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
+13 -3
View File
@@ -2,11 +2,13 @@
import { type CeilingNode, resolveLevelId, useLiveNodeOverrides, useScene } from '@pascal-app/core'
import {
boundaryReshapeScope,
clearCeilingSnapFeedback,
PolygonEditor,
type PolygonEditorPlanPointSnapContext,
resolveCeilingPlanPointSnap,
triggerSFX,
useInteractionScope,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useCallback, useEffect, useMemo, useRef } from 'react'
@@ -95,13 +97,19 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
const handleDragStateChange = useCallback(
(isDragging: boolean) => {
if (!isDragging) {
// A vertex/edge drag is a `boundary` reshape — drive the snapping HUD
// (no-angle 'polygon' set) and keep the idle select hints off-screen.
const scope = useInteractionScope.getState()
if (isDragging) {
scope.begin(boundaryReshapeScope(ceilingId))
} else {
scope.endIf((s) => s.kind === 'reshaping' && s.reshape === 'boundary')
ownsPolygonPreviewRef.current = false
clearCeilingSnapFeedback()
}
setCeilingHandleHover(isDragging)
},
[setCeilingHandleHover],
[ceilingId, setCeilingHandleHover],
)
const handlePolygonEditorDragCommit = useCallback(() => {
@@ -126,7 +134,6 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
levelId: ceilingLevelId,
excludeId: ceilingId,
altKey: context.nativeEvent?.altKey === true,
shiftKey: context.nativeEvent?.shiftKey === true,
}).point,
[ceilingId, ceilingLevelId],
)
@@ -136,6 +143,9 @@ export const CeilingBoundaryEditor: React.FC<{ ceilingId: CeilingNode['id'] }> =
clearCeilingSnapFeedback()
useLiveNodeOverrides.getState().clear(ceilingId)
useScene.getState().markDirty(ceilingId)
useInteractionScope
.getState()
.endIf((s) => s.kind === 'reshaping' && s.reshape === 'boundary')
ownsPolygonPreviewRef.current = false
if (ownsCeilingHoverRef.current && useViewer.getState().hoveredId === ceilingId) {
useViewer.getState().setHoveredId(null)