Phase 5 batch: door + window migrate to registry (always-on)

Both kinds share traits — hosted on walls, cuttable, animated open/
close state via a geometry system + animation system. Stage A
migration: register + wrap-export the legacy renderer + bundle both
per-kind systems. Pure geometry + floor-plan ports are later
milestones.

Files added (packages/nodes/src/door/, packages/nodes/src/window/):
 - schema.ts: re-export from core.
 - parametrics.ts: minimal — dimensions only. Door has 29 sliders +
   segmented controls + presets in its legacy panel; window has 15+
   sliders. Auto-inspector can't cover them at Stage A — legacy
   panel keeps rendering via panel-manager.tsx case fall-through.
   Stage E may extend parametrics or use parametrics.customPanel
   escape hatch.
 - definition.ts: capabilities (no `movable` — wall-bound drag is
   bespoke; capability-driven dispatch keeps legacy MoveDoorTool /
   MoveWindowTool), parametrics, renderer, system. defaults() uses
   `DoorNode.parse({...stub})` to leverage zod's schema-level
   `.default()` annotations — door has 40+ fields, window has 20+;
   listing them inline duplicates the schema.
 - renderer.tsx: wrap-export of legacy DoorRenderer / WindowRenderer
   (thin 33-36 lines each).
 - system.tsx: bundles each kind's TWO systems — DoorSystem +
   DoorAnimationSystem, WindowSystem + WindowAnimationSystem. Both
   per-kind systems mount via RegisteredSystems when the kind is
   registry-driven; `<LegacySystem kind="door|window">` wrappers
   around each individual system short-circuit.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for DoorRenderer,
   DoorSystem, DoorAnimationSystem, WindowRenderer, WindowSystem,
   WindowAnimationSystem.
 - packages/nodes/src/index.ts: appends doorDefinition + windowDefinition.
 - packages/editor/src/components/ui/panels/door-panel.tsx + window-
   panel.tsx: panel slider-drag fix recipe applied. Drop the
   subscribed `updateNode` action, drop the `node` dep from
   handleUpdate / previewDoorUpdate / commitDoorPreview useCallbacks.
   Use useScene.getState() inside. Door panel has 29 SliderControls,
   window 15+ — both at high risk of the Maximum update depth
   cascade without the fix.

Phase 5 progress: shelf , spawn , wall , fence , slab , ceiling ,
door , window . Eight kinds on the registry. Item / stair / roof /
zone / containers remain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-05-15 15:10:17 -04:00
co-authored by Claude Opus 4.7
parent 2dd50fa5be
commit 9eced06f32
16 changed files with 306 additions and 12 deletions
@@ -109,7 +109,6 @@ function isSameDoorValue(current: unknown, next: unknown): boolean {
export function DoorPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const setMovingNode = useEditor((s) => s.setMovingNode)
const previewRef = useRef<{
@@ -124,9 +123,11 @@ export function DoorPanel() {
selectedId ? (s.nodes[selectedId as AnyNode['id']] as DoorNode | undefined) : undefined,
)
// Panel slider-drag fix recipe (plans/editor-node-registry.md). Without
// it, the 29+ SliderControls in this panel would loop on drag.
const handleUpdate = useCallback(
(updates: Partial<DoorNode>) => {
if (!(selectedId && node)) return
if (!selectedId) return
const liveNode = useScene.getState().nodes[selectedId as AnyNodeId]
if (liveNode?.type !== 'door') return
@@ -139,12 +140,12 @@ export function DoorPanel() {
if ('operationState' in updates || 'swingAngle' in updates || 'doorType' in updates) {
useInteractive.getState().removeDoorOpenState(selectedId as AnyNodeId)
}
updateNode(selectedId as AnyNode['id'], updates)
useScene.getState().updateNode(selectedId as AnyNode['id'], updates)
const scene = useScene.getState()
scene.dirtyNodes.add(selectedId as AnyNodeId)
if (liveNode.parentId) scene.dirtyNodes.add(liveNode.parentId as AnyNodeId)
},
[selectedId, node, updateNode],
[selectedId],
)
const previewDoorUpdate = useCallback(
@@ -188,10 +189,10 @@ export function DoorPanel() {
}
previewRef.current = null
updateNode(selectedId as AnyNode['id'], { [key]: value } as Partial<DoorNode>)
useScene.getState().updateNode(selectedId as AnyNode['id'], { [key]: value } as Partial<DoorNode>)
scene.dirtyNodes.add(selectedId as AnyNodeId)
},
[selectedId, updateNode],
[selectedId],
)
const handleClose = useCallback(() => {
@@ -93,7 +93,6 @@ const silllessWindowTypes = new Set<WindowNode['windowType']>(['bay', 'bow'])
export function WindowPanel() {
const selectedId = useViewer((s) => s.selection.selectedIds[0])
const setSelection = useViewer((s) => s.setSelection)
const updateNode = useScene((s) => s.updateNode)
const deleteNode = useScene((s) => s.deleteNode)
const setMovingNode = useEditor((s) => s.setMovingNode)
const previewRef = useRef<{
@@ -108,9 +107,11 @@ export function WindowPanel() {
selectedId ? (s.nodes[selectedId as AnyNode['id']] as WindowNode | undefined) : undefined,
)
// Panel slider-drag fix recipe (plans/editor-node-registry.md). Without
// it, the 15+ SliderControls in this panel would loop on drag.
const handleUpdate = useCallback(
(updates: Partial<WindowNode>) => {
if (!(selectedId && node)) return
if (!selectedId) return
const liveNode = useScene.getState().nodes[selectedId as AnyNodeId]
if (liveNode?.type !== 'window') return
@@ -120,12 +121,12 @@ export function WindowPanel() {
})
if (!hasChange) return
updateNode(selectedId as AnyNode['id'], updates)
useScene.getState().updateNode(selectedId as AnyNode['id'], updates)
const scene = useScene.getState()
scene.dirtyNodes.add(selectedId as AnyNodeId)
if (liveNode.parentId) scene.dirtyNodes.add(liveNode.parentId as AnyNodeId)
},
[selectedId, node, updateNode],
[selectedId],
)
const previewWindowUpdate = useCallback(
@@ -169,10 +170,12 @@ export function WindowPanel() {
}
previewRef.current = null
updateNode(selectedId as AnyNode['id'], { [key]: value } as Partial<WindowNode>)
useScene.getState().updateNode(selectedId as AnyNode['id'], {
[key]: value,
} as Partial<WindowNode>)
scene.dirtyNodes.add(selectedId as AnyNodeId)
},
[selectedId, updateNode],
[selectedId],
)
const handleClose = useCallback(() => {