Files
editor/packages/nodes/src/shelf/geometry.ts
T
Wassim SAMADandClaude Opus 4.8 e079615196 fix(shelf): floor-anchor cubby no-bottom divider + embed bookshelf divider depth
- Cubby without a bottom board: the lowest cell opens onto the floor, but its
  column divider still started at the (missing) bottom board's top, leaving it
  floating ~thickness above the floor. Anchor it at y=0 when there's no bottom.

- Bookshelf full-height divider: it crosses the continuous shelves, so it can't
  share their depth plane (proud at the front, coplanar with the back panel —
  z-fighting down the centre back). Recess its depth to sit fully INSIDE the
  boards' depth: embedded at each shelf crossing (board occludes it) and tucked
  inside the back panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 13:05:47 -04:00

448 lines
16 KiB
TypeScript

import { type GeometryContext, getMaterialPresetByRef } from '@pascal-app/core'
import {
applyMaterialPresetToMaterials,
createDefaultMaterial,
createMaterial,
type RenderShading,
resolveMaterialRef,
} from '@pascal-app/viewer'
import { BoxGeometry, Group, type Material, Mesh } from 'three'
import { sanitizeShelfDimensions } from './dimensions'
import type { ShelfNode } from './schema'
import { SHELF_SLOT_DEFAULT_COLOR, type ShelfSlotId } from './slots'
/**
* Pure shelf geometry builder. Takes a `ShelfNode` and returns a `Group`
* with named child meshes — `shelf-board-<row>`, `shelf-side-<sign>`,
* `shelf-back`, `shelf-divider-<r>-<c>`, `shelf-bracket-<sign>`,
* `shelf-post-<corner>`, `shelf-brace-<id>` — so other systems can
* address them by name if needed.
*
* The function is pure: no React, no scene access, no `useScene`. Every
* piece of geometry is determined by `node` alone. This lets the parity
* test in `__tests__/geometry.test.ts` compare BufferGeometry vertex /
* index arrays directly, and lets AI-generated nodes follow the same
* shape with no editor-specific knowledge.
*
* Materials: the kind exposes per-slot paintable surfaces through
* `node.slots`, while `node.material` / `node.materialPreset` remain as
* legacy whole-shelf fallbacks. Every generated mesh is tagged with the
* slot it belongs to so paint mode can target shelves, frame, or back.
*
* Style dispatch lives at the top of the function; each style helper
* mutates the same `group`.
*/
type ShelfSlotMaterials = Record<ShelfSlotId, Material>
function getShelfSlotMaterial(
node: ShelfNode,
slotId: ShelfSlotId,
materials: GeometryContext['materials'],
shading: RenderShading,
): Material {
const ref = node.slots?.[slotId]
if (ref) {
const resolved = resolveMaterialRef(ref, materials, shading)
if (resolved) return resolved
}
// Legacy whole-shelf paint applies to every slot when set (no per-slot override).
if (node.materialPreset) {
const preset = getMaterialPresetByRef(node.materialPreset)
if (preset) {
const base = createDefaultMaterial('#ffffff', 0.5, shading)
applyMaterialPresetToMaterials(base, preset)
return base
}
}
if (node.material) return createMaterial(node.material, shading)
return createDefaultMaterial(SHELF_SLOT_DEFAULT_COLOR, 0.9, shading)
}
function stampShelfSlot(mesh: Mesh, slotId: ShelfSlotId): Mesh {
mesh.userData.slotId = slotId
return mesh
}
// A board's front/back faces land on the frame's outer faces (posts / back panel)
// — coplanar surfaces the depth buffer can't separate, which flickers as z-fighting.
// Recess 1mm so the board sits just inside: the meshes still overlap (no gap), but
// no faces are coplanar. Depth is always recessed (boards reach into the back panel
// / posts). Width is recessed only at call sites where boards span OVER posts
// (open-rack / no-sides bookshelf); boards that ABUT side panels keep full width so
// they meet the sides flush — abutting faces are back-to-back and never fight.
const BOARD_INSET = 0.001
// Frame members that pass under the top board (dividers / back / corner posts) reach
// y=unitHeight, coplanar with the top board's top face → z-fighting. Drop their top 1mm so
// the board cleanly caps them; their bottom stays on the floor.
const FRAME_TOP_INSET = 0.001
function cappedFrameY(unitHeight: number): { height: number; centerY: number } {
const height = Math.max(unitHeight - FRAME_TOP_INSET, 0.001)
return { height, centerY: height / 2 }
}
function boardGeometry(
width: number,
thickness: number,
depth: number,
insetWidth = false,
): BoxGeometry {
return new BoxGeometry(
insetWidth ? Math.max(width - 2 * BOARD_INSET, 0.001) : width,
thickness,
Math.max(depth - 2 * BOARD_INSET, 0.001),
)
}
export function buildShelfGeometry(
rawNode: ShelfNode,
ctx?: GeometryContext,
shading: RenderShading = 'rendered',
): Group {
const node = sanitizeShelfDimensions(rawNode)
const group = new Group()
group.name = 'shelf-geometry'
const materials: ShelfSlotMaterials = {
shelves: getShelfSlotMaterial(node, 'shelves', ctx?.materials, shading),
frame: getShelfSlotMaterial(node, 'frame', ctx?.materials, shading),
back: getShelfSlotMaterial(node, 'back', ctx?.materials, shading),
}
switch (node.style) {
case 'wall-shelf':
buildWallShelf(group, node, materials)
break
case 'bookshelf':
buildBookshelf(group, node, materials)
break
case 'open-rack':
buildOpenRack(group, node, materials)
break
case 'cubby':
buildCubby(group, node, materials)
break
}
// Boards/brackets cast + receive shadows like the other geometry-driven
// kinds (fence, slab). Set once here rather than on every `new Mesh` above.
for (const child of group.children) {
child.castShadow = true
child.receiveShadow = true
}
return group
}
// ─── Style helpers ───────────────────────────────────────────────────
/**
* Wall-shelf: open boards held by end brackets. `rows > 1` stacks
* evenly-spaced boards from `height/rows` up to `height`. Brackets
* span from floor to the topmost board.
*/
function buildWallShelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
for (const y of boardCenterYs(node)) {
const board = stampShelfSlot(
new Mesh(boardGeometry(node.width, node.thickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.bracketStyle === 'hidden') return
const inset = Math.min(0.12, node.width / 6)
const bracketHeight = Math.max(0.01, node.height)
const bracketWidth =
node.bracketStyle === 'industrial'
? Math.max(0.04, node.depth * 0.2)
: Math.max(0.02, node.depth * 0.12)
const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
for (const sign of [-1, 1] as const) {
const bracket = stampShelfSlot(
new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), materials.frame),
'frame',
)
bracket.name = `shelf-bracket-${sign === -1 ? 'left' : 'right'}`
bracket.position.set(sign * (node.width / 2 - inset), bracketHeight / 2, 0)
group.add(bracket)
}
}
/**
* Bookshelf: full-height cabinet with side panels, multiple shelf boards,
* optional back, and inner vertical dividers if `columns > 1`. When
* `withSides === false`, side panels become slim corner posts (a rack
* silhouette).
*/
function buildBookshelf(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness
const innerWidth = node.withSides ? node.width - 2 * node.thickness : node.width
// Top + bottom + intermediate boards. No sides => boards span over corner
// posts, so inset their width too; with sides they abut the panels (flush).
for (const y of boardCenterYs(node)) {
const board = stampShelfSlot(
new Mesh(
boardGeometry(innerWidth, node.thickness, node.depth, !node.withSides),
materials.shelves,
),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.withBottom) {
const bottom = stampShelfSlot(
new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom)
}
// Side panels (or corner posts) — span the full unit height.
if (node.withSides) {
for (const sign of [-1, 1] as const) {
const side = stampShelfSlot(
new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
'frame',
)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side)
}
} else {
addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
}
if (node.withBack) {
const fy = cappedFrameY(unitHeight)
const back = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, fy.height, node.thickness), materials.back),
'back',
)
back.name = 'shelf-back'
back.position.set(0, fy.centerY, -(node.depth / 2 - node.thickness / 2))
group.add(back)
}
// Vertical dividers between columns
if (node.columns > 1) {
const fy = cappedFrameY(unitHeight)
const colStep = innerWidth / node.columns
for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep
const divider = stampShelfSlot(
// A full-height divider crosses the shelves, so its depth must sit
// INSIDE the boards' (already recessed) depth: embedded at each crossing
// (the board occludes it — no coplanar fight) and tucked inside the back
// panel, rather than proud at the front / coplanar with the back.
new Mesh(
new BoxGeometry(node.thickness, fy.height, node.depth - 4 * BOARD_INSET),
materials.frame,
),
'frame',
)
divider.name = `shelf-divider-col-${c}`
divider.position.set(x, fy.centerY, 0)
group.add(divider)
}
}
}
/**
* Open-rack: four corner posts + horizontal boards. `withBack` adds an
* X-brace on the back face for stability. `withSides` / `bracketStyle`
* are ignored (the rack defines its own posts).
*/
function buildOpenRack(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness
const innerWidth = node.width
const boardThickness = Math.max(0.02, node.thickness * 0.8)
for (const y of boardCenterYs(node)) {
const board = stampShelfSlot(
new Mesh(boardGeometry(innerWidth, boardThickness, node.depth, true), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
addCornerPosts(group, node, materials.frame, unitHeight, 'rack')
if (node.withBack) {
const braceThickness = Math.max(0.015, node.thickness * 0.6)
for (const y of [boardThickness, unitHeight - boardThickness] as const) {
const brace = stampShelfSlot(
new Mesh(
new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
materials.frame,
),
'frame',
)
brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
group.add(brace)
}
}
}
/**
* Cubby: closed grid of pigeonholes. Always has sides + back + horizontal
* boards + vertical dividers. `withBack` / `withSides` are forced on
* because the cubby shape requires them.
*/
function buildCubby(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
const unitHeight = node.height + node.thickness
const innerWidth = node.width - 2 * node.thickness
for (const y of boardCenterYs(node)) {
const board = stampShelfSlot(
new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
board.name = `shelf-board-${boardRowIndex(node, y)}`
board.position.set(0, y, 0)
group.add(board)
}
if (node.withBottom) {
const bottom = stampShelfSlot(
new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
'shelves',
)
bottom.name = 'shelf-board-bottom'
bottom.position.set(0, node.thickness / 2, 0)
group.add(bottom)
}
for (const sign of [-1, 1] as const) {
const side = stampShelfSlot(
new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
'frame',
)
side.name = `shelf-side-${sign === -1 ? 'left' : 'right'}`
side.position.set(sign * (node.width / 2 - node.thickness / 2), unitHeight / 2, 0)
group.add(side)
}
const fy = cappedFrameY(unitHeight)
const back = stampShelfSlot(
new Mesh(new BoxGeometry(innerWidth, fy.height, node.thickness), materials.back),
'back',
)
back.name = 'shelf-back'
back.position.set(0, fy.centerY, -(node.depth / 2 - node.thickness / 2))
group.add(back)
if (node.columns > 1) {
const colStep = innerWidth / node.columns
const rowStep = node.height / node.rows
for (let r = 0; r < node.rows; r++) {
// Without a bottom board the lowest cell opens onto the floor, so its
// divider must reach y=0 rather than rest on a (missing) board top.
const cellBottomY = r === 0 && !node.withBottom ? 0 : node.thickness + r * rowStep
const cellTopY = node.thickness + (r + 1) * rowStep
const dividerHeight = cellTopY - cellBottomY - node.thickness
if (dividerHeight <= 0) continue
for (let c = 1; c < node.columns; c++) {
const x = -innerWidth / 2 + c * colStep
const divider = stampShelfSlot(
// Same depth recess as the boards: the divider sits flush with the
// shelf fronts (not proud) and its back tucks inside the back panel,
// so it neither overflows the boards at the front nor z-fights the
// back panel down the centre. Height is flush (the board faces it
// meets top/bottom are back-to-back, so they don't fight).
new Mesh(boardGeometry(node.thickness, dividerHeight, node.depth), materials.frame),
'frame',
)
divider.name = `shelf-divider-${r}-${c}`
divider.position.set(x, cellBottomY + dividerHeight / 2, 0)
group.add(divider)
}
}
}
}
// ─── Shared helpers ──────────────────────────────────────────────────
/**
* Y positions of every shelf board's vertical center, in floor-to-top
* order. The topmost board's center is at `height + thickness/2`; lower
* boards are evenly spaced from `height/rows` to `height` (matching the
* legacy v1 wall-shelf where the only board is at `height + thickness/2`).
*/
function boardCenterYs(node: ShelfNode): number[] {
const ys: number[] = []
const step = node.height / node.rows
for (let r = 1; r <= node.rows; r++) {
ys.push(r * step + node.thickness / 2)
}
return ys
}
/** Convert a Y position back to its row index (0 = bottom row). */
function boardRowIndex(node: ShelfNode, y: number): number {
const step = node.height / node.rows
return Math.round((y - node.thickness / 2) / step) - 1
}
/**
* Place four corner posts at `(±width/2 ∓ inset, height/2, ±depth/2 ∓ inset)`.
* Used by `open-rack` and the no-sides variant of `bookshelf`.
*/
function addCornerPosts(
group: Group,
node: ShelfNode,
material: Material,
unitHeight: number,
postStyle: 'rack' | 'leg',
) {
const fy = cappedFrameY(unitHeight)
const postThickness =
postStyle === 'rack' ? Math.max(0.025, node.thickness * 1.5) : Math.max(0.02, node.thickness)
const inset = postThickness / 2
for (const xSign of [-1, 1] as const) {
for (const zSign of [-1, 1] as const) {
const post = stampShelfSlot(
new Mesh(new BoxGeometry(postThickness, fy.height, postThickness), material),
'frame',
)
post.name = `shelf-post-${xSign === -1 ? 'l' : 'r'}${zSign === -1 ? 'b' : 'f'}`
post.position.set(
xSign * (node.width / 2 - inset),
fy.centerY,
zSign * (node.depth / 2 - inset),
)
group.add(post)
}
}
}
/**
* Y of the top surface of each shelf row (top of the board). Used by
* `capabilities.surfaces.custom` so items host at the right Y on
* whichever row the cursor targets. When `withBottom` is on (cubby /
* bookshelf only — wall-shelf and open-rack ignore the toggle), the
* top of the bottom board is exposed as an additional surface so items
* can host in the lowest cell.
*/
export function shelfRowSurfaceYs(node: ShelfNode): number[] {
const safe = sanitizeShelfDimensions(node)
const ys = boardCenterYs(safe).map((y) => y + safe.thickness / 2)
const bottomApplies = safe.style === 'cubby' || safe.style === 'bookshelf'
if (safe.withBottom && bottomApplies) ys.unshift(safe.thickness)
return ys
}