fix undo / redo for item tool

This commit is contained in:
wass08
2026-01-28 09:21:08 +09:00
parent dee61700b9
commit f50f7d105b
2 changed files with 30 additions and 16 deletions
@@ -38,6 +38,8 @@ export const ItemTool: React.FC = () => {
useEffect(() => {
if (!selectedItem) return
useScene.temporal.getState().pause()
const validators = { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling }
// Reset placement state for new item
@@ -369,6 +371,7 @@ export const ItemTool: React.FC = () => {
return () => {
draftNode.destroy()
useScene.temporal.getState().resume()
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('wall:enter', onWallEnter)
@@ -1,6 +1,6 @@
import { useCallback, useMemo, useRef } from 'react'
import { ItemNode, useScene } from '@pascal-app/core'
import { type AnyNodeId, ItemNode, useScene } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useMemo, useRef } from 'react'
import type { Vector3 } from 'three'
import type { Asset } from '../../../../../packages/core/src/schema/nodes/item'
import { stripTransient } from './placement-math'
@@ -10,9 +10,9 @@ export interface DraftNodeHandle {
readonly current: ItemNode | null
/** Create a new draft item at the given position. Returns the created node or null. */
create: (gridPosition: Vector3, asset: Asset) => ItemNode | null
/** Commit the current draft: resume temporal, strip transient, update node, clear ref. Returns committed ID. */
/** Commit the current draft: delete draft (paused), resume, create fresh node (tracked), re-pause. */
commit: (finalUpdate: Partial<ItemNode>) => string | null
/** Destroy the current draft: delete node, resume temporal. */
/** Destroy the current draft: delete node (stays paused, no undo entry). */
destroy: () => void
}
@@ -27,14 +27,13 @@ export function useDraftNode(): DraftNodeHandle {
const currentLevelId = useViewer.getState().selection.levelId
if (!currentLevelId) return null
useScene.temporal.getState().pause()
const node = ItemNode.parse({
position: [gridPosition.x, gridPosition.y, gridPosition.z],
name: asset.name,
asset,
metadata: { isTransient: true },
})
console.log('create node', node)
useScene.getState().createNode(node, currentLevelId)
draftRef.current = node
@@ -45,18 +44,31 @@ export function useDraftNode(): DraftNodeHandle {
const draft = draftRef.current
if (!draft) return null
useScene.temporal.getState().resume()
const { parentId: newParentId, ...updateProps } = finalUpdate
const parentId = (newParentId ?? useViewer.getState().selection.levelId) as AnyNodeId
if (!parentId) return null
const update = {
...finalUpdate,
metadata: finalUpdate.metadata ?? stripTransient(draft.metadata),
}
useScene.getState().updateNode(draft.id, update)
const committedId = draft.id
// Delete draft while paused (invisible to undo)
useScene.getState().deleteNode(draft.id)
draftRef.current = null
return committedId
// Briefly resume → create fresh node (the single undoable action)
useScene.temporal.getState().resume()
const finalNode = ItemNode.parse({
name: draft.name,
asset: draft.asset,
position: updateProps.position ?? draft.position,
rotation: updateProps.rotation ?? draft.rotation,
side: updateProps.side ?? draft.side,
metadata: updateProps.metadata ?? stripTransient(draft.metadata),
})
useScene.getState().createNode(finalNode, parentId)
// Re-pause for next draft cycle
useScene.temporal.getState().pause()
return finalNode.id
}, [])
const destroy = useCallback(() => {
@@ -64,7 +76,6 @@ export function useDraftNode(): DraftNodeHandle {
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
}
useScene.temporal.getState().resume()
}, [])
return useMemo(