refactor(properties): entity property groups return Vec<PropSection>
Groundwork for making the Properties panel conform to the per-entity group/row spec (PROPERTIES.md). The panel already renders a Vec of sections, but each entity could only express a single geometry section. Change PropertyEditable::geometry_properties (and the EntityTypeOps enum dispatch) to return Vec<PropSection>, update the two impl macros, and flatten in properties_sectioned so the panel shows [General] + the entity's groups. Every entity builder is wrapped to return its existing section as a one-element Vec — pure mechanical change, no rows or titles altered, panel output identical. Enables Phase 2: rewriting each entity's groups/rows to match the spec. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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31 changed files with 147 additions and 139 deletions
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@ -116,7 +116,7 @@ fn grips(vp: &Viewport) -> Vec<GripDef> {
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]
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}
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fn properties(vp: &Viewport) -> PropSection {
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fn properties(vp: &Viewport) -> Vec<PropSection> {
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let scale_opts: Vec<String> = STANDARD_SCALES.iter().map(|(s, _)| s.to_string()).collect();
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let effective_scale =
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crate::scene::vp_effective_scale(vp.custom_scale, vp.view_height, vp.height);
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@ -131,7 +131,7 @@ fn properties(vp: &Viewport) -> PropSection {
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let shade_opts: Vec<String> = SHADE_PLOT_LABELS.iter().map(|s| s.to_string()).collect();
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let current_shade = shade_plot_label(vp.shade_plot_mode).to_string();
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PropSection {
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vec![PropSection {
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title: "Geometry".into(),
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props: vec![
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edit("Center X", "center_x", vp.center.x),
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@ -311,7 +311,7 @@ fn properties(vp: &Viewport) -> PropSection {
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format!("{:#010x}", vp.ambient_color as u32),
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),
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],
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}
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}]
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}
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/// Identify which standard view matches the viewport's view direction.
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