floorplan/zone: name label inside polygon + polygon editor on select

`buildZoneFloorplan` now emits a centered name label at the polygon's
area-weighted centroid (Shoelace formula, with bbox-center fallback for
degenerate rings). Label uses the legacy `FloorplanZoneLabel` styling:
`fontSize: 0.2`, white fill, zone-color stroke, `paintOrder: 'stroke'`
for the "outlined text" look that stays legible above any fill.

When the zone is selected the builder also emits the polygon editor —
edge-handle per edge, midpoint-handle per midpoint, endpoint-handle per
vertex — driven by the shared `createPolygonVertexAffordance` /
`createPolygonAddVertexAffordance` / `createPolygonMoveEdgeAffordance`
factories slabs and ceilings already use. Zones have no `holes` field
so the factory's optional `holeIndex` stays undefined and the operations
target `node.polygon` directly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-05-19 15:12:02 -04:00
co-authored by Claude Opus 4.7
parent 3419cf8587
commit 0dee7747d2
8 changed files with 506 additions and 0 deletions
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import { type NodeDefinition, ZoneNode as ZoneNodeSchema } from '@pascal-app/core'
import {
zoneAddVertexAffordance,
zoneMoveEdgeAffordance,
zoneMoveVertexAffordance,
} from './floorplan-affordances'
import { buildZoneFloorplan } from './floorplan'
import { zoneParametrics } from './parametrics'
import { ZoneNode } from './schema'
/**
* Zone — Stage A. Custom-behavior escape hatch: zone uses TSL shader
* materials + `<Html>` portals + per-frame uniform poking, so it
* lives via `def.renderer` + `def.system` (no `def.geometry` possible
* because zone isn't really a mesh).
*/
export const zoneDefinition: NodeDefinition<typeof ZoneNode> = {
kind: 'zone',
schemaVersion: 1,
schema: ZoneNode,
category: 'site',
defaults: () => {
const stub = ZoneNodeSchema.parse({ id: 'zone_default' as never, type: 'zone' })
const { id: _id, type: _type, ...rest } = stub
return rest
},
capabilities: {
selectable: { hitVolume: 'bbox' },
duplicable: true,
deletable: true,
},
parametrics: zoneParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
system: {
module: () => import('./system'),
priority: 4,
},
floorplan: buildZoneFloorplan,
// Polygon editor when selected — same three operations slabs / ceilings
// expose. The shared factories key off `node.polygon`, optional
// `node.holes` (absent on zones). See `floorplan-affordances.ts`.
floorplanAffordances: {
'move-vertex': zoneMoveVertexAffordance,
'add-vertex': zoneAddVertexAffordance,
'move-edge': zoneMoveEdgeAffordance,
},
presentation: {
label: 'Zone',
description: 'A polygonal site zone (lawn, water, paving) with a TSL gradient material.',
icon: { kind: 'url', src: '/icons/zone.png' },
paletteSection: 'site',
paletteOrder: 20,
},
mcp: {
description: 'A polygon-bounded site zone with a typed surface (grass / water / paving / ...).',
},
}
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import type { ZoneNode } from '@pascal-app/core'
import {
createPolygonAddVertexAffordance,
createPolygonMoveEdgeAffordance,
createPolygonVertexAffordance,
} from '../shared/polygon-vertex-affordance'
/**
* 2D drag affordances for zone — same three polygon-editing operations
* slabs and ceilings expose. Zones have no `holes` field, but the
* shared factory accepts that case (holeIndex stays undefined and the
* boundary polygon is the target).
*
* - `move-vertex` — drag an existing polygon vertex.
* - `add-vertex` — insert a new vertex at an edge midpoint, then drag.
* - `move-edge` — drag an entire edge perpendicular to itself.
*/
export const zoneMoveVertexAffordance = createPolygonVertexAffordance<ZoneNode>('zone')
export const zoneAddVertexAffordance = createPolygonAddVertexAffordance<ZoneNode>('zone')
export const zoneMoveEdgeAffordance = createPolygonMoveEdgeAffordance<ZoneNode>('zone')
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import type { FloorplanGeometry, FloorplanPoint, GeometryContext, ZoneNode } from '@pascal-app/core'
/**
* Stage C floor-plan builder for zone. Zones are colored polygons —
* fill + outline both come from `zone.color`. Selection adds an
* accent-colored outline.
*
* The zone's `name` renders as a centered text label at the polygon's
* geometric centroid. The registry layer sorts zones before every
* other kind so the label + polygon sit *under* walls / slabs /
* furniture in the SVG document order (= z-order).
*/
export function buildZoneFloorplan(node: ZoneNode, ctx: GeometryContext): FloorplanGeometry | null {
const ring = node.polygon
if (!ring || ring.length < 3) return null
const view = ctx.viewState
const palette = view?.palette
const isSelected = view?.selected ?? false
const isHighlighted = view?.highlighted ?? false
const showSelectedChrome = isSelected || isHighlighted
const points: FloorplanPoint[] = ring.map(([x, z]) => [x, z] as FloorplanPoint)
const stroke = showSelectedChrome && palette ? palette.selectedStroke : node.color
const fillOpacity = isSelected ? 0.28 : 0.16
const children: FloorplanGeometry[] = [
{
kind: 'polygon',
points,
fill: node.color,
fillOpacity,
stroke,
strokeWidth: showSelectedChrome ? 0.08 : 0.05,
strokeOpacity: showSelectedChrome ? 0.96 : 0.72,
strokeLinejoin: 'round',
vectorEffect: 'non-scaling-stroke',
},
]
// Polygon editor — emitted only when the zone is the active
// selection. Same three handle types slabs / ceilings expose:
// edge-handle (drag whole edge), midpoint-handle (insert a vertex),
// endpoint-handle (drag an existing vertex). Order matters for
// hit-test layering: edges (large hit area) first, then midpoints,
// then vertices on top.
if (isSelected) {
for (let i = 0; i < ring.length; i++) {
const a = ring[i]!
const b = ring[(i + 1) % ring.length]!
children.push({
kind: 'edge-handle',
x1: a[0],
y1: a[1],
x2: b[0],
y2: b[1],
affordance: 'move-edge',
payload: { edgeIndex: i },
})
}
for (let i = 0; i < ring.length; i++) {
const a = ring[i]!
const b = ring[(i + 1) % ring.length]!
children.push({
kind: 'midpoint-handle',
point: [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2],
affordance: 'add-vertex',
payload: { edgeIndex: i },
})
}
for (let i = 0; i < ring.length; i++) {
const [x, z] = ring[i]!
children.push({
kind: 'endpoint-handle',
point: [x, z],
state: 'idle',
affordance: 'move-vertex',
payload: { vertexIndex: i },
})
}
}
// Name label — white fill inside a zone-colored stroke (`paintOrder:
// 'stroke'` paints the stroke first so the fill reads cleanly through
// it). Mirrors the legacy `FloorplanZoneLabel` so the look is
// consistent. Centered on the polygon's area-weighted centroid; the
// bbox-center fallback handles degenerate rings without throwing.
const name = node.name?.trim()
if (name) {
const [cx, cy] = polygonCentroid(ring)
children.push({
kind: 'text',
x: cx,
y: cy,
text: name,
// Same constants the legacy `FLOORPLAN_ZONE_LABEL_FONT_SIZE` uses
// (0.2 plan metres ≈ readable at typical building zooms).
fontSize: ZONE_LABEL_FONT_SIZE,
fill: '#ffffff',
stroke: node.color,
strokeWidth: ZONE_LABEL_FONT_SIZE * 0.35,
paintOrder: 'stroke',
fontFamily: 'system-ui, -apple-system, sans-serif',
fontWeight: 500,
textAnchor: 'middle',
dominantBaseline: 'central',
opacity: showSelectedChrome ? 1 : 0.92,
})
}
return { kind: 'group', children }
}
const ZONE_LABEL_FONT_SIZE = 0.2
/**
* Area-weighted centroid of a simple polygon (Shoelace formula). Falls
* back to the bounding-box center when the signed area is degenerate
* (collinear vertices, zero-area polygon) so the label still has a
* sensible anchor.
*/
function polygonCentroid(ring: ReadonlyArray<readonly [number, number]>): [number, number] {
let area = 0
let cx = 0
let cy = 0
for (let i = 0; i < ring.length; i++) {
const [x0, y0] = ring[i]!
const [x1, y1] = ring[(i + 1) % ring.length]!
const cross = x0 * y1 - x1 * y0
area += cross
cx += (x0 + x1) * cross
cy += (y0 + y1) * cross
}
area *= 0.5
if (Math.abs(area) < 1e-9) {
// Degenerate — fall back to bbox center.
let minX = Infinity
let maxX = -Infinity
let minY = Infinity
let maxY = -Infinity
for (const [x, y] of ring) {
if (x < minX) minX = x
if (x > maxX) maxX = x
if (y < minY) minY = y
if (y > maxY) maxY = y
}
return [(minX + maxX) / 2, (minY + maxY) / 2]
}
return [cx / (6 * area), cy / (6 * area)]
}
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export { zoneDefinition } from './definition'
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import type { ParametricDescriptor, ZoneNode } from '@pascal-app/core'
export const zoneParametrics: ParametricDescriptor<ZoneNode> = {
groups: [],
}
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'use client'
import { useRegistry, type ZoneNode } from '@pascal-app/core'
import { useNodeEvents, ZONE_LAYER } from '@pascal-app/viewer'
import { Html } from '@react-three/drei'
import { useMemo, useRef } from 'react'
import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, type Group, Shape } from 'three'
import { color, float, uniform, uv } from 'three/tsl'
import { MeshBasicNodeMaterial } from 'three/webgpu'
const Y_OFFSET = 0.01
const WALL_HEIGHT = 2.3
/**
* Creates a gradient material for zone walls using TSL
* Gradient goes from zone color at bottom to transparent at top
*/
const createWallGradientMaterial = (zoneColor: string) => {
const baseColor = color(new Color(zoneColor))
// Use UV y coordinate for vertical gradient (0 at bottom, 1 at top)
const gradientT = uv().y
const opacity = uniform(0)
// Fade opacity from 0.6 at bottom to 0 at top
const finalOpacity = float(0.6).mul(float(1).sub(gradientT)).mul(opacity)
return new MeshBasicNodeMaterial({
transparent: true,
colorNode: baseColor,
opacityNode: finalOpacity,
side: DoubleSide,
depthWrite: true,
depthTest: false,
userData: {
uOpacity: opacity,
},
})
}
/**
* Creates a floor material for zones using TSL
*/
const createFloorMaterial = (zoneColor: string) => {
const baseColor = color(new Color(zoneColor))
const opacity = uniform(0)
return new MeshBasicNodeMaterial({
transparent: true,
colorNode: baseColor,
opacityNode: float(0.25).mul(opacity),
side: DoubleSide,
depthWrite: false,
depthTest: false,
userData: { uOpacity: opacity },
})
}
/**
* Creates wall geometry for zone borders
* Each wall segment is a vertical quad from one polygon point to the next
*/
const createWallGeometry = (polygon: Array<[number, number]>): BufferGeometry => {
const geometry = new BufferGeometry()
if (polygon.length < 2) return geometry
const positions: number[] = []
const uvs: number[] = []
const indices: number[] = []
// Create a wall segment for each edge of the polygon
for (let i = 0; i < polygon.length; i++) {
const current = polygon[i]!
const next = polygon[(i + 1) % polygon.length]!
const baseIndex = i * 4
// Four vertices per wall segment (two triangles forming a quad)
// Bottom-left
positions.push(current[0]!, Y_OFFSET, current[1]!)
uvs.push(0, 0)
// Bottom-right
positions.push(next[0]!, Y_OFFSET, next[1]!)
uvs.push(1, 0)
// Top-right
positions.push(next[0]!, Y_OFFSET + WALL_HEIGHT, next[1]!)
uvs.push(1, 1)
// Top-left
positions.push(current[0]!, Y_OFFSET + WALL_HEIGHT, current[1]!)
uvs.push(0, 1)
// Two triangles for the quad
indices.push(baseIndex, baseIndex + 1, baseIndex + 2, baseIndex, baseIndex + 2, baseIndex + 3)
}
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
geometry.setAttribute('uv', new Float32BufferAttribute(uvs, 2))
geometry.setIndex(indices)
geometry.computeVertexNormals()
return geometry
}
export const ZoneRenderer = ({ node }: { node: ZoneNode }) => {
const ref = useRef<Group>(null!)
useRegistry(node.id, 'zone', ref)
// Create floor shape from polygon
const floorShape = useMemo(() => {
if (!node?.polygon || node.polygon.length < 3) return null
const shape = new Shape()
const firstPt = node.polygon[0]!
// Shape is in X-Y plane, we rotate it to X-Z plane
// Negate Y (which becomes Z) to get correct orientation
shape.moveTo(firstPt[0]!, -firstPt[1]!)
for (let i = 1; i < node.polygon.length; i++) {
const pt = node.polygon[i]!
shape.lineTo(pt[0]!, -pt[1]!)
}
shape.closePath()
return shape
}, [node?.polygon])
// Create wall geometry from polygon
const wallGeometry = useMemo(() => {
if (!node?.polygon || node.polygon.length < 2) return null
return createWallGeometry(node.polygon)
}, [node?.polygon])
// Calculate polygon centroid for label positioning using the geometric centroid formula
// This correctly handles polygons regardless of vertex distribution along edges
const centroid = useMemo(() => {
if (!node?.polygon || node.polygon.length < 3) return [0, 0] as [number, number]
const polygon = node.polygon
let signedArea = 0
let cx = 0
let cz = 0
for (let i = 0; i < polygon.length; i++) {
const [x0, z0] = polygon[i]!
const [x1, z1] = polygon[(i + 1) % polygon.length]!
// Cross product for signed area
const cross = x0 * z1 - x1 * z0
signedArea += cross
cx += (x0 + x1) * cross
cz += (z0 + z1) * cross
}
signedArea /= 2
const factor = 1 / (6 * signedArea)
return [cx * factor, cz * factor] as [number, number]
}, [node?.polygon])
// Create materials
const floorMaterial = useMemo(() => {
if (!node?.color) return null
return createFloorMaterial(node.color)
}, [node?.color])
const wallMaterial = useMemo(() => {
if (!node?.color) return null
return createWallGradientMaterial(node.color)
}, [node?.color])
const handlers = useNodeEvents(node, 'zone')
if (!(node && floorShape && wallGeometry && floorMaterial && wallMaterial)) {
return null
}
return (
<group ref={ref} {...handlers} userData={{ labelPosition: [centroid[0], 1, centroid[1]] }}>
<Html
name="label"
position={[centroid[0], 1, centroid[1]]}
style={{ pointerEvents: 'none' }}
zIndexRange={[10, 0]}
>
<div
id={`${node.id}-label`}
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
transform: 'translate3d(-50%, -50%, 0)',
opacity: 0,
transition: 'opacity 0.3s ease-in-out',
}}
>
<div
style={{
width: 'max-content',
color: 'white',
textShadow: `-1px -1px 0 ${node.color}, 1px -1px 0 ${node.color}, -1px 1px 0 ${node.color}, 1px 1px 0 ${node.color}`,
textAlign: 'center',
}}
>
<span>{node.name}</span>
</div>
<div
className="label-pin"
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
marginTop: '2px',
opacity: 0,
transition: 'opacity 0.5s ease-in-out',
}}
>
<div
style={{
width: '2px',
height: '40px',
backgroundColor: node.color,
}}
/>
<div
style={{
width: '10px',
height: '10px',
borderRadius: '50%',
backgroundColor: node.color,
border: '1px solid white',
}}
/>
</div>
</div>
</Html>
{/* Floor fill */}
<mesh
layers={ZONE_LAYER}
material={floorMaterial}
name="floor"
position={[0, Y_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[floorShape]} />
</mesh>
{/* Wall borders with gradient */}
<mesh geometry={wallGeometry} layers={ZONE_LAYER} material={wallMaterial} name="walls" />
</group>
)
}
export default ZoneRenderer
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export { ZoneNode } from '@pascal-app/core'
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'use client'
import { ZoneSystem } from '@pascal-app/viewer'
export default ZoneSystem