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
+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