feat(mcp): scaffold package and confirm headless bridge viability

- Add packages/mcp/ with package.json, tsconfig, PLAN.md, CROSS_CUTTING.md
- Extend @pascal-app/core exports map with subpaths (./schema, ./store,
  ./material-library, ./spatial-grid, ./wall) so Node consumers can skip
  the graphics-bound systems re-export chain.
- Add scripts/spike.ts that proves useScene + temporal work in Node with
  a requestAnimationFrame polyfill. Spike passes end-to-end.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Adrian Perez
2026-04-18 16:41:09 +02:00
co-authored by Claude Opus 4.7
parent 097886b246
commit 2ae932f384
7 changed files with 894 additions and 3 deletions
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/**
* Phase 0.5 bridge spike — prove that @pascal-app/core's useScene works in Node
* after a RAF polyfill. Run with: bun run packages/mcp/scripts/spike.ts
*/
// Polyfill BEFORE importing core.
if (typeof (globalThis as any).requestAnimationFrame === 'undefined') {
;(globalThis as any).requestAnimationFrame = (cb: (t: number) => void): number => {
return setTimeout(() => cb(performance.now()), 0) as unknown as number
}
;(globalThis as any).cancelAnimationFrame = (id: number) => {
clearTimeout(id as unknown as NodeJS.Timeout)
}
}
import useScene from '@pascal-app/core/store'
import { WallNode } from '@pascal-app/core/schema'
function assert(cond: unknown, msg: string): asserts cond {
if (!cond) throw new Error(`ASSERT FAILED: ${msg}`)
}
async function main() {
console.log('---- Phase 0.5 bridge spike ----')
// 1. Load default scene
useScene.getState().loadScene()
const state1 = useScene.getState()
assert(state1.rootNodeIds.length === 1, 'expected 1 root')
// NOTE: SiteNode.children holds node objects (not IDs); everything else uses ID arrays.
// Resolve building/level via the flat nodes dict, filtering by type.
const allNodes = Object.values(state1.nodes)
const building = allNodes.find((n) => n.type === 'building')
const level = allNodes.find((n) => n.type === 'level')
assert(building, 'expected building node in dict')
assert(level, 'expected level node in dict')
const levelId = level.id
console.log('OK 1: default scene loaded —', Object.keys(state1.nodes).length, 'nodes')
// 2. Clear temporal history so we measure our own undo steps
useScene.temporal.getState().clear()
// 3. Create a wall via WallNode.parse
const wall = WallNode.parse({
start: [0, 0],
end: [5, 0],
})
useScene.getState().createNode(wall, levelId as any)
const state2 = useScene.getState()
assert(wall.id in state2.nodes, 'wall not created')
const levelAfter = state2.nodes[levelId]!
assert(
'children' in levelAfter &&
Array.isArray(levelAfter.children) &&
levelAfter.children.includes(wall.id),
'wall not linked as level child',
)
console.log('OK 2: created wall', wall.id)
// 4. Wait for any RAF-queued dirty markings (from updateNodesAction polyfill)
await new Promise((r) => setTimeout(r, 5))
// 5. Update wall
useScene.getState().updateNode(wall.id, { thickness: 0.25, height: 3.0 })
await new Promise((r) => setTimeout(r, 5))
const state3 = useScene.getState()
const w3 = state3.nodes[wall.id] as any
assert(w3.thickness === 0.25, 'thickness not updated')
assert(w3.height === 3.0, 'height not updated')
console.log('OK 3: updated wall thickness + height')
// 6. Undo (thickness/height revert)
useScene.temporal.getState().undo()
await new Promise((r) => setTimeout(r, 5))
const state4 = useScene.getState()
const w4 = state4.nodes[wall.id] as any
console.log(' after undo: thickness =', w4?.thickness, 'height =', w4?.height)
assert(w4, 'wall still exists after 1 undo (update was undone)')
// default thickness/height come from schema defaults, not required to be exact values; just prove they changed back
assert(w4.thickness !== 0.25 || w4.height !== 3.0, 'undo did not revert update')
console.log('OK 4: undo reverted update')
// 7. Undo again (wall creation reverted)
useScene.temporal.getState().undo()
await new Promise((r) => setTimeout(r, 5))
const state5 = useScene.getState()
assert(!(wall.id in state5.nodes), 'wall was not removed by second undo')
console.log('OK 5: undo removed the wall')
// 8. Redo twice (wall comes back with the updated props)
useScene.temporal.getState().redo(2)
await new Promise((r) => setTimeout(r, 5))
const state6 = useScene.getState()
const w6 = state6.nodes[wall.id] as any
assert(w6, 'redo did not restore wall')
assert(w6.thickness === 0.25 && w6.height === 3.0, 'redo did not restore updated props')
console.log('OK 6: redo restored wall + update')
// 9. Delete wall
useScene.getState().deleteNode(wall.id)
const state7 = useScene.getState()
assert(!(wall.id in state7.nodes), 'wall was not deleted')
console.log('OK 7: delete removed wall')
// 10. setScene round-trip
const snapshot = {
nodes: { ...state7.nodes },
rootNodeIds: [...state7.rootNodeIds],
}
useScene.getState().unloadScene()
useScene.getState().setScene(snapshot.nodes, snapshot.rootNodeIds)
const state8 = useScene.getState()
assert(
Object.keys(state8.nodes).length === Object.keys(snapshot.nodes).length,
'setScene node-count mismatch',
)
console.log('OK 8: setScene round-trip preserved node count')
console.log('\n✅ BRIDGE SPIKE PASSED — headless useScene is viable with RAF polyfill\n')
}
main().catch((err) => {
console.error('\n❌ SPIKE FAILED:', err)
process.exit(1)
})