop, drag, resize and preset behaviors preserved Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): standard-capture aspect presets, capture scrim, caption fix - Standard crop gains aspect presets (16:9, 9:16, 4:3, 3:4, 1:1) — clicking the active Standard chip opens the picker; the letterbox frame, HUD and output resolution follow the choice - ThumbnailGenerateEvent carries standardSize; ThumbnailGenerator center-crops to it (default stays 1920×1080) - Subtle bottom scrim keeps shutter/caption readable on bright scenes - Fix missing space in the snapshot caption Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): standard-capture aspect preselect via CaptureMode Hosts (the studio capbar) can now pass standardAspect alongside crop when entering capture mode; the overlay initializes its aspect picker from it. SnapshotStandardAspect exported. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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22af31dea8 |
editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default - Alignment guides display in every snapping mode (grid/lines/angles/off); magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate decouples guide display from the snap delta across all placement/move/draw producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/ window, MEP, 2D floorplan drafting, surface snap). - Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG - building rotation), matching the on-screen aligned-to-north view. - Item placement rotate hint collapsed to a single 'R / T Rotate' row. - Default item snapping mode changed lines -> grid. * feat(walls): detect rooms across shared walls + tight connect-snap in all modes Room detection: planarize the wall graph before face-finding — split straight walls at T-junctions where another wall ends mid-span, so a room closed against the middle of an existing wall is detected, not just isolated 4-wall rooms. Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph via wallClosesRoom(), so drafting stops when a segment seals a room against the existing structure — not only when the chain returns to its own start. Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05) that also runs in grid/off/angles — within range of a wall (body or corner, uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in non-magnetic modes to the same connect distance so a corner dot no longer magnetises the cursor from far. Tests: cover T-junction detection + wallClosesRoom; update the item-default and wall-split tests for the mode-driven behaviour. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(surfaces): gate alignment guides to connect distance in non-magnetic modes Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap (resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the connect distance are fed to the alignment resolver, so guides form to nearby points and far corner dots stop lighting up from across the plan. Filtering the candidates (local-frame, like the cursor) rather than the resolved guides avoids the floor-plan view rotation baked into the guide coords. Lines mode keeps the full-range guides; the surface wall connect-snap is unaffected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(slabs): deterministic wall-slab overlap via clipped overlap length Wall elevation used ray-cast point samples that landed exactly on the slab boundary for perpendicular walls, so whether a butting wall followed the slab's elevation depended on which side of the slab it touched. Clip the wall centerline and face lines against the polygon and require >=5cm of on/inside length instead: walls along the slab edge follow it on every side, point contact never does. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start The horizontal snap lattice sat exactly at the followed surface Y, so it z-fought elevated slab tops while moving items. The visual mesh now rides 1mm above; the grid event plane keeps the true height. Moving a wall-hosted item showed a horizontal grid until the first pointer move published a wall surface — the mesh fallback assumed UP. Derive the host wall normal from the item mesh's world orientation (local +Z faces out of the wall) so the lattice is wall-aligned from the first frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): unify selection shortcuts + truthful select-mode hints Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and appends on box-select release), matching the 2D floorplan. The HUD rows describe what actually works in both views: move is plain left-drag (the grip/dot), the two vague selection rows collapse into one Cmd/Shift or-group, and the modifier-held variants (freely / with guides / bypass snaps) are gone — guides follow the snapping mode now. Key pills join with + for combos and / for alternatives; Shift renders as the shift icon. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration The group-rotate gizmo never received pointer events through the shared invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled context; its handlers now live on the visible arrow plus a plain default-layer invisible torus, so hover and drag work with a fat target. Group drags begin a handle-drag scope: each gizmo hides while its sibling drags (the frozen corner goes stale), idle hints leave the HUD, and the drag gets contextual hints — Shift free-rotation for rotate, the snapping chips for move. Group move joins the snapping-mode system via the 'item' context: Shift cycles the mode, Ctrl the grid step (both read live mid-drag), and 'lines' runs the same Figma-style alignment as single-node moves against the group's bbox anchors. Chip clicks now tick like the keyboard cycles. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): group-move ticks in every snapping mode Mirror the single-node move's sfx: emit per delta change rather than only on grid crossings, so lines/off get the same rate-limited texture. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(items): keep host transfers glued to the cursor Moving between hosts used to diverge from the pointer and mangle state: - Grab offsets: every surface anchor (wall / ceiling / shelf / item surface / floor) preserved the grab offset by re-seeding from the item's carried-over position on each new host, landing it far from the cursor. The grab offset now survives only on the original host and only until the item anchors anywhere else — after that every host (the original included) centers the item under the cursor. Applied uniformly to the placement coordinator and the window/door move tools. - Rotation: detaching from a rotated shelf/table back to the floor kept the HOST-local yaw as the level yaw, visibly spinning the item. The detach now re-expresses the item's world yaw in the level frame. - Elevation: the same detach wrote the level parentId to the store but not the draft ref, so the floor-elevation resolver bailed on its parent-must-be-a-level guard — the snap grid and the item stopped following slab elevations for the rest of the drag. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(items): latch grab-offset forgetting across every host kind Review follow-up (PR #458): unify the per-surface grab-forget rule into one grabForgotten latch. A wall/ceiling item could not actually reach a shelf or the floor (item-surface enter rejects attachTo assets), but a wall item CAN anchor on a roof face — and returning to its original wall then restored the stale grab offset. Roof-wall transitions (and floor landings after a host visit) now trip the latch in the coordinator and the window/door move tools alike. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5c071ecad5 |
feat(plugins): plugin contract + first-party Nature pack (trees/flowers/grass) (#457)
* feat(plugins): trees tracer-bullet plugin + minimal host panel surface
Ship one real first-party plugin and only the host surface it forces
into existence, proving the plugin contribution paths every future
plugin (mint.gg generator, Home Assistant, environments, room volume)
will reuse.
Host surface (core + editor):
- core: Plugin.panels + observable panelRegistry; loadPlugin routes
panels (namespaced by plugin id, dup-throws like nodes).
- editor: AppSidebar merges panelRegistry into the icon rail via
useSyncExternalStore; each plugin panel lazy-loaded behind an error
boundary; host extraPanels keep precedence.
- editor: widen Tool to `KnownTool | (string & {})` so plugin tool ids
(e.g. 'trees:tree') typecheck; dispatch already registry-first.
Trees plugin (packages/plugin-trees), structurally a third-party pack
(peer-deps on @pascal-app/*):
- trees:tree node — procedural low-poly geometry (oak/pine/birch/palm),
free parametric inspector (preset/height/seed + Randomize), placement
tool + ghost preview built from public primitives only.
- presets rail panel — panel -> plugin store -> def.tool -> SceneApi ->
scene -> reactive read-back ("N planted").
Loading + docs:
- apps/editor: setPluginDiscovery([treesPlugin]) in bootstrap;
transpilePackages + dep.
- wiki/architecture/plugin-authoring.md: panels field, error-boundary
contract, styling, tool-from-panel note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(plugins): merge plugin panels into the v2 sidebar layout too
The community shell renders <Editor layoutVersion="v2" sidebarTabs={...}>,
a separate rail from AppSidebar. Merge registry panels into the v2
tabMap + tab bar (and thus mobile) so plugin panels show up there as
well, not only in the v1 AppSidebar.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(plugin-trees): ez-tree geometry + instanced rendering + snapping
Replace the placeholder low-poly geometry with dgreenheck/ez-tree
(self-contained — bark/leaf textures inlined as base64, no assets to
host) and render the forest with true GPU instancing.
Rendering:
- def.system (system.tsx): one collective renderer that groups every
trees:tree node by (preset, seed) variant and draws each variant as
one InstancedMesh per ez-tree sub-mesh, composing the parent level's
world matrix into per-instance matrices. ~1 draw call per variant.
- def.renderer (proxy-renderer.tsx): an invisible, raycastable per-node
proxy so the host's existing selection / outline / zone machinery
keeps working — no instanceId bookkeeping. (Outline highlights the
proxy bbox; documented.)
- geometry per variant generated once by ez-tree and cached; seeds drawn
from a bounded pool so trees actually share variants.
Presets remapped to ez-tree built-ins (oak/pine/aspen/ash/bush).
Placement now respects the active snap mode — isGridSnapActive() +
gridSnapStep + snapPointToGrid, like the built-in item/shelf tools.
transpilePackages += @dgreenheck/ez-tree in the editor app.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(plugin-trees): true-silhouette hover/select + richer presets panel
Selection/hover now outlines the real tree shape, not the bbox. The
proxy splits into an outer group (stable invisible box collider +
pointer handlers, the raycast target) and an inner registered group that
mounts the real ez-tree geometry (invisible, non-raycasting) only while
the node is hovered or selected. The host outline pass reads the
registered inner group, so it traces the true silhouette; picking stays
on the steady box. Geometry for the highlight reuses the cached variant.
Panel: redesigned cards with gradient swatches + selected state, a
"planted" count chip, and a height slider that seeds the next tree's
height (a per-instance scale — never touches placed trees or instancing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(plugin-trees): curated tree params + procedural flowers (sibling kind)
Tree params: expose foliageDensity, trunkThickness, and a leafless toggle
in the inspector and the panel brush. Each is folded into the instancing
variant key and mapped onto ez-tree options (radius scale, leaf count),
so editing one tree only re-buckets that tree — instancing degrades
gracefully, never worse than per-node.
Flowers: add a `trees:flower` sibling kind — simple procedural geometry
(stem + petals + center, merged per material), presets daisy / tulip /
lavender, instanced + selectable exactly like trees.
Refactor: extract the instanced renderer + selection proxy into a generic
`instanced.tsx` (InstancedKindSystem + KindProxy) and the snap/level/grid
placement wiring into `placement.tsx` (usePlacement). Trees and flowers
are now thin bindings — the template for future plant kinds.
Panel: a Trees / Flowers toggle, gradient preset cards, per-kind planted
count, and brush sliders.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(plugin-trees): native inspector controls in panel + preset thumbnails + ez-tree credit
- swap the panel's custom slider/checkbox/toggle for the host's exported
SliderControl/ToggleControl/SegmentedControl so the brush matches the
right-hand inspector pixel-for-pixel
- replaceable preset thumbnails (inline SVG data URIs, no asset hosting) render
as <img> cards instead of gradient swatches
- credit footer linking @dgreenheck/ez-tree (Daniel Greenheck, MIT)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): all ez-tree presets + type + leaf/branch colours, flower petal colour, grass kind
- tree presets now cover all of ez-tree's built-ins via species × size
(Small/Medium/Large + Bush 1/2/3 + Trellis), plus a Deciduous/Evergreen type
- edit-only leaf & branch colour tints (leaves.tint / bark.tint), all folded
into the instancing variant key
- flowers gain a per-flower petal colour (baked from preset at placement)
- new trees:grass instanced kind — procedural blade tufts (meadow/fescue/reed)
with a per-tuft blade colour, reusing the generic instanced + placement core
- panel: Trees/Flowers/Grass segmented switch, size + type controls, native
host controls throughout; credit links Daniel Greenheck's X
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): tolerate nodes persisted before new fields existed
treeSpecOf/flowerPetalColor now default every geometry field, and hexToInt
guards undefined — trees/flowers placed before size/type/colour fields were
added load with neutral defaults instead of crashing the instanced renderer.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): shared always-on wind + pin credits to panel bottom
- wind.ts injects a sway into each material's begin_vertex driven by one shared
uTime uniform (advanced per frame in the instanced system); USE_INSTANCING
guards keep the same material valid for the non-instanced placement ghost.
Applied to tree, flower, and grass materials — a whole scene sways like ez-tree.
- credits footer is now sticky to the bottom of the panel.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): rename rail panel Trees -> Nature (covers trees/flowers/grass)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): rename panel header Plant -> Nature to match the rail
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat: bake-exportable instanced plants + renderer-agnostic wind
Bake (GLB export): add a transient useViewer.isExporting flag. BakeExporter
flips it, waits for the commit, then exports. KindProxy watches it and, during
export, emits each plant's REAL visible geometry under scene-renderer (which the
exporter clones) instead of the invisible collider — so instanced kinds
(def.system) that live outside that subtree are captured. The collider box is
dropped during export so it doesn't bake as a phantom solid.
Wind: the previous onBeforeCompile wind was a no-op under the editor's WebGPU
renderer (WebGL-only hook). Replace it with a renderer-agnostic per-instance
base-pivot tilt animated in useFrame (which FrameLimiter drives continuously).
Reads as wind under any renderer; removes the dead wind.ts + applyWind calls.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): TSL vertex-bend wind (WebGPU), replacing CPU tilt
wind-node.ts adds a TSL positionNode that bends each plant proportional to
height above its base, phased per-instance (instanceIndex) and per-vertex, so
tips sway and roots stay planted — animated on the GPU via the renderer's time
node. ez-tree is untouched: its materials are copied into MeshStandardNodeMaterial
(toWindMaterial); flowers/grass build node materials directly (windStandardMaterial).
Instance matrices go back to static.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): tree materials render black under wind (Phong not Standard)
ez-tree's bark/leaves are MeshPhongMaterial; copying them into a
MeshStandardNodeMaterial swapped the shading model (specular/shininess ->
roughness/metalness) and rendered black. Convert into the matching node
material type (Phong->Phong, Lambert->Lambert, else Standard) so map/color/
alphaTest/side are preserved.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): trees still black — build node material from map/color explicitly
Material.copy() doesn't transfer a classic material's map/color onto a node
material, so textured trees rendered black (flowers/grass were fine — they carry
no map). Re-create the ez-tree materials as MeshStandardNodeMaterial with map,
alphaMap, color, side, alphaTest passed explicitly in the constructor — the same
proven path the flower/grass materials use.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): tree wind — per-leaf flutter (ez-tree style), static trunk
The whole-tree height-based bend was a rigid rotation about the base ('rotating
in place'). Replicate ez-tree's actual approach: scale sway by the leaf card's
uv.y and apply it ONLY to the 'leaves' material (multi-frequency wave, phased per
instance + per leaf) so leaves flutter from their attachment while bark/branches
stay static. Flowers/grass keep the gentle whole-plant stem bend.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugins): Plugin.onSceneLoad hook + viewer application; trees wind via it
Adds a broad, plugin-declared post-load scene hook so effects survive GLB export:
- core: Plugin.onSceneLoad (lazy, three-free) + observable sceneHookRegistry + loadPlugin routing.
- viewer: applyPluginSceneHooks util; PluginSceneHooksSystem re-runs it on the live
scene as nodes change; GlbScene runs it on each loaded baked GLB.
- plugin-trees: declare onSceneLoad; wind is no longer welded into the materials —
the hook re-attaches LEAF_FLUTTER/STEM_BEND by material name (leaves / flower-* /
grass-*), so it now animates in the baked /viewer too, not just live.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): scale-invariant leaf wind (÷ modelScale) so baked GLB matches editor
The bake's quantiser renormalises each plant mesh to [-1,1] and moves real size
into a large node scale (~3 on trees). LEAF_FLUTTER added a constant local offset,
so in the baked GLB it was multiplied by that scale → ~3x over-swing. Divide the
sway by modelScale.x to keep a constant world-space amplitude; editor (scale 1)
is unchanged, baked now matches.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* revert: onSceneLoad wind approach → back to wind-in-materials
Reverts the Plugin.onSceneLoad hook + viewer application + modelScale compensation
(commits 893ca839, 6c9ee003). Superseded by the bake-policy 'replace' model
(plans/editor-plugin-trees-example.md Part D): trees render live in the viewer via
their own path, so wind is a plain positionNode on the material again — no hook,
no baked-geometry decoration, no coordinate-space fights.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(bake): per-kind bake policy (static/strip/replace)
Adds NodeDefinition.bake ('static' default | 'strip' | 'replace') + registry
helpers bakePolicyOf/kindsWithBakePolicy in core. Generalises the previously
hardcoded scan/guide handling:
- glb-export strips kinds with bake==='strip' from the artifact (was a
scan/guide type check); 'replace' kinds stay baked (portable static snapshot).
- glb-reference-nodes selects rebuild candidates by policy instead of type.
- scan/guide declare bake:'strip'; trees/flower/grass declare bake:'replace'.
Viewer-side 'replace' swap (strip baked meshes + live-rebuild) is the next slice.
Part of plans/editor-plugin-trees-example.md Part D.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(bake): viewer 'replace' swap — hide baked meshes, re-render live
Adds NodeDefinition.bakeReplaceRenderer (falls back to renderer). The baked
/viewer now, for kinds with bake:'replace' and a loaded plugin:
- hides the static baked meshes (bakePolicyOf(kind)==='replace') in GlbScene's
identity pass — capability-gated, so with no plugin the meshes stay;
- re-renders each node live via buildGlbReplaceNodes + the shared portal-into-
baked-level path (GlbReferenceNode now prefers bakeReplaceRenderer), so trees
ride level stacking automatically and wind runs in real coordinate space.
plugin-trees ships a hookless KindStatic (real geometry + wind materials, no
collider/selection) and per-kind static-renderer binds; tree/flower/grass point
bakeReplaceRenderer at them. Completes plans/editor-plugin-trees-example.md Part D.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* perf(viewer): memoize GlbReferenceNode(s) — skip forest re-render on camera move
GlbScene re-renders per frame during camera movement (hover raycast / walkthrough
HUD). The rebuilt nodes reconciled every frame — fine for 1-2 scans/guides, but a
bake:'replace' forest puts dozens of nodes here (profiler: KindStatic x56 6ms,
GlbReferenceNode x57 4ms per frame). memo at the node boundary skips the whole
subtree (incl. the plugin renderer) when (node, anchor) are unchanged; both props
are stable refs, so it short-circuits cleanly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* perf(plugin-trees): NO_RAYCAST on KindStatic meshes — cheap hover over a forest
The baked scene's <primitive> has pointer handlers, so R3F recursively raycasts
every descendant on each pointer move (incl. orbit drags). The live replace trees
had fully-raycastable dense ez-tree geometry, so hover cost ~400ms/frame over a
forest (profiler: 'JavaScript' 413ms during camera move). They carry no pascalId
(a hit resolves to the level, not the tree), so they're scenery, not pick targets
— mirror KindProxy, which already NO_RAYCASTs its real geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* refactor(bake): viewer 'replace' renders instanced per level (was per-node)
Replaces the per-node KindStatic viewer path with a collective instanced one,
mirroring the editor's system instead of diverging from it:
- extract InstancedNodes from InstancedKindSystem (shared by both) with a
localSpace flag: editor folds parent world matrix (root instances); viewer uses
level-local matrices + NO_RAYCAST, portaled into the baked level.
- bakeReplaceRenderer is now a collective renderer (BakeReplaceRenderer<N>,
receives {nodes}); GlbReplaceInstances groups replace nodes by (level, kind) and
portals each kind's instanced renderer into that baked level. GlbReferenceNode
reverts to per-node renderer (strip kinds only).
Fixes: forest hover cost (100+ tree meshes → a few instanced draws, R3F walks far
fewer objects) and per-tree wind phase (instanceIndex varies again; per-node
KindStatic gave every tree phase 0 → unison sway). Trees still ride level stacking
(portaled) and stay static in a plain glTF viewer.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* perf(viewer): BVH the baked scene — accelerate hover/pick raycasts
The baked /viewer runs with useBvh={false}, so GlbScene's hover/pick raycasts
against the baked building were brute-force triangle intersection (profiler:
_computeIntersections + intersectTriangle ~30%). The parametric viewer wraps its
scene in <SceneBvh>; the baked one never did. SceneBvh's effect is one-shot on
mount and can't catch the async-loaded GLB, so compute a per-mesh BVH inside
GlbScene keyed on gltf.scene instead. 'replace' instances are NO_RAYCAST, so the
raycast===Mesh.prototype.raycast guard skips them (mirrors SceneBvh).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): inherit ez-tree preset by default (seed/type/tints)
Our node defaults (seed:1, treeType:deciduous, colors:#ffffff) were applied as
*overrides* on top of loadPreset, discarding each preset's tuned seed, growth
model, and tints — so our trees looked nothing like eztree.dev (pine grew
deciduous, foliage washed white, every silhouette off).
Mirror the flower petalColor pattern: seed/treeType/leafColor/branchColor are now
optional; generateTree only overrides an ez-tree option when the node set it,
otherwise loadPreset's value stands. Placement stores none of them (fresh tree =
pure preset; all same-preset trees share one instancing variant); the deciduous/
evergreen brush toggle is gone (growth model comes from the preset). The inspector
keeps them as per-tree overrides, and Randomize still varies the seed.
Verified against ez-tree: fresh Oak Medium → seed 35729 + preset tints; Pine
Medium → evergreen + seed 13977; overrides apply when set.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): bundle real preset artwork (webp, in-package)
Replaces the placeholder SVG thumbnails + lucide panel icon with the real nature
art. 13 webp (~126KB total, 256px cards / 128px icon) live in src/assets and are
imported via art.ts — both consumers are Next, so transpilePackages runs them
through the image pipeline (hashed, cached /_next/static/media URLs). No CDN, no
per-app public/ mirroring; the assets travel with the package.
- art.ts: central webp imports → TREE_ART / FLOWER_ART / GRASS_ART / NATURE_ICON
- presets/flower-presets/grass-presets: thumbnail ← bundled art (was *Thumbnail())
- index.ts: Nature panel icon ← NATURE_ICON (was lucide:leaf)
- assets.d.ts: ambient *.webp decl (no next type dep)
- remove thumbnails.ts (placeholder generators, now dead)
Verified on the running dev server: webp emitted + served (HTTP 200, image/webp).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(plugin-trees): square preset cards on light-gray flattened thumbnails
Regenerate the 12 thumbnails with the transparency flattened onto gray-100
(#f3f4f6) and render the card square (aspect-square, was h-16 crop). The
nature-icon keeps its transparency for the icon rail.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(plugin-trees): correct move-drag + outline behavior for instanced plants
Two selection defects, one root cause each:
1. Outline moved mirror-wise during a move drag. The host move tool drives the
registered Object3D imperatively with absolute level-local positions (and
mirrors them via useLiveTransforms) — the contract ParametricNodeRenderer
satisfies by putting position + registration on the same group. KindProxy
registered a child nested inside the transform-carrying group, so drag
positions landed in the node's rotated frame (placement gives every plant a
random Y rotation → deltas rotated up to 180°). Restructure: the registered
group now carries position/rotation (live-transform aware); the box collider
is a positioned sibling, staying out of the outline mask.
2. Outline froze while the mesh swayed. The outline mask pass renders with a
shared override material, so it can never follow the material positionNode
wind. Instead, while hovered/selected the collective system skips the node
and the proxy mounts the real geometry with static twins of the wind
materials (toStaticMaterial — explicit property transfer; node-material
clone() drops map/color). Outlined mesh == visible mesh, both still.
Bonus from the same restructure: a move drag now animates the actual plant in
realtime (the proxy is what the tool drives), not just the drag box.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(plugin-trees): 2D plan symbols + trunk-sized footprint
- def.floorplan for the three kinds — the registry floor-plan layer renders any
kind that provides one, so this is all plugin nodes need to appear in 2D.
Tree: dashed canopy ring (dashed = overhead element) in the preset swatch +
solid trunk dot; ring is pointer-events:stroke so the large disc doesn't
steal clicks from what's under the canopy. Flower/grass: small colour dots.
Selected → palette stroke + move-handle; hovered → hover stroke.
- Tree floorPlaced.footprint is trunk-sized (treeTrunkRadius) instead of
canopy-sized, so the move/placement drag box hugs where the tree actually
plants instead of spanning the crown. The invisible hover collider keeps its
larger radius — only the displayed box shrinks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(plugin-trees): trunk-sized drag box, 45°-aligned rotation, rotate gizmo
- The move drag box ignored floorPlaced.footprint: with collides:false the tool
auto-measures the rendered mesh — which, since the selection swap-out, is the
whole canopy. Declare capabilities.dragBounds (trunk-sized, node-local) so the
box hugs the trunk and rotates with the node instead of wrapping the crown as
a world AABB.
- Placement wrote a fully random Y rotation, so the box/gizmo never sat on a 45°
step. Snap the random rotation to 45° increments (variety preserved, alignment
restored) and widen rotatable.snapAngles to 8×45° on all three kinds.
- Add the standard rotate gizmo (def.handles, shelf-style arc handle): ring
around the trunk near the ground — not the canopy, which would put the handle
meters out on a large oak.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(plugin-trees): live rotate preview + ground-level rotate ring
- KindProxy now folds useLiveNodeOverrides into its transform (mirrors
ParametricNodeRenderer) — the rotate/resize gizmos publish mid-drag patches
there, so the plant turns in realtime instead of snapping on commit. The
snap-on-commit (with the arc delta wrapping to ±180°) is also what made long
drags land 'the wrong way'; with live feedback the direction reads correctly
and matches the item gizmo pipeline exactly.
- Rotate ring drops from mid-trunk to 0.25m — a floor affordance like the item
gizmo, not a waist-height hoop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(registry): panelForKind — 'find in catalog' opens a plugin kind's panel
loadPlugin now associates every node kind with its plugin's first (namespaced)
panel id; panelRegistry.panelForKind(kind) exposes it. A host's find-node
handler can open the right panel for any plugin kind with zero per-plugin
knowledge.
plugin-trees uses it end-to-end: a module-level selection:find-node listener
(find-sync.ts, imported by the manifest so it's live from plugin load) points
the panel store at the found node's section + preset — panel section state
moved from panel-local useState into the store to make it addressable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(registry): plugin panels declare their workspaces (default edit-only)
Plugin panels rode into the studio rail: the host swaps its own sidebar tabs by
workspaceMode, but usePluginPanels appended registry panels unconditionally.
PluginPanel gains workspaces?: readonly ('edit'|'studio')[] — manifest metadata,
default ['edit'] (an authoring panel has no business in the clean render
workspace; a plugin shipping studio tooling opts in explicitly). usePluginPanels
filters by the current workspaceMode, covering both the v1 AppSidebar and v2 tab
bar paths. Nature declares nothing and disappears from studio via the default;
the v2 layout's existing active-tab fallback handles a panel vanishing mid-use.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* docs: link plugin-authoring guide from README + CONTRIBUTING, fix stale wiki path
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(plugin-trees): keep ez-tree off the eager SSR path
ez-tree loads its inlined textures at module scope (needs document), so any
eager import chain reaching geometry.ts crashed Next prerender
(ReferenceError: document is not defined on /_not-found). Move the pure
helpers (mulberry32, naturalHeight) to variant-utils.ts so the
flower/grass builders and floorplan no longer pull ez-tree, and drop the
generateTree re-export from the package barrel (no external consumers).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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bf25af6add |
viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * Fix spiral stair openings and fence handle arrows * Implement roof trim planes and ridge vent clipping * Fix mansard roof and ridge vent placement * Fix mansard merged roof cutouts * Fix Dutch roof gable overhang * Refactor roof segment, ridge vent, and surface geometry Remove Dutch ridge axis abstraction and rework roof edit system, ridge vent clipping geometry, and roof surface placement. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Simplify Dutch roof shape * Add Dutch roof gable top geometry controls * Fix Dutch roof slope material slots * Render dutch roof tops as double-sided faces * Add auto ridge vent toggle to roof segments Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so geometry changes only regenerate default vents when enabled, treating legacy segments with generated vents as auto-enabled for back-compat. Expose a panel toggle to opt in/out per segment. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Snap new walls to the floor below Feed the walls of the level directly beneath the active one into the draft snap pipeline as extra references, so a new wall can align with the floor below. They share the same local XZ origin, and the list is kept separate from the current-level walls so the measurement HUD and wall splitting only act on the active level. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Set Dutch roof shape defaults on type switch Seed the Dutch shape parameters (waist width/height/length, top rake thickness/length) with sensible defaults whenever a segment is created as or switched to Dutch, so the gablet is well-formed regardless of leftover values from the previous roof type. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Use green accent for corner and endpoint snap markers Color the corner/endpoint snap markers and the vertical cursor pillar green across the 2D floorplan beacon, the 3D alignment guide dots, and the wall snap beacon so snap targets read as a consistent accent. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Add magnetic wall snapping to the roof tool Snap roof draft corners onto wall corners, midpoints, crossings, and bodies on the active level and the floor below, reusing the wall tool's snap pipeline so the beacon and coloring match. The cursor's ground dot/ring is hidden while a wall snap is active to avoid overlapping the beacon glyph. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Update auto-generated Next.js route types path Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Show cutaway outline while dragging roof trim Slice an untrimmed segment volume generated from the live node instead of the registry mesh, whose CSG rebuild lags a few frames behind the drag and may still hold placeholder geometry — so the section outline now renders deterministically. Use LineBasicNodeMaterial so the outline draws under the WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Fill and clip roof trim cutaway, gate it to active drag Add a violet silhouette fill behind the cutaway outline, extend the section slicing to angled diagonal/corner trims via a generic vertical cut plane, and clip each slice to its footprint span so the infinite plane no longer sprouts stray lines across the rest of the roof. The cutaway now renders only while a trim handle is being dragged. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Separate and extend Dutch roof end slopes Pull the Dutch hip end slopes out of the watertight shingle shell into their own slab wedge so they can be reshaped independently, and extend each end slope inward up its own hip plane until the top edge meets the gablet's inner triangle. Refactor roof-segment shape geometry into a shared roof-segment-shape module. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> * Render roof trim cutaway as a material-only section cut Replace the triangle-mesh slicer with a CSG intersection of a thin slab against the untrimmed roof shell, so the cutaway shows red only on real material (wall + deck bands) and leaves the hollow attic empty. Add an analytic surface-edge outline, style both solid red like a SketchUp section, and make the cutaway persist whenever a segment is trimmed. Keep the merged roof shell visible during trim editing (re-trimmed live from each segment's drag override) instead of swapping in the per-segment meshes, whose abutting end-cap faces showed as stray white planes the commit never had. Extend each slab past free cut-line ends only — trimmed ends clamp to the cut line — so the red section stays inside the trim box. Re-export INTERSECTION from the viewer CSG surface for the editor. * Outline roof cutaway by fill silhouette, restyle to destructive red Derive the section-cut outline from the fill geometry's edges (EdgesGeometry) so it traces the real cut shape — wall/deck band boundaries and the hollow-attic edge — instead of just the top surface line. Drop the fill to 85% opacity and recolor both fill and outline to the app's destructive red, matching the delete/destructive UI. * Include roof accessories in trim clipping and red cutaway Roof accessories (chimney, vents, skylight, dormer, gutter, downspout, solar-panel, cupola) now slice at the trim plane like the roof shell and appear in the red section-cut while dragging a trim handle: - Export clipGeometryBySegmentTrim from the viewer as a reusable segment-local trim-clip primitive. - Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh wrapper (nodes) that slice accessory geometry by the host segment's live trim override, so the cut tracks the drag. - Wire the clip into all 11 accessory renderers, including skylight glass panes and dormer window glass/frame/sill. - Feed every hosted accessory mesh into the editor's red cutaway, welding triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a cross-section. - Register skylight in the scene-graph tree-node map so it shows in the outliner when placed on a roof. Co-Authored-By: Claude <noreply@anthropic.com> * Add smooth spline fences with editable curve handles Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an optional `path` (+ per-point `tangents`), selectable in a Straight/Curved mode toggle. Selected spline fences expose draggable control-point dots (hexagon) and symmetric tangent handles (circle) joined by a violet line, editable in both 2D plan and 3D. Side-move arrows are dropped for splines. Co-Authored-By: Claude <noreply@anthropic.com> * Fix dutch roof ridge vent handling * Fix Dutch ridge vent placement and support * Fix Dutch roof trim artifacts * Fix Dutch roof trim preview geometry * Tag roof trim overlay meshes with EDITOR_LAYER Child meshes relied on a parent group's layer, which three.js does not propagate, so the trim section/rail/plane overlays rendered on the scene layer — getting inked/SSGI-darkened and leaking into thumbnail exports. Co-Authored-By: Claude <noreply@anthropic.com> * Apply Biome cleanup * fix(core): address Dutch roof review feedback * chore: apply biome check cleanup * fix(core): relax Dutch roof surface helper input * fix * Fix biome checks and dev verification * fixes * Remove unsupported Biome noShadow override * Improve roof interactions and fence editing * Fix fence drag and ridge vent default handling * editor: drop wall-snap debug log, gate curved-fence finish hint on draft start Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove hot path. Curved fences commit on a closing gesture (double-click / Enter) rather than per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a point has been placed and a curve is actually in flight. The draft point count is published from SplineFenceDraft into a small ephemeral editor store (useFenceCurveDraft) that the contextual helper reads, mirroring the existing useSegmentDraftChain pattern. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Wassim SAMAD <wass08@gmail.com> |
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c51e673421 |
Merge pull request #451 from pascalorg/feat/slower-viewer-walk-speed
viewer: slow first-person walk/run/jump speeds |
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36132bbcea |
viewer: slow first-person walk/run/jump speeds
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> |
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08731b5bde |
Merge pull request #450 from pascalorg/feat/placement-interaction-polish
fix(editor): wall-item placement & floorplan polish |
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ba464ef47e |
fix(editor): wall-item placement & floorplan polish
Polish pass on the placement/interaction overhaul. Five fixes: - Item-on-item rotation box: the cursor box held the host-local yaw instead of world yaw, so it diverged from the item by the host's rotation when stacked on another item (fine on the floor). The box now derives world yaw from the mesh/host quaternion in both the R/T handler and the move-start sync. - 2D floorplan move now respects the snapping mode (parity with 3D): grid quantization only in grid mode, alignment guides only in lines/magnetic mode; Shift/Alt no longer hard-bypass. Item move also plays the move "tick" SFX on any resolved-position change, like the 3D move. - Wall-side item footprint side: the 2D footprint depth offset extended toward the wall (centerLocalZ -depth/2) instead of into the room, mirroring the item across the wall; flipped to +depth/2. Aligned the undefined-side anchor to the 3D convention (front +1 / else -1). - 3D placement preview side: the wall-side preview bounds + base plane used a -Z (into-wall) convention; flipped to +Z (into-room) to match the body and the fixed 2D footprint. The 2D live preview during a 3D wall placement now publishes the plan rotation (wall angle + item yaw) instead of the world cursor yaw, which was pi off on a wall face and flipped the footprint to the far side. - Cmd/Ctrl+R no longer rotates/flips the selected node (it reaches the browser reload); guard added to the global selected-node handler and the 2D move overlay. Verified: core/editor/nodes tsc, biome, editor 162/0 + nodes 292/0 tests. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9084396a82 |
Merge pull request #449 from pascalorg/feat/floorplan-export
feat(editor): floorplan export (multi-page PDF, per level) |
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b87b1f999d |
feat(editor): floorplan export (multi-page PDF, per level)
Add a Floorplan group to the settings Export panel alongside the 3D model exports, with "Full floorplan" and "Structure only" buttons. Export re-runs the live registry-driven floorplan pipeline (def.floorplan -> FloorplanGeometryRenderer) headlessly with a neutral viewState, fits each level to its own page, and titles each page with the level label. Every level of the active building becomes a page in one landscape A4 PDF. "Structure only" keeps category === 'structure' nodes; "Full" keeps every visible node with a floorplan builder. - new lib/floorplan/floorplan-export.tsx; jsPDF + svg2pdf dynamically imported so they only load on export - export five pure helpers from floorplan-registry-layer for reuse (buildContext, getFloorplanLevelData, floorplanLayerRank, splitFloorplanOverlay, isFloorplanNodeVisible) — no behaviour change - bake vector-effect:non-scaling-stroke widths into real units before svg2pdf (which ignores the hint and would otherwise draw door/window/ stair linework as metre-wide strokes) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a6023356b9 |
Merge pull request #444 from pascalorg/fix/bake-door-window-anims
fix(doors): bake open-animation clips for every operation door + un-flipped rest pose |
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b0313a13dc |
chore(editor): sort imports in glb-export.test.ts after main merge
Fixes the lone biome organizeImports error so the quality gate passes on the post-#448 base. Type-check (9/9), biome, and all suites green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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db35af9a05 | Merge remote-tracking branch 'origin/main' into fix/bake-door-window-anims | ||
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2dbe4677f4 |
Merge pull request #448 from pascalorg/feat/placement-interaction-overhaul
Placement & interaction overhaul: FSM scope spine, per-context snapping, 2D/floorplan perf |
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43fa2b1253 |
Merge origin/main into feat/placement-interaction-overhaul
Resolve 7 conflicts keeping our snapping migration + floorplan perf work as source of truth, combined with main's MEP run-continuation / Alt-detach / latch handles. Rebuilt two import blocks the auto-merge silently truncated (node-arrow-handles.tsx, duct-fitting/move-tool.tsx). Verified: tsc clean across core/viewer/editor/nodes/mcp, 451 tests pass, biome clean. Floorplan view-transform re-render storm confirmed pre-existing (not introduced by this merge). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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15d36c12b1 |
fix(editor): zone drafting respects the snapping mode + shows its HUD chip
Two zone fixes. helper-manager: the contextual HUD only rendered for tools with `def.toolHints`, so zone (none) showed no HUD and no snapping chip even though it resolves a snap context. Render the generic RegisteredToolHelper whenever the tool has hints OR a snap/continuation context; hoist the legacy `roof` RoofHelper above it so the new fallback doesn't capture it. Any snappable hint-less draft tool now advertises Shift = cycle. zone-tool: a not-yet-migrated legacy tool — it used Shift as a snap bypass and applied `gridSnapStep` unconditionally, so Off mode still snapped to grid. Migrated to the mode-driven exclusive-modes convention (zone resolves to the 'wall' context): grid quantize gated on isGridSnapActive(), 15° ray gated on isAngleSnapActive(), Off/Lines leave the raw cursor. Dropped the Shift-bypass and its key listeners — Shift now cycles the mode globally. Recorded as migrated in the review skill's known-legacy list. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a2f1ef1683 |
docs(architecture): codify live-overrides drag protocol + floorplan per-node perf
Capture the durable patterns from the placement-interaction overhaul so reviews and new devs don't regress them: - tools.md: new "Data-driven live drag" section — kinds whose geometry is recomputed from fields (wall/opening/endpoint) preview via useLiveNodeOverrides (merged by getEffectiveWall/getEffectiveNode), store written once on commit; per-tick useScene.updateNodes is the documented anti-pattern (churns the nodes ref → app-wide re-render flood). Plus "Floorplan registry: per-node subscriptions" — each entry subscribes to its own live slice, memo'd with stable props, sibling-epoch invalidation; widening to the whole Map / dropping memo is a regression. Plus a note that the HUD snapping chip renders for any snap-context tool, not only those with def.toolHints. - review SKILL.md: matching blockers in §C (data-driven drag / no per-tick store write) and §D (per-node list subscriptions). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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dc468a084b |
feat(editor): show placement grid for any armed grid-mode tool
The grid only appeared while a ghost was in flight (moving node / placing scope / armed GLB item), so a merely-armed draft tool (wall / slab / fence / ceiling / zone / column / MEP) showed no lattice. Gate visibility on isGridSnapActive() alone — it already derives the snap context from the interaction scope OR the armed build tool and is true only when that context resolves to grid (false for select / idle / paint / lines / off), so it is exactly the right condition. Draft tools publish no surface; the grid's horizontal branch already falls back to the active level floor, with the reveal patch following the cursor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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81c5b2d22e |
fix(nodes): match item floorplan sprite rotation to its footprint box
The footprint polygon uses `rotateVec` (R(-angle)) but the sprite was drawn via SVG `rotate(+angle)`, so image and box counter-rotated and diverged by 2x the item's rotation in the 2D floorplan. Negate the image rotation so the sprite tracks its box (and the 3D orientation). Scoped to items — the only emitter of the `image` floorplan geometry kind. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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03284553aa |
perf(editor): per-node memo + own-slice subscriptions for floorplan registry
In split view, dragging any node re-rendered ALL ~150 per-node InteractiveGeometry instances every tick (profiler: InteractiveGeometry ×3192), because FloorplanRegistryLayer subscribed to the whole useLiveTransforms / useLiveNodeOverrides maps and the per-node component wasn't memoized. Extract a memoized FloorplanRegistryEntry that subscribes to ONLY its own slice (useLiveTransforms(s => s.transforms.get(id)) / overrides.get(id)). The live stores write a fresh value object for the changed node only, so unchanged nodes keep identity and don't re-render. The parent now watches just the stable node-id list; sibling invalidation (wall miters / opening cuts) moves to a store-subscribe that bumps only affected siblings' epoch. InteractiveGeometry is also memoized. Geometry cache, affected-sibling epochs, the base/overlay two-pass, hit-testing, and selection/hover are all preserved verbatim. An item move now re-renders only its own entry; a wall drag only the moving wall plus its linked-corner siblings. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5f603e83c4 |
fix(editor): unify wall-endpoint move activation; stop wall-move from co-firing
Two fixes to the wall-endpoint reshape interaction.
selection-manager: a node:click is synthesized on R3F pointer-up, so an endpoint
handle that sits on the wall body lets the wall mesh (raycast-hit behind it from
a 3D angle) emit its own click on the same release — selecting the wall and
arming its move tool on top of the endpoint move. Ignore the body click while an
`endpoint` reshape owns the pointer. Scoped to `endpoint` so hole-edit (which
relies on node clicks to exit) is unaffected.
move-endpoint-tool: a press-drag committed on release but a tap dismissed, and
whether the tap's release ran at all raced the window pointer-up listener
mounting a tick after the handle's pointerdown ("works once, then needs a long
press"). Unify on one rule: commit only when the endpoint actually moved,
otherwise stay armed. A tap now grabs the endpoint (it follows the cursor; the
next click after a move commits) exactly like a press-drag — both engage
identically. Drops the now-dead hasDraggedRef.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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eeadec11a7 |
perf+fix(editor): gate 2D scene in 3D mode; wall-endpoint move via live overrides
Two changes from the split-view / wall-endpoint perf + UX pass. floorplan-panel: render the heavy 2D <svg> scene only when the panel is visible (`isFloorplanOpen`, i.e. viewMode !== '3d'). The panel stays mounted in 3D (display:none) to keep the portalled compass + viewport state warm, but the registry layer / per-node InteractiveGeometry / handle layers no longer reconcile on every scene change while invisible. Renders fully in 2D and split; viewport pan/zoom is preserved across the toggle. wall move-endpoint-tool: preview via `useLiveNodeOverrides` instead of writing `useScene.updateNodes` every grid:move tick. The per-tick store write handed a fresh `nodes` ref to every `useScene(s => s.nodes)` subscriber (WallPanel, the contextual HUD, tooltips, floor plan), rebuilding them all each frame. Overrides are merged by the wall system, wall panel, and 2D floor plan, so the preview still tracks live with no store churn; the store is written once on commit, and one Ctrl-Z reverts to the original endpoint. Also swallow the click that follows every endpoint-tool release so it can't fall through to the wall body and arm the wall move tool (no-drag tap or post-commit). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b384bc8178 |
perf(editor): skip floorplan viewport sync while the 2D panel is hidden
Camera-zoom hitch: the FloorplanPanel stays mounted (display:none in 3D mode), so its navigation-pose subscriber fired every camera onUpdate. During zoom the view-width changes continuously, so the epsilon guard never short-circuited and `syncFloorplanViewportToNavigationPose` ran each frame → setViewport/ setFloorplanUserRotationDeg → a full re-render of the ~10k-line floorplan SVG, even though nothing is visible (React reconciles display:none subtrees). Gate the viewport sync on `isFloorplanOpen` via a ref the per-frame subscriber reads, and re-run the mount catch-up effect when the panel reopens so the viewport snaps to the current camera. The compass is unaffected — it's portaled to the always-visible viewer area and still receives the pose; only the panel's own viewport sync is skipped while hidden. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bbe5b9a8eb |
fix(placement): wall-item facing via useFacingPose + right-click no longer cancels camera orbit
BUG 1 — wall-attached furniture facing. The coordinator drew its own inline facing triangle and published the wall grid normal from the cursor ghost's own yaw, which is the symmetric-wireframe yaw — π off the item's true facing for a wall (and a different frame for a roof-segment face). The triangle pointed into the wall and the grid normal was sign-flipped while the box still looked right. Fold the coordinator into the unified `useFacingPose` overlay (drop the inline triangle, geometry/material/constants). The per-frame surface publisher now derives the true outward facing from the draft mesh's world orientation (its local +Z faces out of the host surface) for wall/roof-wall and feeds that single yaw to BOTH the grid normal and the facing triangle. Floor/ceiling/item-surface/ shelf paths are unchanged behaviourally — same cursor yaw and Y, just routed through the overlay. Right-click cancel vs camera orbit. The right button also orbits the camera, so the old unconditional `contextmenu → onCancel` cancelled placement on every right-drag. Gate the cancel on pointerup: only when the right press moved ≤4px within ≤200ms (a quick stationary click); a longer/further press is an orbit and is left alone. contextmenu now only suppresses the OS menu. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8cc6c41b51 |
fix(editor): unstick empty-click deselect after click-to-move
Validated live by Wassim. The click-to-move branch set `clickHandledRef = true` then returned early, skipping the 50ms reset the normal select path runs at the end. The flag stayed true, so `onGridClick`'s guard silently blocked every empty-click deselect until the next normal select cleared it. Schedule the reset right after the flag is set so EVERY branch (incl. the early return) clears it. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5933a00247 |
fix(editor): placement grid — wall-anchored, perf, first-frame wall seed
Validated live by Wassim. - Wall grid is anchored to the wall PLANE (its foot), not the moving ghost, so sliding a door/window only moves the reveal patch — the lattice stays a fixed snap reference instead of "following" the opening. - DoubleSide so the lattice renders when an opening is handled from the far side. - depthTest is conditional: ON for the floor (the ground occludes a sub-floor lattice) and OFF on a wall (visible through the wall from the opposite side). - Resolution change is a uniform write only — `cellSize` no longer rebuilds the uniform + material (which recompiled the shader and stalled on every step). - Y follow snaps instantly (was a lerp); `gridY` state only updates on change. - Reveal radius 5 → 12. - Door/window publish the wall surface on mount (+ claim the pointer for the wall) so the grid is vertical from the FIRST frame — no horizontal flash. - Export the active-placement-surface module so the opening tools can publish. - Drop the editor-side "Show Grid" setting: the 3D grid is now purely a placement aid (shown only while placing/moving in grid-snap mode). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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67a558a883 |
feat(editor): route door/window facing triangle through the unified overlay
Door and window are placed via preset and moved with a bespoke wall-bound `move-tool` (affordanceTools.move), not the draw tool — so the previous inline triangle never showed for the paths actually used. Migrate both: - move-tool (move + preset, the community path): publish the on-wall ghost pose to `useFacingPose` in the same building-local frame the ghost renders in, dropped to the floor under the wall (the ghost Y is the opening centre); clear on every off-wall / hide / reveal / unmount path - draw tool (standalone from-scratch path): publish the on-host pose, clear on fallback/hide; frame depth read via a ref to keep the setup effect deps clean Removes the now-dead `FacingIndicator` public export (the editor-side overlay is its only consumer, via relative import). The unified overlay now covers every placement/move path: items, column/shelf, stair, and door/window. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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68e5c6ca67 |
feat(editor): unify placement/move facing triangle into one editor-side renderer
Every placement and move path now publishes its ghost pose to a single
`useFacingPose` store, drawn by one editor-side `<FacingPoseIndicator>` overlay,
instead of each path drawing its own triangle (which left the nodes-package and
PlacementBox paths invisible):
- column/shelf presets + all moves (PlacementBox via move-registry, and
DragBoundingBox) now publish the pose, so the triangle finally shows
- stair create + move use a declarative `facingIndicator: { reversed: true }`
(new registry resolver) so the triangle sits before the entry pointing out —
resolved in one place, so create and move match automatically
- stair placement defaults to single and respects the shared `point`
continuation (C) toggle, like the other placement tools
Checkpoint on the placement-interaction epic: also carries the in-flight
continuation-profile extraction (lib/continuation), grid surface (item #8), and
HUD work. Door/window still render their own legacy inline triangle and are
migrated to the overlay next.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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61f3921a83 |
Merge pull request #445 from pascalorg/polish/viewer-baking
feat(viewer): walkthrough FOV 60° + refresh ceiling-fan model |
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70acf894d1 |
feat(viewer): widen first-person walkthrough FOV to 60°
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> |
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69c483b5f2 |
chore(items): refresh ceiling-fan model (On clip + base paint slot)
The bundled ceiling-fan model.glb was stale (no animation clip, two slots). Replace it with the variant matching production storage: an `On` animation clip and a third `slot_base` paint slot. Same dimensions/offset, so no catalog metadata change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7530de5348 |
fix(viewer): bake folding/garage doors at an un-flipped rest pose
`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> |
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76089d85ea |
docs(arch): record wall/fence Alt→chain-toggle + altKey-alignment known-legacy
interaction-scope.md + review-architecture skill: the sanctioned Alt-as-toggle (wall/fence chain mode, the one place Alt-as-force is meaningless), and a second known-legacy pattern — `event.altKey` alignment-bypass in the roof/polygon/slab previews + ceiling/slab snap paths (migrate-on-touch; wall+fence already done). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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2666b07479 |
feat(editor): wall room/single + fence continuous/single chain toggles
Replace the legacy held-Alt mechanism on wall and fence drafting with a mode toggle, mirroring the snapping-mode chip: - Wall: `wallChainMode` room (auto-close on loop) / single. Room mode finishes automatically when the new endpoint lands within the join-snap radius of the chain's first vertex; single commits one wall per click. - Fence: `fenceChainMode` continuous (chain until double-click/Esc) / single. Fences are linear barriers, so continuous has no auto-close. - Both: Alt-tap cycles the active drafting tool's chain mode (clean-tap, scoped to wall/fence drafting); a clickable HUD chip shows the mode. Persisted + migrated in `useEditor`. Migrate wall and fence off held-Alt-bypass-alignment to the unified convention: alignment now follows the magnetic snap mode, which frees Alt for the toggle. 2D floorplan parity kept in sync with the 3D tools. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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4c81435e3b |
fix(doors): correct folding fold direction + make open-clip names unique per node
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>
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c629171607 |
feat(doors): bake open-animation clips for sliding/garage/folding/pocket/barn doors
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> |
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6d02ad424e |
docs(editor): correct stale Alt "free place" comment in placement coordinator
The floor grab-offset comment claimed floorStrategy.move reads localPosition "under Alt (free place)"; it reads event.position with mode-governed snapToGrid and has no Alt branch (Alt is force-place-only). Describe the real reason both frames carry the offset: it's computed local-space but the strategy consumes the world point. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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f0206dc6eb |
docs(arch): codify the unified snapping/modifier convention + enforce in review
The snapping model (Shift = cycle mode, Alt = force/free, mode-driven reads via isGridSnapActive/isMagneticSnapActive/isAngleSnapActive, snapProfile-declared context) lived only in code and the plan; tools.md still preached the legacy "Shift = bypass snapping". Close the drift so the architecture review refuses tool changes that revert to the old pattern: - tools.md: replace the held-Shift-bypass manipulation policy with the unified mode-driven model + the single snap read path. - interaction-scope.md: new "Snapping mode & modifiers" section (contexts, read path, modifiers, the chip-needs-a-scope rule) + a Rules bullet + the known-legacy MEP movers (migrate-on-touch) incl. the dual-path constraint (a bespoke mover must not open a `moving` scope — it re-mounts the generic mover via useMovingNode). - review-architecture skill: add interaction-scope.md to the reads and a new "F. Interaction scope, snapping & modifiers" checklist — new shiftKey-bypass, ungated grid step, missing snapProfile, a new useEditor interaction flag, or a bespoke mover opening a moving scope are blockers; touching the legacy MEP movers forces migration. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |