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>
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co-authored by
Claude Opus 4.8
parent
737c4e9d1d
commit
9f1627e923
@@ -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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