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:
Wassim SAMAD
2026-06-17 07:51:37 -04:00
co-authored by Claude Opus 4.8
parent b0f4e1b8ee
commit 967a905e3b
19 changed files with 520 additions and 88 deletions
+6
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@@ -12,8 +12,10 @@ import {
} from './floorplan-affordances'
import { slabFloorplanMoveTarget } from './floorplan-move'
import { buildSlabGeometry } from './geometry'
import { slabPaint } from './paint'
import { slabParametrics } from './parametrics'
import { SlabNode } from './schema'
import { slabSlots } from './slots'
const HEIGHT_HANDLE_OFFSET = 0.22
const MIN_SLAB_ELEVATION = 0.02
@@ -155,6 +157,10 @@ export const slabDefinition: NodeDefinition<typeof SlabNode> = {
},
duplicable: true,
deletable: true,
// Unified slot model: one paintable floor surface with a declared default,
// painted through the registry `capabilities.paint` dispatch like the shelf.
slots: () => slabSlots(),
paint: slabPaint,
},
relations: {
+42 -18
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@@ -1,25 +1,27 @@
import { getMaterialPresetByRef, type SlabNode } from '@pascal-app/core'
import { type GeometryContext, getMaterialPresetByRef, type SlabNode } from '@pascal-app/core'
import {
applyMaterialPresetToMaterials,
type ColorPreset,
createDefaultMaterial,
createMaterial,
createSurfaceRoleMaterial,
DEFAULT_SLAB_MATERIAL,
generateSlabGeometry,
type RenderShading,
resolveMaterialRef,
} from '@pascal-app/viewer'
import { FrontSide, Group, type Material, Mesh, type Texture } from 'three'
import { SLAB_SLOT_DEFAULT_COLOR } from './slots'
/**
* Stage B builder for slab. Reuses `generateSlabGeometry` (pure
* triangulation + hole CSG from viewer) and the same material cache
* pattern the legacy slab renderer used.
*
* Materials are cached by `{material, materialPreset}` signature so
* slabs sharing settings share the GPU resource. Cached entry mutation
* (preset apply) is preserved — async texture loads still update the
* rendered material after re-mount.
* Materials follow the unified slot model: the single `surface` slot resolves
* `node.slots.surface` (a shared scene material or `library:` finish) → the
* legacy inline `node.material` / `materialPreset` (pre-slot-model scenes) →
* the declared slot default colour. Textures-off collapses to the themed
* `floor` role — the guaranteed monochrome escape hatch.
*/
type SlabMaterial = Material & {
alphaMap?: Texture | null
@@ -35,19 +37,39 @@ function getSlabMaterial(
shading: RenderShading,
textures: boolean,
colorPreset: ColorPreset,
sceneTheme?: string,
sceneTheme: string | undefined,
sceneMaterials: GeometryContext['materials'],
): Material {
// Untextured slabs (and everything in textures-off mode) take the themed
// 'floor' role colour. createSurfaceRoleMaterial returns a shared cached
// material, so it is returned as-is without the mutation below.
// FrontSide — DoubleSide on the role material's NodeMaterial poisons the
// MRT scene pass (see `materials.ts` line 77 / glazing fix 9400f1c5).
// Slab side faces still render correctly because `generateSlabGeometry`
// produces outward-facing normals on the top, bottom, and perimeter.
if (!textures || (!node.materialPreset && !node.material)) {
// Textures-off mode takes the themed 'floor' role colour — the guaranteed
// escape hatch, independent of any slot override. createSurfaceRoleMaterial
// returns a shared cached material. FrontSide — DoubleSide on the role
// material's NodeMaterial poisons the MRT scene pass (see `materials.ts`
// line 77 / glazing fix 9400f1c5). Slab side faces still render correctly
// because `generateSlabGeometry` produces outward-facing normals.
if (!textures) {
return createSurfaceRoleMaterial('floor', colorPreset, FrontSide, sceneTheme)
}
// Unified slot override — shared scene material or catalog `library:` finish.
const slotRef = node.slots?.surface
if (slotRef) {
const resolved = resolveMaterialRef(slotRef, sceneMaterials, shading)
if (resolved) return resolved
}
// Legacy inline material / preset, for scenes painted before the slot model.
if (node.materialPreset || node.material) {
return getLegacySlabMaterial(node, shading)
}
// Declared slot default (visual parity with the retired DEFAULT_SLAB_MATERIAL).
return createDefaultMaterial(SLAB_SLOT_DEFAULT_COLOR, 0.8, shading)
}
function getLegacySlabMaterial(node: SlabNode, shading: RenderShading): Material {
// Cached by `{material, materialPreset}` signature so slabs sharing settings
// share the GPU resource; cached entry mutation (preset apply) is preserved
// so async texture loads still update the rendered material after re-mount.
const cacheKey = JSON.stringify({
shading,
material: node.material ?? null,
@@ -61,7 +83,7 @@ function getSlabMaterial(
? createDefaultMaterial('#ffffff', 0.5, shading)
: node.material
? createMaterial(node.material, shading).clone()
: DEFAULT_SLAB_MATERIAL(shading).clone()
: createDefaultMaterial(SLAB_SLOT_DEFAULT_COLOR, 0.8, shading)
if (preset) {
applyMaterialPresetToMaterials(material, preset)
@@ -84,7 +106,7 @@ function getSlabMaterial(
export function buildSlabGeometry(
node: SlabNode,
_ctx?: unknown,
ctx?: GeometryContext,
shading: RenderShading = 'rendered',
textures = true,
colorPreset: ColorPreset = 'clay',
@@ -92,10 +114,12 @@ export function buildSlabGeometry(
): Group {
const group = new Group()
const geometry = generateSlabGeometry(node)
const material = getSlabMaterial(node, shading, textures, colorPreset, sceneTheme)
const material = getSlabMaterial(node, shading, textures, colorPreset, sceneTheme, ctx?.materials)
const mesh = new Mesh(geometry, material)
mesh.castShadow = true
mesh.receiveShadow = true
// Tag the surface so the unified slot paint can resolve the hit and preview.
mesh.userData.slotId = 'surface'
const elevation = node.elevation ?? 0.05
if (elevation < 0) mesh.position.y = elevation
group.add(mesh)
+19
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@@ -0,0 +1,19 @@
import type { AnyNode, SlabNode } from '@pascal-app/core'
import { createSlotPaintCapability, previewGeometrySlot } from '../shared/slot-paint'
/**
* Slab paint on the unified slot model. A slab has one paintable surface, so
* every face resolves to the `surface` slot; commit writes `node.slots.surface`
* (a shared scene-material or `library:` ref) like the shelf.
*/
export const slabPaint = createSlotPaintCapability({
resolveRole: () => 'surface',
applyPreview: previewGeometrySlot,
legacyEffective: (node: AnyNode) => {
const slab = node as SlabNode
if (slab.materialPreset || slab.material) {
return { material: slab.material, materialPreset: slab.materialPreset }
}
return null
},
})
+11
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@@ -0,0 +1,11 @@
import type { SlotDeclaration } from '@pascal-app/core'
export type SlabSlotId = 'surface'
// Visual parity with the retired DEFAULT_SLAB_MATERIAL (light grey).
export const SLAB_SLOT_DEFAULT_COLOR = '#e5e5e5'
/** A slab exposes a single paintable floor surface. */
export function slabSlots(): SlotDeclaration[] {
return [{ slotId: 'surface', label: 'Surface', default: SLAB_SLOT_DEFAULT_COLOR }]
}