Wassim SAMAD 967a905e3b feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)
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>
2026-06-17 07:51:37 -04:00

43 lines
1.5 KiB
TypeScript

import {
type AnyNode,
type CeilingNode,
getMaterialPresetByRef,
resolveMaterial,
} from '@pascal-app/core'
import type { Mesh } from 'three'
import { createSlotPaintCapability } from '../shared/slot-paint'
import { getCeilingMaterials } from './materials'
/**
* Ceiling paint on the unified slot model. A ceiling has one paintable surface,
* so every hit resolves to `surface`; commit writes `node.slots.surface`. The
* preview swaps the registered underside mesh to the ceiling's own flat-tinted
* material (built `BackSide`, the way it renders), so the hover preview matches
* the committed result — a generic PBR preview would be invisible from below.
*/
export const ceilingPaint = createSlotPaintCapability({
resolveRole: () => 'surface',
applyPreview: ({ material, materialPreset, root }) => {
const color = materialPreset
? (getMaterialPresetByRef(materialPreset)?.mapProperties.color ?? null)
: material
? (resolveMaterial(material).color ?? null)
: null
if (!color) return () => {}
const mesh = root as Mesh
if (!mesh.isMesh) return null
const previous = mesh.material
mesh.material = getCeilingMaterials(color).bottomMaterial
return () => {
mesh.material = previous
}
},
legacyEffective: (node: AnyNode) => {
const ceiling = node as CeilingNode
if (ceiling.materialPreset || ceiling.material) {
return { material: ceiling.material, materialPreset: ceiling.materialPreset }
}
return null
},
})