immersive2/docs/NAMING_CONVENTIONS.md
Michael Mainguy bda0735c7f Add WebXR rendering mode toggle with 4 modes
Implemented a single button in the toolbox that cycles through four rendering modes:
1. Lightmap + Lighting - diffuseColor + lightmapTexture with lighting enabled
2. Emissive Texture - emissiveColor + emissiveTexture with lighting disabled (default)
3. Flat Color - emissiveColor only with lighting disabled
4. Diffuse + Lights - diffuseColor with two dynamic scene lights enabled

Features:
- Single clickable button displays current mode and cycles to next on click
- Automatically manages two scene lights (HemisphericLight + PointLight) for Diffuse + Lights mode
- UI materials (buttons, handles, labels) are excluded from mode changes to remain readable
- Button positioned below color grid with user-adjusted scaling
- Added comprehensive naming conventions documentation
- Updated inspector hotkey to Ctrl+Shift+I

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 10:36:03 -06:00

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# Naming Conventions
## Tool and Material Naming
This document describes the naming conventions used for tools, materials, and related entities in the immersive WebXR application.
## Material Naming
Materials follow a consistent naming pattern based on their color:
**Format:** `material-{color}`
**Where:**
- `{color}` is the hex string representation of the material's color (e.g., `#ff0000` for red)
**Examples:**
- `material-#ff0000` - Red material
- `material-#00ff00` - Green material
- `material-#222222` - Dark gray material
**Implementation:**
```typescript
const material = new StandardMaterial("material-" + color.toHexString(), scene);
```
**Location:** Materials are created in:
- `src/toolbox/functions/buildColor.ts` - For toolbox color swatches
- `src/diagram/functions/buildMeshFromDiagramEntity.ts` - Fallback material creation via `buildMissingMaterial()`
## Tool Mesh Naming
Tool meshes use a compound naming pattern that includes both the tool type and color:
**Format:** `tool-{toolId}`
**Where:**
- `{toolId}` = `{toolType}-{color}`
- `{toolType}` is a value from the `ToolType` enum (e.g., `BOX`, `SPHERE`, `CYLINDER`, `CONE`, `PLANE`, `PERSON`)
- `{color}` is the hex string representation of the tool's color
**Examples:**
- `tool-BOX-#ff0000` - Red box tool
- `tool-SPHERE-#00ff00` - Green sphere tool
- `tool-CYLINDER-#0000ff` - Blue cylinder tool
- `tool-PLANE-#ffff00` - Yellow plane tool
**Implementation:**
```typescript
function toolId(tool: ToolType, color: Color3) {
return tool + "-" + color.toHexString();
}
const newItem = await buildMesh(tool, `tool-${id}`, colorParent.getScene());
// For example: `tool-BOX-#ff0000`
```
**Location:** Tool meshes are created in `src/toolbox/functions/buildTool.ts`
## Tool Colors
The application uses 16 predefined colors for the toolbox:
```typescript
const colors: string[] = [
"#222222", "#8b4513", "#006400", "#778899", // Row 1: Dark gray, Brown, Dark green, Light slate gray
"#4b0082", "#ff0000", "#ffa500", "#ffff00", // Row 2: Indigo, Red, Orange, Yellow
"#00ff00", "#00ffff", "#0000ff", "#ff00ff", // Row 3: Green, Cyan, Blue, Magenta
"#1e90ff", "#98fb98", "#ffe4b5", "#ff69b4" // Row 4: Dodger blue, Pale green, Moccasin, Hot pink
]
```
## Tool Types
Available tool types from the `ToolType` enum:
- `BOX` - Cube mesh
- `SPHERE` - Sphere mesh
- `CYLINDER` - Cylinder mesh
- `CONE` - Cone mesh
- `PLANE` - Flat plane mesh
- `PERSON` - Person/avatar mesh
## Material Color Access
When accessing material colors, use this priority order to handle both current and legacy materials:
```typescript
// For StandardMaterial
const stdMat = material as StandardMaterial;
const materialColor = stdMat.emissiveColor || stdMat.diffuseColor;
// Current rendering uses emissiveColor
// Legacy materials may have diffuseColor instead
```
## Rendering Modes
Materials can be rendered in three different modes, affecting how color properties are used:
### 1. Lightmap with Lighting
- Uses `diffuseColor` + `lightmapTexture`
- `disableLighting = false`
- Most expensive performance-wise
- Provides lighting illusion with actual lighting calculations
### 2. Unlit with Emissive Texture (Default)
- Uses `emissiveColor` + `emissiveTexture` (lightmap)
- `disableLighting = true`
- Best balance of visual quality and performance
- Provides lighting illusion without lighting calculations
### 3. Flat Emissive
- Uses only `emissiveColor`
- `disableLighting = true`
- Best performance
- No lighting illusion, flat shading
## Instance Naming
Instanced meshes (created from tool templates) follow this pattern:
**Format:** `tool-instance-{toolId}`
**Example:**
```typescript
const instance = new InstancedMesh("tool-instance-" + id, newItem);
// For example: `tool-instance-BOX-#ff0000`
```
These instances share materials with their source mesh and are used for visual feedback before creating actual diagram entities.
## Related Files
- `src/toolbox/functions/buildTool.ts` - Tool mesh creation and naming
- `src/toolbox/functions/buildColor.ts` - Material creation and color management
- `src/diagram/functions/buildMeshFromDiagramEntity.ts` - Diagram entity instantiation
- `src/toolbox/types/toolType.ts` - ToolType enum definition
- `src/util/lightmapGenerator.ts` - Lightmap texture generation and caching
- `src/util/renderingMode.ts` - Rendering mode enum and labels