draft custom door
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@@ -0,0 +1,247 @@
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import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu'
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import { sceneRegistry } from '../../hooks/scene-registry/scene-registry'
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import type { AnyNodeId, DoorNode } from '../../schema'
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import useScene from '../../store/use-scene'
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const frameMaterial = new MeshStandardNodeMaterial({
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name: 'door-frame',
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color: '#e8e8e8',
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roughness: 0.6,
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metalness: 0,
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})
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const leafMaterial = new MeshStandardNodeMaterial({
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name: 'door-leaf',
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color: '#d0c8b8',
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roughness: 0.5,
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metalness: 0,
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})
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const panelMaterial = new MeshStandardNodeMaterial({
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name: 'door-panel',
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color: '#c5bdb0',
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roughness: 0.5,
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metalness: 0,
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})
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const glassMaterial = new MeshStandardNodeMaterial({
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name: 'door-glass',
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color: 'lightblue',
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roughness: 0.05,
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metalness: 0.1,
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transparent: true,
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opacity: 0.35,
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side: DoubleSide,
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depthWrite: false,
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})
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const thresholdMaterial = new MeshStandardNodeMaterial({
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name: 'door-threshold',
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color: '#999',
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roughness: 0.4,
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metalness: 0.5,
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})
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const handleMaterial = new MeshStandardNodeMaterial({
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name: 'door-handle',
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color: '#bbb',
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roughness: 0.2,
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metalness: 0.8,
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})
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const closerMaterial = new MeshStandardNodeMaterial({
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name: 'door-closer',
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color: '#333',
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roughness: 0.4,
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metalness: 0.3,
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})
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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 DoorSystem = () => {
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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 !== 'door') 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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updateDoorMesh(node as DoorNode, mesh)
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clearDirty(id as AnyNodeId)
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// Rebuild the parent wall so its cutout reflects the updated door geometry
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if ((node as DoorNode).parentId) {
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useScene.getState().dirtyNodes.add((node as DoorNode).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, h: number, d: number,
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x: number, y: number, 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 updateDoorMesh(node: DoorNode, 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, height, frameThickness, frameDepth, threshold, thresholdHeight,
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segments, handle, handleHeight, handleSide,
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doorCloser, panicBar, panicBarHeight,
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} = node
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// Leaf occupies the full opening (no bottom frame bar — door opens to floor)
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const leafW = width - 2 * frameThickness
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const leafH = height - frameThickness // only top frame
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const leafDepth = 0.04
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// Leaf center is shifted down from door center by half the top frame
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const leafCenterY = -frameThickness / 2
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// ── Frame members ──
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// Left post — full height
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addBox(mesh, frameMaterial, frameThickness, height, frameDepth, -width / 2 + frameThickness / 2, 0, 0)
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// Right post — full height
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addBox(mesh, frameMaterial, frameThickness, height, frameDepth, width / 2 - frameThickness / 2, 0, 0)
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// Head (top bar) — full width
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addBox(mesh, frameMaterial, width, frameThickness, frameDepth, 0, height / 2 - frameThickness / 2, 0)
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// ── Threshold ──
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if (threshold) {
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addBox(mesh, thresholdMaterial, width, thresholdHeight, frameDepth, 0, -height / 2 + thresholdHeight / 2, 0)
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}
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// ── Door leaf — full backing ──
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addBox(mesh, leafMaterial, leafW, leafH, leafDepth, 0, leafCenterY, 0)
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// ── Segments (stacked top to bottom within leaf area) ──
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const totalRatio = segments.reduce((sum, s) => sum + s.heightRatio, 0)
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const leafTop = leafCenterY + leafH / 2
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let segY = leafTop
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for (const seg of segments) {
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const segH = (seg.heightRatio / totalRatio) * leafH
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const segCenterY = segY - segH / 2
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const numCols = seg.columnRatios.length
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const colSum = seg.columnRatios.reduce((a, b) => a + b, 0)
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const usableW = leafW - (numCols - 1) * seg.dividerThickness
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const colWidths = seg.columnRatios.map(r => (r / colSum) * usableW)
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// Column x-centers
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const colXCenters: number[] = []
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let cx = -leafW / 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 += seg.dividerThickness
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}
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// Column dividers within this segment
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cx = -leafW / 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(mesh, leafMaterial, seg.dividerThickness, segH, leafDepth + 0.001, cx + seg.dividerThickness / 2, segCenterY, 0)
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cx += seg.dividerThickness
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}
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// Segment content per column
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for (let c = 0; c < numCols; c++) {
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const colW = colWidths[c]!
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const colX = colXCenters[c]!
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if (seg.type === 'glass') {
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const glassDepth = Math.max(0.004, leafDepth * 0.15)
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addBox(mesh, glassMaterial, colW, segH, glassDepth, colX, segCenterY, 0)
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} else if (seg.type === 'panel') {
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const panelW = colW - 2 * seg.panelInset
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const panelH = segH - 2 * seg.panelInset
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if (panelW > 0.01 && panelH > 0.01) {
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const effectiveDepth = Math.abs(seg.panelDepth) < 0.002 ? 0.005 : Math.abs(seg.panelDepth)
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const panelZ = leafDepth / 2 + effectiveDepth / 2
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addBox(mesh, panelMaterial, panelW, panelH, effectiveDepth, colX, segCenterY, panelZ)
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}
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}
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// 'empty' → leaf backing is already there, nothing extra
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}
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segY -= segH
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}
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// ── Handle ──
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if (handle) {
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// Convert from floor-based height to mesh-center-based Y
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const handleY = handleHeight - height / 2
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// Handle grip sits on the front face (+Z) of the leaf
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const faceZ = leafDepth / 2
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// X position: handleSide refers to which side the grip is on
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const handleX = handleSide === 'right'
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? leafW / 2 - 0.045
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: -leafW / 2 + 0.045
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// Backplate
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addBox(mesh, handleMaterial, 0.028, 0.14, 0.01, handleX, handleY, faceZ + 0.005)
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// Grip lever
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addBox(mesh, handleMaterial, 0.022, 0.1, 0.035, handleX, handleY, faceZ + 0.025)
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}
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// ── Door closer (commercial hardware at top) ──
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if (doorCloser) {
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const closerY = leafCenterY + leafH / 2 - 0.04
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// Body
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addBox(mesh, closerMaterial, 0.28, 0.055, 0.055, 0, closerY, leafDepth / 2 + 0.03)
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// Arm (simplified as thin bar to frame side)
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addBox(mesh, closerMaterial, 0.14, 0.015, 0.015, leafW / 4, closerY + 0.025, leafDepth / 2 + 0.015)
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}
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// ── Panic bar ──
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if (panicBar) {
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const barY = panicBarHeight - height / 2
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addBox(mesh, handleMaterial, leafW * 0.72, 0.04, 0.055, 0, barY, leafDepth / 2 + 0.03)
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}
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// ── Cutout (for wall CSG) — always full door 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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@@ -306,7 +306,7 @@ function collectCutoutBrushes(
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const wallMatrixInverse = wallMesh.matrixWorld.clone().invert()
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for (const child of childrenNodes) {
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if (child.type !== 'item' && child.type !== 'window') continue
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if (child.type !== 'item' && child.type !== 'window' && child.type !== 'door') continue
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const childMesh = sceneRegistry.nodes.get(child.id)
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if (!childMesh) continue
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