The snapping model (Shift = cycle mode, Alt = force/free, mode-driven reads via isGridSnapActive/isMagneticSnapActive/isAngleSnapActive, snapProfile-declared context) lived only in code and the plan; tools.md still preached the legacy "Shift = bypass snapping". Close the drift so the architecture review refuses tool changes that revert to the old pattern: - tools.md: replace the held-Shift-bypass manipulation policy with the unified mode-driven model + the single snap read path. - interaction-scope.md: new "Snapping mode & modifiers" section (contexts, read path, modifiers, the chip-needs-a-scope rule) + a Rules bullet + the known-legacy MEP movers (migrate-on-touch) incl. the dual-path constraint (a bespoke mover must not open a `moving` scope — it re-mounts the generic mover via useMovingNode). - review-architecture skill: add interaction-scope.md to the reads and a new "F. Interaction scope, snapping & modifiers" checklist — new shiftKey-bypass, ungated grid step, missing snapProfile, a new useEditor interaction flag, or a bespoke mover opening a moving scope are blockers; touching the legacy MEP movers forces migration. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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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 |
nodeId, nodeType, view, pressDrag |
Placing a fresh node (catalog/preset/build tool). pressDrag = gizmo press-drag (commit on release) vs click-to-place. |
moving |
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, holeIndex? |
Reshaping a selected node's geometry. reshape is curve | hole | endpoint | boundary. |
box-select |
— | Marquee selection drag. |
painting |
— | Material paint application. |
reshaping groups endpoint/curve/hole/boundary edits as sub-states of one scope
(rather than four sibling kinds) — there is one node and one in-flight reshape,
so "curving and hole-editing at once" stays unrepresentable. view is '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.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 and Alt is not a toggle.
- 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). A few bespoke movers predate this model and still read
event.shiftKey as 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),
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. Note: opening a moving scope from a bespoke mover is not
the migration — useMovingNode() reads the scope, so tool-manager re-mounts the generic
MoveRegistryNodeTool alongside it (the dual-path FPS/teleport bug). Resolve the mode without a global
moving/reshaping scope; see the plan's dual-path note.
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. 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.