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
commit
969b154b08
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import {
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type FloorplanGeometry,
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type FloorplanPoint,
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getRenderableSlabPolygon,
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type SlabNode,
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} from '@pascal-app/core'
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/**
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* Stage C floor-plan builder for slab. Renders the slab polygon as a
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* filled path with holes cut out.
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*
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* Uses `getRenderableSlabPolygon` (the same helper the legacy
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* floorplan-panel.tsx uses) to compute the visual polygon — accounts
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* for wall-clipping when a slab is auto-generated from walls.
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*/
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export function buildSlabFloorplan(node: SlabNode): FloorplanGeometry | null {
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const polygon = node.polygon
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if (!polygon || polygon.length < 3) return null
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const visualPolygon = getRenderableSlabPolygon(node)
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if (!visualPolygon || visualPolygon.length < 3) return null
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const outer: FloorplanPoint[] = visualPolygon.map(([x, z]) => [x, z] as FloorplanPoint)
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// SVG path with outer ring + hole subpaths. Each subpath uses M/L
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// commands + Z to close. Holes follow the outer ring; FloorplanGeometry
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// 'path' kind supports this natively (renderer passes the `d` string
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// straight to the SVG <path>).
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const segments: string[] = []
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const ring = (points: FloorplanPoint[]) => {
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const [first, ...rest] = points
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if (!first) return ''
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return [`M ${first[0]} ${first[1]}`, ...rest.map(([x, y]) => `L ${x} ${y}`), 'Z'].join(' ')
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}
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segments.push(ring(outer))
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const holes = node.holes ?? []
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for (const hole of holes) {
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if (hole.length < 3) continue
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const holePts: FloorplanPoint[] = hole.map(([x, z]) => [x, z] as FloorplanPoint)
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segments.push(ring(holePts))
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}
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return {
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kind: 'path',
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d: segments.join(' '),
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fill: '#cbd5e1',
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stroke: '#475569',
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strokeWidth: 0.03,
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opacity: 0.85,
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}
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}
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