feat(paint-slots): prepared-drywall finish + fence 4 slots matching build options
- Add 'concrete-drywall' (Prepared Drywall) catalog finish + 512 KTX2/webp runtime assets; default walls (WALL_SLOT_DEFAULT interior+exterior) and the roof wall/trim band to it so roofs read continuous with walls. - fence: replace the 2-slot panel/rail split with 4 slots that match the panel's build options — posts / infill (showInfill) / base (grounded only) / rail — each its own mesh with userData.slotId; conditional slots track the build state. Defaults: posts/infill/base charcoal, rail wood-finewood27. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
e92ee05702
commit
bba0cc5f68
@@ -150,15 +150,17 @@ function getStyleDefaults(style: FenceNode['style']) {
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return { spacingFactor: 0.3, postFactor: 0.55, baseFactor: 1, topFactor: 0.75 }
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}
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export type FenceSlotParts = {
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/** Posts, base/kickboard, and vertical infill — the fence body. */
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panel: FencePart[]
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/** Top rail (and the floating style's matching bottom rail). */
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rail: FencePart[]
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}
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// Paint slots map 1:1 to the fence panel's build options (Structure + the
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// showInfill toggle): the end posts, the infill slats between them, the base
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// kickboard, and the top rail.
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export type FenceSlotId = 'posts' | 'infill' | 'base' | 'rail'
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export type FenceSlotParts = Record<FenceSlotId, FencePart[]>
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function createFenceParts(fence: FenceNode): FenceSlotParts {
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const panel: FencePart[] = []
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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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@@ -178,7 +180,7 @@ function createFenceParts(fence: FenceNode): FenceSlotParts {
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const endInsetT = Math.max(0.501, 1 - edgeInset / length)
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if (!isFloating) {
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panel.push(
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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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@@ -188,7 +190,7 @@ function createFenceParts(fence: FenceNode): FenceSlotParts {
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panelDepth * 1.05,
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),
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)
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panel.push(
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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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@@ -213,7 +215,9 @@ function createFenceParts(fence: FenceNode): FenceSlotParts {
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: verticalHeight
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const postY = fullHeightPost ? postHeight / 2 : verticalY
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panel.push({
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// End posts are the structural `posts` slot; the intermediate verticals are
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// the `infill` slats (only present when showInfill adds them).
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;(isEdgePost ? posts : infill).push({
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position: [frame.point.x, postY, frame.point.y],
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rotationY: -frame.tangentAngle,
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scale: [postWidth, postHeight, Math.max(panelDepth * 0.35, 0.012)],
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@@ -244,7 +248,7 @@ function createFenceParts(fence: FenceNode): FenceSlotParts {
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)
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}
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return { panel, rail }
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return { posts, infill, base, rail }
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}
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function mergeFenceParts(parts: FencePart[]): THREE.BufferGeometry {
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@@ -262,21 +266,26 @@ function mergeFenceParts(parts: FencePart[]): THREE.BufferGeometry {
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}
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/**
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* Geometry split by paint slot: the body (posts / base / infill) and the rail
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* cap, each a separate merged BufferGeometry so the fence renderer can give
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* each its own material + `userData.slotId`.
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* Geometry split by paint slot — posts, infill, base, rail — each a separate
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* merged BufferGeometry (empty ones included) so the fence renderer can give
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* each its own material + `userData.slotId`. Slots match the panel's build
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* options 1:1.
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*/
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export function generateFenceSlotGeometries(fence: FenceNode): {
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panel: THREE.BufferGeometry
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rail: THREE.BufferGeometry
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} {
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const { panel, rail } = createFenceParts(fence)
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return { panel: mergeFenceParts(panel), rail: mergeFenceParts(rail) }
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export function generateFenceSlotGeometries(
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fence: FenceNode,
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): Record<FenceSlotId, THREE.BufferGeometry> {
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const parts = createFenceParts(fence)
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return {
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posts: mergeFenceParts(parts.posts),
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infill: mergeFenceParts(parts.infill),
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base: mergeFenceParts(parts.base),
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rail: mergeFenceParts(parts.rail),
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}
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}
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export function generateFenceGeometry(fence: FenceNode) {
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const { panel, rail } = createFenceParts(fence)
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return mergeFenceParts([...panel, ...rail])
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const { posts, infill, base, rail } = createFenceParts(fence)
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return mergeFenceParts([...posts, ...infill, ...base, ...rail])
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}
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function updateFenceGeometry(fenceId: FenceNode['id']) {
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@@ -15,10 +15,10 @@ import {
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// Declared catalog defaults for an unpainted roof, per the 4-slot layout
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// (0 wall/trim · 1 deck · 2 interior soffit · 3 shingle top). The wall/trim
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// band mirrors the wall kind's default (WALL_SLOT_DEFAULT = concrete-plate) so
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// a roof reads as continuous with the walls below it.
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// band mirrors the wall kind's default (WALL_SLOT_DEFAULT = concrete-drywall)
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// so a roof reads as continuous with the walls below it.
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const ROOF_DEFAULT_REFS: [string, string, string, string] = [
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'library:concrete-plate',
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'library:concrete-drywall',
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'library:preset-softwhite',
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'library:preset-softwhite',
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'library:roof-terracottatiles',
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