Rework Gothic hall as a stone nave interior.

Add gothic ashlar/vault/floor textures, compound piers with transverse ribs, proper lancet arches, textured door-flanking panels, and lightScale for shaft-lit naves. Docs updated in basics and data-and-images.

Co-authored-by: Cursor <cursoragent@cursor.com>
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Danila KhodjaefandCursor committed 2026-08-03 17:16:54 +03:00
1 parent 1cb9eef935
commit f9b0fb0496
7 files changed
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@@ -100,41 +100,94 @@ function BaroqueDetails({ width, depth, halfW, halfD, trim }: Props & { trim: st
);
}
function MedievalDetails({ halfW, halfD }: Pick<Props, 'halfW' | 'halfD'>) {
const torchPositions = useMemo(
() =>
[
[-halfW + 0.2, -halfD * 0.5],
[halfW - 0.2, -halfD * 0.5],
[-halfW + 0.2, halfD * 0.3],
[halfW - 0.2, halfD * 0.3],
] as [number, number][],
[halfW, halfD]
);
function GothicDetails({ width, depth, halfW, halfD, trim }: Props & { trim: string }) {
// Compound piers along the side walls, spaced by bay, each rising into the
// vault springer. Shafts stay flush against the wall (0.16 m proud) so they
// never intrude on the ~0.7 m frame hang margin.
const bays = useMemo(() => {
const spacing = 4.2;
const count = Math.max(2, Math.min(9, Math.floor(depth / spacing)));
const step = depth / (count + 1);
return Array.from({ length: count }, (_, i) => -halfD + step * (i + 1));
}, [depth, halfD]);
const shaftHeight = 3.5;
return (
<group>
{torchPositions.map(([x, z], i) => (
<group key={i} position={[x, 2.2, z]}>
<mesh>
<boxGeometry args={[0.08, 0.35, 0.12]} />
<meshStandardMaterial color="#3a3028" roughness={0.9} />
</mesh>
<pointLight position={[0, 0.15, 0.08]} intensity={0.65} distance={5} color="#ff9830" />
<mesh position={[0, 0.2, 0.06]}>
<sphereGeometry args={[0.06, 8, 8]} />
<meshStandardMaterial color="#ffb040" emissive="#ff8010" emissiveIntensity={0.8} toneMapped={false} />
</mesh>
{bays.map((z, i) => (
<group key={i}>
{[-1, 1].map((side) => (
<group key={side} position={[side * (halfW - 0.09), 0, z]}>
{/* Compound pier: a heavier centre shaft flanked by colonnettes */}
<mesh position={[0, shaftHeight / 2, 0]}>
<cylinderGeometry args={[0.1, 0.115, shaftHeight, 12]} />
<meshStandardMaterial color="#a89e88" roughness={0.78} metalness={0.04} />
</mesh>
{[-0.17, 0.17].map((dz) => (
<mesh key={dz} position={[0, shaftHeight / 2, dz]}>
<cylinderGeometry args={[0.052, 0.06, shaftHeight, 10]} />
<meshStandardMaterial color="#9e9482" roughness={0.82} metalness={0.03} />
</mesh>
))}
{/* Moulded base and foliate capital */}
<mesh position={[0, 0.1, 0]}>
<boxGeometry args={[0.28, 0.2, 0.52]} />
<meshStandardMaterial color="#978d79" roughness={0.85} />
</mesh>
<mesh position={[0, shaftHeight + 0.12, 0]}>
<boxGeometry args={[0.3, 0.24, 0.56]} />
<meshStandardMaterial color="#b3a892" roughness={0.7} metalness={0.05} />
</mesh>
{/* Vault springer resting on the capital */}
<mesh position={[0, shaftHeight + 0.36, 0]} rotation={[0, 0, Math.PI / 4]}>
<boxGeometry args={[0.17, 0.17, 0.46]} />
<meshStandardMaterial color={trim} roughness={0.72} metalness={0.06} />
</mesh>
</group>
))}
{/* Transverse rib arching across the nave between opposite piers */}
<group position={[0, shaftHeight + 0.42, z]}>
{Array.from({ length: 9 }, (_, s) => {
const segs = 9;
const t0 = s / segs;
const t1 = (s + 1) / segs;
const xAt = (t: number) => -halfW + 0.09 + t * (halfW - 0.09) * 2;
const yAt = (t: number) => Math.sin(Math.PI * t) * 0.34;
const x0 = xAt(t0);
const x1 = xAt(t1);
const y0 = yAt(t0);
const y1 = yAt(t1);
const len = Math.hypot(x1 - x0, y1 - y0);
return (
<mesh
key={s}
position={[(x0 + x1) / 2, (y0 + y1) / 2, 0]}
rotation={[0, 0, Math.atan2(y1 - y0, x1 - x0)]}
>
<boxGeometry args={[len * 1.06, 0.13, 0.16]} />
<meshStandardMaterial color="#b0a58f" roughness={0.74} metalness={0.05} />
</mesh>
);
})}
</group>
</group>
))}
{/* Rough stone courses */}
{[-halfD + 0.08, halfD - 0.08].map((z, i) => (
<mesh key={i} position={[0, 1.5, z]}>
<boxGeometry args={[0.04, 3, 0.04]} />
<meshStandardMaterial color="#6a6458" roughness={0.98} />
{/* Moulded string course running the length of both side walls */}
{[-1, 1].map((side) => (
<mesh key={side} position={[side * (halfW - 0.05), 2.62, 0]}>
<boxGeometry args={[0.12, 0.1, depth - 0.2]} />
<meshStandardMaterial color="#b3a892" roughness={0.7} metalness={0.05} />
</mesh>
))}
{/* Chancel-style cornice on the end wall */}
<mesh position={[0, 3.96, -halfD + 0.1]}>
<boxGeometry args={[Math.max(2.4, width - 0.4), 0.16, 0.18]} />
<meshStandardMaterial color="#b0a58f" roughness={0.7} metalness={0.05} />
</mesh>
</group>
);
}
@@ -324,8 +377,8 @@ export default function MovementHallDetails({ style, width, depth, halfW, halfD
return <PalazzoDetails style={style} width={width} depth={depth} halfW={halfW} halfD={halfD} trim={trim} />;
case 'baroque':
return <BaroqueDetails style={style} width={width} depth={depth} halfW={halfW} halfD={halfD} trim={trim} />;
case 'medieval':
return <MedievalDetails halfW={halfW} halfD={halfD} />;
case 'gothic':
return <GothicDetails style={style} width={width} depth={depth} halfW={halfW} halfD={halfD} trim={trim} />;
case 'byzantine':
return <ByzantineDetails halfW={halfW} halfD={halfD} trim={trim} />;
case 'neoclassical':