fix(selection): selected objects keep their texture (light glow, no wash)
Selecting a textured wall/slab/item replaced its surface with a flat purple wash. Root cause: the selection highlight clones the material and tints it, but `NodeMaterial.clone()` on the WebGPU backend drops the texture-map node assignments, so the clone rendered flat — and a strong albedo blend + emissive washed whatever was left. Fix: re-attach the maps from the source material after cloning (shared by reference) and drop the albedo tint, keeping only a gentle indigo emissive so the real material/texture stays readable with a soft "selected" glow. Applied to both highlight paths: - generic editor highlight (slabs/items) in selection-manager - wall path (walls are excluded from the generic one), built lazily + cached/self-healing so it survives the wall finish's async texture load Removes the now-dead eager wall `highlightedVisible`/`selection` profile. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
f2352616d9
commit
8633886eef
@@ -37,12 +37,6 @@ const WALL_HIGHLIGHT_PROFILES = {
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emissiveBlend: 0.92,
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emissiveIntensity: 0.46,
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},
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selection: {
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color: new Color('#818cf8'),
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blend: 0.32,
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emissiveBlend: 0.7,
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emissiveIntensity: 0.42,
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},
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} as const
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type WallHighlightKind = keyof typeof WALL_HIGHLIGHT_PROFILES
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@@ -54,8 +48,6 @@ export interface WallMaterials {
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invisible: WallMaterialArray
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deleteVisible: WallMaterialArray
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deleteInvisible: WallMaterialArray
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highlightedVisible: WallMaterialArray
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highlightedInvisible: WallMaterialArray
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materialHash: string
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}
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@@ -223,6 +215,68 @@ function createHighlightedWallMaterial(material: Material, kind: WallHighlightKi
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return highlightedMaterial
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}
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// Light selection highlight for walls (walls are excluded from the generic
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// editor selection highlight, so they need their own). Adds a gentle indigo
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// emissive (no albedo tint) so the real material/texture stays readable with a
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// soft "selected" glow. Two NodeMaterial-clone gotchas are handled:
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// 1. `clone()` on the WebGPU backend drops the texture-map nodes → re-attach
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// them from the source (shared by reference).
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// 2. The wall's finish texture loads async, so an early clone has no map yet →
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// cache keyed by the source `.map` and rebuild when it changes (self-heals
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// once the texture lands).
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const SELECTION_HIGHLIGHT_COLOR = new Color('#818cf8')
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const SELECTION_EMISSIVE_BLEND = 0.4
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const SELECTION_EMISSIVE_INTENSITY = 0.12
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const SELECTION_TEXTURE_MAP_KEYS = [
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'map',
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'normalMap',
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'roughnessMap',
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'metalnessMap',
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'aoMap',
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'emissiveMap',
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'bumpMap',
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'displacementMap',
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'alphaMap',
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'lightMap',
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] as const
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const selectionHighlightCache = new WeakMap<Material, { clone: Material; map: unknown }>()
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function getSelectionHighlightMaterial(base: Material): Material {
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const baseMap = (base as { map?: unknown }).map ?? null
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const cached = selectionHighlightCache.get(base)
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if (cached && cached.map === baseMap) return cached.clone
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const clone = base.clone() as Material & {
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emissive?: Color
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emissiveIntensity?: number
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needsUpdate?: boolean
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}
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// Re-attach texture maps the WebGPU NodeMaterial clone drops.
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const src = base as unknown as Record<string, unknown>
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const dst = clone as unknown as Record<string, unknown>
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for (const key of SELECTION_TEXTURE_MAP_KEYS) {
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if (src[key]) dst[key] = src[key]
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}
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if ('emissive' in clone && clone.emissive) {
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clone.emissive = clone.emissive
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.clone()
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.lerp(SELECTION_HIGHLIGHT_COLOR, SELECTION_EMISSIVE_BLEND)
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}
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if ('emissiveIntensity' in clone) {
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clone.emissiveIntensity = Math.max(clone.emissiveIntensity ?? 0, SELECTION_EMISSIVE_INTENSITY)
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}
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clone.needsUpdate = true
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selectionHighlightCache.set(base, { clone, map: baseMap })
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return clone
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}
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/** Lazy light-emissive selection variant of a wall's material array (keeps texture). */
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export function getSelectionHighlightMaterials(materials: WallMaterialArray): WallMaterialArray {
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return materials.map(getSelectionHighlightMaterial) as WallMaterialArray
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}
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function createInvisibleWallMaterial(color: string, shading: RenderShading): Material {
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const material =
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shading === 'solid'
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@@ -293,13 +347,7 @@ export function getMaterialsForWall(
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}
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if (existing) {
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disposeOwnedMaterials([
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existing.invisible,
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existing.deleteVisible,
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existing.deleteInvisible,
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existing.highlightedVisible,
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existing.highlightedInvisible,
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])
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disposeOwnedMaterials([existing.invisible, existing.deleteVisible, existing.deleteInvisible])
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}
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const wallRoleMaterial = createSurfaceRoleMaterial('wall', colorPreset, undefined, sceneTheme)
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@@ -333,12 +381,6 @@ export function getMaterialsForWall(
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),
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]
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const highlightedVisible = mapWallMaterialArray(visible, (material) =>
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createHighlightedWallMaterial(material, 'selection'),
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)
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const highlightedInvisible = mapWallMaterialArray(invisible, (material) =>
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createHighlightedWallMaterial(material, 'selection'),
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)
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const deleteVisible = mapWallMaterialArray(visible, (material) =>
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createHighlightedWallMaterial(material, 'delete'),
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)
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@@ -351,8 +393,6 @@ export function getMaterialsForWall(
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invisible,
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deleteVisible,
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deleteInvisible,
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highlightedVisible,
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highlightedInvisible,
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materialHash,
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}
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