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:
Wassim SAMAD
2026-05-15 18:27:31 -04:00
co-authored by Claude Opus 4.7
parent 7b5a1c607a
commit b2e5d84986
8 changed files with 627 additions and 4 deletions
@@ -179,10 +179,31 @@ export const ToolManager: React.FC = () => {
rotation={buildingRotation as [number, number, number]} rotation={buildingRotation as [number, number, number]}
> >
{showZoneBoundaryEditor && selectedZoneId && <ZoneBoundaryEditor zoneId={selectedZoneId} />} {showZoneBoundaryEditor && selectedZoneId && <ZoneBoundaryEditor zoneId={selectedZoneId} />}
{showSlabBoundaryEditor && selectedSlabId && <SlabBoundaryEditor slabId={selectedSlabId} />} {showSlabBoundaryEditor &&
{showSlabHoleEditor && selectedSlabId && editingHole && ( selectedSlabId &&
<SlabHoleEditor holeIndex={editingHole.holeIndex} slabId={selectedSlabId} /> (() => {
)} const Registry = getRegistryAffordanceTool('slab', 'boundary-edit')
return Registry ? (
<Suspense fallback={null}>
<Registry slabId={selectedSlabId} />
</Suspense>
) : (
<SlabBoundaryEditor slabId={selectedSlabId} />
)
})()}
{showSlabHoleEditor &&
selectedSlabId &&
editingHole &&
(() => {
const Registry = getRegistryAffordanceTool('slab', 'hole-edit')
return Registry ? (
<Suspense fallback={null}>
<Registry holeIndex={editingHole.holeIndex} slabId={selectedSlabId} />
</Suspense>
) : (
<SlabHoleEditor holeIndex={editingHole.holeIndex} slabId={selectedSlabId} />
)
})()}
{showCeilingBoundaryEditor && selectedCeilingId && ( {showCeilingBoundaryEditor && selectedCeilingId && (
<CeilingBoundaryEditor ceilingId={selectedCeilingId} /> <CeilingBoundaryEditor ceilingId={selectedCeilingId} />
)} )}
+5
View File
@@ -14,6 +14,11 @@ export {
snapFenceDraftPoint, snapFenceDraftPoint,
} from './components/tools/fence/fence-drafting' } from './components/tools/fence/fence-drafting'
export { CursorSphere } from './components/tools/shared/cursor-sphere' export { CursorSphere } from './components/tools/shared/cursor-sphere'
// Phase 5 Stage D — PolygonEditor for slab/ceiling boundary + hole editors.
export {
PolygonEditor,
type PolygonEditorProps,
} from './components/tools/shared/polygon-editor'
export { export {
formatAngleRadians, formatAngleRadians,
getAngleToSegmentReference, getAngleToSegmentReference,
+151
View File
@@ -0,0 +1,151 @@
import {
type AnyNode,
type AnyNodeId,
type DragAction,
type FenceNode,
type LevelNode,
type SlabNode,
useScene,
type WallNode,
} from '@pascal-app/core'
import { type FencePlanPoint, snapFenceDraftPoint } from '@pascal-app/editor'
/**
* Phase 5 Stage D — whole-slab move drag affordance.
*
* Translates the slab's boundary polygon (and any holes) rigidly under
* the pointer. Snaps to walls / fences / grid at the level. Latches
* the drag anchor on the first preview tick so the slab doesn't jump
* to wherever the activation click landed.
*
* Unlike fence move, the slab port does **not** use the live-drag
* exception — polygon CSG geometry is expensive to rebuild per frame,
* but the legacy tool already writes the polygon to the scene every
* pointer tick and the user perceives that as smooth. Matching that
* for now; optimization is a separate task once we measure.
*/
function translatePolygon(
polygon: Array<[number, number]>,
deltaX: number,
deltaZ: number,
): Array<[number, number]> {
return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number])
}
function polygonCenter(polygon: Array<[number, number]>): [number, number] {
if (polygon.length === 0) return [0, 0]
let sx = 0
let sz = 0
for (const [x, z] of polygon) {
sx += x
sz += z
}
return [sx / polygon.length, sz / polygon.length]
}
export type MoveSlabCtx = {
slabId: AnyNodeId
originalPolygon: Array<[number, number]>
originalHoles: Array<Array<[number, number]>>
parentId: string | null
levelWalls: WallNode[]
levelFences: FenceNode[]
dragAnchor: FencePlanPoint | null
}
export type MoveSlabDraft = {
polygon: Array<[number, number]>
holes: Array<Array<[number, number]>>
deltaX: number
deltaZ: number
center: [number, number]
}
export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
begin: (input) => {
const slab = input.node as SlabNode | undefined
if (!slab) throw new Error('[moveSlabDragAction] begin requires a slab node')
const parentId = slab.parentId ?? null
const originalPolygon: Array<[number, number]> = slab.polygon.map(
([x, z]) => [x, z] as [number, number],
)
const originalHoles: Array<Array<[number, number]>> = (slab.holes ?? []).map((h) =>
h.map(([x, z]) => [x, z] as [number, number]),
)
const { nodes } = useScene.getState()
const levelNode =
parentId && nodes[parentId as AnyNodeId]?.type === 'level'
? (nodes[parentId as AnyNodeId] as LevelNode)
: null
const levelWalls: WallNode[] = []
const levelFences: FenceNode[] = []
if (levelNode) {
for (const childId of levelNode.children ?? []) {
const child = nodes[childId as AnyNodeId]
if (!child) continue
if (child.type === 'wall') levelWalls.push(child)
else if (child.type === 'fence') levelFences.push(child)
}
}
return {
slabId: slab.id as AnyNodeId,
originalPolygon,
originalHoles,
parentId,
levelWalls,
levelFences,
dragAnchor: null,
}
},
preview: (ctx, point, _modifiers) => {
const snapped = snapFenceDraftPoint({
point: [point[0], point[1]],
walls: ctx.levelWalls,
fences: ctx.levelFences,
})
if (!ctx.dragAnchor) ctx.dragAnchor = snapped
const deltaX = snapped[0] - ctx.dragAnchor[0]
const deltaZ = snapped[1] - ctx.dragAnchor[1]
const polygon = translatePolygon(ctx.originalPolygon, deltaX, deltaZ)
const holes = ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ))
return {
polygon,
holes,
deltaX,
deltaZ,
center: polygonCenter(polygon),
}
},
apply: (draft, ctx, scene) => {
scene.update(ctx.slabId, {
polygon: draft.polygon,
holes: draft.holes,
} as Partial<AnyNode>)
return [ctx.slabId]
},
commit: (draft, ctx, scene) => {
if (draft.deltaX === 0 && draft.deltaZ === 0) return false
// Single-undo dance — revert via snapshot, resume history, re-apply
// the final polygon/holes. Zundo captures the whole drag as one
// Ctrl-Z step.
scene.restoreAll()
scene.resumeHistory()
scene.update(ctx.slabId, {
polygon: draft.polygon,
holes: draft.holes,
} as Partial<AnyNode>)
return true
},
cancel: (_ctx, _scene) => {
// No-op — orchestrator's scene.restoreAll() puts the original
// polygon/holes back via the snapshot.
},
}
@@ -0,0 +1,48 @@
'use client'
import { resolveLevelId, type SlabNode, useScene } from '@pascal-app/core'
import { PolygonEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback } from 'react'
/**
* Phase 5 Stage D — slab boundary editor (registry-driven).
*
* Thin wrapper around the shared `PolygonEditor`. Activates when a
* slab is selected in structure/select mode (not currently editing a
* hole). The heavy lifting — vertex drag, edge slide, snap, history
* bracketing — lives in `PolygonEditor` itself.
*
* Mounted by ToolManager via `def.affordanceTools['boundary-edit']`.
*/
export const SlabBoundaryEditor: React.FC<{ slabId: SlabNode['id'] }> = ({ slabId }) => {
const slabNode = useScene((s) => s.nodes[slabId])
const updateNode = useScene((s) => s.updateNode)
const setSelection = useViewer((s) => s.setSelection)
const slab = slabNode?.type === 'slab' ? (slabNode as SlabNode) : null
const handlePolygonChange = useCallback(
(newPolygon: Array<[number, number]>) => {
updateNode(slabId, { polygon: newPolygon })
setSelection({ selectedIds: [slabId] })
},
[slabId, updateNode, setSelection],
)
if (!slab?.polygon || slab.polygon.length < 3) return null
return (
<PolygonEditor
allowEdgeMove
color="#a3a3a3"
levelId={resolveLevelId(slab, useScene.getState().nodes)}
minVertices={3}
onPolygonChange={handlePolygonChange}
polygon={slab.polygon}
surfaceHeight={slab.elevation ?? 0.05}
/>
)
}
export default SlabBoundaryEditor
+13
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@@ -54,6 +54,19 @@ export const slabDefinition: NodeDefinition<typeof SlabNode> = {
parametrics: slabParametrics, parametrics: slabParametrics,
// Stage D: kind-owned placement tool. Multi-click polygon drawing
// with axis/45° snap (Shift to defeat).
tool: () => import('./tool'),
// Stage D: drag/edit affordances. Boundary editor + hole editor
// delegate to the shared `<PolygonEditor>`; move uses the single-
// undo dance for the polygon-translate commit.
affordanceTools: {
'boundary-edit': () => import('./boundary-editor'),
'hole-edit': () => import('./hole-editor'),
move: () => import('./move-tool'),
},
// Stage B: pure geometry function. // Stage B: pure geometry function.
geometry: buildSlabGeometry, geometry: buildSlabGeometry,
// Stage C: floor-plan rendering. Legacy `slabPolygons` short-circuits // Stage C: floor-plan rendering. Legacy `slabPolygons` short-circuits
+53
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@@ -0,0 +1,53 @@
'use client'
import { resolveLevelId, type SlabNode, useScene } from '@pascal-app/core'
import { PolygonEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback } from 'react'
/**
* Phase 5 Stage D — slab hole editor (registry-driven).
*
* Edits a specific hole polygon inside a slab. Mounted by ToolManager
* via `def.affordanceTools['hole-edit']` when `useEditor.editingHole`
* is set on the selected slab.
*/
export const SlabHoleEditor: React.FC<{ slabId: SlabNode['id']; holeIndex: number }> = ({
slabId,
holeIndex,
}) => {
const slabNode = useScene((s) => s.nodes[slabId])
const updateNode = useScene((s) => s.updateNode)
const setSelection = useViewer((s) => s.setSelection)
const slab = slabNode?.type === 'slab' ? (slabNode as SlabNode) : null
const holes = slab?.holes || []
const hole = holes[holeIndex]
const handlePolygonChange = useCallback(
(newPolygon: Array<[number, number]>) => {
const updatedHoles = [...holes]
updatedHoles[holeIndex] = newPolygon
updateNode(slabId, { holes: updatedHoles })
setSelection({ selectedIds: [slabId] })
},
[slabId, holeIndex, holes, updateNode, setSelection],
)
if (!(slab && hole) || hole.length < 3) return null
return (
<PolygonEditor
allowEdgeMove
allowPolygonMove
color="#ef4444"
levelId={resolveLevelId(slab, useScene.getState().nodes)}
minVertices={3}
onPolygonChange={handlePolygonChange}
polygon={hole}
surfaceHeight={slab.elevation ?? 0.05}
/>
)
}
export default SlabHoleEditor
+66
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@@ -0,0 +1,66 @@
'use client'
import { type SlabNode, useScene } from '@pascal-app/core'
import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { moveSlabDragAction } from './actions/move'
/**
* Phase 5 Stage D — thin React wrapper around `moveSlabDragAction`.
*
* Replaces the legacy `MoveSlabTool` (182 LoC). All math + history
* dance lives in the action; this wrapper just renders the cursor
* sphere following the live polygon center.
*/
export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
const slabId = node.id
const initialCenter: [number, number] =
node.polygon.length > 0
? [
node.polygon.reduce((s, [x]) => s + x, 0) / node.polygon.length,
node.polygon.reduce((s, [, z]) => s + z, 0) / node.polygon.length,
]
: [0, 0]
// Live polygon center — re-derived from the scene store every tick
// since the action writes the translated polygon onto the slab.
const liveCenter = useScene((s) => {
const live = s.nodes[slabId]
if (live?.type !== 'slab') return initialCenter
const poly = (live as SlabNode).polygon
if (poly.length === 0) return initialCenter
let sx = 0
let sz = 0
for (const [x, z] of poly) {
sx += x
sz += z
}
return [sx / poly.length, sz / poly.length] as [number, number]
})
const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place')
useViewer.getState().setSelection({ selectedIds: [slabId] })
useEditor.getState().setMovingNode(null)
}
useDragAction({
active: true,
action: moveSlabDragAction,
initial: {
node,
point: initialCenter,
},
onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false),
})
return (
<group>
<CursorSphere position={[liveCenter[0], 0, liveCenter[1]]} showTooltip={false} />
</group>
)
}
export default SlabMoveTool
+266
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@@ -0,0 +1,266 @@
'use client'
import { emitter, type GridEvent, type LevelNode, useScene } from '@pascal-app/core'
import { CursorSphere, EDITOR_LAYER, markToolCancelConsumed, triggerSFX } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, type Group, type Line, Shape, Vector3 } from 'three'
import { SlabNode } from './schema'
/**
* Phase 5 Stage D — slab placement tool (kind-owned via `def.tool`).
*
* Multi-click polygon drawing: each click adds a vertex; clicking near
* the first vertex (or double-clicking) closes the polygon and creates
* the slab. Shift-modifier defeats the axis/45° snap during drag.
*
* Not a `DragAction` — same reasoning as `tool.tsx` for fence: this is
* a stateful sequence of grid:click events with preview state, not a
* single pointer-down → drag-up.
*/
const Y_OFFSET = 0.02
function calculateSnapPoint(
lastPoint: [number, number],
currentPoint: [number, number],
): [number, number] {
const [x1, y1] = lastPoint
const [x, y] = currentPoint
const dx = x - x1
const dy = y - y1
const absDx = Math.abs(dx)
const absDy = Math.abs(dy)
const horizontalDist = absDy
const verticalDist = absDx
const diagonalDist = Math.abs(absDx - absDy)
const minDist = Math.min(horizontalDist, verticalDist, diagonalDist)
if (minDist === diagonalDist) {
const diagonalLength = Math.min(absDx, absDy)
return [x1 + Math.sign(dx) * diagonalLength, y1 + Math.sign(dy) * diagonalLength]
}
if (minDist === horizontalDist) return [x, y1]
return [x1, y]
}
function commitSlabDrawing(levelId: LevelNode['id'], points: Array<[number, number]>): string {
const { createNode, nodes } = useScene.getState()
const slabCount = Object.values(nodes).filter((n) => n.type === 'slab').length
const name = `Slab ${slabCount + 1}`
const slab = SlabNode.parse({ name, polygon: points })
createNode(slab, levelId)
triggerSFX('sfx:structure-build')
return slab.id
}
export const SlabTool: React.FC = () => {
const cursorRef = useRef<Group>(null)
const mainLineRef = useRef<Line>(null!)
const closingLineRef = useRef<Line>(null!)
const currentLevelId = useViewer((s) => s.selection.levelId)
const setSelection = useViewer((s) => s.setSelection)
const [points, setPoints] = useState<Array<[number, number]>>([])
const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
const [snappedCursorPosition, setSnappedCursorPosition] = useState<[number, number]>([0, 0])
const [levelY, setLevelY] = useState(0)
const previousSnappedPointRef = useRef<[number, number] | null>(null)
const shiftPressed = useRef(false)
useEffect(() => {
if (!currentLevelId) return
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current) return
const gridX = Math.round(event.localPosition[0] * 2) / 2
const gridZ = Math.round(event.localPosition[2] * 2) / 2
const gridPosition: [number, number] = [gridX, gridZ]
setCursorPosition(gridPosition)
setLevelY(event.localPosition[1])
const lastPoint = points[points.length - 1]
const displayPoint =
shiftPressed.current || !lastPoint
? gridPosition
: calculateSnapPoint(lastPoint, gridPosition)
setSnappedCursorPosition(displayPoint)
if (
points.length > 0 &&
previousSnappedPointRef.current &&
(displayPoint[0] !== previousSnappedPointRef.current[0] ||
displayPoint[1] !== previousSnappedPointRef.current[1])
) {
triggerSFX('sfx:grid-snap')
}
previousSnappedPointRef.current = displayPoint
cursorRef.current.position.set(displayPoint[0], event.localPosition[1], displayPoint[1])
}
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return
const clickPoint = previousSnappedPointRef.current ?? cursorPosition
const firstPoint = points[0]
if (
points.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
const slabId = commitSlabDrawing(currentLevelId, points)
setSelection({ selectedIds: [slabId] })
setPoints([])
} else {
setPoints([...points, clickPoint])
}
}
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return
if (points.length >= 3) {
const slabId = commitSlabDrawing(currentLevelId, points)
setSelection({ selectedIds: [slabId] })
setPoints([])
}
}
const onCancel = () => {
if (points.length > 0) markToolCancelConsumed()
setPoints([])
}
const onKeyDown = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = true
}
const onKeyUp = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = false
}
document.addEventListener('keydown', onKeyDown)
document.addEventListener('keyup', onKeyUp)
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
emitter.on('tool:cancel', onCancel)
return () => {
document.removeEventListener('keydown', onKeyDown)
document.removeEventListener('keyup', onKeyUp)
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
emitter.off('tool:cancel', onCancel)
}
}, [currentLevelId, points, cursorPosition, setSelection])
useEffect(() => {
if (!(mainLineRef.current && closingLineRef.current)) return
if (points.length === 0) {
mainLineRef.current.visible = false
closingLineRef.current.visible = false
return
}
const y = levelY + Y_OFFSET
const snappedCursor = snappedCursorPosition
const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, y, z))
linePoints.push(new Vector3(snappedCursor[0], y, snappedCursor[1]))
if (linePoints.length >= 2) {
mainLineRef.current.geometry.dispose()
mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
mainLineRef.current.visible = true
} else {
mainLineRef.current.visible = false
}
const firstPoint = points[0]
if (points.length >= 2 && firstPoint) {
const closingPoints = [
new Vector3(snappedCursor[0], y, snappedCursor[1]),
new Vector3(firstPoint[0], y, firstPoint[1]),
]
closingLineRef.current.geometry.dispose()
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
closingLineRef.current.visible = true
} else {
closingLineRef.current.visible = false
}
}, [points, snappedCursorPosition, levelY])
const previewShape = useMemo(() => {
if (points.length < 3) return null
const snappedCursor = snappedCursorPosition
const allPoints = [...points, snappedCursor]
const firstPt = allPoints[0]
if (!firstPt) return null
const shape = new Shape()
shape.moveTo(firstPt[0], -firstPt[1])
for (let i = 1; i < allPoints.length; i++) {
const pt = allPoints[i]
if (pt) shape.lineTo(pt[0], -pt[1])
}
shape.closePath()
return shape
}, [points, snappedCursorPosition])
return (
<group>
<CursorSphere ref={cursorRef} />
{previewShape && (
<mesh
frustumCulled={false}
layers={EDITOR_LAYER}
position={[0, levelY + Y_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.15}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={mainLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" depthTest={false} depthWrite={false} linewidth={3} />
</line>
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={closingLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.5}
transparent
/>
</line>
{points.map(([x, z], index) => (
<CursorSphere
color="#818cf8"
height={0}
key={index}
position={[x, levelY + Y_OFFSET + 0.01, z]}
showTooltip={false}
/>
))}
</group>
)
}
export default SlabTool