Phase 5 Stage D moves: live-drag mesh.position for slab / ceiling / fence
User-reported regressions on the 1:1 legacy ports: slab/ceiling moves were slow (polygon CSG rebuilds per scene.update tick), fence moves teleported briefly on commit (residual mesh.position offset survived the geometry rebuild). All three now use the same live-drag pattern the legacy fence move was designed for: - During drag, write only to `sceneRegistry.nodes.get(id).position` + `useLiveTransforms`. No `scene.update`, no polygon rebuild, no React re-render of geometry. - History stays UNPAUSED — scene state isn't changing. - On commit, a single `scene.update` writes the translated polygon (or fence start/end + linked-fence cascade). Recorded as one natural undo step. - Tools leave `mesh.position` at the drag delta on commit; GeometrySystem / CeilingSystem reset it to (0,0,0) when they rebuild the geometry on the next frame. By the time position clears, the new geometry is in place — no teleport. Two framework changes enable this: - `GeometrySystem` (viewer/systems/geometry) now resets `group.position` + `group.rotation` after every rebuild, matching the legacy `FenceSystem.updateFenceGeometry` behavior. Tools that translate the group during live-drag can rely on the reset. - Legacy `CeilingSystem.updateCeilingGeometry` extends its existing `position.y` reset to cover X/Z too — previously it left X/Z at the drag delta after rebuild, double-translating the visual. 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
1e15e10185
commit
f4ea07e05b
@@ -5,19 +5,27 @@ import {
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type CeilingNode,
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emitter,
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type GridEvent,
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sceneRegistry,
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useLiveTransforms,
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useScene,
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} from '@pascal-app/core'
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import { CursorSphere, markToolCancelConsumed, triggerSFX, useEditor } from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three'
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import { useCallback, useEffect, useRef, useState } from 'react'
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import type * as THREE from 'three'
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/**
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* Phase 5 Stage D — ceiling whole-move tool (kind-owned).
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* Phase 5 Stage D — ceiling whole-move tool.
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*
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* 1:1 port of the legacy `MoveCeilingTool`. 0.5m grid snap, scene.update
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* per tick, history dance on commit, preview fill + outline overlay
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* matching the legacy.
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* Live-drag pattern: translate the ceiling MESH visually via
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* `sceneRegistry.nodes.get(id).position` + a mirror in
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* `useLiveTransforms`. No `scene.update` during the drag — polygon CSG
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* with holes isn't rebuilt per tick. On commit we write the translated
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* polygon to the scene once; the legacy `CeilingSystem` resets the
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* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
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* `mesh.position.z = 0`) so the visual transitions smoothly.
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*
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* 0.5m grid snap (matches legacy).
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*/
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function snap(value: number) {
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return Math.round(value * 2) / 2
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@@ -42,27 +50,29 @@ function getPolygonCenter(polygon: Array<[number, number]>): [number, number] {
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return [sumX / polygon.length, sumZ / polygon.length]
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}
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function setMeshOffset(id: AnyNodeId, deltaX: number, deltaZ: number, height: number): void {
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const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
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// CeilingSystem positions the mesh at height−0.01 on rebuild; we
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// preserve the Y while offsetting X/Z during the drag.
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if (mesh) mesh.position.set(deltaX, height - 0.01, deltaZ)
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}
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export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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const activatedAtRef = useRef<number>(Date.now())
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const originalPolygonRef = useRef(node.polygon.map(([x, z]) => [x, z] as [number, number]))
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const originalHolesRef = useRef(
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(node.holes ?? []).map((hole) => hole.map(([x, z]) => [x, z] as [number, number])),
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)
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const originalCenterRef = useRef(getPolygonCenter(originalPolygonRef.current))
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const heightRef = useRef(node.height ?? 2.5)
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const dragAnchorRef = useRef<[number, number] | null>(null)
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const previousGridPosRef = useRef<[number, number] | null>(null)
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const previousCursorPosRef = useRef<[number, number, number] | null>(null)
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const previousDeltaRef = useRef<[number, number] | null>(null)
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const previewRef = useRef<{
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polygon: Array<[number, number]>
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holes: Array<Array<[number, number]>>
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} | null>(null)
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const deltaRef = useRef<[number, number]>([0, 0])
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const [cursorLocalPos, setCursorLocalPos] = useState<[number, number, number]>(() => {
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const center = getPolygonCenter(node.polygon)
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return [center[0], node.height ?? 2.5, center[1]]
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const c = originalCenterRef.current
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return [c[0], heightRef.current, c[1]]
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})
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const [previewPolygon, setPreviewPolygon] = useState<Array<[number, number]>>(node.polygon)
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const [previewHoles, setPreviewHoles] = useState<Array<Array<[number, number]>>>(node.holes ?? [])
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const exitMoveMode = useCallback(() => {
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useEditor.getState().setMovingNode(null)
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@@ -71,40 +81,30 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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useEffect(() => {
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const originalPolygon = originalPolygonRef.current
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const originalHoles = originalHolesRef.current
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const originalCenter = originalCenterRef.current
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const height = heightRef.current
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const ceilingId = node.id
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useScene.temporal.getState().pause()
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let wasCommitted = false
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const applyPreview = (
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polygon: Array<[number, number]>,
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holes: Array<Array<[number, number]>>,
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) => {
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previewRef.current = { polygon, holes }
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setPreviewPolygon(polygon)
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setPreviewHoles(holes)
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const center = getPolygonCenter(polygon)
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const nextCursorPos: [number, number, number] = [center[0], node.height ?? 2.5, center[1]]
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if (
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!previousCursorPosRef.current ||
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previousCursorPosRef.current[0] !== nextCursorPos[0] ||
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previousCursorPosRef.current[1] !== nextCursorPos[1] ||
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previousCursorPosRef.current[2] !== nextCursorPos[2]
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) {
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previousCursorPosRef.current = nextCursorPos
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setCursorLocalPos(nextCursorPos)
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}
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useScene.getState().updateNode(node.id, { polygon, holes })
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useScene.getState().markDirty(node.id as AnyNodeId)
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const applyPreview = (deltaX: number, deltaZ: number) => {
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deltaRef.current = [deltaX, deltaZ]
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setMeshOffset(ceilingId as AnyNodeId, deltaX, deltaZ, height)
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useLiveTransforms.getState().set(ceilingId, {
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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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setCursorLocalPos([originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ])
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}
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const restoreOriginal = () => {
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setPreviewPolygon(originalPolygon)
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setPreviewHoles(originalHoles)
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useScene.getState().updateNode(node.id, {
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holes: originalHoles,
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polygon: originalPolygon,
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})
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useScene.getState().markDirty(node.id as AnyNodeId)
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const clearPreview = () => {
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const mesh = sceneRegistry.nodes.get(ceilingId as AnyNodeId) as THREE.Object3D | undefined
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if (mesh) {
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mesh.position.x = 0
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mesh.position.z = 0
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// Leave Y at whatever the CeilingSystem set it to.
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}
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useLiveTransforms.getState().clear(ceilingId)
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}
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const onGridMove = (event: GridEvent) => {
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@@ -122,22 +122,7 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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const anchor = dragAnchorRef.current ?? [localX, localZ]
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dragAnchorRef.current = anchor
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const deltaX = localX - anchor[0]
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const deltaZ = localZ - anchor[1]
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if (
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previousDeltaRef.current &&
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previousDeltaRef.current[0] === deltaX &&
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previousDeltaRef.current[1] === deltaZ
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) {
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return
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}
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previousDeltaRef.current = [deltaX, deltaZ]
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applyPreview(
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translatePolygon(originalPolygon, deltaX, deltaZ),
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originalHoles.map((hole) => translatePolygon(hole, deltaX, deltaZ)),
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)
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applyPreview(localX - anchor[0], localZ - anchor[1])
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}
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const onGridClick = (event: GridEvent) => {
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@@ -146,32 +131,27 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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return
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}
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const preview = previewRef.current ?? { polygon: originalPolygon, holes: originalHoles }
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const [deltaX, deltaZ] = deltaRef.current
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wasCommitted = true
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// Restore original baseline while paused so the next resume+update
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// registers as a single tracked change (undo reverts to original).
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useScene.getState().updateNode(node.id, {
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polygon: originalPolygon,
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holes: originalHoles,
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})
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(node.id, preview)
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useScene.getState().markDirty(node.id as AnyNodeId)
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useScene.temporal.getState().pause()
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if (deltaX !== 0 || deltaZ !== 0) {
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useScene.getState().updateNode(ceilingId, {
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polygon: translatePolygon(originalPolygon, deltaX, deltaZ),
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holes: originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
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})
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useScene.getState().markDirty(ceilingId as AnyNodeId)
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}
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useLiveTransforms.getState().clear(ceilingId)
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triggerSFX('sfx:item-place')
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useViewer.getState().setSelection({ selectedIds: [node.id] })
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useViewer.getState().setSelection({ selectedIds: [ceilingId] })
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exitMoveMode()
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event.nativeEvent?.stopPropagation?.()
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}
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const onCancel = () => {
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restoreOriginal()
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useViewer.getState().setSelection({ selectedIds: [node.id] })
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useScene.temporal.getState().resume()
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clearPreview()
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useViewer.getState().setSelection({ selectedIds: [ceilingId] })
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markToolCancelConsumed()
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exitMoveMode()
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}
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@@ -182,89 +162,21 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
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return () => {
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if (!wasCommitted) {
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restoreOriginal()
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clearPreview()
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} else {
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useLiveTransforms.getState().clear(ceilingId)
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}
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useScene.temporal.getState().resume()
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('tool:cancel', onCancel)
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}
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}, [exitMoveMode, node.height, node.id])
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const previewFillGeometry = useMemo(
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() => createCeilingPreviewGeometry(previewPolygon, previewHoles),
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[previewHoles, previewPolygon],
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)
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const previewOutlineGeometry = useMemo(
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() => createCeilingOutlineGeometry(previewPolygon),
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[previewPolygon],
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)
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}, [exitMoveMode, node.id])
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return (
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<group>
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<mesh geometry={previewFillGeometry} position={[0, (node.height ?? 2.5) + 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, (node.height ?? 2.5) + 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={cursorLocalPos} showTooltip={false} />
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</group>
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)
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}
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function createCeilingPreviewGeometry(
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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 createCeilingOutlineGeometry(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 MoveCeilingTool
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@@ -23,13 +23,19 @@ import { useCallback, useEffect, useRef, useState } from 'react'
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import type * as THREE from 'three'
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/**
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* Phase 5 Stage D — fence whole-move tool (kind-owned).
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* Phase 5 Stage D — fence whole-move tool.
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*
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* 1:1 port of the legacy `MoveFenceTool`. Same anchor-on-first-move
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* delta drag, same linked-fence cascade, same live mesh.position +
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* useLiveTransforms exception, same history dance on commit, same
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* cursor render at the polygon center (anchor + delta), same
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* activation grace.
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* Live-drag pattern: translate the fence MESH (and any linked fences
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* sharing an endpoint) via `sceneRegistry.nodes.get(id).position` +
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* `useLiveTransforms`. No `scene.update` during the drag — fence
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* geometry isn't rebuilt per tick. On commit we write the translated
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* start/end (plus the linked-fence cascade) to the scene once.
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* `GeometrySystem` resets `mesh.position` on rebuild, so the visual
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* transitions smoothly with no teleport.
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*
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* History stays UNPAUSED during the drag (we're only mutating Three.js
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* mesh transforms). The single `scene.update` on commit is the single
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* undo step.
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*/
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function samePoint(a: [number, number], b: [number, number]) {
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return a[0] === b[0] && a[1] === b[1]
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@@ -46,20 +52,13 @@ function getLinkedFenceSnapshots(args: {
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fenceParentId: string | null
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originalStart: [number, number]
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originalEnd: [number, number]
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}) {
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}): LinkedFenceSnapshot[] {
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const { fenceId, fenceParentId, originalStart, originalEnd } = args
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const { nodes } = useScene.getState()
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const snapshots: LinkedFenceSnapshot[] = []
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for (const node of Object.values(nodes)) {
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if (!(node?.type === 'fence' && node.id !== fenceId)) {
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continue
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}
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if ((node.parentId ?? null) !== fenceParentId) {
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continue
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}
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if (!(node?.type === 'fence' && node.id !== fenceId)) continue
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if ((node.parentId ?? null) !== fenceParentId) continue
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if (
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!(
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samePoint(node.start, originalStart) ||
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@@ -67,17 +66,14 @@ function getLinkedFenceSnapshots(args: {
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samePoint(node.end, originalStart) ||
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samePoint(node.end, originalEnd)
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)
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) {
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)
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continue
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}
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snapshots.push({
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id: node.id,
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start: [...node.start] as [number, number],
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end: [...node.end] as [number, number],
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})
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}
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return snapshots
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}
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@@ -103,6 +99,26 @@ function getLinkedFenceUpdates(
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}))
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}
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function setMeshOffset(fenceId: FenceNode['id'], deltaX: number, deltaZ: number): void {
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const mesh = sceneRegistry.nodes.get(fenceId) 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 setFenceLiveTransform(
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fenceId: FenceNode['id'],
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start: [number, number],
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end: [number, number],
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deltaX: number,
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deltaZ: number,
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): void {
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const cx = (start[0] + end[0]) / 2
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const cz = (start[1] + end[1]) / 2
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useLiveTransforms.getState().set(fenceId, {
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position: [cx + deltaX, 0, cz + deltaZ],
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rotation: 0,
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})
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}
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export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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const activatedAtRef = useRef<number>(Date.now())
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const previousGridPosRef = useRef<[number, number] | null>(null)
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@@ -117,8 +133,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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}),
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)
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const dragAnchorRef = useRef<[number, number] | null>(null)
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const nodeIdRef = useRef(node.id)
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const previewRef = useRef<{ start: [number, number]; end: [number, number] } | null>(null)
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const deltaRef = useRef<[number, number]>([0, 0])
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const [cursorLocalPos, setCursorLocalPos] = useState<[number, number, number]>(() => {
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const centerX = (node.start[0] + node.end[0]) / 2
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@@ -131,9 +146,11 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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}, [])
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useEffect(() => {
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const nodeId = nodeIdRef.current
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const fenceId = node.id
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const originalStart = originalStartRef.current
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const originalEnd = originalEndRef.current
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const linkedOriginals = linkedOriginalsRef.current
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const levelNode =
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node.parentId && useScene.getState().nodes[node.parentId as AnyNodeId]?.type === 'level'
|
||||
? (useScene.getState().nodes[node.parentId as AnyNodeId] as LevelNode)
|
||||
@@ -146,73 +163,28 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
|
||||
.map((childId) => useScene.getState().nodes[childId as AnyNodeId])
|
||||
.filter((child): child is FenceNode => child?.type === 'fence')
|
||||
|
||||
useScene.temporal.getState().pause()
|
||||
let wasCommitted = false
|
||||
|
||||
const setMeshOffset = (fenceId: FenceNode['id'], deltaX: number, deltaZ: number) => {
|
||||
const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Object3D | undefined
|
||||
if (!mesh) {
|
||||
return
|
||||
const applyPreview = (deltaX: number, deltaZ: number) => {
|
||||
deltaRef.current = [deltaX, deltaZ]
|
||||
setMeshOffset(fenceId, deltaX, deltaZ)
|
||||
setFenceLiveTransform(fenceId, originalStart, originalEnd, deltaX, deltaZ)
|
||||
for (const linked of linkedOriginals) {
|
||||
setMeshOffset(linked.id, deltaX, deltaZ)
|
||||
setFenceLiveTransform(linked.id, linked.start, linked.end, deltaX, deltaZ)
|
||||
}
|
||||
|
||||
mesh.position.set(deltaX, 0, deltaZ)
|
||||
// Cursor at translated polygon center.
|
||||
const centerX = (originalStart[0] + originalEnd[0]) / 2
|
||||
const centerZ = (originalStart[1] + originalEnd[1]) / 2
|
||||
setCursorLocalPos([centerX + deltaX, 0, centerZ + deltaZ])
|
||||
}
|
||||
|
||||
const setFenceLiveTransform = (fence: FenceNode, deltaX: number, deltaZ: number) => {
|
||||
const originalCenterX = (fence.start[0] + fence.end[0]) / 2
|
||||
const originalCenterZ = (fence.start[1] + fence.end[1]) / 2
|
||||
useLiveTransforms.getState().set(fence.id, {
|
||||
position: [originalCenterX + deltaX, 0, originalCenterZ + deltaZ],
|
||||
rotation: 0,
|
||||
})
|
||||
}
|
||||
|
||||
const clearPreviewState = () => {
|
||||
setMeshOffset(nodeId, 0, 0)
|
||||
useLiveTransforms.getState().clear(nodeId)
|
||||
|
||||
for (const linkedFence of linkedOriginalsRef.current) {
|
||||
setMeshOffset(linkedFence.id, 0, 0)
|
||||
useLiveTransforms.getState().clear(linkedFence.id)
|
||||
}
|
||||
}
|
||||
|
||||
const applyNodePreview = (
|
||||
updates: Array<{ id: FenceNode['id']; start: [number, number]; end: [number, number] }>,
|
||||
) => {
|
||||
useScene.getState().updateNodes(
|
||||
updates.map((entry) => ({
|
||||
id: entry.id as AnyNodeId,
|
||||
data: { start: entry.start, end: entry.end },
|
||||
})),
|
||||
)
|
||||
for (const entry of updates) {
|
||||
useScene.getState().markDirty(entry.id as AnyNodeId)
|
||||
}
|
||||
}
|
||||
|
||||
const applyPreview = (nextStart: [number, number], nextEnd: [number, number]) => {
|
||||
previewRef.current = { start: nextStart, end: nextEnd }
|
||||
const centerX = (nextStart[0] + nextEnd[0]) / 2
|
||||
const centerZ = (nextStart[1] + nextEnd[1]) / 2
|
||||
setCursorLocalPos([centerX, 0, centerZ])
|
||||
const deltaX = nextStart[0] - originalStart[0]
|
||||
const deltaZ = nextStart[1] - originalStart[1]
|
||||
setMeshOffset(nodeId, deltaX, deltaZ)
|
||||
setFenceLiveTransform(node, deltaX, deltaZ)
|
||||
|
||||
for (const linkedFence of linkedOriginalsRef.current) {
|
||||
setMeshOffset(linkedFence.id, deltaX, deltaZ)
|
||||
setFenceLiveTransform(
|
||||
{
|
||||
...node,
|
||||
id: linkedFence.id,
|
||||
start: linkedFence.start,
|
||||
end: linkedFence.end,
|
||||
},
|
||||
deltaX,
|
||||
deltaZ,
|
||||
)
|
||||
const clearPreview = () => {
|
||||
setMeshOffset(fenceId, 0, 0)
|
||||
useLiveTransforms.getState().clear(fenceId)
|
||||
for (const linked of linkedOriginals) {
|
||||
setMeshOffset(linked.id, 0, 0)
|
||||
useLiveTransforms.getState().clear(linked.id)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -221,7 +193,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
|
||||
point: [event.localPosition[0], event.localPosition[2]],
|
||||
walls: levelWalls,
|
||||
fences: levelFences,
|
||||
ignoreFenceIds: [nodeId],
|
||||
ignoreFenceIds: [fenceId],
|
||||
})
|
||||
|
||||
if (
|
||||
@@ -235,13 +207,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
|
||||
const anchor = dragAnchorRef.current ?? [localX, localZ]
|
||||
dragAnchorRef.current = anchor
|
||||
|
||||
const deltaX = localX - anchor[0]
|
||||
const deltaZ = localZ - anchor[1]
|
||||
|
||||
const nextStart: [number, number] = [originalStart[0] + deltaX, originalStart[1] + deltaZ]
|
||||
const nextEnd: [number, number] = [originalEnd[0] + deltaX, originalEnd[1] + deltaZ]
|
||||
|
||||
applyPreview(nextStart, nextEnd)
|
||||
applyPreview(localX - anchor[0], localZ - anchor[1])
|
||||
}
|
||||
|
||||
const onGridClick = (event: GridEvent) => {
|
||||
@@ -250,37 +216,47 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
|
||||
return
|
||||
}
|
||||
|
||||
const preview = previewRef.current ?? { start: originalStart, end: originalEnd }
|
||||
|
||||
const [deltaX, deltaZ] = deltaRef.current
|
||||
wasCommitted = true
|
||||
|
||||
useScene.temporal.getState().resume()
|
||||
applyNodePreview([
|
||||
{ id: nodeId, start: preview.start, end: preview.end },
|
||||
...getLinkedFenceUpdates(
|
||||
linkedOriginalsRef.current,
|
||||
if (deltaX !== 0 || deltaZ !== 0) {
|
||||
const nextStart: [number, number] = [originalStart[0] + deltaX, originalStart[1] + deltaZ]
|
||||
const nextEnd: [number, number] = [originalEnd[0] + deltaX, originalEnd[1] + deltaZ]
|
||||
const linkedUpdates = getLinkedFenceUpdates(
|
||||
linkedOriginals,
|
||||
originalStart,
|
||||
originalEnd,
|
||||
preview.start,
|
||||
preview.end,
|
||||
),
|
||||
])
|
||||
useLiveTransforms.getState().clear(nodeId)
|
||||
for (const linkedFence of linkedOriginalsRef.current) {
|
||||
useLiveTransforms.getState().clear(linkedFence.id)
|
||||
nextStart,
|
||||
nextEnd,
|
||||
)
|
||||
useScene.getState().updateNodes([
|
||||
{ id: fenceId as AnyNodeId, data: { start: nextStart, end: nextEnd } },
|
||||
...linkedUpdates.map((u) => ({
|
||||
id: u.id as AnyNodeId,
|
||||
data: { start: u.start, end: u.end },
|
||||
})),
|
||||
])
|
||||
useScene.getState().markDirty(fenceId as AnyNodeId)
|
||||
for (const linked of linkedOriginals) {
|
||||
useScene.getState().markDirty(linked.id as AnyNodeId)
|
||||
}
|
||||
}
|
||||
// Clear useLiveTransforms but leave mesh.position — GeometrySystem
|
||||
// resets it on the rebuild next frame.
|
||||
useLiveTransforms.getState().clear(fenceId)
|
||||
for (const linked of linkedOriginals) {
|
||||
useLiveTransforms.getState().clear(linked.id)
|
||||
}
|
||||
useScene.temporal.getState().pause()
|
||||
|
||||
triggerSFX('sfx:item-place')
|
||||
useViewer.getState().setSelection({ selectedIds: [nodeId] })
|
||||
useViewer.getState().setSelection({ selectedIds: [fenceId] })
|
||||
exitMoveMode()
|
||||
event.nativeEvent?.stopPropagation?.()
|
||||
}
|
||||
|
||||
const onCancel = () => {
|
||||
clearPreviewState()
|
||||
useViewer.getState().setSelection({ selectedIds: [nodeId] })
|
||||
useScene.temporal.getState().resume()
|
||||
clearPreview()
|
||||
useViewer.getState().setSelection({ selectedIds: [fenceId] })
|
||||
markToolCancelConsumed()
|
||||
exitMoveMode()
|
||||
}
|
||||
@@ -290,15 +266,14 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
|
||||
emitter.on('tool:cancel', onCancel)
|
||||
|
||||
return () => {
|
||||
if (wasCommitted) {
|
||||
useLiveTransforms.getState().clear(nodeId)
|
||||
for (const linkedFence of linkedOriginalsRef.current) {
|
||||
useLiveTransforms.getState().clear(linkedFence.id)
|
||||
}
|
||||
if (!wasCommitted) {
|
||||
clearPreview()
|
||||
} else {
|
||||
clearPreviewState()
|
||||
useLiveTransforms.getState().clear(fenceId)
|
||||
for (const linked of linkedOriginals) {
|
||||
useLiveTransforms.getState().clear(linked.id)
|
||||
}
|
||||
}
|
||||
useScene.temporal.getState().resume()
|
||||
emitter.off('grid:move', onGridMove)
|
||||
emitter.off('grid:click', onGridClick)
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
|
||||
@@ -7,6 +7,8 @@ import {
|
||||
type GridEvent,
|
||||
type LevelNode,
|
||||
type SlabNode,
|
||||
sceneRegistry,
|
||||
useLiveTransforms,
|
||||
useScene,
|
||||
type WallNode,
|
||||
} from '@pascal-app/core'
|
||||
@@ -19,13 +21,24 @@ import {
|
||||
} from '@pascal-app/editor'
|
||||
import { useViewer } from '@pascal-app/viewer'
|
||||
import { useCallback, useEffect, useRef, useState } from 'react'
|
||||
import type * as THREE from 'three'
|
||||
|
||||
/**
|
||||
* Phase 5 Stage D — slab whole-move tool (kind-owned).
|
||||
* Phase 5 Stage D — slab whole-move tool.
|
||||
*
|
||||
* 1:1 port of the legacy `MoveSlabTool`. scene.update writes polygon
|
||||
* + holes per tick (renderer keeps up via RAF-batched markDirty),
|
||||
* single-undo dance on commit, cursor at polygon center + delta.
|
||||
* Live-drag pattern: translate the slab MESH visually via
|
||||
* `sceneRegistry.nodes.get(id).position` + a mirror entry in
|
||||
* `useLiveTransforms`. No `scene.update` during the drag — the slab's
|
||||
* polygon CSG isn't rebuilt per tick. On commit we write the
|
||||
* translated polygon to the scene exactly once and clear the
|
||||
* useLiveTransforms entry. `GeometrySystem` resets `mesh.position` to
|
||||
* (0,0,0) when it rebuilds, so the visual transitions smoothly with
|
||||
* no teleport.
|
||||
*
|
||||
* History stays UNPAUSED during the drag: the scene state isn't
|
||||
* changing (we're only mutating Three.js mesh transforms), so there's
|
||||
* nothing for zundo to record. The single `scene.update` on commit
|
||||
* becomes the single undo step naturally.
|
||||
*/
|
||||
function translatePolygon(
|
||||
polygon: Array<[number, number]>,
|
||||
@@ -46,22 +59,25 @@ function getPolygonCenter(polygon: Array<[number, number]>): [number, number] {
|
||||
return [sumX / polygon.length, sumZ / 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)
|
||||
}
|
||||
|
||||
export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
const activatedAtRef = useRef<number>(Date.now())
|
||||
const originalPolygonRef = useRef(node.polygon.map(([x, z]) => [x, z] as [number, number]))
|
||||
const originalHolesRef = useRef(
|
||||
(node.holes ?? []).map((hole) => hole.map(([x, z]) => [x, z] as [number, number])),
|
||||
)
|
||||
const originalCenterRef = useRef(getPolygonCenter(originalPolygonRef.current))
|
||||
const dragAnchorRef = useRef<[number, number] | null>(null)
|
||||
const previousGridPosRef = useRef<[number, number] | null>(null)
|
||||
const previewRef = useRef<{
|
||||
polygon: Array<[number, number]>
|
||||
holes: Array<Array<[number, number]>>
|
||||
} | null>(null)
|
||||
const deltaRef = useRef<[number, number]>([0, 0])
|
||||
|
||||
const [cursorLocalPos, setCursorLocalPos] = useState<[number, number, number]>(() => {
|
||||
const center = getPolygonCenter(node.polygon)
|
||||
return [center[0], 0, center[1]]
|
||||
const c = originalCenterRef.current
|
||||
return [c[0], 0, c[1]]
|
||||
})
|
||||
|
||||
const exitMoveMode = useCallback(() => {
|
||||
@@ -71,6 +87,9 @@ export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
useEffect(() => {
|
||||
const originalPolygon = originalPolygonRef.current
|
||||
const originalHoles = originalHolesRef.current
|
||||
const originalCenter = originalCenterRef.current
|
||||
const slabId = node.id
|
||||
|
||||
const levelNode =
|
||||
node.parentId && useScene.getState().nodes[node.parentId as AnyNodeId]?.type === 'level'
|
||||
? (useScene.getState().nodes[node.parentId as AnyNodeId] as LevelNode)
|
||||
@@ -83,26 +102,24 @@ export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
.map((childId) => useScene.getState().nodes[childId as AnyNodeId])
|
||||
.filter((child): child is FenceNode => child?.type === 'fence')
|
||||
|
||||
useScene.temporal.getState().pause()
|
||||
let wasCommitted = false
|
||||
|
||||
const applyPreview = (
|
||||
polygon: Array<[number, number]>,
|
||||
holes: Array<Array<[number, number]>>,
|
||||
) => {
|
||||
previewRef.current = { polygon, holes }
|
||||
const center = getPolygonCenter(polygon)
|
||||
setCursorLocalPos([center[0], 0, center[1]])
|
||||
useScene.getState().updateNode(node.id, { polygon, holes })
|
||||
useScene.getState().markDirty(node.id as AnyNodeId)
|
||||
const applyPreview = (deltaX: number, deltaZ: number) => {
|
||||
deltaRef.current = [deltaX, deltaZ]
|
||||
// Visual: translate the slab MESH only. No scene mutation, no
|
||||
// polygon rebuild, no React re-render of geometry.
|
||||
setMeshOffset(slabId as AnyNodeId, deltaX, deltaZ)
|
||||
useLiveTransforms.getState().set(slabId, {
|
||||
position: [originalCenter[0] + deltaX, 0, originalCenter[1] + deltaZ],
|
||||
rotation: 0,
|
||||
})
|
||||
// Cursor sphere follows the new polygon center.
|
||||
setCursorLocalPos([originalCenter[0] + deltaX, 0, originalCenter[1] + deltaZ])
|
||||
}
|
||||
|
||||
const restoreOriginal = () => {
|
||||
useScene.getState().updateNode(node.id, {
|
||||
holes: originalHoles,
|
||||
polygon: originalPolygon,
|
||||
})
|
||||
useScene.getState().markDirty(node.id as AnyNodeId)
|
||||
const clearPreview = () => {
|
||||
setMeshOffset(slabId as AnyNodeId, 0, 0)
|
||||
useLiveTransforms.getState().clear(slabId)
|
||||
}
|
||||
|
||||
const onGridMove = (event: GridEvent) => {
|
||||
@@ -123,13 +140,7 @@ export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
const anchor = dragAnchorRef.current ?? [localX, localZ]
|
||||
dragAnchorRef.current = anchor
|
||||
|
||||
const deltaX = localX - anchor[0]
|
||||
const deltaZ = localZ - anchor[1]
|
||||
|
||||
applyPreview(
|
||||
translatePolygon(originalPolygon, deltaX, deltaZ),
|
||||
originalHoles.map((hole) => translatePolygon(hole, deltaX, deltaZ)),
|
||||
)
|
||||
applyPreview(localX - anchor[0], localZ - anchor[1])
|
||||
}
|
||||
|
||||
const onGridClick = (event: GridEvent) => {
|
||||
@@ -138,32 +149,35 @@ export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
return
|
||||
}
|
||||
|
||||
const preview = previewRef.current ?? { polygon: originalPolygon, holes: originalHoles }
|
||||
|
||||
const [deltaX, deltaZ] = deltaRef.current
|
||||
wasCommitted = true
|
||||
|
||||
// Restore original baseline while paused so the next resume+update
|
||||
// registers as a single tracked change (undo reverts to original).
|
||||
useScene.getState().updateNode(node.id, {
|
||||
polygon: originalPolygon,
|
||||
holes: originalHoles,
|
||||
})
|
||||
|
||||
useScene.temporal.getState().resume()
|
||||
useScene.getState().updateNode(node.id, preview)
|
||||
useScene.getState().markDirty(node.id as AnyNodeId)
|
||||
useScene.temporal.getState().pause()
|
||||
if (deltaX !== 0 || deltaZ !== 0) {
|
||||
// Single scene.update — recorded as one undo step (history was
|
||||
// never paused). GeometrySystem rebuilds polygon-driven geometry
|
||||
// and resets the group's transform on the next frame.
|
||||
useScene.getState().updateNode(slabId, {
|
||||
polygon: translatePolygon(originalPolygon, deltaX, deltaZ),
|
||||
holes: originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
|
||||
})
|
||||
useScene.getState().markDirty(slabId as AnyNodeId)
|
||||
}
|
||||
// Clear useLiveTransforms but leave mesh.position as-is. The
|
||||
// GeometrySystem rebuild zeros it on the next frame, by which
|
||||
// point the new geometry is in place — visual stays smooth.
|
||||
useLiveTransforms.getState().clear(slabId)
|
||||
|
||||
triggerSFX('sfx:item-place')
|
||||
useViewer.getState().setSelection({ selectedIds: [node.id] })
|
||||
useViewer.getState().setSelection({ selectedIds: [slabId] })
|
||||
exitMoveMode()
|
||||
event.nativeEvent?.stopPropagation?.()
|
||||
}
|
||||
|
||||
const onCancel = () => {
|
||||
restoreOriginal()
|
||||
useViewer.getState().setSelection({ selectedIds: [node.id] })
|
||||
useScene.temporal.getState().resume()
|
||||
// No scene state to roll back — we never wrote anything. Just
|
||||
// restore the mesh visual.
|
||||
clearPreview()
|
||||
useViewer.getState().setSelection({ selectedIds: [slabId] })
|
||||
markToolCancelConsumed()
|
||||
exitMoveMode()
|
||||
}
|
||||
@@ -174,14 +188,15 @@ export const MoveSlabTool: React.FC<{ node: SlabNode }> = ({ node }) => {
|
||||
|
||||
return () => {
|
||||
if (!wasCommitted) {
|
||||
restoreOriginal()
|
||||
clearPreview()
|
||||
} else {
|
||||
useLiveTransforms.getState().clear(slabId)
|
||||
}
|
||||
useScene.temporal.getState().resume()
|
||||
emitter.off('grid:move', onGridMove)
|
||||
emitter.off('grid:click', onGridClick)
|
||||
emitter.off('tool:cancel', onCancel)
|
||||
}
|
||||
}, [exitMoveMode, node.id, node.parentId, node.polygon])
|
||||
}, [exitMoveMode, node.id, node.parentId])
|
||||
|
||||
return (
|
||||
<group>
|
||||
|
||||
@@ -54,7 +54,13 @@ function updateCeilingGeometry(node: CeilingNode, mesh: THREE.Mesh) {
|
||||
gridMesh.geometry = newGeo.clone()
|
||||
}
|
||||
|
||||
// Position at the ceiling height
|
||||
// Position at the ceiling height and reset X/Z so live-drag mesh
|
||||
// offsets (set by move tools during the drag) don't leak into the
|
||||
// canonical position after the rebuild. Matches the pattern used by
|
||||
// FenceSystem.updateFenceGeometry / GeometrySystem (both fully reset
|
||||
// position+rotation after rebuild).
|
||||
mesh.position.x = 0
|
||||
mesh.position.z = 0
|
||||
mesh.position.y = (node.height ?? 2.5) - 0.01 // Slight offset to avoid z-fighting with upper-level slabs
|
||||
}
|
||||
|
||||
|
||||
@@ -75,6 +75,15 @@ export const GeometrySystem = () => {
|
||||
for (const child of [...built.children]) {
|
||||
group.add(child)
|
||||
}
|
||||
// Reset transform — matches the legacy per-kind systems
|
||||
// (e.g. FenceSystem.updateFenceGeometry) which clear
|
||||
// mesh.position/rotation when rebuilding. Tools that translate
|
||||
// the group via `mesh.position` for live-drag visuals rely on
|
||||
// this reset to restore the canonical position after scene
|
||||
// state catches up (otherwise the geometry rebuild renders on
|
||||
// top of the residual offset → double-translation teleport).
|
||||
group.position.set(0, 0, 0)
|
||||
group.rotation.set(0, 0, 0)
|
||||
|
||||
clearDirty(id as AnyNodeId)
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user