Parity comparison against deployed prod is now cleaner than juggling
env-var flag toggles locally. Both kinds enter builtinPlugin.nodes
unconditionally; the Phase 0 dispatch shims (<LegacySystem kind="X">
wrappers + NodeRenderer's registry-first branch) handle the cutover.
Files deleted:
- packages/nodes/src/wall/feature-flag.ts
- packages/nodes/src/fence/feature-flag.ts
Files changed:
- packages/nodes/src/index.ts: drops isWallRegistryEnabled /
isFenceRegistryEnabled gates; wallDefinition + fenceDefinition
land directly in builtinPlugin.nodes.
- packages/nodes/src/{wall,fence}/index.ts: drop the flag re-export.
- packages/nodes/src/{wall,fence}/renderer.tsx: drop the one-shot
verification console.info. Same for the system.tsx wrappers.
- packages/viewer/src/components/renderers/{wall,fence}/{wall,fence}-
renderer.tsx: drop the paired [X:legacy] verification logs (no
longer comparing flag-toggled paths).
Net DX: no env var to remember when starting `bun dev:community`. To
A/B test, compare against editor.pascal.app deployed prod.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
85 lines
2.7 KiB
TypeScript
85 lines
2.7 KiB
TypeScript
'use client'
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import { useRegistry, useScene, type WallNode } from '@pascal-app/core'
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import { getVisibleWallMaterials, NodeRenderer, useNodeEvents } from '@pascal-app/viewer'
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import { useEffect, useLayoutEffect, useMemo, useRef } from 'react'
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import { BufferGeometry, Float32BufferAttribute, type Mesh } from 'three'
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/**
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* Thin wall renderer.
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*
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* Mounts a placeholder mesh, registers it with `sceneRegistry`, marks the
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* node dirty so `WallSystem` fills the geometry on the next frame, and
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* recursively renders hosted children (doors / windows / wall-mounted
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* items) inside the wall's local frame.
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*
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* Behaviorally identical to the legacy `WallRenderer` in
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* `@pascal-app/viewer/components/renderers/wall/wall-renderer.tsx`.
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* Phase 6 deletes the legacy file; until then both coexist and the Phase 0
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* shims pick which one renders based on `nodeRegistry.has('wall')`.
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*
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* No `geometry` field on the wall definition yet — wall's geometry depends
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* on level-batch miter data (see `WallSystem.calculateLevelMiters`), which
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* doesn't fit the generic `(node, ctx) => Group` shape without `ctx.levelData`.
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* That decision lands in a later milestone; for now the system retains
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* ownership of the rebuild loop.
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*/
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function createEmptyWallGeometry(): BufferGeometry {
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', new Float32BufferAttribute([], 3))
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geometry.addGroup(0, 0, 0)
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geometry.addGroup(0, 0, 1)
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geometry.addGroup(0, 0, 2)
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return geometry
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}
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const WallRenderer = ({ node }: { node: WallNode }) => {
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const ref = useRef<Mesh>(null!)
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const placeholderGeometry = useMemo(createEmptyWallGeometry, [])
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const collisionPlaceholderGeometry = useMemo(() => {
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', new Float32BufferAttribute([], 3))
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return geometry
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}, [])
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useRegistry(node.id, 'wall', ref)
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useLayoutEffect(() => {
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useScene.getState().markDirty(node.id)
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}, [node.id])
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useEffect(() => {
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return () => {
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placeholderGeometry.dispose()
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collisionPlaceholderGeometry.dispose()
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}
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}, [collisionPlaceholderGeometry, placeholderGeometry])
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const handlers = useNodeEvents(node, 'wall')
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const material = getVisibleWallMaterials(node)
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return (
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<mesh
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castShadow
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geometry={placeholderGeometry}
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material={material}
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receiveShadow
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ref={ref}
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visible={node.visible}
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>
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<mesh
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geometry={collisionPlaceholderGeometry}
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name="collision-mesh"
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visible={false}
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{...handlers}
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/>
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{node.children.map((childId) => (
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<NodeRenderer key={`${node.id}:${childId}`} nodeId={childId} />
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))}
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</mesh>
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)
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}
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export default WallRenderer
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