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
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737c4e9d1d
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9f1627e923
@@ -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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