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editor/wiki/architecture/node-schemas.md
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Wassim SAMADandClaude Opus 4.7 cf07fcaa97 Restructure agent config: unified .agents/skills + wiki/architecture
Replace per-tool rule trees (.cursor/rules, .claude/rules, .codex/rules)
with a single wiki/architecture/ source — 11 pages + README — readable
as plain markdown by any agent. Canonical skills live in .agents/skills/;
.claude/skills, .cursor/skills, .codex/skills are directory symlinks.

AGENTS.md is the entrypoint (rewritten as a lean overview, no per-tool
path lists). CLAUDE.md, GEMINI.md, and .github/copilot-instructions.md
all point to it.

Add open-pr skill (uses .github/pull_request_template.md as the source
of truth for the PR body) and remove the dangling .claude/CLAUDE.md
relative symlink.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 09:51:25 -04:00

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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:
```ts
{
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
```ts
// 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.
```ts
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:
```ts
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
```ts
const { updateNode } = useScene.getState()
updateNode(wall.id, { height: 2.8 }) // partial update, merges with existing
```
## 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 `AnyNode`** in `types.ts` or 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.