The file /Users/marcus.hinz/projects/adesso-cpq/packages/frontend/src/components/visual/Fire3D.vue has been updated successfully. (file state is current in your context — no need to Read it back)

    visual.value.subscribe((event: any) => {
        // TEMP Analyse: eingehende fire-Events (v.a. selection-click) sichtbar machen
        if (event?.eventTypeName) {
            console.log(
                "🔎 fire-event:",
                event.eventTypeName,
                "| target.id:", event?.target?.id,
                "| target.selector:", event?.target?.selector,
                "| target.tags:", event?.target?.tags,
                "| action:", event?.selectionAction,
                "| raw:", event,
            );
        }
        const reactions = processor.handleEvent(event);
        processReactions(reactions);
    });

    visual.value.subscribe((event: any) => {
        const reactions = processor.handleEvent(event);
        processReactions(reactions);
    });

<template>

            <FireControls :class="['fire3d__controls', { visible: controlsVisible }]" />

        <FireContextMenu
            v-if="contextMenu?.entries?.length"
            :entries="contextMenu.entries"
            @select="onContextMenuSelect"
            @close="closeContextMenu"
        />

            <slot name="editor" />

            <slot name="bottom" />

        <ToastNotification ref="toast" />
        <AppDialog ref="dialog" />

</template>

visual.value = await createVisual3D(root.value!, props.config);

-        // TEMP Analyse: eingehende fire-Events (v.a. selection-click) sichtbar machen

-                "| target.id:", event?.target?.id,

-                "| target.selector:", event?.target?.selector,

-                "| target.tags:", event?.target?.tags,

-                "| action:", event?.selectionAction,


**ProductEditorDemo.vue** (console.log Zeile 47 + 71, errors bleiben):


44	            variables: { ...data },
45	        };
46
47	        console.log("Sending command:", commandPayload);
48
49	        // In a real implementation, this would call your backend API
50	        // const response = await fetch('/api/execute-command', {
51	        //   method: 'POST',
52	        //   headers: { 'Content-Type': 'application/json' },
53	        //   body: JSON.stringify(commandPayload)
54	        // })
55	        //
56	        // const result = await response.json()
57
58	        // For demo purposes, we'll simulate a successful response
59	        const result = {
60	            success: true,
61	            productId: data.id,
62	            scene: null, // In a real app, this would contain the new scene data
63	        };
64
65	        if (result.success) {
66	            // If we got a new scene, update the visualization
67	            if (result.scene) {
68	                await fire3d.value?.setScene(result.scene);
69	            }
70
71	            console.log("Product saved successfully:", result);
72	            alert("Product configuration saved!");
73	        } else {
74	            console.error("Failed to save product:", result);
75	            alert("Failed to save product configuration");

            variables: { ...data },
        };

        console.log("Sending command:", commandPayload);

        // In a real implementation, this would call your backend API
        // const response = await fetch('/api/execute-command', {
        //   method: 'POST',
        //   headers: { 'Content-Type': 'application/json' },
        //   body: JSON.stringify(commandPayload)
        // })
        //
        // const result = await response.json()

        // For demo purposes, we'll simulate a successful response
        const result = {
            success: true,
            productId: data.id,
            scene: null, // In a real app, this would contain the new scene data
        };

        if (result.success) {
            // If we got a new scene, update the visualization
            if (result.scene) {
                await fire3d.value?.setScene(result.scene);
            }

            console.log("Product saved successfully:", result);
            alert("Product configuration saved!");
        } else {
            console.error("Failed to save product:", result);
            alert("Failed to save product configuration");


Edit

        console.log("Sending command:", commandPayload);

        // In a real implementation, this would call your backend API

// In a real implementation, this would call your backend API


The file /Users/marcus.hinz/projects/adesso-cpq/packages/frontend/src/components/visual/ProductEditorDemo.vue has been updated successfully. (file state is current in your context — no need to Read it back)

<script setup lang="ts">
import { ref, onMounted } from "vue";
import Fire3D from "./Fire3D.vue";
import { DefaultCommandProcessor } from "../../configurator/events/DefaultCommandProcessor";
import ProductEditorPanel from "../building-blocks/ProductEditorPanel.vue";

// Load config
const config = ref<Record<string, unknown>>({});
const fire3d = ref<InstanceType<typeof Fire3D> | null>(null);
const processor = new DefaultCommandProcessor();

// Sample product data
const productData = ref<Record<string, any>>({
    id: "12345",
    name: "Conveyor Roller",
    diameter: 50,
    length: 200,
    speed: 100,
    material: "stainless steel",
});

onMounted(async () => {
    // Load configuration
    const configResponse = await fetch("/assets/environment.config.json");
    config.value = await configResponse.json();

    // Load initial scene
    try {
        const sceneResponse = await fetch("/assets/scenes/rolle.json");
        const scene = await sceneResponse.json();
        await fire3d.value?.setScene(scene);
    } catch (error) {
        console.error("Failed to load scene:", error);
    }
});

// Handle save action
const handleSave = async (data: Record<string, any>) => {
    try {
        // Prepare the command payload with the format specified
        const commandPayload = {
            command: "updateProductConfiguration",
            productCategory: "conveyor_roller", // This could be dynamic based on the product
            variables: { ...data },
        };

        console.log("Sending command:", commandPayload);

        // In a real implementation, this would call your backend API
        // const response = await fetch('/api/execute-command', {
        //   method: 'POST',
        //   headers: { 'Content-Type': 'application/json' },
        //   body: JSON.stringify(commandPayload)
        // })
        //
        // const result = await response.json()

        // For demo purposes, we'll simulate a successful response
        const result = {
            success: true,
            productId: data.id,
            scene: null, // In a real app, this would contain the new scene data
        };

        if (result.success) {
            // If we got a new scene, update the visualization
            if (result.scene) {
                await fire3d.value?.setScene(result.scene);
            }

            console.log("Product saved successfully:", result);
            alert("Product configuration saved!");
        } else {
            console.error("Failed to save product:", result);
            alert("Failed to save product configuration");
        }
    } catch (error) {
        console.error("Error saving product:", error);
        alert("Error saving product configuration");
    }
};
</script>

<template>
    <div class="demo-container">
        <Fire3D ref="fire3d" :config="config" :processor="processor">
            <template #editor>
                <ProductEditorPanel title="Roller Configuration" :product-data="productData" @save="handleSave" />
            </template>
        </Fire3D>
    </div>
</template>

<style scoped>
.demo-container {
    height: 100vh;
    width: 100vw;
}
</style>

-        console.log("Sending command:", commandPayload);


Rollenförderer Visualisierung und Fehler beheben


            console.log("Product saved successfully:", result);
            alert("Product configuration saved!");


<script setup lang="ts">
import { ref, onMounted } from "vue";
import Fire3D from "./Fire3D.vue";
import { DefaultCommandProcessor } from "../../configurator/events/DefaultCommandProcessor";
import ProductEditorPanel from "../building-blocks/ProductEditorPanel.vue";

// Load config
const config = ref<Record<string, unknown>>({});
const fire3d = ref<InstanceType<typeof Fire3D> | null>(null);
const processor = new DefaultCommandProcessor();

// Sample product data
const productData = ref<Record<string, any>>({
    id: "12345",
    name: "Conveyor Roller",
    diameter: 50,
    length: 200,
    speed: 100,
    material: "stainless steel",
});

onMounted(async () => {
    // Load configuration
    const configResponse = await fetch("/assets/environment.config.json");
    config.value = await configResponse.json();

    // Load initial scene
    try {
        const sceneResponse = await fetch("/assets/scenes/rolle.json");
        const scene = await sceneResponse.json();
        await fire3d.value?.setScene(scene);
    } catch (error) {
        console.error("Failed to load scene:", error);
    }
});

// Handle save action
const handleSave = async (data: Record<string, any>) => {
    try {
        // Prepare the command payload with the format specified
        const commandPayload = {
            command: "updateProductConfiguration",
            productCategory: "conveyor_roller", // This could be dynamic based on the product
            variables: { ...data },
        };

        // In a real implementation, this would call your backend API
        // const response = await fetch('/api/execute-command', {
        //   method: 'POST',
        //   headers: { 'Content-Type': 'application/json' },
        //   body: JSON.stringify(commandPayload)
        // })
        //
        // const result = await response.json()

        // For demo purposes, we'll simulate a successful response
        const result = {
            success: true,
            productId: data.id,
            scene: null, // In a real app, this would contain the new scene data
        };

        if (result.success) {
            // If we got a new scene, update the visualization
            if (result.scene) {
                await fire3d.value?.setScene(result.scene);
            }

            console.log("Product saved successfully:", result);
            alert("Product configuration saved!");
        } else {
            console.error("Failed to save product:", result);
            alert("Failed to save product configuration");
        }
    } catch (error) {
        console.error("Error saving product:", error);
        alert("Error saving product configuration");
    }
};
</script>

<template>
    <div class="demo-container">
        <Fire3D ref="fire3d" :config="config" :processor="processor">
            <template #editor>
                <ProductEditorPanel title="Roller Configuration" :product-data="productData" @save="handleSave" />
            </template>
        </Fire3D>
    </div>
</template>

<style scoped>
.demo-container {
    height: 100vh;
    width: 100vw;
}
</style>

-            console.log("Product saved successfully:", result);


Verifizieren: nur meine zwei neuen Logs übrig, alle anderen `console.log` weg, `console.error` erhalten.


Bash

cd /Users/marcus.hinz/projects/adesso-cpq
echo "=== console.log (soll: nur die 2 neuen [placement]) ==="
grep -rnE 'console\.log' packages/frontend/src 2>/dev/null | grep -v node_modules
echo
echo "=== console.error (soll: erhalten) ==="
grep -rnE 'console\.error' packages/frontend/src 2>/dev/null | grep -v node_modules

console.log/error-Endzustand prüfen


=== console.log (soll: nur die 2 neuen [placement]) ===

=== console.error (soll: erhalten) ===
packages/frontend/src/components/visual/ProductEditorDemo.vue:33:        console.error("Failed to load scene:", error);
packages/frontend/src/components/visual/ProductEditorDemo.vue:71:            console.error("Failed to save product:", result);
packages/frontend/src/components/visual/ProductEditorDemo.vue:75:        console.error("Error saving product:", error);
packages/frontend/src/components/visual/Fire3D.vue:184:        console.error("Error saving product:", error);
packages/frontend/src/components/building-blocks/README-ProductEditor.md:69:        console.error("Error saving product:", error);
packages/frontend/src/configurator/events/eventData.ts:38:        console.error("[extractMoveData] targets/positions length mismatch:", targets.length, positions.length);
packages/frontend/src/configurator/events/eventData.ts:64:        console.error("[extractRotateData] targets/rotations length mismatch:", targets.length, rotations.length);


Meine zwei neuen Logs fehlen in der Ausgabe — ich prüfe den Processor direkt.


cd /Users/marcus.hinz/projects/adesso-cpq
grep -nE 'console\.log' packages/frontend/src/configurator/events/DefaultCommandProcessor.ts

Logs im Processor prüfen


(Bash completed with no output)


cd /Users/marcus.hinz/projects/adesso-cpq
echo "=== [placement] Vorkommen ==="
grep -nE 'placement\]|console' packages/frontend/src/configurator/events/DefaultCommandProcessor.ts
echo "=== rund um handleAddProduct createEvent ==="
grep -n 'rootId\|buildCreateEvent\|start_placement_mode subject' packages/frontend/src/configurator/events/DefaultCommandProcessor.ts

Nach Log-Markern suchen


=== [placement] Vorkommen ===
=== rund um handleAddProduct createEvent ===


93	        const position: Vec3 = [this.freeCursorX, 0, 0];
94	        this.freeCursorX += this.productExtent(event.handles);
95	        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
96	        console.log("[placement] placed element rootId:", createEvent.rootHandleId);
97	        this.eventStore.push(createEvent);
98	        const scene = this.replay();

        const position: Vec3 = [this.freeCursorX, 0, 0];
        this.freeCursorX += this.productExtent(event.handles);
        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
        console.log("[placement] placed element rootId:", createEvent.rootHandleId);
        this.eventStore.push(createEvent);
        const scene = this.replay();


Der Log ist da (Zeile 96) — der vorherige `grep` hat für diese Datei gesponnen. Ich verifiziere beide Logs per Read.


532	            }
533	        }
534	        const dragPoints = [...byDrag].map(([dragPoint, dropPoints]) => ({
535	            selector: `.name-${dragPoint}`,
536	            dropPoints,
537	        }));
538	        console.log("[placement] start_placement_mode subject:", subject, "class:", klass, "dragPoints:", JSON.stringify(dragPoints, null, 2));
539	        return dragPoints;
540	    }
541

            }
        }
        const dragPoints = [...byDrag].map(([dragPoint, dropPoints]) => ({
            selector: `.name-${dragPoint}`,
            dropPoints,
        }));
        console.log("[placement] start_placement_mode subject:", subject, "class:", klass, "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return dragPoints;
    }


Beide Logs sind drin (Zeile 96 + 538), alle anderen `console.log` raus, `console.error` erhalten. Kurzer Typecheck.


cd /Users/marcus.hinz/projects/adesso-cpq
pnpm --filter @ad-cpq/common-frontend typecheck 2>&1 | grep -E 'error TS' | grep -vE 'ProductBrowser.vue' | head
echo "exit-check fertig (leer außer ProductBrowser = ok)"

Typecheck nach Log-Änderungen


exit-check fertig (leer außer ProductBrowser = ok)


Erledigt. Zwei Logs drin, sonst nichts geändert:

- **`[placement] placed element rootId:`** (`DefaultCommandProcessor.ts:96`) — bei jedem platzierten Produkt die Root-Id.
- **`[placement] start_placement_mode subject: … class: … dragPoints: …`** (`:538`) — das komplette Payload (Subject-Selector, Klasse, und je Drag-Point Selector + dropPoints), das wir beim Placement an die Engine geben.

Hinweis: Der zweite Log läuft in `placementDragPoints` — das wird sowohl beim „Element neu platzieren" (Detach) als auch beim Aufbau des Kontextmenüs („Platzieren"-Eintrag) aufgerufen. Du siehst das Payload also auch schon beim Rechtsklick, nicht erst beim eigentlichen Start.

Entfernt (nur `console.log`): der TEMP fire-event-Log in `Fire3D.vue` und zwei Logs in `ProductEditorDemo.vue`. Alle `console.error` sind unangetastet. Typecheck sauber (nur die vorbestehenden `ProductBrowser.vue`-Fehler).


 ??? der Placement mode sollte doch nur gestartet werden, wenn rechte Maus -> Platzieren gewählt ist
derr kommt viel häufiger


Berechtigter Einwand. Mein Log sitzt in `placementDragPoints`, und die läuft beim **Aufbau des Kontextmenüs** (jeder Rechtsklick) — nicht erst beim Start. Der Placement-Mode selbst startet korrekt nur bei „Platzieren"; nur mein Log war an der falschen Stelle. Ich verschiebe es an die echten Startpunkte. Zuerst den aktuellen Code lesen.


327	    // node (a valid top-level subject). The freed neighbour points are open again post-detach.
328	    private handleDetachElement(event: any): UIReaction[] {
329	        this.replay();
330	        const detach = this.groups.buildDetachEvent(event.elementId);
331	        if (!detach) return [];
332	        this.eventStore.push(detach);
333	        const scene = this.replay();
334
335	        const groupId = detach.newGroups.find((ng) => ng.members.includes(event.elementId))?.groupId;
336	        const groupKey = groupId ? this.groups.groupKeyOf(groupId) : null;
337	        const setScene: UIReaction = { type: "sendCommand", cmd: "setScene", args: [scene] };
338	        if (!groupKey) return [setScene];
339
340	        const subject = "#" + groupKey;
341	        const dragPoints = this.placementDragPoints(subject);
342	        const reactions: UIReaction[] = [
343	            setScene,
344	            { type: "sendCommand", cmd: "set_selection", args: [[subject]] },
345	        ];
346	        // No docking rule for this class → no drag points. fire's placement mode dereferences
347	        // dragPoints[0], so skip start_placement_mode entirely instead of handing it an empty array.
348	        if (dragPoints.length > 0) {
349	            reactions.push({
350	                type: "sendCommand",
351	                cmd: "start_placement_mode",
352	                args: [{ subject, allowAllDragPoints: true, dragPoints }],
353	            });
354	        }
355	        return reactions;
356	    }

    // node (a valid top-level subject). The freed neighbour points are open again post-detach.
    private handleDetachElement(event: any): UIReaction[] {
        this.replay();
        const detach = this.groups.buildDetachEvent(event.elementId);
        if (!detach) return [];
        this.eventStore.push(detach);
        const scene = this.replay();

        const groupId = detach.newGroups.find((ng) => ng.members.includes(event.elementId))?.groupId;
        const groupKey = groupId ? this.groups.groupKeyOf(groupId) : null;
        const setScene: UIReaction = { type: "sendCommand", cmd: "setScene", args: [scene] };
        if (!groupKey) return [setScene];

        const subject = "#" + groupKey;
        const dragPoints = this.placementDragPoints(subject);
        const reactions: UIReaction[] = [
            setScene,
            { type: "sendCommand", cmd: "set_selection", args: [[subject]] },
        ];
        // No docking rule for this class → no drag points. fire's placement mode dereferences
        // dragPoints[0], so skip start_placement_mode entirely instead of handing it an empty array.
        if (dragPoints.length > 0) {
            reactions.push({
                type: "sendCommand",
                cmd: "start_placement_mode",
                args: [{ subject, allowAllDragPoints: true, dragPoints }],
            });
        }
        return reactions;
    }


??? der Placement mode sollte doch nur gestartet werden, wenn rechte Maus -> Platzieren gewählt ist derr kommt viel häufiger


432	        // No docking rule → no drag points → omit the "Platzieren" entry (fire's placement mode
433	        // dereferences dragPoints[0] and would crash on an empty array).
434	        const dragPoints = this.placementDragPoints(groupSelector);
435
436	        return [
437	            { type: "sendCommand", cmd: "set_selection", args: [selectedSelectors] },
438	            {
439	                type: "contextMenu",
440	                entries: [
441	                    ...(canEscalate
442	                        ? ([
443	                              {
444	                                  label: "Übergeordnete Gruppe wählen",
445	                                  reactions: [{ type: "dispatchEvent", event: { eventTypeName: "escalate-selection", pickedId } }],
446	                              },
447	                          ] as MenuEntry[])
448	                        : []),
449	                    {
450	                        label: "Move",
451	                        reactions: [{ type: "dispatchEvent", event: { eventTypeName: "prepare-action", mode: "move" } }],
452	                    },
453	                    {
454	                        label: "Rotate",
455	                        reactions: [{ type: "dispatchEvent", event: { eventTypeName: "prepare-action", mode: "rotate" } }],
456	                    },
457	                    ...(dragPoints.length > 0
458	                        ? ([
459	                              {
460	                                  label: "Platzieren",
461	                                  reactions: [
462	                                      {
463	                                          type: "sendCommand",
464	                                          cmd: "start_placement_mode",
465	                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
466	                                      },
467	                                  ],
468	                              },
469	                          ] as MenuEntry[])
470	                        : []),
471	                    ...(elementRoot

        // No docking rule → no drag points → omit the "Platzieren" entry (fire's placement mode
        // dereferences dragPoints[0] and would crash on an empty array).
        const dragPoints = this.placementDragPoints(groupSelector);

        return [
            { type: "sendCommand", cmd: "set_selection", args: [selectedSelectors] },
            {
                type: "contextMenu",
                entries: [
                    ...(canEscalate
                        ? ([
                              {
                                  label: "Übergeordnete Gruppe wählen",
                                  reactions: [{ type: "dispatchEvent", event: { eventTypeName: "escalate-selection", pickedId } }],
                              },
                          ] as MenuEntry[])
                        : []),
                    {
                        label: "Move",
                        reactions: [{ type: "dispatchEvent", event: { eventTypeName: "prepare-action", mode: "move" } }],
                    },
                    {
                        label: "Rotate",
                        reactions: [{ type: "dispatchEvent", event: { eventTypeName: "prepare-action", mode: "rotate" } }],
                    },
                    ...(dragPoints.length > 0
                        ? ([
                              {
                                  label: "Platzieren",
                                  reactions: [
                                      {
                                          type: "sendCommand",
                                          cmd: "start_placement_mode",
                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
                                      },
                                  ],
                              },
                          ] as MenuEntry[])
                        : []),
                    ...(elementRoot


Klar — der Placement-Mode selbst startet korrekt nur bei „Platzieren"; nur mein Log lief beim Menüaufbau. Ich verschiebe das Log an die echten Startpunkte. Dafür route ich das Kontextmenü-„Platzieren" (heute ein direktes Engine-Kommando, das den Processor umgeht) über ein Event durch den Processor — wie „Move"/„Rotate"/„Element neu platzieren" schon.

**1. Log aus `placementDragPoints` raus:**


Edit

        const dragPoints = [...byDrag].map(([dragPoint, dropPoints]) => ({
            selector: `.name-${dragPoint}`,
            dropPoints,
        }));
        console.log("[placement] start_placement_mode subject:", subject, "class:", klass, "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return dragPoints;
    }

        return [...byDrag].map(([dragPoint, dropPoints]) => ({
            selector: `.name-${dragPoint}`,
            dropPoints,
        }));
    }


The file /Users/marcus.hinz/projects/adesso-cpq/packages/frontend/src/configurator/events/DefaultCommandProcessor.ts has been updated successfully. (file state is current in your context — no need to Read it back)

        const dragPoints = [...byDrag].map(([dragPoint, dropPoints]) => ({
            selector: `.name-${dragPoint}`,
            dropPoints,
        }));
        console.log("[placement] start_placement_mode subject:", subject, "class:", klass, "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return dragPoints;
    }

        return [...byDrag].map(([dragPoint, dropPoints]) => ({
            selector: `.name-${dragPoint}`,
            dropPoints,
        }));
    }

-        const dragPoints = [...byDrag].map(([dragPoint, dropPoints]) => ({

+        return [...byDrag].map(([dragPoint, dropPoints]) => ({

-        console.log("[placement] start_placement_mode subject:", subject, "class:", klass, "dragPoints:", JSON.stringify(dragPoints, null, 2));

private resolveGroupId(handleId: string): string | null {


**2. Kontextmenü-„Platzieren" über ein Event routen:**


                                  label: "Platzieren",
                                  reactions: [
                                      {
                                          type: "sendCommand",
                                          cmd: "start_placement_mode",
                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
                                      },
                                  ],

                                  label: "Platzieren",
                                  reactions: [
                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },
                                  ],


                                  label: "Platzieren",
                                  reactions: [
                                      {
                                          type: "sendCommand",
                                          cmd: "start_placement_mode",
                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
                                      },
                                  ],

                                  label: "Platzieren",
                                  reactions: [
                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },
                                  ],

-                                          type: "sendCommand",

-                                          cmd: "start_placement_mode",

-                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],

+                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },


**3. Event-Case + Handler mit Log:**


            case "detach-element":
                return this.handleDetachElement(event);

            case "detach-element":
                return this.handleDetachElement(event);
            case "start-placement":
                return this.handleStartPlacement(event);


            case "detach-element":
                return this.handleDetachElement(event);
            case "start-placement":
                return this.handleStartPlacement(event);

+                return this.handleStartPlacement(event);


// Pull a part out of its group into its own top-level group, then start placement on that group's

    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop
    // targets now (state may have moved since the menu was built) and hand fire the drag points.
    private handleStartPlacement(event: any): UIReaction[] {
        this.replay();
        const subject = event.subject as string;
        const dragPoints = this.placementDragPoints(subject);
        if (!dragPoints.length) return [];
        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];
    }

    // Pull a part out of its group into its own top-level group, then start placement on that group's


    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop
    // targets now (state may have moved since the menu was built) and hand fire the drag points.
    private handleStartPlacement(event: any): UIReaction[] {
        this.replay();
        const subject = event.subject as string;
        const dragPoints = this.placementDragPoints(subject);
        if (!dragPoints.length) return [];
        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];
    }

    // Pull a part out of its group into its own top-level group, then start placement on that group's

return [stop, { type: "sendCommand", cmd: "setScene", args: [scene] }];

+    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop

+    // targets now (state may have moved since the menu was built) and hand fire the drag points.

+    private handleStartPlacement(event: any): UIReaction[] {

+        const subject = event.subject as string;

+        const dragPoints = this.placementDragPoints(subject);

+        if (!dragPoints.length) return [];

+        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));

+        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];

// node (a valid top-level subject). The freed neighbour points are open again post-detach.

private handleDetachElement(event: any): UIReaction[] {


**4. Log auch beim „Element neu platzieren" (Detach) an der echten Startstelle:**


        if (dragPoints.length > 0) {
            reactions.push({
                type: "sendCommand",
                cmd: "start_placement_mode",
                args: [{ subject, allowAllDragPoints: true, dragPoints }],
            });
        }
        return reactions;

        if (dragPoints.length > 0) {
            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
            reactions.push({
                type: "sendCommand",
                cmd: "start_placement_mode",
                args: [{ subject, allowAllDragPoints: true, dragPoints }],
            });
        }
        return reactions;


        if (dragPoints.length > 0) {
            reactions.push({
                type: "sendCommand",
                cmd: "start_placement_mode",
                args: [{ subject, allowAllDragPoints: true, dragPoints }],
            });
        }
        return reactions;

        if (dragPoints.length > 0) {
            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
            reactions.push({
                type: "sendCommand",
                cmd: "start_placement_mode",
                args: [{ subject, allowAllDragPoints: true, dragPoints }],
            });
        }
        return reactions;

// No docking rule for this class → no drag points. fire's placement mode dereferences

// dragPoints[0], so skip start_placement_mode entirely instead of handing it an empty array.

+            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));


Verifizieren: Tests + Typecheck.


[Request interrupted by user]


l,ogs wieder raus, das hat alles gepasst


Alles klar, ich nehme die Logs wieder raus und setze das Kontextmenü-„Platzieren" auf den ursprünglichen Direktaufruf zurück (die Umleitung diente nur dem Log).

**1. Log in `handleAddProduct` raus:**


        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
        console.log("[placement] placed element rootId:", createEvent.rootHandleId);
        this.eventStore.push(createEvent);

        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
        this.eventStore.push(createEvent);


        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
        console.log("[placement] placed element rootId:", createEvent.rootHandleId);
        this.eventStore.push(createEvent);

        const createEvent = this.groups.buildCreateEvent({ handles: event.handles }, position);
        this.eventStore.push(createEvent);

const position: Vec3 = [this.freeCursorX, 0, 0];

-        console.log("[placement] placed element rootId:", createEvent.rootHandleId);


**2. `handleStartPlacement` + Log raus:**


    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop
    // targets now (state may have moved since the menu was built) and hand fire the drag points.
    private handleStartPlacement(event: any): UIReaction[] {
        this.replay();
        const subject = event.subject as string;
        const dragPoints = this.placementDragPoints(subject);
        if (!dragPoints.length) return [];
        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];
    }

    // Pull a part out of its group into its own top-level group, then start placement on that group's

// Pull a part out of its group into its own top-level group, then start placement on that group's


    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop
    // targets now (state may have moved since the menu was built) and hand fire the drag points.
    private handleStartPlacement(event: any): UIReaction[] {
        this.replay();
        const subject = event.subject as string;
        const dragPoints = this.placementDragPoints(subject);
        if (!dragPoints.length) return [];
        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];
    }

    // Pull a part out of its group into its own top-level group, then start placement on that group's

return [stop, { type: "sendCommand", cmd: "setScene", args: [scene] }];

-    // Start placement on a subject chosen via the context menu "Platzieren". Recompute its open drop

-    // targets now (state may have moved since the menu was built) and hand fire the drag points.

-    private handleStartPlacement(event: any): UIReaction[] {

-        const subject = event.subject as string;

-        const dragPoints = this.placementDragPoints(subject);

-        if (!dragPoints.length) return [];

-        console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));

-        return [{ type: "sendCommand", cmd: "start_placement_mode", args: [{ subject, allowAllDragPoints: true, dragPoints }] }];

// node (a valid top-level subject). The freed neighbour points are open again post-detach.

private handleDetachElement(event: any): UIReaction[] {


**3. `start-placement`-Case raus:**


            case "detach-element":
                return this.handleDetachElement(event);
            case "start-placement":
                return this.handleStartPlacement(event);

            case "detach-element":
                return this.handleDetachElement(event);


            case "detach-element":
                return this.handleDetachElement(event);
            case "start-placement":
                return this.handleStartPlacement(event);

-                return this.handleStartPlacement(event);


**4. „Platzieren"-Reaktion auf Direktaufruf zurück:**


                                  label: "Platzieren",
                                  reactions: [
                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },
                                  ],

                                  label: "Platzieren",
                                  reactions: [
                                      {
                                          type: "sendCommand",
                                          cmd: "start_placement_mode",
                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
                                      },
                                  ],


                                  label: "Platzieren",
                                  reactions: [
                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },
                                  ],

                                  label: "Platzieren",
                                  reactions: [
                                      {
                                          type: "sendCommand",
                                          cmd: "start_placement_mode",
                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],
                                      },
                                  ],

-                                      { type: "dispatchEvent", event: { eventTypeName: "start-placement", subject: groupSelector } },

+                                          type: "sendCommand",

+                                          cmd: "start_placement_mode",

+                                          args: [{ subject: groupSelector, allowAllDragPoints: true, dragPoints }],


**5. Log in `handleDetachElement` raus:**


        if (dragPoints.length > 0) {
            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
            reactions.push({

        if (dragPoints.length > 0) {
            reactions.push({


        if (dragPoints.length > 0) {
            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));
            reactions.push({

        if (dragPoints.length > 0) {
            reactions.push({

// No docking rule for this class → no drag points. fire's placement mode dereferences

// dragPoints[0], so skip start_placement_mode entirely instead of handing it an empty array.

-            console.log("[placement] start subject:", subject, "class:", this.classOf(subject), "dragPoints:", JSON.stringify(dragPoints, null, 2));


Verifizieren, dass keine `[placement]`-Logs/Reste bleiben, und Tests/Typecheck.


Bash

cd /Users/marcus.hinz/projects/adesso-cpq
echo "=== Reste? (placement-Log / handleStartPlacement / start-placement) ==="
grep -nE 'console\.log|handleStartPlacement|start-placement|\[placement\]' packages/frontend/src/configurator/events/DefaultCommandProcessor.ts
echo "(leer = sauber)"
echo
echo "=== Tests ==="
pnpm --filter @ad-cpq/common-frontend exec vitest run GroupProcessor DefaultCommandProcessor 2>&1 | tail -6
echo
echo "=== Typecheck (nicht-ProductBrowser) ==="
pnpm --filter @ad-cpq/common-frontend typecheck 2>&1 | grep -E 'error TS' | grep -vE 'ProductBrowser.vue' | head

Reste prüfen, Tests, Typecheck


=== Reste? (placement-Log / handleStartPlacement / start-placement) ===
(leer = sauber)

=== Tests ===

 Test Files  2 passed (2)
      Tests  25 passed (25)
   Start at  15:25:54
   Duration  693ms (transform 104ms, setup 0ms, import 129ms, tests 228ms, environment 789ms)

=== Typecheck (nicht-ProductBrowser) ===


Logs raus, Reroute zurückgenommen. Sauber:

- Keine `[placement]`-Logs, kein `handleStartPlacement`, kein `start-placement`-Case mehr.
- „Platzieren" ist wieder der direkte `start_placement_mode`-Aufruf.
- 25/25 Tests grün, Typecheck ohne neue Fehler.

Die früher entfernten Fremd-Logs (`Fire3D.vue` TEMP, `ProductEditorDemo.vue`) bleiben wie gewünscht raus; `console.error` unangetastet.


können wir statt Ein_L / Ein_R Ein_Start_L / R nutzen?


Kurz geprüft, ob das geometrisch passt. Ich schaue die Positionen von `CS_EIN_START_L/R` vs. den OUT-Zielen an.


cd /Users/marcus.hinz/projects/adesso-cpq/packages/frontend/.storybook/products/schutzzaun_basic
python3 -c "
import json,math
for f in ['SBE0131SNA.json','SBS1044PRA.json']:
    d=json.load(open(f))
    for h in d['handles']:
        cls=[t for t in (h.get('tags') or []) if t.startswith('class-')]
        if cls:
            pm={c['id']:c['properties'] for c in h.get('components',[]) if c.get('_resourceClass')=='component_pmi'}
            print(f'--- {f}  ({cls[0]}) ---')
            for n in ['CS_EIN_L','CS_EIN_START_L','CS_EIN_R','CS_EIN_START_R','CS_OUT_R_0','CS_OUT_L_0']:
                if n in pm:
                    p=pm[n]['position']['value']; ry=round(math.degrees(pm[n].get('rotation',{}).get('value',[0,0,0])[1]))
                    print(f'  {n:16} pos={p}  rotY={ry:+d}')
            outstart=[k for k in pm if 'OUT' in k and 'START' in k]
            print('  CS_OUT_*START:', outstart or 'keine')
            break
"

Positionen EIN vs EIN_START vs OUT


--- SBE0131SNA.json  (class-schutzzaun_basic-element) ---
  CS_EIN_L         pos=[71.0, 1067.0, -20.0]  rotY=+90
  CS_EIN_START_L   pos=[91.0, -33.0, -20.0]  rotY=+90
  CS_EIN_R         pos=[-20.0, 1067.0, -20.0]  rotY=-90
  CS_EIN_START_R   pos=[-40.0, -33.0, -20.0]  rotY=-90
  CS_OUT_R_0       pos=[-70.0, 1067.0, -20.0]  rotY=+90
  CS_OUT_L_0       pos=[121.0, 1067.0, -20.0]  rotY=-90
  CS_OUT_*START: keine
--- SBS1044PRA.json  (class-schutzzaun_basic-tuer) ---
  CS_EIN_L         pos=[-20.0, 1067.0, -20.0]  rotY=-90
  CS_EIN_START_L   pos=[-40.0, -33.0, -20.0]  rotY=-90
  CS_EIN_R         pos=[1064.0, 1067.0, -20.0]  rotY=+90
  CS_EIN_START_R   pos=[1084.0, -33.0, -20.0]  rotY=+90
  CS_OUT_R_0       pos=[1114.0, 1067.0, -20.0]  rotY=-90
  CS_OUT_L_0       pos=[-70.0, 1067.0, -20.0]  rotY=+90
  CS_OUT_*START: keine


Technisch ja, geometrisch nicht als reiner Tausch.

**Was passt:** `CS_EIN_START_L/R` existieren an den Bauteilen (Tag `name-CS_EIN_START_*`) und tragen **denselben `rotY`-Frame** wie `CS_EIN_L/R`. Die Richtungspaarung (`EIN_L↔OUT_R`, `EIN_R↔OUT_L`) und `dockRotation` bleiben also identisch.

**Was nicht passt — die Höhe:**

| | CS_EIN_L | CS_EIN_START_L | CS_OUT_R_0 |
|---|---|---|---|
| Element | y=**1067** | y=**−33** | y=**1067** |
| Tür | y=**1067** | y=**−33** | y=**1067** |

`CS_EIN_START_*` sitzt am **Fuß** (y≈−33), die Drop-Ziele `CS_OUT_*` auf **mittlerer Höhe** (y≈1067). Und es gibt **keine** `CS_OUT_*START`-Gegenstücke (geprüft: keine).

Dockt man `CS_EIN_START_L` (y=−33) auf `CS_OUT_R_0` (y=1067), fallen diese beiden Punkte zusammen → das bewegte Teil wird um ~1100 in der Höhe (und ~20 in x) **versetzt**. Also falsch platziert.

**Fazit:** Nur die Drag-Seite auf `EIN_START_*` umzustellen bricht die vertikale Ausrichtung. Es ginge nur, wenn auch die **Drop-Seite** passende Fuß-Punkte bekäme (`CS_OUT_*START` o. ä.) — die existieren im Szenegraph aktuell nicht. Ohne die müssten sie erst in der Asset-Generierung angelegt werden.

(Nebenbei: `handleKeyboardBuild` hat `CS_EIN_L`/`CS_EIN_R` hartcodiert — das wäre bei einem Wechsel mit anzupassen.)


Der GraphExport war nicht sehrt erfolgreich, da steht nur nul drinn


Ich suche den Graph-Export und schaue, warum nur `null` rauskommt.


cd /Users/marcus.hinz/projects/adesso-cpq
grep -rniE 'graph.?export|export.?graph|exportGraph|graphExport|Graph-Export|download|JSON.stringify' packages/frontend/src 2>/dev/null | grep -v node_modules | grep -v '\.test\.' | head -30

Graph-Export-Code suchen


The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.


[Request interrupted by user for tool use]


weiter


cd /Users/marcus.hinz/projects/adesso-cpq
grep -rniE 'export|graph' packages/frontend/src --include=*.vue -l 2>/dev/null | grep -v node_modules | head
echo "---"
grep -rniE '"Export"|Export|exportGraph|Blob|download|toJSON|getGraph|currentSceneGraph' packages/frontend/src/components/visual 2>/dev/null | grep -v node_modules | head -30

Export-Button in visual-Komponenten


(eval):2: no matches found: --include=*.vue
---
packages/frontend/src/components/visual/Fire3D.vue:42:import { VISUAL_KEY, EXPORT_GRAPH_KEY, type CameraMode } from "./fire3d.types";
packages/frontend/src/components/visual/Fire3D.vue:93:const currentSceneGraph = ref<any>(null);
packages/frontend/src/components/visual/Fire3D.vue:99:// Download the current scene graph as JSON (triggered by the controls' export button).
packages/frontend/src/components/visual/Fire3D.vue:100:function exportGraph() {
packages/frontend/src/components/visual/Fire3D.vue:101:    const blob = new Blob([JSON.stringify(currentSceneGraph.value, null, 2)], { type: "application/json" });
packages/frontend/src/components/visual/Fire3D.vue:102:    const url = URL.createObjectURL(blob);
packages/frontend/src/components/visual/Fire3D.vue:105:    a.download = "scene-graph.json";
packages/frontend/src/components/visual/Fire3D.vue:109:provide(EXPORT_GRAPH_KEY, exportGraph);
packages/frontend/src/components/visual/Fire3D.vue:178:            currentSceneGraph.value = result.scene;
packages/frontend/src/components/visual/Fire3D.vue:210:        currentSceneGraph.value = scene;
packages/frontend/src/components/visual/FireControls.vue:62:                <button @click="exportGraph">Graph exportieren</button>
packages/frontend/src/components/visual/FireControls.vue:72:    EXPORT_GRAPH_KEY,
packages/frontend/src/components/visual/FireControls.vue:82:const exportGraph = inject<() => void>(EXPORT_GRAPH_KEY)!;
packages/frontend/src/components/visual/ProductConfigurator.stories.ts:13:export default meta;
packages/frontend/src/components/visual/ProductConfigurator.stories.ts:17:export const Configurator: Story = {
packages/frontend/src/components/visual/fire3d.types.ts:3:export const VISUAL_KEY = Symbol("visual");
packages/frontend/src/components/visual/fire3d.types.ts:4:// Provided by Fire3D so the controls can trigger a download of the current scene graph.
packages/frontend/src/components/visual/fire3d.types.ts:5:export const EXPORT_GRAPH_KEY = Symbol("export-graph");
packages/frontend/src/components/visual/fire3d.types.ts:6:export type CameraMode = "orbit" | "first-person";
packages/frontend/src/components/visual/fire3d.types.ts:7:export type Visual3D = Awaited<ReturnType<typeof createVisual3D>>;
packages/frontend/src/components/visual/fire3d.types.ts:8:export type { CameraTransformation };
packages/frontend/src/components/visual/fire3d.types.ts:10:export enum CameraType {
packages/frontend/src/components/visual/fire3d.types.ts:15:export class SelectionEvent {
packages/frontend/src/components/visual/Fire3d.stories.ts:14:export default meta;
packages/frontend/src/components/visual/Fire3d.stories.ts:18:export const Default: Story = {
packages/frontend/src/components/visual/Fire3d.stories.ts:36:export const MultipleZaun: Story = {


`exportGraph` (Fire3D.vue:100) serialisiert `currentSceneGraph.value`. Ich schaue, wo das gesetzt wird — vermutlich wird es beim normalen Szenen-Update (Processor-`setScene`) nicht gefüllt.


99	// Download the current scene graph as JSON (triggered by the controls' export button).
100	function exportGraph() {
101	    const blob = new Blob([JSON.stringify(currentSceneGraph.value, null, 2)], { type: "application/json" });
102	    const url = URL.createObjectURL(blob);
103	    const a = document.createElement("a");
104	    a.href = url;
105	    a.download = "scene-graph.json";
106	    a.click();
107	    URL.revokeObjectURL(url);
108	}
109	provide(EXPORT_GRAPH_KEY, exportGraph);
110
111	const processor = props.processor ?? new DefaultCommandProcessor();
112
113	let visualReady!: () => void;
114	const visualPromise = new Promise<void>((resolve) => {
115	    visualReady = resolve;
116	});
117
118	function closeContextMenu() {
119	    contextMenu.value = null;
120	}
121
122	function onContextMenuSelect(entry: MenuEntry) {
123	    processReactions(entry.reactions);
124	    closeContextMenu();
125	}
126
127	// Reactions are awaited sequentially: a sendCommand only starts after the previous one
128	// resolved. This keeps a "stop_interaction_mode" before a following "setScene", and moves
129	// scene rebuilds off the synchronous engine event/processInput stack so an active gizmo is
130	// never torn down mid-frame.
131	async function processReactions(reactions: UIReaction[]): Promise<void> {
132	    for (const reaction of reactions) {
133	        switch (reaction.type) {
134	            case "sendCommand":
135	                if (reaction.cmd === "setScene") {
136	                    await visual.value?.setScene(reaction.args[0]);
137	                } else if (reaction.cmd === "selection-click") {
138	                    // Handle selection click
139	                    const nodeId = reaction.args[0] as string;
140	                    emit("selectionClick", nodeId);
141	                } else {
142	                    await visual.value?.execute(reaction.cmd, ...reaction.args);
143	                }
144	                break;
145	            case "dispatchEvent":
146	                await processReactions(processor.handleEvent(reaction.event));
147	                break;
148	            case "notification":
149	                toast.value?.show(reaction.message);
150	                break;
151	            case "dialog":
152	                dialog.value?.show(reaction.title, reaction.message);
153	                break;
154	            case "contextMenu":
155	                contextMenu.value = { entries: reaction.entries };
156	                break;
157	        }
158	    }

// Download the current scene graph as JSON (triggered by the controls' export button).
function exportGraph() {
    const blob = new Blob([JSON.stringify(currentSceneGraph.value, null, 2)], { type: "application/json" });
    const url = URL.createObjectURL(blob);
    const a = document.createElement("a");
    a.href = url;
    a.download = "scene-graph.json";
    a.click();
    URL.revokeObjectURL(url);
}
provide(EXPORT_GRAPH_KEY, exportGraph);

const processor = props.processor ?? new DefaultCommandProcessor();

let visualReady!: () => void;
const visualPromise = new Promise<void>((resolve) => {
    visualReady = resolve;
});

function closeContextMenu() {
    contextMenu.value = null;
}

function onContextMenuSelect(entry: MenuEntry) {
    processReactions(entry.reactions);
    closeContextMenu();
}

// Reactions are awaited sequentially: a sendCommand only starts after the previous one
// resolved. This keeps a "stop_interaction_mode" before a following "setScene", and moves
// scene rebuilds off the synchronous engine event/processInput stack so an active gizmo is
// never torn down mid-frame.
async function processReactions(reactions: UIReaction[]): Promise<void> {
    for (const reaction of reactions) {
        switch (reaction.type) {
            case "sendCommand":
                if (reaction.cmd === "setScene") {
                    await visual.value?.setScene(reaction.args[0]);
                } else if (reaction.cmd === "selection-click") {
                    // Handle selection click
                    const nodeId = reaction.args[0] as string;
                    emit("selectionClick", nodeId);
                } else {
                    await visual.value?.execute(reaction.cmd, ...reaction.args);
                }
                break;
            case "dispatchEvent":
                await processReactions(processor.handleEvent(reaction.event));
                break;
            case "notification":
                toast.value?.show(reaction.message);
                break;
            case "dialog":
                dialog.value?.show(reaction.title, reaction.message);
                break;
            case "contextMenu":
                contextMenu.value = { entries: reaction.entries };
                break;
        }
    }


Gefunden. In `processReactions` wird beim `setScene`-Kommando (Zeile 135-136) nur `visual.setScene(...)` aufgerufen, aber **`currentSceneGraph.value` nicht aktualisiert**. Der Export liest genau diese Ref → beim normalen Bauen bleibt sie `null`. Ich prüfe kurz die andere Setzstelle (Zeile 210).


204	});
205
206	defineExpose({
207	    setScene: async (scene: unknown) => {
208	        await visualPromise;
209	        processor.setInitialScene(scene);
210	        currentSceneGraph.value = scene;
211	        return visual.value?.setScene(scene);
212	    },
213	    setBaseline: (scene: unknown) => {
214	        processor.setInitialScene(scene);
215	    },

});

defineExpose({
    setScene: async (scene: unknown) => {
        await visualPromise;
        processor.setInitialScene(scene);
        currentSceneGraph.value = scene;
        return visual.value?.setScene(scene);
    },
    setBaseline: (scene: unknown) => {
        processor.setInitialScene(scene);
    },


Bestätigt. `currentSceneGraph.value` wird nur beim initialen `setScene` (Zeile 210) und beim Speichern (178) gefüllt — **nicht** im normalen `processReactions`-Pfad. Beim `ProductConfigurator` startet die Baseline leer (`setBaseline` setzt die Ref nicht), und jedes `add-product`/Docking läuft über `processReactions`, das die Ref nicht aktualisiert → sie bleibt `null` → Export `null`.

Fix: im `setScene`-Zweig die Ref mitschreiben.


Edit

                if (reaction.cmd === "setScene") {
                    await visual.value?.setScene(reaction.args[0]);
                } else if (reaction.cmd === "selection-click") {

                if (reaction.cmd === "setScene") {
                    currentSceneGraph.value = reaction.args[0];
                    await visual.value?.setScene(reaction.args[0]);
                } else if (reaction.cmd === "selection-click") {


The file /Users/marcus.hinz/projects/adesso-cpq/packages/frontend/src/components/visual/Fire3D.vue has been updated successfully. (file state is current in your context — no need to Read it back)

                if (reaction.cmd === "setScene") {
                    await visual.value?.setScene(reaction.args[0]);
                } else if (reaction.cmd === "selection-click") {

                if (reaction.cmd === "setScene") {
                    currentSceneGraph.value = reaction.args[0];
                    await visual.value?.setScene(reaction.args[0]);
                } else if (reaction.cmd === "selection-click") {

+                    currentSceneGraph.value = reaction.args[0];


Bash

cd /Users/marcus.hinz/projects/adesso-cpq
pnpm --filter @ad-cpq/common-frontend typecheck 2>&1 | grep -E 'error TS' | grep -vE 'ProductBrowser.vue' | head
echo "typecheck-check fertig"

Typecheck nach Export-Fix


typecheck-check fertig


Behoben. In `processReactions` (`Fire3D.vue:136`) wird jetzt beim `setScene`-Kommando `currentSceneGraph.value` mitgeschrieben. Damit hält die Ref nach jedem Bau-Schritt (add-product, Docking, Move …) die aktuelle Szene, und `exportGraph` schreibt die echte Szene statt `null`.

Ursache war, dass die Ref nur beim initialen Laden (Zeile 210) und beim Speichern (178) gefüllt wurde — der normale Processor-Pfad lief daran vorbei. Typecheck sauber.