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:
Wassim SAMAD
2026-05-15 16:14:22 -04:00
co-authored by Claude Opus 4.7
parent df07f7bcb2
commit 969b154b08
16 changed files with 385 additions and 383 deletions
+11 -19
View File
@@ -1,29 +1,24 @@
import type { NodeDefinition } from '@pascal-app/core'
import { buildSlabFloorplan } from './floorplan'
import { buildSlabGeometry } from './geometry'
import { slabParametrics } from './parametrics'
import { SlabNode } from './schema'
/**
* Slab — Phase 5 batch kind, polygon-based.
* Slab — Phase 5 batch kind, polygon-based. Stage B: `def.geometry`
* drives the rebuild via generic <GeometrySystem>; <ParametricNodeRenderer>
* mounts the empty group. No per-kind renderer or system file.
*
* Capabilities:
* - **No `movable`**: slab's "move" today is whole-slab translation via
* legacy `MoveSlabTool`, which integrates with the floor-plan boundary /
* hole editors. Per the capability-driven dispatch rule, omitting
* `movable` keeps the legacy mover (preserves polygon-aware behavior).
* Migration to the generic mover is possible in a later milestone if
* the legacy mover proves equivalent.
* hole editors. Capability-driven dispatch keeps the legacy mover.
* - **`surfaces.top`**: items host on the slab top at `elevation`.
* - `selectable`, `duplicable`, `deletable` standard.
*
* Relations:
* - `hosts: ['item']` — items mount on the slab top.
* - `cascadeDelete: 'descendants'` — deleting a slab removes hosted items.
*
* Renderer + system: thin renderer + re-export of the legacy `SlabSystem`.
* Same shape as wall / fence runtime port.
*
* Tool field absent: slab has 3 tools (slab-tool, boundary-editor, hole-
* editor) wired through editor state, not registry dispatch.
*/
export const slabDefinition: NodeDefinition<typeof SlabNode> = {
kind: 'slab',
@@ -59,14 +54,11 @@ export const slabDefinition: NodeDefinition<typeof SlabNode> = {
parametrics: slabParametrics,
renderer: {
kind: 'parametric',
module: () => import('./renderer'),
},
system: {
module: () => import('./system'),
priority: 4,
},
// Stage B: pure geometry function.
geometry: buildSlabGeometry,
// Stage C: floor-plan rendering. Legacy `slabPolygons` short-circuits
// to [] when slab is registered (see floorplan-panel.tsx).
floorplan: buildSlabFloorplan,
toolHints: [
{ key: 'Left click', label: 'Trace slab outline' },
+52
View File
@@ -0,0 +1,52 @@
import {
type FloorplanGeometry,
type FloorplanPoint,
getRenderableSlabPolygon,
type SlabNode,
} from '@pascal-app/core'
/**
* Stage C floor-plan builder for slab. Renders the slab polygon as a
* filled path with holes cut out.
*
* Uses `getRenderableSlabPolygon` (the same helper the legacy
* floorplan-panel.tsx uses) to compute the visual polygon — accounts
* for wall-clipping when a slab is auto-generated from walls.
*/
export function buildSlabFloorplan(node: SlabNode): FloorplanGeometry | null {
const polygon = node.polygon
if (!polygon || polygon.length < 3) return null
const visualPolygon = getRenderableSlabPolygon(node)
if (!visualPolygon || visualPolygon.length < 3) return null
const outer: FloorplanPoint[] = visualPolygon.map(([x, z]) => [x, z] as FloorplanPoint)
// SVG path with outer ring + hole subpaths. Each subpath uses M/L
// commands + Z to close. Holes follow the outer ring; FloorplanGeometry
// 'path' kind supports this natively (renderer passes the `d` string
// straight to the SVG <path>).
const segments: string[] = []
const ring = (points: FloorplanPoint[]) => {
const [first, ...rest] = points
if (!first) return ''
return [`M ${first[0]} ${first[1]}`, ...rest.map(([x, y]) => `L ${x} ${y}`), 'Z'].join(' ')
}
segments.push(ring(outer))
const holes = node.holes ?? []
for (const hole of holes) {
if (hole.length < 3) continue
const holePts: FloorplanPoint[] = hole.map(([x, z]) => [x, z] as FloorplanPoint)
segments.push(ring(holePts))
}
return {
kind: 'path',
d: segments.join(' '),
fill: '#cbd5e1',
stroke: '#475569',
strokeWidth: 0.03,
opacity: 0.85,
}
}
+61
View File
@@ -0,0 +1,61 @@
import { getMaterialPresetByRef, type SlabNode } from '@pascal-app/core'
import {
applyMaterialPresetToMaterials,
createMaterial,
DEFAULT_SLAB_MATERIAL,
generateSlabGeometry,
} from '@pascal-app/viewer'
import { DoubleSide, Group, Mesh, MeshStandardMaterial } from 'three'
/**
* Stage B builder for slab. Reuses `generateSlabGeometry` (pure
* triangulation + hole CSG from viewer) and the same material cache
* pattern the legacy slab renderer used.
*
* Materials are cached by `{material, materialPreset}` signature so
* slabs sharing settings share the GPU resource. Cached entry mutation
* (preset apply) is preserved — async texture loads still update the
* rendered material after re-mount.
*/
const slabMaterialCache = new Map<string, MeshStandardMaterial>()
function getSlabMaterial(node: SlabNode): MeshStandardMaterial {
const cacheKey = JSON.stringify({
material: node.material ?? null,
materialPreset: node.materialPreset ?? null,
})
const cached = slabMaterialCache.get(cacheKey)
if (cached) return cached
const preset = getMaterialPresetByRef(node.materialPreset)
const material = preset
? new MeshStandardMaterial()
: node.material
? createMaterial(node.material).clone()
: DEFAULT_SLAB_MATERIAL.clone()
if (preset) {
applyMaterialPresetToMaterials(material, preset)
}
material.transparent = false
material.opacity = 1
material.alphaMap = null
material.side = DoubleSide
material.depthWrite = true
material.needsUpdate = true
slabMaterialCache.set(cacheKey, material)
return material
}
export function buildSlabGeometry(node: SlabNode): Group {
const group = new Group()
const geometry = generateSlabGeometry(node)
const material = getSlabMaterial(node)
const mesh = new Mesh(geometry, material)
mesh.castShadow = true
mesh.receiveShadow = true
group.add(mesh)
return group
}
-116
View File
@@ -1,116 +0,0 @@
'use client'
import { getMaterialPresetByRef, type SlabNode, useRegistry, useScene } from '@pascal-app/core'
import {
applyMaterialPresetToMaterials,
createMaterial,
DEFAULT_SLAB_MATERIAL,
useNodeEvents,
} from '@pascal-app/viewer'
import { useEffect, useLayoutEffect, useMemo, useRef } from 'react'
import type { Mesh } from 'three'
import * as THREE from 'three'
/**
* Thin slab renderer. Mounts a placeholder mesh, registers it with
* `sceneRegistry`, and marks the node dirty so `SlabSystem` fills the
* geometry next frame.
*
* Behaviorally identical to the legacy `SlabRenderer` in
* `@pascal-app/viewer/components/renderers/slab/slab-renderer.tsx` —
* same placeholder geometry, same material cache, same render output.
*
* Material logic is preserved from legacy: slab can carry either a raw
* `material` or a `materialPreset` (preset takes precedence; preset
* apply mutates the cached material instance so async texture loads
* still hit the rendered mesh on re-mount).
*
* No `def.geometry` yet — slab polygon geometry depends on holes +
* triangulation that lives inside `SlabSystem`'s useFrame body. Future
* milestone can extract a pure builder if useful, but the system is
* already efficient (rebuilds only dirty nodes); no urgency.
*/
const slabMaterialCache = new Map<string, THREE.MeshStandardMaterial>()
function createEmptyGeometry() {
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute([], 3))
return geometry
}
function getSlabMaterial(
cacheKey: string,
params: { material?: SlabNode['material']; materialPreset?: string },
) {
const cached = slabMaterialCache.get(cacheKey)
if (cached) return cached
const preset = getMaterialPresetByRef(params.materialPreset)
const slabMaterial = preset
? new THREE.MeshStandardMaterial()
: params.material
? createMaterial(params.material).clone()
: DEFAULT_SLAB_MATERIAL.clone()
if (preset) {
applyMaterialPresetToMaterials(slabMaterial, preset)
}
slabMaterial.transparent = false
slabMaterial.opacity = 1
slabMaterial.alphaMap = null
slabMaterial.side = THREE.DoubleSide
slabMaterial.depthWrite = true
slabMaterial.needsUpdate = true
slabMaterialCache.set(cacheKey, slabMaterial)
return slabMaterial
}
const SlabRenderer = ({ node }: { node: SlabNode }) => {
const ref = useRef<Mesh>(null!)
const placeholderGeometry = useMemo(createEmptyGeometry, [])
const handlers = useNodeEvents(node, 'slab')
useRegistry(node.id, 'slab', ref)
useLayoutEffect(() => {
useScene.getState().markDirty(node.id)
}, [node.id])
useEffect(() => () => placeholderGeometry.dispose(), [placeholderGeometry])
const material = useMemo(() => {
const resolvedMaterial = node.material
const resolvedMaterialPreset = node.materialPreset
const cacheKey = JSON.stringify({
material: resolvedMaterial ?? null,
materialPreset: resolvedMaterialPreset ?? null,
})
return getSlabMaterial(cacheKey, {
material: resolvedMaterial,
materialPreset: resolvedMaterialPreset,
})
}, [
node.material,
node.material?.preset,
node.material?.properties,
node.material?.texture,
node.materialPreset,
])
return (
<mesh
castShadow
geometry={placeholderGeometry}
material={material}
receiveShadow
ref={ref}
visible={node.visible}
{...handlers}
/>
)
}
export default SlabRenderer
-20
View File
@@ -1,20 +0,0 @@
'use client'
import { SlabSystem } from '@pascal-app/viewer'
/**
* Registry-driven slab system bundle. Re-exports the legacy `SlabSystem`
* (still in viewer) so it mounts via `RegisteredSystems` when slab is
* registry-driven. `<LegacySystem kind="slab">` in viewer/components/
* viewer/index.tsx short-circuits whenever `nodeRegistry.has('slab')`
* is true — same shape wall and fence use.
*
* Future Phase 5+: extract polygon triangulation + hole CSG into a pure
* `buildSlabGeometry(node)` and migrate to `def.geometry`. The legacy
* system body has it well-isolated; should be a clean extraction.
*/
const SlabSystems = () => {
return <SlabSystem />
}
export default SlabSystems