Phase 5 Stage D fence: port MoveFenceEndpointTool to DragAction
Second Stage D affordance port (425 LoC legacy → ~430 split across
action + wrapper). All math (snap, linked-fence cascade, alt-detach,
min-length gate, single-undo dance) lives in the pure
`moveFenceEndpointDragAction`. The React wrapper handles the UI
overlays (cursor sphere, Drag/Detach badge, angle label) and the live
state subscriptions.
The action introduces the single-undo dance pattern for multi-write
commits: `commit()` calls `scene.restoreAll()` → `resumeHistory()` →
re-applies the final draft so zundo records the entire drag as one
undo step. Reusable shape for slab/wall/door endpoint ports.
Transitional exports added to `@pascal-app/editor`'s public surface
(`snapFenceDraftPoint`, `isWallLongEnough`, the segment-angle helpers,
`MovingFenceEndpoint`). Stage F cleanup moves these into
`@pascal-app/nodes` once every consumer is registry-driven.
`getRegistryAffordanceTool` is now generic (`ComponentType<any>`) so
affordances with different prop shapes (`{ node }`, `{ target }`, …)
all dispatch through the same helper.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
ee309ece6f
commit
05efa25edb
@@ -58,18 +58,15 @@ function getRegistryTool(tool: Tool | null): ComponentType | null {
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* Returns null when the kind doesn't declare the affordance — caller
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* renders the legacy fallback in that case.
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*/
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function getRegistryAffordanceTool(
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kind: string,
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affordance: string,
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): ComponentType<{ node: any }> | null {
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function getRegistryAffordanceTool(kind: string, affordance: string): ComponentType<any> | null {
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const def = nodeRegistry.get(kind)
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const loader = def?.affordanceTools?.[affordance]
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if (!loader) return null
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const cached = lazyToolCache.get(loader)
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if (cached) return cached as ComponentType<{ node: any }>
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const Comp = lazy(loader as () => Promise<{ default: ComponentType<{ node: any }> }>)
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if (cached) return cached
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const Comp = lazy(loader as () => Promise<{ default: ComponentType<any> }>)
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lazyToolCache.set(loader, Comp as unknown as ComponentType)
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return Comp
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return Comp as unknown as ComponentType<any>
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}
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const tools: Record<Phase, Partial<Record<Tool, React.FC>>> = {
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@@ -212,7 +209,20 @@ export const ToolManager: React.FC = () => {
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<CeilingHoleEditor ceilingId={selectedCeilingId} holeIndex={editingHole.holeIndex} />
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)}
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{movingWallEndpoint && <MoveWallEndpointTool target={movingWallEndpoint} />}
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{movingFenceEndpoint && <MoveFenceEndpointTool target={movingFenceEndpoint} />}
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{movingFenceEndpoint &&
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(() => {
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const RegistryAffordance = getRegistryAffordanceTool(
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movingFenceEndpoint.fence.type,
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'move-endpoint',
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)
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return RegistryAffordance ? (
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<Suspense fallback={null}>
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<RegistryAffordance target={movingFenceEndpoint} />
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</Suspense>
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) : (
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<MoveFenceEndpointTool target={movingFenceEndpoint} />
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)
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})()}
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{curvingWall && <CurveWallTool node={curvingWall} />}
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{curvingFence &&
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(() => {
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@@ -4,7 +4,18 @@ export {
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type SnapshotCameraData,
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ThumbnailGenerator,
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} from './components/editor/thumbnail-generator'
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// Phase 5 Stage D transitional exports — pure drafting / angle helpers
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// consumed by kind-owned drag actions in @pascal-app/nodes. Stage F
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// cleanup moves these into @pascal-app/nodes (fence/drafting.ts +
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// shared/segment-angle.ts) once every Stage D port is in.
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export { type FencePlanPoint, snapFenceDraftPoint } from './components/tools/fence/fence-drafting'
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export { CursorSphere } from './components/tools/shared/cursor-sphere'
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export {
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formatAngleRadians,
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getAngleToSegmentReference,
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getSegmentAngleReferenceAtPoint,
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} from './components/tools/shared/segment-angle'
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export { isWallLongEnough } from './components/tools/wall/wall-drafting'
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export { CameraActions as ViewerToolbarRight } from './components/ui/action-menu/camera-actions'
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export { ViewToggles as ViewerToolbarLeft } from './components/ui/action-menu/view-toggles'
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export { useCommandPalette } from './components/ui/command-palette'
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@@ -36,7 +47,12 @@ export { applySceneGraphToEditor } from './lib/scene'
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export { triggerSFX } from './lib/sfx-bus'
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export { default as useAudio } from './store/use-audio'
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export { type CommandAction, useCommandRegistry } from './store/use-command-registry'
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export type { FloorplanSelectionTool, SplitOrientation, ViewMode } from './store/use-editor'
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export type {
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FloorplanSelectionTool,
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MovingFenceEndpoint,
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SplitOrientation,
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ViewMode,
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} from './store/use-editor'
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export { default as useEditor } from './store/use-editor'
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export {
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type PaletteView,
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@@ -0,0 +1,218 @@
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import {
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type AnyNode,
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type AnyNodeId,
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type DragAction,
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type FenceNode,
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useScene,
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type WallNode,
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} from '@pascal-app/core'
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import { type FencePlanPoint, isWallLongEnough, snapFenceDraftPoint } from '@pascal-app/editor'
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/**
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* Phase 5 Stage D — move-fence-endpoint drag affordance.
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*
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* Pure orchestration of an endpoint drag:
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* - **begin**: snapshot originals (start / end / moving point / fixed
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* point), look up linked fences (any other fence in the same parent
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* whose start or end matches the moving point at activation time),
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* cache walls + fences at the level for snap targets.
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* - **preview**: snap the pointer (grid + 45° angle + wall/fence corner
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* + span snaps via `snapFenceDraftPoint`), compute next start / end
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* and the cascade of linked fence endpoint updates. Alt-key detaches
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* the cascade for this tick (legacy "detach endpoint" semantics).
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* - **apply**: writes the fence + linked fence endpoints into the
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* scene. Drag-session paused history captures originals; cascade
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* resolver fans dirty marks through `endpoint-match`.
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* - **commit**: requires `hasChanged` && `isWallLongEnough(next)`.
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* Performs the single-undo dance — revert to originals (snapshot),
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* resume history, re-apply final draft — so the entire drag is one
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* `Ctrl-Z` step. Returns false to reject; `createDragSession.cancel`
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* restores all touched nodes.
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* - **cancel**: nothing to do — `createDragSession.cancel`'s built-in
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* `scene.restoreAll()` puts every touched node back.
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*
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* Pure data — no React, no DOM. Tests drive it through
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* `createDragSession` with a stub `SceneApi` + a `useScene` fixture
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* pre-populated by the test.
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*/
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const LINKED_FENCE_ENDPOINT_EPSILON = 0.025
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function samePoint(a: FencePlanPoint, b: FencePlanPoint): boolean {
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return (
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Math.abs(a[0] - b[0]) <= LINKED_FENCE_ENDPOINT_EPSILON &&
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Math.abs(a[1] - b[1]) <= LINKED_FENCE_ENDPOINT_EPSILON
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)
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}
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type LinkedFenceSnapshot = {
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id: FenceNode['id']
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start: FencePlanPoint
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end: FencePlanPoint
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}
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export type MoveFenceEndpointCtx = {
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fenceId: AnyNodeId
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endpoint: 'start' | 'end'
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originalStart: FencePlanPoint
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originalEnd: FencePlanPoint
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originalMovingPoint: FencePlanPoint
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fixedPoint: FencePlanPoint
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parentId: string | null
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linkedOriginals: LinkedFenceSnapshot[]
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levelWalls: WallNode[]
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levelFences: FenceNode[]
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}
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export type MoveFenceEndpointDraft = {
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movingPoint: FencePlanPoint
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start: FencePlanPoint
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end: FencePlanPoint
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linkedUpdates: LinkedFenceSnapshot[]
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detached: boolean
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}
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function snapshotLinked(
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fenceId: FenceNode['id'],
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parentId: string | null,
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linkedPoint: FencePlanPoint,
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): LinkedFenceSnapshot[] {
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const { nodes } = useScene.getState()
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const out: LinkedFenceSnapshot[] = []
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for (const node of Object.values(nodes)) {
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if (!node || node.type !== 'fence') continue
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if (node.id === fenceId) continue
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if ((node.parentId ?? null) !== parentId) continue
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if (!samePoint(node.start, linkedPoint) && !samePoint(node.end, linkedPoint)) continue
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out.push({
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id: node.id,
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start: [node.start[0], node.start[1]],
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end: [node.end[0], node.end[1]],
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})
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}
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return out
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}
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function linkedCascade(
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linked: LinkedFenceSnapshot[],
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origin: FencePlanPoint,
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next: FencePlanPoint,
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): LinkedFenceSnapshot[] {
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return linked.map((l) => ({
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id: l.id,
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start: samePoint(l.start, origin) ? next : l.start,
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end: samePoint(l.end, origin) ? next : l.end,
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}))
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}
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export const moveFenceEndpointDragAction: DragAction<MoveFenceEndpointCtx, MoveFenceEndpointDraft> =
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{
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begin: (input) => {
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const fence = input.node as FenceNode | undefined
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if (!fence) throw new Error('[moveFenceEndpointDragAction] begin requires a fence node')
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const endpoint = (input.handleId ?? 'end') as 'start' | 'end'
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const parentId = fence.parentId ?? null
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const originalStart: FencePlanPoint = [fence.start[0], fence.start[1]]
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const originalEnd: FencePlanPoint = [fence.end[0], fence.end[1]]
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const originalMovingPoint = endpoint === 'start' ? originalStart : originalEnd
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const fixedPoint = endpoint === 'start' ? originalEnd : originalStart
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const { nodes } = useScene.getState()
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const levelWalls: WallNode[] = []
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const levelFences: FenceNode[] = []
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for (const node of Object.values(nodes)) {
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if (!node) continue
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if ((node.parentId ?? null) !== parentId) continue
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if (node.type === 'wall') levelWalls.push(node)
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else if (node.type === 'fence') levelFences.push(node)
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}
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return {
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fenceId: fence.id as AnyNodeId,
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endpoint,
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originalStart,
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originalEnd,
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originalMovingPoint,
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fixedPoint,
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parentId,
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linkedOriginals: snapshotLinked(fence.id, parentId, originalMovingPoint),
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levelWalls,
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levelFences,
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}
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},
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preview: (ctx, point, modifiers) => {
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const planPoint: FencePlanPoint = [point[0], point[1]]
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const snapped = snapFenceDraftPoint({
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point: planPoint,
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walls: ctx.levelWalls,
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fences: ctx.levelFences,
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start: ctx.fixedPoint,
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angleSnap: !modifiers.shift,
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ignoreFenceIds: [ctx.fenceId as string],
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})
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const nextStart = ctx.endpoint === 'start' ? snapped : ctx.fixedPoint
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const nextEnd = ctx.endpoint === 'end' ? snapped : ctx.fixedPoint
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const detached = modifiers.alt
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const linkedUpdates = detached
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? []
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: linkedCascade(ctx.linkedOriginals, ctx.originalMovingPoint, snapped)
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return {
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movingPoint: snapped,
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start: nextStart,
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end: nextEnd,
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linkedUpdates,
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detached,
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}
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},
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apply: (draft, ctx, scene) => {
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scene.update(ctx.fenceId, { start: draft.start, end: draft.end } as Partial<AnyNode>)
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const dirty: AnyNodeId[] = [ctx.fenceId]
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for (const linked of draft.linkedUpdates) {
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scene.update(
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linked.id as AnyNodeId,
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{
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start: linked.start,
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end: linked.end,
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} as Partial<AnyNode>,
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)
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dirty.push(linked.id as AnyNodeId)
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}
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return dirty
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},
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commit: (draft, ctx, scene) => {
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// Reject when the drag didn't move OR the resulting fence would
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// be shorter than the minimum length. createDragSession.cancel()
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// restores originals via the snapshot.
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const hasChanged = !samePoint(draft.movingPoint, ctx.originalMovingPoint)
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if (!hasChanged) return false
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if (!isWallLongEnough(draft.start, draft.end)) return false
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// Single-undo dance: revert to originals (paused history → no
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// zundo record), resume history, then re-apply the final draft
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// so zundo captures the entire drag as one undo step. terminate()
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// calls resumeHistory again — depth-counted, becomes a no-op.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.fenceId, { start: draft.start, end: draft.end } as Partial<AnyNode>)
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if (!draft.detached) {
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for (const linked of draft.linkedUpdates) {
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scene.update(
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linked.id as AnyNodeId,
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{
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start: linked.start,
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end: linked.end,
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} as Partial<AnyNode>,
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)
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}
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}
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return true
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},
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cancel: (_ctx, _scene) => {
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// No-op — createDragSession.cancel() calls scene.restoreAll()
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// which puts every touched node back via the snapshot.
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},
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}
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@@ -76,6 +76,10 @@ export const fenceDefinition: NodeDefinition<typeof FenceNode> = {
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// actions/curve.ts; this component is the React wrapper using
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// useDragAction + the cursor visuals.
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curve: () => import('./curve-tool'),
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// Triggered by useEditor.movingFenceEndpoint. Pure logic in
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// actions/move-endpoint.ts (linked-fence cascade, alt-detach,
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// single-undo dance). Wrapper owns the angle label + detach badge.
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'move-endpoint': () => import('./move-endpoint-tool'),
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},
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toolHints: [
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@@ -0,0 +1,213 @@
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'use client'
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import { type FenceNode, useScene, type WallNode } from '@pascal-app/core'
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import {
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CursorSphere,
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type FencePlanPoint,
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formatAngleRadians,
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getAngleToSegmentReference,
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getSegmentAngleReferenceAtPoint,
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type MovingFenceEndpoint,
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triggerSFX,
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useDragAction,
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useEditor,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { Html } from '@react-three/drei'
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import { useEffect, useMemo, useState } from 'react'
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import { moveFenceEndpointDragAction } from './actions/move-endpoint'
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/**
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* Phase 5 Stage D — thin React wrapper around `moveFenceEndpointDragAction`.
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*
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* Replaces the legacy `MoveFenceEndpointTool` (425 LoC). All the math
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* (snap, linked cascade, length gate, single-undo dance) lives in the
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* pure action; this wrapper owns the React-only surface:
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*
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* - Live cursor sphere tracking the moving endpoint (subscribed from
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* `useScene` so it follows the draft as `apply()` writes).
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* - Alt-key detach badge — pure UX, reads window keystate so the badge
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* updates without requiring a pointer move.
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* - Angle label between this segment and any neighbour segment sharing
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* the dragged endpoint — same legacy treatment.
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*
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* Mounted by the legacy ToolManager via the `move-endpoint` affordance
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* key. `target.fence` + `target.endpoint` come from the editor store
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* (`useEditor.movingFenceEndpoint`).
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*/
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type SegmentLike = {
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id: string
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start: FencePlanPoint
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end: FencePlanPoint
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curveOffset?: number
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}
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function referenceSegments(walls: WallNode[], fences: FenceNode[]): SegmentLike[] {
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return [
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...walls.map((w) => ({ id: w.id, start: w.start, end: w.end, curveOffset: w.curveOffset })),
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...fences.map((f) => ({ id: f.id, start: f.start, end: f.end, curveOffset: f.curveOffset })),
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]
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}
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function pickAngleLabel(args: {
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fenceId: FenceNode['id']
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start: FencePlanPoint
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end: FencePlanPoint
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curveOffset?: number
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segments: SegmentLike[]
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}): { label: string; position: [number, number, number] } | null {
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const target: SegmentLike = {
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id: args.fenceId,
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start: args.start,
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end: args.end,
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curveOffset: args.curveOffset,
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}
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for (const endpoint of [args.start, args.end] as FencePlanPoint[]) {
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const targetRef = getSegmentAngleReferenceAtPoint(endpoint, target)
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if (!targetRef) continue
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const neighbour = args.segments.find(
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(s) => s.id !== args.fenceId && Boolean(getSegmentAngleReferenceAtPoint(endpoint, s)),
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)
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if (!neighbour) continue
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const neighbourRef = getSegmentAngleReferenceAtPoint(endpoint, neighbour)
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if (!neighbourRef) continue
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const angle = getAngleToSegmentReference(targetRef.vector, neighbourRef)
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if (angle === null) continue
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return {
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label: formatAngleRadians(angle),
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position: [endpoint[0], 0.34, endpoint[1]],
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}
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}
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return null
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}
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export const MoveFenceEndpointTool: React.FC<{ target: MovingFenceEndpoint }> = ({ target }) => {
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const fenceId = target.fence.id
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const endpoint = target.endpoint
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const initialPoint: FencePlanPoint =
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endpoint === 'start'
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? [target.fence.start[0], target.fence.start[1]]
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: [target.fence.end[0], target.fence.end[1]]
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const [altPressed, setAltPressed] = useState(false)
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const exitMoveMode = (committed: boolean) => {
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if (committed) triggerSFX('sfx:item-place')
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useViewer.getState().setSelection({ selectedIds: [fenceId] })
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useEditor.getState().setMovingFenceEndpoint(null)
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}
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useDragAction({
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active: true,
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action: moveFenceEndpointDragAction,
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initial: {
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node: target.fence,
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handleId: endpoint,
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point: initialPoint,
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},
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onCommit: () => exitMoveMode(true),
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onCancel: () => exitMoveMode(false),
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})
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// Live subscriptions — the action writes onto the fence node every
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// grid:move, so the cursor + angle label can mirror current state.
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const live = useScene((s) => s.nodes[fenceId])
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const liveFence = live?.type === 'fence' ? (live as FenceNode) : null
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const liveStart = liveFence?.start ?? target.fence.start
|
||||
const liveEnd = liveFence?.end ?? target.fence.end
|
||||
const movingPoint = endpoint === 'start' ? liveStart : liveEnd
|
||||
|
||||
// Neighbour segments at the parent level — computed once at mount.
|
||||
const parentId = target.fence.parentId ?? null
|
||||
const neighbourSegments = useMemo(() => {
|
||||
const { nodes } = useScene.getState()
|
||||
const walls: WallNode[] = []
|
||||
const fences: FenceNode[] = []
|
||||
for (const node of Object.values(nodes)) {
|
||||
if (!node) continue
|
||||
if ((node.parentId ?? null) !== parentId) continue
|
||||
if (node.type === 'wall') walls.push(node)
|
||||
else if (node.type === 'fence' && node.id !== fenceId) fences.push(node)
|
||||
}
|
||||
return referenceSegments(walls, fences)
|
||||
}, [parentId, fenceId])
|
||||
|
||||
const angleLabel = useMemo(
|
||||
() =>
|
||||
pickAngleLabel({
|
||||
fenceId,
|
||||
start: liveStart,
|
||||
end: liveEnd,
|
||||
curveOffset: liveFence?.curveOffset ?? target.fence.curveOffset,
|
||||
segments: neighbourSegments,
|
||||
}),
|
||||
[
|
||||
fenceId,
|
||||
liveStart,
|
||||
liveEnd,
|
||||
liveFence?.curveOffset,
|
||||
target.fence.curveOffset,
|
||||
neighbourSegments,
|
||||
],
|
||||
)
|
||||
|
||||
// Window-level keystate for the detach badge — independent of grid
|
||||
// event modifiers so the badge can toggle without a pointer move.
|
||||
useEffect(() => {
|
||||
const onKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.target instanceof HTMLInputElement || e.target instanceof HTMLTextAreaElement) return
|
||||
if (e.key === 'Alt') setAltPressed(true)
|
||||
}
|
||||
const onKeyUp = (e: KeyboardEvent) => {
|
||||
if (e.key === 'Alt') setAltPressed(false)
|
||||
}
|
||||
const onBlur = () => setAltPressed(false)
|
||||
window.addEventListener('keydown', onKeyDown)
|
||||
window.addEventListener('keyup', onKeyUp)
|
||||
window.addEventListener('blur', onBlur)
|
||||
return () => {
|
||||
window.removeEventListener('keydown', onKeyDown)
|
||||
window.removeEventListener('keyup', onKeyUp)
|
||||
window.removeEventListener('blur', onBlur)
|
||||
}
|
||||
}, [])
|
||||
|
||||
const cursorPos: [number, number, number] = [movingPoint[0], 0, movingPoint[1]]
|
||||
|
||||
return (
|
||||
<group>
|
||||
<CursorSphere position={cursorPos} showTooltip={false} />
|
||||
<Html
|
||||
position={cursorPos}
|
||||
style={{ pointerEvents: 'none', touchAction: 'none' }}
|
||||
zIndexRange={[100, 0]}
|
||||
>
|
||||
<div className="translate-y-10">
|
||||
<div
|
||||
className={`whitespace-nowrap rounded-full border px-2 py-1 font-medium text-[11px] shadow-lg backdrop-blur-md transition-colors ${
|
||||
altPressed
|
||||
? 'border-amber-500/70 bg-amber-500/15 text-amber-100'
|
||||
: 'border-border/70 bg-background/90 text-foreground/80'
|
||||
}`}
|
||||
>
|
||||
{altPressed ? 'Detach endpoint' : 'Drag endpoint'}
|
||||
</div>
|
||||
</div>
|
||||
</Html>
|
||||
{angleLabel && (
|
||||
<Html
|
||||
center
|
||||
position={angleLabel.position}
|
||||
style={{ pointerEvents: 'none' }}
|
||||
zIndexRange={[100, 0]}
|
||||
>
|
||||
<div className="whitespace-nowrap rounded-full border border-border bg-background/95 px-2 py-1 font-mono font-semibold text-[11px] text-foreground shadow-lg backdrop-blur-md">
|
||||
{angleLabel.label}
|
||||
</div>
|
||||
</Html>
|
||||
)}
|
||||
</group>
|
||||
)
|
||||
}
|
||||
|
||||
export default MoveFenceEndpointTool
|
||||
Reference in New Issue
Block a user