Brings slab, ceiling, and wall onto the unified slot contract the shelf established, so each declares its paintable slots with a declarative default and (slab/ceiling) is painted through the registry capabilities.paint dispatch. - Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based PaintCapability factory (commit/resolve/effective generic; preview injected). Distinct from surface-paint.ts, which writes the legacy inline node.material. - slab: schema slots; def.geometry resolves node.slots.surface -> legacy material -> declared default, tags the mesh userData.slotId; slabPaint + capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path. - ceiling: schema slots; material builders extracted to ceiling/materials.ts (shared by renderer + paint preview, built BackSide so the hover preview is visible from below); renderer resolves the slot; ceilingPaint + slots. - wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an unpainted face with its declared default instead of the themed wall role; capabilities.slots (interior/exterior). wallPaint's inline interior/exterior fields are unchanged (node.slots migration is a later step). - selection-manager + material-paint: drop slab/ceiling from the legacy single-surface arms (now registry-driven). Behavior change (intended, matches the shelf precedent + the phase-5 plan): colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The textures-off (monochrome) role collapse is unchanged — the escape hatch. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
34 lines
1.5 KiB
TypeScript
34 lines
1.5 KiB
TypeScript
import dedent from 'dedent'
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import { z } from 'zod'
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import { BaseNode, nodeType, objectId } from '../base'
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import { MaterialSchema } from '../material'
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import { ItemNode } from './item'
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import { SurfaceHoleMetadata } from './surface-hole-metadata'
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export const CeilingNode = BaseNode.extend({
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id: objectId('ceiling'),
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type: nodeType('ceiling'),
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children: z.array(ItemNode.shape.id).default([]),
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material: MaterialSchema.optional(),
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materialPreset: z.string().optional(),
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// Per-slot material overrides on the unified slot model, mirroring
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// `ShelfNode.slots`. Key = slot id (`surface`), value = a `MaterialRef`
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// (`library:<id>` / `scene:<id>`). Absent = the declared slot default.
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slots: z.record(z.string(), z.string()).optional(),
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polygon: z.array(z.tuple([z.number(), z.number()])),
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holes: z.array(z.array(z.tuple([z.number(), z.number()]))).default([]),
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holeMetadata: z.array(SurfaceHoleMetadata).default([]),
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height: z.number().default(2.5), // Height in meters
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autoFromWalls: z.boolean().default(false),
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}).describe(
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dedent`
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Ceiling node - used to represent a ceiling in the building
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- polygon: array of [x, z] points defining the ceiling boundary
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- holes: array of polygons representing holes in the ceiling
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- holeMetadata: metadata parallel to holes, used to preserve manual and auto-managed cutouts
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- autoFromWalls: whether the ceiling is automatically generated from a closed wall loop
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`,
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)
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export type CeilingNode = z.infer<typeof CeilingNode>
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