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:
Wassim SAMAD
2026-05-18 08:27:27 -04:00
co-authored by Claude Opus 4.7
parent c2c2f66427
commit d1231b4901
6 changed files with 242 additions and 197 deletions
+67 -29
View File
@@ -1,16 +1,25 @@
import type { AnyNode, AnyNodeId, CeilingNode, DragAction } from '@pascal-app/core'
import {
type AnyNode,
type AnyNodeId,
type CeilingNode,
type DragAction,
sceneRegistry,
useLiveTransforms,
} from '@pascal-app/core'
import { triggerSFX } from '@pascal-app/editor'
import type * as THREE from 'three'
/**
* Phase 5 Stage D — whole-ceiling move drag affordance.
*
* Mirrors `slab/actions/move.ts` shape but ceiling snaps purely to a
* 0.5m grid (no wall/fence corner snap — ceilings are typically
* placed independent of the floor layout). Drag anchor is latched on
* the first preview tick so the ceiling doesn't jump. Emits a grid-
* snap sfx when the snapped position changes between ticks.
* Live-drag exception (same recipe as slab/fence move): translate the
* ceiling MESH visually via `sceneRegistry.nodes.get(ceilingId)
* .position` plus a mirror in `useLiveTransforms`. No scene.update
* during the drag → no React re-render, no polygon CSG rebuild per
* tick. Snaps to a 0.5m grid (no wall/fence corner snap).
*
* Single-undo dance on commit, same recipe as slab/fence.
* On commit the final polygon is written via the single-undo dance
* and the mesh-offset is cleared.
*/
const GRID_STEP = 0.5
@@ -31,17 +40,51 @@ function translatePolygon(
return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number])
}
function polygonCenter(polygon: Array<[number, number]>): [number, number] {
if (polygon.length === 0) return [0, 0]
let sx = 0
let sz = 0
for (const [x, z] of polygon) {
sx += x
sz += z
}
return [sx / polygon.length, sz / polygon.length]
}
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,
height: number,
): void {
useLiveTransforms.getState().set(id, {
position: [originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ],
rotation: 0,
})
}
function clearLiveState(id: AnyNodeId): void {
setMeshOffset(id, 0, 0)
useLiveTransforms.getState().clear(id)
}
export type MoveCeilingCtx = {
ceilingId: AnyNodeId
originalPolygon: Array<[number, number]>
originalHoles: Array<Array<[number, number]>>
originalCenter: [number, number]
height: number
dragAnchor: [number, number] | null
lastSnapped: [number, number] | null
}
export type MoveCeilingDraft = {
polygon: Array<[number, number]>
holes: Array<Array<[number, number]>>
deltaX: number
deltaZ: number
}
@@ -50,12 +93,15 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
begin: (input) => {
const ceiling = input.node as CeilingNode | undefined
if (!ceiling) throw new Error('[moveCeilingDragAction] begin requires a ceiling node')
const originalPolygon = ceiling.polygon.map(([x, z]) => [x, z] as [number, number])
return {
ceilingId: ceiling.id as AnyNodeId,
originalPolygon: ceiling.polygon.map(([x, z]) => [x, z] as [number, number]),
originalPolygon,
originalHoles: (ceiling.holes ?? []).map((h) =>
h.map(([x, z]) => [x, z] as [number, number]),
),
originalCenter: polygonCenter(originalPolygon),
height: ceiling.height ?? 2.5,
dragAnchor: null,
lastSnapped: null,
}
@@ -70,38 +116,30 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
ctx.lastSnapped = snapped
}
if (!ctx.dragAnchor) ctx.dragAnchor = snapped
const deltaX = sx - ctx.dragAnchor[0]
const deltaZ = sz - ctx.dragAnchor[1]
return {
polygon: translatePolygon(ctx.originalPolygon, deltaX, deltaZ),
holes: ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
deltaX,
deltaZ,
deltaX: sx - ctx.dragAnchor[0],
deltaZ: sz - ctx.dragAnchor[1],
}
},
apply: (draft, ctx, scene) => {
scene.update(ctx.ceilingId, {
polygon: draft.polygon,
holes: draft.holes,
} as Partial<AnyNode>)
return [ctx.ceilingId]
apply: (draft, ctx, _scene) => {
setMeshOffset(ctx.ceilingId, draft.deltaX, draft.deltaZ)
setLiveTransform(ctx.ceilingId, ctx.originalCenter, draft.deltaX, draft.deltaZ, ctx.height)
return []
},
commit: (draft, ctx, scene) => {
// Always push — see fence/actions/curve.ts. No-movement still
// records a pastState entry so Ctrl-Z doesn't fall through to the
// ceiling-create step.
scene.restoreAll()
scene.resumeHistory()
scene.update(ctx.ceilingId, {
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.ceilingId)
return true
},
cancel: (_ctx, _scene) => {
// No-op — orchestrator's scene.restoreAll() restores via snapshot.
cancel: (ctx, _scene) => {
clearLiveState(ctx.ceilingId)
},
}
+34 -80
View File
@@ -1,46 +1,54 @@
'use client'
import { type CeilingNode, useScene } from '@pascal-app/core'
import { type CeilingNode, emitter, type GridEvent } from '@pascal-app/core'
import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useMemo } from 'react'
import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three'
import { useEffect, useMemo, useRef } from 'react'
import type { Group } from 'three'
import { moveCeilingDragAction } from './actions/move'
/**
* Phase 5 Stage D — thin React wrapper around `moveCeilingDragAction`.
*
* Renders the cursor sphere at the ceiling polygon's live center plus
* a translucent preview fill + outline so the user sees where the
* ceiling lands before clicking. Polygon + holes are pulled from
* `useScene` so the wrapper mirrors the action's per-tick writes.
* Same shape as `slab/move-tool.tsx`: cursor sphere follows the raw
* grid pointer via direct ref mutation, the ceiling mesh translates
* visually via `mesh.position` + `useLiveTransforms`, scene polygon is
* written only on commit (single-undo dance).
*
* No preview fill / outline mesh — moving a translucent overlay every
* tick adds the same per-frame React reconciliation cost we're trying
* to avoid here. The real ceiling mesh translates in place; that's
* enough visual feedback.
*/
export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
const ceilingId = node.id
const height = node.height ?? 2.5
const cursorRef = useRef<Group>(null)
const live = useScene((s) => s.nodes[ceilingId])
const liveCeiling = live?.type === 'ceiling' ? (live as CeilingNode) : node
const polygon = liveCeiling.polygon
// `?? []` would return a NEW empty array per render, busting downstream
// useMemo deps and (under StrictMode) potentially triggering the
// "getSnapshot result not cached" warning. Memoize against the source.
const EMPTY_HOLES = useMemo(() => [] as Array<Array<[number, number]>>, [])
const holes = liveCeiling.holes ?? EMPTY_HOLES
const center: [number, number] = useMemo(() => {
if (polygon.length === 0) return [0, 0]
const initialCenter: [number, number] = useMemo(() => {
if (node.polygon.length === 0) return [0, 0]
let sx = 0
let sz = 0
for (const [x, z] of polygon) {
for (const [x, z] of node.polygon) {
sx += x
sz += z
}
return [sx / polygon.length, sz / polygon.length]
}, [polygon])
return [sx / node.polygon.length, sz / node.polygon.length]
}, [node.polygon])
const previewFillGeometry = useMemo(() => createPreviewFill(polygon, holes), [polygon, holes])
const previewOutlineGeometry = useMemo(() => createOutline(polygon), [polygon])
useEffect(() => {
const onMove = (event: GridEvent) => {
if (!cursorRef.current) return
cursorRef.current.position.set(
event.localPosition[0],
event.localPosition[1],
event.localPosition[2],
)
}
emitter.on('grid:move', onMove)
return () => {
emitter.off('grid:move', onMove)
}
}, [])
const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place')
@@ -53,7 +61,7 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
action: moveCeilingDragAction,
initial: {
node,
point: center,
point: initialCenter,
},
onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false),
@@ -61,63 +69,9 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
return (
<group>
<mesh geometry={previewFillGeometry} position={[0, height + 0.012, 0]}>
<meshBasicMaterial
color="#f5f5f4"
depthWrite={false}
opacity={0.3}
side={DoubleSide}
transparent
/>
</mesh>
{/* @ts-ignore */}
<line geometry={previewOutlineGeometry} position={[0, height + 0.02, 0]}>
<lineBasicMaterial color="#ffffff" depthWrite={false} opacity={0.95} transparent />
</line>
<CursorSphere position={[center[0], height, center[1]]} showTooltip={false} />
<CursorSphere ref={cursorRef} showTooltip={false} />
</group>
)
}
function createPreviewFill(
polygon: Array<[number, number]>,
holes: Array<Array<[number, number]>>,
): BufferGeometry {
if (polygon.length < 3) return new BufferGeometry()
const shape = new Shape()
const [firstX, firstZ] = polygon[0]!
shape.moveTo(firstX, -firstZ)
for (let i = 1; i < polygon.length; i++) {
const [x, z] = polygon[i]!
shape.lineTo(x, -z)
}
shape.closePath()
for (const holePolygon of holes) {
if (holePolygon.length < 3) continue
const hole = new Path()
const [hx, hz] = holePolygon[0]!
hole.moveTo(hx, -hz)
for (let i = 1; i < holePolygon.length; i++) {
const [x, z] = holePolygon[i]!
hole.lineTo(x, -z)
}
hole.closePath()
shape.holes.push(hole)
}
const geometry = new ShapeGeometry(shape)
geometry.rotateX(-Math.PI / 2)
geometry.computeVertexNormals()
return geometry
}
function createOutline(polygon: Array<[number, number]>): BufferGeometry {
const geometry = new BufferGeometry()
if (polygon.length < 2) return geometry
const points = polygon.map(([x, z]) => new Vector3(x, 0, z))
const [firstX, firstZ] = polygon[0]!
points.push(new Vector3(firstX, 0, firstZ))
geometry.setFromPoints(points)
return geometry
}
export default CeilingMoveTool