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
@@ -1,5 +1,6 @@
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import type { ItemNode as ItemNodeType, NodeDefinition } from '@pascal-app/core'
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import { buildItemFloorplan } from './floorplan'
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import { itemFloorplanMoveTarget } from './floorplan-move'
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import { itemParametrics } from './parametrics'
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import { ItemNode } from './schema'
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@@ -79,9 +80,31 @@ export const itemDefinition: NodeDefinition<typeof ItemNode> = {
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// Same priority as the legacy ItemSystem.
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priority: 2,
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},
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// Catalog placement tool — mounted when `useEditor.tool === 'item'`.
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// Wraps the same placement coordinator the move-tool uses (surface
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// strategies for floor / wall / ceiling / item-surface). Replaces
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// the legacy `editor/src/components/tools/item/item-tool.tsx`.
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tool: () => import('./tool'),
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// Stage D — 3D move-tool (registry-driven). Adopts the moving node
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// and runs the placement coordinator with surface strategies for
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// floor / wall / ceiling / item-surface, including attachTo
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// *transitions* (drop a wall item on a ceiling and have it switch).
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// Replaces the legacy `MoveItemContent` in editor's dispatcher; the
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// `getRegistryAffordanceTool('item', 'move')` lookup picks this up.
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affordanceTools: {
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move: () => import('./move-tool'),
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},
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// Stage C: floor-plan polygon. ctx.resolve walks the parent chain
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// (wall / nested item / level) to compute the world-space transform.
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floorplan: buildItemFloorplan,
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// 2D move-on-floorplan handler. Branches on `asset.attachTo`:
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// wall items snap to walls (like door / window), ceiling items
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// snap to ceiling polygons, floor items snap to slabs. attachTo
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// *transitions* (drop a wall item on a ceiling) remain canonical
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// in the 3D path; 2D only re-anchors within the same family.
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floorplanMoveTarget: itemFloorplanMoveTarget,
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toolHints: [
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{ key: 'Left click', label: 'Place item' },
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@@ -94,7 +117,7 @@ export const itemDefinition: NodeDefinition<typeof ItemNode> = {
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presentation: {
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label: 'Item',
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description: 'A catalog-backed item (furniture, fixtures, decorations).',
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icon: { kind: 'iconify', name: 'lucide:armchair' },
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icon: { kind: 'url', src: '/icons/item.png' },
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paletteSection: 'furnish',
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paletteOrder: 10,
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},
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@@ -6,6 +6,7 @@ import {
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type GeometryContext,
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getScaledDimensions,
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type ItemNode,
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useLiveTransforms,
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} from '@pascal-app/core'
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/**
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@@ -25,10 +26,17 @@ import {
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*/
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type Transform = { x: number; y: number; rotation: number }
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// Plan-space rotation convention used by the legacy `rotatePlanVector`
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// in `editor/src/lib/floorplan/geometry.ts`. This is a CLOCKWISE rotation
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// — the registry-side equivalent of the canonical floor-plan transform
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// math. Don't switch to a standard counter-clockwise rotation; the wall
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// items math (wallRotation = -atan2(dy, dx)) is calibrated against this
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// convention, and the legacy item floor-plan stack reads from these
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// offsets across many sites.
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function rotateVec(x: number, y: number, angle: number): [number, number] {
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const c = Math.cos(angle)
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const s = Math.sin(angle)
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return [x * c - y * s, x * s + y * c]
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return [x * c + y * s, -x * s + y * c]
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}
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function resolveItemTransform(
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@@ -75,6 +83,35 @@ function resolveItemTransform(
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rotation: parentT.rotation + localRotation,
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}
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}
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} else if (parentNode?.type === 'shelf') {
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// Shelf-hosted item: `item.position` is in shelf-local coords. The
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// shelf has its own `position` + `rotation[1]` in its parent (level)
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// frame, so the item's plan-space position composes the shelf's
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// pose with the item's local offset. Without this branch the
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// `else` below would treat shelf-local coords as level-local and
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// the item would render at the wrong spot whenever the shelf is
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// anywhere other than (0, 0, 0).
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//
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// We also check `useLiveTransforms` for the shelf — if the shelf is
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// mid-move (3D or 2D), its scene-state `position` is still at the
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// pre-move spot but the live transform carries the cursor-tracked
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// position. Reading the live value here keeps the hosted item
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// following the shelf in 2D throughout the drag, mirroring how the
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// shelf's own entry follows via the layer's effectiveNode override.
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const shelf = parentNode as AnyNode & {
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position: [number, number, number]
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rotation: [number, number, number]
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}
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const live = useLiveTransforms.getState().get(shelf.id as AnyNodeId)
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const shelfX = live?.position[0] ?? shelf.position[0]
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const shelfZ = live?.position[2] ?? shelf.position[2]
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const shelfRotationY = live?.rotation ?? shelf.rotation[1] ?? 0
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const [offsetX, offsetY] = rotateVec(item.position[0], item.position[2], shelfRotationY)
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result = {
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x: shelfX + offsetX,
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y: shelfZ + offsetY,
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rotation: shelfRotationY + localRotation,
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}
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} else {
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// Level / slab / ceiling parent — item.position is level-local.
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result = {
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@@ -116,12 +153,45 @@ export function buildItemFloorplan(node: ItemNode, ctx: GeometryContext): Floorp
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return [cx + rx, cy + ry] as FloorplanPoint
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})
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return {
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kind: 'polygon',
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points,
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fill: '#fef3c7',
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stroke: '#92400e',
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strokeWidth: 0.012,
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opacity: 0.85,
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const isSelected = ctx.viewState?.selected ?? false
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const floorPlanUrl = node.asset.floorPlanUrl
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const children: FloorplanGeometry[] = [
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{
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kind: 'polygon',
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points,
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// When an asset thumbnail is present, the polygon is a transparent
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// hit-target — the image carries the visual weight. Without a
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// thumbnail the polygon needs a light fill to read at all.
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//
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// `transparent` (not `none`) so the interior remains hit-testable —
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// the registry layer's wrapping `<g>` only fires onPointerDown when
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// the child renders a paintable surface. `fill="none"` would make
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// clicks pass through to whatever's beneath, breaking selection.
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fill: floorPlanUrl ? 'transparent' : '#fef3c7',
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stroke: '#92400e',
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strokeWidth: 0.012,
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opacity: 0.85,
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},
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]
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// Asset thumbnail — top-down PNG capture from the asset modal. Drawn
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// inside the footprint with the item's rotation applied. Matches the
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// legacy `FloorplanItemImage` overlay.
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if (floorPlanUrl) {
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children.push({
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kind: 'image',
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url: floorPlanUrl,
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center: [cx, cy],
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width,
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height: depth,
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rotation: transform.rotation,
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})
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}
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// Move handle — orange dot at the item center. Only when selected.
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if (isSelected) {
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children.push({
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kind: 'move-handle',
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point: [cx, cy],
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})
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}
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return { kind: 'group', children }
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}
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@@ -0,0 +1,118 @@
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'use client'
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import type { ItemNode } from '@pascal-app/core'
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import {
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type PlacementState,
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triggerSFX,
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useDraftNode,
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useEditor,
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usePlacementCoordinator,
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} from '@pascal-app/editor'
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import { Vector3 } from 'three'
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/**
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* Phase 5 Stage D — item's registry-driven 3D move affordance.
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*
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* Replaces the legacy `MoveItemContent` in `editor/src/components/tools/
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* item/move-tool.tsx`. Behaviour is identical: it adopts the moving node
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* (or creates a draft for duplicates flagged `isNew`), runs the placement
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* coordinator with surface strategies for floor / wall / ceiling / item-
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* surface, and commits via `useScene.updateNode` on click.
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*
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* Registered via `def.affordanceTools.move`. The editor's
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* `MoveTool` dispatcher picks this up through `getRegistryAffordance
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* Tool('item', 'move')` before its legacy chain reaches `<MoveItemContent>`
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* — so the legacy fallback can now go away.
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*
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* Closes the 2D ↔ 3D coexistence bugs from last session: when both
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* paths mounted, the legacy mover's `destroy()` would clobber the 2D
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* commit; with this tool owning the move, only one path is alive at a
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* time.
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*
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* Placement primitives (`useDraftNode`, `usePlacementCoordinator`,
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* `PlacementState`) are re-exported from `@pascal-app/editor` — same
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* hooks the legacy code used. When `ItemTool` (item placement, not
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* move) also ports to `def.tool`, the primitives can be inlined here
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* and dropped from editor.
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*/
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function getInitialState(node: ItemNode): PlacementState {
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const attachTo = node.asset.attachTo
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if (attachTo === 'wall' || attachTo === 'wall-side') {
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return {
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surface: 'wall',
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wallId: node.parentId,
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ceilingId: null,
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surfaceItemId: null,
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shelfId: null,
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}
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}
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if (attachTo === 'ceiling') {
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return {
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surface: 'ceiling',
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wallId: null,
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ceilingId: node.parentId,
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surfaceItemId: null,
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shelfId: null,
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}
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}
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return {
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surface: 'floor',
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wallId: null,
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ceilingId: null,
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surfaceItemId: null,
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shelfId: null,
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}
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}
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export function MoveItemTool({ node }: { node: ItemNode }) {
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const draftNode = useDraftNode()
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const meta =
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typeof node.metadata === 'object' && node.metadata !== null
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? (node.metadata as Record<string, unknown>)
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: {}
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const isNew = !!meta.isNew
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const cursor = usePlacementCoordinator({
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asset: node.asset,
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draftNode,
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// Duplicates start fresh in floor mode; wall/ceiling draft is created lazily by ensureDraft.
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initialState: isNew
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? {
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surface: 'floor',
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wallId: null,
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ceilingId: null,
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surfaceItemId: null,
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shelfId: null,
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}
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: getInitialState(node),
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// Preserve the original item's scale so Y-position calculations use the correct height.
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defaultScale: isNew ? node.scale : undefined,
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initDraft: (gridPosition) => {
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if (isNew) {
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// Duplicate: floor items get a draft immediately; wall/ceiling
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// items are created lazily on surface entry.
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gridPosition.copy(new Vector3(...node.position))
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if (!node.asset.attachTo) {
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draftNode.create(gridPosition, node.asset, node.rotation, node.scale)
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}
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} else {
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draftNode.adopt(node)
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gridPosition.copy(new Vector3(...node.position))
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}
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},
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onCommitted: () => {
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triggerSFX('sfx:item-place')
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useEditor.getState().setMovingNode(null)
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return false
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},
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onCancel: () => {
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draftNode.destroy()
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useEditor.getState().setMovingNode(null)
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},
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})
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return <>{cursor}</>
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}
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export default MoveItemTool
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@@ -0,0 +1,328 @@
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'use client'
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import { type AnyNode, getScaledDimensions, ItemNode, useScene } from '@pascal-app/core'
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import {
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ActionButton,
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ActionGroup,
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CollectionsPopover,
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PanelSection,
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PanelWrapper,
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SliderControl,
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triggerSFX,
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useEditor,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { Copy, Link, Link2Off, Move, Trash2 } from 'lucide-react'
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import { useCallback, useRef, useState } from 'react'
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/**
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* Stage E inspector for item. 1:1 port of the legacy
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* `editor/components/ui/panels/item-panel.tsx`, relocated into the
|
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* kind's folder so `parametrics.customPanel` mounts it through the
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* registry inspector. The catalog popover (`<CollectionsPopover>`) is
|
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* the only kind-specific UI that can't be expressed via the generic
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* auto-inspector today — kept inline.
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*
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* Slider-drag fix recipe applied: scale / position / rotation slider
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* `onChange` callbacks read from a `useRef(node)` instead of the
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* closure-captured node, which would re-render every panel-driven
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* update mid-drag and exceed React's update-depth budget on big scenes
|
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* (see the wiki / plan recipe).
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*/
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export default function ItemPanel() {
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const selectedId = useViewer((s) => s.selection.selectedIds[0])
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const setSelection = useViewer((s) => s.setSelection)
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const deleteNode = useScene((s) => s.deleteNode)
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const setMovingNode = useEditor((s) => s.setMovingNode)
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const node = useScene((s) =>
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selectedId ? (s.nodes[selectedId as AnyNode['id']] as ItemNode | undefined) : undefined,
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)
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const [uniformScale, setUniformScale] = useState(true)
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const nodeRef = useRef(node)
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nodeRef.current = node
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const handleUpdate = useCallback(
|
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(updates: Partial<ItemNode>) => {
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if (!selectedId) return
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const n = nodeRef.current
|
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if (!n) return
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useScene.getState().updateNode(selectedId as AnyNode['id'], updates)
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// When an item is mounted on a wall, dirty the wall so the next
|
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// frame regenerates its cutout geometry around the moved item.
|
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if (n.asset.attachTo === 'wall' && n.parentId) {
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requestAnimationFrame(() => {
|
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useScene.getState().dirtyNodes.add(n.parentId as AnyNode['id'])
|
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})
|
||||
}
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},
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[selectedId],
|
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)
|
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|
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const handleClose = useCallback(() => {
|
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setSelection({ selectedIds: [] })
|
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}, [setSelection])
|
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|
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const handleMove = useCallback(() => {
|
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if (node) {
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triggerSFX('sfx:item-pick')
|
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setMovingNode(node)
|
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setSelection({ selectedIds: [] })
|
||||
}
|
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}, [node, setMovingNode, setSelection])
|
||||
|
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const handleDuplicate = useCallback(() => {
|
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if (!node) return
|
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triggerSFX('sfx:item-pick')
|
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const proto = ItemNode.parse({
|
||||
position: [...node.position] as [number, number, number],
|
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rotation: [...node.rotation] as [number, number, number],
|
||||
name: node.name,
|
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asset: node.asset,
|
||||
parentId: node.parentId,
|
||||
side: node.side,
|
||||
metadata: { isNew: true },
|
||||
})
|
||||
setMovingNode(proto)
|
||||
setSelection({ selectedIds: [] })
|
||||
}, [node, setMovingNode, setSelection])
|
||||
|
||||
const handleDelete = useCallback(() => {
|
||||
if (!selectedId) return
|
||||
triggerSFX('sfx:item-delete')
|
||||
deleteNode(selectedId as AnyNode['id'])
|
||||
setSelection({ selectedIds: [] })
|
||||
}, [selectedId, deleteNode, setSelection])
|
||||
|
||||
if (!(node && node.type === 'item' && selectedId)) return null
|
||||
|
||||
return (
|
||||
<PanelWrapper
|
||||
icon={node.asset.thumbnail || '/icons/furniture.png'}
|
||||
onClose={handleClose}
|
||||
title={node.name || node.asset.name}
|
||||
width={300}
|
||||
>
|
||||
<PanelSection title="Position">
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
X<sub className="ml-[1px] text-[11px] opacity-70">pos</sub>
|
||||
</>
|
||||
}
|
||||
max={node.position[0] + 2}
|
||||
min={node.position[0] - 2}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ position: [value, node.position[1], node.position[2]] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.01}
|
||||
unit="m"
|
||||
value={Math.round(node.position[0] * 100) / 100}
|
||||
/>
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
Y<sub className="ml-[1px] text-[11px] opacity-70">pos</sub>
|
||||
</>
|
||||
}
|
||||
max={node.position[1] + 2}
|
||||
min={node.position[1] - 2}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ position: [node.position[0], value, node.position[2]] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.01}
|
||||
unit="m"
|
||||
value={Math.round(node.position[1] * 100) / 100}
|
||||
/>
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
Z<sub className="ml-[1px] text-[11px] opacity-70">pos</sub>
|
||||
</>
|
||||
}
|
||||
max={node.position[2] + 2}
|
||||
min={node.position[2] - 2}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ position: [node.position[0], node.position[1], value] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.01}
|
||||
unit="m"
|
||||
value={Math.round(node.position[2] * 100) / 100}
|
||||
/>
|
||||
</PanelSection>
|
||||
|
||||
<PanelSection title="Rotation">
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
Y<sub className="ml-[1px] text-[11px] opacity-70">rot</sub>
|
||||
</>
|
||||
}
|
||||
max={Math.round((node.rotation[1] * 180) / Math.PI) + 45}
|
||||
min={Math.round((node.rotation[1] * 180) / Math.PI) - 45}
|
||||
onChange={(degrees) => {
|
||||
const radians = (degrees * Math.PI) / 180
|
||||
handleUpdate({ rotation: [node.rotation[0], radians, node.rotation[2]] })
|
||||
}}
|
||||
precision={0}
|
||||
step={1}
|
||||
unit="°"
|
||||
value={Math.round((node.rotation[1] * 180) / Math.PI)}
|
||||
/>
|
||||
<div className="flex gap-1.5 px-1 pt-2 pb-1">
|
||||
<ActionButton
|
||||
label="-45°"
|
||||
onClick={() => {
|
||||
triggerSFX('sfx:item-rotate')
|
||||
const currentDegrees = (node.rotation[1] * 180) / Math.PI
|
||||
const radians = ((currentDegrees - 45) * Math.PI) / 180
|
||||
handleUpdate({ rotation: [node.rotation[0], radians, node.rotation[2]] })
|
||||
}}
|
||||
/>
|
||||
<ActionButton
|
||||
label="+45°"
|
||||
onClick={() => {
|
||||
triggerSFX('sfx:item-rotate')
|
||||
const currentDegrees = (node.rotation[1] * 180) / Math.PI
|
||||
const radians = ((currentDegrees + 45) * Math.PI) / 180
|
||||
handleUpdate({ rotation: [node.rotation[0], radians, node.rotation[2]] })
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
</PanelSection>
|
||||
|
||||
<PanelSection title="Scale">
|
||||
<div className="flex items-center justify-between px-2 pb-2">
|
||||
<span className="font-medium text-[10px] text-muted-foreground/80 uppercase tracking-wider">
|
||||
Uniform Scale
|
||||
</span>
|
||||
<button
|
||||
className={
|
||||
uniformScale
|
||||
? 'flex h-6 w-6 items-center justify-center rounded-md bg-[#3e3e3e] text-muted-foreground transition-colors hover:text-foreground'
|
||||
: 'flex h-6 w-6 items-center justify-center rounded-md bg-[#2C2C2E] text-muted-foreground transition-colors hover:bg-[#3e3e3e] hover:text-foreground'
|
||||
}
|
||||
onClick={() => setUniformScale((v) => !v)}
|
||||
type="button"
|
||||
>
|
||||
{uniformScale ? <Link className="h-3.5 w-3.5" /> : <Link2Off className="h-3.5 w-3.5" />}
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{uniformScale ? (
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
XYZ<sub className="ml-[1px] text-[11px] opacity-70">scale</sub>
|
||||
</>
|
||||
}
|
||||
max={10}
|
||||
min={0.01}
|
||||
onChange={(value) => {
|
||||
const v = Math.max(0.01, value)
|
||||
handleUpdate({ scale: [v, v, v] })
|
||||
}}
|
||||
precision={2}
|
||||
step={0.1}
|
||||
value={Math.round(node.scale[0] * 100) / 100}
|
||||
/>
|
||||
) : (
|
||||
<>
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
X<sub className="ml-[1px] text-[11px] opacity-70">scale</sub>
|
||||
</>
|
||||
}
|
||||
max={10}
|
||||
min={0.01}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ scale: [Math.max(0.01, value), node.scale[1], node.scale[2]] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.1}
|
||||
value={Math.round(node.scale[0] * 100) / 100}
|
||||
/>
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
Y<sub className="ml-[1px] text-[11px] opacity-70">scale</sub>
|
||||
</>
|
||||
}
|
||||
max={10}
|
||||
min={0.01}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ scale: [node.scale[0], Math.max(0.01, value), node.scale[2]] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.1}
|
||||
value={Math.round(node.scale[1] * 100) / 100}
|
||||
/>
|
||||
<SliderControl
|
||||
label={
|
||||
<>
|
||||
Z<sub className="ml-[1px] text-[11px] opacity-70">scale</sub>
|
||||
</>
|
||||
}
|
||||
max={10}
|
||||
min={0.01}
|
||||
onChange={(value) =>
|
||||
handleUpdate({ scale: [node.scale[0], node.scale[1], Math.max(0.01, value)] })
|
||||
}
|
||||
precision={2}
|
||||
step={0.1}
|
||||
value={Math.round(node.scale[2] * 100) / 100}
|
||||
/>
|
||||
</>
|
||||
)}
|
||||
</PanelSection>
|
||||
|
||||
<PanelSection title="Info">
|
||||
<div className="flex items-center justify-between px-2 py-1 text-muted-foreground text-sm">
|
||||
<span>Dimensions</span>
|
||||
{(() => {
|
||||
const [w, h, d] = getScaledDimensions(node)
|
||||
return (
|
||||
<span className="font-mono text-white">
|
||||
{Math.round(w * 100) / 100}×{Math.round(h * 100) / 100}×{Math.round(d * 100) / 100}
|
||||
</span>
|
||||
)
|
||||
})()}
|
||||
</div>
|
||||
</PanelSection>
|
||||
|
||||
<PanelSection title="Collections">
|
||||
<ActionGroup>
|
||||
<CollectionsPopover
|
||||
collectionIds={node.collectionIds}
|
||||
nodeId={selectedId as AnyNode['id']}
|
||||
>
|
||||
<ActionButton label="Manage collections…" />
|
||||
</CollectionsPopover>
|
||||
</ActionGroup>
|
||||
</PanelSection>
|
||||
|
||||
<PanelSection title="Actions">
|
||||
<ActionGroup>
|
||||
<ActionButton icon={<Move className="h-3.5 w-3.5" />} label="Move" onClick={handleMove} />
|
||||
<ActionButton
|
||||
icon={<Copy className="h-3.5 w-3.5" />}
|
||||
label="Duplicate"
|
||||
onClick={handleDuplicate}
|
||||
/>
|
||||
<ActionButton
|
||||
className="hover:bg-red-500/20"
|
||||
icon={<Trash2 className="h-3.5 w-3.5 text-red-400" />}
|
||||
label="Delete"
|
||||
onClick={handleDelete}
|
||||
/>
|
||||
</ActionGroup>
|
||||
</PanelSection>
|
||||
</PanelWrapper>
|
||||
)
|
||||
}
|
||||
@@ -2,17 +2,14 @@ import type { ParametricDescriptor } from '@pascal-app/core'
|
||||
import type { ItemNode } from './schema'
|
||||
|
||||
/**
|
||||
* Minimal inspector descriptor for item. Items have catalog-driven
|
||||
* properties (asset.id, asset.dimensions, asset.interactive controls,
|
||||
* etc.) that don't fit the auto-inspector at Stage A — those are edited
|
||||
* via the legacy `<ItemPanel>` which renders the catalog-defined
|
||||
* controls dynamically. Auto-inspector covers only the per-instance
|
||||
* transform (uniform scale).
|
||||
*
|
||||
* Phase 5 Stage E (drop legacy panel) probably uses
|
||||
* `parametrics.customPanel` to render the catalog-driven controls in
|
||||
* a registry-aware way.
|
||||
* Inspector descriptor for item. The fields shape (position / rotation /
|
||||
* scale sliders, catalog popover, move / duplicate / delete actions)
|
||||
* can't be expressed via the auto-inspector — they need the kind-owned
|
||||
* `<ItemPanel>` for layout, the catalog popover, and the move-on-pick
|
||||
* behaviour. `customPanel` mounts `panel.tsx` through
|
||||
* `<ParametricInspector>`'s lazy-load slot.
|
||||
*/
|
||||
export const itemParametrics: ParametricDescriptor<ItemNode> = {
|
||||
groups: [],
|
||||
customPanel: () => import('./panel'),
|
||||
}
|
||||
|
||||
@@ -1,21 +1,291 @@
|
||||
'use client'
|
||||
|
||||
import { ItemRenderer } from '@pascal-app/viewer'
|
||||
import {
|
||||
type AnimationEffect,
|
||||
type AnyNodeId,
|
||||
type Interactive,
|
||||
type ItemNode,
|
||||
type LightEffect,
|
||||
useInteractive,
|
||||
useRegistry,
|
||||
useScene,
|
||||
} from '@pascal-app/core'
|
||||
import {
|
||||
baseMaterial,
|
||||
ErrorBoundary,
|
||||
glassMaterial,
|
||||
NodeRenderer,
|
||||
resolveCdnUrl,
|
||||
useItemLightPool,
|
||||
useNodeEvents,
|
||||
} from '@pascal-app/viewer'
|
||||
import { useAnimations } from '@react-three/drei'
|
||||
import { Clone } from '@react-three/drei/core/Clone'
|
||||
import { useGLTF } from '@react-three/drei/core/Gltf'
|
||||
import { useFrame } from '@react-three/fiber'
|
||||
import { Suspense, useEffect, useMemo, useRef } from 'react'
|
||||
import type { AnimationAction, Group, Material, Mesh } from 'three'
|
||||
import { MathUtils } from 'three'
|
||||
import { positionLocal, smoothstep, time } from 'three/tsl'
|
||||
import { MeshStandardNodeMaterial } from 'three/webgpu'
|
||||
|
||||
const getMaterialForOriginal = (original: Material): Material => {
|
||||
if (original.name.toLowerCase() === 'glass') {
|
||||
return glassMaterial
|
||||
}
|
||||
return baseMaterial
|
||||
}
|
||||
|
||||
const BrokenItemFallback = ({ node }: { node: ItemNode }) => {
|
||||
const handlers = useNodeEvents(node, 'item')
|
||||
const [w, h, d] = node.asset.dimensions
|
||||
return (
|
||||
<mesh position-y={h / 2} {...handlers}>
|
||||
<boxGeometry args={[w, h, d]} />
|
||||
<meshStandardMaterial color="#ef4444" opacity={0.6} transparent wireframe />
|
||||
</mesh>
|
||||
)
|
||||
}
|
||||
|
||||
export const ItemRenderer = ({ node }: { node: ItemNode }) => {
|
||||
const ref = useRef<Group>(null!)
|
||||
|
||||
useRegistry(node.id, node.type, ref)
|
||||
|
||||
return (
|
||||
<group position={node.position} ref={ref} rotation={node.rotation} visible={node.visible}>
|
||||
<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
|
||||
<Suspense fallback={<PreviewModel node={node} />}>
|
||||
<ModelRenderer node={node} />
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
{node.children?.map((childId) => (
|
||||
<NodeRenderer key={childId} nodeId={childId} />
|
||||
))}
|
||||
</group>
|
||||
)
|
||||
}
|
||||
|
||||
const previewMaterial = new MeshStandardNodeMaterial({
|
||||
color: '#cccccc',
|
||||
roughness: 1,
|
||||
metalness: 0,
|
||||
depthTest: false,
|
||||
})
|
||||
|
||||
const previewOpacity = smoothstep(0.42, 0.55, positionLocal.y.add(time.mul(-0.2)).mul(10).fract())
|
||||
|
||||
previewMaterial.opacityNode = previewOpacity
|
||||
previewMaterial.transparent = true
|
||||
|
||||
const PreviewModel = ({ node }: { node: ItemNode }) => {
|
||||
return (
|
||||
<mesh material={previewMaterial} position-y={node.asset.dimensions[1] / 2}>
|
||||
<boxGeometry
|
||||
args={[node.asset.dimensions[0], node.asset.dimensions[1], node.asset.dimensions[2]]}
|
||||
/>
|
||||
</mesh>
|
||||
)
|
||||
}
|
||||
|
||||
const multiplyScales = (
|
||||
a: [number, number, number],
|
||||
b: [number, number, number],
|
||||
): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]]
|
||||
|
||||
const ModelRenderer = ({ node }: { node: ItemNode }) => {
|
||||
const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '')
|
||||
const ref = useRef<Group>(null!)
|
||||
const { actions } = useAnimations(animations, ref)
|
||||
// Freeze the interactive definition at mount — asset schemas don't change at runtime
|
||||
const interactiveRef = useRef(node.asset.interactive)
|
||||
|
||||
if (nodes.cutout) {
|
||||
nodes.cutout.visible = false
|
||||
}
|
||||
|
||||
const handlers = useNodeEvents(node, 'item')
|
||||
|
||||
useEffect(() => {
|
||||
if (!node.parentId) return
|
||||
useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
|
||||
}, [node.parentId])
|
||||
|
||||
useEffect(() => {
|
||||
const interactive = interactiveRef.current
|
||||
if (!interactive) return
|
||||
useInteractive.getState().initItem(node.id, interactive)
|
||||
return () => useInteractive.getState().removeItem(node.id)
|
||||
}, [node.id])
|
||||
|
||||
useMemo(() => {
|
||||
scene.traverse((child) => {
|
||||
if ((child as Mesh).isMesh) {
|
||||
const mesh = child as Mesh
|
||||
if (mesh.name === 'cutout') {
|
||||
child.visible = false
|
||||
return
|
||||
}
|
||||
|
||||
let hasGlass = false
|
||||
|
||||
// Handle both single material and material array cases
|
||||
if (Array.isArray(mesh.material)) {
|
||||
mesh.material = mesh.material.map((mat) => getMaterialForOriginal(mat))
|
||||
hasGlass = mesh.material.some((mat) => mat.name === 'glass')
|
||||
|
||||
// Fix geometry groups that reference materialIndex beyond the material
|
||||
// array length — this causes three-mesh-bvh to crash with
|
||||
// "Cannot read properties of undefined (reading 'side')"
|
||||
const matCount = mesh.material.length
|
||||
if (mesh.geometry.groups.length > 0) {
|
||||
for (const group of mesh.geometry.groups) {
|
||||
if (group.materialIndex !== undefined && group.materialIndex >= matCount) {
|
||||
group.materialIndex = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
mesh.material = getMaterialForOriginal(mesh.material)
|
||||
hasGlass = mesh.material.name === 'glass'
|
||||
}
|
||||
mesh.castShadow = !hasGlass
|
||||
mesh.receiveShadow = !hasGlass
|
||||
}
|
||||
})
|
||||
}, [scene])
|
||||
|
||||
const interactive = interactiveRef.current
|
||||
const animEffect =
|
||||
interactive?.effects.find((e): e is AnimationEffect => e.kind === 'animation') ?? null
|
||||
const lightEffects =
|
||||
interactive?.effects.filter((e): e is LightEffect => e.kind === 'light') ?? []
|
||||
|
||||
// useGLTF caches scenes, and Clone shares child geometry/material references.
|
||||
// Undo can unmount one item while another clone of the same asset still needs them.
|
||||
return (
|
||||
<>
|
||||
<Clone
|
||||
dispose={null}
|
||||
object={scene}
|
||||
position={node.asset.offset}
|
||||
ref={ref}
|
||||
rotation={node.asset.rotation}
|
||||
scale={multiplyScales(node.asset.scale || [1, 1, 1], node.scale || [1, 1, 1])}
|
||||
{...handlers}
|
||||
/>
|
||||
{animations.length > 0 && (
|
||||
<ItemAnimation
|
||||
actions={actions}
|
||||
animations={animations}
|
||||
animEffect={animEffect}
|
||||
interactive={interactive ?? null}
|
||||
nodeId={node.id}
|
||||
/>
|
||||
)}
|
||||
{lightEffects.map((effect, i) => (
|
||||
<ItemLightRegistrar
|
||||
effect={effect}
|
||||
index={i}
|
||||
interactive={interactive!}
|
||||
key={i}
|
||||
nodeId={node.id}
|
||||
/>
|
||||
))}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
const ItemAnimation = ({
|
||||
nodeId,
|
||||
animEffect,
|
||||
interactive,
|
||||
actions,
|
||||
animations,
|
||||
}: {
|
||||
nodeId: AnyNodeId
|
||||
animEffect: AnimationEffect | null
|
||||
interactive: Interactive | null
|
||||
actions: Record<string, AnimationAction | null>
|
||||
animations: { name: string }[]
|
||||
}) => {
|
||||
const activeClipRef = useRef<string | null>(null)
|
||||
const fadingOutRef = useRef<AnimationAction | null>(null)
|
||||
|
||||
// Reactive: derive target clip name — only re-renders when the clip name itself changes
|
||||
const targetClip = useInteractive((s) => {
|
||||
const values = s.items[nodeId]?.controlValues
|
||||
if (!animEffect) return animations[0]?.name ?? null
|
||||
const toggleIndex = interactive!.controls.findIndex((c) => c.kind === 'toggle')
|
||||
const isOn = toggleIndex >= 0 ? Boolean(values?.[toggleIndex]) : false
|
||||
return isOn
|
||||
? (animEffect.clips.on ?? null)
|
||||
: (animEffect.clips.off ?? animEffect.clips.loop ?? null)
|
||||
})
|
||||
|
||||
// When target clip changes: kick off the transition
|
||||
useEffect(() => {
|
||||
// Cancel any ongoing fade-out immediately
|
||||
if (fadingOutRef.current) {
|
||||
fadingOutRef.current.timeScale = 0
|
||||
fadingOutRef.current = null
|
||||
}
|
||||
// Move current clip to fade-out
|
||||
if (activeClipRef.current && activeClipRef.current !== targetClip) {
|
||||
const old = actions[activeClipRef.current]
|
||||
if (old?.isRunning()) fadingOutRef.current = old
|
||||
}
|
||||
// Start new clip at timeScale 0.01 (as 0 would cause isRunning to be false and thus not play at all), then fade in to 1
|
||||
activeClipRef.current = targetClip
|
||||
if (targetClip) {
|
||||
const next = actions[targetClip]
|
||||
if (next) {
|
||||
next.timeScale = 0.01
|
||||
next.play()
|
||||
}
|
||||
}
|
||||
}, [targetClip, actions])
|
||||
|
||||
// useFrame: only lerping — no logic
|
||||
useFrame((_, delta) => {
|
||||
if (fadingOutRef.current) {
|
||||
const action = fadingOutRef.current
|
||||
action.timeScale = MathUtils.lerp(action.timeScale, 0, Math.min(delta * 5, 1))
|
||||
if (action.timeScale < 0.01) {
|
||||
action.timeScale = 0
|
||||
fadingOutRef.current = null
|
||||
}
|
||||
}
|
||||
if (activeClipRef.current) {
|
||||
const action = actions[activeClipRef.current]
|
||||
if (action?.isRunning() && action.timeScale < 1) {
|
||||
action.timeScale = MathUtils.lerp(action.timeScale, 1, Math.min(delta * 5, 1))
|
||||
if (1 - action.timeScale < 0.01) action.timeScale = 1
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
const ItemLightRegistrar = ({
|
||||
nodeId,
|
||||
effect,
|
||||
interactive,
|
||||
index,
|
||||
}: {
|
||||
nodeId: AnyNodeId
|
||||
effect: LightEffect
|
||||
interactive: Interactive
|
||||
index: number
|
||||
}) => {
|
||||
useEffect(() => {
|
||||
const key = `${nodeId}:${index}`
|
||||
useItemLightPool.getState().register(key, nodeId, effect, interactive)
|
||||
return () => useItemLightPool.getState().unregister(key)
|
||||
}, [nodeId, index, effect, interactive])
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrap-export of the legacy `ItemRenderer`.
|
||||
*
|
||||
* Item's renderer is ~280 lines using `useGLTF` from `@react-three/drei`
|
||||
* to load GLB assets from the CDN. It also handles asset-loaded
|
||||
* `interactive` widgets (clickable hot-spots, sliders inside the
|
||||
* scene), surface mounting, attachment offsets — too much code to
|
||||
* duplicate at Stage A. Phase 5 Stage F (cleanup) moves it into this
|
||||
* folder if useful, or leaves it in viewer with the public re-export.
|
||||
*
|
||||
* Item is also the first kind to demonstrate the "custom def.renderer"
|
||||
* escape hatch documented in plans/editor-node-registry.md — kinds with
|
||||
* GLB loaders, drei helpers, `useGLTF`, etc., set `def.renderer` to a
|
||||
* full React component rather than trying to express geometry as a
|
||||
* pure builder.
|
||||
*/
|
||||
export default ItemRenderer
|
||||
|
||||
@@ -9,9 +9,6 @@ import { ItemLightSystem, ItemSystem } from '@pascal-app/viewer'
|
||||
* (wall-side z-offset, slab elevation, ceiling mounting).
|
||||
* - **`ItemLightSystem`** — manages light sources attached to items
|
||||
* (lamps, ceiling lights, etc.).
|
||||
*
|
||||
* Both are wrapped in `<LegacySystem kind="item">` legacy mounts; with
|
||||
* item registered, those short-circuit and this bundle takes over.
|
||||
*/
|
||||
const ItemSystems = () => {
|
||||
return (
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
'use client'
|
||||
|
||||
import type { AssetInput } from '@pascal-app/core'
|
||||
import { triggerSFX, useDraftNode, useEditor, usePlacementCoordinator } from '@pascal-app/editor'
|
||||
|
||||
/**
|
||||
* Registry-driven item placement tool. Mounted by `ToolManager` when
|
||||
* `useEditor.tool === 'item'` (the catalog picker is what selects which
|
||||
* asset; this tool handles the cursor follow + click-to-commit flow).
|
||||
*
|
||||
* Wraps the same `usePlacementCoordinator` + `useDraftNode` primitives
|
||||
* the move-tool uses. The placement coordinator runs surface strategies
|
||||
* (floor / wall / ceiling / item-surface) so the same cursor logic
|
||||
* handles wall-mounted artwork, floor furniture, ceiling fans, and
|
||||
* nested items on tables.
|
||||
*
|
||||
* Replaces the legacy `editor/src/components/tools/item/item-tool.tsx`.
|
||||
* The `tools` map in `tool-manager.tsx` no longer needs an `item:` entry
|
||||
* — `getRegistryTool('item')` finds this through `def.tool`.
|
||||
*/
|
||||
function ItemPlacementContent({ selectedItem }: { selectedItem: AssetInput }) {
|
||||
const draftNode = useDraftNode()
|
||||
|
||||
const cursor = usePlacementCoordinator({
|
||||
asset: selectedItem,
|
||||
draftNode,
|
||||
initDraft: (gridPosition) => {
|
||||
// Only floor items get a draft on mount; wall / ceiling items are
|
||||
// created lazily by the placement coordinator when the cursor
|
||||
// enters a surface (so the draft doesn't appear at world origin
|
||||
// before the first move event).
|
||||
if (selectedItem && !selectedItem.attachTo) {
|
||||
draftNode.create(gridPosition, selectedItem)
|
||||
}
|
||||
},
|
||||
onCommitted: () => {
|
||||
triggerSFX('sfx:item-place')
|
||||
// Returning `true` tells the coordinator to immediately spawn the
|
||||
// next draft so the user can keep placing copies — matches the
|
||||
// "repeat-on-click" UX of the legacy tool.
|
||||
return true
|
||||
},
|
||||
})
|
||||
|
||||
return <>{cursor}</>
|
||||
}
|
||||
|
||||
function ItemTool() {
|
||||
const selectedItem = useEditor((state) => state.selectedItem)
|
||||
if (!selectedItem) return null
|
||||
return <ItemPlacementContent selectedItem={selectedItem} />
|
||||
}
|
||||
|
||||
export default ItemTool
|
||||
Reference in New Issue
Block a user