Add roof material targets and UV mapping
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@@ -11,7 +11,7 @@ import useScene from '../../store/use-scene'
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const csgEvaluator = new Evaluator()
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csgEvaluator.useGroups = true
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;(csgEvaluator as any).consolidateGroups = false // shared dummyMats across brushes causes consolidation to misalign groupIndices vs groupOrder indices → crash
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csgEvaluator.attributes = ['position', 'normal']
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csgEvaluator.attributes = ['position', 'normal', 'uv']
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function prepareBrushForCSG(brush: Brush) {
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brush.geometry.computeBoundsTree = computeBoundsTree
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@@ -25,6 +25,7 @@ const _position = new THREE.Vector3()
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const _quaternion = new THREE.Quaternion()
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const _scale = new THREE.Vector3(1, 1, 1)
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const _yAxis = new THREE.Vector3(0, 1, 0)
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const _uvFaceNormal = new THREE.Vector3()
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// Pending merged-roof updates carried across frames (for throttling)
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const pendingRoofUpdates = new Set<AnyNodeId>()
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@@ -251,6 +252,7 @@ function updateMergedRoofGeometry(
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g.materialIndex = mapRoofGroupMaterialIndex(g.materialIndex, resultMaterials, matToIndex)
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}
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ensureUv2Attribute(resultGeo)
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resultGeo.computeVertexNormals()
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mergedMesh.geometry.dispose()
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mergedMesh.geometry = resultGeo
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@@ -641,6 +643,7 @@ export function generateRoofSegmentGeometry(node: RoofSegmentNode): THREE.Buffer
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wallBrush.geometry.dispose()
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innerBrush.geometry.dispose()
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ensureUv2Attribute(resultGeo)
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resultGeo.computeVertexNormals()
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return resultGeo
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}
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@@ -936,6 +939,7 @@ function createGeometryFromFaces(
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): THREE.BufferGeometry {
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const positions: number[] = []
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const normals: number[] = []
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const uvs: number[] = []
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const indices: number[] = []
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const groups: { start: number; count: number; materialIndex: number }[] = []
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let vertexCount = 0
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@@ -974,6 +978,10 @@ function createGeometryFromFaces(
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normals.push(normal.x, normal.y, normal.z)
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normals.push(normal.x, normal.y, normal.z)
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pushRoofUv(uvs, p0, normal)
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pushRoofUv(uvs, fi, normal)
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pushRoofUv(uvs, fi1, normal)
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indices.push(vertexCount, vertexCount + 1, vertexCount + 2)
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faceVertexCount += 3
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@@ -990,6 +998,7 @@ function createGeometryFromFaces(
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const geometry = new THREE.BufferGeometry()
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
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geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
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geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
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geometry.setIndex(indices)
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for (const g of groups) {
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@@ -999,6 +1008,34 @@ function createGeometryFromFaces(
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// Merge identical vertices to optimize geometry for CSG and create clean topology
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const mergedGeo = mergeVertices(geometry, 1e-4)
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geometry.dispose()
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ensureUv2Attribute(mergedGeo)
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return mergedGeo
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}
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function pushRoofUv(uvs: number[], point: THREE.Vector3, normal: THREE.Vector3) {
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_uvFaceNormal.copy(normal).normalize()
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const absX = Math.abs(_uvFaceNormal.x)
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const absY = Math.abs(_uvFaceNormal.y)
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const absZ = Math.abs(_uvFaceNormal.z)
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if (absY >= absX && absY >= absZ) {
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uvs.push(point.x, point.z)
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return
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}
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if (absX >= absZ) {
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uvs.push(point.z, point.y)
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return
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}
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uvs.push(point.x, point.y)
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}
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function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
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const uv = geometry.getAttribute('uv')
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if (!uv) return
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geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
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}
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