81 lines
2.8 KiB
TypeScript

import {
getMaterialPresetByRef,
parseMaterialRef,
resolveMaterial,
type SceneMaterial,
type SceneMaterialId,
} from '@pascal-app/core'
import { float, mix, positionWorld, smoothstep } from 'three/tsl'
import { BackSide, FrontSide, MeshBasicNodeMaterial } from 'three/webgpu'
/**
* Ceiling material builders, shared by the renderer (mesh appearance) and the
* paint capability (hover preview). A ceiling is a flat tinted surface: the
* underside (`bottom`, seen from inside the room, `BackSide`) is opaque, while
* the `top` carries a transparent TSL grid overlay used while placing /
* selecting ceiling-hosted items. Both derive from a single colour, so slot
* painting resolves a colour and rebuilds these — it never applies a PBR map.
*/
const gridScale = 5
const gridX = positionWorld.x.mul(gridScale).fract()
const gridY = positionWorld.z.mul(gridScale).fract()
const lineWidth = 0.05
const lineX = smoothstep(lineWidth, 0, gridX).add(smoothstep(1.0 - lineWidth, 1.0, gridX))
const lineY = smoothstep(lineWidth, 0, gridY).add(smoothstep(1.0 - lineWidth, 1.0, gridY))
const gridPattern = lineX.max(lineY)
const gridOpacity = mix(float(0.2), float(0.6), gridPattern)
export type CeilingMaterials = {
topMaterial: MeshBasicNodeMaterial
bottomMaterial: MeshBasicNodeMaterial
}
function createCeilingMaterials(color = '#999999'): CeilingMaterials {
const topMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
depthWrite: false,
side: FrontSide,
})
topMaterial.opacityNode = gridOpacity
const bottomMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
side: BackSide,
})
return { topMaterial, bottomMaterial }
}
const ceilingMaterialCache = new Map<string, CeilingMaterials>()
export function getCeilingMaterials(color = '#999999'): CeilingMaterials {
const cached = ceilingMaterialCache.get(color)
if (cached) return cached
const materials = createCeilingMaterials(color)
ceilingMaterialCache.set(color, materials)
return materials
}
/**
* Resolve a slot `MaterialRef` to a flat colour for the ceiling surface.
* `library:` refs use the catalog preset's base colour; `scene:` refs use the
* stored material's colour. Returns null for a dangling / unparseable ref so
* the caller falls back to its default.
*/
export function ceilingColorFromRef(
ref: string | undefined,
sceneMaterials: Record<SceneMaterialId, SceneMaterial> | undefined,
): string | null {
const parsed = parseMaterialRef(ref)
if (!parsed) return null
if (parsed.kind === 'library') {
return getMaterialPresetByRef(ref)?.mapProperties.color ?? null
}
const sceneMaterial = sceneMaterials?.[parsed.id as SceneMaterialId]
if (!sceneMaterial) return null
return resolveMaterial(sceneMaterial.material).color ?? null
}