Move render systems out of core
This commit is contained in:
@@ -0,0 +1,257 @@
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import { useFrame } from '@react-three/fiber'
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import {
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type AnyNodeId,
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sceneRegistry,
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useScene,
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type WindowNode,
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} from '@pascal-app/core'
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import * as THREE from 'three'
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import { baseMaterial, glassMaterial } from '../../lib/materials'
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// Invisible material for root mesh — used as selection hitbox only
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const hitboxMaterial = new THREE.MeshBasicMaterial({ visible: false })
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export const WindowSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node || node.type !== 'window') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
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if (!mesh) return // Keep dirty until mesh mounts
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updateWindowMesh(node as WindowNode, mesh)
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clearDirty(id as AnyNodeId)
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// Rebuild the parent wall so its cutout reflects the updated window geometry
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if ((node as WindowNode).parentId) {
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useScene.getState().dirtyNodes.add((node as WindowNode).parentId as AnyNodeId)
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}
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})
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}, 3)
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return null
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}
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function addBox(
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parent: THREE.Object3D,
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material: THREE.Material,
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w: number,
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h: number,
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d: number,
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x: number,
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y: number,
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z: number,
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) {
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material)
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m.position.set(x, y, z)
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parent.add(m)
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}
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function updateWindowMesh(node: WindowNode, mesh: THREE.Mesh) {
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// Root mesh is an invisible hitbox; all visuals live in child meshes
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mesh.geometry.dispose()
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mesh.geometry = new THREE.BoxGeometry(node.width, node.height, node.frameDepth)
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mesh.material = hitboxMaterial
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// Sync transform from node (React may lag behind the system by a frame during drag)
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mesh.position.set(node.position[0], node.position[1], node.position[2])
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mesh.rotation.set(node.rotation[0], node.rotation[1], node.rotation[2])
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// Dispose and remove all old visual children; preserve 'cutout'
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for (const child of [...mesh.children]) {
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if (child.name === 'cutout') continue
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if (child instanceof THREE.Mesh) child.geometry.dispose()
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mesh.remove(child)
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}
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const {
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width,
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height,
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frameDepth,
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frameThickness,
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columnRatios,
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rowRatios,
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columnDividerThickness,
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rowDividerThickness,
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sill,
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sillDepth,
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sillThickness,
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openingKind,
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} = node
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if (openingKind === 'opening') {
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syncWindowCutout(node, mesh)
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return
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}
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const innerW = width - 2 * frameThickness
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const innerH = height - 2 * frameThickness
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// ── Frame members ──
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// Top / bottom — full width
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addBox(
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mesh,
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baseMaterial,
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width,
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frameThickness,
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frameDepth,
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0,
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height / 2 - frameThickness / 2,
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0,
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)
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addBox(
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mesh,
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baseMaterial,
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width,
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frameThickness,
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frameDepth,
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0,
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-height / 2 + frameThickness / 2,
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0,
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)
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// Left / right — inner height to avoid corner overlap
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addBox(
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mesh,
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baseMaterial,
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frameThickness,
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innerH,
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frameDepth,
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-width / 2 + frameThickness / 2,
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0,
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0,
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)
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addBox(
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mesh,
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baseMaterial,
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frameThickness,
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innerH,
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frameDepth,
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width / 2 - frameThickness / 2,
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0,
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0,
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)
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// ── Pane grid ──
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const numCols = columnRatios.length
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const numRows = rowRatios.length
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const usableW = innerW - (numCols - 1) * columnDividerThickness
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const usableH = innerH - (numRows - 1) * rowDividerThickness
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const colSum = columnRatios.reduce((a, b) => a + b, 0)
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const rowSum = rowRatios.reduce((a, b) => a + b, 0)
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const colWidths = columnRatios.map((r) => (r / colSum) * usableW)
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const rowHeights = rowRatios.map((r) => (r / rowSum) * usableH)
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// Compute column x-centers starting from left edge of inner area
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const colXCenters: number[] = []
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let cx = -innerW / 2
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for (let c = 0; c < numCols; c++) {
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colXCenters.push(cx + colWidths[c]! / 2)
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cx += colWidths[c]!
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if (c < numCols - 1) cx += columnDividerThickness
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}
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// Compute row y-centers starting from top edge of inner area (R1 = top)
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const rowYCenters: number[] = []
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let cy = innerH / 2
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for (let r = 0; r < numRows; r++) {
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rowYCenters.push(cy - rowHeights[r]! / 2)
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cy -= rowHeights[r]!
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if (r < numRows - 1) cy -= rowDividerThickness
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}
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// Column dividers — full inner height
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cx = -innerW / 2
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for (let c = 0; c < numCols - 1; c++) {
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cx += colWidths[c]!
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addBox(
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mesh,
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baseMaterial,
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columnDividerThickness,
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innerH,
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frameDepth,
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cx + columnDividerThickness / 2,
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0,
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0,
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)
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cx += columnDividerThickness
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}
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// Row dividers — per column width, so they don't overlap column dividers (top to bottom)
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cy = innerH / 2
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for (let r = 0; r < numRows - 1; r++) {
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cy -= rowHeights[r]!
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const divY = cy - rowDividerThickness / 2
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for (let c = 0; c < numCols; c++) {
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addBox(
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mesh,
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baseMaterial,
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colWidths[c]!,
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rowDividerThickness,
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frameDepth,
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colXCenters[c]!,
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divY,
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0,
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)
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}
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cy -= rowDividerThickness
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}
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// Glass panes
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const glassDepth = Math.max(0.004, frameDepth * 0.08)
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for (let c = 0; c < numCols; c++) {
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for (let r = 0; r < numRows; r++) {
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addBox(
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mesh,
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glassMaterial,
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colWidths[c]!,
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rowHeights[r]!,
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glassDepth,
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colXCenters[c]!,
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rowYCenters[r]!,
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0,
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)
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}
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}
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// ── Sill ──
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if (sill) {
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const sillW = width + sillDepth * 0.4 // slightly wider than frame
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// Protrudes from the front face of the frame (+Z)
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const sillZ = frameDepth / 2 + sillDepth / 2
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addBox(
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mesh,
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baseMaterial,
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sillW,
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sillThickness,
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sillDepth,
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0,
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-height / 2 - sillThickness / 2,
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sillZ,
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)
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}
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syncWindowCutout(node, mesh)
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}
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function syncWindowCutout(node: WindowNode, mesh: THREE.Mesh) {
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// ── Cutout (for wall CSG) — always full window dimensions, 1m deep ──
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let cutout = mesh.getObjectByName('cutout') as THREE.Mesh | undefined
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if (!cutout) {
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cutout = new THREE.Mesh()
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cutout.name = 'cutout'
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mesh.add(cutout)
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}
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cutout.geometry.dispose()
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cutout.geometry = new THREE.BoxGeometry(node.width, node.height, 1.0)
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cutout.visible = false
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}
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