@ahrowe/ui 0.25.2 → 0.27.0

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Files changed (80) hide show
  1. package/dist/esm/common/floorPlan/floorPlan.faces.mjs +2 -0
  2. package/dist/esm/common/floorPlan/floorPlan.faces.mjs.map +1 -0
  3. package/dist/esm/common/floorPlan/floorPlan.geometry.mjs +2 -0
  4. package/dist/esm/common/floorPlan/floorPlan.geometry.mjs.map +1 -0
  5. package/dist/esm/common/floorPlan/floorPlan.graph.mjs +2 -0
  6. package/dist/esm/common/floorPlan/floorPlan.graph.mjs.map +1 -0
  7. package/dist/esm/common/floorPlan/floorPlan.hit.mjs +2 -0
  8. package/dist/esm/common/floorPlan/floorPlan.hit.mjs.map +1 -0
  9. package/dist/esm/common/floorPlan/floorPlan.json.mjs +2 -0
  10. package/dist/esm/common/floorPlan/floorPlan.json.mjs.map +1 -0
  11. package/dist/esm/common/floorPlan/floorPlan.mesh.mjs +2 -0
  12. package/dist/esm/common/floorPlan/floorPlan.mesh.mjs.map +1 -0
  13. package/dist/esm/common/floorPlan/floorPlan.path.mjs +2 -0
  14. package/dist/esm/common/floorPlan/floorPlan.path.mjs.map +1 -0
  15. package/dist/esm/common/floorPlan/floorPlan.plan.mjs +2 -0
  16. package/dist/esm/common/floorPlan/floorPlan.plan.mjs.map +1 -0
  17. package/dist/esm/common/floorPlan/floorPlan.rooms.mjs +2 -0
  18. package/dist/esm/common/floorPlan/floorPlan.rooms.mjs.map +1 -0
  19. package/dist/esm/common/floorPlan/floorPlan.snap.mjs +2 -0
  20. package/dist/esm/common/floorPlan/floorPlan.snap.mjs.map +1 -0
  21. package/dist/esm/common/floorPlan/floorPlan.triangulate.mjs +2 -0
  22. package/dist/esm/common/floorPlan/floorPlan.triangulate.mjs.map +1 -0
  23. package/dist/esm/common/floorPlan/floorPlan.types.mjs +2 -0
  24. package/dist/esm/common/floorPlan/floorPlan.types.mjs.map +1 -0
  25. package/dist/esm/common/floorPlan/legacySvg.mjs +2 -0
  26. package/dist/esm/common/floorPlan/legacySvg.mjs.map +1 -0
  27. package/dist/esm/common/planCanvas/planCanvas.mjs +2 -0
  28. package/dist/esm/common/planCanvas/planCanvas.mjs.map +1 -0
  29. package/dist/esm/common/planCanvas/planCanvas.module.mjs +2 -0
  30. package/dist/esm/common/planCanvas/planCanvas.module.mjs.map +1 -0
  31. package/dist/esm/common/roomDrawer/roomDrawer.mjs +1 -1
  32. package/dist/esm/common/roomDrawer/roomDrawer.mjs.map +1 -1
  33. package/dist/esm/common/roomDrawer/roomDrawer.module.mjs +1 -1
  34. package/dist/esm/common/roomDrawer/roomDrawer.module.mjs.map +1 -1
  35. package/dist/esm/common/roomDrawer/usePlanHistory.mjs +2 -0
  36. package/dist/esm/common/roomDrawer/usePlanHistory.mjs.map +1 -0
  37. package/dist/esm/common/roomViewer/roomViewer.mjs +1 -1
  38. package/dist/esm/common/roomViewer/roomViewer.mjs.map +1 -1
  39. package/dist/esm/common/roomViewer/roomViewer.module.mjs +1 -1
  40. package/dist/esm/common/roomViewer/roomViewer.module.mjs.map +1 -1
  41. package/dist/esm/index.mjs +1 -1
  42. package/dist/index.cjs +3 -7
  43. package/dist/index.cjs.map +1 -1
  44. package/dist/style.css +1 -1
  45. package/dist/types/package/common/configProvider/configProvider.types.d.ts +4 -0
  46. package/dist/types/package/common/floorPlan/floorPlan.faces.d.ts +33 -0
  47. package/dist/types/package/common/floorPlan/floorPlan.fixtures.d.ts +35 -0
  48. package/dist/types/package/common/floorPlan/floorPlan.geometry.d.ts +111 -0
  49. package/dist/types/package/common/floorPlan/floorPlan.graph.d.ts +184 -0
  50. package/dist/types/package/common/floorPlan/floorPlan.hit.d.ts +26 -0
  51. package/dist/types/package/common/floorPlan/floorPlan.json.d.ts +23 -0
  52. package/dist/types/package/common/floorPlan/floorPlan.mesh.d.ts +36 -0
  53. package/dist/types/package/common/floorPlan/floorPlan.path.d.ts +59 -0
  54. package/dist/types/package/common/floorPlan/floorPlan.plan.d.ts +98 -0
  55. package/dist/types/package/common/floorPlan/floorPlan.rooms.d.ts +47 -0
  56. package/dist/types/package/common/floorPlan/floorPlan.snap.d.ts +101 -0
  57. package/dist/types/package/common/floorPlan/floorPlan.triangulate.d.ts +11 -0
  58. package/dist/types/package/common/floorPlan/floorPlan.types.d.ts +276 -0
  59. package/dist/types/package/common/floorPlan/index.d.ts +30 -0
  60. package/dist/types/package/common/floorPlan/legacySvg.d.ts +27 -0
  61. package/dist/types/package/common/planCanvas/index.d.ts +2 -0
  62. package/dist/types/package/common/planCanvas/planCanvas.d.ts +7 -0
  63. package/dist/types/package/common/planCanvas/planCanvas.types.d.ts +62 -0
  64. package/dist/types/package/common/roomDrawer/roomDrawer.d.ts +3 -3
  65. package/dist/types/package/common/roomDrawer/roomDrawer.types.d.ts +295 -15
  66. package/dist/types/package/common/roomDrawer/usePlanHistory.d.ts +24 -0
  67. package/dist/types/package/common/roomViewer/index.d.ts +1 -0
  68. package/dist/types/package/common/roomViewer/roomViewer.d.ts +9 -2
  69. package/dist/types/package/common/roomViewer/roomViewer.types.d.ts +88 -9
  70. package/dist/types/package/index.d.ts +1 -0
  71. package/docs/CLAUDE.md +1 -0
  72. package/docs/ConfigProvider.md +1 -0
  73. package/docs/FloorPlan.md +252 -0
  74. package/docs/RoomDrawer.md +344 -30
  75. package/docs/RoomViewer.md +80 -27
  76. package/package.json +3 -1
  77. package/dist/esm/common/roomDrawer/roomDrawer.utils.mjs +0 -6
  78. package/dist/esm/common/roomDrawer/roomDrawer.utils.mjs.map +0 -1
  79. package/dist/types/package/common/roomDrawer/roomDrawer.utils.d.ts +0 -32
  80. package/docs/room-drawing-analysis.md +0 -337
@@ -0,0 +1,2 @@
1
+ import{dist as e,perimeter as t,pointInRing as n,representativePoint as r,signedArea as i}from"./floorPlan.geometry.mjs";function a(t){return Object.values(t.walls).filter(n=>{if(n.a===n.b)return!1;let r=t.nodes[n.a],i=t.nodes[n.b];return!r||!i?!1:e(r,i)>=10})}function o(e){let t=a(e),n=Array(t.length*2);for(let e=0;e<t.length;e++){let r=t[e];n[2*e]={wallId:r.id,from:r.a,to:r.b},n[2*e+1]={wallId:r.id,from:r.b,to:r.a}}let r=t=>e.nodes[t],i=new Map;for(let e=0;e<n.length;e++){let t=i.get(n[e].from);t?t.push(e):i.set(n[e].from,[e])}let o=e=>{let t=r(n[e].from),i=r(n[e].to);return Math.atan2(i.y-t.y,i.x-t.x)};for(let e of i.values())e.sort((e,t)=>{let r=o(e),i=o(t);if(r!==i)return r-i;let a=n[e].wallId,s=n[t].wallId;return a===s?e-t:a<s?-1:1});let s=new Int32Array(n.length);for(let e of i.values())for(let t=0;t<e.length;t++)s[e[t]]=t;return{darts:n,outgoing:i,ringIndex:s,nodeOf:r}}function s(e,t){let n=e.outgoing.get(e.darts[t].to);return!n||n.length===0?t^1:n[(e.ringIndex[t^1]-1+n.length)%n.length]}function c(e){let t=new Uint8Array(e.darts.length),n=[];for(let r=0;r<e.darts.length;r++){if(t[r])continue;let i=[],a=r,o=0;do if(t[a]=1,i.push(a),a=s(e,a),++o>e.darts.length+1)break;while(a!==r&&!t[a]);n.push(i)}return n}function l(e){let t=new Map,n=e=>{let n=e;for(;t.get(n)!==n;)n=t.get(n)??n;let r=e;for(;t.get(r)!==n;){let e=t.get(r)??n;t.set(r,n),r=e}return n};for(let n of e.outgoing.keys())t.set(n,n);for(let r=0;r<e.darts.length;r+=2){let i=n(e.darts[r].from),a=n(e.darts[r].to);i!==a&&t.set(i,a)}let r=new Map;for(let t of e.outgoing.keys())r.set(t,n(t));return r}function u(e,t){return t.map(t=>{let n=e.nodeOf(e.darts[t].from);return{x:n.x,y:n.y}})}function d(e,t){let n=``;for(let r of t){let t=`${e.darts[r].wallId}>${e.darts[r].from}`;(n===``||t<n)&&(n=t)}return`f:${n}`}function f(e){let a=o(e);if(a.darts.length===0)return[];let s=l(a),f=c(a),p=[],m=new Map;for(let e of f){let n=u(a,e),r=i(n),o=s.get(a.darts[e[0]].from)??``;r>100?p.push({face:{id:d(a,e),outer:n,holes:[],area:r,perimeter:t(n),wallIds:e.map(e=>a.darts[e].wallId),nodeIds:e.map(e=>a.darts[e].from)},component:o,outerArea:r}):r<-100&&m.set(o,n)}for(let[e,t]of m){let a=Math.abs(i(t));if(a<=100)continue;let o=r(t),s=null;for(let t of p)t.component!==e&&(t.outerArea<=a||n(o,t.face.outer)&&(!s||t.outerArea<s.outerArea)&&(s=t));s&&s.face.holes.push(t)}for(let e of p){let t=e.outerArea;for(let n of e.face.holes)t-=Math.abs(i(n));e.face.area=t}return p.map(e=>e.face)}function p(e){let t=new Map;for(let n of a(e))t.set(n.a,(t.get(n.a)??0)+1),t.set(n.b,(t.get(n.b)??0)+1);return t}export{f as deriveFaces,p as nodeDegrees};
2
+ //# sourceMappingURL=floorPlan.faces.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.faces.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.faces.ts"],"sourcesContent":["/**\n * Planar face extraction: turns the wall graph into the enclosed rooms it forms.\n *\n * Each wall becomes two darts (directed half-edges), wall `i` owning darts `2i` and\n * `2i + 1`, so `twin(d) === d ^ 1` with no lookup. The darts leaving each node are\n * sorted by angle, and the face walk is:\n *\n * next(d) = the cyclic PREDECESSOR of twin(d) in the sorted ring at head(d)\n *\n * Because the shoelace sum runs on the same raw coordinates as the angular sort, the\n * rule needs no orientation convention: bounded faces come out with POSITIVE signed\n * area and each connected component's outer boundary comes out negative, whichever way\n * you read the y axis.\n *\n * A dangling wall (one endpoint of degree 1) is handled by the rule itself: a\n * one-element ring's cyclic predecessor is itself, so the walk goes out along the spur\n * and straight back. Both of its darts land in the same cycle, no extra face appears,\n * and the face gains a zero-width slit that contributes nothing to area, fill or\n * point-in-polygon.\n */\n\nimport {\n EPS_AREA,\n MIN_WALL_LENGTH,\n areaCentroid,\n dist,\n perimeter as ringPerimeter,\n pointInRing,\n representativePoint,\n signedArea,\n} from './floorPlan.geometry';\nimport type { PlanFace, PlanFloor, PlanNode, PlanPoint, PlanWall } from './floorPlan.types';\n\ninterface Dart {\n wallId: string;\n from: string;\n to: string;\n}\n\ninterface DartGraph {\n darts: Dart[];\n /** Node id to its outgoing dart indices, sorted by angle ascending. */\n outgoing: Map<string, number[]>;\n /** Dart index to its position within its own outgoing ring. */\n ringIndex: Int32Array;\n nodeOf: (id: string) => PlanNode;\n}\n\n/** Walls that are safe to traverse: real nodes at both ends, and long enough to have an angle. */\nfunction usableWalls(floor: PlanFloor): PlanWall[] {\n return Object.values(floor.walls).filter((w) => {\n if (w.a === w.b) return false;\n const a = floor.nodes[w.a];\n const b = floor.nodes[w.b];\n if (!a || !b) return false;\n return dist(a, b) >= MIN_WALL_LENGTH;\n });\n}\n\nfunction buildDartGraph(floor: PlanFloor): DartGraph {\n const walls = usableWalls(floor);\n const darts: Dart[] = new Array(walls.length * 2);\n\n for (let i = 0; i < walls.length; i++) {\n const w = walls[i];\n darts[2 * i] = { wallId: w.id, from: w.a, to: w.b };\n darts[2 * i + 1] = { wallId: w.id, from: w.b, to: w.a };\n }\n\n const nodeOf = (id: string): PlanNode => floor.nodes[id];\n\n const outgoing = new Map<string, number[]>();\n for (let d = 0; d < darts.length; d++) {\n const list = outgoing.get(darts[d].from);\n if (list) list.push(d);\n else outgoing.set(darts[d].from, [d]);\n }\n\n const angleOf = (d: number): number => {\n const from = nodeOf(darts[d].from);\n const to = nodeOf(darts[d].to);\n return Math.atan2(to.y - from.y, to.x - from.x);\n };\n\n for (const ring of outgoing.values()) {\n ring.sort((x, y) => {\n const ax = angleOf(x);\n const ay = angleOf(y);\n if (ax !== ay) return ax - ay;\n // Deterministic tie-break. A genuine tie means two walls leave this node in the\n // same direction, which validatePlan reports as OverlappingWalls: the sort stays\n // stable so the walk cannot hang, but the resulting face is still wrong.\n const wx = darts[x].wallId;\n const wy = darts[y].wallId;\n if (wx !== wy) return wx < wy ? -1 : 1;\n return x - y;\n });\n }\n\n const ringIndex = new Int32Array(darts.length);\n for (const ring of outgoing.values()) {\n for (let i = 0; i < ring.length; i++) ringIndex[ring[i]] = i;\n }\n\n return { darts, outgoing, ringIndex, nodeOf };\n}\n\nfunction nextDart(g: DartGraph, d: number): number {\n const ring = g.outgoing.get(g.darts[d].to);\n /* c8 ignore next -- head() always has the twin in its ring by construction */\n if (!ring || ring.length === 0) return d ^ 1;\n const i = g.ringIndex[d ^ 1];\n return ring[(i - 1 + ring.length) % ring.length];\n}\n\n/** Every dart belongs to exactly one cycle. */\nfunction walkCycles(g: DartGraph): number[][] {\n const visited = new Uint8Array(g.darts.length);\n const cycles: number[][] = [];\n\n for (let d0 = 0; d0 < g.darts.length; d0++) {\n if (visited[d0]) continue;\n const cycle: number[] = [];\n let d = d0;\n let guard = 0;\n do {\n visited[d] = 1;\n cycle.push(d);\n d = nextDart(g, d);\n // Only reachable if the dart permutation is corrupt (duplicate walls producing\n // an exact angular tie). Bail rather than spin.\n if (++guard > g.darts.length + 1) break;\n } while (d !== d0 && !visited[d]);\n cycles.push(cycle);\n }\n\n return cycles;\n}\n\n/** Union-find over node ids, joined by each wall. */\nfunction connectedComponents(g: DartGraph): Map<string, string> {\n const parent = new Map<string, string>();\n const find = (x: string): string => {\n let root = x;\n while (parent.get(root) !== root) root = parent.get(root) ?? root;\n let cur = x;\n while (parent.get(cur) !== root) {\n const nxt = parent.get(cur) ?? root;\n parent.set(cur, root);\n cur = nxt;\n }\n return root;\n };\n\n for (const nodeId of g.outgoing.keys()) parent.set(nodeId, nodeId);\n for (let d = 0; d < g.darts.length; d += 2) {\n const ra = find(g.darts[d].from);\n const rb = find(g.darts[d].to);\n if (ra !== rb) parent.set(ra, rb);\n }\n\n const out = new Map<string, string>();\n for (const nodeId of g.outgoing.keys()) out.set(nodeId, find(nodeId));\n return out;\n}\n\nfunction cycleRing(g: DartGraph, cycle: number[]): PlanPoint[] {\n return cycle.map((d) => {\n const n = g.nodeOf(g.darts[d].from);\n return { x: n.x, y: n.y };\n });\n}\n\n/**\n * A face id derived from the boundary itself, so it stays stable across derives for as\n * long as the geometry is unchanged.\n */\nfunction faceId(g: DartGraph, cycle: number[]): string {\n let best = '';\n for (const d of cycle) {\n const key = `${g.darts[d].wallId}>${g.darts[d].from}`;\n if (best === '' || key < best) best = key;\n }\n return `f:${best}`;\n}\n\n/**\n * Extracts every enclosed face from the wall graph, with nested components attached as\n * holes.\n *\n * Returned faces are positively wound (visually clockwise in SVG space) and their\n * `area` already has holes subtracted.\n */\nexport function deriveFaces(floor: PlanFloor): PlanFace[] {\n const g = buildDartGraph(floor);\n if (g.darts.length === 0) return [];\n\n const componentOf = connectedComponents(g);\n const cycles = walkCycles(g);\n\n interface Candidate {\n face: PlanFace;\n component: string;\n outerArea: number;\n }\n\n const candidates: Candidate[] = [];\n /** One outer (negatively wound) cycle per connected component. */\n const outerRings = new Map<string, PlanPoint[]>();\n\n for (const cycle of cycles) {\n const ring = cycleRing(g, cycle);\n const area = signedArea(ring);\n const component = componentOf.get(g.darts[cycle[0]].from) ?? '';\n\n if (area > EPS_AREA) {\n candidates.push({\n face: {\n id: faceId(g, cycle),\n outer: ring,\n holes: [],\n area,\n perimeter: ringPerimeter(ring),\n wallIds: cycle.map((d) => g.darts[d].wallId),\n nodeIds: cycle.map((d) => g.darts[d].from),\n },\n component,\n outerArea: area,\n });\n } else if (area < -EPS_AREA) {\n // This component's outer boundary. Kept at its negative winding, which is what\n // `PlanFace.holes` promises: opposite to the parent's positively wound `outer`.\n outerRings.set(component, ring);\n }\n // |area| <= EPS_AREA encloses nothing: a tree component or an isolated stub.\n }\n\n // Attach each component's outer boundary as a hole in the smallest face from a\n // different component that encloses it. Smallest-containing-area is what makes\n // arbitrary nesting depth work: with A > B > C, C's ring goes to B, never to A.\n for (const [component, ring] of outerRings) {\n const ringArea = Math.abs(signedArea(ring));\n if (ringArea <= EPS_AREA) continue;\n // An interior probe rather than a vertex, so two components that happen to touch\n // do not produce an on-boundary coin flip.\n const probe = representativePoint(ring);\n let parent: Candidate | null = null;\n for (const cand of candidates) {\n if (cand.component === component) continue;\n // The probe test alone is not sufficient: with one component nested inside\n // another, the OUTER component's probe also falls inside the inner component's\n // face, which would attach the big room as a hole of the small one. A face can\n // only enclose a ring smaller than itself.\n if (cand.outerArea <= ringArea) continue;\n if (!pointInRing(probe, cand.face.outer)) continue;\n if (!parent || cand.outerArea < parent.outerArea) parent = cand;\n }\n // No parent simply means this is a top-level component.\n if (parent) parent.face.holes.push(ring);\n }\n\n for (const cand of candidates) {\n let area = cand.outerArea;\n for (const hole of cand.face.holes) area -= Math.abs(signedArea(hole));\n cand.face.area = area;\n }\n\n return candidates.map((c) => c.face);\n}\n\n/**\n * Euler's formula per connected component: `V - E + F === 2C`, counting every cycle as\n * a face, including each component's own outer boundary.\n *\n * Note it is `2C`, not the `1 + C` of a single connected embedding. The dart walk\n * cannot bridge between disconnected components, so the region between two of them is\n * produced once per component rather than once in total.\n *\n * Exported for tests and dev assertions: it is the cheapest whole-graph check that the\n * dart permutation is intact.\n */\nexport function eulerCheck(floor: PlanFloor): {\n v: number;\n e: number;\n f: number;\n c: number;\n holds: boolean;\n} {\n const g = buildDartGraph(floor);\n const componentOf = connectedComponents(g);\n const v = g.outgoing.size;\n const e = g.darts.length / 2;\n const f = walkCycles(g).length;\n const c = new Set(componentOf.values()).size;\n return { v, e, f, c, holds: v - e + f === 2 * c };\n}\n\n/** Test/diagnostic helper: how many cycles each dart appears in. Must be all 1s. */\nexport function dartCycleCounts(floor: PlanFloor): number[] {\n const g = buildDartGraph(floor);\n const counts = new Array<number>(g.darts.length).fill(0);\n for (const cycle of walkCycles(g)) for (const d of cycle) counts[d] += 1;\n return counts;\n}\n\n/** Degree of each node, by id. 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2
+ //# sourceMappingURL=floorPlan.geometry.mjs.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"floorPlan.geometry.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.geometry.ts"],"sourcesContent":["/**\n * Pure vector and polygon primitives. Nothing here knows about the plan model.\n *\n * All lengths are millimetres (see floorPlan.types.ts).\n */\n\nimport type { PlanPoint } from './floorPlan.types';\n\n// ─── Model-integrity epsilons ──────────────────────────────────────────────────\n// These are FIXED millimetre values describing when the model itself is degenerate.\n// They are a separate family from the user-intent tolerances in floorPlan.snap.ts,\n// which are screen pixels converted through the current zoom. Conflating the two\n// gives you either a model that accumulates 0.2mm walls, or snapping that stops\n// working when zoomed in.\n\n/** Shortest wall the graph will accept. 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See `PlanFace.outer`.\n */\nexport function signedArea(ring: readonly PlanPoint[]): number {\n const n = ring.length;\n if (n < 3) return 0;\n let sum = 0;\n for (let i = 0, j = n - 1; i < n; j = i++) {\n sum += ring[j].x * ring[i].y - ring[i].x * ring[j].y;\n }\n return sum / 2;\n}\n\nexport function perimeter(ring: readonly PlanPoint[]): number {\n const n = ring.length;\n if (n < 2) return 0;\n let sum = 0;\n for (let i = 0, j = n - 1; i < n; j = i++) sum += dist(ring[j], ring[i]);\n return sum;\n}\n\n/**\n * Area-weighted centroid of a ring.\n *\n * Deliberately not the vertex mean: a dangling wall adds an out-and-back vertex pair\n * that skews the mean but contributes nothing to the area moment. Falls back to the\n * vertex mean only for a degenerate (zero-area) ring.\n */\nexport function areaCentroid(ring: readonly PlanPoint[]): PlanPoint {\n const n = ring.length;\n if (n === 0) return { x: 0, y: 0 };\n if (n < 3) {\n return {\n x: ring.reduce((s, p) => s + p.x, 0) / n,\n y: ring.reduce((s, p) => s + p.y, 0) / n,\n };\n }\n let a = 0;\n let cx = 0;\n let cy = 0;\n for (let i = 0, j = n - 1; i < n; j = i++) {\n const f = ring[j].x * ring[i].y - ring[i].x * ring[j].y;\n a += f;\n cx += (ring[j].x + ring[i].x) * f;\n cy += (ring[j].y + ring[i].y) * f;\n }\n if (Math.abs(a) < 1e-9) {\n return {\n x: ring.reduce((s, p) => s + p.x, 0) / n,\n y: ring.reduce((s, p) => s + p.y, 0) / n,\n };\n }\n return { x: cx / (3 * a), y: cy / (3 * a) };\n}\n\n/** Ray-casting point-in-ring test. Points exactly on an edge are unspecified. */\nexport function pointInRing(p: PlanPoint, ring: readonly PlanPoint[]): boolean {\n let inside = false;\n for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n const xi = ring[i].x;\n const yi = ring[i].y;\n const xj = ring[j].x;\n const yj = ring[j].y;\n if (yi > p.y !== yj > p.y && p.x < ((xj - xi) * (p.y - yi)) / (yj - yi) + xi) {\n inside = !inside;\n }\n }\n return inside;\n}\n\n/** Inside `outer` and outside every hole. */\nexport function pointInRings(\n p: PlanPoint,\n outer: readonly PlanPoint[],\n holes: readonly (readonly PlanPoint[])[] = [],\n): boolean {\n if (!pointInRing(p, outer)) return false;\n for (const hole of holes) if (pointInRing(p, hole)) return false;\n return true;\n}\n\n/**\n * A point guaranteed to lie strictly inside the ring set, placed somewhere visually\n * central where possible.\n *\n * The area centroid is preferred, but it is not guaranteed to be inside a concave\n * polygon (an L-shaped room's centroid can land in the notch), so a scanline fallback\n * picks the widest interior span across several horizontal lines. The EPS_SPAN test on\n * that span is what stops an anchor landing inside the zero-width slit that a dangling\n * wall leaves in a face.\n */\nexport function representativePoint(\n outer: readonly PlanPoint[],\n holes: readonly (readonly PlanPoint[])[] = [],\n): PlanPoint {\n if (outer.length === 0) return { x: 0, y: 0 };\n\n const centre = areaCentroid(outer);\n if (pointInRings(centre, outer, holes)) return centre;\n\n let ymin = Infinity;\n let ymax = -Infinity;\n for (const p of outer) {\n if (p.y < ymin) ymin = p.y;\n if (p.y > ymax) ymax = p.y;\n }\n if (!Number.isFinite(ymin) || ymax - ymin < 1e-9) return centre;\n\n const rings: readonly (readonly PlanPoint[])[] = [outer, ...holes];\n let best: { point: PlanPoint; width: number } | null = null;\n\n const SAMPLES = 7;\n for (let k = 1; k <= SAMPLES; k++) {\n const y = ymin + ((ymax - ymin) * k) / (SAMPLES + 1);\n const xs: number[] = [];\n // One crossing list across ALL rings, so even-odd pairing yields interior spans\n // directly. Running the scanline per ring would not compose with holes.\n for (const ring of rings) {\n for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n const p = ring[j];\n const q = ring[i];\n if (p.y > y !== q.y > y) {\n xs.push(p.x + ((y - p.y) * (q.x - p.x)) / (q.y - p.y));\n }\n }\n }\n xs.sort((m, n) => m - n);\n for (let i = 0; i + 1 < xs.length; i += 2) {\n const width = xs[i + 1] - xs[i];\n if (width > EPS_SPAN && (!best || width > best.width)) {\n best = { point: { x: (xs[i] + xs[i + 1]) / 2, y }, width };\n }\n }\n }\n\n return best ? best.point : centre;\n}\n\n/**\n * Removes out-and-back spurs (`... P, Q, P ...`) from a ring, repeatedly until none\n * remain.\n *\n * A face containing a dangling wall is a valid fill but is not a simple polygon, which\n * breaks polygon offsetting and makes some triangulators emit zero-area triangles. Run\n * this before triangulating a floor slab; keep the raw ring for the 2D fill, where the\n * slit is harmless and `wallIds` alignment matters.\n */\nexport function stripSpurs(ring: readonly PlanPoint[]): PlanPoint[] {\n let out = ring.slice();\n let changed = true;\n while (changed && out.length > 3) {\n changed = false;\n const next: PlanPoint[] = [];\n const n = out.length;\n for (let i = 0; i < n; i++) {\n const prev = out[(i - 1 + n) % n];\n const nextPt = out[(i + 1) % n];\n // The middle of an out-and-back is the vertex whose neighbours coincide.\n if (dist(prev, nextPt) < EPS_COINCIDENT) {\n changed = true;\n continue;\n }\n next.push(out[i]);\n }\n if (changed) {\n // Drop the now-duplicated turning point left behind by each removed spur tip.\n out = next.filter((p, i) => dist(p, next[(i + 1) % next.length]) >= EPS_COINCIDENT);\n }\n }\n return out;\n}\n\nexport function rectToPoints(x: number, y: number, w: number, h: number): PlanPoint[] {\n return [\n { x, y },\n { x: x 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@@ -0,0 +1,2 @@
1
+ import{PlanIssueKind as e,WallType as t}from"./floorPlan.types.mjs";import{cross as n,dist as r,pointToSegment as i,projectOnSegment as a,segmentIntersection as o}from"./floorPlan.geometry.mjs";var s=0;function c(e){return s+=1,`${e}_${typeof crypto<`u`&&typeof crypto.randomUUID==`function`?crypto.randomUUID().slice(0,8):Math.random().toString(36).slice(2,10)}${s.toString(36)}`}function l(e){return{...e,nodes:{...e.nodes},walls:{...e.walls},openings:{...e.openings},rooms:{...e.rooms}}}function u(e,t,n={}){return{kind:e,message:t,...n}}function d(e,t){let n=e.nodes[t.a],i=e.nodes[t.b];return!n||!i?0:r(n,i)}function f(e,t){return Object.values(e.walls).filter(e=>e.a===t||e.b===t)}function p(e,t,n){for(let r of Object.values(e.walls))if(r.a===t&&r.b===n||r.a===n&&r.b===t)return r;return null}var m=250;function h(e,t){return`${Math.round(e/m)}|${Math.round(t/m)}`}function g(e){let t=new Map;for(let n of Object.values(e.nodes)){let e=h(n.x,n.y),r=t.get(e);r?r.push(n):t.set(e,[n])}return t}function _(e,t,n){let i=g(e),a=Math.round(t.x/m),o=Math.round(t.y/m),s=null,c=n,l=Math.max(1,Math.ceil(n/m));for(let e=-l;e<=l;e++)for(let n=-l;n<=l;n++)for(let l of i.get(`${a+e}|${o+n}`)??[]){let e=r(t,l);e<=c&&(s=l,c=e)}return s}function v(e,t,n,r){let a=null;for(let o of Object.values(e.walls)){if(r?.has(o.id))continue;let s=e.nodes[o.a],c=e.nodes[o.b];if(!s||!c)continue;let l=i(t,s,c);l.dist<=n&&(!a||l.dist<a.dist)&&(a={wall:o,t:l.t,point:l.point,dist:l.dist})}return a}function y(t,n,i){let o=t.walls[n];if(!o)return{floor:t,result:{nodeId:``,wallIds:null,droppedOpeningIds:[]},issues:[]};let s=t.nodes[o.a],d=t.nodes[o.b];if(!s||!d)return{floor:t,result:{nodeId:``,wallIds:null,droppedOpeningIds:[]},issues:[]};let f=r(s,d),p=a(typeof i==`number`?{x:s.x+(d.x-s.x)*i,y:s.y+(d.y-s.y)*i}:i,s,d),m=r(s,p);if(m<10)return{floor:t,result:{nodeId:o.a,wallIds:null,droppedOpeningIds:[]},issues:[]};if(f-m<10)return{floor:t,result:{nodeId:o.b,wallIds:null,droppedOpeningIds:[]},issues:[]};let h=l(t),g=c(`n`);h.nodes[g]={id:g,x:p.x,y:p.y};let _=c(`w`),v=c(`w`),y={thickness:o.thickness,type:o.type,height:o.height,baseHeight:o.baseHeight};h.walls[_]={...y,id:_,a:o.a,b:g},h.walls[v]={...y,id:v,a:g,b:o.b},delete h.walls[n];let b=[],x=[];for(let r of Object.values(t.openings)){if(r.wallId!==n)continue;let t=r.offset<=m,i=t?_:v,a=t?m:f-m,o=t?r.offset:r.offset-m,s=Math.min(r.width,a-2,o*2,(a-o)*2);if(s<100){delete h.openings[r.id],b.push(r.id),x.push(u(e.OpeningDropped,`An opening was removed: the wall it sat on became too short for it.`,{openingIds:[r.id],wallIds:[n]}));continue}h.openings[r.id]={...r,wallId:i,offset:o,width:s}}return{floor:h,result:{nodeId:g,wallIds:[_,v],droppedOpeningIds:b},issues:x}}function b(e,t,n){let r=_(e,t,n);if(r)return{floor:e,result:{nodeId:r.id,createdNode:!1,splitWallId:null},issues:[]};let i=v(e,t,n);if(i){let t=y(e,i.wall.id,i.point);if(t.result.nodeId)return{floor:t.floor,result:{nodeId:t.result.nodeId,createdNode:t.result.wallIds!==null,splitWallId:t.result.wallIds?i.wall.id:null},issues:t.issues}}let a=l(e),o=c(`n`);return a.nodes[o]={id:o,x:t.x,y:t.y},{floor:a,result:{nodeId:o,createdNode:!0,splitWallId:null},issues:[]}}var x={thickness:200,type:t.Interior};function S(t,n,a,s=x,l=1){let d=[];if(r(n,a)<10)return{floor:t,result:{wallIds:[],nodeIds:[]},issues:d};let f=b(t,n,l),m=f.floor;d.push(...f.issues);let h=b(m,a,l);m=h.floor,d.push(...h.issues);let g=f.result.nodeId,_=h.result.nodeId;if(g===_)return{floor:t,result:{wallIds:[],nodeIds:[]},issues:d};let v=m.nodes[g],S=m.nodes[_],C=r(v,S);if(C<10)return{floor:t,result:{wallIds:[],nodeIds:[]},issues:d};let w=[{t:0,nodeId:g},{t:1,nodeId:_}],T=new Map,E=[],D=e=>i(e,v,S).t;for(let e of Object.values(m.walls)){let t=m.nodes[e.a],n=m.nodes[e.b];if(!t||!n)continue;let r=o(v,S,t,n,l);if(r.kind===`collinearOverlap`){let e=D(t),r=D(n);E.push([Math.min(e,r),Math.max(e,r)]);for(let[i,a]of[[t,e],[n,r]])a*C>10&&(1-a)*C>10&&w.push({t:a,nodeId:i.id});continue}if(r.kind===`proper`&&r.t!==void 0&&r.s!==void 0){let t=T.get(e.id);t?t.push(r.s):T.set(e.id,[r.s]),w.push({t:r.t,nodeId:null,pending:{wallId:e.id,s:r.s}});continue}if(r.kind===`touch`&&r.t!==void 0&&r.s!==void 0){let e=r.s<=.5?t:n,a=D(e);i(e,v,S).dist<=l&&a*C>10&&(1-a)*C>10&&w.push({t:a,nodeId:e.id})}}for(let e of Object.values(m.nodes)){if(e.id===g||e.id===_)continue;let t=i(e,v,S);t.dist>l||t.t*C<=10||(1-t.t)*C<=10||w.push({t:t.t,nodeId:e.id})}for(let[e,n]of T){let r=[...n].sort((e,t)=>t-e),i=e,a=new Set(r);for(let n of r){let r=m.walls[i];if(!r)break;let o=m.nodes[r.a],s=m.nodes[r.b];if(!o||!s)break;let c=t.walls[e],l=m.nodes[c?.a??r.a]??o,u=m.nodes[c?.b??r.b]??s,f={x:l.x+(u.x-l.x)*n,y:l.y+(u.y-l.y)*n},p=y(m,i,f);m=p.floor,d.push(...p.issues),a.delete(n);for(let t of w)t.pending&&t.pending.wallId===e&&t.pending.s===n&&(t.nodeId=p.result.nodeId,t.pending=void 0);if(p.result.wallIds){let[e,t]=p.result.wallIds,r=Math.max(...a,-1);i=r>=0&&r>n?t:e}}}let O=w.filter(e=>!!e.nodeId);O.sort((e,t)=>e.t-t.t);let k=[];for(let e of O){let t=k[k.length-1];if(!t){k.push(e);continue}if(t.nodeId!==e.nodeId){if((e.t-t.t)*C<10){e.t>=.999999999&&(k[k.length-1]=e);continue}k.push(e)}}let A=[];for(let e=0;e+1<k.length;e++){let t=k[e],n=k[e+1],i=(t.t+n.t)/2;if(E.some(([e,t])=>i>e+1e-9&&i<t-1e-9)||p(m,t.nodeId,n.nodeId))continue;let a=m.nodes[t.nodeId],o=m.nodes[n.nodeId];if(!a||!o||r(a,o)<10)continue;let l=c(`w`);m={...m,walls:{...m.walls,[l]:{...s,id:l,a:t.nodeId,b:n.nodeId}}},A.push(l)}return A.length===0&&E.length>0&&d.push(u(e.DuplicateWall,`A wall already covers that span, so nothing was added.`)),{floor:m,result:{wallIds:A,nodeIds:k.map(e=>e.nodeId)},issues:d}}function C(e,t,n,r=x,i=1){let a=Math.min(t.x,n.x),o=Math.max(t.x,n.x),s=Math.min(t.y,n.y),c=Math.max(t.y,n.y);if(o-a<10||c-s<10)return{floor:e,result:{wallIds:[]},issues:[]};let l=[{x:a,y:s},{x:o,y:s},{x:o,y:c},{x:a,y:c}],u=e,d=[],f=[];for(let e=0;e<4;e++){let t=S(u,l[e],l[(e+1)%4],r,i);u=t.floor,d.push(...t.result.wallIds),f.push(...t.issues)}return{floor:u,result:{wallIds:d},issues:f}}function w(t,n,r){if(n===r||!t.nodes[n]||!t.nodes[r])return{floor:t,result:{removedWallIds:[]},issues:[]};let i=l(t),a=[],o=[];for(let e of Object.values(i.walls))e.a===r&&(i.walls[e.id]={...i.walls[e.id],a:n}),e.b===r&&(i.walls[e.id]={...i.walls[e.id],b:n});for(let e of Object.values(i.walls))if(e.a===e.b){delete i.walls[e.id],a.push(e.id);for(let t of Object.values(i.openings))t.wallId===e.id&&delete i.openings[t.id]}let s=new Map;for(let t of Object.values(i.walls)){let n=t.a<t.b?`${t.a}|${t.b}`:`${t.b}|${t.a}`,r=s.get(n);if(!r){s.set(n,t);continue}let c=t.thickness>=r.thickness?t:r,l=c===t?r:t;for(let e of Object.values(i.openings))e.wallId===l.id&&(i.openings[e.id]={...e,wallId:c.id});delete i.walls[l.id],a.push(l.id),s.set(n,c),o.push(u(e.DuplicateWall,`Two walls became the same wall and were merged.`,{wallIds:[c.id,l.id]}))}return delete i.nodes[r],{floor:i,result:{removedWallIds:a},issues:o}}function T(t,i,a={}){let{force:o=!1}=a,s=t.nodes[i];if(!s)return{floor:t,result:null,issues:[]};let p=f(t,i);if(p.length!==2)return{floor:t,result:null,issues:[]};let[m,h]=p,g=m.thickness===h.thickness&&m.type===h.type&&m.height===h.height&&m.baseHeight===h.baseHeight;if(!g&&!o)return{floor:t,result:null,issues:[]};let _=m.a===i?m.b:m.a,v=h.a===i?h.b:h.a;if(_===v)return{floor:t,result:null,issues:[]};let y=t.nodes[_],b=t.nodes[v];if(!y||!b)return{floor:t,result:null,issues:[]};let x=r(y,b);if(x<10||!o&&Math.abs(n(y,b,s))/x>Math.max(1,x*1e-4))return{floor:t,result:null,issues:[]};let S=!g&&m.thickness<h.thickness?h:m,C=l(t),w=c(`w`);C.walls[w]={id:w,a:_,b:v,thickness:S.thickness,type:S.type,height:S.height,baseHeight:S.baseHeight};let T=r(y,s),E=r(s,b),D=T+E>0?x/(T+E):1,O=[];for(let n of Object.values(t.openings)){if(n.wallId!==m.id&&n.wallId!==h.id)continue;let r=n.wallId===m.id,a=r?m:h,o=a.a===i,s=d(t,a),c=o?n.offset:s-n.offset,l=(r?T-c:T+c)*D,f=Math.min(n.width*D,x-2);if(f<100){O.push(u(e.OpeningDropped,`An opening was removed: the wall it sat on became too short for it.`,{openingIds:[n.id],wallIds:[a.id]})),delete C.openings[n.id];continue}C.openings[n.id]={...n,wallId:w,width:f,offset:Math.min(Math.max(l,f/2),x-f/2)}}return delete C.walls[m.id],delete C.walls[h.id],delete C.nodes[i],{floor:C,result:{wallId:w},issues:O}}function E(e,t,n){let r=e.walls[t];if(!r||r.a===r.b||Math.hypot(n.x,n.y)<10)return{floor:e,result:null,issues:[]};let i=[r.a,r.b],a=[r.a,r.b],o=[null,null],s=[],c=[],u=e;i.forEach((i,s)=>{let c=e.nodes[i];if(!c)return;let d={x:c.x+n.x,y:c.y+n.y},p=f(e,i).filter(e=>e.id!==t);if(p.length===0){let e=l(u);e.nodes[i]={...e.nodes[i],x:d.x,y:d.y},u=e;return}let m=b(u,d,1);u=m.floor,a[s]=m.result.nodeId,o[s]=p.length===1?p[0]:r});let d=l(u);d.walls[t]={...d.walls[t],a:a[0],b:a[1]},u=d,i.forEach((e,t)=>{let n=o[t],r=u.nodes[e],i=u.nodes[a[t]];if(!n||!r||!i)return;let l=S(u,r,i,{thickness:n.thickness,type:n.type,height:n.height,baseHeight:n.baseHeight});u=l.floor,s.push(...l.result.wallIds),c.push(...l.issues)});let p=[];return i.forEach((e,t)=>{if(a[t]===e)return;let n=T(u,e);n.result&&(u=n.floor,p.push(e),c.push(...n.issues))}),{floor:u,result:{nodeIds:a,connectorIds:s,dissolvedNodeIds:p},issues:c}}function D(e,t=10){let n=e,i=[],a=[];for(let o=Object.keys(e.walls).length;o>0;o--){let e=Object.values(n.walls).find(e=>{if(e.a===e.b)return!1;let i=n.nodes[e.a],a=n.nodes[e.b];return i&&a&&r(i,a)<t});if(!e)break;let o=f(n,e.b).length>f(n,e.a).length?e.b:e.a,s=w(n,o,o===e.a?e.b:e.a);if(s.floor===n)break;n=s.floor,i.push(e.id),a.push(...s.issues)}return{floor:n,result:{weldedWallIds:i},issues:a}}function O(e,t,n={}){let{pruneOrphanNodes:r=!0,dissolveCollinear:i=!0}=n,a=e.walls[t];if(!a)return{floor:e,result:{removedNodeIds:[],dissolvedWallIds:[]},issues:[]};let o=l(e);delete o.walls[t];for(let e of Object.values(o.openings))e.wallId===t&&delete o.openings[e.id];let s=[],c=[],u=[];for(let e of[a.a,a.b]){let t=f(o,e).length;if(t===0&&r)delete o.nodes[e],s.push(e);else if(t===2&&i){let t=T(o,e);t.result&&(o=t.floor,c.push(t.result.wallId),s.push(e),u.push(...t.issues))}}return{floor:o,result:{removedNodeIds:s,dissolvedWallIds:c},issues:u}}function k(e,t,n){let r=e.nodes[t];if(!r)return{floor:e,result:void 0,issues:[]};let i=l(e);return i.nodes[t]={...r,x:n.x,y:n.y},{floor:i,result:void 0,issues:[]}}function A(e,t,n){let r=l(e);for(let i of Object.values(e.nodes))r.nodes[i.id]={...i,x:i.x+t,y:i.y+n};for(let i of Object.values(e.rooms))r.rooms[i.id]={...i,anchor:{x:i.anchor.x+t,y:i.anchor.y+n}};return r}function j(e,t){let n=l(e);for(let r of Object.values(e.nodes))n.nodes[r.id]={...r,x:r.x*t,y:r.y*t};for(let r of Object.values(e.walls))n.walls[r.id]={...r,thickness:r.thickness*t,height:r.height===void 0?void 0:r.height*t,baseHeight:r.baseHeight===void 0?void 0:r.baseHeight*t};for(let r of Object.values(e.openings))n.openings[r.id]={...r,offset:r.offset*t,width:r.width*t,sill:r.sill*t,head:r.head*t};for(let r of Object.values(e.rooms))n.rooms[r.id]={...r,anchor:{x:r.anchor.x*t,y:r.anchor.y*t},area:r.area*t*t};return n}function M(t,n){let r=t.walls[n.wallId];if(!r)return{floor:t,result:{openingId:null},issues:[]};let i=d(t,r),a=Math.min(n.width,i-2);if(a<100)return{floor:t,result:{openingId:null},issues:[u(e.OpeningDropped,`That wall is too short for an opening.`,{wallIds:[r.id]})]};let o=Math.min(Math.max(n.offset,a/2),i-a/2),s=l(t),f=c(`o`);return s.openings[f]={...n,id:f,offset:o,width:a},{floor:s,result:{openingId:f},issues:[]}}function N(e,t,n){let r=e.openings[t];if(!r)return{floor:e,result:void 0,issues:[]};let i=e.walls[r.wallId];if(!i)return{floor:e,result:void 0,issues:[]};let a=d(e,i),o={...r,...n},s=Math.min(Math.max(o.width,100),Math.max(a-2,100)),c=Math.min(Math.max(o.offset,s/2),Math.max(a-s/2,s/2)),u=l(e);return u.openings[t]={...o,width:s,offset:c},{floor:u,result:void 0,issues:[]}}function P(e,t){if(!e.openings[t])return{floor:e,result:void 0,issues:[]};let n=l(e);return delete n.openings[t],{floor:n,result:void 0,issues:[]}}function F(t){let n=[],a=Object.values(t.walls);for(let i of a){let a=t.nodes[i.a],o=t.nodes[i.b];if(i.a===i.b){n.push(u(e.SelfLoopWall,`A wall starts and ends at the same node.`,{wallIds:[i.id]}));continue}if(!a||!o){n.push(u(e.ZeroLengthWall,`A wall references a missing node.`,{wallIds:[i.id]}));continue}r(a,o)<10&&n.push(u(e.ZeroLengthWall,`A wall is shorter than the minimum length.`,{wallIds:[i.id]}))}let s=new Map;for(let t of a){let r=t.a<t.b?`${t.a}|${t.b}`:`${t.b}|${t.a}`,i=s.get(r);i?n.push(u(e.DuplicateWall,`Two walls connect the same pair of nodes.`,{wallIds:[i,t.id]})):s.set(r,t.id)}let c=Object.values(t.nodes);for(let t=0;t<c.length;t++)for(let i=t+1;i<c.length;i++)r(c[t],c[i])<1&&n.push(u(e.CoincidentNodes,`Two nodes occupy the same position.`,{nodeIds:[c[t].id,c[i].id]}));for(let r=0;r<a.length;r++)for(let i=r+1;i<a.length;i++){let s=a[r],c=a[i],l=t.nodes[s.a],d=t.nodes[s.b],f=t.nodes[c.a],p=t.nodes[c.b];if(!l||!d||!f||!p)continue;let m=o(l,d,f,p);m.kind===`proper`?n.push(u(e.UnsplitCrossing,`Two walls cross with no node at the intersection.`,{wallIds:[s.id,c.id]})):m.kind===`collinearOverlap`&&n.push(u(e.OverlappingWalls,`Two walls overlap along the same line.`,{wallIds:[s.id,c.id]}))}for(let r of a){let a=t.nodes[r.a],o=t.nodes[r.b];if(!(!a||!o))for(let t of c){if(t.id===r.a||t.id===r.b)continue;let s=i(t,a,o);s.dist<1&&s.t>0&&s.t<1&&n.push(u(e.UnsplitNodeOnWall,`A node sits on a wall that was never split there.`,{wallIds:[r.id],nodeIds:[t.id]}))}}for(let r of Object.values(t.openings))t.walls[r.wallId]||n.push(u(e.DanglingOpening,`An opening references a wall that no longer exists.`,{openingIds:[r.id]}));let l=new Set;for(let e of a)l.add(e.a),l.add(e.b);for(let t of c)l.has(t.id)||n.push(u(e.OrphanNode,`A node has no walls.`,{nodeIds:[t.id]}));return n}function I(t){let n=[],i=D(t),a=l(i.floor);for(let t of i.result.weldedWallIds)n.push(u(e.ZeroLengthWall,`Welded the two ends of a wall with no length.`,{wallIds:[t]}));for(let t of Object.values(a.walls)){let i=a.nodes[t.a],o=a.nodes[t.b];(t.a===t.b||!i||!o||r(i,o)<10)&&(delete a.walls[t.id],n.push(u(e.ZeroLengthWall,`Removed a degenerate wall.`,{wallIds:[t.id]})))}let o=new Map;for(let t of Object.values(a.walls)){let r=t.a<t.b?`${t.a}|${t.b}`:`${t.b}|${t.a}`,i=o.get(r);if(!i){o.set(r,t);continue}let s=t.thickness>=i.thickness?t:i,c=s===t?i:t;for(let e of Object.values(a.openings))e.wallId===c.id&&(a.openings[e.id]={...e,wallId:s.id});delete a.walls[c.id],o.set(r,s),n.push(u(e.DuplicateWall,`Removed a duplicate wall.`,{wallIds:[c.id]}))}for(let t of Object.values(a.openings))a.walls[t.wallId]||(delete a.openings[t.id],n.push(u(e.DanglingOpening,`Removed an opening with no wall.`,{openingIds:[t.id]})));let s=new Set;for(let e of Object.values(a.walls))s.add(e.a),s.add(e.b);for(let t of Object.values(a.nodes))s.has(t.id)||(delete a.nodes[t.id],n.push(u(e.OrphanNode,`Removed a node with no walls.`,{nodeIds:[t.id]})));return{floor:a,result:n,issues:n}}export{x as DEFAULT_WALL_ATTRS,M as addOpening,C as addRect,S as addWall,I as cleanupPlan,E as detachWall,T as dissolveNode,w as mergeNodes,k as moveNode,c as newId,P as removeOpening,O as removeWall,j as scalePlan,y as splitWall,A as transformPlan,N as updateOpening,F as validatePlan,d as wallLength,D as weldShortWalls};
2
+ //# sourceMappingURL=floorPlan.graph.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.graph.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.graph.ts"],"sourcesContent":["/**\n * Graph maintenance: the operations that keep the wall graph a valid planar embedding\n * while the user draws.\n *\n * The invariant every function here protects: no two walls may cross without a node at\n * the intersection, and no node may lie on a wall's interior without that wall being\n * split there. Break either and the face walk silently merges two rooms into one\n * figure-eight face, with no error anywhere.\n *\n * Every operation is pure and returns a new floor, for direct use as React state.\n */\n\nimport {\n EPS_ANGLE,\n EPS_COINCIDENT,\n MIN_OPENING_WIDTH,\n MIN_WALL_LENGTH,\n cross,\n dist,\n pointToSegment,\n projectOnSegment,\n segmentIntersection,\n} from './floorPlan.geometry';\nimport { PlanIssueKind, WallType } from './floorPlan.types';\nimport type {\n PlanEdit,\n PlanFloor,\n PlanIssue,\n PlanNode,\n PlanOpening,\n PlanPoint,\n PlanWall,\n} from './floorPlan.types';\n\n// ─── Ids ───────────────────────────────────────────────────────────────────────\n\nlet idSeq = 0;\n\n/**\n * Ids are deliberately non-numeric strings, so `Record` iteration keeps insertion\n * order (JavaScript reorders integer-like keys), which is what makes derivation\n * reproducible.\n */\nexport function newId(prefix: string): string {\n idSeq += 1;\n const rand =\n typeof crypto !== 'undefined' && typeof crypto.randomUUID === 'function'\n ? crypto.randomUUID().slice(0, 8)\n : Math.random().toString(36).slice(2, 10);\n return `${prefix}_${rand}${idSeq.toString(36)}`;\n}\n\n/** Test-only: makes generated ids reproducible within a single test. */\nexport function __resetIdSeq(): void {\n idSeq = 0;\n}\n\n// ─── Internals ─────────────────────────────────────────────────────────────────\n\nfunction cloneFloor(floor: PlanFloor): PlanFloor {\n return {\n ...floor,\n nodes: { ...floor.nodes },\n walls: { ...floor.walls },\n openings: { ...floor.openings },\n rooms: { ...floor.rooms },\n };\n}\n\nfunction issue(kind: PlanIssueKind, message: string, extra: Partial<PlanIssue> = {}): PlanIssue {\n return { kind, message, ...extra };\n}\n\nfunction wallLength(floor: PlanFloor, wall: PlanWall): number {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) return 0;\n return dist(a, b);\n}\n\nfunction wallsAtNode(floor: PlanFloor, nodeId: string): PlanWall[] {\n return Object.values(floor.walls).filter((w) => w.a === nodeId || w.b === nodeId);\n}\n\nfunction findWallBetween(floor: PlanFloor, a: string, b: string): PlanWall | null {\n for (const w of Object.values(floor.walls)) {\n if ((w.a === a && w.b === b) || (w.a === b && w.b === a)) return w;\n }\n return null;\n}\n\n// ─── Node spatial hash ─────────────────────────────────────────────────────────\n\n/**\n * Bucket size for the node hash, in millimetres. Any lookup checks the 3x3\n * neighbourhood, so this only has to exceed the largest snap tolerance in world units.\n */\nconst HASH_CELL = 250;\n\nfunction hashKey(x: number, y: number): string {\n return `${Math.round(x / HASH_CELL)}|${Math.round(y / HASH_CELL)}`;\n}\n\nfunction buildNodeHash(floor: PlanFloor): Map<string, PlanNode[]> {\n const map = new Map<string, PlanNode[]>();\n for (const node of Object.values(floor.nodes)) {\n const key = hashKey(node.x, node.y);\n const list = map.get(key);\n if (list) list.push(node);\n else map.set(key, [node]);\n }\n return map;\n}\n\n/** Nearest existing node within `tol`, using the spatial hash. */\nexport function findNodeNear(floor: PlanFloor, p: PlanPoint, tol: number): PlanNode | null {\n const hash = buildNodeHash(floor);\n const cx = Math.round(p.x / HASH_CELL);\n const cy = Math.round(p.y / HASH_CELL);\n let best: PlanNode | null = null;\n let bestDist = tol;\n const span = Math.max(1, Math.ceil(tol / HASH_CELL));\n for (let dx = -span; dx <= span; dx++) {\n for (let dy = -span; dy <= span; dy++) {\n for (const node of hash.get(`${cx + dx}|${cy + dy}`) ?? []) {\n const d = dist(p, node);\n if (d <= bestDist) {\n best = node;\n bestDist = d;\n }\n }\n }\n }\n return best;\n}\n\n/** Nearest wall whose centreline passes within `tol` of `p`. */\nexport function findWallNear(\n floor: PlanFloor,\n p: PlanPoint,\n tol: number,\n exclude?: ReadonlySet<string>,\n): { wall: PlanWall; t: number; point: PlanPoint; dist: number } | null {\n let best: { wall: PlanWall; t: number; point: PlanPoint; dist: number } | null = null;\n for (const wall of Object.values(floor.walls)) {\n if (exclude?.has(wall.id)) continue;\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) continue;\n const r = pointToSegment(p, a, b);\n if (r.dist <= tol && (!best || r.dist < best.dist)) {\n best = { wall, t: r.t, point: r.point, dist: r.dist };\n }\n }\n return best;\n}\n\n// ─── splitWall ─────────────────────────────────────────────────────────────────\n\nexport interface SplitWallResult {\n nodeId: string;\n wallIds: [string, string] | null;\n droppedOpeningIds: string[];\n}\n\n/**\n * Splits a wall at a point or parameter, returning the node at the cut.\n *\n * Refuses to cut within `MIN_WALL_LENGTH` of either end, returning that endpoint's\n * existing node instead. That single rule is what keeps zero-length walls out of the\n * graph entirely, which in turn is what stops the angular sort from being fed a\n * direction-less dart.\n */\nexport function splitWall(\n floor: PlanFloor,\n wallId: string,\n at: PlanPoint | number,\n): PlanEdit<SplitWallResult> {\n const wall = floor.walls[wallId];\n if (!wall) {\n return { floor, result: { nodeId: '', wallIds: null, droppedOpeningIds: [] }, issues: [] };\n }\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) {\n return { floor, result: { nodeId: '', wallIds: null, droppedOpeningIds: [] }, issues: [] };\n }\n\n const len = dist(a, b);\n const point = typeof at === 'number' ? { x: a.x + (b.x - a.x) * at, y: a.y + (b.y - a.y) * at } : at;\n // Project exactly, so the two children stay perfectly collinear and dissolveNode can\n // undo the split cleanly later.\n const exact = projectOnSegment(point, a, b);\n const fromA = dist(a, exact);\n\n if (fromA < MIN_WALL_LENGTH) {\n return { floor, result: { nodeId: wall.a, wallIds: null, droppedOpeningIds: [] }, issues: [] };\n }\n if (len - fromA < MIN_WALL_LENGTH) {\n return { floor, result: { nodeId: wall.b, wallIds: null, droppedOpeningIds: [] }, issues: [] };\n }\n\n const next = cloneFloor(floor);\n const nodeId = newId('n');\n next.nodes[nodeId] = { id: nodeId, x: exact.x, y: exact.y };\n\n const firstId = newId('w');\n const secondId = newId('w');\n const base = { thickness: wall.thickness, type: wall.type, height: wall.height, baseHeight: wall.baseHeight };\n next.walls[firstId] = { ...base, id: firstId, a: wall.a, b: nodeId };\n next.walls[secondId] = { ...base, id: secondId, a: nodeId, b: wall.b };\n delete next.walls[wallId];\n\n // Reassign openings by the side their CENTRE falls on. An opening straddling the cut\n // is a genuine conflict: move it wholly into that child and clamp it, or drop it and\n // say so. Silently deleting a window is not acceptable.\n const droppedOpeningIds: string[] = [];\n const issues: PlanIssue[] = [];\n for (const opening of Object.values(floor.openings)) {\n if (opening.wallId !== wallId) continue;\n const intoFirst = opening.offset <= fromA;\n const childId = intoFirst ? firstId : secondId;\n const childLen = intoFirst ? fromA : len - fromA;\n const offset = intoFirst ? opening.offset : opening.offset - fromA;\n\n const maxWidth = Math.min(opening.width, childLen - 2, offset * 2, (childLen - offset) * 2);\n if (maxWidth < MIN_OPENING_WIDTH) {\n delete next.openings[opening.id];\n droppedOpeningIds.push(opening.id);\n issues.push(\n issue(\n PlanIssueKind.OpeningDropped,\n 'An opening was removed: the wall it sat on became too short for it.',\n { openingIds: [opening.id], wallIds: [wallId] },\n ),\n );\n continue;\n }\n next.openings[opening.id] = { ...opening, wallId: childId, offset, width: maxWidth };\n }\n\n return { floor: next, result: { nodeId, wallIds: [firstId, secondId], droppedOpeningIds }, issues };\n}\n\n// ─── resolveNodeAt ─────────────────────────────────────────────────────────────\n\nexport interface ResolveNodeResult {\n nodeId: string;\n createdNode: boolean;\n splitWallId: string | null;\n}\n\n/**\n * Returns the node to use at `p`: an existing one within `tol`, a new one created by\n * splitting a wall that passes under `p`, or a brand new free-standing node.\n */\nexport function resolveNodeAt(\n floor: PlanFloor,\n p: PlanPoint,\n tol: number,\n): PlanEdit<ResolveNodeResult> {\n const existing = findNodeNear(floor, p, tol);\n if (existing) {\n return { floor, result: { nodeId: existing.id, createdNode: false, splitWallId: null }, issues: [] };\n }\n\n const onWall = findWallNear(floor, p, tol);\n if (onWall) {\n const split = splitWall(floor, onWall.wall.id, onWall.point);\n if (split.result.nodeId) {\n return {\n floor: split.floor,\n result: {\n nodeId: split.result.nodeId,\n createdNode: split.result.wallIds !== null,\n splitWallId: split.result.wallIds ? onWall.wall.id : null,\n },\n issues: split.issues,\n };\n }\n }\n\n const next = cloneFloor(floor);\n const nodeId = newId('n');\n next.nodes[nodeId] = { id: nodeId, x: p.x, y: p.y };\n return { floor: next, result: { nodeId, createdNode: true, splitWallId: null }, issues: [] };\n}\n\n// ─── addWall ───────────────────────────────────────────────────────────────────\n\nexport type WallAttrs = Pick<PlanWall, 'thickness' | 'type'> &\n Partial<Pick<PlanWall, 'height' | 'baseHeight'>>;\n\nexport const DEFAULT_WALL_ATTRS: WallAttrs = { thickness: 200, type: WallType.Interior };\n\ninterface Cut {\n t: number;\n nodeId: string | null;\n /** Set while the node does not exist yet because its wall has not been split. */\n pending?: { wallId: string; s: number };\n}\n\n/**\n * Adds a wall from `a` to `b`, splitting anything it crosses so the graph stays planar.\n *\n * Collect-then-apply, in two phases: the naive version splits walls while iterating\n * over walls, which both invalidates the iteration and reparameterises the very\n * segments it is about to test.\n */\nexport function addWall(\n floor: PlanFloor,\n a: PlanPoint,\n b: PlanPoint,\n attrs: WallAttrs = DEFAULT_WALL_ATTRS,\n tol: number = EPS_COINCIDENT,\n): PlanEdit<{ wallIds: string[]; nodeIds: string[] }> {\n const issues: PlanIssue[] = [];\n if (dist(a, b) < MIN_WALL_LENGTH) {\n return { floor, result: { wallIds: [], nodeIds: [] }, issues };\n }\n\n // 1. Endpoints. Each may reuse a node, split a wall, or create a node.\n const startEdit = resolveNodeAt(floor, a, tol);\n let work = startEdit.floor;\n issues.push(...startEdit.issues);\n const endEdit = resolveNodeAt(work, b, tol);\n work = endEdit.floor;\n issues.push(...endEdit.issues);\n\n const na = startEdit.result.nodeId;\n const nb = endEdit.result.nodeId;\n if (na === nb) return { floor, result: { wallIds: [], nodeIds: [] }, issues };\n\n const A = work.nodes[na];\n const B = work.nodes[nb];\n const len = dist(A, B);\n if (len < MIN_WALL_LENGTH) return { floor, result: { wallIds: [], nodeIds: [] }, issues };\n\n // 2. COLLECT. Nothing is mutated in this phase.\n const cuts: Cut[] = [\n { t: 0, nodeId: na },\n { t: 1, nodeId: nb },\n ];\n const splits = new Map<string, number[]>();\n const overlaps: Array<[number, number]> = [];\n\n const paramAlong = (p: PlanPoint): number => pointToSegment(p, A, B).t;\n\n for (const wall of Object.values(work.walls)) {\n const wa = work.nodes[wall.a];\n const wb = work.nodes[wall.b];\n if (!wa || !wb) continue;\n\n const hit = segmentIntersection(A, B, wa, wb, tol);\n\n if (hit.kind === 'collinearOverlap') {\n const t0 = paramAlong(wa);\n const t1 = paramAlong(wb);\n overlaps.push([Math.min(t0, t1), Math.max(t0, t1)]);\n // Endpoints of the overlapping wall that fall strictly inside AB still need cuts,\n // or the new wall would run straight past them.\n for (const [node, t] of [\n [wa, t0],\n [wb, t1],\n ] as const) {\n if (t * len > MIN_WALL_LENGTH && (1 - t) * len > MIN_WALL_LENGTH) {\n cuts.push({ t, nodeId: node.id });\n }\n }\n continue;\n }\n\n if (hit.kind === 'proper' && hit.t !== undefined && hit.s !== undefined) {\n const list = splits.get(wall.id);\n if (list) list.push(hit.s);\n else splits.set(wall.id, [hit.s]);\n cuts.push({ t: hit.t, nodeId: null, pending: { wallId: wall.id, s: hit.s } });\n continue;\n }\n\n if (hit.kind === 'touch' && hit.t !== undefined && hit.s !== undefined) {\n // A T junction where one of the wall's own endpoints sits on AB: reuse it.\n const atWallStart = hit.s <= 0.5;\n const endpoint = atWallStart ? wa : wb;\n const tOnAb = paramAlong(endpoint);\n if (\n pointToSegment(endpoint, A, B).dist <= tol &&\n tOnAb * len > MIN_WALL_LENGTH &&\n (1 - tOnAb) * len > MIN_WALL_LENGTH\n ) {\n cuts.push({ t: tOnAb, nodeId: endpoint.id });\n }\n }\n }\n\n // 3. Nodes lying on AB that no crossing test found. NOT redundant with step 2: a node\n // whose incident walls all run away from AB is invisible to every crossing test, yet\n // failing to cut AB there leaves a node on a wall interior, which silently merges the\n // two rooms either side of it.\n for (const node of Object.values(work.nodes)) {\n if (node.id === na || node.id === nb) continue;\n const r = pointToSegment(node, A, B);\n if (r.dist > tol) continue;\n if (r.t * len <= MIN_WALL_LENGTH || (1 - r.t) * len <= MIN_WALL_LENGTH) continue;\n cuts.push({ t: r.t, nodeId: node.id });\n }\n\n // 4. APPLY splits, per wall, in DESCENDING parameter order so that earlier\n // parameters stay valid as later ones are consumed.\n for (const [wallId, params] of splits) {\n const sorted = [...params].sort((x, y) => y - x);\n let currentWallId = wallId;\n const remaining = new Set(sorted);\n for (const s of sorted) {\n const target = work.walls[currentWallId];\n if (!target) break;\n const wa = work.nodes[target.a];\n const wb = work.nodes[target.b];\n if (!wa || !wb) break;\n // Re-project onto the wall as it stands now, rather than reusing the original\n // parameter, which the previous split may have reparameterised.\n const original = floor.walls[wallId];\n const oa = work.nodes[original?.a ?? target.a] ?? wa;\n const ob = work.nodes[original?.b ?? target.b] ?? wb;\n const worldPoint = { x: oa.x + (ob.x - oa.x) * s, y: oa.y + (ob.y - oa.y) * s };\n const edit = splitWall(work, currentWallId, worldPoint);\n work = edit.floor;\n issues.push(...edit.issues);\n remaining.delete(s);\n for (const cut of cuts) {\n if (cut.pending && cut.pending.wallId === wallId && cut.pending.s === s) {\n cut.nodeId = edit.result.nodeId;\n cut.pending = undefined;\n }\n }\n // Continue splitting whichever child still holds the remaining parameters.\n if (edit.result.wallIds) {\n const [first, second] = edit.result.wallIds;\n const nextS = Math.max(...[...remaining], -1);\n currentWallId = nextS >= 0 && nextS > s ? second : first;\n }\n }\n }\n\n // 5. Chain the cuts into walls.\n const resolved = cuts.filter((c): c is Cut & { nodeId: string } => Boolean(c.nodeId));\n resolved.sort((x, y) => x.t - y.t);\n\n const chain: Array<Cut & { nodeId: string }> = [];\n for (const cut of resolved) {\n const last = chain[chain.length - 1];\n if (!last) {\n chain.push(cut);\n continue;\n }\n if (last.nodeId === cut.nodeId) continue;\n if ((cut.t - last.t) * len < MIN_WALL_LENGTH) {\n // Too close to be a separate wall. Prefer whichever end is an endpoint of AB.\n if (cut.t >= 1 - 1e-9) chain[chain.length - 1] = cut;\n continue;\n }\n chain.push(cut);\n }\n\n const createdWallIds: string[] = [];\n for (let i = 0; i + 1 < chain.length; i++) {\n const from = chain[i];\n const to = chain[i + 1];\n const midT = (from.t + to.t) / 2;\n if (overlaps.some(([lo, hi]) => midT > lo + 1e-9 && midT < hi - 1e-9)) {\n // Already walled. Do not create a duplicate, and do not rewrite the existing\n // wall's attributes from a stroke that was aimed elsewhere.\n continue;\n }\n if (findWallBetween(work, from.nodeId, to.nodeId)) continue;\n const wa = work.nodes[from.nodeId];\n const wb = work.nodes[to.nodeId];\n if (!wa || !wb || dist(wa, wb) < MIN_WALL_LENGTH) continue;\n\n const id = newId('w');\n work = { ...work, walls: { ...work.walls, [id]: { ...attrs, id, a: from.nodeId, b: to.nodeId } } };\n createdWallIds.push(id);\n }\n\n if (createdWallIds.length === 0 && overlaps.length > 0) {\n issues.push(\n issue(PlanIssueKind.DuplicateWall, 'A wall already covers that span, so nothing was added.'),\n );\n }\n\n return {\n floor: work,\n result: { wallIds: createdWallIds, nodeIds: chain.map((c) => c.nodeId) },\n issues,\n };\n}\n\n/** Draws the four walls of an axis-aligned rectangle, welding onto anything already there. */\nexport function addRect(\n floor: PlanFloor,\n corner: PlanPoint,\n opposite: PlanPoint,\n attrs: WallAttrs = DEFAULT_WALL_ATTRS,\n tol: number = EPS_COINCIDENT,\n): PlanEdit<{ wallIds: string[] }> {\n const x0 = Math.min(corner.x, opposite.x);\n const x1 = Math.max(corner.x, opposite.x);\n const y0 = Math.min(corner.y, opposite.y);\n const y1 = Math.max(corner.y, opposite.y);\n if (x1 - x0 < MIN_WALL_LENGTH || y1 - y0 < MIN_WALL_LENGTH) {\n return { floor, result: { wallIds: [] }, issues: [] };\n }\n\n const corners: PlanPoint[] = [\n { x: x0, y: y0 },\n { x: x1, y: y0 },\n { x: x1, y: y1 },\n { x: x0, y: y1 },\n ];\n\n let work = floor;\n const wallIds: string[] = [];\n const issues: PlanIssue[] = [];\n for (let i = 0; i < 4; i++) {\n const edit = addWall(work, corners[i], corners[(i + 1) % 4], attrs, tol);\n work = edit.floor;\n wallIds.push(...edit.result.wallIds);\n issues.push(...edit.issues);\n }\n return { floor: work, result: { wallIds }, issues };\n}\n\n// ─── mergeNodes ────────────────────────────────────────────────────────────────\n\n/**\n * Merges `removeId` into `keepId`, as when a node is dragged onto another.\n *\n * Order matters, and step 3 is mandatory rather than cosmetic: a duplicate wall between\n * the same pair of nodes is exactly the identical-angle degeneracy that corrupts the\n * face walk's angular sort.\n */\nexport function mergeNodes(\n floor: PlanFloor,\n keepId: string,\n removeId: string,\n): PlanEdit<{ removedWallIds: string[] }> {\n if (keepId === removeId || !floor.nodes[keepId] || !floor.nodes[removeId]) {\n return { floor, result: { removedWallIds: [] }, issues: [] };\n }\n\n const next = cloneFloor(floor);\n const removedWallIds: string[] = [];\n const issues: PlanIssue[] = [];\n\n // 1. Rewire.\n for (const wall of Object.values(next.walls)) {\n if (wall.a === removeId) next.walls[wall.id] = { ...next.walls[wall.id], a: keepId };\n if (wall.b === removeId) next.walls[wall.id] = { ...next.walls[wall.id], b: keepId };\n }\n\n // 2. Drop self-loops, and their openings with them.\n for (const wall of Object.values(next.walls)) {\n if (wall.a !== wall.b) continue;\n delete next.walls[wall.id];\n removedWallIds.push(wall.id);\n for (const opening of Object.values(next.openings)) {\n if (opening.wallId === wall.id) delete next.openings[opening.id];\n }\n }\n\n // 3. Deduplicate walls that now share the same unordered node pair.\n const seen = new Map<string, PlanWall>();\n for (const wall of Object.values(next.walls)) {\n const key = wall.a < wall.b ? `${wall.a}|${wall.b}` : `${wall.b}|${wall.a}`;\n const prior = seen.get(key);\n if (!prior) {\n seen.set(key, wall);\n continue;\n }\n // Keep the thicker wall, and carry both walls' openings onto it.\n const keep = wall.thickness >= prior.thickness ? wall : prior;\n const drop = keep === wall ? prior : wall;\n for (const opening of Object.values(next.openings)) {\n if (opening.wallId === drop.id) {\n next.openings[opening.id] = { ...opening, wallId: keep.id };\n }\n }\n delete next.walls[drop.id];\n removedWallIds.push(drop.id);\n seen.set(key, keep);\n issues.push(\n issue(PlanIssueKind.DuplicateWall, 'Two walls became the same wall and were merged.', {\n wallIds: [keep.id, drop.id],\n }),\n );\n }\n\n // 4. Drop the now-unreferenced node.\n delete next.nodes[removeId];\n\n return { floor: next, result: { removedWallIds }, issues };\n}\n\n// ─── dissolveNode ──────────────────────────────────────────────────────────────\n\nexport interface DissolveNodeOptions {\n /**\n * Rejoin the two walls even when the corner is bent or the walls differ in\n * construction, taking the thicker wall's attributes and rescaling openings onto the\n * shorter merged wall.\n *\n * This is \"delete this corner\" as a user means it. The default, unforced behaviour is\n * the stricter one used by cleanup and by `removeWall`, where dissolving must not\n * change the drawing's geometry at all.\n */\n force?: boolean;\n}\n\n/**\n * Merges the two walls meeting at a degree-2 node back into one, the natural inverse of\n * `splitWall`.\n *\n * Returns `null` unless the node is genuinely a seam: degree exactly 2, both walls\n * identical in construction, and the turn within `EPS_ANGLE` of straight. Pass\n * `{ force: true }` to rejoin a bent corner as well. Never call it mid-drag: it destroys\n * node ids the user may be holding.\n */\nexport function dissolveNode(\n floor: PlanFloor,\n nodeId: string,\n options: DissolveNodeOptions = {},\n): PlanEdit<{ wallId: string } | null> {\n const { force = false } = options;\n const node = floor.nodes[nodeId];\n if (!node) return { floor, result: null, issues: [] };\n\n const incident = wallsAtNode(floor, nodeId);\n if (incident.length !== 2) return { floor, result: null, issues: [] };\n\n const [w1, w2] = incident;\n const sameConstruction =\n w1.thickness === w2.thickness &&\n w1.type === w2.type &&\n w1.height === w2.height &&\n w1.baseHeight === w2.baseHeight;\n if (!sameConstruction && !force) return { floor, result: null, issues: [] };\n\n const far1 = w1.a === nodeId ? w1.b : w1.a;\n const far2 = w2.a === nodeId ? w2.b : w2.a;\n if (far1 === far2) return { floor, result: null, issues: [] };\n\n const p1 = floor.nodes[far1];\n const p2 = floor.nodes[far2];\n if (!p1 || !p2) return { floor, result: null, issues: [] };\n\n const span = dist(p1, p2);\n if (span < MIN_WALL_LENGTH) return { floor, result: null, issues: [] };\n\n if (!force) {\n // Straightness by perpendicular offset rather than raw angle, so the tolerance stays\n // meaningful at any wall length.\n const offset = Math.abs(cross(p1, p2, node)) / span;\n if (offset > Math.max(EPS_COINCIDENT, span * EPS_ANGLE)) {\n return { floor, result: null, issues: [] };\n }\n }\n\n // Forced over a bent corner, the survivor is the thicker of the two, since that is the\n // one whose construction the rest of the plan is more likely to depend on.\n const keep = !sameConstruction && w1.thickness < w2.thickness ? w2 : w1;\n\n const next = cloneFloor(floor);\n const id = newId('w');\n next.walls[id] = {\n id,\n a: far1,\n b: far2,\n thickness: keep.thickness,\n type: keep.type,\n height: keep.height,\n baseHeight: keep.baseHeight,\n };\n\n // Re-express every opening's offset against the merged wall's direction (far1 -> far2).\n const len1 = dist(p1, node);\n const len2 = dist(node, p2);\n // Cutting a bent corner shortens the run, so positions are scaled along it rather than\n // carried over, which would push an opening off the end of its own wall.\n const scale = len1 + len2 > 0 ? span / (len1 + len2) : 1;\n const issues: PlanIssue[] = [];\n\n for (const opening of Object.values(floor.openings)) {\n if (opening.wallId !== w1.id && opening.wallId !== w2.id) continue;\n const onFirst = opening.wallId === w1.id;\n const wall = onFirst ? w1 : w2;\n const startsAtNode = wall.a === nodeId;\n const lenOfWall = wallLength(floor, wall);\n // Distance from the seam, then from the merged wall's own start.\n const fromSeam = startsAtNode ? opening.offset : lenOfWall - opening.offset;\n const alongOriginal = onFirst ? len1 - fromSeam : len1 + fromSeam;\n const offsetOnMerged = alongOriginal * scale;\n\n const width = Math.min(opening.width * scale, span - 2);\n if (width < MIN_OPENING_WIDTH) {\n issues.push(\n issue(\n PlanIssueKind.OpeningDropped,\n 'An opening was removed: the wall it sat on became too short for it.',\n { openingIds: [opening.id], wallIds: [wall.id] },\n ),\n );\n delete next.openings[opening.id];\n continue;\n }\n\n next.openings[opening.id] = {\n ...opening,\n wallId: id,\n width,\n offset: Math.min(Math.max(offsetOnMerged, width / 2), span - width / 2),\n };\n }\n\n delete next.walls[w1.id];\n delete next.walls[w2.id];\n delete next.nodes[nodeId];\n\n return { floor: next, result: { wallId: id }, issues };\n}\n\n// ─── detachWall ────────────────────────────────────────────────────────────────\n\nexport interface DetachWallResult {\n /** The wall's end nodes after the detach, in `[a, b]` order. */\n nodeIds: [string, string];\n /** Connecting walls minted where an end was shared with a neighbour. */\n connectorIds: string[];\n /** Ends that became a straight seam once the wall left, and were dissolved away. */\n dissolvedNodeIds: string[];\n}\n\n/**\n * Pulls a wall off the nodes it shares with its neighbours and moves it by `delta`,\n * leaving a connecting wall behind at each end that was shared.\n *\n * This is the extrude half of dragging a wall. A plain drag moves the shared end nodes,\n * so everything meeting the wall follows it; here the neighbours keep their ends and\n * only the new connectors grow, which is what you want when a partition joins the wall\n * halfway along and should stay put.\n *\n * A free end is only moved: there is nothing there to detach from, and a connector would\n * be zero length. For the same reason `delta` must be at least `MIN_WALL_LENGTH` long —\n * below that the caller should `moveNode` both ends instead.\n *\n * The connector continues whatever was already at the corner (its thickness, type and\n * heights) when exactly one wall was, so pulling a wall off a plain corner redraws\n * exactly as a plain drag would: the seam that leaves behind is straight and is\n * dissolved before returning. At a junction there is no single wall to continue, so the\n * connector takes the dragged wall's own construction.\n */\nexport function detachWall(\n floor: PlanFloor,\n wallId: string,\n delta: PlanPoint,\n): PlanEdit<DetachWallResult | null> {\n const wall = floor.walls[wallId];\n if (!wall || wall.a === wall.b) return { floor, result: null, issues: [] };\n if (Math.hypot(delta.x, delta.y) < MIN_WALL_LENGTH) return { floor, result: null, issues: [] };\n\n const ends: [string, string] = [wall.a, wall.b];\n const nodeIds: [string, string] = [wall.a, wall.b];\n const sources: (PlanWall | null)[] = [null, null];\n const connectorIds: string[] = [];\n const issues: PlanIssue[] = [];\n let out = floor;\n\n // 1. Give the wall its own ends. `resolveNodeAt` rather than a bare node, because the\n // new end often lands in the middle of another wall — the usual case is pushing the\n // shared wall of two rooms sideways, where each end slides along the wall above and\n // below it — and only a split keeps a node off a wall's interior.\n ends.forEach((nodeId, index) => {\n const origin = floor.nodes[nodeId];\n if (!origin) return;\n const to = { x: origin.x + delta.x, y: origin.y + delta.y };\n const others = wallsAtNode(floor, nodeId).filter((w) => w.id !== wallId);\n\n if (others.length === 0) {\n // A free end has nothing to detach from, and a connector there would be a wall\n // between a node and itself.\n const next = cloneFloor(out);\n next.nodes[nodeId] = { ...next.nodes[nodeId], x: to.x, y: to.y };\n out = next;\n return;\n }\n\n const edit = resolveNodeAt(out, to, EPS_COINCIDENT);\n out = edit.floor;\n nodeIds[index] = edit.result.nodeId;\n // The connector continues whatever was already at this corner, so pulling a wall off\n // a plain corner redraws exactly as a plain drag would. At a junction there is no\n // single wall to continue, so it takes the dragged wall's own construction.\n sources[index] = others.length === 1 ? others[0] : wall;\n });\n\n // 2. Move the wall onto them. Its openings ride along untouched: a detach is a pure\n // translation, so the wall keeps its id, its direction and its length.\n const moved = cloneFloor(out);\n moved.walls[wallId] = { ...moved.walls[wallId], a: nodeIds[0], b: nodeIds[1] };\n out = moved;\n\n // 3. Bridge each end back to where it came from, unless a wall already runs there.\n ends.forEach((nodeId, index) => {\n const source = sources[index];\n const from = out.nodes[nodeId];\n const to = out.nodes[nodeIds[index]];\n if (!source || !from || !to) return;\n const edit = addWall(out, from, to, {\n thickness: source.thickness,\n type: source.type,\n height: source.height,\n baseHeight: source.baseHeight,\n });\n out = edit.floor;\n connectorIds.push(...edit.result.wallIds);\n issues.push(...edit.issues);\n });\n\n // 4. An end that was a plain corner is now a straight seam. Dissolving it is what\n // makes detaching a wall with nothing attached to it a no-op on the drawing.\n const dissolvedNodeIds: string[] = [];\n ends.forEach((nodeId, index) => {\n if (nodeIds[index] === nodeId) return;\n const edit = dissolveNode(out, nodeId);\n if (!edit.result) return;\n out = edit.floor;\n dissolvedNodeIds.push(nodeId);\n issues.push(...edit.issues);\n });\n\n return { floor: out, result: { nodeIds, connectorIds, dissolvedNodeIds }, issues };\n}\n\n// ─── weldShortWalls ────────────────────────────────────────────────────────────\n\n/**\n * Collapses every wall shorter than `minLength` by merging its two ends together.\n *\n * Squashing a wall to nothing is the one thing a drag can do that the model forbids, and\n * it is easy to do by accident: pushing a wall back onto the line it was detached from,\n * or dragging a corner past the one next to it. Deleting the short wall is the wrong\n * repair — it leaves two nodes sitting on the same point with the plan split between\n * them, which reads as two corners stacked on top of each other and derives as two\n * rooms. Merging is lossless, since the two ends are within `minLength` of each other by\n * definition.\n *\n * The end with more walls on it survives, so the corner that was already there keeps its\n * position and the one that arrived is the one that gives way.\n */\nexport function weldShortWalls(\n floor: PlanFloor,\n minLength: number = MIN_WALL_LENGTH,\n): PlanEdit<{ weldedWallIds: string[] }> {\n let out = floor;\n const weldedWallIds: string[] = [];\n const issues: PlanIssue[] = [];\n\n // Re-scan rather than iterate: one weld moves nodes, so it can shorten another wall to\n // nothing in turn. Bounded by the wall count, since every pass removes at least one.\n for (let guard = Object.keys(floor.walls).length; guard > 0; guard--) {\n const short = Object.values(out.walls).find((w) => {\n if (w.a === w.b) return false;\n const a = out.nodes[w.a];\n const b = out.nodes[w.b];\n return a && b && dist(a, b) < minLength;\n });\n if (!short) break;\n\n const keep =\n wallsAtNode(out, short.b).length > wallsAtNode(out, short.a).length ? short.b : short.a;\n const edit = mergeNodes(out, keep, keep === short.a ? short.b : short.a);\n if (edit.floor === out) break;\n out = edit.floor;\n weldedWallIds.push(short.id);\n issues.push(...edit.issues);\n }\n\n return { floor: out, result: { weldedWallIds }, issues };\n}\n\n// ─── removeWall / moveNode ─────────────────────────────────────────────────────\n\nexport function removeWall(\n floor: PlanFloor,\n wallId: string,\n opts: { pruneOrphanNodes?: boolean; dissolveCollinear?: boolean } = {},\n): PlanEdit<{ removedNodeIds: string[]; dissolvedWallIds: string[] }> {\n const { pruneOrphanNodes = true, dissolveCollinear = true } = opts;\n const wall = floor.walls[wallId];\n if (!wall) return { floor, result: { removedNodeIds: [], dissolvedWallIds: [] }, issues: [] };\n\n let next = cloneFloor(floor);\n delete next.walls[wallId];\n for (const opening of Object.values(next.openings)) {\n if (opening.wallId === wallId) delete next.openings[opening.id];\n }\n\n const removedNodeIds: string[] = [];\n const dissolvedWallIds: string[] = [];\n const issues: PlanIssue[] = [];\n\n for (const endpoint of [wall.a, wall.b]) {\n const degree = wallsAtNode(next, endpoint).length;\n if (degree === 0 && pruneOrphanNodes) {\n delete next.nodes[endpoint];\n removedNodeIds.push(endpoint);\n } else if (degree === 2 && dissolveCollinear) {\n // The natural inverse of the split that created this seam.\n const edit = dissolveNode(next, endpoint);\n if (edit.result) {\n next = edit.floor;\n dissolvedWallIds.push(edit.result.wallId);\n removedNodeIds.push(endpoint);\n issues.push(...edit.issues);\n }\n }\n }\n\n return { floor: next, result: { removedNodeIds, dissolvedWallIds }, issues };\n}\n\nexport function moveNode(floor: PlanFloor, nodeId: string, to: PlanPoint): PlanEdit {\n const node = floor.nodes[nodeId];\n if (!node) return { floor, result: undefined, issues: [] };\n const next = cloneFloor(floor);\n next.nodes[nodeId] = { ...node, x: to.x, y: to.y };\n return { floor: next, result: undefined, issues: [] };\n}\n\n/**\n * Translates every node, and every room anchor with it.\n *\n * Room matching does not depend on this (it is primarily wall-id based), but a plan\n * that is dragged and then saved without a derive should still have sane anchors.\n */\nexport function transformPlan(floor: PlanFloor, dx: number, dy: number): PlanFloor {\n const next = cloneFloor(floor);\n for (const node of Object.values(floor.nodes)) {\n next.nodes[node.id] = { ...node, x: node.x + dx, y: node.y + dy };\n }\n for (const room of Object.values(floor.rooms)) {\n next.rooms[room.id] = { ...room, anchor: { x: room.anchor.x + dx, y: room.anchor.y + dy } };\n }\n return next;\n}\n\n/**\n * Multiplies every coordinate and dimension by `factor`.\n *\n * The one place a scale factor belongs: converting a unitless legacy plan into the\n * module's millimetre invariant, once, at the import boundary. The caller picks the\n * factor, because nothing in the old data says what it should be.\n */\nexport function scalePlan(floor: PlanFloor, factor: number): PlanFloor {\n const next = cloneFloor(floor);\n for (const node of Object.values(floor.nodes)) {\n next.nodes[node.id] = { ...node, x: node.x * factor, y: node.y * factor };\n }\n for (const wall of Object.values(floor.walls)) {\n next.walls[wall.id] = {\n ...wall,\n thickness: wall.thickness * factor,\n height: wall.height === undefined ? undefined : wall.height * factor,\n baseHeight: wall.baseHeight === undefined ? undefined : wall.baseHeight * factor,\n };\n }\n for (const opening of Object.values(floor.openings)) {\n next.openings[opening.id] = {\n ...opening,\n offset: opening.offset * factor,\n width: opening.width * factor,\n sill: opening.sill * factor,\n head: opening.head * factor,\n };\n }\n for (const room of Object.values(floor.rooms)) {\n next.rooms[room.id] = {\n ...room,\n anchor: { x: room.anchor.x * factor, y: room.anchor.y * factor },\n area: room.area * factor * factor,\n };\n }\n return next;\n}\n\n// ─── Openings ──────────────────────────────────────────────────────────────────\n\nexport function addOpening(\n floor: PlanFloor,\n opening: Omit<PlanOpening, 'id'>,\n): PlanEdit<{ openingId: string | null }> {\n const wall = floor.walls[opening.wallId];\n if (!wall) return { floor, result: { openingId: null }, issues: [] };\n\n const len = wallLength(floor, wall);\n const width = Math.min(opening.width, len - 2);\n if (width < MIN_OPENING_WIDTH) {\n return {\n floor,\n result: { openingId: null },\n issues: [\n issue(PlanIssueKind.OpeningDropped, 'That wall is too short for an opening.', {\n wallIds: [wall.id],\n }),\n ],\n };\n }\n\n const offset = Math.min(Math.max(opening.offset, width / 2), len - width / 2);\n const next = cloneFloor(floor);\n const id = newId('o');\n next.openings[id] = { ...opening, id, offset, width };\n return { floor: next, result: { openingId: id }, issues: [] };\n}\n\nexport function updateOpening(\n floor: PlanFloor,\n openingId: string,\n patch: Partial<Omit<PlanOpening, 'id' | 'wallId'>>,\n): PlanEdit {\n const opening = floor.openings[openingId];\n if (!opening) return { floor, result: undefined, issues: [] };\n const wall = floor.walls[opening.wallId];\n if (!wall) return { floor, result: undefined, issues: [] };\n\n const len = wallLength(floor, wall);\n const merged = { ...opening, ...patch };\n const width = Math.min(Math.max(merged.width, MIN_OPENING_WIDTH), Math.max(len - 2, MIN_OPENING_WIDTH));\n const offset = Math.min(Math.max(merged.offset, width / 2), Math.max(len - width / 2, width / 2));\n\n const next = cloneFloor(floor);\n next.openings[openingId] = { ...merged, width, offset };\n return { floor: next, result: undefined, issues: [] };\n}\n\nexport function removeOpening(floor: PlanFloor, openingId: string): PlanEdit {\n if (!floor.openings[openingId]) return { floor, result: undefined, issues: [] };\n const next = cloneFloor(floor);\n delete next.openings[openingId];\n return { floor: next, result: undefined, issues: [] };\n}\n\n// ─── Validation and cleanup ────────────────────────────────────────────────────\n\n/**\n * Reports every way the graph currently violates the planar invariant.\n *\n * O(W²), so run it in tests and in development, not on every keystroke.\n */\nexport function validatePlan(floor: PlanFloor): PlanIssue[] {\n const issues: PlanIssue[] = [];\n const walls = Object.values(floor.walls);\n\n for (const wall of walls) {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (wall.a === wall.b) {\n issues.push(issue(PlanIssueKind.SelfLoopWall, 'A wall starts and ends at the same node.', { wallIds: [wall.id] }));\n continue;\n }\n if (!a || !b) {\n issues.push(issue(PlanIssueKind.ZeroLengthWall, 'A wall references a missing node.', { wallIds: [wall.id] }));\n continue;\n }\n if (dist(a, b) < MIN_WALL_LENGTH) {\n issues.push(issue(PlanIssueKind.ZeroLengthWall, 'A wall is shorter than the minimum length.', { wallIds: [wall.id] }));\n }\n }\n\n const pairSeen = new Map<string, string>();\n for (const wall of walls) {\n const key = wall.a < wall.b ? `${wall.a}|${wall.b}` : `${wall.b}|${wall.a}`;\n const prior = pairSeen.get(key);\n if (prior) {\n issues.push(\n issue(PlanIssueKind.DuplicateWall, 'Two walls connect the same pair of nodes.', {\n wallIds: [prior, wall.id],\n }),\n );\n } else {\n pairSeen.set(key, wall.id);\n }\n }\n\n const nodes = Object.values(floor.nodes);\n for (let i = 0; i < nodes.length; i++) {\n for (let j = i + 1; j < nodes.length; j++) {\n if (dist(nodes[i], nodes[j]) < EPS_COINCIDENT) {\n issues.push(\n issue(PlanIssueKind.CoincidentNodes, 'Two nodes occupy the same position.', {\n nodeIds: [nodes[i].id, nodes[j].id],\n }),\n );\n }\n }\n }\n\n for (let i = 0; i < walls.length; i++) {\n for (let j = i + 1; j < walls.length; j++) {\n const w1 = walls[i];\n const w2 = walls[j];\n const a = floor.nodes[w1.a];\n const b = floor.nodes[w1.b];\n const c = floor.nodes[w2.a];\n const d = floor.nodes[w2.b];\n if (!a || !b || !c || !d) continue;\n const hit = segmentIntersection(a, b, c, d);\n if (hit.kind === 'proper') {\n issues.push(\n issue(PlanIssueKind.UnsplitCrossing, 'Two walls cross with no node at the intersection.', {\n wallIds: [w1.id, w2.id],\n }),\n );\n } else if (hit.kind === 'collinearOverlap') {\n issues.push(\n issue(PlanIssueKind.OverlappingWalls, 'Two walls overlap along the same line.', {\n wallIds: [w1.id, w2.id],\n }),\n );\n }\n }\n }\n\n for (const wall of walls) {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) continue;\n for (const node of nodes) {\n if (node.id === wall.a || node.id === wall.b) continue;\n const r = pointToSegment(node, a, b);\n if (r.dist < EPS_COINCIDENT && r.t > 0 && r.t < 1) {\n issues.push(\n issue(PlanIssueKind.UnsplitNodeOnWall, 'A node sits on a wall that was never split there.', {\n wallIds: [wall.id],\n nodeIds: [node.id],\n }),\n );\n }\n }\n }\n\n for (const opening of Object.values(floor.openings)) {\n if (!floor.walls[opening.wallId]) {\n issues.push(\n issue(PlanIssueKind.DanglingOpening, 'An opening references a wall that no longer exists.', {\n openingIds: [opening.id],\n }),\n );\n }\n }\n\n const referenced = new Set<string>();\n for (const wall of walls) {\n referenced.add(wall.a);\n referenced.add(wall.b);\n }\n for (const node of nodes) {\n if (!referenced.has(node.id)) {\n issues.push(issue(PlanIssueKind.OrphanNode, 'A node has no walls.', { nodeIds: [node.id] }));\n }\n }\n\n return issues;\n}\n\n/**\n * Removes what validation can safely remove: degenerate walls, orphan nodes, dangling\n * openings, and duplicate walls. Idempotent.\n *\n * Deliberately does not touch unsplit crossings: fixing one changes the room structure,\n * which is the user's call, not a cleanup pass's.\n */\nexport function cleanupPlan(floor: PlanFloor): PlanEdit<PlanIssue[]> {\n const fixed: PlanIssue[] = [];\n\n // Welding comes first, and is why the sweep below only ever sees walls that are\n // degenerate for some other reason: a wall squashed to nothing has two perfectly good\n // ends, and deleting it would leave them stacked on the same point.\n const welded = weldShortWalls(floor);\n const next = cloneFloor(welded.floor);\n for (const wallId of welded.result.weldedWallIds) {\n fixed.push(\n issue(PlanIssueKind.ZeroLengthWall, 'Welded the two ends of a wall with no length.', {\n wallIds: [wallId],\n }),\n );\n }\n\n for (const wall of Object.values(next.walls)) {\n const a = next.nodes[wall.a];\n const b = next.nodes[wall.b];\n if (wall.a === wall.b || !a || !b || dist(a, b) < MIN_WALL_LENGTH) {\n delete next.walls[wall.id];\n fixed.push(issue(PlanIssueKind.ZeroLengthWall, 'Removed a degenerate wall.', { wallIds: [wall.id] }));\n }\n }\n\n const pairSeen = new Map<string, PlanWall>();\n for (const wall of Object.values(next.walls)) {\n const key = wall.a < wall.b ? `${wall.a}|${wall.b}` : `${wall.b}|${wall.a}`;\n const prior = pairSeen.get(key);\n if (!prior) {\n pairSeen.set(key, wall);\n continue;\n }\n const keep = wall.thickness >= prior.thickness ? wall : prior;\n const drop = keep === wall ? prior : wall;\n for (const opening of Object.values(next.openings)) {\n if (opening.wallId === drop.id) next.openings[opening.id] = { ...opening, wallId: keep.id };\n }\n delete next.walls[drop.id];\n pairSeen.set(key, keep);\n fixed.push(issue(PlanIssueKind.DuplicateWall, 'Removed a duplicate wall.', { wallIds: [drop.id] }));\n }\n\n for (const opening of Object.values(next.openings)) {\n if (!next.walls[opening.wallId]) {\n delete next.openings[opening.id];\n fixed.push(\n issue(PlanIssueKind.DanglingOpening, 'Removed an opening with no wall.', {\n openingIds: [opening.id],\n }),\n );\n }\n }\n\n // One pass to count degrees, rather than scanning every wall per node: the naive form\n // is O(nodes x walls), which is the dominant cost on a large plan.\n const referenced = new Set<string>();\n for (const wall of Object.values(next.walls)) {\n referenced.add(wall.a);\n referenced.add(wall.b);\n }\n for (const node of Object.values(next.nodes)) {\n if (!referenced.has(node.id)) {\n delete next.nodes[node.id];\n fixed.push(issue(PlanIssueKind.OrphanNode, 'Removed a node with no walls.', { nodeIds: [node.id] }));\n }\n }\n\n return { floor: next, result: fixed, issues: fixed };\n}\n\nexport { wallLength, wallsAtNode, findWallBetween 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@@ -0,0 +1,2 @@
1
+ import{dist as e,pointToSegment as t}from"./floorPlan.geometry.mjs";import{roomAtPoint as n}from"./floorPlan.rooms.mjs";import{openingGeometry as r}from"./floorPlan.path.mjs";var i={node:10,opening:9,wall:8},a={node:18,opening:16,wall:14};function o(e,t){let n=t>0?t:1;return{node:e.node/n,opening:e.opening/n,wall:e.wall/n}}function s(i,a,o,s,c={}){let l=e=>!c.accept||c.accept.includes(e),u=e=>c.excludeIds?.has(e)??!1;if(l(`node`)){let t=null;for(let n of Object.values(i.nodes)){if(u(n.id))continue;let r=e(o,n);r<=s.node&&(!t||r<t.d)&&(t={id:n.id,d:r})}if(t)return{type:`node`,id:t.id}}if(l(`opening`)){let e=null;for(let n of Object.values(i.openings)){if(u(n.id))continue;let a=r(i,n);if(!a)continue;let c=t(o,a.p1,a.p2).dist;c<=s.opening&&(!e||c<e.d)&&(e={id:n.id,d:c})}if(e)return{type:`opening`,id:e.id}}if(l(`wall`)){let e=null;for(let n of Object.values(i.walls)){if(u(n.id))continue;let r=i.nodes[n.a],a=i.nodes[n.b];if(!r||!a)continue;let c=Math.max(s.wall,n.thickness/2),l=t(o,r,a).dist;l<=c&&(!e||l<e.d)&&(e={id:n.id,d:l})}if(e)return{type:`wall`,id:e.id}}if(l(`room`)){let e=n(a,o);if(e?.roomId&&!u(e.roomId))return{type:`room`,id:e.roomId}}return null}function c(e,t){return e===t?!0:!e||!t?!1:e.type===t.type&&e.id===t.id}export{i as HIT_PX,a as HIT_PX_COARSE,s as hitTest,c as selectionsEqual,o as worldTolerances};
2
+ //# sourceMappingURL=floorPlan.hit.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.hit.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.hit.ts"],"sourcesContent":["/**\n * Hit testing against a derived plan.\n *\n * Tolerances arrive in WORLD units and are expected to have been converted from screen\n * pixels by the caller (`HIT_PX / view.zoom`), so a handle stays the same size on screen\n * at any zoom level.\n */\n\nimport { dist, pointToSegment } from './floorPlan.geometry';\nimport { openingGeometry } from './floorPlan.path';\nimport { roomAtPoint } from './floorPlan.rooms';\nimport type { DerivedRoom, PlanFloor, PlanPoint, PlanSelection } from './floorPlan.types';\n\nexport interface HitTolerances {\n node: number;\n opening: number;\n wall: number;\n}\n\n/** Screen-pixel hit radii, divided by `view.zoom` to get world tolerances. */\nexport const HIT_PX: HitTolerances = { node: 10, opening: 9, wall: 8 };\n/** Wider targets for touch, where there is no pixel-accurate pointer. */\nexport const HIT_PX_COARSE: HitTolerances = { node: 18, opening: 16, wall: 14 };\n\nexport function worldTolerances(px: HitTolerances, zoom: number): HitTolerances {\n const safeZoom = zoom > 0 ? zoom : 1;\n return { node: px.node / safeZoom, opening: px.opening / safeZoom, wall: px.wall / safeZoom };\n}\n\nexport interface HitTestOptions {\n /** Restricts what can be hit. Defaults to everything. */\n accept?: Array<PlanSelection['type']>;\n excludeIds?: ReadonlySet<string>;\n}\n\n/**\n * Finds what is under `point`, in priority order: node handle, opening, wall, then room\n * fill.\n *\n * The order is what makes editing feel right. A node sits on top of the walls that meet\n * there, and an opening sits on top of the wall it cuts, so the smaller, more specific\n * target always wins over the larger one underneath it.\n */\nexport function hitTest(\n floor: PlanFloor,\n rooms: DerivedRoom[],\n point: PlanPoint,\n tolerances: HitTolerances,\n options: HitTestOptions = {},\n): PlanSelection | null {\n const accepts = (type: PlanSelection['type']) => !options.accept || options.accept.includes(type);\n const excluded = (id: string) => options.excludeIds?.has(id) ?? false;\n\n if (accepts('node')) {\n let best: { id: string; d: number } | null = null;\n for (const node of Object.values(floor.nodes)) {\n if (excluded(node.id)) continue;\n const d = dist(point, node);\n if (d <= tolerances.node && (!best || d < best.d)) best = { id: node.id, d };\n }\n if (best) return { type: 'node', id: best.id };\n }\n\n if (accepts('opening')) {\n let best: { id: string; d: number } | null = null;\n for (const opening of Object.values(floor.openings)) {\n if (excluded(opening.id)) continue;\n const geo = openingGeometry(floor, opening);\n if (!geo) continue;\n const d = pointToSegment(point, geo.p1, geo.p2).dist;\n if (d <= tolerances.opening && (!best || d < best.d)) best = { id: opening.id, d };\n }\n if (best) return { type: 'opening', id: best.id };\n }\n\n if (accepts('wall')) {\n let best: { id: string; d: number } | null = null;\n for (const wall of Object.values(floor.walls)) {\n if (excluded(wall.id)) continue;\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) continue;\n // Half the wall's own thickness, so a thick wall is grabbable across its body\n // rather than only along its centreline.\n const reach = Math.max(tolerances.wall, wall.thickness / 2);\n const d = pointToSegment(point, a, b).dist;\n if (d <= reach && (!best || d < best.d)) best = { id: wall.id, d };\n }\n if (best) return { type: 'wall', id: best.id };\n }\n\n if (accepts('room')) {\n const room = roomAtPoint(rooms, point);\n if (room?.roomId && !excluded(room.roomId)) return { type: 'room', id: room.roomId };\n }\n\n return null;\n}\n\nexport function selectionsEqual(a: PlanSelection | null, b: PlanSelection | null): boolean {\n if (a === b) return true;\n if (!a || !b) return false;\n return a.type === b.type && a.id === b.id;\n}\n"],"mappings":"+KAoBA,IAAa,EAAwB,CAAE,KAAM,GAAI,QAAS,EAAG,KAAM,CAAE,EAExD,EAA+B,CAAE,KAAM,GAAI,QAAS,GAAI,KAAM,EAAG,EAE9E,SAAgB,EAAgB,EAAmB,EAA6B,CAC9E,IAAM,EAAW,EAAO,EAAI,EAAO,EACnC,MAAO,CAAE,KAAM,EAAG,KAAO,EAAU,QAAS,EAAG,QAAU,EAAU,KAAM,EAAG,KAAO,CAAS,CAC9F,CAgBA,SAAgB,EACd,EACA,EACA,EACA,EACA,EAA0B,CAAC,EACL,CACtB,IAAM,EAAW,GAAgC,CAAC,EAAQ,QAAU,EAAQ,OAAO,SAAS,CAAI,EAC1F,EAAY,GAAe,EAAQ,YAAY,IAAI,CAAE,GAAK,GAEhE,GAAI,EAAQ,MAAM,EAAG,CACnB,IAAI,EAAyC,KAC7C,IAAK,IAAM,KAAQ,OAAO,OAAO,EAAM,KAAK,EAAG,CAC7C,GAAI,EAAS,EAAK,EAAE,EAAG,SACvB,IAAM,EAAI,EAAK,EAAO,CAAI,EACtB,GAAK,EAAW,OAAS,CAAC,GAAQ,EAAI,EAAK,KAAI,EAAO,CAAE,GAAI,EAAK,GAAI,GAAE,EAC7E,CACA,GAAI,EAAM,MAAO,CAAE,KAAM,OAAQ,GAAI,EAAK,EAAG,CAC/C,CAEA,GAAI,EAAQ,SAAS,EAAG,CACtB,IAAI,EAAyC,KAC7C,IAAK,IAAM,KAAW,OAAO,OAAO,EAAM,QAAQ,EAAG,CACnD,GAAI,EAAS,EAAQ,EAAE,EAAG,SAC1B,IAAM,EAAM,EAAgB,EAAO,CAAO,EAC1C,GAAI,CAAC,EAAK,SACV,IAAM,EAAI,EAAe,EAAO,EAAI,GAAI,EAAI,EAAE,EAAE,KAC5C,GAAK,EAAW,UAAY,CAAC,GAAQ,EAAI,EAAK,KAAI,EAAO,CAAE,GAAI,EAAQ,GAAI,GAAE,EACnF,CACA,GAAI,EAAM,MAAO,CAAE,KAAM,UAAW,GAAI,EAAK,EAAG,CAClD,CAEA,GAAI,EAAQ,MAAM,EAAG,CACnB,IAAI,EAAyC,KAC7C,IAAK,IAAM,KAAQ,OAAO,OAAO,EAAM,KAAK,EAAG,CAC7C,GAAI,EAAS,EAAK,EAAE,EAAG,SACvB,IAAM,EAAI,EAAM,MAAM,EAAK,GACrB,EAAI,EAAM,MAAM,EAAK,GAC3B,GAAI,CAAC,GAAK,CAAC,EAAG,SAGd,IAAM,EAAQ,KAAK,IAAI,EAAW,KAAM,EAAK,UAAY,CAAC,EACpD,EAAI,EAAe,EAAO,EAAG,CAAC,EAAE,KAClC,GAAK,IAAU,CAAC,GAAQ,EAAI,EAAK,KAAI,EAAO,CAAE,GAAI,EAAK,GAAI,GAAE,EACnE,CACA,GAAI,EAAM,MAAO,CAAE,KAAM,OAAQ,GAAI,EAAK,EAAG,CAC/C,CAEA,GAAI,EAAQ,MAAM,EAAG,CACnB,IAAM,EAAO,EAAY,EAAO,CAAK,EACrC,GAAI,GAAM,QAAU,CAAC,EAAS,EAAK,MAAM,EAAG,MAAO,CAAE,KAAM,OAAQ,GAAI,EAAK,MAAO,CACrF,CAEA,OAAO,IACT,CAEA,SAAgB,EAAgB,EAAyB,EAAkC,CAGzF,OAFI,IAAM,EAAU,GAChB,CAAC,GAAK,CAAC,EAAU,GACd,EAAE,OAAS,EAAE,MAAQ,EAAE,KAAO,EAAE,EACzC"}
@@ -0,0 +1,2 @@
1
+ import{DoorSwing as e,OpeningKind as t,PlanUnitSystem as n,WallType as r}from"./floorPlan.types.mjs";import{cleanupPlan as i,newId as a}from"./floorPlan.graph.mjs";import{emptyFloor as o}from"./floorPlan.plan.mjs";var s=1;function c(e,t={}){return JSON.stringify(e,null,t.pretty===!1?void 0:2)}function l(e){return typeof e==`object`&&!!e&&!Array.isArray(e)}function u(e,t){let n=typeof e==`string`?Number(e):e;return typeof n==`number`&&Number.isFinite(n)?n:t}function d(e,t){return typeof e==`string`?e:t}function f(e,t){return typeof e==`boolean`?e:t}function p(e,t,n){return typeof e==`string`&&t.includes(e)?e:n}function m(e,t){return l(e)?{x:u(e.x,t.x),y:u(e.y,t.y)}:t}function h(e){return Array.isArray(e)?e:l(e)?Object.values(e):[]}function g(e){let t={};for(let n of e)t[n.id]=n;return t}function _(n,a,s){let c=`floor ${a+1}`,_=l(n)?n:{};l(n)||s.push(`${c} was not an object, so it was read as empty`);let v=o();v.id=d(_.id,v.id),v.label=d(_.label,v.label),v.elevation=u(_.elevation,0),v.height=u(_.height,v.height);let y=[];for(let e of h(_.nodes))!l(e)||typeof e.id!=`string`||y.push({id:e.id,x:u(e.x,0),y:u(e.y,0)});v.nodes=g(y);let b=[],x=0;for(let e of h(_.walls)){if(!l(e)||typeof e.id!=`string`)continue;let t=d(e.a,``),n=d(e.b,``);if(!v.nodes[t]||!v.nodes[n]||t===n){x+=1;continue}b.push({id:e.id,a:t,b:n,thickness:Math.max(1,u(e.thickness,100)),height:e.height===void 0?void 0:u(e.height,0),baseHeight:e.baseHeight===void 0?void 0:u(e.baseHeight,0),type:p(e.type,Object.values(r),r.Interior)})}v.walls=g(b),x>0&&s.push(`${c}: dropped ${x} wall(s) whose corners were missing`);let S=[],C=0;for(let n of h(_.openings)){if(!l(n)||typeof n.id!=`string`)continue;let r=d(n.wallId,``);if(!v.walls[r]){C+=1;continue}S.push({id:n.id,wallId:r,kind:p(n.kind,Object.values(t),t.Door),offset:u(n.offset,0),width:Math.max(1,u(n.width,800)),sill:u(n.sill,0),head:u(n.head,2100),swing:n.swing===void 0?void 0:p(n.swing,Object.values(e),e.StartLeft)})}v.openings=g(S),C>0&&s.push(`${c}: dropped ${C} opening(s) with no wall to sit in`);let w=[];for(let e of h(_.rooms))!l(e)||typeof e.id!=`string`||w.push({id:e.id,name:d(e.name,``),colour:typeof e.colour==`string`?e.colour:void 0,usage:typeof e.usage==`string`?e.usage:void 0,anchor:m(e.anchor,{x:0,y:0}),anchorPinned:f(e.anchorPinned,!1),seq:u(e.seq,w.length),wallIds:Array.isArray(e.wallIds)?e.wallIds.filter(e=>typeof e==`string`&&!!v.walls[e]):[],area:u(e.area,0)});v.rooms=g(w);let T=i(v);return T.result.length>0&&s.push(`${c}: repaired ${T.result.length} inconsistency(ies) in the geometry`),T.floor}function v(e){let t=[],r;try{r=JSON.parse(e)}catch(e){return{plan:null,issues:[`Not valid JSON: ${e.message}`]}}if(!l(r))return{plan:null,issues:[`Not a floor plan: expected an object`]};if(r.version!==void 0&&r.version!==1)return{plan:null,issues:[`Plan format version ${String(r.version)} is not supported (this build reads version 1)`]};r.version===void 0&&t.push(`No format version, read as version 1`);let i=Array.isArray(r.floors)?r.floors:[];if(i.length===0)if(r.floors!==void 0)t.push(`No floors in the file, started an empty one`);else return{plan:null,issues:["Not a floor plan: no `floors`"]};let o=(i.length>0?i:[void 0]).map((e,n)=>_(e,n,t));return{plan:{id:d(r.id,a(`plan`)),name:typeof r.name==`string`?r.name:void 0,version:1,unitSystem:p(r.unitSystem,Object.values(n),n.Metric),floors:o,revision:u(r.revision,0)+1},issues:t}}export{s as PLAN_FORMAT_VERSION,v as planFromJson,c as planToJson};
2
+ //# sourceMappingURL=floorPlan.json.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.json.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.json.ts"],"sourcesContent":["/**\n * Reading and writing a plan as JSON, which is the interchange format.\n *\n * Writing is trivial. Reading is not: the text comes off a disk, so it is untrusted, and\n * the component that receives the result renders it immediately. `planFromJson` therefore\n * rebuilds the plan field by field rather than casting the parsed object, so nothing that\n * was not checked can reach the renderer, and returns everything it had to fix so a\n * caller can tell the difference between a clean file and a salvaged one.\n *\n * It repairs rather than rejects wherever a repair is unambiguous: a wall whose node is\n * missing is dropped, a thickness of `\"200\"` is read as 200, an unknown wall type becomes\n * `Interior`. A file is only refused when there is nothing to salvage, because a plan a\n * user spent an hour on should not be lost to one bad field.\n */\n\nimport { cleanupPlan, newId } from './floorPlan.graph';\nimport { emptyFloor } from './floorPlan.plan';\nimport { DoorSwing, OpeningKind, PlanUnitSystem, WallType } from './floorPlan.types';\nimport type {\n FloorPlan,\n PlanFloor,\n PlanNode,\n PlanOpening,\n PlanPoint,\n PlanRoom,\n PlanWall,\n} from './floorPlan.types';\n\n/** The only `version` a file may carry. Bump only for a breaking shape change. */\nexport const PLAN_FORMAT_VERSION = 1;\n\nexport interface PlanParseResult {\n /** `null` only when the file could not be read as a plan at all. */\n plan: FloorPlan | null;\n /**\n * Everything that had to be repaired or dropped, in plain language. Empty means the\n * file was clean. A non-empty list with a plan means it was salvaged.\n */\n issues: string[];\n}\n\n/** A plan as JSON text, ready to write to a file. Indented unless told otherwise. */\nexport function planToJson(plan: FloorPlan, options: { pretty?: boolean } = {}): string {\n return JSON.stringify(plan, null, options.pretty === false ? undefined : 2);\n}\n\n// ─── Field readers ─────────────────────────────────────────────────────────────\n\nfunction isRecord(value: unknown): value is Record<string, unknown> {\n return typeof value === 'object' && value !== null && !Array.isArray(value);\n}\n\n/** A finite number, also accepting the numeric strings a hand-edited file tends to grow. */\nfunction num(value: unknown, fallback: number): number {\n const n = typeof value === 'string' ? Number(value) : value;\n return typeof n === 'number' && Number.isFinite(n) ? n : fallback;\n}\n\nfunction str(value: unknown, fallback: string): string {\n return typeof value === 'string' ? value : fallback;\n}\n\nfunction bool(value: unknown, fallback: boolean): boolean {\n return typeof value === 'boolean' ? value : fallback;\n}\n\nfunction oneOf<T extends string>(value: unknown, allowed: readonly T[], fallback: T): T {\n return typeof value === 'string' && (allowed as readonly string[]).includes(value)\n ? (value as T)\n : fallback;\n}\n\nfunction point(value: unknown, fallback: PlanPoint): PlanPoint {\n if (!isRecord(value)) return fallback;\n return { x: num(value.x, fallback.x), y: num(value.y, fallback.y) };\n}\n\n/**\n * The entries of a `Record<string, T>`, tolerating the array a different exporter might\n * have written. Entries without a usable `id` are dropped by the caller.\n */\nfunction entries(value: unknown): unknown[] {\n if (Array.isArray(value)) return value;\n if (isRecord(value)) return Object.values(value);\n return [];\n}\n\nfunction byId<T extends { id: string }>(items: T[]): Record<string, T> {\n const out: Record<string, T> = {};\n for (const item of items) out[item.id] = item;\n return out;\n}\n\n// ─── Floor ─────────────────────────────────────────────────────────────────────\n\nfunction readFloor(raw: unknown, index: number, issues: string[]): PlanFloor {\n const where = `floor ${index + 1}`;\n const source = isRecord(raw) ? raw : {};\n if (!isRecord(raw)) issues.push(`${where} was not an object, so it was read as empty`);\n\n const floor = emptyFloor();\n floor.id = str(source.id, floor.id);\n floor.label = str(source.label, floor.label);\n floor.elevation = num(source.elevation, 0);\n floor.height = num(source.height, floor.height);\n\n const nodes: PlanNode[] = [];\n for (const raw of entries(source.nodes)) {\n if (!isRecord(raw) || typeof raw.id !== 'string') continue;\n nodes.push({ id: raw.id, x: num(raw.x, 0), y: num(raw.y, 0) });\n }\n floor.nodes = byId(nodes);\n\n const walls: PlanWall[] = [];\n let orphanWalls = 0;\n for (const raw of entries(source.walls)) {\n if (!isRecord(raw) || typeof raw.id !== 'string') continue;\n const a = str(raw.a, '');\n const b = str(raw.b, '');\n // A wall with no node to stand on would break face extraction, which assumes every\n // wall resolves. There is no way to guess where it was meant to go.\n if (!floor.nodes[a] || !floor.nodes[b] || a === b) {\n orphanWalls += 1;\n continue;\n }\n walls.push({\n id: raw.id,\n a,\n b,\n thickness: Math.max(1, num(raw.thickness, 100)),\n height: raw.height === undefined ? undefined : num(raw.height, 0),\n baseHeight: raw.baseHeight === undefined ? undefined : num(raw.baseHeight, 0),\n type: oneOf(raw.type, Object.values(WallType), WallType.Interior),\n });\n }\n floor.walls = byId(walls);\n if (orphanWalls > 0) {\n issues.push(`${where}: dropped ${orphanWalls} wall(s) whose corners were missing`);\n }\n\n const openings: PlanOpening[] = [];\n let orphanOpenings = 0;\n for (const raw of entries(source.openings)) {\n if (!isRecord(raw) || typeof raw.id !== 'string') continue;\n const wallId = str(raw.wallId, '');\n if (!floor.walls[wallId]) {\n orphanOpenings += 1;\n continue;\n }\n openings.push({\n id: raw.id,\n wallId,\n kind: oneOf(raw.kind, Object.values(OpeningKind), OpeningKind.Door),\n offset: num(raw.offset, 0),\n width: Math.max(1, num(raw.width, 800)),\n sill: num(raw.sill, 0),\n head: num(raw.head, 2100),\n swing:\n raw.swing === undefined\n ? undefined\n : oneOf(raw.swing, Object.values(DoorSwing), DoorSwing.StartLeft),\n });\n }\n floor.openings = byId(openings);\n if (orphanOpenings > 0) {\n issues.push(`${where}: dropped ${orphanOpenings} opening(s) with no wall to sit in`);\n }\n\n const rooms: PlanRoom[] = [];\n for (const raw of entries(source.rooms)) {\n if (!isRecord(raw) || typeof raw.id !== 'string') continue;\n // A room is only a name attached to a face, and the face is recomputed on load, so a\n // room whose walls have gone is kept rather than dropped: re-adding the wall brings\n // its name back, and dropping it is the one way this model loses data for good.\n rooms.push({\n id: raw.id,\n name: str(raw.name, ''),\n colour: typeof raw.colour === 'string' ? raw.colour : undefined,\n usage: typeof raw.usage === 'string' ? raw.usage : undefined,\n anchor: point(raw.anchor, { x: 0, y: 0 }),\n anchorPinned: bool(raw.anchorPinned, false),\n seq: num(raw.seq, rooms.length),\n wallIds: Array.isArray(raw.wallIds)\n ? raw.wallIds.filter((id): id is string => typeof id === 'string' && !!floor.walls[id])\n : [],\n area: num(raw.area, 0),\n });\n }\n floor.rooms = byId(rooms);\n\n const cleaned = cleanupPlan(floor);\n if (cleaned.result.length > 0) {\n issues.push(`${where}: repaired ${cleaned.result.length} inconsistency(ies) in the geometry`);\n }\n return cleaned.floor;\n}\n\n// ─── Document ──────────────────────────────────────────────────────────────────\n\n/**\n * Reads JSON text as a plan, repairing what it can and reporting what it could not.\n *\n * `plan` is `null` only when the text is not JSON, is not an object, or carries a\n * `version` this build does not know. Everything else comes back as a usable plan.\n */\nexport function planFromJson(text: string): PlanParseResult {\n const issues: string[] = [];\n\n let raw: unknown;\n try {\n raw = JSON.parse(text);\n } catch (error) {\n return { plan: null, issues: [`Not valid JSON: ${(error as Error).message}`] };\n }\n\n if (!isRecord(raw)) return { plan: null, issues: ['Not a floor plan: expected an object'] };\n\n if (raw.version !== undefined && raw.version !== PLAN_FORMAT_VERSION) {\n // Refusing beats guessing: a future version may mean something different by the same\n // field names, and silently misreading it loses the file's real contents.\n return {\n plan: null,\n issues: [\n `Plan format version ${String(raw.version)} is not supported ` +\n `(this build reads version ${PLAN_FORMAT_VERSION})`,\n ],\n };\n }\n if (raw.version === undefined) issues.push('No format version, read as version 1');\n\n const rawFloors = Array.isArray(raw.floors) ? raw.floors : [];\n if (rawFloors.length === 0) {\n if (raw.floors !== undefined) issues.push('No floors in the file, started an empty one');\n else return { plan: null, issues: ['Not a floor plan: no `floors`'] };\n }\n\n const floors = (rawFloors.length > 0 ? 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1
+ import{dist as e}from"./floorPlan.geometry.mjs";import{derivePlan as t}from"./floorPlan.rooms.mjs";import{wallCentrelineSpans as n}from"./floorPlan.path.mjs";import{triangulate as r}from"./floorPlan.triangulate.mjs";var i=1e-6,a=1,o=class{constructor(){this.positions=[],this.normals=[],this.indices=[]}triangle(e,t,n){let r=t[0]-e[0],a=t[1]-e[1],o=t[2]-e[2],s=n[0]-e[0],c=n[1]-e[1],l=n[2]-e[2],u=a*l-o*c,d=o*s-r*l,f=r*c-a*s,p=Math.hypot(u,d,f);if(p<i)return;u/=p,d/=p,f/=p;let m=this.positions.length/3;for(let r of[e,t,n])this.positions.push(r[0],r[1],r[2]);for(let e=0;e<3;e++)this.normals.push(u,d,f);this.indices.push(m,m+1,m+2)}quad(e,t,n,r){this.triangle(e,t,n),this.triangle(e,n,r)}};function s(e){let t=new Map;for(let n of Object.values(e.walls))for(let e of[n.a,n.b]){let r=t.get(e);r?r.push(n):t.set(e,[n])}return t}var c=4;function l(e,t,n,r){let i=r.get(n);if(!i||i.length!==2)return null;let a=i[0].id===t.id?i[1]:i[0];if(a.thickness!==t.thickness)return null;let o=e.nodes[n],s=e.nodes[t.a===n?t.b:t.a],l=e.nodes[a.a===n?a.b:a.a];if(!o||!s||!l)return null;let d=u(s,o),f=u(o,l);if(!d||!f)return null;let p=d.x*f.x+d.y*f.y;if(p<-.999999)return null;let m={x:-d.y,y:d.x},h={x:-f.y,y:f.x},g=1+p,_={x:(m.x+h.x)/g,y:(m.y+h.y)/g};return Math.hypot(_.x,_.y)>c?null:t.b===n?_:{x:-_.x,y:-_.y}}function u(t,n){let r=e(t,n);return r<i?null:{x:(n.x-t.x)/r,y:(n.y-t.y)/r}}function d(t,n,r,a,o){let s=t.nodes[n.a],c=t.nodes[n.b];if(!s||!c)return null;let d=e(s,c);if(d<i||a-r<i)return null;let f=u(s,c),p=n.thickness/2,m={x:-f.y*p,y:f.x*p},h={x:s.x+f.x*r,y:s.y+f.y*r},g={x:s.x+f.x*a,y:s.y+f.y*a},_=r<i?l(t,n,n.a,o):null,v=a>d-i?l(t,n,n.b,o):null,y=(e,t,n)=>t?{x:e.x+t.x*p*n,y:e.y+t.y*p*n}:{x:e.x+m.x*n,y:e.y+m.y*n};return[y(h,_,1),y(g,v,1),y(g,v,-1),y(h,_,-1)]}function f(e,t,n,r){if(r-n<i)return;let a=t.map(e=>[e.x,n,e.y]),o=t.map(e=>[e.x,r,e.y]),s=0;for(let e=0;e<t.length;e++){let n=t[e],r=t[(e+1)%t.length];s+=n.x*r.y-r.x*n.y}let c=s<0;for(let n=0;n<t.length;n++){let r=(n+1)%t.length;c?e.quad(a[n],a[r],o[r],o[n]):e.quad(a[r],a[n],o[n],o[r])}for(let n=1;n+1<t.length;n++)c?(e.triangle(o[0],o[n],o[n+1]),e.triangle(a[0],a[n+1],a[n])):(e.triangle(o[0],o[n+1],o[n]),e.triangle(a[0],a[n],a[n+1]))}function p(e,t,n){return Object.values(e.openings).filter(e=>e.wallId===t.id).filter(e=>e.offset+e.width/2>i&&e.offset-e.width/2<n-i).sort((e,t)=>e.offset-t.offset)}function m(c,l={}){let{wallHeight:u,includeFloorSlab:m=!0,slabThickness:h=200,applyElevation:g=!0}=l,_=new o,v=[],y=g?c.elevation:0,b=m?h+a:0,x=s(c),S=_.indices.length;for(let t of Object.values(c.walls)){let r=c.nodes[t.a],a=c.nodes[t.b];if(!r||!a)continue;let o=e(r,a);if(o<i)continue;let s=y+(t.baseHeight??0)-b,l=s+(t.height??u??c.height);if(l-s<i)continue;let m=p(c,t,o);if(m.length===0){let e=d(c,t,0,o,x);e&&f(_,e,s,l);continue}for(let[e,r]of n(c,t)){let n=d(c,t,e,r,x);n&&f(_,n,s,l)}for(let e of m){let n=d(c,t,Math.max(0,e.offset-e.width/2),Math.min(o,e.offset+e.width/2),x);if(!n)continue;let r=s+Math.max(0,e.sill),a=s+Math.max(0,e.head);r>s+i&&f(_,n,s,Math.min(r,l)),a<l-i&&f(_,n,Math.max(a,s),l)}}if(_.indices.length>S&&v.push({part:`wall`,start:S,count:_.indices.length-S}),m){let e=_.indices.length;for(let e of t(c).rooms){let{vertices:t,indices:n}=r(e.outer,e.holes);if(n.length===0)continue;let i=y,a=y-h;for(let e=0;e<n.length;e+=3){let r=[t[n[e]],t[n[e+1]],t[n[e+2]]],o=r.map(e=>[e.x,i,e.y]),s=r.map(e=>[e.x,a,e.y]);_.triangle(o[0],o[2],o[1]),_.triangle(s[0],s[1],s[2])}for(let t of[e.outer,...e.holes])for(let e=0;e<t.length;e++){let n=t[e],r=t[(e+1)%t.length];_.quad([n.x,a,n.y],[n.x,i,n.y],[r.x,i,r.y],[r.x,a,r.y])}}_.indices.length>e&&v.push({part:`floor`,start:e,count:_.indices.length-e})}return{positions:new Float32Array(_.positions),normals:new Float32Array(_.normals),indices:new Uint32Array(_.indices),groups:v}}export{m as buildPlanMesh};
2
+ //# sourceMappingURL=floorPlan.mesh.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.mesh.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.mesh.ts"],"sourcesContent":["/**\n * Turns a floor into triangles: wall solids with their openings cut out, and a floor\n * slab under them.\n *\n * Plain arrays, no renderer and no dependency. `positions`/`normals`/`indices` is the\n * shape every engine takes, so the result feeds three.js, Babylon, a glTF writer or a\n * software rasteriser without this package having an opinion about which.\n *\n * AXES: plan x becomes world x, plan y becomes world z, and world y is up. A plan is\n * drawn in SVG's y-down space, so that mapping is a handedness flip, which is why\n * winding is fixed per face here rather than inherited from the 2D rings.\n *\n * Openings are cut by SPLITTING the wall, not by subtracting solids. Every opening is an\n * axis-aligned rectangle in its wall's own plane, so the wall falls into at most three\n * prisms — under the sill, over the head, and the full-height stretches between openings.\n * That is exact, and it needs no CSG.\n */\n\nimport { dist } from './floorPlan.geometry';\nimport { derivePlan } from './floorPlan.rooms';\nimport { wallCentrelineSpans } from './floorPlan.path';\nimport { triangulate } from './floorPlan.triangulate';\nimport type { PlanFloor, PlanOpening, PlanPoint, PlanWall } from './floorPlan.types';\n\nconst EPS = 1e-6;\n\n/**\n * Millimetres the walls drop past the slab, so the two solids never share a face.\n *\n * A wall overlaps the slab it stands over, because the slab reaches the wall centrelines\n * and the wall straddles them. Land their undersides on the same plane and the two\n * downward faces fight for the same pixels, which speckles the whole underside of the\n * building. One millimetre on a slab of a couple of hundred puts the wall's face clear\n * below and the slab's inside the wall, so each height has exactly one surface at it.\n */\nconst Z_BIAS = 1;\n\nexport type PlanMeshPart = 'wall' | 'floor';\n\nexport interface PlanMeshGroup {\n part: PlanMeshPart;\n /** Offset into `indices`, and how many of them. Draw ranges, or assign materials. */\n start: number;\n count: number;\n}\n\nexport interface PlanMesh {\n /** World-space xyz triples, in millimetres. */\n positions: Float32Array;\n /** Unit face normals, one per vertex. */\n normals: Float32Array;\n indices: Uint32Array;\n groups: PlanMeshGroup[];\n}\n\nexport interface BuildPlanMeshOptions {\n /** Storey height for walls that do not carry their own. Defaults to the floor's. */\n wallHeight?: number;\n /** Lay a slab under each room. Default true. */\n includeFloorSlab?: boolean;\n /** Millimetres. The slab hangs below the floor level. Default 200. */\n slabThickness?: number;\n /**\n * Lift everything by the floor's own elevation, so several storeys stack into one\n * scene. Default true.\n */\n applyElevation?: boolean;\n}\n\n/** Accumulates triangles as flat arrays, with a face normal per triangle. */\nclass MeshBuilder {\n readonly positions: number[] = [];\n readonly normals: number[] = [];\n readonly indices: number[] = [];\n\n /**\n * One triangle, with its vertices duplicated rather than shared.\n *\n * Walls are flat-shaded: sharing a vertex between two faces would average their\n * normals and round off a corner that is physically square.\n */\n triangle(a: number[], b: number[], c: number[]): void {\n const ux = b[0] - a[0];\n const uy = b[1] - a[1];\n const uz = b[2] - a[2];\n const vx = c[0] - a[0];\n const vy = c[1] - a[1];\n const vz = c[2] - a[2];\n let nx = uy * vz - uz * vy;\n let ny = uz * vx - ux * vz;\n let nz = ux * vy - uy * vx;\n const len = Math.hypot(nx, ny, nz);\n if (len < EPS) return; // degenerate: contributes nothing and has no normal\n nx /= len;\n ny /= len;\n nz /= len;\n\n const base = this.positions.length / 3;\n for (const p of [a, b, c]) this.positions.push(p[0], p[1], p[2]);\n for (let i = 0; i < 3; i++) this.normals.push(nx, ny, nz);\n this.indices.push(base, base + 1, base + 2);\n }\n\n /** A planar quad as two triangles, wound so its normal follows a -> b -> c. */\n quad(a: number[], b: number[], c: number[], d: number[]): void {\n this.triangle(a, b, c);\n this.triangle(a, c, d);\n }\n}\n\n/**\n * A wall as a box: its footprint corners in plan, and the heights it spans.\n *\n * The footprint is the centreline offset by half the thickness each way. Walls that meet\n * at a corner overlap slightly inside the joint rather than mitring into each other; for\n * an opaque solid that is invisible from any angle, and it keeps each wall a closed box\n * instead of a shape that depends on its neighbours.\n */\n/** The walls meeting at each node, for mitring a corner. */\nfunction wallsByNode(floor: PlanFloor): Map<string, PlanWall[]> {\n const at = new Map<string, PlanWall[]>();\n for (const wall of Object.values(floor.walls)) {\n for (const id of [wall.a, wall.b]) {\n const list = at.get(id);\n if (list) list.push(wall);\n else at.set(id, [wall]);\n }\n }\n return at;\n}\n\n/** How far a mitre may run before the corner is left square, as multiples of half a wall. */\nconst MITRE_LIMIT = 4;\n\n/**\n * How far the footprint's two edges reach past a node, as a vector to be scaled by half\n * the thickness and added on the wall's left, subtracted on its right.\n *\n * Two walls meeting at a corner both STOP at the shared node, so between them they leave\n * a square of half a thickness uncovered on the outside of the turn — the same notch the\n * 2D renderer fills with a mitre join, cut here through the full height of the wall.\n * Extending both walls to where their edges actually cross closes it.\n *\n * `null` leaves the end square: at a junction there is no single corner to mitre to, at a\n * change of thickness the two edges are offset by different amounts, and past the mitre\n * limit an acute corner would run away into a spike.\n */\nfunction mitreVector(\n floor: PlanFloor,\n wall: PlanWall,\n nodeId: string,\n at: Map<string, PlanWall[]>,\n): PlanPoint | null {\n const here = at.get(nodeId);\n if (!here || here.length !== 2) return null;\n const other = here[0].id === wall.id ? here[1] : here[0];\n if (other.thickness !== wall.thickness) return null;\n\n const node = floor.nodes[nodeId];\n const far = floor.nodes[wall.a === nodeId ? wall.b : wall.a];\n const onward = floor.nodes[other.a === nodeId ? other.b : other.a];\n if (!node || !far || !onward) return null;\n\n // Into the corner along this wall, then out along its neighbour.\n const u = unit(far, node);\n const v = unit(node, onward);\n if (!u || !v) return null;\n\n const along = u.x * v.x + u.y * v.y;\n if (along < -1 + EPS) return null; // doubles back on itself: no corner to speak of\n const nu = { x: -u.y, y: u.x };\n const nv = { x: -v.y, y: v.x };\n const scale = 1 + along;\n const mitre = { x: (nu.x + nv.x) / scale, y: (nu.y + nv.y) / scale };\n if (Math.hypot(mitre.x, mitre.y) > MITRE_LIMIT) return null;\n\n // Returned on the wall's own left, which is `u`'s left at this end.\n return wall.b === nodeId ? mitre : { x: -mitre.x, y: -mitre.y };\n}\n\nfunction unit(from: PlanPoint, to: PlanPoint): PlanPoint | null {\n const len = dist(from, to);\n if (len < EPS) return null;\n return { x: (to.x - from.x) / len, y: (to.y - from.y) / len };\n}\n\n/**\n * The stretch of a wall between two offsets along it, as a footprint quad.\n *\n * Ends that are the wall's true ends are mitred into their neighbour; ends created by an\n * opening are left square, because a jamb is a square face.\n */\nfunction footprintBetween(\n floor: PlanFloor,\n wall: PlanWall,\n from: number,\n to: number,\n at: Map<string, PlanWall[]>,\n): [PlanPoint, PlanPoint, PlanPoint, PlanPoint] | null {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) return null;\n const len = dist(a, b);\n if (len < EPS || to - from < EPS) return null;\n\n const d = unit(a, b)!;\n const half = wall.thickness / 2;\n const n = { x: -d.y * half, y: d.x * half };\n\n const start = { x: a.x + d.x * from, y: a.y + d.y * from };\n const end = { x: a.x + d.x * to, y: a.y + d.y * to };\n\n const mitreA = from < EPS ? mitreVector(floor, wall, wall.a, at) : null;\n const mitreB = to > len - EPS ? mitreVector(floor, wall, wall.b, at) : null;\n\n const offset = (p: PlanPoint, m: PlanPoint | null, sign: 1 | -1) =>\n m\n ? { x: p.x + m.x * half * sign, y: p.y + m.y * half * sign }\n : { x: p.x + n.x * sign, y: p.y + n.y * sign };\n\n return [\n offset(start, mitreA, 1),\n offset(end, mitreB, 1),\n offset(end, mitreB, -1),\n offset(start, mitreA, -1),\n ];\n}\n\n/** A closed box over a footprint, between two heights. */\nfunction box(\n mesh: MeshBuilder,\n foot: readonly PlanPoint[],\n bottom: number,\n top: number,\n): void {\n if (top - bottom < EPS) return;\n const lo = foot.map((p) => [p.x, bottom, p.y]);\n const hi = foot.map((p) => [p.x, top, p.y]);\n\n /*\n * Which way round the footprint runs decides which way the faces look. Plan y becomes\n * world z with y up, which is a handedness flip, so a footprint that reads\n * counter-clockwise in plan comes out clockwise seen from above and its faces would\n * point inwards. Hence the inversion rather than taking the plan winding at its word.\n */\n let twice = 0;\n for (let i = 0; i < foot.length; i++) {\n const p = foot[i];\n const q = foot[(i + 1) % foot.length];\n twice += p.x * q.y - q.x * p.y;\n }\n const ccw = twice < 0;\n\n for (let i = 0; i < foot.length; i++) {\n const j = (i + 1) % foot.length;\n if (ccw) mesh.quad(lo[i], lo[j], hi[j], hi[i]);\n else mesh.quad(lo[j], lo[i], hi[i], hi[j]);\n }\n\n // Caps. A footprint is always convex here — it is a rectangle — so a fan is enough.\n for (let i = 1; i + 1 < foot.length; i++) {\n if (ccw) {\n mesh.triangle(hi[0], hi[i], hi[i + 1]);\n mesh.triangle(lo[0], lo[i + 1], lo[i]);\n } else {\n mesh.triangle(hi[0], hi[i + 1], hi[i]);\n mesh.triangle(lo[0], lo[i], lo[i + 1]);\n }\n }\n}\n\n/** The openings on one wall, clamped to it and sorted along it. */\nfunction openingsOn(floor: PlanFloor, wall: PlanWall, length: number): PlanOpening[] {\n return Object.values(floor.openings)\n .filter((o) => o.wallId === wall.id)\n .filter((o) => o.offset + o.width / 2 > EPS && o.offset - o.width / 2 < length - EPS)\n .sort((a, b) => a.offset - b.offset);\n}\n\n/**\n * Triangles for one floor: every wall, with its openings cut out, and a slab per room.\n *\n * Call it per storey and concatenate to build a whole building; each floor already knows\n * its own elevation.\n */\nexport function buildPlanMesh(floor: PlanFloor, options: BuildPlanMeshOptions = {}): PlanMesh {\n const {\n wallHeight,\n includeFloorSlab = true,\n slabThickness = 200,\n applyElevation = true,\n } = options;\n\n const mesh = new MeshBuilder();\n const groups: PlanMeshGroup[] = [];\n const base = applyElevation ? floor.elevation : 0;\n\n /*\n * `elevation` is the FINISHED FLOOR LEVEL, so a storey's slab hangs below it. Walls\n * start at the slab's underside rather than at the level itself, which is to say they\n * clothe the floor plate the way a facade does instead of stopping short of it.\n *\n * That keeps a wall exactly `floor.height` tall, and makes each storey's walls meet the\n * ones below face to face: this storey starts at `elevation - slab`, and the storey\n * below ends there too. No band of exposed slab between them, and nothing overlapping\n * along the facade.\n */\n const slabDrop = includeFloorSlab ? slabThickness + Z_BIAS : 0;\n\n // ── Walls ──────────────────────────────────────────────────────────────────────\n const atNode = wallsByNode(floor);\n const wallStart = mesh.indices.length;\n for (const wall of Object.values(floor.walls)) {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) continue;\n const length = dist(a, b);\n if (length < EPS) continue;\n\n const bottom = base + (wall.baseHeight ?? 0) - slabDrop;\n const top = bottom + (wall.height ?? wallHeight ?? floor.height);\n if (top - bottom < EPS) continue;\n\n const openings = openingsOn(floor, wall, length);\n if (openings.length === 0) {\n const foot = footprintBetween(floor, wall, 0, length, atNode);\n if (foot) box(mesh, foot, bottom, top);\n continue;\n }\n\n // Full-height stretches between the openings, from `wallCentrelineSpans` so the\n // solid is cut exactly where the drawing is.\n for (const [from, to] of wallCentrelineSpans(floor, wall)) {\n const foot = footprintBetween(floor, wall, from, to, atNode);\n if (foot) box(mesh, foot, bottom, top);\n }\n\n // Then the lintel over each opening and the upstand under it.\n for (const opening of openings) {\n const from = Math.max(0, opening.offset - opening.width / 2);\n const to = Math.min(length, opening.offset + opening.width / 2);\n const foot = footprintBetween(floor, wall, from, to, atNode);\n if (!foot) continue;\n const sill = bottom + Math.max(0, opening.sill);\n const head = bottom + Math.max(0, opening.head);\n if (sill > bottom + EPS) box(mesh, foot, bottom, Math.min(sill, top));\n if (head < top - EPS) box(mesh, foot, Math.max(head, bottom), top);\n }\n }\n if (mesh.indices.length > wallStart) {\n groups.push({ part: 'wall', start: wallStart, count: mesh.indices.length - wallStart });\n }\n\n // ── Floor slabs ────────────────────────────────────────────────────────────────\n if (includeFloorSlab) {\n const slabStart = mesh.indices.length;\n for (const room of derivePlan(floor).rooms) {\n const { vertices, indices } = triangulate(room.outer, room.holes);\n if (indices.length === 0) continue;\n const top = base;\n const bottom = base - slabThickness;\n\n for (let i = 0; i < indices.length; i += 3) {\n const t = [vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]];\n const up = t.map((q) => [q.x, top, q.y]);\n const down = t.map((q) => [q.x, bottom, q.y]);\n // `triangulate` returns counter-clockwise triangles in plan space; the y-down to\n // y-up flip reverses that, so the top face is wound the other way here.\n mesh.triangle(up[0], up[2], up[1]);\n mesh.triangle(down[0], down[1], down[2]);\n }\n\n // The slab's edge, so it is a solid rather than two sheets.\n for (const ring of [room.outer, ...room.holes]) {\n for (let i = 0; i < ring.length; i++) {\n const q = ring[i];\n const r = ring[(i + 1) % ring.length];\n // Wound so the face looks away from the solid. Holes come back wound opposite\n // to the outer ring, so walking each ring as it is gives both the right way out.\n mesh.quad(\n [q.x, bottom, q.y],\n [q.x, top, q.y],\n [r.x, top, r.y],\n [r.x, bottom, r.y],\n );\n }\n }\n }\n if (mesh.indices.length > slabStart) {\n groups.push({ part: 'floor', start: slabStart, count: mesh.indices.length - slabStart });\n }\n }\n\n return {\n positions: new Float32Array(mesh.positions),\n normals: new Float32Array(mesh.normals),\n indices: new Uint32Array(mesh.indices),\n groups,\n 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@@ -0,0 +1,2 @@
1
+ import{dist as e}from"./floorPlan.geometry.mjs";import{nodeDegrees as t}from"./floorPlan.faces.mjs";var n=1e-6;function r(e,t,n){return{x:e.x+(t.x-e.x)*n,y:e.y+(t.y-e.y)*n}}function i(e){return Number.isInteger(e)?String(e):e.toFixed(3).replace(/\.?0+$/,``)}function a(e,t){return Math.abs(e.x-t.x)<.001&&Math.abs(e.y-t.y)<.001}function o(t,r){let i=t.nodes[r.a],a=t.nodes[r.b];if(!i||!a)return[];let o=e(i,a);if(o<n)return[];let s=[];for(let e of Object.values(t.openings)){if(e.wallId!==r.id)continue;let t=e.width/2,n=Math.max(0,e.offset-t),i=Math.min(o,e.offset+t);i>n&&s.push([n,i])}if(s.length===0)return[[0,o]];s.sort((e,t)=>e[0]-t[0]);let c=[s[0]];for(let e=1;e<s.length;e++){let t=c[c.length-1];s[e][0]<=t[1]?t[1]=Math.max(t[1],s[e][1]):c.push(s[e])}let l=[],u=0;for(let[e,t]of c)e-u>n&&l.push([u,e]),u=t;return o-u>n&&l.push([u,o]),l}function s(t,r){let i=t.walls[r.wallId];if(!i)return null;let a=t.nodes[i.a],o=t.nodes[i.b];if(!a||!o)return null;let s=e(a,o);if(s<n)return null;let c={x:(o.x-a.x)/s,y:(o.y-a.y)/s},l={x:-c.y,y:c.x},u=Math.min(r.width/2,s/2),d=Math.min(Math.max(r.offset,u),s-u),f={x:a.x+c.x*d,y:a.y+c.y*d};return{centre:f,dir:c,normal:l,p1:{x:f.x-c.x*u,y:f.y-c.y*u},p2:{x:f.x+c.x*u,y:f.y+c.y*u}}}function c(e,t,n){let r=new Map(t.map(e=>[e.id,e])),i=new Map;for(let e of t)for(let t of[e.a,e.b]){let n=i.get(t);n?n.push(e):i.set(t,[e])}let a=e=>{if((n.get(e)??0)!==2)return null;let t=i.get(e);return!t||t.length!==2?null:t},o=new Set,s=[],c=(e,t)=>e.a===t?e.b:e.a;for(let e of t){if(o.has(e.id))continue;let t=e,n=e.a,i=new Set([e.id]);for(;;){let e=a(n);if(!e)break;let r=e[0].id===t.id?e[1]:e[0];if(i.has(r.id))break;i.add(r.id),t=r,n=c(r,n)}let l=[],u=t,d=n;for(;!o.has(u.id);){o.add(u.id);let e=c(u,d);l.push({wall:u,from:d,to:e});let t=a(e);if(!t)break;let n=t[0].id===u.id?t[1]:t[0];if(o.has(n.id)||(u=n,d=e,!r.has(u.id)))break}l.length>0&&s.push(l)}return s}function l(t,r,a){let s=new Map,c=(e,t)=>{let n=s.get(e);n?n.push(t):s.set(e,[t])};for(let i of r){let r=t.nodes[i.a],a=t.nodes[i.b],s=e(r,a);if(s<n)continue;let l=o(t,i);if(l.length===0)continue;let u={x:(a.x-r.x)/s,y:(a.y-r.y)/s},d=l[0],f=l[l.length-1];c(i.a,{wall:i,dir:u,angle:Math.atan2(u.y,u.x),reach:d[0]<n?d[1]:0}),c(i.b,{wall:i,dir:{x:-u.x,y:-u.y},angle:Math.atan2(-u.y,-u.x),reach:f[1]>s-n?s-f[0]:0})}let l=[],u=Math.PI*2;for(let[e,r]of s){if(r.length<2||(a.get(e)??0)===2&&r.length===2&&r[0].wall.thickness===r[1].wall.thickness)continue;r.sort((e,t)=>e.angle-t.angle);let o=0,s=-1;for(let e=0;e<r.length;e++){let t=r[(e+1)%r.length],n=e===r.length-1?t.angle+u-r[e].angle:t.angle-r[e].angle;n>s&&(s=n,o=e)}if(s<=Math.PI+n)continue;let c=r[o],d=r[(o+1)%r.length],f=Math.min(c.wall.thickness,d.wall.thickness),p=Math.min(f/2,c.reach),m=Math.min(f/2,d.reach);if(p<n||m<n)continue;let h=t.nodes[e];l.push({thickness:f,d:`M ${i(h.x+c.dir.x*p)},${i(h.y+c.dir.y*p)} L ${i(h.x)},${i(h.y)} L ${i(h.x+d.dir.x*m)},${i(h.y+d.dir.y*m)}`})}return l}function u(s,u={}){let{wallIds:d,capFreeEnds:f=!0,capThicknessSteps:p=!0}=u,m=Object.values(s.walls).filter(t=>{if(d&&!d.has(t.id))return!1;let r=s.nodes[t.a],i=s.nodes[t.b];return r&&i&&e(r,i)>n&&t.a!==t.b});if(m.length===0)return{groups:[],caps:[]};let h=t(s),g=[],_=new Map;for(let e of m){let t=_.get(e.thickness);t?t.push(e):_.set(e.thickness,[e])}let v=new Map,y=(e,t)=>{let n=v.get(e);n?n.push(t):v.set(e,[t])};for(let[t,l]of _)for(let u of c(s,l,h)){let c=[],l=()=>{c.length>=2&&y(t,c.map((e,t)=>`${t===0?`M`:`L`} ${i(e.x)},${i(e.y)}`).join(` `)),c=[]};for(let t of u){let i=s.nodes[t.from],u=s.nodes[t.to],d=e(i,u);if(d<n)continue;let f=o(s,t.wall);t.from!==t.wall.a&&(f=f.map(([e,t])=>[d-t,d-e]).reverse());for(let[e,t]of f){let n=r(i,u,e/d),o=r(i,u,t/d);c.length>0&&a(c[c.length-1],n)?c.push(o):(l(),c=[n,o])}(f.length===0||f[f.length-1][1]<d-n)&&l()}let d=u[0],f=u[u.length-1];d.from===f.to&&c.length>=3&&a(c[0],c[c.length-1])?(y(t,`${c.slice(0,-1).map((e,t)=>`${t===0?`M`:`L`} ${i(e.x)},${i(e.y)}`).join(` `)} Z`),c=[]):l()}for(let e of l(s,m,h))y(e.thickness,e.d);let b=(t,r,i)=>{let a=s.nodes[t.a],o=s.nodes[t.b],c=e(a,o);if(c<n)return;let l={x:(o.x-a.x)/c,y:(o.y-a.y)/c},u={x:-l.y,y:l.x},d={x:a.x+l.x*r,y:a.y+l.y*r},f=t.thickness/2;g.push({a:{x:d.x-u.x*f,y:d.y-u.y*f},b:{x:d.x+u.x*f,y:d.y+u.y*f},reason:i,wallId:t.id})};for(let t of m){let r=s.nodes[t.a],i=s.nodes[t.b],a=e(r,i);for(let[e,r]of o(s,t))e>n?b(t,e,`jamb`):f&&(h.get(t.a)??0)===1&&b(t,0,`freeEnd`),r<a-n?b(t,r,`jamb`):f&&(h.get(t.b)??0)===1&&b(t,a,`freeEnd`)}if(p){let t=new Map;for(let e of m)for(let n of[e.a,e.b]){let r=t.get(n);r?r.push(e):t.set(n,[e])}for(let[n,r]of t){if(r.length!==2)continue;let[t,i]=r;if(t.thickness===i.thickness)continue;let a=t.thickness>=i.thickness?t:i;b(a,a.a===n?0:e(s.nodes[a.a],s.nodes[a.b]),`thicknessStep`)}}return{groups:[...v.entries()].sort((e,t)=>e[0]-t[0]).map(([e,t])=>({thickness:e,d:t.join(` `)})),caps:g}}export{u as buildWallPaths,s as openingGeometry,o as wallCentrelineSpans};
2
+ //# sourceMappingURL=floorPlan.path.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floorPlan.path.mjs","names":[],"sources":["../../../../package/common/floorPlan/floorPlan.path.ts"],"sourcesContent":["/**\n * Turns walls into SVG path data for the two-pass thick-wall rendering.\n *\n * The trick: both passes stroke the SAME path data, the outline pass at `thickness` and\n * the fill pass at `thickness - 2 * outlineWidth`. The visible outline is not drawn at\n * all, it is what is left of the outline pass after the fill pass covers its middle.\n * That is why the two must never diverge, and why every outline path has to be drawn\n * before every fill path (one `<g>` each, never interleaved pairs).\n *\n * Three things do not fall out of that trick and are handled explicitly:\n *\n * 1. Nothing is ever drawn across a butt end, because there both passes terminate at\n * the same coordinate. Openings and free ends therefore need explicit cap lines.\n * 2. Two butt-capped walls meeting at an angle leave an uncovered notch at the outer\n * corner. Walls are emitted as CHAINS through degree-2 nodes so `stroke-linejoin`\n * miters the corner, and where a chain has to stop, `reflexCornerStubs` mitres the\n * one corner a junction cannot close by itself.\n * 3. Where two walls of different thickness meet end to end, the drawing steps from\n * thick fill straight to background with no edge, so that joint needs a cap too.\n */\n\nimport { nodeDegrees } from './floorPlan.faces';\nimport { dist } from './floorPlan.geometry';\nimport type { PlanFloor, PlanOpening, PlanPoint, PlanWall } from './floorPlan.types';\n\nexport interface WallPathGroup {\n /** Millimetres. The stroke width for the outline pass. */\n thickness: number;\n /**\n * Path data, to be handed VERBATIM to both passes. The outline pass strokes it at\n * `thickness`, the fill pass at `thickness - 2 * outlineWidth`.\n */\n d: string;\n}\n\nexport type WallCapReason = 'jamb' | 'freeEnd' | 'thicknessStep';\n\nexport interface WallCapLine {\n a: PlanPoint;\n b: PlanPoint;\n reason: WallCapReason;\n wallId: string;\n}\n\nexport interface WallPathResult {\n /** Render every group's outline first, then every group's fill. */\n groups: WallPathGroup[];\n /** Drawn last, in the outline colour, at the outline width. */\n caps: WallCapLine[];\n}\n\n\nexport interface BuildWallPathsOptions {\n /**\n * Build paths for only these walls, as if the rest were not drawn.\n *\n * Node degrees still come from the WHOLE floor, so chains break and corners are filled\n * exactly where they are for the real walls. That is what lets a subset be painted over\n * the top of the full drawing and land on it precisely: a highlight of a room's\n * boundary is the same geometry as the walls themselves, openings and all.\n */\n wallIds?: ReadonlySet<string>;\n /** Cap the free end of a wall that stops in mid-air. Default true. */\n capFreeEnds?: boolean;\n /** Cap the joint where two walls of different thickness meet. Default true. */\n capThicknessSteps?: boolean;\n}\n\nconst EPS = 1e-6;\n\nfunction lerpPoint(a: PlanPoint, b: PlanPoint, t: number): PlanPoint {\n return { x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t };\n}\n\nfunction fmt(n: number): string {\n return Number.isInteger(n) ? String(n) : n.toFixed(3).replace(/\\.?0+$/, '');\n}\n\nfunction samePoint(a: PlanPoint, b: PlanPoint): boolean {\n return Math.abs(a.x - b.x) < 0.001 && Math.abs(a.y - b.y) < 0.001;\n}\n\n/**\n * The parts of a wall's centreline that are actually wall, as `[start, end]` offsets in\n * millimetres from node `a`.\n *\n * Overlapping openings merge into one gap; an opening reaching an end removes that span\n * entirely. An empty result means the opening spans the whole wall.\n */\nexport function wallCentrelineSpans(floor: PlanFloor, wall: PlanWall): Array<[number, number]> {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) return [];\n const len = dist(a, b);\n if (len < EPS) return [];\n\n const gaps: Array<[number, number]> = [];\n for (const opening of Object.values(floor.openings)) {\n if (opening.wallId !== wall.id) continue;\n const half = opening.width / 2;\n const start = Math.max(0, opening.offset - half);\n const end = Math.min(len, opening.offset + half);\n if (end > start) gaps.push([start, end]);\n }\n if (gaps.length === 0) return [[0, len]];\n\n gaps.sort((x, y) => x[0] - y[0]);\n const merged: Array<[number, number]> = [gaps[0]];\n for (let i = 1; i < gaps.length; i++) {\n const last = merged[merged.length - 1];\n if (gaps[i][0] <= last[1]) last[1] = Math.max(last[1], gaps[i][1]);\n else merged.push(gaps[i]);\n }\n\n const spans: Array<[number, number]> = [];\n let cursor = 0;\n for (const [start, end] of merged) {\n if (start - cursor > EPS) spans.push([cursor, start]);\n cursor = end;\n }\n if (len - cursor > EPS) spans.push([cursor, len]);\n return spans;\n}\n\n/** Everything a renderer needs to draw a door leaf, swing arc or window symbol. */\nexport function openingGeometry(\n floor: PlanFloor,\n opening: PlanOpening,\n): { centre: PlanPoint; dir: PlanPoint; normal: PlanPoint; p1: PlanPoint; p2: PlanPoint } | null {\n const wall = floor.walls[opening.wallId];\n if (!wall) return null;\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n if (!a || !b) return null;\n const len = dist(a, b);\n if (len < EPS) return null;\n\n const dir = { x: (b.x - a.x) / len, y: (b.y - a.y) / len };\n const normal = { x: -dir.y, y: dir.x };\n const half = Math.min(opening.width / 2, len / 2);\n const offset = Math.min(Math.max(opening.offset, half), len - half);\n const centre = { x: a.x + dir.x * offset, y: a.y + dir.y * offset };\n\n return {\n centre,\n dir,\n normal,\n p1: { x: centre.x - dir.x * half, y: centre.y - dir.y * half },\n p2: { x: centre.x + dir.x * half, y: centre.y + dir.y * half },\n };\n}\n\n/** One directed step along a chain. */\ninterface Step {\n wall: PlanWall;\n from: string;\n to: string;\n}\n\n/**\n * Maximal runs of same-thickness walls joined through degree-2 nodes.\n *\n * A chain may only continue through a node whose TOTAL degree is 2 and whose two walls\n * share a thickness: a different stroke width means a different path, and a degree-3+\n * node is a junction rather than a corner.\n */\nfunction buildChains(floor: PlanFloor, walls: PlanWall[], degrees: Map<string, number>): Step[][] {\n const byId = new Map(walls.map((w) => [w.id, w]));\n const atNode = new Map<string, PlanWall[]>();\n for (const wall of walls) {\n for (const nodeId of [wall.a, wall.b]) {\n const list = atNode.get(nodeId);\n if (list) list.push(wall);\n else atNode.set(nodeId, [wall]);\n }\n }\n\n const continuesThrough = (nodeId: string): PlanWall[] | null => {\n if ((degrees.get(nodeId) ?? 0) !== 2) return null;\n const here = atNode.get(nodeId);\n // Both walls must be in this thickness group, or the chain has to break here.\n if (!here || here.length !== 2) return null;\n return here;\n };\n\n const used = new Set<string>();\n const chains: Step[][] = [];\n\n const other = (wall: PlanWall, nodeId: string): string => (wall.a === nodeId ? wall.b : wall.a);\n\n for (const wall of walls) {\n if (used.has(wall.id)) continue;\n\n // Walk backwards to the start of the run, unless it closes on itself.\n let startWall = wall;\n let startNode = wall.a;\n const seenBack = new Set<string>([wall.id]);\n for (;;) {\n const pair = continuesThrough(startNode);\n if (!pair) break;\n const prev = pair[0].id === startWall.id ? pair[1] : pair[0];\n if (seenBack.has(prev.id)) break; // closed loop\n seenBack.add(prev.id);\n startWall = prev;\n startNode = other(prev, startNode);\n }\n\n // Walk forwards, collecting directed steps.\n const steps: Step[] = [];\n let current = startWall;\n let from = startNode;\n for (;;) {\n if (used.has(current.id)) break;\n used.add(current.id);\n const to = other(current, from);\n steps.push({ wall: current, from, to });\n const pair = continuesThrough(to);\n if (!pair) break;\n const next = pair[0].id === current.id ? pair[1] : pair[0];\n if (used.has(next.id)) break;\n current = next;\n from = to;\n if (!byId.has(current.id)) break;\n }\n\n if (steps.length > 0) chains.push(steps);\n }\n\n return chains;\n}\n\n/**\n * The outer corner of the one REFLEX gap at a node, as a two-legged stub.\n *\n * A chain's `stroke-linejoin` mitres the corner wherever a wall bends, but a chain has\n * to stop at a junction, and at a thickness change, so something else has to close the\n * corner there. Most junction corners need nothing: where the angular gap between two\n * neighbouring walls is at most 180 degrees, the two bands reach across it and already\n * meet at the mitre point, because both start AT the node rather than short of it.\n *\n * A gap WIDER than 180 degrees is the exception, and it is the only one. There the two\n * faces bounding the gap diverge instead of crossing, so nothing spans the gap and what\n * is left between the two butt ends is an open wedge biting into the node. It shows up\n * whenever every wall at a node points into the same half-plane: a wall running east, a\n * wall running north, and a third splitting the two leaves a quarter-circle bitten out\n * of the south-west side. Because the gaps around a node sum to 360 degrees, at most\n * one can be reflex, so a node never needs more than one of these.\n *\n * The stub is two legs laid back along the two walls bounding that gap. Stroked at the\n * wall thickness it stays within their own bands, adding nothing anywhere else, and its\n * mitre join fills the wedge and bevels under the same `stroke-miterlimit` as every\n * other corner. Filling every gap this way instead of only the reflex one is what used\n * to fire spikes out of narrow junctions: those gaps had nothing to fill, so the join\n * ran outside the walls, the further the tighter the angle.\n */\nfunction reflexCornerStubs(\n floor: PlanFloor,\n walls: PlanWall[],\n degrees: Map<string, number>,\n): Array<{ thickness: number; d: string }> {\n interface Arm {\n wall: PlanWall;\n dir: PlanPoint;\n angle: number;\n /** Millimetres of wall between the node and the first opening, if any. */\n reach: number;\n }\n\n const armsAt = new Map<string, Arm[]>();\n const addArm = (nodeId: string, arm: Arm) => {\n const list = armsAt.get(nodeId);\n if (list) list.push(arm);\n else armsAt.set(nodeId, [arm]);\n };\n\n for (const wall of walls) {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n const len = dist(a, b);\n if (len < EPS) continue;\n const spans = wallCentrelineSpans(floor, wall);\n if (spans.length === 0) continue;\n\n const dir = { x: (b.x - a.x) / len, y: (b.y - a.y) / len };\n const first = spans[0];\n const last = spans[spans.length - 1];\n addArm(wall.a, {\n wall,\n dir,\n angle: Math.atan2(dir.y, dir.x),\n reach: first[0] < EPS ? first[1] : 0,\n });\n addArm(wall.b, {\n wall,\n dir: { x: -dir.x, y: -dir.y },\n angle: Math.atan2(-dir.y, -dir.x),\n reach: last[1] > len - EPS ? len - last[0] : 0,\n });\n }\n\n const stubs: Array<{ thickness: number; d: string }> = [];\n const TAU = Math.PI * 2;\n\n for (const [nodeId, arms] of armsAt) {\n if (arms.length < 2) continue;\n /*\n * A chain runs straight through a plain corner, and its own join closes it. The test\n * has to be the one `buildChains` uses, which reads the degree of the node in the\n * WHOLE floor: drawing a subset of the walls, two arms at a T junction look like a\n * corner but the chain still breaks there, and skipping the fill left a notch bitten\n * out of the join.\n */\n const chainRunsThrough =\n (degrees.get(nodeId) ?? 0) === 2 &&\n arms.length === 2 &&\n arms[0].wall.thickness === arms[1].wall.thickness;\n if (chainRunsThrough) continue;\n\n arms.sort((p, q) => p.angle - q.angle);\n\n let widest = 0;\n let widestGap = -1;\n for (let i = 0; i < arms.length; i++) {\n const next = arms[(i + 1) % arms.length];\n const gap = i === arms.length - 1 ? next.angle + TAU - arms[i].angle : next.angle - arms[i].angle;\n if (gap > widestGap) {\n widestGap = gap;\n widest = i;\n }\n }\n if (widestGap <= Math.PI + EPS) continue;\n\n const from = arms[widest];\n const to = arms[(widest + 1) % arms.length];\n // The thinner of the two, so the stub can never bulge out past the thinner wall.\n const thickness = Math.min(from.wall.thickness, to.wall.thickness);\n // Half a thickness of leg is enough to carry the join, and an opening close to the\n // node shortens it so the stub cannot paint across the jamb.\n const legFrom = Math.min(thickness / 2, from.reach);\n const legTo = Math.min(thickness / 2, to.reach);\n if (legFrom < EPS || legTo < EPS) continue;\n\n const node = floor.nodes[nodeId];\n stubs.push({\n thickness,\n d:\n `M ${fmt(node.x + from.dir.x * legFrom)},${fmt(node.y + from.dir.y * legFrom)}` +\n ` L ${fmt(node.x)},${fmt(node.y)}` +\n ` L ${fmt(node.x + to.dir.x * legTo)},${fmt(node.y + to.dir.y * legTo)}`,\n });\n }\n\n return stubs;\n}\n\n/**\n * Builds the stroke path data for every wall, grouped by thickness, plus the cap lines\n * the two-pass trick cannot produce on its own.\n */\nexport function buildWallPaths(\n floor: PlanFloor,\n options: BuildWallPathsOptions = {},\n): WallPathResult {\n const { wallIds, capFreeEnds = true, capThicknessSteps = true } = options;\n\n const walls = Object.values(floor.walls).filter((w) => {\n if (wallIds && !wallIds.has(w.id)) return false;\n const a = floor.nodes[w.a];\n const b = floor.nodes[w.b];\n return a && b && dist(a, b) > EPS && w.a !== w.b;\n });\n if (walls.length === 0) return { groups: [], caps: [] };\n\n const degrees = nodeDegrees(floor);\n const caps: WallCapLine[] = [];\n\n // ── Group by thickness: one stroke width per path. ────────────────────────────\n const byThickness = new Map<number, PlanWall[]>();\n for (const wall of walls) {\n const list = byThickness.get(wall.thickness);\n if (list) list.push(wall);\n else byThickness.set(wall.thickness, [wall]);\n }\n\n const subpathsByThickness = new Map<number, string[]>();\n const pushSubpath = (thickness: number, d: string) => {\n const list = subpathsByThickness.get(thickness);\n if (list) list.push(d);\n else subpathsByThickness.set(thickness, [d]);\n };\n\n for (const [thickness, groupWalls] of byThickness) {\n for (const chain of buildChains(floor, groupWalls, degrees)) {\n let current: PlanPoint[] = [];\n const flush = () => {\n if (current.length >= 2) {\n pushSubpath(\n thickness,\n current.map((p, i) => `${i === 0 ? 'M' : 'L'} ${fmt(p.x)},${fmt(p.y)}`).join(' '),\n );\n }\n current = [];\n };\n\n for (const step of chain) {\n const a = floor.nodes[step.from];\n const b = floor.nodes[step.to];\n const len = dist(a, b);\n if (len < EPS) continue;\n\n // Spans come back in the wall's own a->b direction; flip them when the chain\n // traverses the wall the other way.\n let spans = wallCentrelineSpans(floor, step.wall);\n if (step.from !== step.wall.a) {\n spans = spans.map(([s, e]) => [len - e, len - s] as [number, number]).reverse();\n }\n\n for (const [s, e] of spans) {\n const p1 = lerpPoint(a, b, s / len);\n const p2 = lerpPoint(a, b, e / len);\n if (current.length > 0 && samePoint(current[current.length - 1], p1)) {\n current.push(p2);\n } else {\n flush();\n current = [p1, p2];\n }\n }\n // An opening reaching the far end leaves nothing to continue from.\n if (spans.length === 0 || spans[spans.length - 1][1] < len - EPS) flush();\n }\n\n // A chain that returns to where it started closes properly, so the final corner\n // gets a miter join like every other corner rather than two butt caps.\n const first = chain[0];\n const last = chain[chain.length - 1];\n const closed = first.from === last.to;\n if (closed && current.length >= 3 && samePoint(current[0], current[current.length - 1])) {\n const ring = current.slice(0, -1);\n pushSubpath(\n thickness,\n `${ring.map((p, i) => `${i === 0 ? 'M' : 'L'} ${fmt(p.x)},${fmt(p.y)}`).join(' ')} Z`,\n );\n current = [];\n } else {\n flush();\n }\n }\n }\n\n for (const stub of reflexCornerStubs(floor, walls, degrees)) pushSubpath(stub.thickness, stub.d);\n\n // ── Caps. ─────────────────────────────────────────────────────────────────────\n const capAt = (wall: PlanWall, offset: number, reason: WallCapReason) => {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n const len = dist(a, b);\n if (len < EPS) return;\n const dir = { x: (b.x - a.x) / len, y: (b.y - a.y) / len };\n const normal = { x: -dir.y, y: dir.x };\n const centre = { x: a.x + dir.x * offset, y: a.y + dir.y * offset };\n const half = wall.thickness / 2;\n caps.push({\n a: { x: centre.x - normal.x * half, y: centre.y - normal.y * half },\n b: { x: centre.x + normal.x * half, y: centre.y + normal.y * half },\n reason,\n wallId: wall.id,\n });\n };\n\n for (const wall of walls) {\n const a = floor.nodes[wall.a];\n const b = floor.nodes[wall.b];\n const len = dist(a, b);\n for (const [s, e] of wallCentrelineSpans(floor, wall)) {\n if (s > EPS) capAt(wall, s, 'jamb');\n else if (capFreeEnds && (degrees.get(wall.a) ?? 0) === 1) capAt(wall, 0, 'freeEnd');\n\n if (e < len - EPS) capAt(wall, e, 'jamb');\n else if (capFreeEnds && (degrees.get(wall.b) ?? 0) === 1) capAt(wall, len, 'freeEnd');\n }\n }\n\n if (capThicknessSteps) {\n const atNode = new Map<string, PlanWall[]>();\n for (const wall of walls) {\n for (const nodeId of [wall.a, wall.b]) {\n const list = atNode.get(nodeId);\n if (list) list.push(wall);\n else atNode.set(nodeId, [wall]);\n }\n }\n for (const [nodeId, incident] of atNode) {\n if (incident.length !== 2) continue;\n const [w1, w2] = incident;\n if (w1.thickness === w2.thickness) continue;\n // Draw the thicker wall's full cross-section. It overdraws a line across the\n // thinner wall's interior, which is the usual CAD convention for a joint between\n // two wall constructions, and far better than leaving no edge at all.\n const thicker = w1.thickness >= w2.thickness ? w1 : w2;\n const offset = thicker.a === nodeId ? 0 : dist(floor.nodes[thicker.a], floor.nodes[thicker.b]);\n capAt(thicker, offset, 'thicknessStep');\n }\n }\n\n const groups: WallPathGroup[] = [...subpathsByThickness.entries()]\n .sort((x, y) => x[0] - y[0])\n .map(([thickness, subpaths]) => ({ thickness, d: subpaths.join(' ') }));\n\n return { groups, caps 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@@ -0,0 +1,2 @@
1
+ import{PlanUnitSystem as e}from"./floorPlan.types.mjs";import{boundsOf as t}from"./floorPlan.geometry.mjs";import{newId as n}from"./floorPlan.graph.mjs";function r(e={}){return{id:e.floorId??n(`f`),label:e.floorLabel??`Ground floor`,elevation:0,height:e.height??2500,nodes:{},walls:{},openings:{},rooms:{}}}function i(t={}){return{id:t.id??n(`plan`),name:t.name,version:1,unitSystem:t.unitSystem??e.Metric,floors:[r(t)],revision:0}}function a(e,t){return t?e.floors.find(e=>e.id===t)??null:e.floors[0]??null}function o(e,t,n){let i=a(e,t);if(!i)return{plan:e,floor:r(),result:void 0,issues:[]};let o=n(i);return o.floor===i?{...o,plan:e}:{...o,plan:{...e,floors:e.floors.map(e=>e.id===i.id?o.floor:e),revision:e.revision+1}}}function s(e,t){let n=e.floors.some(e=>e.id===t.id);return{...e,floors:n?e.floors.map(e=>e.id===t.id?t:e):[...e.floors,t],revision:e.revision+1}}function c(e,t){return e.floors.findIndex(e=>e.id===t)}function l(e,t){let n=c(e,t);return n>0?e.floors[n-1]:null}function u(e,t={}){let i=e.floors[0]?.elevation??0,a=Math.max(0,Math.min(t.index??e.floors.length,e.floors.length)),o=e.floors[a-1],s={...r({height:t.height??o?.height??2500}),id:t.id??n(`f`),label:t.label??v(e),elevation:o?o.elevation+o.height:0},c=[...e.floors.slice(0,a),s,...e.floors.slice(a)];return{plan:{...e,floors:_(c,i),revision:e.revision+1},floor:s}}function d(e,t){if(e.floors.length<=1)return e;let n=e.floors[0].elevation,r=e.floors.filter(e=>e.id!==t);return r.length===e.floors.length?e:{...e,floors:_(r,n),revision:e.revision+1}}function f(e,t,r={}){let i=a(e,t);if(!i)return{plan:e,floor:null};let o=new Map(Object.keys(i.nodes).map(e=>[e,n(`n`)])),s=new Map(Object.keys(i.walls).map(e=>[e,n(`w`)])),l={...i,id:n(`f`),label:r.label??`${i.label} copy`,nodes:{},walls:{},openings:{},rooms:{}};for(let e of Object.values(i.nodes)){let t=o.get(e.id);l.nodes[t]={...e,id:t}}for(let e of Object.values(i.walls)){let t=s.get(e.id);l.walls[t]={...e,id:t,a:o.get(e.a),b:o.get(e.b)}}for(let e of Object.values(i.openings)){let t=s.get(e.wallId);if(!t)continue;let r=n(`o`);l.openings[r]={...e,id:r,wallId:t}}for(let e of Object.values(i.rooms)){let t=n(`r`);l.rooms[t]={...e,id:t,anchor:{...e.anchor},wallIds:e.wallIds.map(e=>s.get(e)).filter(e=>!!e)}}let u=e.floors[0].elevation,d=c(e,t)+1,f=[...e.floors.slice(0,d),l,...e.floors.slice(d)];return{plan:{...e,floors:_(f,u),revision:e.revision+1},floor:l}}var p=500;function m(e,t,n){let r=a(e,t),i=Math.max(500,Math.round(n));if(!r||r.height===i)return e;let o=e.floors[0].elevation,s=e.floors.map(e=>e.id===r.id?{...e,height:i}:e);return{...e,floors:_(s,o),revision:e.revision+1}}function h(e,t,n){let r=a(e,t);return!r||r.label===n?e:s(e,{...r,label:n})}function g(e,t,n){let r=c(e,t),i=Math.max(0,Math.min(n,e.floors.length-1));if(r<0||r===i)return e;let a=e.floors[0].elevation,o=[...e.floors],[s]=o.splice(r,1);return o.splice(i,0,s),{...e,floors:_(o,a),revision:e.revision+1}}function _(e,t){let n=t;return e.map(e=>{let t=e.elevation===n?e:{...e,elevation:n};return n+=e.height,t})}function v(e){let t=new Set(e.floors.map(e=>e.label));for(let n=e.floors.length+1;;n++){let e=`Floor ${n}`;if(!t.has(e))return e}}function y(e){let n=t(Object.values(e.nodes).map(e=>({x:e.x,y:e.y})));if(!n)return null;let r=0;for(let t of Object.values(e.walls))t.thickness>r&&(r=t.thickness);let i=r/2,a=n.minX-i,o=n.minY-i,s=n.maxX+i,c=n.maxY+i;return{minX:a,minY:o,maxX:s,maxY:c,width:s-a,height:c-o}}export{p as MIN_FLOOR_HEIGHT,u as addFloor,f as duplicateFloor,r as emptyFloor,i as emptyFloorPlan,l as floorBelow,y as floorBounds,c as floorIndex,a as getFloor,g as moveFloor,d as removeFloor,h as renameFloor,s as setFloor,m as setFloorHeight,o as updateFloor};
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+ //# sourceMappingURL=floorPlan.plan.mjs.map