The 2D build/edit tools republish the snapped cursor point AND the screen-space
coordinate-badge position on every pointer move. Both lived in FloorplanPanel
useState, so each move re-rendered the whole ~310ms panel (the badge fires on
every pointermove while any build tool is active — the dominant culprit).
Move both into a useFloorplanDraftPreview store written via getState() (no panel
re-render); render the crosshair + live polygon-draft edge from a
FloorplanDraftCursorLayer leaf and the coordinate badge from a
FloorplanCursorIndicator leaf, each subscribing to the store. Same store+leaf
pattern as the stair build preview. Slab/zone/ceiling drafts now have zero
per-move panel setState. Wall/fence/roof draftEnd are follow-up slices.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The stair tool held its 2D build preview in FloorplanPanel useState, so every
grid:move re-rendered the whole ~120-220ms panel. Move the preview into a
dedicated useStairBuildPreview store written via getState() (no panel re-render)
and render it from a FloorplanStairBuildPreviewLayer leaf that subscribes to the
store directly — the same pattern that keeps column/elevator placement smooth.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The 3D MoveDoor/MoveWindow tools wrote useScene every frame during a move
(freeFollowAt + applyPreview alternating): the wall:move (R3F) / grid:move
(DOM) de-dup compared event.timeStamp across two event systems with different
clocks, so it never matched and the floor free-follow ran during on-wall
slides too, ping-ponging the host and churning the nodes ref → framerate
collapse in both 2D and 3D. Replace it with a single-clock wall-ownership
window (performance.now, ~4 frames): the floor follow stands down while a
wall/roof hit is fresh. On-wall slides now write no scene per frame (mesh +
useLiveTransforms only). Lower the live wall-cutout throttle 120→60ms now that
the per-frame churn is gone.
Also completes the door/window modifier-model migration (#10): Shift=cycle /
Alt=force-place, fully mode-driven snap, snapProfile:'item'; exclude
ground-line candidates from along-wall opening alignment; emit the move SFX
once per snapped step.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Scans (LiDAR meshes) and guides (floorplan images) are heavy reference assets
stored elsewhere, not part of the compiled building — and baking them into a
public static GLB would also bypass the per-project show_*_public flags. Strip
both from the export entirely (previously they leaked in as empty identity
nodes, timing-dependent).
The GLB viewer re-adds them at runtime from the scene graph, like lights:
GlbReferenceNodes resolves each scan/guide's registry renderer (no static nodes
import — same nodeRegistry path the viewer already uses) and portals it into its
parent level's baked node, so the node's level-local transform resolves to the
right world pose and rides level stacking. Uses the same GuideRenderer/
ScanRenderer + asset resolver as the parametric viewer, so http-backed assets
show for everyone and local asset:// ones for the owner — exact parity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A catalog GLB ships its own animation clips (a ceiling fan's spin), but those
clips aren't in the editor scene graph, so the bake couldn't see them. Add an
`itemClipRegistry` (core, type-only three) that the item renderer fills with the
resolved clip per node while the scene is live; the GLB export reads it and
re-emits each item's clip onto the baked subtree, rebinding tracks to the cloned
spinning node's uuid. Catalog node names repeat across instances and the glTF
roundtrip rebinds by name, so the targeted node is uniquified per item
(`<id>__lamp_018`) — every fan animates independently.
The baked viewer plays these as looping ambient motion: `<id>: loop` clips are
set to LoopRepeat (not the door/window LoopOnce) and GlbItemAnimation drives
them off each item's toggle (lit/spinning by default).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate the remaining floor-placed kinds onto the unified snapping/modifier
model and generalize floor collision so any solid floor kind blocks any other.
- shelf/column/spawn declare `snapProfile: 'item'` → contextual snapping chip,
Shift=cycle, Ctrl=grid step during placement; their tools read the active
mode (grid/lines/off) instead of legacy Shift/Alt bypass; spawn fresh
placement now respects alignment ("lines") like its move.
- Resize/radial handles claim the handle-drag scope (new RESIZE_HANDLE_DRAG_LABEL)
so the HUD shows no select-mode shortcuts mid-resize.
- Column move migrated to the generic MoveRegistryNodeTool (declare `movable`,
drop the bespoke move-tool) — gains mode-driven snapping, alignment, R/T,
slab lift, grid SFX, and the collision box for free. 2D move still routes
through `floorplanMoveTarget`.
- Cross-kind floor collision: new declarative `FloorPlacedConfig.collides`
(item/shelf/column opt in; spawn/MEP/stair stay off). `canPlaceOnFloor` now
treats every colliding floor kind as an obstacle (was item-only), reading the
declarative footprint; the generic move tool's red/green placement box gates
on `collides`. Column footprint uses the visible `columnFootprintHalf` extent
so the box/slab-lift/collision track the real (round/square) column size.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
three r184's GLTFExporter throws 'setTextureUtils() must be called' when a
scene contains KTX2/basis-compressed textures. Wire up WebGPUTextureUtils
(matching the app's WebGPURenderer) so compressed textures are decompressed
during GLB export.
decompress() is called without the live renderer on purpose: it resizes
whatever renderer it is given and never restores it, which would corrupt the
visible canvas. Omitting it lets three create and dispose its own throwaway
renderer for the blit.
Reworked from #435 (anton-pascal); switches WebGL->WebGPU utils and avoids the
live-renderer resize gotcha surfaced in review.
Co-authored-by: Open Pascal <open@pascal.app>
Move the first-person walkthrough into @pascal-app/viewer (BVHEcctrl +
GlbWalkthroughController) and round out the GLB-consuming viewer:
- Walkthrough: fallback ground only on level 0 (upper floors rely on baked
slabs), hidden spawn marker, auto pointer-lock on enter, single-Esc exit via
pointerlockchange, force perspective on enter / restore on exit.
- GlbScene: monochrome strips baked textures and recolours meshes by surface
role using the active theme's clay tints; spawn node hidden from render.
- glb-export: camera/label/spawn identity extras for the viewer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
The 7th and last of the legacy interaction flags. The node being placed/moved
now lives inside the interaction scope's `placing`/`moving` variant (carried
inline, since fresh-placement/duplicate drafts aren't in the scene yet), read via
`useMovingNode()` / `getMovingNode()` / `movingNodeOf(scope)`.
- scope.ts: `placing`/`moving` carry `node: AnyNode`; add `movingNodeOf`.
- use-interaction-scope.ts: `useMovingNode` (hook) + `getMovingNode` (imperative);
no useRef snapshot needed — the node is set once at `begin`, stable for the gesture.
- use-editor.tsx: drop the `movingNode` field + the `set({ movingNode })` writes.
`setMovingNode` still drives the scope and still sets `movingNodeOrigin` /
`placementDragMode`, so cross-store subscribers keep firing. Param + ~90 call
sites unchanged.
- migrate ~17 reader sites to `useMovingNode()` / `getMovingNode()`; drop
`movingNode` from lib/scene.ts; export `movingNodeOf`.
Every interaction flag is now derived from the single authoritative scope; only
`movingNodeOrigin` + `placementDragMode` intentionally remain as useEditor flags
(they outlive the scope / gate companion behavior).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A door/window only carries extras.openable + extras.clips when an open
animation actually bakes. Cased openings (no leaf) and fixed windows (no
operable sash) are no longer mislabelled openable, so the GLB never claims
a part opens when nothing moves. /viewer is unaffected (it already required
openable && clips). Adds a regression test for the no-clip case.
(Export barrels reordered by the formatter.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two fixes for the split-view FPS cliff when moving a wall or opening:
- wall/move-tool: publish the live preview to useLiveNodeOverrides instead of
writing useScene.updateNodes every frame. The store's `nodes` ref no longer
churns per frame (which had re-rendered every useScene(s => s.nodes) subscriber
app-wide). Matches the existing 2D wall drag + 3D wall-system override pattern;
the final plan still commits atomically as one undoable change.
- floorplan-registry-layer: replace the single global siblingEpoch with a
per-node epoch bumped only for the nodes affected by the live drag (dragged
wall -> walls at its old + new junctions + child openings; door/window -> host
wall; gutter -> roof-peer gutters), unioned with the previous frame's live set
so a cancelled drag reverts. Dragging one wall/opening now rebuilds a handful
of geometries instead of all the level's walls + openings.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
exportSceneToGlb now calls snapLevelsToTruePositions() (the same clean stacked
presentation thumbnail capture uses) before snapshotting the scene, so the GLB
always reflects the stacked building regardless of the live levelMode
(exploded/solo) or an unsettled level lerp. Fixes baked GLBs where a level was
captured at a stray offset (e.g. ~ -100k Y), which inflated the bounding box and
made the model unframable / invisible in third-party glTF viewers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate `curvingWall`, `curvingFence`, `movingWallEndpoint`, `movingFenceEndpoint`
(and their setters) off `useEditor` onto the authoritative interaction scope.
The `reshaping` scope variant gains an `endpoint` discriminator; existence
checks read `useIsCurveReshape()` / `useEndpointReshape()`, and the few sites
that need the node (affordance-tool mounts, wall-vs-fence type checks) read it
from `useReshapingNode()` — a frozen drag-start snapshot, mirroring the old
flags so the tools' own per-frame writes don't feed back. `MovingWallEndpoint`
/ `MovingFenceEndpoint` move to the kind-owned tools that consume them.
`editor-api` is simpler: endpoint engagement is kind-agnostic, and the
`engageMove` reshape clears are gone (the scope is single-owner).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate the two pure-mirror interaction flags off `useEditor` onto the
authoritative `useInteractionScope`. Both carried payloads byte-identical to
the scope union, so this is a zero-behaviour-change refactor: readers use the
reference-stable `useEditingHole()` / `useActiveHandleDrag()` hooks (or the
`getEditingHole()` imperative read), and producers drive the scope directly
with guarded `endIf` so clearing one interaction never stomps an unrelated
scope. Adds the `holeEditScope` builder + a no-leaked-flag invariant test.
Closes the first slice of the legacy-flag deletion; the rich-payload flags
(movingNode, curving*, *Endpoint, placementDragMode) remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extract the GLB build (prepare + GLTFExporter + WebGPUTextureUtils) out of
ExportManager into exportSceneToGlb so it can run outside the editor download
flow. Add a BakeExporter R3F component that fires the export once a host viewer
signals scene-ready and hands back the ArrayBuffer. Both exported for the
headless bake route (baked-glb-export phase 3, headless de-risk).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add `GlbScene` — the viewer that renders a baked GLB artifact with no
parametric scene graph, and finish the phase-1 export contract it consumes.
Viewer (packages/viewer):
- GlbScene: loads the artifact, drives a building → level → zone → node drill
hierarchy on useViewer.selection. Room/zone picking resolves from the floor
plane (ray ∩ floor + point-in-polygon), node picking uses a footprint test,
so walls/ceilings/zone-helpers never skew or block selection. Level modes
(stacked/exploded/solo), dollhouse (hide a focused floor's ceilings + roof so
rooms are visible and pickable), reconstructed zone floor fills + gradient
edge borders + room labels (faded, hover-brightened), baked door/window
open clips, click-outside / empty-space deselect, and the shared outline
post-FX. Exported as GlbScene/GlbLevel/GlbIdentity/GlbHover.
- post-processing: composite the zone-pass tint into the base scene so rooms
show whether or not SSGI is enabled (previously only added in the SSGI branch).
Export contract (packages/editor/src/lib/glb-export.ts):
- Convert WebGPU NodeMaterials to classic glTF-standard materials; decompress
KTX2 maps via WebGPUTextureUtils so GLTFExporter can embed them.
- Stamp name + extras identity (pascalId/kind/label/openable/clips), bake
door/window open clips (loop:false), strip editor overlays (off-layer +
invisible-material hitboxes) so cutouts aren't plugged.
- Fix opaque-but-flagged-transparent materials (no spurious alphaMode=BLEND)
and BackSide → FrontSide + winding flip (glTF has no back-face-only).
- Force levels + zones visible and stamp level display names + zone polygons so
every floor bakes and /viewer can reconstruct rooms and label the breadcrumb.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
* 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(duct): ceiling-snap drawing + connected-joint endpoint move
Duct draw tool's ceiling mode now hangs each path point just below the
ceiling actually covering it (per-room heights tracked), with a
translucent surface highlight and a plumb line to the floor so the
in-flight point reads clearly from any angle.
Dragging a duct corner that sits on a fitting now carries the fitting's
other ducts along (port-connectivity second hop), so the joint moves
together instead of tearing apart.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): detach + vertical modifiers for duct/pipe joint editing
Alt detaches a dragged duct/pipe endpoint or fitting from its connected
joint (no elbow re-aim, no connectivity follow); Ctrl/Cmd drives vertical
riser movement on the fitting move. Behavioral parity across 2D and 3D.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): full DWV pipe parity for joint editing
Bring pipe-segment endpoint drags and pipe-fitting moves to parity with
duct: free-drag endpoints, Alt-detach, Ctrl/Cmd-vertical riser, elbow
re-aim, and connectivity follow. Generalizes the shared elbow-reaim and
auto-fitting helpers to dispatch by run kind so 2D and 3D share one path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): wall-style arrow handles for duct fittings + segments
Add violet directional arrow affordances to duct-fitting selection (height,
move cross, rotate arc) mirroring the duct-segment rig: portaled into the
parent frame to stay out of the selection outline, rendered via the shared
HandleArrow, and carrying mated-run connectivity through the single-undo
dance. The move cross engages press-drag-release (placementDragMode) the same
way the floating drag does, so the markup hit-areas go inert and the fitting
move tool commits on pointer-up.
Also re-export the HandleArrow primitives from @pascal-app/editor and extend
the duct-segment side-move/floorplan affordances.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): click-to-latch cube handles for duct + fitting editing
Replace the hover-reveal / multi-handle selection rigs with a single
click-to-latch cube that opens a directional cluster, shared between
duct segments and fittings via a new selection-handles module
(HandleCube / MoveChevron / RotateArc, all sized to the roof pitch cube).
- Duct segment: per-vertex + run-center cubes reveal axis-locked move
chevrons (down arrow always shown), plus a roll arc at the run center.
- Duct fitting: center cube reveals six ±XYZ move arrows and three
per-axis rotation arcs (oriented in place), replacing the old
height/move/rotate trio with axis-cycling.
- Rotation (fitting arcs + duct roll) snaps to 45° steps; Shift = smooth.
- thin chevron profile + press-drag-release commit retained.
* fix(mep): orient duct roll arc consistently + drop Ctrl-vertical drag
Build a fully-determined basis for the duct roll gizmo so the curved
arrow always seats at the top-outer 45° corner regardless of run
direction, instead of an arbitrary apex from a single setFromUnitVectors.
The selection-rig ±Y arrows now own vertical movement, so the redundant
Ctrl-modifier riser drag is removed from the fitting move tool.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): run-aligned duct handles, swing snapping, elbow flatten
Align the duct run-center cube + horizontal arrows to the run axis
(matching the per-vertex handles) while keeping whole-run translate.
Endpoint side / up-down swing arrows now follow grid snap points and
port-snap onto nearby collars (Shift sweeps smoothly). Relax elbow
realign + fitting schemas to flatten to a straight 0° coupling. Surface
HVAC-specific hints in the select-mode helper panel for duct / fitting.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): per-segment linesets/liquid-lines with joint-follow editing
Linesets and liquid lines now commit one independent two-point node per
drawn segment instead of folding into a single mitered polyline, so each
line selects and deletes on its own. Endpoint caps fill shared-coordinate
joints so connected segments still read as continuous pipe.
Dragging a shared endpoint carries mated segments along via port
connectivity (Alt detaches), so a run still edits as one welded piece.
Liquid-line follow mode traces the whole connected lineset run, laying a
per-segment parallel line down its full assembled length.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(mep): vertical-offset auto-routing on duct center-cube ±Y drag
Lifting/lowering a connected run with the run-center cube now keeps each
connected end welded to its stationary partner instead of dragging the
whole network. Run-to-run ends get the classic S/Z offset (two elbows +
plumb riser, partner trimmed back one leg); elbow-connected ends form a
clean L — the existing elbow stays put and re-aims its collar vertical,
with one new top elbow + riser reconnecting to the lifted endpoint. The
offset is ghosted live and minted as a single undo step on release.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* Add roof accessory placement guides
Measure roof accessory placement against the active roof face using visible surface bounds and preview geometry footprints. Add dormer-local guides and special linear handling for ridge vents and gutters.
* Improve duct and placement routing
* Fix duct vertical movement routing
* Fix duct vertical offsets and roof accessory movement
* Add DWV movement parity and line endpoint controls
* Fix MEP handle review issues
* Fix chimney placement and duct offset cleanup
* Use snapped targets for roof accessory commits
* fix(nodes): repair MEP movement review issues
- auto-fitting: tee branch now follows the drawn lateral angle; update the
stale square-tee test + doc comment that contradicted the rewrite
- duct-segment: re-enable the vertical auto-offset rewind (the disabled stub
left mintedIds empty, so re-dragging a tagged duct stranded old elbows/risers
and stacked duplicates); remove the dead stub
- duct-segment: strip the stale auto-offset tag on manual corner/roll commits
so the horizontal-move path no longer trusts an out-of-date base
- chimney: resume history before mutating segment children arrays so a
cross-segment move reparents in one tracked transaction (undo stays consistent)
- dormer: align schema test with the new windowSill=false default
* fix: address mep movement review issues
* fix: address follow-up mep review comments
* fix: address additional mep review comments
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: pascal-open-bot <open@pascal.app>
Promote the client GLB export into the baked-artifact format from
plans/editor-baked-glb-export.md (phases 0 and 1).
- NodeMaterial -> classic MeshStandardMaterial conversion at export. The
viewer's MeshStandard/LambertNodeMaterial set isNodeMaterial, not
isMeshStandardMaterial, so GLTFExporter would otherwise drop every
surface to a blank default. KTX2 (compressed) maps are decompressed via
WebGPUTextureUtils so the exporter can embed them (PNG for now; KTX2
re-encode is deferred to the phase-3 bake worker).
- Identity stamping from sceneRegistry: node.name = pascalId and
extras = { pascalId, kind, label?, openable?, clips? }; all other
userData stripped so editor/runtime ephemera never reach glTF extras.
- Door/window open clips baked from the build-once + pose-at-t primitives
(door pascalSwingLeaf marker, window poseWindowMovingParts). Clips named
by label ("Door 1: open"), carry extras.loop = false (consumers play
once and hold; dumb glTF players still loop).
- Cutout fix: door/window selection hitboxes hide via material.visible,
which onlyVisible misses, so the hitbox box plugged the wall opening.
Non-renderable container meshes now keep their node but lose geometry;
childless ones are removed.
- Editor-overlay stripping mirrors the thumbnail capture: emit
thumbnail:before/after-capture so scene-layer affordances (handles,
ceiling/site brackets) self-hide, and drop anything off SCENE_LAYER
(gizmos, grid, zone fills).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Register a `resize` sound effect (three round-robin variations with
pitch/pan jitter and an 80ms gap) and emit it from the linear/radial
resize drag handler whenever the snapped+clamped value steps, so width /
length / depth / radius / height drags tick as the size changes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Selecting a textured wall/slab/item replaced its surface with a flat
purple wash. Root cause: the selection highlight clones the material and
tints it, but `NodeMaterial.clone()` on the WebGPU backend drops the
texture-map node assignments, so the clone rendered flat — and a strong
albedo blend + emissive washed whatever was left.
Fix: re-attach the maps from the source material after cloning (shared by
reference) and drop the albedo tint, keeping only a gentle indigo emissive
so the real material/texture stays readable with a soft "selected" glow.
Applied to both highlight paths:
- generic editor highlight (slabs/items) in selection-manager
- wall path (walls are excluded from the generic one), built lazily +
cached/self-healing so it survives the wall finish's async texture load
Removes the now-dead eager wall `highlightedVisible`/`selection` profile.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Duplicating an item drops to the catalog placement flow, which rebuilds the
draft from the asset + transform and never carried node.slots — so the copy
lost every painted slot override. Thread slots through the draft create path:
useDraftNode.create seeds it onto the draft and commit() forwards it to the
final node, the placement coordinator passes it to its lazy wall/ceiling
draft creates, and the item move tool supplies node.slots for both the floor
(direct create) and wall/ceiling (coordinator) duplicate paths.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Registers a paintApply SFX (with rate/volume jitter + a 60ms gap so rapid
multi-face painting doesn't machine-gun), wires the sfx:paint-apply bus
event, and emits it from the material-paint click chokepoint in the
selection manager (fires on apply, not hover/preview). Adds the audio
asset to the editor app's public resources.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Layout is now: fixed eraser/reset + category tabs (no longer sticky-inside-
scroll), a single scrolling catalog grid, and an always-visible scene-material
footer. The custom-material "+" moved out of the colors-only grid cell onto the
scene-material section header, so a custom material can be added from any
category (creates a blank scene material, selects it as the brush, opens its
inline editor).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- MaterialPaintPanel owns its scroll: the eraser/reset row stays pinned and
the category tabs stick to the top, so only the material list scrolls.
- Selected catalog swatch + active scene-material card use the same
`ring-1 ring-primary ring-inset` outline as item/preset tiles.
- Choosing a material category auto-selects its first material.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Custom-create now pre-creates a scene material and opens its inline editor
in the build pane (no separate right-side PaintPanel, which is removed);
the brush + "Paint with" use a scene: ref so painting stores the ref and
edits propagate everywhere. Slot preview (shared + item) resolves scene
refs so hover shows the real material.
Material properties editor uses the shared SliderControl for roughness/
metalness/opacity; row action buttons use Tooltip instead of title; the
color input renders as a clean filled swatch.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retire the inline material fields on every slot-model kind, moving them
onto the unified node.slots model on load so painting, edit-propagation,
and the picker behave uniformly.
Walls: slots {interior,exterior}; slot-first viewer resolution threading
sceneMaterials (content folded into the wall material hash); WallRenderer
subscribes to the scene-material palette so a scene-material edit
re-renders live; wallPaint rebuilt on createSlotPaintCapability.
Load migration generalizes legacy -> slots across slab/ceiling (surface),
fence (posts/infill/base/rail), column (shaft/base/capital/frame), shelf
(shelves/frame/back), and stair (per-role tread/side/railing). Library/
scene refs pass through; inline customs mint a deduped scene material;
legacy fields cleared. No visual change (renderers already fell back to
the legacy fields). Roof/chimney/dormer/vents intentionally stay on their
role system.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The compass needle rotation was `-floorplanUserRotationDeg`, but the
2D-floorplan SVG and 3D camera projections both place true north at
`+floorplanUserRotationDeg` (= cameraAzimuth − 90°). The negated sign
made the needle rotate opposite to north as the camera orbits, so it
appeared to track the camera instead of pointing north.
The formula was written for the 2D floorplan and reused verbatim when
the compass was portaled into the 3D viewer; both instances had the
flipped sign. "Align to north" is unaffected (userRotation 0 → up).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment
component exported from @pascal-app/viewer, mounted as an opt-in <Viewer>
child (still not baked into the Viewer component). One source of truth the
editor and the community public viewer both inject; embed/thumbnail
surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inject an EditorEnvironment wrapper (drei prefiltered sunset HDRI at
environmentIntensity 0.6) as a child of the editor Viewer, not baked into
the Viewer component, so read-only/embed viewers stay lightweight. This
gives PBR metals their reflections and lifts lighting on vertical walls
that flat directional + hemisphere lights cannot.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot):
- Per-part painting: door = panel/frame/glass/hardware, window = frame/glass,
each independently paintable. The recessed door/window body sits behind the
wall, so the proud invisible cutout wins the scene raycast over the wall and
the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick
the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the
cursor via a re-eval (idempotent, no flicker).
- Door frame is its own slot (separate frameMaterial); hardware = new flat
'metal-chrome'.
- Library defaults (generic): panel/frame -> library:preset-softwhite, glass ->
library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons
the WebGPU MRT pass; it's the only glass we use).
- Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal
metalness 1 -> 0.6 so metals are lit by existing lights (no env needed).
- World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts,
so finishes tile at real-world scale instead of stretching.
- PaintResolveArgs gains an optional for subtree re-raycasting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lets a host mount the editor's real editing experience on a bare <Viewer>
without the full <Editor> shell.
editor: export Grid, NodeArrowHandles, MoveTool, ToolManager — the selection
handles, the kind-owned mover, the build-tool host, and the drafting grid that
feeds tools their grid:* pointer events. See the doc comment in index.tsx for
how they cooperate with host camera controls and selection.
viewer: two opt-in, non-persisted presentation flags (both default off, so the
editor and every other consumer are unchanged):
- transparentBackground / <Viewer transparent>: emit premultiplied RGBA masked
by geometry + outline alpha (outputColorTransform off on that path) so the
scene can float on any page background. ACES tone-mapping makes a true-white
opaque background impossible, hence transparency.
- inkOpacity: override the per-mode ink-edge opacity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The editor's /icons assets were ~10MB of oversized PNGs (a single
toolbar icon up to 1.4MB). Convert every non-PWA icon to WebP (quality
92) and repoint all /icons/*.png references to .webp across
packages/editor, packages/nodes, and apps/editor. PWA/platform icons
(apple-touch-icon, icon-192, icon-512) stay PNG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Snapshot/preset capture is for framing a thumbnail, not editing, so it
should only move the camera:
- gate the selection manager, transform handles, floating menus, and the
tool manager (which renders the site boundary flags) behind
isCaptureMode, so clicking the scene no longer selects items or shows
editing controls
- hide zone meshes and the HTML zone tags while capturing
- force 3D on entry (the 2D/split floorplan panes render nothing useful
for a thumbnail) and restore the prior view mode on exit
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- post-processing: hoverHighlightMode was a dependency of the pipeline-build
effect, so every hover rebuilt the entire pipeline. The hover style is already
pushed to uniforms in a separate effect, so the rebuild was pure waste —
removed it from the deps (and the build log).
- selection-manager: temporary [paint-debug] logs for window/door hover to trace
why their paint dispatch drops (to be removed once diagnosed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows and doors build all visuals in their viewer systems from module-global
materials, so this threads per-node slot materials + userData.slotId tags
through those builders without restructuring them:
- window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) +
'glass'; the opening reveal keeps its own material.
- Each system captures per-frame viewer state, then updateWindow/DoorMesh points
the builder-facing base/glass materials at the node's resolved slot override
(recomputed per node, so the next node resets without a restore). Meshes are
auto-tagged in the shared addBox/addShape helpers by which material they got.
- Textures-off still collapses to the role material (escape hatch); a slot
override only applies in colored mode.
- Editing a referenced scene material re-dirties the window/door (these systems
aren't covered by GeometrySystem's scene-material re-dirty).
- New paint capabilities (resolve role from userData.slotId, preview by
userData.slotId) + capabilities.slots; window/door dropped from the paint
disabled list. Shared previewSlotByUserData helper.
Defaults unchanged: unpainted windows/doors render exactly as before (the slot
fallback is the existing frame/glass material), so no visual regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings slab, ceiling, and wall onto the unified slot contract the shelf
established, so each declares its paintable slots with a declarative default and
(slab/ceiling) is painted through the registry capabilities.paint dispatch.
- Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based
PaintCapability factory (commit/resolve/effective generic; preview injected).
Distinct from surface-paint.ts, which writes the legacy inline node.material.
- slab: schema slots; def.geometry resolves node.slots.surface -> legacy
material -> declared default, tags the mesh userData.slotId; slabPaint +
capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path.
- ceiling: schema slots; material builders extracted to ceiling/materials.ts
(shared by renderer + paint preview, built BackSide so the hover preview is
visible from below); renderer resolves the slot; ceilingPaint + slots.
- wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an
unpainted face with its declared default instead of the themed wall role;
capabilities.slots (interior/exterior). wallPaint's inline interior/exterior
fields are unchanged (node.slots migration is a later step).
- selection-manager + material-paint: drop slab/ceiling from the legacy
single-surface arms (now registry-driven).
Behavior change (intended, matches the shelf precedent + the phase-5 plan):
colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot
default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The
textures-off (monochrome) role collapse is unchanged — the escape hatch.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): preserve grab offset when moving items (no teleport-to-cursor)
Grabbing a placed item to move it (move-cross handle or the Move
affordance) snapped the item's origin to the cursor instead of keeping
the offset between the grab point and the origin.
- Floor (regression): the grab-offset rewrite patched event.localPosition,
but floorStrategy.move reads event.position (the world cursor) for its
world-grid snap on the default non-Shift path -- a read added after the
offset fix landed. Now also correct event.position, derived from the
corrected building-local point via buildingLocalToWorld.
- Wall / ceiling / item-surface / shelf: the shared surface strategies
snapped the origin straight to the cursor with no grab offset. Added
per-surface grab anchors (start + (raw - anchor)) seeded on the first
move per host and reset on leave/detach; host-resting items start in
their surface, and the level-reparent effect skips intentionally-hosted
drafts so the dragged mesh stays on its host.
Rename preserveFloorDragOffset -> preserveDragOffset (it now governs all
surfaces). 2D move paths already preserved the grab offset, so no sibling
change is needed -- this brings 3D into parity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* refactor(editor): tidy grab-offset floor/wall paths (quality pass)
Behaviour-preserving readability pass before shipping:
- Extract the floor grab-offset IIFE into a named `applyFloorGrabOffset`
helper (parity with `resolveHostSurfaceWorld`); drop redundant tuple
casts via the return annotation and tighten the comment.
- Wall move: always set `position` (raw hit when the wall mesh is absent)
instead of a conditional object spread.
A reviewed dedup of the three per-surface anchors was deliberately NOT
taken — the wall (X/Y) / ceiling (X/Z) / host-surface frames are
heterogeneous enough that unifying them adds more indirection than it
removes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- core: fix layer violation in level-height.ts — extract sceneRegistry
import, replace with optional WallBaseYResolver callback so core stays
pure (no Three.js mesh state); viewer callers pass resolver, headless
callers (MCP/tests) get deterministic node-data-only result
- core: generalise port-connectivity service from duct-only to all
distribution families — match partners by distributionRole ('run' →
endpoint stretch, 'fitting' → rigid follow) instead of hard-coded
duct-segment/duct-fitting type names; add system-compat guard so
cross-system ports (e.g. supply duct vs waste pipe) don't fuse
- editor: fix port-snap rotation bug in move tool — pass preview node
at live rotation into resolvePortSnap so own-port positions reflect
any mid-drag R/T rotation before computing the snap delta
- editor: wire pipe-trap into UI — add to StructureTool union,
MepToolKind, MEP_ITEMS Build-tab tile, and structure-tools action menu
- test: add port-connectivity-pipe.test.ts — 2 tests covering
pipe-fitting → pipe-segment endpoint drag and cross-system isolation
- test: fix stale pipe-auto-fitting.test.ts wye expectation — author
deliberately chose square sanitary-tee for DWV side-taps (documented
in PR description and PipeFittingNode schema); update the one test
that still expected wye to match the implemented behaviour
- nit: fix optional-chain biome warning in validate-dwv.ts
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>
The textures axis had no UI control. Add Colored (textures on — show item
materials, textures, vertex colours) / Monochrome (textures off — flat clay
by surface role) options to the Render dropdown, wired to useViewer.textures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#407 ("Always-visible placement ghosts + true-nearest 2D opening snap")
restructured the door/window placement tools: it split the old
create-in-resolve into a pure resolveWallPlacement() + side-effecting
applyWallTarget(), added an off-host floating ghost (fallbackPose / showGhostAt),
unified wall hover into onWallHover, and extracted commit{Door,Window}AtWall.
Conflict resolution (door/tool.tsx, window/tool.tsx):
- Re-homed the single publishOpeningGuidesForWallEvent() call into applyWallTarget
(after the draft update + updateCursor), using that scope (wall,
getSlabElevationForWall(wall)); door includeVertical:false, window true.
- Routed clearOpeningGuides3D() through showGhostAt so every off-host fallback
path clears; kept clears in hideCursor, commit helpers, onRoofHover, teardown.
- Made the window sill snap (resolvePlacementY) event-free and call it from the
pure resolveWallPlacement, so hover + click both get sill/centre/top snapping;
Shift bypasses, the moving draft is excluded via ignoreId.
- Dropped the branch's inline onWallClick in favour of #407's onWallClick +
commitWindowAtWall (no behavior lost).
- Reconstructed both files' import blocks, which the auto-merge had truncated to
stubs (only tsc caught it).
All other conflicts auto-merged (registry types, floorplan-registry-layer,
both move-tools). Verified: typecheck 9/9, biome clean, nodes 169 + core 594
tests pass, editor `bun run build` 7/7. Merge resolution reviewed by Codex
(adversarial): no semantic regressions; all #407 behavior preserved.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reuse one THREE.Line + preallocated position buffer per guide slot, mutating
endpoints in place each drag tick instead of rebuilding the geometry, line, and
two Vector3s and re-uploading the GPU buffer every frame. Key guides by a stable
semantic id (sill / head / gap:side / vertical / spacing:i) so a slot that
persists keeps its React element and drei <Html> pill mounted as the guide set
churns, rather than remounting under shifting index keys.
Also: make useOpeningGuides.clear() a no-op when already empty so the common
no-guide hover frame doesn't push a fresh [] and re-render to the same nothing;
dispose the move-tool cursor EdgesGeometry on unmount; and memoize the
placement-tool cursor EdgesGeometry (static fallback dims) so it isn't
reallocated and orphaned on every render during placement.
Reviewed by Codex (peer + adversarial): no correctness, hook-order, or GPU-leak
regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>