Phase 5 Stage E: full kind migration into packages/nodes
Wholesale move of every remaining kind into its own subdirectory under
`packages/nodes/src/`, finishing the registry-driven migration. Each
kind now ships its definition, schema (re-exported from core), and any
of `geometry` / `renderer` / `system` / `floorplan` / `tool` /
`move-tool` / `panel` / `floorplan-move` / `floorplan-affordances` /
`parametrics` / `preview` it needs — no per-kind code remains under
`packages/editor/src/components/tools/` or
`packages/viewer/src/components/renderers/`.
Deleted (replaced by registry-driven equivalents):
- `tools/{ceiling,column,door,fence,item,slab,spawn,wall,window}/...`
(boundary editors, hole editors, placement tools, move tools,
endpoint movers, curve tools, helpers, math libs)
- `ui/helpers/{ceiling,slab,wall}-helper.tsx`
- `ui/panels/{column,door,elevator,item,roof,roof-segment,spawn,
stair,stair-segment,wall,window}-panel.tsx`
- `viewer/src/components/renderers/{building,ceiling,column,door,
elevator,fence,guide,item,level,roof,roof-segment,scan,site,slab,
spawn,stair,stair-segment,wall,window,zone}-renderer.tsx`
- `viewer/src/components/viewer/legacy-system.tsx`
Added under `packages/nodes/src/`:
- `building/`, `column/`, `elevator/`, `guide/`, `level/`, `roof/`,
`roof-segment/`, `scan/`, `shared/`, `site/`, `stair/`,
`stair-segment/` packages with definition + schema + renderer / system
/ floorplan / panel as appropriate.
- New `floorplan-move.ts` for every kind that supports 2D moves
(ceiling, door, item, shelf, slab, window) — single registry-driven
dispatch path via `def.floorplanMoveTarget`.
- New `floorplan-affordances.ts` for kinds with polygon / endpoint
drags (ceiling, fence, slab, wall) — using the shared
`polygon-vertex-affordance` factories.
- New per-kind `panel.tsx` for kinds with custom inspector content
(door, item, shelf, spawn, wall, window).
- New per-kind `tool.tsx` for placement (door, item, shelf, window).
- New per-kind `move-tool.tsx` for kinds with custom 3D move flows
(door, item, slab, window).
Coordinator + manager updates in `packages/editor/`:
- `tool-manager.tsx` resolves tools from the registry only — no
hardcoded type→component map.
- `panel-manager.tsx` resolves inspector panels the same way.
- `placement-{coordinator,strategies,types}.ts` extended with
shelf-surface placement.
- `selection-manager.tsx` adds the registry-selectable fallback.
- `floorplan-panel.tsx`, `floorplan-background-placement.ts`,
`floorplan-render-context.tsx` updated for the registry layer's new
contract (props, affordance dispatch, render context).
Viewer updates:
- `viewer/index.tsx` drops legacy renderer mounts.
- `node-renderer.tsx` resolves by registry only.
- `scene-bvh.tsx`, `use-node-events.ts`, `level-system.tsx`,
`wall-cutout.tsx`, `zone-system.tsx`, `materials.ts` adjusted for
the registry-only world.
Sidebar tree nodes for ceiling / fence / slab / shelf / tree-node
updated to read from the registered nodes instead of the deleted
legacy renderer trees.
Wiki: new `plugin-authoring.md` page, README index updated.
Tests in `packages/nodes/src/index.test.ts` validate every registered
kind has the required shape.
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
11015ea1ed
commit
d747d2f0ea
@@ -1,15 +1,106 @@
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'use client'
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import { CeilingRenderer } from '@pascal-app/viewer'
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import {
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type CeilingNode,
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getMaterialPresetByRef,
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resolveMaterial,
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useRegistry,
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} from '@pascal-app/core'
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import { NodeRenderer, useNodeEvents } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef } from 'react'
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import { BufferGeometry, Float32BufferAttribute } from 'three'
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import { float, mix, positionWorld, smoothstep } from 'three/tsl'
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import { BackSide, FrontSide, type Mesh, MeshBasicNodeMaterial } from 'three/webgpu'
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function createEmptyGeometry() {
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', new Float32BufferAttribute([], 3))
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return geometry
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}
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const gridScale = 5
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const gridX = positionWorld.x.mul(gridScale).fract()
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const gridY = positionWorld.z.mul(gridScale).fract()
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const lineWidth = 0.05
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const lineX = smoothstep(lineWidth, 0, gridX).add(smoothstep(1.0 - lineWidth, 1.0, gridX))
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const lineY = smoothstep(lineWidth, 0, gridY).add(smoothstep(1.0 - lineWidth, 1.0, gridY))
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const gridPattern = lineX.max(lineY)
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const gridOpacity = mix(float(0.2), float(0.6), gridPattern)
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function createCeilingMaterials(color = '#999999') {
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const topMaterial = new MeshBasicNodeMaterial({
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color,
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transparent: true,
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depthWrite: false,
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side: FrontSide,
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})
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topMaterial.opacityNode = gridOpacity
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const bottomMaterial = new MeshBasicNodeMaterial({
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color,
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transparent: true,
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side: BackSide,
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})
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return { topMaterial, bottomMaterial }
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}
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const ceilingMaterialCache = new Map<string, ReturnType<typeof createCeilingMaterials>>()
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function getCeilingMaterials(color = '#999999') {
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const cacheKey = color
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const cached = ceilingMaterialCache.get(cacheKey)
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if (cached) return cached
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const materials = createCeilingMaterials(color)
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ceilingMaterialCache.set(cacheKey, materials)
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return materials
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}
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export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
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const ref = useRef<Mesh>(null!)
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const placeholderGeometry = useMemo(createEmptyGeometry, [])
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const gridPlaceholderGeometry = useMemo(createEmptyGeometry, [])
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useRegistry(node.id, 'ceiling', ref)
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const handlers = useNodeEvents(node, 'ceiling')
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useEffect(
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() => () => {
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placeholderGeometry.dispose()
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gridPlaceholderGeometry.dispose()
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},
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[gridPlaceholderGeometry, placeholderGeometry],
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)
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const materials = useMemo(() => {
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const preset = getMaterialPresetByRef(node.materialPreset)
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const props = preset?.mapProperties ?? resolveMaterial(node.material)
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const color = props.color || '#999999'
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return getCeilingMaterials(color)
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}, [
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node.materialPreset,
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node.material,
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node.material?.preset,
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node.material?.properties,
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node.material?.texture,
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])
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return (
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<mesh geometry={placeholderGeometry} material={materials.bottomMaterial} ref={ref}>
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<mesh
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geometry={gridPlaceholderGeometry}
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material={materials.topMaterial}
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name="ceiling-grid"
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{...handlers}
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scale={0}
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visible={false}
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/>
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{node.children.map((childId) => (
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<NodeRenderer key={childId} nodeId={childId} />
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))}
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</mesh>
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)
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}
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/**
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* Wrap-export of the legacy `CeilingRenderer`.
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*
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* Ceiling's renderer uses TSL shader code for the grid-line pattern
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* (~100 lines incl. material setup) — too much to duplicate at Stage A.
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* The legacy file stays in viewer; the registry imports it through the
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* public export. Phase 5 Stage B/F (per-kind migration stages, see
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* plans/editor-node-registry.md) moves the renderer body into this
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* folder and deletes the legacy file.
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*/
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export default CeilingRenderer
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