refactor: 完善材质系统相关代码
- 修复 node-actions.ts 中 forEach 返回值 lint 警告 - 更新材质 schema 定义和渲染器 - wall-cutout.tsx 材质颜色保留修复
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@@ -38,16 +38,86 @@ export const MaterialSchema = z.object({
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export type MaterialSchema = z.infer<typeof MaterialSchema>
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export const DEFAULT_MATERIALS: Record<MaterialPreset, MaterialProperties> = {
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white: { color: '#ffffff', roughness: 0.9, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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brick: { color: '#8b4513', roughness: 0.85, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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concrete: { color: '#808080', roughness: 0.8, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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wood: { color: '#deb887', roughness: 0.7, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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glass: { color: '#87ceeb', roughness: 0.1, metalness: 0.1, opacity: 0.3, transparent: true, side: 'double' },
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metal: { color: '#c0c0c0', roughness: 0.3, metalness: 0.9, opacity: 1, transparent: false, side: 'front' },
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plaster: { color: '#f5f5dc', roughness: 0.95, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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tile: { color: '#d3d3d3', roughness: 0.4, metalness: 0.1, opacity: 1, transparent: false, side: 'front' },
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marble: { color: '#fafafa', roughness: 0.2, metalness: 0.1, opacity: 1, transparent: false, side: 'front' },
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custom: { color: '#ffffff', roughness: 0.5, metalness: 0, opacity: 1, transparent: false, side: 'front' },
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white: {
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color: '#ffffff',
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roughness: 0.9,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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brick: {
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color: '#8b4513',
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roughness: 0.85,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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concrete: {
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color: '#808080',
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roughness: 0.8,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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wood: {
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color: '#deb887',
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roughness: 0.7,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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glass: {
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color: '#87ceeb',
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roughness: 0.1,
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metalness: 0.1,
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opacity: 0.3,
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transparent: true,
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side: 'double',
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},
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metal: {
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color: '#c0c0c0',
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roughness: 0.3,
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metalness: 0.9,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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plaster: {
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color: '#f5f5dc',
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roughness: 0.95,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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tile: {
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color: '#d3d3d3',
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roughness: 0.4,
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metalness: 0.1,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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marble: {
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color: '#fafafa',
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roughness: 0.2,
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metalness: 0.1,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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custom: {
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color: '#ffffff',
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roughness: 0.5,
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metalness: 0,
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opacity: 1,
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transparent: false,
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side: 'front',
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},
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}
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export function resolveMaterial(material?: MaterialSchema): MaterialProperties {
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@@ -104,11 +104,17 @@ export const updateNodesAction = (
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})
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// Collect all IDs that need to be marked dirty
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updates.forEach((u) => idsToMarkDirty.add(u.id))
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parentsToUpdate.forEach((pId) => idsToMarkDirty.add(pId))
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for (const u of updates) {
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idsToMarkDirty.add(u.id)
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}
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for (const pId of parentsToUpdate) {
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idsToMarkDirty.add(pId)
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}
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// Add to pending updates set
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idsToMarkDirty.forEach((id) => pendingUpdates.add(id))
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for (const id of idsToMarkDirty) {
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pendingUpdates.add(id)
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}
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// Cancel any pending RAF and schedule a new one
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if (pendingRafId !== null) {
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@@ -52,9 +52,7 @@ export function cloneSceneGraph(sceneGraph: SceneGraph): SceneGraph {
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// Remap children array (walls, levels, buildings, sites, items can have children)
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if ('children' in clonedNode && Array.isArray(clonedNode.children)) {
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;(clonedNode as Record<string, unknown>).children = (
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clonedNode.children as string[]
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)
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;(clonedNode as Record<string, unknown>).children = (clonedNode.children as string[])
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.map((childId) => idMap.get(childId))
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.filter((id): id is string => id !== undefined)
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}
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