Files
editor/packages/nodes/src/fence/move-tool.tsx
T
Wassim SAMADandClaude Opus 4.7 d1231b4901 Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports:

1. Slab/ceiling moves were sluggish because the actions wrote
   scene.update(polygon) every grid:move tick → React re-render +
   CSG-with-holes geometry rebuild per frame.

   Apply the live-drag exception (same recipe fence move already used):
   visual translation via `sceneRegistry.nodes.get(id).position` +
   `useLiveTransforms`; scene.polygon is only written on commit. Polygon
   center precomputed in ctx, mesh-offset clears on commit/cancel.

2. Cursor sphere sat at the polygon center (offset from the user's
   actual cursor by `originalCenter - first_cursor`). Move wrappers
   now subscribe to `grid:move` and set `cursorRef.current.position`
   directly — no React state, no per-tick reconcile. Cursor lands on
   the user's pointer.

3. Fence move had the same React-reconcile-per-tick cost via its
   `useLiveTransforms` subscription. Switched to the same direct
   ref-mutation pattern.

Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve
drag undoes only the bend, not the create. The previously reported
"first undo does nothing" outcome reproduces only for no-op bends
(drags within `normalizeWallCurveOffset`'s straight-snap threshold,
≈1.5cm on a 3m fence). For visible bends the dance pushes a real
pastState entry and one undo step rolls back the bend.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 08:27:27 -04:00

66 lines
2.0 KiB
TypeScript

'use client'
import { emitter, type FenceNode, type GridEvent } from '@pascal-app/core'
import { CursorSphere, triggerSFX, useDragAction, useEditor } from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import type { Group } from 'three'
import { moveFenceDragAction } from './actions/move'
/**
* Phase 5 Stage D — thin React wrapper around `moveFenceDragAction`.
*
* Cursor sphere follows the raw grid pointer via direct ref mutation —
* no React state, no per-tick re-render. The fence mesh translates
* visually through the action's `mesh.position` + `useLiveTransforms`
* writes (live-drag exception); scene start/end are written on commit
* via the single-undo dance.
*/
export const FenceMoveTool: React.FC<{ node: FenceNode }> = ({ node }) => {
const fenceId = node.id
const cursorRef = useRef<Group>(null)
useEffect(() => {
const onMove = (event: GridEvent) => {
if (!cursorRef.current) return
cursorRef.current.position.set(
event.localPosition[0],
event.localPosition[1],
event.localPosition[2],
)
}
emitter.on('grid:move', onMove)
return () => {
emitter.off('grid:move', onMove)
}
}, [])
const exitMoveMode = (committed: boolean) => {
if (committed) triggerSFX('sfx:item-place')
useViewer.getState().setSelection({ selectedIds: [fenceId] })
useEditor.getState().setMovingNode(null)
}
useDragAction({
active: true,
action: moveFenceDragAction,
initial: {
node,
// Initial point — useDragAction requires a Vec2. The action's
// begin captures everything else from input.node; this is just
// a placeholder until the first grid:move latches the anchor.
point: [(node.start[0] + node.end[0]) / 2, (node.start[1] + node.end[1]) / 2],
},
onCommit: () => exitMoveMode(true),
onCancel: () => exitMoveMode(false),
})
return (
<group>
<CursorSphere ref={cursorRef} showTooltip={false} />
</group>
)
}
export default FenceMoveTool