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>
This commit is contained in:
Wassim SAMAD
2026-06-17 14:01:37 -04:00
co-authored by Claude Opus 4.8
parent c3bd065f2f
commit 8aa179e9cb
11 changed files with 544 additions and 160 deletions
@@ -12,6 +12,7 @@ import {
import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import * as THREE from 'three'
import { applyWorldScaleBoxUVs } from '../../lib/box-uv'
import {
type ColorPreset,
createSurfaceRoleMaterial,
@@ -24,10 +25,9 @@ import useViewer from '../../store/use-viewer'
// Invisible material for root mesh — used as selection hitbox only
const hitboxMaterial = new THREE.MeshBasicMaterial({ visible: false })
// Disables a mesh's own raycast so its children become the hit targets.
const noopHitboxRaycast: THREE.Mesh['raycast'] = () => {}
let baseMaterial = getBaseMaterial()
let glassMaterial: THREE.Material = defaultGlassMaterial
let currentWindowSlot: string | undefined
// Per-frame viewer state, captured so the per-node mesh builder (which runs
// outside React) can resolve each window's slot materials.
let currentShading: RenderShading = 'rendered'
@@ -158,12 +158,8 @@ export const WindowSystem = () => {
return null
}
// A window exposes two slots: `frame` (every joinery member) and `glass`. The
// builders pass `baseMaterial` / `glassMaterial`, so tag each mesh by which one
// it got — that's what `(nodeId, slotId)` paint resolves against.
function tagWindowSlot(mesh: THREE.Mesh): THREE.Mesh {
if (mesh.material === glassMaterial) mesh.userData.slotId = 'glass'
else if (mesh.material === baseMaterial) mesh.userData.slotId = 'frame'
mesh.userData.slotId = currentWindowSlot
return mesh
}
@@ -176,15 +172,25 @@ function nodeReferencesSceneMaterial(node: { slots?: Record<string, string> }):
return false
}
// Window frame/glass default to catalog finishes (generic approach). `preset-glass`
// is now FrontSide (it was the only glass we use), so it's safe for the WebGPU
// MRT scene pass.
const FRAME_DEFAULT_REF = 'library:preset-softwhite'
const GLASS_DEFAULT_REF = 'library:preset-glass'
function windowSlotDefault(slotId: 'frame' | 'glass'): THREE.Material {
if (slotId === 'glass') {
return currentTextures
? defaultGlassMaterial
: createSurfaceRoleMaterial('glazing', currentColorPreset)
if (!currentTextures) return createSurfaceRoleMaterial('glazing', currentColorPreset)
return (
resolveMaterialRef(GLASS_DEFAULT_REF, currentSceneMaterials, currentShading) ??
defaultGlassMaterial
)
}
return currentTextures
? getBaseMaterial(currentShading)
: createSurfaceRoleMaterial('joinery', currentColorPreset)
if (!currentTextures) return createSurfaceRoleMaterial('joinery', currentColorPreset)
return (
resolveMaterialRef(FRAME_DEFAULT_REF, currentSceneMaterials, currentShading) ??
getBaseMaterial(currentShading)
)
}
// Resolve a window's slot to a material: the `node.slots` override (colored mode
@@ -208,7 +214,9 @@ function addBox(
y: number,
z: number,
) {
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
const geometry = new THREE.BoxGeometry(w, h, d)
applyWorldScaleBoxUVs(geometry, w, h, d)
const m = new THREE.Mesh(geometry, material)
m.position.set(x, y, z)
tagWindowSlot(m)
parent.add(m)
@@ -565,6 +573,7 @@ function addRoundedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = innerTop - innerBottom
const innerRadii = insetCornerRadii(outerRadii, inset, innerW, innerH)
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -574,6 +583,7 @@ function addRoundedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (innerW > 0.01 && innerH > 0.01) {
const glassDepth = Math.max(0.004, frameDepth * 0.08)
currentWindowSlot = 'glass'
addShape(
mesh,
glassMaterial,
@@ -591,6 +601,7 @@ function addRoundedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const rowHeights = rowRatios.map((r) => (r / rowSum) * usableH)
let x = innerLeft
currentWindowSlot = 'frame'
for (let c = 0; c < numCols - 1; c++) {
x += colWidths[c]!
const x1 = x
@@ -611,6 +622,7 @@ function addRoundedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
let y = innerTop
currentWindowSlot = 'frame'
for (let r = 0; r < numRows - 1; r++) {
y -= rowHeights[r]!
const yTop = y
@@ -637,6 +649,7 @@ function addRoundedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -678,10 +691,12 @@ function addArchedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerArchHeight = getClampedArchHeight(innerW, innerH, archHeight - inset)
const innerSpringY = innerTop - innerArchHeight
currentWindowSlot = 'frame'
addShape(mesh, baseMaterial, createArchedFrameShape(width, height, archHeight, inset), frameDepth)
if (innerW > 0.01 && innerH > 0.01) {
const glassDepth = Math.max(0.004, frameDepth * 0.08)
currentWindowSlot = 'glass'
addShape(
mesh,
glassMaterial,
@@ -700,6 +715,7 @@ function addArchedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerHalfWidth = innerW / 2
let x = innerLeft
currentWindowSlot = 'frame'
for (let c = 0; c < numCols - 1; c++) {
x += colWidths[c]!
const x1 = x
@@ -720,6 +736,7 @@ function addArchedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
let y = innerTop
currentWindowSlot = 'frame'
for (let r = 0; r < numRows - 1; r++) {
y -= rowHeights[r]!
const yTop = y
@@ -747,6 +764,7 @@ function addArchedWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -786,6 +804,7 @@ function addSlidingWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -848,6 +867,7 @@ function addSlidingWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
mesh.add(activePanel)
// Twin tracks signal the sliding operation without adding editor-only state.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -869,10 +889,12 @@ function addSlidingWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
0,
)
currentWindowSlot = 'glass'
addBox(activePanel, glassMaterial, panelWidth, panelH, glassDepth, 0, 0, 0)
addBox(mesh, glassMaterial, panelWidth, panelH, glassDepth, rightPanelX, 0, rightZ)
// The right sash stays fixed. The left sash is the active panel that slides across it.
currentWindowSlot = 'frame'
addBox(
activePanel,
baseMaterial,
@@ -918,6 +940,7 @@ function addSlidingWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -954,6 +977,7 @@ function addRectCasementSash(
sash.rotation.y = rotationY
parent.add(sash)
currentWindowSlot = 'frame'
addBox(
sash,
baseMaterial,
@@ -994,6 +1018,7 @@ function addRectCasementSash(
0,
0,
)
currentWindowSlot = 'glass'
addBox(sash, glassMaterial, glassW, glassH, glassDepth, sashCenterX, 0, sashDepth * 0.08)
}
@@ -1006,6 +1031,7 @@ function addFrenchCasementHingeMarkers(
) {
const markerW = Math.max(frameThickness * 0.38, 0.018)
const markerH = innerH * 0.24
currentWindowSlot = 'frame'
for (const pivotX of [-innerW / 2, innerW / 2]) {
addBox(
mesh,
@@ -1184,6 +1210,7 @@ function addShapedFrenchCasementSash(
const outerArchHeight = getClampedArchHeight(node.width, node.height, node.archHeight)
const sashArchHeight = getClampedArchHeight(fullW, leafH, outerArchHeight - frameThickness)
const sashSpringY = node.height / 2 - outerArchHeight
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1200,6 +1227,7 @@ function addShapedFrenchCasementSash(
)
const glassInset = Math.min(sashFrameThickness, leafW / 2 - 0.005, leafH / 2 - 0.005)
if (glassInset > 0.001) {
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1225,6 +1253,7 @@ function addShapedFrenchCasementSash(
fullW,
leafH,
)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1233,6 +1262,7 @@ function addShapedFrenchCasementSash(
)
const glassInset = Math.min(sashFrameThickness, leafW / 2 - 0.005, leafH / 2 - 0.005)
if (glassInset > 0.001) {
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1249,6 +1279,7 @@ function addFrenchCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1321,6 +1352,7 @@ function addFrenchCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1340,6 +1372,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
if (node.openingShape === 'arch') {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -1352,6 +1385,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
frameDepth,
)
} else {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -1403,6 +1437,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1443,6 +1478,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
innerH,
(node.archHeight ?? innerW / 2) - frameThickness,
)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1453,6 +1489,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1469,6 +1506,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
} else {
const outerRadii = getWindowRoundedRadii(node, innerW, innerH)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1479,6 +1517,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1495,6 +1534,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
}
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1520,6 +1560,7 @@ function addShapedCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1550,6 +1591,7 @@ function addCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1610,6 +1652,7 @@ function addCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
sash.rotation.y = hingeSign * openAngle
mesh.add(sash)
currentWindowSlot = 'frame'
addBox(
sash,
baseMaterial,
@@ -1650,9 +1693,11 @@ function addCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
0,
0,
)
currentWindowSlot = 'glass'
addBox(sash, glassMaterial, glassW, glassH, glassDepth, sashCenterX, 0, sashDepth * 0.08)
// Small hinge markers make the pivot side legible when the sash is closed.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1678,6 +1723,7 @@ function addCasementWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1703,6 +1749,7 @@ function addAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1762,6 +1809,7 @@ function addAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
sash.rotation.x = -openAngle
mesh.add(sash)
currentWindowSlot = 'frame'
addBox(
sash,
baseMaterial,
@@ -1802,9 +1850,11 @@ function addAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
sashCenterY,
0,
)
currentWindowSlot = 'glass'
addBox(sash, glassMaterial, glassW, glassH, glassDepth, 0, sashCenterY, sashDepth * 0.08)
// Compact hinge rail, visible even when the sash is closed.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1820,6 +1870,7 @@ function addAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1839,6 +1890,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
if (node.openingShape === 'arch') {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -1851,6 +1903,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
frameDepth,
)
} else {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -1888,6 +1941,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
innerH,
(node.archHeight ?? innerW / 2) - frameThickness,
)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1898,6 +1952,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1914,6 +1969,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
} else {
const outerRadii = getWindowRoundedRadii(node, innerW, innerH)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -1924,6 +1980,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -1940,6 +1997,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
}
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1955,6 +2013,7 @@ function addShapedAwningWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -1980,6 +2039,7 @@ function addHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2037,6 +2097,7 @@ function addHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
sash.rotation.x = -openAngle
mesh.add(sash)
currentWindowSlot = 'frame'
addBox(
sash,
baseMaterial,
@@ -2068,9 +2129,11 @@ function addHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
innerH / 2,
0,
)
currentWindowSlot = 'glass'
addBox(sash, glassMaterial, glassW, glassH, glassDepth, 0, innerH / 2, sashDepth * 0.08)
// Compact bottom hinge rail, visible even when the sash is closed.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2086,6 +2149,7 @@ function addHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2105,6 +2169,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
if (node.openingShape === 'arch') {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -2117,6 +2182,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
frameDepth,
)
} else {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -2153,6 +2219,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
innerH,
(node.archHeight ?? innerW / 2) - frameThickness,
)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -2163,6 +2230,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -2179,6 +2247,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
} else {
const outerRadii = getWindowRoundedRadii(node, innerW, innerH)
currentWindowSlot = 'frame'
addShape(
sashVisual,
baseMaterial,
@@ -2189,6 +2258,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (glassInset > 0.001) {
const glassW = innerW - 2 * glassInset
const glassH = innerH - 2 * glassInset
currentWindowSlot = 'glass'
addShape(
sashVisual,
glassMaterial,
@@ -2205,6 +2275,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
}
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2220,6 +2291,7 @@ function addShapedHopperWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2243,6 +2315,7 @@ function addHungSash(
glassW: number,
glassH: number,
) {
currentWindowSlot = 'frame'
addBox(
parent,
baseMaterial,
@@ -2283,6 +2356,7 @@ function addHungSash(
0,
0,
)
currentWindowSlot = 'glass'
addBox(parent, glassMaterial, glassW, glassH, glassDepth, 0, 0, 0)
}
@@ -2293,6 +2367,7 @@ function addSingleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2357,6 +2432,7 @@ function addSingleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
mesh.add(activeSash)
// Side tracks show the lower sash is the moving element.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2403,6 +2479,7 @@ function addSingleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
)
// Meeting rails: top sash fixed, bottom sash moves upward over it.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2428,6 +2505,7 @@ function addSingleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2448,6 +2526,7 @@ function addDoubleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = height - 2 * frameThickness
// Fixed outer frame.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2516,6 +2595,7 @@ function addDoubleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
mesh.add(bottomSash)
// Side tracks show both sashes move vertically.
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2559,6 +2639,7 @@ function addDoubleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
)
// Opposing meeting rails: top sash descends while bottom sash rises.
currentWindowSlot = 'frame'
addBox(
topSash,
baseMaterial,
@@ -2584,6 +2665,7 @@ function addDoubleHungWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2602,6 +2684,7 @@ function addBayWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerW = width - 2 * frameThickness
const innerH = height - 2 * frameThickness
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2662,6 +2745,7 @@ function addBayWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const addBayPanel = (parent: THREE.Object3D, panelW: number) => {
const glassW = Math.max(panelW - 2 * sashFrameThickness, 0.01)
const glassH = Math.max(innerH - 2 * sashFrameThickness, 0.01)
currentWindowSlot = 'frame'
addBox(
parent,
baseMaterial,
@@ -2702,10 +2786,12 @@ function addBayWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
0,
0,
)
currentWindowSlot = 'glass'
addBox(parent, glassMaterial, glassW, glassH, glassDepth, 0, 0, panelDepth * 0.08)
}
const addBayCap = (centerY: number) => {
currentWindowSlot = 'frame'
const halfThickness = frameThickness / 2
const vertices: number[] = []
const indices: number[] = []
@@ -2760,7 +2846,7 @@ function addBayWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
geometry.setIndex(indices)
geometry.computeVertexNormals()
mesh.add(new THREE.Mesh(geometry, baseMaterial))
mesh.add(tagWindowSlot(new THREE.Mesh(geometry, baseMaterial)))
}
const center = new THREE.Group()
@@ -2787,6 +2873,7 @@ function addBayWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2805,6 +2892,7 @@ function addBowWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerW = width - 2 * frameThickness
const innerH = height - 2 * frameThickness
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2931,15 +3019,19 @@ function addBowWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
const addCurvedMesh = (material: THREE.Material, geometry: THREE.BufferGeometry) => {
mesh.add(new THREE.Mesh(geometry, material))
mesh.add(tagWindowSlot(new THREE.Mesh(geometry, material)))
}
currentWindowSlot = 'frame'
addCurvedMesh(baseMaterial, createCurvedVerticalBand(glassTop, innerH / 2))
addCurvedMesh(baseMaterial, createCurvedVerticalBand(-innerH / 2, glassBottom))
currentWindowSlot = 'glass'
addCurvedMesh(glassMaterial, createCurvedVerticalBand(glassBottom, glassTop, frameDepth * 0.04))
currentWindowSlot = 'frame'
addCurvedMesh(baseMaterial, createCurvedCap(slabYTop, frameThickness))
addCurvedMesh(baseMaterial, createCurvedCap(slabYBottom, frameThickness))
currentWindowSlot = 'frame'
for (let index = 0; index <= mullionCount; index += 1) {
const x = -halfSpan + (innerW * index) / mullionCount
addBox(mesh, baseMaterial, sashFrameThickness, innerH, frameDepth * 0.72, x, 0, arcZAt(x))
@@ -2949,6 +3041,7 @@ function addBowWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -2973,6 +3066,7 @@ function addLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerW = width - 2 * frameThickness
const innerH = height - 2 * frameThickness
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3027,6 +3121,7 @@ function addLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
slats.name = LOUVERED_WINDOW_SLATS_NAME
mesh.add(slats)
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3048,6 +3143,7 @@ function addLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
0,
)
currentWindowSlot = 'glass'
for (let index = 0; index < slatCount; index += 1) {
const y = innerH / 2 - slatGap * (index + 0.5)
const slat = new THREE.Group()
@@ -3070,6 +3166,7 @@ function addLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3097,6 +3194,7 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
const innerH = innerTop - innerBottom
if (node.openingShape === 'arch') {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -3109,6 +3207,7 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
frameDepth,
)
} else {
currentWindowSlot = 'frame'
addShape(
mesh,
baseMaterial,
@@ -3159,6 +3258,7 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
})()
const addVerticalRail = (x: number) => {
currentWindowSlot = 'frame'
const railX1 = x
const railX2 = x + (x < 0 ? railThickness : -railThickness)
const sampleX = x < 0 ? Math.max(railX1, railX2) : Math.min(railX1, railX2)
@@ -3192,6 +3292,7 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
addVerticalRail(innerLeft)
addVerticalRail(innerRight)
currentWindowSlot = 'glass'
for (let index = 0; index < slatCount; index += 1) {
const y = innerTop - slatGap * (index + 0.5)
const topBounds = getBoundsAtY(Math.min(y + slatHeight / 2, innerTop))
@@ -3212,6 +3313,7 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
if (sill) {
const sillW = width + sillDepth * 0.4
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3226,14 +3328,12 @@ function addShapedLouveredWindowVisuals(node: WindowNode, mesh: THREE.Mesh) {
}
function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
currentWindowSlot = undefined
// Root mesh is an invisible hitbox; all visuals live in child meshes
mesh.geometry.dispose()
mesh.geometry = new THREE.BoxGeometry(node.width, node.height, node.frameDepth)
mesh.material = hitboxMaterial
// Default (selectable) hitbox raycast — restored each build; the visual path
// below disables it so the tagged frame/glass children are the hit targets
// (otherwise the full-depth invisible box intercepts every paint/hover ray).
mesh.raycast = THREE.Mesh.prototype.raycast
// Sync transform from node (React may lag behind the system by a frame during drag)
mesh.position.set(node.position[0], node.position[1], node.position[2])
@@ -3274,9 +3374,6 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
return
}
// Visuals exist: let the tagged children receive paint/hover/selection rays.
mesh.raycast = noopHitboxRaycast
if (windowType === 'sliding') {
addSlidingWindowVisuals(node, mesh)
syncWindowCutout(node, mesh)
@@ -3348,6 +3445,7 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
// ── Frame members ──
// Top / bottom — full width
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3422,6 +3520,7 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
// Column dividers — full inner height
cx = -innerW / 2
currentWindowSlot = 'frame'
for (let c = 0; c < numCols - 1; c++) {
cx += colWidths[c]!
addBox(
@@ -3439,6 +3538,7 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
// Row dividers — per column width, so they don't overlap column dividers (top to bottom)
cy = innerH / 2
currentWindowSlot = 'frame'
for (let r = 0; r < numRows - 1; r++) {
cy -= rowHeights[r]!
const divY = cy - rowDividerThickness / 2
@@ -3459,6 +3559,7 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
// Glass panes
const glassDepth = Math.max(0.004, frameDepth * 0.08)
currentWindowSlot = 'glass'
for (let c = 0; c < numCols; c++) {
for (let r = 0; r < numRows; r++) {
addBox(
@@ -3479,6 +3580,7 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
const sillW = width + sillDepth * 0.4 // slightly wider than frame
// Protrudes from the front face of the frame (+Z)
const sillZ = frameDepth / 2 + sillDepth / 2
currentWindowSlot = 'frame'
addBox(
mesh,
baseMaterial,
@@ -3500,10 +3602,10 @@ function syncWindowCutout(node: WindowNode, mesh: THREE.Mesh) {
if (!cutout) {
cutout = new THREE.Mesh()
cutout.name = 'cutout'
// The cutout is a 1m-deep CSG helper for the wall hole — never interactive.
// three.js raycasts invisible meshes, so without this its front face (0.5m
// proud of the glass) intercepts every paint/hover ray.
cutout.raycast = noopHitboxRaycast
// The cutout (a 1m-deep CSG helper, invisible) is proud of the wall, so it
// wins the scene raycast over the wall in front of the recessed window —
// making it the selection AND paint hit target for the whole opening. The
// paint capability then re-raycasts the window's parts to find the slot.
mesh.add(cutout)
}
cutout.geometry.dispose()