Files
feuerwerk/tools/lib/builders.mjs
T
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00

51 lines
2.2 KiB
JavaScript

/**
* Small factories for writing project documents by hand (the seed scripts). They produce the
* exact shape `src/core/store/serialize.ts` reads; optional fields get their defaults.
*/
/** A scene object (also a container template entry). Position defaults to the origin. */
export const sceneObject = (id, assetId, { name = '', x = 0, y = 0, z = 0, overrides = {}, parentId = '', templateId = '', editorOffset } = {}) => ({
id,
assetId,
name,
position: { x, y, z },
overrides,
parentId,
templateId,
...(editorOffset ? { editorOffset } : {}),
});
/** A graph edge from `from.fromPort` to `to.toPort`. */
export const edge = (id, from, fromPort, to, toPort) => ({ id, from: { node: from, port: fromPort }, to: { node: to, port: toPort } });
/** A graph node; `params` holds settings and inline input values alike. */
export const node = (id, type, x, y, params = {}) => ({ id, type, x, y, params });
/** A behavior variable declaration. */
export const variable = (key, kind, value) => ({ key, label: key, kind, default: value });
/**
* Instantiation of container templates the way the editor does it (`instantiateContainer`):
* `templates` maps container asset ids to their template objects.
*
* expand(assetId, hostId) copies of the template, parented below `hostId`
* instantiate(id, assetId, options) the container object plus its expanded content
*
* A template object that is itself a container is expanded in turn, unless the template already
* spells its content out. Copies remember their template id.
*/
export function containerFactory(templates) {
const expand = (assetId, hostId) => {
const template = templates[assetId];
const objects = [];
for (const t of template) {
const id = `${hostId}-${t.id}`;
objects.push({ ...t, id, parentId: t.parentId ? `${hostId}-${t.parentId}` : hostId, templateId: t.id });
if (templates[t.assetId] && !template.some((o) => o.parentId === t.id)) objects.push(...expand(t.assetId, id));
}
return objects;
};
const instantiate = (id, assetId, options = {}) => [sceneObject(id, assetId, options), ...expand(assetId, id)];
return { expand, instantiate };
}