6 Commits

Author SHA1 Message Date
Wassim SAMAD
e3f2343456 nodes: restore floorPlaced imports stripped by the formatter
The previous commit's `floorPlaced` capability used `getScaledDimensions`
in `item/definition.ts` and `ColumnNodeType` in `column/definition.ts`,
but the editor's auto-format hook ran between the import edit and the
body edit and removed both as "unused" — breaking `bun dev`.

Re-add the imports.
2026-05-19 19:49:09 -04:00
Wassim SAMAD
9a481f2511 registry: generic FloorElevationSystem driven by a floorPlaced capability
Symptom: a shelf placed on a level with a raised slab underneath
visually clipped through it — `ItemSystem` lifted items onto slabs,
but shelves (and other floor-placed registry kinds) had no equivalent
path.

Fix: lift the slab-elevation logic out of `ItemSystem` into a generic
`<FloorElevationSystem>` keyed off a new `capabilities.floorPlaced`
config. Any kind that opts in declares a `footprint(node)` (dimensions
+ rotation used to query overlapping slabs) and an optional `applies`
predicate (skips items whose `asset.attachTo` is wall / ceiling).

The new system runs at frame priority 1 so its `mesh.position.y`
override lands before `ItemSystem` / `GeometrySystem` (priority 2)
clear the dirty mark. The spatial-grid sync's `markNodesOverlappingSlab`
also dropped its hardcoded `item` branch in favour of an iteration over
every registered kind that declares `floorPlaced` — so any new
floor-placed kind picks up slab-driven re-elevation automatically.

Tagged kinds:
 - `item`  — `footprint = getScaledDimensions`, `applies = !asset.attachTo`
 - `shelf` — `footprint = (w, h, d)`
 - `column` — `footprint = (w, h, d)`
 - `spawn` — `footprint = (0.6, 1.8, 0.6)` (marker)

`ItemSystem` retains only the wall-side z-offset block (`mesh.position.z =
wallThickness / 2`). The elevation block + its `getScaledDimensions` /
`resolveLevelId` / `spatialGridManager` imports moved to the generic
system.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:44:21 -04:00
Wassim SAMAD
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
Wassim SAMAD
0540692bd5 item: fix 2D move — floor items stay parented to the level
Two related bugs caused floor items to disappear mid-2D-drag:

1. `startLevelId` did `parent.parentId` unconditionally for non-wall
   parents — so for a floor item parented directly to the level (the
   canonical convention from `use-placement-coordinator`), it returned
   `level.parentId = building.id`. `findContainingSurface` then iterated
   the building's children (levels, not slabs) and the fallback
   `parentId: startLevelId` reparented the item to the building. Now we
   walk the parent chain until we hit a `level` and short-circuit on
   `parent.type === 'level'`.

2. `buildSurfaceItemSession` reparented floor items to a slab when the
   cursor was over one. Slabs don't carry a `children` field on their
   schema (only ceilings + level do), so `updateNodesAction`'s reparent
   logic operated on `undefined.children` — the item dropped out of the
   level→children DFS the floor-plan layer walks, and the polygon
   stopped rendering mid-drag. Split into `buildFloorItemSession`
   (always parents to the level, just updates position) and a
   ceiling-only `buildSurfaceItemSession`. `findContainingSurface`
   narrows to `'ceiling'` as the only valid target.

Matches the 3D `detachItemSurfaceToFloor` convention: floor items live
as level children, not slab children.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:12:15 -04:00
Wassim SAMAD
9aec943740 Phase 5 Stage C: item floor plan — all 9 kinds now at Stage C
Item is the last Stage A-only kind to gain def.floorplan. Closes Stage C
across every registered kind.

Files added:
 - nodes/src/item/floorplan.ts: buildItemFloorplan inlines a self-
   contained parent-chain transform walker using `ctx.resolve`. Mirrors
   the legacy `getItemFloorplanTransform` math from editor/lib/floorplan/
   items.ts:
     * Wall parent: rotate item.position by wall's angle, anchor at
       wall.start, handle wall-side attachTo via wall.thickness offset.
     * Item parent (nested): recurse for parent's transform.
     * Level / slab / ceiling parent: item.position is level-local.
   Returns a rotated width × depth rectangle. asset.floorPlanUrl image
   overlay deferred for Phase 5 follow-up.

Files changed:
 - nodes/src/item/definition.ts: wires `floorplan: buildItemFloorplan`.
 - floorplan-panel.tsx: floorplanItemEntries useMemo short-circuits to
   [] when nodeRegistry.has('item'). Phase 6 deletes the entire useMemo.

Stage C coverage (all 9 registered kinds):
 shelf ✅ spawn ✅ fence ✅ slab ✅ ceiling ✅ wall ✅ door ✅ window ✅ item ✅

Next sessions: Stage B for door / window / wall (each large geometry
extraction), Stage D per kind (DragAction affordance ports), Stage E
(drop legacy panels), Phase 6 Stage F cleanup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 16:50:30 -04:00
Wassim SAMAD
8d65be17fa Phase 5 batch kind: item migrates to registry (always-on)
Item is the first kind to use the `def.renderer` escape hatch (custom
React component with `useGLTF` + drei + interactive widgets) — not
expressible as a pure `def.geometry`. Catalog-backed + multi-host
(free / wall / wall-side / ceiling).

Files added (packages/nodes/src/item/):
 - schema.ts: re-exports ItemNode from core.
 - parametrics.ts: empty groups[]. Item parametrics come from the
   asset's catalog-defined interactive controls (toggles / sliders /
   temperature) — too dynamic for the auto-inspector at Stage A.
   Legacy ItemPanel renders the catalog-driven controls; Phase 5
   Stage E will likely use parametrics.customPanel.
 - definition.ts: capabilities (no `movable` — item move is bespoke
   MoveItemContent that handles attachTo transitions floor↔wall↔
   ceiling mid-drag; capability-driven dispatch keeps legacy mover),
   parametrics, renderer (wrap-export of ItemRenderer), system
   bundling ItemSystem + ItemLightSystem, toolHints matching the
   user's screenshot (Place item / R rotate ccw / T rotate cw /
   Shift free place / Esc cancel). defaults() casts an object
   literal with a stub asset since asset is required by the schema;
   createNode re-parses through ItemNode at runtime.
 - renderer.tsx: wrap-export of legacy ItemRenderer (~280 lines with
   useGLTF + interactive widgets — too much to duplicate at Stage A).
 - system.tsx: bundles ItemSystem + ItemLightSystem.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for ItemRenderer,
   ItemSystem, ItemLightSystem.
 - packages/nodes/src/index.ts: appends itemDefinition.
 - packages/editor/src/components/ui/panels/item-panel.tsx: panel
   slider-drag fix recipe applied (nodeRef pattern, drop subscribed
   updateNode dep, drop node from useCallback deps). Item panel has
   scale + position + rotation sliders all subject to the cascade.

Item is the registry's stress test for `def.renderer` escape hatch.
GLB loading via useGLTF + drei works as-is; nothing in the registry
forces a pure-geometry shape on kinds that don't fit.

Phase 5 progress: shelf ✅ spawn ✅ wall ✅ fence ✅ slab ✅ ceiling ✅
door ✅ window ✅ item ✅. Nine kinds on the registry. Stair / roof /
zone / containers remain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:23:08 -04:00