5 Commits

Author SHA1 Message Date
Wassim SAMAD
22af31dea8
editor: snapping overhaul — shared-wall rooms, deterministic slab elevation, cursor-true transfers (#458)
* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default

- Alignment guides display in every snapping mode (grid/lines/angles/off);
  magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate
  decouples guide display from the snap delta across all placement/move/draw
  producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/
  window, MEP, 2D floorplan drafting, surface snap).
- Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG -
  building rotation), matching the on-screen aligned-to-north view.
- Item placement rotate hint collapsed to a single 'R / T  Rotate' row.
- Default item snapping mode changed lines -> grid.

* feat(walls): detect rooms across shared walls + tight connect-snap in all modes

Room detection: planarize the wall graph before face-finding — split straight
walls at T-junctions where another wall ends mid-span, so a room closed against
the middle of an existing wall is detected, not just isolated 4-wall rooms.

Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph
via wallClosesRoom(), so drafting stops when a segment seals a room against the
existing structure — not only when the chain returns to its own start.

Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05)
that also runs in grid/off/angles — within range of a wall (body or corner,
uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close
in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in
non-magnetic modes to the same connect distance so a corner dot no longer
magnetises the cursor from far.

Tests: cover T-junction detection + wallClosesRoom; update the item-default and
wall-split tests for the mode-driven behaviour.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(surfaces): gate alignment guides to connect distance in non-magnetic modes

Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap
(resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the
connect distance are fed to the alignment resolver, so guides form to nearby
points and far corner dots stop lighting up from across the plan. Filtering the
candidates (local-frame, like the cursor) rather than the resolved guides avoids
the floor-plan view rotation baked into the guide coords. Lines mode keeps the
full-range guides; the surface wall connect-snap is unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(slabs): deterministic wall-slab overlap via clipped overlap length

Wall elevation used ray-cast point samples that landed exactly on the
slab boundary for perpendicular walls, so whether a butting wall
followed the slab's elevation depended on which side of the slab it
touched. Clip the wall centerline and face lines against the polygon
and require >=5cm of on/inside length instead: walls along the slab
edge follow it on every side, point contact never does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start

The horizontal snap lattice sat exactly at the followed surface Y, so it
z-fought elevated slab tops while moving items. The visual mesh now rides
1mm above; the grid event plane keeps the true height.

Moving a wall-hosted item showed a horizontal grid until the first
pointer move published a wall surface — the mesh fallback assumed UP.
Derive the host wall normal from the item mesh's world orientation
(local +Z faces out of the wall) so the lattice is wall-aligned from
the first frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): unify selection shortcuts + truthful select-mode hints

Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and
appends on box-select release), matching the 2D floorplan. The HUD rows
describe what actually works in both views: move is plain left-drag (the
grip/dot), the two vague selection rows collapse into one Cmd/Shift
or-group, and the modifier-held variants (freely / with guides / bypass
snaps) are gone — guides follow the snapping mode now. Key pills join
with + for combos and / for alternatives; Shift renders as the shift
icon.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration

The group-rotate gizmo never received pointer events through the shared
invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled
context; its handlers now live on the visible arrow plus a plain
default-layer invisible torus, so hover and drag work with a fat target.

Group drags begin a handle-drag scope: each gizmo hides while its
sibling drags (the frozen corner goes stale), idle hints leave the HUD,
and the drag gets contextual hints — Shift free-rotation for rotate, the
snapping chips for move.

Group move joins the snapping-mode system via the 'item' context: Shift
cycles the mode, Ctrl the grid step (both read live mid-drag), and
'lines' runs the same Figma-style alignment as single-node moves against
the group's bbox anchors. Chip clicks now tick like the keyboard cycles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): group-move ticks in every snapping mode

Mirror the single-node move's sfx: emit per delta change rather than
only on grid crossings, so lines/off get the same rate-limited texture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): keep host transfers glued to the cursor

Moving between hosts used to diverge from the pointer and mangle state:

- Grab offsets: every surface anchor (wall / ceiling / shelf / item
  surface / floor) preserved the grab offset by re-seeding from the
  item's carried-over position on each new host, landing it far from
  the cursor. The grab offset now survives only on the original host
  and only until the item anchors anywhere else — after that every
  host (the original included) centers the item under the cursor.
  Applied uniformly to the placement coordinator and the window/door
  move tools.

- Rotation: detaching from a rotated shelf/table back to the floor kept
  the HOST-local yaw as the level yaw, visibly spinning the item. The
  detach now re-expresses the item's world yaw in the level frame.

- Elevation: the same detach wrote the level parentId to the store but
  not the draft ref, so the floor-elevation resolver bailed on its
  parent-must-be-a-level guard — the snap grid and the item stopped
  following slab elevations for the rest of the drag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(items): latch grab-offset forgetting across every host kind

Review follow-up (PR #458): unify the per-surface grab-forget rule into
one grabForgotten latch. A wall/ceiling item could not actually reach a
shelf or the floor (item-surface enter rejects attachTo assets), but a
wall item CAN anchor on a roof face — and returning to its original
wall then restored the stale grab offset. Roof-wall transitions (and
floor landings after a host visit) now trip the latch in the
coordinator and the window/door move tools alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 16:18:37 -04:00
Sudhir Yadav
bf25af6add
viewer: Fix Dutch roof trim artifacts (#452)
* 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

* Fix spiral stair openings and fence handle arrows

* Implement roof trim planes and ridge vent clipping

* Fix mansard roof and ridge vent placement

* Fix mansard merged roof cutouts

* Fix Dutch roof gable overhang

* Refactor roof segment, ridge vent, and surface geometry

Remove Dutch ridge axis abstraction and rework roof edit system,
ridge vent clipping geometry, and roof surface placement.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Simplify Dutch roof shape

* Add Dutch roof gable top geometry controls

* Fix Dutch roof slope material slots

* Render dutch roof tops as double-sided faces

* Add auto ridge vent toggle to roof segments

Track ridge vent auto-generation via an `autoRidgeVent` metadata flag so
geometry changes only regenerate default vents when enabled, treating
legacy segments with generated vents as auto-enabled for back-compat.
Expose a panel toggle to opt in/out per segment.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Snap new walls to the floor below

Feed the walls of the level directly beneath the active one into the
draft snap pipeline as extra references, so a new wall can align with
the floor below. They share the same local XZ origin, and the list is
kept separate from the current-level walls so the measurement HUD and
wall splitting only act on the active level.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Set Dutch roof shape defaults on type switch

Seed the Dutch shape parameters (waist width/height/length, top rake
thickness/length) with sensible defaults whenever a segment is created
as or switched to Dutch, so the gablet is well-formed regardless of
leftover values from the previous roof type.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Use green accent for corner and endpoint snap markers

Color the corner/endpoint snap markers and the vertical cursor pillar
green across the 2D floorplan beacon, the 3D alignment guide dots, and
the wall snap beacon so snap targets read as a consistent accent.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add magnetic wall snapping to the roof tool

Snap roof draft corners onto wall corners, midpoints, crossings, and
bodies on the active level and the floor below, reusing the wall tool's
snap pipeline so the beacon and coloring match. The cursor's ground
dot/ring is hidden while a wall snap is active to avoid overlapping the
beacon glyph.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Update auto-generated Next.js route types path

Regenerated next-env.d.ts now references ./.next/dev/types/routes.d.ts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Show cutaway outline while dragging roof trim

Slice an untrimmed segment volume generated from the live node instead of
the registry mesh, whose CSG rebuild lags a few frames behind the drag and
may still hold placeholder geometry — so the section outline now renders
deterministically. Use LineBasicNodeMaterial so the outline draws under the
WebGPU pipeline, and export generateRoofSegmentGeometry for the slice source.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Fill and clip roof trim cutaway, gate it to active drag

Add a violet silhouette fill behind the cutaway outline, extend the
section slicing to angled diagonal/corner trims via a generic vertical
cut plane, and clip each slice to its footprint span so the infinite
plane no longer sprouts stray lines across the rest of the roof. The
cutaway now renders only while a trim handle is being dragged.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Separate and extend Dutch roof end slopes

Pull the Dutch hip end slopes out of the watertight shingle shell into
their own slab wedge so they can be reshaped independently, and extend
each end slope inward up its own hip plane until the top edge meets the
gablet's inner triangle. Refactor roof-segment shape geometry into a
shared roof-segment-shape module.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Render roof trim cutaway as a material-only section cut

Replace the triangle-mesh slicer with a CSG intersection of a thin slab
against the untrimmed roof shell, so the cutaway shows red only on real
material (wall + deck bands) and leaves the hollow attic empty. Add an
analytic surface-edge outline, style both solid red like a SketchUp
section, and make the cutaway persist whenever a segment is trimmed.

Keep the merged roof shell visible during trim editing (re-trimmed live
from each segment's drag override) instead of swapping in the per-segment
meshes, whose abutting end-cap faces showed as stray white planes the
commit never had. Extend each slab past free cut-line ends only — trimmed
ends clamp to the cut line — so the red section stays inside the trim box.

Re-export INTERSECTION from the viewer CSG surface for the editor.

* Outline roof cutaway by fill silhouette, restyle to destructive red

Derive the section-cut outline from the fill geometry's edges
(EdgesGeometry) so it traces the real cut shape — wall/deck band
boundaries and the hollow-attic edge — instead of just the top surface
line. Drop the fill to 85% opacity and recolor both fill and outline to
the app's destructive red, matching the delete/destructive UI.

* Include roof accessories in trim clipping and red cutaway

Roof accessories (chimney, vents, skylight, dormer, gutter, downspout,
solar-panel, cupola) now slice at the trim plane like the roof shell and
appear in the red section-cut while dragging a trim handle:

- Export clipGeometryBySegmentTrim from the viewer as a reusable
  segment-local trim-clip primitive.
- Add a shared useSegmentTrimClippedGeometry hook + TrimClippedMesh
  wrapper (nodes) that slice accessory geometry by the host segment's
  live trim override, so the cut tracks the drag.
- Wire the clip into all 11 accessory renderers, including skylight
  glass panes and dormer window glass/frame/sill.
- Feed every hosted accessory mesh into the editor's red cutaway, welding
  triangle-soup geometry (e.g. ridge vent) so CSG INTERSECTION yields a
  cross-section.
- Register skylight in the scene-graph tree-node map so it shows in the
  outliner when placed on a roof.

Co-Authored-By: Claude <noreply@anthropic.com>

* Add smooth spline fences with editable curve handles

Fences can now be drawn as one continuous Catmull-Rom/Bezier curve via an
optional `path` (+ per-point `tangents`), selectable in a Straight/Curved
mode toggle. Selected spline fences expose draggable control-point dots
(hexagon) and symmetric tangent handles (circle) joined by a violet line,
editable in both 2D plan and 3D. Side-move arrows are dropped for splines.

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix dutch roof ridge vent handling

* Fix Dutch ridge vent placement and support

* Fix Dutch roof trim artifacts

* Fix Dutch roof trim preview geometry

* Tag roof trim overlay meshes with EDITOR_LAYER

Child meshes relied on a parent group's layer, which three.js does not
propagate, so the trim section/rail/plane overlays rendered on the scene
layer — getting inked/SSGI-darkened and leaking into thumbnail exports.

Co-Authored-By: Claude <noreply@anthropic.com>

* Apply Biome cleanup

* fix(core): address Dutch roof review feedback

* chore: apply biome check cleanup

* fix(core): relax Dutch roof surface helper input

* fix

* Fix biome checks and dev verification

* fixes

* Remove unsupported Biome noShadow override

* Improve roof interactions and fence editing

* Fix fence drag and ridge vent default handling

* editor: drop wall-snap debug log, gate curved-fence finish hint on draft start

Remove the leftover TEMP DIAGNOSTIC console.log in the wall tool's onMove
hot path.

Curved fences commit on a closing gesture (double-click / Enter) rather than
per-click, so surface a 'Finish curve' hint in the fence HUD — but only once a
point has been placed and a curve is actually in flight. The draft point count
is published from SplineFenceDraft into a small ephemeral editor store
(useFenceCurveDraft) that the contextual helper reads, mirroring the existing
useSegmentDraftChain pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
2026-06-30 16:41:13 -04:00
Wassim SAMAD
bbf9291c2d feat(editor): roof/stair/elevator snapping migration + no-angle footprint draft
Migrate roof/stair/elevator draft tools + the 2D floorplan move overlay off the
legacy Shift/Alt=bypass model onto mode-driven snapping (isGridSnapActive /
isMagneticSnapActive); Alt dropped (no validity gate). stair/elevator now use the
live grid step.

These three are placed as footprints, not directional draws, so the angle-lock
mode was meaningless: add NodeDefinition.snapDraftDirectional (default true; false
for roof/stair/elevator) so their draft resolves to the no-angle 'polygon' context
(grid / lines / off). snapContextOf takes an injected draftDirectionalOf, like
profileOf. Add toolHints to stair/elevator so they route through the contextual
HUD and show the snapping chip. Fix one stale Alt-bypass comment in the item
placement coordinator (#9: already force-only). +snapping-mode test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 12:23:00 -04:00
Wassim SAMAD
04f1b0d59e feat(editor): node-declared per-context snapping + contextual HUD + painter scope
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>
2026-06-24 14:23:15 -04:00
Wassim SAMAD
f773e6b8c5 feat(editor): placement & interaction overhaul — FSM spine, bug tracks, perf
Implements plans/editor-placement-interaction-overhaul.md: an authoritative
interaction-scope state machine plus the catalogued placement/interaction
fixes, and split-view floor-plan performance.

- Interaction-scope spine (lib/interaction/* + store/use-interaction-scope),
  driven from central useEditor setters; overlay scoping (zone labels,
  context badges, floating action menu) reads resolveOverlayPolicy.
- Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity,
  auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset,
  per-frame jank.
- Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier
  model (Shift=cycle, Alt=free place, Ctrl=grid step).
- Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle
  rig hides during a whole-node move; rotate gizmo advertises Shift=free
  rotation in the HUD and hides the move cross while rotating.
- Floor-plan perf: pause live reactivity while in 3D-only view; per-node
  geometry cache so only changed nodes rebuild on a drag; hoist wall miters
  to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:04:58 -04:00