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>
3.5 KiB
Agent Instructions — pascalorg/editor
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.
Repo Shape
| Path | Purpose |
|---|---|
packages/core |
Scene graph, node schemas, stores, event bus, core systems — pure logic, no Three.js |
packages/viewer |
Standalone 3D canvas: renderers, viewer systems, presentation state |
packages/editor |
Editor UI components reused by the standalone app and embedders |
packages/mcp |
MCP server and scene storage adapters |
apps/editor |
Standalone editor app — composes viewer + editor + tools |
Where to look
- Architecture rules —
wiki/architecture/(read on demand; index inwiki/architecture/README.md). - Skills (ready workflows) —
.agents/skills/<name>/SKILL.md. Same content is reachable as.claude/skills/,.cursor/skills/,.codex/skills/(symlinks to.agents/skills/). - Repo orientation for humans —
README.md,SETUP.md,CONTRIBUTING.md.
CLAUDE.md, GEMINI.md, and .github/copilot-instructions.md are symlinks to this file. Codex reads this file directly.
Layer Boundaries (read once, internalise)
packages/coreowns 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.packages/viewerowns the standalone 3D canvas, renderers, viewer systems, and genuine presentation state. It must not know aboutuseEditor, editor tools, phases, modes, paint mode, floorplan state, or editor-only presentation vocabulary.apps/editorowns 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.
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.
When making architecture-sensitive changes
Read the relevant page in wiki/architecture/ before writing code. The page list lives in wiki/architecture/README.md. As a minimum:
- Adding a node type →
node-schemas.md,renderers.md,systems.md - Adding a tool →
tools.md,spatial-queries.md,events.md - 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) - Adding a system →
systems.md,scene-registry.md - Anything in
packages/viewer→viewer-isolation.md,layers.md - Anything touching selection →
selection-managers.md,scene-registry.md,events.md
When reviewing a PR
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.
Operating rules
- Read the full file before editing. Plan all changes, then make one complete edit.
- When the user corrects you, stop and re-read their message.
- After two consecutive tool failures, stop and change approach.
- Don't introduce backwards-compatibility shims, dead code, or speculative abstractions.
- Don't write new comments unless they explain a non-obvious why.