Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot): - Per-part painting: door = panel/frame/glass/hardware, window = frame/glass, each independently paintable. The recessed door/window body sits behind the wall, so the proud invisible cutout wins the scene raycast over the wall and the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the cursor via a re-eval (idempotent, no flicker). - Door frame is its own slot (separate frameMaterial); hardware = new flat 'metal-chrome'. - Library defaults (generic): panel/frame -> library:preset-softwhite, glass -> library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons the WebGPU MRT pass; it's the only glass we use). - Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal metalness 1 -> 0.6 so metals are lit by existing lights (no env needed). - World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts, so finishes tile at real-world scale instead of stretching. - PaintResolveArgs gains an optional for subtree re-raycasting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
17 lines
578 B
TypeScript
17 lines
578 B
TypeScript
import {
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createSlotPaintCapability,
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previewSlotByUserData,
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resolveSlotByReRaycast,
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} from '../shared/slot-paint'
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/**
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* Door paint on the unified slot model. The door's opening proxy (a proud,
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* invisible cutout) wins the shared scene raycast over the wall in front of the
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* recessed door body, so `resolveSlotByReRaycast` re-raycasts the door's own
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* subtree to find the part (panel / frame / glass / hardware) under the cursor.
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*/
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export const doorPaint = createSlotPaintCapability({
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resolveRole: resolveSlotByReRaycast,
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applyPreview: previewSlotByUserData,
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})
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