Round 8 of the opening-placement UX work. Make door/window placement feel
physical and predictable, and unify the validity/placement logic behind one
shared decision.
UX:
- Window default sill 0.5 m (DEFAULT_WINDOW_SILL_M) so fresh windows float
slightly above the floor; existing windows keep their own sill.
- Dev-only floor "shadow" projection for windows during placement/move
(footprint + dashed drop-line) so an elevated window's plan spot is legible.
- Move SFX: one soft grid-snap click per grid step — identical free-following
over floor or sliding on a wall (keyed on the raw cursor; per-frame + step
dedup), no separate snap cue (that was a "double"). Mirrored into the 2D
floorplan-move so 2D and 3D match.
- Shift = force-place over a collision (commit allowed; ghost stays a red
warning) + free-place (lands at the raw cursor but keeps the alignment guides
visible). Tint flips green/red live when Shift is pressed/released stationary.
- On-wall preview is now the tinted ghost (green placeable / red colliding),
matching the free-follow ghost, instead of a pale solid mesh + thin wireframe.
- R-flip fixes: always toggles (no initial no-op needing a second press),
e.repeat filtered, ghost rebuilds with the live `side`, and the ghost's
on-wall world yaw uses `itemRotation - wallAngle` so it faces exactly what
commit places (cursorRotation was π off for the asymmetric ghost). R ownership
follows the current pointer pane (capture-phase + stopImmediatePropagation in
the 2D overlay) so 3D and 2D never double-flip or go dead.
Refactor / quality:
- New `resolveOpeningPlacement({collides,forcePlace}) -> {placeable,tint}` in
shared/wall-attach-target.ts — the single source of truth the ghost tint AND
the commit gates both consume, so they can't disagree under Shift.
- Consolidated the byte-identical `hasWallChildOverlap` into one shared impl
(door-math/window-math re-export it).
- applyGhost gained a green "valid" tint.
- Removed dead `cursorRotation` from the move-tool targets after the yaw fix.
Docs: "2D <-> 3D behavioral parity" principle in wiki/architecture/tools.md
(+ README + AGENTS.md) — applicable behaviors must exist in both views.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
53 lines
3.5 KiB
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53 lines
3.5 KiB
Markdown
# Agent Instructions — `pascalorg/editor`
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Public, open-source home of `@pascal-app/{core,viewer,editor,mcp}` and the standalone editor app. Consumed both as npm packages and (in `pascalorg/private-editor`) as a git submodule.
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## Repo Shape
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| Path | Purpose |
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|---|---|
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| `packages/core` | Scene graph, node schemas, stores, event bus, core systems — pure logic, no Three.js |
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| `packages/viewer` | Standalone 3D canvas: renderers, viewer systems, presentation state |
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| `packages/editor` | Editor UI components reused by the standalone app and embedders |
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| `packages/mcp` | MCP server and scene storage adapters |
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| `apps/editor` | Standalone editor app — composes `viewer` + `editor` + tools |
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## Where to look
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- **Architecture rules** — `wiki/architecture/` (read on demand; index in `wiki/architecture/README.md`).
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- **Skills (ready workflows)** — `.agents/skills/<name>/SKILL.md`. Same content is reachable as `.claude/skills/`, `.cursor/skills/`, `.codex/skills/` (symlinks to `.agents/skills/`).
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- **Repo orientation for humans** — `README.md`, `SETUP.md`, `CONTRIBUTING.md`.
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`CLAUDE.md`, `GEMINI.md`, and `.github/copilot-instructions.md` are symlinks to this file. Codex reads this file directly.
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## Layer Boundaries (read once, internalise)
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- **`packages/core`** owns domain data and pure logic. It must not import Three.js, `packages/viewer`, `apps/editor`, rendering/UI concepts, tools, modes, phases, or view-specific concepts such as floorplan or paint preview.
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- **`packages/viewer`** owns the standalone 3D canvas, renderers, viewer systems, and genuine presentation state. It must not know about `useEditor`, editor tools, phases, modes, paint mode, floorplan state, or editor-only presentation vocabulary.
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- **`apps/editor`** owns the editing experience: tools, `useEditor`, panels, floorplan helpers, paint mode, keyboard shortcuts, command palette, action menus, cursor badges, and editor-only overlays. Editor features are injected into `<Viewer>` via props and children.
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Details, examples, and rationale live in `wiki/architecture/layers.md`, `wiki/architecture/viewer-isolation.md`, `wiki/architecture/systems.md`, `wiki/architecture/renderers.md`, `wiki/architecture/tools.md`.
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## When making architecture-sensitive changes
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Read the relevant page in `wiki/architecture/` **before** writing code. The page list lives in `wiki/architecture/README.md`. As a minimum:
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- Adding a node type → `node-schemas.md`, `renderers.md`, `systems.md`
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- Adding a tool → `tools.md`, `spatial-queries.md`, `events.md`
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- Adding / changing a placement or move interaction → `tools.md` ("2D ↔ 3D behavioral parity": applicable behaviors must exist in both views; port the change to the sibling 2D/3D file in the same PR)
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- Adding a system → `systems.md`, `scene-registry.md`
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- Anything in `packages/viewer` → `viewer-isolation.md`, `layers.md`
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- Anything touching selection → `selection-managers.md`, `scene-registry.md`, `events.md`
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## When reviewing a PR
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Invoke the `review-architecture` skill (`.agents/skills/review-architecture/SKILL.md`). It loads the required architecture pages, fetches the diff, classifies each new file by layer, and reports findings grouped by severity.
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## Operating rules
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- Read the full file before editing. Plan all changes, then make one complete edit.
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- When the user corrects you, stop and re-read their message.
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- After two consecutive tool failures, stop and change approach.
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- Don't introduce backwards-compatibility shims, dead code, or speculative abstractions.
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- Don't write new comments unless they explain a non-obvious *why*.
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