ai-chatbot/packages/nodes/src/shared/opening-placement-dimensions.ts
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

173 lines
6.0 KiB
TypeScript

import {
type AnyNode,
type AnyNodeId,
type DoorNode,
type FloorplanGeometry,
type GeometryContext,
isCurvedWall,
type WallNode,
type WindowNode,
} from '@pascal-app/core'
/**
* Build placement-measurement dimension lines for a door / window
* being moved on a wall. Mirrors the legacy
* `movingOpeningPlacementMeasurements` in `floorplan-panel.tsx`:
*
* - Find the previous opening on the same wall (or the wall start
* if none) → distance from its right face to this opening's
* left face.
* - Find the next opening (or wall end) → distance from this
* opening's right face to its left face.
* - Each renders as a `dimension` primitive offset to the wall's
* outer face so the labels don't overlap the wall body.
*
* Returns an empty array if the parent isn't a wall, the wall is
* curved, or the opening is at wall length 0 (invalid).
*/
export function buildOpeningPlacementDimensions(
opening: DoorNode | WindowNode,
ctx: GeometryContext,
): FloorplanGeometry[] {
const wall = ctx.parent as WallNode | null
if (!wall || wall.type !== 'wall') return []
if (isCurvedWall(wall)) return []
const [x1, z1] = wall.start
const [x2, z2] = wall.end
const dx = x2 - x1
const dz = z2 - z1
const wallLength = Math.hypot(dx, dz)
if (wallLength < 1e-6) return []
const dirX = dx / wallLength
const dirZ = dz / wallLength
// Outward normal — chosen by the wall builder via the level
// centroid. We replicate that decision here so the dimension lines
// land on the same face. Walk wall's siblings (the level's other
// walls) via ctx.resolve to compute the centroid.
const outwardNormal = computeOutwardNormal(wall, ctx, dirX, dirZ)
const halfWidth = opening.width / 2
const startDist = opening.position[0] - halfWidth
const endDist = opening.position[0] + halfWidth
// Walk wall.children to find adjacent openings (door OR window).
// ctx.siblings only includes same-kind nodes; doors + windows need
// each other so we go via the parent's children directly.
const childIds = ((wall as unknown as { children?: AnyNodeId[] }).children ?? []) as AnyNodeId[]
let leftBoundary: number | null = null
let rightBoundary: number | null = null
for (const childId of childIds) {
if (childId === opening.id) continue
const sibling = ctx.resolve(childId) as AnyNode | undefined
if (!sibling || (sibling.type !== 'door' && sibling.type !== 'window')) continue
const sib = sibling as DoorNode | WindowNode
const sibStart = sib.position[0] - sib.width / 2
const sibEnd = sib.position[0] + sib.width / 2
if (sibEnd <= startDist && (leftBoundary === null || sibEnd > leftBoundary)) {
leftBoundary = sibEnd
}
if (sibStart >= endDist && (rightBoundary === null || sibStart < rightBoundary)) {
rightBoundary = sibStart
}
}
const leftFromDist = leftBoundary ?? 0
const rightToDist = rightBoundary ?? wallLength
// Place the dimension line at a constant offset from the wall's
// outer face — same value the legacy uses for its placement
// measurements (`FLOORPLAN_WALL_OUTER_MEASUREMENT_OFFSET`). The
// dimension's `start` / `end` are points on that outer face (not
// the wall centerline), so the extension lines stay short and the
// overall layout matches the legacy treatment 1:1.
const wallThickness = wall.thickness ?? 0.1
const halfThickness = wallThickness / 2
const FLOORPLAN_WALL_OUTER_MEASUREMENT_OFFSET = 0.32
// Project a point on the wall axis at distance `along` onto the
// wall's outer face by adding `halfThickness * outwardNormal`.
const facePoint = (along: number): readonly [number, number] => [
x1 + dirX * along + outwardNormal[0] * halfThickness,
z1 + dirZ * along + outwardNormal[1] * halfThickness,
]
const out: FloorplanGeometry[] = []
const leftDistance = startDist - leftFromDist
if (leftDistance >= 0.01) {
out.push({
kind: 'dimension',
start: facePoint(leftFromDist),
end: facePoint(startDist),
offsetNormal: outwardNormal,
offsetDistance: FLOORPLAN_WALL_OUTER_MEASUREMENT_OFFSET,
extensionOvershoot: 0.12,
text: `${Number.parseFloat(leftDistance.toFixed(2))}m`,
stroke: '#f97316',
})
}
const rightDistance = rightToDist - endDist
if (rightDistance >= 0.01) {
out.push({
kind: 'dimension',
start: facePoint(endDist),
end: facePoint(rightToDist),
offsetNormal: outwardNormal,
offsetDistance: FLOORPLAN_WALL_OUTER_MEASUREMENT_OFFSET,
extensionOvershoot: 0.12,
text: `${Number.parseFloat(rightDistance.toFixed(2))}m`,
stroke: '#f97316',
})
}
return out
}
/**
* Choose the perpendicular wall normal that points away from the
* other walls' centroid — same logic the wall builder uses to place
* its own dimension overlay so left / right placement dimensions land
* on the same face the wall label is on.
*/
function computeOutwardNormal(
wall: WallNode,
ctx: GeometryContext,
dirX: number,
dirZ: number,
): readonly [number, number] {
const nx = -dirZ
const nz = dirX
// Find the level by walking up via wall.parentId.
const level = wall.parentId
? (ctx.resolve(wall.parentId as AnyNodeId) as AnyNode | undefined)
: null
const levelChildren = ((level as unknown as { children?: AnyNodeId[] })?.children ??
[]) as AnyNodeId[]
let sumX = 0
let sumZ = 0
let count = 0
for (const childId of levelChildren) {
const child = ctx.resolve(childId) as AnyNode | undefined
if (!child || child.type !== 'wall') continue
const w = child as WallNode
sumX += w.start[0] + w.end[0]
sumZ += w.start[1] + w.end[1]
count += 2
}
if (count === 0) return [nx, nz]
const centroidX = sumX / count
const centroidZ = sumZ / count
const wallMidX = (wall.start[0] + wall.end[0]) / 2
const wallMidZ = (wall.start[1] + wall.end[1]) / 2
const fromCentroidX = wallMidX - centroidX
const fromCentroidZ = wallMidZ - centroidZ
const facingAway = fromCentroidX * nx + fromCentroidZ * nz >= 0 ? 1 : -1
return [nx * facingAway, nz * facingAway]
}