#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>
* feat(editor): always-visible translucent placement ghost for openings + roof accessories
When a host-surface placement tool is armed, the node's real geometry now
follows the cursor everywhere as a translucent ghost: tinted invalid (red)
and unconfirmable off-host, snapping onto its host surface (wall/roof) with
the existing valid/invalid affordances when near. This replaces the old red
wireframe box (door/window) and red DragBoundingBox (roof accessories), so
the armed tool is visible before the cursor reaches a placeable surface.
- New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts):
clones materials, disables raycast (avoids cursor-ray starvation),
tints invalid; cleanup disposes only the clones.
- New door/window preview components built from the real geometry via new
`buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float
the ghost via a `fallbackPose` that is mutually exclusive with the on-host
draft + wireframe outline.
- `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory
tools pass their real preview (invalid-tinted) instead of a box `size`.
Snapping behavior is unchanged (no proximity snap yet).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(editor): magnetic proximity wall-snap for door/window placement
The door/window ghost now follows the cursor over the floor like a moving
item and magnetically snaps onto the nearest wall within range (1.5 m), then
releases back to free-follow when the cursor moves away — instead of only
attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it
snaps onto a new spot, so it reads as moving a physical object that can only
land on walls.
- Plan-space proximity via the existing `findClosestWallInPlan` (the same
helper the 2D floor-plan move uses): level-scoped, skips curved walls,
returns wall + along-wall localX + side + wall-local rotation.
- `grid:move` drives the snap and `grid:click` commits when proximity-snapped;
a direct wall-mesh hover (wall:enter/move) still owns the precise face side.
Both paths share `applyWallTarget` (create the draft once, reparent only on
an actual wall change) and a shared commit that refreshes alignment anchors.
- Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate
(R3F + the grid raycast share the source DOM event) plus a `cameraDragging`
guard and stale-`hostKind` reset, so a missed wall:leave during a camera
orbit can't strand the draft.
- Window keeps its sill height on the floor path (the floor cursor carries no
wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move.
- Shift bypasses the along-wall grid/alignment snap but still attaches to the
nearest wall, matching the 3D-hover and 2D-move conventions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(editor): door/window preset placement follows the cursor over open floor
The community preset/catalog flow places doors and windows through the
isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow:
the fresh clone was parented to the level at the origin and only became
visible once the cursor reached a wall, so over empty floor nothing tracked
the cursor. Now the move tools mirror the def.tool placement behaviour:
- Off-wall, the real node rides the cursor like an item (reparented to the
level, positioned at the building-local cursor) so it's obvious what's
being placed before it attaches.
- Within range of a wall it magnetically snaps on via findClosestWallInPlan
(the same plan-space helper the 2D move uses), releasing back to free-follow
when the cursor moves away, and plays the grid-snap sound on each new snap.
- grid:click commits only when snapped (open floor is a no-op — a door/window
needs a wall); the wall/roof mesh-hover paths are unchanged and still own
their own click. A per-pointermove timeStamp gate + cameraDragging guard
keep the floor handler from fighting a wall/roof hover.
- Windows default to a ~0.9m sill while off-wall (fresh preset clones carry
position [0,0,0], which buried half the window below the floor).
The wall/roof commit body is extracted into a shared commitToWall so the
mesh-click and proximity-click paths stay identical. Existing-node moves are
fully restored on cancel/unmount (the node stays isTransient through
free-follow). Standalone-editor def.tool placement already had this in a
prior commit; this brings the community move path to parity.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(editor): 2D floorplan ghost follows the cursor for door/window placement
Mirrors the 3D free-follow in the top-down floor plan: while placing a door
or window, a loose footprint rectangle now follows the cursor over open floor
so it's obvious what's being placed before it snaps to a wall. The instant the
cursor nears a wall, the existing synthesized wall:enter/move path takes over
and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost.
- The opening-placement pointer-move handler in floorplan-panel sets a new
`openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and
clears it on a wall hit; a loose width × 0.1m rectangle renders at that point
inside the floor-plan scene group (same world→SVG transform as every glyph).
- Width comes from the moving node or the kind default (door 0.9 / window 1.5).
- The ghost clears when opening placement ends (tool/mode change, cancel,
commit) and on level change, so no stale rectangle lingers.
Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's
no host to orient the swing to. The shared door/window def.floorplan builders
are untouched — overloading them with a wall-less fallback would make
roof-hosted doors (parent is a roof segment, builder returns null today) draw
stray rectangles in plan. Keeping the preview in the editor layer avoids that.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover
Three placement fixes plus a snapping revision, for both the standalone
def.tool path and the community isNew move path (door + window):
- 2D faithful ghost: the off-wall placement ghost now renders the real
blueprint symbol (door swing arc / window panes) following the cursor, not a
bare rectangle. Done by publishing a transient opening on a synthetic wall to
usePlacementPreview (extended with a `parentNode` fed as the builder's
ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit,
on commit, on placement-inactive, and on level change.
- 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms
for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide
updated the 3D mesh but left the 2D symbol frozen. It now merges the
wall-local live position/rotation onto the node (keeping parentId) so the 2D
symbol slides with the cursor.
- R-flip during placement: pressing R now flips a door/window's facing
(front ↔ back, rotation += π) before commit — the placement tools own R while
placing (the global selection-based R/T handler stands down via
isPlacingOpening so it can't double-fire). No-op on roof faces (front-only).
- 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the
opening free-follows the cursor over open floor and snaps only when the cursor
ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its
0.5 m findClosestWallPoint padding since plan walls are thin.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement
Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths
running at once: the floorplan-panel synthesized wall:*/grid:* events (driving
the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget.
They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while
3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner
(faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo
commit), so it now owns 2D opening placement when movingNode is set:
- floorplan-panel: the opening pointer-move branch + the registry grid catch-all
+ the background-click catch-all all now exclude the door/window MOVE case
(`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they
still drive pure raw-build placement, which has no movingNode). Without the
catch-all exclusions the move case fell through to grid:move/grid:click, which
re-drove the 3D tool's free-follow and consumed the commit click.
- R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`;
door/window floorplan-move implement it (XOR the wall-derived side + π rotation,
re-running the last apply). The overlay's keydown calls `session.flipSide()` on
R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the
active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double
flip / double cue on one R press).
- Commit in 2D now flows solely through the overlay's pointerup (no competing
synthesized wall:click), so click-to-place commits.
The global use-keyboard R/T already stands down during opening placement
(isPlacingOpening), so a selected node can't also flip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall
Moving an existing door/window in the 2D floor plan: the move target's `apply`
early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on
its old wall instead of following the cursor between walls (3D free-follows),
and an off-wall confirm click committed the stale last-wall position — looking
like the placement failed.
Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move:
- Off-wall, `apply` free-follows the cursor — hides the real node and floats the
faithful door/window symbol at the cursor via a synthetic wall published to
`usePlacementPreview` (the same preview layer fresh placement uses). The real
node is `visible:false` so the registry layer skips it (no double symbol).
- Back on a wall, it clears the ghost, reveals the real node, and snaps as before.
- `canCommit` returns false while off-wall, so an open-floor click reverts to the
pre-move snapshot (door returns to its wall) instead of committing in mid-air —
matching the 3D move, where clicking open floor commits nothing. On a wall the
commit lands normally.
The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s
`visible:true` restore both guarantee the node is never left hidden after a move.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius
The 2D door/window snap felt too aggressive and could grab a wall further away
than the one the cursor was actually nearest. Root cause in
`findClosestWallInPlan`: it compared a candidate's true segment distance against
the previous best's `perpDistance` (signed offset to the wall's infinite line,
not the clamped segment distance). Near a wall end those diverge, so a closer
wall could be rejected / a farther one kept.
- Track the best segment distance and keep the strict minimum — the wall chosen
is now always the single closest segment to the cursor (true nearest), which
resolves correctly when many walls sit close together.
- Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old
radius snapped from far away. The opening now free-follows the cursor until
it's genuinely near a wall.
Only the 2D move/placement targets use this helper (3D snaps on raycast hover);
wall-attached items share the same improved nearest-wall behaviour.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(editor): true-nearest 2D opening snap with dev hit-area overlay
Round 7 of the placement-ghosts work. Make the 2D door/window wall snap
always pick the wall nearest the cursor, fix fresh-placement snapping/slide
in 2D, and add a dev-only overlay that visualises each wall's snap region.
- Extract the plan-space nearest-wall-segment math to core
(`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment /
nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan`
delegates to it, so the snap and the debug overlay share one source of
truth. WallHit contract unchanged.
- door/window 2D move now resolves the host level via the shared
`getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement
parented straight to the level — the last case previously resolved to the
building, so a new opening never snapped in 2D).
- Cursor resolver switched to absolute mode: query the snap with the true
cursor, not the original-wall position + grab delta, so it picks the
cursor-nearest wall (matching the 3D move) instead of a far wall across a
thin gap.
- 2D move clears any stale `useLiveTransforms` entry for the node each apply:
the registry layer renders door/window from the live transform in
preference to the scene node, so a leftover entry from the 3D tool froze
the 2D slide for fresh / re-armed openings.
- Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor
at y=0), matching the 3D MoveWindowTool.
- New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws
each wall's snap hit area as an analytic capsule (no grid sampling), gated
on a developer-menu toggle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Extend the opening proximity guides to two more interactions:
- PLACEMENT: the door/window placement tools publish the same 3D guides
(sill/head, edge proximity, sill alignment, equal-spacing) while a NEW
opening is being dropped; window placement also snaps its sill to a
neighbour's sill/centre/top (Shift bypass) — so "two windows aligned" reads
during placement, not just move.
- RESIZE: a new `onDrag` hook on the linear-resize handle descriptor lets the
door/window width/height arrows publish live guides for the edge being
resized — proximity to neighbours as the width grows, and the live sill/head
as a window's height changes. The generic LinearArrow stays kind-agnostic;
only door/window declare the hook.
Refactor (Codex review follow-up): one `publishOpeningGuidesForWallEvent`
wrapper now backs all four wall-event publish sites (door/window move +
placement) over a shared `makeWallToWorld`; window placement's repeated
sill-snap is a single `resolvePlacementY` helper. Opening guides clear on
commit / leave / cancel / roof-hover / unmount (mirroring the alignment-guide
lifecycle) and on resize end.
Codex-reviewed — no blockers; lifecycle/leaks, coordinate frame, sill-snap
precedence, and resize disposal confirmed. Typecheck + biome + 23 core + 170
nodes tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the opening-guides service into the 3D door/window move tools and render the
wall-plane guides as the spatial twin of the 2D plan guides:
- sill / head height (floor → bottom edge, top edge → wall top) — windows only
- edge-to-edge proximity dimensions to the nearest neighbour each side
- a sill-alignment line + SNAP when a window shares a neighbour's sill / centre
/ top (competes with the 0.5m grid, Shift bypasses) — the chosen
"snap + guide" behaviour
- Figma-style equal-spacing "=" badges across a run of openings
Adds `useOpeningGuides` (editor store) + `OpeningGuides3DLayer` (raw THREE.Line
overlays + Html pills, mounted beside Alignment3DGuideLayer) and a thin
`opening-guides-runtime` helper (collect siblings / sill snap / publish / clear)
called from the door + window move-tools at their per-tick `applyPreview` hook;
guides clear on commit / cancel / leave / roof-hover / unmount.
Guides render in the move cursor's building-local frame (reuses `wallLocalToWorld`)
so they track the dragged opening exactly. Codex-reviewed (roof-hover stale-guide
clear, collapsed-dimension suppression). Placement-time guides reuse the same
helper and are the next step.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Route the door/window floor-plan placement dimensions through the new
opening-guides service:
- edge-to-edge clearance to the nearest neighbour (or wall end) on each
side, now with overlap suppression (previously nearest-only, ad-hoc).
- Figma-style equal-spacing — a "=" badge per gap on the wall centreline
whenever the moving opening is part of a run of 3+ (near-)equally-spaced
openings.
Adds the `equal-spacing-badge` FloorplanGeometry primitive, its 2D renderer
(distinct pink accent), and overlay registration. Shown while placing/moving.
Sill height + vertical alignment are 3D-only (a top-down plan has no vertical
axis) and land in the next phase.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Dual review pass (Claude multi-angle + Codex release-quality). One
correctness fix and the agreed do-now cleanups:
- fix: clone-scene-graph remaps roofSegmentId like wallId in both
clone paths — duplicated scenes/levels kept pointing roof-hosted
children at the original segments.
- extract the settled, stateless roof target/cursor math shared by the
four door/window tools into shared/roof-wall-opening-placement.ts
(resolveRoofWallOpeningTarget + getRoofWallOpeningCursorPose +
worldToSelectedBuildingLocal); tools keep the stateful lifecycle
(drafts, undo/temporal, commit field lists). −199 net lines.
- rename host-generic state: currentWallId→currentHostId,
markWallDirty→markHostDirty (they hold segment ids too); capability
cascadesViaHostSegment→dirtyHandledByOwnSystem (behavior-facing,
before the public API hardens).
- drop getRoofAccessoryKinds from core's public API — its only caller
was the standalone Build tab, which now enumerates the registry
inline with its app-specific filter.
- window move-tool uses the shared stripPlacementMetadataFlags; stale
"segment-local" comment fixed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Wall-mounted items join doors/windows on roof-segment wall faces, and
the storage model moves to FACE-LOCAL coordinates so hosted children
track segment edits live.
- Children store roofFace + position [u, v, z-from-mid-plane] with
rotation 0 in-frame — the exact wall-child conventions (the wall
volume's mid-plane lands on the nominal footprint). A shared
<RoofFaceHostFrame> derives segment pose + face frame from the
live-override-merged segment: children follow resize handle drags in
real time and never jump on commit. No re-anchor cascade needed —
position is authoritative, the frame is derived. migrateNodes
converts branch-era segment-local data.
- Items: roofWallStrategy + roof:* handlers in the placement
coordinator (surface 'roof-wall'), Shift free-place normalized with
walls, ItemSystem wall-side push extended to segment hosts, correct
2D plan glyphs via face→segment→roof pose composition. The roof
hit resolver + overlap guard moved to @pascal-app/editor (the
coordinator lives there; nodes already depends on editor).
- Cuts: subtractAccessoryCuts extracted and applied in BOTH the
merged-shell and per-segment CSG paths (full edit mode / painted
segments used to lose every hole), built from the CURRENT host
geometry and live-effective children so holes follow segment and
opening drags.
- Handle rig: the grandparent portal now maps the node's world pose
into the portal frame instead of composing parent+node registry
poses — correct for any nesting (the face-frame group broke the
old assumption), identical for walls.
- Host-field hygiene: useDraftNode.commit/adopt and the window panel
duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall
re-anchor clears and every revert restores them.
Codex-reviewed (design consultation, adversarial rounds on the
replaced cascade and on this refactor); frame conventions locked by
unit tests. Record: private-editor plans/editor-roof-wall-openings.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Openings now host on the walls a roof segment generates — the base
walls under the roof and the coplanar gable/shed/gambrel end faces, so
a window can sit in a gable pediment.
- core: roof-segment-walls.ts models the four vertical faces as 2D
frames (u along face, v height) with convex profile polygons that
mirror the wall volume getRoofSegmentBrushes builds; rect-in-profile
clamping and anchored resize limits via half-plane algebra.
- schemas: optional roofSegmentId on door/window; position is the
segment-local wall mid-plane center, rotation[1] the face yaw.
- cut: reuses capabilities.roofAccessory.buildCut; new cutScope: 'wall'
subtracts from the wall brush only. cascadesViaHostSegment keeps the
roof-merge loop from consuming door/window dirty marks (their own
systems cascade via parentId).
- tools: roof:* handlers in door/window tool + move-tool (the Build-tab
preset path), with roofSegmentId cleared/restored across every
roof<->wall re-anchor and revert; shared hit resolver normalizes
normals through world space (merged mesh vs painted segment frames).
- fix: RoofSystem no longer rebuilds per-segment CSG in accessory-reveal
mode — the uncut rebuild used to draw over the merged shell's fresh
opening until deselect.
- fix: the walkthrough collider world now prunes by renderer-effective
visibility; stale uncut segment CSG inside the hidden segments-wrapper
blocked the player at openings the merged shell had cut through.
Known gap: painted segments render per-segment CSG without accessory
cuts (pre-existing, also affects skylight/dormer). Twice Codex-reviewed;
details in private-editor plans/editor-roof-wall-openings.md.
Co-Authored-By: Claude Fable 5 <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
* Snapshot: ridge vent locks to segment ridge during placement, free sliders after
Placement tool clamps the cursor to the segment's ridge line for all roof
types (gable, hip, shed, gambrel, dutch, mansard; flat rejected). Renderer
re-derives Y from the live surface plus a small lift, and treats stored
position[1] / position[2] as user offsets so the inspector sliders move
the vent after placement.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(roof): contribute outer silhouette to alignment-guide candidates
Roof has no centred-box footprint (it's the union of its `roof-segment`
children) so the capability bridge needs the resolved AABB directly. We
build it from the children's corners in roof-local space, then transform
to world coords. Roofs only contribute as static candidates — the
move-roof tool drives them by origin, so the relocatable-box path never
applies.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(floorplan): upright text geometry that stays horizontal under scene rotation
Floor-plan text labels were rotating with the 90° default scene rotation,
making zone names read sideways. Add an `upright` flag to text geometry:
when set, the registry layer counter-rotates the label by sceneRotationDeg
around its anchor so it reads horizontally on screen. Zone labels opt in.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): redesign material-paint cursor badge and gate floor-plan paint mode
Paint cursor swaps the inline icon+label chip for a stacked badge — a
glowing accent stem pointing down to the hit point with the paint icon
above — so the cue reads as "pointer" rather than "tooltip". Switches
the accent to indigo. The 2D floor-plan now also shows the paint-icon
overlay and routes pointer interactions to the painter when in
material-paint mode.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): 90° rotate action on the floating building menu
Adds a Rotate button to the building action menu (and a generic `onRotate`
slot to NodeActionMenu). Each click rotates the building 90° CW around
its world-bbox center, mirroring the offset compensation
`MoveBuildingContent` uses during R/T-rotate drags — so the building
spins in place instead of orbiting its (often off-centre) origin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(column,shelf): show cursor sphere during placement preview
Matches the placement affordance other floor-placed tools already have
so users see the snap point as a discrete dot alongside the ghost mesh.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(ifc-converter): update next-env types path to .next/dev/types
Next.js moved generated route types under `.next/dev/types/` — regenerate
the reference so the type-check resolves them again.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(ridge-vent): track parent segment's live overrides for real-time follow
While dragging a roof-segment resize handle (width / depth / pitch /
wallHeight / rotation), the new dimensions stream through
useLiveNodeOverrides and only flush to the store on release — so the
ridge vent was snapping to the new ridge only after the drag ended.
Merge segment overrides into the renderer's segment view so the vent
rides the resize in real time.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): step building rotation in 15° increments
Cuts the floating building menu's rotate-step from 90° to 15° so each
click nudges the building rather than slamming it to the next cardinal.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): world-frame alignment guides and grid snap under building rotation
Brings the 2D floor-plan alignment + grid behaviour in line with 3D so
guides and snap follow the world XZ grid regardless of how the active
building is rotated.
Core: adds resolveAlignmentInBuildingWorld + snapWorldXZToBuildingLocal,
plus a shared BuildingPose type, so callers can resolve in world space
while staying in building-local coords downstream.
Editor: introduces packages/editor/src/lib/world-grid-snap.ts as the
single entry point for tools that need world-frame alignment / grid
snap (resolveAlignmentForActiveBuilding, getActiveBuildingPose,
snapWorldXZForActiveBuilding, snapBuildingLocalToWorldGrid). Honours
useLiveTransforms and resolves the active building via level.parentId
first so the helper stays in sync with the floor-plan panel.
Alignment store unification: applyFloorplanAlignment and the registry
move overlay now publish guides in world XZ — the same frame the 3D
tools already use — so the shared useAlignmentGuides store carries one
consistent coordinate system. The 2D layer renders world XZ via the
fixed world → SVG transform (a 90° rotation around the building's
world position; independent of building rotation), so guides come out
parallel to the world-axis-aligned floor-plan grid in every case.
Drafting + move sessions across walls, fences, slabs, ceilings,
columns, items, shelves, roofs, stairs, zones and elevators are
re-routed through the new helpers so cursor placement, grid snap,
draft endpoints, and move commits all land on the world XZ grid
even when the building has been rotated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* revert(editor): drop building drag-rotate and grid building-XZ chase
Two behaviours added recently were causing the world grid to slide
around during building edits. Reverts both, keeping the rest of the
world-frame alignment work intact.
- floating-building-action-menu / node-action-menu: roll the rotate
button back to a single click that increments rotation by 15°
around the bbox center (state at 3eb02fde). The drag-rotate from
b50c0d5a streamed live position updates per frame, which the
floor plan and grid both followed.
- grid: stop chasing the active building's world XZ each frame
(pre-c00a2469 behaviour). The grid stays anchored at world (0, 0)
so it doesn't visibly sweep when the building origin moves —
during a drag, an R/T rotation in the move tool, or a click
rotate that re-anchors the origin to the bbox-pivot. Y still
lerps to the active level's floor height.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): consistent building rotation pivot + 2D position sync
Several connected fixes to building rotate/move so the 3D mesh, the
2D floor plan, and alignment guides all stay visually consistent
across rotations and drags.
Rotation-invariant pivot
- New `getBuildingLocalBboxCenter` helper walks descendant mesh
geometry bounds in the building's LOCAL frame, returning a
centroid that doesn't depend on the building's current world
rotation. The previous approach derived the pivot from the world
AABB at the current rotation, which made the local pivot subtly
drift each time the building was rotated.
- Floating menu click-rotate and move-tool R/T rotation now seed
their pivot from this helper, so successive rotations stay
pinned at the same world point.
Move-tool stability
- R/T rotation always pivots around the current world bbox center,
even before the cursor has moved onto the grid (previously it
fell back to rotating around the origin in that case).
- Commit (`onGridClick`) now writes the mesh's actual on-screen
pose instead of recomputing it from the click event's grid
coords, removing a one-cell snap on release.
Alignment resolver
- Tie-break is now perp-first, primary-second. The previous order
was reliable when wall faces shared an exact axis-aligned coord
(pre-rotation), but post-rotation float deltas meant primary
never tied and the resolver could lock onto the far corner of a
candidate. Perp-first picks the visually closest point.
2D ↔ 3D sync
- The floor-plan SVG scene group now applies a live `translate(...)`
derived from `(committedBuildingPosition → live buildingPosition)`,
in addition to the existing live rotation. Building-local content
slides in lockstep with the 3D mesh during a drag.
- The alignment-guide layer projects from world XZ using the
COMMITTED building position, so guides stay locked to their world
coordinates while the building slides past them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Merge remote-tracking branch 'origin/main' into fix/fir-5-june
* feat(wall): alt-click commits a single wall instead of chaining
Holding Alt on the click that completes a segment now stops drafting
instead of starting a new segment from the just-placed endpoint. Same
behaviour wired in both the 3D wall tool and the 2D floor-plan
placement hook (which already passed `singleWall: event.altKey` —
the 2D handler was ignoring the flag).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* revert(editor): drop 15° rotate from floating building action menu
Removes the rotate button on the floating building menu and the
`getBuildingLocalBboxCenter` pivot helper that only existed to support
it. The selected-group rotate handle remains the way to rotate a
building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(ifc-converter): point next-env at .next/types instead of .next/dev/types
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): unify 3D move grip with floating-menu Move via tap-to-engage
The translate gizmo on the 3D bounding box now hands the node to the
registry move tool (same path as the floating action menu's Move
button) instead of running its own plane-drag. One move flow — green
bounding box, cursor follow, alignment guides, R/T rotation,
click-to-commit — drives both entry points.
Adds a `dragBounds` capability on the node registry so kinds whose
rendered mesh contains extras (per-level landing assemblies on an
elevator, etc.) can declare the box the user thinks of as "the thing
being dragged." Elevator and stair opt in; everything else still
auto-measures. `MoveRoofTool` now shows the green box for whole-stair
and whole-roof moves, and aligns roofs by their footprint corners
(previously only stairs did). Slab floor-plan moves clear
`autoFromWalls` on commit so space-detection doesn't snap the slab
back, via a new `extraCommitFields` hook on the polygon-centroid
move target.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): 2D alignment guides in building-local frame + world-grid wall snap
The 2D floor-plan alignment layer now mounts inside the rotated scene
<g> and reads from an editor-local `useAlignmentGuides` store —
guides are stored in building-local meters and follow the SVG
transform that already carries the rest of the floor-plan geometry.
Pill labels are counter-rotated by the scene rotation so they stay
upright under building rotation. The 3D pipeline keeps its own
world-frame store; the two surfaces no longer share frames.
Wall drafting picks up an optional `gridSnap` override so the 2D
floor-plan can snap drafts onto the world-XZ grid even when the
active building is rotated — without it, a rotated building's
drafted wall would chase the local grid and miss the visible lines.
`snapPointTo45Degrees` and `snapWallDraftPointDetailed` route through
the override when supplied; otherwise the prior local-axis grid snap
is unchanged. The floor-plan panel wires `snapBuildingLocalToWorldGrid`
through the placement hook and exports `WALL_GRID_STEP` to support it.
Also fixes the minor/major grid stroke palette swap so minor lines
render with the minor palette and majors with the major palette.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore(editor): drop dead onRotate slot, memoize dragBounds snapshot
Removes the unreachable `onRotate` prop, `RotateCw` import, and
rotate button from `NodeActionMenu` — its only caller was the
floating building menu's 15° rotate, which was removed in d65fd5fe.
Memoizes `MoveRegistryNodeTool`'s `dragBounds` lookup so it captures
the scene snapshot once per node instead of re-reading
`useScene.getState().nodes` on every render. Bounds depend only on
`node` (locked for the tool's lifetime) and start-time sibling state
(elevator shaft height from the level set), so a one-shot snapshot is
the right semantics — and it avoids implying a live subscription that
isn't there.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore: biome check --write (import order, formatting, unused import)
Auto-fixes from `bun check:fix`:
- import-order normalization in editor/nodes/core
- unused `snapToGrid` / `useLayoutEffect` imports dropped
- minor whitespace/wrapping tweaks
No behavioural change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* Add roof surface placement support for items
Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.
- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* fixed conflict
* editor: per-door-type floor-plan symbols
Render a distinct, static plan symbol for each door type in the
registry floor-plan builder (`packages/nodes/src/door/floorplan.ts`),
independent of the door's live open/close animation:
- single / hinged: fixed 90° swing with a dashed quarter-circle arc
- double / french: two mirrored half-width leaves + dashed arcs
- folding / bifold: static zigzag accordion (~80% span) on the wall face
- sliding: bypass — two overlapping panels on parallel tracks + arrow
- pocket: thin white leaf, ~60% closed, sliding into the solid wall
- barn: surface-mounted panel parked over the wall, dashed closed-ghost
+ slide arrow
The swing arc is dashed in screen-pixel units (the renderer uses
non-scaling-stroke). Symbols are oriented by hingesSide / swingDirection
/ slideDirection as appropriate.
Also includes pre-existing working-tree changes unrelated to the door
symbols: group move/rotate transform and box-select tweaks, and a
regenerated ifc-converter next-env.d.ts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* Fix recessed ceiling fixtures and draw safety
* feat(editor): magnetic wall-snap with per-kind beacon (2D + 3D)
Snap the wall draft / endpoint-move point onto existing wall geometry —
corners, midpoints, wall–wall intersections, and along-wall edges — and
show a beacon at the snap point whose glyph encodes what it caught
(square = corner, triangle = midpoint, ✕ = intersection, circle = edge).
- Pure snap geometry extracted to wall-snap-geometry.ts (unit-tested).
- Ephemeral useWallSnapIndicator store drives a 3D pillar+glyph beacon
and a 2D SVG glyph beacon, both indigo to match the alignment guides.
- Gated by a new persisted "Magnetic snap" toggle in the Display menu
(useEditor); honored by draw + commit + endpoint-move in both views.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* editor: garage and open-doorway floor-plan symbols
Extend the per-door-type plan symbols in the registry floor-plan
builder (packages/nodes/src/door/floorplan.ts):
- open doorway (openingKind === 'opening'): bare gap, no leaf/arc/panel
(mirrors the 3D system, which renders only the cutout for openings)
- garage sectional: closed leaf + side tracks into the garage + dashed
parked ghost at the inner end
- garage roll-up: closed leaf + coil barrel (capsule) with a coil hint
- garage tilt-up: closed leaf + dashed parked panel + dashed curved
up-and-over swing path
- gate the swing arc to actual swing doors (hinged/double/french) so
other types fall back to the plain footprint
Garage mechanisms sit on the interior (door-local -z) side to match the
3D garage builders, independent of swingDirection.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* arch: enforce layer boundaries — registry dispatch, store relocation, shared helper
Three architectural fixes to bring the branch into full compliance:
1. **ceiling-system kind check → CeilingCutCapability**
Replace `child.type === 'item'` branch in `ceiling-system` with registry
dispatch. Add `CeilingCutCapability` type to `packages/core` registry types,
implement `buildCeilingHole` on `itemDefinition`, and rewrite
`collectRecessedItemHoles` → `collectCeilingHoles` to dispatch through
`nodeRegistry` — viewer never again inspects a node's kind directly.
2. **useAlignmentGuides + useWallSnapIndicator → packages/editor**
These stores are editor-only UI (snap beacons, alignment guides). Move them
from `packages/core/src/store/` to `packages/editor/src/store/`, re-export
from `packages/editor`, and update all 34 consumer files across
`packages/editor` and `packages/nodes` to import from `@pascal-app/editor`.
3. **findLevelAncestorId extracted to core**
`item-light-system` had a private `resolveNodeLevelId` that duplicated
level-ancestor traversal logic. Extract it as `findLevelAncestorId` in
`packages/core` (spatial-grid-sync), export it, and replace the local copy.
All four packages typecheck cleanly (zero errors).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* chore: fix lint, untrack .claude/launch.json
Run bun check --write to clear 8 Biome errors (formatting + import order
+ one unused import). Untrack .claude/launch.json and add it plus
.claude/settings.local.json to .gitignore so local IDE/agent configs
stop landing in commits.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged.
- Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass.
- Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors.
- NaN-safe node mutations + non-finite shadow-light bounds guard.
- Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking.
* 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>
* 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(editor): ceiling-attached item placement from 2D floor plan
The 3D viewer drives ceiling-item placement via ceiling:enter/move/click
raycast events on the ceiling mesh. The floor plan has no such mesh, so
ceiling-attached items (lights, fans) never transitioned out of
surface: 'floor' — the draft sat at floor height while the 2D cursor
moved freely, reading as a 2D/3D sync bug.
Synthesise the same ceiling events from 2D plan points by hit-testing
ceiling polygons on the active level, and publish the building-local
cursor (not world-space) to useLiveTransforms so the floorplan registry
override renders the draft under the cursor regardless of building
position / rotation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): chevron arrows render on SCENE_LAYER so ink-edge shader outlines them
Node arrow handles and polygon-editor edge arrows were tagged for
EDITOR_LAYER, which hides them from the post-processing scenePass — the
ink-edge shader reads the depth/normal MRT from that pass, so the
chevrons rendered flat with no outlined edges. Drop the EDITOR_LAYER
tagging on both, matching the wall-height arrow which already stays on
SCENE_LAYER for the same reason.
Pair with depthWrite: true on the chevron materials so their silhouettes
enter the depth buffer; depthTest stays off to keep the chevron drawn
on top of underlying geometry. Without depthWrite, only the
normal-discontinuity branch of the ink shader can detect the chevron,
and the lines drop out when faces align with whatever sits behind them
in screen space.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): ceiling grid overlay no longer blocks selecting items under it
Two issues kept the ceiling grid overlay covering the room after the
user moved on from a ceiling-related action:
1. CeilingSystem treated any selected descendant of a ceiling as
"reveal the grid" — so after placing a ceiling light and the new
item became selected, the grid stayed on and its mesh intercepted
every subsequent 3D click, re-selecting the ceiling instead of the
items below. Restrict the reveal to directly-selected ceilings.
2. The ceiling top material used the opaque surface-role material, so
a top-down camera lost view of everything under the ceiling the
moment the overlay turned on. Swap the top material for the
transparent grid-pattern material (bottom stays opaque so the
in-room view still reads as a solid surface).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(core): curve- and thickness-aware wall/slab overlap detection
`wallOverlapsPolygon` and `getSlabElevationForWall` previously treated a
wall as an infinitely thin chord from start to end. Two failure modes
fell out of that:
1. Curved walls whose chord lies outside the slab but whose centerline
bows into the slab interior were missed entirely. The wall stayed at
Y=0 while the slab elevation moved, and `markNodesOverlappingSlab`
never re-dirtied it when the slab Y changed.
2. Perimeter walls of a room — whose centerline sits exactly on (or just
outside) the slab's polygon edge — also missed detection, because
pointInPolygon on the boundary is unreliable. Half the wall's body is
inside the slab; it should follow the slab elevation.
Switch `wallOverlapsPolygon` to a wall-shaped input (start/end + optional
curveOffset + thickness), sample the centerline for curved walls, and
add a ±halfThickness perpendicular test for straight walls. Threaded
through `getSlabElevationForWall`, the wall system, and the
`markNodesOverlappingSlab` pass. Legacy chord-only call shape preserved
for callers that don't yet have a wall in hand.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): show Move button for legacy-movable kinds in floating action menu
`isRegistryMovable` only sees kinds wired through `capabilities.movable`,
`floorplanMoveTarget`, or `affordanceTools.move`. The legacy tail of
`MoveTool` (tools/item/move-tool.tsx) still handles roof, roof-segment,
stair, stair-segment, building, and elevator, but the floating action
menu was hiding the Move button for them because the registry check
returned false. The mover worked once invoked — the entry point was
missing.
Add a `LEGACY_MOVABLE_KINDS` set alongside the registry check so those
kinds get the Move button until they migrate onto kind-owned
affordances; drop a kind from the set once it does.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(nodes): in-world registry handles for roof accessories + axis-stable surface basis
Adds the registry-driven chevron / tracker / rotate-gizmo handle set to
skylight, solar-panel, chimney, and roof-segment so every roof-mounted
kind has consistent in-world manipulation, and fixes the underlying
renderer + surface-basis bugs that made those handles land on the wrong
spot or behave inconsistently across mirrored slopes.
Handles
- `LinearResizeHandle` gains `shape: 'arrow' | 'tracker'`. `'tracker'`
renders a dashed vertical leader from the surface up to a draggable
cube, reusing the linear-resize drag pipeline. Roof-segment's
wall-height handle adopts it.
- Roof-segment: width chevrons split into two asymmetric handles
(each grows its own edge, opposite stays world-fixed via `apply`
recomputing `position`).
- Skylight: width × 2 (asymmetric), height × 2 (asymmetric), curb-height
tracker, rotate gizmo (corner, lifted off surface), and a diagonal
frame-thickness chevron at the -X+Z corner.
- Solar panel: same six handles operating on total array dimensions
(back-solving `panelWidth` / `panelHeight` from `columns` / `rows`),
plus a frame-depth chevron above the array.
- Chimney: registry handle set following the same idioms.
Skylight / solar-panel renderer
- Collapse the previously nested `position → surfaceQuat → rotation-y
→ rotation-x` groups into a single registered transform group whose
local `position` + composed `quaternion` carry the full pose in
segment frame. The registry handles read this Object3D's local
matrix (via `portal: 'grandparent'`), and a split tree exposed only
the bottom group's local pose so handles landed at the segment
origin on the roof floor.
Surface basis (solar-panel/geometry.ts)
- `surfaceQuatFromNormal` builds `right` by projecting world +X onto
the surface plane instead of `up × normal`. The cross-product version
flipped sign when the normal's Z component flipped (e.g. the two
slopes of a gable roof), so hosted children's local +X pointed in
opposite world directions across the ridge and asymmetric chevrons
anchored the wrong edge. Projecting +X keeps the basis stable across
mirror-image slopes.
Skylight move-tool ghost
- Switch from the raycast normal (`event.normal × normalMatrix`) to the
analytical normal (`getAnalyticalNormal`) on every pointer move, and
mirror the placement tool's transform stack: `position → yaw (roof +
segment) → surfaceQuat → skylight rotation → preview`. Re-engaging
Move from the floating action menu now shows the same correctly
oriented ghost the first-placement tool does.
* feat(nodes): split roof-segment depth chevron into asymmetric front/back arrows
Brings the depth handle in line with the width handles: one chevron on
each Z edge, each anchored to the opposite edge so dragging only moves
its own side. `apply` recomputes `position` along the segment's local
+Z arm (yaw-aware) so the anchored edge stays world-fixed.
Depth also feeds the slope-frame math via `getActiveRoofHeight`, so a
naïve depth change would also raise/lower the peak (constant pitch
across a larger run). We hold the peak fixed by back-solving a new
`pitch` for the new depth via `getPitchFromActiveRoofHeight`, clamped
to the schema's pitch range — the segment grows along the deck plane
without ramping up.
* feat(nodes): in-world handles for dormer + window-bottom clipping check
Dormer joins chimney / roof-segment with chevron handles on the
selected node. Five body handles (width L/R, depth, wall-height
tracker, rotate) plus four window-opening handles (width L/R,
height top/bottom) — the window handles re-emit windowOffsetX /
windowOffsetY in `apply` so the anchored edge stays put as the
dragged edge follows the pointer.
Handle visibility on roof accessories needed an editor-side assist:
the host segment's mesh registers inside RoofRenderer's
`<group segments-wrapper visible={false}>`, which hides anything
portaled into it. Chimney's `portal: 'grandparent'` escape trips a
WebGPU "Color target has no corresponding fragment stage output"
pipeline error on dormer (likely an MRT interaction with the
window-assembly's transparent glazing), so RoofEditSystem now flips
the wrapper visible whenever ANY accessory hosted on a segment of
this roof is selected — and resets each segment mesh to an empty
4-group placeholder on the transition so stale per-segment CSG from
a prior edit doesn't double-render on top of the merged shell.
Window clipping was using wall-top-above-slope as the exposure
threshold, but the window sits in the skirt well below the eave —
so a dormer whose eave barely cleared the host roof rendered a
fully-buried window. `getDormerExposedFaces` now gates on
window-bottom-above-slope; both the CSG cut decision and the
window-assembly render path feed off the same number. The
in-world window chevrons resolve the host segment via sceneApi and
flip to whichever face is currently exposed, so dragging the
dormer across the ridge moves the chevrons to the visible gable.
Also fixes the BoxGeometry vs ExtrudeGeometry mismatch in
`buildDormerFallbackGeometry` — body was indexed, roof was not, so
`mergeGeometries` rejected the pair and spammed the console on every
height-drag frame. Body is now `.toNonIndexed()` before the merge.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(viewer): glazing role uses FrontSide to avoid MRT back-face pipeline error
DoubleSide on a NodeMaterial inside the MRT scene pass makes WebGPU
compile a back-face shader variant that doesn't declare outputs for
every MRT target — the validator rejects it and poisons the render
context with "Color target has no corresponding fragment stage output".
The warning was already documented on `glassMaterial` (materials.ts:77),
but `createSurfaceRoleMaterial` was still forcing DoubleSide for the
glazing role.
Manifested on scene open as soon as a dormer was present: the dormer's
window-assembly mounts the glazing material on both gable faces on the
first frame, so the back-face pipeline gets compiled immediately.
Glazing now resolves to FrontSide; the dormer's back gable group flips
180° so its FrontSide normals point outward (the sill no longer needs
its per-face Z mirror since the group rotation handles it).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(nodes): in-world handles for box-vent + ridge-vent; freeze non-active arrows during drag
Adds 5 chevron handles to box-vent (width L/R, depth, height, rotate)
and ridge-vent (length L/R, width, height, rotate). Box-vent's renderer
now composes slope tilt + yaw onto the registered ref's quaternion
(mirrors solar-panel) so handle placements use vent-mesh-local coords
directly; ridge-vent's registered ref was already at the vent frame.
Ridge-vent renderer now merges `useLiveNodeOverrides` so the mesh
updates in-flight during a handle drag instead of freezing until commit.
Box-vent / dormer / chimney already did this; ridge-vent was the only
roof accessory not subscribed.
`NodeArrowHandles` now tracks the active drag descriptor + a pre-drag
store snapshot. Non-active arrows render against the snapshot with a
node-local freeze offset that cancels the mesh's `position` drift —
asymmetric resize (width / length L+R) recomputes position to anchor
the opposite edge, and without the freeze every other chevron would
slide along with the moving mesh center. The active arrow's freeze
offset is null, so it tracks the cursor as before. Rotation drags
collapse the offset to zero (position doesn't change), so non-active
chevrons naturally rotate with the mesh.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(nodes): gutter accessory — eave-mounted rain channel with three profiles
New `gutter` node kind hosted on a roof-segment. Placement tool snaps
to the eave line of the segment under the cursor (segment-local
`Z = +depth/2`, `Y = wallHeight`); the back wall of the gutter then
sits flush against the fascia and the trough hangs outward (+Z).
Three cross-section profiles share the same outer-outline-minus-cavity
extrude recipe and only differ in the outline curve:
- `k-style`: ogee fascia (S-curve) — default residential look
- `half-round`: semicircular trough — colonial / classical feel
- `box`: rectangular u-channel — commercial / industrial
Three in-world chevron handles via the registry:
- length L + R (asymmetric — drag one end, the other stays world-fixed)
- size (anchor='max', drops the trough downward as the cursor pulls)
Wiring touches every node-kind ledger: schema (core/schema/nodes/
gutter.ts), AnyNode union, schema barrel, material targets, roof-segment
hosted-accessory comment, event bus (`gutter:*`), nodes barrel +
registry, plus the per-kind file set under `packages/nodes/src/gutter/`
(geometry, schema re-export, parametrics, renderer, preview, tool,
definition, index).
V1 ships gutters only — downspouts deferred so the eave-snap +
cross-section pipeline can be eyeballed before stacking the
downspout-corner placement logic on top.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(gutter): roof-panel entry, eave-edge snap, open-top U-channel, move tool
UI surface area:
- Roof inspector "Elements" section now lists existing gutters + an
"Add Gutter" button. Adds `'gutter'` to the StructureTool union so
setTool('gutter') typechecks.
- Sidebar tree-node map gets a GutterTreeNode entry; selecting a
gutter in the outline focuses it just like other roof accessories.
- Floating action menu now shows a Move button on a selected gutter
via the new `affordanceTools.move`. MoveGutterTool ghost-follows
the cursor, eave-snaps on each frame, and commits to the new
segment + side on click. Mirrors the ridge-vent move flow.
Geometry fix:
- Three cross-sections were authored as a closed outline + inset
hole, which extrudes as a sealed box with a tunnel through it
(top sealed). Real gutters need an OPEN top. Each profile now
traces a single U-shape polygon around the channel material:
outer wall down -> bottom -> outer wall up -> front rim ->
inner wall down -> inner bottom -> inner wall up -> back rim.
The interior of the U is empty space, not a hole inside a
closed shape.
Placement fix:
- Snap now lands on the OUTER drip edge of the roof, not the wall
line. Segment-local Z = sign * (depth/2 + overhang - 4 cm tuck),
Y = wallHeight - overhang * tan(pitch) + 4 cm tuck. Sign of the
cursor's localZ picks the near eave; back eave uses rotation = pi
so the trough hangs outward in both directions. The 4 cm tuck
offsets keep the gutter visually attached to the fascia rather
than floating at the very tip of the overhang.
Hook order fix (regression from the previous commit):
- `NodeArrowHandlesForNode` had its new useState/useMemo hooks
AFTER the `if (!portalObject ...) return null` guard. The
registry-resolve useEffect flips portalObject from null to object
one frame later, so the guard passed on render N+1 and three new
hooks suddenly appeared in the hook list. Moved them above the
early return.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(viewer/nodes): drop DoubleSide NodeMaterial MRT landmines across slab, vents, gutter, window
DoubleSide on any NodeMaterial inside the MRT scenePass makes WebGPU
compile a back-face shader variant whose fragment outputs don't cover
every MRT target — the validator rejects the pipeline and poisons the
render context with "Color target has no corresponding fragment stage
output but writeMask is not zero", manifesting as
renderPipeline_NNN invalid on scene open. The pattern was already
documented at materials.ts:77 and fixed for glazing in 9400f1c5, but
several roof / floor renderers still requested DoubleSide on
`createSurfaceRoleMaterial` (which returns a `MeshLambertNodeMaterial`)
and on user-supplied materials (which may also be NodeMaterials):
- slab/geometry.ts — fired on every untextured floor; the live culprit
on scene reload after the gutter renderer was switched to FrontSide.
- gutter/renderer.tsx — the U-channel cross-section is traced as a
single closed polygon around the material, so ExtrudeGeometry already
produces outward-facing normals on every visible face; DoubleSide was
speculative.
- box-vent / ridge-vent renderers — DoubleSide was deliberate (to keep
back faces of thin extrudes visible from below); now a known visual
tradeoff. Build the geometry as a closed solid in `geometry.ts` if
the underside-view becomes noticeable; do not bring DoubleSide back.
- viewer/lib/materials.ts `DEFAULT_WINDOW_MATERIAL` — same fix on the
fallback window material.
Local `defaultMaterial` constants in box-vent / ridge-vent / gutter
also lose their `side: DoubleSide` for consistency (those are
`MeshStandardMaterial`, hit only when a preset ref fails to resolve,
but the same landmine pattern).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): Shift-snap rotate gizmos to 15° increments
Holding Shift while dragging a whole-node rotation arrow now snaps the
delta to π/12 (15°) steps. Scoped to `descriptor.shape === 'rotate'`
so curved-stair sweep handles keep their continuous feel.
* feat(nodes): stair railings track live segment-drag overrides
`StairRailings` was reading each child segment from zustand only, so
width/length/height drag handles (which publish to
`useLiveNodeOverrides` and only flush on release) left the railing
frozen at the pre-drag values until release. Subscribe to the override
map and merge each child's override onto its zustand snapshot so the
railing rebuilds every frame during the drag.
* chore(ifc-converter): next-env routes path moves under .next/dev/types
Auto-generated next-env.d.ts update from the local Next.js dev server —
the routes type now lives under `.next/dev/types/routes.d.ts` rather
than `.next/types/routes.d.ts`.
* fix(gutter): roofType-aware eave snap — 4-way on hip/flat, low side on shed
Gutter place + move tools were hard-coded to snap to ±Z eaves, working
for gable / gambrel / mansard / dutch but missing:
- Hip / flat: 4 eaves, not 2. Clicks on the side slopes (±X eaves)
collapsed back onto ±Z, so users couldn't place a gutter on a hip's
side eave at all.
- Shed: only one real eave (the low side at +Z). Clicking on the high
wall side used to snap to -Z, which is the rake / high end with no
fascia to hang from.
New shared `eave-snap.ts` module:
- `resolveEaveSnap(segment, localX, localZ)` returns
`{ eaveX, eaveY, eaveZ, rotation, side }`.
- Hip / flat picker uses `max(|lx|/halfW, |lz|/halfD)` — same
discriminator `analyticalSurfaceY` uses for hip — to pick which of
the four slopes the cursor is on, then signs +/-.
- ±X eaves rotate the gutter ±π/2 so its outward axis points away
from the building.
- Shed always returns +Z (the low side).
- Gable / gambrel / mansard / dutch unchanged (±Z).
Both tools collapsed their duplicated tuck constants + inlined
resolver — the "keep these in sync" comment became a landmine once
the resolver grew non-trivial.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(gutter): end caps + corner mitre + ghost-placed parity
- Ghost/move previews mirror the GutterRenderer transform chain
(roof → segment → snap) and use FrontSide. Removes drift between
the placement ghost and the gutter that lands on click.
- New endCapLeft / endCapRight booleans (default true) slice a
solid-outer plug into the extrusion at each enabled end. Inspector
exposes both toggles; caps subtract from node.length so the
user-set span is preserved.
- corner-mitre.ts detects sibling gutters meeting within 5 cm on the
same segment and returns per-end mitre angles. The end-face skew
holds back walls at the inner corner while front rims extend to
the outer eave intersection; cap on a mitred end is force-
suppressed so the L-junction stays open. Renderer pulls siblings
via useShallow.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(gutter): drag-snap corners, live eave Y, hangers
- Length L/R handles now snap to sibling gutter endpoints within 10 cm
and pull BOTH gutters' lengths to the axis intersection — the
geometric eave corner — so the 5 cm corner-mitre window fires
reliably. Sibling adjustment writes through sceneApi.update; the
drag pipeline's history pause batches it with the main commit into
one undo step.
- Renderer derives eave Y live from segment.wallHeight, overhang, and
pitch via the new shared computeEaveY() — instead of trusting
node.position[1] from placement time. Subscribes to the segment's
useLiveNodeOverrides entry too, so a wall-height drag on the
segment moves the gutter on every frame (not just at commit).
- Hangers: new hangerStyle (strap / none) + hangerSpacing fields.
buildHangers() lays thin 25mm × 3mm × rim-width box straps across
the rim at the configured spacing, inset by 5 cm from each end and
skipping any cap slabs. BoxGeometry is converted to non-indexed
before merge — ExtrudeGeometry isn't indexed, and mergeGeometries
rejects mixed-index sets. Inspector exposes both fields in a new
"Hangers" group.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(gutter): downspout outlet with real CSG-drilled hole
New schema fields: outletSide ('none' | 'left' | 'right'), outletInset,
outletDiameter. Default 'none' so existing gutters don't sprout
outlets on schema upgrade.
Geometry adds a solid cylindrical stub at bore + 3 mm wall radius
descending 6 cm from the trough floor, profile-aware Z midpoint
(k-style 0.4·size, half-round size, box size/2), X clamped between
the caps. After merging into the channel + caps + hangers, a
three-bvh-csg SUBTRACTION drills a bore-wide cylinder vertically
through the floor and stub — so the result is a real hole in the
trough floor with a hollow tube hanging through it. Drill overshoots
floor + stub by 1 cm each side to keep cut planes from coinciding
with mesh faces (csg-evaluator produces degenerate output on
coplanar cuts).
CSG only runs when outletSide ≠ 'none' — the existing merge path is
the fast path for capped-only gutters.
Inspector exposes the three fields under a new 'Outlet' group.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(downspout): new node + gutter inspector list section
DownspoutNode lives next to the other roof accessories. Scene-graph
parent is the same roof-segment the host gutter sits on; logical
attach is via `gutterId`. Schema: length (default 2.5 m), diameter
(default 0.07 m / 3″ — matches gutter outlet default), material.
Renderer mounts a CylinderGeometry under the same transform chain
the gutter uses (segment → gutter-mesh-local → outlet); pulls
`computeEaveY` from the live + drag-override segment so wallHeight /
overhang / pitch changes track on the same frame as the gutter.
`resolveGutterOutletPlacement` (gutter/outlet-lookup.ts) is the
shared helper both the downspout renderer and the inline Add path
use to compute (x, y, z, bore) in gutter-mesh-local space.
Two arrow handles on a selected downspout:
- length: tracker shape (dashed leader + draggable cube). Anchored
to the outlet, cube at the pipe bottom — readable even when the
cube ends up below ground.
- diameter: symmetric `z`-axis chevron sitting at a fixed −20 cm Y
below the outlet with 25 cm of outward clearance past the worst-
case k-style rim, so it stays inside the gutter's camera frame
instead of floating mid-pipe.
Inspector UX: new optional `trailingSection` slot on
ParametricDescriptor — a lazy-loaded React subsection rendered
between groups and the Actions section. Gutter's slot loads a
`downspouts-panel` that lists every attached downspout (button per
item, click → select), and an "Add Downspout" button below that
immediately creates a new one parented to the gutter's segment —
matches the roof inspector's gutter list pattern. Disabled with a
helper line when `outletSide === 'none'`. Multiple downspouts per
gutter are allowed.
`StructureTool` union picks up 'downspout' so the placement tool
remains addressable (used by the legacy roof-panel button before the
inspector list took over).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* chore: pending floorplan alignment-guide work-in-progress
Snapshot of in-flight alignment-guide files that have been sitting in
the working tree (not authored in this session). New service +
zustand store wire up the data; the floorplan layer + overlay are
the visible consumers. Committed as-is to clear the tree.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(core): gutter multi-outlet model + downspout routing options
Replace the gutter's single outletSide/outletInset/outletDiameter triple
with an `outlets` array of `{ id, offset, diameter }` so one run can host
several downspouts on independent drops instead of stacking on one. Each
downspout links to an outlet by `outletId`.
Add downspout routing/styling fields: `standoff` (gap proud of the wall),
`shape` (auto/round/rect), `strapStyle`/`strapSpacing`, and `terminal`
(splash/kickout/straight).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): in-world rotate & move gizmos with live-drag dimension pill
Add two new handle-descriptor capabilities to the core registry — a free
`translate` handle (ground-plane or wall-normal move cross) and
`rotationPlane` for arc-resize (yaw vs spin-flat-against-wall) — plus
`measureLabel`, which routes a resize handle's readout to a floating
dimension pill instead of its inline chip, and `overrideTarget`, a
cross-node redirect for handles that edit a sibling's value.
node-arrow-handles implements all four, merging the in-flight drag into
`useLiveNodeOverrides` so the mesh moves in real time and commits only on
release. Item gains in-world rotate + move gizmos (floor items: world-Y
rotate + floor-plane move; wall items: wall-normal spin + wall-face move).
Add the shared MeasurementPill (H · L · T) and formatMeasurement, wired
into the floating action menu (live wall/fence height drag) and the wall /
fence endpoint move tools. Side handles merge live overrides so every
affordance tracks the height mid-drag. Item duplicate now drag-to-places
(no auto-insert) and the placement coordinator rotates in 45° steps to
match the R-key step.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(gutter): multi-downspout outlets with CSG drops, routing & profiles
Build out the multi-outlet gutter against the new schema. Each outlet is
drilled through the trough floor via CSG (profile-geometry shares the
trough cross-section), and a downspout links to one outlet by id so
several no longer stack on a single drop. The downspouts panel manages the
outlet list; outlet-lookup resolves a downspout's mount from its gutter +
outlet.
Downspout gains real routing (routing.ts): offset elbows step the run back
from the eave overhang to the wall (standoff escape hatch), auto/round/rect
cross-section following the gutter profile, wall straps, and splash /
kickout / straight terminals, with inspector-editors for the new fields.
Length-snap now snaps only the dragged gutter to the geometric corner —
never moving its corner-mate — so dragging one gutter can't reset another
the user placed deliberately. Adds gutter floorplan (eave-line silhouette).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(floorplan): 2D footprints for roof nodes + rotate-handle angle wedge
Add floorplan builders for box-vent, chimney, dormer, ridge-vent, roof,
skylight, and solar-panel, and wire each into its definition, so roof-layer
nodes finally draw a 2D footprint. Roof draws the merged silhouette of its
child segments, and roof-segment now renders proper architectural roof
linework (ridge / hip / break + shed downslope arrow) per shape instead of
a bare rectangle.
Add a `pivot` to the floorplan rotate affordance so the layer can sweep a
live angle wedge + degree readout during a rotate drag — the 2D twin of the
3D rotate gizmo. Column / elevator / shelf / stair pass their pivot through.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): select ceiling only via its corner handles, not the grid body
Add `viaHandle` to NodeEvent and set it on ceiling corner-bracket clicks.
The selection manager now ignores non-handle ceiling clicks without
stopping propagation, so a top-down click on the revealed ceiling grid
falls through to the item hosted beneath it instead of re-selecting the
ceiling and swallowing the click. The corner brackets draw with depthTest
off at a high render order so they stay visible and clickable through
occluding geometry.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(editor): highlight wall openings on a selected wall
Add WallOpeningHighlights — an indigo accent frame + translucent pane
drawn around each door / window opening of the selected wall, so editable
children (including frameless openings with no visible geometry) are easy
to locate. The accent is deliberately distinct from the white selection
outline, and draws with depthTest off so it reads on top of the wall.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(solar-panel): derive surface frame live so panels re-seat on roof changes
Compute the panel's Y and tilt from the parent roof-segment's finished
(deck + shingle) surface every render via getRoofOuterSurfaceFrameAtPoint
— the same helper skylights use — instead of reading the stored
position[1]/surfaceNormal snapshot. Merging the segment's live overrides
means the panel re-seats and re-tilts continuously during a wall-height /
pitch drag rather than floating or burying until the value commits.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(first-person): coerce imported item geometry attrs to Float32 for collider merge
mergeGeometries requires every merged geometry to share the same typed-array
constructor per attribute. Imported item GLBs using KHR_mesh_quantization or
interleaved buffers broke the merge against Float32 wall/slab geometry, so
decode each attribute into a plain non-normalized Float32 BufferAttribute
before cloning into the collider world.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(editor): lower camera minimum zoom distance to 6m
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* chore(mcp): bump @pascal-app/mcp to 0.3.0 in lockfile
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* refactor(nodes): registry-own move dispatch + hoist shared roof helpers
Addresses the architecture-review findings on the gutter/downspout branch:
- Move dispatch: port the bespoke roof/roof-segment/stair/stair-segment
movers (MoveRoofTool) and the building mover (MoveBuildingContent) into
@pascal-app/nodes (shared/move-roof-tool.tsx, building/move-tool.tsx) and
declare them via `affordanceTools.move`. Delete both hardcoded dispatch
lists — `LEGACY_MOVABLE_KINDS` in floating-action-menu and the roof/stair/
building arms of MoveTool. `onMove` is now purely `isRegistryMovable`.
Editor internals the movers need are exported from @pascal-app/editor
(adds clearRoofDuplicateMetadata); sfxEmitter.emit -> triggerSFX. elevator
keeps its existing capabilities.movable path (its legacy arm is the lone
remaining one, now documented).
- Cross-kind imports: hoist resolveRoofSegmentHit (roof/segment-hit.ts) and
the roof-surface normal math (getSurfaceY/getAnalyticalNormal/
surfaceQuatFromNormal, formerly in solar-panel/geometry.ts) into
packages/nodes/src/shared/, so the 8 roof accessories + skylight/box-vent
stop reaching into sibling kind folders. roof/index and solar-panel/index
re-export from shared so public surfaces are unchanged.
- Inspector: make ParametricInspector action `enabledIf` reactive by
subscribing to its boolean result (ParamActionButton), matching the
existing FieldRenderer/visibleIf pattern.
Type-checked (tsc) and linted (biome) across editor + nodes. Move behaviour
is preserved by construction but not yet runtime-verified in the editor.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(nodes): add cupola + turbine-vent roof accessories; group-rotate gizmo; in-ring rotation readout
New roof-accessory node types and editor gizmo work:
- feat(nodes): cupola (roof lantern) and turbine-vent (whirlybird) node
types — schema, geometry, parametrics, renderer, panel, move/placement
tools, floorplan, and tests; registered in the node + core schema indexes
with site-panel tree nodes.
- feat(editor): group-rotate handle — a single rotation gizmo for 2+ movable
nodes that spins the selection rigidly about its shared bbox center.
- fix(editor): the live rotation readout (degree wedge + chip) now renders as
a child of the node frame, concentric and coplanar with the guide ring, so
it sits centered in the ring on pitched roofs instead of floating off to the
side. Flat-ground gizmos and the group-rotate readout are unchanged.
- refactor(nodes): rework box-vent / ridge-vent geometry + definitions and
share roof helpers; tidy roof/box-vent panels.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* feat(nodes): eyebrow-vent kind; ridge-vent tracks roof height; vent paint + tree-node go registry-driven
New eyebrow-vent roof accessory plus two follow-on cleanups:
- feat(nodes): eyebrow-vent — a louvered roof vent in three styles (`scoop`
swept eyebrow, `half-round` D-vent, `slant-box` hooded box). Solid louver
slabs set into a framed/contained front, double-sided geometry, and
adjustable style / louver-count / dimensions / slant (`backRatio`). Full
registry wiring: core schema, node dir (definition/geometry/renderer/tool/
move-tool/panel/floorplan/preview/tests), event type, palette button.
- fix(nodes): ridge vent derives its Y from the segment's current surface
(`getSurfaceY`) instead of a stored value, so lowering a roof drops the cap
onto the new ridge automatically.
- refactor(nodes,editor): migrate the vent family (box / ridge / turbine /
cupola / eyebrow) to `capabilities.paint` via a shared single-surface
capability, removing the hardcoded `node.type` paint arms from the editor's
selection-manager + material-paint (matches chimney/dormer).
- refactor(editor): replace the five identical vent tree-node components with
one `def.presentation`-driven `RegistryTreeNode`.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.
Deleted (replaced by registry-driven equivalents):
- `tools/{ceiling,column,door,fence,item,slab,spawn,wall,window}/...`
(boundary editors, hole editors, placement tools, move tools,
endpoint movers, curve tools, helpers, math libs)
- `ui/helpers/{ceiling,slab,wall}-helper.tsx`
- `ui/panels/{column,door,elevator,item,roof,roof-segment,spawn,
stair,stair-segment,wall,window}-panel.tsx`
- `viewer/src/components/renderers/{building,ceiling,column,door,
elevator,fence,guide,item,level,roof,roof-segment,scan,site,slab,
spawn,stair,stair-segment,wall,window,zone}-renderer.tsx`
- `viewer/src/components/viewer/legacy-system.tsx`
Added under `packages/nodes/src/`:
- `building/`, `column/`, `elevator/`, `guide/`, `level/`, `roof/`,
`roof-segment/`, `scan/`, `shared/`, `site/`, `stair/`,
`stair-segment/` packages with definition + schema + renderer / system
/ floorplan / panel as appropriate.
- New `floorplan-move.ts` for every kind that supports 2D moves
(ceiling, door, item, shelf, slab, window) — single registry-driven
dispatch path via `def.floorplanMoveTarget`.
- New `floorplan-affordances.ts` for kinds with polygon / endpoint
drags (ceiling, fence, slab, wall) — using the shared
`polygon-vertex-affordance` factories.
- New per-kind `panel.tsx` for kinds with custom inspector content
(door, item, shelf, spawn, wall, window).
- New per-kind `tool.tsx` for placement (door, item, shelf, window).
- New per-kind `move-tool.tsx` for kinds with custom 3D move flows
(door, item, slab, window).
Coordinator + manager updates in `packages/editor/`:
- `tool-manager.tsx` resolves tools from the registry only — no
hardcoded type→component map.
- `panel-manager.tsx` resolves inspector panels the same way.
- `placement-{coordinator,strategies,types}.ts` extended with
shelf-surface placement.
- `selection-manager.tsx` adds the registry-selectable fallback.
- `floorplan-panel.tsx`, `floorplan-background-placement.ts`,
`floorplan-render-context.tsx` updated for the registry layer's new
contract (props, affordance dispatch, render context).
Viewer updates:
- `viewer/index.tsx` drops legacy renderer mounts.
- `node-renderer.tsx` resolves by registry only.
- `scene-bvh.tsx`, `use-node-events.ts`, `level-system.tsx`,
`wall-cutout.tsx`, `zone-system.tsx`, `materials.ts` adjusted for
the registry-only world.
Sidebar tree nodes for ceiling / fence / slab / shelf / tree-node
updated to read from the registered nodes instead of the deleted
legacy renderer trees.
Wiki: new `plugin-authoring.md` page, README index updated.
Tests in `packages/nodes/src/index.test.ts` validate every registered
kind has the required shape.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>