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
@@ -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}-${c}`
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divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
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@@ -324,7 +361,10 @@ function addCornerPosts(
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const inset = postThickness / 2
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for (const xSign of [-1, 1] as const) {
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for (const zSign of [-1, 1] as const) {
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const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material)
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const post = stampShelfSlot(
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new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material),
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'frame',
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)
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post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
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post.position.set(
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xSign * (node.width / 2 - inset),
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