Add paint hover previews to viewer
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@@ -1,13 +1,50 @@
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import { getMaterialPresetByRef, type SlabNode, useRegistry } from '@pascal-app/core'
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import { useEffect, useMemo, useRef } from 'react'
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import * as THREE from 'three'
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import { useMemo, useRef } from 'react'
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import type { Mesh } from 'three'
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import * as THREE from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import {
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applyMaterialPresetToMaterials,
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createMaterial,
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DEFAULT_SLAB_MATERIAL,
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} from '../../../lib/materials'
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import useViewer from '../../../store/use-viewer'
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const slabMaterialCache = new Map<string, THREE.MeshStandardMaterial>()
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function getSlabMaterial(
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cacheKey: string,
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params: { material?: SlabNode['material']; materialPreset?: string },
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) {
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const cached = slabMaterialCache.get(cacheKey)
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if (cached) return cached
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const preset = getMaterialPresetByRef(params.materialPreset)
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const slabMaterial = preset
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? new THREE.MeshStandardMaterial()
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: params.material
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? createMaterial(params.material).clone()
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: DEFAULT_SLAB_MATERIAL.clone()
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if (preset) {
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// Apply the preset to the slab-owned material so async texture loads update
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// the instance we actually render after refresh as well.
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applyMaterialPresetToMaterials(slabMaterial, preset)
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}
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// Slabs participate in the WebGPU MRT scene pass. Keeping them opaque avoids
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// pipeline variants that can fail when geometry is regenerated while a
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// transparent/custom material is attached.
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slabMaterial.transparent = false
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slabMaterial.opacity = 1
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slabMaterial.alphaMap = null
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slabMaterial.side = THREE.DoubleSide
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slabMaterial.depthWrite = true
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slabMaterial.needsUpdate = true
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slabMaterialCache.set(cacheKey, slabMaterial)
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return slabMaterial
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}
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export const SlabRenderer = ({ node }: { node: SlabNode }) => {
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const ref = useRef<Mesh>(null!)
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@@ -15,46 +52,37 @@ export const SlabRenderer = ({ node }: { node: SlabNode }) => {
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useRegistry(node.id, 'slab', ref)
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const handlers = useNodeEvents(node, 'slab')
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const materialPreview = useViewer((state) =>
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state.materialPreview?.target === 'slab' && state.materialPreview.nodeId === node.id
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? state.materialPreview
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: null,
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)
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const material = useMemo(() => {
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const preset = getMaterialPresetByRef(node.materialPreset)
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const slabMaterial = preset
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? new THREE.MeshStandardMaterial()
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: node.material
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? createMaterial(node.material).clone()
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: DEFAULT_SLAB_MATERIAL.clone()
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const resolvedMaterial = materialPreview?.material ?? node.material
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const resolvedMaterialPreset = materialPreview?.materialPreset ?? node.materialPreset
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const cacheKey = JSON.stringify({
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material: resolvedMaterial ?? null,
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materialPreset: resolvedMaterialPreset ?? null,
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})
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if (preset) {
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// Apply the preset to the slab-owned material so async texture loads update
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// the instance we actually render after refresh as well.
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applyMaterialPresetToMaterials(slabMaterial, preset)
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}
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// Slabs participate in the WebGPU MRT scene pass. Keeping them opaque avoids
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// pipeline variants that can fail when geometry is regenerated while a
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// transparent/custom material is attached.
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slabMaterial.transparent = false
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slabMaterial.opacity = 1
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slabMaterial.alphaMap = null
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slabMaterial.side = THREE.DoubleSide
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slabMaterial.depthWrite = true
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slabMaterial.needsUpdate = true
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return slabMaterial
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return getSlabMaterial(cacheKey, {
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material: resolvedMaterial,
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materialPreset: resolvedMaterialPreset,
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})
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}, [
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node.material,
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node.material?.preset,
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node.material?.properties,
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node.material?.texture,
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node.materialPreset,
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materialPreview?.material,
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materialPreview?.material?.preset,
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materialPreview?.material?.properties,
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materialPreview?.material?.texture,
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materialPreview?.materialPreset,
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])
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useEffect(() => {
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return () => {
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material.dispose()
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}
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}, [material])
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return (
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<mesh
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castShadow
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