@pascal-app/core 1.0.3 → 1.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1485) hide show
  1. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts +247 -0
  2. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts.map +1 -0
  3. package/dist/agent-operations/__fixtures__/add-object-cases.js +429 -0
  4. package/dist/agent-operations/__fixtures__/add-stair-cases.d.ts +3 -0
  5. package/dist/agent-operations/__fixtures__/add-stair-cases.d.ts.map +1 -0
  6. package/dist/agent-operations/__fixtures__/add-stair-cases.js +176 -0
  7. package/dist/agent-operations/__fixtures__/build-room-cases.d.ts +4 -0
  8. package/dist/agent-operations/__fixtures__/build-room-cases.d.ts.map +1 -0
  9. package/dist/agent-operations/__fixtures__/build-room-cases.js +1005 -0
  10. package/dist/agent-operations/__fixtures__/cases.d.ts +67 -0
  11. package/dist/agent-operations/__fixtures__/cases.d.ts.map +1 -0
  12. package/dist/agent-operations/__fixtures__/cases.js +868 -0
  13. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts +3 -0
  14. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts.map +1 -0
  15. package/dist/agent-operations/__fixtures__/corner-window-cases.js +155 -0
  16. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts +14 -0
  17. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts.map +1 -0
  18. package/dist/agent-operations/__fixtures__/design-brief-cases.js +709 -0
  19. package/dist/agent-operations/__fixtures__/find-by-type-cases.d.ts +7 -0
  20. package/dist/agent-operations/__fixtures__/find-by-type-cases.d.ts.map +1 -0
  21. package/dist/agent-operations/__fixtures__/find-by-type-cases.js +21 -0
  22. package/dist/agent-operations/__fixtures__/finish-cases.d.ts +7 -0
  23. package/dist/agent-operations/__fixtures__/finish-cases.d.ts.map +1 -0
  24. package/dist/agent-operations/__fixtures__/finish-cases.js +758 -0
  25. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts +3 -0
  26. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts.map +1 -0
  27. package/dist/agent-operations/__fixtures__/lot-info-cases.js +370 -0
  28. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts +3 -0
  29. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts.map +1 -0
  30. package/dist/agent-operations/__fixtures__/merge-windows-cases.js +321 -0
  31. package/dist/agent-operations/__fixtures__/native-materials.d.ts +2237 -0
  32. package/dist/agent-operations/__fixtures__/native-materials.d.ts.map +1 -0
  33. package/dist/agent-operations/__fixtures__/native-materials.js +82 -0
  34. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts +4 -0
  35. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts.map +1 -0
  36. package/dist/agent-operations/__fixtures__/node-read-cases.js +639 -0
  37. package/dist/agent-operations/__fixtures__/notation-cases.d.ts +24 -0
  38. package/dist/agent-operations/__fixtures__/notation-cases.d.ts.map +1 -0
  39. package/dist/agent-operations/__fixtures__/notation-cases.js +356 -0
  40. package/dist/agent-operations/__fixtures__/place-items-cases.d.ts +17 -0
  41. package/dist/agent-operations/__fixtures__/place-items-cases.d.ts.map +1 -0
  42. package/dist/agent-operations/__fixtures__/place-items-cases.js +584 -0
  43. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts +19726 -0
  44. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts.map +1 -0
  45. package/dist/agent-operations/__fixtures__/roof-bearing-cases.js +106 -0
  46. package/dist/agent-operations/__fixtures__/roof-cases.d.ts +9 -0
  47. package/dist/agent-operations/__fixtures__/roof-cases.d.ts.map +1 -0
  48. package/dist/agent-operations/__fixtures__/roof-cases.js +382 -0
  49. package/dist/agent-operations/__fixtures__/room-cases.d.ts +4 -0
  50. package/dist/agent-operations/__fixtures__/room-cases.d.ts.map +1 -0
  51. package/dist/agent-operations/__fixtures__/room-cases.js +473 -0
  52. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts +4 -0
  53. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts.map +1 -0
  54. package/dist/agent-operations/__fixtures__/scene-check-cases.js +417 -0
  55. package/dist/agent-operations/__fixtures__/search-assets-cases.d.ts +5 -0
  56. package/dist/agent-operations/__fixtures__/search-assets-cases.d.ts.map +1 -0
  57. package/dist/agent-operations/__fixtures__/search-assets-cases.js +149 -0
  58. package/dist/agent-operations/__fixtures__/site-cases.d.ts +290 -0
  59. package/dist/agent-operations/__fixtures__/site-cases.d.ts.map +1 -0
  60. package/dist/agent-operations/__fixtures__/site-cases.js +780 -0
  61. package/dist/agent-operations/__fixtures__/structure-cases.d.ts +7 -0
  62. package/dist/agent-operations/__fixtures__/structure-cases.d.ts.map +1 -0
  63. package/dist/agent-operations/__fixtures__/structure-cases.js +1215 -0
  64. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts +313 -0
  65. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts.map +1 -0
  66. package/dist/agent-operations/__fixtures__/verify-scene-cases.js +350 -0
  67. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts +3 -0
  68. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts.map +1 -0
  69. package/dist/agent-operations/__fixtures__/view-assets-cases.js +155 -0
  70. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts +50 -0
  71. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts.map +1 -0
  72. package/dist/agent-operations/__fixtures__/view-scene-cases.js +425 -0
  73. package/dist/agent-operations/achieved.d.ts +21 -0
  74. package/dist/agent-operations/achieved.d.ts.map +1 -0
  75. package/dist/agent-operations/achieved.js +48 -0
  76. package/dist/agent-operations/add-column.d.ts +23 -0
  77. package/dist/agent-operations/add-column.d.ts.map +1 -0
  78. package/dist/agent-operations/add-column.js +99 -0
  79. package/dist/agent-operations/add-fence.d.ts +18 -0
  80. package/dist/agent-operations/add-fence.d.ts.map +1 -0
  81. package/dist/agent-operations/add-fence.js +48 -0
  82. package/dist/agent-operations/add-level.d.ts +17 -0
  83. package/dist/agent-operations/add-level.d.ts.map +1 -0
  84. package/dist/agent-operations/add-level.js +130 -0
  85. package/dist/agent-operations/add-object.d.ts +143 -0
  86. package/dist/agent-operations/add-object.d.ts.map +1 -0
  87. package/dist/agent-operations/add-object.js +522 -0
  88. package/dist/agent-operations/add-wall.d.ts +13 -0
  89. package/dist/agent-operations/add-wall.d.ts.map +1 -0
  90. package/dist/agent-operations/add-wall.js +73 -0
  91. package/dist/agent-operations/apply-changes.d.ts +22 -0
  92. package/dist/agent-operations/apply-changes.d.ts.map +1 -0
  93. package/dist/agent-operations/apply-changes.js +125 -0
  94. package/dist/agent-operations/apply-outcome.d.ts +21 -0
  95. package/dist/agent-operations/apply-outcome.d.ts.map +1 -0
  96. package/dist/agent-operations/apply-outcome.js +33 -0
  97. package/dist/agent-operations/asset-views.d.ts +75 -0
  98. package/dist/agent-operations/asset-views.d.ts.map +1 -0
  99. package/dist/agent-operations/asset-views.js +234 -0
  100. package/dist/agent-operations/author-scene.d.ts +157 -0
  101. package/dist/agent-operations/author-scene.d.ts.map +1 -0
  102. package/dist/agent-operations/author-scene.js +1076 -0
  103. package/dist/agent-operations/authored-scene-merge.d.ts +4 -0
  104. package/dist/agent-operations/authored-scene-merge.d.ts.map +1 -0
  105. package/dist/agent-operations/authored-scene-merge.js +96 -0
  106. package/dist/agent-operations/batch.d.ts +22 -0
  107. package/dist/agent-operations/batch.d.ts.map +1 -0
  108. package/dist/agent-operations/batch.js +104 -0
  109. package/dist/agent-operations/ceiling-object-observations.d.ts +31 -0
  110. package/dist/agent-operations/ceiling-object-observations.d.ts.map +1 -0
  111. package/dist/agent-operations/ceiling-object-observations.js +111 -0
  112. package/dist/agent-operations/collections.d.ts +28 -0
  113. package/dist/agent-operations/collections.d.ts.map +1 -0
  114. package/dist/agent-operations/collections.js +130 -0
  115. package/dist/agent-operations/corner-window.d.ts +19 -0
  116. package/dist/agent-operations/corner-window.d.ts.map +1 -0
  117. package/dist/agent-operations/corner-window.js +84 -0
  118. package/dist/agent-operations/create-roof.d.ts +32 -0
  119. package/dist/agent-operations/create-roof.d.ts.map +1 -0
  120. package/dist/agent-operations/create-roof.js +304 -0
  121. package/dist/agent-operations/create-room.d.ts +38 -0
  122. package/dist/agent-operations/create-room.d.ts.map +1 -0
  123. package/dist/agent-operations/create-room.js +245 -0
  124. package/dist/agent-operations/create-stair.d.ts +11 -0
  125. package/dist/agent-operations/create-stair.d.ts.map +1 -0
  126. package/dist/agent-operations/create-stair.js +330 -0
  127. package/dist/agent-operations/delete-node.d.ts +6 -0
  128. package/dist/agent-operations/delete-node.d.ts.map +1 -0
  129. package/dist/agent-operations/delete-node.js +9 -0
  130. package/dist/agent-operations/design-brief.d.ts +38 -0
  131. package/dist/agent-operations/design-brief.d.ts.map +1 -0
  132. package/dist/agent-operations/design-brief.js +300 -0
  133. package/dist/agent-operations/designs.d.ts +24 -0
  134. package/dist/agent-operations/designs.d.ts.map +1 -0
  135. package/dist/agent-operations/designs.js +48 -0
  136. package/dist/agent-operations/door-clearance.d.ts +150 -0
  137. package/dist/agent-operations/door-clearance.d.ts.map +1 -0
  138. package/dist/agent-operations/door-clearance.js +391 -0
  139. package/dist/agent-operations/duplicate-level.d.ts +12 -0
  140. package/dist/agent-operations/duplicate-level.d.ts.map +1 -0
  141. package/dist/agent-operations/duplicate-level.js +55 -0
  142. package/dist/agent-operations/find-by-type.d.ts +18 -0
  143. package/dist/agent-operations/find-by-type.d.ts.map +1 -0
  144. package/dist/agent-operations/find-by-type.js +317 -0
  145. package/dist/agent-operations/furnish-room.d.ts +39 -0
  146. package/dist/agent-operations/furnish-room.d.ts.map +1 -0
  147. package/dist/agent-operations/furnish-room.js +306 -0
  148. package/dist/agent-operations/furniture-kind.d.ts +22 -0
  149. package/dist/agent-operations/furniture-kind.d.ts.map +1 -0
  150. package/dist/agent-operations/furniture-kind.js +69 -0
  151. package/dist/agent-operations/get-node.d.ts +12 -0
  152. package/dist/agent-operations/get-node.d.ts.map +1 -0
  153. package/dist/agent-operations/get-node.js +105 -0
  154. package/dist/agent-operations/hosted-services.d.ts +14 -0
  155. package/dist/agent-operations/hosted-services.d.ts.map +1 -0
  156. package/dist/agent-operations/hosted-services.js +22 -0
  157. package/dist/agent-operations/index.d.ts +489 -0
  158. package/dist/agent-operations/index.d.ts.map +1 -0
  159. package/dist/agent-operations/index.js +141 -0
  160. package/dist/agent-operations/item-space.d.ts +22 -0
  161. package/dist/agent-operations/item-space.d.ts.map +1 -0
  162. package/dist/agent-operations/item-space.js +69 -0
  163. package/dist/agent-operations/layout-clearance.d.ts +157 -0
  164. package/dist/agent-operations/layout-clearance.d.ts.map +1 -0
  165. package/dist/agent-operations/layout-clearance.js +500 -0
  166. package/dist/agent-operations/level-height-fill.d.ts +12 -0
  167. package/dist/agent-operations/level-height-fill.d.ts.map +1 -0
  168. package/dist/agent-operations/level-height-fill.js +59 -0
  169. package/dist/agent-operations/level-reads.d.ts +37 -0
  170. package/dist/agent-operations/level-reads.d.ts.map +1 -0
  171. package/dist/agent-operations/level-reads.js +168 -0
  172. package/dist/agent-operations/level-target.d.ts +11 -0
  173. package/dist/agent-operations/level-target.d.ts.map +1 -0
  174. package/dist/agent-operations/level-target.js +29 -0
  175. package/dist/agent-operations/list-levels.d.ts +4 -0
  176. package/dist/agent-operations/list-levels.d.ts.map +1 -0
  177. package/dist/agent-operations/list-levels.js +54 -0
  178. package/dist/agent-operations/material-preset.d.ts +11 -0
  179. package/dist/agent-operations/material-preset.d.ts.map +1 -0
  180. package/dist/agent-operations/material-preset.js +68 -0
  181. package/dist/agent-operations/material-refs.d.ts +30 -0
  182. package/dist/agent-operations/material-refs.d.ts.map +1 -0
  183. package/dist/agent-operations/material-refs.js +105 -0
  184. package/dist/agent-operations/merge-windows.d.ts +6 -0
  185. package/dist/agent-operations/merge-windows.d.ts.map +1 -0
  186. package/dist/agent-operations/merge-windows.js +27 -0
  187. package/dist/agent-operations/move-roofs.d.ts +9 -0
  188. package/dist/agent-operations/move-roofs.d.ts.map +1 -0
  189. package/dist/agent-operations/move-roofs.js +29 -0
  190. package/dist/agent-operations/node-patch.d.ts +3 -0
  191. package/dist/agent-operations/node-patch.d.ts.map +1 -0
  192. package/dist/agent-operations/node-patch.js +114 -0
  193. package/dist/agent-operations/paint.d.ts +22 -0
  194. package/dist/agent-operations/paint.d.ts.map +1 -0
  195. package/dist/agent-operations/paint.js +329 -0
  196. package/dist/agent-operations/photo-elevation.d.ts +155 -0
  197. package/dist/agent-operations/photo-elevation.d.ts.map +1 -0
  198. package/dist/agent-operations/photo-elevation.js +761 -0
  199. package/dist/agent-operations/place-in-room.d.ts +29 -0
  200. package/dist/agent-operations/place-in-room.d.ts.map +1 -0
  201. package/dist/agent-operations/place-in-room.js +403 -0
  202. package/dist/agent-operations/place-items.d.ts +20 -0
  203. package/dist/agent-operations/place-items.d.ts.map +1 -0
  204. package/dist/agent-operations/place-items.js +239 -0
  205. package/dist/agent-operations/plan-geometry.d.ts +24 -0
  206. package/dist/agent-operations/plan-geometry.d.ts.map +1 -0
  207. package/dist/agent-operations/plan-geometry.js +97 -0
  208. package/dist/agent-operations/point-context.d.ts +139 -0
  209. package/dist/agent-operations/point-context.d.ts.map +1 -0
  210. package/dist/agent-operations/point-context.js +1 -0
  211. package/dist/agent-operations/project-files.d.ts +9 -0
  212. package/dist/agent-operations/project-files.d.ts.map +1 -0
  213. package/dist/agent-operations/project-files.js +25 -0
  214. package/dist/agent-operations/record-made.d.ts +18 -0
  215. package/dist/agent-operations/record-made.d.ts.map +1 -0
  216. package/dist/agent-operations/record-made.js +28 -0
  217. package/dist/agent-operations/roof-footprint.d.ts +24 -0
  218. package/dist/agent-operations/roof-footprint.d.ts.map +1 -0
  219. package/dist/agent-operations/roof-footprint.js +242 -0
  220. package/dist/agent-operations/roof-writes.d.ts +20 -0
  221. package/dist/agent-operations/roof-writes.d.ts.map +1 -0
  222. package/dist/agent-operations/roof-writes.js +165 -0
  223. package/dist/agent-operations/room-findings.d.ts +54 -0
  224. package/dist/agent-operations/room-findings.d.ts.map +1 -0
  225. package/dist/agent-operations/room-findings.js +143 -0
  226. package/dist/agent-operations/room-floor-script.d.ts +23 -0
  227. package/dist/agent-operations/room-floor-script.d.ts.map +1 -0
  228. package/dist/agent-operations/room-floor-script.js +54 -0
  229. package/dist/agent-operations/room-structure.d.ts +87 -0
  230. package/dist/agent-operations/room-structure.d.ts.map +1 -0
  231. package/dist/agent-operations/room-structure.js +144 -0
  232. package/dist/agent-operations/scene-checkpoint.d.ts +94 -0
  233. package/dist/agent-operations/scene-checkpoint.d.ts.map +1 -0
  234. package/dist/agent-operations/scene-checkpoint.js +176 -0
  235. package/dist/agent-operations/scene-materials.d.ts +15 -0
  236. package/dist/agent-operations/scene-materials.d.ts.map +1 -0
  237. package/dist/agent-operations/scene-materials.js +62 -0
  238. package/dist/agent-operations/scene-measure.d.ts +73 -0
  239. package/dist/agent-operations/scene-measure.d.ts.map +1 -0
  240. package/dist/agent-operations/scene-measure.js +73 -0
  241. package/dist/agent-operations/scene-queries.d.ts +4941 -0
  242. package/dist/agent-operations/scene-queries.d.ts.map +1 -0
  243. package/dist/agent-operations/scene-queries.js +74 -0
  244. package/dist/agent-operations/scene-review.d.ts +52 -0
  245. package/dist/agent-operations/scene-review.d.ts.map +1 -0
  246. package/dist/agent-operations/scene-review.js +106 -0
  247. package/dist/agent-operations/scene-view.d.ts +165 -0
  248. package/dist/agent-operations/scene-view.d.ts.map +1 -0
  249. package/dist/agent-operations/scene-view.js +916 -0
  250. package/dist/agent-operations/search-assets.d.ts +14 -0
  251. package/dist/agent-operations/search-assets.d.ts.map +1 -0
  252. package/dist/agent-operations/search-assets.js +43 -0
  253. package/dist/agent-operations/search-materials.d.ts +18 -0
  254. package/dist/agent-operations/search-materials.d.ts.map +1 -0
  255. package/dist/agent-operations/search-materials.js +165 -0
  256. package/dist/agent-operations/set-checkpoint.d.ts +9 -0
  257. package/dist/agent-operations/set-checkpoint.d.ts.map +1 -0
  258. package/dist/agent-operations/set-checkpoint.js +31 -0
  259. package/dist/agent-operations/set-ground-level.d.ts +12 -0
  260. package/dist/agent-operations/set-ground-level.d.ts.map +1 -0
  261. package/dist/agent-operations/set-ground-level.js +61 -0
  262. package/dist/agent-operations/site.d.ts +21 -0
  263. package/dist/agent-operations/site.d.ts.map +1 -0
  264. package/dist/agent-operations/site.js +123 -0
  265. package/dist/agent-operations/stairs.d.ts +5 -0
  266. package/dist/agent-operations/stairs.d.ts.map +1 -0
  267. package/dist/agent-operations/stairs.js +70 -0
  268. package/dist/agent-operations/types.d.ts +118 -0
  269. package/dist/agent-operations/types.d.ts.map +1 -0
  270. package/dist/agent-operations/types.js +1 -0
  271. package/dist/agent-operations/verify-scene.d.ts +84 -0
  272. package/dist/agent-operations/verify-scene.d.ts.map +1 -0
  273. package/dist/agent-operations/verify-scene.js +548 -0
  274. package/dist/agent-operations/wall-face-script.d.ts +28 -0
  275. package/dist/agent-operations/wall-face-script.d.ts.map +1 -0
  276. package/dist/agent-operations/wall-face-script.js +62 -0
  277. package/dist/agent-operations/wall-object-observations.d.ts +41 -0
  278. package/dist/agent-operations/wall-object-observations.d.ts.map +1 -0
  279. package/dist/agent-operations/wall-object-observations.js +249 -0
  280. package/dist/agent-operations/wall-opening.d.ts +65 -0
  281. package/dist/agent-operations/wall-opening.d.ts.map +1 -0
  282. package/dist/agent-operations/wall-opening.js +55 -0
  283. package/dist/agent-operations/wall-skirting.d.ts +24 -0
  284. package/dist/agent-operations/wall-skirting.d.ts.map +1 -0
  285. package/dist/agent-operations/wall-skirting.js +85 -0
  286. package/dist/agent-tools/achieved.d.ts +9 -0
  287. package/dist/agent-tools/achieved.d.ts.map +1 -0
  288. package/dist/agent-tools/achieved.js +8 -0
  289. package/dist/agent-tools/add-object.d.ts +47 -0
  290. package/dist/agent-tools/add-object.d.ts.map +1 -0
  291. package/dist/agent-tools/add-object.js +92 -0
  292. package/dist/agent-tools/assets.d.ts +21 -0
  293. package/dist/agent-tools/assets.d.ts.map +1 -0
  294. package/dist/agent-tools/assets.js +30 -0
  295. package/dist/agent-tools/author-scene.d.ts +651 -0
  296. package/dist/agent-tools/author-scene.d.ts.map +1 -0
  297. package/dist/agent-tools/author-scene.js +252 -0
  298. package/dist/agent-tools/batch.d.ts +25 -0
  299. package/dist/agent-tools/batch.d.ts.map +1 -0
  300. package/dist/agent-tools/batch.js +61 -0
  301. package/dist/agent-tools/checkpoints.d.ts +13 -0
  302. package/dist/agent-tools/checkpoints.d.ts.map +1 -0
  303. package/dist/agent-tools/checkpoints.js +16 -0
  304. package/dist/agent-tools/clear-scene.d.ts +10 -0
  305. package/dist/agent-tools/clear-scene.d.ts.map +1 -0
  306. package/dist/agent-tools/clear-scene.js +9 -0
  307. package/dist/agent-tools/collections.d.ts +35 -0
  308. package/dist/agent-tools/collections.d.ts.map +1 -0
  309. package/dist/agent-tools/collections.js +31 -0
  310. package/dist/agent-tools/columns.d.ts +44 -0
  311. package/dist/agent-tools/columns.d.ts.map +1 -0
  312. package/dist/agent-tools/columns.js +59 -0
  313. package/dist/agent-tools/contract.d.ts +68 -0
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@@ -0,0 +1,234 @@
1
+ import { pointInPolygon } from '../agent-operations/plan-geometry.js';
2
+ import { nodesOnLevel } from '../agent-operations/scene-queries.js';
3
+ import { getConicalRoofCoverage, getRoofSegmentDeckReach, getSegmentSlopeFrame, } from '../schema/index.js';
4
+ import { resolveRoomRoofFootprintOnLevel } from '../systems/roof/roof-footprint.js';
5
+ import { computeWallSlabSupport } from '../systems/slab/slab-support.js';
6
+ import { sampleWallCenterline } from '../systems/wall/wall-curve.js';
7
+ import { resolveWallTop } from '../systems/wall/wall-top.js';
8
+ import { getWallPlaneTop } from './storey.js';
9
+ const r3 = (value) => Math.round(value * 1000) / 1000;
10
+ /** Pascal's plan rotation: positive turns local +z toward +x (the roof, stair and item convention). */
11
+ function rot(x, z, angle) {
12
+ const c = Math.cos(angle);
13
+ const s = Math.sin(angle);
14
+ return [x * c + z * s, -x * s + z * c];
15
+ }
16
+ /** Where each wall of a level stands, in that level's metres: on the slab it is elected to, up to its own height or the storey's plane. */
17
+ export function wallSpans(nodes, levelId) {
18
+ const content = nodesOnLevel(nodes, levelId);
19
+ const slabs = content.filter((node) => node.type === 'slab');
20
+ const walls = content.filter((node) => node.type === 'wall');
21
+ return new Map(walls.map((wall) => {
22
+ const support = computeWallSlabSupport(wall, slabs, walls, wall.supportSlabId, undefined, 0, nodes);
23
+ const top = resolveWallTop(wall, getWallPlaneTop(wall, levelId, nodes), support.elevation);
24
+ return [wall.id, { base: support.elevation, top }];
25
+ }));
26
+ }
27
+ /** A segment drawn over a rectangle of wall centre lines, [x0, z0, x1, z1], with its ridge along `ridgeAxis`. */
28
+ export function shapeOfRect(rect, ridgeAxis, roofType, pitchDeg) {
29
+ const [ax, az, bx, bz] = rect;
30
+ const w = Math.abs(bx - ax);
31
+ const d = Math.abs(bz - az);
32
+ const width = ridgeAxis === 'x' ? w : d;
33
+ const depth = ridgeAxis === 'x' ? d : w;
34
+ return {
35
+ cx: (ax + bx) / 2,
36
+ cz: (az + bz) / 2,
37
+ yaw: ridgeAxis === 'x' ? 0 : -Math.PI / 2,
38
+ hw: width / 2,
39
+ hd: depth / 2,
40
+ reach: { x: 0, z: 0 },
41
+ roofType,
42
+ peak: getSegmentSlopeFrame({ roofType, pitch: pitchDeg, width, depth }).activeRh,
43
+ };
44
+ }
45
+ /** A segment where it stands, in its roof's level plan, through its roof container's placement. */
46
+ export function segmentShape(nodes, segmentId) {
47
+ const segment = nodes[segmentId];
48
+ const roof = segment?.type === 'roof-segment' ? nodes[segment.parentId ?? ''] : undefined;
49
+ if (segment?.type !== 'roof-segment' || roof?.type !== 'roof')
50
+ return null;
51
+ const [ox, oz] = rot(segment.position[0], segment.position[2], roof.rotation);
52
+ const frame = getSegmentSlopeFrame(segment);
53
+ const coverage = segment.roofType === 'conical' ? getConicalRoofCoverage(segment) : null;
54
+ return {
55
+ cx: roof.position[0] + ox,
56
+ cz: roof.position[2] + oz,
57
+ yaw: roof.rotation + segment.rotation,
58
+ hw: segment.width / 2,
59
+ hd: segment.depth / 2,
60
+ reach: getRoofSegmentDeckReach(segment),
61
+ roofType: segment.roofType,
62
+ peak: frame.activeRh,
63
+ ...(coverage && !coverage.fullCircle
64
+ ? { sector: { start: coverage.startAngle, sweep: coverage.sweepAngle } }
65
+ : {}),
66
+ };
67
+ }
68
+ const toLocal = (shape, point) => rot(point[0] - shape.cx, point[1] - shape.cz, -shape.yaw);
69
+ const toPlan = (shape, local) => {
70
+ const [x, z] = rot(local[0], local[1], shape.yaw);
71
+ return [shape.cx + x, shape.cz + z];
72
+ };
73
+ /** How far the roof stands above its eave over a point of its own frame (0 outside its walls). */
74
+ export function riseAt(shape, lx, lz) {
75
+ const ex = shape.hw - Math.abs(lx);
76
+ const ez = shape.hd - Math.abs(lz);
77
+ if (ex < -1e-6 || ez < -1e-6 || shape.peak <= 0 || shape.hw <= 0 || shape.hd <= 0)
78
+ return 0;
79
+ switch (shape.roofType) {
80
+ case 'flat':
81
+ return 0;
82
+ // a shed rises from its low eave at +z to its high one at -z
83
+ case 'shed':
84
+ return (shape.peak * (shape.hd - lz)) / (2 * shape.hd);
85
+ case 'gable':
86
+ case 'gambrel':
87
+ return (shape.peak * Math.max(0, ez)) / shape.hd;
88
+ case 'conical':
89
+ return shape.peak * Math.max(0, 1 - Math.hypot(lx, lz) / shape.hw);
90
+ default:
91
+ return (shape.peak * Math.max(0, Math.min(ex, ez))) / Math.min(shape.hw, shape.hd);
92
+ }
93
+ }
94
+ /** A wall within this of a roof's edge line runs along that edge. */
95
+ const ON_EDGE = 0.2;
96
+ /** Less of a wall than this along an edge only crosses its end. */
97
+ const MIN_OVERLAP = 0.3;
98
+ /** How far past a wall's face the far side is read. */
99
+ const BEYOND = 0.3;
100
+ // Identity-keyed, as `getLevelElevations` is: `nodes` is an immutable scene snapshot, so one seat
101
+ // or verify pass reads each level's walls, rooms and wall tops once, however many segments it tests
102
+ // against them (a 500-node paste of 450 segments read the whole scene per wall per segment: 13 s).
103
+ const planMemo = new WeakMap();
104
+ /** A level's visible walls, its rooms and where its walls stand. */
105
+ function planOf(nodes, levelId) {
106
+ let memo = planMemo.get(nodes);
107
+ if (!memo) {
108
+ memo = new Map();
109
+ planMemo.set(nodes, memo);
110
+ }
111
+ const hit = memo.get(levelId);
112
+ if (hit)
113
+ return hit;
114
+ const walls = [];
115
+ const rooms = [];
116
+ for (const node of Object.values(nodes)) {
117
+ if (node.parentId !== levelId)
118
+ continue;
119
+ if (node.type === 'wall' && node.visible !== false)
120
+ walls.push(node);
121
+ else if (node.type === 'zone' && node.polygon.length >= 3)
122
+ rooms.push(node);
123
+ }
124
+ const plan = { walls, rooms, spans: wallSpans(nodes, levelId) };
125
+ memo.set(levelId, plan);
126
+ return plan;
127
+ }
128
+ /** Whether the far side of a wall, at `probe`, is indoors: in a room, or labelled interior on a level with no rooms. */
129
+ function indoors(rooms, wall, probe) {
130
+ if (rooms.length)
131
+ return rooms.some((room) => pointInPolygon(probe, room.polygon));
132
+ const dx = wall.end[0] - wall.start[0];
133
+ const dz = wall.end[1] - wall.start[1];
134
+ const length = Math.hypot(dx, dz) || 1;
135
+ // the door renderer's perpendicular: the direction turned 90° (x, z) → (-z, x)
136
+ const front = (probe[0] - wall.start[0]) * (-dz / length) + (probe[1] - wall.start[1]) * (dx / length) > 0;
137
+ return (front ? wall.frontSide : wall.backSide) === 'interior';
138
+ }
139
+ const bearing = (wall, top, rise) => ({
140
+ id: wall.id,
141
+ name: wall.name ?? wall.id,
142
+ top: r3(top),
143
+ rise,
144
+ });
145
+ /** Whether a local angle of a cone falls in its sector. */
146
+ function inSector(shape, angle) {
147
+ if (!shape.sector)
148
+ return true;
149
+ const { start, sweep } = shape.sector;
150
+ const turn = Math.PI * 2;
151
+ const from = (((sweep >= 0 ? angle - start : start - angle) % turn) + turn) % turn;
152
+ return from <= Math.abs(sweep) + 1e-6;
153
+ }
154
+ /** The walls of a level a cone sits on: along its eave circle, within its sector, open air past them. */
155
+ function coneWallsUnder({ walls, rooms, spans }, shape) {
156
+ const found = [];
157
+ for (const wall of walls) {
158
+ const top = spans.get(wall.id)?.top;
159
+ if (top === undefined)
160
+ continue;
161
+ const points = sampleWallCenterline(wall, 24).map(({ x, y }) => toLocal(shape, [x, y]));
162
+ const onEave = points.map(([lx, lz]) => Math.abs(Math.hypot(lx, lz) - shape.hw) <= ON_EDGE && inSector(shape, Math.atan2(lz, lx)));
163
+ let along = 0;
164
+ for (let i = 1; i < points.length; i++)
165
+ if (onEave[i - 1] && onEave[i])
166
+ along += Math.hypot(points[i][0] - points[i - 1][0], points[i][1] - points[i - 1][1]);
167
+ if (along < MIN_OVERLAP)
168
+ continue;
169
+ const stretch = points.filter((_, i) => onEave[i]);
170
+ const [lx, lz] = stretch[Math.floor(stretch.length / 2)];
171
+ const out = (shape.hw + (wall.thickness ?? 0.15) / 2 + BEYOND) / (Math.hypot(lx, lz) || 1);
172
+ if (!indoors(rooms, wall, toPlan(shape, [lx * out, lz * out])))
173
+ found.push(bearing(wall, top, 0));
174
+ }
175
+ return found;
176
+ }
177
+ /** The walls of a level a roof sits on, each with its top and the least the roof rises over it. */
178
+ export function wallsUnder(nodes, levelId, shape) {
179
+ const plan = planOf(nodes, levelId);
180
+ if (shape.roofType === 'conical')
181
+ return coneWallsUnder(plan, shape);
182
+ const found = [];
183
+ for (const wall of plan.walls) {
184
+ const a = toLocal(shape, wall.start);
185
+ const b = toLocal(shape, wall.end);
186
+ for (const [across, at] of [
187
+ [1, -shape.hd],
188
+ [1, shape.hd],
189
+ [0, -shape.hw],
190
+ [0, shape.hw],
191
+ ]) {
192
+ if (Math.abs(a[across] - at) > ON_EDGE || Math.abs(b[across] - at) > ON_EDGE)
193
+ continue;
194
+ const [ua, ub] = across === 1 ? [a[0], b[0]] : [a[1], b[1]];
195
+ const half = across === 1 ? shape.hw : shape.hd;
196
+ const u0 = Math.max(-half, Math.min(ua, ub));
197
+ const u1 = Math.min(half, Math.max(ua, ub));
198
+ if (u1 - u0 < MIN_OVERLAP)
199
+ continue;
200
+ const point = (u, off = 0) => (across === 1 ? [u, at + off] : [at + off, u]);
201
+ const out = Math.sign(at) * ((wall.thickness ?? 0.15) / 2 + BEYOND);
202
+ const indoorsAt = (u, off) => indoors(plan.rooms, wall, toPlan(shape, point(u, off)));
203
+ // A wall running on past the roof's end with rooms on the roof's side there belongs to a
204
+ // house the roof dies into (a porch box buried in it, a full-width porch flush with its
205
+ // sides): the roof does not sit on it.
206
+ const intoHouse = (Math.min(ua, ub) < -half - ON_EDGE && indoorsAt(-half - BEYOND, -out)) ||
207
+ (Math.max(ua, ub) > half + ON_EDGE && indoorsAt(half + BEYOND, -out));
208
+ const top = plan.spans.get(wall.id)?.top;
209
+ if (top !== undefined && !intoHouse && !indoorsAt((u0 + u1) / 2, out))
210
+ found.push(bearing(wall, top, Math.min(riseAt(shape, ...point(u0)), riseAt(shape, ...point(u1)))));
211
+ break;
212
+ }
213
+ }
214
+ return found;
215
+ }
216
+ /** The eave a roof needs to clear the walls it sits on, in their level's metres; null when it sits on none. */
217
+ export const seatOn = (walls) => walls.length ? r3(Math.max(...walls.map((wall) => wall.top - wall.rise))) : null;
218
+ /** The walls of `levelId` a segment bears on, and the eave they need (null: it bears on none). */
219
+ export function segmentBearing(nodes, segmentId, levelId) {
220
+ const shape = segmentShape(nodes, segmentId);
221
+ const walls = shape ? wallsUnder(nodes, levelId, shape) : [];
222
+ return { walls, need: seatOn(walls) };
223
+ }
224
+ /**
225
+ * Whether a roof footprint with no segment of its own yet (a rectangle drawn by hand, an imported
226
+ * roof plane) stands over a storey: an edge of it bears on the level's walls (`wallsUnder`), or it
227
+ * covers a room those walls enclose (a rectangle drawn loosely over a house). A porch or portico
228
+ * over posts beside the house does neither, and stays on the storey with its posts.
229
+ */
230
+ export function standsOverStorey(nodes, levelId, shape) {
231
+ return (wallsUnder(nodes, levelId, shape).length > 0 ||
232
+ resolveRoomRoofFootprintOnLevel(levelId, nodes, [shape.cx, shape.cz]) !==
233
+ null);
234
+ }
@@ -0,0 +1,121 @@
1
+ import { type AnyNode, LevelNode, type RoofNode } from '../schema/index.js';
2
+ /**
3
+ * Roofs and levels, one rule for every path that writes a roof (the editor's roof tool, the
4
+ * agents' create_roof, plugins): a roof lives on the level directly above the storey whose walls
5
+ * carry it. Over a building's top storey that is the building's roof level, kept above every
6
+ * storey, so exploded and solo level views lift the roof off the plan.
7
+ */
8
+ type Nodes = Readonly<Record<string, AnyNode>>;
9
+ /**
10
+ * Whether a node of this kind belongs on a storey, never on a roof level: a storey's structure and
11
+ * rooms, and every kind that stands on a floor (`capabilities.floorPlaced`: cabinets, shelves,
12
+ * columns, …).
13
+ */
14
+ export declare const isStoreyContent: (type: string | undefined, metadata: Record<string, unknown> | undefined) => boolean;
15
+ /** Retained roof geometry participates in level presentation without becoming parametric. */
16
+ export declare const isRoofGeometry: (node: AnyNode | undefined) => boolean;
17
+ /** Retained ceiling shells can lift with the roof while native room ceilings keep their hosts. */
18
+ export declare const isCeilingGeometry: (node: AnyNode | undefined) => boolean;
19
+ /** A level declared for its building's roofs (`metadata.role: 'roof'`). */
20
+ export declare function isRoofLevel(node: AnyNode | undefined): boolean;
21
+ /**
22
+ * A level that is its building's roof level: declared, whatever it holds (`verify_scene` reports a
23
+ * declared one someone walled); or, in a building that declares none, a level holding roofs and
24
+ * nothing a storey holds (a roof level written before levels declared it) with only such levels
25
+ * above it. Never the lowest level, a carport's roof on its posts being its ground floor. A level
26
+ * holding only roofs under a storey, or beside a declared roof level, is a storey still to be built
27
+ * with a lower wing's roof on it: it takes walls. The one rule every reader of a level's role goes
28
+ * by (`list_levels`, `verify_scene`, the agents' refusals, the editor's level stack and tools).
29
+ */
30
+ export declare function servesAsRoofLevel(nodes: Nodes, level: LevelNode): boolean;
31
+ export type RoofLevelPlan =
32
+ /** A storey stands above: it takes a roof over part of the storey below. */
33
+ ({
34
+ kind: 'storey';
35
+ levelId: string;
36
+ }
37
+ /** The building's roof level, `create`d first when it has none, `update`d when undeclared. */
38
+ | {
39
+ kind: 'roof';
40
+ levelId: string;
41
+ create: LevelNode | null;
42
+ update: {
43
+ id: string;
44
+ data: Partial<LevelNode>;
45
+ }[];
46
+ }) & {
47
+ /**
48
+ * The storey's floor from the target level's, once the plan is written (m, negative): a roof
49
+ * measured from the storey's floor sits its container this high on the target level.
50
+ */
51
+ storeyOffset: number;
52
+ };
53
+ /**
54
+ * The level that takes the roofs over `storeyId`'s walls, as the scene stands. With a storey built
55
+ * above (anything on it), the storey directly above takes the roof over part of the one below: a
56
+ * porch, a lower wing. Else the building's roof level, above every level still to be built and
57
+ * every support level: the roof level there; the empty level directly above when it is the only
58
+ * one; else none yet (`level` null). Reads only, so a panel can ask on every store change.
59
+ */
60
+ export declare function roofLevelAbove(nodes: Nodes, storeyId: string): {
61
+ kind: 'storey';
62
+ level: LevelNode;
63
+ } | {
64
+ kind: 'roof';
65
+ level: LevelNode | null;
66
+ };
67
+ /**
68
+ * Where a roof carried by `storeyId`'s walls lives (`roofLevelAbove`): the storey directly above,
69
+ * or the building's roof level, declared if it was not, else a new "Roof" level `roofHeight` tall
70
+ * (the roof's rise over its eaves) on top. Pure: the caller writes the plan in the same step as the
71
+ * roof.
72
+ */
73
+ export declare function planRoofLevel(nodes: Nodes, storeyId: string, roofHeight: number): RoofLevelPlan;
74
+ /**
75
+ * The storey a level stands for: for a level serving as a roof level, the storey it covers
76
+ * (`storeyUnder`); else the level itself. Where storey content aimed at a roof level goes.
77
+ */
78
+ export declare function storeyOf(nodes: Nodes, levelId: string): string;
79
+ /**
80
+ * The storey a roof covers. On a roof level, the storey under it (`storeyUnder`). On a storey, the
81
+ * storey below when the roof stands near its floor (a porch's or a lower wing's roof, seated on the
82
+ * walls under it, as the rule places it); else the storey itself (a roof written on its own walls'
83
+ * level, before roof levels). Null off a level.
84
+ */
85
+ export declare function coveredStoreyId(nodes: Nodes, roof: RoofNode): string | null;
86
+ /** The roofs over a storey, wherever they stand (`coveredStoreyId`). */
87
+ export declare function roofsOver(nodes: Nodes, storeyId: string): RoofNode[];
88
+ /**
89
+ * Where a new top storey of `buildingId` goes: on top of its storeys, under the roof levels at the
90
+ * top of its stack, which each move up one (`shift`), so the roof stays above every storey.
91
+ */
92
+ export declare function storeyInsertIndex(nodes: Nodes, buildingId: string): {
93
+ floorIndex: number;
94
+ shift: {
95
+ id: string;
96
+ data: Pick<LevelNode, 'level'>;
97
+ }[];
98
+ };
99
+ /**
100
+ * After a write that adds levels to `buildingId` (`before` to `after`), the floor indexes that keep
101
+ * its roof levels above every other level: the ones topping its stack before, and a roof level the
102
+ * write declares. An update per roof level that has to go up; none for a roof level in the middle
103
+ * of a stack, which a write that does not touch it leaves where it is.
104
+ */
105
+ export declare function liftRoofLevels(before: Nodes, after: Nodes, buildingId: string): {
106
+ id: string;
107
+ data: Pick<LevelNode, 'level'>;
108
+ }[];
109
+ /**
110
+ * New floor indexes (`floors`: level id to its index) that put a building's roof level under one of
111
+ * its storeys it stood over: that pair, else null. Roles are read as the levels stand
112
+ * (`servesAsRoofLevel`), so an order a legacy stack already had passes, and so does one among
113
+ * storeys only. The one check every reorder goes by (the level selector, the chat's
114
+ * `reorder_level`, the capture app's REST reorder, `apply_patch`).
115
+ */
116
+ export declare function roofLevelOrderBreach(nodes: Nodes, floors: ReadonlyMap<string, number>): {
117
+ roofId: string;
118
+ storeyId: string;
119
+ } | null;
120
+ export {};
121
+ //# sourceMappingURL=roof-level.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,280 @@
1
+ import { getDefaultLevelName, getLevelDisplayName } from '../lib/level-name.js';
2
+ import { nodeRegistry } from '../registry/index.js';
3
+ import { LevelNode } from '../schema/index.js';
4
+ import { getLevelElevations } from './storey.js';
5
+ /** What a storey holds and a roof level must not: its structure and rooms. */
6
+ const STOREY_CONTENT = new Set([
7
+ 'wall',
8
+ 'zone',
9
+ 'slab',
10
+ 'ceiling',
11
+ 'item',
12
+ 'stair',
13
+ ]);
14
+ /**
15
+ * Whether a node of this kind belongs on a storey, never on a roof level: a storey's structure and
16
+ * rooms, and every kind that stands on a floor (`capabilities.floorPlaced`: cabinets, shelves,
17
+ * columns, …).
18
+ */
19
+ export const isStoreyContent = (type, metadata) => type !== undefined &&
20
+ !(type === 'item' && (metadata?.role === 'roof' || metadata?.role === 'ceiling')) &&
21
+ (STOREY_CONTENT.has(type) || nodeRegistry.get(type)?.capabilities?.floorPlaced !== undefined);
22
+ /** Retained roof geometry participates in level presentation without becoming parametric. */
23
+ export const isRoofGeometry = (node) => node?.type === 'roof' || (node?.type === 'item' && node.metadata?.role === 'roof');
24
+ /** Retained ceiling shells can lift with the roof while native room ceilings keep their hosts. */
25
+ export const isCeilingGeometry = (node) => node?.type === 'ceiling' || (node?.type === 'item' && node.metadata?.role === 'ceiling');
26
+ /** A level declared for its building's roofs (`metadata.role: 'roof'`). */
27
+ export function isRoofLevel(node) {
28
+ return node?.type === 'level' && node.metadata?.role === 'roof';
29
+ }
30
+ /** A level declared to carry structure, not rooms (`metadata.role: 'support'`). */
31
+ const isSupportLevel = (level) => level.metadata?.role === 'support';
32
+ const childrenOf = (nodes, level) => level.children.map((id) => nodes[id]).filter((child) => child !== undefined);
33
+ /** A level holding roofs and nothing a storey holds, unless declared a support. */
34
+ const holdsOnlyRoofs = (nodes, level) => {
35
+ if (isSupportLevel(level))
36
+ return false;
37
+ const children = childrenOf(nodes, level);
38
+ return (children.some(isRoofGeometry) &&
39
+ !children.some((child) => isStoreyContent(child.type, child.metadata)));
40
+ };
41
+ /** A building's levels: those it lists, and those naming it as their parent. */
42
+ function levelsOf(nodes, buildingId) {
43
+ const building = buildingId ? nodes[buildingId] : undefined;
44
+ const listed = new Set(building?.type === 'building' ? building.children : []);
45
+ return Object.values(nodes).filter((node) => node.type === 'level' && (node.parentId === (buildingId ?? null) || listed.has(node.id)));
46
+ }
47
+ /**
48
+ * A level that is its building's roof level: declared, whatever it holds (`verify_scene` reports a
49
+ * declared one someone walled); or, in a building that declares none, a level holding roofs and
50
+ * nothing a storey holds (a roof level written before levels declared it) with only such levels
51
+ * above it. Never the lowest level, a carport's roof on its posts being its ground floor. A level
52
+ * holding only roofs under a storey, or beside a declared roof level, is a storey still to be built
53
+ * with a lower wing's roof on it: it takes walls. The one rule every reader of a level's role goes
54
+ * by (`list_levels`, `verify_scene`, the agents' refusals, the editor's level stack and tools).
55
+ */
56
+ export function servesAsRoofLevel(nodes, level) {
57
+ if (isRoofLevel(level))
58
+ return true;
59
+ if (!holdsOnlyRoofs(nodes, level))
60
+ return false;
61
+ const stack = levelsOf(nodes, level.parentId);
62
+ return (!stack.some(isRoofLevel) &&
63
+ stack.some((other) => other.level < level.level) &&
64
+ stack.every((other) => other.level <= level.level || holdsOnlyRoofs(nodes, other)));
65
+ }
66
+ const elevationsOf = (nodes) => getLevelElevations(nodes);
67
+ /** The other levels of a level's building, in stack order, below it or above it. */
68
+ function stackOf(nodes, levelId, side) {
69
+ const elevations = elevationsOf(nodes);
70
+ const own = elevations.get(levelId);
71
+ if (!own)
72
+ return [];
73
+ return [...elevations]
74
+ .filter(([, entry]) => entry.buildingId === own.buildingId &&
75
+ (side === 'above' ? entry.ordinal > own.ordinal : entry.ordinal < own.ordinal))
76
+ .sort(([, a], [, b]) => (side === 'above' ? a.ordinal - b.ordinal : b.ordinal - a.ordinal))
77
+ .map(([id]) => nodes[id])
78
+ .filter((node) => node?.type === 'level');
79
+ }
80
+ /** How far `storeyId`'s floor sits from `levelId`'s (m): negative, the storey being below. */
81
+ function storeyOffsetTo(nodes, storeyId, levelId) {
82
+ const elevations = elevationsOf(nodes);
83
+ return (elevations.get(storeyId)?.baseY ?? 0) - (elevations.get(levelId)?.baseY ?? 0);
84
+ }
85
+ /** A level reused as the roof level, declared when it was not. */
86
+ function roofLevelPlan(nodes, storeyId, level) {
87
+ return {
88
+ kind: 'roof',
89
+ levelId: level.id,
90
+ storeyOffset: storeyOffsetTo(nodes, storeyId, level.id),
91
+ create: null,
92
+ update: isRoofLevel(level)
93
+ ? []
94
+ : [
95
+ {
96
+ id: level.id,
97
+ data: {
98
+ metadata: { ...level.metadata, role: 'roof' },
99
+ // A name a person gave stays; an unnamed level would read as a floor.
100
+ name: getLevelDisplayName(level) === getDefaultLevelName(level.level)
101
+ ? 'Roof'
102
+ : level.name,
103
+ },
104
+ },
105
+ ],
106
+ };
107
+ }
108
+ /**
109
+ * The level that takes the roofs over `storeyId`'s walls, as the scene stands. With a storey built
110
+ * above (anything on it), the storey directly above takes the roof over part of the one below: a
111
+ * porch, a lower wing. Else the building's roof level, above every level still to be built and
112
+ * every support level: the roof level there; the empty level directly above when it is the only
113
+ * one; else none yet (`level` null). Reads only, so a panel can ask on every store change.
114
+ */
115
+ export function roofLevelAbove(nodes, storeyId) {
116
+ const above = stackOf(nodes, storeyId, 'above');
117
+ const isPlain = (level) => !servesAsRoofLevel(nodes, level) && !isSupportLevel(level);
118
+ // The roof stands on the storey directly above, an empty one still to be built included.
119
+ if (above.some((level) => isPlain(level) && level.children.length > 0))
120
+ return { kind: 'storey', level: above.find(isPlain) };
121
+ const top = above.filter((level) => !servesAsRoofLevel(nodes, level)).at(-1);
122
+ const roofLevel = above.find((level) => servesAsRoofLevel(nodes, level) && (!top || level.level > top.level));
123
+ if (roofLevel)
124
+ return { kind: 'roof', level: roofLevel };
125
+ if (above.length === 1 && isPlain(above[0]))
126
+ return { kind: 'roof', level: above[0] };
127
+ return { kind: 'roof', level: null };
128
+ }
129
+ /**
130
+ * Where a roof carried by `storeyId`'s walls lives (`roofLevelAbove`): the storey directly above,
131
+ * or the building's roof level, declared if it was not, else a new "Roof" level `roofHeight` tall
132
+ * (the roof's rise over its eaves) on top. Pure: the caller writes the plan in the same step as the
133
+ * roof.
134
+ */
135
+ export function planRoofLevel(nodes, storeyId, roofHeight) {
136
+ const storey = nodes[storeyId];
137
+ if (storey?.type !== 'level')
138
+ throw Error(`${storeyId} is not a level`);
139
+ const target = roofLevelAbove(nodes, storeyId);
140
+ if (target.kind === 'storey')
141
+ return {
142
+ kind: 'storey',
143
+ levelId: target.level.id,
144
+ storeyOffset: storeyOffsetTo(nodes, storeyId, target.level.id),
145
+ };
146
+ if (target.level)
147
+ return roofLevelPlan(nodes, storeyId, target.level);
148
+ const top = stackOf(nodes, storeyId, 'above')
149
+ .filter((level) => !servesAsRoofLevel(nodes, level))
150
+ .at(-1);
151
+ const level = LevelNode.parse({
152
+ name: 'Roof',
153
+ parentId: storey.parentId,
154
+ level: (top ?? storey).level + 1,
155
+ height: Math.max(roofHeight, 0.2),
156
+ children: [],
157
+ metadata: { role: 'roof' },
158
+ });
159
+ return {
160
+ kind: 'roof',
161
+ levelId: level.id,
162
+ storeyOffset: storeyOffsetTo({ ...nodes, [level.id]: level }, storeyId, level.id),
163
+ create: level,
164
+ update: [],
165
+ };
166
+ }
167
+ /**
168
+ * The storey under a roof level: the highest below it that holds something (levels still to be
169
+ * built and support levels between are passed over), else the level directly below; the level
170
+ * itself with none below.
171
+ */
172
+ function storeyUnder(nodes, level) {
173
+ const below = stackOf(nodes, level.id, 'below');
174
+ return (below.find((other) => !servesAsRoofLevel(nodes, other) && !isSupportLevel(other) && other.children.length > 0) ??
175
+ below[0] ??
176
+ level).id;
177
+ }
178
+ /**
179
+ * The storey a level stands for: for a level serving as a roof level, the storey it covers
180
+ * (`storeyUnder`); else the level itself. Where storey content aimed at a roof level goes.
181
+ */
182
+ export function storeyOf(nodes, levelId) {
183
+ const level = nodes[levelId];
184
+ return level?.type === 'level' && servesAsRoofLevel(nodes, level)
185
+ ? storeyUnder(nodes, level)
186
+ : levelId;
187
+ }
188
+ /**
189
+ * The storey a roof covers. On a roof level, the storey under it (`storeyUnder`). On a storey, the
190
+ * storey below when the roof stands near its floor (a porch's or a lower wing's roof, seated on the
191
+ * walls under it, as the rule places it); else the storey itself (a roof written on its own walls'
192
+ * level, before roof levels). Null off a level.
193
+ */
194
+ export function coveredStoreyId(nodes, roof) {
195
+ const level = roof.parentId ? nodes[roof.parentId] : undefined;
196
+ if (level?.type !== 'level')
197
+ return null;
198
+ if (servesAsRoofLevel(nodes, level))
199
+ return storeyUnder(nodes, level);
200
+ const below = stackOf(nodes, level.id, 'below');
201
+ if (!below.length)
202
+ return level.id;
203
+ const height = elevationsOf(nodes).get(level.id)?.height ?? 0;
204
+ return roof.position[1] < height / 2 ? below[0].id : level.id;
205
+ }
206
+ /** The roofs over a storey, wherever they stand (`coveredStoreyId`). */
207
+ export function roofsOver(nodes, storeyId) {
208
+ return Object.values(nodes).filter((node) => node.type === 'roof' && coveredStoreyId(nodes, node) === storeyId);
209
+ }
210
+ /**
211
+ * The roof levels topping a building's stack (`servesAsRoofLevel`, which keeps an undeclared lowest
212
+ * level a storey), bottom up: a building whose only level is declared the roof level has that one.
213
+ */
214
+ function topRoofLevels(nodes, buildingId) {
215
+ const levels = levelsOf(nodes, buildingId).sort((a, b) => a.level - b.level);
216
+ let top = levels.length;
217
+ while (top > 0 && servesAsRoofLevel(nodes, levels[top - 1]))
218
+ top--;
219
+ return levels.slice(top);
220
+ }
221
+ /**
222
+ * Where a new top storey of `buildingId` goes: on top of its storeys, under the roof levels at the
223
+ * top of its stack, which each move up one (`shift`), so the roof stays above every storey.
224
+ */
225
+ export function storeyInsertIndex(nodes, buildingId) {
226
+ const roofLevels = topRoofLevels(nodes, buildingId);
227
+ if (!roofLevels.length) {
228
+ const levels = levelsOf(nodes, buildingId);
229
+ return {
230
+ floorIndex: levels.length ? Math.max(...levels.map((level) => level.level)) + 1 : 0,
231
+ shift: [],
232
+ };
233
+ }
234
+ return {
235
+ floorIndex: roofLevels[0].level,
236
+ shift: roofLevels.map((level) => ({ id: level.id, data: { level: level.level + 1 } })),
237
+ };
238
+ }
239
+ /**
240
+ * After a write that adds levels to `buildingId` (`before` to `after`), the floor indexes that keep
241
+ * its roof levels above every other level: the ones topping its stack before, and a roof level the
242
+ * write declares. An update per roof level that has to go up; none for a roof level in the middle
243
+ * of a stack, which a write that does not touch it leaves where it is.
244
+ */
245
+ export function liftRoofLevels(before, after, buildingId) {
246
+ const ids = new Set(topRoofLevels(before, buildingId).map((level) => level.id));
247
+ const levels = levelsOf(after, buildingId);
248
+ for (const level of levels)
249
+ if (!before[level.id] && isRoofLevel(level))
250
+ ids.add(level.id);
251
+ const roofs = levels.filter((level) => ids.has(level.id)).sort((a, b) => a.level - b.level);
252
+ const others = levels.filter((level) => !ids.has(level.id));
253
+ if (!(roofs.length && others.length))
254
+ return [];
255
+ const top = Math.max(...others.map((level) => level.level));
256
+ return roofs.flatMap((level, i) => {
257
+ const floor = Math.max(level.level, top + 1 + i);
258
+ return floor === level.level ? [] : [{ id: level.id, data: { level: floor } }];
259
+ });
260
+ }
261
+ /**
262
+ * New floor indexes (`floors`: level id to its index) that put a building's roof level under one of
263
+ * its storeys it stood over: that pair, else null. Roles are read as the levels stand
264
+ * (`servesAsRoofLevel`), so an order a legacy stack already had passes, and so does one among
265
+ * storeys only. The one check every reorder goes by (the level selector, the chat's
266
+ * `reorder_level`, the capture app's REST reorder, `apply_patch`).
267
+ */
268
+ export function roofLevelOrderBreach(nodes, floors) {
269
+ const floorOf = (level) => floors.get(level.id) ?? level.level;
270
+ const buildings = new Set([...floors.keys()].map((id) => nodes[id]).flatMap((node) => (node ? [node.parentId] : [])));
271
+ for (const buildingId of buildings) {
272
+ const levels = levelsOf(nodes, buildingId);
273
+ const roofs = levels.filter((level) => servesAsRoofLevel(nodes, level));
274
+ for (const roof of roofs)
275
+ for (const storey of levels.filter((level) => !roofs.includes(level)))
276
+ if (roof.level > storey.level && floorOf(roof) < floorOf(storey))
277
+ return { roofId: roof.id, storeyId: storey.id };
278
+ }
279
+ return null;
280
+ }