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editor/wiki/architecture/interaction-scope.md
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Wassim SAMADandClaude Opus 4.8 76089d85ea docs(arch): record wall/fence Alt→chain-toggle + altKey-alignment known-legacy
interaction-scope.md + review-architecture skill: the sanctioned Alt-as-toggle
(wall/fence chain mode, the one place Alt-as-force is meaningless), and a second
known-legacy pattern — `event.altKey` alignment-bypass in the roof/polygon/slab
previews + ceiling/slab snap paths (migrate-on-touch; wall+fence already done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 11:58:11 -04:00

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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)idle vs anything else (ActiveInteractionScope).
  • scopeNodeId(scope) — the node a scope acts on, or null. drafting/box-select/painting/idle target no single existing node.
  • selectionEnabled(scope) — true only while idle. 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:

  • wallattachTo of wall or wall-side.
  • ceilingattachTo of ceiling.
  • 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 → only wall candidates.
  • ceiling → only ceiling candidates.
  • surface → the floor (isFloorLike), or any candidate that exposesTop (registry capabilities.surfaces.top) — but never a ceiling-mounted host. A floor lamp must not land on a ceiling fan; a ceiling fan's attachClass is ceiling and is excluded as a host top (Track E).

isCandidateInHotSet(scope, placedAttachClass, candidate) lifts this to a whole scope:

  • idletrue (selection/phase filtering stays in the selection manager; the hot-set only narrows what an active interaction can target).
  • placing / movingisPickableForAttach, or true when placedAttachClass is null.
  • 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 declaring NodeDefinition.snapProfile ('item' | 'structural'); snapContextOf(scope × profile) maps it — structural while setting direction (drafting / endpoint drag) → wall (angle-bearing), structural otherwise (translate / curve) → polygon (no angle), itemitem. No profile → no chip.
  • Single read path. Tools read isGridSnapActive() / isMagneticSnapActive() / isAngleSnapActive() (store/use-editor); the grid step is useEditor.getState().gridSnapStep gated on isGridSnapActive(). These resolve the mode from the scope via getActiveSnapContext()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. Exception — wall/fence drafting: those tools have no force role (a wall/fence always places), so a clean Alt-tap cycles the chain mode (wallChainMode room/single, fenceChainMode continuous/single) — wired in hooks/use-keyboard.ts via isChainModeContext(), persisted in useEditor, surfaced as a clickable HUD chip. This is the one sanctioned Alt-as-toggle, and only where Alt-as-force is meaningless.
  • 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 snapContextOf resolves (a build tool, drafting, placing/moving, or reshaping).

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:

  1. 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). 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.
  2. event.altKey as an alignment bypass — the roof / polygon / slab pointer-move previews in components/editor/floorplan-panel.tsx and the ceiling/slab resolveSlabPlanPointSnap / resolveCeilingPlanPointSnap paths still pass event.altKey to 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 2D use-floorplan-background-placement.ts / floorplan-panel.tsx paths), 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() on useInteractionScope, not by adding a new useEditor flag.
  • 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 attachTo on the asset — the hot-set follows with zero per-kind wiring.

Rules

  • One owner, one scope. Only useInteractionScope writes the scope, and only via begin/update/end/endIf. Never reconstruct interaction state from a private combination of flags.
  • end is atomic and payload-free. Never leave a nodeId/payload behind on idle; commit-vs-revert logic belongs in the interaction body before end.
  • update cannot change kind. Switching interactions is a begin, 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 useEditor interaction 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 via event.shiftKey / modifiers.shiftKey, and never hardcode an ungated grid step. Snappable kinds declare snapProfile. Shift cycles the mode; Alt is force/free.