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:
Wassim SAMAD
2026-05-15 17:51:04 -04:00
co-authored by Claude Opus 4.7
parent ee309ece6f
commit 05efa25edb
5 changed files with 470 additions and 9 deletions
@@ -0,0 +1,218 @@
import {
type AnyNode,
type AnyNodeId,
type DragAction,
type FenceNode,
useScene,
type WallNode,
} from '@pascal-app/core'
import { type FencePlanPoint, isWallLongEnough, snapFenceDraftPoint } from '@pascal-app/editor'
/**
* Phase 5 Stage D — move-fence-endpoint drag affordance.
*
* Pure orchestration of an endpoint drag:
* - **begin**: snapshot originals (start / end / moving point / fixed
* point), look up linked fences (any other fence in the same parent
* whose start or end matches the moving point at activation time),
* cache walls + fences at the level for snap targets.
* - **preview**: snap the pointer (grid + 45° angle + wall/fence corner
* + span snaps via `snapFenceDraftPoint`), compute next start / end
* and the cascade of linked fence endpoint updates. Alt-key detaches
* the cascade for this tick (legacy "detach endpoint" semantics).
* - **apply**: writes the fence + linked fence endpoints into the
* scene. Drag-session paused history captures originals; cascade
* resolver fans dirty marks through `endpoint-match`.
* - **commit**: requires `hasChanged` && `isWallLongEnough(next)`.
* Performs the single-undo dance — revert to originals (snapshot),
* resume history, re-apply final draft — so the entire drag is one
* `Ctrl-Z` step. Returns false to reject; `createDragSession.cancel`
* restores all touched nodes.
* - **cancel**: nothing to do — `createDragSession.cancel`'s built-in
* `scene.restoreAll()` puts every touched node back.
*
* Pure data — no React, no DOM. Tests drive it through
* `createDragSession` with a stub `SceneApi` + a `useScene` fixture
* pre-populated by the test.
*/
const LINKED_FENCE_ENDPOINT_EPSILON = 0.025
function samePoint(a: FencePlanPoint, b: FencePlanPoint): boolean {
return (
Math.abs(a[0] - b[0]) <= LINKED_FENCE_ENDPOINT_EPSILON &&
Math.abs(a[1] - b[1]) <= LINKED_FENCE_ENDPOINT_EPSILON
)
}
type LinkedFenceSnapshot = {
id: FenceNode['id']
start: FencePlanPoint
end: FencePlanPoint
}
export type MoveFenceEndpointCtx = {
fenceId: AnyNodeId
endpoint: 'start' | 'end'
originalStart: FencePlanPoint
originalEnd: FencePlanPoint
originalMovingPoint: FencePlanPoint
fixedPoint: FencePlanPoint
parentId: string | null
linkedOriginals: LinkedFenceSnapshot[]
levelWalls: WallNode[]
levelFences: FenceNode[]
}
export type MoveFenceEndpointDraft = {
movingPoint: FencePlanPoint
start: FencePlanPoint
end: FencePlanPoint
linkedUpdates: LinkedFenceSnapshot[]
detached: boolean
}
function snapshotLinked(
fenceId: FenceNode['id'],
parentId: string | null,
linkedPoint: FencePlanPoint,
): LinkedFenceSnapshot[] {
const { nodes } = useScene.getState()
const out: LinkedFenceSnapshot[] = []
for (const node of Object.values(nodes)) {
if (!node || node.type !== 'fence') continue
if (node.id === fenceId) continue
if ((node.parentId ?? null) !== parentId) continue
if (!samePoint(node.start, linkedPoint) && !samePoint(node.end, linkedPoint)) continue
out.push({
id: node.id,
start: [node.start[0], node.start[1]],
end: [node.end[0], node.end[1]],
})
}
return out
}
function linkedCascade(
linked: LinkedFenceSnapshot[],
origin: FencePlanPoint,
next: FencePlanPoint,
): LinkedFenceSnapshot[] {
return linked.map((l) => ({
id: l.id,
start: samePoint(l.start, origin) ? next : l.start,
end: samePoint(l.end, origin) ? next : l.end,
}))
}
export const moveFenceEndpointDragAction: DragAction<MoveFenceEndpointCtx, MoveFenceEndpointDraft> =
{
begin: (input) => {
const fence = input.node as FenceNode | undefined
if (!fence) throw new Error('[moveFenceEndpointDragAction] begin requires a fence node')
const endpoint = (input.handleId ?? 'end') as 'start' | 'end'
const parentId = fence.parentId ?? null
const originalStart: FencePlanPoint = [fence.start[0], fence.start[1]]
const originalEnd: FencePlanPoint = [fence.end[0], fence.end[1]]
const originalMovingPoint = endpoint === 'start' ? originalStart : originalEnd
const fixedPoint = endpoint === 'start' ? originalEnd : originalStart
const { nodes } = useScene.getState()
const levelWalls: WallNode[] = []
const levelFences: FenceNode[] = []
for (const node of Object.values(nodes)) {
if (!node) continue
if ((node.parentId ?? null) !== parentId) continue
if (node.type === 'wall') levelWalls.push(node)
else if (node.type === 'fence') levelFences.push(node)
}
return {
fenceId: fence.id as AnyNodeId,
endpoint,
originalStart,
originalEnd,
originalMovingPoint,
fixedPoint,
parentId,
linkedOriginals: snapshotLinked(fence.id, parentId, originalMovingPoint),
levelWalls,
levelFences,
}
},
preview: (ctx, point, modifiers) => {
const planPoint: FencePlanPoint = [point[0], point[1]]
const snapped = snapFenceDraftPoint({
point: planPoint,
walls: ctx.levelWalls,
fences: ctx.levelFences,
start: ctx.fixedPoint,
angleSnap: !modifiers.shift,
ignoreFenceIds: [ctx.fenceId as string],
})
const nextStart = ctx.endpoint === 'start' ? snapped : ctx.fixedPoint
const nextEnd = ctx.endpoint === 'end' ? snapped : ctx.fixedPoint
const detached = modifiers.alt
const linkedUpdates = detached
? []
: linkedCascade(ctx.linkedOriginals, ctx.originalMovingPoint, snapped)
return {
movingPoint: snapped,
start: nextStart,
end: nextEnd,
linkedUpdates,
detached,
}
},
apply: (draft, ctx, scene) => {
scene.update(ctx.fenceId, { start: draft.start, end: draft.end } as Partial<AnyNode>)
const dirty: AnyNodeId[] = [ctx.fenceId]
for (const linked of draft.linkedUpdates) {
scene.update(
linked.id as AnyNodeId,
{
start: linked.start,
end: linked.end,
} as Partial<AnyNode>,
)
dirty.push(linked.id as AnyNodeId)
}
return dirty
},
commit: (draft, ctx, scene) => {
// Reject when the drag didn't move OR the resulting fence would
// be shorter than the minimum length. createDragSession.cancel()
// restores originals via the snapshot.
const hasChanged = !samePoint(draft.movingPoint, ctx.originalMovingPoint)
if (!hasChanged) return false
if (!isWallLongEnough(draft.start, draft.end)) return false
// Single-undo dance: revert to originals (paused history → no
// zundo record), resume history, then re-apply the final draft
// so zundo captures the entire drag as one undo step. terminate()
// calls resumeHistory again — depth-counted, becomes a no-op.
scene.restoreAll()
scene.resumeHistory()
scene.update(ctx.fenceId, { start: draft.start, end: draft.end } as Partial<AnyNode>)
if (!draft.detached) {
for (const linked of draft.linkedUpdates) {
scene.update(
linked.id as AnyNodeId,
{
start: linked.start,
end: linked.end,
} as Partial<AnyNode>,
)
}
}
return true
},
cancel: (_ctx, _scene) => {
// No-op — createDragSession.cancel() calls scene.restoreAll()
// which puts every touched node back via the snapshot.
},
}
+4
View File
@@ -76,6 +76,10 @@ export const fenceDefinition: NodeDefinition<typeof FenceNode> = {
// actions/curve.ts; this component is the React wrapper using
// useDragAction + the cursor visuals.
curve: () => import('./curve-tool'),
// Triggered by useEditor.movingFenceEndpoint. Pure logic in
// actions/move-endpoint.ts (linked-fence cascade, alt-detach,
// single-undo dance). Wrapper owns the angle label + detach badge.
'move-endpoint': () => import('./move-endpoint-tool'),
},
toolHints: [
@@ -0,0 +1,213 @@
'use client'
import { type FenceNode, useScene, type WallNode } from '@pascal-app/core'
import {
CursorSphere,
type FencePlanPoint,
formatAngleRadians,
getAngleToSegmentReference,
getSegmentAngleReferenceAtPoint,
type MovingFenceEndpoint,
triggerSFX,
useDragAction,
useEditor,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { Html } from '@react-three/drei'
import { useEffect, useMemo, useState } from 'react'
import { moveFenceEndpointDragAction } from './actions/move-endpoint'
/**
* Phase 5 Stage D — thin React wrapper around `moveFenceEndpointDragAction`.
*
* Replaces the legacy `MoveFenceEndpointTool` (425 LoC). All the math
* (snap, linked cascade, length gate, single-undo dance) lives in the
* pure action; this wrapper owns the React-only surface:
*
* - Live cursor sphere tracking the moving endpoint (subscribed from
* `useScene` so it follows the draft as `apply()` writes).
* - Alt-key detach badge — pure UX, reads window keystate so the badge
* updates without requiring a pointer move.
* - Angle label between this segment and any neighbour segment sharing
* the dragged endpoint — same legacy treatment.
*
* Mounted by the legacy ToolManager via the `move-endpoint` affordance
* key. `target.fence` + `target.endpoint` come from the editor store
* (`useEditor.movingFenceEndpoint`).
*/
type SegmentLike = {
id: string
start: FencePlanPoint
end: FencePlanPoint
curveOffset?: number
}
function referenceSegments(walls: WallNode[], fences: FenceNode[]): SegmentLike[] {
return [
...walls.map((w) => ({ id: w.id, start: w.start, end: w.end, curveOffset: w.curveOffset })),
...fences.map((f) => ({ id: f.id, start: f.start, end: f.end, curveOffset: f.curveOffset })),
]
}
function pickAngleLabel(args: {
fenceId: FenceNode['id']
start: FencePlanPoint
end: FencePlanPoint
curveOffset?: number
segments: SegmentLike[]
}): { label: string; position: [number, number, number] } | null {
const target: SegmentLike = {
id: args.fenceId,
start: args.start,
end: args.end,
curveOffset: args.curveOffset,
}
for (const endpoint of [args.start, args.end] as FencePlanPoint[]) {
const targetRef = getSegmentAngleReferenceAtPoint(endpoint, target)
if (!targetRef) continue
const neighbour = args.segments.find(
(s) => s.id !== args.fenceId && Boolean(getSegmentAngleReferenceAtPoint(endpoint, s)),
)
if (!neighbour) continue
const neighbourRef = getSegmentAngleReferenceAtPoint(endpoint, neighbour)
if (!neighbourRef) continue
const angle = getAngleToSegmentReference(targetRef.vector, neighbourRef)
if (angle === null) continue
return {
label: formatAngleRadians(angle),
position: [endpoint[0], 0.34, endpoint[1]],
}
}
return null
}
export const MoveFenceEndpointTool: React.FC<{ target: MovingFenceEndpoint }> = ({ target }) => {
const fenceId = target.fence.id
const endpoint = target.endpoint
const initialPoint: FencePlanPoint =
endpoint === 'start'
? [target.fence.start[0], target.fence.start[1]]
: [target.fence.end[0], target.fence.end[1]]
const [altPressed, setAltPressed] = useState(false)
const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place')
useViewer.getState().setSelection({ selectedIds: [fenceId] })
useEditor.getState().setMovingFenceEndpoint(null)
}
useDragAction({
active: true,
action: moveFenceEndpointDragAction,
initial: {
node: target.fence,
handleId: endpoint,
point: initialPoint,
},
onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false),
})
// Live subscriptions — the action writes onto the fence node every
// grid:move, so the cursor + angle label can mirror current state.
const live = useScene((s) => s.nodes[fenceId])
const liveFence = live?.type === 'fence' ? (live as FenceNode) : null
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