Move: pure imperative via sceneRegistry (smooth, zero re-renders); drop dev logs
User feedback: updating the store per tick caused tons of React
re-renders → laggy drag. Switched to pure imperative.
MoveRegistryNodeTool now:
- Mutates `sceneRegistry.nodes.get(id).position` directly per
grid:move tick. No useScene.updateNode during drag. No store
change → no renderer re-render → R3F doesn't reapply
`position={node.position}` → the imperative mutation sticks.
- On commit: single tracked `useScene.updateNode(id, { position })`.
Undo replays one step (original → final), no per-tick spam.
- On cancel / unmount: imperatively snap the mesh back to original.
Store was never touched so no data revert needed.
Trade-off vs the items pattern (which does update the store per tick
and re-renders per tick): our approach is faster but assumes the
renderer doesn't re-render mid-drag. Items get away with constant
re-renders because their renderer is heavily optimized; for parametric
shelves (and future kinds) the imperative path is simpler and faster.
Cleanup: removed the dev `[shelf] rendered` and `[shelf] placed`
console.info logs from the shelf renderer and tool. They were Phase 2
verification scaffolding — no longer needed now that everything works.
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
7bd34e5ff0
commit
166e860bfe
@@ -22,23 +22,27 @@ const roundToHalf = (value: number) => Math.round(value * 2) / 2
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/**
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* Generic move tool for any registry-backed kind.
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*
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* Pattern: matches the item move tool (which works). The
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* `useLiveTransforms` + `sceneRegistry.position.set` approach used by
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* MoveColumnTool is broken — the renderer doesn't visibly follow.
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* Imperative-only motion during drag:
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* - On every `grid:move` we mutate `sceneRegistry.nodes.get(id).position`
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* directly. The node's store data is unchanged → the renderer doesn't
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* re-render → R3F doesn't reapply `position={node.position}` → the
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* imperative mutation sticks. Movement is smooth, framerate-locked,
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* and React-free.
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*
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* Instead, on every `grid:move` we directly `useScene.updateNode(id, { position })`
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* while history is paused. The kind's renderer already reads
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* `node.position` from the store, so the mesh visibly follows the cursor.
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* Store update happens only on commit (single undoable action).
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*
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* Commit: pause-revert-resume-update sequence so undo replays one
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* coherent action (revert → final position) instead of the per-tick
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* spam that the move generated.
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* Cancel imperatively snaps the mesh back to its original position and
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* resumes history without ever having touched the store mid-drag.
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*
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* Cancel: restore the original position before unmounting.
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* This is faster than the items pattern (which updates the store per tick
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* and re-renders the renderer on every mouse move). Trade-off: if the
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* renderer happens to re-render for some other reason mid-drag, R3F will
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* reapply node.position and snap the mesh back. Mitigation: history is
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* paused, no upstream state subscribed by the renderer changes during the
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* drag, so re-renders are rare in practice. If a kind needs guaranteed
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* stability, it can opt into a "live position" hook in Phase 4.
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*/
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export function MoveRegistryNodeTool({ node }: { node: AnyNode }) {
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// Snapshot the original position once at mount — used for cancel revert
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// and for the pause-revert-resume sequence at commit.
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const originalPosition: [number, number, number] = useMemo(
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() =>
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'position' in node && Array.isArray((node as { position?: unknown }).position)
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@@ -54,25 +58,25 @@ export function MoveRegistryNodeTool({ node }: { node: AnyNode }) {
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}, [])
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useEffect(() => {
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// Pause history so per-tick updateNode calls don't fill the undo stack.
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// Pause history so the eventual commit lands as a single undoable step,
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// not the per-tick spam that would happen if we updated the store on
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// each move.
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useScene.temporal.getState().pause()
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previousSnapRef.current = null
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let committed = false
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const applyPreview = (position: [number, number, number]) => {
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setCursorPosition(position)
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// Update the actual scene node — the renderer reads node.position and
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// re-renders. The mesh visibly follows. Same pattern as the item move
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// tool (useDraftNode.adopt).
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useScene.getState().updateNode(node.id, { position } as Partial<AnyNode>)
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}
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const onGridMove = (event: GridEvent) => {
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const x = roundToHalf(event.localPosition[0])
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const z = roundToHalf(event.localPosition[2])
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applyPreview([x, 0, z])
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setCursorPosition([x, 0, z])
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// Click sound on grid-cell cross, matching the placement tools.
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// Pure imperative: move the mesh via its registered Object3D ref.
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// No React re-render. No store update. The shelf (or any registry
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// kind) follows the cursor smoothly because nothing competes with
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// this position write until commit.
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sceneRegistry.nodes.get(node.id)?.position.set(x, 0, z)
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// SFX on cell-cross, matching placement.
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const prev = previousSnapRef.current
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if (!prev || prev[0] !== x || prev[1] !== z) {
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sfxEmitter.emit('sfx:grid-snap')
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@@ -88,12 +92,9 @@ export function MoveRegistryNodeTool({ node }: { node: AnyNode }) {
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]
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if (useScene.getState().nodes[node.id]) {
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// Restore original position while still paused, then resume and
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// do a single tracked update. Undo replays the (original → final)
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// single step, not every grid-move tick.
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useScene.getState().updateNode(node.id, {
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position: originalPosition,
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} as Partial<AnyNode>)
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// Store still has the original position (we didn't touch it during
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// drag). Resume history and do one tracked update. Undo replays the
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// (original → final) single step.
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(node.id, { position } as Partial<AnyNode>)
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useScene.temporal.getState().pause()
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@@ -121,11 +122,7 @@ export function MoveRegistryNodeTool({ node }: { node: AnyNode }) {
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}
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const onCancel = () => {
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// Restore original position while paused — this won't enter undo.
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useScene.getState().updateNode(node.id, {
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position: originalPosition,
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} as Partial<AnyNode>)
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// Defensive Three.js reset in case React render lags.
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// Snap mesh back to original visually. Store was never touched.
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sceneRegistry.nodes
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.get(node.id)
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?.position.set(originalPosition[0], originalPosition[1], originalPosition[2])
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@@ -142,13 +139,13 @@ export function MoveRegistryNodeTool({ node }: { node: AnyNode }) {
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('tool:cancel', onCancel)
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// If we unmount without committing (e.g., user picks a different
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// tool), restore original position so the scene doesn't show the
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// stale preview state, and resume history.
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// If we unmount without committing (e.g., the user switches tools or
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// navigates away), restore the mesh imperatively and resume history.
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// Store was never touched so no data revert is needed.
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if (!committed) {
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useScene.getState().updateNode(node.id, {
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position: originalPosition,
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} as Partial<AnyNode>)
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sceneRegistry.nodes
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.get(node.id)
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?.position.set(originalPosition[0], originalPosition[1], originalPosition[2])
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useScene.temporal.getState().resume()
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}
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}
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@@ -2,7 +2,7 @@
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import { useLiveTransforms, useRegistry } from '@pascal-app/core'
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import { useNodeEvents } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import { Color, type Group } from 'three'
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import type { ShelfNode } from './schema'
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@@ -40,11 +40,6 @@ const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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: Math.max(0.02, node.depth * 0.12)
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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useEffect(() => {
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// biome-ignore lint/suspicious/noConsole: dev-only verification log
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console.info('[shelf] rendered', node.id, 'at', node.position)
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}, [node.id, node.position])
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return (
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<group
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position={liveTransform?.position ?? node.position}
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@@ -75,8 +75,6 @@ const ShelfTool = () => {
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useScene.getState().createNode(shelf, activeLevelId)
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useViewer.getState().setSelection({ selectedIds: [shelf.id] })
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triggerSFX('sfx:structure-build')
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// biome-ignore lint/suspicious/noConsole: dev-only verification log
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console.info('[shelf] placed', shelf.id, 'level-local', position, 'parent', activeLevelId)
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}
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emitter.on('grid:move', onGridMove)
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