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:
co-authored by
Claude Opus 4.8
parent
89a7232a67
commit
101341d98d
@@ -103,6 +103,7 @@ export type {
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ScalableConfig,
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ScalableConfig,
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SceneApi,
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SceneApi,
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SelectableConfig,
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SelectableConfig,
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SlotDeclaration,
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SnapPointKind,
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SnapPointKind,
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SnappableConfig,
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SnappableConfig,
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SnapServicesLike,
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SnapServicesLike,
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@@ -2,6 +2,7 @@ import type { ComponentType } from 'react'
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import type { BufferGeometry, Object3D } from 'three'
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import type { BufferGeometry, Object3D } from 'three'
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import type { ZodObject, z } from 'zod'
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import type { ZodObject, z } from 'zod'
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import type { MaterialSchema } from '../schema/material'
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import type { MaterialSchema } from '../schema/material'
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import type { SceneMaterial, SceneMaterialId } from '../schema/scene-material'
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import type { AnyNode, AnyNodeId } from '../schema/types'
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import type { AnyNode, AnyNodeId } from '../schema/types'
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import type { HandleList } from './handles'
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import type { HandleList } from './handles'
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import type { CloneNodesIntoOptions, Subtree } from './subtree'
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import type { CloneNodesIntoOptions, Subtree } from './subtree'
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@@ -43,6 +44,15 @@ export type GeometryContext = {
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* has cheap access to siblings through `ctx.siblings`).
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* has cheap access to siblings through `ctx.siblings`).
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*/
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*/
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levelData?: unknown
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levelData?: unknown
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/**
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* The scene's shared material library (`useScene.materials`), passed so a
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* pure geometry builder can resolve `scene:<id>` slot refs without importing
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* `useScene`. Populated by `<GeometrySystem>` for every `def.geometry` call;
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* undefined for `def.floorplan`. `library:<id>` refs resolve against the
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* static catalog and need no store, so builders only consult this for
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* `scene:` refs.
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*/
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materials?: Record<SceneMaterialId, SceneMaterial>
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/**
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/**
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* Optional view state — only populated for `def.floorplan` builders. The
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* Optional view state — only populated for `def.floorplan` builders. The
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* 2D floor-plan layer surfaces selection / hover here so kinds can vary
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* 2D floor-plan layer surfaces selection / hover here so kinds can vary
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@@ -1023,6 +1033,16 @@ export type Capabilities = {
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*/
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*/
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ceilingCut?: CeilingCutCapability
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ceilingCut?: CeilingCutCapability
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paint?: PaintCapability
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paint?: PaintCapability
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/**
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* Declares the kind's paintable slots — the `{ slotId, label, default }`
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* contract shared by items (scanned from the GLB) and procedural kinds
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* (declared here). Procedural generators tag their emitted geometry with
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* `userData.slotId` and resolve each slot's material from
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* `node.slots[slotId]` → this declaration's `default` → role colour. The
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* declaration is a function of the node because a kind's slot set can depend
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* on its parameters (a shelf has a `back` slot only when it has a back).
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*/
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slots?: (node: AnyNode) => SlotDeclaration[]
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/**
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/**
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* Kind is placed by clicking on a wall (door, window). When set, the
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* Kind is placed by clicking on a wall (door, window). When set, the
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* floor-plan layer lets wall background clicks pass through during
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* floor-plan layer lets wall background clicks pass through during
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@@ -1114,6 +1134,19 @@ export type Capabilities = {
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* the `selectedMaterialTarget` round-trip, the paint-mode toolbar.
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* the `selectedMaterialTarget` round-trip, the paint-mode toolbar.
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* Kinds with no paint behaviour omit `paint`.
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* Kinds with no paint behaviour omit `paint`.
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*/
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*/
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/**
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* One paintable slot a kind exposes. `slotId` is the stable key written into
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* `node.slots`; `label` is the human name (sentence case). `default` is the
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* slot's fallback appearance when no override is set — either a `MaterialRef`
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* (`library:<id>` / `scene:<id>`) or a `#rrggbb` colour. Mirrors the shape
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* items derive from their GLB material names.
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*/
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export type SlotDeclaration = {
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slotId: string
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label: string
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default?: string
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}
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export type PaintCapability = {
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export type PaintCapability = {
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/**
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/**
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* Resolve which logical surface the user clicked. Returns `null`
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* Resolve which logical surface the user clicked. Returns `null`
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@@ -86,6 +86,13 @@ export const ShelfNode = BaseNode.extend({
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// unchanged once `'shelf'` is added to `MaterialTarget`.
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// unchanged once `'shelf'` is added to `MaterialTarget`.
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material: MaterialSchema.optional(),
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material: MaterialSchema.optional(),
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materialPreset: z.string().optional(),
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materialPreset: z.string().optional(),
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// Per-slot material overrides, mirroring `ItemNode.slots`. Key = slot id
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// (`shelves` / `frame` / `back`, see `shelfSlots`), value = a `MaterialRef`
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// string (`library:<id>` or `scene:<id>`). Absent slot = fall back to the
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// legacy whole-shelf `material` / `materialPreset`, then the registry slot
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// default. A dangling ref renders the default (never blocks).
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slots: z.record(z.string(), z.string()).optional(),
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})
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})
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export type ShelfNode = z.infer<typeof ShelfNode>
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export type ShelfNode = z.infer<typeof ShelfNode>
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@@ -4,8 +4,10 @@ import { buildShelfFloorplan } from './floorplan'
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import { shelfResizeAffordance, shelfRotateAffordance } from './floorplan-affordances'
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import { shelfResizeAffordance, shelfRotateAffordance } from './floorplan-affordances'
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import { shelfFloorplanMoveTarget } from './floorplan-move'
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import { shelfFloorplanMoveTarget } from './floorplan-move'
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import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry'
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import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry'
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import { shelfPaint } from './paint'
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import { shelfParametrics } from './parametrics'
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import { shelfParametrics } from './parametrics'
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import { ShelfNode } from './schema'
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import { ShelfNode } from './schema'
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import { shelfSlots } from './slots'
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const SIDE_HANDLE_OFFSET = 0.18
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const SIDE_HANDLE_OFFSET = 0.18
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const HEIGHT_HANDLE_OFFSET = 0.22
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const HEIGHT_HANDLE_OFFSET = 0.22
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@@ -155,8 +157,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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withBottom: true,
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withBottom: true,
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bracketStyle: 'minimal',
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bracketStyle: 'minimal',
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// material / materialPreset left undefined — geometry falls back to
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// material / materialPreset left undefined — geometry falls back to
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// `DEFAULT_SHELF_MATERIAL` (off-white), and paint mode writes the
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// the per-slot off-white default, and slot paint mode writes chosen
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// chosen catalog material into these fields.
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// catalog materials into `slots`.
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}),
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}),
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capabilities: {
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capabilities: {
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@@ -183,6 +185,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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selectable: { hitVolume: 'bbox' },
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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duplicable: true,
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deletable: true,
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deletable: true,
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paint: shelfPaint,
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slots: (n) => shelfSlots(n as ShelfNode),
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// Slab elevation lift via the generic `<FloorElevationSystem>` — a
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// Slab elevation lift via the generic `<FloorElevationSystem>` — a
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// shelf sitting over a raised slab visually rests on top of it.
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// shelf sitting over a raised slab visually rests on top of it.
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floorPlaced: {
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floorPlaced: {
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@@ -233,6 +237,7 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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s.bracketStyle,
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s.bracketStyle,
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s.material,
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s.material,
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s.materialPreset,
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s.materialPreset,
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JSON.stringify(s.slots ?? null),
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])
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])
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},
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},
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floorplan: buildShelfFloorplan,
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floorplan: buildShelfFloorplan,
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@@ -109,7 +109,7 @@ export const shelfFloorplanMoveTarget: FloorplanMoveTarget<ShelfNode> = ({ node,
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},
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},
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canCommit() {
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canCommit() {
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const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined
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const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined
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if (!live || live.type !== 'shelf') return false
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if (live?.type !== 'shelf') return false
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return !(lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2])
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return !(lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2])
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},
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},
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}
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}
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@@ -1,14 +1,15 @@
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import { getMaterialPresetByRef } from '@pascal-app/core'
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import { type GeometryContext, getMaterialPresetByRef } from '@pascal-app/core'
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import {
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import {
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applyMaterialPresetToMaterials,
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applyMaterialPresetToMaterials,
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createDefaultMaterial,
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createDefaultMaterial,
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createMaterial,
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createMaterial,
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DEFAULT_SHELF_MATERIAL,
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type RenderShading,
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type RenderShading,
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resolveMaterialRef,
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} from '@pascal-app/viewer'
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} from '@pascal-app/viewer'
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import { BoxGeometry, FrontSide, Group, type Material, Mesh } from 'three'
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import { BoxGeometry, Group, type Material, Mesh } from 'three'
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import { sanitizeShelfDimensions } from './dimensions'
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import { sanitizeShelfDimensions } from './dimensions'
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import type { ShelfNode } from './schema'
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import type { ShelfNode } from './schema'
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import { SHELF_SLOT_DEFAULT_COLOR, type ShelfSlotId } from './slots'
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/**
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/**
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* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
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* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
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@@ -23,75 +24,72 @@ import type { ShelfNode } from './schema'
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* index arrays directly, and lets AI-generated nodes follow the same
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* index arrays directly, and lets AI-generated nodes follow the same
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* shape with no editor-specific knowledge.
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* shape with no editor-specific knowledge.
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*
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*
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* Materials: the kind exposes a single paintable surface via
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* Materials: the kind exposes per-slot paintable surfaces through
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* `node.material` / `node.materialPreset` — same shape walls / slabs /
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* `node.slots`, while `node.material` / `node.materialPreset` remain as
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* stairs use. When neither is set, every mesh shares the
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* legacy whole-shelf fallbacks. Every generated mesh is tagged with the
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* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the
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* slot it belongs to so paint mode can target shelves, frame, or back.
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* library preset's properties land on a cloned material here. The cache
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* key includes the preset / material signature so paint changes
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* invalidate without stomping unrelated shelves.
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*
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*
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* Style dispatch lives at the top of the function; each style helper
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* Style dispatch lives at the top of the function; each style helper
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* mutates the same `group`.
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* mutates the same `group`.
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*/
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*/
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type ShelfMaterial = Material & {
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type ShelfSlotMaterials = Record<ShelfSlotId, Material>
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depthWrite: boolean
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function getShelfSlotMaterial(
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node: ShelfNode,
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slotId: ShelfSlotId,
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materials: GeometryContext['materials'],
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shading: RenderShading,
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): Material {
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const ref = node.slots?.[slotId]
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if (ref) {
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const resolved = resolveMaterialRef(ref, materials, shading)
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if (resolved) return resolved
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}
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// Legacy whole-shelf paint applies to every slot when set (no per-slot override).
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if (node.materialPreset) {
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const preset = getMaterialPresetByRef(node.materialPreset)
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if (preset) {
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const base = createDefaultMaterial('#ffffff', 0.5, shading)
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applyMaterialPresetToMaterials(base, preset)
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return base
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}
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}
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if (node.material) return createMaterial(node.material, shading)
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return createDefaultMaterial(SHELF_SLOT_DEFAULT_COLOR, 0.9, shading)
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}
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}
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const shelfMaterialCache = new Map<string, Material>()
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function stampShelfSlot(mesh: Mesh, slotId: ShelfSlotId): Mesh {
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mesh.userData.slotId = slotId
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function getShelfMaterial(node: ShelfNode, shading: RenderShading): Material {
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return mesh
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const cacheKey = JSON.stringify({
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shading,
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material: node.material ?? null,
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materialPreset: node.materialPreset ?? null,
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})
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const cached = shelfMaterialCache.get(cacheKey)
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if (cached) return cached
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const preset = getMaterialPresetByRef(node.materialPreset)
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const material = preset
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? createDefaultMaterial('#ffffff', 0.5, shading)
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: node.material
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? createMaterial(node.material, shading).clone()
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: DEFAULT_SHELF_MATERIAL(shading).clone()
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if (preset) {
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applyMaterialPresetToMaterials(material, preset)
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}
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const shelfMaterial = material as ShelfMaterial
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shelfMaterial.side = FrontSide
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shelfMaterial.depthWrite = true
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shelfMaterial.needsUpdate = true
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shelfMaterialCache.set(cacheKey, material)
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return material
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}
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}
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export function buildShelfGeometry(
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export function buildShelfGeometry(
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rawNode: ShelfNode,
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rawNode: ShelfNode,
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_ctx?: unknown,
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ctx?: GeometryContext,
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shading: RenderShading = 'rendered',
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shading: RenderShading = 'rendered',
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): Group {
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): Group {
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const node = sanitizeShelfDimensions(rawNode)
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const node = sanitizeShelfDimensions(rawNode)
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const group = new Group()
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const group = new Group()
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group.name = 'shelf-geometry'
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group.name = 'shelf-geometry'
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const material = getShelfMaterial(node, shading)
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const materials: ShelfSlotMaterials = {
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shelves: getShelfSlotMaterial(node, 'shelves', ctx?.materials, shading),
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frame: getShelfSlotMaterial(node, 'frame', ctx?.materials, shading),
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back: getShelfSlotMaterial(node, 'back', ctx?.materials, shading),
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}
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switch (node.style) {
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switch (node.style) {
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case 'wall-shelf':
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case 'wall-shelf':
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buildWallShelf(group, node, material)
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buildWallShelf(group, node, materials)
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break
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break
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case 'bookshelf':
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case 'bookshelf':
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buildBookshelf(group, node, material)
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buildBookshelf(group, node, materials)
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break
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break
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case 'open-rack':
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case 'open-rack':
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buildOpenRack(group, node, material)
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buildOpenRack(group, node, materials)
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break
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break
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case 'cubby':
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case 'cubby':
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buildCubby(group, node, material)
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buildCubby(group, node, materials)
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break
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break
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}
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}
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@@ -112,9 +110,12 @@ export function buildShelfGeometry(
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* evenly-spaced boards from `height/rows` up to `height`. Brackets
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* evenly-spaced boards from `height/rows` up to `height`. Brackets
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* span from floor to the topmost board.
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* span from floor to the topmost board.
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*/
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*/
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function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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function buildWallShelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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for (const y of boardCenterYs(node)) {
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material)
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const board = stampShelfSlot(
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new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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board.position.set(0, y, 0)
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group.add(board)
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group.add(board)
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@@ -131,7 +132,10 @@ function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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for (const sign of [-1, 1] as const) {
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for (const sign of [-1, 1] as const) {
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const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material)
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const bracket = stampShelfSlot(
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new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), materials.frame),
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'frame',
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)
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bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
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bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
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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),
|
||||||
|
|||||||
@@ -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
|
||||||
|
},
|
||||||
|
}
|
||||||
@@ -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) => {
|
||||||
|
|||||||
@@ -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) {
|
||||||
|
|||||||
Reference in New Issue
Block a user