# Node Schemas

*Node type definitions, Zod schema pattern, and how to create nodes in the scene.*

Applies to: `packages/core/src/schema/**`.

All node types are defined as Zod schemas in `packages/core/src/schema/nodes/`. Each schema extends `BaseNode` and exports both the schema and its inferred TypeScript type.

**Sources**: `packages/core/src/schema/base.ts`, `packages/core/src/schema/nodes/`

## BaseNode

Every node shares these fields:

```ts
{
  object: 'node'            // always literal 'node'
  id: string                // typed ID e.g. "wall_abc123"
  type: string              // node type discriminator e.g. "wall"
  name?: string             // optional display name
  parentId: string | null   // parent node ID; null = root
  visible: boolean          // defaults to true
  metadata: Record<string, unknown>  // arbitrary JSON, defaults to {}
}
```

## Defining a New Node Type

```ts
// packages/core/src/schema/nodes/my-node.ts
import { z } from 'zod'
import { BaseNode, objectId, nodeType } from '../base'

export const MyNode = BaseNode.extend({
  id: objectId('my-node'),      // generates IDs like "my-node_abc123"
  type: nodeType('my-node'),    // sets literal type discriminator
  // add node-specific fields:
  width: z.number().default(1),
  label: z.string().optional(),
}).describe('My node — one-line description of what it represents')

export type MyNode = z.infer<typeof MyNode>
export type MyNodeId = MyNode['id']
```

Then add `MyNode` to the `AnyNode` union in `packages/core/src/schema/types.ts`.

## Creating Nodes in Tools

Always use `.parse()` to validate and generate a proper typed ID. Never construct a plain object manually.

```ts
import { WallNode } from '@pascal-app/core'
import { useScene } from '@pascal-app/core'

// 1. Parse validates and fills defaults (including auto-generated id)
const wall = WallNode.parse({ name: 'Wall 1', start: [0, 0], end: [5, 0] })

// 2. createNode(node, parentId?) inserts it into the scene
const { createNode } = useScene.getState()
createNode(wall, levelId)
```

For batch creation:

```ts
const { createNodes } = useScene.getState()
createNodes([
  { node: WallNode.parse({ start: [0, 0], end: [5, 0] }), parentId: levelId },
  { node: WallNode.parse({ start: [5, 0], end: [5, 4] }), parentId: levelId },
])
```

## Updating Nodes

```ts
const { updateNode } = useScene.getState()
updateNode(wall.id, { height: 2.8 })   // partial update, merges with existing
```

## Schema Evolution & Backward Compatibility

Saved scenes are persisted JSON parsed back through `AnyNode` at load (`SceneState.setScene` → `migrateNodes` → `markDirty`, in `packages/core/src/store/use-scene.ts`). Any change to an existing node's properties must keep older saved scenes loadable — a scene written months ago must still parse and render.

- **Adding a field** → give it a Zod `.default(...)` (or `.optional()`). `AnyNode.parse` then fills it for legacy nodes that lack it. A required field with no default makes every pre-existing scene fail validation.
- **Renaming, removing, or retyping a field** → a `.default()` is not enough; it silently drops the old value. Add an entry to `migrateNodes` (`use-scene.ts`) that reads the legacy shape and rewrites it to the new one *before* parse. This is also where structural changes go (splitting one material into interior/exterior, deriving `pitch` from a legacy `roofHeight`, seeding `children: []` on a new host kind).
- **Bumping `schemaVersion`** on the `NodeDefinition` records that a kind's shape changed. The per-kind `def.migrate` map is reserved for future use; today all load-time migration is centralised in `migrateNodes`.

When in doubt, load an old scene (or a fixture) after the change and confirm it still parses and renders.

## Real Examples

- **Simple geometry node**: `packages/core/src/schema/nodes/wall.ts` — `start`, `end`, `thickness`, `height`
- **Polygon node**: `packages/core/src/schema/nodes/slab.ts` — `polygon: [number, number][]`, `holes`
- **Positioned node**: `packages/core/src/schema/nodes/item.ts` — `position`, `rotation`, `scale`, `asset`

## Rules

- **Always use `.parse()`** — it generates the correct ID prefix and fills defaults. `WallNode.parse({...})` not `{ type: 'wall', id: '...' }`.
- **Never hardcode IDs.** Let `objectId('type')` generate them.
- **Add new node types to `AnyNode`** in `types.ts` or they won't be accepted by the store.
- **Keep schemas in `packages/core`**, not in the viewer or editor — the schema is shared by all packages.
- **Never break old scenes.** New fields get a `.default()`; renames/removals/retypes get a `migrateNodes` entry. See *Schema Evolution & Backward Compatibility* above.
