Wassim SAMAD 04f1b0d59e feat(editor): node-declared per-context snapping + contextual HUD + painter scope
Generify the snapping/modifier HUD off the FSM scope and node declarations
instead of wall-creation-shaped, leaking pills.

- Per-context snapping (`snappingModeByContext`, persisted): wall / item /
  polygon mode-sets with exclusive modes (grid | lines | angles | off), each
  doing exactly what its chip says. Context is node-declared via the new
  `NodeDefinition.snapProfile` ('item' | 'structural'); the resolver maps
  (profile × action) → context with no per-kind switch.
- Scope-driven HUD: helper-manager reads the interaction scope; reshaping
  (endpoint/curve/boundary) and item move get their own chip, no select-hint
  leak. Rotate R/T rounds to 45°; Alt = force-place only (hidden for
  structural kinds); Shift = cycle everywhere.
- Slab/ceiling drafting: Shift=cycle, mode-aware grid/angle, Enter finishes
  (minDraftVertices); polygon boundary vertex/edge drag begins a reshaping
  scope. Fix grid/angle being ignored on boundary edit + slab creation:
  make resolveSurfacePlanPointSnap exclusive (alignment gated on magnetic) so
  grid/angles keep the snapped fallback instead of the raw cursor.
- Painter application scope: node-derived (single/object/matching/room) from
  the hovered node, cyclable via Shift, single-source HUD chip.
- Remove the redundant GridSnapControl from view-toggles (grid step lives in
  the contextual HUD now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 14:23:15 -04:00

275 lines
9.8 KiB
TypeScript

import {
type AnyNode,
type AnyNodeId,
generateSceneMaterialId,
type MaterialSchema,
type PaintCapability,
type PaintPreviewArgs,
type PaintResolveArgs,
parseMaterialRef,
type SceneMaterial,
type SceneMaterialId,
sceneRegistry,
toSceneMaterialRef,
useScene,
} from '@pascal-app/core'
import { createMaterial, createMaterialFromPresetRef, useViewer } from '@pascal-app/viewer'
import { type Material, type Mesh, type Object3D, Raycaster } from 'three'
/**
* Shared paint capability for procedural kinds on the unified slot model
* (`node.slots: Record<slotId, MaterialRef>` + the shared scene-material
* palette) — the same data shape items derive from their GLB and the shelf
* declares via `capabilities.slots`. Distinct from `surface-paint.ts`, which
* writes the legacy inline `node.material` copy the plan is retiring.
*
* The commit / resolve / effective-material logic is identical across kinds;
* only the slot-resolution from a pointer hit and the mesh preview differ, so
* those are injected per kind.
*/
type SlotsNode = AnyNode & { slots?: Record<string, string> }
function deepEqual(a: unknown, b: unknown): boolean {
if (Object.is(a, b)) return true
if (typeof a !== typeof b) return false
if (a === null || b === null) return false
if (Array.isArray(a) || Array.isArray(b)) {
if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
for (let index = 0; index < a.length; index += 1) {
if (!deepEqual(a[index], b[index])) return false
}
return true
}
if (typeof a === 'object') {
const aRecord = a as Record<string, unknown>
const bRecord = b as Record<string, unknown>
const aKeys = Object.keys(aRecord)
const bKeys = Object.keys(bRecord)
if (aKeys.length !== bKeys.length) return false
for (const key of aKeys) {
if (!Object.hasOwn(bRecord, key)) return false
if (!deepEqual(aRecord[key], bRecord[key])) return false
}
return true
}
return false
}
function findMatchingSceneMaterial(
materials: Record<SceneMaterialId, SceneMaterial>,
material: MaterialSchema,
): SceneMaterial | null {
for (const sceneMaterial of Object.values(materials)) {
if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
}
return null
}
function commitSlotPaint(
node: SlotsNode,
role: string,
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): void {
const nodeId = node.id as AnyNodeId
const state = useScene.getState()
const currentNode = (state.nodes[nodeId] as SlotsNode | undefined) ?? node
let ref: string | undefined
let newSceneMaterial: SceneMaterial | null = null
if (material === undefined && materialPreset === undefined) {
ref = undefined
} else if (materialPreset) {
ref = materialPreset
} else if (material) {
const existing = findMatchingSceneMaterial(state.materials, material)
if (existing) {
ref = toSceneMaterialRef(existing.id)
} else {
const id = generateSceneMaterialId()
newSceneMaterial = {
id,
name: `Material ${Object.keys(state.materials).length + 1}`,
material,
}
ref = toSceneMaterialRef(id)
}
} else {
return
}
const nextSlots = { ...(currentNode.slots ?? {}) }
if (ref) nextSlots[role] = ref
else delete nextSlots[role]
if (newSceneMaterial) {
// Creating the scene material and setting the slot ref are one logical
// edit, so apply both in a single `set` — zundo records one history entry,
// and one undo removes both the ref and its (now orphaned) material.
const sceneMaterial = newSceneMaterial
useScene.setState((s) => {
if (s.readOnly) return s
const node2 = s.nodes[nodeId] as SlotsNode | undefined
if (!node2) return s
return {
materials: { ...s.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
nodes: {
...s.nodes,
[nodeId]: { ...node2, slots: nextSlots } as AnyNode,
},
}
})
useScene.getState().markDirty(nodeId)
return
}
state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
}
/** Preview material for a slot paint — mirrors the commit's resolution. */
export function buildSlotPreviewMaterial(
material: MaterialSchema | undefined,
materialPreset: string | undefined,
): Material | null {
const shading = useViewer.getState().shading
if (materialPreset) {
const parsed = parseMaterialRef(materialPreset)
if (parsed?.kind === 'scene') {
const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
return sceneMaterial ? createMaterial(sceneMaterial.material, shading) : null
}
return createMaterialFromPresetRef(materialPreset, shading)
}
if (material) return createMaterial(material, shading)
return null
}
/**
* Preview for kinds whose meshes are produced by `def.geometry` and tagged
* with `userData.slotId` (+ `__fromGeometry`). Swaps every builder mesh whose
* slot matches `role`, leaving hosted-child meshes (which can carry a colliding
* `userData.slotId` from their own GLB) untouched.
*/
export function previewGeometrySlot(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
const userData = mesh.userData as { slotId?: string | null; __fromGeometry?: boolean }
if (userData.__fromGeometry !== true) return
if (userData.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]?.()
}
}
/**
* 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]?.()
}
}
// Reused across calls — set from the pointer ray each time.
const subtreeRaycaster = new Raycaster()
/**
* Resolve the slot for a kind whose paint hit lands on a proud opening proxy
* (door/window: a 1m-deep invisible cutout that wins the scene raycast over the
* wall in front of the recessed body) rather than the part itself. Re-raycasts
* the kind's OWN registered subtree (ignoring everything else) and returns the
* first tagged sub-mesh under the cursor; falls back to the direct hit's slot
* (e.g. a proud part the scene raycast hit directly).
*/
export function resolveSlotByReRaycast(args: PaintResolveArgs): string | null {
const direct = (args.hitObject?.userData as { slotId?: string } | undefined)?.slotId
if (typeof direct === 'string') return direct
const root = sceneRegistry.nodes.get(args.node.id as AnyNodeId)
if (!root || !args.ray) return null
subtreeRaycaster.ray.copy(args.ray)
for (const hit of subtreeRaycaster.intersectObject(root, true)) {
const slot = (hit.object.userData as { slotId?: string }).slotId
if (typeof slot === 'string') return slot
}
return null
}
export type SlotPaintConfig = {
/** Resolve the slot id for a pointer hit (`null` = not paintable here). */
resolveRole: (args: PaintResolveArgs) => string | null
/** Apply a preview to the registered mesh subtree for `role`. */
applyPreview: (args: PaintPreviewArgs) => (() => void) | null
/**
* Optional legacy fallback for the picker's current-value indicator — read
* when no `node.slots[role]` ref exists yet (e.g. a scene painted before the
* kind moved onto the slot model still carries inline `material`/`preset`).
*/
legacyEffective?: (
node: AnyNode,
role: string,
) => { material: MaterialSchema | undefined; materialPreset: string | undefined } | null
/** Opt into the painter's `room` application scope (walls, slabs). */
roomScope?: boolean
}
export function createSlotPaintCapability(config: SlotPaintConfig): PaintCapability {
return {
roomScope: config.roomScope,
resolveRole: config.resolveRole,
buildPatch: ({ node, role, materialPreset }) => {
const slots = { ...((node as SlotsNode).slots ?? {}) }
if (materialPreset) slots[role] = materialPreset
else delete slots[role]
return { slots } as Partial<AnyNode>
},
commit: ({ node, role, material, materialPreset }) =>
commitSlotPaint(node as SlotsNode, role, material, materialPreset),
applyPreview: config.applyPreview,
getEffectiveMaterial: ({ node, role }) => {
const ref = (node as SlotsNode).slots?.[role]
const parsed = parseMaterialRef(ref)
if (parsed) {
if (parsed.kind === 'library') return { material: undefined, materialPreset: ref }
const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
if (sceneMaterial) return { material: sceneMaterial.material, materialPreset: undefined }
}
return config.legacyEffective?.(node, role) ?? null
},
}
}