Commit Graph
41 Commits
Author SHA1 Message Date
ae87ca5475 feat: add production measurement tools (#505)
* feat: add persistent measurement tools

* feat: make measurements associative

* fix: finish measurements with Escape

* feat: improve measurement snapping guides

* feat: clarify measurement axis feedback

* feat: smart measure lens, zone reports, and direct measurement editing

- Smart measurement lens: registry-owned wall/slab/zone hover reports with a
  single top-center HUD, click-to-pin, latest-event back pressure, and no
  scene writes
- Conservative derived zone quantities (footprint, perimeter, proven
  enclosure, gross wall/floor surface, flat-room volume) with the
  selected-zone blueprint panel
- Direct editing of committed measurements via selected-only 2D/3D vertex
  affordances with midpoint insertion, cancellation, and one-write history
- Shared measurement surface-query session; 2D tracing joins the
  slab/ceiling magnetic pipeline with registered-corner snapping
- Angle arcs on the smaller angle, indigo active/black resting hierarchy,
  screen-sized normal-aligned contact rings

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

* fix: make measurement snapping always magnetic

Measurement drafting and committed-edit paths gated wall, semantic, and
axis magnetism on isMagneticSnapActive(), which is only true in the
'lines' snapping mode — in the default 'grid' mode corners and wall
intersections barely attracted (3D association fell to the 0.012 m
verify tolerance, 2D wall radii to the 0.05 m connect stick).

Measurement is an analysis tool whose anchors exist to bind real
geometry, so its snapping no longer consults the construction
snapping-mode chip: 2D/3D drafting and committed vertex edits are always
magnetic, Alt is the temporary bypass in both views (releasing the axis
pull, wall magnetism, and the 2D projected-geometry pull, and shrinking
association to contact tolerance). A discrete 2D wall snap (endpoint /
midpoint / crossing) now outranks the locked axis pull, and committed 2D
edits route the fallback through the raw pointer so free drags no longer
quantize to the construction grid. Volume extrusion height keeps its
mode-driven grid quantize.

Codex adversarial review confirmed the diagnosis and plumbing; its 2D
Alt-depth and grid-quantize findings are applied. New
surface-plan-snap tests pin the magnetic override seam.

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

* fix(measurement): stabilize area surface intent

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:01:01 +02:00
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
352954aafc editor: group manipulation — Photoshop-style multi-selection move, rotate, duplicate (#481)
* feat(editor): group R/T — keyboard rotate for multi-selections

Extract the rigid rotate/translate math from the group gizmos into
group-transform-shared (rotateGroupPatches / translateGroupPatches) and
add a keyboard group-rotate path: R/T on a multi-selection steps the
whole group ±45° around its bbox center, welded junctions and
connected-component expansion included, committed as one updateNodes
batch (one undo step). Single-selection R/T arms (reference, door/window
flip, registry keyboardActions) are untouched.

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

* feat(editor): polygon participant kind — slabs/ceilings/zones join group transforms

classifyParticipant learns a 'polygon' kind ([x,z] vertex arrays + optional
hole rings): slab/ceiling/zone now ride along in group move and rotate —
the two 3D gizmos and the keyboard group R/T all flow through the shared
rotateGroupPatches/translateGroupPatches, so the wiring is the classifier
plus the rotate gizmo's spread sampling. Zone's 3D renderer merges its live
polygon override so it previews during the drag (slab/ceiling already
rebuild via getEffectiveNode in their systems). Classifier + patch unit
tests included.

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

* feat(editor): 2D floorplan group drag — Photoshop-style multi-selection move

Plain pointer-down on a transformable member of a multi-selection now
slides the whole selection rigidly in the floor plan (the 2D parity fill
for the 3D GroupMoveHandle), instead of collapsing the selection to the
pressed node. A plain click (no drag) still collapses on release; modified
clicks, Cmd-drag direct move, and reshape affordances keep their paths.
The move-handle dot routes through the same group session when its node
is part of the multi-selection.

The session shares group-transform-shared verbatim: welded LinkedNeighbor
endpoints, connected-component expansion, live previews via
useLiveNodeOverrides.setMany, grid snapping on the delta plus Figma
alignment through applyFloorplanAlignment (guides in every mode except
off, magnetic pull in lines mode), interaction scope handle-drag with the
shared group-move label, and a single batched updateNodes (one undo).
A dashed group bbox overlay shows what rides along and tracks the live
delta. clientToPlan moves to lib/floorplan/plan-coords for reuse.

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

* feat(editor): group manipulation polish — helper text + shortcuts dialog

Multi-selection select-mode HUD now advertises the group gestures (drag
any member to move the whole selection, R/T to step-rotate), and the
keyboard-shortcuts dialog documents both under Selection.

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

* fix(editor): restore zone renderer useLiveNodeOverrides import

Formatter stripped it between the import and usage edits; nodes'
tsc --build catches it where the cached turbo typecheck did not.

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

* feat(editor): tag the 2D group selection box for drivability

data-group-selection-box on the overlay <g> so smoke drivers and devtools
can assert the multi-selection chrome.

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

* feat(editor): multi-selection shows highlight only — hide per-node edit chrome

While 2+ nodes are selected the group is manipulated as one rigid piece,
so per-member edit affordances hide in both views: the 2D overlay pass
strips handle/dimension chrome centrally (stripHandleChrome — body
highlight, hit targets, and zone name text stay), and in 3D the slab /
ceiling boundary editors and slab hole click-to-edit outlines mount only
for a sole selection (the arrow-handle rig, wall side arrows, selection
affordances, and floating menu were already single-gated). Transformable
members show a move cursor in the floor plan.

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

* feat(editor): 3D body-drag group move replaces the move gizmo cross

Pressing any transformable member of a multi-selection in 3D and dragging
past the threshold now slides the whole selection on the ground plane
(group-move-3d.ts, armed from the selection manager's pointer-down choke
point) — same participant snapshot, welded junctions, grid + alignment
snapping, live overrides, and single-undo commit as the 2D session; the
2D dashed bbox rides the same delta in split view. A plain click still
collapses the selection to the pressed node. The purple GroupMoveHandle
cross is deleted, and the hover cursor advertises the gesture: 'move'
over any transformable member in both views (3D selection-manager cursor
+ 2D entry cursor).

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

* feat(editor): group action menu — move / duplicate / delete the whole selection

Multi-selections get a floating Move / Duplicate / Delete pill in BOTH
views (GroupFloatingActionMenu anchored above the 3D group bbox,
FloorplanGroupActionMenu anchored above the 2D dashed group box); the
single-node menus are now sole-selection only. All three actions target
the whole selection via shared group-actions:

- Move starts a group pick-up: the selection rides the cursor
  (delta-relative, grid + alignment snapped) across BOTH surfaces —
  floorplan via the scene CTM, 3D via a ground-plane raycast through a
  three-context bridge published by the selection manager — until a
  click places it as one undo step; Escape / right-click cancels.
- Duplicate clones the selection through the clipboard pipeline
  (subtrees + id remap, without touching the user's clipboard — new
  duplicateNodesToLevel), selects the clones, and picks them up;
  cancelling deletes the clones again. The pick-up scopes to the
  selection (no component expansion / welded links) because the clones
  sit exactly on the originals, and falls back to participant-data
  bounds because the clones' meshes haven't mounted yet.
- Delete removes everything selected with the keyboard arm's
  bulk-confirm semantics.

Verified end-to-end with the scripted smoke (16/16): chrome hiding,
2D/3D/split group drags, R/T round-trip, one-step undo, menu move /
duplicate / delete, 3D move cursor. (Headless runs of the suite can
deadlock in SwiftShader's GL readback on the split-view resize —
environment-only; run headed.)

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

* fix(editor): group transforms no longer re-create auto rooms

Every group commit (2D/3D body drags, pick-up, rotate gizmo, keyboard
R/T) now wraps its single updateNodes in pauseSpaceDetection /
resumeSpaceDetection: the wall-driven room auto-detection rolls its
baseline forward instead of treating rigidly-moved walls as a new room
and duplicating its floors/ceilings. Room creation stays where it
belongs — building and editing walls.

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

* fix(editor): polygon hosts carry their attached items in group transforms

Ceiling-mounted items are children of the ceiling, but polygon hosts
(slab/ceiling) move by rewriting vertices — no group transform — so,
unlike wall children which ride the wall mesh, their children were left
behind by group moves/rotates. collectParticipants now snapshots a
polygon participant's positioned children (level-frame coords, since the
host group sits at the origin) so they ride every group path. Unit test
included.

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

* feat(editor): click picks up the group; the 2D dashed box is the drag handle

Clicking a selected member of a multi-selection (no drag) now enters the
group pick-up — the same click-to-move the sole-selection has — instead
of collapsing the selection, in 2D and 3D alike; clicking outside still
deselects. The 2D dashed selection box is itself the group's handle:
move cursor across its whole area, press-drag anywhere inside slides the
group, a plain click picks it up, and holding Cmd/Ctrl/Shift lets clicks
pass through to the entries so membership toggling keeps working. HUD
hint + shortcuts dialog updated.

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

* feat(editor): 3D dashed group selection box doubles as the drag handle

The multi-selection now shows a dashed wireframe box in 3D (sibling of
the 2D dashed rect): move cursor across its whole volume, press-drag
anywhere on it slides the group, a plain click picks it up, and holding
a selection modifier passes the press through so members inside can
still be toggled. Rides the shared live-drag delta so it tracks the
group mid-gesture in both panes.

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

* feat(editor): mid-move R/T, 2D corner rotate, realtime opening symbols, box cursor + Esc hint

- R/T while carrying a group (body drag or pick-up) now rotates the
  carried snapshots around the rest pivot — identical to the idle
  keyboard rotate — instead of leaking into the store mid-session; the
  session keydown owns the keys in capture phase and the group-move HUD
  advertises them.
- The 2D dashed box grows corner rotate handles: drag a corner to spin
  the group in 15° steps, Shift for free rotation — the floor-plan
  sibling of the 3D rotate gizmo, sharing its scope, HUD hints, and
  single-undo + space-detection-paused commit.
- Door / window floor-plan symbols now track wall drags in realtime:
  their defs merge the walls' live overrides (wallFloorplanSiblingOverrides)
  so ctx.parent is the effective wall instead of the stale store one.
- The 3D selection box asserts the move cursor across its whole volume
  on pointer move (the old ''-guard lost to app default cursors).
- Multi-select HUD + shortcuts dialog mention Esc / click-outside to
  clear, and the mid-move rotate.

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

* feat(editor): rotate cursor + spinning box on 2D corner rotate; Delete ends a carry

- The 2D corner handles show a proper curved-arrow rotate cursor (inline
  SVG data URI, black glyph with white halo, grab fallback).
- The dashed selection box spins live with the group during a corner
  rotate: the rotate session publishes pivot+angle through the shared
  drag store and the box applies the SVG rotate transform.
- Delete / Backspace during any group session (drag, rotate, pick-up)
  reverts the session first and then lets the global Delete arm remove
  the selection — no more dangling carry after deleting mid-move; the
  duplicate flow's cancel still discards the clones instead.

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

* fix(editor): per-node direct manipulation stands down for multi-selections

Cmd is both the selection-toggle key and the single-node direct-move /
direct-rotate trigger, so a Cmd+click that wobbled past the drag
threshold over a selected member (slab or any kind) armed the legacy
single-node move and yanked that one member out of the group. All four
per-node direct-manipulation entry points — the 3D Cmd-drag move and
Cmd+right-drag rotate in the selection manager, and their 2D siblings in
the registry layer — now require the pressed node to be the SOLE
selection; with a multi-selection the gesture is simply not registered
(the group sessions own plain drags, Cmd+click keeps toggling). The
shortcuts dialog notes the single-selection scope.

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

* fix(editor): group gestures own their ending pointerup — no synthesized click leak

use-node-events synthesizes a selection click on EVERY canvas pointerup
(deliberately more forgiving than R3F's onClick). Body drags were safe
only because inputDragging suppresses it, but the pick-up flows leaked
it as a race: the release that started a pick-up could collapse the
multi-selection to the pressed node first (then only that node was
carried), and the placement press re-selected whatever sat under the
cursor after commit.

The group sessions now claim their gesture-ending pointer events in the
CAPTURE phase and stop propagation, so the canvas never sees them and no
click is synthesized: the pick-up claims the placement press on
pointerdown and commits on its pointerup; the 3D and 2D drag/rotate
sessions stop their ending pointerup (split view: a 2D-started release
over the 3D canvas had the same hole).

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

* fix(editor): screen-rect marquee tests projected oriented bounds, not double-inflated AABBs

The 3D screen-rect box select intersected the marquee with each node's
world AABB re-boxed in screen space — two nested axis-aligned inflations.
Any oblique camera padded every node's claim, and rotated geometry (now
common: group rotation) made it flagrant — a diagonal wall's world AABB
spans a full square, so marquees selected objects visually far from the
cursor.

Membership now tests the marquee against the convex hull of the node's
ORIENTED (local-frame) bounding box projected to screen — tight under any
rotation and camera, uniform for every kind. Pure helpers
(convexHull2D / rectIntersectsHull) live in marquee-geometry.ts with unit
tests covering the diagonal-wall regression, containment both ways, and
edge-only crossings. The plane marquee variant was already precise and is
untouched.

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

* fix(editor): keep box select alive after group gestures

The capture-phase stopPropagation the sessions used to silence the
canvas's synthesized selection click also killed the window bubble
listeners that clear the box-select pointer suppression — and the mouse
pointerId is constant, so one group gesture left the marquee dead until
blur. The sessions now use the designed suppression instead: they hold
inputDragging raised through the release event's dispatch (lowered on a
0ms timer) so use-node-events suppresses the click itself, and every
other pointerup listener runs normally.

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

* fix(editor): marquee membership by plan footprint; 2D item highlight; site line steps back

- The 3D screen-rect marquee now projects itself onto the active level's
  floor plane and tests the DATA kinds exactly there — walls/fences by
  their segment, slabs/ceilings/zones by their polygon — matching the
  plane-marquee tool's semantics. This kills the two remaining
  imprecision sources the hull pass couldn't: vertex-baked rotation
  (polygon/fence geometry lives in level coords, so after a group
  rotation even the local bbox is an inflated axis-aligned square) and
  ceiling parallax (an elevated plane projects to a screen quad offset
  from its room, selecting 'from far'). Mesh-transform kinds (items,
  columns) keep the projected oriented-bbox hull test; plan-space
  segment/polygon intersection helpers join marquee-geometry.ts with
  unit tests.
- Selected items finally read as selected in the floor plan: palette
  stroke + heavier weight on the footprint, plus a selection ring drawn
  above the thumbnail (the move dot used to be the only cue, and it
  hides in multi-selections).
- The site's dashed property line drops to 20% opacity while a multi or
  in-flight marquee selection exists so it stops fighting the dashed
  group selection box.

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

* fix(editor): 2D marquee plan-footprint membership; item marquee preview; overlays re-measure after undo

- The 2D screen marquee intersected each entry's getBoundingClientRect —
  an axis-aligned DOM box, inflated for rotated polygons and diagonal
  walls (the same double-inflation class as the 3D bug). It now maps the
  marquee through the scene CTM into a plan quad (rotated views included)
  and tests the data kinds exactly — walls/fences by segment,
  slab/ceiling/zone by polygon — reusing the shared marquee-geometry
  helpers; other kinds keep the DOM-rect fallback.
- Items now show the marquee preview tint in 2D (highlighted viewState =
  the same palette stroke + thumbnail ring the selection shows, slightly
  lighter), instead of giving zero feedback until the drop.
- Everything that measures the selection's meshes (2D/3D dashed boxes,
  the 3D group menu anchor, the rotate gizmo pivot) re-measures once the
  meshes settle after a scene change via useMeshSettleEpoch — an undo
  after a move no longer leaves the box at the pre-undo position
  (computeGroupBox reads mesh world bounds, which lag the store commit by
  a frame or two).

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

* fix(editor): dim the actual site boundary line during multi-selections

The earlier dimming targeted registry-layer site entries, but the site
lives at the scene root — outside the level DFS and the building-scoped
sweep — so no entry ever matched and the dashed property line kept full
opacity next to the dashed group selection box. Move the dimming to
FloorplanSiteLayer (the component that actually draws the line) and
drop the dead registry plumbing.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:10:35 -04:00
feeabf4bd3 fix(items): retry failed model loads, settle skipped items, keep exports clean (#480)
* fix(items): retry failed model loads, settle skipped items, keep exports clean

A transient storage failure (observed: Supabase 504s under the bake page's
~200-concurrent-request burst) permanently broke an item for the whole
session: drei's useGLTF caches the rejected load by URL, the per-item
ErrorBoundary swallowed it, and the red debug-box fallback was BAKED into
the exported GLB (observed in a prod artifact). Meanwhile ItemSystem
cleared the dirty mark at group registration — before the model resolved —
so scene-ready could fire while GLBs were still loading, risking exported
placeholder geometry.

- ModelWithRetry: bounded retries (1s/3s) that clear the useGLTF cache
  entry and re-mount via the boundary's new resetKey. The timer is owned
  by an effect keyed on the failure count, so StrictMode's synthetic
  unmount/remount re-arms it instead of silently discarding it (the
  naive onError-scheduled timer died exactly that way in dev).
- Exhausted retries settle the item as SKIPPED: the debug box renders
  nothing during exports, and the failure lands in
  useViewer.itemLoadFailures (nodeId -> url) so a bake host can persist
  which items are missing from the artifact.
- ItemSystem holds the dirty mark until the item settles (model mounted,
  terminally failed, or never expected) — scene-ready now genuinely waits
  for item content; loading placeholders also hide during exports.
- ErrorBoundary: onError + resetKey props.

Verified against a 200+-item prod scene locally: permanent 504 -> exactly
3 fetch attempts, bake completes without the item and without debug
boxes; 504-once -> retry heals, artifact byte-equivalent to the intact
run; no-failure runs unchanged (demo_1 byte-identical).

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

* fix(items): reset retry budget + settled flag when the asset URL changes

Bugbot: after a terminal load failure, swapping the item's model kept the
stale failures/epoch state and the settled flag — the new URL never even
attempted to load. ModelWithRetry is now keyed by asset src (clean retry
budget per URL) and un-settles the item on mount so the replacement load
is awaited by ItemSystem/scene-ready too.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 14:50:20 -04:00
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>
2026-07-02 16:18:37 -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
Wassim SAMADandClaude Opus 4.8 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>
2026-06-29 10:27:27 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-28 16:22:47 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-27 20:49:33 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-26 21:48:58 -04:00
Wassim SAMAD 708fa5278e Merge remote-tracking branch 'origin/main' into feat/baked-glb-export
# Conflicts:
#	packages/editor/src/components/editor/export-manager.tsx
2026-06-25 12:34:24 -04:00
Wassim SAMADandClaude Opus 4.8 0514ec1858 feat(bake): bake catalog item clips (fan spin) into the GLB + play in viewer
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.

The baked viewer plays these as looping ambient motion: `<id>: loop` clips are
set to LoopRepeat (not the door/window LoopOnce) and GlbItemAnimation drives
them off each item's toggle (lit/spinning by default).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:13:48 -04:00
Wassim SAMADandClaude Opus 4.8 8a57105eec feat(editor): mode-driven shelf/column/spawn placement + cross-kind floor collision
Migrate the remaining floor-placed kinds onto the unified snapping/modifier
model and generalize floor collision so any solid floor kind blocks any other.

- shelf/column/spawn declare `snapProfile: 'item'` → contextual snapping chip,
  Shift=cycle, Ctrl=grid step during placement; their tools read the active
  mode (grid/lines/off) instead of legacy Shift/Alt bypass; spawn fresh
  placement now respects alignment ("lines") like its move.
- Resize/radial handles claim the handle-drag scope (new RESIZE_HANDLE_DRAG_LABEL)
  so the HUD shows no select-mode shortcuts mid-resize.
- Column move migrated to the generic MoveRegistryNodeTool (declare `movable`,
  drop the bespoke move-tool) — gains mode-driven snapping, alignment, R/T,
  slab lift, grid SFX, and the collision box for free. 2D move still routes
  through `floorplanMoveTarget`.
- Cross-kind floor collision: new declarative `FloorPlacedConfig.collides`
  (item/shelf/column opt in; spawn/MEP/stair stay off). `canPlaceOnFloor` now
  treats every colliding floor kind as an obstacle (was item-only), reading the
  declarative footprint; the generic move tool's red/green placement box gates
  on `collides`. Column footprint uses the visible `columnFootprintHalf` extent
  so the box/slab-lift/collision track the real (round/square) column size.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:22:04 -04:00
Wassim SAMADandClaude Opus 4.8 04f1b0d59e feat(editor): node-declared per-context snapping + contextual HUD + painter scope
Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.

- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
  polygon mode-sets with exclusive modes (grid | lines | angles | off), each
  doing exactly what its chip says. Context is node-declared via the new
  `NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
  (profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
  (endpoint/curve/boundary) and item move get their own chip, no select-hint
  leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
  structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
  (minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
  scope. Fix grid/angle being ignored on boundary edit + slab creation:
  make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
  grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
  the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
  the contextual HUD now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 14:23:15 -04:00
Wassim SAMADandClaude Opus 4.8 f773e6b8c5 feat(editor): placement & interaction overhaul — FSM spine, bug tracks, perf
Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.

- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
  driven from central useEditor setters; overlay scoping (zone labels,
  context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
  auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
  per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
  model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
  rig hides during a whole-node move; rotate gizmo advertises Shift=free
  rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
  geometry cache so only changed nodes rebuild on a drag; hoist wall miters
  to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:04:58 -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 115a142d83 fix(item): duplicated items keep their painted slot materials
Duplicating an item drops to the catalog placement flow, which rebuilds the
draft from the asset + transform and never carried node.slots — so the copy
lost every painted slot override. Thread slots through the draft create path:
useDraftNode.create seeds it onto the draft and commit() forwards it to the
final node, the placement coordinator passes it to its lazy wall/ceiling
draft creates, and the item move tool supplies node.slots for both the floor
(direct create) and wall/ceiling (coordinator) duplicate paths.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 11:17:30 -04:00
Wassim SAMAD c4b6e74d65 Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts:
#	packages/core/src/store/use-scene.ts
#	packages/editor/src/components/editor/index.tsx
2026-06-18 12:22:26 -04:00
Wassim SAMADandClaude Opus 4.8 6b67ab6949 feat(paint-slots): create-in-place scene materials + paint-panel polish
Custom-create now pre-creates a scene material and opens its inline editor
in the build pane (no separate right-side PaintPanel, which is removed);
the brush + "Paint with" use a scene: ref so painting stores the ref and
edits propagate everywhere. Slot preview (shared + item) resolves scene
refs so hover shows the real material.

Material properties editor uses the shared SliderControl for roughness/
metalness/opacity; row action buttons use Tooltip instead of title; the
color input renders as a clean filled swatch.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 11:46:45 -04:00
Wassim SAMADandClaude Opus 4.8 267dac7b1a perf(editor): convert UI icons from PNG to WebP
The editor's /icons assets were ~10MB of oversized PNGs (a single
toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality
92) and repoint all /icons/*.png references to .webp across
packages/editor, packages/nodes, and apps/editor. PWA/platform icons
(apple-touch-icon, icon-192, icon-512) stay PNG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:41:50 -04:00
4b7e0eca76 fix(editor): preserve grab offset when moving items (no teleport-to-cursor) (#416)
* fix(editor): preserve grab offset when moving items (no teleport-to-cursor)

Grabbing a placed item to move it (move-cross handle or the Move
affordance) snapped the item's origin to the cursor instead of keeping
the offset between the grab point and the origin.

- Floor (regression): the grab-offset rewrite patched event.localPosition,
  but floorStrategy.move reads event.position (the world cursor) for its
  world-grid snap on the default non-Shift path -- a read added after the
  offset fix landed. Now also correct event.position, derived from the
  corrected building-local point via buildingLocalToWorld.
- Wall / ceiling / item-surface / shelf: the shared surface strategies
  snapped the origin straight to the cursor with no grab offset. Added
  per-surface grab anchors (start + (raw - anchor)) seeded on the first
  move per host and reset on leave/detach; host-resting items start in
  their surface, and the level-reparent effect skips intentionally-hosted
  drafts so the dragged mesh stays on its host.

Rename preserveFloorDragOffset -> preserveDragOffset (it now governs all
surfaces). 2D move paths already preserved the grab offset, so no sibling
change is needed -- this brings 3D into parity.

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

* refactor(editor): tidy grab-offset floor/wall paths (quality pass)

Behaviour-preserving readability pass before shipping:
- Extract the floor grab-offset IIFE into a named `applyFloorGrabOffset`
  helper (parity with `resolveHostSurfaceWorld`); drop redundant tuple
  casts via the return annotation and tighten the comment.
- Wall move: always set `position` (raw hit when the wall mesh is absent)
  instead of a conditional object spread.

A reviewed dedup of the three per-surface anchors was deliberately NOT
taken — the wall (X/Y) / ceiling (X/Z) / host-surface frames are
heterogeneous enough that unifying them adds more indirection than it
removes.

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

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 18:53:00 -04:00
Wassim SAMADandClaude Fable 5 3d5a36c73d feat(render-modes): items show real materials in colored mode (not flat clay)
In colored mode (textures on), every item now renders its authored material
— textures, vertex colours, and default colours — instead of being stripped
to the uniform off-white baseMaterial. AI-generated and vertex-coloured items
show their real appearance; slot resolution (override -> curated -> authored)
is unchanged. Monochrome (textures off) still collapses to the furnishing
clay role colour (the escape hatch). Drops the now-unused isAuthored marker.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-15 17:17:44 -04:00
Wassim SAMADandClaude Fable 5 d52cbe6757 feat(paint-slots): read pascal_material glTF extras as curated slot default
Insert the plan's middle resolution step for item slots: a curated
default baked into the GLB as a per-material 'pascal_material' extra
(three's GLTFLoader copies material extras to userData). Resolution per
slot is now: node.slots[slotId] override -> pascal_material curated
default -> authored GLB material. Bare ids resolve as library:<id>;
unresolved refs fall through. Runtime reads only the GLB (no DB).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-15 11:32:05 -04:00
Wassim SAMADandClaude Fable 5 7afb286e47 feat(paint-slots): authored item materials + unified slot painting
Phase 1 + paint unification of the paint-slots plan.

- core: scene-material data layer (materials map mirroring collections,
  undo/partialize/setScene full-graph support), SceneMaterial schema,
  scene:/library: MaterialRef helpers + parseMaterialRef, slot id helpers
  (deriveSlotId/slotLabelFromId), slots map on ItemNode, hitObject on
  PaintResolveArgs, optional PaintCapability.commit.
- viewer: resolveMaterialRef (library:/scene: -> three material, null on
  dangling).
- nodes(item): renderer keeps authored GLB materials for slot-authored
  assets and applies per-slot overrides per-instance (never mutates the
  shared cached GLB); textures-off still collapses to furnishing role;
  non-authored items unchanged. Item paint capability + registration.
- editor: item joins the unified (nodeId, slotId) paint dispatch; item
  paint target + slot reset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-15 10:01:08 -04:00
Aymeric RabotandGitHub aab48e053f fix(editor): harden editor interactions and WebGPU rendering
Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs.
2026-06-11 13:03:34 -04:00
Aymeric Rabot b8dfa90762 Merge remote-tracking branch 'origin/main' into feat/editor-ux-rendering-placement 2026-06-10 14:21:35 -04:00
Aymeric RabotandClaude Fable 5 7879b83df3 feat: face-frame hosting for roof wall children + items on roof walls
Wall-mounted items join doors/windows on roof-segment wall faces, and
the storage model moves to FACE-LOCAL coordinates so hosted children
track segment edits live.

- Children store roofFace + position [u, v, z-from-mid-plane] with
  rotation 0 in-frame — the exact wall-child conventions (the wall
  volume's mid-plane lands on the nominal footprint). A shared
  <RoofFaceHostFrame> derives segment pose + face frame from the
  live-override-merged segment: children follow resize handle drags in
  real time and never jump on commit. No re-anchor cascade needed —
  position is authoritative, the frame is derived. migrateNodes
  converts branch-era segment-local data.
- Items: roofWallStrategy + roof:* handlers in the placement
  coordinator (surface 'roof-wall'), Shift free-place normalized with
  walls, ItemSystem wall-side push extended to segment hosts, correct
  2D plan glyphs via face→segment→roof pose composition. The roof
  hit resolver + overlap guard moved to @pascal-app/editor (the
  coordinator lives there; nodes already depends on editor).
- Cuts: subtractAccessoryCuts extracted and applied in BOTH the
  merged-shell and per-segment CSG paths (full edit mode / painted
  segments used to lose every hole), built from the CURRENT host
  geometry and live-effective children so holes follow segment and
  opening drags.
- Handle rig: the grandparent portal now maps the node's world pose
  into the portal frame instead of composing parent+node registry
  poses — correct for any nesting (the face-frame group broke the
  old assumption), identical for walls.
- Host-field hygiene: useDraftNode.commit/adopt and the window panel
  duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall
  re-anchor clears and every revert restores them.

Codex-reviewed (design consultation, adversarial rounds on the
replaced cascade and on this refactor); frame conventions locked by
unit tests. Record: private-editor plans/editor-roof-wall-openings.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:21:14 -04:00
Wassim SAMADandGitHub 50304d7d10 Support template scans and room preset workflows (#390)
* Allow template forks to preserve scans

* Add room preset save trigger

* Show room preset action for selected zones

* Use standard inspector for selected zones

* Support room preset editor workflows

* Preview room clear-underneath items
2026-06-09 16:36:31 -04:00
ce6f999310 arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* 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

* editor: per-door-type floor-plan symbols

Render a distinct, static plan symbol for each door type in the
registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`),
independent of the door's live open/close animation:

- single / hinged: fixed 90° swing with a dashed quarter-circle arc
- double / french: two mirrored half-width leaves + dashed arcs
- folding / bifold: static zigzag accordion (~80% span) on the wall face
- sliding: bypass — two overlapping panels on parallel tracks + arrow
- pocket: thin white leaf, ~60% closed, sliding into the solid wall
- barn: surface-mounted panel parked over the wall, dashed closed-ghost
  + slide arrow

The swing arc is dashed in screen-pixel units (the renderer uses
non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection
/ slideDirection as appropriate.

Also includes pre-existing working-tree changes unrelated to the door
symbols: group move/rotate transform and box-select tweaks, and a
regenerated ifc-converter next-env.d.ts.

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

* Fix recessed ceiling fixtures and draw safety

* feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D)

Snap the wall draft / endpoint-move point onto existing wall geometry —
corners, midpoints, wall–wall intersections, and along-wall edges — and
show a beacon at the snap point whose glyph encodes what it caught
(square = corner, triangle = midpoint, ✕ = intersection, circle = edge).

- Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested).
- Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon
  and a 2D SVG glyph beacon, both indigo to match the alignment guides.
- Gated by a new persisted "Magnetic snap" toggle in the Display menu
  (useEditor); honored by draw + commit + endpoint-move in both views.

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

* editor: garage and open-doorway floor-plan symbols

Extend the per-door-type plan symbols in the registry floor-plan
builder (packages/nodes/src/door/floorplan.ts):

- open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel
  (mirrors the 3D system, which renders only the cutout for openings)
- garage sectional: closed leaf + side tracks into the garage + dashed
  parked ghost at the inner end
- garage roll-up: closed leaf + coil barrel (capsule) with a coil hint
- garage tilt-up: closed leaf + dashed parked panel + dashed curved
  up-and-over swing path
- gate the swing arc to actual swing doors (hinged/double/french) so
  other types fall back to the plain footprint

Garage mechanisms sit on the interior (door-local -z) side to match the
3D garage builders, independent of swingDirection.

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

* arch: enforce layer boundaries — registry dispatch, store relocation, shared helper

Three architectural fixes to bring the branch into full compliance:

1. **ceiling-system kind check → CeilingCutCapability**
   Replace `child.type === 'item'` branch in `ceiling-system` with registry
   dispatch. Add `CeilingCutCapability` type to `packages/core` registry types,
   implement `buildCeilingHole` on `itemDefinition`, and rewrite
   `collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through
   `nodeRegistry` — viewer never again inspects a node's kind directly.

2. **useAlignmentGuides + useWallSnapIndicator → packages/editor**
   These stores are editor-only UI (snap beacons, alignment guides). Move them
   from `packages/core/src/store/` to `packages/editor/src/store/`, re-export
   from `packages/editor`, and update all 34 consumer files across
   `packages/editor` and `packages/nodes` to import from `@pascal-app/editor`.

3. **findLevelAncestorId extracted to core**
   `item-light-system` had a private `resolveNodeLevelId` that duplicated
   level-ancestor traversal logic. Extract it as `findLevelAncestorId` in
   `packages/core` (spatial-grid-sync), export it, and replace the local copy.

All four packages typecheck cleanly (zero errors).

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

* chore: fix lint, untrack .claude/launch.json

Run bun check --write to clear 8 Biome errors (formatting + import order
+ one unused import). Untrack .claude/launch.json and add it plus
.claude/settings.local.json to .gitignore so local IDE/agent configs
stop landing in commits.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-08 13:14:39 -04:00
Aymeric Rabot 8dc602caa9 Improve editor manipulation flows 2026-06-08 01:07:53 -04:00
Aymeric Rabot be0f491bbd Fix relative move drag offsets 2026-06-07 18:18:46 -04:00
46f94b97b3 editor: alignment guides + floor-plan move/placement parity (#372)
* 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(editor): 3D alignment guides for item/wall/fence move + placement

Bring Figma-style alignment guides into the 3D editor, reusing the shared
pure resolver (`resolveAlignment`) and ephemeral guide store
(`useAlignmentGuides`) that previously only drove the 2D floor plan.

Core:
- `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner
  anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's
  line and distance read to the candidate's nearest edge, not the far side.
- `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to
  item edges, never centrelines.
- `resolvePointSnap` (point-coincidence variant; kept for future use).

Editor:
- `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill,
  in the project's indigo accent, mounted inside ToolManager's building-local
  group so guides render in the cursor's frame.
- Producers wired in the item move tool, item placement coordinator, and the
  wall + fence endpoint tools; walls and fences cross-align.

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

* fix(editor): align guides snap to nearest real anchor, drop bbox re-span

The 3D alignment guide could place its end dot in empty space: a diagonal
wall (or any rotated / non-rectangular object) has bounding-box corners that
don't lie on the object, and `refineGuidesToGap` re-spanned the guide to
exactly those AABB edges — so the dot floated "along the coordinate" rather
than on the item.

- `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the
  perpendicular axis (after the tightest axis match). Anchors are real points
  (corners / endpoints / midpoints), so the guide always connects to the
  closest actual point — which also yields the facing-edge gap distance.
- All four producers (item move, item placement, wall + fence endpoints) now
  publish the raw resolver guides; the AABB nearest-edge re-span is gone.
- Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers
  (and their tests / exports).

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

* feat(editor): group move handle + shared group-transform core, move-tool polish

Add a group-move gizmo alongside the existing group-rotate handle, both
driven by a new shared `group-transform-shared` module (participant
classification, group-box + corner math, connected wall/fence component
expansion so attached structure transforms rigidly as one piece).

- core: refactor alignment-anchors collection + tests, extend handle registry
- editor: group-move-handle, group-transform-shared; rotate handle reuses them;
  node-arrow-handles gains click-swallow guard; box-select + placement tweaks
- nodes: move-tool updates across ceiling/column/slab/roof/registry; door math
  and panel adjustments; item definition cleanup
- nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the
  wall endpoint tool (fixes missing audio feedback on fence side drag)

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

* fix(editor): keep autosave alive across page unload

The autosave debounces writes by 1s and relies on a `beforeunload` flush
for anything still pending. That flush fired a plain `fetch` PUT, which
the browser cancels the instant the page unloads — so refreshing right
after an edit (e.g. painting a roof material) silently dropped the change
and the reload showed the last persisted scene.

Thread a `{ keepalive }` option through the save callback and set it on
the unload flush so the request survives the unload. Also listen for
`pagehide` (fires where `beforeunload` does not, e.g. mobile Safari /
bfcache) and clear the dirty flag up front so the two listeners don't
double-send. Normal debounced saves omit `keepalive` (its 64KB body cap
only constrains the best-effort unload flush, not regular saves).

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

* feat(editor): paint eraser + reset-all, drop roof cross-role bleed

Material paint gains an eraser (clear a surface back to its default) and a
"Reset all" action that defaults every painted surface on a node — for a
roof that includes each child segment — via a generic
`buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific
material fields without per-kind knowledge.

Also stop a single painted roof surface from bleeding onto the others:
`getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment
renderer no longer cross-fall-back between top/edge/wall. An unset role
resolves only to the legacy catch-all (back-compat) or the theme default,
so painting just the shingle, trim, or soffit stays on that surface.

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

* feat(editor): alignment guides + drag bounding box across tools

Extend the Figma-style 3D alignment guides to the placement and move
tools for columns, elevators, roofs, stairs, ceilings, slabs, fences,
walls, doors, and windows: each collects alignment anchors from the
scene, resolves a snap within the shared threshold, and drives the
`useAlignmentGuides` overlay. Wall openings (doors/windows) only snap
along their host wall via the new `wall-opening-alignment` helper.

Add a shared `DragBoundingBox` overlay (exported from the editor barrel)
that renders the dragged object's bounds during a move, wired into the
column move tool alongside the alignment snap.

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

* fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles

Build the linear resize-arrow's drag plane so it always contains the
handle's axis (view direction minus its along-axis component) instead of
a plane that merely faces the camera. The old camera-facing normal
collapsed when the axis pointed toward the viewer — screen motion barely
changed the axis component, so the resize crawled or stopped tracking the
cursor. Also slim the extruded arrow/handle geometry (shared by the node
arrows, wall side handles, and polygon editor) for a lighter gizmo.

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

* fix(editor): fill-block wall opening highlight + selected frameless openings

Draw the selected-wall opening highlight as a translucent block filling
the cutout volume (front-side culled) instead of a single vertical pane,
so it reads as an occupied slot from any angle — including a top-down
floorplan view where an edge-on pane was invisible. Also highlight a
directly-selected frameless opening (a `door` with openingKind
`'opening'`), which otherwise renders no geometry of its own, and reflect
live drag overrides via `useLiveNodeOverrides`.

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

* fix(viewer): double-side slab hole side-walls

Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall
quad is emitted twice with opposite winding. The slab material is forced
to FrontSide (DoubleSide poisons the MRT scene pass), under which
ExtrudeGeometry's single-sided hole walls get back-face culled and you
see straight through the cut. The doubled quads keep the cut's inner
thickness visible from any angle without z-fighting.

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

* fix(editor): box-select building-scoped nodes like elevators

Building-scoped selectable nodes (e.g. elevators) are children of the
building, not the active level, so the level walk never reached them.
Also walk the level's building children and box-test any registry-
selectable kind by its rendered bounds, matching the column/stair/shelf
path.

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

* feat(editor): shelf placement alignment + column placement ghost

Shelf placement now snaps to Figma-style alignment guides by its
footprint edges (layered on grid snap, Alt bypasses), matching the
existing 3D move tool. Guides refresh after each drop and clear on
teardown.

Column placement migrates to the registry `def.tool` path so it can
render a translucent column ghost at the cursor (like the shelf build
tool) instead of a bare cursor sphere — the editor package can't import
the column geometry, so the tool now lives in packages/nodes:
- extract `ColumnBody` from the renderer and add a `ColumnPreview`
  (cloned translucent material, raycast disabled, origin-positioned)
- new `column/tool.tsx` registry placement tool with the same
  footprint-edge alignment as shelf / column move
- wire `def.tool` + tool hints; drop the now-unreachable legacy
  editor-side `ColumnTool` and its dead file

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

* feat(editor): floor-plan alignment, pivot moves & placement ghosts

Bring the 3D editor's Figma-style alignment experience to the 2D floor
plan across every node kind, fix pivot semantics on move, and add 2D
placement ghosts.

Alignment
- Wall anchors now include ±thickness/2 face corners so columns/items/etc.
  snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D.
- Shared apply-alignment helper (applyFloorplanAlignment /
  alignFloorplanDraftPoint, with excludeIds) used by move sessions,
  structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence
  endpoint drags.
- Door/window/wall-item moves get along-wall edge-to-edge snapping.
- Generic free-translate move path aligns by edges (corner anchors).

Pivot moves (2D)
- Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared
  polygon-centroid mover; stair moves by origin→cursor; matching 3D.
- Shelf/column move targets write position directly (single source of
  truth) so the 3D group no longer sticks on commit.

Placement ghosts (2D)
- usePlacementPreview store + FloorplanPlacementPreviewLayer render a
  kind's def.floorplan footprint following the cursor; wired for column
  and elevator.

Fixes
- Elevator placement no longer deselects the active floor plan
  (preserve levelId through setSelection's hierarchy guard).
- Guides clear on every commit/cancel/unmount path.

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

* refactor(editor): address architecture review for floor-plan work

- Move usePlacementPreview store from core to editor: placement ghosts
  are an editor/tool concern the read-only viewer never needs. Rewire the
  column tool (via the @pascal-app/editor public surface) and the
  editor-internal elevator tool + preview layer (relative imports).
- FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead
  of bulk-reading the nodes map during render.
- wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind
  note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta).

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

* fix(nodes): recreate window draft on wall:move when null after placement

After a successful click-to-place, the click handler deletes the
transient draft and relies on the wall-rebuild → R3F pointer-enter
cascade to create a fresh draft for the next placement. If that cascade
doesn't fire synchronously (e.g. async geometry rebuild) the next
wall:move receives a null draftRef and bails — requiring leave/re-enter
to place again.

Fix: in onWallMove, when draftRef.current is null but we're hovering a
valid wall, recreate the draft immediately (same WindowNode.parse +
createNode path as onWallEnter). This is idempotent: if wall:enter does
fire first, destroyDraft() in onWallEnter cleans up cleanly.

Preserves parity with door multi-place behaviour, matching #367's intent.

* fix(nodes): recreate door draft on wall:move when null after placement

Mirror of the window fix one commit back: after click-to-place the
DoorTool deletes its transient draft and relies on the wall-rebuild \u2192
R3F pointer-enter cascade to spawn a fresh draft for the next placement.
When that cascade doesn't fire synchronously, the next wall:move sees a
null draftRef and bails \u2014 forcing a leave/re-enter to place again.

Recreate the draft in onWallMove when null and over a valid wall on the
current level. Idempotent with onWallEnter (destroyDraft cleans up if
both fire).

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Pascal <open@pascal.app>
2026-06-04 14:03:00 -04:00
eb1f2d12c2 feat(nodes): roof accessories — gutters, downspouts & vents + gizmos (#355)
* 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(editor): ceiling-attached item placement from 2D floor plan

The 3D viewer drives ceiling-item placement via ceiling:enter/move/click
raycast events on the ceiling mesh. The floor plan has no such mesh, so
ceiling-attached items (lights, fans) never transitioned out of
surface: 'floor' — the draft sat at floor height while the 2D cursor
moved freely, reading as a 2D/3D sync bug.

Synthesise the same ceiling events from 2D plan points by hit-testing
ceiling polygons on the active level, and publish the building-local
cursor (not world-space) to useLiveTransforms so the floorplan registry
override renders the draft under the cursor regardless of building
position / rotation.

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

* fix(editor): chevron arrows render on SCENE_LAYER so ink-edge shader outlines them

Node arrow handles and polygon-editor edge arrows were tagged for
EDITOR_LAYER, which hides them from the post-processing scenePass — the
ink-edge shader reads the depth/normal MRT from that pass, so the
chevrons rendered flat with no outlined edges. Drop the EDITOR_LAYER
tagging on both, matching the wall-height arrow which already stays on
SCENE_LAYER for the same reason.

Pair with depthWrite: true on the chevron materials so their silhouettes
enter the depth buffer; depthTest stays off to keep the chevron drawn
on top of underlying geometry. Without depthWrite, only the
normal-discontinuity branch of the ink shader can detect the chevron,
and the lines drop out when faces align with whatever sits behind them
in screen space.

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

* fix(editor): ceiling grid overlay no longer blocks selecting items under it

Two issues kept the ceiling grid overlay covering the room after the
user moved on from a ceiling-related action:

1. CeilingSystem treated any selected descendant of a ceiling as
   "reveal the grid" — so after placing a ceiling light and the new
   item became selected, the grid stayed on and its mesh intercepted
   every subsequent 3D click, re-selecting the ceiling instead of the
   items below. Restrict the reveal to directly-selected ceilings.

2. The ceiling top material used the opaque surface-role material, so
   a top-down camera lost view of everything under the ceiling the
   moment the overlay turned on. Swap the top material for the
   transparent grid-pattern material (bottom stays opaque so the
   in-room view still reads as a solid surface).

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

* fix(core): curve- and thickness-aware wall/slab overlap detection

`wallOverlapsPolygon` and `getSlabElevationForWall` previously treated a
wall as an infinitely thin chord from start to end. Two failure modes
fell out of that:

1. Curved walls whose chord lies outside the slab but whose centerline
   bows into the slab interior were missed entirely. The wall stayed at
   Y=0 while the slab elevation moved, and `markNodesOverlappingSlab`
   never re-dirtied it when the slab Y changed.

2. Perimeter walls of a room — whose centerline sits exactly on (or just
   outside) the slab's polygon edge — also missed detection, because
   pointInPolygon on the boundary is unreliable. Half the wall's body is
   inside the slab; it should follow the slab elevation.

Switch `wallOverlapsPolygon` to a wall-shaped input (start/end + optional
curveOffset + thickness), sample the centerline for curved walls, and
add a ±halfThickness perpendicular test for straight walls. Threaded
through `getSlabElevationForWall`, the wall system, and the
`markNodesOverlappingSlab` pass. Legacy chord-only call shape preserved
for callers that don't yet have a wall in hand.

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

* fix(editor): show Move button for legacy-movable kinds in floating action menu

`isRegistryMovable` only sees kinds wired through `capabilities.movable`,
`floorplanMoveTarget`, or `affordanceTools.move`. The legacy tail of
`MoveTool` (tools/item/move-tool.tsx) still handles roof, roof-segment,
stair, stair-segment, building, and elevator, but the floating action
menu was hiding the Move button for them because the registry check
returned false. The mover worked once invoked — the entry point was
missing.

Add a `LEGACY_MOVABLE_KINDS` set alongside the registry check so those
kinds get the Move button until they migrate onto kind-owned
affordances; drop a kind from the set once it does.

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

* feat(nodes): in-world registry handles for roof accessories + axis-stable surface basis

Adds the registry-driven chevron / tracker / rotate-gizmo handle set to
skylight, solar-panel, chimney, and roof-segment so every roof-mounted
kind has consistent in-world manipulation, and fixes the underlying
renderer + surface-basis bugs that made those handles land on the wrong
spot or behave inconsistently across mirrored slopes.

Handles
- `LinearResizeHandle` gains `shape: 'arrow' | 'tracker'`. `'tracker'`
  renders a dashed vertical leader from the surface up to a draggable
  cube, reusing the linear-resize drag pipeline. Roof-segment's
  wall-height handle adopts it.
- Roof-segment: width chevrons split into two asymmetric handles
  (each grows its own edge, opposite stays world-fixed via `apply`
  recomputing `position`).
- Skylight: width × 2 (asymmetric), height × 2 (asymmetric), curb-height
  tracker, rotate gizmo (corner, lifted off surface), and a diagonal
  frame-thickness chevron at the -X+Z corner.
- Solar panel: same six handles operating on total array dimensions
  (back-solving `panelWidth` / `panelHeight` from `columns` / `rows`),
  plus a frame-depth chevron above the array.
- Chimney: registry handle set following the same idioms.

Skylight / solar-panel renderer
- Collapse the previously nested `position → surfaceQuat → rotation-y
  → rotation-x` groups into a single registered transform group whose
  local `position` + composed `quaternion` carry the full pose in
  segment frame. The registry handles read this Object3D's local
  matrix (via `portal: 'grandparent'`), and a split tree exposed only
  the bottom group's local pose so handles landed at the segment
  origin on the roof floor.

Surface basis (solar-panel/geometry.ts)
- `surfaceQuatFromNormal` builds `right` by projecting world +X onto
  the surface plane instead of `up × normal`. The cross-product version
  flipped sign when the normal's Z component flipped (e.g. the two
  slopes of a gable roof), so hosted children's local +X pointed in
  opposite world directions across the ridge and asymmetric chevrons
  anchored the wrong edge. Projecting +X keeps the basis stable across
  mirror-image slopes.

Skylight move-tool ghost
- Switch from the raycast normal (`event.normal × normalMatrix`) to the
  analytical normal (`getAnalyticalNormal`) on every pointer move, and
  mirror the placement tool's transform stack: `position → yaw (roof +
  segment) → surfaceQuat → skylight rotation → preview`. Re-engaging
  Move from the floating action menu now shows the same correctly
  oriented ghost the first-placement tool does.

* feat(nodes): split roof-segment depth chevron into asymmetric front/back arrows

Brings the depth handle in line with the width handles: one chevron on
each Z edge, each anchored to the opposite edge so dragging only moves
its own side. `apply` recomputes `position` along the segment's local
+Z arm (yaw-aware) so the anchored edge stays world-fixed.

Depth also feeds the slope-frame math via `getActiveRoofHeight`, so a
naïve depth change would also raise/lower the peak (constant pitch
across a larger run). We hold the peak fixed by back-solving a new
`pitch` for the new depth via `getPitchFromActiveRoofHeight`, clamped
to the schema's pitch range — the segment grows along the deck plane
without ramping up.

* feat(nodes): in-world handles for dormer + window-bottom clipping check

Dormer joins chimney / roof-segment with chevron handles on the
selected node. Five body handles (width L/R, depth, wall-height
tracker, rotate) plus four window-opening handles (width L/R,
height top/bottom) — the window handles re-emit windowOffsetX /
windowOffsetY in `apply` so the anchored edge stays put as the
dragged edge follows the pointer.

Handle visibility on roof accessories needed an editor-side assist:
the host segment's mesh registers inside RoofRenderer's
`<group segments-wrapper visible={false}>`, which hides anything
portaled into it. Chimney's `portal: 'grandparent'` escape trips a
WebGPU "Color target has no corresponding fragment stage output"
pipeline error on dormer (likely an MRT interaction with the
window-assembly's transparent glazing), so RoofEditSystem now flips
the wrapper visible whenever ANY accessory hosted on a segment of
this roof is selected — and resets each segment mesh to an empty
4-group placeholder on the transition so stale per-segment CSG from
a prior edit doesn't double-render on top of the merged shell.

Window clipping was using wall-top-above-slope as the exposure
threshold, but the window sits in the skirt well below the eave —
so a dormer whose eave barely cleared the host roof rendered a
fully-buried window. `getDormerExposedFaces` now gates on
window-bottom-above-slope; both the CSG cut decision and the
window-assembly render path feed off the same number. The
in-world window chevrons resolve the host segment via sceneApi and
flip to whichever face is currently exposed, so dragging the
dormer across the ridge moves the chevrons to the visible gable.

Also fixes the BoxGeometry vs ExtrudeGeometry mismatch in
`buildDormerFallbackGeometry` — body was indexed, roof was not, so
`mergeGeometries` rejected the pair and spammed the console on every
height-drag frame. Body is now `.toNonIndexed()` before the merge.

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

* fix(viewer): glazing role uses FrontSide to avoid MRT back-face pipeline error

DoubleSide on a NodeMaterial inside the MRT scene pass makes WebGPU
compile a back-face shader variant that doesn't declare outputs for
every MRT target — the validator rejects it and poisons the render
context with "Color target has no corresponding fragment stage output".
The warning was already documented on `glassMaterial` (materials.ts:77),
but `createSurfaceRoleMaterial` was still forcing DoubleSide for the
glazing role.

Manifested on scene open as soon as a dormer was present: the dormer's
window-assembly mounts the glazing material on both gable faces on the
first frame, so the back-face pipeline gets compiled immediately.

Glazing now resolves to FrontSide; the dormer's back gable group flips
180° so its FrontSide normals point outward (the sill no longer needs
its per-face Z mirror since the group rotation handles it).

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

* feat(nodes): in-world handles for box-vent + ridge-vent; freeze non-active arrows during drag

Adds 5 chevron handles to box-vent (width L/R, depth, height, rotate)
and ridge-vent (length L/R, width, height, rotate). Box-vent's renderer
now composes slope tilt + yaw onto the registered ref's quaternion
(mirrors solar-panel) so handle placements use vent-mesh-local coords
directly; ridge-vent's registered ref was already at the vent frame.

Ridge-vent renderer now merges `useLiveNodeOverrides` so the mesh
updates in-flight during a handle drag instead of freezing until commit.
Box-vent / dormer / chimney already did this; ridge-vent was the only
roof accessory not subscribed.

`NodeArrowHandles` now tracks the active drag descriptor + a pre-drag
store snapshot. Non-active arrows render against the snapshot with a
node-local freeze offset that cancels the mesh's `position` drift —
asymmetric resize (width / length L+R) recomputes position to anchor
the opposite edge, and without the freeze every other chevron would
slide along with the moving mesh center. The active arrow's freeze
offset is null, so it tracks the cursor as before. Rotation drags
collapse the offset to zero (position doesn't change), so non-active
chevrons naturally rotate with the mesh.

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

* feat(nodes): gutter accessory — eave-mounted rain channel with three profiles

New `gutter` node kind hosted on a roof-segment. Placement tool snaps
to the eave line of the segment under the cursor (segment-local
`Z = +depth/2`, `Y = wallHeight`); the back wall of the gutter then
sits flush against the fascia and the trough hangs outward (+Z).

Three cross-section profiles share the same outer-outline-minus-cavity
extrude recipe and only differ in the outline curve:

  - `k-style`:    ogee fascia (S-curve) — default residential look
  - `half-round`: semicircular trough — colonial / classical feel
  - `box`:        rectangular u-channel — commercial / industrial

Three in-world chevron handles via the registry:

  - length L + R (asymmetric — drag one end, the other stays world-fixed)
  - size (anchor='max', drops the trough downward as the cursor pulls)

Wiring touches every node-kind ledger: schema (core/schema/nodes/
gutter.ts), AnyNode union, schema barrel, material targets, roof-segment
hosted-accessory comment, event bus (`gutter:*`), nodes barrel +
registry, plus the per-kind file set under `packages/nodes/src/gutter/`
(geometry, schema re-export, parametrics, renderer, preview, tool,
definition, index).

V1 ships gutters only — downspouts deferred so the eave-snap +
cross-section pipeline can be eyeballed before stacking the
downspout-corner placement logic on top.

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

* feat(gutter): roof-panel entry, eave-edge snap, open-top U-channel, move tool

UI surface area:
- Roof inspector "Elements" section now lists existing gutters + an
  "Add Gutter" button. Adds `'gutter'` to the StructureTool union so
  setTool('gutter') typechecks.
- Sidebar tree-node map gets a GutterTreeNode entry; selecting a
  gutter in the outline focuses it just like other roof accessories.
- Floating action menu now shows a Move button on a selected gutter
  via the new `affordanceTools.move`. MoveGutterTool ghost-follows
  the cursor, eave-snaps on each frame, and commits to the new
  segment + side on click. Mirrors the ridge-vent move flow.

Geometry fix:
- Three cross-sections were authored as a closed outline + inset
  hole, which extrudes as a sealed box with a tunnel through it
  (top sealed). Real gutters need an OPEN top. Each profile now
  traces a single U-shape polygon around the channel material:
  outer wall down -> bottom -> outer wall up -> front rim ->
  inner wall down -> inner bottom -> inner wall up -> back rim.
  The interior of the U is empty space, not a hole inside a
  closed shape.

Placement fix:
- Snap now lands on the OUTER drip edge of the roof, not the wall
  line. Segment-local Z = sign * (depth/2 + overhang - 4 cm tuck),
  Y = wallHeight - overhang * tan(pitch) + 4 cm tuck. Sign of the
  cursor's localZ picks the near eave; back eave uses rotation = pi
  so the trough hangs outward in both directions. The 4 cm tuck
  offsets keep the gutter visually attached to the fascia rather
  than floating at the very tip of the overhang.

Hook order fix (regression from the previous commit):
- `NodeArrowHandlesForNode` had its new useState/useMemo hooks
  AFTER the `if (!portalObject ...) return null` guard. The
  registry-resolve useEffect flips portalObject from null to object
  one frame later, so the guard passed on render N+1 and three new
  hooks suddenly appeared in the hook list. Moved them above the
  early return.

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

* fix(viewer/nodes): drop DoubleSide NodeMaterial MRT landmines across slab, vents, gutter, window

DoubleSide on any NodeMaterial inside the MRT scenePass makes WebGPU
compile a back-face shader variant whose fragment outputs don't cover
every MRT target — the validator rejects the pipeline and poisons the
render context with "Color target has no corresponding fragment stage
output but writeMask is not zero", manifesting as
renderPipeline_NNN invalid on scene open. The pattern was already
documented at materials.ts:77 and fixed for glazing in 9400f1c5, but
several roof / floor renderers still requested DoubleSide on
`createSurfaceRoleMaterial` (which returns a `MeshLambertNodeMaterial`)
and on user-supplied materials (which may also be NodeMaterials):

- slab/geometry.ts — fired on every untextured floor; the live culprit
  on scene reload after the gutter renderer was switched to FrontSide.
- gutter/renderer.tsx — the U-channel cross-section is traced as a
  single closed polygon around the material, so ExtrudeGeometry already
  produces outward-facing normals on every visible face; DoubleSide was
  speculative.
- box-vent / ridge-vent renderers — DoubleSide was deliberate (to keep
  back faces of thin extrudes visible from below); now a known visual
  tradeoff. Build the geometry as a closed solid in `geometry.ts` if
  the underside-view becomes noticeable; do not bring DoubleSide back.
- viewer/lib/materials.ts `DEFAULT_WINDOW_MATERIAL` — same fix on the
  fallback window material.

Local `defaultMaterial` constants in box-vent / ridge-vent / gutter
also lose their `side: DoubleSide` for consistency (those are
`MeshStandardMaterial`, hit only when a preset ref fails to resolve,
but the same landmine pattern).

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

* feat(editor): Shift-snap rotate gizmos to 15° increments

Holding Shift while dragging a whole-node rotation arrow now snaps the
delta to π/12 (15°) steps. Scoped to `descriptor.shape === 'rotate'`
so curved-stair sweep handles keep their continuous feel.

* feat(nodes): stair railings track live segment-drag overrides

`StairRailings` was reading each child segment from zustand only, so
width/length/height drag handles (which publish to
`useLiveNodeOverrides` and only flush on release) left the railing
frozen at the pre-drag values until release. Subscribe to the override
map and merge each child's override onto its zustand snapshot so the
railing rebuilds every frame during the drag.

* chore(ifc-converter): next-env routes path moves under .next/dev/types

Auto-generated next-env.d.ts update from the local Next.js dev server —
the routes type now lives under `.next/dev/types/routes.d.ts` rather
than `.next/types/routes.d.ts`.

* fix(gutter): roofType-aware eave snap — 4-way on hip/flat, low side on shed

Gutter place + move tools were hard-coded to snap to ±Z eaves, working
for gable / gambrel / mansard / dutch but missing:

- Hip / flat: 4 eaves, not 2. Clicks on the side slopes (±X eaves)
  collapsed back onto ±Z, so users couldn't place a gutter on a hip's
  side eave at all.
- Shed: only one real eave (the low side at +Z). Clicking on the high
  wall side used to snap to -Z, which is the rake / high end with no
  fascia to hang from.

New shared `eave-snap.ts` module:

- `resolveEaveSnap(segment, localX, localZ)` returns
  `{ eaveX, eaveY, eaveZ, rotation, side }`.
- Hip / flat picker uses `max(|lx|/halfW, |lz|/halfD)` — same
  discriminator `analyticalSurfaceY` uses for hip — to pick which of
  the four slopes the cursor is on, then signs +/-.
- ±X eaves rotate the gutter ±π/2 so its outward axis points away
  from the building.
- Shed always returns +Z (the low side).
- Gable / gambrel / mansard / dutch unchanged (±Z).

Both tools collapsed their duplicated tuck constants + inlined
resolver — the "keep these in sync" comment became a landmine once
the resolver grew non-trivial.

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

* feat(gutter): end caps + corner mitre + ghost-placed parity

- Ghost/move previews mirror the GutterRenderer transform chain
  (roof → segment → snap) and use FrontSide. Removes drift between
  the placement ghost and the gutter that lands on click.

- New endCapLeft / endCapRight booleans (default true) slice a
  solid-outer plug into the extrusion at each enabled end. Inspector
  exposes both toggles; caps subtract from node.length so the
  user-set span is preserved.

- corner-mitre.ts detects sibling gutters meeting within 5 cm on the
  same segment and returns per-end mitre angles. The end-face skew
  holds back walls at the inner corner while front rims extend to
  the outer eave intersection; cap on a mitred end is force-
  suppressed so the L-junction stays open. Renderer pulls siblings
  via useShallow.

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

* feat(gutter): drag-snap corners, live eave Y, hangers

- Length L/R handles now snap to sibling gutter endpoints within 10 cm
  and pull BOTH gutters' lengths to the axis intersection — the
  geometric eave corner — so the 5 cm corner-mitre window fires
  reliably. Sibling adjustment writes through sceneApi.update; the
  drag pipeline's history pause batches it with the main commit into
  one undo step.

- Renderer derives eave Y live from segment.wallHeight, overhang, and
  pitch via the new shared computeEaveY() — instead of trusting
  node.position[1] from placement time. Subscribes to the segment's
  useLiveNodeOverrides entry too, so a wall-height drag on the
  segment moves the gutter on every frame (not just at commit).

- Hangers: new hangerStyle (strap / none) + hangerSpacing fields.
  buildHangers() lays thin 25mm × 3mm × rim-width box straps across
  the rim at the configured spacing, inset by 5 cm from each end and
  skipping any cap slabs. BoxGeometry is converted to non-indexed
  before merge — ExtrudeGeometry isn't indexed, and mergeGeometries
  rejects mixed-index sets. Inspector exposes both fields in a new
  "Hangers" group.

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

* feat(gutter): downspout outlet with real CSG-drilled hole

New schema fields: outletSide ('none' | 'left' | 'right'), outletInset,
outletDiameter. Default 'none' so existing gutters don't sprout
outlets on schema upgrade.

Geometry adds a solid cylindrical stub at bore + 3 mm wall radius
descending 6 cm from the trough floor, profile-aware Z midpoint
(k-style 0.4·size, half-round size, box size/2), X clamped between
the caps. After merging into the channel + caps + hangers, a
three-bvh-csg SUBTRACTION drills a bore-wide cylinder vertically
through the floor and stub — so the result is a real hole in the
trough floor with a hollow tube hanging through it. Drill overshoots
floor + stub by 1 cm each side to keep cut planes from coinciding
with mesh faces (csg-evaluator produces degenerate output on
coplanar cuts).

CSG only runs when outletSide ≠ 'none' — the existing merge path is
the fast path for capped-only gutters.

Inspector exposes the three fields under a new 'Outlet' group.

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

* feat(downspout): new node + gutter inspector list section

DownspoutNode lives next to the other roof accessories. Scene-graph
parent is the same roof-segment the host gutter sits on; logical
attach is via `gutterId`. Schema: length (default 2.5 m), diameter
(default 0.07 m / 3″ — matches gutter outlet default), material.

Renderer mounts a CylinderGeometry under the same transform chain
the gutter uses (segment → gutter-mesh-local → outlet); pulls
`computeEaveY` from the live + drag-override segment so wallHeight /
overhang / pitch changes track on the same frame as the gutter.
`resolveGutterOutletPlacement` (gutter/outlet-lookup.ts) is the
shared helper both the downspout renderer and the inline Add path
use to compute (x, y, z, bore) in gutter-mesh-local space.

Two arrow handles on a selected downspout:
- length: tracker shape (dashed leader + draggable cube). Anchored
  to the outlet, cube at the pipe bottom — readable even when the
  cube ends up below ground.
- diameter: symmetric `z`-axis chevron sitting at a fixed −20 cm Y
  below the outlet with 25 cm of outward clearance past the worst-
  case k-style rim, so it stays inside the gutter's camera frame
  instead of floating mid-pipe.

Inspector UX: new optional `trailingSection` slot on
ParametricDescriptor — a lazy-loaded React subsection rendered
between groups and the Actions section. Gutter's slot loads a
`downspouts-panel` that lists every attached downspout (button per
item, click → select), and an "Add Downspout" button below that
immediately creates a new one parented to the gutter's segment —
matches the roof inspector's gutter list pattern. Disabled with a
helper line when `outletSide === 'none'`. Multiple downspouts per
gutter are allowed.

`StructureTool` union picks up 'downspout' so the placement tool
remains addressable (used by the legacy roof-panel button before the
inspector list took over).

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

* chore: pending floorplan alignment-guide work-in-progress

Snapshot of in-flight alignment-guide files that have been sitting in
the working tree (not authored in this session). New service +
zustand store wire up the data; the floorplan layer + overlay are
the visible consumers. Committed as-is to clear the tree.

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

* feat(core): gutter multi-outlet model + downspout routing options

Replace the gutter's single outletSide/outletInset/outletDiameter triple
with an `outlets` array of `{ id, offset, diameter }` so one run can host
several downspouts on independent drops instead of stacking on one. Each
downspout links to an outlet by `outletId`.

Add downspout routing/styling fields: `standoff` (gap proud of the wall),
`shape` (auto/round/rect), `strapStyle`/`strapSpacing`, and `terminal`
(splash/kickout/straight).

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

* feat(editor): in-world rotate & move gizmos with live-drag dimension pill

Add two new handle-descriptor capabilities to the core registry — a free
`translate` handle (ground-plane or wall-normal move cross) and
`rotationPlane` for arc-resize (yaw vs spin-flat-against-wall) — plus
`measureLabel`, which routes a resize handle's readout to a floating
dimension pill instead of its inline chip, and `overrideTarget`, a
cross-node redirect for handles that edit a sibling's value.

node-arrow-handles implements all four, merging the in-flight drag into
`useLiveNodeOverrides` so the mesh moves in real time and commits only on
release. Item gains in-world rotate + move gizmos (floor items: world-Y
rotate + floor-plane move; wall items: wall-normal spin + wall-face move).

Add the shared MeasurementPill (H · L · T) and formatMeasurement, wired
into the floating action menu (live wall/fence height drag) and the wall /
fence endpoint move tools. Side handles merge live overrides so every
affordance tracks the height mid-drag. Item duplicate now drag-to-places
(no auto-insert) and the placement coordinator rotates in 45° steps to
match the R-key step.

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

* feat(gutter): multi-downspout outlets with CSG drops, routing & profiles

Build out the multi-outlet gutter against the new schema. Each outlet is
drilled through the trough floor via CSG (profile-geometry shares the
trough cross-section), and a downspout links to one outlet by id so
several no longer stack on a single drop. The downspouts panel manages the
outlet list; outlet-lookup resolves a downspout's mount from its gutter +
outlet.

Downspout gains real routing (routing.ts): offset elbows step the run back
from the eave overhang to the wall (standoff escape hatch), auto/round/rect
cross-section following the gutter profile, wall straps, and splash /
kickout / straight terminals, with inspector-editors for the new fields.

Length-snap now snaps only the dragged gutter to the geometric corner —
never moving its corner-mate — so dragging one gutter can't reset another
the user placed deliberately. Adds gutter floorplan (eave-line silhouette).

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

* feat(floorplan): 2D footprints for roof nodes + rotate-handle angle wedge

Add floorplan builders for box-vent, chimney, dormer, ridge-vent, roof,
skylight, and solar-panel, and wire each into its definition, so roof-layer
nodes finally draw a 2D footprint. Roof draws the merged silhouette of its
child segments, and roof-segment now renders proper architectural roof
linework (ridge / hip / break + shed downslope arrow) per shape instead of
a bare rectangle.

Add a `pivot` to the floorplan rotate affordance so the layer can sweep a
live angle wedge + degree readout during a rotate drag — the 2D twin of the
3D rotate gizmo. Column / elevator / shelf / stair pass their pivot through.

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

* fix(editor): select ceiling only via its corner handles, not the grid body

Add `viaHandle` to NodeEvent and set it on ceiling corner-bracket clicks.
The selection manager now ignores non-handle ceiling clicks without
stopping propagation, so a top-down click on the revealed ceiling grid
falls through to the item hosted beneath it instead of re-selecting the
ceiling and swallowing the click. The corner brackets draw with depthTest
off at a high render order so they stay visible and clickable through
occluding geometry.

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

* feat(editor): highlight wall openings on a selected wall

Add WallOpeningHighlights — an indigo accent frame + translucent pane
drawn around each door / window opening of the selected wall, so editable
children (including frameless openings with no visible geometry) are easy
to locate. The accent is deliberately distinct from the white selection
outline, and draws with depthTest off so it reads on top of the wall.

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

* fix(solar-panel): derive surface frame live so panels re-seat on roof changes

Compute the panel's Y and tilt from the parent roof-segment's finished
(deck + shingle) surface every render via getRoofOuterSurfaceFrameAtPoint
— the same helper skylights use — instead of reading the stored
position[1]/surfaceNormal snapshot. Merging the segment's live overrides
means the panel re-seats and re-tilts continuously during a wall-height /
pitch drag rather than floating or burying until the value commits.

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

* fix(first-person): coerce imported item geometry attrs to Float32 for collider merge

mergeGeometries requires every merged geometry to share the same typed-array
constructor per attribute. Imported item GLBs using KHR_mesh_quantization or
interleaved buffers broke the merge against Float32 wall/slab geometry, so
decode each attribute into a plain non-normalized Float32 BufferAttribute
before cloning into the collider world.

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

* fix(editor): lower camera minimum zoom distance to 6m

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

* chore(mcp): bump @pascal-app/mcp to 0.3.0 in lockfile

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

* refactor(nodes): registry-own move dispatch + hoist shared roof helpers

Addresses the architecture-review findings on the gutter/downspout branch:

- Move dispatch: port the bespoke roof/roof-segment/stair/stair-segment
  movers (MoveRoofTool) and the building mover (MoveBuildingContent) into
  @pascal-app/nodes (shared/move-roof-tool.tsx, building/move-tool.tsx) and
  declare them via `affordanceTools.move`. Delete both hardcoded dispatch
  lists — `LEGACY_MOVABLE_KINDS` in floating-action-menu and the roof/stair/
  building arms of MoveTool. `onMove` is now purely `isRegistryMovable`.
  Editor internals the movers need are exported from @pascal-app/editor
  (adds clearRoofDuplicateMetadata); sfxEmitter.emit -> triggerSFX. elevator
  keeps its existing capabilities.movable path (its legacy arm is the lone
  remaining one, now documented).

- Cross-kind imports: hoist resolveRoofSegmentHit (roof/segment-hit.ts) and
  the roof-surface normal math (getSurfaceY/getAnalyticalNormal/
  surfaceQuatFromNormal, formerly in solar-panel/geometry.ts) into
  packages/nodes/src/shared/, so the 8 roof accessories + skylight/box-vent
  stop reaching into sibling kind folders. roof/index and solar-panel/index
  re-export from shared so public surfaces are unchanged.

- Inspector: make ParametricInspector action `enabledIf` reactive by
  subscribing to its boolean result (ParamActionButton), matching the
  existing FieldRenderer/visibleIf pattern.

Type-checked (tsc) and linted (biome) across editor + nodes. Move behaviour
is preserved by construction but not yet runtime-verified in the editor.

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

* feat(nodes): add cupola + turbine-vent roof accessories; group-rotate gizmo; in-ring rotation readout

New roof-accessory node types and editor gizmo work:

- feat(nodes): cupola (roof lantern) and turbine-vent (whirlybird) node
  types — schema, geometry, parametrics, renderer, panel, move/placement
  tools, floorplan, and tests; registered in the node + core schema indexes
  with site-panel tree nodes.
- feat(editor): group-rotate handle — a single rotation gizmo for 2+ movable
  nodes that spins the selection rigidly about its shared bbox center.
- fix(editor): the live rotation readout (degree wedge + chip) now renders as
  a child of the node frame, concentric and coplanar with the guide ring, so
  it sits centered in the ring on pitched roofs instead of floating off to the
  side. Flat-ground gizmos and the group-rotate readout are unchanged.
- refactor(nodes): rework box-vent / ridge-vent geometry + definitions and
  share roof helpers; tidy roof/box-vent panels.

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

* feat(nodes): eyebrow-vent kind; ridge-vent tracks roof height; vent paint + tree-node go registry-driven

New eyebrow-vent roof accessory plus two follow-on cleanups:

- feat(nodes): eyebrow-vent — a louvered roof vent in three styles (`scoop`
  swept eyebrow, `half-round` D-vent, `slant-box` hooded box). Solid louver
  slabs set into a framed/contained front, double-sided geometry, and
  adjustable style / louver-count / dimensions / slant (`backRatio`). Full
  registry wiring: core schema, node dir (definition/geometry/renderer/tool/
  move-tool/panel/floorplan/preview/tests), event type, palette button.
- fix(nodes): ridge vent derives its Y from the segment's current surface
  (`getSurfaceY`) instead of a stored value, so lowering a roof drops the cap
  onto the new ridge automatically.
- refactor(nodes,editor): migrate the vent family (box / ridge / turbine /
  cupola / eyebrow) to `capabilities.paint` via a shared single-surface
  capability, removing the hardcoded `node.type` paint arms from the editor's
  selection-manager + material-paint (matches chimney/dormer).
- refactor(editor): replace the five identical vent tree-node components with
  one `def.presentation`-driven `RegistryTreeNode`.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-02 10:57:37 -04:00
1fd59dd9cd feat(editor): preset-system primitives (#340) (#341)
* feat(editor): preset-system primitives — presettable, sceneApi subtree round-trip, isolate + setCaptureMode enum, headless exports

Per pascalorg/editor#340 (redesigned: single live canvas, no Viewer scene prop).

Core
- `capabilities.presettable` on `NodeDefinition` + `isPresettable` /
  `isPresettableKind` helpers. Explicit `false` on level / building /
  site / zone / spawn / guide / scan / item; implicit `true` for any
  kind with `def.parametrics`.
- `sceneApi.getSubtreeSnapshot(rootId)` + `materializeSubtree(subtree,
  position, parentId?)` for round-tripping a node subtree through
  catalog storage. Strips id / parentId / absolute root position /
  host refs (`wallId`, `wallT`); fresh IDs minted at materialize time;
  child ordering preserved (FIFO walk).

Viewer
- `<Viewer isolate>` prop + `ViewerHandle.setIsolated(ids | null)`.
  Walks `sceneRegistry`, hides every registered group not in the
  isolated set's ancestor + descendant closure. Building block for
  preset capture + future focus-mode UX.

Editor
- `useEditor.captureMode: CaptureMode` discriminated union
  (`idle` | `standard` | `preset`). `isCaptureMode` stays as a derived
  boolean for the existing read sites; `setCaptureMode` accepts both
  the boolean shape (back-compat) and the enum.
- `preset` capture mode in `SnapshotCaptureOverlay`: drag locked to a
  square, mode-picker hidden, transparent flag forwarded through the
  `camera-controls:generate-thumbnail` emitter event.
- Headless exports: `Inspector` (alias of `ParametricInspector`),
  `FloatingMenu` (alias of `FloatingActionMenu`), `ToolbarLeft` /
  `ToolbarRight` (aliases of `ViewerToolbarLeft` / `ViewerToolbarRight`),
  `useSelection` hook returning `{selectedIds, selectedNode, building/
  level/zone}`, plus re-exports of `useScene` / `useViewer` from core /
  viewer so consumer shells (community, embedders) need only one import.

Out of scope by design (see issue #340 "Out of scope"): a separate
offscreen Viewer rendering an arbitrary subtree. The unified preset
modal captures inside the live canvas via isolation + the existing
snapshot pipeline — no `useScene` factory / React context refactor.

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

* refactor(editor): split snapshot/materialize into pure getSubtree + cloneNodesInto; add def.hostRefFields; auto-stage preset capture square

Per pascalorg/editor#340 redesign discussion: the editor's scene API
should expose *pure* primitives and let the host (community modal,
embedders) own storage shape, position stripping, and host-ref
re-derivation policy.

Editor API delta
- `sceneApi.getSubtreeSnapshot(rootId)` → `sceneApi.getSubtree(rootId)`
  Returns the live subtree verbatim (BFS via `children[]`, no clones,
  no stripping). Callers deep-clone if they need persistence.
- `sceneApi.materializeSubtree(subtree, pos, parent?)`
  → `sceneApi.cloneNodesInto(nodes, { rootId, parentId?, position? })`
  Generic clone-and-insert. Deep-clones via JSON, mints fresh ids
  preserving the prefix, rewires parent/children, stamps position +
  parent if supplied. Host-ref-agnostic — `wallId`/`wallT` etc are
  preserved verbatim.
- New `capabilities.hostRefFields?: string[]` on `NodeDefinition`.
  Declares per kind which schema fields are placement-derived so the
  host strips them at preset-save time. Declared on door (`['wallId']`),
  window (`['wallId']`), item (`['wallId', 'wallT']`).
- New `getHostRefFields(def)` exported from `@pascal-app/core`.

Removed the intermediate token-based payload format (`NodeSubtree`,
`buildSubtreeSnapshot`, `materializeSubtree`, `SubtreeNode`).

UX polish
- `<SnapshotCaptureOverlay>` in `preset` mode now auto-stages a centered
  square crop sized to ~75% of the shorter viewport dimension. The
  user can pan / move / resize within square-aspect, but doesn't have
  to drag from scratch — clicking the capture button works
  immediately on entry.

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

* fix(editor): lock preset capture frame; allow item presets

- SnapshotCaptureOverlay: in `preset` mode, the auto-staged centered
  square is now fully locked — corner handles hidden, the dim layer is
  click-through (no drag-to-move, no drag-to-resize). The user just
  adjusts the camera (orbit / pan / zoom) and clicks capture. The
  letterbox + dashed border stay visible as a cosmetic frame.
- `item.capabilities.presettable` removed (implicit `true` via
  `def.parametrics`). Enables compositions like "table-with-plants",
  "shelf-with-books" where the preset root may be an item and other
  items ride along as descendants. The GLB-kind item catalog is
  unchanged; presets become siblings of GLB rows under the same
  `items` table.

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

* feat(editor): auto-frame camera on preset capture entry; restore on exit

`<CustomCameraControls>` now watches `useEditor.captureMode` and, when
preset capture mode begins, flies the camera to a pose that fits the
union bounds of the isolated subtree inside the locked square crop —
no more hunting for the subject after opening the modal. The
pre-capture pose is stashed and restored on exit so the user lands
exactly where they were.

The user can still pan / orbit / zoom from the auto-staged pose if
they want a different angle before snapping.

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

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 09:49:50 -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 SAMAD e3f2343456 nodes: restore floorPlaced imports stripped by the formatter
The previous commit's `floorPlaced` capability used `getScaledDimensions`
in `item/definition.ts` and `ColumnNodeType` in `column/definition.ts`,
but the editor's auto-format hook ran between the import edit and the
body edit and removed both as "unused" — breaking `bun dev`.

Re-add the imports.
2026-05-19 19:49:09 -04:00
Wassim SAMADandClaude Opus 4.7 9a481f2511 registry: generic FloorElevationSystem driven by a floorPlaced capability
Symptom: a shelf placed on a level with a raised slab underneath
visually clipped through it — `ItemSystem` lifted items onto slabs,
but shelves (and other floor-placed registry kinds) had no equivalent
path.

Fix: lift the slab-elevation logic out of `ItemSystem` into a generic
`<FloorElevationSystem>` keyed off a new `capabilities.floorPlaced`
config. Any kind that opts in declares a `footprint(node)` (dimensions
+ rotation used to query overlapping slabs) and an optional `applies`
predicate (skips items whose `asset.attachTo` is wall / ceiling).

The new system runs at frame priority 1 so its `mesh.position.y`
override lands before `ItemSystem` / `GeometrySystem` (priority 2)
clear the dirty mark. The spatial-grid sync's `markNodesOverlappingSlab`
also dropped its hardcoded `item` branch in favour of an iteration over
every registered kind that declares `floorPlaced` — so any new
floor-placed kind picks up slab-driven re-elevation automatically.

Tagged kinds:
 - `item`  — `footprint = getScaledDimensions`, `applies = !asset.attachTo`
 - `shelf` — `footprint = (w, h, d)`
 - `column` — `footprint = (w, h, d)`
 - `spawn` — `footprint = (0.6, 1.8, 0.6)` (marker)

`ItemSystem` retains only the wall-side z-offset block (`mesh.position.z =
wallThickness / 2`). The elevation block + its `getScaledDimensions` /
`resolveLevelId` / `spatialGridManager` imports moved to the generic
system.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:44:21 -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
Wassim SAMADandClaude Opus 4.7 0540692bd5 item: fix 2D move — floor items stay parented to the level
Two related bugs caused floor items to disappear mid-2D-drag:

1. `startLevelId` did `parent.parentId` unconditionally for non-wall
   parents — so for a floor item parented directly to the level (the
   canonical convention from `use-placement-coordinator`), it returned
   `level.parentId = building.id`. `findContainingSurface` then iterated
   the building's children (levels, not slabs) and the fallback
   `parentId: startLevelId` reparented the item to the building. Now we
   walk the parent chain until we hit a `level` and short-circuit on
   `parent.type === 'level'`.

2. `buildSurfaceItemSession` reparented floor items to a slab when the
   cursor was over one. Slabs don't carry a `children` field on their
   schema (only ceilings + level do), so `updateNodesAction`'s reparent
   logic operated on `undefined.children` — the item dropped out of the
   level→children DFS the floor-plan layer walks, and the polygon
   stopped rendering mid-drag. Split into `buildFloorItemSession`
   (always parents to the level, just updates position) and a
   ceiling-only `buildSurfaceItemSession`. `findContainingSurface`
   narrows to `'ceiling'` as the only valid target.

Matches the 3D `detachItemSurfaceToFloor` convention: floor items live
as level children, not slab children.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:12:15 -04:00
Wassim SAMADandClaude Opus 4.7 9aec943740 Phase 5 Stage C: item floor plan — all 9 kinds now at Stage C
Item is the last Stage A-only kind to gain def.floorplan. Closes Stage C
across every registered kind.

Files added:
 - nodes/src/item/floorplan.ts: buildItemFloorplan inlines a self-
   contained parent-chain transform walker using `ctx.resolve`. Mirrors
   the legacy `getItemFloorplanTransform` math from editor/lib/floorplan/
   items.ts:
     * Wall parent: rotate item.position by wall's angle, anchor at
       wall.start, handle wall-side attachTo via wall.thickness offset.
     * Item parent (nested): recurse for parent's transform.
     * Level / slab / ceiling parent: item.position is level-local.
   Returns a rotated width × depth rectangle. asset.floorPlanUrl image
   overlay deferred for Phase 5 follow-up.

Files changed:
 - nodes/src/item/definition.ts: wires `floorplan: buildItemFloorplan`.
 - floorplan-panel.tsx: floorplanItemEntries useMemo short-circuits to
   [] when nodeRegistry.has('item'). Phase 6 deletes the entire useMemo.

Stage C coverage (all 9 registered kinds):
 shelf  spawn  fence  slab  ceiling  wall  door  window  item 

Next sessions: Stage B for door / window / wall (each large geometry
extraction), Stage D per kind (DragAction affordance ports), Stage E
(drop legacy panels), Phase 6 Stage F cleanup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 16:50:30 -04:00
Wassim SAMADandClaude Opus 4.7 8d65be17fa Phase 5 batch kind: item migrates to registry (always-on)
Item is the first kind to use the `def.renderer` escape hatch (custom
React component with `useGLTF` + drei + interactive widgets) — not
expressible as a pure `def.geometry`. Catalog-backed + multi-host
(free / wall / wall-side / ceiling).

Files added (packages/nodes/src/item/):
 - schema.ts: re-exports ItemNode from core.
 - parametrics.ts: empty groups[]. Item parametrics come from the
   asset's catalog-defined interactive controls (toggles / sliders /
   temperature) — too dynamic for the auto-inspector at Stage A.
   Legacy ItemPanel renders the catalog-driven controls; Phase 5
   Stage E will likely use parametrics.customPanel.
 - definition.ts: capabilities (no `movable` — item move is bespoke
   MoveItemContent that handles attachTo transitions floor↔wall↔
   ceiling mid-drag; capability-driven dispatch keeps legacy mover),
   parametrics, renderer (wrap-export of ItemRenderer), system
   bundling ItemSystem + ItemLightSystem, toolHints matching the
   user's screenshot (Place item / R rotate ccw / T rotate cw /
   Shift free place / Esc cancel). defaults() casts an object
   literal with a stub asset since asset is required by the schema;
   createNode re-parses through ItemNode at runtime.
 - renderer.tsx: wrap-export of legacy ItemRenderer (~280 lines with
   useGLTF + interactive widgets — too much to duplicate at Stage A).
 - system.tsx: bundles ItemSystem + ItemLightSystem.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for ItemRenderer,
   ItemSystem, ItemLightSystem.
 - packages/nodes/src/index.ts: appends itemDefinition.
 - packages/editor/src/components/ui/panels/item-panel.tsx: panel
   slider-drag fix recipe applied (nodeRef pattern, drop subscribed
   updateNode dep, drop node from useCallback deps). Item panel has
   scale + position + rotation sliders all subject to the cascade.

Item is the registry's stress test for `def.renderer` escape hatch.
GLB loading via useGLTF + drei works as-is; nothing in the registry
forces a pure-geometry shape on kinds that don't fit.

Phase 5 progress: shelf  spawn  wall  fence  slab  ceiling 
door  window  item . Nine kinds on the registry. Stair / roof /
zone / containers remain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:23:08 -04:00