Rooms, walls and openings

How to draw rooms, free walls, doors, windows, furniture and finishes in Planaira.

Rooms

Each room has a footprint, a floor finish and wall finishes on the inside faces. You can resize by dragging handles or by editing dimensions. Wall height and thickness are set once for the whole project in settings.

Moving a room also moves what was inside it — furniture, columns, outdoor items in that footprint, and floor voids. Nested rooms that you are not moving keep their contents. Resizing a room leaves objects where they are.

Deleting a room also removes what was inside it — furniture, columns, openings on its walls, and any floor voids in that footprint. Undo brings the room and its contents back together.

Free walls

Free walls are polylines that are not closed into a room — useful for partitions, garden walls or unfinished layouts. They appear in 3D at full height, without a floor slab. Openings from the catalogue stick to them like any room wall, and the walkthrough bumps into them.

Walls and corners

Wall thickness can be set for the whole project at once, or wall by wall from the room’s advanced settings (north, east, south, west). Thinning a load-bearing wall asks for confirmation; load-bearing stays independent of thickness.

Each of a room’s four corners can be rounded into a quarter circle. The arc is a real piece of wall — same thickness, height and finish — and the room’s area and perimeter count it. Round both ends of a short wall and it becomes a curved wall; round all four corners of a square room and it becomes a disc.

Doors and windows

Openings belong to a wall. Move them along the wall in 2D or 3D; they can jump to another wall when you drag far enough. Roof windows and dormers belong to a roof slope instead: you slide them along the ridge and their position is measured up the slope, as a roofer would.

The catalogue goes well beyond one door and one window: workshop glazing, fixed sashes, ribbon and basement windows, arches, round and arched windows, sliding bays with two to six leaves, garage doors — and storefronts too, including a glazed shop door with twin leaves. The front door has its own styles (panelled, porthole, glazed, with sidelights or a transom) and finishes.

Furniture and outdoors

Place furniture from the catalogue; most pieces can be resized in width, depth and height — in the drawer, or by the top handle on the selected object in 3D. Outdoor items (terrace, pool, shed…) sit on the plot. Some objects stack on others — a TV on a sideboard, a lamp on a bedside table.

Shops and warehouses get their own equipment: checkout counter, double-sided gondola shelving, clothes rack, fitting room and pallet racking — enough to lay out a real sales floor or stockroom. Above the door hangs the shop sign: type any name in it and pick the letter color.

Move, rotate and group

Furniture snaps to nearby wall faces and stays on the right side instead of crossing them — hold Alt, or push firmly past the threshold, to force it through. A quarter turn clockwise is one click on the arrow handle above the selected object, or the `Q` key.

Shift-click adds a room to the selection and a second one removes it; dragging any member moves the whole group, and Delete removes it in one step. Both count as a single undo.

Floors, walls and fabrics

Floors come by family and pattern: oak, bleached or smoked oak and walnut boards, laid straight, in herringbone, chevron or Versailles panels; polished, raw or waxed concrete; loop-pile carpet in five shades; tiles. Room walls take one of six paints or five wallpapers and panellings, on the inside face only.

Furniture carries its own finish — twelve of them, from natural wood to anthracite, red or blue — so a white wardrobe can stand next to a walnut sideboard. Rugs pick a weave, a shade and an outline; windows can take a rod and curtains; balconies and terraces choose between a solid wall, metal railings or glass panels.