Files
editor/packages/nodes/src/slab/actions/move.ts
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

192 lines
6.0 KiB
TypeScript

import {
type AnyNode,
type AnyNodeId,
type DragAction,
type FenceNode,
type LevelNode,
type SlabNode,
sceneRegistry,
useLiveTransforms,
useScene,
type WallNode,
} from '@pascal-app/core'
import { type FencePlanPoint, snapFenceDraftPoint, triggerSFX } from '@pascal-app/editor'
import type * as THREE from 'three'
function sameSnap(a: FencePlanPoint | null, b: FencePlanPoint): boolean {
return a !== null && a[0] === b[0] && a[1] === b[1]
}
/**
* Phase 5 Stage D — whole-slab move drag affordance.
*
* Uses the **live-drag exception** (same recipe as fence move): the
* slab MESH is translated visually via `sceneRegistry.nodes.get(slabId)
* .position` plus a mirror entry in `useLiveTransforms`. The scene
* store's polygon stays untouched during the drag — no React re-render
* per tick, no CSG-with-holes rebuild per frame.
*
* On commit the final polygon is written to the scene via the single-
* undo dance, then the mesh-position offset is cleared. The renderer
* picks up the new polygon, the mesh re-mounts at the new world coords,
* and zundo records one diff.
*
* Hosted items don't follow the visual translation (same as legacy —
* item.position is independent of slab.polygon). Acceptable: the slab
* snaps back into place on commit so the visual mismatch is brief.
*/
function translatePolygon(
polygon: Array<[number, number]>,
deltaX: number,
deltaZ: number,
): Array<[number, number]> {
return polygon.map(([x, z]) => [x + deltaX, z + deltaZ] as [number, number])
}
function polygonCenter(polygon: Array<[number, number]>): [number, number] {
if (polygon.length === 0) return [0, 0]
let sx = 0
let sz = 0
for (const [x, z] of polygon) {
sx += x
sz += z
}
return [sx / polygon.length, sz / 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)
}
function setLiveTransform(
id: AnyNodeId,
originalCenter: [number, number],
deltaX: number,
deltaZ: number,
): void {
useLiveTransforms.getState().set(id, {
position: [originalCenter[0] + deltaX, 0, originalCenter[1] + deltaZ],
rotation: 0,
})
}
function clearLiveState(id: AnyNodeId): void {
setMeshOffset(id, 0, 0)
useLiveTransforms.getState().clear(id)
}
export type MoveSlabCtx = {
slabId: AnyNodeId
originalPolygon: Array<[number, number]>
originalHoles: Array<Array<[number, number]>>
originalCenter: [number, number]
parentId: string | null
levelWalls: WallNode[]
levelFences: FenceNode[]
dragAnchor: FencePlanPoint | null
lastSnapped: FencePlanPoint | null
}
export type MoveSlabDraft = {
polygon: Array<[number, number]>
holes: Array<Array<[number, number]>>
deltaX: number
deltaZ: number
}
export const moveSlabDragAction: DragAction<MoveSlabCtx, MoveSlabDraft> = {
begin: (input) => {
const slab = input.node as SlabNode | undefined
if (!slab) throw new Error('[moveSlabDragAction] begin requires a slab node')
const parentId = slab.parentId ?? null
const originalPolygon: Array<[number, number]> = slab.polygon.map(
([x, z]) => [x, z] as [number, number],
)
const originalHoles: Array<Array<[number, number]>> = (slab.holes ?? []).map((h) =>
h.map(([x, z]) => [x, z] as [number, number]),
)
const { nodes } = useScene.getState()
const levelNode =
parentId && nodes[parentId as AnyNodeId]?.type === 'level'
? (nodes[parentId as AnyNodeId] as LevelNode)
: null
const levelWalls: WallNode[] = []
const levelFences: FenceNode[] = []
if (levelNode) {
for (const childId of levelNode.children ?? []) {
const child = nodes[childId as AnyNodeId]
if (!child) continue
if (child.type === 'wall') levelWalls.push(child)
else if (child.type === 'fence') levelFences.push(child)
}
}
return {
slabId: slab.id as AnyNodeId,
originalPolygon,
originalHoles,
originalCenter: polygonCenter(originalPolygon),
parentId,
levelWalls,
levelFences,
dragAnchor: null,
lastSnapped: null,
}
},
preview: (ctx, point, _modifiers) => {
const snapped = snapFenceDraftPoint({
point: [point[0], point[1]],
walls: ctx.levelWalls,
fences: ctx.levelFences,
})
if (!sameSnap(ctx.lastSnapped, snapped)) {
if (ctx.lastSnapped !== null) triggerSFX('sfx:grid-snap')
ctx.lastSnapped = snapped
}
if (!ctx.dragAnchor) ctx.dragAnchor = snapped
const deltaX = snapped[0] - ctx.dragAnchor[0]
const deltaZ = snapped[1] - ctx.dragAnchor[1]
// Translation is computed lazily on commit — preview only needs the
// deltas for the mesh-offset visual.
return {
polygon: ctx.originalPolygon,
holes: ctx.originalHoles,
deltaX,
deltaZ,
}
},
apply: (draft, ctx, _scene) => {
// Live-drag exception: visual translate via Three.js mesh.position +
// useLiveTransforms. No scene.update during the drag, no React
// re-render of the slab geometry, no CSG-with-holes rebuild.
setMeshOffset(ctx.slabId, draft.deltaX, draft.deltaZ)
setLiveTransform(ctx.slabId, ctx.originalCenter, draft.deltaX, draft.deltaZ)
return []
},
commit: (draft, ctx, scene) => {
// Single-undo dance — snapshot is empty (no scene.update during
// apply), restoreAll is a no-op. Resume history, write the final
// polygon. Zundo records one diff: original → translated.
scene.restoreAll()
scene.resumeHistory()
scene.update(ctx.slabId, {
polygon: translatePolygon(ctx.originalPolygon, draft.deltaX, draft.deltaZ),
holes: ctx.originalHoles.map((h) => translatePolygon(h, draft.deltaX, draft.deltaZ)),
} as Partial<AnyNode>)
clearLiveState(ctx.slabId)
return true
},
cancel: (ctx, _scene) => {
// Clear live-drag visual state — mesh snaps back to its (unchanged)
// scene position.
clearLiveState(ctx.slabId)
},
}