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
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import {
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type AnyNodeId,
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type DoorNode,
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type FloorplanMoveTarget,
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type FloorplanMoveTargetSession,
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useScene,
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} from '@pascal-app/core'
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import { snapToHalf } from '@pascal-app/editor'
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import { findClosestWallInPlan } from '../shared/wall-attach-target'
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import { clampToWall, hasWallChildOverlap } from './door-math'
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/**
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* 2D floor-plan move handler for door — kicks in when the user clicks
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* "Move" on the door inspector (or action menu) and the floor-plan
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* view is active. Pointer in plan space → snap to nearest wall →
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* project onto wall axis → snap local-X to 0.5m grid → clamp inside
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* wall bounds → commit via `useScene.updateNodes`.
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*
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* Mirrors the 3D `move-tool.tsx` behaviour minus the R3F event plumbing:
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* - Re-parents on transition between walls (parentId + wallId).
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* - Adapts `side` + `rotation` from the wall normal under the pointer.
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* - hasWallChildOverlap blocks committing overlapping placements.
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*
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* Curved walls are skipped by `findClosestWallInPlan` — same guardrail
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* as the 3D port and the legacy `DoorTool` / `MoveDoorTool`.
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*/
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export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node }) => {
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// Snapshot of the door's "valid" state at move-start — used by
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// canCommit to decide whether the current snapped position is OK.
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const startLevelId = (() => {
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// Walk up via parentId until we hit a node whose type isn't 'wall'
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// — that's the level (or null). The door is wall-hosted, so the
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// wall's parent is the level. Cached at start because the parent
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// chain doesn't change during a move.
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const wall = useScene.getState().nodes[node.parentId as AnyNodeId]
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return wall ? (wall.parentId as AnyNodeId | null) : null
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})()
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const session: FloorplanMoveTargetSession = {
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affectedIds: [node.id as AnyNodeId],
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apply({ planPoint, modifiers }) {
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const nodes = useScene.getState().nodes
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const hit = findClosestWallInPlan(planPoint, nodes, startLevelId)
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if (!hit) return // pointer off any wall — keep door at last valid position
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// Snap the wall-local X to 0.5m grid (Shift bypasses).
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const snappedLocalX = modifiers.shiftKey ? hit.localX : snapToHalf(hit.localX)
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const { clampedX, clampedY } = clampToWall(hit.wall, snappedLocalX, node.width, node.height)
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// Build the updates atomically — position + rotation + side +
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// parentId + wallId in a single scene write. The current door's
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// parent might be a different wall; re-anchoring requires moving
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// the node in the parent's children list (the registry's
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// updateNode does this when parentId changes).
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useScene.getState().updateNodes([
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{
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id: node.id as AnyNodeId,
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data: {
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position: [clampedX, clampedY, 0],
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rotation: [0, hit.itemRotation, 0],
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side: hit.side,
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parentId: hit.wall.id,
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wallId: hit.wall.id,
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},
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},
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])
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},
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canCommit() {
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const live = useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined
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if (!live || live.type !== 'door') return false
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// Block commit if the door overlaps any other wall child at its
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// current position. The 3D port has the same guard.
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const overlapping = hasWallChildOverlap(
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live.parentId as string,
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live.position[0],
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live.position[1],
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live.width,
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live.height,
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live.id,
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)
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return !overlapping
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},
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}
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return session
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}
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