feat(paint-slots): paintable slots on the procedural shelf (phase 5)

Proves the unified (nodeId, slotId) slot contract on a procedural generator,
beyond items and walls. A shelf now exposes three paintable slots — shelves /
frame / back — painted through the same PaintCapability dispatch and the same
node.slots: Record<slotId, MaterialRef> shape items use.

Foundation (shared, reusable by future procedural kinds):
- core: SlotDeclaration type + capabilities.slots(node) registry declaration;
  GeometryContext gains `materials` so a pure builder can resolve scene:<id>
  slot refs without importing useScene.
- viewer GeometrySystem: threads the scene material library into every builder
  ctx, and re-dirties (bypassing the geometryKey skip) any geometry node that
  references a scene material when that material changes — so editing a custom
  colour propagates to every shelf using it, matching items.

Shelf:
- schema: slots: Record<string, MaterialRef> (mirrors ItemNode).
- geometry: per-slot material resolution (slot override -> legacy whole-shelf
  -> declared default colour); every mesh stamped with userData.slotId;
  DEFAULT_SHELF_MATERIAL retired (declared default gives identical off-white).
- paint.ts: PaintCapability (resolveRole from userData.slotId, scene-material
  commit for one-off colours, preview restricted to __fromGeometry meshes so
  hosted items aren't ghosted, getEffectiveMaterial incl. legacy fallback).
- definition: paint + slots capabilities; slots folded into geometryKey.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-06-16 10:59:59 -04:00
co-authored by Claude Opus 4.8
parent 89a7232a67
commit 101341d98d
10 changed files with 455 additions and 87 deletions
+1
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@@ -103,6 +103,7 @@ export type {
ScalableConfig, ScalableConfig,
SceneApi, SceneApi,
SelectableConfig, SelectableConfig,
SlotDeclaration,
SnapPointKind, SnapPointKind,
SnappableConfig, SnappableConfig,
SnapServicesLike, SnapServicesLike,
+33
View File
@@ -2,6 +2,7 @@ import type { ComponentType } from 'react'
import type { BufferGeometry, Object3D } from 'three' import type { BufferGeometry, Object3D } from 'three'
import type { ZodObject, z } from 'zod' import type { ZodObject, z } from 'zod'
import type { MaterialSchema } from '../schema/material' import type { MaterialSchema } from '../schema/material'
import type { SceneMaterial, SceneMaterialId } from '../schema/scene-material'
import type { AnyNode, AnyNodeId } from '../schema/types' import type { AnyNode, AnyNodeId } from '../schema/types'
import type { HandleList } from './handles' import type { HandleList } from './handles'
import type { CloneNodesIntoOptions, Subtree } from './subtree' import type { CloneNodesIntoOptions, Subtree } from './subtree'
@@ -43,6 +44,15 @@ export type GeometryContext = {
* has cheap access to siblings through `ctx.siblings`). * has cheap access to siblings through `ctx.siblings`).
*/ */
levelData?: unknown levelData?: unknown
/**
* The scene's shared material library (`useScene.materials`), passed so a
* pure geometry builder can resolve `scene:<id>` slot refs without importing
* `useScene`. Populated by `<GeometrySystem>` for every `def.geometry` call;
* undefined for `def.floorplan`. `library:<id>` refs resolve against the
* static catalog and need no store, so builders only consult this for
* `scene:` refs.
*/
materials?: Record<SceneMaterialId, SceneMaterial>
/** /**
* Optional view state — only populated for `def.floorplan` builders. The * Optional view state — only populated for `def.floorplan` builders. The
* 2D floor-plan layer surfaces selection / hover here so kinds can vary * 2D floor-plan layer surfaces selection / hover here so kinds can vary
@@ -1023,6 +1033,16 @@ export type Capabilities = {
*/ */
ceilingCut?: CeilingCutCapability ceilingCut?: CeilingCutCapability
paint?: PaintCapability paint?: PaintCapability
/**
* Declares the kind's paintable slots — the `{ slotId, label, default }`
* contract shared by items (scanned from the GLB) and procedural kinds
* (declared here). Procedural generators tag their emitted geometry with
* `userData.slotId` and resolve each slot's material from
* `node.slots[slotId]` → this declaration's `default` → role colour. The
* declaration is a function of the node because a kind's slot set can depend
* on its parameters (a shelf has a `back` slot only when it has a back).
*/
slots?: (node: AnyNode) => SlotDeclaration[]
/** /**
* Kind is placed by clicking on a wall (door, window). When set, the * Kind is placed by clicking on a wall (door, window). When set, the
* floor-plan layer lets wall background clicks pass through during * floor-plan layer lets wall background clicks pass through during
@@ -1114,6 +1134,19 @@ export type Capabilities = {
* the `selectedMaterialTarget` round-trip, the paint-mode toolbar. * the `selectedMaterialTarget` round-trip, the paint-mode toolbar.
* Kinds with no paint behaviour omit `paint`. * Kinds with no paint behaviour omit `paint`.
*/ */
/**
* One paintable slot a kind exposes. `slotId` is the stable key written into
* `node.slots`; `label` is the human name (sentence case). `default` is the
* slot's fallback appearance when no override is set — either a `MaterialRef`
* (`library:<id>` / `scene:<id>`) or a `#rrggbb` colour. Mirrors the shape
* items derive from their GLB material names.
*/
export type SlotDeclaration = {
slotId: string
label: string
default?: string
}
export type PaintCapability = { export type PaintCapability = {
/** /**
* Resolve which logical surface the user clicked. Returns `null` * Resolve which logical surface the user clicked. Returns `null`
+7
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@@ -86,6 +86,13 @@ export const ShelfNode = BaseNode.extend({
// unchanged once `'shelf'` is added to `MaterialTarget`. // unchanged once `'shelf'` is added to `MaterialTarget`.
material: MaterialSchema.optional(), material: MaterialSchema.optional(),
materialPreset: z.string().optional(), materialPreset: z.string().optional(),
// Per-slot material overrides, mirroring `ItemNode.slots`. Key = slot id
// (`shelves` / `frame` / `back`, see `shelfSlots`), value = a `MaterialRef`
// string (`library:<id>` or `scene:<id>`). Absent slot = fall back to the
// legacy whole-shelf `material` / `materialPreset`, then the registry slot
// default. A dangling ref renders the default (never blocks).
slots: z.record(z.string(), z.string()).optional(),
}) })
export type ShelfNode = z.infer<typeof ShelfNode> export type ShelfNode = z.infer<typeof ShelfNode>
+7 -2
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@@ -4,8 +4,10 @@ import { buildShelfFloorplan } from './floorplan'
import { shelfResizeAffordance, shelfRotateAffordance } from './floorplan-affordances' import { shelfResizeAffordance, shelfRotateAffordance } from './floorplan-affordances'
import { shelfFloorplanMoveTarget } from './floorplan-move' import { shelfFloorplanMoveTarget } from './floorplan-move'
import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry' import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry'
import { shelfPaint } from './paint'
import { shelfParametrics } from './parametrics' import { shelfParametrics } from './parametrics'
import { ShelfNode } from './schema' import { ShelfNode } from './schema'
import { shelfSlots } from './slots'
const SIDE_HANDLE_OFFSET = 0.18 const SIDE_HANDLE_OFFSET = 0.18
const HEIGHT_HANDLE_OFFSET = 0.22 const HEIGHT_HANDLE_OFFSET = 0.22
@@ -155,8 +157,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
withBottom: true, withBottom: true,
bracketStyle: 'minimal', bracketStyle: 'minimal',
// material / materialPreset left undefined — geometry falls back to // material / materialPreset left undefined — geometry falls back to
// `DEFAULT_SHELF_MATERIAL` (off-white), and paint mode writes the // the per-slot off-white default, and slot paint mode writes chosen
// chosen catalog material into these fields. // catalog materials into `slots`.
}), }),
capabilities: { capabilities: {
@@ -183,6 +185,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
selectable: { hitVolume: 'bbox' }, selectable: { hitVolume: 'bbox' },
duplicable: true, duplicable: true,
deletable: true, deletable: true,
paint: shelfPaint,
slots: (n) => shelfSlots(n as ShelfNode),
// Slab elevation lift via the generic `<FloorElevationSystem>` — a // Slab elevation lift via the generic `<FloorElevationSystem>` — a
// shelf sitting over a raised slab visually rests on top of it. // shelf sitting over a raised slab visually rests on top of it.
floorPlaced: { floorPlaced: {
@@ -233,6 +237,7 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
s.bracketStyle, s.bracketStyle,
s.material, s.material,
s.materialPreset, s.materialPreset,
JSON.stringify(s.slots ?? null),
]) ])
}, },
floorplan: buildShelfFloorplan, floorplan: buildShelfFloorplan,
+1 -1
View File
@@ -109,7 +109,7 @@ export const shelfFloorplanMoveTarget: FloorplanMoveTarget<ShelfNode> = ({ node,
}, },
canCommit() { canCommit() {
const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined
if (!live || live.type !== 'shelf') return false if (live?.type !== 'shelf') return false
return !(lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2]) return !(lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2])
}, },
} }
+112 -72
View File
@@ -1,14 +1,15 @@
import { getMaterialPresetByRef } from '@pascal-app/core' import { type GeometryContext, getMaterialPresetByRef } from '@pascal-app/core'
import { import {
applyMaterialPresetToMaterials, applyMaterialPresetToMaterials,
createDefaultMaterial, createDefaultMaterial,
createMaterial, createMaterial,
DEFAULT_SHELF_MATERIAL,
type RenderShading, type RenderShading,
resolveMaterialRef,
} from '@pascal-app/viewer' } from '@pascal-app/viewer'
import { BoxGeometry, FrontSide, Group, type Material, Mesh } from 'three' import { BoxGeometry, Group, type Material, Mesh } from 'three'
import { sanitizeShelfDimensions } from './dimensions' import { sanitizeShelfDimensions } from './dimensions'
import type { ShelfNode } from './schema' import type { ShelfNode } from './schema'
import { SHELF_SLOT_DEFAULT_COLOR, type ShelfSlotId } from './slots'
/** /**
* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group` * Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
@@ -23,75 +24,72 @@ import type { ShelfNode } from './schema'
* index arrays directly, and lets AI-generated nodes follow the same * index arrays directly, and lets AI-generated nodes follow the same
* shape with no editor-specific knowledge. * shape with no editor-specific knowledge.
* *
* Materials: the kind exposes a single paintable surface via * Materials: the kind exposes per-slot paintable surfaces through
* `node.material` / `node.materialPreset` — same shape walls / slabs / * `node.slots`, while `node.material` / `node.materialPreset` remain as
* stairs use. When neither is set, every mesh shares the * legacy whole-shelf fallbacks. Every generated mesh is tagged with the
* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the * slot it belongs to so paint mode can target shelves, frame, or back.
* library preset's properties land on a cloned material here. The cache
* key includes the preset / material signature so paint changes
* invalidate without stomping unrelated shelves.
* *
* Style dispatch lives at the top of the function; each style helper * Style dispatch lives at the top of the function; each style helper
* mutates the same `group`. * mutates the same `group`.
*/ */
type ShelfMaterial = Material & { type ShelfSlotMaterials = Record<ShelfSlotId, Material>
depthWrite: boolean
function getShelfSlotMaterial(
node: ShelfNode,
slotId: ShelfSlotId,
materials: GeometryContext['materials'],
shading: RenderShading,
): Material {
const ref = node.slots?.[slotId]
if (ref) {
const resolved = resolveMaterialRef(ref, materials, shading)
if (resolved) return resolved
}
// Legacy whole-shelf paint applies to every slot when set (no per-slot override).
if (node.materialPreset) {
const preset = getMaterialPresetByRef(node.materialPreset)
if (preset) {
const base = createDefaultMaterial('#ffffff', 0.5, shading)
applyMaterialPresetToMaterials(base, preset)
return base
}
}
if (node.material) return createMaterial(node.material, shading)
return createDefaultMaterial(SHELF_SLOT_DEFAULT_COLOR, 0.9, shading)
} }
const shelfMaterialCache = new Map<string, Material>() function stampShelfSlot(mesh: Mesh, slotId: ShelfSlotId): Mesh {
mesh.userData.slotId = slotId
function getShelfMaterial(node: ShelfNode, shading: RenderShading): Material { return mesh
const cacheKey = JSON.stringify({
shading,
material: node.material ?? null,
materialPreset: node.materialPreset ?? null,
})
const cached = shelfMaterialCache.get(cacheKey)
if (cached) return cached
const preset = getMaterialPresetByRef(node.materialPreset)
const material = preset
? createDefaultMaterial('#ffffff', 0.5, shading)
: node.material
? createMaterial(node.material, shading).clone()
: DEFAULT_SHELF_MATERIAL(shading).clone()
if (preset) {
applyMaterialPresetToMaterials(material, preset)
}
const shelfMaterial = material as ShelfMaterial
shelfMaterial.side = FrontSide
shelfMaterial.depthWrite = true
shelfMaterial.needsUpdate = true
shelfMaterialCache.set(cacheKey, material)
return material
} }
export function buildShelfGeometry( export function buildShelfGeometry(
rawNode: ShelfNode, rawNode: ShelfNode,
_ctx?: unknown, ctx?: GeometryContext,
shading: RenderShading = 'rendered', shading: RenderShading = 'rendered',
): Group { ): Group {
const node = sanitizeShelfDimensions(rawNode) const node = sanitizeShelfDimensions(rawNode)
const group = new Group() const group = new Group()
group.name = 'shelf-geometry' group.name = 'shelf-geometry'
const material = getShelfMaterial(node, shading) const materials: ShelfSlotMaterials = {
shelves: getShelfSlotMaterial(node, 'shelves', ctx?.materials, shading),
frame: getShelfSlotMaterial(node, 'frame', ctx?.materials, shading),
back: getShelfSlotMaterial(node, 'back', ctx?.materials, shading),
}
switch (node.style) { switch (node.style) {
case 'wall-shelf': case 'wall-shelf':
buildWallShelf(group, node, material) buildWallShelf(group, node, materials)
break break
case 'bookshelf': case 'bookshelf':
buildBookshelf(group, node, material) buildBookshelf(group, node, materials)
break break
case 'open-rack': case 'open-rack':
buildOpenRack(group, node, material) buildOpenRack(group, node, materials)
break break
case 'cubby': case 'cubby':
buildCubby(group, node, material) buildCubby(group, node, materials)
break break
} }
@@ -112,9 +110,12 @@ export function buildShelfGeometry(
* evenly-spaced boards from `height/rows` up to `height`. Brackets * evenly-spaced boards from `height/rows` up to `height`. Brackets
* span from floor to the topmost board. * span from floor to the topmost board.
*/ */
function buildWallShelf(group: Group, node: ShelfNode, material: Material) { function buildWallShelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
for (const y of boardCenterYs(node)) { for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material) const board = stampShelfSlot(
new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}` board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0) board.position.set(0, y, 0)
group.add(board) group.add(board)
@@ -131,7 +132,10 @@ function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7 const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
for (const sign of [-1, 1] as const) { for (const sign of [-1, 1] as const) {
const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material) const bracket = stampShelfSlot(
new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), materials.frame),
'frame',
)
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}` bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0) bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
group.add(bracket) group.add(bracket)
@@ -144,20 +148,26 @@ function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
* `withSides === false`, side panels become slim corner posts (a rack * `withSides === false`, side panels become slim corner posts (a rack
* silhouette). * silhouette).
*/ */
function buildBookshelf(group: Group, node: ShelfNode, material: Material) { function buildBookshelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness const unitHeight = node.height + node.thickness
const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
// Top + bottom + intermediate boards // Top + bottom + intermediate boards
for (const y of boardCenterYs(node)) { for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material) const board = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}` board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0) board.position.set(0, y, 0)
group.add(board) group.add(board)
} }
if (node.withBottom) { if (node.withBottom) {
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material) const bottom = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
bottom.name = 'shelf-board-bottom' bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0) bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom) group.add(bottom)
@@ -166,17 +176,23 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
// Side panels (or corner posts) — span the full unit height. // Side panels (or corner posts) — span the full unit height.
if (node.withSides) { if (node.withSides) {
for (const sign of [-1, 1] as const) { for (const sign of [-1, 1] as const) {
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material) const side = stampShelfSlot(
new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
'frame',
)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}` side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0) side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side) group.add(side)
} }
} else { } else {
addCornerPosts(group, node, material, unitHeight, 'rack') addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
} }
if (node.withBack) { if (node.withBack) {
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material) const back = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), materials.back),
'back',
)
back.name = 'shelf-back' back.name = 'shelf-back'
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2)) back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
group.add(back) group.add(back)
@@ -187,7 +203,10 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
const colStep = innerWidth / node.columns const colStep = innerWidth / node.columns
for (let c = 1; c < node.columns; c++) { for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep const x = -innerWidth / 2 + c * colStep
const divider = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material) const divider = stampShelfSlot(
new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
'frame',
)
divider.name = `shelf-divider-col-${c}` divider.name = `shelf-divider-col-${c}`
divider.position.set(x, unitHeight / 2, 0) divider.position.set(x, unitHeight / 2, 0)
group.add(divider) group.add(divider)
@@ -200,26 +219,32 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
* X-brace on the back face for stability. `withSides` / `bracketStyle` * X-brace on the back face for stability. `withSides` / `bracketStyle`
* are ignored (the rack defines its own posts). * are ignored (the rack defines its own posts).
*/ */
function buildOpenRack(group: Group, node: ShelfNode, material: Material) { function buildOpenRack(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness const unitHeight = node.height + node.thickness
const innerWidth = node.width const innerWidth = node.width
const boardThickness = Math.max(0.02, node.thickness * 0.8) const boardThickness = Math.max(0.02, node.thickness * 0.8)
for (const y of boardCenterYs(node)) { for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), material) const board = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}` board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0) board.position.set(0, y, 0)
group.add(board) group.add(board)
} }
addCornerPosts(group, node, material, unitHeight, 'rack') addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
if (node.withBack) { if (node.withBack) {
const braceThickness = Math.max(0.015, node.thickness * 0.6) const braceThickness = Math.max(0.015, node.thickness * 0.6)
for (const y of [boardThickness, unitHeight - boardThickness] as const) { for (const y of [boardThickness, unitHeight - boardThickness] as const) {
const brace = new Mesh( const brace = stampShelfSlot(
new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness), new Mesh(
material, new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
materials.frame,
),
'frame',
) )
brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}` brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2)) brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
@@ -233,32 +258,44 @@ function buildOpenRack(group: Group, node: ShelfNode, material: Material) {
* boards + vertical dividers. `withBack` / `withSides` are forced on * boards + vertical dividers. `withBack` / `withSides` are forced on
* because the cubby shape requires them. * because the cubby shape requires them.
*/ */
function buildCubby(group: Group, node: ShelfNode, material: Material) { function buildCubby(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness const unitHeight = node.height + node.thickness
const innerWidth = node.width - 2 * node.thickness const innerWidth = node.width - 2 * node.thickness
for (const y of boardCenterYs(node)) { for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material) const board = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}` board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0) board.position.set(0, y, 0)
group.add(board) group.add(board)
} }
if (node.withBottom) { if (node.withBottom) {
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material) const bottom = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
bottom.name = 'shelf-board-bottom' bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0) bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom) group.add(bottom)
} }
for (const sign of [-1, 1] as const) { for (const sign of [-1, 1] as const) {
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material) const side = stampShelfSlot(
new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
'frame',
)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}` side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0) side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side) group.add(side)
} }
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material) const back = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), materials.back),
'back',
)
back.name = 'shelf-back' back.name = 'shelf-back'
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2)) back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
group.add(back) group.add(back)
@@ -273,9 +310,9 @@ function buildCubby(group: Group, node: ShelfNode, material: Material) {
if (dividerHeight <= 0) continue if (dividerHeight <= 0) continue
for (let c = 1; c < node.columns; c++) { for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep const x = -innerWidth / 2 + c * colStep
const divider = new Mesh( const divider = stampShelfSlot(
new BoxGeometry(node.thickness, dividerHeight, node.depth), new Mesh(new BoxGeometry(node.thickness, dividerHeight, node.depth), materials.frame),
material, 'frame',
) )
divider.name = `shelf-divider-${r}-${c}` divider.name = `shelf-divider-${r}-${c}`
divider.position.set(x, cellBottomY + dividerHeight / 2, 0) divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
@@ -324,7 +361,10 @@ function addCornerPosts(
const inset = postThickness / 2 const inset = postThickness / 2
for (const xSign of [-1, 1] as const) { for (const xSign of [-1, 1] as const) {
for (const zSign of [-1, 1] as const) { for (const zSign of [-1, 1] as const) {
const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material) const post = stampShelfSlot(
new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material),
'frame',
)
post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}` post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
post.position.set( post.position.set(
xSign * (node.width / 2 - inset), xSign * (node.width / 2 - inset),
+218
View File
@@ -0,0 +1,218 @@
import {
type AnyNode,
type AnyNodeId,
generateSceneMaterialId,
type MaterialSchema,
type PaintCapability,
parseMaterialRef,
type SceneMaterial,
type SceneMaterialId,
type ShelfNode,
toSceneMaterialRef,
useScene,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef, useViewer } from '@pascal-app/viewer'
import type { Material, Mesh } from 'three'
type ShelfSlotUserData = {
slotId?: string | null
}
function deepEqual(a: unknown, b: unknown): boolean {
if (Object.is(a, b)) return true
if (typeof a !== typeof b) return false
if (a === null || b === null) return false
if (Array.isArray(a) || Array.isArray(b)) {
if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
for (let index = 0; index < a.length; index += 1) {
if (!deepEqual(a[index], b[index])) return false
}
return true
}
if (typeof a === 'object') {
const aRecord = a as Record<string, unknown>
const bRecord = b as Record<string, unknown>
const aKeys = Object.keys(aRecord)
const bKeys = Object.keys(bRecord)
if (aKeys.length !== bKeys.length) return false
for (const key of aKeys) {
if (!Object.hasOwn(bRecord, key)) return false
if (!deepEqual(aRecord[key], bRecord[key])) return false
}
return true
}
return false
}
function resolveShelfSlotId(args: { hitObject?: { userData?: ShelfSlotUserData } }): string | null {
const slotId = args.hitObject?.userData?.slotId
return typeof slotId === 'string' ? slotId : null
}
function buildShelfSlotsPatch(
node: ShelfNode,
role: string,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Partial<ShelfNode> {
const slots = { ...(node.slots ?? {}) }
if (material === undefined && materialPreset === undefined) {
delete slots[role]
return { slots }
}
if (materialPreset) {
slots[role] = materialPreset
return { slots }
}
return { slots }
}
function findMatchingSceneMaterial(
materials: Record<SceneMaterialId, SceneMaterial>,
material: MaterialSchema,
): SceneMaterial | null {
for (const sceneMaterial of Object.values(materials)) {
if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
}
return null
}
function commitNewSceneMaterialAndSlots(
nodeId: AnyNodeId,
nextSlots: ShelfNode['slots'],
sceneMaterial: SceneMaterial,
): void {
// Creating the scene material and setting the slot ref are one logical
// edit, so apply both in a single `set` — zundo records one history entry,
// and one undo removes both the ref and its (now orphaned) material.
useScene.setState((state) => {
if (state.readOnly) return state
const currentNode = state.nodes[nodeId]
if (currentNode?.type !== 'shelf') return state
return {
materials: { ...state.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
nodes: {
...state.nodes,
[nodeId]: { ...currentNode, slots: nextSlots } as AnyNode,
},
}
})
useScene.getState().markDirty(nodeId)
}
function commitShelfPaint(
node: ShelfNode,
role: string,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): void {
const nodeId = node.id as AnyNodeId
const state = useScene.getState()
const currentNode = (state.nodes[nodeId] as ShelfNode | undefined) ?? node
let ref: string | undefined
let newSceneMaterial: SceneMaterial | null = null
if (material === undefined && materialPreset === undefined) {
ref = undefined
} else if (materialPreset) {
ref = materialPreset
} else if (material) {
const existing = findMatchingSceneMaterial(state.materials, material)
if (existing) {
ref = toSceneMaterialRef(existing.id)
} else {
const id = generateSceneMaterialId()
newSceneMaterial = {
id,
name: `Material ${Object.keys(state.materials).length + 1}`,
material,
}
ref = toSceneMaterialRef(id)
}
} else {
return
}
const nextSlots = { ...(currentNode.slots ?? {}) }
if (ref) nextSlots[role] = ref
else delete nextSlots[role]
if (newSceneMaterial) {
commitNewSceneMaterialAndSlots(nodeId, nextSlots, newSceneMaterial)
return
}
state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
}
function buildPreviewMaterial(
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Material | null {
const shading = useViewer.getState().shading
if (materialPreset) return createMaterialFromPresetRef(materialPreset, shading)
if (material) return createMaterial(material, shading)
return null
}
function applyShelfPreview(
role: string,
root: import('three').Object3D,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): (() => void) | null {
const previewMaterial = buildPreviewMaterial(material, materialPreset)
if (!previewMaterial) return () => {}
const restores: Array<() => void> = []
root.traverse((object) => {
const mesh = object as Mesh
if (!mesh.isMesh) return
const userData = mesh.userData as ShelfSlotUserData & { __fromGeometry?: boolean }
// Only the shelf's own builder meshes — never hosted item children, whose
// GLB meshes can carry a colliding `userData.slotId` (slot_frame, etc.).
if (userData.__fromGeometry !== true) return
if (userData.slotId !== role) return
const previous = mesh.material
mesh.material = previewMaterial
restores.push(() => {
mesh.material = previous
})
})
if (restores.length === 0) return null
return () => {
for (let index = restores.length - 1; index >= 0; index -= 1) {
restores[index]?.()
}
}
}
export const shelfPaint: PaintCapability = {
resolveRole: ({ hitObject }) =>
resolveShelfSlotId({ hitObject: hitObject as { userData?: ShelfSlotUserData } }),
buildPatch: ({ node, role, material, materialPreset }) =>
buildShelfSlotsPatch(node as ShelfNode, role, material, materialPreset) as Partial<AnyNode>,
commit: ({ node, role, material, materialPreset }) =>
commitShelfPaint(node as ShelfNode, role, material, materialPreset),
applyPreview: ({ role, root, material, materialPreset }) =>
applyShelfPreview(role, root, material, materialPreset),
getEffectiveMaterial: ({ node, role }) => {
const shelf = node as ShelfNode
const parsed = parseMaterialRef(shelf.slots?.[role])
if (parsed) {
if (parsed.kind === 'library') {
return { material: undefined, materialPreset: shelf.slots?.[role] }
}
const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
if (sceneMaterial) return { material: sceneMaterial.material, materialPreset: undefined }
}
// No (or dangling) slot ref — surface the legacy whole-shelf paint the
// geometry builder still falls back to, so the picker matches what renders.
if (shelf.materialPreset || shelf.material) {
return { material: shelf.material, materialPreset: shelf.materialPreset }
}
return null
},
}
+8 -10
View File
@@ -13,11 +13,9 @@ import type { ShelfNode } from './schema'
* then walks the result, **clones** each mesh's material, and mutates * then walks the result, **clones** each mesh's material, and mutates
* the clone for a translucent ghost. * the clone for a translucent ghost.
* *
* Cloning is non-negotiable: `getShelfMaterial` caches the default * Cloning is non-negotiable: shelf geometry may receive materials from
* material instance in a module-scoped map keyed on * shared viewer caches, so mutating `mat.transparent = true` here would
* `material` / `materialPreset`, so every unpainted shelf in the scene * leak into committed shelves using the same material.
* shares the same material. Mutating `mat.transparent = true` here
* would leak into every committed shelf and render them all see-through.
* *
* Building the full geometry tree per-frame would be wasteful, so we * Building the full geometry tree per-frame would be wasteful, so we
* memoize the group + dispose the per-mesh material clones on unmount. * memoize the group + dispose the per-mesh material clones on unmount.
@@ -44,9 +42,9 @@ const ShelfPreview = ({ node }: { node: ShelfNode }) => {
;(obj as unknown as { raycast: () => void }).raycast = () => {} ;(obj as unknown as { raycast: () => void }).raycast = () => {}
// `Mesh.material` is typed as `Material | Material[]` upstream; // `Mesh.material` is typed as `Material | Material[]` upstream;
// every shelf board carries a material from // every shelf board carries a material from the geometry builder.
// `getShelfMaterial`. Access through a structural cast keeps the // Access through a structural cast keeps the assignment well-typed
// assignment well-typed without depending on the Mesh union. // without depending on the Mesh union.
const mesh = obj as { const mesh = obj as {
material?: Material | Material[] material?: Material | Material[]
} }
@@ -70,8 +68,8 @@ const ShelfPreview = ({ node }: { node: ShelfNode }) => {
return () => { return () => {
// Dispose only the clones we made — never the shared cached // Dispose only the clones we made — never the shared cached
// material returned by `getShelfMaterial`, which other shelves in // material returned by the builder, which other shelves in the
// the scene still reference. Geometry is left alone for the same // scene may still reference. Geometry is left alone for the same
// reason; the builder may move to a cached strategy in future. // reason; the builder may move to a cached strategy in future.
for (const c of cloned) c.dispose() for (const c of cloned) c.dispose()
built.traverse((obj) => { built.traverse((obj) => {
+35
View File
@@ -0,0 +1,35 @@
import type { SlotDeclaration } from '@pascal-app/core'
import type { ShelfNode } from './schema'
export type ShelfSlotId = 'shelves' | 'frame' | 'back'
// Visual parity with the retired DEFAULT_SHELF_MATERIAL (off-white).
export const SHELF_SLOT_DEFAULT_COLOR = '#ffffff'
/** Map a builder mesh name to its slot id (null = not a paintable shelf part). */
export function shelfSlotIdForMeshName(name: string): ShelfSlotId | null {
if (name.startsWith('shelf-board')) return 'shelves'
if (name === 'shelf-back') return 'back'
if (
name.startsWith('shelf-side') ||
name.startsWith('shelf-post') ||
name.startsWith('shelf-divider') ||
name.startsWith('shelf-bracket') ||
name.startsWith('shelf-brace')
) {
return 'frame'
}
return null
}
/** Which slots a given shelf actually exposes (depends on style/flags). */
export function shelfSlots(node: ShelfNode): SlotDeclaration[] {
const slots: SlotDeclaration[] = [
{ slotId: 'shelves', label: 'Shelves', default: SHELF_SLOT_DEFAULT_COLOR },
]
const hasFrame = !(node.style === 'wall-shelf' && node.bracketStyle === 'hidden')
if (hasFrame) slots.push({ slotId: 'frame', label: 'Frame', default: SHELF_SLOT_DEFAULT_COLOR })
const hasBack = node.style === 'cubby' || (node.style === 'bookshelf' && node.withBack)
if (hasBack) slots.push({ slotId: 'back', label: 'Back', default: SHELF_SLOT_DEFAULT_COLOR })
return slots
}
@@ -58,6 +58,10 @@ export const GeometrySystem = () => {
const textures = useViewer((s) => s.textures) const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset) const colorPreset = useViewer((s) => s.colorPreset)
const sceneTheme = useViewer((s) => s.sceneTheme) const sceneTheme = useViewer((s) => s.sceneTheme)
// The shared scene-material library, threaded into each builder's ctx so
// pure geometry builders can resolve `scene:<id>` slot refs without
// importing `useScene`.
const sceneMaterials = useScene((s) => s.materials)
// Per-node cache of the last-built geometry key (for kinds that declare // Per-node cache of the last-built geometry key (for kinds that declare
// `def.geometryKey`). Lets us skip a dispose+rebuild when a node is dirty // `def.geometryKey`). Lets us skip a dispose+rebuild when a node is dirty
// but its geometry inputs are unchanged — e.g. an item reparenting onto a // but its geometry inputs are unchanged — e.g. an item reparenting onto a
@@ -74,6 +78,23 @@ export const GeometrySystem = () => {
} }
}, [shading, textures, colorPreset, sceneTheme]) }, [shading, textures, colorPreset, sceneTheme])
// Editing a scene material must re-colour every geometry node that
// references it through a `scene:<id>` slot ref. Such a node's
// `geometryKey` is unchanged (only the referenced material's contents
// moved), so clear its cached key to defeat the skip in the rebuild loop,
// then mark it dirty. Scoped to nodes carrying a `scene:` ref so an
// unrelated material edit doesn't churn the whole scene.
useEffect(() => {
const nodes = useScene.getState().nodes
for (const node of Object.values(nodes)) {
const def = nodeRegistry.get(node.type)
if (!def?.geometry) continue
if (!nodeReferencesSceneMaterial(node)) continue
builtGeometryKeyRef.current.delete(node.id)
useScene.getState().markDirty(node.id as AnyNodeId)
}
}, [sceneMaterials])
useFrame(() => { useFrame(() => {
if (dirtyNodes.size === 0) return if (dirtyNodes.size === 0) return
const nodes = useScene.getState().nodes const nodes = useScene.getState().nodes
@@ -168,7 +189,7 @@ export const GeometrySystem = () => {
const parentId = (node.parentId ?? null) as AnyNodeId | null const parentId = (node.parentId ?? null) as AnyNodeId | null
const key: BatchKey = `${node.type}::${parentId ?? ''}` const key: BatchKey = `${node.type}::${parentId ?? ''}`
const levelData = levelDataByBatch.get(key) const levelData = levelDataByBatch.get(key)
const ctx = buildGeometryContext(effectiveNode, nodes, levelData) const ctx = buildGeometryContext(effectiveNode, nodes, levelData, sceneMaterials)
// The builder is typed against the kind's specific node — at the // The builder is typed against the kind's specific node — at the
// generic system level we lose that refinement, so the cast lands // generic system level we lose that refinement, so the cast lands
@@ -221,10 +242,20 @@ export const GeometrySystem = () => {
return null return null
} }
function nodeReferencesSceneMaterial(node: AnyNode): boolean {
const slots = (node as { slots?: Record<string, string> }).slots
if (!slots) return false
for (const ref of Object.values(slots)) {
if (typeof ref === 'string' && ref.startsWith('scene:')) return true
}
return false
}
function buildGeometryContext( function buildGeometryContext(
node: AnyNode, node: AnyNode,
nodes: Record<string, AnyNode>, nodes: Record<string, AnyNode>,
levelData: unknown, levelData: unknown,
materials: GeometryContext['materials'],
): GeometryContext { ): GeometryContext {
const resolve = <N = AnyNode>(id: AnyNodeId): N | undefined => nodes[id] as N | undefined const resolve = <N = AnyNode>(id: AnyNodeId): N | undefined => nodes[id] as N | undefined
@@ -255,7 +286,7 @@ function buildGeometryContext(
} }
} }
return { resolve, children, siblings, parent, levelData } return { resolve, children, siblings, parent, levelData, materials }
} }
function disposeChildren(group: Group) { function disposeChildren(group: Group) {