Phase 5 Stage D fence: port MoveFenceTool to DragAction (whole-fence move)
Third Stage D affordance port (302 LoC legacy → action + thin wrapper). The action (`actions/move.ts`) uses the live-drag exception documented in editor/wiki/architecture/tools.md: visual-only updates via `sceneRegistry.nodes.get(id).position` + `useLiveTransforms` during the drag, no scene mutations. Avoids re-rebuilding the fence geometry (many posts + infill panels) every pointer tick. Commit performs the single-undo dance — writes final start/end to scene, geometry rebuilds once, Ctrl-Z reverses the whole drag. Linked-fence cascade follows the same shape as MoveFenceEndpoint — any fence in the same parent that shared an endpoint at activation moves with the drag. `getRegistryAffordanceTool` extracted to `tools/shared/affordance-dispatch.ts` so move-tool.tsx and tool-manager.tsx share the lazy-load helper (no duplicate caches). MoveTool dispatch gains a generic `affordanceTools.move` check after the capability-driven `movable` shortcut — fence routes through here; wall / slab / etc. fall through to their legacy per-kind chain until their D ports land. 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
36c48b7fc9
commit
c16878c876
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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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sceneRegistry,
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useLiveTransforms,
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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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import type * as THREE from 'three'
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/**
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* Phase 5 Stage D — whole-fence move drag affordance.
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*
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* Migrates `MoveFenceTool` (302 LoC legacy) to the `DragAction` primitive.
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*
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* Visual strategy — **live-drag exception** (see
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* `editor/wiki/architecture/tools.md`): instead of writing the new
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* start/end into the scene store on every pointer tick (which would
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* re-rebuild the fence geometry — many posts, many infill panels —
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* every frame), the action keeps the underlying node untouched during
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* the drag and visually offsets the mesh directly via
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* `sceneRegistry.nodes.get(id).position` plus a mirror entry in
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* `useLiveTransforms`. On commit, the final start/end are written to
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* the scene with the single-undo dance — one Ctrl-Z reverses the whole
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* drag, the geometry rebuilds once.
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*
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* Linked-fence cascade: any other fence in the same parent whose
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* start or end matched one of this fence's endpoints at activation
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* follows the move so corners stay connected. No alt-detach (legacy
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* doesn't expose it for the whole-fence drag).
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*/
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function samePoint(a: FencePlanPoint, b: FencePlanPoint): boolean {
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return a[0] === b[0] && a[1] === b[1]
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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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function snapshotLinked(args: {
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fenceId: FenceNode['id']
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parentId: string | null
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originalStart: FencePlanPoint
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originalEnd: FencePlanPoint
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}): LinkedFenceSnapshot[] {
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const { fenceId, parentId, originalStart, originalEnd } = args
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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 (
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!(
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samePoint(node.start, originalStart) ||
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samePoint(node.start, originalEnd) ||
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samePoint(node.end, originalStart) ||
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samePoint(node.end, originalEnd)
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)
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)
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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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originalStart: FencePlanPoint,
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originalEnd: FencePlanPoint,
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nextStart: FencePlanPoint,
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nextEnd: 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, originalStart)
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? nextStart
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: samePoint(l.start, originalEnd)
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? nextEnd
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: l.start,
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end: samePoint(l.end, originalStart)
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? nextStart
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: samePoint(l.end, originalEnd)
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? nextEnd
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: l.end,
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}))
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}
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function setMeshOffset(fenceId: AnyNodeId, deltaX: number, deltaZ: number): void {
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const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Object3D | undefined
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if (mesh) mesh.position.set(deltaX, 0, deltaZ)
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}
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function setLiveTransform(
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fenceId: AnyNodeId,
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originalStart: FencePlanPoint,
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originalEnd: FencePlanPoint,
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deltaX: number,
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deltaZ: number,
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): void {
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const cx = (originalStart[0] + originalEnd[0]) / 2
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const cz = (originalStart[1] + originalEnd[1]) / 2
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useLiveTransforms.getState().set(fenceId, {
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position: [cx + deltaX, 0, cz + deltaZ],
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rotation: 0,
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})
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}
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function clearLiveState(fenceId: AnyNodeId, linked: LinkedFenceSnapshot[]): void {
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setMeshOffset(fenceId, 0, 0)
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useLiveTransforms.getState().clear(fenceId)
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for (const l of linked) {
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setMeshOffset(l.id as AnyNodeId, 0, 0)
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useLiveTransforms.getState().clear(l.id)
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}
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}
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export type MoveFenceCtx = {
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fenceId: AnyNodeId
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originalStart: FencePlanPoint
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originalEnd: 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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// Mutable: latched on the first preview call to the snapped pointer
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// position. Subsequent previews compute delta = pointer - dragAnchor.
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dragAnchor: FencePlanPoint | null
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}
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export type MoveFenceDraft = {
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start: FencePlanPoint
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end: FencePlanPoint
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deltaX: number
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deltaZ: number
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linkedUpdates: LinkedFenceSnapshot[]
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}
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export const moveFenceDragAction: DragAction<MoveFenceCtx, MoveFenceDraft> = {
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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('[moveFenceDragAction] begin requires a fence node')
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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 { 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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fenceId: fence.id as AnyNodeId,
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originalStart,
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originalEnd,
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parentId,
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linkedOriginals: snapshotLinked({ fenceId: fence.id, parentId, originalStart, originalEnd }),
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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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ignoreFenceIds: [ctx.fenceId as string],
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})
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// Latch the anchor on the first preview tick — matches legacy
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// "drag is delta from first move" semantics so the fence doesn't
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// jump to wherever the activation click landed.
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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 nextStart: FencePlanPoint = [ctx.originalStart[0] + deltaX, ctx.originalStart[1] + deltaZ]
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const nextEnd: FencePlanPoint = [ctx.originalEnd[0] + deltaX, ctx.originalEnd[1] + deltaZ]
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return {
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start: nextStart,
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end: nextEnd,
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deltaX,
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deltaZ,
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linkedUpdates: linkedCascade(
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ctx.linkedOriginals,
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ctx.originalStart,
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ctx.originalEnd,
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nextStart,
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nextEnd,
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),
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}
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},
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apply: (draft, ctx, _scene) => {
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// Live-drag exception — visual-only via mesh.position + useLiveTransforms.
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// No scene.update during the drag (would re-rebuild fence geometry every
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// tick). The scene store still has the original start/end; commit() writes
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// the final values.
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setMeshOffset(ctx.fenceId, draft.deltaX, draft.deltaZ)
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setLiveTransform(ctx.fenceId, ctx.originalStart, ctx.originalEnd, draft.deltaX, draft.deltaZ)
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for (const linked of ctx.linkedOriginals) {
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setMeshOffset(linked.id as AnyNodeId, draft.deltaX, draft.deltaZ)
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setLiveTransform(linked.id as AnyNodeId, linked.start, linked.end, draft.deltaX, draft.deltaZ)
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}
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// Return no dirty IDs — geometry rebuild deferred to commit.
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return []
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},
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commit: (draft, ctx, scene) => {
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// Reject when nothing moved — falls through to action.cancel which
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// clears the live-drag visual state.
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if (draft.deltaX === 0 && draft.deltaZ === 0) return false
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// Single-undo dance — paused history during drag means nothing
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// was recorded. We didn't scene.update during apply either (live-
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// drag exception), so the snapshot is empty and restoreAll is a
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// no-op. Resume history, then write the final draft. Zundo
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// captures one diff: original → final.
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scene.restoreAll() // no-op (no scene updates during apply)
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scene.resumeHistory()
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scene.update(ctx.fenceId, {
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start: draft.start,
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end: draft.end,
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} as Partial<AnyNode>)
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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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// Clear live-drag visual state — the scene store now has the final
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// values, so the renderer will re-mount the mesh at its real position
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// and useLiveTransforms is no longer needed.
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clearLiveState(ctx.fenceId, ctx.linkedOriginals)
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return true
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},
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cancel: (ctx, _scene) => {
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// Clear live-drag visual state so the mesh snaps back to the
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// original (still-unchanged) scene position. No scene rollback
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// needed — we never wrote anything.
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clearLiveState(ctx.fenceId, ctx.linkedOriginals)
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},
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}
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@@ -80,6 +80,13 @@ export const fenceDefinition: NodeDefinition<typeof FenceNode> = {
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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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// Triggered by useEditor.movingNode when the moving node is a
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// fence. Whole-fence rigid translation with linked-fence cascade.
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// Pure logic in actions/move.ts uses the live-drag exception
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// (mesh.position + useLiveTransforms) to avoid rebuilding fence
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// geometry every pointer tick; commits the final start/end with
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// the single-undo dance.
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move: () => import('./move-tool'),
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},
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toolHints: [
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@@ -0,0 +1,61 @@
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'use client'
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import { type FenceNode, useLiveTransforms } from '@pascal-app/core'
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import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { moveFenceDragAction } from './actions/move'
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/**
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* Phase 5 Stage D — thin React wrapper around `moveFenceDragAction`.
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*
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* Replaces the legacy `MoveFenceTool` (302 LoC). The action owns all
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* the math (snap + linked cascade + live-drag mesh offsets +
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* single-undo dance on commit). The wrapper just renders the cursor
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* sphere and tracks its position from the live-transform store.
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*
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* Mounted by ToolManager when `useEditor.movingNode` is a fence
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* (capability-driven dispatch — fence has no `movable` capability, so
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* the legacy MoveTool's per-kind branch chain falls through to here
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* via the new affordance dispatch).
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*/
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export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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const fenceId = node.id
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const originalCenter: [number, number, number] = [
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(node.start[0] + node.end[0]) / 2,
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0,
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(node.start[1] + node.end[1]) / 2,
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]
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// Live position from the live-transforms store — the action writes
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// here every preview tick (live-drag exception). Falls back to the
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// original center until the first move.
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const liveCenter = useLiveTransforms((s) => {
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const t = s.get(fenceId)
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return t?.position ?? originalCenter
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})
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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().setMovingNode(null)
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}
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useDragAction({
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active: true,
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action: moveFenceDragAction,
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initial: {
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node,
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point: [originalCenter[0], originalCenter[2]],
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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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return (
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<group>
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<CursorSphere position={liveCenter as [number, number, number]} showTooltip={false} />
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</group>
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)
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}
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export default FenceMoveTool
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