Sudhir Yadav ce6f999310
arch: enforce layer boundaries — ceiling dispatch, store relocation, shared helper (#382)
* 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>
2026-06-08 13:14:39 -04:00

143 lines
4.8 KiB
TypeScript

'use client'
import {
type CeilingNode,
getMaterialPresetByRef,
resolveMaterial,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createSurfaceRoleMaterial,
NodeRenderer,
resolveSurfaceColor,
useViewer,
} from '@pascal-app/viewer'
import { useEffect, useLayoutEffect, useMemo, useRef } from 'react'
import { float, mix, positionWorld, smoothstep } from 'three/tsl'
import { BackSide, FrontSide, type Mesh, MeshBasicNodeMaterial } from 'three/webgpu'
import { createPlaceholderGeometry } from '../shared/placeholder-geometry'
function createEmptyGeometry() {
return createPlaceholderGeometry()
}
const gridScale = 5
const gridX = positionWorld.x.mul(gridScale).fract()
const gridY = positionWorld.z.mul(gridScale).fract()
const lineWidth = 0.05
const lineX = smoothstep(lineWidth, 0, gridX).add(smoothstep(1.0 - lineWidth, 1.0, gridX))
const lineY = smoothstep(lineWidth, 0, gridY).add(smoothstep(1.0 - lineWidth, 1.0, gridY))
const gridPattern = lineX.max(lineY)
const gridOpacity = mix(float(0.2), float(0.6), gridPattern)
function createCeilingMaterials(color = '#999999') {
const topMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
depthWrite: false,
side: FrontSide,
})
topMaterial.opacityNode = gridOpacity
const bottomMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
side: BackSide,
})
return { topMaterial, bottomMaterial }
}
const ceilingMaterialCache = new Map<string, ReturnType<typeof createCeilingMaterials>>()
function getCeilingMaterials(color = '#999999') {
const cacheKey = color
const cached = ceilingMaterialCache.get(cacheKey)
if (cached) return cached
const materials = createCeilingMaterials(color)
ceilingMaterialCache.set(cacheKey, materials)
return materials
}
export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
const ref = useRef<Mesh>(null!)
const placeholderGeometry = useMemo(createEmptyGeometry, [])
const gridPlaceholderGeometry = useMemo(createEmptyGeometry, [])
useRegistry(node.id, 'ceiling', ref)
// Build the real geometry on mount instead of relying on a child item to
// mark us dirty (CeilingSystem only rebuilds dirty ceilings). Ceiling-hosted
// items are async GLB loads, so without this the ceiling holds its
// placeholder geometry until the first child finishes downloading — and a
// childless ceiling would never build at all. Mirrors WallRenderer /
// RoofRenderer.
useLayoutEffect(() => {
useScene.getState().markDirty(node.id)
}, [node.id])
const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset)
const sceneTheme = useViewer((s) => s.sceneTheme)
useEffect(
() => () => {
placeholderGeometry.dispose()
gridPlaceholderGeometry.dispose()
},
[gridPlaceholderGeometry, placeholderGeometry],
)
const materials = useMemo(() => {
// Untextured ceilings (and everything in textures-off mode) take the themed
// 'ceiling' role colour; only an explicit preset/material keeps a texture.
const hasExplicit = Boolean(node.materialPreset || node.material)
if (!textures || !hasExplicit) {
// Bottom (seen from inside the room, looking up) stays opaque so the
// ceiling reads as a solid surface. Top uses the transparent
// grid-pattern material so the ceiling stays see-through whenever
// the editor reveals the `ceiling-grid` overlay (placing a
// ceiling-hosted item, or selecting one of its children — e.g.
// after committing a placement). Without this the top mesh shipped
// an opaque surface-role material, so a top-down camera lost view
// of everything under the ceiling once the overlay turned on.
const ceilingColor = resolveSurfaceColor('ceiling', colorPreset, sceneTheme)
return {
topMaterial: getCeilingMaterials(ceilingColor).topMaterial,
bottomMaterial: createSurfaceRoleMaterial('ceiling', colorPreset, BackSide, sceneTheme),
}
}
const preset = getMaterialPresetByRef(node.materialPreset)
const props = preset?.mapProperties ?? resolveMaterial(node.material)
const color = props.color || '#999999'
return getCeilingMaterials(color)
}, [
textures,
colorPreset,
sceneTheme,
node.materialPreset,
node.material,
node.material?.preset,
node.material?.properties,
node.material?.texture,
])
return (
<mesh geometry={placeholderGeometry} material={materials.bottomMaterial} ref={ref}>
<mesh
geometry={gridPlaceholderGeometry}
material={materials.topMaterial}
name="ceiling-grid"
scale={0}
visible={false}
/>
{(node.children ?? []).map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</mesh>
)
}
export default CeilingRenderer