Files
editor/packages/nodes/src/roof-segment/renderer.tsx
T
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>
2026-06-08 13:14:39 -04:00

129 lines
4.3 KiB
TypeScript

'use client'
import {
type AnyNodeId,
getEffectiveRoofSurfaceMaterial,
getEffectiveSegmentSurfaceMaterial,
type RoofNode,
type RoofSegmentNode,
type RoofSegmentSurfaceMaterialRole,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createMaterial,
createMaterialFromPresetRef,
getRoofMaterialArray,
useNodeEvents,
useViewer,
} from '@pascal-app/viewer'
import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three'
import { getRoofDebugMaterials, getRoofMaterials } from '../roof/roof-materials'
import { createPlaceholderGeometry } from '../shared/placeholder-geometry'
export const RoofSegmentRenderer = ({ node }: { node: RoofSegmentNode }) => {
const ref = useRef<THREE.Mesh>(null!)
const nodes = useScene((state) => state.nodes)
useRegistry(node.id, 'roof-segment', ref)
const handlers = useNodeEvents(node, 'roof-segment')
const debugColors = useViewer((s) => s.debugColors)
const shading = useViewer((s) => s.shading)
const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset)
const sceneTheme = useViewer((s) => s.sceneTheme)
const parentNode = node.parentId
? (nodes[node.parentId as AnyNodeId] as RoofNode | undefined)
: undefined
// 4 groups map 1:1 to the roof's 4-material array (see getRoofMaterialArray).
const placeholderGeometry = useMemo(() => createPlaceholderGeometry(4), [])
// Segment material precedence, per-role:
// 1. Segment's role-specific override (topMaterial, edgeMaterial, wallMaterial).
// 2. Segment's catch-all `material` (legacy single-slot paint).
// 3. Parent roof's role-specific material.
// 4. Parent roof's catch-all material.
// 5. Default `roofMaterials` (handled at the `material =` line below).
//
// The 4-slot layout matches getRoofMaterialArray:
// slot 0 → 'edge' (wall/trim & rake bands)
// slot 1 → 'wall' (deck top & shingle eave bands)
// slot 2 → 'wall' (interior)
// slot 3 → 'top' (shingle / roof surface)
const customMaterial = useMemo(() => {
const resolveSlot = (role: RoofSegmentSurfaceMaterialRole): THREE.Material | null => {
const parentSpec = parentNode ? getEffectiveRoofSurfaceMaterial(parentNode, role) : undefined
const spec = getEffectiveSegmentSurfaceMaterial(node, role, parentSpec)
if (typeof spec.materialPreset === 'string') {
const resolved = createMaterialFromPresetRef(spec.materialPreset, shading)
if (resolved) return resolved
}
if (spec.material !== undefined) {
return createMaterial(spec.material, shading)
}
return null
}
// Themed parent-roof array (per-role scene-theme colours) — used both as the
// full fallback and to fill any individual untextured slot below.
const themedArray = parentNode
? getRoofMaterialArray(parentNode, shading, textures, colorPreset, sceneTheme)
: null
const edge = resolveSlot('edge')
const wall = resolveSlot('wall')
const top = resolveSlot('top')
if (!(edge || wall || top)) {
return themedArray
}
// Some slots have explicit materials; fill the rest from the themed array so
// an untextured slot still picks up the scene-theme role colour, not blank white.
// Per-role only, then the themed parent slot — no cross-role fallback, so
// painting one segment surface never bleeds onto its other surfaces.
const slot = (i: number) => themedArray?.[i] ?? new THREE.MeshStandardMaterial()
return [edge ?? slot(0), wall ?? slot(1), wall ?? slot(2), top ?? slot(3)] as THREE.Material[]
}, [
node.material,
node.materialPreset,
node.topMaterial,
node.topMaterialPreset,
node.edgeMaterial,
node.edgeMaterialPreset,
node.wallMaterial,
node.wallMaterialPreset,
parentNode,
shading,
textures,
colorPreset,
sceneTheme,
])
const material = debugColors
? getRoofDebugMaterials(shading)
: customMaterial || getRoofMaterials(shading, textures, colorPreset)
useEffect(() => {
return () => {
placeholderGeometry.dispose()
}
}, [placeholderGeometry])
return (
<mesh
geometry={placeholderGeometry}
material={material}
position={node.position}
ref={ref}
rotation-y={node.rotation}
visible={node.visible}
{...handlers}
/>
)
}
export default RoofSegmentRenderer