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