Files
editor/packages/viewer/src/systems/fence/fence-system.tsx
T
Wassim SAMADandClaude Opus 4.8 346b5d8cbe feat(fence): add horizontal-board fence style with capped posts
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>
2026-06-19 12:57:24 -04:00

454 lines
15 KiB
TypeScript

import {
type AnyNodeId,
type FenceNode,
getWallCurveFrameAt,
getWallCurveLength,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
type FencePart = {
position: [number, number, number]
rotationY?: number
scale: [number, number, number]
// A `pyramid` part is a 4-sided cone (square base aligned to the part axes),
// used for peaked post caps. Defaults to a box.
shape?: 'box' | 'pyramid'
}
const MIN_CURVE_SEGMENT_LENGTH = 0.18
function createFencePartGeometry(part: FencePart) {
const geometry =
part.shape === 'pyramid'
? new THREE.ConeGeometry(0.5, 1, 4, 1, false, Math.PI / 4)
: new THREE.BoxGeometry(1, 1, 1)
geometry.scale(part.scale[0], part.scale[1], part.scale[2])
if (part.rotationY) {
geometry.rotateY(part.rotationY)
}
geometry.translate(part.position[0], part.position[1], part.position[2])
applyFenceUVs(geometry)
return geometry
}
function getFencePointAt(fence: FenceNode, t: number) {
const frame = getWallCurveFrameAt(fence, t)
return {
point: frame.point,
tangentAngle: Math.atan2(frame.tangent.y, frame.tangent.x),
}
}
function createStraightFenceSpanPart(
start: [number, number],
end: [number, number],
centerY: number,
height: number,
depth: number,
): FencePart | null {
const dx = end[0] - start[0]
const dz = end[1] - start[1]
const length = Math.hypot(dx, dz)
if (length <= 1e-4) {
return null
}
return {
position: [(start[0] + end[0]) / 2, centerY, (start[1] + end[1]) / 2],
rotationY: -Math.atan2(dz, dx),
scale: [length, height, depth],
}
}
function createFenceCurveSpanParts(
fence: FenceNode,
startT: number,
endT: number,
centerY: number,
height: number,
depth: number,
): FencePart[] {
const parts: FencePart[] = []
const frameCount = Math.max(
1,
Math.ceil(
(getWallCurveLength(fence) * Math.max(1e-4, endT - startT)) / MIN_CURVE_SEGMENT_LENGTH,
),
)
let previous = getFencePointAt(fence, startT)
for (let index = 1; index <= frameCount; index += 1) {
const t = startT + (endT - startT) * (index / frameCount)
const current = getFencePointAt(fence, t)
const segment = createStraightFenceSpanPart(
[previous.point.x, previous.point.y],
[current.point.x, current.point.y],
centerY,
height,
depth,
)
if (segment) {
parts.push(segment)
}
previous = current
}
return parts
}
function applyFenceUVs(geometry: THREE.BufferGeometry) {
const position = geometry.getAttribute('position')
const normal = geometry.getAttribute('normal')
if (!(position && normal)) return
// World-scale triplanar UVs: 1 UV unit = 1 metre, sampled from the part's
// local-space (already translated into fence space) coordinates with NO
// per-part origin shift. A shared origin keeps a tiled finish continuous
// across posts, rails, and infill instead of restarting the tile at each
// part's own min corner (the previous behaviour, which broke the 1 m
// contract and made adjacent parts mistile).
const uvs = new Float32Array(position.count * 2)
for (let index = 0; index < position.count; index += 1) {
const px = position.getX(index)
const py = position.getY(index)
const pz = position.getZ(index)
const nx = Math.abs(normal.getX(index))
const ny = Math.abs(normal.getY(index))
const nz = Math.abs(normal.getZ(index))
let u = 0
let v = 0
if (ny >= nx && ny >= nz) {
u = px
v = pz
} else if (nx >= nz) {
u = pz
v = py
} else {
u = px
v = py
}
uvs[index * 2] = u
uvs[index * 2 + 1] = v
}
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(uvs.slice(), 2))
}
function getStyleDefaults(style: FenceNode['style']) {
if (style === 'privacy') {
return { spacingFactor: 0.42, postFactor: 1.35, baseFactor: 1.2, topFactor: 1.2 }
}
if (style === 'rail') {
return { spacingFactor: 0.68, postFactor: 0.8, baseFactor: 0.85, topFactor: 0.85 }
}
return { spacingFactor: 0.3, postFactor: 0.55, baseFactor: 1, topFactor: 0.75 }
}
// Paint slots map 1:1 to the fence panel's build options (Structure + the
// showInfill toggle): the end posts, the infill slats between them, the base
// kickboard, and the top rail.
export type FenceSlotId = 'posts' | 'infill' | 'base' | 'rail'
export type FenceSlotParts = Record<FenceSlotId, FencePart[]>
/**
* Horizontal-board fence — composite cladding boards stacked between square
* intermediate posts (each capped), instead of the vertical pickets the other
* styles draw. Posts march along the whole span at `postSpacing` (not just the
* two ends), the boards run full-length so they curve with the fence, and a
* thin reveal between boards leaves the groove shadow that reads as cladding.
*/
function createHorizontalFenceParts(fence: FenceNode): FenceSlotParts {
const posts: FencePart[] = []
const infill: FencePart[] = []
const base: FencePart[] = []
const rail: FencePart[] = []
const length = Math.max(getWallCurveLength(fence), 0.01)
const panelDepth = Math.max(fence.thickness, 0.03)
const clearance = Math.max(fence.groundClearance, 0)
const isFloating = fence.baseStyle === 'floating'
const showInfill = fence.showInfill ?? true
const baseHeight = Math.max(fence.baseHeight, 0.04)
const topRailHeight = Math.max(fence.topRailHeight, 0.01)
const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08)
const baseY = isFloating ? clearance : 0
// Square posts stand proud of the recessed boards on both faces.
const postWidth = Math.max(fence.postSize * 1.4, 0.04)
const postDepth = postWidth
const boardDepth = Math.min(panelDepth, postDepth - 0.012)
// Grounded fences get a kickboard along the bottom; floating ones don't.
if (!isFloating) {
base.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + baseHeight / 2,
baseHeight,
postDepth * 0.92,
),
)
}
// Stack full-length boards between the kickboard and the top rail. The board
// height is derived to evenly fill the panel around a ~0.145 m target, with a
// constant reveal between each so the count adapts to any fence height.
if (showInfill) {
const reveal = Math.max(fence.slatGap ?? 0.01, 0)
const infillBottom = baseY + baseHeight
if (reveal < 0.002) {
// No reveal → one flush panel, so the stacked-board edge seams don't
// read as faint lines where the user asked for a smooth surface.
infill.push(
...createFenceCurveSpanParts(
fence,
0,
1,
infillBottom + verticalHeight / 2,
verticalHeight,
boardDepth,
),
)
} else {
const boardCount = Math.max(1, Math.round(verticalHeight / (0.145 + reveal)))
const slabHeight = Math.max((verticalHeight - reveal * (boardCount - 1)) / boardCount, 0.02)
for (let index = 0; index < boardCount; index += 1) {
const centerY = infillBottom + slabHeight / 2 + index * (slabHeight + reveal)
infill.push(...createFenceCurveSpanParts(fence, 0, 1, centerY, slabHeight, boardDepth))
}
}
}
// Top rail caps the boards.
rail.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + baseHeight + verticalHeight + topRailHeight / 2,
topRailHeight,
Math.max(postDepth * 0.78, 0.02),
),
)
// Posts at every `postSpacing`, anchored at both ends, each with a flat cap.
const spacing = Math.max(fence.postSpacing, postWidth * 1.4)
const postCount = Math.max(2, Math.floor(length / spacing) + 1)
const postHeight = baseHeight + verticalHeight + topRailHeight + clearance
const capHeight = Math.max(postWidth * 0.32, 0.03)
const cap = fence.postCap ?? 'pyramid'
for (let index = 0; index < postCount; index += 1) {
const t = postCount === 1 ? 0.5 : index / (postCount - 1)
const frame = getFencePointAt(fence, t)
posts.push({
position: [frame.point.x, postHeight / 2, frame.point.y],
rotationY: -frame.tangentAngle,
scale: [postWidth, postHeight, postDepth],
})
if (cap === 'flat') {
posts.push({
position: [frame.point.x, postHeight + capHeight / 2, frame.point.y],
rotationY: -frame.tangentAngle,
scale: [postWidth * 1.22, capHeight, postDepth * 1.22],
})
} else if (cap === 'pyramid') {
posts.push({
position: [frame.point.x, postHeight + capHeight * 0.9, frame.point.y],
rotationY: -frame.tangentAngle,
scale: [postWidth * 1.18, capHeight * 1.8, postDepth * 1.18],
shape: 'pyramid',
})
}
}
return { posts, infill, base, rail }
}
function createFenceParts(fence: FenceNode): FenceSlotParts {
if (fence.style === 'horizontal') return createHorizontalFenceParts(fence)
const posts: FencePart[] = []
const infill: FencePart[] = []
const base: FencePart[] = []
const rail: FencePart[] = []
const length = Math.max(getWallCurveLength(fence), 0.01)
const panelDepth = Math.max(fence.thickness, 0.03)
const clearance = Math.max(fence.groundClearance, 0)
const styleDefaults = getStyleDefaults(fence.style)
const baseHeight = Math.max(fence.baseHeight * styleDefaults.baseFactor, 0.04)
const topRailHeight = Math.max(fence.topRailHeight * styleDefaults.topFactor, 0.01)
const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08)
const postWidth = Math.max(fence.postSize * styleDefaults.postFactor, 0.01)
const spacing = Math.max(fence.postSpacing * styleDefaults.spacingFactor, postWidth * 1.2)
const edgeInset = Math.max(fence.edgeInset ?? 0.015, 0.005)
const isFloating = fence.baseStyle === 'floating'
const showInfill = fence.showInfill ?? true
const baseY = isFloating ? clearance : 0
const effectiveBaseHeight = baseHeight
const startInsetT = Math.min(0.499, edgeInset / length)
const endInsetT = Math.max(0.501, 1 - edgeInset / length)
if (!isFloating) {
base.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + effectiveBaseHeight / 2,
effectiveBaseHeight,
panelDepth * 1.05,
),
)
base.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + effectiveBaseHeight + verticalHeight * 0.15,
topRailHeight * 0.8,
panelDepth * 0.35,
),
)
}
const count = showInfill ? Math.max(2, Math.floor((length - edgeInset * 2) / spacing) + 1) : 2
const verticalY = baseY + effectiveBaseHeight + verticalHeight / 2
for (let index = 0; index < count; index += 1) {
const t = count === 1 ? 0.5 : startInsetT + (endInsetT - startInsetT) * (index / (count - 1))
const frame = getFencePointAt(fence, t)
const isEdgePost = index === 0 || index === count - 1
const fullHeightPost = !showInfill || (isFloating && isEdgePost)
const postHeight = fullHeightPost
? effectiveBaseHeight + verticalHeight + topRailHeight + clearance
: verticalHeight
const postY = fullHeightPost ? postHeight / 2 : verticalY
// End posts are the structural `posts` slot; the intermediate verticals are
// the `infill` slats (only present when showInfill adds them).
// Depth is 0.001 m shy of the accent rail's `panelDepth * 0.35` so the two
// never share a coplanar face where they cross (kills the rail z-fighting).
;(isEdgePost ? posts : infill).push({
position: [frame.point.x, postY, frame.point.y],
rotationY: -frame.tangentAngle,
scale: [postWidth, postHeight, Math.max(panelDepth * 0.35 - 0.001, 0.011)],
})
}
rail.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + effectiveBaseHeight + verticalHeight + topRailHeight / 2,
topRailHeight,
Math.max(panelDepth * 0.55, 0.018),
),
)
if (isFloating) {
rail.push(
...createFenceCurveSpanParts(
fence,
0,
1,
baseY + effectiveBaseHeight + topRailHeight / 2,
topRailHeight,
Math.max(panelDepth * 0.55, 0.018),
),
)
}
return { posts, infill, base, rail }
}
function mergeFenceParts(parts: FencePart[]): THREE.BufferGeometry {
// An empty slot group (e.g. infill with showInfill off, or base on a floating
// fence) must not reach mergeGeometries — it throws on an empty array. The
// empty geometry has no position attribute, so the renderer skips its mesh.
if (parts.length === 0) return new THREE.BufferGeometry()
const geometries = parts.map(createFencePartGeometry)
const merged = mergeGeometries(geometries, false) ?? new THREE.BufferGeometry()
geometries.forEach((geometry) => {
geometry.dispose()
})
const mergedUv = merged.getAttribute('uv')
if (mergedUv) {
merged.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(mergedUv.array), 2))
}
merged.computeVertexNormals()
return merged
}
/**
* Geometry split by paint slot — posts, infill, base, rail — each a separate
* merged BufferGeometry (empty ones included) so the fence renderer can give
* each its own material + `userData.slotId`. Slots match the panel's build
* options 1:1.
*/
export function generateFenceSlotGeometries(
fence: FenceNode,
): Record<FenceSlotId, THREE.BufferGeometry> {
const parts = createFenceParts(fence)
return {
posts: mergeFenceParts(parts.posts),
infill: mergeFenceParts(parts.infill),
base: mergeFenceParts(parts.base),
rail: mergeFenceParts(parts.rail),
}
}
export function generateFenceGeometry(fence: FenceNode) {
const { posts, infill, base, rail } = createFenceParts(fence)
return mergeFenceParts([...posts, ...infill, ...base, ...rail])
}
function updateFenceGeometry(fenceId: FenceNode['id']) {
const node = useScene.getState().nodes[fenceId]
if (!node || node.type !== 'fence') return
const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Mesh | undefined
if (!mesh) return
const newGeometry = generateFenceGeometry(node)
mesh.geometry.dispose()
mesh.geometry = newGeometry
mesh.position.set(0, 0, 0)
mesh.rotation.set(0, 0, 0)
}
export const FenceSystem = () => {
const dirtyNodes = useScene((state) => state.dirtyNodes)
const clearDirty = useScene((state) => state.clearDirty)
useFrame(() => {
if (dirtyNodes.size === 0) return
const nodes = useScene.getState().nodes
dirtyNodes.forEach((id) => {
const node = nodes[id]
if (!node || node.type !== 'fence') return
updateFenceGeometry(id as FenceNode['id'])
clearDirty(id as AnyNodeId)
})
}, 4)
return null
}