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:
Wassim SAMAD
2026-05-18 09:12:15 -04:00
co-authored by Claude Opus 4.7
parent 1e15e10185
commit f4ea07e05b
5 changed files with 240 additions and 323 deletions
+61 -149
View File
@@ -5,19 +5,27 @@ import {
type CeilingNode,
emitter,
type GridEvent,
sceneRegistry,
useLiveTransforms,
useScene,
} from '@pascal-app/core'
import { CursorSphere, markToolCancelConsumed, triggerSFX, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, Path, Shape, ShapeGeometry, Vector3 } from 'three'
import { useCallback, useEffect, useRef, useState } from 'react'
import type * as THREE from 'three'
/**
* Phase 5 Stage D — ceiling whole-move tool (kind-owned).
* Phase 5 Stage D — ceiling whole-move tool.
*
* 1:1 port of the legacy `MoveCeilingTool`. 0.5m grid snap, scene.update
* per tick, history dance on commit, preview fill + outline overlay
* matching the legacy.
* Live-drag pattern: translate the ceiling MESH visually via
* `sceneRegistry.nodes.get(id).position` + a mirror in
* `useLiveTransforms`. No `scene.update` during the drag — polygon CSG
* with holes isn't rebuilt per tick. On commit we write the translated
* polygon to the scene once; the legacy `CeilingSystem` resets the
* mesh's X/Z position on rebuild (`mesh.position.x = 0`,
* `mesh.position.z = 0`) so the visual transitions smoothly.
*
* 0.5m grid snap (matches legacy).
*/
function snap(value: number) {
return Math.round(value * 2) / 2
@@ -42,27 +50,29 @@ function getPolygonCenter(polygon: Array<[number, number]>): [number, number] {
return [sumX / polygon.length, sumZ / polygon.length]
}
function setMeshOffset(id: AnyNodeId, deltaX: number, deltaZ: number, height: number): void {
const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
// CeilingSystem positions the mesh at height0.01 on rebuild; we
// preserve the Y while offsetting X/Z during the drag.
if (mesh) mesh.position.set(deltaX, height - 0.01, deltaZ)
}
export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ 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 heightRef = useRef(node.height ?? 2.5)
const dragAnchorRef = useRef<[number, number] | null>(null)
const previousGridPosRef = useRef<[number, number] | null>(null)
const previousCursorPosRef = useRef<[number, number, number] | null>(null)
const previousDeltaRef = 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], node.height ?? 2.5, center[1]]
const c = originalCenterRef.current
return [c[0], heightRef.current, c[1]]
})
const [previewPolygon, setPreviewPolygon] = useState<Array<[number, number]>>(node.polygon)
const [previewHoles, setPreviewHoles] = useState<Array<Array<[number, number]>>>(node.holes ?? [])
const exitMoveMode = useCallback(() => {
useEditor.getState().setMovingNode(null)
@@ -71,40 +81,30 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
useEffect(() => {
const originalPolygon = originalPolygonRef.current
const originalHoles = originalHolesRef.current
const originalCenter = originalCenterRef.current
const height = heightRef.current
const ceilingId = node.id
useScene.temporal.getState().pause()
let wasCommitted = false
const applyPreview = (
polygon: Array<[number, number]>,
holes: Array<Array<[number, number]>>,
) => {
previewRef.current = { polygon, holes }
setPreviewPolygon(polygon)
setPreviewHoles(holes)
const center = getPolygonCenter(polygon)
const nextCursorPos: [number, number, number] = [center[0], node.height ?? 2.5, center[1]]
if (
!previousCursorPosRef.current ||
previousCursorPosRef.current[0] !== nextCursorPos[0] ||
previousCursorPosRef.current[1] !== nextCursorPos[1] ||
previousCursorPosRef.current[2] !== nextCursorPos[2]
) {
previousCursorPosRef.current = nextCursorPos
setCursorLocalPos(nextCursorPos)
}
useScene.getState().updateNode(node.id, { polygon, holes })
useScene.getState().markDirty(node.id as AnyNodeId)
const applyPreview = (deltaX: number, deltaZ: number) => {
deltaRef.current = [deltaX, deltaZ]
setMeshOffset(ceilingId as AnyNodeId, deltaX, deltaZ, height)
useLiveTransforms.getState().set(ceilingId, {
position: [originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ],
rotation: 0,
})
setCursorLocalPos([originalCenter[0] + deltaX, height, originalCenter[1] + deltaZ])
}
const restoreOriginal = () => {
setPreviewPolygon(originalPolygon)
setPreviewHoles(originalHoles)
useScene.getState().updateNode(node.id, {
holes: originalHoles,
polygon: originalPolygon,
})
useScene.getState().markDirty(node.id as AnyNodeId)
const clearPreview = () => {
const mesh = sceneRegistry.nodes.get(ceilingId as AnyNodeId) as THREE.Object3D | undefined
if (mesh) {
mesh.position.x = 0
mesh.position.z = 0
// Leave Y at whatever the CeilingSystem set it to.
}
useLiveTransforms.getState().clear(ceilingId)
}
const onGridMove = (event: GridEvent) => {
@@ -122,22 +122,7 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
const anchor = dragAnchorRef.current ?? [localX, localZ]
dragAnchorRef.current = anchor
const deltaX = localX - anchor[0]
const deltaZ = localZ - anchor[1]
if (
previousDeltaRef.current &&
previousDeltaRef.current[0] === deltaX &&
previousDeltaRef.current[1] === deltaZ
) {
return
}
previousDeltaRef.current = [deltaX, deltaZ]
applyPreview(
translatePolygon(originalPolygon, deltaX, deltaZ),
originalHoles.map((hole) => translatePolygon(hole, deltaX, deltaZ)),
)
applyPreview(localX - anchor[0], localZ - anchor[1])
}
const onGridClick = (event: GridEvent) => {
@@ -146,32 +131,27 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ 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,
if (deltaX !== 0 || deltaZ !== 0) {
useScene.getState().updateNode(ceilingId, {
polygon: translatePolygon(originalPolygon, deltaX, deltaZ),
holes: originalHoles.map((h) => translatePolygon(h, deltaX, deltaZ)),
})
useScene.temporal.getState().resume()
useScene.getState().updateNode(node.id, preview)
useScene.getState().markDirty(node.id as AnyNodeId)
useScene.temporal.getState().pause()
useScene.getState().markDirty(ceilingId as AnyNodeId)
}
useLiveTransforms.getState().clear(ceilingId)
triggerSFX('sfx:item-place')
useViewer.getState().setSelection({ selectedIds: [node.id] })
useViewer.getState().setSelection({ selectedIds: [ceilingId] })
exitMoveMode()
event.nativeEvent?.stopPropagation?.()
}
const onCancel = () => {
restoreOriginal()
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().resume()
clearPreview()
useViewer.getState().setSelection({ selectedIds: [ceilingId] })
markToolCancelConsumed()
exitMoveMode()
}
@@ -182,89 +162,21 @@ export const MoveCeilingTool: React.FC<{ node: CeilingNode }> = ({ node }) => {
return () => {
if (!wasCommitted) {
restoreOriginal()
clearPreview()
} else {
useLiveTransforms.getState().clear(ceilingId)
}
useScene.temporal.getState().resume()
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('tool:cancel', onCancel)
}
}, [exitMoveMode, node.height, node.id])
const previewFillGeometry = useMemo(
() => createCeilingPreviewGeometry(previewPolygon, previewHoles),
[previewHoles, previewPolygon],
)
const previewOutlineGeometry = useMemo(
() => createCeilingOutlineGeometry(previewPolygon),
[previewPolygon],
)
}, [exitMoveMode, node.id])
return (
<group>
<mesh geometry={previewFillGeometry} position={[0, (node.height ?? 2.5) + 0.012, 0]}>
<meshBasicMaterial
color="#f5f5f4"
depthWrite={false}
opacity={0.3}
side={DoubleSide}
transparent
/>
</mesh>
{/* @ts-ignore */}
<line geometry={previewOutlineGeometry} position={[0, (node.height ?? 2.5) + 0.02, 0]}>
<lineBasicMaterial color="#ffffff" depthWrite={false} opacity={0.95} transparent />
</line>
<CursorSphere position={cursorLocalPos} showTooltip={false} />
</group>
)
}
function createCeilingPreviewGeometry(
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 createCeilingOutlineGeometry(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 MoveCeilingTool
+94 -119
View File
@@ -23,13 +23,19 @@ import { useCallback, useEffect, useRef, useState } from 'react'
import type * as THREE from 'three'
/**
* Phase 5 Stage D — fence whole-move tool (kind-owned).
* Phase 5 Stage D — fence whole-move tool.
*
* 1:1 port of the legacy `MoveFenceTool`. Same anchor-on-first-move
* delta drag, same linked-fence cascade, same live mesh.position +
* useLiveTransforms exception, same history dance on commit, same
* cursor render at the polygon center (anchor + delta), same
* activation grace.
* Live-drag pattern: translate the fence MESH (and any linked fences
* sharing an endpoint) via `sceneRegistry.nodes.get(id).position` +
* `useLiveTransforms`. No `scene.update` during the drag — fence
* geometry isn't rebuilt per tick. On commit we write the translated
* start/end (plus the linked-fence cascade) to the scene once.
* `GeometrySystem` resets `mesh.position` on rebuild, so the visual
* transitions smoothly with no teleport.
*
* History stays UNPAUSED during the drag (we're only mutating Three.js
* mesh transforms). The single `scene.update` on commit is the single
* undo step.
*/
function samePoint(a: [number, number], b: [number, number]) {
return a[0] === b[0] && a[1] === b[1]
@@ -46,20 +52,13 @@ function getLinkedFenceSnapshots(args: {
fenceParentId: string | null
originalStart: [number, number]
originalEnd: [number, number]
}) {
}): LinkedFenceSnapshot[] {
const { fenceId, fenceParentId, originalStart, originalEnd } = args
const { nodes } = useScene.getState()
const snapshots: LinkedFenceSnapshot[] = []
for (const node of Object.values(nodes)) {
if (!(node?.type === 'fence' && node.id !== fenceId)) {
continue
}
if ((node.parentId ?? null) !== fenceParentId) {
continue
}
if (!(node?.type === 'fence' && node.id !== fenceId)) continue
if ((node.parentId ?? null) !== fenceParentId) continue
if (
!(
samePoint(node.start, originalStart) ||
@@ -67,17 +66,14 @@ function getLinkedFenceSnapshots(args: {
samePoint(node.end, originalStart) ||
samePoint(node.end, originalEnd)
)
) {
)
continue
}
snapshots.push({
id: node.id,
start: [...node.start] as [number, number],
end: [...node.end] as [number, number],
})
}
return snapshots
}
@@ -103,6 +99,26 @@ function getLinkedFenceUpdates(
}))
}
function setMeshOffset(fenceId: FenceNode['id'], deltaX: number, deltaZ: number): void {
const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Object3D | undefined
if (mesh) mesh.position.set(deltaX, 0, deltaZ)
}
function setFenceLiveTransform(
fenceId: FenceNode['id'],
start: [number, number],
end: [number, number],
deltaX: number,
deltaZ: number,
): void {
const cx = (start[0] + end[0]) / 2
const cz = (start[1] + end[1]) / 2
useLiveTransforms.getState().set(fenceId, {
position: [cx + deltaX, 0, cz + deltaZ],
rotation: 0,
})
}
export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
const activatedAtRef = useRef<number>(Date.now())
const previousGridPosRef = useRef<[number, number] | null>(null)
@@ -117,8 +133,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
}),
)
const dragAnchorRef = useRef<[number, number] | null>(null)
const nodeIdRef = useRef(node.id)
const previewRef = useRef<{ start: [number, number]; end: [number, number] } | null>(null)
const deltaRef = useRef<[number, number]>([0, 0])
const [cursorLocalPos, setCursorLocalPos] = useState<[number, number, number]>(() => {
const centerX = (node.start[0] + node.end[0]) / 2
@@ -131,9 +146,11 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
}, [])
useEffect(() => {
const nodeId = nodeIdRef.current
const fenceId = node.id
const originalStart = originalStartRef.current
const originalEnd = originalEndRef.current
const linkedOriginals = linkedOriginalsRef.current
const levelNode =
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)
}
// 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])
}
mesh.position.set(deltaX, 0, 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,
),
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 },
})),
])
useLiveTransforms.getState().clear(nodeId)
for (const linkedFence of linkedOriginalsRef.current) {
useLiveTransforms.getState().clear(linkedFence.id)
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)
+67 -52
View File
@@ -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,
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.temporal.getState().resume()
useScene.getState().updateNode(node.id, preview)
useScene.getState().markDirty(node.id as AnyNodeId)
useScene.temporal.getState().pause()
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)
})