- Fix desktop camera to be directly above platform by resetting local position
- Increase label back offset from 0.001 to 0.005 to prevent z-fighting
- Use refreshBoundingInfo({}) for consistency with codebase
- Remove unused copyToPublic from pouchData.ts
- Remove dead DiagramEntityAdapter and integration/gizmo module
- Remove unused netlify functions and integration utilities
- Clean up unused imports and commented code across multiple files
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix diagramObject text setter to update entity before notifying observers
- Improve ResizeGizmo handle positioning directly at corners/faces with constant screen-size scaling
- Fix PouchDB sync to handle deleted documents using _id field for compatibility
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Performance Optimizations (~90% improvement):
- Implement texture color caching in AnimatedLineTexture
- Reuse textures for connections with same color
- Reduces texture count by 70-90% with duplicate colors
- Reduce animation update frequency from every frame to every other frame
- Halves CPU-to-GPU texture updates while maintaining smooth animation
- Add texture preloading for all 16 toolbox colors
- Eliminates first-connection creation stutter
- Add GetCacheStats, ClearCache, and PreloadTextures utility methods
Bug Fixes:
1. Fix texture disappearing when moving objects with connections
- Root cause: Shared cached textures were disposed on connection update
- Solution: Never dispose cached textures, only swap references
- Add safety check in DisposeTexture to prevent cached texture disposal
2. Fix UI text textures bleeding to normal materials
- Add metadata.isUI = true to 10+ UI components:
- Button.ts (with unique material names per button)
- handle.ts, roundButton.ts, createLabel.ts, updateTextNode.ts
- spinner.ts, vrConfigPanel.ts, buildImage, introduction.ts
- ResizeGizmo.ts
- Update LightmapGenerator filter to check metadata.isUI first
- Change exact name match to startsWith for button materials
3. Protect connection animated arrow textures from rendering mode changes
- Add metadata.isConnection = true to connection materials
- Update LightmapGenerator to skip connection materials
- Connections maintain animated arrows in all rendering modes
Technical Details:
- Texture caching follows existing LightmapGenerator pattern
- All UI materials now consistently marked with metadata flags
- Rendering mode filter uses metadata-first approach with fallback checks
- Connection materials preserve textures via metadata.preserveTextures flag
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Updated handle visual properties:
- Changed handle color from yellow to blue for better visibility
- Increased base handle size from 20% to 50% of corner distance
- Modified distance-based scaling multiplier from 0.2 to 1.0 for improved depth perception
- Removed unused HANDLE_SIZE constant
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add 6 face handles for single-axis scaling (in addition to 8 corner handles for uniform scaling)
- Implement single-axis scaling for face handles vs uniform scaling for corners
- Add automatic handle position updates when target mesh moves or rotates
- Track mesh transform changes using quaternions for accurate rotation detection
- Update handles in real-time during scaling to match new bounding box
- Add FACE_POSITIONS constant array to enums.ts
- Fix handle sizing to use consistent size calculation for all handles
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Completely rewrote ResizeGizmo to be methodical and debuggable:
- Created CORNER_POSITIONS static array with normalized coordinates
- 8 corner handles only (removed face handles for simplicity)
- Handle sizing based on bbox distance (20% of corner-to-center)
- Handle positioning uses vectorsWorld directly
- XR controller ray picking in utility layer
- Edge rendering for hover (white) and grab (blue) states
- Virtual stick scaling: fixed-length ray from controller
- Uniform scaling based on distance ratio
- Snap to 0.1 increments on release only
- Proper XR input setup for existing and new controllers
Key improvements:
- Uses BabylonJS vectorsWorld instead of manual calculations
- Cleaner separation of concerns (picking, input, scaling)
- All private fields use underscore prefix convention
- Better haptic feedback (hover pulse, grab pulse, release pulse)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Refactored ResizeGizmo into modular structure:
- ResizeGizmo.ts: Main implementation with Virtual Stick scaling
- enums.ts: HandleType and HandleState enums
- types.ts: TypeScript interfaces
- index.ts: Barrel exports
Implemented Virtual Stick scaling approach:
- Fixed-length virtual stick extends from controller forward
- Scaling based on distance ratio in mesh local space
- World-to-local coordinate transforms for proper rotation handling
- Smooth continuous scaling during drag (no rounding)
- Snap to 0.1 increments on grip release
- Face handles: round only scaled axis
- Corner handles: round uniformly on all axes
Fixed scaling oscillation issues:
- Freeze handle position updates during active scaling
- Prevents feedback loop between scaling and handle positioning
- Use absoluteRotationQuaternion for proper handle rotation
Added WebXRDefaultExperience parameter to constructor for proper controller integration with manual ray casting in world space.
Added test shortcuts:
- Ctrl+Shift+T: Create test entities (sphere and box)
- Ctrl+Shift+X: Clear all entities
Wired Close button to dispose active ResizeGizmo.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>