Phase 4: Add Rotation Snap controls
- Toggle button (Enabled/Disabled) with blue/gray color coding
- 5 rotation value buttons: 22.5°, 45°, 90°, 180°, 360°
- Selected button highlighted in blue with bold text
- Disabled appearance when snap is off (50% opacity)
- Wire up to appConfigInstance.setRotateSnap()
- Update UI from config observable changes
Critical fix: Sync to legacy config system
- Add syncLegacyConfig() method to write to localStorage 'config' key
- Call after all snap value changes (location and rotation)
- Legacy config is used by snapAll.ts for actual object snapping
- Ensures VR config changes affect real VR object manipulation
- Matches ConfigModal pattern for backward compatibility
Without this sync, changes in VR panel had no effect on actual snapping behavior.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add fully functional Location Snap controls:
- Toggle button (Enabled/Disabled) with blue/gray color coding
- 5 snap value buttons: 1cm, 5cm, 10cm, 50cm, 1m
- Selected button highlighted in blue with bold text
- Disabled appearance when snap is off (50% opacity)
- Wire up to appConfigInstance.setGridSnap()
- Update UI from config observable changes
Fix layout issues:
- Change texture aspect ratio from 2048x2048 to 2048x1536 (4:3) to match plane dimensions
- Add adaptHeightToChildren to section containers for proper auto-sizing
- Add horizontal alignment to button containers
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Phase 2: Add UI layout structure to VRConfigPanel
- Create 5 section containers with titles (Location Snap, Rotation Snap, Fly Mode, Snap Turn, Label Rendering Mode)
- Add visual separators between sections using Rectangle components
- Style with proper padding and spacing for VR readability (60px titles, blue #4A9EFF)
- Store section content containers as private properties for Phase 3-7 controls
Toolbox Integration (Phase 8 partial):
- Instantiate VRConfigPanel in DiagramMenuManager constructor
- Add "Config" button to toolbox (bottom-left, opposite Exit VR button)
- Wire up click handler to toggle panel visibility
- Add B-button positioning logic to reposition panel with other UI elements
- Pass DiagramMenuManager reference to Toolbox.setXR() for panel access
The panel now has complete skeleton structure and can be tested in VR:
- Click "Config" button on toolbox to show/hide panel
- Grab handle to reposition and test ergonomics
- Press B-button to auto-lower panel if too high
- 2m x 1.5m panel size optimized for VR viewing distance
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Create VRCONFIGPLAN.md with comprehensive 10-phase implementation guide for building an immersive WebXR configuration panel using AdvancedDynamicTexture.
Implement Phase 1: Core panel setup
- Create VRConfigPanel class following Handle pattern for grabbability
- Set up 2m x 1.5m plane mesh with high-resolution ADT (2048x2048)
- Initialize main StackPanel container with title
- Add show/hide/dispose methods for panel lifecycle
- Integrate with appConfigInstance observable for config changes
- Auto-parent to platform for world movement tracking
The panel starts hidden and provides foundation for adding configuration controls in subsequent phases (location snap, rotation snap, fly mode, snap turn, label rendering mode).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Label Positioning Fixes:
- Fix labels accounting for mesh scaling using maximumWorld coordinates
- Labels now properly positioned on scaled objects (spheres, boxes, etc.)
- Restore world→local coordinate transformation in updateLabelPosition
Billboard Mode Implementation:
- Add configurable label rendering modes: fixed, billboard, dynamic, distance-based
- Implement billboard mode (labels always face camera using BILLBOARDMODE_Y)
- Add label rendering mode to AppConfig with default 'billboard'
- Add UI selector in ConfigModal for label rendering mode
- Observable pattern updates all existing labels when mode changes
XR Entry Positioning Fix:
- Synchronize desktop camera position to platform before entering XR
- Transfer camera world position and rotation to prevent scene shift
- Reset physics velocity on XR entry to prevent drift
- Add debug logging for position synchronization
Config System Architecture Fix:
- Create singleton appConfigInstance to ensure single source of truth
- Update DiagramObject to use singleton instead of creating instances
- Update DiagramManager to use singleton
- Fix ConfigModal to update AppConfig directly (was only updating legacy config)
- ConfigModal now triggers Observable notifications via appConfigInstance setters
- Maintain legacy config for backward compatibility
- Fixes issue where label rendering mode changes didn't take effect
Files Modified:
- src/diagram/diagramObject.ts - Label positioning, billboard mode, singleton config
- src/diagram/diagramManager.ts - Use singleton config
- src/util/appConfig.ts - Add labelRenderingMode, export singleton
- src/util/appConfigType.ts - Add LabelRenderingMode type
- src/react/pages/configModal.tsx - Update AppConfig directly, add label mode UI
- src/util/functions/groundMeshObserver.ts - Add camera position sync on XR entry
- public/api/user/features - Update test config
- package.json - Version bump
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement comprehensive feature toggle system allowing menu options and features
to be controlled via JSON configuration fetched from API endpoint or static files.
Core System:
- Create FeatureConfig type system with page, feature, and limit-based flags
- Add React Context (FeatureProvider) that fetches from /api/user/features
- Implement custom hooks (useFeatures, useIsFeatureEnabled, useFeatureLimit, etc.)
- Default config disables everything except home page
Integration:
- Update PageHeader to filter menu items based on page flags
- Add ProtectedRoute component to guard routes
- Update VR menu to conditionally render items based on feature flags
- Update CreateDiagramModal to enable/disable options (private, encrypted, invite)
- Update ManageDiagramsModal to use configurable maxDiagrams limit
Configuration Files:
- Add static JSON files for local testing (none, free, basic, pro tiers)
- Add dev proxy for /api/user/features endpoint
- Include README with testing instructions
Updates:
- Complete CLAUDE.md naming conventions section
- Version bump to 0.0.8-27
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace static arrow.png with dynamically generated SVG arrows that match
the source object's color from the toolbox palette.
Changes:
- Replace arrow.png loading with inline SVG generation (32x32 right-pointing triangle)
- Add CreateColoredTexture() method to generate arrows in any hex color
- Extract color from source mesh using three-priority fallback system:
1. mesh.metadata.color (most reliable)
2. sourceMesh.id parsing (e.g., "tool-#box-template-#FF0000")
3. material color extraction (backwards compatibility)
- Match extracted color to closest of 16 toolbox colors using Euclidean distance
- Track all textures in Set for synchronized animation
- Add proper texture disposal to prevent memory leaks
Benefits:
- No external arrow.png dependency
- Connections visually match their source object's toolbox color
- Consistent 16-color palette across all connections
- Efficient texture sharing for matching colors
- SVG scales perfectly at any resolution
🤖 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
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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>
Clean up AbstractController by removing references to old ResizeGizmo implementation:
- Remove utility layer mesh filtering logic
- Remove auto-show gizmo on hover
- Remove gizmo handle click filtering
- Remove unused Ray import
- Bump version to 0.0.8-26
These changes complete the migration to the new simplified ResizeGizmo architecture.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Complete rewrite of ResizeGizmo with a much simpler architecture:
- Single file implementation (index.ts) replacing multi-file system
- 14 handles: 6 face handles for single-axis scaling, 8 corner handles for uniform scaling
- XR-only interaction using UtilityLayerRenderer
- Billboard scaling for constant screen-size handles
- Grip-based interaction with hover/active visual states (gray/white/blue)
- Single-axis scaling from opposite face (fixed pivot)
- Uniform scaling from center
- Integrated with ClickMenu Size button
- Observable events (onScaleEnd, onScaleDrag) for future integration
Removed old complex implementation files and simplified documentation.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Phase 1 & 2: Handle positioning and wireframe improvements
- Move handles 5% outward from bounding box (was inward)
- Rename boundingBoxPadding → handleOffset for clarity
- Add wireframePadding (3% breathing room around mesh)
Hover boundary detection (prevent loss in whitespace):
- Add isPointerInsideHandleBoundary() with ray-AABB intersection
- Use local space transformation for accurate OBB handling
- Keep HOVER_MESH state when pointer in handle boundary
- Fix: Trust ResizeGizmo state instead of recreating with fake rays
Prevent main scene mesh grab during handle interaction:
- Add ResizeGizmo state check in pointer observable
- Add defense-in-depth guard in grab() method
- Prevents controller from grabbing diagram mesh when hovering handle
- Two-level protection against race conditions
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Colors were being lost during resize operations because toDiagramEntity
extracted color from material.diffuseColor, which is no longer used after
the emissiveColor rendering optimization (commit c7887d7).
Root Causes:
1. Rendering system changed from diffuseColor to emissiveColor
2. Material properties unreliable when materials are shared
3. Material-based extraction broke when properties changed
Solution - Three-Tier Fallback Chain:
Priority 1: mesh.metadata.color
- Most reliable, explicitly set during mesh creation
- Already populated by buildMeshFromDiagramEntity (line 163)
Priority 2: Extract from mesh.sourceMesh.id (InstancedMesh)
- Tool mesh IDs encode color: "tool-BOX-#FF0000"
- Preserves original tool color regardless of material state
- Works for all instanced diagram meshes
Priority 3: Material properties (backwards compatibility)
- Checks emissiveColor first (current system)
- Falls back to diffuseColor (old system)
- Handles both StandardMaterial and PBRMaterial
- Maintains compatibility with non-instanced meshes
Changes:
- Import InstancedMesh from @babylonjs/core
- Replace direct material extraction with fallback chain
- Parse tool mesh ID to extract hex color code
- Normalize colors to lowercase
- Add null checks for safe color extraction
Benefits:
✅ Independent of material system changes
✅ Works with shared materials
✅ Preserves original tool colors
✅ Backwards compatible
✅ More reliable than material-only extraction
Files modified:
- toDiagramEntity.ts: Implement fallback chain for color extraction
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Handle meshes now correctly rotate to match the target mesh's world-space
orientation instead of appearing axis-aligned.
Root Cause:
- Handle positions from HandleGeometry are calculated in world space
- Setting mesh.position treats values as local space
- This created coordinate system mismatch when rotation was also set
- Result: rotation appeared to have no effect
Solution:
- Extract rotation from mesh world matrix using quaternion decomposition
- Set rotation FIRST (before position)
- Use setAbsolutePosition() for world-space positioning
- This ensures rotation and position work correctly together
Changes:
- Import Quaternion from @babylonjs/core
- Update createHandleMeshes(): decompose world matrix, set rotation,
then use setAbsolutePosition()
- Rename updateHandlePositions() to updateHandleTransforms()
- Update updateHandleTransforms(): same rotation-then-position approach
- Add null check for _targetMesh in updateHandleTransforms()
Technical Details:
- computeWorldMatrix(true) gets complete transform including parent
- decompose() extracts pure rotation as quaternion (avoids gimbal lock)
- setAbsolutePosition() correctly handles world-space coords with rotation
- Order matters: rotation before position for correct transformation
Result:
✅ Handle box shapes visually tilt/rotate with mesh
✅ Handles remain correctly positioned on OBB
✅ Both wireframe and individual handles rotate together
Files modified:
- ResizeGizmoVisuals.ts: Handle rotation implementation
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major improvements to ResizeGizmo rotation handling and interface:
1. **OBB (Oriented Bounding Box) Implementation**
- Replace AABB with true OBB that rotates with mesh
- Calculate 8 OBB corners in world space using mesh world matrix
- Update bounding box wireframe to use OBB corners
- Rewrite all handle generation (corner, edge, face) for OBB positioning
- Handle normals now calculated from mesh center to handle position
- Result: Bounding box and handles rotate with mesh, scaling follows local axes
2. **Simplify UX - Remove Edge Handles**
- Remove TWO_AXIS mode from ResizeGizmoMode enum
- Disable edge handles (green, two-axis) to reduce cognitive complexity
- Keep only corner handles (blue, uniform) and face handles (red, single-axis)
- Updated from 26 total handles to 14 handles (6 face + 8 corner)
- All scaling capabilities still available through remaining handle types
3. **Fix Event Leak-Through (Hit Testing)**
- Add getUtilityScene() method to ResizeGizmoManager
- Configure XR pick predicate to exclude utility layer meshes (primary defense)
- Filter utility layer in pointer observable (secondary defense)
- Filter utility layer in click handler (tertiary defense)
- Prevents gizmo handle events from leaking to main scene
4. **Documentation**
- Add TODO.md documenting implementation and decisions
- Document OBB implementation and edge handle removal
- Track completed features and rationale
Files modified:
- ResizeGizmoVisuals.ts: OBB wireframe and corner calculation
- HandleGeometry.ts: OBB-based handle positioning for all types
- ResizeGizmoConfig.ts: Disable edge handles
- ResizeGizmoManager.ts: Add utility scene access
- ScalingCalculator.ts: Uniform two-axis scaling (distance-ratio)
- types.ts: Remove TWO_AXIS mode
- diagramMenuManager.ts: XR pick predicate filtering
- abstractController.ts: Pointer and click filtering
- TODO.md: Documentation of changes
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Reverse padding direction in HandleGeometry:
- Corner handles now positioned inward (add padding to min, subtract from max)
- Edge handles now positioned inward (same reversal)
- Face handles now positioned inward (same reversal)
- Remove padding from bounding box wireframe to match mesh bounds
- Handles are now 5% inside edges instead of 5% outside
- Improves handle selection reliability
- Prevents unwanted gizmo auto-hide when pointer moves to handles
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Implement comprehensive WebXR resize gizmo system with three handle types:
- Corner handles: uniform scaling (all axes)
- Edge handles: two-axis planar scaling
- Face handles: single-axis scaling
- Use "virtual stick" metaphor for intuitive scaling:
- Fixed-length projection from controller to handle intersection
- Distance-ratio based scaling from mesh pivot point
- Works naturally with controller rotation and movement
- Add world-space coordinate transformations for VR rig parenting
- Implement manual ray picking for utility layer handle detection
- Add motion controller initialization handling for grip button
- Fix color persistence bug in diagram entities:
- DiagramEntityAdapter now uses toDiagramEntity() converter
- Store color in mesh metadata for persistence
- Add dependency injection for loose coupling
- Extract DiagramEntityAdapter to integration layer:
- Move from src/gizmos/ResizeGizmo/ to src/integration/gizmo/
- Add dependency injection for mesh-to-entity converter
- Keep ResizeGizmo pure and reusable without diagram dependencies
- Add closest color matching for missing toolbox colors
- Handle size now relative to bounding box (20% of avg dimension)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented extensive logging and validation to diagnose material sharing issues and prevent unnecessary material creation:
**Validation Added:**
- Pre-creation check: Verify tool meshes have materials before creating instances
- Early exit if tool mesh lacks material to prevent bad instances
- Post-creation validation in buildColor.ts to catch tool creation issues
**Enhanced Diagnostics:**
- Detailed debug logging for tool mesh lookup and instance creation
- Error logging with full context when material sharing fails
- Source mesh material validation for InstancedMesh
- Lists available tool meshes when lookup fails
**Statistics Tracking:**
- Tracks instances created vs materials shared
- Counts fallback material creations
- Logs sharing rate every 10 instances (target: 100%)
- Helps identify material sharing failures in production
**Expected Outcome:**
- 100% material sharing rate for tool-based entities
- Zero fallback material creations
- All instances inherit materials from tool templates
- Better draw call batching (same material = batched rendering)
This diagnostic infrastructure will identify:
1. Timing issues (tools not ready when entities created)
2. Tool mesh creation failures
3. BabylonJS InstancedMesh material inheritance issues
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented a single button in the toolbox that cycles through four rendering modes:
1. Lightmap + Lighting - diffuseColor + lightmapTexture with lighting enabled
2. Emissive Texture - emissiveColor + emissiveTexture with lighting disabled (default)
3. Flat Color - emissiveColor only with lighting disabled
4. Diffuse + Lights - diffuseColor with two dynamic scene lights enabled
Features:
- Single clickable button displays current mode and cycles to next on click
- Automatically manages two scene lights (HemisphericLight + PointLight) for Diffuse + Lights mode
- UI materials (buttons, handles, labels) are excluded from mode changes to remain readable
- Button positioned below color grid with user-adjusted scaling
- Added comprehensive naming conventions documentation
- Updated inspector hotkey to Ctrl+Shift+I
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Changed from lightmapTexture with lighting enabled to emissiveTexture with lighting disabled for better performance. The new approach provides the same lighting illusion without expensive per-pixel lighting calculations.
- Added LightmapGenerator.ENABLED toggle for performance testing
- Updated buildColor.ts to use emissiveColor + emissiveTexture with disableLighting = true
- Updated buildMissingMaterial() to match new rendering approach
- Fixed buildTool.ts to access emissiveColor instead of diffuseColor for material color detection
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace emissive-only rendering with diffuse + lightmap system to achieve realistic lighting appearance without dynamic light overhead.
- Create LightmapGenerator class with canvas-based radial gradient generation
- Generate one lightmap per color (16 total) using top-left directional light simulation
- Cache lightmaps in static Map for reuse across all instances
- Preload all lightmaps at toolbox initialization for instant availability
- Update buildColor() to use diffuseColor + lightmapTexture instead of emissiveColor
- Update buildMissingMaterial() to use lightmap-based rendering
- Enable lighting calculations (disableLighting = false) to apply lightmaps
Lightmap details:
- 512x512 resolution RGBA textures
- Radial gradient: center (color × 1.5), mid (base color), edge (color × 0.3)
- Simulates top-left key light with smooth falloff
- Total memory: ~16 MB for all lightmaps
- Zero per-frame performance cost
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Refactored exit XR button creation from rigplatform to toolbox for better organization and UI cohesion.
- Add setXR() methods to DiagramManager, DiagramMenuManager, and Toolbox to pass WebXRDefaultExperience after initialization
- Create setupXRButton() in Toolbox class that creates button when entering XR
- Position button at bottom-right of toolbox (x: 0.5, y: -0.35, z: 0)
- Use Y-axis rotation (Math.PI) for correct orientation within toolbox coordinate system
- Scale button to 0.2 for appropriate size
- Remove button creation code from rigplatform
Exit button now moves with toolbox and is logically grouped with other UI elements.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Changed EdgesRenderer to work on individual instances instead of source mesh to prevent all instances from highlighting when one is hovered.
- Remove edgesShareWithInstances flag (was causing all instances to highlight)
- Enable/disable edges directly on hovered instance
- Adjust edge width to 0.2 and color to pure white for cleaner appearance
- Remove metadata tracking in favor of checking edgesRenderer directly
This ensures only the specific hovered entity shows visual feedback while maintaining haptic feedback for all interactions.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Use camera.getDirection() instead of manual Euler angle calculation to properly account for camera transform hierarchy
- Negate forward offsets to position objects in -Z direction (user faces -Z by design)
- Replace expensive HighlightLayer hover effect with lightweight EdgesRenderer (20-50x faster)
- Add comprehensive debug logging for position calculations
The camera has a parent transform with 180° Y rotation, causing the user to face -Z in world space. Components now correctly position in front of the user when entering XR.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Performance improvements:
- Added Vector3 position caching for connection endpoints
- Only update connections when meshes actually move (>0.001 units)
- Use DistanceSquared for efficient movement detection
- Replace inefficient vector length comparison
Impact:
- Static connections: 0 raycasts/second (was ~20/sec per connection)
- With 10 connections: 90-99% reduction in raycast operations
- Eliminates unnecessary curve geometry recreation
Implementation:
- Added _lastFromPosition and _lastToPosition caching
- Created hasConnectionMoved() method with tolerance threshold
- Reset cache on mesh removal and initial setup
- Clean up cache in disposal method
This dramatically reduces CPU usage in VR with multiple connections.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Removed console.log() from connectionPreview render observer that was
executing every frame during connection dragging. This eliminates I/O
blocking and stringification overhead in the critical VR render path.
Performance: Quick win for VR framerate improvement.
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Co-Authored-By: Claude <noreply@anthropic.com>
Lighting changes:
- Disabled HemisphericLight in customEnvironment
- Changed all materials from diffuse to emissive colors
- Added disableLighting=true to all StandardMaterials
- Updated toolbox colors, diagram entities, and spinner
Bug fix:
- Fixed "Cannot read properties of undefined (reading 'pickedMesh')" error
- Added defensive check in DiagramObject.updateConnection()
- Now validates hit array has at least 2 elements before accessing
Materials now render at full brightness with unlit/flat shading.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When entering immersive mode, toolbox and input text view now position
themselves relative to the user's initial camera position:
- Toolbox: 0.5m ahead, 0.5m below, 0.2m to the left
- Input text view: 0.5m ahead, 0.5m below (centered)
Uses camera world Y position to ensure vertical offset is consistent
regardless of head pitch/tilt when entering XR.
Also added CLAUDE.md documentation for the codebase.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Fix null reference error in buildColor.ts by initializing metadata.tools array
- Add physics engine availability check in buildRig to prevent PhysicsAggregate creation before engine is ready
- Remove duplicate scene initialization by eliminating redundant initializeEngine() call
- These fixes resolve WebGL shader compilation errors and prevent app crashes
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>