* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * fix(viewer): keep outlines during camera movement * fix(editor): prevent floorplan clipping during rotation * fix(editor): keep compass rotation in sync Stream live headings in 2D and 3D, and defer restoring the compositor rotation preview until the committed floor-plan state is ready to paint so pointer release cannot snap back. * fix(editor): stabilize floorplan and camera sync * fix floorplan registry scale subscriptions --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
13 KiB
Interaction Scope
The authoritative interaction state machine ("the spine") — one scope describes "what the user is currently doing".
Applies to: packages/editor/src/lib/interaction/**, packages/editor/src/store/use-interaction-scope.ts.
Before this, "what is the user doing right now?" was re-derived from 7+ independent
useEditor flags (movingNode, placementDragMode, activeHandleDrag,
curvingWall, curvingFence, editingHole, movingWallEndpoint,
movingFenceEndpoint). Every overlay and pick site re-derived its behaviour from
a different subset, so the flags could drift into illegal combinations (moving +
curving at once; a stale movingNode after a drag ended). The scope collapses
them into one discriminated union, making those combinations unrepresentable: a
scope is exactly one interaction at a time, and idle carries no payload.
The model
InteractionScope (lib/interaction/scope.ts) is a discriminated union on kind:
kind |
Payload | What |
|---|---|---|
idle |
— | Nothing in flight. The only state where selection/hover picking is meaningful. |
placing |
node, nodeId, nodeType, view, pressDrag |
Placing a fresh node (catalog/preset/build tool). node carries the not-yet-committed draft; pressDrag = gizmo press-drag (commit on release) vs click-to-place. |
moving |
node, nodeId, nodeType, view |
Moving an existing node. |
handle-drag |
nodeId, handle |
Dragging a resize/translate/rotate handle of a selected node. |
drafting |
tool |
Click-to-click drafting of a polyline/polygon kind (wall/fence/slab/…). |
reshaping |
nodeId, reshape, driver, holeIndex?, endpoint?, index?, side? |
Reshaping a selected node's geometry. driver identifies the interaction body that owns preview and commit. |
box-select |
— | Marquee selection drag. |
painting |
— | Material paint application. |
reshaping groups endpoint/curve/hole/boundary/control-point/tangent edits as
sub-states of one scope — there is one node and one in-flight reshape, so
"curving and hole-editing at once" stays unrepresentable. Its driver is
'tool' | 'floorplan': framework tools own tool-driven interactions, while a
floor-plan affordance owns the complete preview/commit lifecycle of a
floorplan-driven interaction. The driver prevents both interaction bodies from
mounting for the same gesture. Placing and moving use view: '2d' | '3d'.
Helpers
isIdle(scope)/isActive(scope)—idlevs anything else (ActiveInteractionScope).scopeNodeId(scope)— the node a scope acts on, ornull.drafting/box-select/painting/idletarget no single existing node.isToolDrivenReshape(scope)/isFloorplanDrivenReshape(scope)— narrow reshape ownership so only the matching interaction body mounts.selectionEnabled(scope)— true only whileidle. During any active interaction the pointer belongs to that interaction's body, not to selecting a different object; the picking choke point must not route a hover/click to selection while this is false.
The store contract
useInteractionScope (default export of store/use-interaction-scope.ts) is the
single owner. Exactly one scope at a time; the only writable shape is
InteractionScope, so there is no setter that can leave a half-state.
| Method | Behaviour |
|---|---|
begin(scope: ActiveInteractionScope) |
Enter an interaction. If one is already active it is replaced (single owner, no producer races). |
update(patch) |
Patch the current scope's payload. Ignored when idle, and ignored when the patch's kind differs from the active kind — payload updates must not change which interaction is running (use begin for that). |
end() |
Return to idle atomically. Both commit and cancel call it; the write-vs-revert distinction lives in the interaction body, not here. |
endIf(match) |
Return to idle only if the active scope satisfies match. |
Atomic-end invariant. end() sets the scope back to IDLE_SCOPE in one
write — no interaction payload can leak past the end of its interaction (no stale
nodeId, no half-cleared flags). endIf exists because scope is currently
driven from independent legacy flag clears (below): clearing one flag (e.g. a
fence curve) must not stomp an unrelated active scope (e.g. a wall move), so the
clear only ends the scope if it owns it.
Hot-set: what is raycast-eligible during an interaction
lib/interaction/hot-set.ts answers "which scene objects can the active
interaction target?" It is never hand-authored per interaction — it falls out of
the node's asset.attachTo plus whether a candidate exposes a top surface.
attachClassOf(attachTo) collapses attachment to three AttachClass values:
wall—attachToofwallorwall-side.ceiling—attachToofceiling.surface— everything else ("floor item" really means surface-resting: rests on the floor or any host's top surface).
isPickableForAttach(placed, candidate) decides, for a node of attach class
placed, whether a HotSetCandidate is a valid host/surface:
wall→ onlywallcandidates.ceiling→ onlyceilingcandidates.surface→ the floor (isFloorLike), or any candidate thatexposesTop(registrycapabilities.surfaces.top) — but never a ceiling-mounted host. A floor lamp must not land on a ceiling fan; a ceiling fan'sattachClassisceilingand is excluded as a host top (Track E).
isCandidateInHotSet(scope, placedAttachClass, candidate) lifts this to a whole scope:
idle→true(selection/phase filtering stays in the selection manager; the hot-set only narrows what an active interaction can target).placing/moving→isPickableForAttach, ortruewhenplacedAttachClassisnull.- every other active scope →
false: nothing in the scene is a placement target, so the interaction body's own raycast owns the pointer.
HotSetCandidate (type, isFloorLike, exposesTop, attachClass) is derived
from the candidate node + its registry definition by the caller, keeping this
module pure and unit-testable without the scene or registry.
Overlay policy: the scope matrix
resolveOverlayPolicy(scope) (lib/interaction/overlay-policy.ts) returns the
"Sims-light" overlay behaviour: default-off, opt-in for the active action. During
any non-idle scope, scene objects stay visible but non-pickable, and DOM/HUD
overlays step back differentiated by how distracting they are.
| Overlay | Idle | Any active scope |
|---|---|---|
| Zone labels | shown | hidden (not a primary editing concern) |
| Context badges (hover name pills) | shown | faded + pointer-events: none |
| Conflicting controls (other objects' handles, floating action menu) | shown | hidden |
| Scene objects pickable | yes | no (the hot-set owns targeting; context preserved, can't grab the wrong thing) |
| Active affordances (ghost, snap guides, dimension labels, the active handle) | shown | shown |
| Contextual control HUD interactive | yes | yes (it is the active interaction's own controls — exempt from the pointer-events step-back) |
The policy is binary (IDLE_POLICY vs ACTIVE_POLICY) keyed on isActive.
Snapping mode & modifiers (the unified model)
Snapping is a persistent, per-context, always-visible mode — not a held-Shift bypass. The active scope selects the context; the context's current mode selects the behaviour. There is no per-kind snapping switch.
- Contexts (
lib/snapping-mode.ts,SNAP_PROFILES):wall(grid/lines/angles/off, default grid),item(lines/grid/off, default lines),polygon(grid/lines/off, default grid). A kind opts in by declaringNodeDefinition.snapProfile('item' | 'structural');snapContextOf(scope × profile)maps it —structuralwhile setting direction (drafting / endpoint drag) →wall(angle-bearing),structuralotherwise (translate / curve) →polygon(no angle),item→item. No profile → no chip. - Single read path. Tools read
isGridSnapActive()/isMagneticSnapActive()/isAngleSnapActive()(store/use-editor); the grid step isuseEditor.getState().gridSnapStepgated onisGridSnapActive(). These resolve the mode from the scope viagetActiveSnapContext()→snappingModeByContext[context]. - Modifiers. Shift (tap) cycles the mode for the active context; Ctrl (tap) cycles the grid step; Alt (hold) is force / free (raw cursor + commit past invalid; for MEP runs, the vertical-riser carve-out). Shift is not a snap bypass. Alt is not a snap toggle. Placement continuation (wall room/single, fence continuous/single, point once/repeat) is a separate per-context mode, cycled by C and surfaced as a clickable HUD chip.
- The chip is the scope's. The contextual HUD shows the active context's mode and is the only place the
mode is cycled — so a tool that wants its chip must run inside a scope whose
snapContextOfresolves (a build tool,drafting,placing/moving, orreshaping).
Known-legacy (migrate on touch). Two legacy modifier patterns predate this model and survive in
spots not yet touched; both are tracked in plans/editor-placement-interaction-overhaul.md. A PR that
touches one must migrate it to the model above, not extend the legacy path:
event.shiftKeyas a snap bypass with hardcoded steps — the MEP move/endpoint tools (packages/nodes/src/{duct-segment,pipe-segment,liquid-line,lineset,duct-fitting}/{move-tool,selection}.tsx). Opening amovingscope from a bespoke mover is not the migration —useMovingNode()reads the scope, sotool-managerre-mounts the genericMoveRegistryNodeToolalongside it (the dual-path FPS/teleport bug). Resolve the mode without a globalmoving/reshapingscope; see the plan's dual-path note.event.altKeyas an alignment bypass — the roof / polygon / slab pointer-move previews incomponents/editor/floorplan-panel.tsxand the ceiling/slabresolveSlabPlanPointSnap/resolveCeilingPlanPointSnappaths still passevent.altKeyto suppress Figma-alignment. Alignment must instead follow the magnetic snap mode (bypass: !isMagneticSnapActive()). Already migrated (do not regress): wall + fence drafting (3D{wall,fence}/tool.tsx+ the 2Duse-floorplan-background-placement.ts/floorplan-panel.tsxpaths), where Alt was freed for the chain-mode toggle above.
Migration status (strangler fig)
The scope is the target source of truth, but the legacy useEditor flags still
exist as a mirror and are being retired reader-by-reader. Today the scope is
driven from the central useEditor setters — setMovingNode,
setActiveHandleDrag, setCurvingWall/setCurvingFence, setEditingHole,
setMovingWallEndpoint/setMovingFenceEndpoint, setMode (for painting) — and
from the box-select tool. Each setter calls begin/end (and endIf, so an
independent flag clear can't stomp an unrelated scope) to keep the scope in sync.
Contributors:
- Add a new interaction by calling
begin(...)/end()onuseInteractionScope, not by adding a newuseEditorflag. - Read "what the user is doing" through the scope and its helpers (
isActive,scopeNodeId,selectionEnabled), not by recombining flags. New readers should consume the scope so the legacy flag can be deleted once it has no readers. - Add a new attach behaviour by setting
attachToon the asset — the hot-set follows with zero per-kind wiring.
Rules
- One owner, one scope. Only
useInteractionScopewrites the scope, and only viabegin/update/end/endIf. Never reconstruct interaction state from a private combination of flags. - One reshape driver. A floorplan-driven reshape is previewed and committed by its floor-plan affordance; a tool-driven reshape is owned by the framework tool. Gate interaction bodies with the driver so both cannot act on one gesture.
endis atomic and payload-free. Never leave anodeId/payload behind on idle; commit-vs-revert logic belongs in the interaction body beforeend.updatecannot changekind. Switching interactions is abegin, not a patch.- Hot-set and overlay policy are pure derivations of the scope (and, for the hot-set, the candidate metadata). Don't branch overlay/picking behaviour on legacy flags — branch on the scope.
- Don't add new
useEditorinteraction flags. New interactions go through the scope. - Snapping is mode-driven. Read snap state through
isGridSnapActive/isMagneticSnapActive/isAngleSnapActive(gate any grid step on the first); never bypass snapping viaevent.shiftKey/modifiers.shiftKey, and never hardcode an ungated grid step. Snappable kinds declaresnapProfile. Shift cycles the mode; Alt is force/free.