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
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import {
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type AnyNodeId,
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type FloorplanAffordance,
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type FloorplanAffordanceSession,
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useScene,
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} from '@pascal-app/core'
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import { snapPointToGrid, type WallPlanPoint } from '@pascal-app/editor'
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/**
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* Shared "edit polygon" floor-plan affordances. Used by kinds whose
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* primary editable shape is a `polygon: [number, number][]` field
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* (slab, ceiling, site, zone) with optional `holes: [number, number][][]`.
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*
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* Each affordance accepts an optional `holeIndex` in its payload — when
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* present, the operation targets `node.holes[holeIndex]`; otherwise it
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* targets the outer `node.polygon`. The same factory wires both
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* boundary and hole interactions without duplicating the math.
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*
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* Three affordances available:
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*
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* - `move-vertex` — drag an existing vertex.
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* - `add-vertex` — insert a new vertex at an edge midpoint, then drag
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* it (click-without-drag reverts to the snapshot).
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* - `move-edge` — drag a whole edge perpendicular to itself (both
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* endpoints translate by `normal * projection`).
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*/
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export type PolygonVertexPayload = {
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/** Target a hole's polygon instead of the boundary. */
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holeIndex?: number
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vertexIndex: number
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}
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export type AddVertexPayload = {
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holeIndex?: number
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edgeIndex: number
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}
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export type EdgeDragPayload = {
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holeIndex?: number
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edgeIndex: number
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}
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type PolygonShape = {
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polygon: ReadonlyArray<readonly [number, number]>
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holes?: ReadonlyArray<ReadonlyArray<readonly [number, number]>>
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}
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function getRing(node: PolygonShape, holeIndex: number | undefined): [number, number][] | null {
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if (holeIndex === undefined) {
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return node.polygon.map(([x, y]) => [x, y] as [number, number])
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}
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const hole = node.holes?.[holeIndex]
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if (!hole) return null
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return hole.map(([x, y]) => [x, y] as [number, number])
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}
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/**
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* Returns a patch object that, when applied to the node, updates the
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* targeted ring (boundary polygon or specific hole) to `nextRing`. The
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* cast through `unknown → Partial<unknown> → never` satisfies the
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* generic `updateNodes` patch type without forcing every variant of
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* the kind union into scope here.
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*/
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function buildRingPatch(
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node: PolygonShape,
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holeIndex: number | undefined,
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nextRing: ReadonlyArray<[number, number]>,
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): unknown {
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if (holeIndex === undefined) {
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return { polygon: nextRing }
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}
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const nextHoles = (node.holes ?? []).map((hole, i) =>
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i === holeIndex ? nextRing : hole.map(([x, y]) => [x, y] as [number, number]),
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)
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return { holes: nextHoles }
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}
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export function createPolygonVertexAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload }): FloorplanAffordanceSession {
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const { vertexIndex, holeIndex } = payload as PolygonVertexPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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const snapped: WallPlanPoint = modifiers.shiftKey
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? (planPoint as WallPlanPoint)
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: snapPointToGrid(planPoint as WallPlanPoint)
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const nextRing: [number, number][] = originalRing.map((p, i) =>
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i === vertexIndex ? [snapped[0], snapped[1]] : p,
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)
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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/**
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* Companion to `createPolygonVertexAffordance`. Inserts a new vertex at
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* the midpoint of edge `edgeIndex` (between vertices i and i+1) and
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* then drags that new vertex with the pointer. The dispatcher's
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* snapshot was taken **before** `start()` ran, so a pointer-up without
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* movement reverts to the pre-insert ring — "click without drag" is a
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* no-op, matching the legacy slab boundary editor.
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*/
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export function createPolygonAddVertexAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload }): FloorplanAffordanceSession {
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const { edgeIndex, holeIndex } = payload as AddVertexPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const a = originalRing[edgeIndex]
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const b = originalRing[(edgeIndex + 1) % originalRing.length]
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if (!a || !b) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const midpoint: [number, number] = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2]
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const newVertexIndex = edgeIndex + 1
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const initialRing: [number, number][] = [
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...originalRing.slice(0, newVertexIndex),
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midpoint,
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...originalRing.slice(newVertexIndex),
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]
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// Apply the insert immediately so the user sees the new vertex
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// before they even move.
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const initialPatch = buildRingPatch(node, holeIndex, initialRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: initialPatch as Partial<unknown> as never }])
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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const snapped: WallPlanPoint = modifiers.shiftKey
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? (planPoint as WallPlanPoint)
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: snapPointToGrid(planPoint as WallPlanPoint)
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const nextRing: [number, number][] = initialRing.map((p, i) =>
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i === newVertexIndex ? [snapped[0], snapped[1]] : p,
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)
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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/**
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* Edge-drag: move a whole edge perpendicular to itself. Both endpoints
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* translate by `edgeNormal * projectedDelta`. The other vertices of
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* the ring stay put — adjacent edges effectively pivot around their
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* far endpoints.
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*
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* Snap is grid-aligned on the projected scalar (so a Shift-free drag
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* lands on grid lines along the edge normal).
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*/
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export function createPolygonMoveEdgeAffordance<N extends PolygonShape & { id: AnyNodeId }>(
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kind: string,
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): FloorplanAffordance<N> {
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return {
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start({ node, payload, initialPlanPoint }): FloorplanAffordanceSession {
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const { edgeIndex, holeIndex } = payload as EdgeDragPayload
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const originalRing = getRing(node, holeIndex)
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if (!originalRing) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const startVertex = originalRing[edgeIndex]
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const endVertex = originalRing[(edgeIndex + 1) % originalRing.length]
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if (!startVertex || !endVertex) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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const dx = endVertex[0] - startVertex[0]
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const dy = endVertex[1] - startVertex[1]
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const len = Math.hypot(dx, dy)
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if (len < 1e-6) {
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return {
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affectedIds: [node.id],
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apply() {},
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canCommit() {
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return false
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},
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}
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}
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// Perpendicular unit normal (rotate 90° CCW).
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const normalX = -dy / len
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const normalY = dx / len
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const startX = initialPlanPoint[0]
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const startY = initialPlanPoint[1]
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const edgeStartIndex = edgeIndex
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const edgeEndIndex = (edgeIndex + 1) % originalRing.length
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return {
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affectedIds: [node.id],
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apply({ planPoint, modifiers }) {
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// Project the pointer delta onto the edge normal — that's the
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// signed perpendicular distance the edge should travel.
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const deltaX = planPoint[0] - startX
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const deltaY = planPoint[1] - startY
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let projection = deltaX * normalX + deltaY * normalY
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if (!modifiers.shiftKey) {
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// Snap the projection scalar to a 0.5m grid (legacy uses the
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// same half-meter snap for slab edges).
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projection = Math.round(projection * 2) / 2
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}
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const nextRing: [number, number][] = originalRing.map((p, i) => {
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if (i === edgeStartIndex || i === edgeEndIndex) {
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return [p[0] + normalX * projection, p[1] + normalY * projection]
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}
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return [p[0], p[1]] as [number, number]
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})
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const patch = buildRingPatch(node, holeIndex, nextRing)
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useScene
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.getState()
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.updateNodes([{ id: node.id, data: patch as Partial<unknown> as never }])
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},
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canCommit() {
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const final = useScene.getState().nodes[node.id] as N | undefined
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if (!final || (final as unknown as { type: string }).type !== kind) return false
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const finalRing = holeIndex === undefined ? final.polygon : (final.holes ?? [])[holeIndex]
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return !!finalRing && finalRing.length >= 3
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},
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}
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},
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}
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}
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Block a user