Support template scans and room preset workflows (#390)

* Allow template forks to preserve scans

* Add room preset save trigger

* Show room preset action for selected zones

* Use standard inspector for selected zones

* Support room preset editor workflows

* Preview room clear-underneath items
This commit is contained in:
Wassim SAMAD
2026-06-09 16:36:31 -04:00
committed by GitHub
parent 555cf06c12
commit 50304d7d10
15 changed files with 450 additions and 57 deletions
+37 -8
View File
@@ -3,6 +3,7 @@
import {
type AnimationEffect,
type AnyNodeId,
getScaledDimensions,
type Interactive,
type ItemNode,
type LightEffect,
@@ -91,17 +92,25 @@ export const ItemRenderer = ({ node: storeNode }: { node: ItemNode }) => {
() => (liveOverrides ? ({ ...storeNode, ...liveOverrides } as ItemNode) : storeNode),
[storeNode, liveOverrides],
)
const roomClearPreview =
(node as ItemNode & { roomClearPreview?: unknown }).roomClearPreview === true
return (
<group position={node.position} ref={ref} rotation={node.rotation} visible={node.visible}>
<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
<Suspense fallback={<PreviewModel node={node} />}>
<ModelRenderer node={node} />
</Suspense>
</ErrorBoundary>
{node.children?.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
{roomClearPreview ? (
<ClearPreviewModel node={node} />
) : (
<>
<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
<Suspense fallback={<PreviewModel node={node} />}>
<ModelRenderer node={node} />
</Suspense>
</ErrorBoundary>
{node.children?.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</>
)}
</group>
)
}
@@ -133,6 +142,26 @@ const PreviewModel = ({ node }: { node: ItemNode }) => {
)
}
const ClearPreviewModel = ({ node }: { node: ItemNode }) => {
const shading = useViewer((s) => s.shading)
const [w, h, d] = getScaledDimensions(node)
const material = useMemo(() => {
const next = createDefaultMaterial('#ef4444', 1, shading) as MutableMaterial
next.depthTest = false
next.opacity = 0.35
next.transparent = true
next.wireframe = true
next.needsUpdate = true
return next
}, [shading])
return (
<mesh material={material} position-y={h / 2}>
<boxGeometry args={[w, h, d]} />
</mesh>
)
}
const multiplyScales = (
a: [number, number, number],
b: [number, number, number],