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:
Wassim SAMAD
2026-06-17 08:54:18 -04:00
co-authored by Claude Opus 4.8
parent 737c4e9d1d
commit 9f1627e923
12 changed files with 266 additions and 1 deletions
+28
View File
@@ -169,6 +169,34 @@ export function previewGeometrySlot(args: PaintPreviewArgs): (() => void) | null
}
}
/**
* Preview for kinds whose meshes are built by a viewer system (window, door)
* and tagged with `userData.slotId` — no `__fromGeometry` marker and no hosted
* children to guard against, so it swaps every mesh whose slot matches `role`.
*/
export function previewSlotByUserData(args: PaintPreviewArgs): (() => void) | null {
const { role, root, material, materialPreset } = args
const preview = buildSlotPreviewMaterial(material, materialPreset)
if (!preview) return () => {}
const restores: Array<() => void> = []
;(root as Object3D).traverse((object) => {
const mesh = object as Mesh
if (!mesh.isMesh) return
if ((mesh.userData as { slotId?: string | null }).slotId !== role) return
const previous = mesh.material
mesh.material = preview
restores.push(() => {
mesh.material = previous
})
})
if (restores.length === 0) return null
return () => {
for (let index = restores.length - 1; index >= 0; index -= 1) restores[index]?.()
}
}
export type SlotPaintConfig = {
/** Resolve the slot id for a pointer hit (`null` = not paintable here). */
resolveRole: (args: PaintResolveArgs) => string | null