PropertyResearch.work - Floor & Site Planner

3D Building Editor User Guide and QA Report

This experimental subtab integrates the open-source Pascal 3D building editor into the Floor & Site Planner area. It is useful for fast 3D building massing, site sketches, simple levels, openings, materials, furniture, and client-facing spatial explanation. It should remain an add-on to inspection photos, 360 panoramas, annotated maps, and formal appraisal exhibits.

Current Recommendation

Good for trials

Best use

Use it for visual building massing, level relationships, door/window/stair/fence placement, furniture context, and an easy 3D walkthrough-style explanation for clients.

Use carefully

Still isolated

The prototype is intentionally separate from saved 2D planner projects. Scene data is browser-local until cloud project saving is added.

Not evidence

Do not replace records

For appraisal and inspection files, keep photos, 360 panoramas, annotated maps, and PDF exhibits as the official record.

3D Building Editor overview
Main editor layout: the left panel holds the site/building tree, the viewport shows the 3D scene, and the bottom toolbar switches between editing modes.

Recommended Workflow

  1. Open Floor & Site Planner, then choose the 3D Building Editor tab.
  2. Use Full screen for serious editing so the viewport and toolbars have enough room.
  3. Start with Structure and Build to create walls, slabs, doors, windows, stairs, and fences.
  4. Use Material Paint only after you have an object selected or a surface to paint.
  5. Use Furnish after the structure is clear; furniture is useful context, not core appraisal evidence.
  6. Use Zones to sketch functional areas or site regions.
  7. If the editor gets into a bad local state, click Reset local 3D data. This does not delete saved 2D planner projects.
Full screen editing mode
Fullscreen mode should cover the browser viewport and hide the main app sidebar behind the editor surface.

Main Areas

Left project panel

  • Site: site-level container.
  • Building: building-level container.
  • Level 0: default level; use Add level for another storey.
  • Upload scan/floorplan: upload entry point. Treat file format support as experimental until tested with real samples.

Bottom toolbar

  • Select: choose existing objects.
  • Build: create structural elements.
  • Material Paint: apply textures such as wood, wallpaper, parquet, granite, and marble.
  • Furnish: browse and place furniture models.
  • Zone: create area/zone objects.
  • Delete: remove selected elements. Use this carefully.

Structure Tools

To show Wall, Slab, Ceiling, Column, Gable Roof, Stairs, Door, Window, Fence, and Spawn Point, choose Structure, then choose Build.

Structure build tools
Structure tools open without a runtime crash. Real drawing precision, snapping, and multi-level alignment still need project-by-project human review.

Material Palette

The material palette uses local Pascal static assets under /material. If these files are missing, the wood, parquet, wallpaper, granite, and marble thumbnails show broken images and painted surfaces may fail to show the expected texture.

Material palette with loaded wood thumbnails
Wood thumbnails and texture maps should load from the local public material library.

Furnish Catalog

Furnish uses Pascal furniture metadata and remote thumbnails/models. It is appropriate for visual context, but production delivery should account for remote asset availability.

Furnish catalog
The furniture catalog opens after the remote image domain is allowlisted in the Next.js image configuration.

QA Checklist

Area Status What was checked
Page load Pass Route loads and the editor surface renders instead of the app error card.
Fullscreen Pass Fullscreen escapes the animated page wrapper and covers the viewport.
Structure tools Pass Structure/Build tool categories and major structure tools can be selected without crashing.
Material assets Pass Local wood/material thumbnails return HTTP 200 and image elements report loaded dimensions.
Furnish catalog Pass Catalog view opens and remote thumbnails are allowed by the image configuration.
Zones, scans, guides Smoke-tested Entry controls open without a page crash. Real upload and calibration workflows need real appraisal samples.
Console health Known warning Pascal/Three still emits a THREE.Clock deprecation warning. No current app error overlay was observed.

Known limitations

Recommended uses
  • Internal appraisal planning and client-friendly visual explanation.
  • Simple building massing, site context, openings, stairs, fences, and furniture context.
  • Side-by-side use with the existing 2D planner and 360 panorama tools.
  • Experimental feature discovery before deciding whether to cloud-save scenes.
Do not rely on yet
  • Official inspection evidence or final measured CAD drawings.
  • Large, complex multi-storey properties without additional performance testing.
  • Automatic room scanning from phone video. This editor displays and edits 3D scenes; it does not create scans from video.
  • Cloud project persistence. The current prototype saves locally in the browser.

Recovery Steps

  1. Click Reset local 3D data if the editor opens with a corrupted scene.
  2. Refresh the page if the editor canvas or toolbar becomes stale after intensive testing.
  3. Keep browser hardware acceleration enabled for smoother WebGL rendering.
  4. If remote furniture models are slow, continue testing with Structure and Material tools first.