Polish movement hall interiors: clear doors and bay columns, tone floors and windows.

Document hang keep-outs and period-module fixes; leave columns fixed while packing frames into gaps.

Co-authored-by: Cursor <cursoragent@cursor.com>
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Danila KhodjaefandCursor committed 2026-09-15 12:02:10 +03:00
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@@ -40,7 +40,8 @@ Gallery/
│ │ ├── components/MovementHallDetails.tsx # Period architecture dispatcher (Gothic + Byzantine reference)
│ │ ├── components/hall-details/ # One period interior per movement + shared primitives
│ │ ├── data/movement-interior-styles.ts # Per-movement interior themes
│ │ ├── utils/movementHallLayout.ts # Wing split + window gap placement
│ │ ├── utils/movementHallLayout.ts # Wing split + door/column-aware hang + window gaps
│ │ ├── utils/sideColumnKeepOuts.ts # Bay column Z keep-outs for side-wall hang
│ │ ├── utils/galleryProceduralTextures.ts # Hi-res wall/floor textures
│ │ ├── components/PaintingDetail.tsx # Detail view + debug panel
│ │ ├── components/ArtistBio.tsx # Biography + portrait debug panel
@@ -353,9 +354,11 @@ Enter from the home page by clicking a **movement name** on the movement flow. F
| Wings | Catalog split into wings of up to **55 works** (`movementHallLayout.ts`); large movements (e.g. Baroque) use multiple wings |
| Paintings on walls | **Left, end, and right** — single-wing halls keep the far wall solid (full span); multi-wing halls hang end-wall works on panels beside the back exit |
| Wall order | Same U-shaped hang as artist halls (left → end → right) |
| Column clearance | Side-wall frames **skip bay column/pilaster keep-outs** (`sideColumnKeepOuts.ts`); hall depth grows if needed — columns stay fixed. See [data-and-images.md](data-and-images.md#hang-layout-wings-doors-columns) |
| Door mouldings | Low end-wall `WallBand`s split around the exit (`DOOR_CLEAR_HALF` / `DOOR_CLEAR_Y` in `hall-details/geometry.ts`) so rails do not cross the door |
| Frame captions | **Year · artist** label below each frame |
| Period interior | Each of the 26 seeded movements maps to a unique style in `movement-interior-styles.ts` (Italian palazzo, Baroque palace, Byzantine basilica, NYC loft, white cube, etc.). Style keys use a legacy id map (`DB_ID_TO_STYLE_KEY`: gallery ids **1–26** → authored keys **27–52**, with Northern/High Renaissance swapped) so Byzantine gets the basilica, not Gothic stone |
| Period architecture | Each style names a `details` kind (26 of them) that selects one component under `components/hall-details/` — the hall is built from the architecture of the **same period as the movement** (Roman entablature, Brunelleschi arcade, Flemish beam ceiling, Horta whiplash brackets, Rodchenko lattice, 1960s troffer grid). Gothic and Byzantine remain the reference implementations in `MovementHallDetails.tsx`; the geometry budget every module works to is documented in `hall-details/geometry.ts` |
| Period architecture | Each style names a `details` kind (26 of them) that selects one component under `components/hall-details/` — the hall is built from the architecture of the **same period as the movement** (Roman entablature, Brunelleschi arcade, Flemish beam ceiling, Horta whiplash brackets, Rodchenko lattice, 1960s troffer grid). Gothic and Byzantine remain the reference implementations in `MovementHallDetails.tsx`; the geometry budget every module works to is documented in `hall-details/geometry.ts`. No `factory` (barred) windows — use `picture` / `ribbon` / etc. |
| Wall materials | Hi-res **procedural textures** with normal maps (`galleryProceduralTextures.ts`): real-world stone, marble, wood panelling, brick, velvet, stucco, **marble revetment** (framed book-matched panels), **Cosmatesque paving** (`marble-opus-sectile`), **coffered timber** ceilings, **blind-arcaded ashlar** (`gothic-ashlar`) and **ribbed vaulting** (`gothic-vault`) — plus **single-colour painted walls** (`painted-lime`, `painted-oil-matte`, `painted-oil-satin`, `painted-emulsion`, `painted-flat`) tinted per movement for Renaissance salons through modern white cubes |
| Architecture in texture | Period halls that need arcades, vaults, or panelling draw that **relief into the texture** rather than adding geometry: `gothic-ashlar` paints a full storey (plinth → blind arcade → string course → triforium → cornice) into one tile whose `metersPerRepeat` equals `WALL_HEIGHT`, so it maps **once vertically** onto the wall; `gothic-vault` paints a quadripartite bay with tiercerons and a boss. Light/dark banding plus a high `normalStrengthFor()` makes it read as carved stone, keeping the mesh and light budget flat |
| Door-flanking panels | Wall segments beside exit doors and passages take the hall's own wall texture (`GalleryWall` accepts `kind`/`tint`) instead of rendering as flat single-colour blocks next to textured walls |
@@ -404,7 +407,7 @@ It defaults to **1**, but most halls now set it: Gothic uses **0.26**, Byzantine
**Wall brightness is albedo × `lightScale`.** Gallery walls are authored well below white for that reason: the reworked interiors sit around **0.50–0.56** wall luminance (0.66 for the two white-cube halls), landing at an effective 0.14–0.20 — the range Gothic and Byzantine established. Reach for `lightScale` before darkening a tint further; the two multiply, and dimming the hall dims the paintings with it.
**Period architecture:** Freestanding columns must not sit in the walkway or in the corner pocket in front of frames (hang margin is only ~0.7 m from each wall end). Classical / neoclassical details use **engaged corner pilasters** flush to the walls (`MovementHallDetails.tsx`).
**Period architecture:** Freestanding columns must not sit in the walkway or in the corner pocket in front of frames (hang margin is only ~0.7 m from each wall end). Engaged / bay columns stay on the wall face; the hang **clears** their Z keep-outs rather than moving the shafts (`sideColumnKeepOuts.ts` + `movementHallLayout.ts`). Low mouldings clear exit doors via `WallBand` splits (`DOOR_CLEAR_HALF`).
**Surface textures:** Procedural colour maps use sRGB; **normal maps use `NoColorSpace`** (`galleryProceduralTextures.ts`). Wrong colour space on normals breaks wall shading.