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
@@ -1,4 +1,5 @@
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import type { NodeDefinition } from '@pascal-app/core'
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import { buildSpawnFloorplan } from './floorplan'
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import { spawnParametrics } from './parametrics'
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import { SpawnNode } from './schema'
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@@ -34,12 +35,14 @@ export const spawnDefinition: NodeDefinition<typeof SpawnNode> = {
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kind: 'parametric',
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module: () => import('./renderer'),
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},
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// `floorplan: buildSpawnFloorplan` deferred — spawn already renders in
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// the legacy floorplan-panel.tsx via `floorplanSpawnEntries`. Adding it
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// here would double-render. The pure builder lives in
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// ./floorplan.ts ready to wire when the legacy inline branch is
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// removed (Phase 5 spawn-floorplan migration PR — same shape as the
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// wall feature flag, but per kind in the legacy panel itself).
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// Stage C migration: floor-plan rendering via def.floorplan.
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// floorplan-panel.tsx's `floorplanSpawnEntries` short-circuits to []
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// when `nodeRegistry.has('spawn')`, so this builder is the single
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// path. FloorplanRegistryLayer renders + handles click-to-select;
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// FloorplanRegistryActionMenu handles move / duplicate (disabled) /
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// delete. Legacy spawn click handlers in FloorplanNodeLayer become
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// dead code once Phase 6 cleanup removes the [] entries path.
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floorplan: buildSpawnFloorplan,
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tool: () => import('./tool'),
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toolHints: [
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{ key: 'Left click', label: 'Place spawn point' },
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