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
@@ -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'
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? (useScene.getState().nodes[node.parentId as AnyNodeId] as LevelNode)
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@@ -146,73 +163,28 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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.map((childId) => useScene.getState().nodes[childId as AnyNodeId])
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.filter((child): child is FenceNode => child?.type === 'fence')
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useScene.temporal.getState().pause()
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let wasCommitted = false
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const setMeshOffset = (fenceId: FenceNode['id'], deltaX: number, deltaZ: number) => {
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const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Object3D | undefined
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if (!mesh) {
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return
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const applyPreview = (deltaX: number, deltaZ: number) => {
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deltaRef.current = [deltaX, deltaZ]
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setMeshOffset(fenceId, deltaX, deltaZ)
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setFenceLiveTransform(fenceId, originalStart, originalEnd, deltaX, deltaZ)
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for (const linked of linkedOriginals) {
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setMeshOffset(linked.id, deltaX, deltaZ)
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setFenceLiveTransform(linked.id, linked.start, linked.end, deltaX, deltaZ)
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}
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mesh.position.set(deltaX, 0, deltaZ)
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// Cursor at translated polygon center.
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const centerX = (originalStart[0] + originalEnd[0]) / 2
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const centerZ = (originalStart[1] + originalEnd[1]) / 2
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setCursorLocalPos([centerX + deltaX, 0, centerZ + deltaZ])
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}
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const setFenceLiveTransform = (fence: FenceNode, deltaX: number, deltaZ: number) => {
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const originalCenterX = (fence.start[0] + fence.end[0]) / 2
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const originalCenterZ = (fence.start[1] + fence.end[1]) / 2
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useLiveTransforms.getState().set(fence.id, {
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position: [originalCenterX + deltaX, 0, originalCenterZ + deltaZ],
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rotation: 0,
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})
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}
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const clearPreviewState = () => {
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setMeshOffset(nodeId, 0, 0)
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useLiveTransforms.getState().clear(nodeId)
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for (const linkedFence of linkedOriginalsRef.current) {
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setMeshOffset(linkedFence.id, 0, 0)
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useLiveTransforms.getState().clear(linkedFence.id)
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}
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}
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const applyNodePreview = (
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updates: Array<{ id: FenceNode['id']; start: [number, number]; end: [number, number] }>,
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) => {
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useScene.getState().updateNodes(
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updates.map((entry) => ({
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id: entry.id as AnyNodeId,
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data: { start: entry.start, end: entry.end },
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})),
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)
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for (const entry of updates) {
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useScene.getState().markDirty(entry.id as AnyNodeId)
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}
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}
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const applyPreview = (nextStart: [number, number], nextEnd: [number, number]) => {
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previewRef.current = { start: nextStart, end: nextEnd }
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const centerX = (nextStart[0] + nextEnd[0]) / 2
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const centerZ = (nextStart[1] + nextEnd[1]) / 2
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setCursorLocalPos([centerX, 0, centerZ])
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const deltaX = nextStart[0] - originalStart[0]
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const deltaZ = nextStart[1] - originalStart[1]
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setMeshOffset(nodeId, deltaX, deltaZ)
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setFenceLiveTransform(node, deltaX, deltaZ)
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for (const linkedFence of linkedOriginalsRef.current) {
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setMeshOffset(linkedFence.id, deltaX, deltaZ)
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setFenceLiveTransform(
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{
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...node,
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id: linkedFence.id,
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start: linkedFence.start,
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end: linkedFence.end,
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},
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deltaX,
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deltaZ,
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)
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const clearPreview = () => {
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setMeshOffset(fenceId, 0, 0)
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useLiveTransforms.getState().clear(fenceId)
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for (const linked of linkedOriginals) {
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setMeshOffset(linked.id, 0, 0)
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useLiveTransforms.getState().clear(linked.id)
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}
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}
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@@ -221,7 +193,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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point: [event.localPosition[0], event.localPosition[2]],
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walls: levelWalls,
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fences: levelFences,
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ignoreFenceIds: [nodeId],
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ignoreFenceIds: [fenceId],
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})
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if (
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@@ -235,13 +207,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ 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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const nextStart: [number, number] = [originalStart[0] + deltaX, originalStart[1] + deltaZ]
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const nextEnd: [number, number] = [originalEnd[0] + deltaX, originalEnd[1] + deltaZ]
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applyPreview(nextStart, nextEnd)
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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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@@ -250,37 +216,47 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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return
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}
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const preview = previewRef.current ?? { start: originalStart, end: originalEnd }
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const [deltaX, deltaZ] = deltaRef.current
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wasCommitted = true
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useScene.temporal.getState().resume()
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applyNodePreview([
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{ id: nodeId, start: preview.start, end: preview.end },
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...getLinkedFenceUpdates(
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linkedOriginalsRef.current,
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if (deltaX !== 0 || deltaZ !== 0) {
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const nextStart: [number, number] = [originalStart[0] + deltaX, originalStart[1] + deltaZ]
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const nextEnd: [number, number] = [originalEnd[0] + deltaX, originalEnd[1] + deltaZ]
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const linkedUpdates = getLinkedFenceUpdates(
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linkedOriginals,
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originalStart,
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originalEnd,
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preview.start,
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preview.end,
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),
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])
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useLiveTransforms.getState().clear(nodeId)
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for (const linkedFence of linkedOriginalsRef.current) {
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useLiveTransforms.getState().clear(linkedFence.id)
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nextStart,
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nextEnd,
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)
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useScene.getState().updateNodes([
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{ id: fenceId as AnyNodeId, data: { start: nextStart, end: nextEnd } },
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...linkedUpdates.map((u) => ({
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id: u.id as AnyNodeId,
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data: { start: u.start, end: u.end },
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})),
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])
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useScene.getState().markDirty(fenceId as AnyNodeId)
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for (const linked of linkedOriginals) {
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useScene.getState().markDirty(linked.id as AnyNodeId)
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}
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}
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// Clear useLiveTransforms but leave mesh.position — GeometrySystem
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// resets it on the rebuild next frame.
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useLiveTransforms.getState().clear(fenceId)
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for (const linked of linkedOriginals) {
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useLiveTransforms.getState().clear(linked.id)
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}
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useScene.temporal.getState().pause()
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triggerSFX('sfx:item-place')
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useViewer.getState().setSelection({ selectedIds: [nodeId] })
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useViewer.getState().setSelection({ selectedIds: [fenceId] })
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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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clearPreviewState()
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useViewer.getState().setSelection({ selectedIds: [nodeId] })
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useScene.temporal.getState().resume()
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clearPreview()
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useViewer.getState().setSelection({ selectedIds: [fenceId] })
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markToolCancelConsumed()
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exitMoveMode()
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}
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@@ -290,15 +266,14 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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emitter.on('tool:cancel', onCancel)
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return () => {
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if (wasCommitted) {
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useLiveTransforms.getState().clear(nodeId)
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for (const linkedFence of linkedOriginalsRef.current) {
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useLiveTransforms.getState().clear(linkedFence.id)
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}
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if (!wasCommitted) {
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clearPreview()
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} else {
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clearPreviewState()
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useLiveTransforms.getState().clear(fenceId)
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for (const linked of linkedOriginals) {
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useLiveTransforms.getState().clear(linked.id)
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}
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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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