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:
Wassim SAMAD
2026-05-19 15:14:12 -04:00
co-authored by Claude Opus 4.7
parent 11015ea1ed
commit d747d2f0ea
204 changed files with 6888 additions and 7877 deletions
+19 -1
View File
@@ -1,5 +1,6 @@
import type { NodeDefinition } from '@pascal-app/core'
import { buildDoorFloorplan } from './floorplan'
import { doorFloorplanMoveTarget } from './floorplan-move'
import { doorParametrics } from './parametrics'
import { DoorNode } from './schema'
@@ -58,6 +59,23 @@ export const doorDefinition: NodeDefinition<typeof DoorNode> = {
// Stage C: floor-plan polygon. Needs ctx.parent (the wall) to compute
// direction + perpendicular for the cutout footprint.
floorplan: buildDoorFloorplan,
// Stage D — placement (`def.tool`) + move-on-wall (`def.
// affordanceTools.move`). Both ports of the legacy tools at
// `editor/components/tools/door/`, relocated into the kind folder and
// wired through ToolManager's registry-first dispatch (`def.tool` for
// build-mode placement, `getRegistryAffordanceTool` for the move-on-
// pick flow). Same legacy semantics: wall-event-driven snap, clamped
// wall-local coords, hasWallChildOverlap guard, live mesh updates.
tool: () => import('./tool'),
affordanceTools: {
move: () => import('./move-tool'),
},
// 2D move-on-floorplan handler. When `useEditor.movingNode` is a
// door and the floor plan is active, `FloorplanRegistryMoveOverlay`
// dispatches to this instead of the generic translate path — pointer
// snaps to the nearest wall, projects onto the wall axis, snaps
// local-X to 0.5m, clamps inside wall bounds.
floorplanMoveTarget: doorFloorplanMoveTarget,
toolHints: [
{ key: 'Left click', label: 'Place door on wall' },
@@ -67,7 +85,7 @@ export const doorDefinition: NodeDefinition<typeof DoorNode> = {
presentation: {
label: 'Door',
description: 'A door cut into a wall. Animated open/close state.',
icon: { kind: 'iconify', name: 'lucide:door-open' },
icon: { kind: 'url', src: '/icons/door.png' },
paletteSection: 'structure',
paletteOrder: 50,
},
+110
View File
@@ -0,0 +1,110 @@
import {
type AnyNodeId,
type DoorNode,
getScaledDimensions,
type ItemNode,
useScene,
type WallNode,
type WindowNode,
} from '@pascal-app/core'
/**
* Converts wall-local (X along wall, Y = height above wall base) to world XYZ.
*/
export function wallLocalToWorld(
wallNode: WallNode,
localX: number,
localY: number,
levelYOffset = 0,
slabElevation = 0,
): [number, number, number] {
const wallAngle = Math.atan2(
wallNode.end[1] - wallNode.start[1],
wallNode.end[0] - wallNode.start[0],
)
return [
wallNode.start[0] + localX * Math.cos(wallAngle),
slabElevation + localY + levelYOffset,
wallNode.start[1] + localX * Math.sin(wallAngle),
]
}
/**
* Clamps door center X so it stays fully within wall bounds.
* Y is always height/2 — doors sit at floor level.
*/
export function clampToWall(
wallNode: WallNode,
localX: number,
width: number,
height: number,
): { clampedX: number; clampedY: number } {
const dx = wallNode.end[0] - wallNode.start[0]
const dz = wallNode.end[1] - wallNode.start[1]
const wallLength = Math.sqrt(dx * dx + dz * dz)
const clampedX = Math.max(width / 2, Math.min(wallLength - width / 2, localX))
const clampedY = height / 2 // Doors always sit at floor level
return { clampedX, clampedY }
}
/**
* Checks if a proposed door position overlaps any existing wall children.
* Handles item, window, and door types.
*/
export function hasWallChildOverlap(
wallId: string,
clampedX: number,
clampedY: number,
width: number,
height: number,
ignoreId?: string,
): boolean {
const nodes = useScene.getState().nodes
const wallNode = nodes[wallId as AnyNodeId] as WallNode | undefined
if (!wallNode) return true
const halfW = width / 2
const halfH = height / 2
const newBottom = clampedY - halfH
const newTop = clampedY + halfH
const newLeft = clampedX - halfW
const newRight = clampedX + halfW
for (const childId of Array.isArray(wallNode.children) ? wallNode.children : []) {
if (childId === ignoreId) continue
const child = nodes[childId as AnyNodeId]
if (!child) continue
let childLeft: number, childRight: number, childBottom: number, childTop: number
if (child.type === 'item') {
const item = child as ItemNode
if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
const [w, h] = getScaledDimensions(item)
childLeft = item.position[0] - w / 2
childRight = item.position[0] + w / 2
childBottom = item.position[1]
childTop = item.position[1] + h
} else if (child.type === 'window') {
const win = child as WindowNode
childLeft = win.position[0] - win.width / 2
childRight = win.position[0] + win.width / 2
childBottom = win.position[1] - win.height / 2
childTop = win.position[1] + win.height / 2
} else if (child.type === 'door') {
const door = child as DoorNode
childLeft = door.position[0] - door.width / 2
childRight = door.position[0] + door.width / 2
childBottom = door.position[1] - door.height / 2
childTop = door.position[1] + door.height / 2
} else {
continue
}
const xOverlap = newLeft < childRight && newRight > childLeft
const yOverlap = newBottom < childTop && newTop > childBottom
if (xOverlap && yOverlap) return true
}
return false
}
+87
View File
@@ -0,0 +1,87 @@
import {
type AnyNodeId,
type DoorNode,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
useScene,
} from '@pascal-app/core'
import { snapToHalf } from '@pascal-app/editor'
import { findClosestWallInPlan } from '../shared/wall-attach-target'
import { clampToWall, hasWallChildOverlap } from './door-math'
/**
* 2D floor-plan move handler for door — kicks in when the user clicks
* "Move" on the door inspector (or action menu) and the floor-plan
* view is active. Pointer in plan space → snap to nearest wall →
* project onto wall axis → snap local-X to 0.5m grid → clamp inside
* wall bounds → commit via `useScene.updateNodes`.
*
* Mirrors the 3D `move-tool.tsx` behaviour minus the R3F event plumbing:
* - Re-parents on transition between walls (parentId + wallId).
* - Adapts `side` + `rotation` from the wall normal under the pointer.
* - hasWallChildOverlap blocks committing overlapping placements.
*
* Curved walls are skipped by `findClosestWallInPlan` — same guardrail
* as the 3D port and the legacy `DoorTool` / `MoveDoorTool`.
*/
export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node }) => {
// Snapshot of the door's "valid" state at move-start — used by
// canCommit to decide whether the current snapped position is OK.
const startLevelId = (() => {
// Walk up via parentId until we hit a node whose type isn't 'wall'
// — that's the level (or null). The door is wall-hosted, so the
// wall's parent is the level. Cached at start because the parent
// chain doesn't change during a move.
const wall = useScene.getState().nodes[node.parentId as AnyNodeId]
return wall ? (wall.parentId as AnyNodeId | null) : null
})()
const session: FloorplanMoveTargetSession = {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint, modifiers }) {
const nodes = useScene.getState().nodes
const hit = findClosestWallInPlan(planPoint, nodes, startLevelId)
if (!hit) return // pointer off any wall — keep door at last valid position
// Snap the wall-local X to 0.5m grid (Shift bypasses).
const snappedLocalX = modifiers.shiftKey ? hit.localX : snapToHalf(hit.localX)
const { clampedX, clampedY } = clampToWall(hit.wall, snappedLocalX, node.width, node.height)
// Build the updates atomically — position + rotation + side +
// parentId + wallId in a single scene write. The current door's
// parent might be a different wall; re-anchoring requires moving
// the node in the parent's children list (the registry's
// updateNode does this when parentId changes).
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: [clampedX, clampedY, 0],
rotation: [0, hit.itemRotation, 0],
side: hit.side,
parentId: hit.wall.id,
wallId: hit.wall.id,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined
if (!live || live.type !== 'door') return false
// Block commit if the door overlaps any other wall child at its
// current position. The 3D port has the same guard.
const overlapping = hasWallChildOverlap(
live.parentId as string,
live.position[0],
live.position[1],
live.width,
live.height,
live.id,
)
return !overlapping
},
}
return session
}
+165 -13
View File
@@ -5,18 +5,31 @@ import type {
GeometryContext,
WallNode,
} from '@pascal-app/core'
import { buildOpeningPlacementDimensions } from '../shared/opening-placement-dimensions'
/**
* Stage C floor-plan builder for door. Doors render as a small polygon
* sitting in the wall's cutout — width = door.width along the wall
* direction, depth = wall.thickness perpendicular.
* Stage C floor-plan builder for door. 1:1 visual port of the legacy
* floorplan-panel door rendering:
*
* 1. The door footprint rectangle in the wall cutout (themed
* accent stroke when selected).
* 2. The door swing arc — a quarter-circle from the hinge to the
* door's open position, modulated by `swingAngle`, `hingesSide`,
* and `swingDirection`. Renders as a wedge of low-opacity fill so
* the swept area reads at a glance.
* 3. The door leaf — a thick line from the hinge to the open
* position, terminating at the arc end.
* 4. Center line through the cutout (matches the legacy's
* `getOpeningCenterLine` segment for visual continuity).
*
* Requires `ctx.parent` to be a wall (door.parentId is the wall it's
* mounted on). Returns null when the parent isn't a wall (orphaned
* doors during placement etc.).
*
* Inlined from the legacy `getOpeningFootprint` helper in
* floorplan-panel.tsx. Window's builder is structurally identical.
* Skipped vs the full legacy for now: hinge / strike cubes (small
* indicator squares at the rotation pivots), rounded-opening shape
* variants, panic bar markers. Those are rare visual variations the
* follow-up port can revisit.
*/
export function buildDoorFloorplan(node: DoorNode, ctx: GeometryContext): FloorplanGeometry | null {
const wall = ctx.parent as WallNode | null
@@ -31,10 +44,11 @@ export function buildDoorFloorplan(node: DoorNode, ctx: GeometryContext): Floorp
const dirX = dx / length
const dirZ = dz / length
// Perpendicular unit normal (rotate 90° CCW).
const perpX = -dirZ
const perpZ = dirX
const distance = node.position[0] // door's local X = distance along wall
const distance = node.position[0]
const width = node.width
const depth = wall.thickness ?? 0.1
const cx = x1 + dirX * distance
@@ -42,6 +56,18 @@ export function buildDoorFloorplan(node: DoorNode, ctx: GeometryContext): Floorp
const halfWidth = width / 2
const halfDepth = depth / 2
const isPlanFlipped = isOpeningPlanFlipped(node.rotation)
const baseHingesSide = node.hingesSide ?? 'left'
const baseSwingDirection = node.swingDirection ?? 'inward'
const hingesSide = isPlanFlipped ? (baseHingesSide === 'left' ? 'right' : 'left') : baseHingesSide
const swingDirection = isPlanFlipped
? baseSwingDirection === 'inward'
? 'outward'
: 'inward'
: baseSwingDirection
const swingAngle = Math.max(0, Math.min(Math.PI / 2, node.swingAngle ?? 0))
// Footprint rectangle in the cutout.
const points: readonly FloorplanPoint[] = [
[cx - dirX * halfWidth + perpX * halfDepth, cz - dirZ * halfWidth + perpZ * halfDepth],
[cx + dirX * halfWidth + perpX * halfDepth, cz + dirZ * halfWidth + perpZ * halfDepth],
@@ -49,12 +75,138 @@ export function buildDoorFloorplan(node: DoorNode, ctx: GeometryContext): Floorp
[cx - dirX * halfWidth - perpX * halfDepth, cz - dirZ * halfWidth - perpZ * halfDepth],
]
return {
kind: 'polygon',
points,
fill: '#f8fafc',
stroke: '#374151',
strokeWidth: 0.015,
opacity: 0.95,
const view = ctx.viewState
const palette = view?.palette
const isSelected = view?.selected ?? false
const isHighlighted = view?.highlighted ?? false
const showSelectedChrome = isSelected || isHighlighted
// Match the legacy floor-plan door render: unselected is a quiet
// grey accent so the door reads as a hole in the wall, selected is
// a full orange treatment (body + outline) so the user can see at
// a glance which door is targeted by the inspector / move handle.
const accentColor = showSelectedChrome ? '#f97316' : 'rgba(100, 116, 139, 0.82)'
const accentMuted = accentColor
const fillColor = showSelectedChrome ? '#fed7aa' : '#ffffff'
const children: FloorplanGeometry[] = [
// Background — the cutout is filled white so the swing arc sits on
// a clean canvas (the wall hatch shows through otherwise).
{
kind: 'polygon',
points,
fill: fillColor,
stroke: accentMuted,
strokeWidth: showSelectedChrome ? 2 : 1.25,
vectorEffect: 'non-scaling-stroke',
strokeLinejoin: 'round',
},
]
// Swing geometry. The hinge sits at one end of the door along the
// wall direction; the strike sits at the opposite end. The leaf
// rotates around the hinge by `swingAngle` toward the inward /
// outward side of the wall.
const hingeTangentSign = hingesSide === 'left' ? 1 : -1
const swingSign = swingDirection === 'inward' ? 1 : -1
const hingeX = cx - dirX * halfWidth * hingeTangentSign
const hingeZ = cz - dirZ * halfWidth * hingeTangentSign
// Closed leaf vector points from hinge to strike (along the wall).
const closedLeafX = dirX * width * hingeTangentSign
const closedLeafZ = dirZ * width * hingeTangentSign
if (swingAngle > 1e-3 && width > 1e-3) {
// Rotate the closed leaf vector by `swingAngle * swingSign *
// hingeTangentSign` around the hinge to get the open leaf tip.
const angle = swingAngle * swingSign * hingeTangentSign
const cos = Math.cos(angle)
const sin = Math.sin(angle)
const openLeafX = closedLeafX * cos - closedLeafZ * sin
const openLeafZ = closedLeafX * sin + closedLeafZ * cos
const tipX = hingeX + openLeafX
const tipZ = hingeZ + openLeafZ
// Closed leaf tip — where the leaf would land if fully closed.
const closedTipX = hingeX + closedLeafX
const closedTipZ = hingeZ + closedLeafZ
// Swing arc — a path from closed tip to open tip via an arc
// centered at the hinge. SVG's A command takes rx ry rotation
// large-arc-flag sweep-flag x y. Sweep flag flips based on the
// signed angle direction.
const sweepFlag = angle >= 0 ? 1 : 0
const arcPath = `M ${closedTipX} ${closedTipZ} A ${width} ${width} 0 0 ${sweepFlag} ${tipX} ${tipZ}`
// Swept wedge fill (light, low opacity) — gives the door a
// visible "this is the open zone" treatment.
children.push({
kind: 'path',
d: `M ${hingeX} ${hingeZ} L ${closedTipX} ${closedTipZ} ${arcPath
.replace(/^M [^A]+/, '')
.trim()} Z`,
fill: accentColor,
fillOpacity: showSelectedChrome ? 0.08 : 0.05,
stroke: 'none',
})
// The arc itself, stroked.
children.push({
kind: 'path',
d: arcPath,
fill: 'none',
stroke: accentColor,
strokeWidth: showSelectedChrome ? 1.6 : 1.1,
strokeOpacity: 0.85,
vectorEffect: 'non-scaling-stroke',
strokeLinecap: 'round',
})
// The door leaf — line from hinge to the open tip.
children.push({
kind: 'line',
x1: hingeX,
y1: hingeZ,
x2: tipX,
y2: tipZ,
stroke: accentColor,
strokeWidth: showSelectedChrome ? 2.4 : 1.7,
strokeLinecap: 'round',
vectorEffect: 'non-scaling-stroke',
})
}
// Move handle — orange dot at the door center. Only visible when
// selected. Pointer-down on this triggers `setMovingNode(door)`
// → `FloorplanRegistryMoveOverlay` → `def.floorplanMoveTarget`.
if (isSelected) {
children.push({
kind: 'move-handle',
point: [cx, cz],
})
}
// Placement-measurement dimensions — distances to adjacent openings
// (or wall ends) on each side. Only visible while actively moving
// (the user clicked Move or grabbed the orange dot).
if (view?.moving) {
for (const dim of buildOpeningPlacementDimensions(node, ctx)) {
children.push(dim)
}
}
return { kind: 'group', children }
}
/**
* The opening's wall-normal orientation is encoded in the door's Y
* rotation. When the door faces "inward" along an angle in [π/2, 3π/2],
* the rendering needs the hinge side + swing direction flipped to
* keep the visual swing on the correct side of the wall.
*
* Mirrors `isOpeningPlanFlipped` in `floorplan-panel.tsx`.
*/
function isOpeningPlanFlipped(rotation: readonly [number, number, number]): boolean {
const normalized =
((((rotation[1] % (Math.PI * 2)) + Math.PI * 2) % (Math.PI * 2)) + 1e-6) % (Math.PI * 2)
return normalized > Math.PI / 2 && normalized < (Math.PI * 3) / 2
}
+414
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@@ -0,0 +1,414 @@
import {
type AnyNodeId,
DoorNode,
emitter,
isCurvedWall,
sceneRegistry,
spatialGridManager,
useLiveTransforms,
useScene,
type WallEvent,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
isValidWallSideFace,
snapToHalf,
triggerSFX,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef } from 'react'
import { BoxGeometry, EdgesGeometry, type Group } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) => {
const cursorGroupRef = useRef<Group>(null!)
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
}, [])
useEffect(() => {
useScene.temporal.getState().pause()
const meta =
typeof movingDoorNode.metadata === 'object' && movingDoorNode.metadata !== null
? (movingDoorNode.metadata as Record<string, unknown>)
: {}
const isNew = !!meta.isNew
const original = {
position: [...movingDoorNode.position] as [number, number, number],
rotation: [...movingDoorNode.rotation] as [number, number, number],
side: movingDoorNode.side,
parentId: movingDoorNode.parentId,
wallId: movingDoorNode.wallId,
metadata: movingDoorNode.metadata,
}
if (!isNew) {
useScene.getState().updateNode(movingDoorNode.id, {
metadata: { ...meta, isTransient: true },
})
}
let currentWallId: string | null = movingDoorNode.parentId
const markWallDirty = (wallId: string | null) => {
if (wallId) useScene.getState().dirtyNodes.add(wallId as AnyNodeId)
}
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
}
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const getPlacementOrientation = (event: WallEvent) => {
const faceSide = getSideFromNormal(event.normal)
const side = movingDoorNode.side ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
return {
side,
itemRotation: calculateItemRotation(event.normal) + rotationOffset,
cursorRotation:
calculateCursorRotation(event.normal, event.node.start, event.node.end) + rotationOffset,
}
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
hideCursor()
return
}
if (event.node.parentId !== getLevelId()) return
const { side, itemRotation, cursorRotation } = getPlacementOrientation(event)
const localX = snapToHalf(event.localPosition[0])
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
movingDoorNode.width,
movingDoorNode.height,
)
const prevWallId = currentWallId
currentWallId = event.node.id
useScene.getState().updateNode(movingDoorNode.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
})
useLiveTransforms.getState().set(movingDoorNode.id, {
position: [clampedX, clampedY, 0],
rotation: itemRotation,
})
if (prevWallId && prevWallId !== event.node.id) markWallDirty(prevWallId)
markWallDirty(event.node.id)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
movingDoorNode.width,
movingDoorNode.height,
movingDoorNode.id,
)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
hideCursor()
return
}
if (event.node.parentId !== getLevelId()) return
const { side, itemRotation, cursorRotation } = getPlacementOrientation(event)
const localX = snapToHalf(event.localPosition[0])
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
movingDoorNode.width,
movingDoorNode.height,
)
if (currentWallId !== event.node.id) {
// Wall changed mid-move: must updateNode to reparent
useScene.getState().updateNode(movingDoorNode.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
})
markWallDirty(currentWallId)
currentWallId = event.node.id
} else {
// Same wall: update Three.js mesh directly to avoid store churn
// collectCutoutBrushes reads cutoutMesh.matrixWorld, not scene store positions
const doorMesh = sceneRegistry.nodes.get(movingDoorNode.id as AnyNodeId)
if (doorMesh) {
doorMesh.position.set(clampedX, clampedY, 0)
doorMesh.rotation.set(0, itemRotation, 0)
doorMesh.updateMatrixWorld(true)
}
}
useLiveTransforms.getState().set(movingDoorNode.id, {
position: [clampedX, clampedY, 0],
rotation: itemRotation,
})
markWallDirty(event.node.id)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
movingDoorNode.width,
movingDoorNode.height,
movingDoorNode.id,
)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const { side, itemRotation } = getPlacementOrientation(event)
const localX = snapToHalf(event.localPosition[0])
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
movingDoorNode.width,
movingDoorNode.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
movingDoorNode.width,
movingDoorNode.height,
movingDoorNode.id,
)
if (!valid) return
let placedId: string
if (isNew) {
useScene.getState().deleteNode(movingDoorNode.id)
useScene.temporal.getState().resume()
const cloned = structuredClone(movingDoorNode) as any
delete cloned.id
const node = DoorNode.parse({
...cloned,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
placedId = node.id
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
metadata: original.metadata,
})
useScene.temporal.getState().resume()
useScene.getState().updateNode(movingDoorNode.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
metadata: {},
})
if (original.parentId && original.parentId !== event.node.id) {
markWallDirty(original.parentId)
}
placedId = movingDoorNode.id
}
markWallDirty(event.node.id)
useLiveTransforms.getState().clear(movingDoorNode.id)
useScene.temporal.getState().pause()
triggerSFX('sfx:item-place')
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
event.stopPropagation()
}
const onWallLeave = () => {
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
if (isNew) return
if (currentWallId && currentWallId !== original.parentId) {
markWallDirty(currentWallId)
}
currentWallId = original.parentId
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
})
if (original.parentId) markWallDirty(original.parentId)
}
const onCancel = () => {
useLiveTransforms.getState().clear(movingDoorNode.id)
if (isNew) {
useScene.getState().deleteNode(movingDoorNode.id)
if (currentWallId) markWallDirty(currentWallId)
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
metadata: original.metadata,
})
if (original.parentId) markWallDirty(original.parentId)
}
useScene.temporal.getState().resume()
hideCursor()
exitMoveMode()
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('tool:cancel', onCancel)
return () => {
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
| DoorNode
| undefined
const currentMeta = current?.metadata as Record<string, unknown> | undefined
if (currentMeta?.isTransient) {
if (isNew) {
useScene.getState().deleteNode(movingDoorNode.id)
if (currentWallId) markWallDirty(currentWallId)
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
metadata: original.metadata,
})
if (original.parentId) markWallDirty(original.parentId)
}
}
useLiveTransforms.getState().clear(movingDoorNode.id)
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('tool:cancel', onCancel)
}
}, [movingDoorNode, exitMoveMode])
const edgesGeo = useMemo(() => {
const boxGeo = new BoxGeometry(
movingDoorNode.width,
movingDoorNode.height,
movingDoorNode.frameDepth ?? 0.07,
)
const geo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return geo
}, [movingDoorNode])
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments geometry={edgesGeo} layers={EDITOR_LAYER} material={edgeMaterial} />
</group>
)
}
export default MoveDoorTool
File diff suppressed because it is too large Load Diff
+7 -9
View File
@@ -2,15 +2,12 @@ import type { ParametricDescriptor } from '@pascal-app/core'
import type { DoorNode } from './schema'
/**
* Minimal inspector descriptor for door. The legacy `<DoorPanel>` has
* 29 SliderControls covering segments, hardware, hinges, panic bar,
* opening shape, etc. — too elaborate for the auto-inspector at Stage A.
* Legacy panel keeps rendering via the hardcoded `case 'door':` in
* panel-manager.tsx. This descriptor only exposes the simple dimension
* fields so the registry knows door has parametric data. Phase 5 Stage E
* (drop legacy panel) will extend this — likely via
* `parametrics.customPanel?` since door has too much non-numeric UI
* (segmented controls, presets) to fit the generic auto-UI.
* Stage E inspector for door. Mounts the kind-owned panel
* (`panel.tsx`) via `customPanel` — door has 29+ controls (segments,
* hardware, hinges, panic bar, opening shape, etc.) that can't fit
* into the generic auto-inspector. The `groups` entries stay populated
* so the registry still considers door "parametric" (for tooling that
* lists kinds with editable schema).
*/
export const doorParametrics: ParametricDescriptor<DoorNode> = {
groups: [
@@ -29,4 +26,5 @@ export const doorParametrics: ParametricDescriptor<DoorNode> = {
],
},
],
customPanel: () => import('./panel'),
}
+32 -7
View File
@@ -1,11 +1,36 @@
'use client'
import { DoorRenderer } from '@pascal-app/viewer'
import { type DoorNode, useRegistry, useScene } from '@pascal-app/core'
import { useNodeEvents } from '@pascal-app/viewer'
import { useLayoutEffect, useRef } from 'react'
import { type Mesh, MeshBasicMaterial } from 'three'
const doorHitboxMaterial = new MeshBasicMaterial({ visible: false })
export const DoorRenderer = ({ node }: { node: DoorNode }) => {
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'door', ref)
useLayoutEffect(() => {
useScene.getState().markDirty(node.id)
}, [node.id])
const handlers = useNodeEvents(node, 'door')
const isTransient = !!(node.metadata as Record<string, unknown> | null)?.isTransient
return (
<mesh
castShadow
material={doorHitboxMaterial}
position={node.position}
receiveShadow
ref={ref}
rotation={node.rotation}
visible={node.visible}
{...(isTransient ? {} : handlers)}
>
<boxGeometry args={[0, 0, 0]} />
</mesh>
)
}
/**
* Wrap-export of the legacy `DoorRenderer`. The renderer is 33 lines
* (thin placeholder + register + dirty-on-mount) — could be duplicated
* but at Stage A re-export is sufficient. Phase 5 Stage F will inline
* it here and delete the viewer-side file.
*/
export default DoorRenderer
+4 -9
View File
@@ -3,7 +3,7 @@
import { DoorAnimationSystem, DoorSystem } from '@pascal-app/viewer'
/**
* Registry-driven door system bundle. Door has TWO per-frame systems:
* Registry-driven door system bundle.
*
* - **`DoorSystem`** — rebuilds frame / leaf / glass / hardware
* geometry from `dirtyNodes`. Cascades dirty to the parent wall so
@@ -13,14 +13,9 @@ import { DoorAnimationSystem, DoorSystem } from '@pascal-app/viewer'
* folding) at frame priority 2, then marks the door dirty so the
* geometry system rebuilds at priority 3.
*
* Both are wrapped in `<LegacySystem kind="door">` at the legacy mount
* point; with door registered, those wrappers short-circuit and this
* bundle takes over.
*
* Future Phase 5 Stage B: extract the geometry into a pure
* `buildDoorGeometry(node, ctx)` and migrate to `def.geometry`. The
* animation system stays as `def.system` (it's a real per-frame
* concern, not a geometry build).
* Future: extract the geometry into a pure `buildDoorGeometry(node, ctx)`
* and migrate to `def.geometry`. The animation system stays as
* `def.system` (it's a real per-frame concern, not a geometry build).
*/
const DoorSystems = () => {
return (
+326
View File
@@ -0,0 +1,326 @@
import {
type AnyNodeId,
DoorNode,
emitter,
isCurvedWall,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
} from '@pascal-app/core'
import {
calculateCursorRotation,
calculateItemRotation,
EDITOR_LAYER,
getSideFromNormal,
isValidWallSideFace,
snapToHalf,
triggerSFX,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
linewidth: 3,
depthTest: false,
depthWrite: false,
})
/**
* Door tool — places DoorNodes on walls only.
* Doors always sit at floor level (clampedY = height/2).
*/
const DoorTool: React.FC = () => {
const draftRef = useRef<DoorNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
useEffect(() => {
useScene.temporal.getState().pause()
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const markWallDirty = (wallId: string) => {
useScene.getState().dirtyNodes.add(wallId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
if (wallId) markWallDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
}
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
const levelId = getLevelId()
if (!levelId) return
if (event.node.parentId !== levelId) return
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const localX = snapToHalf(event.localPosition[0])
const width = 0.9
const height = 2.1
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) {
destroyDraft()
hideCursor()
return
}
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const localX = snapToHalf(event.localPosition[0])
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
if (draftRef.current) {
if (event.node.id !== draftRef.current.parentId) {
// Wall changed without enter/leave: must updateNode to reparent
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
})
} else {
// Same wall: update Three.js mesh directly to avoid store churn
const draftMesh = sceneRegistry.nodes.get(draftRef.current.id as AnyNodeId)
if (draftMesh) {
draftMesh.position.set(clampedX, clampedY, 0)
draftMesh.rotation.set(0, itemRotation, 0)
draftMesh.updateMatrixWorld(true)
}
markWallDirty(event.node.id)
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
width,
height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = snapToHalf(event.localPosition[0])
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
draftRef.current.width,
draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
draftRef.current.width,
draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
const draft = draftRef.current
draftRef.current = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'door') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
}).length
const name = `Door ${doorCount + 1}`
const node = DoorNode.parse({
name,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
width: draft.width,
height: draft.height,
doorCategory: draft.doorCategory,
doorType: draft.doorType,
leafCount: draft.leafCount,
operationState: draft.operationState,
slideDirection: draft.slideDirection,
trackStyle: draft.trackStyle,
garagePanelCount: draft.garagePanelCount,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
threshold: draft.threshold,
thresholdHeight: draft.thresholdHeight,
hingesSide: draft.hingesSide,
swingDirection: draft.swingDirection,
segments: draft.segments,
handle: draft.handle,
handleHeight: draft.handleHeight,
handleSide: draft.handleSide,
doorCloser: draft.doorCloser,
panicBar: draft.panicBar,
panicBarHeight: draft.panicBarHeight,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:item-place')
event.stopPropagation()
}
const onWallLeave = () => {
destroyDraft()
hideCursor()
}
const onCancel = () => {
destroyDraft()
hideCursor()
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('tool:cancel', onCancel)
return () => {
destroyDraft()
hideCursor()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('tool:cancel', onCancel)
}
}, [])
// Cursor geometry: door outline (default 0.9 × 2.1 × 0.07)
const boxGeo = new BoxGeometry(0.9, 2.1, 0.07)
const edgesGeo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
)
}
export default DoorTool