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:
co-authored by
Claude Opus 4.8
parent
c3bd065f2f
commit
8aa179e9cb
@@ -3442,7 +3442,9 @@ export const MATERIAL_CATALOG: MaterialCatalogItem[] = [
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bumpScale: 1,
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emissiveColor: '#000000',
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aoMapIntensity: 1,
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side: 2,
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// FrontSide — DoubleSide on a NodeMaterial poisons the WebGPU MRT scene
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// pass (window/door glass relies on this). It's the only glass we use.
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side: 0,
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opacity: 0.3,
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lightMapIntensity: 1,
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},
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@@ -3953,7 +3955,7 @@ export const MATERIAL_CATALOG: MaterialCatalogItem[] = [
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mapProperties: {
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color: '#ffffff',
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roughness: 0.4,
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metalness: 1,
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metalness: 0.6,
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repeatX: 1,
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repeatY: 1,
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rotation: 0,
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@@ -3992,7 +3994,7 @@ export const MATERIAL_CATALOG: MaterialCatalogItem[] = [
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mapProperties: {
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color: '#ffffff',
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roughness: 0.3,
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metalness: 1,
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metalness: 0.6,
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repeatX: 1,
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repeatY: 1,
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rotation: 0,
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@@ -4033,7 +4035,77 @@ export const MATERIAL_CATALOG: MaterialCatalogItem[] = [
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mapProperties: {
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color: '#ffffff',
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roughness: 0.45,
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metalness: 1,
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metalness: 0.6,
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repeatX: 1,
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repeatY: 1,
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rotation: 0,
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wrapS: 'Repeat',
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wrapT: 'Repeat',
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normalScaleX: 1,
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normalScaleY: 1,
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emissiveIntensity: 1,
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displacementScale: 0,
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transparent: false,
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flipY: false,
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bumpScale: 1,
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emissiveColor: '#000000',
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aoMapIntensity: 1,
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side: 0,
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opacity: 1,
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lightMapIntensity: 1,
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},
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},
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},
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{
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// Parameter-only metal (no texture maps) — a worked example of a non-PBR
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// catalog finish driven purely by three.js material settings.
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id: 'metal-brass',
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label: 'Brass',
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category: 'metal',
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surfaces: ['furniture', 'wall'],
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description: 'Polished brass (flat metal, no maps)',
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previewColor: '#b08d57',
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preset: {
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maps: {},
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mapProperties: {
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color: '#b08d57',
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roughness: 0.35,
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metalness: 0.9,
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repeatX: 1,
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repeatY: 1,
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rotation: 0,
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wrapS: 'Repeat',
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wrapT: 'Repeat',
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normalScaleX: 1,
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normalScaleY: 1,
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emissiveIntensity: 1,
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displacementScale: 0,
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transparent: false,
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flipY: false,
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bumpScale: 1,
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emissiveColor: '#000000',
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aoMapIntensity: 1,
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side: 0,
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opacity: 1,
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lightMapIntensity: 1,
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},
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},
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},
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{
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// Parameter-only chrome (no texture maps) — moderate metalness so it reads
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// as bright metal under direct/ambient light without needing an env map.
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id: 'metal-chrome',
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label: 'Chrome',
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category: 'metal',
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surfaces: ['furniture', 'wall'],
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description: 'Polished chrome (flat metal, no maps)',
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previewColor: '#c8ccce',
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preset: {
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maps: {},
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mapProperties: {
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color: '#c8ccce',
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roughness: 0.2,
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metalness: 0.6,
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repeatX: 1,
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repeatY: 1,
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rotation: 0,
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@@ -1,5 +1,5 @@
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import type { ComponentType } from 'react'
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import type { BufferGeometry, Object3D } from 'three'
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import type { BufferGeometry, Object3D, Ray } from 'three'
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import type { ZodObject, z } from 'zod'
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import type { MaterialSchema } from '../schema/material'
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import type { SceneMaterial, SceneMaterialId } from '../schema/scene-material'
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@@ -1212,6 +1212,14 @@ export type PaintResolveArgs = {
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hitObjectName?: string
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/** Optional: the three.js object that received the pointer hit. Items read userData.slotId off it. */
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hitObject?: Object3D
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/**
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* Optional: the pointer's world ray, so a kind can re-raycast its OWN subtree
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* to pick the precise sub-mesh under the cursor — independent of what the
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* shared scene raycast hit first. Door/window use this: their opening proxy
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* (a proud invisible cutout) wins the scene raycast over the wall in front of
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* the recessed door body, then they re-raycast their parts to find the slot.
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*/
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ray?: Ray
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}
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export type PaintPatchArgs = {
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@@ -871,14 +871,6 @@ export const SelectionManager = () => {
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const activePaintMaterial = resolveActivePaintMaterial()
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const node = event.node
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// TEMP paint debug
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if (node.type === 'window' || node.type === 'door') {
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// biome-ignore lint/suspicious/noConsole: temporary paint diagnostics
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console.log('[paint-debug] event arrived', node.type, {
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inLevel: isNodeInCurrentLevel(node),
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})
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}
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if (!isNodeInCurrentLevel(node)) return null
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// The eraser clears a surface back to its default by painting with an
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@@ -906,18 +898,6 @@ export const SelectionManager = () => {
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// roof / stair / single-surface arms below stay until they
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// migrate too.
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const paintCap = nodeRegistry.get(node.type)?.capabilities?.paint
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// TEMP paint debug
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if (node.type === 'window' || node.type === 'door') {
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const ho = getEventObject(event)
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// biome-ignore lint/suspicious/noConsole: temporary paint diagnostics
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console.log('[paint-debug] getPaintInteraction', node.type, {
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hasPaintCap: !!paintCap,
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hitObjName: ho?.name,
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hitSlotId: (ho?.userData as { slotId?: string } | undefined)?.slotId,
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eventObjName: event.nativeEvent.object?.name,
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paintEnabled,
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})
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}
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if (paintCap) {
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const materialIndex = getIntersectionMaterialIndex(getEventObject(event), event.faceIndex)
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const role = paintCap.resolveRole({
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@@ -927,11 +907,8 @@ export const SelectionManager = () => {
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localPosition: event.localPosition as readonly [number, number, number] | undefined,
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hitObjectName: event.nativeEvent.object?.name,
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hitObject: getEventObject(event),
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ray: event.nativeEvent.ray,
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})
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if (node.type === 'window' || node.type === 'door') {
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// biome-ignore lint/suspicious/noConsole: temporary paint diagnostics
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console.log('[paint-debug] resolved role', node.type, role)
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}
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const compatible = role !== null && paintEnabled
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return {
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key: `${node.type}:${node.id}:${role ?? 'unsupported'}:${eraser ? 'erase' : 'paint'}`,
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@@ -1209,6 +1186,11 @@ export const SelectionManager = () => {
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for (const type of subscribedKinds) {
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emitter.on(`${type}:enter` as any, onEnter as any)
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// Re-evaluate on move so the hover preview tracks the cursor across a
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// kind's sub-parts (door/window panel↔frame↔glass↔hardware, wall
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// interior↔exterior) — not just on the initial enter. onEnter is
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// idempotent (no-ops when the resolved part is unchanged).
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emitter.on(`${type}:move` as any, onEnter as any)
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emitter.on(`${type}:leave` as any, onLeave as any)
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emitter.on(`${type}:click` as any, onClick as any)
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}
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@@ -1216,6 +1198,7 @@ export const SelectionManager = () => {
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return () => {
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for (const type of subscribedKinds) {
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emitter.off(`${type}:enter` as any, onEnter as any)
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emitter.off(`${type}:move` as any, onEnter as any)
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emitter.off(`${type}:leave` as any, onLeave as any)
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emitter.off(`${type}:click` as any, onClick as any)
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}
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@@ -1576,6 +1559,7 @@ export const SelectionManager = () => {
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localPosition: event.localPosition as readonly [number, number, number] | undefined,
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hitObjectName: event.nativeEvent.object?.name,
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hitObject: getEventObject(event),
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ray: event.nativeEvent.ray,
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})
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if (role) {
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setSelectedMaterialTargetForNode(nodeToSelect, role as MaterialTargetRole)
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@@ -1,17 +1,16 @@
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import type { PaintResolveArgs } from '@pascal-app/core'
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import { createSlotPaintCapability, previewSlotByUserData } from '../shared/slot-paint'
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import {
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createSlotPaintCapability,
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previewSlotByUserData,
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resolveSlotByReRaycast,
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} from '../shared/slot-paint'
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/**
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* Door paint on the unified slot model. The door's viewer system tags each built
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* mesh with `userData.slotId` (`panel` / `glass`), so the role resolves straight
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* from the pointer hit; commit writes `node.slots[slotId]`.
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* Door paint on the unified slot model. The door's opening proxy (a proud,
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* invisible cutout) wins the shared scene raycast over the wall in front of the
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* recessed door body, so `resolveSlotByReRaycast` re-raycasts the door's own
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* subtree to find the part (panel / frame / glass / hardware) under the cursor.
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*/
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function resolveDoorRole(args: PaintResolveArgs): string | null {
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const slotId = (args.hitObject?.userData as { slotId?: string | null } | undefined)?.slotId
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return typeof slotId === 'string' ? slotId : null
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}
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export const doorPaint = createSlotPaintCapability({
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resolveRole: resolveDoorRole,
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resolveRole: resolveSlotByReRaycast,
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applyPreview: previewSlotByUserData,
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})
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@@ -1,19 +1,25 @@
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import type { SlotDeclaration } from '@pascal-app/core'
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export type DoorSlotId = 'panel' | 'glass'
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export type DoorSlotId = 'panel' | 'frame' | 'glass' | 'hardware'
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// Picker swatches. Rendering falls back to the live body/glass defaults (which
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// already track shading + theme), so these are just the indicator colours.
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const PANEL_DEFAULT = '#f2f0ed'
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const GLASS_DEFAULT = '#87ceeb'
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// Picker swatches. Rendering falls back to the live body/glass/hardware defaults
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// (which already track shading + theme), so these are just the indicator colours.
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const PANEL_DEFAULT = 'library:preset-softwhite'
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const FRAME_DEFAULT = 'library:preset-softwhite'
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const GLASS_DEFAULT = 'library:preset-glass'
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// Chrome — a flat (non-PBR) catalog metal finish.
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const HARDWARE_DEFAULT = 'library:metal-chrome'
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/**
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* A door exposes two paintable slots: `panel` (the door body — frame casing +
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* leaf) and `glass`. The opening reveal keeps its own material.
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* A door exposes four paintable slots: `panel` (leaf faces), `frame`, `glass`,
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* and `hardware` (handle / hinges / closer / panic bar). The opening reveal
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* keeps its own material.
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*/
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export function doorSlots(): SlotDeclaration[] {
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return [
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{ slotId: 'panel', label: 'Panel', default: PANEL_DEFAULT },
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{ slotId: 'frame', label: 'Frame', default: FRAME_DEFAULT },
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{ slotId: 'glass', label: 'Glass', default: GLASS_DEFAULT },
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{ slotId: 'hardware', label: 'Hardware', default: HARDWARE_DEFAULT },
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]
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}
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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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@@ -1,17 +1,16 @@
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import type { PaintResolveArgs } from '@pascal-app/core'
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import { createSlotPaintCapability, previewSlotByUserData } from '../shared/slot-paint'
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import {
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createSlotPaintCapability,
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previewSlotByUserData,
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resolveSlotByReRaycast,
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} from '../shared/slot-paint'
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/**
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* Window paint on the unified slot model. The window's viewer system tags each
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* built mesh with `userData.slotId` (`frame` / `glass`), so the role resolves
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* straight from the pointer hit; commit writes `node.slots[slotId]`.
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* Window paint on the unified slot model. The window's opening proxy (a proud,
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* invisible cutout) wins the shared scene raycast over the wall in front of the
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* recessed window, so `resolveSlotByReRaycast` re-raycasts the window's own
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* subtree to find the part (frame / glass) under the cursor.
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*/
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function resolveWindowRole(args: PaintResolveArgs): string | null {
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const slotId = (args.hitObject?.userData as { slotId?: string | null } | undefined)?.slotId
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return typeof slotId === 'string' ? slotId : null
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}
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export const windowPaint = createSlotPaintCapability({
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resolveRole: resolveWindowRole,
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resolveRole: resolveSlotByReRaycast,
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applyPreview: previewSlotByUserData,
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})
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@@ -4,8 +4,8 @@ export type WindowSlotId = 'frame' | 'glass'
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// Picker swatches. Rendering falls back to the live frame/glass defaults (which
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// already track shading + theme), so these are just the indicator colours.
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const FRAME_DEFAULT = '#f2f0ed'
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const GLASS_DEFAULT = '#87ceeb'
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const FRAME_DEFAULT = 'library:preset-softwhite'
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const GLASS_DEFAULT = 'library:preset-glass'
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/** A window exposes two paintable slots: the joinery frame and the glass. */
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export function windowSlots(): SlotDeclaration[] {
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@@ -0,0 +1,40 @@
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import type { BoxGeometry } from 'three'
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/**
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* Rewrite a default `BoxGeometry`'s UVs to world scale — 1 UV unit = 1 metre —
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* so tiled finishes (with `repeat` in tiles-per-metre) render at a consistent
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* real-world scale instead of stretching to fit each face. Matches the
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* world-scale UV convention used by the procedural slab/wall geometry.
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*
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* three.js builds box faces in the fixed order [+X, -X, +Y, -Y, +Z, -Z], four
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* verts each, with UVs spanning 0→1 across the face. Each face's two in-plane
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* dimensions differ, so we scale U/V per face by that face's size in metres.
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*/
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export function applyWorldScaleBoxUVs(
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geometry: BoxGeometry,
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w: number,
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h: number,
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d: number,
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): void {
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const uv = geometry.getAttribute('uv')
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if (!uv || uv.count < 24) return // non-default segmentation — leave as-is
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// [uScaleMetres, vScaleMetres] per face, in three's face order.
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const faceScale: Array<[number, number]> = [
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[d, h], // +X
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[d, h], // -X
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[w, d], // +Y
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[w, d], // -Y
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[w, h], // +Z
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[w, h], // -Z
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]
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for (let face = 0; face < 6; face += 1) {
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const [us, vs] = faceScale[face]!
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for (let v = 0; v < 4; v += 1) {
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const i = face * 4 + v
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uv.setXY(i, uv.getX(i) * us, uv.getY(i) * vs)
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}
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}
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uv.needsUpdate = true
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}
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@@ -15,8 +15,10 @@ import {
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import { useFrame } from '@react-three/fiber'
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import { useEffect, useRef } from 'react'
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import * as THREE from 'three'
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import { applyWorldScaleBoxUVs } from '../../lib/box-uv'
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import {
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type ColorPreset,
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createDefaultMaterial,
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createSurfaceRoleMaterial,
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glassMaterial as defaultGlassMaterial,
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baseMaterial as getBaseMaterial,
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@@ -27,12 +29,24 @@ import useViewer from '../../store/use-viewer'
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// 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'] = () => {}
|
||||
const defaultRevealMaterial = new THREE.MeshBasicMaterial({ color: '#7f766c' })
|
||||
// Door hardware (handle / hinges / closer / panic bar) renders a catalog metal
|
||||
// finish by default (chrome), separate from the door body. The flat material is
|
||||
// only a fallback if the catalog ref ever fails to resolve.
|
||||
const HARDWARE_DEFAULT_REF = 'library:metal-chrome'
|
||||
// Door body defaults to a catalog colour (generic approach). Glass keeps the
|
||||
// built-in FrontSide glass material — the catalog `preset-glass` is DoubleSide,
|
||||
// which poisons the WebGPU MRT scene pass.
|
||||
const PANEL_DEFAULT_REF = 'library:preset-softwhite'
|
||||
const FRAME_DEFAULT_REF = 'library:preset-softwhite'
|
||||
const GLASS_DEFAULT_REF = 'library:preset-glass'
|
||||
const defaultHardwareMaterial = createDefaultMaterial('#3a3a3a', 0.4)
|
||||
let baseMaterial = getBaseMaterial()
|
||||
let frameMaterial: THREE.Material = getBaseMaterial()
|
||||
let revealMaterial: THREE.Material = defaultRevealMaterial
|
||||
let glassMaterial: THREE.Material = defaultGlassMaterial
|
||||
let hardwareMaterial: THREE.Material = defaultHardwareMaterial
|
||||
let currentDoorSlot: string | undefined
|
||||
// Per-frame viewer state, captured so the per-node mesh builder (which runs
|
||||
// outside React) can resolve each door's slot materials.
|
||||
let currentShading: RenderShading = 'rendered'
|
||||
@@ -73,8 +87,10 @@ export const DoorSystem = () => {
|
||||
|
||||
const joineryMaterial = createSurfaceRoleMaterial('joinery', colorPreset)
|
||||
baseMaterial = textures ? getBaseMaterial(shading) : joineryMaterial
|
||||
frameMaterial = textures ? getBaseMaterial(shading) : joineryMaterial
|
||||
revealMaterial = textures ? defaultRevealMaterial : joineryMaterial
|
||||
glassMaterial = textures ? defaultGlassMaterial : joineryMaterial
|
||||
hardwareMaterial = textures ? defaultHardwareMaterial : joineryMaterial
|
||||
|
||||
useEffect(() => {
|
||||
const materialRevision = `${shading}:${textures ? 'textures' : 'solid'}:${colorPreset}`
|
||||
@@ -104,8 +120,10 @@ export const DoorSystem = () => {
|
||||
if (dirtyNodes.size === 0) return
|
||||
const frameJoineryMaterial = createSurfaceRoleMaterial('joinery', colorPreset)
|
||||
baseMaterial = textures ? getBaseMaterial(shading) : frameJoineryMaterial
|
||||
frameMaterial = textures ? getBaseMaterial(shading) : frameJoineryMaterial
|
||||
revealMaterial = textures ? defaultRevealMaterial : frameJoineryMaterial
|
||||
glassMaterial = textures ? defaultGlassMaterial : frameJoineryMaterial
|
||||
hardwareMaterial = textures ? defaultHardwareMaterial : frameJoineryMaterial
|
||||
currentShading = shading
|
||||
currentTextures = textures
|
||||
currentColorPreset = colorPreset
|
||||
@@ -163,12 +181,8 @@ export const DoorSystem = () => {
|
||||
return null
|
||||
}
|
||||
|
||||
// A door exposes two slots: `panel` (the door body — frame casing + leaf, all
|
||||
// built with `baseMaterial`) and `glass`. The reveal (opening depth) is left on
|
||||
// its own material and isn't painted. Tag each mesh by which material it got.
|
||||
function tagDoorSlot(mesh: THREE.Mesh): THREE.Mesh {
|
||||
if (mesh.material === glassMaterial) mesh.userData.slotId = 'glass'
|
||||
else if (mesh.material === baseMaterial) mesh.userData.slotId = 'panel'
|
||||
mesh.userData.slotId = currentDoorSlot
|
||||
return mesh
|
||||
}
|
||||
|
||||
@@ -181,15 +195,38 @@ function nodeReferencesSceneMaterial(node: { slots?: Record<string, string> }):
|
||||
return false
|
||||
}
|
||||
|
||||
function doorSlotDefault(slotId: 'panel' | 'glass'): THREE.Material {
|
||||
type DoorMaterialSlotId = 'panel' | 'frame' | 'glass' | 'hardware'
|
||||
|
||||
function doorSlotDefault(slotId: DoorMaterialSlotId): THREE.Material {
|
||||
if (!currentTextures) return createSurfaceRoleMaterial('joinery', currentColorPreset)
|
||||
return slotId === 'glass' ? defaultGlassMaterial : getBaseMaterial(currentShading)
|
||||
if (slotId === 'glass') {
|
||||
return (
|
||||
resolveMaterialRef(GLASS_DEFAULT_REF, currentSceneMaterials, currentShading) ??
|
||||
defaultGlassMaterial
|
||||
)
|
||||
}
|
||||
if (slotId === 'hardware') {
|
||||
return (
|
||||
resolveMaterialRef(HARDWARE_DEFAULT_REF, currentSceneMaterials, currentShading) ??
|
||||
defaultHardwareMaterial
|
||||
)
|
||||
}
|
||||
if (slotId === 'frame') {
|
||||
return (
|
||||
resolveMaterialRef(FRAME_DEFAULT_REF, currentSceneMaterials, currentShading) ??
|
||||
getBaseMaterial(currentShading)
|
||||
)
|
||||
}
|
||||
return (
|
||||
resolveMaterialRef(PANEL_DEFAULT_REF, currentSceneMaterials, currentShading) ??
|
||||
getBaseMaterial(currentShading)
|
||||
)
|
||||
}
|
||||
|
||||
// Resolve a door's slot to a material: the `node.slots` override (colored mode
|
||||
// only) → the body/glass default. Textures-off ignores overrides — the
|
||||
// only) → the body/glass/hardware default. Textures-off ignores overrides — the
|
||||
// monochrome escape hatch.
|
||||
function resolveDoorSlotMaterial(node: DoorNode, slotId: 'panel' | 'glass'): THREE.Material {
|
||||
function resolveDoorSlotMaterial(node: DoorNode, slotId: DoorMaterialSlotId): THREE.Material {
|
||||
const fallback = doorSlotDefault(slotId)
|
||||
if (!currentTextures) return fallback
|
||||
const ref = node.slots?.[slotId]
|
||||
@@ -207,7 +244,9 @@ 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)
|
||||
tagDoorSlot(m)
|
||||
parent.add(m)
|
||||
@@ -224,7 +263,9 @@ function addRotatedBox(
|
||||
z: number,
|
||||
rotationY: 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)
|
||||
m.rotation.y = rotationY
|
||||
tagDoorSlot(m)
|
||||
@@ -242,7 +283,9 @@ function addBoxWithRotation(
|
||||
z: number,
|
||||
rotation: [number, number, 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)
|
||||
m.rotation.set(rotation[0], rotation[1], rotation[2])
|
||||
tagDoorSlot(m)
|
||||
@@ -825,6 +868,7 @@ function addLeafSegmentContent({
|
||||
const cpX = contentPadding[0]
|
||||
const cpY = contentPadding[1]
|
||||
if (renderPerimeterFrame && shouldRenderFrame && cpY > 0) {
|
||||
currentDoorSlot = 'panel'
|
||||
addLeafBox(
|
||||
baseMaterial,
|
||||
leafWidth,
|
||||
@@ -846,6 +890,7 @@ function addLeafSegmentContent({
|
||||
}
|
||||
if (renderPerimeterFrame && shouldRenderFrame && cpX > 0) {
|
||||
const innerH = leafHeight - 2 * cpY
|
||||
currentDoorSlot = 'panel'
|
||||
addLeafBox(
|
||||
baseMaterial,
|
||||
cpX,
|
||||
@@ -925,6 +970,7 @@ function addLeafSegmentContent({
|
||||
|
||||
if (seg.type !== 'empty') {
|
||||
cx = leafCenterX - contentW / 2
|
||||
currentDoorSlot = 'panel'
|
||||
for (let c = 0; c < numCols - 1; c++) {
|
||||
cx += colWidths[c]!
|
||||
const dividerLeft = cx
|
||||
@@ -962,6 +1008,7 @@ function addLeafSegmentContent({
|
||||
const colX = colXCenters[c]!
|
||||
|
||||
if (seg.type === 'glass') {
|
||||
currentDoorSlot = 'glass'
|
||||
const glassDepth = Math.max(0.004, leafDepth * 0.15)
|
||||
const segmentLeft = colX - colW / 2
|
||||
const segmentRight = colX + colW / 2
|
||||
@@ -982,6 +1029,7 @@ function addLeafSegmentContent({
|
||||
addLeafBox(glassMaterial, colW, segH, glassDepth, colX, segCenterY, 0)
|
||||
}
|
||||
} else if (seg.type === 'panel') {
|
||||
currentDoorSlot = 'panel'
|
||||
const segmentLeft = colX - colW / 2
|
||||
const segmentRight = colX + colW / 2
|
||||
const outerPanelShape =
|
||||
@@ -1119,6 +1167,7 @@ function addDoorLeaf(
|
||||
const usesShapedLeafFrame = openingShape === 'rounded' || openingShape === 'arch'
|
||||
|
||||
if (usesShapedLeafFrame && hasLeafContent) {
|
||||
currentDoorSlot = 'panel'
|
||||
if (openingShape === 'rounded') {
|
||||
const roundedLeafShape = roundedBoundary
|
||||
? createRoundedClippedLeafFrameShape(
|
||||
@@ -1209,6 +1258,7 @@ function addDoorLeaf(
|
||||
})
|
||||
|
||||
if (hasLeafContent && handle) {
|
||||
currentDoorSlot = 'hardware'
|
||||
const handleY = handleHeight - doorHeight / 2
|
||||
const faceZ = leafDepth / 2
|
||||
const handleX =
|
||||
@@ -1216,20 +1266,21 @@ function addDoorLeaf(
|
||||
? leafCenterX + leafWidth / 2 - 0.045
|
||||
: leafCenterX - leafWidth / 2 + 0.045
|
||||
|
||||
addLeafBox(baseMaterial, 0.028, 0.14, 0.01, handleX, handleY, faceZ + 0.005)
|
||||
addLeafBox(baseMaterial, 0.022, 0.1, 0.035, handleX, handleY, faceZ + 0.025)
|
||||
addLeafBox(hardwareMaterial, 0.028, 0.14, 0.01, handleX, handleY, faceZ + 0.005)
|
||||
addLeafBox(hardwareMaterial, 0.022, 0.1, 0.035, handleX, handleY, faceZ + 0.025)
|
||||
|
||||
if (handleBothSides) {
|
||||
addLeafBox(baseMaterial, 0.028, 0.14, 0.01, handleX, handleY, -faceZ - 0.005)
|
||||
addLeafBox(baseMaterial, 0.022, 0.1, 0.035, handleX, handleY, -faceZ - 0.025)
|
||||
addLeafBox(hardwareMaterial, 0.028, 0.14, 0.01, handleX, handleY, -faceZ - 0.005)
|
||||
addLeafBox(hardwareMaterial, 0.022, 0.1, 0.035, handleX, handleY, -faceZ - 0.025)
|
||||
}
|
||||
}
|
||||
|
||||
if (hasLeafContent && doorCloser) {
|
||||
currentDoorSlot = 'hardware'
|
||||
const closerY = leafCenterY + leafHeight / 2 - 0.04
|
||||
addLeafBox(baseMaterial, 0.28, 0.055, 0.055, leafCenterX, closerY, leafDepth / 2 + 0.03)
|
||||
addLeafBox(hardwareMaterial, 0.28, 0.055, 0.055, leafCenterX, closerY, leafDepth / 2 + 0.03)
|
||||
addLeafBox(
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
0.14,
|
||||
0.015,
|
||||
0.015,
|
||||
@@ -1240,18 +1291,37 @@ function addDoorLeaf(
|
||||
}
|
||||
|
||||
if (hasLeafContent && panicBar) {
|
||||
currentDoorSlot = 'hardware'
|
||||
const barY = panicBarHeight - doorHeight / 2
|
||||
addLeafBox(baseMaterial, leafWidth * 0.72, 0.04, 0.055, leafCenterX, barY, leafDepth / 2 + 0.03)
|
||||
addLeafBox(
|
||||
hardwareMaterial,
|
||||
leafWidth * 0.72,
|
||||
0.04,
|
||||
0.055,
|
||||
leafCenterX,
|
||||
barY,
|
||||
leafDepth / 2 + 0.03,
|
||||
)
|
||||
}
|
||||
|
||||
if (hasLeafContent) {
|
||||
currentDoorSlot = 'hardware'
|
||||
const hingeMarkerX = hingeSide === 'right' ? hingeX - 0.012 : hingeX + 0.012
|
||||
const hingeH = 0.1
|
||||
const hingeW = 0.024
|
||||
const hingeD = leafDepth + 0.016
|
||||
addBox(mesh, baseMaterial, hingeW, hingeH, hingeD, hingeMarkerX, leafBottom + 0.25, 0)
|
||||
addBox(mesh, baseMaterial, hingeW, hingeH, hingeD, hingeMarkerX, (leafBottom + leafTop) / 2, 0)
|
||||
addBox(mesh, baseMaterial, hingeW, hingeH, hingeD, hingeMarkerX, leafTop - 0.25, 0)
|
||||
addBox(mesh, hardwareMaterial, hingeW, hingeH, hingeD, hingeMarkerX, leafBottom + 0.25, 0)
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
hingeW,
|
||||
hingeH,
|
||||
hingeD,
|
||||
hingeMarkerX,
|
||||
(leafBottom + leafTop) / 2,
|
||||
0,
|
||||
)
|
||||
addBox(mesh, hardwareMaterial, hingeW, hingeH, hingeD, hingeMarkerX, leafTop - 0.25, 0)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1290,9 +1360,10 @@ function addFoldingDoor(
|
||||
const panelLength = insideWidth / panelCount
|
||||
const foldAngle = Math.PI * 0.44 * foldAmount
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
insideWidth,
|
||||
Math.min(frameThickness * 0.5, 0.025),
|
||||
Math.max(frameDepth * 0.45, 0.035),
|
||||
@@ -1312,6 +1383,7 @@ function addFoldingDoor(
|
||||
})
|
||||
}
|
||||
|
||||
currentDoorSlot = undefined
|
||||
for (let index = 0; index < panelCount; index++) {
|
||||
const start = vertices[index]!
|
||||
const end = vertices[index + 1]!
|
||||
@@ -1359,6 +1431,7 @@ function addFoldingDoor(
|
||||
keepFrameWhenEmpty: true,
|
||||
})
|
||||
|
||||
currentDoorSlot = undefined
|
||||
for (const point of [start, end]) {
|
||||
addBox(
|
||||
mesh,
|
||||
@@ -1375,9 +1448,10 @@ function addFoldingDoor(
|
||||
|
||||
const handlePoint = vertices[vertices.length - 1]!
|
||||
const handleY = handleHeight - doorHeight / 2
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
0.035,
|
||||
0.16,
|
||||
leafDepth + 0.035,
|
||||
@@ -1387,7 +1461,7 @@ function addFoldingDoor(
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
0.035,
|
||||
0.16,
|
||||
leafDepth + 0.035,
|
||||
@@ -1436,9 +1510,10 @@ function addPocketDoor(
|
||||
const handleY = handleHeight - doorHeight / 2
|
||||
const handleX = leafCenterX - slideSign * (leafWidth / 2 - 0.055)
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
insideWidth * 2,
|
||||
Math.min(frameThickness * 0.45, 0.024),
|
||||
Math.max(frameDepth * 0.38, 0.03),
|
||||
@@ -1446,6 +1521,7 @@ function addPocketDoor(
|
||||
topY - 0.018,
|
||||
0,
|
||||
)
|
||||
currentDoorSlot = undefined
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
@@ -1487,8 +1563,27 @@ function addPocketDoor(
|
||||
segments,
|
||||
contentPadding,
|
||||
})
|
||||
addBox(mesh, baseMaterial, 0.03, 0.18, leafDepth + 0.03, handleX, handleY, leafDepth / 2 + 0.02)
|
||||
addBox(mesh, baseMaterial, 0.03, 0.18, leafDepth + 0.03, handleX, handleY, -leafDepth / 2 - 0.02)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
0.03,
|
||||
0.18,
|
||||
leafDepth + 0.03,
|
||||
handleX,
|
||||
handleY,
|
||||
leafDepth / 2 + 0.02,
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
0.03,
|
||||
0.18,
|
||||
leafDepth + 0.03,
|
||||
handleX,
|
||||
handleY,
|
||||
-leafDepth / 2 - 0.02,
|
||||
)
|
||||
}
|
||||
|
||||
function addBarnDoor(
|
||||
@@ -1533,9 +1628,10 @@ function addBarnDoor(
|
||||
const handleX = leafCenterX - slideSign * (leafWidth / 2 - 0.075)
|
||||
const wheelY = trackY - 0.075
|
||||
|
||||
addBox(mesh, revealMaterial, railLength, 0.035, 0.035, railCenterX, trackY, faceZ + 0.01)
|
||||
addBox(mesh, revealMaterial, 0.05, 0.13, 0.035, -insideWidth / 2, trackY - 0.02, faceZ + 0.01)
|
||||
addBox(mesh, revealMaterial, 0.05, 0.13, 0.035, insideWidth / 2, trackY - 0.02, faceZ + 0.01)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(mesh, hardwareMaterial, railLength, 0.035, 0.035, railCenterX, trackY, faceZ + 0.01)
|
||||
addBox(mesh, hardwareMaterial, 0.05, 0.13, 0.035, -insideWidth / 2, trackY - 0.02, faceZ + 0.01)
|
||||
addBox(mesh, hardwareMaterial, 0.05, 0.13, 0.035, insideWidth / 2, trackY - 0.02, faceZ + 0.01)
|
||||
|
||||
const addBarnLeafBox = (
|
||||
material: THREE.Material,
|
||||
@@ -1559,6 +1655,7 @@ function addBarnDoor(
|
||||
keepFrameWhenEmpty: true,
|
||||
})
|
||||
|
||||
currentDoorSlot = undefined
|
||||
addRotatedBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
@@ -1582,11 +1679,12 @@ function addBarnDoor(
|
||||
0.52,
|
||||
)
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
for (const offset of [-leafWidth * 0.28, leafWidth * 0.28]) {
|
||||
addBox(mesh, revealMaterial, 0.085, 0.085, 0.035, leafCenterX + offset, wheelY, faceZ + 0.022)
|
||||
addBox(mesh, hardwareMaterial, 0.085, 0.085, 0.035, leafCenterX + offset, wheelY, faceZ + 0.022)
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.026,
|
||||
0.16,
|
||||
0.026,
|
||||
@@ -1596,9 +1694,10 @@ function addBarnDoor(
|
||||
)
|
||||
}
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
0.22,
|
||||
leafDepth + 0.034,
|
||||
@@ -1608,7 +1707,7 @@ function addBarnDoor(
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
0.22,
|
||||
leafDepth + 0.034,
|
||||
@@ -1663,10 +1762,20 @@ function addSlidingDoor(
|
||||
const handleY = handleHeight - doorHeight / 2
|
||||
const handleX = activeX + activeSign * (panelWidth / 2 - 0.06)
|
||||
|
||||
addBox(mesh, revealMaterial, insideWidth, 0.024, Math.max(frameDepth * 0.32, 0.026), 0, railY, 0)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
insideWidth,
|
||||
0.024,
|
||||
Math.max(frameDepth * 0.32, 0.026),
|
||||
0,
|
||||
railY,
|
||||
0,
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
insideWidth,
|
||||
0.018,
|
||||
Math.max(frameDepth * 0.28, 0.022),
|
||||
@@ -1717,8 +1826,27 @@ function addSlidingDoor(
|
||||
contentPadding,
|
||||
keepFrameWhenEmpty: true,
|
||||
})
|
||||
addBox(mesh, baseMaterial, 0.032, 0.24, 0.016, handleX, handleY, frontZ + leafDepth / 2 + 0.01)
|
||||
addBox(mesh, baseMaterial, 0.032, 0.24, 0.016, handleX, handleY, frontZ - leafDepth / 2 - 0.01)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
0.24,
|
||||
0.016,
|
||||
handleX,
|
||||
handleY,
|
||||
frontZ + leafDepth / 2 + 0.01,
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
0.24,
|
||||
0.016,
|
||||
handleX,
|
||||
handleY,
|
||||
frontZ - leafDepth / 2 - 0.01,
|
||||
)
|
||||
}
|
||||
|
||||
function addGarageSectionalDoor(
|
||||
@@ -1755,9 +1883,10 @@ function addGarageSectionalDoor(
|
||||
const railY = leafCenterY + leafHeight / 2 - 0.04
|
||||
const railZ = -travelDepth / 2
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.035,
|
||||
Math.max(0.04, frameThickness * 0.75),
|
||||
travelDepth,
|
||||
@@ -1767,7 +1896,7 @@ function addGarageSectionalDoor(
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.035,
|
||||
Math.max(0.04, frameThickness * 0.75),
|
||||
travelDepth,
|
||||
@@ -1798,6 +1927,7 @@ function addGarageSectionalDoor(
|
||||
const trimDepth = 0.01
|
||||
const trimFaceOffset = leafDepth / 2 + trimDepth + 0.006
|
||||
const addSectionalTrim = (localY: number) => {
|
||||
currentDoorSlot = undefined
|
||||
addBoxWithRotation(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
@@ -1811,6 +1941,7 @@ function addGarageSectionalDoor(
|
||||
)
|
||||
}
|
||||
|
||||
currentDoorSlot = 'panel'
|
||||
addBoxWithRotation(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
@@ -1826,7 +1957,8 @@ function addGarageSectionalDoor(
|
||||
addSectionalTrim(-revealOffset)
|
||||
}
|
||||
|
||||
addBox(mesh, revealMaterial, insideWidth, 0.032, Math.max(frameDepth * 0.36, 0.03), 0, railY, 0)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(mesh, hardwareMaterial, insideWidth, 0.032, Math.max(frameDepth * 0.36, 0.03), 0, railY, 0)
|
||||
}
|
||||
|
||||
function addGarageRollupDoor(
|
||||
@@ -1859,9 +1991,10 @@ function addGarageRollupDoor(
|
||||
const drumY = topY + drumMaxRadius * 0.12
|
||||
const drumZ = -frameDepth / 2 - drumMaxRadius * 0.72
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
leafHeight,
|
||||
Math.max(frameDepth * 0.48, 0.035),
|
||||
@@ -1871,7 +2004,7 @@ function addGarageRollupDoor(
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.032,
|
||||
leafHeight,
|
||||
Math.max(frameDepth * 0.48, 0.035),
|
||||
@@ -1881,8 +2014,10 @@ function addGarageRollupDoor(
|
||||
)
|
||||
|
||||
if (visibleHeight > 0.01) {
|
||||
currentDoorSlot = 'panel'
|
||||
addBox(mesh, baseMaterial, insideWidth, visibleHeight, leafDepth, 0, curtainCenterY, 0)
|
||||
|
||||
currentDoorSlot = undefined
|
||||
for (let index = 0; index < visibleSlatCount; index++) {
|
||||
const y = topY - Math.min(visibleHeight, index * slatHeight)
|
||||
addBox(mesh, revealMaterial, insideWidth - 0.08, 0.01, 0.012, 0, y, leafDepth / 2 + 0.012)
|
||||
@@ -1900,17 +2035,20 @@ function addGarageRollupDoor(
|
||||
)
|
||||
}
|
||||
|
||||
currentDoorSlot = 'panel'
|
||||
const drum = new THREE.Mesh(
|
||||
new THREE.CylinderGeometry(drumMaxRadius, drumMaxRadius, insideWidth + frameThickness, 36),
|
||||
baseMaterial,
|
||||
)
|
||||
drum.position.set(0, drumY, drumZ)
|
||||
drum.rotation.z = Math.PI / 2
|
||||
tagDoorSlot(drum)
|
||||
mesh.add(drum)
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
insideWidth + frameThickness,
|
||||
0.026,
|
||||
Math.max(frameDepth * 0.52, 0.04),
|
||||
@@ -1949,9 +2087,10 @@ function addGarageTiltupDoor(
|
||||
const railY = hingeY - frameThickness * 0.35
|
||||
const railZ = -railLength / 2
|
||||
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.03,
|
||||
Math.max(frameThickness * 0.7, 0.035),
|
||||
railLength,
|
||||
@@ -1961,7 +2100,7 @@ function addGarageTiltupDoor(
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
hardwareMaterial,
|
||||
0.03,
|
||||
Math.max(frameThickness * 0.7, 0.035),
|
||||
railLength,
|
||||
@@ -1970,6 +2109,7 @@ function addGarageTiltupDoor(
|
||||
railZ,
|
||||
)
|
||||
|
||||
currentDoorSlot = 'panel'
|
||||
addBoxWithRotation(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
@@ -1987,6 +2127,7 @@ function addGarageTiltupDoor(
|
||||
const trimDepth = 0.012
|
||||
const trimFaceOffset = leafDepth / 2 + trimDepth + 0.006
|
||||
const addTiltupTrim = (localX: number, localY: number, trimWidth: number, trimHeight: number) => {
|
||||
currentDoorSlot = undefined
|
||||
addBoxWithRotation(
|
||||
mesh,
|
||||
revealMaterial,
|
||||
@@ -2005,7 +2146,17 @@ function addGarageTiltupDoor(
|
||||
addTiltupTrim(-insetWidth / 2, 0, 0.018, insetHeight)
|
||||
addTiltupTrim(insetWidth / 2, 0, 0.018, insetHeight)
|
||||
|
||||
addBox(mesh, revealMaterial, insideWidth, 0.026, Math.max(frameDepth * 0.4, 0.035), 0, hingeY, 0)
|
||||
currentDoorSlot = 'hardware'
|
||||
addBox(
|
||||
mesh,
|
||||
hardwareMaterial,
|
||||
insideWidth,
|
||||
0.026,
|
||||
Math.max(frameDepth * 0.4, 0.035),
|
||||
0,
|
||||
hingeY,
|
||||
0,
|
||||
)
|
||||
}
|
||||
|
||||
function getEffectiveOpeningShape(node: DoorNode): DoorNode['openingShape'] {
|
||||
@@ -2019,15 +2170,12 @@ function getEffectiveOpeningShape(node: DoorNode): DoorNode['openingShape'] {
|
||||
|
||||
function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
const node = normalizeDoorNodeForRender(rawNode)
|
||||
currentDoorSlot = 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 panel/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])
|
||||
@@ -2040,11 +2188,13 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
mesh.remove(child)
|
||||
}
|
||||
|
||||
// Point the builder-facing body/glass materials at this door's slot overrides
|
||||
// for the duration of its build (recomputed per node, so the next door resets
|
||||
// cleanly without a restore). Reveal keeps its own material.
|
||||
// Point the builder-facing materials at this door's slot overrides for the
|
||||
// duration of its build (recomputed per node, so the next door resets cleanly
|
||||
// without a restore). Reveal keeps its own material.
|
||||
baseMaterial = resolveDoorSlotMaterial(node, 'panel')
|
||||
frameMaterial = resolveDoorSlotMaterial(node, 'frame')
|
||||
glassMaterial = resolveDoorSlotMaterial(node, 'glass')
|
||||
hardwareMaterial = resolveDoorSlotMaterial(node, 'hardware')
|
||||
|
||||
const {
|
||||
width,
|
||||
@@ -2083,9 +2233,6 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
return
|
||||
}
|
||||
|
||||
// Visuals exist: let the tagged children receive paint/hover/selection rays.
|
||||
mesh.raycast = noopHitboxRaycast
|
||||
|
||||
const insideWidth = width - 2 * frameThickness
|
||||
const leafH = height - frameThickness // only top frame
|
||||
const leafDepth = 0.04
|
||||
@@ -2093,6 +2240,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
const swingDirectionSign = swingDirection === 'inward' ? 1 : -1
|
||||
|
||||
// ── Frame members ──
|
||||
currentDoorSlot = 'frame'
|
||||
if (openingShape === 'arch') {
|
||||
const frameBottom = -height / 2
|
||||
const frameTop = height / 2
|
||||
@@ -2106,7 +2254,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
frameThickness,
|
||||
postHeight,
|
||||
frameDepth,
|
||||
@@ -2116,7 +2264,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
)
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
frameThickness,
|
||||
postHeight,
|
||||
frameDepth,
|
||||
@@ -2126,7 +2274,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
)
|
||||
addShape(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
useShallowHeadBar
|
||||
? createArchHeadBarShape(width, frameHeadBottomY, frameSpringY, frameTop)
|
||||
: createArchBandShape(
|
||||
@@ -2142,7 +2290,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
} else if (openingShape === 'rounded') {
|
||||
addShape(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
createRoundedDoorFrameShape(
|
||||
width,
|
||||
height,
|
||||
@@ -2155,7 +2303,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
// Left post — full height
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
frameThickness,
|
||||
height,
|
||||
frameDepth,
|
||||
@@ -2166,7 +2314,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
// Right post — full height
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
frameThickness,
|
||||
height,
|
||||
frameDepth,
|
||||
@@ -2177,7 +2325,7 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
// Head (top bar) — full width
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
width,
|
||||
frameThickness,
|
||||
frameDepth,
|
||||
@@ -2189,9 +2337,10 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
|
||||
|
||||
// ── Threshold (inside the frame) ──
|
||||
if (threshold) {
|
||||
currentDoorSlot = 'frame'
|
||||
addBox(
|
||||
mesh,
|
||||
baseMaterial,
|
||||
frameMaterial,
|
||||
insideWidth,
|
||||
thresholdHeight,
|
||||
frameDepth,
|
||||
@@ -2412,10 +2561,10 @@ function syncDoorCutout(node: DoorNode, 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 door) 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 door body —
|
||||
// making it the selection AND paint hit target for the whole opening. The
|
||||
// paint capability then re-raycasts the door's parts to find the slot.
|
||||
mesh.add(cutout)
|
||||
}
|
||||
cutout.geometry.dispose()
|
||||
|
||||
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user