Phase 5 depth-first: spawn C, fence B+C, slab B+C, ceiling C
Depth-first session: drive registered kinds through Stage B (pure
def.geometry, drop system re-export) and Stage C (def.floorplan,
short-circuit legacy inline rendering in floorplan-panel.tsx).
spawn → C
- buildSpawnFloorplan wired on definition (was written but deferred
to avoid double-render).
- floorplan-panel.tsx's floorplanSpawnEntries useMemo short-circuits
to [] when nodeRegistry.has('spawn').
fence → B
- generateFenceGeometry exported from viewer; buildFenceGeometry
wraps it in a Group+Mesh with DEFAULT_STAIR_MATERIAL.
- def.geometry set; renderer + system fields dropped.
- Deleted nodes/src/fence/{renderer.tsx,system.tsx}.
fence → C
- buildFenceFloorplan: polyline along centerline (sampled for curved
fences via sampleWallCenterline from core). Stroke width = node.thickness.
- floorplan-panel.tsx's floorplanFenceEntries short-circuits.
slab → B
- generateSlabGeometry exported from viewer; buildSlabGeometry wraps
it in a Group+Mesh + cached material (preset / custom / default
pattern preserved from legacy renderer).
- def.geometry set; renderer + system fields dropped.
- Deleted nodes/src/slab/{renderer.tsx,system.tsx}.
slab → C
- buildSlabFloorplan: SVG path with outer polygon + hole subpaths
(uses getRenderableSlabPolygon from core for wall-clipping parity).
- floorplan-panel.tsx's slabPolygons short-circuits.
ceiling → B INTENTIONALLY SKIPPED
- Ceiling renderer renders React children (hosted items) + uses TSL
shader materials + named meshes that other systems poke
(getObjectByName('ceiling-grid')). Pure def.geometry can't preserve
that. Ceiling keeps def.renderer (the custom escape hatch) — same
pattern item uses. Documented in ceiling/definition.ts.
ceiling → C
- buildCeilingFloorplan: dashed-outline path with hole subpaths
(visually distinct from slab since ceilings are above).
- floorplan-panel.tsx's ceilingPolygons short-circuits.
Per-kind progress after this session:
- shelf: B ✅ C ✅ (Stage E since brand-new)
- spawn: A ✅ C ✅
- wall: A ✅ (B blocked on ctx.levelData design)
- fence: A ✅ B ✅ C ✅
- slab: A ✅ B ✅ C ✅
- ceiling: A ✅ C ✅ (B intentionally not applicable)
- door / window / item: A ✅ (B+C pending in future sessions)
Known test issue: `bun test` in packages/nodes fails to load
`three-bvh-csg` through the viewer's transitive imports (UMD/ESM
mismatch in Bun's test runner). The Next.js editor build works fine
because it bundles differently. Fix requires either dynamic imports
(breaks sync def.geometry contract) or test env config — deferred.
Other tests (schema, geometry, parity) pass.
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
df07f7bcb2
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import { DEFAULT_STAIR_MATERIAL, generateFenceGeometry } from '@pascal-app/viewer'
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import { Group, Mesh } from 'three'
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import type { FenceNode } from './schema'
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/**
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* Stage B builder for fence. Reuses the legacy `generateFenceGeometry`
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* (pure function from viewer that returns a merged BufferGeometry of
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* posts + base + top rail + curve spans) and wraps it in a Mesh-in-Group
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* shape the generic `<GeometrySystem>` expects.
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*
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* Material is a single shared reference — fences look the same regardless
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* of instance, so we don't clone per node. If per-fence material
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* customization lands later (color picker on the panel maps to a real
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* material), this becomes a per-node lookup.
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*
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* Phase 6 cleanup moves the 280 lines of geometry math out of the
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* legacy `viewer/src/systems/fence/fence-system.tsx` into this folder
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* once the legacy system file is deleted. Until then `generateFenceGeometry`
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* is publicly re-exported from viewer.
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*/
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export function buildFenceGeometry(node: FenceNode): Group {
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const group = new Group()
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const geometry = generateFenceGeometry(node)
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const mesh = new Mesh(geometry, DEFAULT_STAIR_MATERIAL)
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mesh.castShadow = true
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mesh.receiveShadow = true
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group.add(mesh)
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return group
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}
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