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>
99 lines
3.6 KiB
TypeScript
99 lines
3.6 KiB
TypeScript
import { sceneRegistry, useScene } from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import { useRef } from 'react'
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import { type Group, MathUtils, type Mesh } from 'three'
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import type { MeshBasicNodeMaterial } from 'three/webgpu'
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import useViewer from '../../store/use-viewer'
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const TRANSITION_DURATION = 400 // ms
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const EXIT_DEBOUNCE_MS = 50 // ignore rapid exit→re-enter within this window
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export const ZoneSystem = () => {
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const lastHighlightedZoneRef = useRef<string | null>(null)
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const lastChangeTimeRef = useRef(0)
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const isTransitioningRef = useRef(false)
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// Debounce exit-to-null: track the raw pending value and when it last changed
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const pendingZoneRef = useRef<string | null>(null)
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const pendingZoneSinceRef = useRef(0)
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useFrame(({ clock }, delta) => {
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const hoveredId = useViewer.getState().hoveredId
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let rawZone: string | null = null
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if (hoveredId) {
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const hoveredNode = useScene.getState().nodes[hoveredId]
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if (hoveredNode?.type === 'zone') {
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rawZone = hoveredId
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}
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}
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// Update pending zone when the raw value changes
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if (rawZone !== pendingZoneRef.current) {
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pendingZoneRef.current = rawZone
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pendingZoneSinceRef.current = clock.elapsedTime * 1000
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}
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// Apply non-null immediately; debounce null to filter out brief exits
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const age = clock.elapsedTime * 1000 - pendingZoneSinceRef.current
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const highlightedZone =
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rawZone !== null ? rawZone : age >= EXIT_DEBOUNCE_MS ? null : lastHighlightedZoneRef.current
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// Detect stable zone change
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if (highlightedZone !== lastHighlightedZoneRef.current) {
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// Fade out previous zone label-pin
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if (lastHighlightedZoneRef.current) {
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const prevLabel = document.getElementById(`${lastHighlightedZoneRef.current}-label`)
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const pin = prevLabel?.querySelector('.label-pin') as HTMLElement | null
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if (pin) pin.style.opacity = '0'
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}
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// Fade in new zone label-pin
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if (highlightedZone) {
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const label = document.getElementById(`${highlightedZone}-label`)
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const pin = label?.querySelector('.label-pin') as HTMLElement | null
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if (pin) pin.style.opacity = '1'
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}
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lastHighlightedZoneRef.current = highlightedZone
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lastChangeTimeRef.current = clock.elapsedTime * 1000
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isTransitioningRef.current = true
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}
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// Skip frame if not transitioning
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if (!isTransitioningRef.current) return
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const elapsed = clock.elapsedTime * 1000 - lastChangeTimeRef.current
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// Stop transitioning after duration
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if (elapsed >= TRANSITION_DURATION) {
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isTransitioningRef.current = false
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}
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// Lerp speed: complete transition in ~400ms
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const lerpSpeed = 10 * delta
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sceneRegistry.byType.zone!.forEach((zoneId) => {
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const zone = sceneRegistry.nodes.get(zoneId)
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if (!zone) return
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const isHighlighted = zoneId === highlightedZone
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const targetOpacity = isHighlighted ? 1 : 0
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const walls = (zone as Group).getObjectByName('walls') as Mesh | undefined
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if (walls) {
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const material = walls.material as MeshBasicNodeMaterial
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const currentOpacity = material.userData.uOpacity.value
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material.userData.uOpacity.value = MathUtils.lerp(currentOpacity, targetOpacity, lerpSpeed)
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}
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const floor = (zone as Group).getObjectByName('floor') as Mesh | undefined
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if (floor) {
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const material = floor.material as MeshBasicNodeMaterial
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const currentOpacity = material.userData.uOpacity.value
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material.userData.uOpacity.value = MathUtils.lerp(currentOpacity, targetOpacity, lerpSpeed)
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}
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})
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})
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return null
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}
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