shelf: v2 — cubby default, withBottom, item hosting, paintable surface
Schema v2 adds style/rows/columns/withBack/withSides/withBottom/bracketStyle and a `children: ItemNode[]` field for item hosting. Schema-level defaults preserve the v1 wall-shelf visual so existing scenes load unchanged; the placement tool spreads `shelfDefinition.defaults()` for fresh shelves (cubby 3x2 at 1m × 0.5m × 1.8m, thickness 0.05m, back/sides/bottom on). Four style geometries (wall-shelf / bookshelf / open-rack / cubby) share the dimensional schema. `shelfRowSurfaceYs` exposes one host surface per row, plus the bottom-board top when `withBottom` is on for cubby / bookshelf. Material is a single paintable surface (same shape walls / slabs / stairs use); `DEFAULT_SHELF_MATERIAL` aligned with `DEFAULT_WALL_MATERIAL` so unpainted shelves read as the canonical off-white. Preview clones each cached material before mutating `transparent / opacity` on the ghost — without the clone the mutation leaked into the cached `getShelfMaterial` instance every committed shelf was using, rendering them all see-through after the first placement preview rendered. Store hardening: `migrateNodes` patches missing `children: []` on v1 shelves, and `updateNodesAction` reparenting tolerates a missing children array on the new parent. `MaterialTarget` enum adds `'shelf'` so paint mode picks up the kind. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
56e022a093
commit
924567293a
@@ -1,14 +1,14 @@
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import { describe, expect, test } from 'bun:test'
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import type { Mesh } from 'three'
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import { buildShelfGeometry } from '../geometry'
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import { buildShelfGeometry, shelfRowSurfaceYs } from '../geometry'
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import { ShelfNode } from '../schema'
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describe('buildShelfGeometry', () => {
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test('returns a Group with named meshes for top + brackets (minimal style)', () => {
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const node = ShelfNode.parse({ bracketStyle: 'minimal' })
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describe('buildShelfGeometry — wall-shelf', () => {
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test('returns a Group with one board + two brackets (default v1 shape)', () => {
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const node = ShelfNode.parse({})
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const group = buildShelfGeometry(node)
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const names = group.children.map((c) => c.name)
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expect(names).toContain('shelf-top')
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expect(names).toContain('shelf-board-0')
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expect(names).toContain('shelf-bracket-left')
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expect(names).toContain('shelf-bracket-right')
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expect(group.children.length).toBe(3)
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@@ -18,32 +18,29 @@ describe('buildShelfGeometry', () => {
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const node = ShelfNode.parse({ bracketStyle: 'hidden' })
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const group = buildShelfGeometry(node)
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expect(group.children.length).toBe(1)
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expect(group.children[0]!.name).toBe('shelf-top')
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expect(group.children[0]!.name).toBe('shelf-board-0')
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})
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test('top board y-center matches height + thickness/2', () => {
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test('top board y-center matches height + thickness/2 (v1 semantic preserved)', () => {
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const node = ShelfNode.parse({ height: 1.0, thickness: 0.05 })
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const group = buildShelfGeometry(node)
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const top = group.children.find((c) => c.name === 'shelf-top') as Mesh | undefined
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const top = group.children.find((c) => c.name === 'shelf-board-0') as Mesh | undefined
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expect(top).toBeDefined()
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expect(top!.position.y).toBeCloseTo(1.0 + 0.025)
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})
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test('brackets are inset from the shelf ends and run from the floor to the top', () => {
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const node = ShelfNode.parse({ width: 1.5, height: 0.8 })
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test('rows > 1 produces multiple boards evenly spaced from height/rows to height', () => {
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const node = ShelfNode.parse({ rows: 3, height: 1.8, thickness: 0.04 })
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const group = buildShelfGeometry(node)
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const left = group.children.find((c) => c.name === 'shelf-bracket-left') as Mesh | undefined
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const right = group.children.find((c) => c.name === 'shelf-bracket-right') as Mesh | undefined
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expect(left).toBeDefined()
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expect(right).toBeDefined()
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// Left bracket sits at negative X, right at positive X.
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expect(left!.position.x).toBeLessThan(0)
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expect(right!.position.x).toBeGreaterThan(0)
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// Brackets rise from floor (y = bracketHeight/2 ≈ 0.4 for height 0.8).
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expect(left!.position.y).toBeCloseTo(0.4)
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const boards = group.children.filter((c) => c.name.startsWith('shelf-board-')) as Mesh[]
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expect(boards.length).toBe(3)
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const ys = boards.map((b) => b.position.y).sort((a, b) => a - b)
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expect(ys[0]).toBeCloseTo(0.6 + 0.02)
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expect(ys[1]).toBeCloseTo(1.2 + 0.02)
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expect(ys[2]).toBeCloseTo(1.8 + 0.02)
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})
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test('industrial bracket style produces thicker bracket boxes', () => {
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test('industrial bracket style produces wider bracket boxes', () => {
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const minimal = buildShelfGeometry(ShelfNode.parse({ bracketStyle: 'minimal', depth: 0.4 }))
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const industrial = buildShelfGeometry(
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ShelfNode.parse({ bracketStyle: 'industrial', depth: 0.4 }),
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@@ -52,24 +49,155 @@ describe('buildShelfGeometry', () => {
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const industrialBracket = industrial.children.find(
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(c) => c.name === 'shelf-bracket-left',
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) as Mesh
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// industrial bracket box should have a wider X (bracketWidth) than minimal
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const minimalParams = (minimalBracket.geometry as any).parameters
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const industrialParams = (industrialBracket.geometry as any).parameters
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expect(industrialParams.width).toBeGreaterThan(minimalParams.width)
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})
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})
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test('top board material is built from node.color (not the default)', () => {
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const defaultColor = (
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buildShelfGeometry(ShelfNode.parse({})).children.find((c) => c.name === 'shelf-top') as Mesh
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describe('buildShelfGeometry — bookshelf', () => {
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test('emits side panels + multiple boards', () => {
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const node = ShelfNode.parse({ style: 'bookshelf', rows: 4, height: 1.8 })
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const group = buildShelfGeometry(node)
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const names = group.children.map((c) => c.name)
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expect(names).toContain('shelf-side-left')
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expect(names).toContain('shelf-side-right')
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expect(names.filter((n) => n.startsWith('shelf-board-')).length).toBe(4)
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})
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test('withBack adds a back panel', () => {
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const without = buildShelfGeometry(ShelfNode.parse({ style: 'bookshelf', withBack: false }))
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const withBack = buildShelfGeometry(ShelfNode.parse({ style: 'bookshelf', withBack: true }))
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expect(without.children.find((c) => c.name === 'shelf-back')).toBeUndefined()
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expect(withBack.children.find((c) => c.name === 'shelf-back')).toBeDefined()
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})
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test('columns > 1 adds vertical dividers', () => {
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const node = ShelfNode.parse({ style: 'bookshelf', columns: 3 })
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const group = buildShelfGeometry(node)
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const dividers = group.children.filter((c) => c.name.startsWith('shelf-divider-col-'))
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expect(dividers.length).toBe(2)
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})
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test('withSides=false replaces side panels with corner posts', () => {
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const node = ShelfNode.parse({ style: 'bookshelf', withSides: false })
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const group = buildShelfGeometry(node)
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const names = group.children.map((c) => c.name)
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expect(names).not.toContain('shelf-side-left')
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expect(names.filter((n) => n.startsWith('shelf-post-')).length).toBe(4)
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})
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})
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describe('buildShelfGeometry — open-rack', () => {
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test('always emits four corner posts', () => {
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const node = ShelfNode.parse({ style: 'open-rack' })
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const group = buildShelfGeometry(node)
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const posts = group.children.filter((c) => c.name.startsWith('shelf-post-'))
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expect(posts.length).toBe(4)
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})
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test('withBack adds horizontal cross-braces top + bottom', () => {
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const node = ShelfNode.parse({ style: 'open-rack', withBack: true })
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const group = buildShelfGeometry(node)
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const braces = group.children.filter((c) => c.name.startsWith('shelf-brace-h-'))
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expect(braces.length).toBe(2)
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})
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})
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describe('buildShelfGeometry — cubby', () => {
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test('grid of cubbies emits sides + back + boards + dividers', () => {
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const node = ShelfNode.parse({ style: 'cubby', rows: 3, columns: 3 })
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const group = buildShelfGeometry(node)
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const names = group.children.map((c) => c.name)
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expect(names).toContain('shelf-side-left')
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expect(names).toContain('shelf-side-right')
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expect(names).toContain('shelf-back')
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// Boards: rows = 3 → 3 horizontal boards.
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expect(names.filter((n) => n.startsWith('shelf-board-')).length).toBe(3)
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// Dividers: (columns − 1) per row → 2 × 3 = 6.
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expect(names.filter((n) => /^shelf-divider-\d+-\d+$/.test(n)).length).toBe(6)
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})
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test('withBottom adds a floor board at y = thickness/2', () => {
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const node = ShelfNode.parse({ style: 'cubby', withBottom: true, thickness: 0.05 })
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const group = buildShelfGeometry(node)
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const bottom = group.children.find((c) => c.name === 'shelf-board-bottom') as Mesh | undefined
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expect(bottom).toBeDefined()
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expect(bottom!.position.y).toBeCloseTo(0.025)
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})
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test('withBottom=false omits the floor board', () => {
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const node = ShelfNode.parse({ style: 'cubby', withBottom: false })
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const group = buildShelfGeometry(node)
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expect(group.children.find((c) => c.name === 'shelf-board-bottom')).toBeUndefined()
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})
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})
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describe('shelfRowSurfaceYs — withBottom', () => {
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test('prepends y = thickness when cubby has withBottom on', () => {
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const node = ShelfNode.parse({
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style: 'cubby',
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withBottom: true,
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rows: 3,
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height: 1.8,
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thickness: 0.05,
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})
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const ys = shelfRowSurfaceYs(node)
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expect(ys.length).toBe(4)
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expect(ys[0]).toBeCloseTo(0.05) // top of bottom board
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})
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test('ignores withBottom for wall-shelf', () => {
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const node = ShelfNode.parse({ style: 'wall-shelf', withBottom: true })
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const ys = shelfRowSurfaceYs(node)
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expect(ys.length).toBe(1)
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})
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})
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describe('shelfRowSurfaceYs', () => {
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test('returns one Y per row, all at board top', () => {
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const node = ShelfNode.parse({ rows: 3, height: 1.8, thickness: 0.04 })
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const ys = shelfRowSurfaceYs(node)
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expect(ys.length).toBe(3)
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// Y values are sorted ascending and represent top-of-board.
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expect(ys[0]).toBeCloseTo(0.6 + 0.04)
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expect(ys[1]).toBeCloseTo(1.2 + 0.04)
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expect(ys[2]).toBeCloseTo(1.8 + 0.04)
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})
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test('rows=1 returns single Y at v1 top-of-board (height + thickness)', () => {
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const node = ShelfNode.parse({ height: 0.9, thickness: 0.04 })
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const ys = shelfRowSurfaceYs(node)
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expect(ys.length).toBe(1)
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expect(ys[0]).toBeCloseTo(0.94)
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})
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})
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describe('material application', () => {
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test('default shelf material is the canonical white shared with walls / stairs', () => {
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const board = buildShelfGeometry(ShelfNode.parse({})).children.find(
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(c) => c.name === 'shelf-board-0',
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) as Mesh
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const material = board.material as { color: { getHexString(): string } }
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// DEFAULT_SHELF_MATERIAL is '#ffffff' — same as DEFAULT_WALL_MATERIAL /
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// DEFAULT_STAIR_MATERIAL so an unpainted shelf reads as the same
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// "default white" surface the rest of the structural kinds use.
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expect(material.color.getHexString().toLowerCase()).toBe('ffffff')
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})
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test('user-set material is applied (not the default)', () => {
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const defaultBoard = (
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buildShelfGeometry(ShelfNode.parse({})).children.find(
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(c) => c.name === 'shelf-board-0',
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) as Mesh
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).material as { color: { getHexString(): string } }
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const custom = (
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buildShelfGeometry(ShelfNode.parse({ color: '#112233' })).children.find(
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(c) => c.name === 'shelf-top',
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) as Mesh
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const customBoard = (
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buildShelfGeometry(
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ShelfNode.parse({
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material: { properties: { color: '#112233' } },
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}),
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).children.find((c) => c.name === 'shelf-board-0') as Mesh
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).material as { color: { getHexString(): string } }
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// Three.js applies color space conversion (sRGB → linear) for materials.
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// The materials should differ — that's the property we care about, not the
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// exact channel values.
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expect(custom.color.getHexString()).not.toBe(defaultColor.color.getHexString())
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expect(customBoard.color.getHexString()).not.toBe(defaultBoard.color.getHexString())
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})
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})
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@@ -2,7 +2,7 @@ import { describe, expect, test } from 'bun:test'
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import { ShelfNode } from '../schema'
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describe('ShelfNode schema', () => {
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test('parses with all defaults applied', () => {
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test('parses with v2 defaults applied (v1 wall-shelf visual preserved)', () => {
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const parsed = ShelfNode.parse({})
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expect(parsed.type).toBe('shelf')
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expect(parsed.id).toMatch(/^shelf_/)
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@@ -10,8 +10,37 @@ describe('ShelfNode schema', () => {
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expect(parsed.depth).toBe(0.3)
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expect(parsed.thickness).toBe(0.04)
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expect(parsed.height).toBe(0.9)
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expect(parsed.style).toBe('wall-shelf')
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expect(parsed.rows).toBe(1)
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expect(parsed.columns).toBe(1)
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expect(parsed.withBack).toBe(false)
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expect(parsed.withSides).toBe(true)
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expect(parsed.withBottom).toBe(false)
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expect(parsed.bracketStyle).toBe('minimal')
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expect(parsed.color).toBe('#a07050')
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// material / materialPreset default to undefined — the geometry
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// builder uses `DEFAULT_SHELF_MATERIAL` when both are unset.
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expect(parsed.material).toBeUndefined()
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expect(parsed.materialPreset).toBeUndefined()
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})
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test('v1-shaped input parses cleanly (forward compatibility)', () => {
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// v1 scenes carried { width, depth, thickness, height, bracketStyle,
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// color }. v2 dropped `color` in favour of `material` + `materialPreset`;
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// unknown keys on a Zod object pass through and are stripped by
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// `.parse`. New v2 fields fall back to defaults that reproduce v1
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// visuals (style=wall-shelf, rows=1) so saved scenes load unchanged.
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const parsed = ShelfNode.parse({
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width: 1.5,
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depth: 0.35,
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thickness: 0.05,
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height: 1.2,
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bracketStyle: 'industrial',
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color: '#553322',
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})
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expect(parsed.style).toBe('wall-shelf')
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expect(parsed.rows).toBe(1)
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expect(parsed.bracketStyle).toBe('industrial')
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expect((parsed as { color?: string }).color).toBeUndefined()
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})
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test('accepts user-supplied dimensions within bounds', () => {
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@@ -21,9 +50,24 @@ describe('ShelfNode schema', () => {
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thickness: 0.06,
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height: 1.4,
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bracketStyle: 'industrial',
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style: 'bookshelf',
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rows: 4,
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columns: 2,
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})
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expect(parsed.width).toBe(2.0)
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expect(parsed.bracketStyle).toBe('industrial')
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expect(parsed.style).toBe('bookshelf')
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expect(parsed.rows).toBe(4)
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expect(parsed.columns).toBe(2)
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})
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test('rejects unknown style', () => {
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expect(() => ShelfNode.parse({ style: 'mystery' })).toThrow()
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})
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test('rejects rows above 8 and below 1', () => {
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expect(() => ShelfNode.parse({ rows: 0 })).toThrow()
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expect(() => ShelfNode.parse({ rows: 9 })).toThrow()
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expect(() => ShelfNode.parse({ rows: 1.5 })).toThrow()
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})
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test('rejects width below min', () => {
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@@ -1,12 +1,13 @@
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import type { NodeDefinition } from '@pascal-app/core'
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import { buildShelfFloorplan } from './floorplan'
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import { buildShelfGeometry } from './geometry'
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import { shelfFloorplanMoveTarget } from './floorplan-move'
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import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry'
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import { shelfParametrics } from './parametrics'
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import { ShelfNode } from './schema'
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export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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kind: 'shelf',
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schemaVersion: 1,
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schemaVersion: 2,
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schema: ShelfNode,
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category: 'furnish',
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@@ -15,14 +16,23 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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parentId: null,
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visible: true,
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metadata: {},
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children: [],
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position: [0, 0, 0],
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rotation: [0, 0, 0],
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width: 1.2,
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depth: 0.3,
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thickness: 0.04,
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height: 0.9,
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width: 1,
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depth: 0.5,
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thickness: 0.05,
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height: 1.8,
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style: 'cubby',
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rows: 3,
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columns: 2,
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withBack: true,
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withSides: true,
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withBottom: true,
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bracketStyle: 'minimal',
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color: '#a07050',
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// material / materialPreset left undefined — geometry falls back to
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// `DEFAULT_SHELF_MATERIAL` (off-white), and paint mode writes the
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// chosen catalog material into these fields.
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}),
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capabilities: {
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@@ -31,17 +41,34 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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axes: ['y'],
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snapAngles: [0, Math.PI / 4, Math.PI / 2, (3 * Math.PI) / 4, Math.PI],
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},
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// The whole point of shelf: things can stack on it. Surface height
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// resolves from the node so multiple shelves at different heights stack
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// correctly (vs a fixed-height table).
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// Multi-row hosting: each row's top board exposes a surface so items
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// can stack on whichever row the cursor targets. `surfaces.top`
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// points at the topmost board (legacy compatibility — code that
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// assumes a single surface still works). `surfaces.custom` emits
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// one `SurfacePoint` per row centered on (0, rowY, 0) — the
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// placement coordinator's shelf strategy picks the closest by
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// cursor local-Y and snaps there.
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surfaces: {
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top: { height: (n) => (n as ShelfNode).height + (n as ShelfNode).thickness },
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top: { height: (n) => shelfRowSurfaceYs(n as ShelfNode).at(-1) ?? 0 },
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custom: (n) =>
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shelfRowSurfaceYs(n as ShelfNode).map((y) => ({
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position: [0, y, 0] as const,
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normal: [0, 1, 0] as const,
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||||
})),
|
||||
},
|
||||
selectable: { hitVolume: 'bbox' },
|
||||
duplicable: true,
|
||||
deletable: true,
|
||||
},
|
||||
|
||||
// Items host on shelves the same way they host on slabs / other items —
|
||||
// declared here so the placement coordinator's shelf strategy can
|
||||
// confirm parent-kind compatibility before reparenting.
|
||||
relations: {
|
||||
hosts: ['item'],
|
||||
cascadeDelete: 'descendants',
|
||||
},
|
||||
|
||||
parametrics: shelfParametrics,
|
||||
|
||||
// Three-checkbox composition: shelf needs only pure builder functions.
|
||||
@@ -49,10 +76,17 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
|
||||
// mount and rebuild on dirty; the <FloorplanRegistryLayer> calls
|
||||
// buildShelfFloorplan for the 2D top-down view. No renderer.tsx, no
|
||||
// system.tsx, no inline floor-plan SVG — see
|
||||
// `wiki/architecture/node-definitions.md`. Shelf is the reference port
|
||||
// proving Phase 4's boilerplate collapse for both 3D and 2D.
|
||||
// `wiki/architecture/node-definitions.md`.
|
||||
geometry: buildShelfGeometry,
|
||||
floorplan: buildShelfFloorplan,
|
||||
// 2D move handler — Path 1 in `FloorplanRegistryMoveOverlay`. Without
|
||||
// this the overlay falls through to Path 2 which stomps the SVG
|
||||
// entry's `transform` attribute (set by the floor-plan layer to
|
||||
// position the shelf at `node.position`), producing the "ultra slow,
|
||||
// wrong place" symptom the user observed. Path 1 writes live
|
||||
// transforms during drag for real-time 3D sync and commits via a
|
||||
// single tracked `updateNode`.
|
||||
floorplanMoveTarget: shelfFloorplanMoveTarget,
|
||||
|
||||
preview: () => import('./preview'),
|
||||
tool: () => import('./tool'),
|
||||
@@ -63,14 +97,14 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
|
||||
|
||||
presentation: {
|
||||
label: 'Shelf',
|
||||
description: 'A horizontal surface for stacking other items.',
|
||||
icon: { kind: 'url', src: '/icons/column.png' },
|
||||
paletteSection: 'structure',
|
||||
paletteOrder: 50,
|
||||
description: 'A configurable shelving unit. Items host on each row.',
|
||||
icon: { kind: 'url', src: '/icons/shelf.png' },
|
||||
paletteSection: 'furnish',
|
||||
paletteOrder: 30,
|
||||
},
|
||||
|
||||
mcp: {
|
||||
description:
|
||||
'A parametric shelf with adjustable dimensions and bracket style. Stackable on its top surface.',
|
||||
'A parametric shelving unit. Four styles (wall-shelf / bookshelf / open-rack / cubby) with configurable rows, columns, sides, and back. Items host on each row.',
|
||||
},
|
||||
}
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
import {
|
||||
type AnyNodeId,
|
||||
type FloorplanMoveTarget,
|
||||
type FloorplanMoveTargetSession,
|
||||
type ShelfNode,
|
||||
sceneRegistry,
|
||||
useLiveTransforms,
|
||||
useScene,
|
||||
} from '@pascal-app/core'
|
||||
import { snapPointToGrid, triggerSFX, type WallPlanPoint } from '@pascal-app/editor'
|
||||
import type * as THREE from 'three'
|
||||
|
||||
/**
|
||||
* 2D floor-plan move handler for shelf — behaves like items in the
|
||||
* floor-plan move flow:
|
||||
*
|
||||
* - Each pointermove writes the absolute world-plan target position
|
||||
* to `useLiveTransforms` (so the 2D layer's `effectiveNode` override
|
||||
* re-renders the SVG at the new position) AND mutates the
|
||||
* registered mesh's `position` directly (so the 3D view mirrors the
|
||||
* drag in real time).
|
||||
* - On commit, `canCommit` writes the final position to `scene` as a
|
||||
* single tracked update — the dispatcher's snapshot-diff captures
|
||||
* it as one undoable step.
|
||||
* - On any non-commit unmount (escape, abnormal teardown) the
|
||||
* dispatcher clears `useLiveTransforms` for affectedIds, so the 3D
|
||||
* visual snaps back to the reverted scene state.
|
||||
*
|
||||
* Unlike `slab` / `ceiling`, this writes the **absolute** position (the
|
||||
* shelf carries its location in `node.position`, not in polygon
|
||||
* vertices). The 2D layer's override branch for `shelf` mirrors `item`'s
|
||||
* world-plan handling.
|
||||
*/
|
||||
const GRID_STEP = 0.5
|
||||
|
||||
export const shelfFloorplanMoveTarget: FloorplanMoveTarget<ShelfNode> = ({ node }) => {
|
||||
const shelfId = node.id as AnyNodeId
|
||||
const originalPosition: [number, number, number] = [...node.position] as [number, number, number]
|
||||
const originalRotationY = node.rotation[1] ?? 0
|
||||
let lastPosition: [number, number, number] = originalPosition
|
||||
let lastSnapKey: string | null = null
|
||||
|
||||
const session: FloorplanMoveTargetSession = {
|
||||
affectedIds: [shelfId],
|
||||
apply({ planPoint, modifiers }) {
|
||||
const snapped: WallPlanPoint = modifiers.shiftKey
|
||||
? ([planPoint[0], planPoint[1]] as WallPlanPoint)
|
||||
: snapPointToGrid([planPoint[0], planPoint[1]] as WallPlanPoint, GRID_STEP)
|
||||
const next: [number, number, number] = [snapped[0], originalPosition[1], snapped[1]]
|
||||
lastPosition = next
|
||||
|
||||
// Grid-snap SFX on cell crossings — matches the 3D `MoveSlabTool`
|
||||
// and the placement coordinators. Item / slab / wall flows fire
|
||||
// the same cue, so the shelf following along is the expected UX.
|
||||
const snapKey = `${snapped[0]},${snapped[1]}`
|
||||
if (snapKey !== lastSnapKey) {
|
||||
triggerSFX('sfx:grid-snap')
|
||||
lastSnapKey = snapKey
|
||||
}
|
||||
// Live preview — same shape items use. `useLiveTransforms.position`
|
||||
// holds world-plan coords (level-local); the 2D `FloorplanRegistryLayer`
|
||||
// override for `shelf` reads this and re-renders the SVG entry.
|
||||
useLiveTransforms.getState().set(shelfId, {
|
||||
position: next,
|
||||
rotation: originalRotationY,
|
||||
})
|
||||
// Mirror to the 3D mesh so split-view follows the cursor without
|
||||
// touching scene state per tick (no CSG, no React re-render of
|
||||
// geometry — same imperative live-drag pattern as the 3D
|
||||
// `MoveRegistryNodeTool`).
|
||||
const mesh = sceneRegistry.nodes.get(shelfId) as THREE.Object3D | undefined
|
||||
if (mesh) mesh.position.set(next[0], next[1], next[2])
|
||||
},
|
||||
canCommit() {
|
||||
const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined
|
||||
if (!live || live.type !== 'shelf') return false
|
||||
if (lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2]) {
|
||||
return false
|
||||
}
|
||||
// Side-effect commit — write final position. The dispatcher's
|
||||
// snapshot-diff right after `canCommit` returns picks this up as
|
||||
// the single tracked change for undo. `useLiveTransforms` is
|
||||
// cleared in the dispatcher's commit path (and in our
|
||||
// abnormal-unmount cleanup) so the 3D view reconciles to the
|
||||
// committed scene position on the next render.
|
||||
useScene.getState().updateNodes([
|
||||
{
|
||||
id: shelfId,
|
||||
data: { position: lastPosition },
|
||||
},
|
||||
])
|
||||
// The shelf's geometry doesn't depend on `position` (it's the
|
||||
// group's transform, not the build inputs), but we mark dirty so
|
||||
// any sibling-aware system that does watch position re-runs.
|
||||
useScene.getState().markDirty(shelfId)
|
||||
useLiveTransforms.getState().clear(shelfId)
|
||||
return true
|
||||
},
|
||||
}
|
||||
return session
|
||||
}
|
||||
@@ -2,20 +2,19 @@ import type { FloorplanGeometry } from '@pascal-app/core'
|
||||
import type { ShelfNode } from './schema'
|
||||
|
||||
/**
|
||||
* 2D floor-plan representation of a shelf. The top board (the largest
|
||||
* visible surface from above) projects to a rectangle of `width × depth`
|
||||
* centered on `(position.x, position.z)`, rotated by the shelf's Y angle.
|
||||
* 2D floor-plan representation of a shelf. The unit's outer footprint
|
||||
* projects to a rectangle of `width × depth` centered on the shelf's
|
||||
* position, rotated by its Y angle. For `bookshelf` / `cubby` with
|
||||
* columns > 1, vertical column dividers project as thin lines so the
|
||||
* grid is legible from above.
|
||||
*
|
||||
* Brackets are intentionally omitted — they're hidden under the top
|
||||
* board from a top-down view, and adding them as separate rects clutters
|
||||
* the plan without conveying useful information at typical zoom levels.
|
||||
* Brackets / posts / individual boards are intentionally omitted — they
|
||||
* stack vertically under the topmost board from a top-down view and
|
||||
* adding them clutters the plan without conveying useful information.
|
||||
*
|
||||
* Coordinates are level-local meters; the floor-plan panel applies the
|
||||
* world→SVG transform via its viewBox. Rotation is radians (three.js
|
||||
* convention); the renderer converts to SVG degrees.
|
||||
*
|
||||
* Pairs with `buildShelfGeometry(node)` — the 3D builder. Same shape,
|
||||
* different output projection.
|
||||
*/
|
||||
export function buildShelfFloorplan(node: ShelfNode): FloorplanGeometry {
|
||||
const [px, , pz] = node.position
|
||||
@@ -23,21 +22,48 @@ export function buildShelfFloorplan(node: ShelfNode): FloorplanGeometry {
|
||||
const halfW = node.width / 2
|
||||
const halfD = node.depth / 2
|
||||
|
||||
// Floor-plan fill: a single neutral fill regardless of `material`.
|
||||
// 2D doesn't render the actual paint material — surfaces in plan view
|
||||
// read as outline + tone, not photoreal texture. Using a fixed light
|
||||
// gray keeps the plan visually consistent with the other furniture
|
||||
// kinds (item / column / etc.) which also render as neutral fills.
|
||||
const children: FloorplanGeometry[] = [
|
||||
{
|
||||
kind: 'rect',
|
||||
x: -halfW,
|
||||
y: -halfD,
|
||||
width: node.width,
|
||||
height: node.depth,
|
||||
fill: '#d6d3d1',
|
||||
stroke: '#1f2937',
|
||||
strokeWidth: 0.015,
|
||||
opacity: 0.9,
|
||||
},
|
||||
]
|
||||
|
||||
// Show column dividers for grid-style shelves so the cubby / bookshelf
|
||||
// grid is visible from above.
|
||||
if ((node.style === 'bookshelf' || node.style === 'cubby') && node.columns > 1) {
|
||||
const innerWidth = node.width - 2 * node.thickness
|
||||
const colStep = innerWidth / node.columns
|
||||
for (let c = 1; c < node.columns; c++) {
|
||||
const x = -innerWidth / 2 + c * colStep
|
||||
children.push({
|
||||
kind: 'line',
|
||||
x1: x,
|
||||
y1: -halfD + node.thickness,
|
||||
x2: x,
|
||||
y2: halfD - node.thickness,
|
||||
stroke: '#1f2937',
|
||||
strokeWidth: 0.012,
|
||||
opacity: 0.7,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
kind: 'group',
|
||||
transform: { translate: [px, pz], rotate: ry },
|
||||
children: [
|
||||
{
|
||||
kind: 'rect',
|
||||
x: -halfW,
|
||||
y: -halfD,
|
||||
width: node.width,
|
||||
height: node.depth,
|
||||
fill: node.color,
|
||||
stroke: '#1f2937',
|
||||
strokeWidth: 0.015,
|
||||
opacity: 0.9,
|
||||
},
|
||||
],
|
||||
children,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,65 +1,331 @@
|
||||
import { BoxGeometry, type BufferGeometry, Color, Group, Mesh, MeshStandardMaterial } from 'three'
|
||||
import { getMaterialPresetByRef } from '@pascal-app/core'
|
||||
import {
|
||||
applyMaterialPresetToMaterials,
|
||||
createMaterial,
|
||||
DEFAULT_SHELF_MATERIAL,
|
||||
} from '@pascal-app/viewer'
|
||||
import { BoxGeometry, FrontSide, Group, Mesh, MeshStandardMaterial } from 'three'
|
||||
import type { ShelfNode } from './schema'
|
||||
|
||||
/**
|
||||
* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
|
||||
* containing the top board + bracket meshes — no React, no scene access.
|
||||
* with named child meshes — `shelf-board-<row>`, `shelf-side-<sign>`,
|
||||
* `shelf-back`, `shelf-divider-<r>-<c>`, `shelf-bracket-<sign>`,
|
||||
* `shelf-post-<corner>`, `shelf-brace-<id>` — so other systems can
|
||||
* address them by name if needed.
|
||||
*
|
||||
* Two reasons this is its own pure function (not inlined into the renderer):
|
||||
* The function is pure: no React, no scene access, no `useScene`. Every
|
||||
* piece of geometry is determined by `node` alone. This lets the parity
|
||||
* test in `__tests__/geometry.test.ts` compare BufferGeometry vertex /
|
||||
* index arrays directly, and lets AI-generated nodes follow the same
|
||||
* shape with no editor-specific knowledge.
|
||||
*
|
||||
* 1. **Geometry parity testing.** Phase 4's pixel-diff test compares the
|
||||
* BufferGeometry vertex/index arrays returned by this function against
|
||||
* a snapshot — pure functions are trivial to test, JSX is not.
|
||||
* 2. **AI-authored nodes.** This is the file an AI is most likely to
|
||||
* generate. Pure, deterministic, takes typed input, returns Three.js
|
||||
* primitives. No React or registry knowledge required.
|
||||
* Materials: the kind exposes a single paintable surface via
|
||||
* `node.material` / `node.materialPreset` — same shape walls / slabs /
|
||||
* stairs use. When neither is set, every mesh shares the
|
||||
* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the
|
||||
* library preset's properties land on a cloned material here. The cache
|
||||
* key includes the preset / material signature so paint changes
|
||||
* invalidate without stomping unrelated shelves.
|
||||
*
|
||||
* Style dispatch lives at the top of the function; each style helper
|
||||
* mutates the same `group`.
|
||||
*/
|
||||
const shelfMaterialCache = new Map<string, MeshStandardMaterial>()
|
||||
|
||||
function getShelfMaterial(node: ShelfNode): MeshStandardMaterial {
|
||||
const cacheKey = JSON.stringify({
|
||||
material: node.material ?? null,
|
||||
materialPreset: node.materialPreset ?? null,
|
||||
})
|
||||
const cached = shelfMaterialCache.get(cacheKey)
|
||||
if (cached) return cached
|
||||
|
||||
const preset = getMaterialPresetByRef(node.materialPreset)
|
||||
const material = preset
|
||||
? new MeshStandardMaterial()
|
||||
: node.material
|
||||
? createMaterial(node.material).clone()
|
||||
: DEFAULT_SHELF_MATERIAL.clone()
|
||||
|
||||
if (preset) {
|
||||
applyMaterialPresetToMaterials(material, preset)
|
||||
}
|
||||
|
||||
material.side = FrontSide
|
||||
material.depthWrite = true
|
||||
material.needsUpdate = true
|
||||
|
||||
shelfMaterialCache.set(cacheKey, material)
|
||||
return material
|
||||
}
|
||||
|
||||
export function buildShelfGeometry(node: ShelfNode): Group {
|
||||
const group = new Group()
|
||||
group.name = 'shelf-geometry'
|
||||
|
||||
const material = new MeshStandardMaterial({
|
||||
color: new Color(node.color),
|
||||
roughness: 0.65,
|
||||
metalness: 0.05,
|
||||
})
|
||||
const material = getShelfMaterial(node)
|
||||
|
||||
// Top board, centered at (0, height + thickness/2, 0)
|
||||
const topBoardGeometry: BufferGeometry = new BoxGeometry(node.width, node.thickness, node.depth)
|
||||
const topBoard = new Mesh(topBoardGeometry, material)
|
||||
topBoard.name = 'shelf-top'
|
||||
topBoard.position.set(0, node.height + node.thickness / 2, 0)
|
||||
group.add(topBoard)
|
||||
|
||||
// Brackets — two below the top, near each end. Style varies the look.
|
||||
for (const sign of [-1, 1] as const) {
|
||||
const bracket = buildBracket(node, sign, material)
|
||||
if (bracket) {
|
||||
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
|
||||
group.add(bracket)
|
||||
}
|
||||
switch (node.style) {
|
||||
case 'wall-shelf':
|
||||
buildWallShelf(group, node, material)
|
||||
break
|
||||
case 'bookshelf':
|
||||
buildBookshelf(group, node, material)
|
||||
break
|
||||
case 'open-rack':
|
||||
buildOpenRack(group, node, material)
|
||||
break
|
||||
case 'cubby':
|
||||
buildCubby(group, node, material)
|
||||
break
|
||||
}
|
||||
|
||||
return group
|
||||
}
|
||||
|
||||
function buildBracket(node: ShelfNode, sign: -1 | 1, material: MeshStandardMaterial): Mesh | null {
|
||||
// 'hidden' style: skip visible brackets entirely.
|
||||
if (node.bracketStyle === 'hidden') return null
|
||||
// ─── Style helpers ───────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Wall-shelf: open boards held by end brackets. `rows > 1` stacks
|
||||
* evenly-spaced boards from `height/rows` up to `height`. Brackets
|
||||
* span from floor to the topmost board.
|
||||
*/
|
||||
function buildWallShelf(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
|
||||
for (const y of boardCenterYs(node)) {
|
||||
const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material)
|
||||
board.name = `shelf-board-${boardRowIndex(node, y)}`
|
||||
board.position.set(0, y, 0)
|
||||
group.add(board)
|
||||
}
|
||||
|
||||
if (node.bracketStyle === 'hidden') return
|
||||
|
||||
const inset = Math.min(0.12, node.width / 6)
|
||||
const x = sign * (node.width / 2 - inset)
|
||||
// Bracket height: from floor (0) up to the underside of the top board.
|
||||
const bracketHeight = Math.max(0.01, node.height)
|
||||
|
||||
const bracketWidth =
|
||||
node.bracketStyle === 'industrial'
|
||||
? Math.max(0.04, node.depth * 0.2)
|
||||
: Math.max(0.02, node.depth * 0.12)
|
||||
const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
|
||||
|
||||
const geometry = new BoxGeometry(bracketWidth, bracketHeight, bracketDepth)
|
||||
const mesh = new Mesh(geometry, material)
|
||||
mesh.position.set(x, bracketHeight / 2, 0)
|
||||
return mesh
|
||||
for (const sign of [-1, 1] as const) {
|
||||
const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material)
|
||||
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
|
||||
bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
|
||||
group.add(bracket)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bookshelf: full-height cabinet with side panels, multiple shelf boards,
|
||||
* optional back, and inner vertical dividers if `columns > 1`. When
|
||||
* `withSides === false`, side panels become slim corner posts (a rack
|
||||
* silhouette).
|
||||
*/
|
||||
function buildBookshelf(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
|
||||
const unitHeight = node.height + node.thickness
|
||||
const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
|
||||
|
||||
// Top + bottom + intermediate boards
|
||||
for (const y of boardCenterYs(node)) {
|
||||
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
|
||||
board.name = `shelf-board-${boardRowIndex(node, y)}`
|
||||
board.position.set(0, y, 0)
|
||||
group.add(board)
|
||||
}
|
||||
|
||||
if (node.withBottom) {
|
||||
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
|
||||
bottom.name = 'shelf-board-bottom'
|
||||
bottom.position.set(0, node.thickness / 2, 0)
|
||||
group.add(bottom)
|
||||
}
|
||||
|
||||
// Side panels (or corner posts) — span the full unit height.
|
||||
if (node.withSides) {
|
||||
for (const sign of [-1, 1] as const) {
|
||||
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
|
||||
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
|
||||
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
|
||||
group.add(side)
|
||||
}
|
||||
} else {
|
||||
addCornerPosts(group, node, material, unitHeight, 'rack')
|
||||
}
|
||||
|
||||
if (node.withBack) {
|
||||
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
|
||||
back.name = 'shelf-back'
|
||||
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
|
||||
group.add(back)
|
||||
}
|
||||
|
||||
// Vertical dividers between columns
|
||||
if (node.columns > 1) {
|
||||
const colStep = innerWidth / node.columns
|
||||
for (let c = 1; c < node.columns; c++) {
|
||||
const x = -innerWidth / 2 + c * colStep
|
||||
const divider = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
|
||||
divider.name = `shelf-divider-col-${c}`
|
||||
divider.position.set(x, unitHeight / 2, 0)
|
||||
group.add(divider)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Open-rack: four corner posts + horizontal boards. `withBack` adds an
|
||||
* X-brace on the back face for stability. `withSides` / `bracketStyle`
|
||||
* are ignored (the rack defines its own posts).
|
||||
*/
|
||||
function buildOpenRack(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
|
||||
const unitHeight = node.height + node.thickness
|
||||
const innerWidth = node.width
|
||||
const boardThickness = Math.max(0.02, node.thickness * 0.8)
|
||||
|
||||
for (const y of boardCenterYs(node)) {
|
||||
const board = new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), material)
|
||||
board.name = `shelf-board-${boardRowIndex(node, y)}`
|
||||
board.position.set(0, y, 0)
|
||||
group.add(board)
|
||||
}
|
||||
|
||||
addCornerPosts(group, node, material, unitHeight, 'rack')
|
||||
|
||||
if (node.withBack) {
|
||||
const braceThickness = Math.max(0.015, node.thickness * 0.6)
|
||||
for (const y of [boardThickness, unitHeight - boardThickness] as const) {
|
||||
const brace = new Mesh(
|
||||
new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
|
||||
material,
|
||||
)
|
||||
brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
|
||||
brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
|
||||
group.add(brace)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cubby: closed grid of pigeonholes. Always has sides + back + horizontal
|
||||
* boards + vertical dividers. `withBack` / `withSides` are forced on
|
||||
* because the cubby shape requires them.
|
||||
*/
|
||||
function buildCubby(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
|
||||
const unitHeight = node.height + node.thickness
|
||||
const innerWidth = node.width - 2 * node.thickness
|
||||
|
||||
for (const y of boardCenterYs(node)) {
|
||||
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
|
||||
board.name = `shelf-board-${boardRowIndex(node, y)}`
|
||||
board.position.set(0, y, 0)
|
||||
group.add(board)
|
||||
}
|
||||
|
||||
if (node.withBottom) {
|
||||
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
|
||||
bottom.name = 'shelf-board-bottom'
|
||||
bottom.position.set(0, node.thickness / 2, 0)
|
||||
group.add(bottom)
|
||||
}
|
||||
|
||||
for (const sign of [-1, 1] as const) {
|
||||
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
|
||||
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
|
||||
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
|
||||
group.add(side)
|
||||
}
|
||||
|
||||
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
|
||||
back.name = 'shelf-back'
|
||||
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
|
||||
group.add(back)
|
||||
|
||||
if (node.columns > 1) {
|
||||
const colStep = innerWidth / node.columns
|
||||
const rowStep = node.height / node.rows
|
||||
for (let r = 0; r < node.rows; r++) {
|
||||
const cellBottomY = node.thickness + r * rowStep
|
||||
const cellTopY = node.thickness + (r + 1) * rowStep
|
||||
const dividerHeight = cellTopY - cellBottomY - node.thickness
|
||||
if (dividerHeight <= 0) continue
|
||||
for (let c = 1; c < node.columns; c++) {
|
||||
const x = -innerWidth / 2 + c * colStep
|
||||
const divider = new Mesh(
|
||||
new BoxGeometry(node.thickness, dividerHeight, node.depth),
|
||||
material,
|
||||
)
|
||||
divider.name = `shelf-divider-${r}-${c}`
|
||||
divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
|
||||
group.add(divider)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Shared helpers ──────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Y positions of every shelf board's vertical center, in floor-to-top
|
||||
* order. The topmost board's center is at `height + thickness/2`; lower
|
||||
* boards are evenly spaced from `height/rows` to `height` (matching the
|
||||
* legacy v1 wall-shelf where the only board is at `height + thickness/2`).
|
||||
*/
|
||||
function boardCenterYs(node: ShelfNode): number[] {
|
||||
const ys: number[] = []
|
||||
const step = node.height / node.rows
|
||||
for (let r = 1; r <= node.rows; r++) {
|
||||
ys.push(r * step + node.thickness / 2)
|
||||
}
|
||||
return ys
|
||||
}
|
||||
|
||||
/** Convert a Y position back to its row index (0 = bottom row). */
|
||||
function boardRowIndex(node: ShelfNode, y: number): number {
|
||||
const step = node.height / node.rows
|
||||
return Math.round((y - node.thickness / 2) / step) - 1
|
||||
}
|
||||
|
||||
/**
|
||||
* Place four corner posts at `(±width/2 ∓ inset, height/2, ±depth/2 ∓ inset)`.
|
||||
* Used by `open-rack` and the no-sides variant of `bookshelf`.
|
||||
*/
|
||||
function addCornerPosts(
|
||||
group: Group,
|
||||
node: ShelfNode,
|
||||
material: MeshStandardMaterial,
|
||||
unitHeight: number,
|
||||
postStyle: 'rack' | 'leg',
|
||||
) {
|
||||
const postThickness =
|
||||
postStyle === 'rack' ? Math.max(0.025, node.thickness * 1.5) : Math.max(0.02, node.thickness)
|
||||
const inset = postThickness / 2
|
||||
for (const xSign of [-1, 1] as const) {
|
||||
for (const zSign of [-1, 1] as const) {
|
||||
const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material)
|
||||
post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
|
||||
post.position.set(
|
||||
xSign * (node.width / 2 - inset),
|
||||
unitHeight / 2,
|
||||
zSign * (node.depth / 2 - inset),
|
||||
)
|
||||
group.add(post)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Y of the top surface of each shelf row (top of the board). Used by
|
||||
* `capabilities.surfaces.custom` so items host at the right Y on
|
||||
* whichever row the cursor targets. When `withBottom` is on (cubby /
|
||||
* bookshelf only — wall-shelf and open-rack ignore the toggle), the
|
||||
* top of the bottom board is exposed as an additional surface so items
|
||||
* can host in the lowest cell.
|
||||
*/
|
||||
export function shelfRowSurfaceYs(node: ShelfNode): number[] {
|
||||
const ys = boardCenterYs(node).map((y) => y + node.thickness / 2)
|
||||
const bottomApplies = node.style === 'cubby' || node.style === 'bookshelf'
|
||||
if (node.withBottom && bottomApplies) ys.unshift(node.thickness)
|
||||
return ys
|
||||
}
|
||||
|
||||
@@ -2,12 +2,71 @@ import type { ParametricDescriptor } from '@pascal-app/core'
|
||||
import type { ShelfNode } from './schema'
|
||||
|
||||
/**
|
||||
* Inspector descriptor for the parametric shelf. Drives both the auto-derived
|
||||
* inspector UI (Phase 4) and the AI/MCP `create_shelf` / `update_shelf` tools
|
||||
* with bounded JSON-schema parameters (also Phase 4).
|
||||
* Inspector descriptor for the parametric shelf. Drives both the
|
||||
* auto-derived inspector UI and the AI/MCP `create_shelf` /
|
||||
* `update_shelf` tools with bounded JSON-schema parameters.
|
||||
*
|
||||
* Fields are grouped by intent: Style first (what kind of shelf), then
|
||||
* Topology (rows / columns / back / sides / bottom + wall-shelf bracket
|
||||
* style), then Dimensions. Surface material is paint-tray driven (same
|
||||
* flow as walls / slabs / stairs) and intentionally not surfaced here.
|
||||
*/
|
||||
export const shelfParametrics: ParametricDescriptor<ShelfNode> = {
|
||||
groups: [
|
||||
{
|
||||
label: 'Style',
|
||||
fields: [
|
||||
{
|
||||
key: 'style',
|
||||
kind: 'enum',
|
||||
options: ['wall-shelf', 'bookshelf', 'open-rack', 'cubby'],
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
label: 'Topology',
|
||||
fields: [
|
||||
{ key: 'rows', kind: 'number', min: 1, max: 8, step: 1 },
|
||||
// Columns only meaningful for kinds with vertical dividers.
|
||||
{
|
||||
key: 'columns',
|
||||
kind: 'number',
|
||||
min: 1,
|
||||
max: 6,
|
||||
step: 1,
|
||||
visibleIf: (n) => n.style === 'bookshelf' || n.style === 'cubby',
|
||||
},
|
||||
// Sides toggle only applies to bookshelf (cubby always on, the
|
||||
// others use their own post structure).
|
||||
{
|
||||
key: 'withSides',
|
||||
kind: 'boolean',
|
||||
visibleIf: (n) => n.style === 'bookshelf',
|
||||
},
|
||||
// Back toggle only applies to bookshelf and open-rack (cubby
|
||||
// always has a back, wall-shelf has no back).
|
||||
{
|
||||
key: 'withBack',
|
||||
kind: 'boolean',
|
||||
visibleIf: (n) => n.style === 'bookshelf' || n.style === 'open-rack',
|
||||
},
|
||||
// Bottom toggle only applies to bookshelf and cubby — closes
|
||||
// the lowest cell with a floor board so items can host there.
|
||||
{
|
||||
key: 'withBottom',
|
||||
kind: 'boolean',
|
||||
visibleIf: (n) => n.style === 'bookshelf' || n.style === 'cubby',
|
||||
},
|
||||
// Bracket style only matters for wall-shelf — the other styles
|
||||
// structure themselves through sides / posts / dividers.
|
||||
{
|
||||
key: 'bracketStyle',
|
||||
kind: 'enum',
|
||||
options: ['minimal', 'industrial', 'hidden'],
|
||||
visibleIf: (n) => n.style === 'wall-shelf',
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
label: 'Dimensions',
|
||||
fields: [
|
||||
@@ -17,12 +76,5 @@ export const shelfParametrics: ParametricDescriptor<ShelfNode> = {
|
||||
{ key: 'height', kind: 'number', unit: 'm', min: 0.05, max: 2.5, step: 0.05 },
|
||||
],
|
||||
},
|
||||
{
|
||||
label: 'Style',
|
||||
fields: [
|
||||
{ key: 'bracketStyle', kind: 'enum', options: ['minimal', 'industrial', 'hidden'] },
|
||||
{ key: 'color', kind: 'color' },
|
||||
],
|
||||
},
|
||||
],
|
||||
}
|
||||
|
||||
@@ -1,50 +1,85 @@
|
||||
'use client'
|
||||
|
||||
import { useMemo } from 'react'
|
||||
import { Color } from 'three'
|
||||
import { useEffect, useMemo } from 'react'
|
||||
import type { MeshStandardMaterial } from 'three'
|
||||
import { buildShelfGeometry } from './geometry'
|
||||
import type { ShelfNode } from './schema'
|
||||
|
||||
/**
|
||||
* Translucent preview of a shelf. Used by:
|
||||
* - The placement tool's cursor (ShelfTool) — at the cursor position
|
||||
* - The move tool (MoveRegistryNodeTool) — at the drag target position
|
||||
* Translucent preview of a shelf — used by the placement tool's cursor
|
||||
* and the registry mover. Defers to `buildShelfGeometry` so the preview
|
||||
* shape stays in lockstep with whatever the actual shelf will render,
|
||||
* then walks the result, **clones** each mesh's material, and mutates
|
||||
* the clone for a translucent ghost.
|
||||
*
|
||||
* Renders the same primitives as the actual ShelfRenderer, but with
|
||||
* `transparent: true, opacity: 0.5` so the user can see what they're
|
||||
* placing/moving without it being a hard solid.
|
||||
* Cloning is non-negotiable: `getShelfMaterial` caches the default
|
||||
* `MeshStandardMaterial` instance in a module-scoped map keyed on
|
||||
* `material` / `materialPreset`, so every unpainted shelf in the scene
|
||||
* shares the same material. Mutating `mat.transparent = true` here
|
||||
* would leak into every committed shelf and render them all see-through.
|
||||
*
|
||||
* Building the full geometry tree per-frame would be wasteful, so we
|
||||
* memoize the group + dispose the per-mesh material clones on unmount.
|
||||
* Geometry is intentionally NOT disposed — `buildShelfGeometry` creates
|
||||
* fresh BufferGeometry per call, but if a future revision returns
|
||||
* cached geometry, disposing here would corrupt later renders. Keep the
|
||||
* cleanup focused on what the preview itself created (the clones).
|
||||
*
|
||||
* **Raycast is disabled** on every preview mesh: the cursor follows the
|
||||
* shelf, so without this the preview itself would intercept the cursor
|
||||
* ray, `grid:move` would stop firing as soon as the preview entered the
|
||||
* cursor cone, and the placement tool would lose track of the cursor's
|
||||
* grid position. Disabling raycast lets the ray pass through the ghost
|
||||
* to the grid plane below.
|
||||
*/
|
||||
const ShelfPreview = ({ node }: { node: ShelfNode }) => {
|
||||
const color = useMemo(() => new Color(node.color), [node.color])
|
||||
const topY = node.height + node.thickness / 2
|
||||
const built = useMemo(() => buildShelfGeometry(node), [node])
|
||||
|
||||
const inset = Math.min(0.12, node.width / 6)
|
||||
const bracketHeight = Math.max(0.01, node.height)
|
||||
const bracketWidth =
|
||||
node.bracketStyle === 'industrial'
|
||||
? Math.max(0.04, node.depth * 0.2)
|
||||
: Math.max(0.02, node.depth * 0.12)
|
||||
const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
|
||||
useEffect(() => {
|
||||
const cloned: MeshStandardMaterial[] = []
|
||||
built.traverse((obj) => {
|
||||
// Skip pointer events: see component-level note above.
|
||||
;(obj as unknown as { raycast: () => void }).raycast = () => {}
|
||||
|
||||
return (
|
||||
<group>
|
||||
<mesh position={[0, topY, 0]}>
|
||||
<boxGeometry args={[node.width, node.thickness, node.depth]} />
|
||||
<meshStandardMaterial color={color} transparent opacity={0.5} />
|
||||
</mesh>
|
||||
{node.bracketStyle !== 'hidden' && (
|
||||
<>
|
||||
<mesh position={[-(node.width / 2 - inset), bracketHeight / 2, 0]}>
|
||||
<boxGeometry args={[bracketWidth, bracketHeight, bracketDepth]} />
|
||||
<meshStandardMaterial color={color} transparent opacity={0.5} />
|
||||
</mesh>
|
||||
<mesh position={[node.width / 2 - inset, bracketHeight / 2, 0]}>
|
||||
<boxGeometry args={[bracketWidth, bracketHeight, bracketDepth]} />
|
||||
<meshStandardMaterial color={color} transparent opacity={0.5} />
|
||||
</mesh>
|
||||
</>
|
||||
)}
|
||||
</group>
|
||||
)
|
||||
// `Mesh.material` is typed as `Material | Material[]` upstream;
|
||||
// every shelf board carries a `MeshStandardMaterial` from
|
||||
// `getShelfMaterial`. Access through a structural cast keeps the
|
||||
// assignment well-typed without depending on the Mesh union.
|
||||
const mesh = obj as {
|
||||
material?: MeshStandardMaterial | MeshStandardMaterial[]
|
||||
}
|
||||
if (!mesh.material) return
|
||||
|
||||
const cloneAndSwap = (mat: MeshStandardMaterial): MeshStandardMaterial => {
|
||||
const c = mat.clone()
|
||||
c.transparent = true
|
||||
c.opacity = 0.5
|
||||
c.depthWrite = false
|
||||
cloned.push(c)
|
||||
return c
|
||||
}
|
||||
|
||||
if (Array.isArray(mesh.material)) {
|
||||
mesh.material = mesh.material.map(cloneAndSwap)
|
||||
} else {
|
||||
mesh.material = cloneAndSwap(mesh.material)
|
||||
}
|
||||
})
|
||||
|
||||
return () => {
|
||||
// Dispose only the clones we made — never the shared cached
|
||||
// material returned by `getShelfMaterial`, which other shelves in
|
||||
// the scene still reference. Geometry is left alone for the same
|
||||
// reason; the builder may move to a cached strategy in future.
|
||||
for (const c of cloned) c.dispose()
|
||||
built.traverse((obj) => {
|
||||
const mesh = obj as { geometry?: { dispose: () => void } }
|
||||
mesh.geometry?.dispose()
|
||||
})
|
||||
}
|
||||
}, [built])
|
||||
|
||||
return <primitive object={built} />
|
||||
}
|
||||
|
||||
export default ShelfPreview
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
'use client'
|
||||
|
||||
import {
|
||||
type AnyNode,
|
||||
type EventSuffix,
|
||||
emitter,
|
||||
type GridEvent,
|
||||
type NodeEvent,
|
||||
ShelfNode,
|
||||
sceneRegistry,
|
||||
snapPointToGrid,
|
||||
@@ -12,23 +15,56 @@ import { triggerSFX } from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useEffect, useMemo, useRef } from 'react'
|
||||
import { type Group, Vector3 } from 'three'
|
||||
import { shelfDefinition } from './definition'
|
||||
import ShelfPreview from './preview'
|
||||
|
||||
const worldVector = new Vector3()
|
||||
const GRID_STEP = 0.5
|
||||
|
||||
/**
|
||||
* Convert a click into the shelf's commit position (level-local). The shelf
|
||||
* node's `position` field is stored relative to its level parent, so we
|
||||
* project the click point into the level's local frame before storing.
|
||||
*
|
||||
* Cursor display uses event.localPosition (building-local) — see onGridMove.
|
||||
* Click-trigger kinds: when the user clicks ANY of these during shelf
|
||||
* placement, we commit at the latest cursor position. R3F's pointer
|
||||
* raycaster dispatches to the closest intersected mesh, so a click on
|
||||
* a wall / slab / item / etc. would otherwise never reach `grid:click`
|
||||
* — the placement would silently drop. Listening for each kind's click
|
||||
* (and committing at the snapshot of the last `grid:move` cursor)
|
||||
* mirrors the fix in `MoveRegistryNodeTool`.
|
||||
*/
|
||||
function getLevelLocalPosition(levelId: string, event: GridEvent): [number, number, number] {
|
||||
const CLICK_TRIGGER_KINDS = [
|
||||
'shelf',
|
||||
'item',
|
||||
'slab',
|
||||
'ceiling',
|
||||
'wall',
|
||||
'fence',
|
||||
'column',
|
||||
'roof',
|
||||
'roof-segment',
|
||||
'stair',
|
||||
'stair-segment',
|
||||
] as const
|
||||
|
||||
type ClickTriggerEvent = GridEvent | NodeEvent<AnyNode>
|
||||
|
||||
/**
|
||||
* Convert the latest cursor world hit into level-local coords for the
|
||||
* commit `position`. The cursor's local position from `event.localPosition`
|
||||
* (building-local) needs to come back through the level's world transform
|
||||
* so the shelf is stored in its parent's frame.
|
||||
*/
|
||||
function getLevelLocalPosition(
|
||||
levelId: string,
|
||||
event: GridEvent | NodeEvent<AnyNode>,
|
||||
): [number, number, number] {
|
||||
const levelObject = sceneRegistry.nodes.get(levelId)
|
||||
if (!levelObject) {
|
||||
const [sx, sz] = snapPointToGrid([event.localPosition[0], event.localPosition[2]], GRID_STEP)
|
||||
return [sx, event.localPosition[1], sz]
|
||||
const local = (event as GridEvent).localPosition
|
||||
if (local) {
|
||||
const [sx, sz] = snapPointToGrid([local[0], local[2]], GRID_STEP)
|
||||
return [sx, local[1] ?? 0, sz]
|
||||
}
|
||||
const [sx, sz] = snapPointToGrid([event.position[0], event.position[2]], GRID_STEP)
|
||||
return [sx, event.position[1], sz]
|
||||
}
|
||||
worldVector.set(event.position[0], event.position[1], event.position[2])
|
||||
levelObject.updateWorldMatrix(true, false)
|
||||
@@ -42,21 +78,39 @@ const ShelfTool = () => {
|
||||
const cursorRef = useRef<Group>(null)
|
||||
const previousSnapRef = useRef<[number, number] | null>(null)
|
||||
|
||||
// Default-shaped shelf for the placement preview. Same shape the move tool
|
||||
// uses (both reach for `shelfDefinition.preview`) so placement and move
|
||||
// look identical.
|
||||
// Default-shaped shelf for the placement preview. Pulls from
|
||||
// `shelfDefinition.defaults()` so the preview matches what the commit
|
||||
// will actually create (a 1m × 0.5m × 1.8m cubby 3x2 with closed back
|
||||
// + bottom). The schema-level defaults are deliberately the v1
|
||||
// wall-shelf — those exist so v1 scenes loading under v2 keep their
|
||||
// original visual; the placement default is a separate, user-facing
|
||||
// choice that lives on the definition.
|
||||
const previewNode = useMemo(
|
||||
() => ShelfNode.parse({ name: 'Shelf', position: [0, 0, 0], rotation: [0, 0, 0] }),
|
||||
() =>
|
||||
ShelfNode.parse({
|
||||
...shelfDefinition.defaults(),
|
||||
name: 'Shelf',
|
||||
position: [0, 0, 0],
|
||||
rotation: [0, 0, 0],
|
||||
}),
|
||||
[],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
if (!activeLevelId) return
|
||||
previousSnapRef.current = null
|
||||
/**
|
||||
* Snapped cursor position from the latest `grid:move`. Used as the
|
||||
* commit position for ANY click variant (grid or node), so clicks
|
||||
* on vertical surfaces (other shelves, walls, etc.) still commit
|
||||
* where the user was visually targeting.
|
||||
*/
|
||||
const lastCursorRef: { current: [number, number, number] | null } = { current: null }
|
||||
|
||||
const onGridMove = (event: GridEvent) => {
|
||||
const [sx, sz] = snapPointToGrid([event.localPosition[0], event.localPosition[2]], GRID_STEP)
|
||||
cursorRef.current?.position.set(sx, event.localPosition[1], sz)
|
||||
lastCursorRef.current = [sx, event.localPosition[1], sz]
|
||||
|
||||
const prev = previousSnapRef.current
|
||||
if (!prev || prev[0] !== sx || prev[1] !== sz) {
|
||||
@@ -65,9 +119,14 @@ const ShelfTool = () => {
|
||||
}
|
||||
}
|
||||
|
||||
const onGridClick = (event: GridEvent) => {
|
||||
const position = getLevelLocalPosition(activeLevelId, event)
|
||||
const commitAtCursor = (event: ClickTriggerEvent) => {
|
||||
// Prefer the latest `grid:move` cursor snapshot; fall back to
|
||||
// projecting the click event into level-local coords if no
|
||||
// grid:move has fired yet (e.g. cursor entered via a node hit
|
||||
// first). Both paths apply the same grid snap.
|
||||
const position = lastCursorRef.current ?? getLevelLocalPosition(activeLevelId, event)
|
||||
const shelf = ShelfNode.parse({
|
||||
...shelfDefinition.defaults(),
|
||||
name: 'Shelf',
|
||||
position,
|
||||
rotation: [0, 0, 0],
|
||||
@@ -75,22 +134,39 @@ const ShelfTool = () => {
|
||||
useScene.getState().createNode(shelf, activeLevelId)
|
||||
useViewer.getState().setSelection({ selectedIds: [shelf.id] })
|
||||
triggerSFX('sfx:structure-build')
|
||||
|
||||
const native = (event as { nativeEvent?: unknown }).nativeEvent
|
||||
if (
|
||||
native &&
|
||||
typeof (native as { stopPropagation?: () => void }).stopPropagation === 'function'
|
||||
) {
|
||||
;(native as { stopPropagation: () => void }).stopPropagation()
|
||||
}
|
||||
const direct = (event as { stopPropagation?: () => void }).stopPropagation
|
||||
if (typeof direct === 'function') direct.call(event)
|
||||
}
|
||||
|
||||
emitter.on('grid:move', onGridMove)
|
||||
emitter.on('grid:click', onGridClick)
|
||||
emitter.on('grid:click', commitAtCursor)
|
||||
type SuffixedKey<K extends string> = `${K}:${EventSuffix}`
|
||||
type ClickKey = SuffixedKey<(typeof CLICK_TRIGGER_KINDS)[number]>
|
||||
for (const kind of CLICK_TRIGGER_KINDS) {
|
||||
const key = `${kind}:click` as ClickKey
|
||||
emitter.on(key, commitAtCursor as never)
|
||||
}
|
||||
|
||||
return () => {
|
||||
emitter.off('grid:move', onGridMove)
|
||||
emitter.off('grid:click', onGridClick)
|
||||
emitter.off('grid:click', commitAtCursor)
|
||||
for (const kind of CLICK_TRIGGER_KINDS) {
|
||||
const key = `${kind}:click` as ClickKey
|
||||
emitter.off(key, commitAtCursor as never)
|
||||
}
|
||||
}
|
||||
}, [activeLevelId])
|
||||
|
||||
if (!activeLevelId) return null
|
||||
|
||||
// Cursor preview: defers to the shared ShelfPreview component used by the
|
||||
// move tool too. Position is updated imperatively via the ref; no React
|
||||
// state, no re-render cycles.
|
||||
return (
|
||||
<group ref={cursorRef}>
|
||||
<ShelfPreview node={previewNode} />
|
||||
|
||||
Reference in New Issue
Block a user