editor: fix roof and placement previews - #718
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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>
Straight freestanding mono runs now only miter across a corner when the joined chain is exactly two runs (an L). J-shapes, longer chains, and closed loops render as plain overlapping runs — no shaped footprint, no joint step closures, no corner extension — which avoids the dark wedges and fascia slivers those multi-corner miters produced. Curved and wall-attached canopies keep their multi-corner mitering. The joint step closure that L runs still use is rebuilt on geometric ownership (the lower run raises the closure wall to the sibling top), so it no longer depends on node-id order or draw direction. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Thanks for this, Sudhir — there is a lot of genuinely good work in here, and the test coverage (54 test files, ~6.7k lines) is exactly what I want to see on roof and placement code. But I can't take it as one PR, so let me be concrete about why and what I'd like instead.
Scope. The title says roof and placement previews, but the branch actually lands seven separable features: a new conical roof type, the new RoofSupport (roof-on-roof) concept, roof footprint sources + placement modes, the lean-to canopy overhaul (~4.9k lines on its own), dormer inline windows becoming hosted WindowNodes with a scene-load migration, core handle-registry extensions (portalTarget / visible / connectionSnap), and a set of unrelated riders (delete mode moving into selection-routing.ts, read-only gating in panel-manager.tsx, the root checks script). Any one of those is a reviewable PR. Together, 181 files, I can't give you a review that's worth your time, and I can't safely revert one piece if it regresses.
Please re-cut from main rather than resolve the conflicts. The branch is 8 commits behind and diverged, with 35 merge commits in the history. Most importantly it predates #721, which lifted the arbitrary maxes from every inspector dimension field and added the rule page wiki/architecture/inspector-field-limits.md. This branch still carries highEdgeHeight max: 10, wallSkirtHeight max: 6, roofHeight max: 2, column width/depth max: 2, and the new fields add fresh maxes — so a "keep mine" resolution would quietly revert that sweep. Same story on use-keyboard.ts, use-placement-coordinator.tsx and index.tsx against #691. A rebase here is more work than a clean series.
One architectural thing to change before the conical PR. Curved-wall conical roofs are created in a useEffect in apps/editor/components/build-tab.tsx, while roof-tool.tsx only selects the wall. The sidebar mounts one panel at a time, so leaving the Build tab stops wall placement working, and it never works for anyone consuming @pascal-app/editor outside our app. wiki/architecture/tools.md puts the input→useScene mutation in the tool — that creation belongs in roof-tool.tsx, with the Build tab only choosing roof type and footprint source. Bugbot flagged the same thing twice as High. Related: column/parametrics.ts importing leanToPostOmissionPatchesOnDelete from lean-to-extension/ couples two kinds — a shared helper in nodes/src/shared/ would keep each kind removable on its own.
Bugbot has 8 open findings (5 High) and they look real to me — worth working through in the split PRs rather than here: delete mode is unreachable behind the click-to-move early return in the new selection-routing.ts; the roof-tool placement effect deps on the whole scene nodes map, so any scene mutation resets a two-click draw mid-placement; room-footprint commit spreads defaults after wallHeight: 0, so the committed roof gets a curb the ghost never showed. The one I'd most like fixed is the dormer migration in use-scene.ts — it inserts a default window whenever no window child exists, so a user who deletes every dormer window and reloads gets one back.
Two housekeeping items: 15 PNGs under .artifacts/browser-canopy/ are committed (.artifacts isn't gitignored, so they'd be permanent in the public repo), and wiki/conical-turret-roof-research.md / wiki/conical-roof-implementation-plan.md are research/plan docs — wiki/ is for how the system works today, so send those to me and I'll archive them on our side.
Two extra heads-ups for the split, since these touch code that landed in the last fortnight: the pointer-support-cap.ts orthographic ray change sits in the resolver #686 fixed for node-top vs floor placement, and the use-placement-coordinator.tsx rotation rework is the exact path #643 fixed for wall-item preview drift. Both changes read plausible to me — I'd just like each in its own PR with a wall-hosted-item rotation check and a floor-vs-shelf placement check, so we can land them fast and independently.
Suggested order for the series: (1) the small independent fixes (ortho pointer ray, polygon-union, read-only gating); (2) core handle-registry extensions + the tools.md paragraph; (3) lean-to canopy forms; (4) dormer hosted windows + migration; (5) conical roofs + footprint sources with wall-mode creation moved into the roof tool. Happy to review the small ones the day you open them.
| if (clonedNode.type === 'roof' && clonedNode.support?.kind === 'roof') { | ||
| clonedNode.support.roofSegmentId = (idMap.get(clonedNode.support.roofSegmentId) ?? | ||
| clonedNode.support.roofSegmentId) as typeof clonedNode.support.roofSegmentId | ||
| } |
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Clone omits new host IDs
Medium Severity
Scene and level cloning remaps roof.support.roofSegmentId but not the other new host references this PR adds, including metadata.conicalSourceWallId, lean-to hostSlabId, and window dormerId. Duplicated subgraphs keep pointing at the original nodes, so cloned lean-tos, dormer windows, and wall-created conical roofs attach to the wrong hosts or spawn duplicates.
Additional Locations (2)
Reviewed by Cursor Bugbot for commit 8307ad4. Configure here.
| pitch: DEFAULT_CONICAL_ROOF_PITCH, | ||
| conicalStartAngle: arc.startAngle, | ||
| conicalSweepAngle: arc.delta, | ||
| conicalFullCircle: true, |
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Wall conical roofs ignore stored sweep
High Severity
Curved-wall conical creation sets conicalFullCircle while also storing the wall conicalStartAngle and conicalSweepAngle. getConicalRoofCoverage then treats that flag as a full cone and drops the arc, so the hover ghost and committed roof become complete circles instead of matching the wall sweep.
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Reviewed by Cursor Bugbot for commit f88754e. Configure here.
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Cursor Bugbot has reviewed your changes using high effort and found 1 potential issue.
There are 3 total unresolved issues (including 2 from previous reviews).
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Reviewed by Cursor Bugbot for commit 28ddc09. Configure here.
| ? resolveRoofFootprintWorldElevation(currentLevelId, footprintTarget, nodes) | ||
| : conicalPlacement?.valid === true | ||
| ? conicalPlacement.position[1] | ||
| : levelY |
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Conical draw ghost uses level-local Y
High Severity
The conical draw ghost and footprint outline use resolveConicalRoofPlacement's level-local position[1] while RoofTool renders in building space. Room and curved-wall previews add the active level base back, but the draw path does not, so on any storey above the ground the ghost and outline sit a full level-height too low and no longer match the committed roof.
Additional Locations (1)
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…ment regressions (#752) * editor: camera follows the level across mode switches and new levels Switching level presentation (stacked/exploded/solo) never moved the camera — the level-frame effect only fired on selection change — and a freshly created level framed at y=0 because the effect read the level Object3D's position before LevelSystem had lerped it anywhere. The effect now derives the destination analytically (stacked elevation + exploded gap, shared with LevelSystem via getLevelPresentationY), watches levelMode, and skips when already on target — which also swallows the thumbnail generator's synchronous stacked/restore round-trip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt * editor: studio snapshot camera polish — capture pill, instant pointer lock, wheel lens + click shutter - The Studio capbar's preselected crop no longer hides the standard/viewport/area pill: preselecting seeds the overlay, and only an explicit host lockCrop (the publish cover's exact-shape capture) hides the switcher. - Switching the snapshot camera to walk/drone locks the pointer in the same click (flushSync mounts the controls first) instead of demanding a second canvas click. - While walk/drone hold the lock: wheel drives the lens (accumulated sub-degree deltas, wheel-up zooms in) and left click fires the shutter alongside Enter. Walk's door-toggle click is silenced during capture, and the acquiring click can't shoot (shutter gates on the lock being held). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt * editor: fix window on-wall placement preview and opening cursor facing Two regressions in opening placement: - #718 rewrote MoveWindowTool to publish drag state through useLiveNodeOverrides, including `parentId` — but reparenting is structural: the wall's CSG merge and the renderer's nesting walk the wall's `children` array, which an override never joins. Placing a window preset showed no on-wall preview at all (no cut, no mesh — only the override-independent guides), while doors, still on scene writes, worked. The wall branch and free-follow now write the scene exactly like MoveDoorTool (reparent on host change, direct mesh transform + live transforms on same-host slides), and stale overrides are dropped when entering the wall mode. - The door/window PLACEMENT tools still fed `calculateCursorRotation` into the cursor and facing triangle — the helper #643 identified as π off and migrated every other caller away from. The triangle pointed at the far side of the wall on half the walls. Both tools now use the wall-child world yaw (`itemRotation - wallAngle`, the move tools' convention), and the helper is deleted so nothing can regress onto it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt * editor: capture walk/drone — E opens, Esc pauses, click shoots, drone re-locks Four snapshot-camera fixes: - E/R open doors and windows again during capture walk (only the CLICK path is capture-gated now — a locked click is the shutter), and the walkthrough crosshair (dot → green ring over an interactable) renders in the capture overlay, which replaces the walkthrough HUD. - Esc acts like P in walk/drone: the browser's pointer-lock exit pauses (cursor freed, camera and capture kept) instead of bailing to orbit and throwing away the framed pose; the overlay only dismisses on Esc from orbit. Covers both the keydown path and the no-keydown native unlock. - The click shutter actually fires: FirstPersonControls' document-capture mousedown handler stops propagation while locked, so the overlay's listener moves to window-capture (and the door-toggle mousedown yields during capture). - Switching cameras right after freeing the cursor hit the browser's ~1.25s re-lock cooldown — the reason drone (only reachable with a free cursor) never locked while walk-from-orbit did. The lock helper retries once after the cooldown while still framing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt * editor: freeze walk/drone while the shutter renders From the click/Enter until the saved toast clears, look, walk physics and drone motion hold still — a late WASD tap or mouse twitch no longer shifts the frame out from under the shot the user just took. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt * editor: second Esc in capture walk/drone cancels the snapshot First Esc frees the cursor (pause); with the cursor already free, Esc now cancels capture — setCaptureMode(false) lands the camera back on orbit — instead of doing nothing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018gQSsJ7nfdARkNH5PcKUjt --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>


What does this PR do?
Improves roof, dormer, lean-to, and window placement so cursor rays, ghosts, and committed items resolve to the exact pointer location, including centered freestanding lean-to placement. Transient placement previews now use live overrides during pointer movement, snapping follows the active mode, and shared helpers stay within the correct architecture boundaries.
How to test
bun run checkandbun run check-types.bun test packages/nodes/src/lean-to-extension packages/nodes/src/dormer packages/nodes/src/window packages/editor/src/components/tools/shared/pointer-support-cap.test.ts.bun dev, place and move a freestanding lean-to, dormer window, wall window, and roof-face window; confirm the ghost and final item stay centered under the cursor and follow the same raycast position.The package builds for core, nodes, and viewer pass. The full app production build is currently blocked by the unchanged
react-scandependency's webpack export mismatch; Turbopack also hits an environment process-permission error.Screenshots / screen recording
Not included — visual verification should be performed with the interactive placement steps above.
Checklist
bun devbun checkto verify)mainbranchNote
Medium Risk
Touches core roof schema (
RoofSupport, conical fields), scene migration for dormers, overlap clipping, and shared placement/union math—well covered by tests but broad impact on structure editing.Overview
Adds conical as a roof type with full geometry, surface height, and coverage (full cone vs clipped sector). Roofs can attach to a level or mount on another roof segment via new
RoofSupport;resolveConicalRoofPlacementpicks level vs surface support (with auto/ground/roof modes in the tool). Curved walls can spawn a conical sector (createConicalRoofSectorAboveWall), and overlap clipping treats host vs mounted conicals differently (roofPlanOverlapEntryOwns).The Build tab roof panel now sets roof type and footprint source (room / draw / curved wall for conical), wired to
toolDefaults.roofand sharedbuild-tab-statehelpers.The roof tool implements room hover-and-click footprints, draw rectangles/circles, conical wall selection with ghosts, and invalid-preview coloring; floorplan drafting clears when footprint source is not draw.
Dormers promote legacy inline window params to hosted
WindowNodechildren on wall faces (migration on scene load), with face frames, shed ceiling bounds, and exposed-face default placement. Windows gaindormerId/dormerFacehosting.Lean-to schema grows (canopy form, host kind, slab edge refs, omitted post slots). Polygon union ring assembly picks the next boundary segment by clockwise turn to avoid point-touching self-rings. Resize handles add optional
connectionSnapandportalTarget; orthographic pointer support rays use view direction so off-center cursors don’t drift.Smaller fixes: item placement rotation updates live overrides and placement preview; direct move blocked in delete mode; root
checksscript runs biome + types.Reviewed by Cursor Bugbot for commit 28ddc09. Bugbot is set up for automated code reviews on this repo. Configure here.