feat(paint-slots): paintable slots for windows + doors (frame/glass, panel/glass)
Windows and doors build all visuals in their viewer systems from module-global materials, so this threads per-node slot materials + userData.slotId tags through those builders without restructuring them: - window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) + 'glass'; the opening reveal keeps its own material. - Each system captures per-frame viewer state, then updateWindow/DoorMesh points the builder-facing base/glass materials at the node's resolved slot override (recomputed per node, so the next node resets without a restore). Meshes are auto-tagged in the shared addBox/addShape helpers by which material they got. - Textures-off still collapses to the role material (escape hatch); a slot override only applies in colored mode. - Editing a referenced scene material re-dirties the window/door (these systems aren't covered by GeometrySystem's scene-material re-dirty). - New paint capabilities (resolve role from userData.slotId, preview by userData.slotId) + capabilities.slots; window/door dropped from the paint disabled list. Shared previewSlotByUserData helper. Defaults unchanged: unpainted windows/doors render exactly as before (the slot fallback is the existing frame/glass material), so no visual regression. 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
737c4e9d1d
commit
9f1627e923
@@ -41,6 +41,10 @@ export const DoorNode = BaseNode.extend({
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id: objectId('door'),
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type: nodeType('door'),
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material: MaterialSchema.optional(),
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// Per-slot material overrides on the unified slot model. Keys: `panel` (the
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// door body), `glass`. Value = a `MaterialRef` (`library:<id>` / `scene:<id>`).
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// Absent = the body/glass default. Mirrors `ShelfNode.slots`.
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slots: z.record(z.string(), z.string()).optional(),
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position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
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rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
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@@ -21,6 +21,10 @@ export const WindowNode = BaseNode.extend({
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id: objectId('window'),
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type: nodeType('window'),
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material: MaterialSchema.optional(),
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// Per-slot material overrides on the unified slot model. Keys: `frame`,
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// `glass`. Value = a `MaterialRef` (`library:<id>` / `scene:<id>`). Absent =
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// the frame/glass default. Mirrors `ShelfNode.slots`.
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slots: z.record(z.string(), z.string()).optional(),
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position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
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rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
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@@ -1088,7 +1088,7 @@ export const SelectionManager = () => {
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}
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}
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const disabledNodeTypes = ['window', 'door', 'zone']
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const disabledNodeTypes = ['zone']
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if (disabledNodeTypes.includes(node.type)) {
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return {
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key: `${node.type}:${node.id}:unsupported`,
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@@ -12,8 +12,10 @@ import { scaleHandleHeight } from './door-math'
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import { buildDoorFloorplan } from './floorplan'
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import { doorWidthAffordance } from './floorplan-affordances'
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import { doorFloorplanMoveTarget } from './floorplan-move'
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import { doorPaint } from './paint'
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import { doorParametrics } from './parametrics'
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import { DoorNode } from './schema'
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import { doorSlots } from './slots'
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const SIDE_HANDLE_OFFSET = 0.24
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const HEIGHT_HANDLE_OFFSET = 0.24
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@@ -174,6 +176,10 @@ export const doorDefinition: NodeDefinition<typeof DoorNode> = {
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// placed. Host apps strip these at preset-save time via
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// `getHostRefFields(def)`.
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hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'],
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// Panel / glass slots painted through the registry. The door system tags
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// each mesh with its `userData.slotId`; paint writes `node.slots`.
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slots: () => doorSlots(),
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paint: doorPaint,
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},
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parametrics: doorParametrics,
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@@ -0,0 +1,17 @@
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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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/**
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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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*/
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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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applyPreview: previewSlotByUserData,
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})
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@@ -0,0 +1,19 @@
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import type { SlotDeclaration } from '@pascal-app/core'
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export type DoorSlotId = 'panel' | 'glass'
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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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/**
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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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*/
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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: 'glass', label: 'Glass', default: GLASS_DEFAULT },
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]
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}
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@@ -169,6 +169,34 @@ export function previewGeometrySlot(args: PaintPreviewArgs): (() => void) | null
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}
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}
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/**
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* Preview for kinds whose meshes are built by a viewer system (window, door)
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* and tagged with `userData.slotId` — no `__fromGeometry` marker and no hosted
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* children to guard against, so it swaps every mesh whose slot matches `role`.
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*/
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export function previewSlotByUserData(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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if ((mesh.userData as { slotId?: string | null }).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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@@ -11,8 +11,10 @@ import { buildRoofWallOpeningCut } from '../shared/roof-wall-opening-cut'
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import { buildWindowFloorplan } from './floorplan'
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import { windowWidthAffordance } from './floorplan-affordances'
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import { windowFloorplanMoveTarget } from './floorplan-move'
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import { windowPaint } from './paint'
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import { windowParametrics } from './parametrics'
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import { WindowNode } from './schema'
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import { windowSlots } from './slots'
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const SIDE_HANDLE_OFFSET = 0.24
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const HEIGHT_HANDLE_OFFSET = 0.24
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@@ -162,6 +164,10 @@ export const windowDefinition: NodeDefinition<typeof WindowNode> = {
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// `wallId` / `roofSegmentId` are re-derived from the surface under
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// the cursor at preset placement time — see door for the pattern.
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hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'],
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// Frame / glass slots painted through the registry. The window system tags
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// each mesh with its `userData.slotId`; paint writes `node.slots`.
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slots: () => windowSlots(),
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paint: windowPaint,
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},
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parametrics: windowParametrics,
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@@ -0,0 +1,17 @@
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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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/**
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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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*/
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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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applyPreview: previewSlotByUserData,
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})
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@@ -0,0 +1,16 @@
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import type { SlotDeclaration } from '@pascal-app/core'
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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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/** A window exposes two paintable slots: the joinery frame and the glass. */
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export function windowSlots(): SlotDeclaration[] {
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return [
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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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]
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}
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@@ -5,6 +5,8 @@ import {
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DoorNode as DoorNodeSchema,
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getDoorRenderOpenAmount,
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getEffectiveNode,
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type SceneMaterial,
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type SceneMaterialId,
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sceneRegistry,
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useInteractive,
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useLiveNodeOverrides,
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@@ -14,9 +16,12 @@ 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 {
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type ColorPreset,
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createSurfaceRoleMaterial,
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glassMaterial as defaultGlassMaterial,
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baseMaterial as getBaseMaterial,
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type RenderShading,
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resolveMaterialRef,
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} from '../../lib/materials'
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import useViewer from '../../store/use-viewer'
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@@ -26,6 +31,12 @@ const defaultRevealMaterial = new THREE.MeshBasicMaterial({ color: '#7f766c' })
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let baseMaterial = getBaseMaterial()
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let revealMaterial: THREE.Material = defaultRevealMaterial
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let glassMaterial: THREE.Material = defaultGlassMaterial
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// Per-frame viewer state, captured so the per-node mesh builder (which runs
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// outside React) can resolve each door's slot materials.
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let currentShading: RenderShading = 'rendered'
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let currentTextures = true
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let currentColorPreset: ColorPreset = 'clay'
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let currentSceneMaterials: Record<SceneMaterialId, SceneMaterial> | undefined
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const DOOR_RENDER_DEFAULTS = DoorNodeSchema.parse({ id: 'door_render_default' })
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const MAX_DOOR_REBUILDS_PER_FRAME = 16
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@@ -50,6 +61,7 @@ export const DoorSystem = () => {
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const shading = useViewer((state) => state.shading)
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const textures = useViewer((state) => state.textures)
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const colorPreset = useViewer((state) => state.colorPreset)
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const sceneMaterials = useScene((state) => state.materials)
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const materialRevisionRef = useRef<string | null>(null)
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// Subscribe so an override-only update (no scene write) still re-runs
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// the component, letting the gate below pick up the latest dirtyNodes
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@@ -75,12 +87,27 @@ export const DoorSystem = () => {
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}
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})
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// Editing a scene material a door slot references must rebuild that door
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// (door meshes are built by this system, not <GeometrySystem>).
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useEffect(() => {
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const nodes = useScene.getState().nodes
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for (const node of Object.values(nodes)) {
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if (node?.type !== 'door') continue
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if (!nodeReferencesSceneMaterial(node)) continue
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useScene.getState().dirtyNodes.add(node.id as AnyNodeId)
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}
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}, [sceneMaterials])
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const frameJoineryMaterial = createSurfaceRoleMaterial('joinery', colorPreset)
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baseMaterial = textures ? getBaseMaterial(shading) : frameJoineryMaterial
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revealMaterial = textures ? defaultRevealMaterial : frameJoineryMaterial
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glassMaterial = textures ? defaultGlassMaterial : frameJoineryMaterial
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currentShading = shading
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currentTextures = textures
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currentColorPreset = colorPreset
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currentSceneMaterials = sceneMaterials
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const nodes = useScene.getState().nodes
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const dirtyDoorIds: AnyNodeId[] = []
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@@ -134,6 +161,40 @@ export const DoorSystem = () => {
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return null
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}
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// A door exposes two slots: `panel` (the door body — frame casing + leaf, all
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// built with `baseMaterial`) and `glass`. The reveal (opening depth) is left on
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// its own material and isn't painted. Tag each mesh by which material it got.
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function tagDoorSlot(mesh: THREE.Mesh): THREE.Mesh {
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if (mesh.material === glassMaterial) mesh.userData.slotId = 'glass'
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else if (mesh.material === baseMaterial) mesh.userData.slotId = 'panel'
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return mesh
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}
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function nodeReferencesSceneMaterial(node: { slots?: Record<string, string> }): boolean {
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const slots = node.slots
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if (!slots) return false
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for (const ref of Object.values(slots)) {
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if (typeof ref === 'string' && ref.startsWith('scene:')) return true
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}
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return false
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}
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function doorSlotDefault(slotId: 'panel' | 'glass'): THREE.Material {
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if (!currentTextures) return createSurfaceRoleMaterial('joinery', currentColorPreset)
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return slotId === 'glass' ? defaultGlassMaterial : getBaseMaterial(currentShading)
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}
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// Resolve a door's slot to a material: the `node.slots` override (colored mode
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// only) → the body/glass default. Textures-off ignores overrides — the
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// monochrome escape hatch.
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function resolveDoorSlotMaterial(node: DoorNode, slotId: 'panel' | 'glass'): THREE.Material {
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const fallback = doorSlotDefault(slotId)
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if (!currentTextures) return fallback
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const ref = node.slots?.[slotId]
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if (!ref) return fallback
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return resolveMaterialRef(ref, currentSceneMaterials, currentShading) ?? fallback
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}
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function addBox(
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parent: THREE.Object3D,
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material: THREE.Material,
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@@ -146,6 +207,7 @@ function addBox(
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) {
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
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m.position.set(x, y, z)
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tagDoorSlot(m)
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parent.add(m)
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}
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@@ -163,6 +225,7 @@ function addRotatedBox(
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
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m.position.set(x, y, z)
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m.rotation.y = rotationY
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tagDoorSlot(m)
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parent.add(m)
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}
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@@ -180,6 +243,7 @@ function addBoxWithRotation(
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
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m.position.set(x, y, z)
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m.rotation.set(rotation[0], rotation[1], rotation[2])
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tagDoorSlot(m)
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parent.add(m)
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}
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@@ -196,6 +260,7 @@ function addShape(
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})
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geometry.translate(0, 0, -depth / 2)
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const mesh = new THREE.Mesh(geometry, material)
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tagDoorSlot(mesh)
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parent.add(mesh)
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}
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@@ -215,6 +280,7 @@ function addShapeAt(
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})
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geometry.translate(x, y, z - depth / 2)
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const mesh = new THREE.Mesh(geometry, material)
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tagDoorSlot(mesh)
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parent.add(mesh)
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}
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@@ -1968,6 +2034,12 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
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mesh.remove(child)
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}
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// Point the builder-facing body/glass materials at this door's slot overrides
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// for the duration of its build (recomputed per node, so the next door resets
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// cleanly without a restore). Reveal keeps its own material.
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baseMaterial = resolveDoorSlotMaterial(node, 'panel')
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glassMaterial = resolveDoorSlotMaterial(node, 'glass')
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const {
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width,
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height,
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@@ -1,6 +1,8 @@
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import {
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type AnyNodeId,
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getEffectiveNode,
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type SceneMaterial,
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type SceneMaterialId,
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sceneRegistry,
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useInteractive,
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useLiveNodeOverrides,
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@@ -11,9 +13,12 @@ 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 {
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type ColorPreset,
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createSurfaceRoleMaterial,
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glassMaterial as defaultGlassMaterial,
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baseMaterial as getBaseMaterial,
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type RenderShading,
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resolveMaterialRef,
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} from '../../lib/materials'
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import useViewer from '../../store/use-viewer'
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@@ -21,6 +26,12 @@ import useViewer from '../../store/use-viewer'
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const hitboxMaterial = new THREE.MeshBasicMaterial({ visible: false })
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let baseMaterial = getBaseMaterial()
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let glassMaterial: THREE.Material = defaultGlassMaterial
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// Per-frame viewer state, captured so the per-node mesh builder (which runs
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// outside React) can resolve each window's slot materials.
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let currentShading: RenderShading = 'rendered'
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let currentTextures = true
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let currentColorPreset: ColorPreset = 'clay'
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let currentSceneMaterials: Record<SceneMaterialId, SceneMaterial> | undefined
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export const CASEMENT_WINDOW_SASH_NAME = 'casement-window-sash'
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export const FRENCH_CASEMENT_LEFT_SASH_NAME = 'french-casement-left-sash'
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export const FRENCH_CASEMENT_RIGHT_SASH_NAME = 'french-casement-right-sash'
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@@ -42,6 +53,7 @@ export const WindowSystem = () => {
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const shading = useViewer((state) => state.shading)
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const textures = useViewer((state) => state.textures)
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const colorPreset = useViewer((state) => state.colorPreset)
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const sceneMaterials = useScene((state) => state.materials)
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const materialRevisionRef = useRef<string | null>(null)
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// Subscribe so override-only updates re-run this component. Mirrors
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// WallSystem + DoorSystem.
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@@ -67,6 +79,18 @@ export const WindowSystem = () => {
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}
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})
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// Editing a scene material a window slot references must rebuild that window
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// (window meshes are built by this system, not <GeometrySystem>, so its
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// scene-material re-dirty doesn't cover them).
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useEffect(() => {
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const nodes = useScene.getState().nodes
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for (const node of Object.values(nodes)) {
|
||||
if (node?.type !== 'window') continue
|
||||
if (!nodeReferencesSceneMaterial(node)) continue
|
||||
useScene.getState().dirtyNodes.add(node.id as AnyNodeId)
|
||||
}
|
||||
}, [sceneMaterials])
|
||||
|
||||
useFrame(() => {
|
||||
if (dirtyNodes.size === 0) return
|
||||
baseMaterial = textures
|
||||
@@ -75,6 +99,10 @@ export const WindowSystem = () => {
|
||||
glassMaterial = textures
|
||||
? defaultGlassMaterial
|
||||
: createSurfaceRoleMaterial('glazing', colorPreset)
|
||||
currentShading = shading
|
||||
currentTextures = textures
|
||||
currentColorPreset = colorPreset
|
||||
currentSceneMaterials = sceneMaterials
|
||||
|
||||
const nodes = useScene.getState().nodes
|
||||
const dirtyWindowIds: AnyNodeId[] = []
|
||||
@@ -128,6 +156,46 @@ 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'
|
||||
return mesh
|
||||
}
|
||||
|
||||
function nodeReferencesSceneMaterial(node: { slots?: Record<string, string> }): boolean {
|
||||
const slots = node.slots
|
||||
if (!slots) return false
|
||||
for (const ref of Object.values(slots)) {
|
||||
if (typeof ref === 'string' && ref.startsWith('scene:')) return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
function windowSlotDefault(slotId: 'frame' | 'glass'): THREE.Material {
|
||||
if (slotId === 'glass') {
|
||||
return currentTextures
|
||||
? defaultGlassMaterial
|
||||
: createSurfaceRoleMaterial('glazing', currentColorPreset)
|
||||
}
|
||||
return currentTextures
|
||||
? getBaseMaterial(currentShading)
|
||||
: createSurfaceRoleMaterial('joinery', currentColorPreset)
|
||||
}
|
||||
|
||||
// Resolve a window's slot to a material: the `node.slots` override (colored mode
|
||||
// only) → the role/base default. Textures-off ignores overrides — the monochrome
|
||||
// escape hatch.
|
||||
function resolveWindowSlotMaterial(node: WindowNode, slotId: 'frame' | 'glass'): THREE.Material {
|
||||
const fallback = windowSlotDefault(slotId)
|
||||
if (!currentTextures) return fallback
|
||||
const ref = node.slots?.[slotId]
|
||||
if (!ref) return fallback
|
||||
return resolveMaterialRef(ref, currentSceneMaterials, currentShading) ?? fallback
|
||||
}
|
||||
|
||||
function addBox(
|
||||
parent: THREE.Object3D,
|
||||
material: THREE.Material,
|
||||
@@ -140,6 +208,7 @@ function addBox(
|
||||
) {
|
||||
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
|
||||
m.position.set(x, y, z)
|
||||
tagWindowSlot(m)
|
||||
parent.add(m)
|
||||
}
|
||||
|
||||
@@ -157,6 +226,7 @@ function addShape(
|
||||
})
|
||||
geometry.translate(0, 0, -depth / 2 + z)
|
||||
const mesh = new THREE.Mesh(geometry, material)
|
||||
tagWindowSlot(mesh)
|
||||
parent.add(mesh)
|
||||
}
|
||||
|
||||
@@ -3170,6 +3240,12 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
|
||||
mesh.remove(child)
|
||||
}
|
||||
|
||||
// Point the builder-facing frame/glass materials at this window's slot
|
||||
// overrides for the duration of its build (recomputed per node, so the next
|
||||
// window resets cleanly without a restore).
|
||||
baseMaterial = resolveWindowSlotMaterial(node, 'frame')
|
||||
glassMaterial = resolveWindowSlotMaterial(node, 'glass')
|
||||
|
||||
const {
|
||||
width,
|
||||
height,
|
||||
|
||||
Reference in New Issue
Block a user