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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