feat(paint-slots): authored item materials + unified slot painting
Phase 1 + paint unification of the paint-slots plan. - core: scene-material data layer (materials map mirroring collections, undo/partialize/setScene full-graph support), SceneMaterial schema, scene:/library: MaterialRef helpers + parseMaterialRef, slot id helpers (deriveSlotId/slotLabelFromId), slots map on ItemNode, hitObject on PaintResolveArgs, optional PaintCapability.commit. - viewer: resolveMaterialRef (library:/scene: -> three material, null on dangling). - nodes(item): renderer keeps authored GLB materials for slot-authored assets and applies per-slot overrides per-instance (never mutates the shared cached GLB); textures-off still collapses to furnishing role; non-authored items unchanged. Item paint capability + registration. - editor: item joins the unified (nodeId, slotId) paint dispatch; item paint target + slot reset. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
cf24b62c44
commit
7afb286e47
@@ -7,6 +7,7 @@ import {
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} from '@pascal-app/core'
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import { buildItemFloorplan } from './floorplan'
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import { itemFloorplanMoveTarget } from './floorplan-move'
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import { itemPaint } from './paint'
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import { itemParametrics } from './parametrics'
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import { ItemNode } from './schema'
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@@ -199,6 +200,7 @@ export const itemDefinition: NodeDefinition<typeof ItemNode> = {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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paint: itemPaint,
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// Items participate in compositions — e.g. "table-with-plants",
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// "shelf-with-books-on-top" — so they're presettable in their own
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// right (and as descendants of presettable parents). The GLB-kind
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@@ -0,0 +1,249 @@
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import {
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type AnyNode,
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type AnyNodeId,
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generateSceneMaterialId,
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type ItemNode,
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type MaterialSchema,
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type PaintCapability,
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parseMaterialRef,
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type SceneMaterial,
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type SceneMaterialId,
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toSceneMaterialRef,
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useScene,
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} from '@pascal-app/core'
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import { createMaterial, createMaterialFromPresetRef, useViewer } from '@pascal-app/viewer'
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import type { Material, Mesh } from 'three'
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type SlotTag = string | null | (string | null)[]
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type SlotUserData = {
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slotId?: SlotTag
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}
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function deepEqual(a: unknown, b: unknown): boolean {
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if (Object.is(a, b)) return true
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if (typeof a !== typeof b) return false
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if (a === null || b === null) return false
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if (Array.isArray(a) || Array.isArray(b)) {
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if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
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for (let index = 0; index < a.length; index += 1) {
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if (!deepEqual(a[index], b[index])) return false
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}
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return true
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}
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if (typeof a === 'object') {
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const aRecord = a as Record<string, unknown>
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const bRecord = b as Record<string, unknown>
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const aKeys = Object.keys(aRecord)
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const bKeys = Object.keys(bRecord)
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if (aKeys.length !== bKeys.length) return false
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for (const key of aKeys) {
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if (!Object.hasOwn(bRecord, key)) return false
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if (!deepEqual(aRecord[key], bRecord[key])) return false
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}
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return true
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}
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return false
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}
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function getSlotTag(mesh: Mesh): SlotTag | undefined {
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return (mesh.userData as SlotUserData).slotId
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}
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function slotTagContainsRole(tag: SlotTag | undefined, role: string): boolean {
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if (Array.isArray(tag)) return tag.includes(role)
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return tag === role
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}
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function resolveItemSlotId(args: {
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materialIndex: number | null
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hitObject?: { userData?: SlotUserData }
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}): string | null {
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const tag = args.hitObject?.userData?.slotId
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const slotId = Array.isArray(tag)
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? (tag[args.materialIndex ?? 0] ?? null)
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: typeof tag === 'string'
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? tag
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: null
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return slotId
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}
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function buildItemSlotsPatch(
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node: ItemNode,
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role: string,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): Partial<ItemNode> {
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const slots = { ...(node.slots ?? {}) }
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if (material === undefined && materialPreset === undefined) {
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delete slots[role]
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return { slots }
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}
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if (materialPreset) {
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slots[role] = materialPreset
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return { slots }
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}
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return { slots }
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}
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function findMatchingSceneMaterial(
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materials: Record<SceneMaterialId, SceneMaterial>,
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material: MaterialSchema,
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): SceneMaterial | null {
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for (const sceneMaterial of Object.values(materials)) {
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if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
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}
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return null
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}
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function commitNewSceneMaterialAndSlots(
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nodeId: AnyNodeId,
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nextSlots: ItemNode['slots'],
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sceneMaterial: SceneMaterial,
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): void {
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// Creating the scene material and setting the slot ref are one logical
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// edit, so apply both in a single `set` — zundo records one history entry,
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// and one undo removes both the ref and its (now orphaned) material.
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useScene.setState((state) => {
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if (state.readOnly) return state
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const currentNode = state.nodes[nodeId]
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if (!currentNode || currentNode.type !== 'item') return state
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return {
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materials: { ...state.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
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nodes: {
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...state.nodes,
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[nodeId]: { ...currentNode, slots: nextSlots } as AnyNode,
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},
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}
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})
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useScene.getState().markDirty(nodeId)
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}
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function commitItemPaint(
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node: ItemNode,
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role: string,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): void {
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const nodeId = node.id as AnyNodeId
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const state = useScene.getState()
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const currentNode = (state.nodes[nodeId] as ItemNode | undefined) ?? node
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let ref: string | undefined
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let newSceneMaterial: SceneMaterial | null = null
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if (material === undefined && materialPreset === undefined) {
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ref = undefined
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} else if (materialPreset) {
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ref = materialPreset
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} else if (material) {
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const existing = findMatchingSceneMaterial(state.materials, material)
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if (existing) {
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ref = toSceneMaterialRef(existing.id)
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} else {
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const id = generateSceneMaterialId()
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newSceneMaterial = {
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id,
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name: `Material ${Object.keys(state.materials).length + 1}`,
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material,
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}
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ref = toSceneMaterialRef(id)
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}
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} else {
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return
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}
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const nextSlots = { ...(currentNode.slots ?? {}) }
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if (ref) nextSlots[role] = ref
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else delete nextSlots[role]
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if (newSceneMaterial) {
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commitNewSceneMaterialAndSlots(nodeId, nextSlots, newSceneMaterial)
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return
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}
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state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
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}
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function buildPreviewMaterial(
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): Material | null {
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const shading = useViewer.getState().shading
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if (materialPreset) return createMaterialFromPresetRef(materialPreset, shading)
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if (material) return createMaterial(material, shading)
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return null
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}
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function applyItemPreview(
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role: string,
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root: import('three').Object3D,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): (() => void) | null {
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const previewMaterial = buildPreviewMaterial(material, materialPreset)
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if (!previewMaterial) return () => {}
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const restores: Array<() => void> = []
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root.traverse((object) => {
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const mesh = object as Mesh
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if (!mesh.isMesh) return
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const tag = getSlotTag(mesh)
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if (!slotTagContainsRole(tag, role)) return
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if (Array.isArray(tag)) {
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const current = mesh.material as Material | Material[]
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if (Array.isArray(current)) {
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const previousArray = [...current]
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const nextArray = [...current]
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let changed = false
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for (let index = 0; index < tag.length; index += 1) {
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if (tag[index] !== role || !nextArray[index]) continue
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nextArray[index] = previewMaterial
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changed = true
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}
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if (!changed) return
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mesh.material = nextArray
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restores.push(() => {
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mesh.material = previousArray
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})
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return
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}
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if (tag[0] !== role) return
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}
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const previous = mesh.material
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mesh.material = previewMaterial
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restores.push(() => {
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mesh.material = previous
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})
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})
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if (restores.length === 0) return null
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return () => {
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for (let index = restores.length - 1; index >= 0; index -= 1) {
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restores[index]?.()
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}
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}
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}
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export const itemPaint: PaintCapability = {
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resolveRole: ({ materialIndex, hitObject }) =>
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resolveItemSlotId({ materialIndex, hitObject: hitObject as { userData?: SlotUserData } }),
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buildPatch: ({ node, role, material, materialPreset }) =>
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buildItemSlotsPatch(node as ItemNode, role, material, materialPreset) as Partial<AnyNode>,
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commit: ({ node, role, material, materialPreset }) =>
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commitItemPaint(node as ItemNode, role, material, materialPreset),
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applyPreview: ({ role, root, material, materialPreset }) =>
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applyItemPreview(role, root, material, materialPreset),
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getEffectiveMaterial: ({ node, role }) => {
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const ref = (node as ItemNode).slots?.[role]
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const parsed = parseMaterialRef(ref)
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if (!parsed) return null
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if (parsed.kind === 'library') {
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return { material: undefined, materialPreset: ref }
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}
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const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
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if (!sceneMaterial) return null
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return { material: sceneMaterial.material, materialPreset: undefined }
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},
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}
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@@ -3,9 +3,11 @@
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import {
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type AnimationEffect,
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type AnyNodeId,
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deriveSlotId,
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getScaledDimensions,
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type Interactive,
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type ItemNode,
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isSlotMaterialName,
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type LightEffect,
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useInteractive,
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useLiveNodeOverrides,
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@@ -22,6 +24,7 @@ import {
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NodeRenderer,
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type RenderShading,
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resolveCdnUrl,
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resolveMaterialRef,
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useItemLightPool,
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useNodeEvents,
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useViewer,
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@@ -30,7 +33,7 @@ import { useAnimations } from '@react-three/drei'
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import { Clone } from '@react-three/drei/core/Clone'
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import { useGLTF } from '@react-three/drei/core/Gltf'
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import { useFrame } from '@react-three/fiber'
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import { Suspense, useEffect, useMemo, useRef } from 'react'
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import { Suspense, useEffect, useLayoutEffect, useMemo, useRef } from 'react'
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import type { AnimationAction, Group, Material, Mesh } from 'three'
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import { MathUtils } from 'three'
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import { positionLocal, smoothstep, time } from 'three/tsl'
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@@ -44,16 +47,117 @@ type MutableMaterial = Material & {
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wireframe?: boolean
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}
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const getMaterialForOriginal = (
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original: Material,
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shading: RenderShading,
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textures: boolean,
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colorPreset: ColorPreset,
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): Material => {
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if (original.name.toLowerCase() === 'glass') {
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return glassMaterial
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type CapturedSingleItemMaterialData = {
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captured: true
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authoredMaterials: Material
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slotIds: string | null
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}
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type CapturedMultiItemMaterialData = {
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captured: true
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authoredMaterials: Material[]
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slotIds: (string | null)[]
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}
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type CapturedItemMaterialData = CapturedSingleItemMaterialData | CapturedMultiItemMaterialData
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type ItemMeshUserData = Mesh['userData'] & {
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pascalItemMaterialCapture?: CapturedItemMaterialData
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slotId?: string | null | (string | null)[]
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}
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type SceneMaterials = ReturnType<typeof useScene.getState>['materials']
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const getAuthoredSlotId = (material: Material): string | null =>
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isSlotMaterialName(material.name) ? deriveSlotId(material.name) : null
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const captureItemMeshMaterials = (mesh: Mesh): CapturedItemMaterialData => {
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const userData = mesh.userData as ItemMeshUserData
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const captured = userData.pascalItemMaterialCapture
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if (captured?.captured) {
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userData.slotId = captured.slotIds
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return captured
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}
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if (Array.isArray(mesh.material)) {
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const authoredMaterials = mesh.material.slice()
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const slotIds = authoredMaterials.map(getAuthoredSlotId)
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const next: CapturedItemMaterialData = {
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captured: true,
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authoredMaterials,
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slotIds,
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}
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userData.pascalItemMaterialCapture = next
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userData.slotId = slotIds
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return next
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}
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const slotId = getAuthoredSlotId(mesh.material)
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const next: CapturedItemMaterialData = {
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captured: true,
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authoredMaterials: mesh.material,
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slotIds: slotId,
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}
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userData.pascalItemMaterialCapture = next
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userData.slotId = slotId
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return next
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}
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const hasCapturedSlot = (captured: CapturedItemMaterialData): boolean =>
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Array.isArray(captured.slotIds)
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? captured.slotIds.some((slotId) => slotId != null)
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: captured.slotIds != null
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const isCapturedMaterialArray = (
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captured: CapturedItemMaterialData,
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): captured is CapturedMultiItemMaterialData => Array.isArray(captured.authoredMaterials)
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const isGlassMaterial = (material: Material): boolean =>
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material === glassMaterial || material.name.toLowerCase() === 'glass'
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const clampGeometryGroups = (mesh: Mesh, matCount: number): void => {
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if (mesh.geometry.groups.length === 0) return
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const needsClamp = mesh.geometry.groups.some(
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(group) => group.materialIndex !== undefined && group.materialIndex >= matCount,
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)
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if (!needsClamp) return
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mesh.geometry = mesh.geometry.clone()
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for (const group of mesh.geometry.groups) {
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if (group.materialIndex !== undefined && group.materialIndex >= matCount) {
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group.materialIndex = 0
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}
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}
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}
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const resolveItemMaterial = (
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authoredMaterial: Material,
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slotId: string | null,
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{
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colorPreset,
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isAuthored,
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nodeSlots,
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sceneMaterials,
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shading,
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textures,
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}: {
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colorPreset: ColorPreset
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isAuthored: boolean
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nodeSlots: ItemNode['slots']
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sceneMaterials: SceneMaterials
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shading: RenderShading
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textures: boolean
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},
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): Material => {
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if (!textures) return createSurfaceRoleMaterial('furnishing', colorPreset)
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if (authoredMaterial.name.toLowerCase() === 'glass') return glassMaterial
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if (slotId != null) {
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const override = resolveMaterialRef(nodeSlots?.[slotId], sceneMaterials, shading)
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if (override) return override
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return authoredMaterial
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}
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if (isAuthored) return authoredMaterial
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return baseMaterial(shading)
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}
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@@ -182,6 +286,7 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
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const shading = useViewer((s) => s.shading)
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const textures = useViewer((s) => s.textures)
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const colorPreset = useViewer((s) => s.colorPreset)
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const sceneMaterials = useScene((s) => s.materials)
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// Freeze the interactive definition at mount — asset schemas don't change at runtime
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const interactiveRef = useRef(node.asset.interactive)
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@@ -203,44 +308,59 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
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return () => useInteractive.getState().removeItem(node.id)
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}, [node.id])
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useMemo(() => {
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scene.traverse((child) => {
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if ((child as Mesh).isMesh) {
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const mesh = child as Mesh
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if (mesh.name === 'cutout') {
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child.visible = false
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return
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}
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useLayoutEffect(() => {
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const root = ref.current
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if (!root) return
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let hasGlass = false
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const meshEntries: { mesh: Mesh; captured: CapturedItemMaterialData }[] = []
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let isAuthored = false
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// Handle both single material and material array cases
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if (Array.isArray(mesh.material)) {
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mesh.material = mesh.material.map((mat) =>
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getMaterialForOriginal(mat, shading, textures, colorPreset),
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)
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hasGlass = mesh.material.some((mat) => mat.name === 'glass')
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root.traverse((child) => {
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if (!(child as Mesh).isMesh) return
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// Fix geometry groups that reference materialIndex beyond the material
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// array length — this causes three-mesh-bvh to crash with
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// "Cannot read properties of undefined (reading 'side')"
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const matCount = mesh.material.length
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if (mesh.geometry.groups.length > 0) {
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for (const group of mesh.geometry.groups) {
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if (group.materialIndex !== undefined && group.materialIndex >= matCount) {
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group.materialIndex = 0
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}
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}
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}
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} else {
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mesh.material = getMaterialForOriginal(mesh.material, shading, textures, colorPreset)
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hasGlass = mesh.material.name === 'glass'
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}
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mesh.castShadow = !hasGlass
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||||
mesh.receiveShadow = !hasGlass
|
||||
const mesh = child as Mesh
|
||||
if (mesh.name === 'cutout') {
|
||||
child.visible = false
|
||||
}
|
||||
|
||||
const captured = captureItemMeshMaterials(mesh)
|
||||
if (hasCapturedSlot(captured)) isAuthored = true
|
||||
if (mesh.name !== 'cutout') meshEntries.push({ mesh, captured })
|
||||
})
|
||||
}, [scene, shading, textures, colorPreset])
|
||||
|
||||
const materialOptions = {
|
||||
colorPreset,
|
||||
isAuthored,
|
||||
nodeSlots: node.slots,
|
||||
sceneMaterials,
|
||||
shading,
|
||||
textures,
|
||||
}
|
||||
|
||||
for (const { mesh, captured } of meshEntries) {
|
||||
let hasGlass = false
|
||||
|
||||
if (isCapturedMaterialArray(captured)) {
|
||||
const nextMaterials = captured.authoredMaterials.map((authoredMaterial, index) =>
|
||||
resolveItemMaterial(authoredMaterial, captured.slotIds[index] ?? null, materialOptions),
|
||||
)
|
||||
mesh.material = nextMaterials
|
||||
hasGlass = nextMaterials.some(isGlassMaterial)
|
||||
clampGeometryGroups(mesh, nextMaterials.length)
|
||||
} else {
|
||||
const nextMaterial = resolveItemMaterial(
|
||||
captured.authoredMaterials,
|
||||
captured.slotIds,
|
||||
materialOptions,
|
||||
)
|
||||
mesh.material = nextMaterial
|
||||
hasGlass = isGlassMaterial(nextMaterial)
|
||||
}
|
||||
|
||||
mesh.castShadow = !hasGlass
|
||||
mesh.receiveShadow = !hasGlass
|
||||
}
|
||||
}, [ref, scene, shading, textures, colorPreset, node.slots, sceneMaterials])
|
||||
|
||||
const interactive = interactiveRef.current
|
||||
const animEffect =
|
||||
|
||||
Reference in New Issue
Block a user