Files
editor/packages/nodes/src/shared/polygon-vertex-affordance.ts
T
Wassim SAMADandClaude Opus 4.7 d747d2f0ea 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>
2026-05-19 15:14:12 -04:00

286 lines
9.9 KiB
TypeScript

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