Commit Graph
18 Commits
Author SHA1 Message Date
c45808840c nodes: add modular cabinets and wall trim controls (#461)
* 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

* Add modular cabinet node

* Add modular cabinet run and tall cabinet workflows

* Add cabinet paint slots and material groups

* Improve modular cabinet presets and wall snapping

* Improve cabinet wall snapping

* Fix cabinet wall snapping and countertop joins

* Improve cabinet appliance compartments

* Improve fridge visuals and smooth cabinet animations

Fridge exterior is now brushed silver with brass accents and the
interior is all white. Door/drawer animation no longer rebuilds the
full cabinet geometry per frame — animated parts carry pose metadata
that a new per-frame cabinet system applies directly to transforms.

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

* Improve gas hob flames and cooktop knob controls

Port the curved-flame look from reference gas-burner photos: each burner
gets a ring of vertex-coloured tube flames (blue body, orange-yellow tips)
whose spines breathe and flicker per frame at ~30fps, plus a flat ignition
glow and a faded heat halo. Fix the knob pointer notch to rotate with the
knob instead of drifting sideways. Also includes cooktop compartment
presets/panels and cabinet selection/move affordance work.

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

* Fix cabinet UVs and registry actions

* Fix registry move snap typecheck

* Fix cabinet knob animation concurrency

* Fix cabinet material disposal, undo flood, and 2D move parity

- Flag shared cabinet appliance materials (and the viewer's cached material
  factories) as cached so geometry rebuilds no longer dispose materials
  still referenced by other nodes, forcing scene-wide shader recompiles.
- Route the door/drawer open animation through useLiveNodeOverrides with a
  single final commit, so one play is one undo step instead of ~20.
- Add a cabinet-module floorplanMoveTarget: 2D drags now convert through
  planToLocal + magneticSnap like the 3D path, instead of writing plan
  coords into the run-local position (teleporting modules on rotated runs).
- Re-key sibling runs (cabinetAdjacencyRevision) when a run's
  neighbor-affecting inputs change, so countertop overhang joins re-trim
  when a neighbor moves/resizes/deletes.
- Narrow the cabinet panel's scene subscriptions (useShallow module
  selector) so it stops re-rendering on every scene mutation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Restructure cabinet schema and centralize run math/mutations

Prepares the cabinet node for the queued specialty units (corner L-shape,
sink base, appliance gap, open shelving):

- Add a `moduleKind` discriminator (default 'standard') on CabinetModuleNode
  so new unit types extend an enum instead of overloading the stack, and
  split CabinetCompartment into a z.discriminatedUnion so invalid field
  combos (drawer with rack style, fridge with burner state) are
  unrepresentable. Shared box fields now come from one `cabinetBoxFields`
  object so run/module schemas can't drift.
- Extract the straight-line run assumption (sort-by-x, edges, adjacency,
  spans, side-insert, reflow, frame transforms) into run-layout.ts —
  previously spread across definition/geometry/quick-actions/stack/
  move-frame, so corner support would have meant five parallel edits.
- Consolidate the run mutations (add module, wall cabinet/hood above,
  base↔tall switch, layout-revision bump) into run-ops.ts on SceneApi.
  Panel and quick-actions had drifted copies: the panel's add-module
  skipped gap checks, revision-bump scope differed per surface.
- Remove dead code: node-level doorStyle (with a migrateNodes entry —
  geometry only ever read per-compartment doorType), the unreachable
  slot-handle mesh block, the no-op handlePosition 'edge' enum value,
  wallLocalX, and duplicate totalCabinetHeight definitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add cabinet snap tests and split the cabinet panel

- New tests: cabinetModuleParentFrame.magneticSnap (flush snap, threshold,
  Z alignment, nearest-edge) and wall-snap's resolveCabinetWallFaceOffset /
  collectCabinetWallSnapNeighbors (straight face, miter taper, ray-miss
  fallback, yaw/face/parent filtering) — 87 cabinet tests, up from 71.
- De-brittle geometry test lookups: coordinate-encoded mesh names are now
  matched by pattern, so dimension-default changes don't break them.
- Split panel.tsx (1,541 → 679 lines): CompartmentCard + option constants
  into compartment-card.tsx, CabinetRunPanel + reflow wiring into
  run-panel.tsx, and the compartment type-transition tables into a pure
  resolveCompartmentTransition in stack-transitions.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Split cabinet geometry.ts into per-appliance modules

Pure code motion: geometry.ts (4,728 lines) becomes a 336-line orchestrator
dispatching into geometry/ — shared helpers + cached appliance materials
(shared.ts), CSG fronts/handles/doors/drawers (fronts.ts), run spans +
countertop (run.ts), and self-contained hood/fridge/cooktop/dishwasher/
oven-microwave/pantry builders. No mesh names, userData stamps, materials,
or math changed; the './geometry' import path is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add undermount sink compartment with CSG-cut countertops

New 'sink' compartment type (single / double / 60-40 bowl layouts)
following the cooktop pattern: zero stack height, countertop-plane
geometry, panel card with a bowl-layout selector, and a Sink Base
preset. Bowl openings are subtracted from both module- and run-owned
countertop slabs via three-bvh-csg; the basin shells, drain plumbing,
and a spec-sheet-proportioned gooseneck faucet (Grohe Minta-style pin
lever) render beneath the cut. Sink modules skip the carcass top panel
and the deck under the sink row so the basin hangs through.

Also scope the viewer mock in roof-surface-placement-guides.test.ts to
only stub useViewer — the bare module stub leaked into later suites and
broke real CSG imports.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Update ifc-converter next-env reference to build-mode route types

Regenerated by `next typegen` during check-types; points at
.next/types instead of the dev-mode .next/dev/types path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Draw cabinet floor plans with kitchen drafting symbols

Replace the per-module box soup with NKBA/architectural-convention
symbols: the run draws one heavier countertop outline per span
(extended by the overhang), base modules draw their front edge plus
compartment symbols — rounded bowl rects + faucet dot for sinks,
burner/zone rings for cooktops (reusing the 3D layout tables so 2D and
3D always agree) — and appliance modules carry standard upright labels
(DW / REF / OV / MW / PAN). Nested wall cabinets and hood-only modules
draw as dashed open outlines per the above-cut-plane convention.

* Play cabinet open/close animation on the E interaction key

Add an `e` slot to registry KeyboardActions and dispatch it in the
keyboard hook ahead of the legacy door/window arms, so kinds opt into
the E interaction on their NodeDefinition. Cabinets register it: E on a
module eases its doors/drawers open or closed, E on a run swings every
child module together, and hood-only modules fall through. The panel's
rAF animator moves into cabinet/interaction.ts (live-override frames,
single undo commit) so the Play button and E share one animation, and
the shortcuts dialog now documents E.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add kitchen island and bar counter support to cabinet runs

Islands: run-level countertopBackOverhang (seating side) and
withFinishedBack (decorative back panel), plus an I-key island placement
mode in the cabinet tool that skips wall snap. Bar counters: optional
barLedge {edge, height, depth} drawing a knee wall and raised slab along
the back or either run end, superseding the seating overhang on its
edge. withWaterfall drops slab-material panels to the floor on exposed
run ends. 2D floorplan outlines, selection bounds, geometry keys, and
run panel controls updated in parity; schemaVersion 3 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Merge quick-action arrow and plus into one directional add glyph

The add-left/add-right buttons showed two unrelated icons; a single
plus-on-tail arrow reads as "add on this side".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Extend plugin discovery instead of replacing the host source

Also track the ifc-converter next-env routes reference update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add L-corner runs to modular cabinets with run-scoped grouping

An "L Left/Right" quick action spawns a perpendicular base leg, wall leg,
and wall bridge as metadata-linked runs parented to the SOURCE RUN, so the
run stays the single group: selecting a base module selects only it, and
the clicked module never becomes a container. Corner runs re-anchor when
the source module resizes or moves (new MovableParentFrame.onCommit hook,
mirrored in the 2D floorplan commit), run bounds fold in child leg runs,
and deleting one corner member removes only that node while unlink patches
keep the survivors' link metadata consistent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Delete emptied cabinet run groups in the same delete gesture

Removing a run's last child (module or derived corner leg) left an
empty group node in the scene graph and persisted data. onDeleteCascade
now receives the gesture's pending delete ids so multi-select deletes
count siblings as gone, and both cabinet kinds cascade the orphaned
parent run away in one undo step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Remove filler front gap treatment

* Apply architecture review fixes across cabinet, plugin-trees, and framework

Move cabinet semantics out of packages/editor behind registry capabilities
(def.tree, selectionProxy.bypassDirectPick, IconRef quick-action icons,
catalog tool field), route cabinet selection through a core selection-proxy
helper, and make PanelWorkspace an opaque host tag. Fix the cabinet
placement undo flood, dirtyNodes.add bypasses, normalized UVs on paintable
slots, plugin-trees ghost layers/stale level transforms/untyped find-sync
event, and cross-file store-mock pollution plus orphaned dist tests that
broke combined test runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Propagate front styling to L-corner runs even when re-layout bails

Group style changes rode entirely on syncDerivedCornerRun, which bails
silently when a later-drawn wall blocks the corner layout or a leg run
gained modules outside the derived-run spec — leaving the L legs styled
stale. Apply the style patch directly to every linked corner run before
attempting the geometric re-layout.

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

* Improve editor viewer integration

* Refactor plugin panels and floorplan invalidation

* UV-unwrap and material-assign roof-segment trim planes

* Fix cabinet placement snap feedback

* Add cabinet wall snap bypass

* Fix cabinet continuous placement flow

* Implement wall band material slots

* Add corner addition preview functionality and related tests

* Fix cabinet and wall band behavior

* Fix architecture review blockers

* Fix post-merge quality check

* fix cursor review feedback

* Fix cabinet placement type and quick action history

* Improve cabinet placement feedback

* Make wall bands configurable

* Add wall trim profiles and default materials

* Fix architecture review issues

* Fix cabinet rotation and wall band visibility

* Fix sink appliance paint persistence

* Bake cabinet animations and preserve wall band material

* Fix cabinet group duplication and module snapping

* Fix cabinet duplication architecture

* Fix cabinet floorplan test and make placement-type hint a live chip

- floorplan.test.ts: pass the required liveTransforms map to
  cabinetFloorplanSiblingOverrides (the runtime callers always supply it)
- ToolHint gains an optional generic `chip` contract (subscribe/value/
  cycle/labels) so a kind can render a tool hint as a live mode chip —
  like the snapping/continuation chips — without the editor knowing the
  kind's store
- cabinet: the I hint now shows the current value (Type: Cabinet /
  Type: Island) and is clickable to toggle

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-07-12 18:33:48 -04:00
bf25af6add viewer: Fix Dutch roof trim artifacts (#452)
* Add roof surface placement support for items

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

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

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

* fixed conflict

* Fix spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

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

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

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

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

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

* Snap new walls to the floor below

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

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

* Set Dutch roof shape defaults on type switch

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

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

* Use green accent for corner and endpoint snap markers

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

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

* Add magnetic wall snapping to the roof tool

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

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

* Update auto-generated Next.js route types path

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

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

* Show cutaway outline while dragging roof trim

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

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

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

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

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

* Separate and extend Dutch roof end slopes

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

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

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

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

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

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

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

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

* Include roof accessories in trim clipping and red cutaway

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

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

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

* Add smooth spline fences with editable curve handles

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

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

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

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

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

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

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

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

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

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

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

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00
a71de82ccb nodes: add MEP movement controls and DWV parity (#438)
* 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>
2026-06-23 08:37:15 -04:00
Wassim SAMADandClaude Opus 4.8 8633886eef fix(selection): selected objects keep their texture (light glow, no wash)
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>
2026-06-19 17:17:41 -04:00
Wassim SAMADandClaude Opus 4.8 c6423e7c73 feat(paint-slots): migrate wall + procedural kinds onto node.slots
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>
2026-06-18 10:12:53 -04:00
bb5ce68254 Viewer render modes: Solid/Rendered + textures + surface-role clay + scene themes + edges (#332)
* viewer: add Phase 1 render-modes foundation (shading/textures/colorPreset state, defaultRender prop, SSGI gating)

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

* viewer: Phase 2 render-modes material-class switch (Lambert in solid, Standard in rendered)

Shading-aware material factories (cached per class), reactive selection in
renderers via the useViewer(shading) pattern, and dirty-rebuild on toggle for
geometry/door systems. Rendered mode output unchanged.

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

* viewer: Phase 3a render-modes surface roles + clay palette foundation

Adds surfaceRole token to core NodeDefinition, per-kind default roles,
ColorPreset palettes + resolveSurfaceColor/createSurfaceRoleMaterial (glazing
stays translucent), and the textures-off recolor path for def.geometry kinds
(slab/fence/shelf via GeometrySystem.applyDefaultSurfaceRole) + wall. Renderer-
based kinds (roof/window/stair/item/column/door/ceiling/elevator) wired in 3b.

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

* viewer: Phase 3b render-modes textures-off recoloring for renderer/system kinds

Wires clay role coloring (textures=off) for roof/roof-segment, window, stair/
stair-segment, door, item, column, ceiling, elevator via createSurfaceRoleMaterial,
reactive on textures/colorPreset. Per-surface roles: roof top+edge=roof /
underside=ceiling; window frame=joinery / glass=glazing; stair+door+elevator=
joinery; ceiling=ceiling; column=wall; item=furnishing. textures=on unchanged.

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

* editor: Phase 4a render-modes UI — Solid/Rendered toggle + per-context persistence

Per-context shading via renderContext discriminator + shadingByContext (persisted);
<Viewer> renderContext prop seeds per-context on mount. Solid/Rendered toggle in the
editor action bar + standalone toolbar + command palette. Editor mounts default to
renderContext=editor / shading=solid.

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

* viewer: fix window-system glassMaterial type to allow clay glazing reassignment

The let was inferred as MeshLambertNodeMaterial from the imported glass constant,
so reassigning createSurfaceRoleMaterial('glazing') (returns THREE.Material) failed
under tsc --build. Widen the annotation to THREE.Material. Surfaced by the build
(check-types had replayed a stale turbo cache).

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

* viewer: Phase 5 lighting — add theme-driven hemisphere light, trim fill directionals 3->2

Adds a sky/ground hemisphere fill (theme-lerped) and drops the second fill
directional; the hemisphere covers the shadow-side fill it provided, at one
fewer per-fragment directional term (shared by Solid + Rendered). Ambient lowered
since the hemisphere now carries soft fill. Intensities are a starting point —
tune visually on the gpu-perf overlay.

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

* viewer: tune Solid lighting for more form — stronger hemisphere sky/ground contrast, lower ambient

Darker hemisphere ground (#d8d6cf -> #aaa49a) + higher hemisphere intensity and
lower ambient so directional shading reads as form and undersides ground without
AO. Keeps Solid free of any post-processing pass.

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

* chore: biome format render-mode files (lefthook pre-commit)

Formatting-only — import wrapping, dep-array wrapping, single-line ternaries —
across Phase 2-4a files that weren't biome-clean. No logic changes.

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

* viewer: scene-theme system — named environment themes (studio/paper/sunset/night/...)

New SceneTheme registry (lib/scene-themes.ts) drives lights, background, and tone
mapping; lights.tsx refactored data-driven (N directionals + hemisphere + ambient).
sceneTheme state (persisted) + cycle-button picker in editor bar + standalone
toolbar, importing the registry from the viewer barrel (single source). Default
'studio' reproduces the prior look exactly; app light/dark 'theme' untouched.

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

* editor: Phase 7 — popover-dropdown pickers for render mode + scene theme (editor bar)

Replace the shading + scene-theme cycle buttons in viewer-overlay.tsx with
DropdownMenu pickers: render mode shows 2 rows (Solid/Rendered) with one-line
detail; scene theme lists all themes with a derived color-swatch strip + active
check. Imports the registry from the viewer barrel (single source).

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

* editor: Phase 7 — dropdown pickers in standalone toolbar + export DropdownMenu from barrel

Replicate the render-mode + scene-theme dropdown pickers (with swatch strip +
active check) to apps/editor's compact toolbar, matching viewer-overlay.tsx.
Export DropdownMenu* from the @pascal-app/editor barrel for the standalone app.

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

* viewer+editor: Phase 8 — crisp geometry edge overlay (off/soft/strong/sketchy)

EdgeOverlaySystem draws EdgesGeometry LineSegments over node-backed building
meshes (scoped via sceneRegistry, skips zone-layer/hitbox/overlay meshes),
rebuilt on geometry-uuid or mode change, line color follows scene-theme
background luminance; sketchy = static TSL vertex jitter. New 'edges' state
(persisted, default off) + Edges dropdown in editor bar + standalone toolbar.

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

* viewer+editor: edge overlay — thick lines via Line2, drop sketchy mode

Switch EdgeOverlaySystem from LineBasicNodeMaterial (1px hardware cap) to
LineSegments2 + Line2NodeMaterial so edges have real screen-space width
(soft 1.5px / strong 3px); resolution tracks viewport. EdgeMode is now
off/soft/strong (sketchy removed).

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

* viewer: fix edge overlay crash — webgpu Line2NodeMaterial has no settable resolution

material.resolution is undefined under WebGPU (the node material reads the
viewport internally); optional-chain the .set() call so it no-ops there instead
of throwing. Thickness still applies via linewidth.

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

* viewer: edge overlay — weld vertices to fix CSG spiderweb edges + lighter strong

Position-only mergeVertices before EdgesGeometry so coplanar triangles from
CSG-cut walls (doors/windows) share vertices and their interior edges are
suppressed — only opening outlines + silhouettes remain. Strong linewidth
3 -> 2px (was too heavy).

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

* viewer: edge overlay — crease-only extractor to fix CSG spiderweb

Replace EdgesGeometry (which always draws unpaired boundary/T-junction edges)
with buildCreaseEdges: weld positions, keep only edges shared by exactly two
faces whose dihedral exceeds the threshold, drop everything unpaired. CSG-cut
walls/slabs are watertight so real corners + opening outlines survive while the
interior triangulation fans (coplanar or T-junction) are removed. Open meshes
(bare ground plane, billboard leaves) shed their boundary clutter too.

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

* viewer: crease edges — coarser weld (0.1mm->1mm) to recover CSG/extrude seam edges

The cap<->side-wall top edge of ExtrudeGeometry walls drifts past 0.1mm after
CSG, so it stayed unpaired and was dropped. Weld at ~1mm to pair it into a real
crease while staying far below feature size (wall thickness, openings).

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

* viewer: replace geometry edge overlay with screen-space ink (SketchUp look)

Port the prototype's screen-space ink into the post-processing pipeline: depth +
normal Sobel reading the scene-pass MRT. Crease term (normalized normals,
center-vs-neighbour) + distance-independent depth-step term (raw Laplacian /
(1-d)² with a noise gate so flat ground stays clean). Topology-agnostic, so it
finally handles CSG-cut walls/openings without the spiderweb or missing-edge
problems of EdgesGeometry. Driven by the existing edges off/soft/strong mode;
MRT now builds when SSGI OR ink is on; ink colour tracks scene-theme luminance.

Removes EdgeOverlaySystem + crease-edges (geometry approach).

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

* viewer: soft/strong ink modes + keep editor overlays out of the ink

Two adjustments to the screen-space ink pass:

1. Soft vs strong now visibly differ. The edge masks saturate, so the old
   `intensity` gain did nothing once a line was detected. Replace it with a
   sample radius (line thickness) + opacity: soft = 1px / 50%, strong = 2px /
   100%. `inkedEdges` takes `radius` + `opacity` instead of `intensity`.

2. Editor overlays (gizmos, move handles, tool previews, grid) no longer get
   inked. The scene pass that feeds the depth/normal MRT now renders only
   SCENE_LAYER; overlays render in a dedicated pass on OVERLAY_LAYER and are
   composited on top after the ink + outlines, so they read as crisp UI and
   never get inked or AO'd.

   New OVERLAY_LAYER constant in viewer; editor's EDITOR_LAYER re-exports it so
   the two stay in lockstep. Also moves WallMoveSideHandles (the wall/fence move
   arrows) onto EDITOR_LAYER — it was the one overlay still on SCENE_LAYER.

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

* viewer: render the grid in the scene pass so geometry occludes it

The depth-gate fix couldn't help the grid: its material is depthWrite:false,
so it never wrote overlay-pass depth and the "didn't write depth -> keep on
top" term forced it on top — hence the floor grid bleeding through walls and
objects.

A full-floor plane can only be occluded correctly by living in the same depth
context as the scene, so move the grid onto its own GRID_LAYER which the scene
pass renders (alongside SCENE_LAYER). It's flat and depth-non-writing, so the
screen-space ink still ignores it; gizmos/handles stay on OVERLAY_LAYER. The
grid camera layer is enabled in custom-camera-controls and disabled on the
thumbnail camera so thumbnails stay grid-free, matching EDITOR_LAYER.

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

* viewer: strong ink — match soft's 1px thickness, differ by darkness only

Strong at radius 2 read too thick. Soft's 1px line is the nice one, so use it
for both modes and let strong distinguish itself purely by being fully solid
(opacity 1) vs soft's lighter 50%.

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

* viewer: shadow frustum follows the view + a shadows on/off setting

The directional light's ortho shadow camera only covers ±50 around the light
target, which was pinned at the origin — so zones far from origin received no
shadows no matter where the camera moved. Recentre each shadow-casting light
(position + target together, preserving direction) on the view focus every
frame: the orbit-controls target when available, else the camera's ground
projection. The shadow area now tracks wherever the user looks.

Also add a persisted `shadows` toggle (default on) to the viewer store and a
"Shadows" switch in the editor settings panel — the dedicated shadows control
the render-modes plan deferred. Lights gate castShadow on it.

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

* editor: shadows toggle in the standalone toolbar + a touch more shadow strength

The shadows switch I added only lived in the cloud settings panel's Visibility
section, which is hidden in the local/standalone editor (no projectId). Add a
ShadowsToggle button next to the grid toggle in the standalone toolbar so it's
reachable there, matching how Show Grid is exposed in both places.

Also push shadow strength partway toward the aesthetic prototype (which runs
near-black, no blur): bump the bright-key shadow-intensity cap 0.4 -> 0.55 and
tighten shadow-radius 2 -> 1.5. Still softer than aesthetic by design.

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

* nodes: site ground receives shadows (lit material instead of unlit Basic)

The site ground fill used MeshBasicMaterial — unlit, so it could never show
the directional shadow, and shadows visibly truncated at the slab edge. Swap it
for a lit MeshLambertNodeMaterial with receiveShadow on the mesh; the geometry
is the site polygon (slab footprints punched out), so shadows now extend across
the whole site and stop at its boundary, which is the desired bound.

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

* themes: per-theme clay palettes + 2x2 swatch in the theme pickers

Each scene theme now carries a clayTints map (wall/floor/ceiling/roof/glazing)
giving it a per-surface-role palette — e.g. Mediterranean's blue roof + warm
walls. The theme pickers (standalone toolbar + community overlay) now render the
aesthetic-style 2x2 swatch of those role tints over the theme background instead
of the old 3-colour strip.

Data + UI only; wiring the tints into the textures-off surface materials is a
separate change.

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

* editor: slimmer theme switcher + cloud-sun icon

Shrink the scene-theme toolbar button (w-[8.5rem] -> w-28) so it stops reserving
space for "Mediterranean"; the label truncates when it overflows. Swap the
palette icon for cloud-sun (atmosphere/lighting, distinct from the app light/dark
Sun-Moon toggle) in both the standalone toolbar and the community overlay.

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

* editor: theme switcher icon -> swatch-book

Swap the scene-theme icon from cloud-sun to swatch-book in both the standalone
toolbar and the community overlay.

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

* themes: colour untextured building surfaces by the active scene theme

Untextured walls/roof/slab/ceiling now take the active theme's per-role colour
(theme.clayTints[role], falling back to the colour preset) in BOTH textures
modes. The textures toggle only governs surfaces that actually have an explicit
material/preset — those still show their texture when textures are on. This is
what makes e.g. Mediterranean read as a blue roof + warm walls instead of the
old hardcoded white/grey defaults.

- materials.ts: resolveSurfaceColor / createSurfaceRoleMaterial take an optional
  sceneThemeId (theme tint ?? preset palette); theme folded into the cache key.
- wall-materials, roof-materials, slab/geometry, ceiling/renderer: the untextured
  fallback now resolves to the themed role colour instead of white/grey, in both
  modes; theme threaded into each builder + material cache key.
- wall-cutout: now reads textures/colorPreset/sceneTheme and re-applies wall
  materials when any change (previously it ignored textures/colorPreset entirely).
- geometry-system: threads sceneTheme into the generic surface-role path + rebuild
  effect. Renderers/preview call sites thread sceneTheme through.

Doors/windows/stairs/columns/items still use their existing defaults — a
follow-up pass.

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

* fix(slab): recessed (negative-elevation) slabs extrude downward again

The registry geometry builder created the slab mesh at Y=0 without applying the
negative-elevation offset, so recessed slabs rendered above the floor plane
(pool geometry is built locally with its floor cap at Y=0 and walls rising to
Y=|elevation|, so the mesh must be shifted down by `elevation` to recess). The
runtime slab-system already did this; the static builder path didn't. Mirror it:
shift mesh.position.y by elevation when negative. Positive elevation unchanged.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(roof): legacy roofs render again — migration wrote invalid wallHeight 0

Legacy roof nodes (old format, no `children`) were migrated with a hardcoded
`wallHeight: 0`. With zero wall height the eave height (`wallHeight - autoDrop`)
went negative in getRoofSegmentBrushes, producing geometrically invalid brushes;
three-bvh-csg then spammed "TriangleClipper: Coplanar clip not handled" every
frame and emitted NaN positions, so the merged roof geometry failed
computeBoundingSphere and never rendered.

- core/use-scene migration: wallHeight 0 -> 0.5 (the RoofSegmentNode schema
  default), so migrated segments have a valid wall height.
- roof-system: clamp eave height to >= 0.01 so an intentional wallHeight 0 can
  never yield a negative eave, and guard updateMergedRoofGeometry so a CSG result
  with NaN positions is discarded (keep the last good mesh, warn once per roof)
  instead of poisoning the buffer + spamming the console.

Unrelated to render modes — bundled into this branch's PR.

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

* fix(column): columns cast and receive shadows

Column meshes (box, beam, cylinder, sphere, torus) rendered without castShadow/
receiveShadow, so columns neither dropped a shadow nor caught one — unlike walls,
slabs and roofs. Set both on all column shape meshes.

Unrelated to render modes — bundled into this branch's PR.

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

* viewer: default edges to soft

Editor defaults are now solid shading / studio theme / soft edges / shadows on.
Shading (solid, via EDITOR_DEFAULT_RENDER), theme (studio) and shadows (on) were
already the defaults; edges was 'off' — make 'soft' the default.

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

* themes: fold light/dark into the scene theme (remove the separate toggle)

The viewer had two overlapping appearance controls: a light/dark `theme` toggle
AND scene themes (which already drive the 3D background + lights). They
conflicted — e.g. Night/Twilight are dark themes, but the light/dark toggle was
an independent axis still tinting the 2D scene chrome.

Unify on the scene theme: add an explicit `appearance: 'light' | 'dark'` to each
SceneTheme (twilight/night = dark, the rest = light) and drive everything the
old toggle drove off it — canvas backdrop, grid line colours, measurement-label/
cursor/site-edge contrast, the site ground fill, the ground occluder, and the
mobile viewer bg. The editor UI chrome is unaffected (always dark via a fixed
body class).

Removes the `theme`/`setTheme` store state (+ persistence) and every light/dark
toggle UI: the standalone toolbar Sun/Moon button, the community overlay theme
switch, the command-palette command, and the ifc-converter preview toolbar
button.

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

* themes: per-theme ground colour + add the "Verdant" nature theme

- Add a `ground` colour to every SceneTheme and drive the site ground fill +
  the infinite ground-occluder off it (instead of the binary
  isDark ? #1f2433 : #fafafa). Dark themes now get a lit mid-tone ground
  (twilight #4a4566, night #2b3247) so the ground reads as ground rather than
  going near-black.
- Add a new green/nature scene theme "Verdant": soft green sky + lit, with a
  green roof clay tint and mossy ground.

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

* wiki: document the surface-colour / theme system

The colour-per-node/renderer/system model from the render-modes work was
undocumented. Add wiki/architecture/materials-and-themes.md covering surface
roles, colour presets, the textures axis, scene themes (appearance / ground /
clay tints), and the "untextured surfaces are theme-coloured in both modes"
invariant + where each kind wires it.

Also fix two pages that the same work made stale:
- node-definitions: geometry builders receive (shading, textures, colorPreset,
  sceneTheme); document the `surfaceRole` token + applyDefaultSurfaceRole.
- layers: OVERLAY_LAYER (1, viewer) with EDITOR_LAYER now its alias, the new
  GRID_LAYER (3, rendered in the scene pass for depth occlusion), and the
  overlay pass.

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

* nodes: wire #330 roof-accessory kinds into the surface-role/theme colours

PR #330's new kinds (chimney, dormer, skylight, solar-panel, ridge-vent,
box-vent) use custom renderers, so the generic textures-off recolour path never
reached them — they fell back to hardcoded colours. Wire each renderer into the
render-modes system: read shading/textures/colorPreset/sceneTheme and resolve
untextured surfaces via createSurfaceRoleMaterial (and force the role colour when
textures are off), matching column/ceiling.

Roles: chimney body→wall / cap→roof; dormer wall→wall, roof→roof, glass→glazing,
frame→joinery; skylight glass→glazing / frame→joinery; ridge-vent + box-vent→roof;
solar-panel frame→roof (the dark product-specific cell face is left as-is). Each
definition also gets its dominant `surfaceRole` token.

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

* fix(roof): legacy-roof migration must use a non-zero wallHeight

The render-modes/#330 merge left the legacy roof→roof-segment migration writing
`wallHeight: 0`. With #330's pitch model that builds a flat, zero-volume wall
CSG brush, which three-bvh-csg can't clip ("Coplanar clip not handled") and
yields NaN positions — so the migrated old roof never renders. Use the schema
default 0.5 (what new roofs use), giving a valid wall. The eave clamp + merged-
geometry NaN guard added earlier stay as defense-in-depth.

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

* fix(roof): guard slope frame against missing/NaN pitch (no more NaN geometry)

getSegmentSlopeFrame used `pitch <= 0` to detect flat/zero-pitch, but an
undefined or NaN pitch (a segment from an older migration that set `roofHeight`
instead of `pitch`, or stale persisted data) slips past that check and computes
Math.tan(NaN) → NaN tanTheta/activeRh → NaN segment geometry → the merged-roof
CSG spews "Coplanar clip not handled" and NaN positions, so the roof never
renders. Use `!(pitch > 0)` so any non-positive/non-finite pitch resolves to the
flat frame. Self-heals bad data regardless of how the segment was produced.

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

* fix(roof): migration guarantees a positive pitch for every roof-segment

Segments saved with neither a valid pitch nor a roofHeight (older/partial
saves, e.g. landing home-graph) fell through the legacy roofHeight->pitch
branch, leaving pitch undefined. The slope-frame guard then resolved them
to a flat frame, so the roof rendered as a slab instead of pitched. Branch
2b now normalises any segment lacking a valid pitch: derive from roofHeight
when present, else fall back to the schema default (40deg). The migration
result is cast (not zod-parsed), so this is the only place the default lands.

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

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 17:33:00 -04:00
Wassim SAMADandClaude Opus 4.7 d747d2f0ea Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.

Deleted (replaced by registry-driven equivalents):
- `tools/{ceiling,column,door,fence,item,slab,spawn,wall,window}/...`
  (boundary editors, hole editors, placement tools, move tools,
  endpoint movers, curve tools, helpers, math libs)
- `ui/helpers/{ceiling,slab,wall}-helper.tsx`
- `ui/panels/{column,door,elevator,item,roof,roof-segment,spawn,
  stair,stair-segment,wall,window}-panel.tsx`
- `viewer/src/components/renderers/{building,ceiling,column,door,
  elevator,fence,guide,item,level,roof,roof-segment,scan,site,slab,
  spawn,stair,stair-segment,wall,window,zone}-renderer.tsx`
- `viewer/src/components/viewer/legacy-system.tsx`

Added under `packages/nodes/src/`:
- `building/`, `column/`, `elevator/`, `guide/`, `level/`, `roof/`,
  `roof-segment/`, `scan/`, `shared/`, `site/`, `stair/`,
  `stair-segment/` packages with definition + schema + renderer / system
  / floorplan / panel as appropriate.
- New `floorplan-move.ts` for every kind that supports 2D moves
  (ceiling, door, item, shelf, slab, window) — single registry-driven
  dispatch path via `def.floorplanMoveTarget`.
- New `floorplan-affordances.ts` for kinds with polygon / endpoint
  drags (ceiling, fence, slab, wall) — using the shared
  `polygon-vertex-affordance` factories.
- New per-kind `panel.tsx` for kinds with custom inspector content
  (door, item, shelf, spawn, wall, window).
- New per-kind `tool.tsx` for placement (door, item, shelf, window).
- New per-kind `move-tool.tsx` for kinds with custom 3D move flows
  (door, item, slab, window).

Coordinator + manager updates in `packages/editor/`:
- `tool-manager.tsx` resolves tools from the registry only — no
  hardcoded type→component map.
- `panel-manager.tsx` resolves inspector panels the same way.
- `placement-{coordinator,strategies,types}.ts` extended with
  shelf-surface placement.
- `selection-manager.tsx` adds the registry-selectable fallback.
- `floorplan-panel.tsx`, `floorplan-background-placement.ts`,
  `floorplan-render-context.tsx` updated for the registry layer's new
  contract (props, affordance dispatch, render context).

Viewer updates:
- `viewer/index.tsx` drops legacy renderer mounts.
- `node-renderer.tsx` resolves by registry only.
- `scene-bvh.tsx`, `use-node-events.ts`, `level-system.tsx`,
  `wall-cutout.tsx`, `zone-system.tsx`, `materials.ts` adjusted for
  the registry-only world.

Sidebar tree nodes for ceiling / fence / slab / shelf / tree-node
updated to read from the registered nodes instead of the deleted
legacy renderer trees.

Wiki: new `plugin-authoring.md` page, README index updated.

Tests in `packages/nodes/src/index.test.ts` validate every registered
kind has the required shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:14:12 -04:00
sudhir 71ddb7052b Add two-sided wall material targeting 2026-04-20 11:18:20 +05:30
Sudhir YadavandGitHub 57df224948 feat: Add catalog-based material presets across structural nodes (#231)
* Add catalog-based material presets across structural nodes

* Fix material picker fallback and wall visible highlights

* Preserve wall materials in selection highlights
2026-04-15 12:16:35 -04:00
PascalandGitHub 682e2a1a12 sync: backport monorepo PRs #240 #251 #253 (#225) 2026-04-13 11:24:13 -04:00
PascalandGitHub 0a46a9deb4 sync: comprehensive monorepo → editor parity (2D/3D decoupling, UX polish, crash fixes)
Squash merge of 3 commits:
1. useLiveTransforms store for 2D/3D decoupling + floorplan overhaul + Sentry crash fixes
2. Comprehensive 59-file sync bringing editor to full monorepo parity (selection highlights, delete tool, furnish/zone modes, keyboard shortcuts, all panels)
3. Missing files fix (materials.ts, merged-outline-node.ts, type fix)

75 files changed, ~6K additions.
2026-04-07 19:21:10 -04:00
Developer 0be6d84c98 refactor: 完善材质系统相关代码
- 修复 node-actions.ts 中 forEach 返回值 lint 警告
- 更新材质 schema 定义和渲染器
- wall-cutout.tsx 材质颜色保留修复
2026-03-30 20:29:29 +08:00
Developer d0cdeb2ac4 fix(viewer): 修复墙体材质切换后缩放旋转时颜色恢复问题
问题描述:
选中墙体并切换材质颜色后,在界面上进行缩放、旋转或移动操作时,
墙体实际渲染的颜色会恢复为原来的白色,但颜色选项卡显示仍为选中的颜色。

根本原因:
WallCutout 系统在每次相机移动时,直接使用固定的白色材质覆盖墙体材质,
完全忽略了用户在节点上设置的自定义材质。

修复内容:
- 为每个墙体创建独立的材质对象,支持用户自定义颜色
- 支持预设颜色(brick, concrete, wood 等)和自定义颜色属性
- 添加材质哈希值跟踪,检测材质变化并重新创建材质
- 提取 getWallHideState() 辅助函数,优化代码结构
- 添加预设颜色映射的类型安全改进,使用 as const 和 keyof 类型操作
2026-03-30 20:21:48 +08:00
1d28e4208f sync: update core and viewer from monorepo (#143)
Major changes:
- Roof system rewrite with roof-segment support
- Scene store refactor
- Spatial grid improvements
- Item light system
- Post-processing and selection manager updates
- Perf monitor component

Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 23:18:30 -04:00
wass08 f2501be2bf remove community 2026-03-13 09:07:46 +01:00
wass08 66463f3526 ssgi + ao 2026-02-03 15:50:09 +09:00
wass08 30653b49c9 wall cutout 2026-02-03 14:28:06 +09:00
wass08 b27f44d685 wall cutout 2026-02-03 13:45:56 +09:00