feat(fence): add horizontal-board fence style with capped posts
Adds a `horizontal` fence style that builds composite-cladding panels — horizontal boards stacked between square intermediate posts — instead of the vertical pickets that slat/rail/privacy all produce today. - New `style: 'horizontal'` (core schema + inspector Style control). - Posts march along the whole span at `postSpacing`, each with a cap. - New `postCap` control (none/flat/pyramid, default pyramid); pyramid caps render as a 4-sided cone fence part. - New `slatGap` control for the board reveal — 0 collapses to one flush panel so the stacked-board seams don't read as lines. - `postCap` + `slatGap` are horizontal-only (visibleIf); postCap uses a labelled dropdown so its options aren't a context-free switch. - Lower the `postSpacing` inspector minimum from 0.2 to 0.05 m. - 2D floor plan reuses the solid-panel marker for horizontal. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
ee4d6de206
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346b5d8cbe
@@ -14,12 +14,18 @@ type FencePart = {
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position: [number, number, number]
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rotationY?: number
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scale: [number, number, number]
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// A `pyramid` part is a 4-sided cone (square base aligned to the part axes),
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// used for peaked post caps. Defaults to a box.
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shape?: 'box' | 'pyramid'
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}
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const MIN_CURVE_SEGMENT_LENGTH = 0.18
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function createFencePartGeometry(part: FencePart) {
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const geometry = new THREE.BoxGeometry(1, 1, 1)
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const geometry =
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part.shape === 'pyramid'
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? new THREE.ConeGeometry(0.5, 1, 4, 1, false, Math.PI / 4)
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: new THREE.BoxGeometry(1, 1, 1)
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geometry.scale(part.scale[0], part.scale[1], part.scale[2])
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if (part.rotationY) {
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geometry.rotateY(part.rotationY)
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@@ -157,7 +163,126 @@ export type FenceSlotId = 'posts' | 'infill' | 'base' | 'rail'
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export type FenceSlotParts = Record<FenceSlotId, FencePart[]>
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/**
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* Horizontal-board fence — composite cladding boards stacked between square
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* intermediate posts (each capped), instead of the vertical pickets the other
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* styles draw. Posts march along the whole span at `postSpacing` (not just the
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* two ends), the boards run full-length so they curve with the fence, and a
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* thin reveal between boards leaves the groove shadow that reads as cladding.
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*/
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function createHorizontalFenceParts(fence: FenceNode): FenceSlotParts {
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const posts: FencePart[] = []
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const infill: FencePart[] = []
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const base: FencePart[] = []
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const rail: FencePart[] = []
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const length = Math.max(getWallCurveLength(fence), 0.01)
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const panelDepth = Math.max(fence.thickness, 0.03)
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const clearance = Math.max(fence.groundClearance, 0)
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const isFloating = fence.baseStyle === 'floating'
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const showInfill = fence.showInfill ?? true
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const baseHeight = Math.max(fence.baseHeight, 0.04)
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const topRailHeight = Math.max(fence.topRailHeight, 0.01)
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const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08)
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const baseY = isFloating ? clearance : 0
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// Square posts stand proud of the recessed boards on both faces.
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const postWidth = Math.max(fence.postSize * 1.4, 0.04)
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const postDepth = postWidth
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const boardDepth = Math.min(panelDepth, postDepth - 0.012)
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// Grounded fences get a kickboard along the bottom; floating ones don't.
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if (!isFloating) {
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base.push(
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...createFenceCurveSpanParts(
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fence,
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0,
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1,
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baseY + baseHeight / 2,
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baseHeight,
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postDepth * 0.92,
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),
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)
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}
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// Stack full-length boards between the kickboard and the top rail. The board
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// height is derived to evenly fill the panel around a ~0.145 m target, with a
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// constant reveal between each so the count adapts to any fence height.
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if (showInfill) {
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const reveal = Math.max(fence.slatGap ?? 0.01, 0)
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const infillBottom = baseY + baseHeight
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if (reveal < 0.002) {
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// No reveal → one flush panel, so the stacked-board edge seams don't
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// read as faint lines where the user asked for a smooth surface.
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infill.push(
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...createFenceCurveSpanParts(
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fence,
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0,
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1,
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infillBottom + verticalHeight / 2,
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verticalHeight,
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boardDepth,
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),
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)
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} else {
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const boardCount = Math.max(1, Math.round(verticalHeight / (0.145 + reveal)))
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const slabHeight = Math.max((verticalHeight - reveal * (boardCount - 1)) / boardCount, 0.02)
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for (let index = 0; index < boardCount; index += 1) {
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const centerY = infillBottom + slabHeight / 2 + index * (slabHeight + reveal)
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infill.push(...createFenceCurveSpanParts(fence, 0, 1, centerY, slabHeight, boardDepth))
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}
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}
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}
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// Top rail caps the boards.
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rail.push(
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...createFenceCurveSpanParts(
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fence,
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0,
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1,
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baseY + baseHeight + verticalHeight + topRailHeight / 2,
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topRailHeight,
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Math.max(postDepth * 0.78, 0.02),
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),
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)
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// Posts at every `postSpacing`, anchored at both ends, each with a flat cap.
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const spacing = Math.max(fence.postSpacing, postWidth * 1.4)
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const postCount = Math.max(2, Math.floor(length / spacing) + 1)
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const postHeight = baseHeight + verticalHeight + topRailHeight + clearance
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const capHeight = Math.max(postWidth * 0.32, 0.03)
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const cap = fence.postCap ?? 'pyramid'
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for (let index = 0; index < postCount; index += 1) {
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const t = postCount === 1 ? 0.5 : index / (postCount - 1)
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const frame = getFencePointAt(fence, t)
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posts.push({
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position: [frame.point.x, postHeight / 2, frame.point.y],
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rotationY: -frame.tangentAngle,
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scale: [postWidth, postHeight, postDepth],
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})
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if (cap === 'flat') {
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posts.push({
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position: [frame.point.x, postHeight + capHeight / 2, frame.point.y],
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rotationY: -frame.tangentAngle,
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scale: [postWidth * 1.22, capHeight, postDepth * 1.22],
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})
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} else if (cap === 'pyramid') {
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posts.push({
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position: [frame.point.x, postHeight + capHeight * 0.9, frame.point.y],
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rotationY: -frame.tangentAngle,
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scale: [postWidth * 1.18, capHeight * 1.8, postDepth * 1.18],
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shape: 'pyramid',
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})
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}
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}
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return { posts, infill, base, rail }
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}
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function createFenceParts(fence: FenceNode): FenceSlotParts {
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if (fence.style === 'horizontal') return createHorizontalFenceParts(fence)
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const posts: FencePart[] = []
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const infill: FencePart[] = []
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const base: FencePart[] = []
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