Proves the unified (nodeId, slotId) slot contract on a procedural generator, beyond items and walls. A shelf now exposes three paintable slots — shelves / frame / back — painted through the same PaintCapability dispatch and the same node.slots: Record<slotId, MaterialRef> shape items use. Foundation (shared, reusable by future procedural kinds): - core: SlotDeclaration type + capabilities.slots(node) registry declaration; GeometryContext gains `materials` so a pure builder can resolve scene:<id> slot refs without importing useScene. - viewer GeometrySystem: threads the scene material library into every builder ctx, and re-dirties (bypassing the geometryKey skip) any geometry node that references a scene material when that material changes — so editing a custom colour propagates to every shelf using it, matching items. Shelf: - schema: slots: Record<string, MaterialRef> (mirrors ItemNode). - geometry: per-slot material resolution (slot override -> legacy whole-shelf -> declared default colour); every mesh stamped with userData.slotId; DEFAULT_SHELF_MATERIAL retired (declared default gives identical off-white). - paint.ts: PaintCapability (resolveRole from userData.slotId, scene-material commit for one-off colours, preview restricted to __fromGeometry meshes so hosted items aren't ghosted, getEffectiveMaterial incl. legacy fallback). - definition: paint + slots capabilities; slots folded into geometryKey. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
219 lines
6.9 KiB
TypeScript
219 lines
6.9 KiB
TypeScript
import {
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type AnyNode,
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type AnyNodeId,
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generateSceneMaterialId,
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type MaterialSchema,
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type PaintCapability,
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parseMaterialRef,
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type SceneMaterial,
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type SceneMaterialId,
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type ShelfNode,
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toSceneMaterialRef,
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useScene,
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} from '@pascal-app/core'
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import { createMaterial, createMaterialFromPresetRef, useViewer } from '@pascal-app/viewer'
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import type { Material, Mesh } from 'three'
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type ShelfSlotUserData = {
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slotId?: string | null
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}
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function deepEqual(a: unknown, b: unknown): boolean {
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if (Object.is(a, b)) return true
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if (typeof a !== typeof b) return false
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if (a === null || b === null) return false
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if (Array.isArray(a) || Array.isArray(b)) {
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if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
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for (let index = 0; index < a.length; index += 1) {
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if (!deepEqual(a[index], b[index])) return false
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}
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return true
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}
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if (typeof a === 'object') {
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const aRecord = a as Record<string, unknown>
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const bRecord = b as Record<string, unknown>
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const aKeys = Object.keys(aRecord)
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const bKeys = Object.keys(bRecord)
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if (aKeys.length !== bKeys.length) return false
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for (const key of aKeys) {
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if (!Object.hasOwn(bRecord, key)) return false
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if (!deepEqual(aRecord[key], bRecord[key])) return false
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}
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return true
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}
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return false
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}
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function resolveShelfSlotId(args: { hitObject?: { userData?: ShelfSlotUserData } }): string | null {
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const slotId = args.hitObject?.userData?.slotId
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return typeof slotId === 'string' ? slotId : null
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}
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function buildShelfSlotsPatch(
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node: ShelfNode,
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role: string,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): Partial<ShelfNode> {
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const slots = { ...(node.slots ?? {}) }
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if (material === undefined && materialPreset === undefined) {
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delete slots[role]
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return { slots }
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}
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if (materialPreset) {
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slots[role] = materialPreset
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return { slots }
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}
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return { slots }
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}
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function findMatchingSceneMaterial(
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materials: Record<SceneMaterialId, SceneMaterial>,
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material: MaterialSchema,
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): SceneMaterial | null {
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for (const sceneMaterial of Object.values(materials)) {
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if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
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}
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return null
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}
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function commitNewSceneMaterialAndSlots(
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nodeId: AnyNodeId,
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nextSlots: ShelfNode['slots'],
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sceneMaterial: SceneMaterial,
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): void {
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// Creating the scene material and setting the slot ref are one logical
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// edit, so apply both in a single `set` — zundo records one history entry,
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// and one undo removes both the ref and its (now orphaned) material.
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useScene.setState((state) => {
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if (state.readOnly) return state
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const currentNode = state.nodes[nodeId]
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if (currentNode?.type !== 'shelf') return state
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return {
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materials: { ...state.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
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nodes: {
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...state.nodes,
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[nodeId]: { ...currentNode, slots: nextSlots } as AnyNode,
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},
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}
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})
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useScene.getState().markDirty(nodeId)
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}
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function commitShelfPaint(
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node: ShelfNode,
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role: string,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): void {
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const nodeId = node.id as AnyNodeId
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const state = useScene.getState()
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const currentNode = (state.nodes[nodeId] as ShelfNode | undefined) ?? node
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let ref: string | undefined
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let newSceneMaterial: SceneMaterial | null = null
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if (material === undefined && materialPreset === undefined) {
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ref = undefined
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} else if (materialPreset) {
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ref = materialPreset
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} else if (material) {
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const existing = findMatchingSceneMaterial(state.materials, material)
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if (existing) {
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ref = toSceneMaterialRef(existing.id)
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} else {
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const id = generateSceneMaterialId()
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newSceneMaterial = {
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id,
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name: `Material ${Object.keys(state.materials).length + 1}`,
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material,
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}
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ref = toSceneMaterialRef(id)
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}
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} else {
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return
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}
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const nextSlots = { ...(currentNode.slots ?? {}) }
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if (ref) nextSlots[role] = ref
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else delete nextSlots[role]
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if (newSceneMaterial) {
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commitNewSceneMaterialAndSlots(nodeId, nextSlots, newSceneMaterial)
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return
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}
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state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
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}
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function buildPreviewMaterial(
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): Material | null {
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const shading = useViewer.getState().shading
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if (materialPreset) return createMaterialFromPresetRef(materialPreset, shading)
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if (material) return createMaterial(material, shading)
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return null
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}
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function applyShelfPreview(
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role: string,
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root: import('three').Object3D,
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material: MaterialSchema | undefined,
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materialPreset: string | undefined,
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): (() => void) | null {
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const previewMaterial = buildPreviewMaterial(material, materialPreset)
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if (!previewMaterial) return () => {}
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const restores: Array<() => void> = []
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root.traverse((object) => {
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const mesh = object as Mesh
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if (!mesh.isMesh) return
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const userData = mesh.userData as ShelfSlotUserData & { __fromGeometry?: boolean }
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// Only the shelf's own builder meshes — never hosted item children, whose
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// GLB meshes can carry a colliding `userData.slotId` (slot_frame, etc.).
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if (userData.__fromGeometry !== true) return
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if (userData.slotId !== role) return
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const previous = mesh.material
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mesh.material = previewMaterial
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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) {
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restores[index]?.()
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}
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}
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}
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export const shelfPaint: PaintCapability = {
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resolveRole: ({ hitObject }) =>
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resolveShelfSlotId({ hitObject: hitObject as { userData?: ShelfSlotUserData } }),
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buildPatch: ({ node, role, material, materialPreset }) =>
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buildShelfSlotsPatch(node as ShelfNode, role, material, materialPreset) as Partial<AnyNode>,
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commit: ({ node, role, material, materialPreset }) =>
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commitShelfPaint(node as ShelfNode, role, material, materialPreset),
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applyPreview: ({ role, root, material, materialPreset }) =>
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applyShelfPreview(role, root, material, materialPreset),
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getEffectiveMaterial: ({ node, role }) => {
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const shelf = node as ShelfNode
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const parsed = parseMaterialRef(shelf.slots?.[role])
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if (parsed) {
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if (parsed.kind === 'library') {
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return { material: undefined, materialPreset: shelf.slots?.[role] }
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}
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const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
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if (sceneMaterial) return { material: sceneMaterial.material, materialPreset: undefined }
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}
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// No (or dangling) slot ref — surface the legacy whole-shelf paint the
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// geometry builder still falls back to, so the picker matches what renders.
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if (shelf.materialPreset || shelf.material) {
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return { material: shelf.material, materialPreset: shelf.materialPreset }
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}
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return null
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},
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}
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