feat(editor): placement & interaction overhaul — FSM spine, bug tracks, perf
Implements plans/editor-placement-interaction-overhaul.md: an authoritative interaction-scope state machine plus the catalogued placement/interaction fixes, and split-view floor-plan performance. - Interaction-scope spine (lib/interaction/* + store/use-interaction-scope), driven from central useEditor setters; overlay scoping (zone labels, context badges, floating action menu) reads resolveOverlayPolicy. - Bug tracks A/B/D/E/F/G/H: handle/cutout raycast, footprint validity, auto-slab loop, ceiling hosting, B-key tool desync, 2D drop offset, per-frame jank. - Snapping modes (grid/lines/angles/off) + contextual HUD chips; modifier model (Shift=cycle, Alt=free place, Ctrl=grid step). - Item move now tracks the cursor 1:1 (was a laggy per-frame lerp); handle rig hides during a whole-node move; rotate gizmo advertises Shift=free rotation in the HUD and hides the move cross while rotating. - Floor-plan perf: pause live reactivity while in 3D-only view; per-node geometry cache so only changed nodes rebuild on a drag; hoist wall miters to a once-per-pass ctx.levelData (O(N^2) -> O(N) on wall/opening drags). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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b2f1a8432e
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@@ -15,6 +15,7 @@ import {
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import {
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CursorSphere,
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consumePlacementDragRelease,
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isMagneticSnapActive,
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markToolCancelConsumed,
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snapFenceDraftPoint,
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triggerSFX,
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@@ -201,6 +202,7 @@ export const MoveFenceTool: React.FC<{ node: FenceNode }> = ({ node }) => {
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fences: levelFences,
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ignoreFenceIds: [fenceId],
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bypassSnap,
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magnetic: !bypassSnap && isMagneticSnapActive(),
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})
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if (
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