cddb73b23277eda8ea179242a1c381e1425d31a1
371
Commits
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faf73d66f2 |
feat(paint-slots): full world-space UVs for roof gable walls (match walls)
The earlier gable fix world-referenced only V, leaving U in segment-local space — so gable and wall lined up vertically but slid horizontally. Replace the V-only scalar offset with the segment's full world matrix (roof group composed with segment transform) and project vertical faces exactly like the wall kind: U = ±worldX/Z, V = 1 - worldY. Gable now tiles continuously into the walls in both axes. Sloped shingle UVs are unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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65a7fcb74b |
feat(paint-slots): world-space planar UVs for walls (seamless tiling)
Walls used THREE's ExtrudeGeometry UVs, which restart at each wall's local start/end — so finishes seamed at wall joins, showed a mid-face axis-switch stripe, and didn't line up with the roof gable. Re-project the render mesh's UVs in WORLD space (1 unit = 1 m), matching roof-system's pushRoofUv exactly: vertical faces U = ±worldX/Z, V = 1 - worldY. De-indexes so each triangle uses its own face normal (no edge seams). Applied only to the render mesh; collision and floorplan geometry keep the original UVs. Now walls tile continuously across segments and meet the gable seamlessly. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c7d0cd3388 |
feat(paint-slots): world-reference roof gable wall UVs to align with walls
The gable wall band tiled its V in segment-local space, so its texture phase didn't line up with the wall below (whose ExtrudeGeometry UVs map V = 1 - height-from-base). Make vertical roof faces tile V in world space (V = 1 - worldY) via the segment's resolved world Y (parent roof + segment position), so the band matches a ground-floor wall's vertical tiling at the eave seam. U is unchanged (stays in the face's local run). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0e8df1b946 |
fix(paint-slots): nudge fence vertical members 0.001m thinner than the rails
The posts/infill and the accent rail shared the same panelDepth*0.35 depth, so their faces were coplanar where they cross -> z-fighting. Make the verticals 0.001m shy so the rail wins the depth test cleanly. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f7e774485c |
fix(paint-slots): guard empty fence slot group before mergeGeometries
mergeGeometries throws on an empty array, so an absent slot group (infill with showInfill off, base on a floating fence) crashed the geometry build. Return an empty BufferGeometry for an empty group; the renderer already skips meshes with no position attribute. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bba0cc5f68 |
feat(paint-slots): prepared-drywall finish + fence 4 slots matching build options
- Add 'concrete-drywall' (Prepared Drywall) catalog finish + 512 KTX2/webp runtime assets; default walls (WALL_SLOT_DEFAULT interior+exterior) and the roof wall/trim band to it so roofs read continuous with walls. - fence: replace the 2-slot panel/rail split with 4 slots that match the panel's build options — posts / infill (showInfill) / base (grounded only) / rail — each its own mesh with userData.slotId; conditional slots track the build state. Defaults: posts/infill/base charcoal, rail wood-finewood27. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e92ee05702 |
feat(paint-slots): round-2 feedback — fence 2 slots + UVs, roof defaults, stair body
- fence: split into two paint slots — panel (posts/base/infill, default charcoal) and rail (cap, default wood-finewood27) — as separate meshes with userData.slotId. Fix applyFenceUVs to continuous world-space 1 UV unit = 1 m (drop the per-part min origin that broke tiling across parts). New generateFenceSlotGeometries. - roof: real catalog defaults for the segment surfaces via getRoofMaterialArray (the actual default path): wall/trim concrete-plate (matches walls), deck + soffit soft-white, shingle terracotta; textures-off role escape hatch kept. Align nodes getRoofMaterials no-parent fallback to match. - stair: body slot default -> preset-lightgrey. - (biome formatting normalization of the round-1 merged renderer files rides along.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4818807360 |
refactor(paint-slots): share scene IBL as viewer SceneEnvironment
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment component exported from @pascal-app/viewer, mounted as an opt-in <Viewer> child (still not baked into the Viewer component). One source of truth the editor and the community public viewer both inject; embed/thumbnail surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8aa179e9cb |
feat(paint-slots): per-part paint for windows + doors, chrome/brass, world-scale UVs
Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot): - Per-part painting: door = panel/frame/glass/hardware, window = frame/glass, each independently paintable. The recessed door/window body sits behind the wall, so the proud invisible cutout wins the scene raycast over the wall and the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the cursor via a re-eval (idempotent, no flicker). - Door frame is its own slot (separate frameMaterial); hardware = new flat 'metal-chrome'. - Library defaults (generic): panel/frame -> library:preset-softwhite, glass -> library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons the WebGPU MRT pass; it's the only glass we use). - Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal metalness 1 -> 0.6 so metals are lit by existing lights (no env needed). - World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts, so finishes tile at real-world scale instead of stretching. - PaintResolveArgs gains an optional for subtree re-raycasting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3cb37c98cd |
feat: embed surface — export in-canvas affordances + transparent/faint-ink viewer support
Lets a host mount the editor's real editing experience on a bare <Viewer> without the full <Editor> shell. editor: export Grid, NodeArrowHandles, MoveTool, ToolManager — the selection handles, the kind-owned mover, the build-tool host, and the drafting grid that feeds tools their grid:* pointer events. See the doc comment in index.tsx for how they cooperate with host camera controls and selection. viewer: two opt-in, non-persisted presentation flags (both default off, so the editor and every other consumer are unchanged): - transparentBackground / <Viewer transparent>: emit premultiplied RGBA masked by geometry + outline alpha (outputColorTransform off on that path) so the scene can float on any page background. ACES tone-mapping makes a true-white opaque background impossible, hence transparency. - inkOpacity: override the per-mode ink-edge opacity. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c3bd065f2f |
fix(paint-slots): disable the CSG cutout's raycast so window/door paint hits the slots
The real interceptor was the 'cutout' mesh, not the hitbox: it's a 1m-deep CSG helper whose front face sits 0.5m proud of the glass, and current three.js raycasts invisible meshes — so every paint/hover ray resolved to 'cutout' (no slotId → role null). Disable its raycast; combined with the hitbox noop, paint/hover rays now land on the tagged frame/glass (panel/glass) children. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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531dbb6e68 |
perf(post-processing): don't rebuild the pipeline on hover + temp paint debug logs
- post-processing: hoverHighlightMode was a dependency of the pipeline-build effect, so every hover rebuilt the entire pipeline. The hover style is already pushed to uniforms in a separate effect, so the rebuild was pure waste — removed it from the deps (and the build log). - selection-manager: temporary [paint-debug] logs for window/door hover to trace why their paint dispatch drops (to be removed once diagnosed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cebb29460d |
fix(paint-slots): make window/door paint hits land on the tagged children
The window/door root is an invisible hitbox the system gives full-depth BoxGeometry; its front face intercepted every paint/hover ray, so the hit resolved to the hitbox (no slotId) → role null → paint silently disabled. Disable the hitbox's own raycast in the visual path so R3F's recursive intersect returns the tagged frame/glass (panel/glass) children instead; selection still works because those child hits bubble to the root's event handlers. Restored to the default raycast each build, and kept for 'opening' windows/doors (no visuals to paint, still need a selectable hitbox). The 'cutout' child is visible=false so the raycaster already skips it. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9f1627e923 |
feat(paint-slots): paintable slots for windows + doors (frame/glass, panel/glass)
Windows and doors build all visuals in their viewer systems from module-global materials, so this threads per-node slot materials + userData.slotId tags through those builders without restructuring them: - window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) + 'glass'; the opening reveal keeps its own material. - Each system captures per-frame viewer state, then updateWindow/DoorMesh points the builder-facing base/glass materials at the node's resolved slot override (recomputed per node, so the next node resets without a restore). Meshes are auto-tagged in the shared addBox/addShape helpers by which material they got. - Textures-off still collapses to the role material (escape hatch); a slot override only applies in colored mode. - Editing a referenced scene material re-dirties the window/door (these systems aren't covered by GeometrySystem's scene-material re-dirty). - New paint capabilities (resolve role from userData.slotId, preview by userData.slotId) + capabilities.slots; window/door dropped from the paint disabled list. Shared previewSlotByUserData helper. Defaults unchanged: unpainted windows/doors render exactly as before (the slot fallback is the existing frame/glass material), so no visual regression. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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737c4e9d1d |
feat(paint-slots): concrete-plate finish + try defaults (wall=concrete, slab=wood plank 48, ceiling=soft white)
- material-library: add 'concrete-plate' KTX2 finish (512, fabric/leather-style pipeline) + editor-app texture mirror. - viewer: shared resolveSlotDefaultMaterial(colour|library ref) so a kind's slot default can be a catalog finish, not just a flat colour. - wall default -> library:concrete-plate (interior + exterior). - slab default -> library:wood-woodplank48 (slab geometry resolves it via the shared helper). - ceiling default -> soft white #f2eee6 (ceiling renders flat-tinted). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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967a905e3b |
feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)
Brings slab, ceiling, and wall onto the unified slot contract the shelf established, so each declares its paintable slots with a declarative default and (slab/ceiling) is painted through the registry capabilities.paint dispatch. - Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based PaintCapability factory (commit/resolve/effective generic; preview injected). Distinct from surface-paint.ts, which writes the legacy inline node.material. - slab: schema slots; def.geometry resolves node.slots.surface -> legacy material -> declared default, tags the mesh userData.slotId; slabPaint + capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path. - ceiling: schema slots; material builders extracted to ceiling/materials.ts (shared by renderer + paint preview, built BackSide so the hover preview is visible from below); renderer resolves the slot; ceilingPaint + slots. - wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an unpainted face with its declared default instead of the themed wall role; capabilities.slots (interior/exterior). wallPaint's inline interior/exterior fields are unchanged (node.slots migration is a later step). - selection-manager + material-paint: drop slab/ceiling from the legacy single-surface arms (now registry-driven). Behavior change (intended, matches the shelf precedent + the phase-5 plan): colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The textures-off (monochrome) role collapse is unchanged — the escape hatch. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8eab9979ab |
fix: address 2nd-round adversarial review of PR #402 fixes
- core: decouple drag-follow from distributionRole — add portConnectivityFollow flag to NodeDefinition; pipe-trap opts out (portConnectivityFollow: false) so dragging a connected pipe endpoint stretches the trap arm instead of yanking the anchored trap fixture - core: remove the module-level getLevelHeight cache entirely — it was keyed only by nodes-object identity, which could return stale heights for in-place mutations by pure/headless callers. The function is now fully pure and deterministic; viewer hot path recomputes per frame as before (the cache only ever skipped the resolver-free branch) - test: harden port-connectivity-pipe.test.ts — real DuctSegmentNode cross-family isolation case (was waste-vs-vent), new pipe-trap anchor case (run drag doesn't move trap; trap drag still stretches run), and beforeEach/afterEach registry reset instead of leaky beforeAll - nit: biome format/import-order on all touched files |
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54a24e4c5c |
fix: address review findings from PR #402 MEP systems
- core: fix layer violation in level-height.ts — extract sceneRegistry
import, replace with optional WallBaseYResolver callback so core stays
pure (no Three.js mesh state); viewer callers pass resolver, headless
callers (MCP/tests) get deterministic node-data-only result
- core: generalise port-connectivity service from duct-only to all
distribution families — match partners by distributionRole ('run' →
endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
duct-segment/duct-fitting type names; add system-compat guard so
cross-system ports (e.g. supply duct vs waste pipe) don't fuse
- editor: fix port-snap rotation bug in move tool — pass preview node
at live rotation into resolvePortSnap so own-port positions reflect
any mid-drag R/T rotation before computing the snap delta
- editor: wire pipe-trap into UI — add to StructureTool union,
MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu
- test: add port-connectivity-pipe.test.ts — 2 tests covering
pipe-fitting → pipe-segment endpoint drag and cross-system isolation
- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
deliberately chose square sanitary-tee for DWV side-taps (documented
in PR description and PipeFittingNode schema); update the one test
that still expected wye to match the implemented behaviour
- nit: fix optional-chain biome warning in validate-dwv.ts
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5551500d98 |
feat: HVAC ductwork + DWV plumbing systems (#402)
Adds two new MEP node families (HVAC ductwork, DWV plumbing) built on a shared port-connectivity model. Co-authored by @sudhir9297. |
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042f855586 |
feat(paint-slots): KTX2 finish library — fabric/leather/concrete/metal (phase 4)
Wire KTX2 into the catalog finish path and add 15 textured finishes across four new families, all as GPU-compressed KTX2 (512px) + a webp picker thumbnail. - Shared `ktx2-loader.ts`: one KTX2Loader (Basis transcoder) used by both the GLB loader and catalog textures; `ensureKtx2Support(renderer)` runs once at viewer init (GPUDeviceWatcher) so `.ktx2` finishes load even with no GLB in the scene. `use-gltf-ktx2` now reuses the shared instance. - `materials.ts`: texture loaders pick the KTX2 loader for `.ktx2` urls, the image loader otherwise (all three load paths). - `material-library.ts`: 15 entries (fabric ×6, leather ×2, concrete ×4, metal ×3). Neutral albedo for tinting, `flipY: false` (compressed textures can't flip), `repeat` per real-world tile size, metals `metalness: 1`. Normals encoded UASTC, data maps ETC1S/linear. Assets generated from raw sources via the new community `scripts/build-material-textures.ts`. 1024/256 tiers + raws kept out of git. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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101341d98d |
feat(paint-slots): paintable slots on the procedural shelf (phase 5)
Proves the unified (nodeId, slotId) slot contract on a procedural generator, beyond items and walls. A shelf now exposes three paintable slots — shelves / frame / back — painted through the same PaintCapability dispatch and the same node.slots: Record<slotId, MaterialRef> shape items use. Foundation (shared, reusable by future procedural kinds): - core: SlotDeclaration type + capabilities.slots(node) registry declaration; GeometryContext gains `materials` so a pure builder can resolve scene:<id> slot refs without importing useScene. - viewer GeometrySystem: threads the scene material library into every builder ctx, and re-dirties (bypassing the geometryKey skip) any geometry node that references a scene material when that material changes — so editing a custom colour propagates to every shelf using it, matching items. Shelf: - schema: slots: Record<string, MaterialRef> (mirrors ItemNode). - geometry: per-slot material resolution (slot override -> legacy whole-shelf -> declared default colour); every mesh stamped with userData.slotId; DEFAULT_SHELF_MATERIAL retired (declared default gives identical off-white). - paint.ts: PaintCapability (resolveRole from userData.slotId, scene-material commit for one-off colours, preview restricted to __fromGeometry meshes so hosted items aren't ghosted, getEffectiveMaterial incl. legacy fallback). - definition: paint + slots capabilities; slots folded into geometryKey. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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937cf02aff |
feat(paint-slots): world-scale pool slab floor UVs + document the metre UV contract
Pool slabs (generatePoolGeometry) were the one procedural surface emitting normalized [0..1] floor UVs, so a textured finish stretched to fit the pool instead of tiling at real-world scale like every other surface. Switch the floor to shape-space metres (x, -z) — the same mapping generatePositiveSlab- Geometry already uses for its caps. Pool walls were already in metres. Also document the contract in wiki/architecture/materials-and-themes.md: every procedural surface generates UVs in metres (1 UV unit = 1 m), GLB slots follow the same ~1 unit/m authoring convention, and a catalog material's `repeat` is therefore a per-material world-scale setting (tiles per metre), identical for every surface that uses it — never per-item. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c9121d322c |
Merge origin/main (#407 placement restructure) into opening-proximity-guides
#407 ("Always-visible placement ghosts + true-nearest 2D opening snap") restructured the door/window placement tools: it split the old create-in-resolve into a pure resolveWallPlacement() + side-effecting applyWallTarget(), added an off-host floating ghost (fallbackPose / showGhostAt), unified wall hover into onWallHover, and extracted commit{Door,Window}AtWall. Conflict resolution (door/tool.tsx, window/tool.tsx): - Re-homed the single publishOpeningGuidesForWallEvent() call into applyWallTarget (after the draft update + updateCursor), using that scope (wall, getSlabElevationForWall(wall)); door includeVertical:false, window true. - Routed clearOpeningGuides3D() through showGhostAt so every off-host fallback path clears; kept clears in hideCursor, commit helpers, onRoofHover, teardown. - Made the window sill snap (resolvePlacementY) event-free and call it from the pure resolveWallPlacement, so hover + click both get sill/centre/top snapping; Shift bypasses, the moving draft is excluded via ignoreId. - Dropped the branch's inline onWallClick in favour of #407's onWallClick + commitWindowAtWall (no behavior lost). - Reconstructed both files' import blocks, which the auto-merge had truncated to stubs (only tsc caught it). All other conflicts auto-merged (registry types, floorplan-registry-layer, both move-tools). Verified: typecheck 9/9, biome clean, nodes 169 + core 594 tests pass, editor `bun run build` 7/7. Merge resolution reviewed by Codex (adversarial): no semantic regressions; all #407 behavior preserved. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1628b728fa |
Always-visible placement ghosts + true-nearest 2D opening snap (#407)
* feat(editor): always-visible translucent placement ghost for openings + roof accessories When a host-surface placement tool is armed, the node's real geometry now follows the cursor everywhere as a translucent ghost: tinted invalid (red) and unconfirmable off-host, snapping onto its host surface (wall/roof) with the existing valid/invalid affordances when near. This replaces the old red wireframe box (door/window) and red DragBoundingBox (roof accessories), so the armed tool is visible before the cursor reaches a placeable surface. - New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts): clones materials, disables raycast (avoids cursor-ray starvation), tints invalid; cleanup disposes only the clones. - New door/window preview components built from the real geometry via new `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float the ghost via a `fallbackPose` that is mutually exclusive with the on-host draft + wireframe outline. - `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory tools pass their real preview (invalid-tinted) instead of a box `size`. Snapping behavior is unchanged (no proximity snap yet). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): magnetic proximity wall-snap for door/window placement The door/window ghost now follows the cursor over the floor like a moving item and magnetically snaps onto the nearest wall within range (1.5 m), then releases back to free-follow when the cursor moves away — instead of only attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it snaps onto a new spot, so it reads as moving a physical object that can only land on walls. - Plan-space proximity via the existing `findClosestWallInPlan` (the same helper the 2D floor-plan move uses): level-scoped, skips curved walls, returns wall + along-wall localX + side + wall-local rotation. - `grid:move` drives the snap and `grid:click` commits when proximity-snapped; a direct wall-mesh hover (wall:enter/move) still owns the precise face side. Both paths share `applyWallTarget` (create the draft once, reparent only on an actual wall change) and a shared commit that refreshes alignment anchors. - Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate (R3F + the grid raycast share the source DOM event) plus a `cameraDragging` guard and stale-`hostKind` reset, so a missed wall:leave during a camera orbit can't strand the draft. - Window keeps its sill height on the floor path (the floor cursor carries no wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move. - Shift bypasses the along-wall grid/alignment snap but still attaches to the nearest wall, matching the 3D-hover and 2D-move conventions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): door/window preset placement follows the cursor over open floor The community preset/catalog flow places doors and windows through the isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow: the fresh clone was parented to the level at the origin and only became visible once the cursor reached a wall, so over empty floor nothing tracked the cursor. Now the move tools mirror the def.tool placement behaviour: - Off-wall, the real node rides the cursor like an item (reparented to the level, positioned at the building-local cursor) so it's obvious what's being placed before it attaches. - Within range of a wall it magnetically snaps on via findClosestWallInPlan (the same plan-space helper the 2D move uses), releasing back to free-follow when the cursor moves away, and plays the grid-snap sound on each new snap. - grid:click commits only when snapped (open floor is a no-op — a door/window needs a wall); the wall/roof mesh-hover paths are unchanged and still own their own click. A per-pointermove timeStamp gate + cameraDragging guard keep the floor handler from fighting a wall/roof hover. - Windows default to a ~0.9m sill while off-wall (fresh preset clones carry position [0,0,0], which buried half the window below the floor). The wall/roof commit body is extracted into a shared commitToWall so the mesh-click and proximity-click paths stay identical. Existing-node moves are fully restored on cancel/unmount (the node stays isTransient through free-follow). Standalone-editor def.tool placement already had this in a prior commit; this brings the community move path to parity. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): 2D floorplan ghost follows the cursor for door/window placement Mirrors the 3D free-follow in the top-down floor plan: while placing a door or window, a loose footprint rectangle now follows the cursor over open floor so it's obvious what's being placed before it snaps to a wall. The instant the cursor nears a wall, the existing synthesized wall:enter/move path takes over and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost. - The opening-placement pointer-move handler in floorplan-panel sets a new `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and clears it on a wall hit; a loose width × 0.1m rectangle renders at that point inside the floor-plan scene group (same world→SVG transform as every glyph). - Width comes from the moving node or the kind default (door 0.9 / window 1.5). - The ghost clears when opening placement ends (tool/mode change, cancel, commit) and on level change, so no stale rectangle lingers. Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's no host to orient the swing to. The shared door/window def.floorplan builders are untouched — overloading them with a wall-less fallback would make roof-hosted doors (parent is a roof segment, builder returns null today) draw stray rectangles in plan. Keeping the preview in the editor layer avoids that. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover Three placement fixes plus a snapping revision, for both the standalone def.tool path and the community isNew move path (door + window): - 2D faithful ghost: the off-wall placement ghost now renders the real blueprint symbol (door swing arc / window panes) following the cursor, not a bare rectangle. Done by publishing a transient opening on a synthetic wall to usePlacementPreview (extended with a `parentNode` fed as the builder's ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit, on commit, on placement-inactive, and on level change. - 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide updated the 3D mesh but left the 2D symbol frozen. It now merges the wall-local live position/rotation onto the node (keeping parentId) so the 2D symbol slides with the cursor. - R-flip during placement: pressing R now flips a door/window's facing (front ↔ back, rotation += π) before commit — the placement tools own R while placing (the global selection-based R/T handler stands down via isPlacingOpening so it can't double-fire). No-op on roof faces (front-only). - 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the opening free-follows the cursor over open floor and snaps only when the cursor ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its 0.5 m findClosestWallPoint padding since plan walls are thin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths running at once: the floorplan-panel synthesized wall:*/grid:* events (driving the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget. They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while 3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner (faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo commit), so it now owns 2D opening placement when movingNode is set: - floorplan-panel: the opening pointer-move branch + the registry grid catch-all + the background-click catch-all all now exclude the door/window MOVE case (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they still drive pure raw-build placement, which has no movingNode). Without the catch-all exclusions the move case fell through to grid:move/grid:click, which re-drove the 3D tool's free-follow and consumed the commit click. - R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`; door/window floorplan-move implement it (XOR the wall-derived side + π rotation, re-running the last apply). The overlay's keydown calls `session.flipSide()` on R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double flip / double cue on one R press). - Commit in 2D now flows solely through the overlay's pointerup (no competing synthesized wall:click), so click-to-place commits. The global use-keyboard R/T already stands down during opening placement (isPlacingOpening), so a selected node can't also flip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall Moving an existing door/window in the 2D floor plan: the move target's `apply` early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on its old wall instead of following the cursor between walls (3D free-follows), and an off-wall confirm click committed the stale last-wall position — looking like the placement failed. Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move: - Off-wall, `apply` free-follows the cursor — hides the real node and floats the faithful door/window symbol at the cursor via a synthetic wall published to `usePlacementPreview` (the same preview layer fresh placement uses). The real node is `visible:false` so the registry layer skips it (no double symbol). - Back on a wall, it clears the ghost, reveals the real node, and snaps as before. - `canCommit` returns false while off-wall, so an open-floor click reverts to the pre-move snapshot (door returns to its wall) instead of committing in mid-air — matching the 3D move, where clicking open floor commits nothing. On a wall the commit lands normally. The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s `visible:true` restore both guarantee the node is never left hidden after a move. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius The 2D door/window snap felt too aggressive and could grab a wall further away than the one the cursor was actually nearest. Root cause in `findClosestWallInPlan`: it compared a candidate's true segment distance against the previous best's `perpDistance` (signed offset to the wall's infinite line, not the clamped segment distance). Near a wall end those diverge, so a closer wall could be rejected / a farther one kept. - Track the best segment distance and keep the strict minimum — the wall chosen is now always the single closest segment to the cursor (true nearest), which resolves correctly when many walls sit close together. - Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old radius snapped from far away. The opening now free-follows the cursor until it's genuinely near a wall. Only the 2D move/placement targets use this helper (3D snaps on raycast hover); wall-attached items share the same improved nearest-wall behaviour. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): true-nearest 2D opening snap with dev hit-area overlay Round 7 of the placement-ghosts work. Make the 2D door/window wall snap always pick the wall nearest the cursor, fix fresh-placement snapping/slide in 2D, and add a dev-only overlay that visualises each wall's snap region. - Extract the plan-space nearest-wall-segment math to core (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment / nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan` delegates to it, so the snap and the debug overlay share one source of truth. WallHit contract unchanged. - door/window 2D move now resolves the host level via the shared `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement parented straight to the level — the last case previously resolved to the building, so a new opening never snapped in 2D). - Cursor resolver switched to absolute mode: query the snap with the true cursor, not the original-wall position + grab delta, so it picks the cursor-nearest wall (matching the 3D move) instead of a far wall across a thin gap. - 2D move clears any stale `useLiveTransforms` entry for the node each apply: the registry layer renders door/window from the live transform in preference to the scene node, so a leftover entry from the 3D tool froze the 2D slide for fresh / re-armed openings. - Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor at y=0), matching the 3D MoveWindowTool. - New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws each wall's snap hit area as an analytic capsule (no grid sampling), gated on a developer-menu toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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1f829d52ed |
feat(editor): draggable move handle for wall-hosted doors & windows
Doors and windows could only be moved via the floating action menu — their 3D handle rig declared width/height resize arrows but no move grip, and Ctrl/Meta-drag was a no-op for them. Add a press-drag move cross and make direct-drag work for every bespoke-mover kind. - door/window: add a `tap-action` `move-cross` handle (plane node-normal, portal grandparent, `engageMoveDrag`) mirroring the item wall grip. It routes through the existing per-kind move tool (3D `affordanceTools.move`, 2D `floorplanMoveTarget`) — wall-bound slide + re-host onto another wall — so the grip, the floating Move button, and the 2D plan's move dot share one pipeline. Grab-drag-release commits without a second click. - canDirectMoveNode: gate Ctrl/Meta-drag on `movable || affordanceTools.move` (the 3D-mountable move paths) instead of `movable` only, so doors/windows/ walls/slabs/stairs/… are draggable in 3D as they already are in 2D. Floorplan-only movers (zone) stay excluded — no 3D tool mounts. The floating helper auto-syncs (it reads canDirectMoveNode). - TapActionArrow: honor `plane: 'node-normal'` by tilting the move cross [π/2,0,0] into the wall face — previously ignored, so the item wall grip rendered flat too. Now door/window/wall-item crosses lie in the wall. - use-node-events: split the drag-suppression gate. `inputDragging` still suppresses SELECTION events (the synthesized release-click would re-select), but no longer suppresses SPATIAL events (enter/move/leave) — a surface-following move tool runs with `inputDragging` set and needs wall:move to track the cursor. General consumers that must ignore drags (viewer hover, box-select) already self-gate on `inputDragging`; the editor's select-hover and paint-preview enter handlers now gate on it too. - handle-arrow: make handle hit areas inert while `placementDragMode` is set, so a move grip riding the dragged node can't intercept the ray and starve the move tool's surface raycast. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cf24b62c44 |
fix(viewer): UI flicker on camera move from interactive overlays + dirty-mark leaks (#401)
* chore: sync bun.lock with 0.9.1 workspace versions Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): stop interactive overlays from starving frames and flickering the UI Every interactive item mounted a drei <Html occlude> overlay unconditionally — invisible (opacity 0) when no zone was selected, but still alive. With `occlude` as a bare boolean, drei raycasts the entire scene per overlay on every camera-move frame, and rewrites each element's z-index while toggling display when the occlusion flips. On scenes with hundreds of interactive items (recessed lights, ceiling fans) this starved the frame budget and made the whole DOM UI blink during camera moves while the WebGPU canvas stayed healthy. Overlays now mount only while a zone is selected and the item sits inside its polygon, fade in/out over 300ms (the child components stay rendered so the exit transition can play before the <Html> unmounts), and drop `occlude` entirely. eps=-1 works around a drei mount bug: its mount path writes the element transform without the distanceFactor scale, and with a static camera the eps guard never re-applies it, so freshly mounted overlays stayed mis-scaled until the camera moved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): break down dirty nodes by kind in the perf overlay DIRTY now reads e.g. "29 (12 wall, 9 ceiling, 8 item)" — sorted by count, only non-zero kinds, with a "missing" bucket for dirty ids whose node no longer exists. Makes dirty-mark leaks attributable at a glance. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * perf(core): skip dirty marks for kinds with no dirty consumer dirtyNodes is consumed by GeometrySystem (def.geometry), FloorElevationSystem (capabilities.floorPlaced), and the legacy per-kind viewer systems. Site, building, level, zone, and guide match none of those, so their marks were never cleared: they accumulated for the whole session (every child create/delete dirties its parent), permanently defeated every consumer's empty-set early exit each frame, and polluted the perf overlay's DIRTY readout. NodeDefinition gains an explicit dirtyTracking?: boolean opt-out (default tracked — no derivable predicate exists since wall's dirty consumption lives in the viewer while zone/guide/level declare def.system for unrelated per-frame work). markDirty consults the registry; the five structural kinds opt out. Also fixes a second leak: deleteNodesAction never removed deleted ids from the dirty set, and every consumer skips missing nodes without clearing them, so marks on deleted nodes lived forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: replace concise-arrow forEach with for...of in deleteNodesAction biome's useIterableCallbackReturn rejects forEach callbacks that implicitly return a value (Set.add / clearDirty). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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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. |
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aa3b0ef758 |
refactor: release-review cleanup for roof wall openings
Dual review pass (Claude multi-angle + Codex release-quality). One correctness fix and the agreed do-now cleanups: - fix: clone-scene-graph remaps roofSegmentId like wallId in both clone paths — duplicated scenes/levels kept pointing roof-hosted children at the original segments. - extract the settled, stateless roof target/cursor math shared by the four door/window tools into shared/roof-wall-opening-placement.ts (resolveRoofWallOpeningTarget + getRoofWallOpeningCursorPose + worldToSelectedBuildingLocal); tools keep the stateful lifecycle (drafts, undo/temporal, commit field lists). −199 net lines. - rename host-generic state: currentWallId→currentHostId, markWallDirty→markHostDirty (they hold segment ids too); capability cascadesViaHostSegment→dirtyHandledByOwnSystem (behavior-facing, before the public API hardens). - drop getRoofAccessoryKinds from core's public API — its only caller was the standalone Build tab, which now enumerates the registry inline with its app-specific filter. - window move-tool uses the shared stripPlacementMetadataFlags; stale "segment-local" comment fixed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b8dfa90762 | Merge remote-tracking branch 'origin/main' into feat/editor-ux-rendering-placement | ||
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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> |
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bdfee058bd |
feat: doors and windows on roof-segment wall faces
Openings now host on the walls a roof segment generates — the base walls under the roof and the coplanar gable/shed/gambrel end faces, so a window can sit in a gable pediment. - core: roof-segment-walls.ts models the four vertical faces as 2D frames (u along face, v height) with convex profile polygons that mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile clamping and anchored resize limits via half-plane algebra. - schemas: optional roofSegmentId on door/window; position is the segment-local wall mid-plane center, rotation[1] the face yaw. - cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall' subtracts from the wall brush only. cascadesViaHostSegment keeps the roof-merge loop from consuming door/window dirty marks (their own systems cascade via parentId). - tools: roof:* handlers in door/window tool + move-tool (the Build-tab preset path), with roofSegmentId cleared/restored across every roof<->wall re-anchor and revert; shared hit resolver normalizes normals through world space (merged mesh vs painted segment frames). - fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal mode — the uncut rebuild used to draw over the merged shell's fresh opening until deselect. - fix: the walkthrough collider world now prunes by renderer-effective visibility; stale uncut segment CSG inside the hidden segments-wrapper blocked the player at openings the merged shell had cut through. Known gap: painted segments render per-segment CSG without accessory cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed; details in private-editor plans/editor-roof-wall-openings.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ab3c256804 | release: @pascal-app/core@0.9.1 @pascal-app/viewer@0.9.1 @pascal-app/editor@0.9.1 @pascal-app/mcp@0.3.1 @pascal-app/ifc-converter@0.1.1 | ||
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9bfd75c2c7 |
chore(release): align core/viewer/editor to 0.9.0 ahead of v0.9.1
The v0.9.0 GitHub release declared the trio at 0.9.0 but the npm publish never ran (npm still serves 0.8.0). Aligning manifests so the release workflow's bump=patch lands everything at the announced-next 0.9.1 (mcp 0.3.0 -> 0.3.1, ifc-converter 0.1.0 -> 0.1.1 keep their own lines, matching the per-package version table style of previous releases). Inter-package peer/dev refs move to ^0.9.0 so the workspace stays self-linked during the release run; the workflow re-syncs them to the final versions after bumping. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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eb00f9f477 | fix: harden editor scene loading | ||
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8d8052297c | Merge remote-tracking branch 'origin/main' into chore/deps-2026-06 | ||
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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 |
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265acdb2be | fix: improve ceiling handle feedback and WebGPU placeholders | ||
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9d24e260c3 |
chore(deps): June 2026 dependency refresh
Range edits: - next 16.2.1 -> 16.2.7 in apps/editor + apps/ifc-converter. 16.2.5/16.2.6 fixed six high-severity advisories (middleware bypass, DoS, SSRF, XSS, RSC cache poisoning); 16.2.7 is bugfix backports. No API/config changes. - typescript 6.0.2 -> 6.0.3 everywhere, including aligning the 5.9.3 stragglers (@pascal-app/mcp, @repo/ui, @repo/eslint-config) that date from the original scaffold and were never intentionally held back. - @types/node in @pascal-app/mcp: ^25.5.0 -> ^22.19.20 — mcp was the only workspace typed against non-LTS node 25; 22 matches the release workflow's node and every other workspace. - @number-flow/react ^0.5.14 -> ^0.6.0 (packages/editor, apps/editor); the only breaking change (removed --number-flow-char-height CSS var) is unused here. - agentation ^2.3.2 -> ^3.0.2 (apps/editor devtool; v3 is a drop-in for the props-less <Agentation /> usage, additions are opt-in). - Root overrides: @types/react 19.2.14 -> 19.2.17, @types/three 0.184.0 -> 0.184.1 (types-only fixes). Lockfile refresh within existing ranges picks up react 19.2.7 (pairs with next 16.2.7 — 19.2.6 had a server-action FormData regression), motion 12.40.0, three-mesh-bvh 0.9.10, @react-three/uikit-lucide 1.0.73, the June radix wave, lucide-react 1.17.0, zustand 5.0.14, tailwind-merge 3.6.0, geist 1.7.2 (fixes Geist Mono ligature regression), react-grab 0.1.44, biome 2.4.16 + ultracite 7.8.2, turbo 2.9.17. Held: three stays 0.184.0 (npm latest; single-instance constraint), tailwindcss 4.3.0 + lightningcss 1.32.0 already match the pinned optionalDependencies native binaries, eslint 10 major not taken (@repo/ui is unconsumed legacy scaffold). Verified: turbo build, check-types, biome check, and 931 package tests green; bun.lock stays lockfileVersion 1 (CI bun 1.3.0 compatible); single next/three resolution confirmed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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812b7306e8 |
Fix editor interaction, loading, and IFC cleanup (#385)
* fix: update site labels after camera swaps * fix: gate scene display until viewer is ready * fix: render scene loader on first paint * fix: keep loader during pending scene graph * feat: add wasd camera panning * feat: add x delete mode shortcut * feat: add floorplan north compass * fix: move floorplan compass to lower corner * fix: progressively rebuild heavy scene geometry * fix: simplify noisy ifc wall output |
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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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03f57b1f4f | Fix stair opening previews and slab cutouts | ||
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8f2e5678e8 |
ci: add lint and typecheck workflow (closes #147) (#369)
* fix: resolve lint and type errors to enable CI - Remove stale biome-ignore suppressions in bootstrap.ts, r3f.d.ts, and parametric-node-renderer.tsx (rules no longer fire). - Replace forEach callbacks that return values with for...of loops in node-actions.ts and build-collider-world.ts (lint/suspicious/useIterableCallbackReturn). - Rewrite assign-in-expression guards in ceiling/tool.tsx to explicit if-statements (lint/suspicious/noAssignInExpressions). - Hoist useMemo/useCallback above early return in chimney/panel.tsx (lint/correctness/useHookAtTopLevel). - Add `^build` to turbo check-types dependsOn so packages/core dist is up-to-date before type checking — this resolves all 32 type errors which were caused by stale dist, not missing symbols. * ci: add lint and typecheck workflow on push/PR Adds a quality gate that runs `bun run check` (Biome) and `bun run check-types` (TypeScript) on every push and PR to main. Uses concurrency groups to cancel stale runs. Closes #147. --------- Co-authored-by: Pascal <open@pascal.app> |
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f01c443f2a |
fix(editor): render slab side walls solid regardless of polygon winding (#377)
Slab and pool side walls assumed a CCW contour (the unflipped quad's right-hand normal is outward only for CCW), but outsetPolygon and the slab tool preserve the drawn winding. A CW-drawn slab therefore got inward-facing side-wall normals that FrontSide culling dropped, so the slab read as see-through from the camera-facing side (~half the time, depending on draw direction). Normalize the contour to CCW (reverse when signed area < 0) before building both the positive-slab and pool geometry. Caps are unaffected (Earcut normalizes the outer ring); holes are already double-emitted + winding-normalized; ceilings use flat ShapeGeometry (no extruded walls); autoFromWalls slabs are already CCW so this is a no-op for them. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0b338cf647 |
feat(editor): live floor-stacking, unified handle system, slab-hole editing + interaction polish (#375)
- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged. - Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass. - Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors. - NaN-safe node mutations + non-finite shadow-light bounds guard. - Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking. |
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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> |
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ee98c55b65 |
Polish: window preset preview + smooth shelf item placement + Shelf build tool (#367)
* fix(nodes,viewer): window preset live wall preview + shaped-cutout move tracking MoveWindowTool marked the moving window `isTransient` unconditionally, but WindowSystem only rebuilds the host wall's cutout for non-transient windows — so a window *preset* (isNew) showed no live hole on the wall and couldn't be placed consecutively without leaving/re-entering. Guard the transient mark on `!isNew`, matching MoveDoorTool. Separately, shaped openings (arch / rounded / `opening`) rebuild their cutout brush from `node.position`, which a same-wall move doesn't write (it mutates the mesh directly and publishes to `useLiveTransforms`). The wall-system's `getEffectiveNode` only merges `useLiveNodeOverrides` (resize arrows), so shaped cutouts lagged the move while rectangular ones (rebuilt from the live mesh matrixWorld) tracked. Fold `useLiveTransforms` into door/window children before collecting cutouts so shaped holes follow the live move too. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(editor,viewer,nodes): smooth item placement on shelves Three issues made hosting an item on a shelf janky (item-on-item was already smooth because plain items have no `def.geometry` to rebuild): - Jitter: the draft mesh intercepted the cursor ray, so the shelf-row hit was re-derived from the moving item each frame. Disable raycasting on the draft during placement (incl. async GLB children, reconciled per frame) so the ray passes through to the surface beneath — mirrors MoveRegistryNodeTool. - Reparent/vanish at the edges: `onShelfLeave` flipped state to floor without reparenting the draft off the shelf, so the floor strategy's level-local position rendered compounded with the shelf transform. The grid handler now owns the shelf→floor transition. - In/out oscillation: reparenting the draft onto the shelf dirtied the shelf, and GeometrySystem disposed+rebuilt its boards, making r3f fire a spurious shelf:leave→enter that thrashed placement between the row and the floor. Add an opt-in `def.geometryKey` so GeometrySystem skips the rebuild when geometry inputs are unchanged (shelf boards don't depend on hosted children). Keep the item sticky by testing the cursor ray against the shelf's bounding box: a ray that slips through a gap and lands on the floor behind the shelf still counts as "on the shelf"; only a ray that misses the shelf detaches to the floor. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(editor-app): add Shelf to the standalone editor Build tab The shelf kind is fully wired (def.tool, presentation icon, StructureTool id) but was absent from the standalone editor's Build palette. Add it between Column and Spawn Point. Community has its own build-tab and is left untouched. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * chore(mcp): biome-format coordinate-conventions-demo.json The committed example violated Biome formatting (expanded polygon arrays), which broke the `mcp-ci` Biome check on main (#356) and every branch since. Format it so CI is green. Pure formatting — no content change. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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d926dede78 |
fix(viewer): normalize legacy door nodes against the schema before render (#303)
Legacy/unparsed door nodes can miss schema-defaulted fields (segments, columnRatios, dividerThickness, panelInset/panelDepth …) and crash the door geometry build (EDITOR-AM). `updateDoorMesh` re-applies the Zod defaults once at entry via `DoorNodeSchema.safeParse` (with a drop-bad-segments retry and a full-defaults fallback), so every downstream read sees populated data — including the shaped-top divider path #334 added. Also normalizes schema-valid legacy doors at load in `migrateNodes`, mirroring the existing stair normalizer, so the door panel and window system see defaulted data too. Reimplemented against main: the original used `segments ?? []` (wrong — legacy doors rendered an empty frame) and missed the #334 `dividerThickness` sites. Verified: `bun run check-types` clean, biome clean on touched files. |
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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> |
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f7ff60561e |
feat(editor): preset placement polish — params, move tool, shadows, isolation (#357)
* feat(editor): preset placement polish — params, move tool, shadows - wall/slab/ceiling/roof create paths consume `toolDefaults` so template presets build with their saved params; cleared on tool unmount - wall draw preview reflects the preset's height/thickness (+ HUD labels) - box-select picks up registry-selectable kinds (shelf) via bbox - registry + column move tools: snap to the active grid step, R/T rotation, and ignore the stray trailing click that armed the move (no double-place) - shelf geometry casts + receives shadows like fence/slab Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(viewer): expose isIsolationActive() for isolation-aware consumers Tracks whether an isolation filter is currently applied and exposes it so hosts can avoid acting on the partial view — e.g. skipping project-thumbnail autosave while a single subtree is isolated (preset capture). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |