Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.
- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
polygon mode-sets with exclusive modes (grid | lines | angles | off), each
doing exactly what its chip says. Context is node-declared via the new
`NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
(profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
(endpoint/curve/boundary) and item move get their own chip, no select-hint
leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
(minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
scope. Fix grid/angle being ignored on boundary edit + slab creation:
make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
the contextual HUD now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three related editor fixes surfaced while debugging a captured house
project that rendered an infinite wall and failed to load.
Infinite wall (core/systems/wall/wall-mitering.ts):
Junction miters are line-line intersections, so the joint point sits
~halfThickness/sin(theta) from the junction. The only guard was an
exact-parallel check (det < 1e-9), so two walls meeting at a shallow
angle (a room-preset preview dragged onto an existing wall, or a wall
drawn nearly collinear to its neighbour) produced a joint point far
away — an infinite spike. Add a miter limit: reject joints farther
than 10x half-thickness from the junction and fall back to a square
joint, exactly like the parallel case.
Scene load failure (core/utils/heal-scene-graph.ts + validate-build-json
+ use-scene migrateNodes):
Capture wall-merge could leave a `children: [null]` entry (see the
matching merge-walls.ts fix in private-editor) and zero-length walls.
`null` children fail wall schema validation, so the whole scene fails
to load. Add a shared heal step — strip non-string child refs, drop
childless zero-length walls — run on every load path: import
validation now repairs instead of hard-failing (with a warning), and
setScene heals on the prod project-load path too.
Grid snap (nodes slab/ceiling/spawn tools):
These tools hardcoded a 0.5 m snap (Math.round(x*2)/2) and ignored the
editor's grid-snap setting, so the cursor jumped by 0.5 while later
vertices already followed the configured step. Route them through
snapPointToGrid / snapScalar with gridSnapStep.
Adds unit tests for the miter limit and the heal step.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* 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>
* wip sfx
* wip audios
* feat(editor): structure build-start/end cues + menu hover/click SFX
Sound design pass for the build/items experience:
- Split structure-build into a start cue (draft begins) and end cue
(commit). Wall/fence fire start on the first click; slab/ceiling/zone
tick start on every non-closing vertex; roof on the first corner.
- Doors and windows now use the structure-end cue on place + move;
shelves use item-place instead.
- New menu_hover (round-robin retired in favour of a single sample) and
menu_click cues wired to the Build/Items main categories, item-catalog
tiles, the icon rail / tab bar, and the bottom action menu (via the
shared ActionButton).
- Refresh item_pick / item_place / item_rotate samples; drop the
now-unused numbered menu_hover variations.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(editor): silence forEach return lint in updateSFXVolumes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* chore(editor): convert SFX wavs to mp3 to shrink assets
Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for
short UI cues) and point the player at the .mp3 sources. Drops the .wav
originals; the freshly converted item_pick/place/rotate.mp3 override the
older committed mp3s.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
* fix: resolve lint and type errors to enable CI
- Remove stale biome-ignore suppressions in bootstrap.ts, r3f.d.ts,
and parametric-node-renderer.tsx (rules no longer fire).
- Replace forEach callbacks that return values with for...of loops
in node-actions.ts and build-collider-world.ts
(lint/suspicious/useIterableCallbackReturn).
- Rewrite assign-in-expression guards in ceiling/tool.tsx to explicit
if-statements (lint/suspicious/noAssignInExpressions).
- Hoist useMemo/useCallback above early return in chimney/panel.tsx
(lint/correctness/useHookAtTopLevel).
- Add `^build` to turbo check-types dependsOn so packages/core dist is
up-to-date before type checking — this resolves all 32 type errors
which were caused by stale dist, not missing symbols.
* ci: add lint and typecheck workflow on push/PR
Adds a quality gate that runs `bun run check` (Biome) and
`bun run check-types` (TypeScript) on every push and PR to main.
Uses concurrency groups to cancel stale runs. Closes#147.
---------
Co-authored-by: Pascal <open@pascal.app>
* 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
* feat(editor): 3D alignment guides for item/wall/fence move + placement
Bring Figma-style alignment guides into the 3D editor, reusing the shared
pure resolver (`resolveAlignment`) and ephemeral guide store
(`useAlignmentGuides`) that previously only drove the 2D floor plan.
Core:
- `alignment-anchors.ts`: node→anchor adapters (footprint AABBs, corner
anchors, wall/fence segment anchors) + `refineGuidesToGap` so a guide's
line and distance read to the candidate's nearest edge, not the far side.
- `bboxCornerAnchors` + corner-only footprint anchors so alignment locks to
item edges, never centrelines.
- `resolvePointSnap` (point-coincidence variant; kept for future use).
Editor:
- `Alignment3DGuideLayer`: dashed ribbon + flat floor dots + distance pill,
in the project's indigo accent, mounted inside ToolManager's building-local
group so guides render in the cursor's frame.
- Producers wired in the item move tool, item placement coordinator, and the
wall + fence endpoint tools; walls and fences cross-align.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): align guides snap to nearest real anchor, drop bbox re-span
The 3D alignment guide could place its end dot in empty space: a diagonal
wall (or any rotated / non-rectangular object) has bounding-box corners that
don't lie on the object, and `refineGuidesToGap` re-spanned the guide to
exactly those AABB edges — so the dot floated "along the coordinate" rather
than on the item.
- `resolveAlignment` now tie-breaks to the candidate anchor NEAREST on the
perpendicular axis (after the tightest axis match). Anchors are real points
(corners / endpoints / midpoints), so the guide always connects to the
closest actual point — which also yields the facing-edge gap distance.
- All four producers (item move, item placement, wall + fence endpoints) now
publish the raw resolver guides; the AABB nearest-edge re-span is gone.
- Removed the now-dead `refineGuidesToGap` and `resolvePointSnap` helpers
(and their tests / exports).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): group move handle + shared group-transform core, move-tool polish
Add a group-move gizmo alongside the existing group-rotate handle, both
driven by a new shared `group-transform-shared` module (participant
classification, group-box + corner math, connected wall/fence component
expansion so attached structure transforms rigidly as one piece).
- core: refactor alignment-anchors collection + tests, extend handle registry
- editor: group-move-handle, group-transform-shared; rotate handle reuses them;
node-arrow-handles gains click-swallow guard; box-select + placement tweaks
- nodes: move-tool updates across ceiling/column/slab/roof/registry; door math
and panel adjustments; item definition cleanup
- nodes(fence): play `sfx:grid-snap` ticker on endpoint move, matching the
wall endpoint tool (fixes missing audio feedback on fence side drag)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): keep autosave alive across page unload
The autosave debounces writes by 1s and relies on a `beforeunload` flush
for anything still pending. That flush fired a plain `fetch` PUT, which
the browser cancels the instant the page unloads — so refreshing right
after an edit (e.g. painting a roof material) silently dropped the change
and the reload showed the last persisted scene.
Thread a `{ keepalive }` option through the save callback and set it on
the unload flush so the request survives the unload. Also listen for
`pagehide` (fires where `beforeunload` does not, e.g. mobile Safari /
bfcache) and clear the dirty flag up front so the two listeners don't
double-send. Normal debounced saves omit `keepalive` (its 64KB body cap
only constrains the best-effort unload flush, not regular saves).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): paint eraser + reset-all, drop roof cross-role bleed
Material paint gains an eraser (clear a surface back to its default) and a
"Reset all" action that defaults every painted surface on a node — for a
roof that includes each child segment — via a generic
`buildResetSurfaceMaterialUpdates` that nulls catch-all and role-specific
material fields without per-kind knowledge.
Also stop a single painted roof surface from bleeding onto the others:
`getEffectiveRoofSurfaceMaterial`, `getRoofMaterialArray`, and the segment
renderer no longer cross-fall-back between top/edge/wall. An unset role
resolves only to the legacy catch-all (back-compat) or the theme default,
so painting just the shingle, trim, or soffit stays on that surface.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): alignment guides + drag bounding box across tools
Extend the Figma-style 3D alignment guides to the placement and move
tools for columns, elevators, roofs, stairs, ceilings, slabs, fences,
walls, doors, and windows: each collects alignment anchors from the
scene, resolves a snap within the shared threshold, and drives the
`useAlignmentGuides` overlay. Wall openings (doors/windows) only snap
along their host wall via the new `wall-opening-alignment` helper.
Add a shared `DragBoundingBox` overlay (exported from the editor barrel)
that renders the dragged object's bounds during a move, wired into the
column move tool alongside the alignment snap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): axis-stable resize-arrow drag plane + slimmer gizmo handles
Build the linear resize-arrow's drag plane so it always contains the
handle's axis (view direction minus its along-axis component) instead of
a plane that merely faces the camera. The old camera-facing normal
collapsed when the axis pointed toward the viewer — screen motion barely
changed the axis component, so the resize crawled or stopped tracking the
cursor. Also slim the extruded arrow/handle geometry (shared by the node
arrows, wall side handles, and polygon editor) for a lighter gizmo.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): fill-block wall opening highlight + selected frameless openings
Draw the selected-wall opening highlight as a translucent block filling
the cutout volume (front-side culled) instead of a single vertical pane,
so it reads as an occupied slot from any angle — including a top-down
floorplan view where an edge-on pane was invisible. Also highlight a
directly-selected frameless opening (a `door` with openingKind
`'opening'`), which otherwise renders no geometry of its own, and reflect
live drag overrides via `useLiveNodeOverrides`.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(viewer): double-side slab hole side-walls
Build the slab in 3D rather than via ExtrudeGeometry so each hole-wall
quad is emitted twice with opposite winding. The slab material is forced
to FrontSide (DoubleSide poisons the MRT scene pass), under which
ExtrudeGeometry's single-sided hole walls get back-face culled and you
see straight through the cut. The doubled quads keep the cut's inner
thickness visible from any angle without z-fighting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): box-select building-scoped nodes like elevators
Building-scoped selectable nodes (e.g. elevators) are children of the
building, not the active level, so the level walk never reached them.
Also walk the level's building children and box-test any registry-
selectable kind by its rendered bounds, matching the column/stair/shelf
path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): shelf placement alignment + column placement ghost
Shelf placement now snaps to Figma-style alignment guides by its
footprint edges (layered on grid snap, Alt bypasses), matching the
existing 3D move tool. Guides refresh after each drop and clear on
teardown.
Column placement migrates to the registry `def.tool` path so it can
render a translucent column ghost at the cursor (like the shelf build
tool) instead of a bare cursor sphere — the editor package can't import
the column geometry, so the tool now lives in packages/nodes:
- extract `ColumnBody` from the renderer and add a `ColumnPreview`
(cloned translucent material, raycast disabled, origin-positioned)
- new `column/tool.tsx` registry placement tool with the same
footprint-edge alignment as shelf / column move
- wire `def.tool` + tool hints; drop the now-unreachable legacy
editor-side `ColumnTool` and its dead file
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): floor-plan alignment, pivot moves & placement ghosts
Bring the 3D editor's Figma-style alignment experience to the 2D floor
plan across every node kind, fix pivot semantics on move, and add 2D
placement ghosts.
Alignment
- Wall anchors now include ±thickness/2 face corners so columns/items/etc.
snap flush to wall faces (fixes pillar↔wall); shared by 2D and 3D.
- Shared apply-alignment helper (applyFloorplanAlignment /
alignFloorplanDraftPoint, with excludeIds) used by move sessions,
structural drafting (wall/fence/slab/zone/ceiling/roof), and wall/fence
endpoint drags.
- Door/window/wall-item moves get along-wall edge-to-edge snapping.
- Generic free-translate move path aligns by edges (corner anchors).
Pivot moves (2D)
- Polygon kinds (slab/ceiling/zone) move by centroid→cursor via a shared
polygon-centroid mover; stair moves by origin→cursor; matching 3D.
- Shelf/column move targets write position directly (single source of
truth) so the 3D group no longer sticks on commit.
Placement ghosts (2D)
- usePlacementPreview store + FloorplanPlacementPreviewLayer render a
kind's def.floorplan footprint following the cursor; wired for column
and elevator.
Fixes
- Elevator placement no longer deselects the active floor plan
(preserve levelId through setSelection's hierarchy guard).
- Guides clear on every commit/cancel/unmount path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* refactor(editor): address architecture review for floor-plan work
- Move usePlacementPreview store from core to editor: placement ghosts
are an editor/tool concern the read-only viewer never needs. Rewire the
column tool (via the @pascal-app/editor public surface) and the
editor-internal elevator tool + preview layer (relative imports).
- FloorplanPlacementPreviewLayer: read scene lazily in ctx.resolve instead
of bulk-reading the nodes map during render.
- wiki/architecture/tools.md: refresh the stale useLiveTransforms-per-kind
note to reflect item/shelf/column (world-plan) + slab/ceiling/zone (delta).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(nodes): recreate window draft on wall:move when null after placement
After a successful click-to-place, the click handler deletes the
transient draft and relies on the wall-rebuild → R3F pointer-enter
cascade to create a fresh draft for the next placement. If that cascade
doesn't fire synchronously (e.g. async geometry rebuild) the next
wall:move receives a null draftRef and bails — requiring leave/re-enter
to place again.
Fix: in onWallMove, when draftRef.current is null but we're hovering a
valid wall, recreate the draft immediately (same WindowNode.parse +
createNode path as onWallEnter). This is idempotent: if wall:enter does
fire first, destroyDraft() in onWallEnter cleans up cleanly.
Preserves parity with door multi-place behaviour, matching #367's intent.
* fix(nodes): recreate door draft on wall:move when null after placement
Mirror of the window fix one commit back: after click-to-place the
DoorTool deletes its transient draft and relies on the wall-rebuild \u2192
R3F pointer-enter cascade to spawn a fresh draft for the next placement.
When that cascade doesn't fire synchronously, the next wall:move sees a
null draftRef and bails \u2014 forcing a leave/re-enter to place again.
Recreate the draft in onWallMove when null and over a valid wall on the
current level. Idempotent with onWallEnter (destroyDraft cleans up if
both fire).
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Pascal <open@pascal.app>
* feat(editor): preset placement polish — params, move tool, shadows
- wall/slab/ceiling/roof create paths consume `toolDefaults` so template
presets build with their saved params; cleared on tool unmount
- wall draw preview reflects the preset's height/thickness (+ HUD labels)
- box-select picks up registry-selectable kinds (shelf) via bbox
- registry + column move tools: snap to the active grid step, R/T rotation,
and ignore the stray trailing click that armed the move (no double-place)
- shelf geometry casts + receives shadows like fence/slab
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* feat(viewer): expose isIsolationActive() for isolation-aware consumers
Tracks whether an isolation filter is currently applied and exposes it so
hosts can avoid acting on the partial view — e.g. skipping project-thumbnail
autosave while a single subtree is isolated (preset capture).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Replicates the slab Stage D recipe for ceiling: four affordances
routed through the registry — def.tool for the placement flow,
def.affordanceTools for boundary edit / hole edit / whole-ceiling move.
Ceiling-specific bits preserved:
- Placement tool keeps the dual-cursor + vertical TSL-gradient
connector + ground-shadow lines (1:1 with legacy).
- Move tool wrapper renders the translucent preview fill + outline
overlay so the user sees the destination before clicking.
ToolManager mount sites for CeilingBoundaryEditor / CeilingHoleEditor
now route through `getRegistryAffordanceTool` with legacy fallback.
Per-kind progress: ceiling A ✅ B (n/a, def.renderer escape hatch
preserved) C ✅ D ✅; E + F pending.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>