feat(editor): node-declared per-context snapping + contextual HUD + painter scope

Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.

- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
  polygon mode-sets with exclusive modes (grid | lines | angles | off), each
  doing exactly what its chip says. Context is node-declared via the new
  `NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
  (profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
  (endpoint/curve/boundary) and item move get their own chip, no select-hint
  leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
  structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
  (minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
  scope. Fix grid/angle being ignored on boundary edit + slab creation:
  make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
  grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
  the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
  the contextual HUD now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-06-24 14:23:15 -04:00
co-authored by Claude Opus 4.8
parent b8b3d35f26
commit 04f1b0d59e
61 changed files with 1543 additions and 785 deletions
+1
View File
@@ -108,6 +108,7 @@ export type {
SelectableConfig,
SlotDeclaration,
SnapPointKind,
SnapProfile,
SnappableConfig,
SnapServicesLike,
SurfacePoint,
+35
View File
@@ -221,6 +221,13 @@ export type ToolHint = {
key: string
/** Description of what the input does. Sentence case. */
label: string
/**
* Only show this hint once the in-progress draft has at least this many
* vertices (reads `useEditor.draftVertexCount`). Lets a polygon tool's
* "Finish" hint appear only when finishing is actually possible (≥ 3 points),
* so the HUD reflects reality. Omit for always-shown hints.
*/
minDraftVertices?: number
}
export type FloorplanGeometry =
@@ -710,6 +717,15 @@ export type SurfaceRole =
/** Role a kind plays in a duct / pipe / lineset distribution system. */
export type DistributionRole = 'run' | 'fitting' | 'terminal' | 'equipment'
/**
* A kind's snapping profile (see `NodeDefinition.snapProfile`).
* - `'item'` free object (furniture/fixtures): lines-default, no grid lattice, no angle.
* - `'structural'` walls / fences / slabs / ceilings / roofs / zones: grid-default, and an
* angle lock while *setting direction* (drafting a run/polygon, dragging an endpoint or a
* polygon vertex). A plain translate or a curve of a structural node has no angle.
*/
export type SnapProfile = 'item' | 'structural'
export type NodeDefinition<S extends ZodObject<any>> = {
kind: string
schemaVersion: number
@@ -958,6 +974,18 @@ export type NodeDefinition<S extends ZodObject<any>> = {
*/
toolHints?: ToolHint[]
/**
* Which snapping profile this kind uses, so the editor's contextual snapping
* HUD + snap math + force-place affordance are node-declared rather than
* switched on the kind name (`'item'` free object vs `'structural'` wall/slab/
* surface — see `SnapProfile`). The angle lock is derived from the *action*
* (setting direction), not declared here. Also gates the "force place" hint:
* structural kinds don't collision-reject, so they don't show it.
* Omit it for kinds whose placement/move tools haven't moved onto the unified
* snapping model yet — they get no snapping chip (no Shift-cycle) until they do.
*/
snapProfile?: SnapProfile
/**
* Optional translucent preview of the node — used by the move tool to
* show where the node will land, and by the placement tool's cursor.
@@ -1267,6 +1295,13 @@ export type SlotDeclaration = {
}
export type PaintCapability = {
/**
* Opt this kind into the painter's `room` application scope: a paint click
* spreads to every same-kind node bounding the clicked node's room (walls and
* slabs). The room geometry is resolved by the editor from `Space.polygon`;
* this flag only declares that the kind participates.
*/
roomScope?: boolean
/**
* Resolve which logical surface the user clicked. Returns `null`
* when the face shouldn't be painted (e.g. interior slot exposed