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
@@ -0,0 +1,17 @@
|
||||
import type { PaintResolveArgs } from '@pascal-app/core'
|
||||
import { createSlotPaintCapability, previewSlotByUserData } from '../shared/slot-paint'
|
||||
|
||||
/**
|
||||
* Door paint on the unified slot model. The door's viewer system tags each built
|
||||
* mesh with `userData.slotId` (`panel` / `glass`), so the role resolves straight
|
||||
* from the pointer hit; commit writes `node.slots[slotId]`.
|
||||
*/
|
||||
function resolveDoorRole(args: PaintResolveArgs): string | null {
|
||||
const slotId = (args.hitObject?.userData as { slotId?: string | null } | undefined)?.slotId
|
||||
return typeof slotId === 'string' ? slotId : null
|
||||
}
|
||||
|
||||
export const doorPaint = createSlotPaintCapability({
|
||||
resolveRole: resolveDoorRole,
|
||||
applyPreview: previewSlotByUserData,
|
||||
})
|
||||
Reference in New Issue
Block a user