The 7th and last of the legacy interaction flags. The node being placed/moved
now lives inside the interaction scope's `placing`/`moving` variant (carried
inline, since fresh-placement/duplicate drafts aren't in the scene yet), read via
`useMovingNode()` / `getMovingNode()` / `movingNodeOf(scope)`.
- scope.ts: `placing`/`moving` carry `node: AnyNode`; add `movingNodeOf`.
- use-interaction-scope.ts: `useMovingNode` (hook) + `getMovingNode` (imperative);
no useRef snapshot needed — the node is set once at `begin`, stable for the gesture.
- use-editor.tsx: drop the `movingNode` field + the `set({ movingNode })` writes.
`setMovingNode` still drives the scope and still sets `movingNodeOrigin` /
`placementDragMode`, so cross-store subscribers keep firing. Param + ~90 call
sites unchanged.
- migrate ~17 reader sites to `useMovingNode()` / `getMovingNode()`; drop
`movingNode` from lib/scene.ts; export `movingNodeOf`.
Every interaction flag is now derived from the single authoritative scope; only
`movingNodeOrigin` + `placementDragMode` intentionally remain as useEditor flags
(they outlive the scope / gate companion behavior).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Migrate the two pure-mirror interaction flags off `useEditor` onto the
authoritative `useInteractionScope`. Both carried payloads byte-identical to
the scope union, so this is a zero-behaviour-change refactor: readers use the
reference-stable `useEditingHole()` / `useActiveHandleDrag()` hooks (or the
`getEditingHole()` imperative read), and producers drive the scope directly
with guarded `endIf` so clearing one interaction never stomps an unrelated
scope. Adds the `holeEditScope` builder + a no-leaked-flag invariant test.
Closes the first slice of the legacy-flag deletion; the rich-payload flags
(movingNode, curving*, *Endpoint, placementDragMode) remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>