* 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>
Schema v2 adds style/rows/columns/withBack/withSides/withBottom/bracketStyle
and a `children: ItemNode[]` field for item hosting. Schema-level defaults
preserve the v1 wall-shelf visual so existing scenes load unchanged; the
placement tool spreads `shelfDefinition.defaults()` for fresh shelves
(cubby 3x2 at 1m × 0.5m × 1.8m, thickness 0.05m, back/sides/bottom on).
Four style geometries (wall-shelf / bookshelf / open-rack / cubby) share
the dimensional schema. `shelfRowSurfaceYs` exposes one host surface per
row, plus the bottom-board top when `withBottom` is on for cubby /
bookshelf.
Material is a single paintable surface (same shape walls / slabs / stairs
use); `DEFAULT_SHELF_MATERIAL` aligned with `DEFAULT_WALL_MATERIAL` so
unpainted shelves read as the canonical off-white.
Preview clones each cached material before mutating `transparent / opacity`
on the ghost — without the clone the mutation leaked into the cached
`getShelfMaterial` instance every committed shelf was using, rendering
them all see-through after the first placement preview rendered.
Store hardening: `migrateNodes` patches missing `children: []` on v1
shelves, and `updateNodesAction` reparenting tolerates a missing children
array on the new parent. `MaterialTarget` enum adds `'shelf'` so paint
mode picks up the kind.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: updating the store per tick caused tons of React
re-renders → laggy drag. Switched to pure imperative.
MoveRegistryNodeTool now:
- Mutates `sceneRegistry.nodes.get(id).position` directly per
grid:move tick. No useScene.updateNode during drag. No store
change → no renderer re-render → R3F doesn't reapply
`position={node.position}` → the imperative mutation sticks.
- On commit: single tracked `useScene.updateNode(id, { position })`.
Undo replays one step (original → final), no per-tick spam.
- On cancel / unmount: imperatively snap the mesh back to original.
Store was never touched so no data revert needed.
Trade-off vs the items pattern (which does update the store per tick
and re-renders per tick): our approach is faster but assumes the
renderer doesn't re-render mid-drag. Items get away with constant
re-renders because their renderer is heavily optimized; for parametric
shelves (and future kinds) the imperative path is simpler and faster.
Cleanup: removed the dev `[shelf] rendered` and `[shelf] placed`
console.info logs from the shelf renderer and tool. They were Phase 2
verification scaffolding — no longer needed now that everything works.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: the move tool's CursorSphere is just a vertical line,
hard to tell what you're moving. Placement gets a translucent shape
that follows the cursor; move should too.
NodeDefinition.preview?: () => Promise<{ default: ComponentType<{ node }> }>
opt-in lazy component that renders a translucent ghost of the node.
Used by:
- The placement tool (ShelfTool) — renders the preview at the cursor
position so the user sees the shape they're placing.
- The move tool (MoveRegistryNodeTool) — renders the preview at the
drag target alongside the CursorSphere. Plus the original node is
also dragged via live transforms, so the user sees both: the actual
node moving + a translucent ghost at the same spot.
Implementation:
- New nodes/shelf/preview.tsx: ShelfPreview component. Renders the
same shape as ShelfRenderer but `transparent: true, opacity: 0.5`.
- shelfDefinition.preview = () => import('./preview').
- ShelfTool's placement preview now uses <ShelfPreview node={defaults} />
instead of an inline copy of the box geometry.
- MoveRegistryNodeTool lazy-loads `def.preview` (cached by loader,
Suspense-wrapped). If a kind doesn't define `preview`, only the
CursorSphere shows — matches today's behavior.
Phase 4 may merge `preview` with `renderer` behind an `opacity` prop
so kinds don't duplicate JSX between the solid and translucent
versions; until then defining `preview` is opt-in and one extra file.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Matches the wall / slab / curve-wall tool pattern: emit
sfx:grid-snap only when the snapped position changes (cursor crosses
a grid cell), not every frame of mouse movement within the same cell.
Tracked via a `previousSnapRef` per tool, reset when the tool
re-activates.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-visible follow-ups after first running the Phase 2 spike.
Spawn tool now matches legacy UX:
- CursorSphere from @pascal-app/editor for the placement indicator
(ring + line + tool-icon tooltip) — was a plain sphere mesh.
- Emits sfx:structure-build on commit + setTool(null) + setMode
('select') to exit build mode, matching legacy spawn-tool.
Shelf tool placement:
- Emits sfx:structure-build on commit.
- Cursor preview now shows top board + brackets (was just the top),
matching what gets placed.
Shelf selectable from the 3D canvas:
- ShelfEvent type added to @pascal-app/core/events/bus.
- 'shelf' added to NodeConfig in useNodeEvents.
- ShelfRenderer wires `useNodeEvents(node, 'shelf')` handlers onto
every mesh. Clicks/hovers now bubble through the editor's selection
manager and update useViewer.selection.
Shelf appears in the sidebar:
- ShelfTreeNode component (mirrors spawn-tree-node's shape +
selection/hover/rename wiring; lucide Layers icon).
- TreeNode dispatcher adds a `case 'shelf':` arm.
Framework changes:
- @pascal-app/editor exports CursorSphere alongside triggerSFX.
- @pascal-app/nodes now declares @pascal-app/editor as peer/dev dep.
Pre-existing typecheck errors in @pascal-app/editor (ceiling-tree-node,
fence-tree-node, slab-tree-node, scene.ts) are unchanged — present on
main and not introduced by this commit.
630 tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three concrete bugs surfaced when first-running the spike in community:
1) NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN flag never detected:
The previous readEnvFlag used dynamic bracket access
(`env?.[name]`), which Next.js / Turbopack does NOT substitute at
build time. Only literal `process.env.NEXT_PUBLIC_FOO` references
get inlined into the client bundle. Switched to literal access
plus a `typeof process` guard. Spawn now toggles via the flag as
designed.
2) Shelf cursor appeared offset from the mouse:
The cursor mesh lives inside the ToolManager's building-local
group, but the tool was setting `cursorRef.current.position` to
level-local coordinates (computed via `worldToLocal(level)`).
Result: cursor shifted by (building-pos − level-pos) in worst
case. Switched cursor display to use `event.localPosition`
(already building-local) with grid snap — matches the legacy
spawn-tool pattern. The commit path keeps the worldToLocal(level)
conversion since the shelf node's `position` field is stored
relative to its level parent.
3) Shelf rendered invisibly after click (suspected):
The renderer used a useEffect-swap pattern where it mounted an
empty <group> and imperatively added Three.js children from a
buildShelfGeometry() Group. Plausibly fragile under StrictMode
double-invoke or fast HMR. Switched to inline R3F JSX — top
board + brackets as plain <mesh> primitives. The pure geometry
function still exists in geometry.ts for tests and AI-authored
consumers; renderer just doesn't go through it.
Diagnostics added (dev-only; removed once spawn parity ships):
- `[shelf] placed <id> level-local <pos> parent <levelId>` on click
- `[shelf] rendered <id> at <pos>` on mount
Also: types: ["node"] in nodes/tsconfig.json so the typeof process
guard typechecks cleanly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three small follow-ups after the first user-visible spike test.
shelf cursor stuck at origin:
The placeholder cursor is a translucent slab inside a <group ref>.
The tool was calling setCursor(state) on every grid:move, which
triggered a React re-render. R3F re-applies props on each render,
and since the <group> had no `position` prop, the implicit default
[0,0,0] clobbered the imperative `position.set` from the previous
tick. Result: cursor stuck at level origin instead of following
the mouse.
Fix: drop the unused useState entirely. Pure imperative position
updates via the ref. No re-renders, no clobbering. (The legacy
spawn tool gets away with the same pattern because CursorSphere
buffers its position prop differently — but for the spike, the
simpler model is fine.)
shelf snap step:
Was 0.1 (10cm) — much finer than the editor's default 0.5 grid.
Bumped to 0.5 (matches the toolbar grid setting and the legacy
half-meter snap pattern used by spawn/column).
registry-driven spawn renderer paints red:
Temporary verification marker. With NEXT_PUBLIC_USE_REGISTRY_FOR_
SPAWN=1, spawns rendered via the new path now appear in #ef4444
red. Legacy renderer stays in #22c55e green. Easy visual check
for "which dispatch path is this spawn on?" Reverted in the PR
that signs off spawn parity (alongside legacy file deletion).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The first time registry-driven nodes actually run in the editor.
Spawn migration (under NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN flag):
- New packages/nodes/src/spawn/ folder with renderer, tool, schema
(re-exported from core), parametrics, definition, index.
- Spawn definition appended to builtinPlugin.nodes only when the flag
is set. With the flag off, the Phase 0 shims fall through and the
legacy SpawnRenderer / SpawnTool keep ownership.
- New no-props SpawnTool reads activeLevelId from useViewer directly,
matches legacy placement behavior (half-meter snap, singleton-per-
level, replace-on-reclick).
- Structural parity test (9 cases) validates definition shape +
schema identity. Pixel-diff defers to Phase 4 alongside more nodes.
New shelf node (no legacy — registered unconditionally):
- ShelfNode schema in core/schema/nodes/shelf.ts (hand-maintained
AnyNode union for now; Phase 6 derives the union from the registry
and moves the schema fully into nodes/shelf/).
- packages/nodes/src/shelf/ folder: pure geometry builder
(buildShelfGeometry returns a Three.js Group of top board +
brackets), R3F renderer that mounts the built group, no-props
placement tool, parametrics descriptor (width/depth/thickness/
height/bracketStyle/color), definition with surfaces.top stackable
surface for future stacking, and presentation metadata for the
palette.
- 13 unit tests across schema bounds and geometry behavior.
- Palette wiring: 'shelf' added to StructureTool union + an entry in
the structure-tools array (placeholder icon, replaced in Phase 4
when palette is registry-driven).
Framework changes:
- @pascal-app/viewer now exports useNodeEvents from its public barrel
so node bundles in @pascal-app/nodes can subscribe to node-specific
pointer events. (Used by spawn renderer; shelf renderer skips it
for now since useNodeEvents has a hardcoded kind list — Phase 4
generalizes it via the registry.)
- @pascal-app/nodes gains @pascal-app/viewer as a peer + dev dep so
node bundles can import from it.
630 tests pass across 76 files (22 new this phase). Editor app
continues to ship green with both legacy spawn and the new shelf
node co-existing through the Phase 0 dispatch shims.
To validate end-to-end in dev:
- bun dev:community → open editor → click 'Shelf' in structure
toolbar → click to place. Confirms full registry path
(NodeRenderer dispatch + ToolManager dispatch + sceneRegistry
byType Proxy).
- Set NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN=1, restart dev, place spawn
→ visually identical to legacy. Confirms parity.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>