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
@@ -11,6 +11,7 @@ import {
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} from '@pascal-app/core'
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import {
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type FencePlanPoint,
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isAngleSnapActive,
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isMagneticSnapActive,
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isSegmentLongEnough,
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snapFenceDraftPoint,
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@@ -164,15 +165,18 @@ export const moveFenceEndpointDragAction: DragAction<MoveFenceEndpointCtx, MoveF
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preview: (ctx, point, modifiers) => {
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const planPoint: FencePlanPoint = [point[0], point[1]]
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// Endpoint move = grid snap only; the 45°-from-start angle snap
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// is draft-only. Shift is a hard snap bypass.
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// Endpoint move honours the active snapping mode (HUD chip): grid → lattice;
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// lines → magnetic corner/alignment; angles → lock to 15° rays from the
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// fixed corner; off → raw. No Shift bypass — Shift cycles the mode; Off is
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// the bypass.
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const snapped = snapFenceDraftPoint({
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point: planPoint,
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walls: ctx.levelWalls,
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fences: ctx.levelFences,
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ignoreFenceIds: [ctx.fenceId as string],
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bypassSnap: modifiers.shift,
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magnetic: !modifiers.shift && isMagneticSnapActive(),
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start: ctx.fixedPoint,
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angleSnap: isAngleSnapActive(),
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magnetic: isMagneticSnapActive(),
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})
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// Figma-style alignment: nudge the dragged endpoint onto another wall /
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@@ -180,7 +184,7 @@ export const moveFenceEndpointDragAction: DragAction<MoveFenceEndpointCtx, MoveF
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// guide. The resolver connects to the NEAREST real anchor, so the dot
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// always sits on an actual point. Alt is reserved for detach.
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let aligned = snapped
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if (!modifiers.shift && ctx.alignCandidates.length > 0) {
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if (isMagneticSnapActive() && ctx.alignCandidates.length > 0) {
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const ar = resolveAlignment({
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moving: [{ nodeId: ctx.fenceId as string, kind: 'corner', x: snapped[0], z: snapped[1] }],
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candidates: ctx.alignCandidates,
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