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:
co-authored by
Claude Opus 4.7
parent
2dd50fa5be
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'use client'
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import { DoorAnimationSystem, DoorSystem } from '@pascal-app/viewer'
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/**
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* Registry-driven door system bundle. Door has TWO per-frame systems:
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*
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* - **`DoorSystem`** — rebuilds frame / leaf / glass / hardware
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* geometry from `dirtyNodes`. Cascades dirty to the parent wall so
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* the wall cutout reflects the new door footprint.
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* - **`DoorAnimationSystem`** — advances `operationState` (open/close
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* angle for hinged, slide offset for sliding/pocket, fold angle for
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* folding) at frame priority 2, then marks the door dirty so the
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* geometry system rebuilds at priority 3.
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*
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* Both are wrapped in `<LegacySystem kind="door">` at the legacy mount
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* point; with door registered, those wrappers short-circuit and this
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* bundle takes over.
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*
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* Future Phase 5 Stage B: extract the geometry into a pure
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* `buildDoorGeometry(node, ctx)` and migrate to `def.geometry`. The
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* animation system stays as `def.system` (it's a real per-frame
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* concern, not a geometry build).
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*/
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const DoorSystems = () => {
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return (
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<>
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<DoorAnimationSystem />
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<DoorSystem />
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</>
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)
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}
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export default DoorSystems
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