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:
co-authored by
Claude Opus 4.8
parent
b8b3d35f26
commit
04f1b0d59e
@@ -2,11 +2,13 @@
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import { type CeilingNode, resolveLevelId, useLiveNodeOverrides, useScene } from '@pascal-app/core'
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import {
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boundaryReshapeScope,
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clearCeilingSnapFeedback,
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PolygonEditor,
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type PolygonEditorPlanPointSnapContext,
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resolveCeilingPlanPointSnap,
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triggerSFX,
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useInteractionScope,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useCallback, useEffect, useMemo, useRef } from 'react'
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@@ -95,13 +97,19 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
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const handleDragStateChange = useCallback(
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(isDragging: boolean) => {
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if (!isDragging) {
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// A vertex/edge drag is a `boundary` reshape — drive the snapping HUD
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// (no-angle 'polygon' set) and keep the idle select hints off-screen.
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const scope = useInteractionScope.getState()
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if (isDragging) {
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scope.begin(boundaryReshapeScope(ceilingId))
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} else {
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scope.endIf((s) => s.kind === 'reshaping' && s.reshape === 'boundary')
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ownsPolygonPreviewRef.current = false
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clearCeilingSnapFeedback()
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}
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setCeilingHandleHover(isDragging)
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},
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[setCeilingHandleHover],
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[ceilingId, setCeilingHandleHover],
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)
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const handlePolygonEditorDragCommit = useCallback(() => {
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@@ -126,7 +134,6 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
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levelId: ceilingLevelId,
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excludeId: ceilingId,
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altKey: context.nativeEvent?.altKey === true,
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shiftKey: context.nativeEvent?.shiftKey === true,
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}).point,
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[ceilingId, ceilingLevelId],
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)
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@@ -136,6 +143,9 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
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clearCeilingSnapFeedback()
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useLiveNodeOverrides.getState().clear(ceilingId)
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useScene.getState().markDirty(ceilingId)
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useInteractionScope
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.getState()
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.endIf((s) => s.kind === 'reshaping' && s.reshape === 'boundary')
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ownsPolygonPreviewRef.current = false
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if (ownsCeilingHoverRef.current && useViewer.getState().hoveredId === ceilingId) {
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useViewer.getState().setHoveredId(null)
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