Two invariants weren't captured by the wiki or the review-architecture skill, so a PR could break them and pass review: - node-schemas.md documented no backward-compat rule, even though migrateNodes() runs at load. Add a Schema Evolution section (new fields need a Zod default; renames/removals/retypes need a migrateNodes entry) plus a Rules bullet. - review-architecture skill only checked the narrow host-children case for migrations and had no editor-layer check at all. Add a general schema-migration item (§B) and an editor-overlay-layer item (§E, overlay meshes must set EDITOR_LAYER or they leak into thumbnails/snapshots and the ink/SSGI buffers). Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
104 lines
4.6 KiB
Markdown
104 lines
4.6 KiB
Markdown
# Node Schemas
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*Node type definitions, Zod schema pattern, and how to create nodes in the scene.*
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Applies to: `packages/core/src/schema/**`.
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All node types are defined as Zod schemas in `packages/core/src/schema/nodes/`. Each schema extends `BaseNode` and exports both the schema and its inferred TypeScript type.
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**Sources**: `packages/core/src/schema/base.ts`, `packages/core/src/schema/nodes/`
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## BaseNode
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Every node shares these fields:
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```ts
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{
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object: 'node' // always literal 'node'
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id: string // typed ID e.g. "wall_abc123"
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type: string // node type discriminator e.g. "wall"
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name?: string // optional display name
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parentId: string | null // parent node ID; null = root
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visible: boolean // defaults to true
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metadata: Record<string, unknown> // arbitrary JSON, defaults to {}
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}
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```
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## Defining a New Node Type
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```ts
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// packages/core/src/schema/nodes/my-node.ts
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import { z } from 'zod'
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import { BaseNode, objectId, nodeType } from '../base'
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export const MyNode = BaseNode.extend({
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id: objectId('my-node'), // generates IDs like "my-node_abc123"
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type: nodeType('my-node'), // sets literal type discriminator
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// add node-specific fields:
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width: z.number().default(1),
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label: z.string().optional(),
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}).describe('My node — one-line description of what it represents')
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export type MyNode = z.infer<typeof MyNode>
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export type MyNodeId = MyNode['id']
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```
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Then add `MyNode` to the `AnyNode` union in `packages/core/src/schema/types.ts`.
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## Creating Nodes in Tools
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Always use `.parse()` to validate and generate a proper typed ID. Never construct a plain object manually.
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```ts
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import { WallNode } from '@pascal-app/core'
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import { useScene } from '@pascal-app/core'
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// 1. Parse validates and fills defaults (including auto-generated id)
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const wall = WallNode.parse({ name: 'Wall 1', start: [0, 0], end: [5, 0] })
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// 2. createNode(node, parentId?) inserts it into the scene
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const { createNode } = useScene.getState()
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createNode(wall, levelId)
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```
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For batch creation:
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```ts
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const { createNodes } = useScene.getState()
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createNodes([
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{ node: WallNode.parse({ start: [0, 0], end: [5, 0] }), parentId: levelId },
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{ node: WallNode.parse({ start: [5, 0], end: [5, 4] }), parentId: levelId },
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])
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```
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## Updating Nodes
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```ts
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const { updateNode } = useScene.getState()
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updateNode(wall.id, { height: 2.8 }) // partial update, merges with existing
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```
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## Schema Evolution & Backward Compatibility
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Saved scenes are persisted JSON parsed back through `AnyNode` at load (`SceneState.setScene` → `migrateNodes` → `markDirty`, in `packages/core/src/store/use-scene.ts`). Any change to an existing node's properties must keep older saved scenes loadable — a scene written months ago must still parse and render.
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- **Adding a field** → give it a Zod `.default(...)` (or `.optional()`). `AnyNode.parse` then fills it for legacy nodes that lack it. A required field with no default makes every pre-existing scene fail validation.
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- **Renaming, removing, or retyping a field** → a `.default()` is not enough; it silently drops the old value. Add an entry to `migrateNodes` (`use-scene.ts`) that reads the legacy shape and rewrites it to the new one *before* parse. This is also where structural changes go (splitting one material into interior/exterior, deriving `pitch` from a legacy `roofHeight`, seeding `children: []` on a new host kind).
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- **Bumping `schemaVersion`** on the `NodeDefinition` records that a kind's shape changed. The per-kind `def.migrate` map is reserved for future use; today all load-time migration is centralised in `migrateNodes`.
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When in doubt, load an old scene (or a fixture) after the change and confirm it still parses and renders.
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## Real Examples
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- **Simple geometry node**: `packages/core/src/schema/nodes/wall.ts` — `start`, `end`, `thickness`, `height`
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- **Polygon node**: `packages/core/src/schema/nodes/slab.ts` — `polygon: [number, number][]`, `holes`
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- **Positioned node**: `packages/core/src/schema/nodes/item.ts` — `position`, `rotation`, `scale`, `asset`
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## Rules
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- **Always use `.parse()`** — it generates the correct ID prefix and fills defaults. `WallNode.parse({...})` not `{ type: 'wall', id: '...' }`.
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- **Never hardcode IDs.** Let `objectId('type')` generate them.
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- **Add new node types to `AnyNode`** in `types.ts` or they won't be accepted by the store.
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- **Keep schemas in `packages/core`**, not in the viewer or editor — the schema is shared by all packages.
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- **Never break old scenes.** New fields get a `.default()`; renames/removals/retypes get a `migrateNodes` entry. See *Schema Evolution & Backward Compatibility* above.
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