//! The editor's viewport interaction: what the pointer does over the scene
//! itself, as opposed to over the HUD's panels. Each module is the pure half of
//! one interaction -- the geometry, the hit-test, the math -- plus the reserved
//! overlay assets it draws through. The state each one needs, and the frame that
//! feeds it input, belong to the hook (`hook/drag/` for the gestures,
//! `hook/drive/` for the per-frame furniture).
//!
//! `gizmo`, `snap` and `group_transform` are the transform manipulator: the
//! handles, the step math, and the multi-member pivot. `marquee` and `highlight`
//! are box-select and what a selection looks like. `axes` and `billboards` are
//! the world-space furniture. `framing` and `orbit` are the camera math behind
//! frame-selected and Alt+drag. `cursor` owns the in-engine mouse pointer and
//! `resize` the panel edge that answers a drag.
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