Wholesale swap of packages/{core,viewer,editor,mcp} and apps/editor with the
versions from the private editor repo, which is the production source of truth.
Setup changes:
- packages/{core,viewer,editor} versions held at 0.7.0 baseline (matching
the most recent published release) so a bump=minor publishes 0.8.0
- packages/mcp held at 0.1.1 (never published; first publish will go through
the new release.yml flow)
- peerDependencies and devDependencies for inter-package @pascal-app/*
references pinned to ^0.7.0 instead of '*' / 'workspace:*' so they are
valid for npm consumers
- Root package.json: TypeScript bumped to 6.0.2, added overrides for
@types/react, @types/react-dom, @types/three to prevent JSX namespace
fragmentation across the workspace
- release.yml extended to also publish editor and mcp; 'both' option renamed
to 'all'; added a sync step that updates inter-package peerDeps/devDeps to
match the new versions on every bump (so viewer/editor/mcp tarballs always
reference the version of core they were built against)
- Root scripts gained release:editor and release:mcp shortcuts
Verification:
- bun install --frozen-lockfile is consistent
- packages/{core,viewer,mcp} build cleanly, dist/index.d.ts emitted
- packages/editor check-types reports 21 pre-existing errors, identical to
what private-editor currently reports
Open PRs against editor-v2 will need rebasing/conflict resolution.
185 lines
6.1 KiB
TypeScript
185 lines
6.1 KiB
TypeScript
import {
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type AnyNodeId,
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getRenderableSlabPolygon,
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type SlabNode,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
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const uv = geometry.getAttribute('uv')
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if (!uv) return
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geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
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}
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// ============================================================================
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// SLAB SYSTEM
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// ============================================================================
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export const SlabSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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// Process dirty slabs
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node || node.type !== 'slab') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
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if (mesh) {
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updateSlabGeometry(node as SlabNode, mesh)
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clearDirty(id as AnyNodeId)
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}
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// If mesh not found, keep it dirty for next frame
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})
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}, 1)
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return null
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}
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/**
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* Updates the geometry for a single slab
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*/
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function updateSlabGeometry(node: SlabNode, mesh: THREE.Mesh) {
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const newGeo = generateSlabGeometry(node)
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ensureUv2Attribute(newGeo)
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mesh.geometry.dispose()
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mesh.geometry = newGeo
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// For negative elevation, shift the mesh down so the top face sits at Y=elevation
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// rather than at Y=0. Positive elevation stays at Y=0 (slab sits at floor level).
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const elevation = node.elevation ?? 0.05
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mesh.position.y = elevation < 0 ? elevation : 0
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}
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/**
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* Generates extruded slab geometry from polygon
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*/
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export function generateSlabGeometry(slabNode: SlabNode): THREE.BufferGeometry {
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const elevation = slabNode.elevation ?? 0.05
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return elevation < 0 ? generatePoolGeometry(slabNode) : generatePositiveSlabGeometry(slabNode)
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}
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/**
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* Standard slab: flat extrusion upward from Y=0 by elevation thickness.
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*/
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function generatePositiveSlabGeometry(slabNode: SlabNode): THREE.BufferGeometry {
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const polygon = getRenderableSlabPolygon(slabNode)
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const elevation = slabNode.elevation ?? 0.05
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if (polygon.length < 3) return new THREE.BufferGeometry()
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const shape = new THREE.Shape()
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shape.moveTo(polygon[0]![0], -polygon[0]![1])
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for (let i = 1; i < polygon.length; i++) shape.lineTo(polygon[i]![0], -polygon[i]![1])
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shape.closePath()
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for (const holePolygon of slabNode.holes ?? []) {
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if (holePolygon.length < 3) continue
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const holePath = new THREE.Path()
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holePath.moveTo(holePolygon[0]![0], -holePolygon[0]![1])
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for (let i = 1; i < holePolygon.length; i++)
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holePath.lineTo(holePolygon[i]![0], -holePolygon[i]![1])
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holePath.closePath()
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shape.holes.push(holePath)
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}
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const geometry = new THREE.ExtrudeGeometry(shape, { depth: elevation, bevelEnabled: false })
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geometry.rotateX(-Math.PI / 2)
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geometry.computeVertexNormals()
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return geometry
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}
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/**
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* Pool / recessed slab: floor cap at Y=0 (local) + inner walls up to Y=|elevation|.
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* No top cap — the opening at ground level is handled by the ground occluder hole.
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* mesh.position.y must be set to elevation so the floor sits at the correct world Y.
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*
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* Geometry is built directly in 3D (Y-up) to avoid rotation confusion:
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* - floor in XZ plane at Y=0, normals pointing +Y (visible when looking down into pool)
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* - walls from Y=0 to Y=depth, inward-facing normals (visible from inside pool)
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*/
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function generatePoolGeometry(slabNode: SlabNode): THREE.BufferGeometry {
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const polygon = getRenderableSlabPolygon(slabNode)
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const depth = Math.abs(slabNode.elevation ?? 0.05)
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if (polygon.length < 3) return new THREE.BufferGeometry()
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const positions: number[] = []
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const uvs: number[] = []
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const indices: number[] = []
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const n = polygon.length
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const bounds = new THREE.Box2()
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for (const [x, z] of polygon) {
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bounds.expandByPoint(new THREE.Vector2(x, z))
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}
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for (const hole of slabNode.holes ?? []) {
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for (const [x, z] of hole) {
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bounds.expandByPoint(new THREE.Vector2(x, z))
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}
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}
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const floorWidth = Math.max(bounds.max.x - bounds.min.x, 0.001)
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const floorHeight = Math.max(bounds.max.y - bounds.min.y, 0.001)
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const pushFloorVertex = (x: number, y: number, z: number) => {
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positions.push(x, y, z)
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uvs.push((x - bounds.min.x) / floorWidth, (z - bounds.min.y) / floorHeight)
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}
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const pushWallVertex = (x: number, y: number, z: number, u: number, v: number) => {
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positions.push(x, y, z)
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uvs.push(u, v)
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}
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// --- Floor at Y=0 ---
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for (const [x, z] of polygon) pushFloorVertex(x!, 0, z!)
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const pts2d = polygon.map(([x, z]) => new THREE.Vector2(x!, z!))
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const holesPts2d = (slabNode.holes ?? []).map((h) => h.map(([x, z]) => new THREE.Vector2(x!, z!)))
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for (const hole of slabNode.holes ?? []) {
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for (const [x, z] of hole) pushFloorVertex(x!, 0, z!)
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}
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const floorTris = THREE.ShapeUtils.triangulateShape(pts2d, holesPts2d)
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for (const tri of floorTris) {
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// Reversed winding → normals point +Y (upward) in XZ plane
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indices.push(tri[0]!, tri[2]!, tri[1]!)
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}
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// --- Inner walls (no top cap at Y=depth) ---
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// Standard winding on a CCW polygon in XZ gives inward-facing normals.
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for (let i = 0; i < n; i++) {
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const j = (i + 1) % n
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const [x0, z0] = polygon[i]!
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const [x1, z1] = polygon[j]!
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const vBase = positions.length / 3
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const segmentLength = Math.max(Math.hypot(x1 - x0, z1 - z0), 0.001)
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pushWallVertex(x0!, 0, z0!, 0, 0) // v0 — floor level
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pushWallVertex(x1!, 0, z1!, segmentLength, 0) // v1 — floor level
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pushWallVertex(x1!, depth, z1!, segmentLength, depth) // v2 — ground level
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pushWallVertex(x0!, depth, z0!, 0, depth) // v3 — ground level
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indices.push(vBase, vBase + 1, vBase + 2)
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indices.push(vBase, vBase + 2, vBase + 3)
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}
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const geo = new THREE.BufferGeometry()
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geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
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geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
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geo.setIndex(indices)
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geo.computeVertexNormals()
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return geo
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}
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