- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged. - Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass. - Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors. - NaN-safe node mutations + non-finite shadow-light bounds guard. - Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking.
354 lines
13 KiB
TypeScript
354 lines
13 KiB
TypeScript
import { getMaterialPresetByRef } from '@pascal-app/core'
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import {
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applyMaterialPresetToMaterials,
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createDefaultMaterial,
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createMaterial,
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DEFAULT_SHELF_MATERIAL,
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type RenderShading,
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} from '@pascal-app/viewer'
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import { BoxGeometry, FrontSide, Group, type Material, Mesh } from 'three'
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import { sanitizeShelfDimensions } from './dimensions'
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import type { ShelfNode } from './schema'
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/**
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* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
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* with named child meshes — `shelf-board-<row>`, `shelf-side-<sign>`,
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* `shelf-back`, `shelf-divider-<r>-<c>`, `shelf-bracket-<sign>`,
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* `shelf-post-<corner>`, `shelf-brace-<id>` — so other systems can
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* address them by name if needed.
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*
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* The function is pure: no React, no scene access, no `useScene`. Every
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* piece of geometry is determined by `node` alone. This lets the parity
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* test in `__tests__/geometry.test.ts` compare BufferGeometry vertex /
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* index arrays directly, and lets AI-generated nodes follow the same
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* shape with no editor-specific knowledge.
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*
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* Materials: the kind exposes a single paintable surface via
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* `node.material` / `node.materialPreset` — same shape walls / slabs /
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* stairs use. When neither is set, every mesh shares the
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* `DEFAULT_SHELF_MATERIAL` (off-white). When the user paints, the
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* library preset's properties land on a cloned material here. The cache
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* key includes the preset / material signature so paint changes
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* invalidate without stomping unrelated shelves.
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*
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* Style dispatch lives at the top of the function; each style helper
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* mutates the same `group`.
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*/
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type ShelfMaterial = Material & {
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depthWrite: boolean
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}
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const shelfMaterialCache = new Map<string, Material>()
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function getShelfMaterial(node: ShelfNode, shading: RenderShading): Material {
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const cacheKey = JSON.stringify({
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shading,
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material: node.material ?? null,
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materialPreset: node.materialPreset ?? null,
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})
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const cached = shelfMaterialCache.get(cacheKey)
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if (cached) return cached
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const preset = getMaterialPresetByRef(node.materialPreset)
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const material = preset
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? createDefaultMaterial('#ffffff', 0.5, shading)
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: node.material
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? createMaterial(node.material, shading).clone()
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: DEFAULT_SHELF_MATERIAL(shading).clone()
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if (preset) {
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applyMaterialPresetToMaterials(material, preset)
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}
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const shelfMaterial = material as ShelfMaterial
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shelfMaterial.side = FrontSide
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shelfMaterial.depthWrite = true
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shelfMaterial.needsUpdate = true
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shelfMaterialCache.set(cacheKey, material)
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return material
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}
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export function buildShelfGeometry(
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rawNode: ShelfNode,
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_ctx?: unknown,
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shading: RenderShading = 'rendered',
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): Group {
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const node = sanitizeShelfDimensions(rawNode)
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const group = new Group()
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group.name = 'shelf-geometry'
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const material = getShelfMaterial(node, shading)
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switch (node.style) {
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case 'wall-shelf':
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buildWallShelf(group, node, material)
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break
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case 'bookshelf':
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buildBookshelf(group, node, material)
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break
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case 'open-rack':
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buildOpenRack(group, node, material)
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break
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case 'cubby':
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buildCubby(group, node, material)
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break
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}
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// Boards/brackets cast + receive shadows like the other geometry-driven
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// kinds (fence, slab). Set once here rather than on every `new Mesh` above.
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for (const child of group.children) {
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child.castShadow = true
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child.receiveShadow = true
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}
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return group
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}
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// ─── Style helpers ───────────────────────────────────────────────────
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/**
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* Wall-shelf: open boards held by end brackets. `rows > 1` stacks
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* evenly-spaced boards from `height/rows` up to `height`. Brackets
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* span from floor to the topmost board.
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*/
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function buildWallShelf(group: Group, node: ShelfNode, material: Material) {
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(node.width, node.thickness, node.depth), material)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.bracketStyle === 'hidden') return
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const inset = Math.min(0.12, node.width / 6)
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const bracketHeight = Math.max(0.01, node.height)
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const bracketWidth =
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node.bracketStyle === 'industrial'
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? Math.max(0.04, node.depth * 0.2)
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: Math.max(0.02, node.depth * 0.12)
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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for (const sign of [-1, 1] as const) {
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const bracket = new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), material)
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bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
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bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
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group.add(bracket)
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}
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}
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/**
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* Bookshelf: full-height cabinet with side panels, multiple shelf boards,
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* optional back, and inner vertical dividers if `columns > 1`. When
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* `withSides === false`, side panels become slim corner posts (a rack
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* silhouette).
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*/
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function buildBookshelf(group: Group, node: ShelfNode, material: Material) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
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// Top + bottom + intermediate boards
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.withBottom) {
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const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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bottom.name = 'shelf-board-bottom'
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bottom.position.set(0, node.thickness / 2, 0)
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group.add(bottom)
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}
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// Side panels (or corner posts) — span the full unit height.
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if (node.withSides) {
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for (const sign of [-1, 1] as const) {
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const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
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side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
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group.add(side)
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}
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} else {
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addCornerPosts(group, node, material, unitHeight, 'rack')
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}
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if (node.withBack) {
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const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
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back.name = 'shelf-back'
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back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
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group.add(back)
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}
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// Vertical dividers between columns
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if (node.columns > 1) {
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const colStep = innerWidth / node.columns
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for (let c = 1; c < node.columns; c++) {
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const x = -innerWidth / 2 + c * colStep
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const divider = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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divider.name = `shelf-divider-col-${c}`
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divider.position.set(x, unitHeight / 2, 0)
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group.add(divider)
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}
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}
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}
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/**
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* Open-rack: four corner posts + horizontal boards. `withBack` adds an
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* X-brace on the back face for stability. `withSides` / `bracketStyle`
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* are ignored (the rack defines its own posts).
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*/
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function buildOpenRack(group: Group, node: ShelfNode, material: Material) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width
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const boardThickness = Math.max(0.02, node.thickness * 0.8)
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, boardThickness, node.depth), material)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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addCornerPosts(group, node, material, unitHeight, 'rack')
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if (node.withBack) {
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const braceThickness = Math.max(0.015, node.thickness * 0.6)
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for (const y of [boardThickness, unitHeight - boardThickness] as const) {
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const brace = new Mesh(
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new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
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material,
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)
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brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
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brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
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group.add(brace)
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}
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}
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}
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/**
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* Cubby: closed grid of pigeonholes. Always has sides + back + horizontal
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* boards + vertical dividers. `withBack` / `withSides` are forced on
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* because the cubby shape requires them.
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*/
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function buildCubby(group: Group, node: ShelfNode, material: Material) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width - 2 * node.thickness
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for (const y of boardCenterYs(node)) {
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const board = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.withBottom) {
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const bottom = new Mesh(new BoxGeometry(innerWidth, node.thickness, node.depth), material)
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bottom.name = 'shelf-board-bottom'
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bottom.position.set(0, node.thickness / 2, 0)
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group.add(bottom)
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}
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for (const sign of [-1, 1] as const) {
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const side = new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), material)
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side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
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side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
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group.add(side)
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}
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const back = new Mesh(new BoxGeometry(innerWidth, unitHeight, node.thickness), material)
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back.name = 'shelf-back'
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back.position.set(0, unitHeight / 2, -(node.depth / 2 - node.thickness / 2))
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group.add(back)
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if (node.columns > 1) {
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const colStep = innerWidth / node.columns
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const rowStep = node.height / node.rows
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for (let r = 0; r < node.rows; r++) {
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const cellBottomY = node.thickness + r * rowStep
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const cellTopY = node.thickness + (r + 1) * rowStep
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const dividerHeight = cellTopY - cellBottomY - node.thickness
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if (dividerHeight <= 0) continue
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for (let c = 1; c < node.columns; c++) {
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const x = -innerWidth / 2 + c * colStep
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const divider = new Mesh(
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new BoxGeometry(node.thickness, dividerHeight, node.depth),
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material,
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)
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divider.name = `shelf-divider-${r}-${c}`
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divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
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group.add(divider)
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}
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}
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}
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}
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// ─── Shared helpers ──────────────────────────────────────────────────
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/**
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* Y positions of every shelf board's vertical center, in floor-to-top
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* order. The topmost board's center is at `height + thickness/2`; lower
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* boards are evenly spaced from `height/rows` to `height` (matching the
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* legacy v1 wall-shelf where the only board is at `height + thickness/2`).
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*/
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function boardCenterYs(node: ShelfNode): number[] {
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const ys: number[] = []
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const step = node.height / node.rows
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for (let r = 1; r <= node.rows; r++) {
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ys.push(r * step + node.thickness / 2)
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}
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return ys
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}
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/** Convert a Y position back to its row index (0 = bottom row). */
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function boardRowIndex(node: ShelfNode, y: number): number {
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const step = node.height / node.rows
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return Math.round((y - node.thickness / 2) / step) - 1
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}
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/**
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* Place four corner posts at `(±width/2 ∓ inset, height/2, ±depth/2 ∓ inset)`.
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* Used by `open-rack` and the no-sides variant of `bookshelf`.
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*/
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function addCornerPosts(
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group: Group,
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node: ShelfNode,
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material: Material,
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unitHeight: number,
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postStyle: 'rack' | 'leg',
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) {
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const postThickness =
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postStyle === 'rack' ? Math.max(0.025, node.thickness * 1.5) : Math.max(0.02, node.thickness)
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const inset = postThickness / 2
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for (const xSign of [-1, 1] as const) {
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for (const zSign of [-1, 1] as const) {
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const post = new Mesh(new BoxGeometry(postThickness, unitHeight, postThickness), material)
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post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
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post.position.set(
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xSign * (node.width / 2 - inset),
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unitHeight / 2,
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zSign * (node.depth / 2 - inset),
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)
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group.add(post)
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}
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}
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}
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/**
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* Y of the top surface of each shelf row (top of the board). Used by
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* `capabilities.surfaces.custom` so items host at the right Y on
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* whichever row the cursor targets. When `withBottom` is on (cubby /
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* bookshelf only — wall-shelf and open-rack ignore the toggle), the
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* top of the bottom board is exposed as an additional surface so items
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* can host in the lowest cell.
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*/
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export function shelfRowSurfaceYs(node: ShelfNode): number[] {
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const safe = sanitizeShelfDimensions(node)
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const ys = boardCenterYs(safe).map((y) => y + safe.thickness / 2)
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const bottomApplies = safe.style === 'cubby' || safe.style === 'bookshelf'
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if (safe.withBottom && bottomApplies) ys.unshift(safe.thickness)
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return ys
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}
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