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>
454 lines
15 KiB
TypeScript
454 lines
15 KiB
TypeScript
import {
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type AnyNodeId,
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type FenceNode,
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getWallCurveFrameAt,
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getWallCurveLength,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
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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 =
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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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}
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geometry.translate(part.position[0], part.position[1], part.position[2])
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applyFenceUVs(geometry)
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return geometry
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}
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function getFencePointAt(fence: FenceNode, t: number) {
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const frame = getWallCurveFrameAt(fence, t)
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return {
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point: frame.point,
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tangentAngle: Math.atan2(frame.tangent.y, frame.tangent.x),
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}
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}
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function createStraightFenceSpanPart(
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start: [number, number],
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end: [number, number],
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centerY: number,
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height: number,
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depth: number,
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): FencePart | null {
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const dx = end[0] - start[0]
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const dz = end[1] - start[1]
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const length = Math.hypot(dx, dz)
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if (length <= 1e-4) {
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return null
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}
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return {
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position: [(start[0] + end[0]) / 2, centerY, (start[1] + end[1]) / 2],
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rotationY: -Math.atan2(dz, dx),
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scale: [length, height, depth],
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}
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}
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function createFenceCurveSpanParts(
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fence: FenceNode,
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startT: number,
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endT: number,
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centerY: number,
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height: number,
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depth: number,
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): FencePart[] {
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const parts: FencePart[] = []
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const frameCount = Math.max(
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1,
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Math.ceil(
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(getWallCurveLength(fence) * Math.max(1e-4, endT - startT)) / MIN_CURVE_SEGMENT_LENGTH,
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),
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)
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let previous = getFencePointAt(fence, startT)
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for (let index = 1; index <= frameCount; index += 1) {
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const t = startT + (endT - startT) * (index / frameCount)
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const current = getFencePointAt(fence, t)
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const segment = createStraightFenceSpanPart(
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[previous.point.x, previous.point.y],
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[current.point.x, current.point.y],
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centerY,
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height,
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depth,
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)
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if (segment) {
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parts.push(segment)
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}
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previous = current
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}
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return parts
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}
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function applyFenceUVs(geometry: THREE.BufferGeometry) {
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const position = geometry.getAttribute('position')
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const normal = geometry.getAttribute('normal')
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if (!(position && normal)) return
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// World-scale triplanar UVs: 1 UV unit = 1 metre, sampled from the part's
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// local-space (already translated into fence space) coordinates with NO
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// per-part origin shift. A shared origin keeps a tiled finish continuous
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// across posts, rails, and infill instead of restarting the tile at each
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// part's own min corner (the previous behaviour, which broke the 1 m
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// contract and made adjacent parts mistile).
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const uvs = new Float32Array(position.count * 2)
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for (let index = 0; index < position.count; index += 1) {
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const px = position.getX(index)
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const py = position.getY(index)
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const pz = position.getZ(index)
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const nx = Math.abs(normal.getX(index))
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const ny = Math.abs(normal.getY(index))
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const nz = Math.abs(normal.getZ(index))
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let u = 0
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let v = 0
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if (ny >= nx && ny >= nz) {
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u = px
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v = pz
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} else if (nx >= nz) {
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u = pz
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v = py
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} else {
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u = px
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v = py
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}
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uvs[index * 2] = u
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uvs[index * 2 + 1] = v
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}
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geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
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geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(uvs.slice(), 2))
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}
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function getStyleDefaults(style: FenceNode['style']) {
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if (style === 'privacy') {
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return { spacingFactor: 0.42, postFactor: 1.35, baseFactor: 1.2, topFactor: 1.2 }
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}
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if (style === 'rail') {
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return { spacingFactor: 0.68, postFactor: 0.8, baseFactor: 0.85, topFactor: 0.85 }
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}
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return { spacingFactor: 0.3, postFactor: 0.55, baseFactor: 1, topFactor: 0.75 }
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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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/**
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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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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 styleDefaults = getStyleDefaults(fence.style)
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const baseHeight = Math.max(fence.baseHeight * styleDefaults.baseFactor, 0.04)
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const topRailHeight = Math.max(fence.topRailHeight * styleDefaults.topFactor, 0.01)
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const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08)
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const postWidth = Math.max(fence.postSize * styleDefaults.postFactor, 0.01)
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const spacing = Math.max(fence.postSpacing * styleDefaults.spacingFactor, postWidth * 1.2)
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const edgeInset = Math.max(fence.edgeInset ?? 0.015, 0.005)
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const isFloating = fence.baseStyle === 'floating'
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const showInfill = fence.showInfill ?? true
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const baseY = isFloating ? clearance : 0
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const effectiveBaseHeight = baseHeight
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const startInsetT = Math.min(0.499, edgeInset / length)
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const endInsetT = Math.max(0.501, 1 - edgeInset / length)
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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 + effectiveBaseHeight / 2,
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effectiveBaseHeight,
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panelDepth * 1.05,
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),
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)
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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 + effectiveBaseHeight + verticalHeight * 0.15,
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topRailHeight * 0.8,
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panelDepth * 0.35,
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),
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)
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}
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const count = showInfill ? Math.max(2, Math.floor((length - edgeInset * 2) / spacing) + 1) : 2
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const verticalY = baseY + effectiveBaseHeight + verticalHeight / 2
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for (let index = 0; index < count; index += 1) {
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const t = count === 1 ? 0.5 : startInsetT + (endInsetT - startInsetT) * (index / (count - 1))
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const frame = getFencePointAt(fence, t)
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const isEdgePost = index === 0 || index === count - 1
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const fullHeightPost = !showInfill || (isFloating && isEdgePost)
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const postHeight = fullHeightPost
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? effectiveBaseHeight + verticalHeight + topRailHeight + clearance
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: verticalHeight
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const postY = fullHeightPost ? postHeight / 2 : verticalY
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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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// Depth is 0.001 m shy of the accent rail's `panelDepth * 0.35` so the two
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// never share a coplanar face where they cross (kills the rail z-fighting).
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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 - 0.001, 0.011)],
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})
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}
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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 + effectiveBaseHeight + verticalHeight + topRailHeight / 2,
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topRailHeight,
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Math.max(panelDepth * 0.55, 0.018),
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),
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)
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if (isFloating) {
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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 + effectiveBaseHeight + topRailHeight / 2,
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topRailHeight,
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Math.max(panelDepth * 0.55, 0.018),
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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 mergeFenceParts(parts: FencePart[]): THREE.BufferGeometry {
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// An empty slot group (e.g. infill with showInfill off, or base on a floating
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// fence) must not reach mergeGeometries — it throws on an empty array. The
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// empty geometry has no position attribute, so the renderer skips its mesh.
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if (parts.length === 0) return new THREE.BufferGeometry()
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const geometries = parts.map(createFencePartGeometry)
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const merged = mergeGeometries(geometries, false) ?? new THREE.BufferGeometry()
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geometries.forEach((geometry) => {
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geometry.dispose()
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})
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const mergedUv = merged.getAttribute('uv')
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if (mergedUv) {
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merged.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(mergedUv.array), 2))
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}
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merged.computeVertexNormals()
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return merged
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}
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/**
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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(
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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 { 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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const node = useScene.getState().nodes[fenceId]
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if (!node || node.type !== 'fence') return
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const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Mesh | undefined
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if (!mesh) return
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const newGeometry = generateFenceGeometry(node)
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mesh.geometry.dispose()
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mesh.geometry = newGeometry
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mesh.position.set(0, 0, 0)
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mesh.rotation.set(0, 0, 0)
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}
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export const FenceSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node || node.type !== 'fence') return
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updateFenceGeometry(id as FenceNode['id'])
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clearDirty(id as AnyNodeId)
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})
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}, 4)
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return null
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}
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