feat(export): baked GLB export with identity, clips, cutout fix (phases 0-1)
Promote the client GLB export into the baked-artifact format from
plans/editor-baked-glb-export.md (phases 0 and 1).
- NodeMaterial -> classic MeshStandardMaterial conversion at export. The
viewer's MeshStandard/LambertNodeMaterial set isNodeMaterial, not
isMeshStandardMaterial, so GLTFExporter would otherwise drop every
surface to a blank default. KTX2 (compressed) maps are decompressed via
WebGPUTextureUtils so the exporter can embed them (PNG for now; KTX2
re-encode is deferred to the phase-3 bake worker).
- Identity stamping from sceneRegistry: node.name = pascalId and
extras = { pascalId, kind, label?, openable?, clips? }; all other
userData stripped so editor/runtime ephemera never reach glTF extras.
- Door/window open clips baked from the build-once + pose-at-t primitives
(door pascalSwingLeaf marker, window poseWindowMovingParts). Clips named
by label ("Door 1: open"), carry extras.loop = false (consumers play
once and hold; dumb glTF players still loop).
- Cutout fix: door/window selection hitboxes hide via material.visible,
which onlyVisible misses, so the hitbox box plugged the wall opening.
Non-renderable container meshes now keep their node but lose geometry;
childless ones are removed.
- Editor-overlay stripping mirrors the thumbnail capture: emit
thumbnail:before/after-capture so scene-layer affordances (handles,
ceiling/site brackets) self-hide, and drop anything off SCENE_LAYER
(gizmos, grid, zone fills).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
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@@ -157,6 +157,9 @@ export { getVisibleWallMaterials } from './systems/wall/wall-materials'
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// 800+ lines of CSG / mitering logic during Phase 3. These exports are
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// removed in Phase 6 when the legacy mount points are deleted.
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export { WallSystem } from './systems/wall/wall-system'
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export { WindowAnimationSystem } from './systems/window/window-animation-system'
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export {
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poseWindowMovingParts,
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WindowAnimationSystem,
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} from './systems/window/window-animation-system'
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export { buildWindowPreviewMesh, WindowSystem } from './systems/window/window-system'
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export { ZoneSystem } from './systems/zone/zone-system'
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