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
@@ -13,6 +13,8 @@ import {
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CursorSphere,
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clearSlabSnapFeedback,
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EDITOR_LAYER,
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isAngleSnapActive,
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isGridSnapActive,
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markToolCancelConsumed,
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resolveSlabPlanPointSnap,
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triggerSFX,
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@@ -62,7 +64,6 @@ export const SlabTool: React.FC = () => {
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const [snappedCursorPosition, setSnappedCursorPosition] = useState<[number, number]>([0, 0])
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const [levelY, setLevelY] = useState(0)
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const previousSnappedPointRef = useRef<[number, number] | null>(null)
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const shiftPressed = useRef(false)
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// Clear preset-seeded defaults on deactivation so a later manual slab draw
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// isn't built with a stale preset's parameters. Unmount-only.
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@@ -70,42 +71,39 @@ export const SlabTool: React.FC = () => {
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useEffect(() => () => clearSlabSnapFeedback(), [])
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// Publish the live vertex count so the HUD shows "Finish" only at ≥ 3 points.
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useEffect(() => {
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useEditor.getState().setDraftVertexCount(points.length)
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}, [points.length])
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useEffect(() => () => useEditor.getState().setDraftVertexCount(0), [])
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useEffect(() => {
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if (!currentLevelId) return
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
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const bypassSnap = shiftPressed.current || event.nativeEvent?.shiftKey === true
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const gridPosition: [number, number] = bypassSnap
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? rawPoint
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: [...snapPointToGrid(rawPoint, useEditor.getState().gridSnapStep)]
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// Slab drafting is the 'polygon' snap context (grid / lines / off — no
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// angle, no Shift bypass; Shift cycles the mode, Off is the bypass).
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const gridStep = isGridSnapActive() ? useEditor.getState().gridSnapStep : 0
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const gridPosition: [number, number] = [...snapPointToGrid(rawPoint, gridStep)]
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setCursorPosition(gridPosition)
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setLevelY(event.localPosition[1])
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const lastPoint = points[points.length - 1]
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// 15° angle snap from the raw cursor (matching the 2D floorplan
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// pipeline) with the distance snapped along the ray to the grid step.
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// Angle lock only when the mode asks for it (polygon never does today, but
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// honour the flag so the behaviour follows the HUD).
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const orthoPoint: [number, number] =
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bypassSnap || !lastPoint
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? gridPosition
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: [
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...snapPointAlongAngleRay(
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lastPoint,
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rawPoint,
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DEFAULT_ANGLE_STEP,
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useEditor.getState().gridSnapStep,
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),
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]
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isAngleSnapActive() && lastPoint
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? [...snapPointAlongAngleRay(lastPoint, rawPoint, DEFAULT_ANGLE_STEP, gridStep)]
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: gridPosition
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const displayPoint = resolveSlabPlanPointSnap({
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rawPoint,
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fallbackPoint: orthoPoint,
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levelId: currentLevelId,
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altKey: event.nativeEvent?.altKey === true,
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shiftKey: bypassSnap,
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}).point
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setSnappedCursorPosition(displayPoint)
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if (
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!bypassSnap &&
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points.length > 0 &&
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previousSnappedPointRef.current &&
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(displayPoint[0] !== previousSnappedPointRef.current[0] ||
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@@ -139,14 +137,18 @@ export const SlabTool: React.FC = () => {
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}
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}
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// Finish the polygon (Enter or double-click): commit once there are enough
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// vertices. Closing near the first vertex (in onGridClick) is the third way.
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const finishDrawing = () => {
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if (points.length < 3) return
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const slabId = commitSlabDrawing(currentLevelId, points)
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setSelection({ selectedIds: [slabId] })
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setPoints([])
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clearSlabSnapFeedback()
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}
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const onGridDoubleClick = (_event: GridEvent) => {
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if (!currentLevelId) return
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if (points.length >= 3) {
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const slabId = commitSlabDrawing(currentLevelId, points)
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setSelection({ selectedIds: [slabId] })
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setPoints([])
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clearSlabSnapFeedback()
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}
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finishDrawing()
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}
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const onCancel = () => {
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@@ -156,17 +158,12 @@ export const SlabTool: React.FC = () => {
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}
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const onKeyDown = (e: KeyboardEvent) => {
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if (e.key === 'Shift') shiftPressed.current = true
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}
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const onKeyUp = (e: KeyboardEvent) => {
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if (e.key === 'Shift') shiftPressed.current = false
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}
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const onWindowBlur = () => {
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shiftPressed.current = false
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if (e.key === 'Enter') {
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e.preventDefault()
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finishDrawing()
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}
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}
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document.addEventListener('keydown', onKeyDown)
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document.addEventListener('keyup', onKeyUp)
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window.addEventListener('blur', onWindowBlur)
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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@@ -175,8 +172,6 @@ export const SlabTool: React.FC = () => {
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return () => {
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document.removeEventListener('keydown', onKeyDown)
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document.removeEventListener('keyup', onKeyUp)
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window.removeEventListener('blur', onWindowBlur)
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('grid:double-click', onGridDoubleClick)
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