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
@@ -209,6 +209,33 @@ describe('Single-undo dance', () => {
expect((after as { curveOffset: number }).curveOffset).toBe(0) expect((after as { curveOffset: number }).curveOffset).toBe(0)
}) })
test('REAL bend (draft != original): one Ctrl-Z undoes only the bend', () => {
useScene.getState().createNode(makeFence(0))
const stateAfterCreate = useScene.getState().nodes[FENCE_ID] as { curveOffset: number }
expect(stateAfterCreate.curveOffset).toBe(0)
const scene = createSceneApi(useScene)
scene.pauseHistory()
// Simulate a real drag: capture original, mutate to non-zero.
scene.update(FENCE_ID, { curveOffset: 0.5 } as Partial<AnyNode>)
expect((useScene.getState().nodes[FENCE_ID] as { curveOffset: number }).curveOffset).toBe(0.5)
// Dance.
scene.restoreAll()
expect((useScene.getState().nodes[FENCE_ID] as { curveOffset: number }).curveOffset).toBe(0)
scene.resumeHistory()
scene.update(FENCE_ID, { curveOffset: 0.5 } as Partial<AnyNode>)
expect((useScene.getState().nodes[FENCE_ID] as { curveOffset: number }).curveOffset).toBe(0.5)
// First Ctrl-Z should undo the bend.
useScene.temporal.getState().undo()
const afterFirstUndo = useScene.getState().nodes[FENCE_ID] as
| { curveOffset: number }
| undefined
expect(afterFirstUndo).toBeDefined()
expect(afterFirstUndo?.curveOffset).toBe(0)
})
test('a SECOND undo rolls the create step back', () => { test('a SECOND undo rolls the create step back', () => {
useScene.getState().createNode(makeFence(0)) useScene.getState().createNode(makeFence(0))
const scene = createSceneApi(useScene) const scene = createSceneApi(useScene)
+67 -29
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@@ -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 { triggerSFX } from '@pascal-app/editor'
import type * as THREE from 'three'
/** /**
* Phase 5 Stage D — whole-ceiling move drag affordance. * Phase 5 Stage D — whole-ceiling move drag affordance.
* *
* Mirrors `slab/actions/move.ts` shape but ceiling snaps purely to a * Live-drag exception (same recipe as slab/fence move): translate the
* 0.5m grid (no wall/fence corner snap — ceilings are typically * ceiling MESH visually via `sceneRegistry.nodes.get(ceilingId)
* placed independent of the floor layout). Drag anchor is latched on * .position` plus a mirror in `useLiveTransforms`. No scene.update
* the first preview tick so the ceiling doesn't jump. Emits a grid- * during the drag → no React re-render, no polygon CSG rebuild per
* snap sfx when the snapped position changes between ticks. * 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 const GRID_STEP = 0.5
@@ -31,17 +40,51 @@ function translatePolygon(
return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number]) 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 = { export type MoveCeilingCtx = {
ceilingId: AnyNodeId ceilingId: AnyNodeId
originalPolygon: Array<[number, number]> originalPolygon: Array<[number, number]>
originalHoles: Array<Array<[number, number]>> originalHoles: Array<Array<[number, number]>>
originalCenter: [number, number]
height: number
dragAnchor: [number, number] | null dragAnchor: [number, number] | null
lastSnapped: [number, number] | null lastSnapped: [number, number] | null
} }
export type MoveCeilingDraft = { export type MoveCeilingDraft = {
polygon: Array<[number, number]>
holes: Array<Array<[number, number]>>
deltaX: number deltaX: number
deltaZ: number deltaZ: number
} }
@@ -50,12 +93,15 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
begin: (input) => { begin: (input) => {
const ceiling = input.node as CeilingNode | undefined const ceiling = input.node as CeilingNode | undefined
if (!ceiling) throw new Error('[moveCeilingDragAction] begin requires a ceiling node') if (!ceiling) throw new Error('[moveCeilingDragAction] begin requires a ceiling node')
const originalPolygon = ceiling.polygon.map(([x, z]) => [x, z] as [number, number])
return { return {
ceilingId: ceiling.id as AnyNodeId, ceilingId: ceiling.id as AnyNodeId,
originalPolygon: ceiling.polygon.map(([x, z]) => [x, z] as [number, number]), originalPolygon,
originalHoles: (ceiling.holes ?? []).map((h) => originalHoles: (ceiling.holes ?? []).map((h) =>
h.map(([x, z]) => [x, z] as [number, number]), h.map(([x, z]) => [x, z] as [number, number]),
), ),
originalCenter: polygonCenter(originalPolygon),
height: ceiling.height ?? 2.5,
dragAnchor: null, dragAnchor: null,
lastSnapped: null, lastSnapped: null,
} }
@@ -70,38 +116,30 @@ export const moveCeilingDragAction: DragAction<MoveCeilingCtx, MoveCeilingDraft>
ctx.lastSnapped = snapped ctx.lastSnapped = snapped
} }
if (!ctx.dragAnchor) ctx.dragAnchor = snapped if (!ctx.dragAnchor) ctx.dragAnchor = snapped
const deltaX = sx - ctx.dragAnchor[0]
const deltaZ = sz - ctx.dragAnchor[1]
return { return {
polygon: translatePolygon(ctx.originalPolygon, deltaX, deltaZ), deltaX: sx - ctx.dragAnchor[0],
holes: ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)), deltaZ: sz - ctx.dragAnchor[1],
deltaX,
deltaZ,
} }
}, },
apply: (draft, ctx, scene) => { apply: (draft, ctx, _scene) => {
scene.update(ctx.ceilingId, { setMeshOffset(ctx.ceilingId, draft.deltaX, draft.deltaZ)
polygon: draft.polygon, setLiveTransform(ctx.ceilingId, ctx.originalCenter, draft.deltaX, draft.deltaZ, ctx.height)
holes: draft.holes, return []
} as Partial<AnyNode>)
return [ctx.ceilingId]
}, },
commit: (draft, ctx, scene) => { 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.restoreAll()
scene.resumeHistory() scene.resumeHistory()
scene.update(ctx.ceilingId, { scene.update(ctx.ceilingId, {
polygon: draft.polygon, polygon: translatePolygon(ctx.originalPolygon, draft.deltaX, draft.deltaZ),
holes: draft.holes, holes: ctx.originalHoles.map((h) => translatePolygon(h, draft.deltaX, draft.deltaZ)),
} as Partial<AnyNode>) } as Partial<AnyNode>)
clearLiveState(ctx.ceilingId)
return true return true
}, },
cancel: (_ctx, _scene) => { cancel: (ctx, _scene) => {
// No-op — orchestrator's scene.restoreAll() restores via snapshot. clearLiveState(ctx.ceilingId)
}, },
} }
+34 -80
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@@ -1,46 +1,54 @@
'use client' '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 { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer' import { useViewer } from '@pascal-app/viewer'
import { useMemo } from 'react' import { useEffect, useMemo, useRef } from 'react'
import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three' import type { Group } from 'three'
import { moveCeilingDragAction } from './actions/move' import { moveCeilingDragAction } from './actions/move'
/** /**
* Phase 5 Stage D — thin React wrapper around `moveCeilingDragAction`. * Phase 5 Stage D — thin React wrapper around `moveCeilingDragAction`.
* *
* Renders the cursor sphere at the ceiling polygon's live center plus * Same shape as `slab/move-tool.tsx`: cursor sphere follows the raw
* a translucent preview fill + outline so the user sees where the * grid pointer via direct ref mutation, the ceiling mesh translates
* ceiling lands before clicking. Polygon + holes are pulled from * visually via `mesh.position` + `useLiveTransforms`, scene polygon is
* `useScene` so the wrapper mirrors the action's per-tick writes. * 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 }) => { export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
const ceilingId = node.id const ceilingId = node.id
const height = node.height ?? 2.5 const cursorRef = useRef<Group>(null)
const live = useScene((s) => s.nodes[ceilingId]) const initialCenter: [number, number] = useMemo(() => {
const liveCeiling = live?.type === 'ceiling' ? (live as CeilingNode) : node if (node.polygon.length === 0) return [0, 0]
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]
let sx = 0 let sx = 0
let sz = 0 let sz = 0
for (const [x, z] of polygon) { for (const [x, z] of node.polygon) {
sx += x sx += x
sz += z sz += z
} }
return [sx / polygon.length, sz / polygon.length] return [sx / node.polygon.length, sz / node.polygon.length]
}, [polygon]) }, [node.polygon])
const previewFillGeometry = useMemo(() => createPreviewFill(polygon, holes), [polygon, holes]) useEffect(() => {
const previewOutlineGeometry = useMemo(() => createOutline(polygon), [polygon]) 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) => { const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place') if (committed) triggerSFX('sfx:item-place')
@@ -53,7 +61,7 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
action: moveCeilingDragAction, action: moveCeilingDragAction,
initial: { initial: {
node, node,
point: center, point: initialCenter,
}, },
onCommit: () => exitMoveMode(true), onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false), onCancel: () => exitMoveMode(false),
@@ -61,63 +69,9 @@ export const CeilingMoveTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
return ( return (
<group> <group>
<mesh geometry={previewFillGeometry} position={[0, height + 0.012, 0]}> <CursorSphere ref={cursorRef} showTooltip={false} />
<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} />
</group> </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 export default CeilingMoveTool
+27 -29
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@@ -1,44 +1,39 @@
'use client' 'use client'
import { type FenceNode, useLiveTransforms } from '@pascal-app/core' import { emitter, type FenceNode, type GridEvent } from '@pascal-app/core'
import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor' import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer' import { useViewer } from '@pascal-app/viewer'
import { useMemo } from 'react' import { useEffect, useRef } from 'react'
import type { Group } from 'three'
import { moveFenceDragAction } from './actions/move' import { moveFenceDragAction } from './actions/move'
/** /**
* Phase 5 Stage D — thin React wrapper around `moveFenceDragAction`. * Phase 5 Stage D — thin React wrapper around `moveFenceDragAction`.
* *
* Replaces the legacy `MoveFenceTool` (302 LoC). The action owns all * Cursor sphere follows the raw grid pointer via direct ref mutation —
* the math (snap + linked cascade + live-drag mesh offsets + * no React state, no per-tick re-render. The fence mesh translates
* single-undo dance on commit). The wrapper renders the cursor sphere * visually through the action's `mesh.position` + `useLiveTransforms`
* tracking its position from the live-transform store. * writes (live-drag exception); scene start/end are written on commit
* * via the single-undo dance.
* Selector stability: `originalCenter` is memoized so the live-transform
* fallback doesn't return a new array per render — that pattern blows
* up zustand's `Object.is` check and trips "getSnapshot result not
* cached" → infinite re-render. Same recipe in slab/ceiling move-tool.
*
* Mounted by ToolManager when `useEditor.movingNode` is a fence
* (capability-driven dispatch — fence has no `movable` capability, so
* the legacy MoveTool's per-kind branch chain falls through to here
* via the new affordance dispatch).
*/ */
export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => { export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
const fenceId = node.id const fenceId = node.id
const originalCenter: [number, number, number] = useMemo( const cursorRef = useRef<Group>(null)
() => [(node.start[0] + node.end[0]) / 2, 0, (node.start[1] + node.end[1]) / 2],
[node.start, node.end],
)
// Subscribe to the live-transform reference only (stable across useEffect(() => {
// renders unless set/clear was called). Derive position via useMemo const onMove = (event: GridEvent) => {
// so the selector itself stays cached. if (!cursorRef.current) return
const liveTransform = useLiveTransforms((s) => s.get(fenceId)) cursorRef.current.position.set(
const liveCenter: [number, number, number] = useMemo( event.localPosition[0],
() => liveTransform?.position ?? originalCenter, event.localPosition[1],
[liveTransform, originalCenter], event.localPosition[2],
) )
}
emitter.on('grid:move', onMove)
return () => {
emitter.off('grid:move', onMove)
}
}, [])
const exitMoveMode = (committed: boolean) => { const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place') if (committed) triggerSFX('sfx:item-place')
@@ -51,7 +46,10 @@ export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
action: moveFenceDragAction, action: moveFenceDragAction,
initial: { initial: {
node, node,
point: [originalCenter[0], originalCenter[2]], // Initial point — useDragAction requires a Vec2. The action's
// begin captures everything else from input.node; this is just
// a placeholder until the first grid:move latches the anchor.
point: [(node.start[0] + node.end[0]) / 2, (node.start[1] + node.end[1]) / 2],
}, },
onCommit: () => exitMoveMode(true), onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false), onCancel: () => exitMoveMode(false),
@@ -59,7 +57,7 @@ export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
return ( return (
<group> <group>
<CursorSphere position={liveCenter} showTooltip={false} /> <CursorSphere ref={cursorRef} showTooltip={false} />
</group> </group>
) )
} }
+61 -31
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@@ -5,10 +5,13 @@ import {
type FenceNode, type FenceNode,
type LevelNode, type LevelNode,
type SlabNode, type SlabNode,
sceneRegistry,
useLiveTransforms,
useScene, useScene,
type WallNode, type WallNode,
} from '@pascal-app/core' } from '@pascal-app/core'
import { type FencePlanPoint, snapFenceDraftPoint, triggerSFX } from '@pascal-app/editor' import { type FencePlanPoint, snapFenceDraftPoint, triggerSFX } from '@pascal-app/editor'
import type * as THREE from 'three'
function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean { function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
return a !== null && a[0] === b[0] && a[1] === b[1] 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. * Phase 5 Stage D — whole-slab move drag affordance.
* *
* Translates the slab's boundary polygon (and any holes) rigidly under * Uses the **live-drag exception** (same recipe as fence move): the
* the pointer. Snaps to walls / fences / grid at the level. Latches * slab MESH is translated visually via `sceneRegistry.nodes.get(slabId)
* the drag anchor on the first preview tick so the slab doesn't jump * .position` plus a mirror entry in `useLiveTransforms`. The scene
* to wherever the activation click landed. Emits grid-snap sfx when * store's polygon stays untouched during the drag — no React re-render
* the snapped position changes between ticks (matches legacy UX). * per tick, no CSG-with-holes rebuild per frame.
* *
* Unlike fence move, the slab port does **not** use the live-drag * On commit the final polygon is written to the scene via the single-
* exception — polygon CSG geometry is expensive to rebuild per frame, * undo dance, then the mesh-position offset is cleared. The renderer
* but the legacy tool already writes the polygon to the scene every * picks up the new polygon, the mesh re-mounts at the new world coords,
* pointer tick and the user perceives that as smooth. Matching that * and zundo records one diff.
* for now; optimization is a separate task once we measure. *
* 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( function translatePolygon(
@@ -49,10 +55,33 @@ function polygonCenter(polygon: Array<[number, number]>): [number, number] {
return [sx / polygon.length, sz / polygon.length] 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 = { export type MoveSlabCtx = {
slabId: AnyNodeId slabId: AnyNodeId
originalPolygon: Array<[number, number]> originalPolygon: Array<[number, number]>
originalHoles: Array<Array<[number, number]>> originalHoles: Array<Array<[number, number]>>
originalCenter: [number, number]
parentId: string | null parentId: string | null
levelWalls: WallNode[] levelWalls: WallNode[]
levelFences: FenceNode[] levelFences: FenceNode[]
@@ -65,7 +94,6 @@ export type MoveSlabDraft = {
holes: Array<Array<[number, number]>> holes: Array<Array<[number, number]>>
deltaX: number deltaX: number
deltaZ: number deltaZ: number
center: [number, number]
} }
export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = { export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
@@ -100,6 +128,7 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
slabId: slab.id as AnyNodeId, slabId: slab.id as AnyNodeId,
originalPolygon, originalPolygon,
originalHoles, originalHoles,
originalCenter: polygonCenter(originalPolygon),
parentId, parentId,
levelWalls, levelWalls,
levelFences, levelFences,
@@ -114,7 +143,6 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
walls: ctx.levelWalls, walls: ctx.levelWalls,
fences: ctx.levelFences, fences: ctx.levelFences,
}) })
// Emit grid-snap sfx when the snapped position changes.
if (!sameSnap(ctx.lastSnapped, snapped)) { if (!sameSnap(ctx.lastSnapped, snapped)) {
if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap') if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap')
ctx.lastSnapped = snapped ctx.lastSnapped = snapped
@@ -122,40 +150,42 @@ export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
if (!ctx.dragAnchor) ctx.dragAnchor = snapped if (!ctx.dragAnchor) ctx.dragAnchor = snapped
const deltaX = snapped[0] - ctx.dragAnchor[0] const deltaX = snapped[0] - ctx.dragAnchor[0]
const deltaZ = snapped[1] - ctx.dragAnchor[1] const deltaZ = snapped[1] - ctx.dragAnchor[1]
const polygon = translatePolygon(ctx.originalPolygon, deltaX, deltaZ) // Translation is computed lazily on commit — preview only needs the
const holes = ctx.originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)) // deltas for the mesh-offset visual.
return { return {
polygon, polygon: ctx.originalPolygon,
holes, holes: ctx.originalHoles,
deltaX, deltaX,
deltaZ, deltaZ,
center: polygonCenter(polygon),
} }
}, },
apply: (draft, ctx, scene) => { apply: (draft, ctx, _scene) => {
scene.update(ctx.slabId, { // Live-drag exception: visual translate via Three.js mesh.position +
polygon: draft.polygon, // useLiveTransforms. No scene.update during the drag, no React
holes: draft.holes, // re-render of the slab geometry, no CSG-with-holes rebuild.
} as Partial<AnyNode>) setMeshOffset(ctx.slabId, draft.deltaX, draft.deltaZ)
return [ctx.slabId] setLiveTransform(ctx.slabId, ctx.originalCenter, draft.deltaX, draft.deltaZ)
return []
}, },
commit: (draft, ctx, scene) => { commit: (draft, ctx, scene) => {
// Always push — see fence/actions/curve.ts. Even on a no-movement // Single-undo dance — snapshot is empty (no scene.update during
// commit, the dance must push a pastState entry so Ctrl-Z doesn't // apply), restoreAll is a no-op. Resume history, write the final
// cancel whatever was on the stack before activation. // polygon. Zundo records one diff: original → translated.
scene.restoreAll() scene.restoreAll()
scene.resumeHistory() scene.resumeHistory()
scene.update(ctx.slabId, { scene.update(ctx.slabId, {
polygon: draft.polygon, polygon: translatePolygon(ctx.originalPolygon, draft.deltaX, draft.deltaZ),
holes: draft.holes, holes: ctx.originalHoles.map((h) => translatePolygon(h, draft.deltaX, draft.deltaZ)),
} as Partial<AnyNode>) } as Partial<AnyNode>)
clearLiveState(ctx.slabId)
return true return true
}, },
cancel: (_ctx, _scene) => { cancel: (ctx, _scene) => {
// No-op — orchestrator's scene.restoreAll() puts the original // Clear live-drag visual state — mesh snaps back to its (unchanged)
// polygon/holes back via the snapshot. // scene position.
clearLiveState(ctx.slabId)
}, },
} }
+25 -27
View File
@@ -1,26 +1,24 @@
'use client' '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 { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer' 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' import { moveSlabDragAction } from './actions/move'
/** /**
* Phase 5 Stage D — thin React wrapper around `moveSlabDragAction`. * Phase 5 Stage D — thin React wrapper around `moveSlabDragAction`.
* *
* Replaces the legacy `MoveSlabTool` (182 LoC). All math + history * The cursor sphere follows the raw grid pointer via direct ref mutation
* dance lives in the action; this wrapper renders the cursor sphere * (no React state, no per-tick re-render). The slab mesh itself is
* at the live polygon center. * translated by the action using `mesh.position` + `useLiveTransforms`
* * (live-drag exception). Scene polygon is only written on commit.
* 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.
*/ */
export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => { export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
const slabId = node.id const slabId = node.id
const cursorRef = useRef<Group>(null)
const initialCenter: [number, number] = useMemo(() => { const initialCenter: [number, number] = useMemo(() => {
if (node.polygon.length === 0) return [0, 0] if (node.polygon.length === 0) return [0, 0]
let sx = 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] return [sx / node.polygon.length, sz / node.polygon.length]
}, [node.polygon]) }, [node.polygon])
// Subscribe to the live node reference (stable across renders when // Cursor follows the raw grid pointer — direct Three.js mutation,
// the node hasn't changed; new reference per scene update). Derive // bypassing React reconciliation for the per-tick position update.
// the center inside `useMemo` so the selector itself stays cached. useEffect(() => {
const liveNode = useScene((s) => s.nodes[slabId]) const onMove = (event: GridEvent) => {
const liveCenter = useMemo<[number, number]>(() => { if (!cursorRef.current) return
if (liveNode?.type !== 'slab') return initialCenter cursorRef.current.position.set(
const poly = (liveNode as SlabNode).polygon event.localPosition[0],
if (poly.length === 0) return initialCenter event.localPosition[1],
let sx = 0 event.localPosition[2],
let sz = 0 )
for (const [x, z] of poly) {
sx += x
sz += z
} }
return [sx / poly.length, sz / poly.length] emitter.on('grid:move', onMove)
}, [liveNode, initialCenter]) return () => {
emitter.off('grid:move', onMove)
}
}, [])
const exitMoveMode = (committed: boolean) => { const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place') if (committed) triggerSFX('sfx:item-place')
@@ -68,7 +66,7 @@ export const SlabMoveTool: React.FC<{ node: SlabNode }> = ({ node }) => {
return ( return (
<group> <group>
<CursorSphere position={[liveCenter[0], 0, liveCenter[1]]} showTooltip={false} /> <CursorSphere ref={cursorRef} showTooltip={false} />
</group> </group>
) )
} }