* 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>