refactor(paint-slots): share scene IBL as viewer SceneEnvironment
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment component exported from @pascal-app/viewer, mounted as an opt-in <Viewer> child (still not baked into the Viewer component). One source of truth the editor and the community public viewer both inject; embed/thumbnail surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
37c56788f3
commit
4818807360
@@ -1,20 +0,0 @@
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'use client'
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import { Environment } from '@react-three/drei'
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import { Suspense } from 'react'
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/**
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* Scene IBL for the editor — drei's prefiltered environment map. Injected as a
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* <Viewer> *child* (not baked into the Viewer component) so read-only / embed
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* viewers don't pull the HDRI. This is what gives PBR metals their reflections
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* and lifts the lighting on vertical surfaces (walls), which flat directional +
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* hemisphere lights can't do alone. Intensity is dialled below the preset
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* default so it complements the scene lights rather than washing them out.
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*/
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export function EditorEnvironment() {
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return (
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<Suspense fallback={null}>
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<Environment preset="sunset" environmentIntensity={0.6} />
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</Suspense>
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)
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}
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@@ -7,7 +7,13 @@ import {
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spatialGridManager,
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useScene,
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} from '@pascal-app/core'
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import { type HoverStyles, InteractiveSystem, useViewer, Viewer } from '@pascal-app/viewer'
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import {
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type HoverStyles,
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InteractiveSystem,
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SceneEnvironment,
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useViewer,
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Viewer,
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} from '@pascal-app/viewer'
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import { memo, type ReactNode, useCallback, useEffect, useRef, useState } from 'react'
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import { ViewerOverlay } from '../../components/viewer-overlay'
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import { ViewerZoneSystem } from '../../components/viewer-zone-system'
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@@ -21,7 +27,6 @@ import {
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} from '../../lib/scene'
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import { initSFXBus } from '../../lib/sfx-bus'
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import useEditor from '../../store/use-editor'
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import { EditorEnvironment } from '../editor-environment'
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import { CeilingSelectionAffordanceSystem } from '../systems/ceiling/ceiling-selection-affordance-system'
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import { CeilingSystem } from '../systems/ceiling/ceiling-system'
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import { RoofEditSystem } from '../systems/roof/roof-edit-system'
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@@ -603,7 +608,7 @@ const ViewerSceneContent = memo(function ViewerSceneContent({
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const noEditing = isVersionPreviewMode || isFirstPersonMode || isStudioMode
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return (
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<>
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<EditorEnvironment />
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<SceneEnvironment />
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{!(isFirstPersonMode || isStudioMode) && <SelectionManager />}
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{!noEditing && <BoxSelectTool />}
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{!noEditing && <NodeArrowHandles />}
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@@ -0,0 +1,22 @@
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'use client'
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import { Environment } from '@react-three/drei'
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import { Suspense } from 'react'
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/**
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* Scene IBL — drei's prefiltered environment map, exported as an opt-in
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* <Viewer> *child* rather than baked into the Viewer component, so embed /
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* thumbnail surfaces that don't want the HDRI fetch simply don't mount it.
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* This is what gives PBR metals their reflections and lifts the lighting on
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* vertical surfaces (walls), which flat directional + hemisphere lights can't
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* do alone. Intensity is dialled below the preset default so it complements
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* the scene lights rather than washing them out. Only visible in `rendered`
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* shading.
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*/
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export function SceneEnvironment() {
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return (
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<Suspense fallback={null}>
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<Environment preset="sunset" environmentIntensity={0.6} />
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</Suspense>
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)
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}
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@@ -18,6 +18,7 @@ export {
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DEFAULT_HOVER_STYLES,
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SSGI_PARAMS,
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} from './components/viewer/post-processing'
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export { SceneEnvironment } from './components/viewer/scene-environment'
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export { WalkthroughControls } from './components/viewer/walkthrough-controls'
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export { useAssetUrl } from './hooks/use-asset-url'
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export { useGLTFKTX2 } from './hooks/use-gltf-ktx2'
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