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>
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Node Schemas
Node type definitions, Zod schema pattern, and how to create nodes in the scene.
Applies to: packages/core/src/schema/**.
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.
Sources: packages/core/src/schema/base.ts, packages/core/src/schema/nodes/
BaseNode
Every node shares these fields:
{
object: 'node' // always literal 'node'
id: string // typed ID e.g. "wall_abc123"
type: string // node type discriminator e.g. "wall"
name?: string // optional display name
parentId: string | null // parent node ID; null = root
visible: boolean // defaults to true
metadata: Record<string, unknown> // arbitrary JSON, defaults to {}
}
Defining a New Node Type
// packages/core/src/schema/nodes/my-node.ts
import { z } from 'zod'
import { BaseNode, objectId, nodeType } from '../base'
export const MyNode = BaseNode.extend({
id: objectId('my-node'), // generates IDs like "my-node_abc123"
type: nodeType('my-node'), // sets literal type discriminator
// add node-specific fields:
width: z.number().default(1),
label: z.string().optional(),
}).describe('My node — one-line description of what it represents')
export type MyNode = z.infer<typeof MyNode>
export type MyNodeId = MyNode['id']
Then add MyNode to the AnyNode union in packages/core/src/schema/types.ts.
Creating Nodes in Tools
Always use .parse() to validate and generate a proper typed ID. Never construct a plain object manually.
import { WallNode } from '@pascal-app/core'
import { useScene } from '@pascal-app/core'
// 1. Parse validates and fills defaults (including auto-generated id)
const wall = WallNode.parse({ name: 'Wall 1', start: [0, 0], end: [5, 0] })
// 2. createNode(node, parentId?) inserts it into the scene
const { createNode } = useScene.getState()
createNode(wall, levelId)
For batch creation:
const { createNodes } = useScene.getState()
createNodes([
{ node: WallNode.parse({ start: [0, 0], end: [5, 0] }), parentId: levelId },
{ node: WallNode.parse({ start: [5, 0], end: [5, 4] }), parentId: levelId },
])
Updating Nodes
const { updateNode } = useScene.getState()
updateNode(wall.id, { height: 2.8 }) // partial update, merges with existing
Schema Evolution & Backward Compatibility
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.
- Adding a field → give it a Zod
.default(...)(or.optional()).AnyNode.parsethen fills it for legacy nodes that lack it. A required field with no default makes every pre-existing scene fail validation. - Renaming, removing, or retyping a field → a
.default()is not enough; it silently drops the old value. Add an entry tomigrateNodes(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, derivingpitchfrom a legacyroofHeight, seedingchildren: []on a new host kind). - Bumping
schemaVersionon theNodeDefinitionrecords that a kind's shape changed. The per-kinddef.migratemap is reserved for future use; today all load-time migration is centralised inmigrateNodes.
When in doubt, load an old scene (or a fixture) after the change and confirm it still parses and renders.
Real Examples
- Simple geometry node:
packages/core/src/schema/nodes/wall.ts—start,end,thickness,height - Polygon node:
packages/core/src/schema/nodes/slab.ts—polygon: [number, number][],holes - Positioned node:
packages/core/src/schema/nodes/item.ts—position,rotation,scale,asset
Rules
- Always use
.parse()— it generates the correct ID prefix and fills defaults.WallNode.parse({...})not{ type: 'wall', id: '...' }. - Never hardcode IDs. Let
objectId('type')generate them. - Add new node types to
AnyNodeintypes.tsor they won't be accepted by the store. - Keep schemas in
packages/core, not in the viewer or editor — the schema is shared by all packages. - Never break old scenes. New fields get a
.default(); renames/removals/retypes get amigrateNodesentry. See Schema Evolution & Backward Compatibility above.