<!-- SOLIDIVISM · part 54 -->
upport posts (wall-design: solid posts)
    const postGeo = new THREE.BoxGeometry(1, H + 1, 1);
    const postL = new THREE.Mesh(postGeo, frameMat);
    postL.position.set(bx - W/2 + 0.5, (H+1)/2, bz - 1);
    group.add(postL);
    const postR = new THREE.Mesh(postGeo, frameMat);
    postR.position.set(bx + W/2 - 0.5, (H+1)/2, bz - 1);
    group.add(postR);

    // GLASS SCREEN: video texture on a plane
    const video = document.createElement('video');
    video.src = videoUrl;
    video.crossOrigin = 'anonymous';
    video.loop = true;
    video.muted = true;
    video.playsInline = true;
    video.play().catch(() => {});

    const vtex = new THREE.VideoTexture(video);
    vtex.minFilter = THREE.LinearFilter;
    vtex.magFilter = THREE.LinearFilter;

    const screenGeo = new THREE.PlaneGeometry(W - 2, H - 1);
    const screenMat = new THREE.MeshBasicMaterial({ map: vtex });
    const screen = new THREE.Mesh(screenGeo, screenMat);
    screen.position.set(bx, H/2 + 0.5, bz + 0.06);
    group.add(screen);

    // Glass overlay (subtle reflection)
    const glassGeo = new THREE.PlaneGeometry(W - 2, H - 1);
    const glassMat = new THREE.MeshStandardMaterial({
      color: 0x88ccff, transparent: true, opacity: 0.08,
      roughness: 0.1, metalness: 0.9, side: THREE.DoubleSide
    });
    const glass = new THREE.Mesh(glassGeo, glassMat);
    glass.position.set(bx, H/2 + 0.5, bz + 0.1);
    group.add(glass);

    // Red glow strip below (control panel lights)
    const stripGeo = new THREE.BoxGeometry(W - 2, 0.3, 0.2);
    const stripMat = new THREE.MeshStandardMaterial({
      color: 0xFF2200, emissive: 0xFF2200, emissiveIntensity: 2.0
    });
    const strip = new THREE.Mesh(stripGeo, stripMat);
    strip.position.set(bx, 0.2, bz + 0.5);
    group.add(strip);

    scene.add(group);

    // Collision: frame posts and base block, screen area is solid wall
    const walls = [
      {minX: bx - W/2, maxX: bx + W/2, minZ: bz - 0.6, maxZ: bz + 0.6},
    ];
    colliders.push({ walls, mesh: group, bx, bz, width: W, depth: 1, panel: true });

    videoPanel = { group, video, screen };
    return videoPanel;
  }

  function getVideoPanel() { return videoPanel; }

  // ── CONTROL ROOM: Walled architecture with glass video screen ──
  // Uses preserved wall design: solid walls, door gap, video on glass
  function createControlRoom(bx, bz, videoUrl, label) {
    const group = new THREE.Group();
    const W = 20, H = 12, D = 16;
    const T = 1.2; // wall thickness

    const tex = createTacticalTexture(label || 'CONTROL');
    const wallMat = new THREE.MeshStandardMaterial({
      map: tex, roughness: 0.5, metalness: 0.6,
      emissive: 0x330000, emissiveIntensity: 0.3, emissiveMap: tex,
      side: THREE.DoubleSide
    });

    // WALLS: back + left + right solid, front has video screen + door
    // Back wall (-z)
    const backWall = new THREE.Mesh(new THREE.BoxGeometry(W, H, T), wallMat);
    backWall.position.set(bx, H/2, bz - D/2 + T/2);
    group.add(backWall);

    // Left wall (-x)
    const leftWall = new THREE.Mesh(new THREE.BoxGeometry(T, H, D), wallMat);
    leftWall.position.set(bx - W/2 + T/2, H/2, bz);
    group.add(leftWall);

    // Right wall (+x)
    const rightWall = new THREE.Mesh(new THREE.BoxGeometry(T, H, D), wallMat);
    rightWall.position.set(bx + W/2 - T/2, H/2, bz);
    group.add(rightWall);

    // Front wall (+z): two segments with DOOR GAP in center
    const doorHalf = 3;
    const frontL = new THREE.Mesh(
      new THREE.BoxGeometry(W/2 - doorHalf, H, T), wallMat);
    frontL.position.set(bx - (W/2 + doorHalf)/2, H/2, bz + D/2 - T/2);
    group.add(frontL);
    const frontR = new THREE.Mesh(
      new THREE.BoxGeometry(W/2 - doorHalf, H, T), wallMat);
    frontR.position.set(bx + (W/2 + doorHalf)/2, H/2, bz + D/2 - T/2);
    group.add(frontR);

    // Roof
    const roof = new THREE.Mesh(new THREE.BoxGeometry(W, T, D), wallMat);
    roof.position.set(bx, H + T/2, bz);
    group.add(roof);

    // VIDEO SCREEN on back wall (inside, facing door)
    const video = document.createElement('video');
    video.src = videoUrl;
    video.crossOrigin = 'anonymous';
    video.loop = true; video.muted = true; video.playsInline = true;
    video.play().catch(() => {});
    const vtex = new THREE.VideoTexture(video);
    vtex.minFilter = THREE.LinearFilter;

    const screenGeo = new THREE.PlaneGeometry(W - 4, H - 3);
    const screenMat = new THREE.MeshBasicMaterial({ map: vtex });
    const screen = new THREE.Mesh(screenGeo, screenMat);
    screen.position.set(bx, H/2 + 0.5, bz - D/2 + T + 0.1);
    // Face toward +z (toward the door, visible when entering)
    group.add(screen);

    // Glass overlay
    const glass = new THREE.Mesh(
      new THREE.PlaneGeometry(W - 4, H - 3),
      new THREE.MeshStandardMaterial({
        color: 0x88ccff, transparent: true, opacity: 0.07,
        roughness: 0.1, metalness: 0.9, side: THREE.DoubleSide
      })
    );
    glass.p