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
+4
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@@ -41,6 +41,10 @@ export const DoorNode = BaseNode.extend({
id: objectId('door'), id: objectId('door'),
type: nodeType('door'), type: nodeType('door'),
material: MaterialSchema.optional(), material: MaterialSchema.optional(),
// Per-slot material overrides on the unified slot model. Keys: `panel` (the
// door body), `glass`. Value = a `MaterialRef` (`library:<id>` / `scene:<id>`).
// Absent = the body/glass default. Mirrors `ShelfNode.slots`.
slots: z.record(z.string(), z.string()).optional(),
position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]), position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]), rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
+4
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@@ -21,6 +21,10 @@ export const WindowNode = BaseNode.extend({
id: objectId('window'), id: objectId('window'),
type: nodeType('window'), type: nodeType('window'),
material: MaterialSchema.optional(), material: MaterialSchema.optional(),
// Per-slot material overrides on the unified slot model. Keys: `frame`,
// `glass`. Value = a `MaterialRef` (`library:<id>` / `scene:<id>`). Absent =
// the frame/glass default. Mirrors `ShelfNode.slots`.
slots: z.record(z.string(), z.string()).optional(),
position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]), position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]), rotation: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
@@ -1088,7 +1088,7 @@ export const SelectionManager = () => {
} }
} }
const disabledNodeTypes = ['window', 'door', 'zone'] const disabledNodeTypes = ['zone']
if (disabledNodeTypes.includes(node.type)) { if (disabledNodeTypes.includes(node.type)) {
return { return {
key: `${node.type}:${node.id}:unsupported`, key: `${node.type}:${node.id}:unsupported`,
+6
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@@ -12,8 +12,10 @@ import { scaleHandleHeight } from './door-math'
import { buildDoorFloorplan } from './floorplan' import { buildDoorFloorplan } from './floorplan'
import { doorWidthAffordance } from './floorplan-affordances' import { doorWidthAffordance } from './floorplan-affordances'
import { doorFloorplanMoveTarget } from './floorplan-move' import { doorFloorplanMoveTarget } from './floorplan-move'
import { doorPaint } from './paint'
import { doorParametrics } from './parametrics' import { doorParametrics } from './parametrics'
import { DoorNode } from './schema' import { DoorNode } from './schema'
import { doorSlots } from './slots'
const SIDE_HANDLE_OFFSET = 0.24 const SIDE_HANDLE_OFFSET = 0.24
const HEIGHT_HANDLE_OFFSET = 0.24 const HEIGHT_HANDLE_OFFSET = 0.24
@@ -174,6 +176,10 @@ export const doorDefinition: NodeDefinition<typeof DoorNode> = {
// placed. Host apps strip these at preset-save time via // placed. Host apps strip these at preset-save time via
// `getHostRefFields(def)`. // `getHostRefFields(def)`.
hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'], hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'],
// Panel / glass slots painted through the registry. The door system tags
// each mesh with its `userData.slotId`; paint writes `node.slots`.
slots: () => doorSlots(),
paint: doorPaint,
}, },
parametrics: doorParametrics, parametrics: doorParametrics,
+17
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@@ -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,
})
+19
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@@ -0,0 +1,19 @@
import type { SlotDeclaration } from '@pascal-app/core'
export type DoorSlotId = 'panel' | 'glass'
// Picker swatches. Rendering falls back to the live body/glass defaults (which
// already track shading + theme), so these are just the indicator colours.
const PANEL_DEFAULT = '#f2f0ed'
const GLASS_DEFAULT = '#87ceeb'
/**
* A door exposes two paintable slots: `panel` (the door body — frame casing +
* leaf) and `glass`. The opening reveal keeps its own material.
*/
export function doorSlots(): SlotDeclaration[] {
return [
{ slotId: 'panel', label: 'Panel', default: PANEL_DEFAULT },
{ slotId: 'glass', label: 'Glass', default: GLASS_DEFAULT },
]
}
+28
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@@ -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 = { export type SlotPaintConfig = {
/** Resolve the slot id for a pointer hit (`null` = not paintable here). */ /** Resolve the slot id for a pointer hit (`null` = not paintable here). */
resolveRole: (args: PaintResolveArgs) => string | null resolveRole: (args: PaintResolveArgs) => string | null
+6
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@@ -11,8 +11,10 @@ import { buildRoofWallOpeningCut } from '../shared/roof-wall-opening-cut'
import { buildWindowFloorplan } from './floorplan' import { buildWindowFloorplan } from './floorplan'
import { windowWidthAffordance } from './floorplan-affordances' import { windowWidthAffordance } from './floorplan-affordances'
import { windowFloorplanMoveTarget } from './floorplan-move' import { windowFloorplanMoveTarget } from './floorplan-move'
import { windowPaint } from './paint'
import { windowParametrics } from './parametrics' import { windowParametrics } from './parametrics'
import { WindowNode } from './schema' import { WindowNode } from './schema'
import { windowSlots } from './slots'
const SIDE_HANDLE_OFFSET = 0.24 const SIDE_HANDLE_OFFSET = 0.24
const HEIGHT_HANDLE_OFFSET = 0.24 const HEIGHT_HANDLE_OFFSET = 0.24
@@ -162,6 +164,10 @@ export const windowDefinition: NodeDefinition<typeof WindowNode> = {
// `wallId` / `roofSegmentId` are re-derived from the surface under // `wallId` / `roofSegmentId` are re-derived from the surface under
// the cursor at preset placement time — see door for the pattern. // the cursor at preset placement time — see door for the pattern.
hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'], hostRefFields: ['wallId', 'roofSegmentId', 'roofFace'],
// Frame / glass slots painted through the registry. The window system tags
// each mesh with its `userData.slotId`; paint writes `node.slots`.
slots: () => windowSlots(),
paint: windowPaint,
}, },
parametrics: windowParametrics, parametrics: windowParametrics,
+17
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@@ -0,0 +1,17 @@
import type { PaintResolveArgs } from '@pascal-app/core'
import { createSlotPaintCapability, previewSlotByUserData } from '../shared/slot-paint'
/**
* Window paint on the unified slot model. The window's viewer system tags each
* built mesh with `userData.slotId` (`frame` / `glass`), so the role resolves
* straight from the pointer hit; commit writes `node.slots[slotId]`.
*/
function resolveWindowRole(args: PaintResolveArgs): string | null {
const slotId = (args.hitObject?.userData as { slotId?: string | null } | undefined)?.slotId
return typeof slotId === 'string' ? slotId : null
}
export const windowPaint = createSlotPaintCapability({
resolveRole: resolveWindowRole,
applyPreview: previewSlotByUserData,
})
+16
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@@ -0,0 +1,16 @@
import type { SlotDeclaration } from '@pascal-app/core'
export type WindowSlotId = 'frame' | 'glass'
// Picker swatches. Rendering falls back to the live frame/glass defaults (which
// already track shading + theme), so these are just the indicator colours.
const FRAME_DEFAULT = '#f2f0ed'
const GLASS_DEFAULT = '#87ceeb'
/** A window exposes two paintable slots: the joinery frame and the glass. */
export function windowSlots(): SlotDeclaration[] {
return [
{ slotId: 'frame', label: 'Frame', default: FRAME_DEFAULT },
{ slotId: 'glass', label: 'Glass', default: GLASS_DEFAULT },
]
}
@@ -5,6 +5,8 @@ import {
DoorNode as DoorNodeSchema, DoorNode as DoorNodeSchema,
getDoorRenderOpenAmount, getDoorRenderOpenAmount,
getEffectiveNode, getEffectiveNode,
type SceneMaterial,
type SceneMaterialId,
sceneRegistry, sceneRegistry,
useInteractive, useInteractive,
useLiveNodeOverrides, useLiveNodeOverrides,
@@ -14,9 +16,12 @@ import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react' import { useEffect, useRef } from 'react'
import * as THREE from 'three' import * as THREE from 'three'
import { import {
type ColorPreset,
createSurfaceRoleMaterial, createSurfaceRoleMaterial,
glassMaterial as defaultGlassMaterial, glassMaterial as defaultGlassMaterial,
baseMaterial as getBaseMaterial, baseMaterial as getBaseMaterial,
type RenderShading,
resolveMaterialRef,
} from '../../lib/materials' } from '../../lib/materials'
import useViewer from '../../store/use-viewer' import useViewer from '../../store/use-viewer'
@@ -26,6 +31,12 @@ const defaultRevealMaterial = new THREE.MeshBasicMaterial({ color: '#7f766c' })
let baseMaterial = getBaseMaterial() let baseMaterial = getBaseMaterial()
let revealMaterial: THREE.Material = defaultRevealMaterial let revealMaterial: THREE.Material = defaultRevealMaterial
let glassMaterial: THREE.Material = defaultGlassMaterial let glassMaterial: THREE.Material = defaultGlassMaterial
// Per-frame viewer state, captured so the per-node mesh builder (which runs
// outside React) can resolve each door's slot materials.
let currentShading: RenderShading = 'rendered'
let currentTextures = true
let currentColorPreset: ColorPreset = 'clay'
let currentSceneMaterials: Record<SceneMaterialId, SceneMaterial> | undefined
const DOOR_RENDER_DEFAULTS = DoorNodeSchema.parse({ id: 'door_render_default' }) const DOOR_RENDER_DEFAULTS = DoorNodeSchema.parse({ id: 'door_render_default' })
const MAX_DOOR_REBUILDS_PER_FRAME = 16 const MAX_DOOR_REBUILDS_PER_FRAME = 16
@@ -50,6 +61,7 @@ export const DoorSystem = () => {
const shading = useViewer((state) => state.shading) const shading = useViewer((state) => state.shading)
const textures = useViewer((state) => state.textures) const textures = useViewer((state) => state.textures)
const colorPreset = useViewer((state) => state.colorPreset) const colorPreset = useViewer((state) => state.colorPreset)
const sceneMaterials = useScene((state) => state.materials)
const materialRevisionRef = useRef<string | null>(null) const materialRevisionRef = useRef<string | null>(null)
// Subscribe so an override-only update (no scene write) still re-runs // Subscribe so an override-only update (no scene write) still re-runs
// the component, letting the gate below pick up the latest dirtyNodes // the component, letting the gate below pick up the latest dirtyNodes
@@ -75,12 +87,27 @@ export const DoorSystem = () => {
} }
}) })
// Editing a scene material a door slot references must rebuild that door
// (door meshes are built by this system, not <GeometrySystem>).
useEffect(() => {
const nodes = useScene.getState().nodes
for (const node of Object.values(nodes)) {
if (node?.type !== 'door') continue
if (!nodeReferencesSceneMaterial(node)) continue
useScene.getState().dirtyNodes.add(node.id as AnyNodeId)
}
}, [sceneMaterials])
useFrame(() => { useFrame(() => {
if (dirtyNodes.size === 0) return if (dirtyNodes.size === 0) return
const frameJoineryMaterial = createSurfaceRoleMaterial('joinery', colorPreset) const frameJoineryMaterial = createSurfaceRoleMaterial('joinery', colorPreset)
baseMaterial = textures ? getBaseMaterial(shading) : frameJoineryMaterial baseMaterial = textures ? getBaseMaterial(shading) : frameJoineryMaterial
revealMaterial = textures ? defaultRevealMaterial : frameJoineryMaterial revealMaterial = textures ? defaultRevealMaterial : frameJoineryMaterial
glassMaterial = textures ? defaultGlassMaterial : frameJoineryMaterial glassMaterial = textures ? defaultGlassMaterial : frameJoineryMaterial
currentShading = shading
currentTextures = textures
currentColorPreset = colorPreset
currentSceneMaterials = sceneMaterials
const nodes = useScene.getState().nodes const nodes = useScene.getState().nodes
const dirtyDoorIds: AnyNodeId[] = [] const dirtyDoorIds: AnyNodeId[] = []
@@ -134,6 +161,40 @@ export const DoorSystem = () => {
return null return null
} }
// A door exposes two slots: `panel` (the door body — frame casing + leaf, all
// built with `baseMaterial`) and `glass`. The reveal (opening depth) is left on
// its own material and isn't painted. Tag each mesh by which material it got.
function tagDoorSlot(mesh: THREE.Mesh): THREE.Mesh {
if (mesh.material === glassMaterial) mesh.userData.slotId = 'glass'
else if (mesh.material === baseMaterial) mesh.userData.slotId = 'panel'
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 doorSlotDefault(slotId: 'panel' | 'glass'): THREE.Material {
if (!currentTextures) return createSurfaceRoleMaterial('joinery', currentColorPreset)
return slotId === 'glass' ? defaultGlassMaterial : getBaseMaterial(currentShading)
}
// Resolve a door's slot to a material: the `node.slots` override (colored mode
// only) → the body/glass default. Textures-off ignores overrides — the
// monochrome escape hatch.
function resolveDoorSlotMaterial(node: DoorNode, slotId: 'panel' | 'glass'): THREE.Material {
const fallback = doorSlotDefault(slotId)
if (!currentTextures) return fallback
const ref = node.slots?.[slotId]
if (!ref) return fallback
return resolveMaterialRef(ref, currentSceneMaterials, currentShading) ?? fallback
}
function addBox( function addBox(
parent: THREE.Object3D, parent: THREE.Object3D,
material: THREE.Material, material: THREE.Material,
@@ -146,6 +207,7 @@ function addBox(
) { ) {
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material) const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
m.position.set(x, y, z) m.position.set(x, y, z)
tagDoorSlot(m)
parent.add(m) parent.add(m)
} }
@@ -163,6 +225,7 @@ function addRotatedBox(
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material) const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
m.position.set(x, y, z) m.position.set(x, y, z)
m.rotation.y = rotationY m.rotation.y = rotationY
tagDoorSlot(m)
parent.add(m) parent.add(m)
} }
@@ -180,6 +243,7 @@ function addBoxWithRotation(
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material) const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
m.position.set(x, y, z) m.position.set(x, y, z)
m.rotation.set(rotation[0], rotation[1], rotation[2]) m.rotation.set(rotation[0], rotation[1], rotation[2])
tagDoorSlot(m)
parent.add(m) parent.add(m)
} }
@@ -196,6 +260,7 @@ function addShape(
}) })
geometry.translate(0, 0, -depth / 2) geometry.translate(0, 0, -depth / 2)
const mesh = new THREE.Mesh(geometry, material) const mesh = new THREE.Mesh(geometry, material)
tagDoorSlot(mesh)
parent.add(mesh) parent.add(mesh)
} }
@@ -215,6 +280,7 @@ function addShapeAt(
}) })
geometry.translate(x, y, z - depth / 2) geometry.translate(x, y, z - depth / 2)
const mesh = new THREE.Mesh(geometry, material) const mesh = new THREE.Mesh(geometry, material)
tagDoorSlot(mesh)
parent.add(mesh) parent.add(mesh)
} }
@@ -1968,6 +2034,12 @@ function updateDoorMesh(rawNode: DoorNode, mesh: THREE.Mesh) {
mesh.remove(child) mesh.remove(child)
} }
// Point the builder-facing body/glass materials at this door's slot overrides
// for the duration of its build (recomputed per node, so the next door resets
// cleanly without a restore). Reveal keeps its own material.
baseMaterial = resolveDoorSlotMaterial(node, 'panel')
glassMaterial = resolveDoorSlotMaterial(node, 'glass')
const { const {
width, width,
height, height,
@@ -1,6 +1,8 @@
import { import {
type AnyNodeId, type AnyNodeId,
getEffectiveNode, getEffectiveNode,
type SceneMaterial,
type SceneMaterialId,
sceneRegistry, sceneRegistry,
useInteractive, useInteractive,
useLiveNodeOverrides, useLiveNodeOverrides,
@@ -11,9 +13,12 @@ import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react' import { useEffect, useRef } from 'react'
import * as THREE from 'three' import * as THREE from 'three'
import { import {
type ColorPreset,
createSurfaceRoleMaterial, createSurfaceRoleMaterial,
glassMaterial as defaultGlassMaterial, glassMaterial as defaultGlassMaterial,
baseMaterial as getBaseMaterial, baseMaterial as getBaseMaterial,
type RenderShading,
resolveMaterialRef,
} from '../../lib/materials' } from '../../lib/materials'
import useViewer from '../../store/use-viewer' import useViewer from '../../store/use-viewer'
@@ -21,6 +26,12 @@ import useViewer from '../../store/use-viewer'
const hitboxMaterial = new THREE.MeshBasicMaterial({ visible: false }) const hitboxMaterial = new THREE.MeshBasicMaterial({ visible: false })
let baseMaterial = getBaseMaterial() let baseMaterial = getBaseMaterial()
let glassMaterial: THREE.Material = defaultGlassMaterial let glassMaterial: THREE.Material = defaultGlassMaterial
// Per-frame viewer state, captured so the per-node mesh builder (which runs
// outside React) can resolve each window's slot materials.
let currentShading: RenderShading = 'rendered'
let currentTextures = true
let currentColorPreset: ColorPreset = 'clay'
let currentSceneMaterials: Record<SceneMaterialId, SceneMaterial> | undefined
export const CASEMENT_WINDOW_SASH_NAME = 'casement-window-sash' export const CASEMENT_WINDOW_SASH_NAME = 'casement-window-sash'
export const FRENCH_CASEMENT_LEFT_SASH_NAME = 'french-casement-left-sash' export const FRENCH_CASEMENT_LEFT_SASH_NAME = 'french-casement-left-sash'
export const FRENCH_CASEMENT_RIGHT_SASH_NAME = 'french-casement-right-sash' export const FRENCH_CASEMENT_RIGHT_SASH_NAME = 'french-casement-right-sash'
@@ -42,6 +53,7 @@ export const WindowSystem = () => {
const shading = useViewer((state) => state.shading) const shading = useViewer((state) => state.shading)
const textures = useViewer((state) => state.textures) const textures = useViewer((state) => state.textures)
const colorPreset = useViewer((state) => state.colorPreset) const colorPreset = useViewer((state) => state.colorPreset)
const sceneMaterials = useScene((state) => state.materials)
const materialRevisionRef = useRef<string | null>(null) const materialRevisionRef = useRef<string | null>(null)
// Subscribe so override-only updates re-run this component. Mirrors // Subscribe so override-only updates re-run this component. Mirrors
// WallSystem + DoorSystem. // WallSystem + DoorSystem.
@@ -67,6 +79,18 @@ export const WindowSystem = () => {
} }
}) })
// Editing a scene material a window slot references must rebuild that window
// (window meshes are built by this system, not <GeometrySystem>, so its
// scene-material re-dirty doesn't cover them).
useEffect(() => {
const nodes = useScene.getState().nodes
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(() => { useFrame(() => {
if (dirtyNodes.size === 0) return if (dirtyNodes.size === 0) return
baseMaterial = textures baseMaterial = textures
@@ -75,6 +99,10 @@ export const WindowSystem = () => {
glassMaterial = textures glassMaterial = textures
? defaultGlassMaterial ? defaultGlassMaterial
: createSurfaceRoleMaterial('glazing', colorPreset) : createSurfaceRoleMaterial('glazing', colorPreset)
currentShading = shading
currentTextures = textures
currentColorPreset = colorPreset
currentSceneMaterials = sceneMaterials
const nodes = useScene.getState().nodes const nodes = useScene.getState().nodes
const dirtyWindowIds: AnyNodeId[] = [] const dirtyWindowIds: AnyNodeId[] = []
@@ -128,6 +156,46 @@ export const WindowSystem = () => {
return null 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( function addBox(
parent: THREE.Object3D, parent: THREE.Object3D,
material: THREE.Material, material: THREE.Material,
@@ -140,6 +208,7 @@ function addBox(
) { ) {
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material) const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
m.position.set(x, y, z) m.position.set(x, y, z)
tagWindowSlot(m)
parent.add(m) parent.add(m)
} }
@@ -157,6 +226,7 @@ function addShape(
}) })
geometry.translate(0, 0, -depth / 2 + z) geometry.translate(0, 0, -depth / 2 + z)
const mesh = new THREE.Mesh(geometry, material) const mesh = new THREE.Mesh(geometry, material)
tagWindowSlot(mesh)
parent.add(mesh) parent.add(mesh)
} }
@@ -3170,6 +3240,12 @@ function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
mesh.remove(child) 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 { const {
width, width,
height, height,