cddb73b23277eda8ea179242a1c381e1425d31a1
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Commits
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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> |
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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> |
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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> |
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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>
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