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
@@ -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]
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@@ -17,17 +20,20 @@ function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
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/**
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* Phase 5 Stage D — whole-slab move drag affordance.
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*
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* Translates the slab's boundary polygon (and any holes) rigidly under
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* the pointer. Snaps to walls / fences / grid at the level. Latches
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* the drag anchor on the first preview tick so the slab doesn't jump
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* to wherever the activation click landed. Emits grid-snap sfx when
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* the snapped position changes between ticks (matches legacy UX).
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* Uses the **live-drag exception** (same recipe as fence move): the
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* slab MESH is translated visually via `sceneRegistry.nodes.get(slabId)
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* .position` plus a mirror entry in `useLiveTransforms`. The scene
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* store's polygon stays untouched during the drag — no React re-render
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* per tick, no CSG-with-holes rebuild per frame.
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*
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* Unlike fence move, the slab port does **not** use the live-drag
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* exception — polygon CSG geometry is expensive to rebuild per frame,
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* but the legacy tool already writes the polygon to the scene every
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* pointer tick and the user perceives that as smooth. Matching that
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* for now; optimization is a separate task once we measure.
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* On commit the final polygon is written to the scene via the single-
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* undo dance, then the mesh-position offset is cleared. The renderer
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* picks up the new polygon, the mesh re-mounts at the new world coords,
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* and zundo records one diff.
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*
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* Hosted items don't follow the visual translation (same as legacy —
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* item.position is independent of slab.polygon). Acceptable: the slab
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* snaps back into place on commit so the visual mismatch is brief.
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*/
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function translatePolygon(
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@@ -49,10 +55,33 @@ function polygonCenter(polygon: Array<[number, number]>): [number, number] {
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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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): void {
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useLiveTransforms.getState().set(id, {
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position: [originalCenter[0] + deltaX, 0, 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 MoveSlabCtx = {
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slabId: 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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parentId: string | null
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levelWalls: WallNode[]
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levelFences: FenceNode[]
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@@ -65,7 +94,6 @@ export type MoveSlabDraft = {
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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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center: [number, number]
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}
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export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
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@@ -100,6 +128,7 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
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slabId: slab.id as AnyNodeId,
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originalPolygon,
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originalHoles,
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originalCenter: polygonCenter(originalPolygon),
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parentId,
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levelWalls,
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levelFences,
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@@ -114,7 +143,6 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
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walls: ctx.levelWalls,
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fences: ctx.levelFences,
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})
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// Emit grid-snap sfx when the snapped position changes.
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if (!sameSnap(ctx.lastSnapped, snapped)) {
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if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap')
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ctx.lastSnapped = snapped
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@@ -122,40 +150,42 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
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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 polygon = translatePolygon(ctx.originalPolygon, deltaX, deltaZ)
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const holes = ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ))
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// Translation is computed lazily on commit — preview only needs the
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// deltas for the mesh-offset visual.
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return {
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polygon,
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holes,
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polygon: ctx.originalPolygon,
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holes: ctx.originalHoles,
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deltaX,
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deltaZ,
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center: polygonCenter(polygon),
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}
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},
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apply: (draft, ctx, scene) => {
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scene.update(ctx.slabId, {
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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.slabId]
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apply: (draft, ctx, _scene) => {
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// Live-drag exception: visual translate via Three.js mesh.position +
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// useLiveTransforms. No scene.update during the drag, no React
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// re-render of the slab geometry, no CSG-with-holes rebuild.
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setMeshOffset(ctx.slabId, draft.deltaX, draft.deltaZ)
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setLiveTransform(ctx.slabId, ctx.originalCenter, draft.deltaX, draft.deltaZ)
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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. Even on a no-movement
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// commit, the dance must push a pastState entry so Ctrl-Z doesn't
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// cancel whatever was on the stack before activation.
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// Single-undo dance — snapshot is empty (no scene.update during
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// apply), restoreAll is a no-op. Resume history, write the final
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// polygon. Zundo records one diff: original → translated.
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scene.restoreAll()
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scene.resumeHistory()
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scene.update(ctx.slabId, {
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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.slabId)
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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() puts the original
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// polygon/holes back via the snapshot.
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cancel: (ctx, _scene) => {
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// Clear live-drag visual state — mesh snaps back to its (unchanged)
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// scene position.
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clearLiveState(ctx.slabId)
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},
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}
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@@ -1,26 +1,24 @@
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'use client'
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import { type SlabNode, useScene } from '@pascal-app/core'
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import { emitter, type GridEvent, type SlabNode } 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, useMemo, useRef } from 'react'
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import type { Group } from 'three'
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import { moveSlabDragAction } from './actions/move'
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/**
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* Phase 5 Stage D — thin React wrapper around `moveSlabDragAction`.
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*
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* Replaces the legacy `MoveSlabTool` (182 LoC). All math + history
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* dance lives in the action; this wrapper renders the cursor sphere
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* at the live polygon center.
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*
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* NOTE on selector stability: the live polygon center MUST be derived
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* via `useMemo` over the node reference rather than computed inside
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* the `useScene` selector — returning a fresh `[x, z]` tuple from the
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* selector on every call triggers "getSnapshot result not cached"
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* → infinite re-render. Same pattern in fence/ceiling move-tool.
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* The cursor sphere follows the raw grid pointer via direct ref mutation
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* (no React state, no per-tick re-render). The slab mesh itself is
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* translated by the action using `mesh.position` + `useLiveTransforms`
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* (live-drag exception). Scene polygon is only written on commit.
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*/
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export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
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const slabId = node.id
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const cursorRef = useRef<Group>(null)
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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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@@ -32,22 +30,22 @@ export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
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return [sx / node.polygon.length, sz / node.polygon.length]
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}, [node.polygon])
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// Subscribe to the live node reference (stable across renders when
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// the node hasn't changed; new reference per scene update). Derive
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// the center inside `useMemo` so the selector itself stays cached.
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const liveNode = useScene((s) => s.nodes[slabId])
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const liveCenter = useMemo<[number, number]>(() => {
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if (liveNode?.type !== 'slab') return initialCenter
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const poly = (liveNode as SlabNode).polygon
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if (poly.length === 0) return initialCenter
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let sx = 0
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let sz = 0
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for (const [x, z] of poly) {
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sx += x
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sz += z
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// Cursor follows the raw grid pointer — direct Three.js mutation,
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// bypassing React reconciliation for the per-tick position update.
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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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return [sx / poly.length, sz / poly.length]
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}, [liveNode, initialCenter])
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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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@@ -68,7 +66,7 @@ export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
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return (
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<group>
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<CursorSphere position={[liveCenter[0], 0, liveCenter[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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