- 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>
448 lines
16 KiB
TypeScript
448 lines
16 KiB
TypeScript
import { type GeometryContext, 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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type RenderShading,
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resolveMaterialRef,
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} from '@pascal-app/viewer'
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import { BoxGeometry, 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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import { SHELF_SLOT_DEFAULT_COLOR, type ShelfSlotId } from './slots'
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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 per-slot paintable surfaces through
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* `node.slots`, while `node.material` / `node.materialPreset` remain as
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* legacy whole-shelf fallbacks. Every generated mesh is tagged with the
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* slot it belongs to so paint mode can target shelves, frame, or back.
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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 ShelfSlotMaterials = Record<ShelfSlotId, Material>
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function getShelfSlotMaterial(
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node: ShelfNode,
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slotId: ShelfSlotId,
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materials: GeometryContext['materials'],
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shading: RenderShading,
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): Material {
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const ref = node.slots?.[slotId]
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if (ref) {
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const resolved = resolveMaterialRef(ref, materials, shading)
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if (resolved) return resolved
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}
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// Legacy whole-shelf paint applies to every slot when set (no per-slot override).
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if (node.materialPreset) {
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const preset = getMaterialPresetByRef(node.materialPreset)
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if (preset) {
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const base = createDefaultMaterial('#ffffff', 0.5, shading)
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applyMaterialPresetToMaterials(base, preset)
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return base
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}
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}
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if (node.material) return createMaterial(node.material, shading)
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return createDefaultMaterial(SHELF_SLOT_DEFAULT_COLOR, 0.9, shading)
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}
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function stampShelfSlot(mesh: Mesh, slotId: ShelfSlotId): Mesh {
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mesh.userData.slotId = slotId
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return mesh
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}
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// A board's front/back faces land on the frame's outer faces (posts / back panel)
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// — coplanar surfaces the depth buffer can't separate, which flickers as z-fighting.
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// Recess 1mm so the board sits just inside: the meshes still overlap (no gap), but
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// no faces are coplanar. Depth is always recessed (boards reach into the back panel
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// / posts). Width is recessed only at call sites where boards span OVER posts
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// (open-rack / no-sides bookshelf); boards that ABUT side panels keep full width so
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// they meet the sides flush — abutting faces are back-to-back and never fight.
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const BOARD_INSET = 0.001
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// Frame members that pass under the top board (dividers / back / corner posts) reach
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// y=unitHeight, coplanar with the top board's top face → z-fighting. Drop their top 1mm so
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// the board cleanly caps them; their bottom stays on the floor.
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const FRAME_TOP_INSET = 0.001
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function cappedFrameY(unitHeight: number): { height: number; centerY: number } {
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const height = Math.max(unitHeight - FRAME_TOP_INSET, 0.001)
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return { height, centerY: height / 2 }
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}
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function boardGeometry(
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width: number,
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thickness: number,
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depth: number,
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insetWidth = false,
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): BoxGeometry {
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return new BoxGeometry(
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insetWidth ? Math.max(width - 2 * BOARD_INSET, 0.001) : width,
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thickness,
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Math.max(depth - 2 * BOARD_INSET, 0.001),
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)
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}
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export function buildShelfGeometry(
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rawNode: ShelfNode,
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ctx?: GeometryContext,
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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 materials: ShelfSlotMaterials = {
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shelves: getShelfSlotMaterial(node, 'shelves', ctx?.materials, shading),
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frame: getShelfSlotMaterial(node, 'frame', ctx?.materials, shading),
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back: getShelfSlotMaterial(node, 'back', ctx?.materials, shading),
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}
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switch (node.style) {
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case 'wall-shelf':
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buildWallShelf(group, node, materials)
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break
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case 'bookshelf':
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buildBookshelf(group, node, materials)
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break
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case 'open-rack':
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buildOpenRack(group, node, materials)
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break
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case 'cubby':
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buildCubby(group, node, materials)
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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, materials: ShelfSlotMaterials) {
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for (const y of boardCenterYs(node)) {
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const board = stampShelfSlot(
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new Mesh(boardGeometry(node.width, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.bracketStyle === 'hidden') return
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const inset = Math.min(0.12, node.width / 6)
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const bracketHeight = Math.max(0.01, node.height)
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const bracketWidth =
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node.bracketStyle === 'industrial'
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? Math.max(0.04, node.depth * 0.2)
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: Math.max(0.02, node.depth * 0.12)
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const bracketDepth = node.bracketStyle === 'industrial' ? node.depth * 0.95 : node.depth * 0.7
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for (const sign of [-1, 1] as const) {
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const bracket = stampShelfSlot(
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new Mesh(new BoxGeometry(bracketWidth, bracketHeight, bracketDepth), materials.frame),
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'frame',
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)
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bracket.name = `shelf-bracket-${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, materials: ShelfSlotMaterials) {
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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. No sides => boards span over corner
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// posts, so inset their width too; with sides they abut the panels (flush).
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for (const y of boardCenterYs(node)) {
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const board = stampShelfSlot(
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new Mesh(
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boardGeometry(innerWidth, node.thickness, node.depth, !node.withSides),
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materials.shelves,
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),
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'shelves',
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)
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board.name = `shelf-board-${boardRowIndex(node, y)}`
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board.position.set(0, y, 0)
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group.add(board)
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}
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if (node.withBottom) {
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const bottom = stampShelfSlot(
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new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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bottom.name = 'shelf-board-bottom'
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bottom.position.set(0, node.thickness / 2, 0)
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group.add(bottom)
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}
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// Side panels (or corner posts) — span the full unit height.
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if (node.withSides) {
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for (const sign of [-1, 1] as const) {
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const side = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
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'frame',
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)
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side.name = `shelf-side-${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, materials.frame, unitHeight, 'rack')
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}
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if (node.withBack) {
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const fy = cappedFrameY(unitHeight)
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const back = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, fy.height, node.thickness), materials.back),
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'back',
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)
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back.name = 'shelf-back'
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back.position.set(0, fy.centerY, -(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 fy = cappedFrameY(unitHeight)
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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 = stampShelfSlot(
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// A full-height divider crosses the shelves, so its depth must sit
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// INSIDE the boards' (already recessed) depth: embedded at each crossing
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// (the board occludes it — no coplanar fight) and tucked inside the back
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// panel, rather than proud at the front / coplanar with the back.
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new Mesh(
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new BoxGeometry(node.thickness, fy.height, node.depth - 4 * BOARD_INSET),
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materials.frame,
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),
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'frame',
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)
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divider.name = `shelf-divider-col-${c}`
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divider.position.set(x, fy.centerY, 0)
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group.add(divider)
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}
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}
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}
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/**
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* Open-rack: four corner posts + horizontal boards. `withBack` adds an
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* X-brace on the back face for stability. `withSides` / `bracketStyle`
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* are ignored (the rack defines its own posts).
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*/
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function buildOpenRack(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width
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const boardThickness = Math.max(0.02, node.thickness * 0.8)
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for (const y of boardCenterYs(node)) {
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const board = stampShelfSlot(
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new Mesh(boardGeometry(innerWidth, boardThickness, node.depth, true), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${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, materials.frame, 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 = stampShelfSlot(
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new Mesh(
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new BoxGeometry(node.width - braceThickness * 2, braceThickness, braceThickness),
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materials.frame,
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),
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'frame',
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)
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brace.name = `shelf-brace-h-${y < unitHeight / 2 ? 'bottom' : 'top'}`
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brace.position.set(0, y, -(node.depth / 2 - braceThickness / 2))
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group.add(brace)
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}
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}
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}
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/**
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* Cubby: closed grid of pigeonholes. Always has sides + back + horizontal
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* boards + vertical dividers. `withBack` / `withSides` are forced on
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* because the cubby shape requires them.
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*/
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function buildCubby(group: Group, node: ShelfNode, materials: ShelfSlotMaterials) {
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const unitHeight = node.height + node.thickness
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const innerWidth = node.width - 2 * node.thickness
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for (const y of boardCenterYs(node)) {
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const board = stampShelfSlot(
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new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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board.name = `shelf-board-${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 = stampShelfSlot(
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new Mesh(boardGeometry(innerWidth, node.thickness, node.depth), materials.shelves),
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'shelves',
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)
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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 = stampShelfSlot(
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new Mesh(new BoxGeometry(node.thickness, unitHeight, node.depth), materials.frame),
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'frame',
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)
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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 fy = cappedFrameY(unitHeight)
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const back = stampShelfSlot(
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new Mesh(new BoxGeometry(innerWidth, fy.height, node.thickness), materials.back),
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'back',
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)
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back.name = 'shelf-back'
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back.position.set(0, fy.centerY, -(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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// Without a bottom board the lowest cell opens onto the floor, so its
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// divider must reach y=0 rather than rest on a (missing) board top.
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const cellBottomY = r === 0 && !node.withBottom ? 0 : 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 = stampShelfSlot(
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// Same depth recess as the boards: the divider sits flush with the
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// shelf fronts (not proud) and its back tucks inside the back panel,
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// so it neither overflows the boards at the front nor z-fights the
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// back panel down the centre. Height is flush (the board faces it
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// meets top/bottom are back-to-back, so they don't fight).
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new Mesh(boardGeometry(node.thickness, dividerHeight, node.depth), materials.frame),
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'frame',
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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 fy = cappedFrameY(unitHeight)
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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 = stampShelfSlot(
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new Mesh(new BoxGeometry(postThickness, fy.height, postThickness), material),
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'frame',
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)
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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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fy.centerY,
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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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