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