feat(paint-slots): paintable slots on the procedural shelf (phase 5)
Proves the unified (nodeId, slotId) slot contract on a procedural generator, beyond items and walls. A shelf now exposes three paintable slots — shelves / frame / back — painted through the same PaintCapability dispatch and the same node.slots: Record<slotId, MaterialRef> shape items use. Foundation (shared, reusable by future procedural kinds): - core: SlotDeclaration type + capabilities.slots(node) registry declaration; GeometryContext gains `materials` so a pure builder can resolve scene:<id> slot refs without importing useScene. - viewer GeometrySystem: threads the scene material library into every builder ctx, and re-dirties (bypassing the geometryKey skip) any geometry node that references a scene material when that material changes — so editing a custom colour propagates to every shelf using it, matching items. Shelf: - schema: slots: Record<string, MaterialRef> (mirrors ItemNode). - geometry: per-slot material resolution (slot override -> legacy whole-shelf -> declared default colour); every mesh stamped with userData.slotId; DEFAULT_SHELF_MATERIAL retired (declared default gives identical off-white). - paint.ts: PaintCapability (resolveRole from userData.slotId, scene-material commit for one-off colours, preview restricted to __fromGeometry meshes so hosted items aren't ghosted, getEffectiveMaterial incl. legacy fallback). - definition: paint + slots capabilities; slots folded into geometryKey. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
89a7232a67
commit
101341d98d
@@ -4,8 +4,10 @@ import { buildShelfFloorplan } from './floorplan'
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import { shelfResizeAffordance, shelfRotateAffordance } from './floorplan-affordances'
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import { shelfFloorplanMoveTarget } from './floorplan-move'
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import { buildShelfGeometry, shelfRowSurfaceYs } from './geometry'
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import { shelfPaint } from './paint'
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import { shelfParametrics } from './parametrics'
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import { ShelfNode } from './schema'
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import { shelfSlots } from './slots'
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const SIDE_HANDLE_OFFSET = 0.18
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const HEIGHT_HANDLE_OFFSET = 0.22
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@@ -155,8 +157,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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withBottom: true,
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bracketStyle: 'minimal',
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// material / materialPreset left undefined — geometry falls back to
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// `DEFAULT_SHELF_MATERIAL` (off-white), and paint mode writes the
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// chosen catalog material into these fields.
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// the per-slot off-white default, and slot paint mode writes chosen
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// catalog materials into `slots`.
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}),
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capabilities: {
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@@ -183,6 +185,8 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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paint: shelfPaint,
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slots: (n) => shelfSlots(n as ShelfNode),
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// Slab elevation lift via the generic `<FloorElevationSystem>` — a
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// shelf sitting over a raised slab visually rests on top of it.
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floorPlaced: {
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@@ -233,6 +237,7 @@ export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
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s.bracketStyle,
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s.material,
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s.materialPreset,
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JSON.stringify(s.slots ?? null),
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])
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},
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floorplan: buildShelfFloorplan,
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@@ -109,7 +109,7 @@ export const shelfFloorplanMoveTarget: FloorplanMoveTarget<ShelfNode> = ({ node,
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},
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canCommit() {
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const live = useScene.getState().nodes[shelfId] as ShelfNode | undefined
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if (!live || live.type !== 'shelf') return false
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if (live?.type !== 'shelf') return false
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return !(lastPosition[0] === originalPosition[0] && lastPosition[2] === originalPosition[2])
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},
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}
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@@ -1,14 +1,15 @@
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import { getMaterialPresetByRef } from '@pascal-app/core'
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import { type GeometryContext, getMaterialPresetByRef } from '@pascal-app/core'
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import {
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applyMaterialPresetToMaterials,
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createDefaultMaterial,
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createMaterial,
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DEFAULT_SHELF_MATERIAL,
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type RenderShading,
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resolveMaterialRef,
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} from '@pascal-app/viewer'
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import { BoxGeometry, FrontSide, Group, type Material, Mesh } from 'three'
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import { BoxGeometry, Group, type Material, Mesh } from 'three'
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import { sanitizeShelfDimensions } from './dimensions'
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import type { ShelfNode } from './schema'
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import { SHELF_SLOT_DEFAULT_COLOR, type ShelfSlotId } from './slots'
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/**
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* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
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@@ -23,75 +24,72 @@ import type { ShelfNode } from './schema'
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* index arrays directly, and lets AI-generated nodes follow the same
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* shape with no editor-specific knowledge.
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*
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* Materials: the kind exposes a single paintable surface via
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* `node.material` / `node.materialPreset` — same shape walls / slabs /
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* stairs use. When neither is set, every mesh shares the
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* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the
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* library preset's properties land on a cloned material here. The cache
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* key includes the preset / material signature so paint changes
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* invalidate without stomping unrelated shelves.
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* Materials: the kind exposes per-slot paintable surfaces through
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* `node.slots`, while `node.material` / `node.materialPreset` remain as
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* legacy whole-shelf fallbacks. Every generated mesh is tagged with the
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* slot it belongs to so paint mode can target shelves, frame, or back.
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*
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* Style dispatch lives at the top of the function; each style helper
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* mutates the same `group`.
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*/
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type ShelfMaterial = Material & {
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depthWrite: boolean
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type ShelfSlotMaterials = Record<ShelfSlotId, Material>
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function getShelfSlotMaterial(
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node: ShelfNode,
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slotId: ShelfSlotId,
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materials: GeometryContext['materials'],
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shading: RenderShading,
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): Material {
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const ref = node.slots?.[slotId]
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if (ref) {
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const resolved = resolveMaterialRef(ref, materials, shading)
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if (resolved) return resolved
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}
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// Legacy whole-shelf paint applies to every slot when set (no per-slot override).
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if (node.materialPreset) {
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const preset = getMaterialPresetByRef(node.materialPreset)
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if (preset) {
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const base = createDefaultMaterial('#ffffff', 0.5, shading)
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applyMaterialPresetToMaterials(base, preset)
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return base
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}
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}
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if (node.material) return createMaterial(node.material, shading)
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return createDefaultMaterial(SHELF_SLOT_DEFAULT_COLOR, 0.9, shading)
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}
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const shelfMaterialCache = new Map<string, Material>()
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function getShelfMaterial(node: ShelfNode, shading: RenderShading): Material {
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const cacheKey = JSON.stringify({
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shading,
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material: node.material ?? null,
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materialPreset: node.materialPreset ?? null,
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})
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const cached = shelfMaterialCache.get(cacheKey)
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if (cached) return cached
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const preset = getMaterialPresetByRef(node.materialPreset)
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const material = preset
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? createDefaultMaterial('#ffffff', 0.5, shading)
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: node.material
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? createMaterial(node.material, shading).clone()
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: DEFAULT_SHELF_MATERIAL(shading).clone()
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if (preset) {
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applyMaterialPresetToMaterials(material, preset)
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}
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const shelfMaterial = material as ShelfMaterial
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shelfMaterial.side = FrontSide
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shelfMaterial.depthWrite = true
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shelfMaterial.needsUpdate = true
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shelfMaterialCache.set(cacheKey, material)
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return material
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function stampShelfSlot(mesh: Mesh, slotId: ShelfSlotId): Mesh {
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mesh.userData.slotId = slotId
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return mesh
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}
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export function buildShelfGeometry(
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rawNode: ShelfNode,
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_ctx?: unknown,
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ctx?: GeometryContext,
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shading: RenderShading = 'rendered',
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): Group {
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const node = sanitizeShelfDimensions(rawNode)
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const group = new Group()
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group.name = 'shelf-geometry'
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const material = getShelfMaterial(node, shading)
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const materials: ShelfSlotMaterials = {
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shelves: getShelfSlotMaterial(node, 'shelves', ctx?.materials, shading),
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frame: getShelfSlotMaterial(node, 'frame', ctx?.materials, shading),
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back: getShelfSlotMaterial(node, 'back', ctx?.materials, shading),
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}
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switch (node.style) {
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case 'wall-shelf':
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buildWallShelf(group, node, material)
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buildWallShelf(group, node, materials)
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break
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case 'bookshelf':
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buildBookshelf(group, node, material)
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buildBookshelf(group, node, materials)
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break
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case 'open-rack':
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buildOpenRack(group, node, material)
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buildOpenRack(group, node, materials)
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break
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case 'cubby':
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buildCubby(group, node, material)
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buildCubby(group, node, materials)
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break
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}
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@@ -112,9 +110,12 @@ export function buildShelfGeometry(
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* evenly-spaced boards from `height/rows` up to `height`. Brackets
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* span from floor to the topmost board.
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*/
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function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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function buildWallShelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material)
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const board = stampShelfSlot(
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new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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@@ -131,7 +132,10 @@ function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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for (const sign of [-1, 1] as const) {
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const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material)
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const bracket = stampShelfSlot(
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new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), materials.frame),
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'frame',
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)
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bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
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bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
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group.add(bracket)
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@@ -144,20 +148,26 @@ function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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* `withSides === false`, side panels become slim corner posts (a rack
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* silhouette).
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*/
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function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
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function buildBookshelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
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// Top + bottom + intermediate boards
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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const board = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.withBottom) {
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const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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const bottom = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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bottom.name = 'shelf-board-bottom'
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bottom.position.set(0, node.thickness / 2, 0)
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group.add(bottom)
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@@ -166,17 +176,23 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
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// Side panels (or corner posts) — span the full unit height.
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if (node.withSides) {
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for (const sign of [-1, 1] as const) {
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const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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const side = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
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'frame',
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)
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side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
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side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
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group.add(side)
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}
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} else {
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addCornerPosts(group, node, material, unitHeight, 'rack')
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addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
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}
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if (node.withBack) {
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const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
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const back = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), materials.back),
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'back',
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)
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back.name = 'shelf-back'
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back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
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group.add(back)
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@@ -187,7 +203,10 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
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const colStep = innerWidth / node.columns
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for (let c = 1; c < node.columns; c++) {
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const x = -innerWidth / 2 + c * colStep
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const divider = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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const divider = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
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'frame',
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)
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divider.name = `shelf-divider-col-${c}`
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divider.position.set(x, unitHeight / 2, 0)
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group.add(divider)
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@@ -200,26 +219,32 @@ function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
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* X-brace on the back face for stability. `withSides` / `bracketStyle`
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* are ignored (the rack defines its own posts).
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*/
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function buildOpenRack(group: Group, node: ShelfNode, material: Material) {
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function buildOpenRack(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width
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const boardThickness = Math.max(0.02, node.thickness * 0.8)
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), material)
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const board = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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addCornerPosts(group, node, material, unitHeight, 'rack')
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addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
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if (node.withBack) {
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const braceThickness = Math.max(0.015, node.thickness * 0.6)
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for (const y of [boardThickness, unitHeight - boardThickness] as const) {
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const brace = new Mesh(
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new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
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material,
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const brace = stampShelfSlot(
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new Mesh(
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new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
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materials.frame,
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),
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'frame',
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)
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brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
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brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
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@@ -233,32 +258,44 @@ function buildOpenRack(group: Group, node: ShelfNode, material: Material) {
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* boards + vertical dividers. `withBack` / `withSides` are forced on
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* because the cubby shape requires them.
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*/
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function buildCubby(group: Group, node: ShelfNode, material: Material) {
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function buildCubby(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width - 2 * node.thickness
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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const board = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.withBottom) {
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const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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const bottom = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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bottom.name = 'shelf-board-bottom'
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bottom.position.set(0, node.thickness / 2, 0)
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group.add(bottom)
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}
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for (const sign of [-1, 1] as const) {
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const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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const side = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
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'frame',
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)
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side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
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side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
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group.add(side)
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}
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const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
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const back = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), materials.back),
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'back',
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)
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back.name = 'shelf-back'
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back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
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group.add(back)
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@@ -273,9 +310,9 @@ function buildCubby(group: Group, node: ShelfNode, material: Material) {
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if (dividerHeight <= 0) continue
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for (let c = 1; c < node.columns; c++) {
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const x = -innerWidth / 2 + c * colStep
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const divider = new Mesh(
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new BoxGeometry(node.thickness, dividerHeight, node.depth),
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material,
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const divider = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, dividerHeight, node.depth), materials.frame),
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'frame',
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)
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divider.name = `shelf-divider-${r}-${c}`
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divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
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@@ -324,7 +361,10 @@ function addCornerPosts(
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const inset = postThickness / 2
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for (const xSign of [-1, 1] as const) {
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for (const zSign of [-1, 1] as const) {
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const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material)
|
||||
const post = stampShelfSlot(
|
||||
new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material),
|
||||
'frame',
|
||||
)
|
||||
post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
|
||||
post.position.set(
|
||||
xSign * (node.width / 2 - inset),
|
||||
|
||||
@@ -0,0 +1,218 @@
|
||||
import {
|
||||
type AnyNode,
|
||||
type AnyNodeId,
|
||||
generateSceneMaterialId,
|
||||
type MaterialSchema,
|
||||
type PaintCapability,
|
||||
parseMaterialRef,
|
||||
type SceneMaterial,
|
||||
type SceneMaterialId,
|
||||
type ShelfNode,
|
||||
toSceneMaterialRef,
|
||||
useScene,
|
||||
} from '@pascal-app/core'
|
||||
import { createMaterial, createMaterialFromPresetRef, useViewer } from '@pascal-app/viewer'
|
||||
import type { Material, Mesh } from 'three'
|
||||
|
||||
type ShelfSlotUserData = {
|
||||
slotId?: string | null
|
||||
}
|
||||
|
||||
function deepEqual(a: unknown, b: unknown): boolean {
|
||||
if (Object.is(a, b)) return true
|
||||
if (typeof a !== typeof b) return false
|
||||
if (a === null || b === null) return false
|
||||
if (Array.isArray(a) || Array.isArray(b)) {
|
||||
if (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false
|
||||
for (let index = 0; index < a.length; index += 1) {
|
||||
if (!deepEqual(a[index], b[index])) return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
if (typeof a === 'object') {
|
||||
const aRecord = a as Record<string, unknown>
|
||||
const bRecord = b as Record<string, unknown>
|
||||
const aKeys = Object.keys(aRecord)
|
||||
const bKeys = Object.keys(bRecord)
|
||||
if (aKeys.length !== bKeys.length) return false
|
||||
for (const key of aKeys) {
|
||||
if (!Object.hasOwn(bRecord, key)) return false
|
||||
if (!deepEqual(aRecord[key], bRecord[key])) return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
function resolveShelfSlotId(args: { hitObject?: { userData?: ShelfSlotUserData } }): string | null {
|
||||
const slotId = args.hitObject?.userData?.slotId
|
||||
return typeof slotId === 'string' ? slotId : null
|
||||
}
|
||||
|
||||
function buildShelfSlotsPatch(
|
||||
node: ShelfNode,
|
||||
role: string,
|
||||
material: MaterialSchema | undefined,
|
||||
materialPreset: string | undefined,
|
||||
): Partial<ShelfNode> {
|
||||
const slots = { ...(node.slots ?? {}) }
|
||||
if (material === undefined && materialPreset === undefined) {
|
||||
delete slots[role]
|
||||
return { slots }
|
||||
}
|
||||
if (materialPreset) {
|
||||
slots[role] = materialPreset
|
||||
return { slots }
|
||||
}
|
||||
return { slots }
|
||||
}
|
||||
|
||||
function findMatchingSceneMaterial(
|
||||
materials: Record<SceneMaterialId, SceneMaterial>,
|
||||
material: MaterialSchema,
|
||||
): SceneMaterial | null {
|
||||
for (const sceneMaterial of Object.values(materials)) {
|
||||
if (deepEqual(sceneMaterial.material, material)) return sceneMaterial
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
function commitNewSceneMaterialAndSlots(
|
||||
nodeId: AnyNodeId,
|
||||
nextSlots: ShelfNode['slots'],
|
||||
sceneMaterial: SceneMaterial,
|
||||
): void {
|
||||
// Creating the scene material and setting the slot ref are one logical
|
||||
// edit, so apply both in a single `set` — zundo records one history entry,
|
||||
// and one undo removes both the ref and its (now orphaned) material.
|
||||
useScene.setState((state) => {
|
||||
if (state.readOnly) return state
|
||||
const currentNode = state.nodes[nodeId]
|
||||
if (currentNode?.type !== 'shelf') return state
|
||||
return {
|
||||
materials: { ...state.materials, [sceneMaterial.id as SceneMaterialId]: sceneMaterial },
|
||||
nodes: {
|
||||
...state.nodes,
|
||||
[nodeId]: { ...currentNode, slots: nextSlots } as AnyNode,
|
||||
},
|
||||
}
|
||||
})
|
||||
useScene.getState().markDirty(nodeId)
|
||||
}
|
||||
|
||||
function commitShelfPaint(
|
||||
node: ShelfNode,
|
||||
role: string,
|
||||
material: MaterialSchema | undefined,
|
||||
materialPreset: string | undefined,
|
||||
): void {
|
||||
const nodeId = node.id as AnyNodeId
|
||||
const state = useScene.getState()
|
||||
const currentNode = (state.nodes[nodeId] as ShelfNode | undefined) ?? node
|
||||
let ref: string | undefined
|
||||
let newSceneMaterial: SceneMaterial | null = null
|
||||
|
||||
if (material === undefined && materialPreset === undefined) {
|
||||
ref = undefined
|
||||
} else if (materialPreset) {
|
||||
ref = materialPreset
|
||||
} else if (material) {
|
||||
const existing = findMatchingSceneMaterial(state.materials, material)
|
||||
if (existing) {
|
||||
ref = toSceneMaterialRef(existing.id)
|
||||
} else {
|
||||
const id = generateSceneMaterialId()
|
||||
newSceneMaterial = {
|
||||
id,
|
||||
name: `Material ${Object.keys(state.materials).length + 1}`,
|
||||
material,
|
||||
}
|
||||
ref = toSceneMaterialRef(id)
|
||||
}
|
||||
} else {
|
||||
return
|
||||
}
|
||||
|
||||
const nextSlots = { ...(currentNode.slots ?? {}) }
|
||||
if (ref) nextSlots[role] = ref
|
||||
else delete nextSlots[role]
|
||||
|
||||
if (newSceneMaterial) {
|
||||
commitNewSceneMaterialAndSlots(nodeId, nextSlots, newSceneMaterial)
|
||||
return
|
||||
}
|
||||
|
||||
state.updateNode(nodeId, { slots: nextSlots } as Partial<AnyNode>)
|
||||
}
|
||||
|
||||
function buildPreviewMaterial(
|
||||
material: MaterialSchema | undefined,
|
||||
materialPreset: string | undefined,
|
||||
): Material | null {
|
||||
const shading = useViewer.getState().shading
|
||||
if (materialPreset) return createMaterialFromPresetRef(materialPreset, shading)
|
||||
if (material) return createMaterial(material, shading)
|
||||
return null
|
||||
}
|
||||
|
||||
function applyShelfPreview(
|
||||
role: string,
|
||||
root: import('three').Object3D,
|
||||
material: MaterialSchema | undefined,
|
||||
materialPreset: string | undefined,
|
||||
): (() => void) | null {
|
||||
const previewMaterial = buildPreviewMaterial(material, materialPreset)
|
||||
if (!previewMaterial) return () => {}
|
||||
|
||||
const restores: Array<() => void> = []
|
||||
root.traverse((object) => {
|
||||
const mesh = object as Mesh
|
||||
if (!mesh.isMesh) return
|
||||
const userData = mesh.userData as ShelfSlotUserData & { __fromGeometry?: boolean }
|
||||
// Only the shelf's own builder meshes — never hosted item children, whose
|
||||
// GLB meshes can carry a colliding `userData.slotId` (slot_frame, etc.).
|
||||
if (userData.__fromGeometry !== true) return
|
||||
if (userData.slotId !== role) return
|
||||
|
||||
const previous = mesh.material
|
||||
mesh.material = previewMaterial
|
||||
restores.push(() => {
|
||||
mesh.material = previous
|
||||
})
|
||||
})
|
||||
|
||||
if (restores.length === 0) return null
|
||||
return () => {
|
||||
for (let index = restores.length - 1; index >= 0; index -= 1) {
|
||||
restores[index]?.()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const shelfPaint: PaintCapability = {
|
||||
resolveRole: ({ hitObject }) =>
|
||||
resolveShelfSlotId({ hitObject: hitObject as { userData?: ShelfSlotUserData } }),
|
||||
buildPatch: ({ node, role, material, materialPreset }) =>
|
||||
buildShelfSlotsPatch(node as ShelfNode, role, material, materialPreset) as Partial<AnyNode>,
|
||||
commit: ({ node, role, material, materialPreset }) =>
|
||||
commitShelfPaint(node as ShelfNode, role, material, materialPreset),
|
||||
applyPreview: ({ role, root, material, materialPreset }) =>
|
||||
applyShelfPreview(role, root, material, materialPreset),
|
||||
getEffectiveMaterial: ({ node, role }) => {
|
||||
const shelf = node as ShelfNode
|
||||
const parsed = parseMaterialRef(shelf.slots?.[role])
|
||||
if (parsed) {
|
||||
if (parsed.kind === 'library') {
|
||||
return { material: undefined, materialPreset: shelf.slots?.[role] }
|
||||
}
|
||||
const sceneMaterial = useScene.getState().materials[parsed.id as SceneMaterialId]
|
||||
if (sceneMaterial) return { material: sceneMaterial.material, materialPreset: undefined }
|
||||
}
|
||||
// No (or dangling) slot ref — surface the legacy whole-shelf paint the
|
||||
// geometry builder still falls back to, so the picker matches what renders.
|
||||
if (shelf.materialPreset || shelf.material) {
|
||||
return { material: shelf.material, materialPreset: shelf.materialPreset }
|
||||
}
|
||||
return null
|
||||
},
|
||||
}
|
||||
@@ -13,11 +13,9 @@ import type { ShelfNode } from './schema'
|
||||
* then walks the result, **clones** each mesh's material, and mutates
|
||||
* the clone for a translucent ghost.
|
||||
*
|
||||
* Cloning is non-negotiable: `getShelfMaterial` caches the default
|
||||
* material instance in a module-scoped map keyed on
|
||||
* `material` / `materialPreset`, so every unpainted shelf in the scene
|
||||
* shares the same material. Mutating `mat.transparent = true` here
|
||||
* would leak into every committed shelf and render them all see-through.
|
||||
* Cloning is non-negotiable: shelf geometry may receive materials from
|
||||
* shared viewer caches, so mutating `mat.transparent = true` here would
|
||||
* leak into committed shelves using the same material.
|
||||
*
|
||||
* Building the full geometry tree per-frame would be wasteful, so we
|
||||
* memoize the group + dispose the per-mesh material clones on unmount.
|
||||
@@ -44,9 +42,9 @@ const ShelfPreview = ({ node }: { node: ShelfNode }) => {
|
||||
;(obj as unknown as { raycast: () => void }).raycast = () => {}
|
||||
|
||||
// `Mesh.material` is typed as `Material | Material[]` upstream;
|
||||
// every shelf board carries a material from
|
||||
// `getShelfMaterial`. Access through a structural cast keeps the
|
||||
// assignment well-typed without depending on the Mesh union.
|
||||
// every shelf board carries a material from the geometry builder.
|
||||
// Access through a structural cast keeps the assignment well-typed
|
||||
// without depending on the Mesh union.
|
||||
const mesh = obj as {
|
||||
material?: Material | Material[]
|
||||
}
|
||||
@@ -70,8 +68,8 @@ const ShelfPreview = ({ node }: { node: ShelfNode }) => {
|
||||
|
||||
return () => {
|
||||
// Dispose only the clones we made — never the shared cached
|
||||
// material returned by `getShelfMaterial`, which other shelves in
|
||||
// the scene still reference. Geometry is left alone for the same
|
||||
// material returned by the builder, which other shelves in the
|
||||
// scene may still reference. Geometry is left alone for the same
|
||||
// reason; the builder may move to a cached strategy in future.
|
||||
for (const c of cloned) c.dispose()
|
||||
built.traverse((obj) => {
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
import type { SlotDeclaration } from '@pascal-app/core'
|
||||
import type { ShelfNode } from './schema'
|
||||
|
||||
export type ShelfSlotId = 'shelves' | 'frame' | 'back'
|
||||
|
||||
// Visual parity with the retired DEFAULT_SHELF_MATERIAL (off-white).
|
||||
export const SHELF_SLOT_DEFAULT_COLOR = '#ffffff'
|
||||
|
||||
/** Map a builder mesh name to its slot id (null = not a paintable shelf part). */
|
||||
export function shelfSlotIdForMeshName(name: string): ShelfSlotId | null {
|
||||
if (name.startsWith('shelf-board')) return 'shelves'
|
||||
if (name === 'shelf-back') return 'back'
|
||||
if (
|
||||
name.startsWith('shelf-side') ||
|
||||
name.startsWith('shelf-post') ||
|
||||
name.startsWith('shelf-divider') ||
|
||||
name.startsWith('shelf-bracket') ||
|
||||
name.startsWith('shelf-brace')
|
||||
) {
|
||||
return 'frame'
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
/** Which slots a given shelf actually exposes (depends on style/flags). */
|
||||
export function shelfSlots(node: ShelfNode): SlotDeclaration[] {
|
||||
const slots: SlotDeclaration[] = [
|
||||
{ slotId: 'shelves', label: 'Shelves', default: SHELF_SLOT_DEFAULT_COLOR },
|
||||
]
|
||||
const hasFrame = !(node.style === 'wall-shelf' && node.bracketStyle === 'hidden')
|
||||
if (hasFrame) slots.push({ slotId: 'frame', label: 'Frame', default: SHELF_SLOT_DEFAULT_COLOR })
|
||||
const hasBack = node.style === 'cubby' || (node.style === 'bookshelf' && node.withBack)
|
||||
if (hasBack) slots.push({ slotId: 'back', label: 'Back', default: SHELF_SLOT_DEFAULT_COLOR })
|
||||
return slots
|
||||
}
|
||||
Reference in New Issue
Block a user