Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports: 1. Slab/ceiling moves were sluggish because the actions wrote scene.update(polygon) every grid:move tick → React re-render + CSG-with-holes geometry rebuild per frame. Apply the live-drag exception (same recipe fence move already used): visual translation via `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`; scene.polygon is only written on commit. Polygon center precomputed in ctx, mesh-offset clears on commit/cancel. 2. Cursor sphere sat at the polygon center (offset from the user's actual cursor by `originalCenter - first_cursor`). Move wrappers now subscribe to `grid:move` and set `cursorRef.current.position` directly — no React state, no per-tick reconcile. Cursor lands on the user's pointer. 3. Fence move had the same React-reconcile-per-tick cost via its `useLiveTransforms` subscription. Switched to the same direct ref-mutation pattern. Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve drag undoes only the bend, not the create. The previously reported "first undo does nothing" outcome reproduces only for no-op bends (drags within `normalizeWallCurveOffset`'s straight-snap threshold, ≈1.5cm on a 3m fence). For visible bends the dance pushes a real pastState entry and one undo step rolls back the bend. 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
c2c2f66427
commit
d1231b4901
@@ -1,16 +1,25 @@
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import type { AnyNode, AnyNodeId, CeilingNode, DragAction } from '@pascal-app/core'
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import {
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type AnyNode,
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type AnyNodeId,
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type CeilingNode,
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type DragAction,
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sceneRegistry,
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useLiveTransforms,
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} from '@pascal-app/core'
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import { triggerSFX } 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-ceiling move drag affordance.
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*
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* Mirrors `slab/actions/move.ts` shape but ceiling snaps purely to a
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* 0.5m grid (no wall/fence corner snap — ceilings are typically
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* placed independent of the floor layout). Drag anchor is latched on
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* the first preview tick so the ceiling doesn't jump. Emits a grid-
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* snap sfx when the snapped position changes between ticks.
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* Live-drag exception (same recipe as slab/fence move): translate the
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* ceiling MESH visually via `sceneRegistry.nodes.get(ceilingId)
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* .position` plus a mirror in `useLiveTransforms`. No scene.update
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* during the drag → no React re-render, no polygon CSG rebuild per
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* tick. Snaps to a 0.5m grid (no wall/fence corner snap).
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*
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* Single-undo dance on commit, same recipe as slab/fence.
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* On commit the final polygon is written via the single-undo dance
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* and the mesh-offset is cleared.
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*/
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const GRID_STEP = 0.5
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@@ -31,17 +40,51 @@ function translatePolygon(
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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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function setMeshOffset(id: AnyNodeId, deltaX: number, deltaZ: number): void {
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const mesh = sceneRegistry.nodes.get(id) 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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id: AnyNodeId,
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originalCenter: [number, number],
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deltaX: number,
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deltaZ: number,
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height: number,
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): void {
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useLiveTransforms.getState().set(id, {
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position: [originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ],
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rotation: 0,
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})
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}
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function clearLiveState(id: AnyNodeId): void {
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setMeshOffset(id, 0, 0)
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useLiveTransforms.getState().clear(id)
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}
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export type MoveCeilingCtx = {
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ceilingId: AnyNodeId
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originalPolygon: Array<[number, number]>
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originalHoles: Array<Array<[number, number]>>
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originalCenter: [number, number]
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height: number
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dragAnchor: [number, number] | null
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lastSnapped: [number, number] | null
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}
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export type MoveCeilingDraft = {
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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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}
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@@ -50,12 +93,15 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
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begin: (input) => {
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const ceiling = input.node as CeilingNode | undefined
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if (!ceiling) throw new Error('[moveCeilingDragAction] begin requires a ceiling node')
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const originalPolygon = ceiling.polygon.map(([x, z]) => [x, z] as [number, number])
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return {
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ceilingId: ceiling.id as AnyNodeId,
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originalPolygon: ceiling.polygon.map(([x, z]) => [x, z] as [number, number]),
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originalPolygon,
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originalHoles: (ceiling.holes ?? []).map((h) =>
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h.map(([x, z]) => [x, z] as [number, number]),
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),
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originalCenter: polygonCenter(originalPolygon),
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height: ceiling.height ?? 2.5,
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dragAnchor: null,
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lastSnapped: null,
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}
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@@ -70,38 +116,30 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
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ctx.lastSnapped = snapped
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}
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if (!ctx.dragAnchor) ctx.dragAnchor = snapped
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const deltaX = sx - ctx.dragAnchor[0]
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const deltaZ = sz - ctx.dragAnchor[1]
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return {
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polygon: translatePolygon(ctx.originalPolygon, deltaX, deltaZ),
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holes: ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
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deltaX,
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deltaZ,
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deltaX: sx - ctx.dragAnchor[0],
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deltaZ: sz - ctx.dragAnchor[1],
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}
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},
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apply: (draft, ctx, scene) => {
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scene.update(ctx.ceilingId, {
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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.ceilingId]
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apply: (draft, ctx, _scene) => {
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setMeshOffset(ctx.ceilingId, draft.deltaX, draft.deltaZ)
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setLiveTransform(ctx.ceilingId, ctx.originalCenter, draft.deltaX, draft.deltaZ, ctx.height)
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return []
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},
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commit: (draft, ctx, scene) => {
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// Always push — see fence/actions/curve.ts. No-movement still
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// records a pastState entry so Ctrl-Z doesn't fall through to the
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// ceiling-create step.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.ceilingId, {
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polygon: draft.polygon,
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holes: draft.holes,
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polygon: translatePolygon(ctx.originalPolygon, draft.deltaX, draft.deltaZ),
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holes: ctx.originalHoles.map((h) => translatePolygon(h, draft.deltaX, draft.deltaZ)),
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} as Partial<AnyNode>)
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clearLiveState(ctx.ceilingId)
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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() restores via snapshot.
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cancel: (ctx, _scene) => {
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clearLiveState(ctx.ceilingId)
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},
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}
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@@ -1,46 +1,54 @@
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'use client'
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import { type CeilingNode, useScene } from '@pascal-app/core'
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import { type CeilingNode, emitter, type GridEvent } 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 { useMemo } from 'react'
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import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three'
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import { useEffect, useMemo, useRef } from 'react'
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import type { Group } from 'three'
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import { moveCeilingDragAction } from './actions/move'
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/**
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* Phase 5 Stage D — thin React wrapper around `moveCeilingDragAction`.
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*
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* Renders the cursor sphere at the ceiling polygon's live center plus
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* a translucent preview fill + outline so the user sees where the
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* ceiling lands before clicking. Polygon + holes are pulled from
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* `useScene` so the wrapper mirrors the action's per-tick writes.
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* Same shape as `slab/move-tool.tsx`: cursor sphere follows the raw
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* grid pointer via direct ref mutation, the ceiling mesh translates
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* visually via `mesh.position` + `useLiveTransforms`, scene polygon is
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* written only on commit (single-undo dance).
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*
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* No preview fill / outline mesh — moving a translucent overlay every
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* tick adds the same per-frame React reconciliation cost we're trying
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* to avoid here. The real ceiling mesh translates in place; that's
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* enough visual feedback.
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*/
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export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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const ceilingId = node.id
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const height = node.height ?? 2.5
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const cursorRef = useRef<Group>(null)
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const live = useScene((s) => s.nodes[ceilingId])
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const liveCeiling = live?.type === 'ceiling' ? (live as CeilingNode) : node
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const polygon = liveCeiling.polygon
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// `?? []` would return a NEW empty array per render, busting downstream
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// useMemo deps and (under StrictMode) potentially triggering the
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// "getSnapshot result not cached" warning. Memoize against the source.
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const EMPTY_HOLES = useMemo(() => [] as Array<Array<[number, number]>>, [])
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const holes = liveCeiling.holes ?? EMPTY_HOLES
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const center: [number, number] = useMemo(() => {
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if (polygon.length === 0) return [0, 0]
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const initialCenter: [number, number] = useMemo(() => {
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if (node.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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for (const [x, z] of node.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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}, [polygon])
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return [sx / node.polygon.length, sz / node.polygon.length]
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}, [node.polygon])
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const previewFillGeometry = useMemo(() => createPreviewFill(polygon, holes), [polygon, holes])
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const previewOutlineGeometry = useMemo(() => createOutline(polygon), [polygon])
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useEffect(() => {
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const onMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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cursorRef.current.position.set(
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event.localPosition[0],
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event.localPosition[1],
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event.localPosition[2],
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)
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}
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emitter.on('grid:move', onMove)
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return () => {
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emitter.off('grid:move', onMove)
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}
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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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@@ -53,7 +61,7 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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action: moveCeilingDragAction,
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initial: {
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node,
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point: center,
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point: initialCenter,
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},
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onCommit: () => exitMoveMode(true),
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onCancel: () => exitMoveMode(false),
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@@ -61,63 +69,9 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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return (
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<group>
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<mesh geometry={previewFillGeometry} position={[0, height + 0.012, 0]}>
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<meshBasicMaterial
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color="#f5f5f4"
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depthWrite={false}
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opacity={0.3}
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side={DoubleSide}
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transparent
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/>
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</mesh>
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{/* @ts-ignore */}
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<line geometry={previewOutlineGeometry} position={[0, height + 0.02, 0]}>
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<lineBasicMaterial color="#ffffff" depthWrite={false} opacity={0.95} transparent />
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</line>
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<CursorSphere position={[center[0], height, center[1]]} showTooltip={false} />
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<CursorSphere ref={cursorRef} showTooltip={false} />
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</group>
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)
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}
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function createPreviewFill(
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polygon: Array<[number, number]>,
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holes: Array<Array<[number, number]>>,
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): BufferGeometry {
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if (polygon.length < 3) return new BufferGeometry()
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const shape = new Shape()
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const [firstX, firstZ] = polygon[0]!
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shape.moveTo(firstX, -firstZ)
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for (let i = 1; i < polygon.length; i++) {
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const [x, z] = polygon[i]!
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shape.lineTo(x, -z)
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}
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shape.closePath()
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for (const holePolygon of holes) {
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if (holePolygon.length < 3) continue
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const hole = new Path()
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const [hx, hz] = holePolygon[0]!
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hole.moveTo(hx, -hz)
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for (let i = 1; i < holePolygon.length; i++) {
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const [x, z] = holePolygon[i]!
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hole.lineTo(x, -z)
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}
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hole.closePath()
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shape.holes.push(hole)
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}
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const geometry = new ShapeGeometry(shape)
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geometry.rotateX(-Math.PI / 2)
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geometry.computeVertexNormals()
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return geometry
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}
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function createOutline(polygon: Array<[number, number]>): BufferGeometry {
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const geometry = new BufferGeometry()
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if (polygon.length < 2) return geometry
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const points = polygon.map(([x, z]) => new Vector3(x, 0, z))
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const [firstX, firstZ] = polygon[0]!
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points.push(new Vector3(firstX, 0, firstZ))
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geometry.setFromPoints(points)
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return geometry
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}
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export default CeilingMoveTool
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@@ -1,44 +1,39 @@
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'use client'
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import { type FenceNode, useLiveTransforms } from '@pascal-app/core'
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import { emitter, type FenceNode, type GridEvent } 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 { useMemo } from 'react'
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import { useEffect, useRef } from 'react'
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import type { Group } from 'three'
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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 renders the cursor sphere
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* tracking its position from the live-transform store.
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*
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* Selector stability: `originalCenter` is memoized so the live-transform
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* fallback doesn't return a new array per render — that pattern blows
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* up zustand's `Object.is` check and trips "getSnapshot result not
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* cached" → infinite re-render. Same recipe in slab/ceiling move-tool.
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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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* Cursor sphere follows the raw grid pointer via direct ref mutation —
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* no React state, no per-tick re-render. The fence mesh translates
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* visually through the action's `mesh.position` + `useLiveTransforms`
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* writes (live-drag exception); scene start/end are written on commit
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* via the single-undo dance.
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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] = useMemo(
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() => [(node.start[0] + node.end[0]) / 2, 0, (node.start[1] + node.end[1]) / 2],
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[node.start, node.end],
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)
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const cursorRef = useRef<Group>(null)
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// Subscribe to the live-transform reference only (stable across
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// renders unless set/clear was called). Derive position via useMemo
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// so the selector itself stays cached.
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const liveTransform = useLiveTransforms((s) => s.get(fenceId))
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const liveCenter: [number, number, number] = useMemo(
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() => liveTransform?.position ?? originalCenter,
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[liveTransform, originalCenter],
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)
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useEffect(() => {
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const onMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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cursorRef.current.position.set(
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event.localPosition[0],
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event.localPosition[1],
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event.localPosition[2],
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)
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}
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emitter.on('grid:move', onMove)
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return () => {
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emitter.off('grid:move', onMove)
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}
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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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@@ -51,7 +46,10 @@ export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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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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// Initial point — useDragAction requires a Vec2. The action's
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// begin captures everything else from input.node; this is just
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// a placeholder until the first grid:move latches the anchor.
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point: [(node.start[0] + node.end[0]) / 2, (node.start[1] + node.end[1]) / 2],
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},
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onCommit: () => exitMoveMode(true),
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onCancel: () => exitMoveMode(false),
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@@ -59,7 +57,7 @@ export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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return (
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<group>
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<CursorSphere position={liveCenter} showTooltip={false} />
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<CursorSphere ref={cursorRef} showTooltip={false} />
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</group>
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)
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}
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@@ -5,10 +5,13 @@ import {
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type FenceNode,
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type LevelNode,
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type SlabNode,
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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, triggerSFX } from '@pascal-app/editor'
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import type * as THREE from 'three'
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function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
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return a !== null && a[0] === b[0] && a[1] === b[1]
|
||||
@@ -17,17 +20,20 @@ function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
|
||||
/**
|
||||
* 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. Emits grid-snap sfx when
|
||||
* the snapped position changes between ticks (matches legacy UX).
|
||||
* Uses the **live-drag exception** (same recipe as fence move): the
|
||||
* slab MESH is translated visually via `sceneRegistry.nodes.get(slabId)
|
||||
* .position` plus a mirror entry in `useLiveTransforms`. The scene
|
||||
* store's polygon stays untouched during the drag — no React re-render
|
||||
* per tick, no CSG-with-holes rebuild per frame.
|
||||
*
|
||||
* 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.
|
||||
* On commit the final polygon is written to the scene via the single-
|
||||
* undo dance, then the mesh-position offset is cleared. The renderer
|
||||
* picks up the new polygon, the mesh re-mounts at the new world coords,
|
||||
* and zundo records one diff.
|
||||
*
|
||||
* Hosted items don't follow the visual translation (same as legacy —
|
||||
* item.position is independent of slab.polygon). Acceptable: the slab
|
||||
* snaps back into place on commit so the visual mismatch is brief.
|
||||
*/
|
||||
|
||||
function translatePolygon(
|
||||
@@ -49,10 +55,33 @@ function polygonCenter(polygon: Array<[number, number]>): [number, number] {
|
||||
return [sx / polygon.length, sz / polygon.length]
|
||||
}
|
||||
|
||||
function setMeshOffset(id: AnyNodeId, deltaX: number, deltaZ: number): void {
|
||||
const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
|
||||
if (mesh) mesh.position.set(deltaX, 0, deltaZ)
|
||||
}
|
||||
|
||||
function setLiveTransform(
|
||||
id: AnyNodeId,
|
||||
originalCenter: [number, number],
|
||||
deltaX: number,
|
||||
deltaZ: number,
|
||||
): void {
|
||||
useLiveTransforms.getState().set(id, {
|
||||
position: [originalCenter[0] + deltaX, 0, originalCenter[1] + deltaZ],
|
||||
rotation: 0,
|
||||
})
|
||||
}
|
||||
|
||||
function clearLiveState(id: AnyNodeId): void {
|
||||
setMeshOffset(id, 0, 0)
|
||||
useLiveTransforms.getState().clear(id)
|
||||
}
|
||||
|
||||
export type MoveSlabCtx = {
|
||||
slabId: AnyNodeId
|
||||
originalPolygon: Array<[number, number]>
|
||||
originalHoles: Array<Array<[number, number]>>
|
||||
originalCenter: [number, number]
|
||||
parentId: string | null
|
||||
levelWalls: WallNode[]
|
||||
levelFences: FenceNode[]
|
||||
@@ -65,7 +94,6 @@ export type MoveSlabDraft = {
|
||||
holes: Array<Array<[number, number]>>
|
||||
deltaX: number
|
||||
deltaZ: number
|
||||
center: [number, number]
|
||||
}
|
||||
|
||||
export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
|
||||
@@ -100,6 +128,7 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
|
||||
slabId: slab.id as AnyNodeId,
|
||||
originalPolygon,
|
||||
originalHoles,
|
||||
originalCenter: polygonCenter(originalPolygon),
|
||||
parentId,
|
||||
levelWalls,
|
||||
levelFences,
|
||||
@@ -114,7 +143,6 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
|
||||
walls: ctx.levelWalls,
|
||||
fences: ctx.levelFences,
|
||||
})
|
||||
// Emit grid-snap sfx when the snapped position changes.
|
||||
if (!sameSnap(ctx.lastSnapped, snapped)) {
|
||||
if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap')
|
||||
ctx.lastSnapped = snapped
|
||||
@@ -122,40 +150,42 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
|
||||
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))
|
||||
// Translation is computed lazily on commit — preview only needs the
|
||||
// deltas for the mesh-offset visual.
|
||||
return {
|
||||
polygon,
|
||||
holes,
|
||||
polygon: ctx.originalPolygon,
|
||||
holes: ctx.originalHoles,
|
||||
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]
|
||||
apply: (draft, ctx, _scene) => {
|
||||
// Live-drag exception: visual translate via Three.js mesh.position +
|
||||
// useLiveTransforms. No scene.update during the drag, no React
|
||||
// re-render of the slab geometry, no CSG-with-holes rebuild.
|
||||
setMeshOffset(ctx.slabId, draft.deltaX, draft.deltaZ)
|
||||
setLiveTransform(ctx.slabId, ctx.originalCenter, draft.deltaX, draft.deltaZ)
|
||||
return []
|
||||
},
|
||||
|
||||
commit: (draft, ctx, scene) => {
|
||||
// Always push — see fence/actions/curve.ts. Even on a no-movement
|
||||
// commit, the dance must push a pastState entry so Ctrl-Z doesn't
|
||||
// cancel whatever was on the stack before activation.
|
||||
// Single-undo dance — snapshot is empty (no scene.update during
|
||||
// apply), restoreAll is a no-op. Resume history, write the final
|
||||
// polygon. Zundo records one diff: original → translated.
|
||||
scene.restoreAll()
|
||||
scene.resumeHistory()
|
||||
scene.update(ctx.slabId, {
|
||||
polygon: draft.polygon,
|
||||
holes: draft.holes,
|
||||
polygon: translatePolygon(ctx.originalPolygon, draft.deltaX, draft.deltaZ),
|
||||
holes: ctx.originalHoles.map((h) => translatePolygon(h, draft.deltaX, draft.deltaZ)),
|
||||
} as Partial<AnyNode>)
|
||||
clearLiveState(ctx.slabId)
|
||||
return true
|
||||
},
|
||||
|
||||
cancel: (_ctx, _scene) => {
|
||||
// No-op — orchestrator's scene.restoreAll() puts the original
|
||||
// polygon/holes back via the snapshot.
|
||||
cancel: (ctx, _scene) => {
|
||||
// Clear live-drag visual state — mesh snaps back to its (unchanged)
|
||||
// scene position.
|
||||
clearLiveState(ctx.slabId)
|
||||
},
|
||||
}
|
||||
|
||||
@@ -1,26 +1,24 @@
|
||||
'use client'
|
||||
|
||||
import { type SlabNode, useScene } from '@pascal-app/core'
|
||||
import { emitter, type GridEvent, type SlabNode } from '@pascal-app/core'
|
||||
import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useMemo } from 'react'
|
||||
import { useEffect, useMemo, useRef } from 'react'
|
||||
import type { Group } from 'three'
|
||||
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 renders the cursor sphere
|
||||
* at the live polygon center.
|
||||
*
|
||||
* NOTE on selector stability: the live polygon center MUST be derived
|
||||
* via `useMemo` over the node reference rather than computed inside
|
||||
* the `useScene` selector — returning a fresh `[x, z]` tuple from the
|
||||
* selector on every call triggers "getSnapshot result not cached"
|
||||
* → infinite re-render. Same pattern in fence/ceiling move-tool.
|
||||
* The cursor sphere follows the raw grid pointer via direct ref mutation
|
||||
* (no React state, no per-tick re-render). The slab mesh itself is
|
||||
* translated by the action using `mesh.position` + `useLiveTransforms`
|
||||
* (live-drag exception). Scene polygon is only written on commit.
|
||||
*/
|
||||
export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
const slabId = node.id
|
||||
const cursorRef = useRef<Group>(null)
|
||||
|
||||
const initialCenter: [number, number] = useMemo(() => {
|
||||
if (node.polygon.length === 0) return [0, 0]
|
||||
let sx = 0
|
||||
@@ -32,22 +30,22 @@ export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
return [sx / node.polygon.length, sz / node.polygon.length]
|
||||
}, [node.polygon])
|
||||
|
||||
// Subscribe to the live node reference (stable across renders when
|
||||
// the node hasn't changed; new reference per scene update). Derive
|
||||
// the center inside `useMemo` so the selector itself stays cached.
|
||||
const liveNode = useScene((s) => s.nodes[slabId])
|
||||
const liveCenter = useMemo<[number, number]>(() => {
|
||||
if (liveNode?.type !== 'slab') return initialCenter
|
||||
const poly = (liveNode 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
|
||||
// Cursor follows the raw grid pointer — direct Three.js mutation,
|
||||
// bypassing React reconciliation for the per-tick position update.
|
||||
useEffect(() => {
|
||||
const onMove = (event: GridEvent) => {
|
||||
if (!cursorRef.current) return
|
||||
cursorRef.current.position.set(
|
||||
event.localPosition[0],
|
||||
event.localPosition[1],
|
||||
event.localPosition[2],
|
||||
)
|
||||
}
|
||||
return [sx / poly.length, sz / poly.length]
|
||||
}, [liveNode, initialCenter])
|
||||
emitter.on('grid:move', onMove)
|
||||
return () => {
|
||||
emitter.off('grid:move', onMove)
|
||||
}
|
||||
}, [])
|
||||
|
||||
const exitMoveMode = (committed: boolean) => {
|
||||
if (committed) triggerSFX('sfx:item-place')
|
||||
@@ -68,7 +66,7 @@ export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
|
||||
return (
|
||||
<group>
|
||||
<CursorSphere position={[liveCenter[0], 0, liveCenter[1]]} showTooltip={false} />
|
||||
<CursorSphere ref={cursorRef} showTooltip={false} />
|
||||
</group>
|
||||
)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user