skills polish

This commit is contained in:
wass08
2026-03-10 09:51:49 +01:00
parent 03f452d4d1
commit 97b3c53ea5
8 changed files with 210 additions and 6 deletions
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../../.cursor/rules/node-schemas.mdc
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../../.cursor/rules/spatial-queries.mdc
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@@ -74,3 +74,5 @@ Concrete guidance with examples.
| `scene-registry` | Global node ID → Object3D map and `useRegistry` |
| `selection-managers` | Two-layer selection (viewer + editor), events, outliner |
| `events` | Typed event bus — emitting and listening to node and grid events |
| `node-schemas` | Zod schema pattern for node types, createNode, updateNode |
| `spatial-queries` | Placement validation (canPlaceOnFloor/Wall/Ceiling) for tools |
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'click' | 'move' | 'enter' | 'leave' | 'pointerdown' | 'pointerup' | 'context-menu' | 'double-click'
```
The `grid:*` events fire when the user interacts with empty space (no node hit). See @apps/editor/hooks/use-grid-events.ts.
The `grid:*` events fire when the user interacts with empty space (no node hit). They are **not** emitted by a mesh — `useGridEvents(gridY)` (@apps/editor/hooks/use-grid-events.ts) manually raycasts against a ground plane and calls `emitter.emit('grid:click', …)`. Mount it in any tool or editor component that needs empty-space interactions.
## NodeEvent Shape
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---
description: Node type definitions, Zod schema pattern, and how to create nodes in the scene
globs: packages/core/src/schema/**
alwaysApply: false
---
# Node Schemas
All node types are defined as Zod schemas in `packages/core/src/schema/nodes/`. Each schema extends `BaseNode` and exports both the schema and its inferred TypeScript type.
**Sources**: @packages/core/src/schema/base.ts, @packages/core/src/schema/nodes/
## BaseNode
Every node shares these fields:
```ts
{
object: 'node' // always literal 'node'
id: string // typed ID e.g. "wall_abc123"
type: string // node type discriminator e.g. "wall"
name?: string // optional display name
parentId: string | null // parent node ID; null = root
visible: boolean // defaults to true
metadata: Record<string, unknown> // arbitrary JSON, defaults to {}
}
```
## Defining a New Node Type
```ts
// packages/core/src/schema/nodes/my-node.ts
import { z } from 'zod'
import { BaseNode, objectId, nodeType } from '../base'
export const MyNode = BaseNode.extend({
id: objectId('my-node'), // generates IDs like "my-node_abc123"
type: nodeType('my-node'), // sets literal type discriminator
// add node-specific fields:
width: z.number().default(1),
label: z.string().optional(),
}).describe('My node — one-line description of what it represents')
export type MyNode = z.infer<typeof MyNode>
export type MyNodeId = MyNode['id']
```
Then add `MyNode` to the `AnyNode` union in `packages/core/src/schema/types.ts`.
## Creating Nodes in Tools
Always use `.parse()` to validate and generate a proper typed ID. Never construct a plain object manually.
```ts
import { WallNode } from '@pascal-app/core'
import { useScene } from '@pascal-app/core'
// 1. Parse validates and fills defaults (including auto-generated id)
const wall = WallNode.parse({ name: 'Wall 1', start: [0, 0], end: [5, 0] })
// 2. createNode(node, parentId?) inserts it into the scene
const { createNode } = useScene.getState()
createNode(wall, levelId)
```
For batch creation:
```ts
const { createNodes } = useScene.getState()
createNodes([
{ node: WallNode.parse({ start: [0, 0], end: [5, 0] }), parentId: levelId },
{ node: WallNode.parse({ start: [5, 0], end: [5, 4] }), parentId: levelId },
])
```
## Updating Nodes
```ts
const { updateNode } = useScene.getState()
updateNode(wall.id, { height: 2.8 }) // partial update, merges with existing
```
## Real Examples
- **Simple geometry node**: @packages/core/src/schema/nodes/wall.ts — `start`, `end`, `thickness`, `height`
- **Polygon node**: @packages/core/src/schema/nodes/slab.ts — `polygon: [number, number][]`, `holes`
- **Positioned node**: @packages/core/src/schema/nodes/item.ts — `position`, `rotation`, `scale`, `asset`
## Rules
- **Always use `.parse()`** — it generates the correct ID prefix and fills defaults. `WallNode.parse({...})` not `{ type: 'wall', id: '...' }`.
- **Never hardcode IDs.** Let `objectId('type')` generate them.
- **Add new node types to `AnyNode`** in `types.ts` or they won't be accepted by the store.
- **Keep schemas in `packages/core`**, not in the viewer or editor — the schema is shared by all packages.
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import { useNodeEvents } from '../../hooks/use-node-events'
import { useScene } from '@pascal-app/core'
export function MyNodeRenderer({ id }: { id: MyNodeId }) {
const node = useScene(s => s.nodes[id] as MyNode)
const { ref } = useRegistry(id)
const events = useNodeEvents(id)
export function MyNodeRenderer({ node }: { node: MyNode }) {
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'my-node', ref) // 3 args: id, type, ref — no return value
const events = useNodeEvents(node, 'my-node')
return (
<mesh ref={ref} {...events}>
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---
description: Placement validation for tools — canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling
globs: apps/editor/components/tools/**
alwaysApply: false
---
# Spatial Queries
`useSpatialQuery()` validates whether an item can be placed at a given position without overlapping existing items. Every placement tool must call it before committing a node to the scene.
**Source**: @packages/core/src/hooks/spatial-grid/use-spatial-query.ts
## Hook
```ts
const { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling } = useSpatialQuery()
```
All three methods return `{ valid: boolean; conflictIds: string[] }`.
`canPlaceOnWall` additionally returns `adjustedY: number` (snapped height).
---
## canPlaceOnFloor
```ts
canPlaceOnFloor(
levelId: string,
position: [number, number, number],
dimensions: [number, number, number], // scaled width/height/depth
rotation: [number, number, number],
ignoreIds?: string[], // pass [draftItem.id] to exclude self
): { valid: boolean; conflictIds: string[] }
```
**Usage in a tool:**
```ts
const pos: [number, number, number] = [x, 0, z]
const { valid } = canPlaceOnFloor(levelId, pos, getScaledDimensions(item), item.rotation, [item.id])
if (valid) createNode(item, levelId)
```
---
## canPlaceOnWall
```ts
canPlaceOnWall(
levelId: string,
wallId: string,
localX: number, // distance along wall from start
localY: number, // height from floor
dimensions: [number, number, number],
attachType: 'wall' | 'wall-side', // 'wall' needs clearance both sides; 'wall-side' only one
side?: 'front' | 'back',
ignoreIds?: string[],
): { valid: boolean; conflictIds: string[]; adjustedY: number }
```
`adjustedY` contains the snapped Y so items sit flush on the slab — always use it instead of the raw `localY`:
```ts
const { valid, adjustedY } = canPlaceOnWall(levelId, wallId, x, y, dims, 'wall', undefined, [item.id])
if (valid) updateNode(item.id, { wallT: x, wallY: adjustedY })
```
---
## canPlaceOnCeiling
```ts
canPlaceOnCeiling(
ceilingId: string,
position: [number, number, number],
dimensions: [number, number, number],
rotation: [number, number, number],
ignoreIds?: string[],
): { valid: boolean; conflictIds: string[] }
```
---
## Slab Elevation
When items rest on a slab (not flat ground), use these to get the correct Y:
```ts
import { spatialGridManager } from '@pascal-app/core'
// Y at a single point
const y = spatialGridManager.getSlabElevationAt(levelId, x, z)
// Y considering the item's full footprint (highest slab point under item)
const y = spatialGridManager.getSlabElevationForItem(levelId, position, dimensions, rotation)
```
---
## Rules
- **Always pass `[item.id]` in `ignoreIds`** when validating a draft item that already exists in the scene — otherwise it collides with itself.
- **Use `adjustedY` from `canPlaceOnWall`** — don't use the raw cursor Y for wall-mounted items.
- **Use `getScaledDimensions(item)`** (@packages/core/src/schema/nodes/item.ts) to account for item scale, not the raw `asset.dimensions`.
- Validate on every pointer move for live feedback (highlight ghost red/green). Only `createNode` / `updateNode` on pointer up or click.
See @apps/editor/components/tools/item/use-placement-coordinator.tsx for a full implementation.
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</Viewer>
```
4. If the system must run before renderers, place it earlier in the JSX tree.
4. **Mount order matters.** Most viewer systems run *after* renderers in the JSX tree — they consume `sceneRegistry` data that renderers populate on mount. Only place a system before renderers if it explicitly does not read the registry.