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>
275 lines
9.8 KiB
TypeScript
275 lines
9.8 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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type PaintPreviewArgs,
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type PaintResolveArgs,
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parseMaterialRef,
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type SceneMaterial,
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type SceneMaterialId,
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sceneRegistry,
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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, type Mesh, type Object3D, Raycaster } from 'three'
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/**
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* Shared paint capability for procedural kinds on the unified slot model
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* (`node.slots: Record<slotId, MaterialRef>` + the shared scene-material
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* palette) — the same data shape items derive from their GLB and the shelf
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* declares via `capabilities.slots`. Distinct from `surface-paint.ts`, which
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* writes the legacy inline `node.material` copy the plan is retiring.
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*
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* The commit / resolve / effective-material logic is identical across kinds;
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* only the slot-resolution from a pointer hit and the mesh preview differ, so
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* those are injected per kind.
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*/
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type SlotsNode = AnyNode & { slots?: Record<string, string> }
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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 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 commitSlotPaint(
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node: SlotsNode,
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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 SlotsNode | 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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// 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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const sceneMaterial = newSceneMaterial
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useScene.setState((s) => {
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if (s.readOnly) return s
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const node2 = s.nodes[nodeId] as SlotsNode | undefined
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if (!node2) return s
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return {
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materials: { ...s.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
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nodes: {
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...s.nodes,
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[nodeId]: { ...node2, 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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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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/** Preview material for a slot paint — mirrors the commit's resolution. */
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export function buildSlotPreviewMaterial(
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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) {
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const parsed = parseMaterialRef(materialPreset)
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if (parsed?.kind === 'scene') {
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const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
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return sceneMaterial ? createMaterial(sceneMaterial.material, shading) : null
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}
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return createMaterialFromPresetRef(materialPreset, shading)
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}
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if (material) return createMaterial(material, shading)
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return null
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}
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/**
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* Preview for kinds whose meshes are produced by `def.geometry` and tagged
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* with `userData.slotId` (+ `__fromGeometry`). Swaps every builder mesh whose
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* slot matches `role`, leaving hosted-child meshes (which can carry a colliding
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* `userData.slotId` from their own GLB) untouched.
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*/
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export function previewGeometrySlot(args: PaintPreviewArgs): (() => void) | null {
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const { role, root, material, materialPreset } = args
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const preview = buildSlotPreviewMaterial(material, materialPreset)
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if (!preview) return () => {}
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const restores: Array<() => void> = []
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;(root as Object3D).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 { slotId?: string | null; __fromGeometry?: boolean }
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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 = preview
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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) restores[index]?.()
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}
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}
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/**
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* Preview for kinds whose meshes are built by a viewer system (window, door)
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* and tagged with `userData.slotId` — no `__fromGeometry` marker and no hosted
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* children to guard against, so it swaps every mesh whose slot matches `role`.
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*/
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export function previewSlotByUserData(args: PaintPreviewArgs): (() => void) | null {
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const { role, root, material, materialPreset } = args
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const preview = buildSlotPreviewMaterial(material, materialPreset)
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if (!preview) return () => {}
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const restores: Array<() => void> = []
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;(root as Object3D).traverse((object) => {
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const mesh = object as Mesh
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if (!mesh.isMesh) return
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if ((mesh.userData as { slotId?: string | null }).slotId !== role) return
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const previous = mesh.material
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mesh.material = preview
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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) restores[index]?.()
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}
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}
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// Reused across calls — set from the pointer ray each time.
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const subtreeRaycaster = new Raycaster()
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/**
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* Resolve the slot for a kind whose paint hit lands on a proud opening proxy
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* (door/window: a 1m-deep invisible cutout that wins the scene raycast over the
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* wall in front of the recessed body) rather than the part itself. Re-raycasts
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* the kind's OWN registered subtree (ignoring everything else) and returns the
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* first tagged sub-mesh under the cursor; falls back to the direct hit's slot
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* (e.g. a proud part the scene raycast hit directly).
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*/
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export function resolveSlotByReRaycast(args: PaintResolveArgs): string | null {
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const direct = (args.hitObject?.userData as { slotId?: string } | undefined)?.slotId
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if (typeof direct === 'string') return direct
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const root = sceneRegistry.nodes.get(args.node.id as AnyNodeId)
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if (!root || !args.ray) return null
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subtreeRaycaster.ray.copy(args.ray)
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for (const hit of subtreeRaycaster.intersectObject(root, true)) {
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const slot = (hit.object.userData as { slotId?: string }).slotId
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if (typeof slot === 'string') return slot
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}
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return null
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}
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export type SlotPaintConfig = {
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/** Resolve the slot id for a pointer hit (`null` = not paintable here). */
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resolveRole: (args: PaintResolveArgs) => string | null
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/** Apply a preview to the registered mesh subtree for `role`. */
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applyPreview: (args: PaintPreviewArgs) => (() => void) | null
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/**
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* Optional legacy fallback for the picker's current-value indicator — read
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* when no `node.slots[role]` ref exists yet (e.g. a scene painted before the
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* kind moved onto the slot model still carries inline `material`/`preset`).
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*/
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legacyEffective?: (
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node: AnyNode,
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role: string,
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) => { material: MaterialSchema | undefined; materialPreset: string | undefined } | null
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/** Opt into the painter's `room` application scope (walls, slabs). */
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roomScope?: boolean
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}
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export function createSlotPaintCapability(config: SlotPaintConfig): PaintCapability {
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return {
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roomScope: config.roomScope,
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resolveRole: config.resolveRole,
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buildPatch: ({ node, role, materialPreset }) => {
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const slots = { ...((node as SlotsNode).slots ?? {}) }
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if (materialPreset) slots[role] = materialPreset
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else delete slots[role]
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return { slots } as Partial<AnyNode>
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},
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commit: ({ node, role, material, materialPreset }) =>
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commitSlotPaint(node as SlotsNode, role, material, materialPreset),
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applyPreview: config.applyPreview,
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getEffectiveMaterial: ({ node, role }) => {
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const ref = (node as SlotsNode).slots?.[role]
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const parsed = parseMaterialRef(ref)
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if (parsed) {
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if (parsed.kind === 'library') return { material: undefined, materialPreset: ref }
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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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return config.legacyEffective?.(node, role) ?? null
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},
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}
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}
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