shelf: v2 — cubby default, withBottom, item hosting, paintable surface

Schema v2 adds style/rows/columns/withBack/withSides/withBottom/bracketStyle
and a `children: ItemNode[]` field for item hosting. Schema-level defaults
preserve the v1 wall-shelf visual so existing scenes load unchanged; the
placement tool spreads `shelfDefinition.defaults()` for fresh shelves
(cubby 3x2 at 1m × 0.5m × 1.8m, thickness 0.05m, back/sides/bottom on).

Four style geometries (wall-shelf / bookshelf / open-rack / cubby) share
the dimensional schema. `shelfRowSurfaceYs` exposes one host surface per
row, plus the bottom-board top when `withBottom` is on for cubby /
bookshelf.

Material is a single paintable surface (same shape walls / slabs / stairs
use); `DEFAULT_SHELF_MATERIAL` aligned with `DEFAULT_WALL_MATERIAL` so
unpainted shelves read as the canonical off-white.

Preview clones each cached material before mutating `transparent / opacity`
on the ghost — without the clone the mutation leaked into the cached
`getShelfMaterial` instance every committed shelf was using, rendering
them all see-through after the first placement preview rendered.

Store hardening: `migrateNodes` patches missing `children: []` on v1
shelves, and `updateNodesAction` reparenting tolerates a missing children
array on the new parent. `MaterialTarget` enum adds `'shelf'` so paint
mode picks up the kind.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-05-19 15:11:13 -04:00
co-authored by Claude Opus 4.7
parent 56e022a093
commit 924567293a
16 changed files with 1115 additions and 217 deletions
+304 -38
View File
@@ -1,65 +1,331 @@
import { BoxGeometry, type BufferGeometry, Color, Group, Mesh, MeshStandardMaterial } from 'three'
import { getMaterialPresetByRef } from '@pascal-app/core'
import {
applyMaterialPresetToMaterials,
createMaterial,
DEFAULT_SHELF_MATERIAL,
} from '@pascal-app/viewer'
import { BoxGeometry, FrontSide, Group, Mesh, MeshStandardMaterial } from 'three'
import type { ShelfNode } from './schema'
/**
* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
* containing the top board + bracket meshes — no React, no scene access.
* with named child meshes — `shelf-board-<row>`, `shelf-side-<sign>`,
* `shelf-back`, `shelf-divider-<r>-<c>`, `shelf-bracket-<sign>`,
* `shelf-post-<corner>`, `shelf-brace-<id>` — so other systems can
* address them by name if needed.
*
* Two reasons this is its own pure function (not inlined into the renderer):
* The function is pure: no React, no scene access, no `useScene`. Every
* piece of geometry is determined by `node` alone. This lets the parity
* test in `__tests__/geometry.test.ts` compare BufferGeometry vertex /
* index arrays directly, and lets AI-generated nodes follow the same
* shape with no editor-specific knowledge.
*
* 1. **Geometry parity testing.** Phase 4's pixel-diff test compares the
* BufferGeometry vertex/index arrays returned by this function against
* a snapshot — pure functions are trivial to test, JSX is not.
* 2. **AI-authored nodes.** This is the file an AI is most likely to
* generate. Pure, deterministic, takes typed input, returns Three.js
* primitives. No React or registry knowledge required.
* Materials: the kind exposes a single paintable surface via
* `node.material` / `node.materialPreset` — same shape walls / slabs /
* stairs use. When neither is set, every mesh shares the
* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the
* library preset's properties land on a cloned material here. The cache
* key includes the preset / material signature so paint changes
* invalidate without stomping unrelated shelves.
*
* Style dispatch lives at the top of the function; each style helper
* mutates the same `group`.
*/
const shelfMaterialCache = new Map<string, MeshStandardMaterial>()
function getShelfMaterial(node: ShelfNode): MeshStandardMaterial {
const cacheKey = JSON.stringify({
material: node.material ?? null,
materialPreset: node.materialPreset ?? null,
})
const cached = shelfMaterialCache.get(cacheKey)
if (cached) return cached
const preset = getMaterialPresetByRef(node.materialPreset)
const material = preset
? new MeshStandardMaterial()
: node.material
? createMaterial(node.material).clone()
: DEFAULT_SHELF_MATERIAL.clone()
if (preset) {
applyMaterialPresetToMaterials(material, preset)
}
material.side = FrontSide
material.depthWrite = true
material.needsUpdate = true
shelfMaterialCache.set(cacheKey, material)
return material
}
export function buildShelfGeometry(node: ShelfNode): Group {
const group = new Group()
group.name = 'shelf-geometry'
const material = new MeshStandardMaterial({
color: new Color(node.color),
roughness: 0.65,
metalness: 0.05,
})
const material = getShelfMaterial(node)
// Top board, centered at (0, height + thickness/2, 0)
const topBoardGeometry: BufferGeometry = new BoxGeometry(node.width, node.thickness, node.depth)
const topBoard = new Mesh(topBoardGeometry, material)
topBoard.name = 'shelf-top'
topBoard.position.set(0, node.height + node.thickness / 2, 0)
group.add(topBoard)
// Brackets — two below the top, near each end. Style varies the look.
for (const sign of [-1, 1] as const) {
const bracket = buildBracket(node, sign, material)
if (bracket) {
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
group.add(bracket)
}
switch (node.style) {
case 'wall-shelf':
buildWallShelf(group, node, material)
break
case 'bookshelf':
buildBookshelf(group, node, material)
break
case 'open-rack':
buildOpenRack(group, node, material)
break
case 'cubby':
buildCubby(group, node, material)
break
}
return group
}
function buildBracket(node: ShelfNode, sign: -1 | 1, material: MeshStandardMaterial): Mesh | null {
// 'hidden' style: skip visible brackets entirely.
if (node.bracketStyle === 'hidden') return null
// ─── Style helpers ───────────────────────────────────────────────────
/**
* Wall-shelf: open boards held by end brackets. `rows > 1` stacks
* evenly-spaced boards from `height/rows` up to `height`. Brackets
* span from floor to the topmost board.
*/
function buildWallShelf(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.bracketStyle === 'hidden') return
const inset = Math.min(0.12, node.width / 6)
const x = sign * (node.width / 2 - inset)
// Bracket height: from floor (0) up to the underside of the top board.
const bracketHeight = Math.max(0.01, node.height)
const bracketWidth =
node.bracketStyle === 'industrial'
? Math.max(0.04, node.depth * 0.2)
: Math.max(0.02, node.depth * 0.12)
const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
const geometry = new BoxGeometry(bracketWidth, bracketHeight, bracketDepth)
const mesh = new Mesh(geometry, material)
mesh.position.set(x, bracketHeight / 2, 0)
return mesh
for (const sign of [-1, 1] as const) {
const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material)
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
group.add(bracket)
}
}
/**
* Bookshelf: full-height cabinet with side panels, multiple shelf boards,
* optional back, and inner vertical dividers if `columns > 1`. When
* `withSides === false`, side panels become slim corner posts (a rack
* silhouette).
*/
function buildBookshelf(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
const unitHeight = node.height + node.thickness
const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
// Top + bottom + intermediate boards
for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.withBottom) {
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom)
}
// Side panels (or corner posts) — span the full unit height.
if (node.withSides) {
for (const sign of [-1, 1] as const) {
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side)
}
} else {
addCornerPosts(group, node, material, unitHeight, 'rack')
}
if (node.withBack) {
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
back.name = 'shelf-back'
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
group.add(back)
}
// Vertical dividers between columns
if (node.columns > 1) {
const colStep = innerWidth / node.columns
for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep
const divider = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
divider.name = `shelf-divider-col-${c}`
divider.position.set(x, unitHeight / 2, 0)
group.add(divider)
}
}
}
/**
* Open-rack: four corner posts + horizontal boards. `withBack` adds an
* X-brace on the back face for stability. `withSides` / `bracketStyle`
* are ignored (the rack defines its own posts).
*/
function buildOpenRack(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
const unitHeight = node.height + node.thickness
const innerWidth = node.width
const boardThickness = Math.max(0.02, node.thickness * 0.8)
for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), material)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
addCornerPosts(group, node, material, unitHeight, 'rack')
if (node.withBack) {
const braceThickness = Math.max(0.015, node.thickness * 0.6)
for (const y of [boardThickness, unitHeight - boardThickness] as const) {
const brace = new Mesh(
new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
material,
)
brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
group.add(brace)
}
}
}
/**
* Cubby: closed grid of pigeonholes. Always has sides + back + horizontal
* boards + vertical dividers. `withBack` / `withSides` are forced on
* because the cubby shape requires them.
*/
function buildCubby(group: Group, node: ShelfNode, material: MeshStandardMaterial) {
const unitHeight = node.height + node.thickness
const innerWidth = node.width - 2 * node.thickness
for (const y of boardCenterYs(node)) {
const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.withBottom) {
const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom)
}
for (const sign of [-1, 1] as const) {
const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side)
}
const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
back.name = 'shelf-back'
back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
group.add(back)
if (node.columns > 1) {
const colStep = innerWidth / node.columns
const rowStep = node.height / node.rows
for (let r = 0; r < node.rows; r++) {
const cellBottomY = node.thickness + r * rowStep
const cellTopY = node.thickness + (r + 1) * rowStep
const dividerHeight = cellTopY - cellBottomY - node.thickness
if (dividerHeight <= 0) continue
for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep
const divider = new Mesh(
new BoxGeometry(node.thickness, dividerHeight, node.depth),
material,
)
divider.name = `shelf-divider-${r}-${c}`
divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
group.add(divider)
}
}
}
}
// ─── Shared helpers ──────────────────────────────────────────────────
/**
* Y positions of every shelf board's vertical center, in floor-to-top
* order. The topmost board's center is at `height + thickness/2`; lower
* boards are evenly spaced from `height/rows` to `height` (matching the
* legacy v1 wall-shelf where the only board is at `height + thickness/2`).
*/
function boardCenterYs(node: ShelfNode): number[] {
const ys: number[] = []
const step = node.height / node.rows
for (let r = 1; r <= node.rows; r++) {
ys.push(r * step + node.thickness / 2)
}
return ys
}
/** Convert a Y position back to its row index (0 = bottom row). */
function boardRowIndex(node: ShelfNode, y: number): number {
const step = node.height / node.rows
return Math.round((y - node.thickness / 2) / step) - 1
}
/**
* Place four corner posts at `(±width/2 ∓ inset, height/2, ±depth/2 ∓ inset)`.
* Used by `open-rack` and the no-sides variant of `bookshelf`.
*/
function addCornerPosts(
group: Group,
node: ShelfNode,
material: MeshStandardMaterial,
unitHeight: number,
postStyle: 'rack' | 'leg',
) {
const postThickness =
postStyle === 'rack' ? Math.max(0.025, node.thickness * 1.5) : Math.max(0.02, node.thickness)
const inset = postThickness / 2
for (const xSign of [-1, 1] as const) {
for (const zSign of [-1, 1] as const) {
const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material)
post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
post.position.set(
xSign * (node.width / 2 - inset),
unitHeight / 2,
zSign * (node.depth / 2 - inset),
)
group.add(post)
}
}
}
/**
* Y of the top surface of each shelf row (top of the board). Used by
* `capabilities.surfaces.custom` so items host at the right Y on
* whichever row the cursor targets. When `withBottom` is on (cubby /
* bookshelf only — wall-shelf and open-rack ignore the toggle), the
* top of the bottom board is exposed as an additional surface so items
* can host in the lowest cell.
*/
export function shelfRowSurfaceYs(node: ShelfNode): number[] {
const ys = boardCenterYs(node).map((y) => y + node.thickness / 2)
const bottomApplies = node.style === 'cubby' || node.style === 'bookshelf'
if (node.withBottom && bottomApplies) ys.unshift(node.thickness)
return ys
}