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>
49 lines
1.7 KiB
TypeScript
49 lines
1.7 KiB
TypeScript
'use client'
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import { sceneRegistry, useScene, type ZoneNode } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useFrame } from '@react-three/fiber'
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import type { Mesh } from 'three'
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import useEditor from '../store/use-editor'
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export const ViewerZoneSystem = () => {
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useFrame(() => {
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const { levelId, zoneId } = useViewer.getState().selection
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const structureLayer = useEditor.getState().structureLayer
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const nodes = useScene.getState().nodes
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sceneRegistry.byType.zone!.forEach((id) => {
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const obj = sceneRegistry.nodes.get(id)
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if (!obj) return
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const zone = nodes[id as ZoneNode['id']] as ZoneNode | undefined
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if (!zone) return
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const isOnSelectedLevel = zone.parentId === levelId
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// Keep group visible (so <Html> labels stay active), hide/show meshes only.
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// Zone geometry: visible in zone mode on the right level, OR when this zone is selected.
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// The editor ZoneSystem handles the selected zone's opacity animation.
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const isSelected = id === zoneId
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const shouldShowGeometry =
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(structureLayer === 'zones' && !!levelId && isOnSelectedLevel) || isSelected
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if (!obj.visible) obj.visible = true
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obj.traverse((child) => {
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if ((child as Mesh).isMesh) {
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child.visible = shouldShowGeometry
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}
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})
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// Labels: always visible on the current level (regardless of mode or zone selection)
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const showLabel = !!levelId && isOnSelectedLevel
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const targetOpacity = showLabel ? '1' : '0'
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const labelEl = document.getElementById(`${id}-label`)
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if (labelEl && labelEl.style.opacity !== targetOpacity) {
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labelEl.style.opacity = targetOpacity
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}
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})
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})
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return null
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}
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