feat: add material system for all node types
- Add MaterialSchema with 10 presets (white, brick, concrete, wood, glass, metal, plaster, tile, marble, custom) - Add material field to Wall, Slab, Door, Window, Ceiling, Roof, RoofSegment nodes - Create MaterialPicker UI component with preset selection and custom properties - Update all renderers to support material rendering with caching - Add Material section to all node panels (WallPanel, SlabPanel, DoorPanel, WindowPanel, CeilingPanel, RoofPanel, RoofSegmentPanel) - Update AGENTS.md with Material System documentation
This commit is contained in:
@@ -1,49 +1,37 @@
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import { type CeilingNode, useRegistry } from '@pascal-app/core'
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import { useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import { float, mix, positionWorld, smoothstep } from 'three/tsl'
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import { BackSide, FrontSide, type Mesh, MeshBasicNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_CEILING_MATERIAL } from '../../../lib/materials'
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import { NodeRenderer } from '../node-renderer'
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// TSL material that renders differently based on face direction:
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// - Back face (looking up at ceiling from below): solid
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// - Front face (looking down at ceiling from above): 30% opacity
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const ceilingTopMaterial = new MeshBasicNodeMaterial({
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color: 0xb5_a7_8d,
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transparent: true,
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depthWrite: false,
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side: FrontSide,
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// Disabled as we only show ceiling grid when needed
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// alphaTestNode: float(0.4), // Discard pixels with alpha below 0.4 to create grid lines and not affect depth buffer
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})
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const ceilingBottomMaterial = new MeshBasicNodeMaterial({
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color: 0x99_99_99,
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transparent: true,
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side: BackSide,
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})
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// Create grid pattern based on local position
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const gridScale = 5 // Grid cells per meter (1 = 1m grid)
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const gridScale = 5
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const gridX = positionWorld.x.mul(gridScale).fract()
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const gridY = positionWorld.z.mul(gridScale).fract()
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// Create grid lines - they are at 0 and 1
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const lineWidth = 0.05 // Width of grid lines (0-1 range within cell)
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// Create visible lines at edges (near 0 and near 1)
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const lineWidth = 0.05
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const lineX = smoothstep(lineWidth, 0, gridX).add(smoothstep(1.0 - lineWidth, 1.0, gridX))
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const lineY = smoothstep(lineWidth, 0, gridY).add(smoothstep(1.0 - lineWidth, 1.0, gridY))
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// Combine: if either X or Y is a line, show the line
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const gridPattern = lineX.max(lineY)
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// Grid lines at 0.6 opacity, spaces at 0.2 opacity
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const gridOpacity = mix(float(0.2), float(0.6), gridPattern)
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// faceDirection is 1.0 for front face, -1.0 for back face
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// Front face (top, looking down): grid pattern, Back face (bottom, looking up): solid
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ceilingTopMaterial.opacityNode = gridOpacity
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function createCeilingMaterials(color: string = '#999999') {
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const topMaterial = new MeshBasicNodeMaterial({
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color,
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transparent: true,
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depthWrite: false,
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side: FrontSide,
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})
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topMaterial.opacityNode = gridOpacity
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const bottomMaterial = new MeshBasicNodeMaterial({
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color,
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transparent: true,
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side: BackSide,
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})
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return { topMaterial, bottomMaterial }
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}
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export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
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const ref = useRef<Mesh>(null!)
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@@ -51,12 +39,20 @@ export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
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useRegistry(node.id, 'ceiling', ref)
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const handlers = useNodeEvents(node, 'ceiling')
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const materials = useMemo(() => {
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if (node.material) {
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const props = node.material.properties
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const color = props?.color || '#999999'
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return createCeilingMaterials(color)
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}
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return { topMaterial: createCeilingMaterials().topMaterial, bottomMaterial: DEFAULT_CEILING_MATERIAL }
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}, [node.material])
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return (
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<mesh material={ceilingBottomMaterial} ref={ref}>
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{/* CeilingSystem will replace this geometry in the next frame */}
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<mesh material={materials.bottomMaterial} ref={ref}>
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<boxGeometry args={[0, 0, 0]} />
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<mesh
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material={ceilingTopMaterial}
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material={materials.topMaterial}
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name="ceiling-grid"
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{...handlers}
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scale={0}
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@@ -1,7 +1,8 @@
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import { type DoorNode, useRegistry } from '@pascal-app/core'
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import { useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import type { Mesh } from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_DOOR_MATERIAL } from '../../../lib/materials'
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export const DoorRenderer = ({ node }: { node: DoorNode }) => {
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const ref = useRef<Mesh>(null!)
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@@ -10,9 +11,14 @@ export const DoorRenderer = ({ node }: { node: DoorNode }) => {
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const handlers = useNodeEvents(node, 'door')
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const isTransient = !!(node.metadata as Record<string, unknown> | null)?.isTransient
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const material = useMemo(() => {
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return node.material ? createMaterial(node.material) : DEFAULT_DOOR_MATERIAL
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}, [node.material])
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return (
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<mesh
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castShadow
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material={material}
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position={node.position}
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receiveShadow
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ref={ref}
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@@ -20,9 +26,7 @@ export const DoorRenderer = ({ node }: { node: DoorNode }) => {
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visible={node.visible}
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{...(isTransient ? {} : handlers)}
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>
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{/* DoorSystem replaces this geometry each time the node is dirty */}
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<boxGeometry args={[0, 0, 0]} />
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<meshStandardMaterial color="#d1d5db" />
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</mesh>
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)
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}
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@@ -1,7 +1,8 @@
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import { type RoofNode, useRegistry } from '@pascal-app/core'
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import { useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import type * as THREE from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_ROOF_MATERIAL } from '../../../lib/materials'
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import useViewer from '../../../store/use-viewer'
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import { NodeRenderer } from '../node-renderer'
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import { roofDebugMaterials, roofMaterials } from './roof-materials'
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@@ -14,6 +15,12 @@ export const RoofRenderer = ({ node }: { node: RoofNode }) => {
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const handlers = useNodeEvents(node, 'roof')
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const debugColors = useViewer((s) => s.debugColors)
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const customMaterial = useMemo(() => {
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return node.material ? createMaterial(node.material) : null
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}, [node.material])
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const material = debugColors ? roofDebugMaterials : customMaterial || roofMaterials
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return (
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<group
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position={node.position}
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@@ -24,7 +31,7 @@ export const RoofRenderer = ({ node }: { node: RoofNode }) => {
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>
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<mesh
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castShadow
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material={debugColors ? roofDebugMaterials : roofMaterials}
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material={material}
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name="merged-roof"
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receiveShadow
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>
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@@ -1,7 +1,8 @@
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import { type SlabNode, useRegistry } from '@pascal-app/core'
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import { useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import type { Mesh } from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_SLAB_MATERIAL } from '../../../lib/materials'
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export const SlabRenderer = ({ node }: { node: SlabNode }) => {
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const ref = useRef<Mesh>(null!)
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@@ -10,11 +11,13 @@ export const SlabRenderer = ({ node }: { node: SlabNode }) => {
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const handlers = useNodeEvents(node, 'slab')
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const material = useMemo(() => {
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return node.material ? createMaterial(node.material) : DEFAULT_SLAB_MATERIAL
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}, [node.material])
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return (
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<mesh castShadow receiveShadow ref={ref} {...handlers} visible={node.visible}>
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{/* SlabSystem will replace this geometry in the next frame */}
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<mesh castShadow receiveShadow ref={ref} {...handlers} visible={node.visible} material={material}>
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<boxGeometry args={[0, 0, 0]} />
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<meshStandardMaterial color="#e5e5e5" />
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</mesh>
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)
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}
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@@ -1,7 +1,8 @@
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import { useRegistry, useScene, type WallNode } from '@pascal-app/core'
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import { useLayoutEffect, useRef } from 'react'
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import { useLayoutEffect, useMemo, useRef } from 'react'
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import type { Mesh } from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_WALL_MATERIAL } from '../../../lib/materials'
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import { NodeRenderer } from '../node-renderer'
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export const WallRenderer = ({ node }: { node: WallNode }) => {
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@@ -9,18 +10,19 @@ export const WallRenderer = ({ node }: { node: WallNode }) => {
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useRegistry(node.id, 'wall', ref)
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// Mark dirty on mount so WallSystem rebuilds geometry when wall (re)appears
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useLayoutEffect(() => {
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useScene.getState().markDirty(node.id)
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}, [node.id])
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const handlers = useNodeEvents(node, 'wall')
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const material = useMemo(() => {
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return node.material ? createMaterial(node.material) : DEFAULT_WALL_MATERIAL
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}, [node.material])
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return (
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<mesh castShadow receiveShadow ref={ref} visible={node.visible}>
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{/* WallSystem will replace this geometry in the next frame */}
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<mesh castShadow receiveShadow ref={ref} visible={node.visible} material={material}>
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<boxGeometry args={[0, 0, 0]} />
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{/* Collision mesh: full-wall geometry (no cutouts) for pointer events */}
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<mesh name="collision-mesh" visible={false} {...handlers}>
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<boxGeometry args={[0, 0, 0]} />
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</mesh>
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@@ -1,7 +1,8 @@
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import { useRegistry, type WindowNode } from '@pascal-app/core'
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import { useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import type { Mesh } from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { createMaterial, DEFAULT_WINDOW_MATERIAL } from '../../../lib/materials'
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export const WindowRenderer = ({ node }: { node: WindowNode }) => {
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const ref = useRef<Mesh>(null!)
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@@ -10,9 +11,14 @@ export const WindowRenderer = ({ node }: { node: WindowNode }) => {
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const handlers = useNodeEvents(node, 'window')
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const isTransient = !!(node.metadata as Record<string, unknown> | null)?.isTransient
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const material = useMemo(() => {
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return node.material ? createMaterial(node.material) : DEFAULT_WINDOW_MATERIAL
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}, [node.material])
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return (
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<mesh
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castShadow
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material={material}
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position={node.position}
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receiveShadow
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ref={ref}
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@@ -20,9 +26,7 @@ export const WindowRenderer = ({ node }: { node: WindowNode }) => {
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visible={node.visible}
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{...(isTransient ? {} : handlers)}
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>
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{/* WindowSystem replaces this geometry each time the node is dirty */}
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<boxGeometry args={[0, 0, 0]} />
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<meshStandardMaterial color="#d1d5db" />
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</mesh>
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)
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}
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@@ -1,6 +1,18 @@
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export { default as Viewer } from './components/viewer'
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export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
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export { SCENE_LAYER, ZONE_LAYER } from './lib/layers'
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export {
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clearMaterialCache,
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createDefaultMaterial,
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createMaterial,
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DEFAULT_CEILING_MATERIAL,
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DEFAULT_DOOR_MATERIAL,
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DEFAULT_ROOF_MATERIAL,
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DEFAULT_SLAB_MATERIAL,
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DEFAULT_WALL_MATERIAL,
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DEFAULT_WINDOW_MATERIAL,
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disposeMaterial,
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} from './lib/materials'
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export { default as useViewer } from './store/use-viewer'
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export { InteractiveSystem } from './systems/interactive/interactive-system'
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export { snapLevelsToTruePositions } from './systems/level/level-utils'
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@@ -0,0 +1,69 @@
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import { type MaterialProperties, type MaterialSchema, resolveMaterial } from '@pascal-app/core'
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import * as THREE from 'three'
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const sideMap: Record<MaterialProperties['side'], THREE.Side> = {
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front: THREE.FrontSide,
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back: THREE.BackSide,
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double: THREE.DoubleSide,
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}
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const materialCache = new Map<string, THREE.MeshStandardMaterial>()
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function getCacheKey(props: MaterialProperties): string {
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return `${props.color}-${props.roughness}-${props.metalness}-${props.opacity}-${props.transparent}-${props.side}`
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}
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export function createMaterial(material?: MaterialSchema): THREE.MeshStandardMaterial {
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const props = resolveMaterial(material)
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const cacheKey = getCacheKey(props)
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if (materialCache.has(cacheKey)) {
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return materialCache.get(cacheKey)!
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}
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const threeMaterial = new THREE.MeshStandardMaterial({
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color: props.color,
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roughness: props.roughness,
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metalness: props.metalness,
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opacity: props.opacity,
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transparent: props.transparent,
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side: sideMap[props.side],
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})
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materialCache.set(cacheKey, threeMaterial)
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return threeMaterial
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}
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export function createDefaultMaterial(color: string = '#ffffff', roughness: number = 0.9): THREE.MeshStandardMaterial {
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return new THREE.MeshStandardMaterial({
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color,
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roughness,
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metalness: 0,
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side: THREE.FrontSide,
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})
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}
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export const DEFAULT_WALL_MATERIAL = createDefaultMaterial('#ffffff', 0.9)
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export const DEFAULT_SLAB_MATERIAL = createDefaultMaterial('#e5e5e5', 0.8)
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export const DEFAULT_DOOR_MATERIAL = createDefaultMaterial('#8b4513', 0.7)
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export const DEFAULT_WINDOW_MATERIAL = new THREE.MeshStandardMaterial({
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color: '#87ceeb',
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roughness: 0.1,
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metalness: 0.1,
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opacity: 0.3,
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transparent: true,
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side: THREE.DoubleSide,
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})
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export const DEFAULT_CEILING_MATERIAL = createDefaultMaterial('#f5f5dc', 0.95)
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export const DEFAULT_ROOF_MATERIAL = createDefaultMaterial('#808080', 0.85)
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export function disposeMaterial(material: THREE.Material): void {
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material.dispose()
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}
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export function clearMaterialCache(): void {
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for (const material of materialCache.values()) {
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material.dispose()
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}
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materialCache.clear()
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}
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