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Fix force mode drag and renderer timing issues - #2

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LummiGhost merged 9 commits into
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copilot/fix-force-mode-issue
Jan 19, 2026
Merged

Fix force mode drag and renderer timing issues#2
LummiGhost merged 9 commits into
mainfrom
copilot/fix-force-mode-issue

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Copilot AI commented Jan 19, 2026

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Addresses critical bugs where force mode drag was non-functional and DOM renderer wasn't applying willChange to dynamically registered nodes.

Changes

Force mode drag fix

  • Root cause: ForceSolver clears all channel forces at iteration start, wiping external forces before they can take effect
  • Solution: Split Channel.force into two fields:
    • force: Constraint forces, cleared per-iteration
    • externalForce: External forces (drag, adapters), persist across constraint iterations
  • Updated pointerDrag adapter to write to externalForce instead of addForce()
// In pointerDrag.ts force mode
chX.externalForce = forceK * ex - forceC * chX.v;  // Persists across iterations
chY.externalForce = forceK * ey - forceC * chY.v;

// In Channel.step()
const a = (spring + damper + this.force + this.externalForce) / m;

Renderer timing fix

  • Moved willChange CSS setup from renderer.prepare() (called before nodes exist) to Engine.registerNode() (called per-node on registration)

API consistency

  • Implemented Node.setState({ merge }) option (was previously ignored)
  • Added inline comments documenting that solverType: "projection" and enableLayoutRead are unimplemented
  • Added mass <= 0 validation in Channel constructor

Documentation

  • Fixed typo: this详.params.frictionthis.params.friction
  • Updated solver lifecycle documentation to reflect force separation
  • Clarified API option states
Original prompt

This section details on the original issue you should resolve

<issue_title>第一次 Review 和存在的问题</issue_title>
<issue_description>## 手动测试结果

通过 demo/basic/index.html 手动测试了基础拖拽交互,
demo\main.ts:44attachPointerDrag(engine, "A", { mode: "target" });时表现符合预期(target 模式下拖拽正常,松手后弹回初始位置)。
force ,模式下没有作用。

总体评价

API 面向使用者很清爽:入口集中在 index.ts,核心/约束/渲染/适配层次清晰。
核心数值路径(ForceSolver + Channel 半隐式欧拉)简单直接,可读性好;测试覆盖了 Channel 与三类约束的基本收敛行为。

关键问题(优先级最高)

attachPointerDrag 的 mode: "force" 在当前实现里很可能“基本不起作用”:适配器直接对 Channel.addForce() 写入 ch.force,但 forceSolver.ts 每次迭代都会把所有 ch.force = 0 清掉,外部注入力在进入求解前就被抹掉了。

影响:文档中声明的 force 拖拽模式与实际行为不一致;未来如果 demo 切到 force 模式会表现异常。

DOMRenderer.prepare() 时机不对:Engine 构造时调用 renderer.prepare?.(this),但那时通常还没 registerNode(),所以 willChange 根本不会被设置到后注册的元素上(demo 就是这种顺序)。见 engine.ts 与 domRenderer.ts。

一致性/完成度问题(中优先级)

solverType: "projection" 目前只是类型与 options 里存在,但 Engine 始终强制使用 ForceSolver(// MVP: force solver only)。这会让用户误以为可切 solver。见 engine.ts 与 types.ts。

enableLayoutRead 目前没有实际使用点(文档里也提到“未来集成”);建议明确标注为未实现/预留,或删掉避免误导。见 types.ts。

文档里有明显 typo / 描述偏差:例如 api-and-struct.md 的 this详.params.friction;以及 ForceSolver “清理外力”的描述与实现粒度不一致。

数值/边界与可维护性(低到中优先级建议)

ChannelParams.mass 允许传入 0/负值会导致除零或反向动力学;目前没有 guard(看你是否愿意在 dev 模式下直接 throw)。见 channel.ts。

Node.setState() 里的 opts.merge 目前被 void opts 丢弃,且行为实际上“总是 merge”(只覆盖 pose 提供的键)。建议要么实现 merge:false 的语义,要么从 API/文档移除以避免困惑。见 node.ts。

其他

当前导出 API 属于命令式风格,未来如果考虑支持声明式配置(例如 React 组件),可能需要设计一套状态同步机制(类似 React Three Fiber 的 reconciler),以便在 props 变化时更新引擎状态。
不过关于 API 风格设计的讨论不是 MVP 需要解决的重点,可以留待未来迭代。

CI 验证结果

npm test:通过(6 passed)。
npm run typecheck:通过。

Comments on the Issue (you are @copilot in this section)


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Copilot AI and others added 2 commits January 19, 2026 08:20
Co-authored-by: LummiGhost <63768689+LummiGhost@users.noreply.github.com>
Co-authored-by: LummiGhost <63768689+LummiGhost@users.noreply.github.com>
Copilot AI changed the title [WIP] Fix attachPointerDrag mode: 'force' functionality Fix force mode drag and renderer timing issues Jan 19, 2026
Copilot AI requested a review from LummiGhost January 19, 2026 08:25
@LummiGhost
LummiGhost marked this pull request as ready for review January 19, 2026 08:33
Copilot AI review requested due to automatic review settings January 19, 2026 08:33

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Pull request overview

This PR attempts to fix critical bugs in force mode drag and renderer timing. The changes introduce a separation between constraint forces and external forces in the Channel class, update the pointer drag adapter to use external forces, move willChange CSS setup to per-node registration, implement the setState merge option, and add mass validation.

Changes:

  • Split Channel forces into force (constraint) and externalForce (drag/adapters)
  • Updated pointerDrag to write to externalForce instead of addForce()
  • Moved willChange CSS from renderer.prepare() to Engine.registerNode()
  • Implemented Node.setState({ merge }) option with default true behavior
  • Added mass <= 0 validation in Channel constructor
  • Fixed typo in documentation (this详 → this)

Reviewed changes

Copilot reviewed 8 out of 8 changed files in this pull request and generated 8 comments.

Show a summary per file
File Description
src/core/channel.ts Added externalForce field, mass validation, updated step() to use both forces, clearing logic
src/adapters/pointerDrag.ts Changed to write to externalForce instead of using addForce()
src/core/engine.ts Moved willChange setup from renderer.prepare() to registerNode()
src/core/node.ts Implemented merge option in setState() with merge/non-merge modes
src/core/types.ts Added inline comments noting unimplemented features
doc/develop/api-and-struct.md Updated documentation for force separation, fixed typo, clarified API states
test/channel.test.ts Added tests for invalid mass validation
test/externalForce.test.ts Added new tests for external force behavior

Comment thread src/core/engine.ts Outdated
Comment thread src/core/node.ts
ch.setTarget(v);
}
} else {
// Non-merge mode: reset all channels to their default values, then apply pose

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In non-merge mode (merge: false), the implementation sets all channel targets to their current values before applying the pose. This doesn't reset channels to their "default" or "initial" values as the documentation suggests. If the intent is to reset channels not in the pose to their default state, you should track default/initial values per channel. If the current behavior (freezing current values) is correct, the documentation comment on line 84 should be updated to clarify this.

Suggested change
// Non-merge mode: reset all channels to their default values, then apply pose
// Non-merge mode: freeze all existing channels at their current values, then apply pose

Copilot uses AI. Check for mistakes.
Comment on lines +5 to +27
it("persists through constraint iterations", () => {
const engine = new Engine({ substeps: 1, iterations: 3 });

engine.registerNode({
id: "A",
initialPose: { x: 0, y: 0 }
});

const node = engine.getNode("A");
const chX = node.getChannel("x");

// Set an external force
chX.externalForce = 100;

// Run one step - external force should affect the motion
engine.step(1 / 60);

// Channel should have moved due to external force
expect(chX.value).toBeGreaterThan(0);

// External force should be cleared after step
expect(chX.externalForce).toBe(0);
});

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This test expects externalForce to be cleared after one step, but with iterations: 3, the step() method is called 3 times per engine.step(). The externalForce gets cleared after the first iteration's step() call, which means it won't be present for iterations 2 and 3. This test may pass accidentally because the first iteration alone might be enough to move the channel, but it doesn't properly validate that externalForce persists through all iterations as intended by the design.

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Comment thread src/core/node.ts
Comment on lines +74 to 93
const merge = opts?.merge ?? true;

if (merge) {
// Merge mode: only update channels specified in the pose
for (const [k, v] of Object.entries(pose)) {
if (v == null) continue;
const ch = this.ensureChannel(k, v, this.channelParams?.[k]);
ch.setTarget(v);
}
} else {
// Non-merge mode: reset all channels to their default values, then apply pose
for (const ch of this.channels.values()) {
ch.setTarget(ch.value);
}
for (const [k, v] of Object.entries(pose)) {
if (v == null) continue;
const ch = this.ensureChannel(k, v, this.channelParams?.[k]);
ch.setTarget(v);
}
}

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The newly implemented merge option behavior for setState() lacks test coverage. Since other functions in the codebase have comprehensive automated testing (as seen in channel.test.ts, externalForce.test.ts, etc.), this new functionality should also be tested. Consider adding tests that verify: (1) merge:true only updates specified channels, (2) merge:false sets all channels to current value then applies pose, and (3) the default merge:true behavior when opts is not provided.

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Comment thread src/core/engine.ts
Comment on lines +60 to +61
// Note: prepare() is now called per-node in registerNode() to ensure
// willChange is applied after nodes are registered

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The renderer behavior has changed significantly - willChange is now applied per-node during registerNode() instead of via renderer.prepare(). However, the documentation in api-and-struct.md still shows the old prepare() method signature without explaining this behavior change. The documentation should be updated to clarify that the DOMRenderer's prepare() method is optional and that the Engine handles willChange setup during node registration. This is required per the project's documentation standards.

Copilot generated this review using guidance from repository custom instructions.
Comment thread src/core/channel.ts Outdated
Comment thread src/core/channel.ts Outdated
Comment on lines +70 to +78
this.force = 0;
this.externalForce = 0;

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The externalForce is being cleared after every step() call, but step() is called once per constraint iteration (typically 2-3 times per substep). This means externalForce only affects the first iteration and gets cleared before subsequent iterations can use it. According to the design, externalForce should persist across all constraint iterations within a substep and only be cleared once per substep (or once per frame). The clearing should happen in ForceSolver after all iterations are complete, not in Channel.step().

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Comment thread src/core/channel.ts Outdated
this.value = this.target;
this.v = 0;
this.force = 0;
this.externalForce = 0;

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The externalForce should not be cleared in snapToTarget() as this method can be called mid-iteration when epsilon convergence is reached. External forces should only be cleared by the solver after all iterations complete. This clearing is redundant with the critical issue in Channel.step() and contributes to external forces being lost prematurely.

Suggested change
this.externalForce = 0;

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@LummiGhost
LummiGhost merged commit 49786e9 into main Jan 19, 2026
3 checks passed
@LummiGhost
LummiGhost deleted the copilot/fix-force-mode-issue branch January 20, 2026 08:44
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第一次 Review 和存在的问题

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