Commit Graph
768 Commits
Author SHA1 Message Date
Wassim SAMADandClaude Opus 4.8 df901b1d4e perf(viewer): keep GLB light pool at a fixed visible count (no WebGPU recompiles)
Toggling pointLight.visible changes the active-light count, which makes the
WebGPU renderer rebuild every material's lighting node + pipeline — a multi-
hundred-ms stall. The pool reassigns on every camera move, so zooming churned
visibility and tanked FPS. Keep all 12 pool lights permanently visible and
animate only intensity (an idle light lerps to 0); the light-set never changes,
so no recompiles. Also make reassignment O(n) (score lookup map, not find).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:46:17 -04:00
Wassim SAMADandClaude Opus 4.8 a5c08b5950 feat(viewer): pool GLB item lights + stop overlay click propagation
Match the parametric ItemLightSystem instead of mounting a light per item:
a fixed pool of point lights is assigned to the nearest/most-visible lit
items each tick (camera-proximity scored, hysteresis, level factor), snapped
to each item's world position + offset, and faded on reassignment — so a large
house doesn't blow the renderer's light budget. The controls overlay already
mounts its <Html> only while the item sits in the focused zone (not hide/show);
add stopPropagation on the overlay so toggling a control no longer bubbles to
the canvas and deselects the zone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:34:41 -04:00
Wassim SAMADandClaude Opus 4.8 0514ec1858 feat(bake): bake catalog item clips (fan spin) into the GLB + play in viewer
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:13:48 -04:00
Wassim SAMADandClaude Opus 4.8 d80ffd67d5 feat(viewer): re-light + re-control baked GLBs from the scene graph
Add a GLB interactive layer (`GlbInteractive`) that re-creates the item
interactivity the parametric viewer has — point lights and the controls
overlay — on top of a baked artifact. Effects + controls come from the
DB scene graph (joined to baked nodes by `pascalId`, no sidecar); world
transforms come from the baked Object3Ds. Lights are portaled into their
item node so they ride level stacking, and intensity tracks the shared
`useInteractive` store so overlay dimming works. Baked scenes load "lit"
(toggles default on) for a showcase viewer feel.

Extract `ControlWidget` into its own module so the parametric
`InteractiveSystem` and the GLB overlay render identical controls.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:47:07 -04:00
Wassim SAMADandClaude Opus 4.8 0e55d86416 fix(viewer): keep ceiling-hosted items visible in dollhouse
Items mounted on a ceiling (lamps, fans, recessed lights) are child nodes of
the ceiling, so hiding the whole occluder node hid them too. Hide only the
ceiling/roof's own meshes (stop descending at nested identity nodes) so hosted
items stay visible when a floor is opened up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:51:00 -04:00
Wassim SAMADandClaude Opus 4.8 5aedc366a6 feat(viewer): GLB walkthrough in viewer, monochrome, spawn/export polish
Move the first-person walkthrough into @pascal-app/viewer (BVHEcctrl +
GlbWalkthroughController) and round out the GLB-consuming viewer:

- Walkthrough: fallback ground only on level 0 (upper floors rely on baked
  slabs), hidden spawn marker, auto pointer-lock on enter, single-Esc exit via
  pointerlockchange, force perspective on enter / restore on exit.
- GlbScene: monochrome strips baked textures and recolours meshes by surface
  role using the active theme's clay tints; spawn node hidden from render.
- glb-export: camera/label/spawn identity extras for the viewer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 15:50:28 -04:00
Wassim SAMADandClaude Opus 4.8 6cfc6ae01b fix(export): stamp openable only when an open clip bakes
A door/window only carries extras.openable + extras.clips when an open
animation actually bakes. Cased openings (no leaf) and fixed windows (no
operable sash) are no longer mislabelled openable, so the GLB never claims
a part opens when nothing moves. /viewer is unaffected (it already required
openable && clips). Adds a regression test for the no-clip case.

(Export barrels reordered by the formatter.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:44:36 -04:00
Wassim SAMADandClaude Opus 4.8 0629c7d3e3 fix(export): snap levels to stacked positions before GLB export
exportSceneToGlb now calls snapLevelsToTruePositions() (the same clean stacked
presentation thumbnail capture uses) before snapshotting the scene, so the GLB
always reflects the stacked building regardless of the live levelMode
(exploded/solo) or an unsettled level lerp. Fixes baked GLBs where a level was
captured at a stray offset (e.g. ~ -100k Y), which inflated the bounding box and
made the model unframable / invisible in third-party glTF viewers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 14:06:20 -04:00
Wassim SAMADandClaude Opus 4.8 c8bd29e909 revert(viewer): drop distance-based LOD switching from GLB scene
Reverts the LOD switching (0469b256). Rendering lod1/lod2 on zoom-out produced
WebGPU validation errors (invalid bindGroup_object) on real-GPU browsers — not
caught earlier because headless Chromium falls back to the WebGL2 backend, so
the WebGPU path was never exercised. The viewer returns to loading the baked
KTX2 lod0 (still the 22MB->12MB win). LOD switching to revisit with a real-GPU
test loop and on-demand loading instead of preload-all.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 13:38:40 -04:00
Wassim SAMADandClaude Opus 4.8 0469b25639 feat(viewer): distance-based LOD switching in GLB scene
GlbScene accepts an optional lodUrls list and swaps rendered detail by camera
distance to the building's world-space center: lod0 (interactive — identity,
selection, zones, clips all bind here) for normal + building-view distances,
simpler visual-only levels only past ~2.5R / ~8R. Single-URL callers are
unchanged. useGLTFKTX2 now accepts a URL array.

Manual visibility toggling rather than THREE.LOD: THREE.LOD measures distance
to its own origin (0,0,0), which mis-selected levels (blanking the scene) when
the baked geometry is offset from the origin.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 13:10:01 -04:00
Wassim SAMADandClaude Opus 4.8 064be98d7f feat(export): reusable exportSceneToGlb + BakeExporter for headless bake
Extract the GLB build (prepare + GLTFExporter + WebGPUTextureUtils) out of
ExportManager into exportSceneToGlb so it can run outside the editor download
flow. Add a BakeExporter R3F component that fires the export once a host viewer
signals scene-ready and hands back the ArrayBuffer. Both exported for the
headless bake route (baked-glb-export phase 3, headless de-risk).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:52:14 -04:00
Wassim SAMADandClaude Opus 4.8 0a7cbd2081 feat(viewer): GLB-consuming /viewer path (baked-glb-export phase 2)
Add `GlbScene` — the viewer that renders a baked GLB artifact with no
parametric scene graph, and finish the phase-1 export contract it consumes.

Viewer (packages/viewer):
- GlbScene: loads the artifact, drives a building → level → zone → node drill
  hierarchy on useViewer.selection. Room/zone picking resolves from the floor
  plane (ray ∩ floor + point-in-polygon), node picking uses a footprint test,
  so walls/ceilings/zone-helpers never skew or block selection. Level modes
  (stacked/exploded/solo), dollhouse (hide a focused floor's ceilings + roof so
  rooms are visible and pickable), reconstructed zone floor fills + gradient
  edge borders + room labels (faded, hover-brightened), baked door/window
  open clips, click-outside / empty-space deselect, and the shared outline
  post-FX. Exported as GlbScene/GlbLevel/GlbIdentity/GlbHover.
- post-processing: composite the zone-pass tint into the base scene so rooms
  show whether or not SSGI is enabled (previously only added in the SSGI branch).

Export contract (packages/editor/src/lib/glb-export.ts):
- Convert WebGPU NodeMaterials to classic glTF-standard materials; decompress
  KTX2 maps via WebGPUTextureUtils so GLTFExporter can embed them.
- Stamp name + extras identity (pascalId/kind/label/openable/clips), bake
  door/window open clips (loop:false), strip editor overlays (off-layer +
  invisible-material hitboxes) so cutouts aren't plugged.
- Fix opaque-but-flagged-transparent materials (no spurious alphaMode=BLEND)
  and BackSide → FrontSide + winding flip (glTF has no back-face-only).
- Force levels + zones visible and stamp level display names + zone polygons so
  every floor bakes and /viewer can reconstruct rooms and label the breadcrumb.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:14:39 -04:00
Wassim SAMADandClaude Opus 4.8 06e4cd7748 feat(export): baked GLB export with identity, clips, cutout fix (phases 0-1)
Promote the client GLB export into the baked-artifact format from
plans/editor-baked-glb-export.md (phases 0 and 1).

- NodeMaterial -> classic MeshStandardMaterial conversion at export. The
  viewer's MeshStandard/LambertNodeMaterial set isNodeMaterial, not
  isMeshStandardMaterial, so GLTFExporter would otherwise drop every
  surface to a blank default. KTX2 (compressed) maps are decompressed via
  WebGPUTextureUtils so the exporter can embed them (PNG for now; KTX2
  re-encode is deferred to the phase-3 bake worker).
- Identity stamping from sceneRegistry: node.name = pascalId and
  extras = { pascalId, kind, label?, openable?, clips? }; all other
  userData stripped so editor/runtime ephemera never reach glTF extras.
- Door/window open clips baked from the build-once + pose-at-t primitives
  (door pascalSwingLeaf marker, window poseWindowMovingParts). Clips named
  by label ("Door 1: open"), carry extras.loop = false (consumers play
  once and hold; dumb glTF players still loop).
- Cutout fix: door/window selection hitboxes hide via material.visible,
  which onlyVisible misses, so the hitbox box plugged the wall opening.
  Non-renderable container meshes now keep their node but lose geometry;
  childless ones are removed.
- Editor-overlay stripping mirrors the thumbnail capture: emit
  thumbnail:before/after-capture so scene-layer affordances (handles,
  ceiling/site brackets) self-hide, and drop anything off SCENE_LAYER
  (gizmos, grid, zone fills).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:55:27 -04:00
Wassim SAMADandClaude Opus 4.8 8633886eef fix(selection): selected objects keep their texture (light glow, no wash)
Selecting a textured wall/slab/item replaced its surface with a flat
purple wash. Root cause: the selection highlight clones the material and
tints it, but `NodeMaterial.clone()` on the WebGPU backend drops the
texture-map node assignments, so the clone rendered flat — and a strong
albedo blend + emissive washed whatever was left.

Fix: re-attach the maps from the source material after cloning (shared by
reference) and drop the albedo tint, keeping only a gentle indigo emissive
so the real material/texture stays readable with a soft "selected" glow.
Applied to both highlight paths:
- generic editor highlight (slabs/items) in selection-manager
- wall path (walls are excluded from the generic one), built lazily +
  cached/self-healing so it survives the wall finish's async texture load

Removes the now-dead eager wall `highlightedVisible`/`selection` profile.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 17:17:41 -04:00
Wassim SAMADandGitHub f2352616d9 Merge pull request #433 from pascalorg/chore/editor-polish
Editor polish: paint SFX, duplicate keeps slots, review-skill convention
2026-06-19 13:11:24 -04:00
Wassim SAMADandClaude Opus 4.8 346b5d8cbe feat(fence): add horizontal-board fence style with capped posts
Adds a `horizontal` fence style that builds composite-cladding panels —
horizontal boards stacked between square intermediate posts — instead of
the vertical pickets that slat/rail/privacy all produce today.

- New `style: 'horizontal'` (core schema + inspector Style control).
- Posts march along the whole span at `postSpacing`, each with a cap.
- New `postCap` control (none/flat/pyramid, default pyramid); pyramid
  caps render as a 4-sided cone fence part.
- New `slatGap` control for the board reveal — 0 collapses to one flush
  panel so the stacked-board seams don't read as lines.
- `postCap` + `slatGap` are horizontal-only (visibleIf); postCap uses a
  labelled dropdown so its options aren't a context-free switch.
- Lower the `postSpacing` inspector minimum from 0.2 to 0.05 m.
- 2D floor plan reuses the solid-panel marker for horizontal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 12:57:24 -04:00
Wassim SAMADandClaude Opus 4.8 115a142d83 fix(item): duplicated items keep their painted slot materials
Duplicating an item drops to the catalog placement flow, which rebuilds the
draft from the asset + transform and never carried node.slots — so the copy
lost every painted slot override. Thread slots through the draft create path:
useDraftNode.create seeds it onto the draft and commit() forwards it to the
final node, the placement coordinator passes it to its lazy wall/ceiling
draft creates, and the item move tool supplies node.slots for both the floor
(direct create) and wall/ceiling (coordinator) duplicate paths.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 11:17:30 -04:00
Wassim SAMADandClaude Opus 4.8 bf9246cd36 feat(sfx): play paint_apply sound when a material is painted
Registers a paintApply SFX (with rate/volume jitter + a 60ms gap so rapid
multi-face painting doesn't machine-gun), wires the sfx:paint-apply bus
event, and emits it from the material-paint click chokepoint in the
selection manager (fires on apply, not hover/preview). Adds the audio
asset to the editor app's public resources.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 10:50:48 -04:00
Wassim SAMADandClaude Opus 4.8 1dcaa73717 refactor(paint-slots): paint panel — three fixed bands, scroll only the grid
Layout is now: fixed eraser/reset + category tabs (no longer sticky-inside-
scroll), a single scrolling catalog grid, and an always-visible scene-material
footer. The custom-material "+" moved out of the colors-only grid cell onto the
scene-material section header, so a custom material can be added from any
category (creates a blank scene material, selects it as the brush, opens its
inline editor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 12:50:47 -04:00
Wassim SAMADandClaude Opus 4.8 8badd415b9 feat(paint-slots): paint panel polish — sticky controls, selection outlines, auto-select
- MaterialPaintPanel owns its scroll: the eraser/reset row stays pinned and
  the category tabs stick to the top, so only the material list scrolls.
- Selected catalog swatch + active scene-material card use the same
  `ring-1 ring-primary ring-inset` outline as item/preset tiles.
- Choosing a material category auto-selects its first material.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 12:45:45 -04:00
Wassim SAMAD c4b6e74d65 Merge remote-tracking branch 'origin/main' into feat/paint-slots
# Conflicts:
#	packages/core/src/store/use-scene.ts
#	packages/editor/src/components/editor/index.tsx
2026-06-18 12:22:26 -04:00
Wassim SAMADandClaude Opus 4.8 d924931cee feat(paint-slots): split slab into top + side slots
Slabs now expose two paintable faces instead of one: `surface` (top, keeps
the wood floor default and the prior slot id so painted slabs are
unaffected) and `side` (vertical walls + underside, default light grey).
The merged slab buffer is split by per-triangle face normal into a top mesh
and a side mesh, each tagged with its slot id for paint resolve/preview;
legacy whole-slab material maps onto the top only. Textures-off still
collapses to the floor role.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 12:05:51 -04:00
Wassim SAMADandClaude Opus 4.8 6b67ab6949 feat(paint-slots): create-in-place scene materials + paint-panel polish
Custom-create now pre-creates a scene material and opens its inline editor
in the build pane (no separate right-side PaintPanel, which is removed);
the brush + "Paint with" use a scene: ref so painting stores the ref and
edits propagate everywhere. Slot preview (shared + item) resolves scene
refs so hover shows the real material.

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 11:46:45 -04:00
Wassim SAMADandClaude Opus 4.8 c6423e7c73 feat(paint-slots): migrate wall + procedural kinds onto node.slots
Retire the inline material fields on every slot-model kind, moving them
onto the unified node.slots model on load so painting, edit-propagation,
and the picker behave uniformly.

Walls: slots {interior,exterior}; slot-first viewer resolution threading
sceneMaterials (content folded into the wall material hash); WallRenderer
subscribes to the scene-material palette so a scene-material edit
re-renders live; wallPaint rebuilt on createSlotPaintCapability.

Load migration generalizes legacy -> slots across slab/ceiling (surface),
fence (posts/infill/base/rail), column (shaft/base/capital/frame), shelf
(shelves/frame/back), and stair (per-role tread/side/railing). Library/
scene refs pass through; inline customs mint a deduped scene material;
legacy fields cleared. No visual change (renderers already fell back to
the legacy fields). Roof/chimney/dormer/vents intentionally stay on their
role system.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:12:53 -04:00
Wassim SAMADandClaude Opus 4.8 222713b26f fix(editor): point compass needle at true north, not camera
The compass needle rotation was `-floorplanUserRotationDeg`, but the
2D-floorplan SVG and 3D camera projections both place true north at
`+floorplanUserRotationDeg` (= cameraAzimuth − 90°). The negated sign
made the needle rotate opposite to north as the camera orbits, so it
appeared to track the camera instead of pointing north.

The formula was written for the 2D floorplan and reused verbatim when
the compass was portaled into the 3D viewer; both instances had the
flipped sign. "Align to north" is unaffected (userRotation 0 → up).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 09:13:27 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-18 08:16:57 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-18 08:11:57 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 21:37:43 -04:00
Wassim SAMADandClaude Opus 4.8 e46a63d172 feat(paint-slots): fence base + rail default to greige
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 21:18:42 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 21:12:53 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 20:57:46 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 20:51:49 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 17:21:58 -04:00
Wassim SAMAD ad227a04a2 Merge branch 'feat/paint-slots-elevator' into feat/paint-slots 2026-06-17 15:44:14 -04:00
Wassim SAMAD adf5077d0d Merge branch 'feat/paint-slots-column' into feat/paint-slots 2026-06-17 15:44:14 -04:00
Wassim SAMAD 9060b92e24 Merge branch 'feat/paint-slots-stair' into feat/paint-slots 2026-06-17 15:44:14 -04:00
Wassim SAMAD 33886141fa Merge branch 'feat/paint-slots-fence' into feat/paint-slots 2026-06-17 15:44:14 -04:00
Wassim SAMADandClaude Opus 4.8 1199c04fac feat(paint-slots): migrate elevator onto the unified slot model
Elevator exposes four finish slots — cab / doors / shaft / glass (glass only
when shaft or door style is glass) — on node.slots. The finish materials now
resolve through a per-node material set (context provider) keyed on node.slots
+ scene materials: textures-off joinery role -> node.slots ref -> declared
default (cab preset-softwhite, doors metal-steel, shaft preset-lightgrey,
glass preset-glass), with glass transparency flags re-applied. Cab/door/shaft/
glass meshes tag userData.slotId; buttons, indicators, control panels, and
queue strips stay untagged (functional UI, not paintable). Interaction system
untouched. Monochrome unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:35:41 -04:00
Wassim SAMADandClaude Opus 4.8 0cdaf8b1b9 feat(paint-slots): migrate column onto the unified slot model
Column exposes shaft / base / capital / frame slots on node.slots (base when
baseStyle!=none, capital when capitalStyle!=none, frame only for non-vertical
support styles). The single material context is widened to a per-slot map plus
a ColumnSlotContext; each part subtree is wrapped in <ColumnSlot> so every
mesh primitive resolves its material AND stamps userData.slotId from the same
context. Decorative shaft parts inherit shaft, base/capital carvings inherit
their parent slot. Resolution: textures-off wall role -> node.slots ref ->
legacy material/preset -> declared default (shaft/base/capital concrete-plaster,
frame metal-steel). Monochrome unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:34:39 -04:00
Wassim SAMADandClaude Opus 4.8 16c117142f feat(paint-slots): migrate stair onto the unified slot model
Stair exposes three paintable slots — treads / body / railing (railing only
when railingMode != none) — on node.slots. The 2-material-index body mesh
maps materialIndex 0->treads, 1->body via userData.slotIds; railing meshes
tag userData.slotId='railing'. Per-slot resolution layers over the viewer's
base body/railing materials only in textures-on mode: node.slots ref ->
legacy per-part field (preserved) -> declared default (treads wood-woodplank48,
body wood-woodfine2, railing metal-steel). A custom preview swaps the targeted
body material-array index and whole-mesh railing materials. Monochrome
unchanged. Stops using DEFAULT_STAIR_MATERIAL.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:33:42 -04:00
Wassim SAMADandClaude Opus 4.8 5555ad1fe0 feat(paint-slots): migrate fence onto the unified slot model
Fence joins the node.slots paint model with one paintable 'surface' slot
(merged post/base/rail geometry is a single mesh). Resolution order matches
slab: textures-off joinery role -> node.slots.surface ref -> legacy inline
material/preset -> declared default (library:wood-finewood27). Tags the mesh
userData.slotId='surface' and wires capabilities.slots + paint. Stops
borrowing DEFAULT_STAIR_MATERIAL.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:29:20 -04:00
Wassim SAMADandClaude Opus 4.8 751392c640 feat(paint-slots): default roof shingle surface to catalog finish
Replace the flat #e5e5e5 placeholder on the roof shingle surface (material
index 3) with the catalog roof-weatheredshingles finish via
resolveSlotDefaultMaterial. Wall/trim, deck, and interior surfaces and the
textures-off role array are unchanged. Roof keeps its existing per-segment
role material system (no node.slots migration).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:27:40 -04:00
Wassim SAMADandClaude Opus 4.8 a8f32dd47a feat(paint-slots): add node.slots field to fence/stair/column/elevator schemas
Pre-adds the unified slot-ref field (Record<slotId, MaterialRef>) to the
four kinds being migrated onto the paint-slot model, so per-kind work can
proceed in parallel worktrees without cross-package core edits.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:20:21 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 14:49:35 -04:00
Wassim SAMADandClaude Opus 4.8 37c56788f3 feat(paint-slots): add drei sunset environment as an editor viewer child
Inject an EditorEnvironment wrapper (drei prefiltered sunset HDRI at
environmentIntensity 0.6) as a child of the editor Viewer, not baked into
the Viewer component, so read-only/embed viewers stay lightweight. This
gives PBR metals their reflections and lifts lighting on vertical walls
that flat directional + hemisphere lights cannot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:30:23 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 14:01:37 -04:00
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>
2026-06-17 11:07:43 -04:00
Wassim SAMADandClaude Opus 4.8 267dac7b1a perf(editor): convert UI icons from PNG to WebP
The editor's /icons assets were ~10MB of oversized PNGs (a single
toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality
92) and repoint all /icons/*.png references to .webp across
packages/editor, packages/nodes, and apps/editor. PWA/platform icons
(apple-touch-icon, icon-192, icon-512) stay PNG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:41:50 -04:00
Wassim SAMADandClaude Opus 4.8 5efcc834a8 feat(editor): make snapshot capture camera-only
Snapshot/preset capture is for framing a thumbnail, not editing, so it
should only move the camera:

- gate the selection manager, transform handles, floating menus, and the
  tool manager (which renders the site boundary flags) behind
  isCaptureMode, so clicking the scene no longer selects items or shows
  editing controls
- hide zone meshes and the HTML zone tags while capturing
- force 3D on entry (the 2D/split floorplan panes render nothing useful
  for a thumbnail) and restore the prior view mode on exit

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:41:50 -04:00
Wassim SAMADandClaude Opus 4.8 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>
2026-06-17 09:42:48 -04:00