Phase 5 Stage D slab: port placement + move + boundary/hole editors
Replicates the fence Stage D recipe for slab — three drag affordances
+ one placement tool, all routed through the registry:
affordanceTools:
'boundary-edit' → thin <PolygonEditor> wrapper (vertex/edge drag)
'hole-edit' → same for a single hole polygon
move → DragAction with single-undo dance
tool: () => placement (multi-click polygon with axis/45° snap)
`PolygonEditor` + `PolygonEditorProps` exported from
`@pascal-app/editor` as Stage D transitional surface (Stage F cleanup
moves them into `@pascal-app/nodes`).
ToolManager mount sites for SlabBoundaryEditor / SlabHoleEditor now
route through `getRegistryAffordanceTool` with legacy fallback.
Slab move action does not use the live-drag exception (polygon CSG
rebuild every tick) — matches legacy behavior; optimization is a
separate task once we measure.
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
7b5a1c607a
commit
b2e5d84986
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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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type LevelNode,
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type SlabNode,
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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, snapFenceDraftPoint } from '@pascal-app/editor'
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/**
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* Phase 5 Stage D — whole-slab move drag affordance.
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*
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* Translates the slab's boundary polygon (and any holes) rigidly under
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* the pointer. Snaps to walls / fences / grid at the level. Latches
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* the drag anchor on the first preview tick so the slab doesn't jump
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* to wherever the activation click landed.
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*
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* Unlike fence move, the slab port does **not** use the live-drag
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* exception — polygon CSG geometry is expensive to rebuild per frame,
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* but the legacy tool already writes the polygon to the scene every
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* pointer tick and the user perceives that as smooth. Matching that
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* for now; optimization is a separate task once we measure.
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*/
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function translatePolygon(
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polygon: Array<[number, number]>,
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deltaX: number,
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deltaZ: number,
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): Array<[number, number]> {
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return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number])
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}
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function polygonCenter(polygon: Array<[number, number]>): [number, number] {
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if (polygon.length === 0) return [0, 0]
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let sx = 0
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let sz = 0
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for (const [x, z] of polygon) {
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sx += x
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sz += z
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}
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return [sx / polygon.length, sz / polygon.length]
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}
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export type MoveSlabCtx = {
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slabId: AnyNodeId
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originalPolygon: Array<[number, number]>
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originalHoles: Array<Array<[number, number]>>
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parentId: string | null
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levelWalls: WallNode[]
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levelFences: FenceNode[]
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dragAnchor: FencePlanPoint | null
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}
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export type MoveSlabDraft = {
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polygon: Array<[number, number]>
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holes: Array<Array<[number, number]>>
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deltaX: number
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deltaZ: number
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center: [number, number]
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}
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export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
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begin: (input) => {
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const slab = input.node as SlabNode | undefined
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if (!slab) throw new Error('[moveSlabDragAction] begin requires a slab node')
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const parentId = slab.parentId ?? null
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const originalPolygon: Array<[number, number]> = slab.polygon.map(
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([x, z]) => [x, z] as [number, number],
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)
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const originalHoles: Array<Array<[number, number]>> = (slab.holes ?? []).map((h) =>
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h.map(([x, z]) => [x, z] as [number, number]),
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)
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const { nodes } = useScene.getState()
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const levelNode =
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parentId && nodes[parentId as AnyNodeId]?.type === 'level'
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? (nodes[parentId as AnyNodeId] as LevelNode)
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: null
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const levelWalls: WallNode[] = []
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const levelFences: FenceNode[] = []
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if (levelNode) {
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for (const childId of levelNode.children ?? []) {
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const child = nodes[childId as AnyNodeId]
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if (!child) continue
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if (child.type === 'wall') levelWalls.push(child)
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else if (child.type === 'fence') levelFences.push(child)
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}
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}
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return {
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slabId: slab.id as AnyNodeId,
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originalPolygon,
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originalHoles,
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parentId,
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levelWalls,
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levelFences,
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dragAnchor: null,
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}
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},
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preview: (ctx, point, _modifiers) => {
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const snapped = snapFenceDraftPoint({
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point: [point[0], point[1]],
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walls: ctx.levelWalls,
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fences: ctx.levelFences,
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})
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if (!ctx.dragAnchor) ctx.dragAnchor = snapped
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const deltaX = snapped[0] - ctx.dragAnchor[0]
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const deltaZ = snapped[1] - ctx.dragAnchor[1]
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const polygon = translatePolygon(ctx.originalPolygon, deltaX, deltaZ)
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const holes = ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ))
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return {
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polygon,
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holes,
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deltaX,
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deltaZ,
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center: polygonCenter(polygon),
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}
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},
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apply: (draft, ctx, scene) => {
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scene.update(ctx.slabId, {
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polygon: draft.polygon,
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holes: draft.holes,
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} as Partial<AnyNode>)
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return [ctx.slabId]
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},
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commit: (draft, ctx, scene) => {
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if (draft.deltaX === 0 && draft.deltaZ === 0) return false
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// Single-undo dance — revert via snapshot, resume history, re-apply
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// the final polygon/holes. Zundo captures the whole drag as one
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// Ctrl-Z step.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.slabId, {
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polygon: draft.polygon,
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holes: draft.holes,
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} as Partial<AnyNode>)
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return true
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},
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cancel: (_ctx, _scene) => {
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// No-op — orchestrator's scene.restoreAll() puts the original
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// polygon/holes back via the snapshot.
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},
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}
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