feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)
Brings slab, ceiling, and wall onto the unified slot contract the shelf established, so each declares its paintable slots with a declarative default and (slab/ceiling) is painted through the registry capabilities.paint dispatch. - Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based PaintCapability factory (commit/resolve/effective generic; preview injected). Distinct from surface-paint.ts, which writes the legacy inline node.material. - slab: schema slots; def.geometry resolves node.slots.surface -> legacy material -> declared default, tags the mesh userData.slotId; slabPaint + capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path. - ceiling: schema slots; material builders extracted to ceiling/materials.ts (shared by renderer + paint preview, built BackSide so the hover preview is visible from below); renderer resolves the slot; ceilingPaint + slots. - wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an unpainted face with its declared default instead of the themed wall role; capabilities.slots (interior/exterior). wallPaint's inline interior/exterior fields are unchanged (node.slots migration is a later step). - selection-manager + material-paint: drop slab/ceiling from the legacy single-surface arms (now registry-driven). Behavior change (intended, matches the shelf precedent + the phase-5 plan): colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The textures-off (monochrome) role collapse is unchanged — the escape hatch. 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
b0f4e1b8ee
commit
967a905e3b
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import {
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type AnyNode,
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type AnyNodeId,
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generateSceneMaterialId,
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type MaterialSchema,
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type PaintCapability,
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type PaintPreviewArgs,
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type PaintResolveArgs,
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parseMaterialRef,
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type SceneMaterial,
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type SceneMaterialId,
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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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/**
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* Shared paint capability for procedural kinds on the unified slot model
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* (`node.slots: Record<slotId, MaterialRef>` + the shared scene-material
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* palette) — the same data shape items derive from their GLB and the shelf
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* declares via `capabilities.slots`. Distinct from `surface-paint.ts`, which
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* writes the legacy inline `node.material` copy the plan is retiring.
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*
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* The commit / resolve / effective-material logic is identical across kinds;
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* only the slot-resolution from a pointer hit and the mesh preview differ, so
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* those are injected per kind.
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*/
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type SlotsNode = AnyNode & { slots?: Record<string, string> }
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function deepEqual(a: unknown, b: unknown): boolean {
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if (Object.is(a, b)) return true
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if (typeof a !== typeof b) return false
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if (a === null || b === null) return false
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if (Array.isArray(a) || Array.isArray(b)) {
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if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
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for (let index = 0; index < a.length; index += 1) {
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if (!deepEqual(a[index], b[index])) return false
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}
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return true
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}
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if (typeof a === 'object') {
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const aRecord = a as Record<string, unknown>
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const bRecord = b as Record<string, unknown>
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const aKeys = Object.keys(aRecord)
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const bKeys = Object.keys(bRecord)
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if (aKeys.length !== bKeys.length) return false
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for (const key of aKeys) {
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if (!Object.hasOwn(bRecord, key)) return false
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if (!deepEqual(aRecord[key], bRecord[key])) return false
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}
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return true
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}
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return false
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}
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function findMatchingSceneMaterial(
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materials: Record<SceneMaterialId, SceneMaterial>,
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material: MaterialSchema,
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): SceneMaterial | null {
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for (const sceneMaterial of Object.values(materials)) {
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if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
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}
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return null
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}
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function commitSlotPaint(
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node: SlotsNode,
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role: string,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): void {
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const nodeId = node.id as AnyNodeId
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const state = useScene.getState()
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const currentNode = (state.nodes[nodeId] as SlotsNode | undefined) ?? node
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let ref: string | undefined
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let newSceneMaterial: SceneMaterial | null = null
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if (material === undefined && materialPreset === undefined) {
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ref = undefined
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} else if (materialPreset) {
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ref = materialPreset
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} else if (material) {
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const existing = findMatchingSceneMaterial(state.materials, material)
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if (existing) {
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ref = toSceneMaterialRef(existing.id)
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} else {
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const id = generateSceneMaterialId()
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newSceneMaterial = {
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id,
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name: `Material ${Object.keys(state.materials).length + 1}`,
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material,
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}
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ref = toSceneMaterialRef(id)
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}
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} else {
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return
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}
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const nextSlots = { ...(currentNode.slots ?? {}) }
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if (ref) nextSlots[role] = ref
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else delete nextSlots[role]
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if (newSceneMaterial) {
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// Creating the scene material and setting the slot ref are one logical
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// edit, so apply both in a single `set` — zundo records one history entry,
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// and one undo removes both the ref and its (now orphaned) material.
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const sceneMaterial = newSceneMaterial
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useScene.setState((s) => {
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if (s.readOnly) return s
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const node2 = s.nodes[nodeId] as SlotsNode | undefined
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if (!node2) return s
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return {
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materials: { ...s.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
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nodes: {
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...s.nodes,
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[nodeId]: { ...node2, slots: nextSlots } as AnyNode,
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},
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}
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})
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useScene.getState().markDirty(nodeId)
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return
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}
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state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
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}
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/** Preview material for a slot paint — mirrors the commit's resolution. */
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export function buildSlotPreviewMaterial(
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): Material | null {
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const shading = useViewer.getState().shading
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if (materialPreset) return createMaterialFromPresetRef(materialPreset, shading)
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if (material) return createMaterial(material, shading)
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return null
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}
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/**
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* Preview for kinds whose meshes are produced by `def.geometry` and tagged
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* with `userData.slotId` (+ `__fromGeometry`). Swaps every builder mesh whose
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* slot matches `role`, leaving hosted-child meshes (which can carry a colliding
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* `userData.slotId` from their own GLB) untouched.
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*/
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export function previewGeometrySlot(args: PaintPreviewArgs): (() => void) | null {
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const { role, root, material, materialPreset } = args
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const preview = buildSlotPreviewMaterial(material, materialPreset)
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if (!preview) return () => {}
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const restores: Array<() => void> = []
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;(root as Object3D).traverse((object) => {
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const mesh = object as Mesh
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if (!mesh.isMesh) return
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const userData = mesh.userData as { slotId?: string | null; __fromGeometry?: boolean }
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if (userData.__fromGeometry !== true) return
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if (userData.slotId !== role) return
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const previous = mesh.material
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mesh.material = preview
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restores.push(() => {
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mesh.material = previous
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})
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})
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if (restores.length === 0) return null
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return () => {
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for (let index = restores.length - 1; index >= 0; index -= 1) restores[index]?.()
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}
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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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/** Apply a preview to the registered mesh subtree for `role`. */
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applyPreview: (args: PaintPreviewArgs) => (() => void) | null
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/**
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* Optional legacy fallback for the picker's current-value indicator — read
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* when no `node.slots[role]` ref exists yet (e.g. a scene painted before the
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* kind moved onto the slot model still carries inline `material`/`preset`).
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*/
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legacyEffective?: (
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node: AnyNode,
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role: string,
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) => { material: MaterialSchema | undefined; materialPreset: string | undefined } | null
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}
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export function createSlotPaintCapability(config: SlotPaintConfig): PaintCapability {
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return {
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resolveRole: config.resolveRole,
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buildPatch: ({ node, role, materialPreset }) => {
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const slots = { ...((node as SlotsNode).slots ?? {}) }
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if (materialPreset) slots[role] = materialPreset
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else delete slots[role]
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return { slots } as Partial<AnyNode>
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},
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commit: ({ node, role, material, materialPreset }) =>
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commitSlotPaint(node as SlotsNode, role, material, materialPreset),
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applyPreview: config.applyPreview,
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getEffectiveMaterial: ({ node, role }) => {
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const ref = (node as SlotsNode).slots?.[role]
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const parsed = parseMaterialRef(ref)
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if (parsed) {
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if (parsed.kind === 'library') return { material: undefined, materialPreset: ref }
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const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
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if (sceneMaterial) return { material: sceneMaterial.material, materialPreset: undefined }
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}
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return config.legacyEffective?.(node, role) ?? null
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},
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}
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}
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