feat(paint-slots): per-part paint for windows + doors, chrome/brass, world-scale UVs
Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot): - Per-part painting: door = panel/frame/glass/hardware, window = frame/glass, each independently paintable. The recessed door/window body sits behind the wall, so the proud invisible cutout wins the scene raycast over the wall and the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the cursor via a re-eval (idempotent, no flicker). - Door frame is its own slot (separate frameMaterial); hardware = new flat 'metal-chrome'. - Library defaults (generic): panel/frame -> library:preset-softwhite, glass -> library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons the WebGPU MRT pass; it's the only glass we use). - Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal metalness 1 -> 0.6 so metals are lit by existing lights (no env needed). - World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts, so finishes tile at real-world scale instead of stretching. - PaintResolveArgs gains an optional for subtree re-raycasting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
c3bd065f2f
commit
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@@ -9,11 +9,12 @@ import {
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parseMaterialRef,
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type SceneMaterial,
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type SceneMaterialId,
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sceneRegistry,
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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, Object3D } from 'three'
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import { type Material, type Mesh, type Object3D, Raycaster } from 'three'
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/**
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* Shared paint capability for procedural kinds on the unified slot model
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@@ -197,6 +198,30 @@ export function previewSlotByUserData(args: PaintPreviewArgs): (() => void) | nu
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}
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}
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// Reused across calls — set from the pointer ray each time.
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const subtreeRaycaster = new Raycaster()
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/**
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* Resolve the slot for a kind whose paint hit lands on a proud opening proxy
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* (door/window: a 1m-deep invisible cutout that wins the scene raycast over the
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* wall in front of the recessed body) rather than the part itself. Re-raycasts
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* the kind's OWN registered subtree (ignoring everything else) and returns the
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* first tagged sub-mesh under the cursor; falls back to the direct hit's slot
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* (e.g. a proud part the scene raycast hit directly).
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*/
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export function resolveSlotByReRaycast(args: PaintResolveArgs): string | null {
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const direct = (args.hitObject?.userData as { slotId?: string } | undefined)?.slotId
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if (typeof direct === 'string') return direct
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const root = sceneRegistry.nodes.get(args.node.id as AnyNodeId)
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if (!root || !args.ray) return null
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subtreeRaycaster.ray.copy(args.ray)
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for (const hit of subtreeRaycaster.intersectObject(root, true)) {
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const slot = (hit.object.userData as { slotId?: string }).slotId
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if (typeof slot === 'string') return slot
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}
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return null
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}
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export type SlotPaintConfig = {
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/** Resolve the slot id for a pointer hit (`null` = not paintable here). */
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resolveRole: (args: PaintResolveArgs) => string | null
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