feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)#417
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…all (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>
…e, slab=wood plank 48, ceiling=soft white) - material-library: add 'concrete-plate' KTX2 finish (512, fabric/leather-style pipeline) + editor-app texture mirror. - viewer: shared resolveSlotDefaultMaterial(colour|library ref) so a kind's slot default can be a catalog finish, not just a flat colour. - wall default -> library:concrete-plate (interior + exterior). - slab default -> library:wood-woodplank48 (slab geometry resolves it via the shared helper). - ceiling default -> soft white #f2eee6 (ceiling renders flat-tinted). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…panel/glass) Windows and doors build all visuals in their viewer systems from module-global materials, so this threads per-node slot materials + userData.slotId tags through those builders without restructuring them: - window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) + 'glass'; the opening reveal keeps its own material. - Each system captures per-frame viewer state, then updateWindow/DoorMesh points the builder-facing base/glass materials at the node's resolved slot override (recomputed per node, so the next node resets without a restore). Meshes are auto-tagged in the shared addBox/addShape helpers by which material they got. - Textures-off still collapses to the role material (escape hatch); a slot override only applies in colored mode. - Editing a referenced scene material re-dirties the window/door (these systems aren't covered by GeometrySystem's scene-material re-dirty). - New paint capabilities (resolve role from userData.slotId, preview by userData.slotId) + capabilities.slots; window/door dropped from the paint disabled list. Shared previewSlotByUserData helper. Defaults unchanged: unpainted windows/doors render exactly as before (the slot fallback is the existing frame/glass material), so no visual regression. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…dren The window/door root is an invisible hitbox the system gives full-depth BoxGeometry; its front face intercepted every paint/hover ray, so the hit resolved to the hitbox (no slotId) → role null → paint silently disabled. Disable the hitbox's own raycast in the visual path so R3F's recursive intersect returns the tagged frame/glass (panel/glass) children instead; selection still works because those child hits bubble to the root's event handlers. Restored to the default raycast each build, and kept for 'opening' windows/doors (no visuals to paint, still need a selectable hitbox). The 'cutout' child is visible=false so the raycaster already skips it. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…nt debug logs - post-processing: hoverHighlightMode was a dependency of the pipeline-build effect, so every hover rebuilt the entire pipeline. The hover style is already pushed to uniforms in a separate effect, so the rebuild was pure waste — removed it from the deps (and the build log). - selection-manager: temporary [paint-debug] logs for window/door hover to trace why their paint dispatch drops (to be removed once diagnosed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…nt hits the slots The real interceptor was the 'cutout' mesh, not the hitbox: it's a 1m-deep CSG helper whose front face sits 0.5m proud of the glass, and current three.js raycasts invisible meshes — so every paint/hover ray resolved to 'cutout' (no slotId → role null). Disable its raycast; combined with the hitbox noop, paint/hover rays now land on the tagged frame/glass (panel/glass) children. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…world-scale UVs Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot): - Per-part painting: door = panel/frame/glass/hardware, window = frame/glass, each independently paintable. The recessed door/window body sits behind the wall, so the proud invisible cutout wins the scene raycast over the wall and the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the cursor via a re-eval (idempotent, no flicker). - Door frame is its own slot (separate frameMaterial); hardware = new flat 'metal-chrome'. - Library defaults (generic): panel/frame -> library:preset-softwhite, glass -> library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons the WebGPU MRT pass; it's the only glass we use). - Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal metalness 1 -> 0.6 so metals are lit by existing lights (no env needed). - World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts, so finishes tile at real-world scale instead of stretching. - PaintResolveArgs gains an optional for subtree re-raycasting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inject an EditorEnvironment wrapper (drei prefiltered sunset HDRI at environmentIntensity 0.6) as a child of the editor Viewer, not baked into the Viewer component, so read-only/embed viewers stay lightweight. This gives PBR metals their reflections and lifts lighting on vertical walls that flat directional + hemisphere lights cannot. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the editor-only EditorEnvironment wrapper with a SceneEnvironment component exported from @pascal-app/viewer, mounted as an opt-in <Viewer> child (still not baked into the Viewer component). One source of truth the editor and the community public viewer both inject; embed/thumbnail surfaces simply don't mount it. Sunset preset at environmentIntensity 0.6. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Extends phase 5 (procedural slots) from the shelf to slab, ceiling, and wall — the tractable, per-node-resolved kinds. Window + door (their visuals are built from global materials in large viewer systems) are a separate follow-up.
What
Each kind now declares its paintable slots with a declarative default and is painted on the unified
node.slotscontract (the shape items + shelf already use):nodes/src/shared/slot-paint.ts— anode.slots-basedPaintCapabilityfactory. Commit (create-scene-material-and-set-ref, single undo), resolve, and effective-material are generic; preview is injected per kind. Distinct fromsurface-paint.ts, which writes the legacy inlinenode.materialthe plan is retiring.slotsschema field;def.geometryresolvesnode.slots.surface→ legacymaterial/preset→ declared default, tags the meshuserData.slotId;slabPaint+capabilities.slots. RetiresDEFAULT_SLAB_MATERIALin the slab path.slotsschema field; material builders extracted toceiling/materials.ts(shared by renderer + paint preview, builtBackSideso the hover preview is visible from below); renderer resolves the slot;ceilingPaint+capabilities.slots.WALL_SLOT_DEFAULTin core; the viewer'sgetMaterialsForWallrenders an unpainted face with its declared default instead of the themed wall role;capabilities.slots(interior/exterior). The inline interior/exterior paint fields are unchanged — migrating those intonode.slotsis a later step.selection-manager+material-paint: slab/ceiling dropped from the legacy single-surface arms (now registry-driven).Behavior change (intended)
Matches the shelf precedent and 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 defaults are trivially tunable (one constant per kind) or settable to alibrary:finish. Textures-off (monochrome) role collapse is unchanged — the guaranteed escape hatch.Verification
bun run check-typesgreen across all packages;bun testgreen (nodes 169, core 524).🤖 Generated with Claude Code