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
@@ -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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