Add an optional uvBounds to extrudeShape/extrudeShapeParts so UVs can be derived from a framing rectangle instead of the shape's bounding box, letting a traced silhouette align with its full image. The bottom face now uses the same planar xy UVs as the top face (no horizontal mirror), so the texture is consistent across front, back, and walls.
Replace the per-shape tile geometries with @tts/mesh extrusion, honoring
the tile type and stretch aspect ratio. Add extrudeShapeParts so the
caps carry the texture while the walls are solid white, matching TTS
tinting. Fix bottom-face UVs to mirror horizontally and make wall UVs
inherit the front mapping independent of z.
Add @tts/mesh, a package for generating extruded tile meshes from 2D
shapes. It provides shape generators (rect, hex, circle, rounded rect,
frame), earcut-based tessellation of top/bottom faces with UVs, and
outward-normal wall generation, combined into raw BufferGeometry-ready
typed arrays.