@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 +1,32 @@
1
+ import { type RoofGlazing, type RoofSystemType, type RoofType } from '../schema/index.js';
2
+ import type { AgentOperation } from './types.js';
3
+ type Pt = [number, number];
4
+ type CreateRoofInput = {
5
+ levelId?: string;
6
+ level?: string;
7
+ roofSystem?: RoofSystemType;
8
+ glazing?: RoofGlazing;
9
+ barrelRise?: number;
10
+ barrelSegments?: number;
11
+ wallThickness?: number;
12
+ roofType?: RoofType;
13
+ pitch?: number;
14
+ overhang?: number;
15
+ wallHeight?: number;
16
+ width?: number;
17
+ depth?: number;
18
+ center?: number[];
19
+ materialPreset?: string;
20
+ fasciaHeight?: number;
21
+ fasciaMaterialPreset?: string;
22
+ name?: string;
23
+ };
24
+ /** A polygon moved out by `distance` along each edge's outward normal, corners mitred up to the limit. */
25
+ export declare function grown(polygon: Pt[], distance: number): Pt[];
26
+ /**
27
+ * `create_roof`: a roof over a storey, one segment per rectangle of its footprint (or the one
28
+ * rectangle asked for), on the building's roof level above it, standing on the storey's walls.
29
+ */
30
+ export declare const createRoof: AgentOperation<CreateRoofInput>;
31
+ export {};
32
+ //# sourceMappingURL=create-roof.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-roof.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-roof.ts"],"names":[],"mappings":"AAGA,OAAO,EAKL,KAAK,WAAW,EAGhB,KAAK,cAAc,EACnB,KAAK,QAAQ,EAEd,MAAM,WAAW,CAAA;AAQlB,OAAO,KAAK,EAAgB,cAAc,EAA4B,MAAM,SAAS,CAAA;AAErF,KAAK,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;AAI1B,KAAK,eAAe,GAAG;IACrB,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,UAAU,CAAC,EAAE,cAAc,CAAA;IAC3B,OAAO,CAAC,EAAE,WAAW,CAAA;IACrB,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,cAAc,CAAC,EAAE,MAAM,CAAA;IACvB,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,QAAQ,CAAC,EAAE,QAAQ,CAAA;IACnB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,MAAM,CAAC,EAAE,MAAM,EAAE,CAAA;IACjB,cAAc,CAAC,EAAE,MAAM,CAAA;IACvB,YAAY,CAAC,EAAE,MAAM,CAAA;IACrB,oBAAoB,CAAC,EAAE,MAAM,CAAA;IAC7B,IAAI,CAAC,EAAE,MAAM,CAAA;CACd,CAAA;AAmID,0GAA0G;AAC1G,wBAAgB,KAAK,CAAC,OAAO,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,MAAM,GAAG,EAAE,EAAE,CA4B3D;AAiCD;;;GAGG;AACH,eAAO,MAAM,UAAU,EAAE,cAAc,CAAC,eAAe,CA0KtD,CAAA"}
@@ -0,0 +1,304 @@
1
+ import { refuse } from '../agent-tools/refusal.js';
2
+ import { gapBridges } from '../building/wall-gaps.js';
3
+ import { exteriorWallLoops, exteriorWallOutlines } from '../lib/exterior-wall-loops.js';
4
+ import { getActiveRoofHeight, getSegmentSlopeFrame, RoofNode, RoofSegmentNode, } from '../schema/index.js';
5
+ import { planRoofLevel, roofsOver } from '../services/roof-level.js';
6
+ import { resolveRoofElevation } from '../systems/roof/roof-elevation.js';
7
+ import { applySceneChanges } from './apply-changes.js';
8
+ import { requireLevel } from './level-target.js';
9
+ import { finishSurface, requireMaterialRef } from './material-refs.js';
10
+ import { buildingFrame, roofRectangles } from './roof-footprint.js';
11
+ import { levelRole, levelsOf } from './scene-queries.js';
12
+ const mm = (value) => Math.round(value * 1000) / 1000;
13
+ /** A storey a roof can cover: one with a footprint (`footprintPolygons`). */
14
+ const hasFootprint = (nodes, levelId) => footprintPolygons(nodes, levelId).length > 0;
15
+ const buildingLevels = (nodes, level) => levelsOf(nodes).filter((other) => other.parentId === level.parentId);
16
+ /** The segment fields the fascia input writes: none without a band. */
17
+ function fasciaFields({ fasciaHeight, fasciaMaterialPreset }) {
18
+ if (fasciaHeight === undefined && !fasciaMaterialPreset)
19
+ return {};
20
+ return {
21
+ fascia: true,
22
+ ...(fasciaHeight !== undefined ? { fasciaHeight } : {}),
23
+ ...(fasciaMaterialPreset ? { fasciaMaterialPreset } : {}),
24
+ };
25
+ }
26
+ /** A level a roof can cap: not a roof level, not a support level. */
27
+ const isStorey = (nodes, level) => levelRole(nodes, level).role === 'occupied';
28
+ /**
29
+ * The storey a roof covers: the one named when it has a footprint, else the highest storey of its
30
+ * building with one; none named, the top storey with one of the building in view. A rectangle of
31
+ * its own needs no footprint: the storey named, else the top one that holds something. The floor
32
+ * in view does not decide: a person looking at the ground floor who asks for a roof means the
33
+ * house's. A roof level named stands for the storey under it.
34
+ */
35
+ function coveredStorey(nodes, input, rectangle, context) {
36
+ const { levelId, level } = input;
37
+ if (levelId && level && levelId !== level)
38
+ refuse('conflicting_level', `levelId (${levelId}) and level (${level}) disagree; they are the same field, pass one.`, { levelId, level });
39
+ const named = levelId ?? level;
40
+ const requested = named ? requireLevel(nodes, named) : null;
41
+ if (requested && isStorey(nodes, requested) && (rectangle || hasFootprint(nodes, requested.id)))
42
+ return { storey: requested };
43
+ const viewed = context.activeLevelId ? nodes[context.activeLevelId] : undefined;
44
+ const scope = requested ?? (viewed?.type === 'level' ? viewed : null);
45
+ const candidates = (scope ? buildingLevels(nodes, scope) : levelsOf(nodes)).filter((candidate) => isStorey(nodes, candidate));
46
+ const eligible = rectangle
47
+ ? candidates.filter((candidate) => candidate.children.length > 0)
48
+ : candidates.filter((candidate) => hasFootprint(nodes, candidate.id));
49
+ // With no level in view (the MCP), the last level by ordinal would pick a building by its id;
50
+ // a rectangle with no level holding anything falls back to every candidate, so asks of those.
51
+ const buildingIds = [
52
+ ...new Set((rectangle && !eligible.length ? candidates : eligible).map((candidate) => candidate.parentId)),
53
+ ];
54
+ if (!scope && buildingIds.length > 1)
55
+ refuse('building_required', `The scene has ${buildingIds.length} buildings to roof; pass a level of the one to roof: ${buildingIds.join(', ')}.`, { buildingIds });
56
+ if (rectangle) {
57
+ const top = eligible.at(-1) ?? candidates.at(-1);
58
+ if (!top)
59
+ refuse('no_levels', 'The scene has no storey to roof yet.');
60
+ return { storey: top };
61
+ }
62
+ const storey = eligible.at(-1);
63
+ if (!storey)
64
+ refuse('no_rooms', `No rooms or closed walls on ${requested ? `${requested.id} or any other level of its building` : 'any level'}: create rooms first, or pass width and depth to roof a rectangle of your own.`, requested ? { levelId: requested.id } : {});
65
+ return {
66
+ storey,
67
+ ...(requested &&
68
+ requested.id !== storey.id && {
69
+ note: `Level ${requested.id} has no rooms or closed walls; the roof covers ${storey.name ?? storey.id} (${storey.id}), the highest level with rooms.`,
70
+ }),
71
+ };
72
+ }
73
+ /**
74
+ * The storey's outline from its walls, every gap bridged as L5 finds them: a roof covers the
75
+ * building, not only the rooms closed so far (the 290 traced from its PNG, its doors and windows
76
+ * still gaps, got a roof over a few rooms only).
77
+ */
78
+ function wallOutline(nodes, storeyId) {
79
+ const walls = Object.values(nodes).filter((node) => node.type === 'wall' && node.parentId === storeyId);
80
+ if (walls.length < 3)
81
+ return [];
82
+ const bridges = gapBridges(walls).map((gap, index) => ({
83
+ ...walls[0],
84
+ id: `wall_roof_gap_${index}`,
85
+ start: gap.start,
86
+ end: gap.end,
87
+ thickness: gap.thickness,
88
+ curveOffset: 0,
89
+ }));
90
+ // Ends a few centimetres apart are one corner: a vectorised plan's near-misses.
91
+ const closed = [...walls, ...bridges];
92
+ const outlines = exteriorWallOutlines(closed, NEAR_MISS);
93
+ if (!outlines.length)
94
+ return [];
95
+ // Out to the walls' outer faces, as a floor plate reaches: half the outline walls' thickness.
96
+ const thickness = new Map(closed.map((wall) => [wall.id, wall.thickness ?? 0.2]));
97
+ const onOutline = exteriorWallLoops(closed, NEAR_MISS)
98
+ .flat()
99
+ .map((face) => thickness.get(face.wallId) ?? 0.2)
100
+ .sort((a, b) => a - b);
101
+ const half = (onOutline[Math.floor(onOutline.length / 2)] ?? 0.2) / 2;
102
+ return outlines.map((polygon) => grown(polygon, half));
103
+ }
104
+ /**
105
+ * How far a mitre may reach, in multiples of the distance moved: past it (a corner under about
106
+ * 29°, or an edge folding back on itself) the corner is bevelled, as an SVG stroke's is.
107
+ */
108
+ const MITER_LIMIT = 4;
109
+ /** A polygon moved out by `distance` along each edge's outward normal, corners mitred up to the limit. */
110
+ export function grown(polygon, distance) {
111
+ const n = polygon.length;
112
+ let area = 0;
113
+ for (let i = 0; i < n; i++) {
114
+ const [ax, az] = polygon[i];
115
+ const [bx, bz] = polygon[(i + 1) % n];
116
+ area += ax * bz - bx * az;
117
+ }
118
+ const side = area > 0 ? 1 : -1;
119
+ const normal = (a, b) => {
120
+ const [dx, dz] = [b[0] - a[0], b[1] - a[1]];
121
+ const length = Math.hypot(dx, dz) || 1;
122
+ return [(side * dz) / length, (-side * dx) / length];
123
+ };
124
+ return polygon.flatMap((point, i) => {
125
+ const before = normal(polygon[(i - 1 + n) % n], point);
126
+ const after = normal(point, polygon[(i + 1) % n]);
127
+ const dot = before[0] * after[0] + before[1] * after[1];
128
+ // The mitre reaches distance × √(2 / (1 + dot)): unbounded as the edges fold onto each other.
129
+ if (1 + dot < 2 / MITER_LIMIT ** 2)
130
+ return [
131
+ [point[0] + before[0] * distance, point[1] + before[1] * distance],
132
+ [point[0] + after[0] * distance, point[1] + after[1] * distance],
133
+ ];
134
+ // Along the bisector, as far as both edges move by `distance`.
135
+ const scale = distance / (1 + dot);
136
+ return [[point[0] + (before[0] + after[0]) * scale, point[1] + (before[1] + after[1]) * scale]];
137
+ });
138
+ }
139
+ const NEAR_MISS = 0.1;
140
+ /**
141
+ * A storey's footprint: its walls' outline, every gap bridged, else its floor plates (a balcony's
142
+ * left out; overlapping plates are one footprint), else its rooms.
143
+ */
144
+ function footprintPolygons(nodes, storeyId) {
145
+ const outline = wallOutline(nodes, storeyId);
146
+ if (outline.length)
147
+ return outline;
148
+ const on = (type) => Object.values(nodes).filter((node) => node.type === type &&
149
+ node.parentId === storeyId &&
150
+ !(node.type === 'slab' &&
151
+ node.metadata &&
152
+ node.metadata.balcony));
153
+ const plates = on('slab');
154
+ return (plates.length ? plates : on('zone')).map((node) => node.polygon);
155
+ }
156
+ /** Rectangles in the storey's own frame and the turn back to the world, from its footprint. */
157
+ function footprintOf(nodes, storeyId) {
158
+ const frame = buildingFrame(footprintPolygons(nodes, storeyId));
159
+ const { rectangles, roofType } = roofRectangles(frame.polygons);
160
+ return { rectangles, roofType, angle: frame.angle, toWorld: frame.toWorld };
161
+ }
162
+ /**
163
+ * `create_roof`: a roof over a storey, one segment per rectangle of its footprint (or the one
164
+ * rectangle asked for), on the building's roof level above it, standing on the storey's walls.
165
+ */
166
+ export const createRoof = (nodes, input, context) => {
167
+ const { width, depth } = input;
168
+ // A finish the library lacks would render as the default.
169
+ const materialPreset = input.materialPreset === undefined
170
+ ? undefined
171
+ : requireMaterialRef(input.materialPreset, 'materialPreset', finishSurface('roof'));
172
+ const fasciaMaterialPreset = input.fasciaMaterialPreset === undefined
173
+ ? undefined
174
+ : requireMaterialRef(input.fasciaMaterialPreset, 'fasciaMaterialPreset', finishSurface('roof'));
175
+ if ((width === undefined) !== (depth === undefined))
176
+ refuse('rectangle_incomplete', 'A rectangle of your own takes width and depth together; pass both, or neither to cover the footprint.', { width, depth });
177
+ const rectangle = width !== undefined && depth !== undefined;
178
+ const { storey, note } = coveredStorey(nodes, input, rectangle, context);
179
+ if (!storey.parentId)
180
+ refuse('storey_without_building', `${storey.name ?? storey.id} (${storey.id}) is not in a building, so no roof level can stand above it. Put the level in a building first.`, { levelId: storey.id });
181
+ const existing = roofsOver(nodes, storey.id);
182
+ if (existing.length)
183
+ refuse('roof_exists', `${storey.name ?? storey.id} (${storey.id}) already has a roof, ${existing.map((roof) => roof.id).join(', ')}: a storey takes one. Edit it, or delete_node it first if the person asked for a new one.`, { levelId: storey.id, roofIds: existing.map((roof) => roof.id) });
184
+ let rectangles;
185
+ let chosenType;
186
+ let angle = 0;
187
+ let toWorld = ([x, z]) => [x, z];
188
+ if (rectangle) {
189
+ const [x = 0, z = 0] = input.center ?? [];
190
+ const r = { minX: x - width / 2, maxX: x + width / 2, minZ: z - depth / 2, maxZ: z + depth / 2 };
191
+ rectangles = [r];
192
+ // The size as asked, the type as the footprint rule would give it.
193
+ chosenType = roofRectangles([
194
+ [
195
+ [r.minX, r.minZ],
196
+ [r.maxX, r.minZ],
197
+ [r.maxX, r.maxZ],
198
+ [r.minX, r.maxZ],
199
+ ],
200
+ ]).roofType;
201
+ }
202
+ else {
203
+ const footprint = footprintOf(nodes, storey.id);
204
+ rectangles = footprint.rectangles;
205
+ chosenType = footprint.roofType;
206
+ angle = footprint.angle;
207
+ toWorld = footprint.toWorld;
208
+ }
209
+ const roofType = input.roofType ?? chosenType;
210
+ if (input.roofSystem === 'glazed' && !['gable', 'shed', 'barrel'].includes(roofType))
211
+ refuse('unsupported_glazing', 'Glazed roofs support gable, straight shed, and barrel shapes.');
212
+ const minX = Math.min(...rectangles.map((r) => r.minX));
213
+ const maxX = Math.max(...rectangles.map((r) => r.maxX));
214
+ const minZ = Math.min(...rectangles.map((r) => r.minZ));
215
+ const maxZ = Math.max(...rectangles.map((r) => r.maxZ));
216
+ const centerX = (minX + maxX) / 2;
217
+ const centerZ = (minZ + maxZ) / 2;
218
+ const wallHeight = input.wallHeight ?? 0;
219
+ const segments = rectangles.map((r) => {
220
+ // To the millimetre: snapped coordinates subtract to 6.199999…
221
+ const span = { width: mm(r.maxX - r.minX), depth: mm(r.maxZ - r.minZ) };
222
+ // A cone stands on a circle.
223
+ const size = roofType === 'conical'
224
+ ? { width: Math.max(span.width, span.depth), depth: Math.max(span.width, span.depth) }
225
+ : span;
226
+ if (roofType === 'barrel' &&
227
+ input.barrelRise !== undefined &&
228
+ input.barrelRise > size.depth / 2)
229
+ refuse('invalid_barrel_rise', 'Barrel rise must not exceed half the span.');
230
+ const segment = RoofSegmentNode.parse({
231
+ roofSystem: input.roofSystem,
232
+ glazing: input.glazing,
233
+ barrelRise: input.barrelRise,
234
+ barrelSegments: input.barrelSegments,
235
+ ...(input.wallThickness !== undefined && { wallThickness: input.wallThickness }),
236
+ ...size,
237
+ roofType,
238
+ wallHeight,
239
+ position: [(r.minX + r.maxX) / 2 - centerX, 0, (r.minZ + r.maxZ) / 2 - centerZ],
240
+ ...(input.pitch !== undefined && { pitch: input.pitch }),
241
+ ...(input.overhang !== undefined && { overhang: input.overhang }),
242
+ ...fasciaFields({ ...input, fasciaMaterialPreset }),
243
+ });
244
+ // The overhang is asked as the eaves' reach past the walls, in plan, as a builder says it and
245
+ // Architect's roofs take it; the segment stores it along the slope.
246
+ // A barrel's overhang is at its ends, already in plan.
247
+ if (roofType === 'barrel')
248
+ return segment;
249
+ return { ...segment, overhang: segment.overhang / getSegmentSlopeFrame(segment).cosTheta };
250
+ });
251
+ const peak = Math.max(...segments.map((segment) => getActiveRoofHeight(segment)));
252
+ const plan = planRoofLevel(nodes, storey.id, wallHeight + peak);
253
+ if (plan.kind === 'storey') {
254
+ const above = nodes[plan.levelId];
255
+ refuse('storey_above', `${storey.name ?? storey.id} (${storey.id}) has a storey above it, ${above.name ?? above.id} (${above.id}): create_roof caps the top storey, and its roof covers the floors under it. A roof over a lower wing or a porch of ${storey.name ?? storey.id} stands on its walls, below the top storey's: do not roof it from the top storey; the person draws it with the Roof tool on ${storey.name ?? storey.id}.`, { levelId: storey.id, storeyAboveId: above.id });
256
+ }
257
+ const changes = {
258
+ create: plan.create ? [{ node: plan.create, parentId: plan.create.parentId ?? undefined }] : [],
259
+ update: plan.update,
260
+ };
261
+ const [roofX, roofZ] = toWorld([centerX, centerZ]);
262
+ const placed = RoofNode.parse({
263
+ name: input.name ?? 'Roof',
264
+ parentId: plan.levelId,
265
+ position: [roofX, 0, roofZ],
266
+ rotation: angle,
267
+ support: { kind: 'walls' },
268
+ children: segments.map((segment) => segment.id),
269
+ ...(materialPreset && { materialPreset }),
270
+ });
271
+ const draft = [
272
+ { node: placed, parentId: plan.levelId },
273
+ ...segments.map((segment) => ({
274
+ node: { ...segment, parentId: placed.id },
275
+ parentId: placed.id,
276
+ })),
277
+ ];
278
+ // The eave on the storey's wall tops, as the editor's own follow resolves it: walls taller than
279
+ // their storey lift it, and the editor makes no second write after the call.
280
+ const seated = applySceneChanges(nodes, { ...changes, create: [...changes.create, ...draft] });
281
+ const elevation = resolveRoofElevation(seated[placed.id], seated);
282
+ const roof = { ...placed, position: [roofX, elevation, roofZ] };
283
+ // A roof level made for it is as tall as the roof rises over it, the eave's lift included.
284
+ if (plan.create)
285
+ changes.create[0] = {
286
+ node: { ...plan.create, height: Math.max(elevation + wallHeight + peak, 0.2) },
287
+ parentId: plan.create.parentId ?? undefined,
288
+ };
289
+ changes.create.push({ node: roof, parentId: plan.levelId }, ...draft.slice(1));
290
+ return {
291
+ result: {
292
+ ok: true,
293
+ roofId: roof.id,
294
+ roofLevelId: plan.levelId,
295
+ createdRoofLevelId: plan.create?.id ?? null,
296
+ coveredLevelId: storey.id,
297
+ segmentIds: segments.map((segment) => segment.id),
298
+ roofType,
299
+ message: `Created a ${roofType} roof of ${segments.length} segment${segments.length === 1 ? '' : 's'} over ${storey.name ?? storey.id}, on the roof level ${plan.levelId}.`,
300
+ ...(note && { note }),
301
+ },
302
+ changes,
303
+ };
304
+ };
@@ -0,0 +1,38 @@
1
+ import { type LevelTargetInput } from './level-target.js';
2
+ import { type Vec2 } from './plan-geometry.js';
3
+ import type { AgentOperation } from './types.js';
4
+ type OpeningSpec = {
5
+ wallIndex: number;
6
+ t?: number;
7
+ width?: number;
8
+ height?: number;
9
+ sillHeight?: number;
10
+ hingesSide?: 'left' | 'right';
11
+ handleSide?: 'left' | 'right';
12
+ swingDirection?: 'inward' | 'outward';
13
+ style?: string;
14
+ };
15
+ type CreateRoomInput = LevelTargetInput & {
16
+ name: string;
17
+ polygon: number[][];
18
+ color?: string;
19
+ wallHeight?: number;
20
+ wallThickness?: number;
21
+ outdoor?: boolean;
22
+ rename?: boolean;
23
+ doors?: OpeningSpec[];
24
+ windows?: OpeningSpec[];
25
+ };
26
+ /** Distance from `point` to the line through a and b, and where it projects along a → b (0..1). */
27
+ export declare function edgeProjection(a: Vec2, b: Vec2, point: readonly number[]): {
28
+ distance: number;
29
+ t: number;
30
+ };
31
+ /**
32
+ * `create_room`: the editor's room command — walls where no wall runs yet, the zone that names the
33
+ * room — then the doors and windows declared by polygon edge, each placed as add_door / add_window
34
+ * place one. The floor plate and the ceiling are the host's to derive; the result reads them back.
35
+ */
36
+ export declare const createRoom: AgentOperation<CreateRoomInput>;
37
+ export {};
38
+ //# sourceMappingURL=create-room.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-room.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-room.ts"],"names":[],"mappings":"AAkBA,OAAO,EAAE,KAAK,gBAAgB,EAAe,MAAM,gBAAgB,CAAA;AACnE,OAAO,EAAe,KAAK,IAAI,EAAE,MAAM,iBAAiB,CAAA;AAExD,OAAO,KAAK,EAAE,cAAc,EAAc,MAAM,SAAS,CAAA;AAEzD,KAAK,WAAW,GAAG;IACjB,SAAS,EAAE,MAAM,CAAA;IACjB,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,MAAM,CAAC,EAAE,MAAM,CAAA;IACf,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAA;IAC7B,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAA;IAC7B,cAAc,CAAC,EAAE,QAAQ,GAAG,SAAS,CAAA;IACrC,KAAK,CAAC,EAAE,MAAM,CAAA;CACf,CAAA;AAED,KAAK,eAAe,GAAG,gBAAgB,GAAG;IACxC,IAAI,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,MAAM,EAAE,EAAE,CAAA;IACnB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,OAAO,CAAC,EAAE,OAAO,CAAA;IACjB,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB,KAAK,CAAC,EAAE,WAAW,EAAE,CAAA;IACrB,OAAO,CAAC,EAAE,WAAW,EAAE,CAAA;CACxB,CAAA;AAYD,mGAAmG;AACnG,wBAAgB,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,MAAM,EAAE;;;EAWxE;AAiDD;;;;GAIG;AACH,eAAO,MAAM,UAAU,EAAE,cAAc,CAAC,eAAe,CAuMtD,CAAA"}
@@ -0,0 +1,245 @@
1
+ import { isAgentRefusal, refuse } from '../agent-tools/refusal.js';
2
+ import { doorFacing, planWallOpening } from '../building/wall-openings.js';
3
+ import { createZone, walledRoomAt } from '../commands/structure/create-zone.js';
4
+ import { structureChangeBatch } from '../commands/structure/shared.js';
5
+ import { levelFootprintLoops } from '../lib/building-footprint.js';
6
+ import { foundationReadingOfLevel } from '../lib/foundation-construction.js';
7
+ import { foundationWallRule, levelHoldsFoundationWalls } from '../lib/foundation-wall.js';
8
+ import { isAllocatedRoomName } from '../lib/room-name.js';
9
+ import { lotOverhang } from '../lib/site-placement.js';
10
+ import { generateId, } from '../schema/index.js';
11
+ import { applySceneChanges } from './apply-changes.js';
12
+ import { targetLevel } from './level-target.js';
13
+ import { polygonArea } from './plan-geometry.js';
14
+ import { levelRole } from './scene-queries.js';
15
+ // A wall counts as running along a polygon edge when both its ends sit this close to the edge's line.
16
+ const EDGE_TOLERANCE = 0.2;
17
+ const lerp = (a, b, t) => [
18
+ a[0] + (b[0] - a[0]) * t,
19
+ a[1] + (b[1] - a[1]) * t,
20
+ ];
21
+ /** Distance from `point` to the line through a and b, and where it projects along a → b (0..1). */
22
+ export function edgeProjection(a, b, point) {
23
+ const dx = b[0] - a[0];
24
+ const dz = b[1] - a[1];
25
+ const lengthSq = dx * dx + dz * dz;
26
+ if (lengthSq < 1e-12)
27
+ return { distance: Math.hypot(point[0] - a[0], point[1] - a[1]), t: 0 };
28
+ const rx = point[0] - a[0];
29
+ const rz = point[1] - a[1];
30
+ return {
31
+ distance: Math.abs(rx * dz - rz * dx) / Math.sqrt(lengthSq),
32
+ t: (rx * dx + rz * dz) / lengthSq,
33
+ };
34
+ }
35
+ const wallsOn = (nodes, levelId) => Object.values(nodes).filter((node) => node.type === 'wall' && node.parentId === levelId);
36
+ /** The walls of the level that run along the edge a → b, both ends on its line. */
37
+ function wallsAlong(nodes, levelId, a, b) {
38
+ return wallsOn(nodes, levelId).filter((wall) => {
39
+ const start = edgeProjection(a, b, wall.start);
40
+ const end = edgeProjection(a, b, wall.end);
41
+ return (start.distance < EDGE_TOLERANCE &&
42
+ end.distance < EDGE_TOLERANCE &&
43
+ Math.min(1, Math.max(start.t, end.t)) - Math.max(0, Math.min(start.t, end.t)) > 1e-6);
44
+ });
45
+ }
46
+ /**
47
+ * Where on which wall a point of a polygon edge falls: by position among the walls of the room's
48
+ * own level, never by the id a wall had — walls split and join, and the floor below has walls on
49
+ * the same line.
50
+ */
51
+ function wallAt(nodes, levelId, a, b, point) {
52
+ for (const wall of wallsAlong(nodes, levelId, a, b)) {
53
+ const { t } = edgeProjection(wall.start, wall.end, point);
54
+ if (t >= -1e-6 && t <= 1 + 1e-6)
55
+ return { wallId: wall.id, t: Math.min(1, Math.max(0, t)) };
56
+ }
57
+ return null;
58
+ }
59
+ /** The construction the host derived for the room: its floor plate and its ceiling. */
60
+ function derivedSurfaces(nodes, levelId, zoneId) {
61
+ const children = Object.values(nodes).filter((node) => node.parentId === levelId);
62
+ const slab = children.find((node) => node.type === 'slab' && node.boundary === 'auto' && node.zoneIds?.includes(zoneId));
63
+ const ceiling = children.find((node) => node.type === 'ceiling' && node.boundary === 'auto' && node.zoneId === zoneId);
64
+ return { slabId: slab?.id ?? null, ceilingId: ceiling?.id ?? null };
65
+ }
66
+ const roundArea = (value) => Math.round(value * 100) / 100;
67
+ const plural = (count, noun) => `${count} ${noun}${count === 1 ? '' : 's'}`;
68
+ /**
69
+ * `create_room`: the editor's room command — walls where no wall runs yet, the zone that names the
70
+ * room — then the doors and windows declared by polygon edge, each placed as add_door / add_window
71
+ * place one. The floor plate and the ceiling are the host's to derive; the result reads them back.
72
+ */
73
+ export const createRoom = (nodes, input, context) => {
74
+ const level = targetLevel(nodes, input, context);
75
+ if (levelRole(nodes, level).role === 'roof')
76
+ refuse('roof_level', `${level.name || level.id} is a roof level, not a storey: build the room on the storey below it.`, { levelId: level.id });
77
+ const polygon = input.polygon;
78
+ // A room a person named stands where these walls are: no twin zone, and no silent rename. The
79
+ // agent passes rename: true to give it the new name, or asks the person.
80
+ const named = walledRoomAt(nodes, level.id, polygon);
81
+ if (named && !isAllocatedRoomName(named.name) && !input.rename)
82
+ refuse('room_named_by_person', named.name === input.name
83
+ ? `The walls here already enclose the room "${named.name}", with a name of its own, so there is nothing to create: its walls, doors and windows are there. Add what is missing with add_door and add_window.`
84
+ : `The walls here already enclose the room "${named.name}", which has a name of its own (not a number the editor gave it). Creating "${input.name}" would stack a second room on it. To give it the name "${input.name}", pass rename: true only if the person asked for the rename; otherwise ask them whether to rename it. To keep it, leave it as it is.`, { zoneId: named.id, roomName: named.name });
85
+ let plan;
86
+ try {
87
+ plan = createZone(nodes, {
88
+ levelId: level.id,
89
+ polygon,
90
+ name: input.name,
91
+ enclose: !input.outdoor,
92
+ ...(input.rename ? { adoptNamed: true } : {}),
93
+ ...(input.outdoor
94
+ ? { intent: { hasCeiling: false } }
95
+ : {
96
+ wall: {
97
+ ...(input.wallHeight === undefined ? {} : { height: input.wallHeight }),
98
+ ...(input.wallThickness === undefined ? {} : { thickness: input.wallThickness }),
99
+ },
100
+ }),
101
+ mintId: generateId,
102
+ });
103
+ }
104
+ catch (error) {
105
+ if (!(error instanceof Error && error.name === 'Error'))
106
+ throw error;
107
+ if (/valid polygon/.test(error.message))
108
+ refuse('invalid_polygon', 'The polygon is not a room: give at least three corners in order, edges that do not cross, an area above 0.01 m².');
109
+ refuse('cannot_enclose', error.message, { levelId: level.id });
110
+ }
111
+ // The refusal takes the conflict's own code: today createZone reports only a terrace overlapping
112
+ // a room (outdoor-room-overlap), and an indoor conflict must not borrow that name.
113
+ if (plan.conflicts?.length)
114
+ refuse(plan.conflicts[0].code.replaceAll('-', '_'), plan.conflicts.map((conflict) => conflict.message).join(' '), { conflicts: plan.conflicts });
115
+ const roomChanges = structureChangeBatch(plan.changes);
116
+ if (input.color && plan.renamed)
117
+ roomChanges.update = [
118
+ ...roomChanges.update.filter((entry) => entry.id !== plan.zoneId),
119
+ {
120
+ id: plan.zoneId,
121
+ data: {
122
+ ...roomChanges.update.find((entry) => entry.id === plan.zoneId)?.data,
123
+ color: input.color,
124
+ },
125
+ },
126
+ ];
127
+ else if (input.color)
128
+ roomChanges.create = roomChanges.create.map((entry) => entry.node.id === plan.zoneId
129
+ ? { ...entry, node: { ...entry.node, color: input.color } }
130
+ : entry);
131
+ let scene = applySceneChanges(nodes, roomChanges);
132
+ const openings = [];
133
+ const skippedOpenings = [];
134
+ const place = (kind, specs = []) => specs.flatMap(({ wallIndex, t = 0.5, ...spec }, index) => {
135
+ const skip = (code, message) => {
136
+ skippedOpenings.push({ kind, index, code, message });
137
+ return [];
138
+ };
139
+ if (wallIndex >= polygon.length)
140
+ return skip('edge_out_of_range', `The polygon has ${polygon.length} edges (0–${polygon.length - 1}); there is no edge ${wallIndex}.`);
141
+ const a = polygon[wallIndex];
142
+ const b = polygon[(wallIndex + 1) % polygon.length];
143
+ const host = wallAt(scene, level.id, a, b, lerp(a, b, t));
144
+ if (!host)
145
+ return skip('no_wall', `No wall runs along edge ${wallIndex} at t ${t}.`);
146
+ try {
147
+ const planned = planWallOpening(scene, { kind, ...spec, wallId: host.wallId, t: host.t });
148
+ const create = { node: planned.node, parentId: planned.wallId };
149
+ scene = applySceneChanges(scene, { create: [create] });
150
+ openings.push(create);
151
+ return [planned.node.id];
152
+ }
153
+ catch (error) {
154
+ if (!isAgentRefusal(error))
155
+ throw error;
156
+ return skip(error.code, error.message);
157
+ }
158
+ });
159
+ const doorIds = place('door', input.doors);
160
+ const windowIds = place('window', input.windows);
161
+ const wallIds = polygon.map((a, i) => wallsAlong(scene, level.id, a, polygon[(i + 1) % polygon.length])[0]?.id ?? null);
162
+ const reusedWalls = wallIds.filter((id) => id && nodes[id]).length;
163
+ // the room and the walls it raised, their mitred bands: what crosses the lot line
164
+ const raised = new Set(roomChanges.create.flatMap((entry) => (entry.node.type === 'wall' ? [entry.node.id] : [])));
165
+ const holdsFoundation = raised.size > 0 &&
166
+ !input.outdoor &&
167
+ input.wallThickness === undefined &&
168
+ levelHoldsFoundationWalls(scene, level.id);
169
+ const foundation = holdsFoundation
170
+ ? [...raised].filter((id) => scene[id]?.assembly)
171
+ : [];
172
+ const partitions = holdsFoundation ? raised.size - foundation.length : 0;
173
+ const reading = foundationReadingOfLevel(scene, level.id);
174
+ const site = lotOverhang(scene, level.id, [
175
+ polygon,
176
+ ...levelFootprintLoops(scene, scene[level.id], null, raised),
177
+ ]);
178
+ const result = {
179
+ ok: true,
180
+ zoneId: plan.zoneId,
181
+ wallIds,
182
+ reusedWalls,
183
+ areaSqMeters: roundArea(polygonArea(plan.renamed ? nodes[plan.zoneId].polygon : polygon)),
184
+ doorIds,
185
+ windowIds,
186
+ ...(skippedOpenings.length ? { skippedOpenings } : {}),
187
+ ...(site ? { site } : {}),
188
+ ...(foundation.length
189
+ ? {
190
+ construction: {
191
+ assembly: reading.construction.description,
192
+ foundationWallIds: foundation,
193
+ region: reading.region,
194
+ basis: reading.basis,
195
+ },
196
+ }
197
+ : {}),
198
+ message: [
199
+ plan.renamed
200
+ ? `Named the ${input.outdoor ? 'outdoor room' : 'room'} the walls already enclose "${input.name}" (it was ${plan.renamed}) on ${level.name || level.id}`
201
+ : `Created ${input.outdoor ? 'outdoor room' : 'room'} "${input.name}" on ${level.name || level.id}`,
202
+ ...(reusedWalls ? [`reused ${plural(reusedWalls, 'wall')} already there`] : []),
203
+ ...(foundation.length
204
+ ? [
205
+ `${plural(foundation.length, 'new wall')} against the ground ${foundation.length === 1 ? 'is a foundation wall' : 'are foundation walls'} (${reading.construction.description}; ${reading.basis})`,
206
+ ]
207
+ : []),
208
+ ...(partitions
209
+ ? [
210
+ `${plural(partitions, 'new wall')} inside the outline ${partitions === 1 ? 'is an ordinary wall' : 'are ordinary walls'}: ${foundationWallRule(reading)}`,
211
+ ]
212
+ : []),
213
+ ...(doorIds.length ? [plural(doorIds.length, 'door')] : []),
214
+ ...(windowIds.length ? [plural(windowIds.length, 'window')] : []),
215
+ ...(skippedOpenings.length
216
+ ? [`skipped ${plural(skippedOpenings.length, 'opening')} (see skippedOpenings)`]
217
+ : []),
218
+ ...(site
219
+ ? [
220
+ `it reaches ${site.overhangM} m past the lot line (${site.sides.join(', ')}): the house belongs inside the buildable area (get_site, place_building)`,
221
+ ]
222
+ : []),
223
+ ].join(', '),
224
+ };
225
+ return {
226
+ result,
227
+ changes: { ...roomChanges, create: [...roomChanges.create, ...openings] },
228
+ // The doors were planned before the host derived the room, so a new wall did not know its
229
+ // outside yet; once it does, a door on an outside wall faces out, as add_door's does.
230
+ afterReconcile: (derived) => {
231
+ const update = doorIds.flatMap((id) => {
232
+ const door = derived[id];
233
+ const wall = derived[door?.parentId ?? ''];
234
+ if (door?.type !== 'door' || wall?.type !== 'wall')
235
+ return [];
236
+ const facing = doorFacing(wall);
237
+ return facing.side && facing.side !== door.side ? [{ id, data: facing }] : [];
238
+ });
239
+ return {
240
+ result: { ...result, ...derivedSurfaces(derived, level.id, plan.zoneId) },
241
+ ...(update.length ? { changes: { update } } : {}),
242
+ };
243
+ },
244
+ };
245
+ };
@@ -0,0 +1,11 @@
1
+ import type { CreateStairInput } from '../agent-tools/stairs.js';
2
+ import type { AgentOperation } from './types.js';
3
+ /**
4
+ * `create_stair`: a straight, L or U stair placed as the editor's stair tool places one — rising to
5
+ * the next level (made when there is none), its floor openings owned and cut by the stair — or a
6
+ * flight to no level, which rises as asked and cuts nothing. With the opening controls
7
+ * create_stair_between_levels had, the opening is cut as given instead, owned by the stair as main's
8
+ * are, and the stair's own opening is off so nothing is cut twice.
9
+ */
10
+ export declare const createStair: AgentOperation<CreateStairInput>;
11
+ //# sourceMappingURL=create-stair.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-stair.d.ts","sourceRoot":"","sources":["../../src/agent-operations/create-stair.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAA;AAsB7D,OAAO,KAAK,EAAE,cAAc,EAA4B,MAAM,SAAS,CAAA;AA6DvE;;;;;;GAMG;AACH,eAAO,MAAM,WAAW,EAAE,cAAc,CAAC,gBAAgB,CAiQxD,CAAA"}