@pascal-app/core 1.0.4 → 1.0.6

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  1. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts +102 -90
  2. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts.map +1 -1
  3. package/dist/agent-operations/__fixtures__/add-object-cases.js +301 -1
  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.map +1 -1
  8. package/dist/agent-operations/__fixtures__/build-room-cases.js +410 -40
  9. package/dist/agent-operations/__fixtures__/cases.d.ts +18 -3
  10. package/dist/agent-operations/__fixtures__/cases.d.ts.map +1 -1
  11. package/dist/agent-operations/__fixtures__/cases.js +183 -4
  12. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts +3 -0
  13. package/dist/agent-operations/__fixtures__/corner-window-cases.d.ts.map +1 -0
  14. package/dist/agent-operations/__fixtures__/corner-window-cases.js +155 -0
  15. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts +14 -0
  16. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts.map +1 -0
  17. package/dist/agent-operations/__fixtures__/design-brief-cases.js +709 -0
  18. package/dist/agent-operations/__fixtures__/finish-cases.d.ts +7 -0
  19. package/dist/agent-operations/__fixtures__/finish-cases.d.ts.map +1 -0
  20. package/dist/agent-operations/__fixtures__/finish-cases.js +758 -0
  21. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts +3 -0
  22. package/dist/agent-operations/__fixtures__/lot-info-cases.d.ts.map +1 -0
  23. package/dist/agent-operations/__fixtures__/lot-info-cases.js +370 -0
  24. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts +3 -0
  25. package/dist/agent-operations/__fixtures__/merge-windows-cases.d.ts.map +1 -0
  26. package/dist/agent-operations/__fixtures__/merge-windows-cases.js +321 -0
  27. package/dist/agent-operations/__fixtures__/native-materials.d.ts +2237 -0
  28. package/dist/agent-operations/__fixtures__/native-materials.d.ts.map +1 -0
  29. package/dist/agent-operations/__fixtures__/native-materials.js +82 -0
  30. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts +4 -0
  31. package/dist/agent-operations/__fixtures__/node-read-cases.d.ts.map +1 -0
  32. package/dist/agent-operations/__fixtures__/node-read-cases.js +639 -0
  33. package/dist/agent-operations/__fixtures__/notation-cases.d.ts +24 -0
  34. package/dist/agent-operations/__fixtures__/notation-cases.d.ts.map +1 -0
  35. package/dist/agent-operations/__fixtures__/notation-cases.js +356 -0
  36. package/dist/agent-operations/__fixtures__/place-items-cases.d.ts.map +1 -1
  37. package/dist/agent-operations/__fixtures__/place-items-cases.js +80 -2
  38. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts +19726 -0
  39. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts.map +1 -0
  40. package/dist/agent-operations/__fixtures__/roof-bearing-cases.js +106 -0
  41. package/dist/agent-operations/__fixtures__/roof-cases.d.ts +9 -0
  42. package/dist/agent-operations/__fixtures__/roof-cases.d.ts.map +1 -0
  43. package/dist/agent-operations/__fixtures__/roof-cases.js +382 -0
  44. package/dist/agent-operations/__fixtures__/room-cases.d.ts +2 -1
  45. package/dist/agent-operations/__fixtures__/room-cases.d.ts.map +1 -1
  46. package/dist/agent-operations/__fixtures__/room-cases.js +136 -1
  47. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts +4 -0
  48. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts.map +1 -0
  49. package/dist/agent-operations/__fixtures__/scene-check-cases.js +417 -0
  50. package/dist/agent-operations/__fixtures__/search-assets-cases.d.ts.map +1 -1
  51. package/dist/agent-operations/__fixtures__/search-assets-cases.js +15 -3
  52. package/dist/agent-operations/__fixtures__/site-cases.d.ts +290 -0
  53. package/dist/agent-operations/__fixtures__/site-cases.d.ts.map +1 -0
  54. package/dist/agent-operations/__fixtures__/site-cases.js +780 -0
  55. package/dist/agent-operations/__fixtures__/structure-cases.d.ts +1 -0
  56. package/dist/agent-operations/__fixtures__/structure-cases.d.ts.map +1 -1
  57. package/dist/agent-operations/__fixtures__/structure-cases.js +630 -3
  58. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts +311 -1
  59. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts.map +1 -1
  60. package/dist/agent-operations/__fixtures__/verify-scene-cases.js +59 -11
  61. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts +3 -0
  62. package/dist/agent-operations/__fixtures__/view-assets-cases.d.ts.map +1 -0
  63. package/dist/agent-operations/__fixtures__/view-assets-cases.js +155 -0
  64. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts +50 -0
  65. package/dist/agent-operations/__fixtures__/view-scene-cases.d.ts.map +1 -0
  66. package/dist/agent-operations/__fixtures__/view-scene-cases.js +425 -0
  67. package/dist/agent-operations/achieved.d.ts +5 -0
  68. package/dist/agent-operations/achieved.d.ts.map +1 -1
  69. package/dist/agent-operations/achieved.js +21 -1
  70. package/dist/agent-operations/add-column.d.ts.map +1 -1
  71. package/dist/agent-operations/add-column.js +3 -1
  72. package/dist/agent-operations/add-fence.d.ts +18 -0
  73. package/dist/agent-operations/add-fence.d.ts.map +1 -0
  74. package/dist/agent-operations/add-fence.js +48 -0
  75. package/dist/agent-operations/add-level.d.ts +4 -1
  76. package/dist/agent-operations/add-level.d.ts.map +1 -1
  77. package/dist/agent-operations/add-level.js +48 -12
  78. package/dist/agent-operations/add-object.d.ts +38 -9
  79. package/dist/agent-operations/add-object.d.ts.map +1 -1
  80. package/dist/agent-operations/add-object.js +172 -11
  81. package/dist/agent-operations/add-wall.d.ts +1 -3
  82. package/dist/agent-operations/add-wall.d.ts.map +1 -1
  83. package/dist/agent-operations/add-wall.js +35 -9
  84. package/dist/agent-operations/apply-changes.d.ts +7 -1
  85. package/dist/agent-operations/apply-changes.d.ts.map +1 -1
  86. package/dist/agent-operations/apply-changes.js +54 -22
  87. package/dist/agent-operations/apply-outcome.d.ts +6 -0
  88. package/dist/agent-operations/apply-outcome.d.ts.map +1 -1
  89. package/dist/agent-operations/apply-outcome.js +23 -8
  90. package/dist/agent-operations/asset-views.d.ts +75 -0
  91. package/dist/agent-operations/asset-views.d.ts.map +1 -0
  92. package/dist/agent-operations/asset-views.js +234 -0
  93. package/dist/agent-operations/author-scene.d.ts +157 -0
  94. package/dist/agent-operations/author-scene.d.ts.map +1 -0
  95. package/dist/agent-operations/author-scene.js +1076 -0
  96. package/dist/agent-operations/authored-scene-merge.d.ts +4 -0
  97. package/dist/agent-operations/authored-scene-merge.d.ts.map +1 -0
  98. package/dist/agent-operations/authored-scene-merge.js +96 -0
  99. package/dist/agent-operations/batch.d.ts +22 -0
  100. package/dist/agent-operations/batch.d.ts.map +1 -0
  101. package/dist/agent-operations/batch.js +104 -0
  102. package/dist/agent-operations/ceiling-object-observations.d.ts +31 -0
  103. package/dist/agent-operations/ceiling-object-observations.d.ts.map +1 -0
  104. package/dist/agent-operations/ceiling-object-observations.js +111 -0
  105. package/dist/agent-operations/corner-window.d.ts +19 -0
  106. package/dist/agent-operations/corner-window.d.ts.map +1 -0
  107. package/dist/agent-operations/corner-window.js +84 -0
  108. package/dist/agent-operations/create-roof.d.ts +32 -0
  109. package/dist/agent-operations/create-roof.d.ts.map +1 -0
  110. package/dist/agent-operations/create-roof.js +304 -0
  111. package/dist/agent-operations/create-room.d.ts +2 -0
  112. package/dist/agent-operations/create-room.d.ts.map +1 -1
  113. package/dist/agent-operations/create-room.js +73 -5
  114. package/dist/agent-operations/create-stair.d.ts +6 -28
  115. package/dist/agent-operations/create-stair.d.ts.map +1 -1
  116. package/dist/agent-operations/create-stair.js +187 -104
  117. package/dist/agent-operations/design-brief.d.ts +38 -0
  118. package/dist/agent-operations/design-brief.d.ts.map +1 -0
  119. package/dist/agent-operations/design-brief.js +300 -0
  120. package/dist/agent-operations/designs.d.ts +24 -0
  121. package/dist/agent-operations/designs.d.ts.map +1 -0
  122. package/dist/agent-operations/designs.js +48 -0
  123. package/dist/agent-operations/door-clearance.d.ts +16 -1
  124. package/dist/agent-operations/door-clearance.d.ts.map +1 -1
  125. package/dist/agent-operations/door-clearance.js +61 -4
  126. package/dist/agent-operations/duplicate-level.d.ts.map +1 -1
  127. package/dist/agent-operations/duplicate-level.js +2 -1
  128. package/dist/agent-operations/find-by-type.d.ts +14 -7
  129. package/dist/agent-operations/find-by-type.d.ts.map +1 -1
  130. package/dist/agent-operations/find-by-type.js +266 -43
  131. package/dist/agent-operations/furnish-room.d.ts +22 -1
  132. package/dist/agent-operations/furnish-room.d.ts.map +1 -1
  133. package/dist/agent-operations/furnish-room.js +66 -19
  134. package/dist/agent-operations/furniture-kind.d.ts +22 -0
  135. package/dist/agent-operations/furniture-kind.d.ts.map +1 -0
  136. package/dist/agent-operations/furniture-kind.js +69 -0
  137. package/dist/agent-operations/get-node.d.ts +5 -2
  138. package/dist/agent-operations/get-node.d.ts.map +1 -1
  139. package/dist/agent-operations/get-node.js +82 -10
  140. package/dist/agent-operations/hosted-services.d.ts +2 -1
  141. package/dist/agent-operations/hosted-services.d.ts.map +1 -1
  142. package/dist/agent-operations/index.d.ts +281 -69
  143. package/dist/agent-operations/index.d.ts.map +1 -1
  144. package/dist/agent-operations/index.js +66 -5
  145. package/dist/agent-operations/item-space.d.ts +22 -0
  146. package/dist/agent-operations/item-space.d.ts.map +1 -0
  147. package/dist/agent-operations/item-space.js +69 -0
  148. package/dist/agent-operations/layout-clearance.d.ts +52 -3
  149. package/dist/agent-operations/layout-clearance.d.ts.map +1 -1
  150. package/dist/agent-operations/layout-clearance.js +340 -30
  151. package/dist/agent-operations/level-height-fill.d.ts +12 -0
  152. package/dist/agent-operations/level-height-fill.d.ts.map +1 -0
  153. package/dist/agent-operations/level-height-fill.js +59 -0
  154. package/dist/agent-operations/level-reads.d.ts +5 -1
  155. package/dist/agent-operations/level-reads.d.ts.map +1 -1
  156. package/dist/agent-operations/level-reads.js +10 -3
  157. package/dist/agent-operations/list-levels.d.ts.map +1 -1
  158. package/dist/agent-operations/list-levels.js +23 -0
  159. package/dist/agent-operations/material-preset.d.ts.map +1 -1
  160. package/dist/agent-operations/material-preset.js +3 -9
  161. package/dist/agent-operations/material-refs.d.ts +7 -1
  162. package/dist/agent-operations/material-refs.d.ts.map +1 -1
  163. package/dist/agent-operations/material-refs.js +10 -5
  164. package/dist/agent-operations/merge-windows.d.ts +6 -0
  165. package/dist/agent-operations/merge-windows.d.ts.map +1 -0
  166. package/dist/agent-operations/merge-windows.js +27 -0
  167. package/dist/agent-operations/move-roofs.d.ts +9 -0
  168. package/dist/agent-operations/move-roofs.d.ts.map +1 -0
  169. package/dist/agent-operations/move-roofs.js +29 -0
  170. package/dist/agent-operations/paint.d.ts +2 -1
  171. package/dist/agent-operations/paint.d.ts.map +1 -1
  172. package/dist/agent-operations/paint.js +163 -53
  173. package/dist/agent-operations/photo-elevation.d.ts +155 -0
  174. package/dist/agent-operations/photo-elevation.d.ts.map +1 -0
  175. package/dist/agent-operations/photo-elevation.js +761 -0
  176. package/dist/agent-operations/place-in-room.d.ts +29 -0
  177. package/dist/agent-operations/place-in-room.d.ts.map +1 -0
  178. package/dist/agent-operations/place-in-room.js +403 -0
  179. package/dist/agent-operations/place-items.d.ts.map +1 -1
  180. package/dist/agent-operations/place-items.js +15 -2
  181. package/dist/agent-operations/plan-geometry.d.ts.map +1 -1
  182. package/dist/agent-operations/plan-geometry.js +3 -0
  183. package/dist/agent-operations/point-context.d.ts +139 -0
  184. package/dist/agent-operations/point-context.d.ts.map +1 -0
  185. package/dist/agent-operations/point-context.js +1 -0
  186. package/dist/agent-operations/project-files.d.ts +9 -0
  187. package/dist/agent-operations/project-files.d.ts.map +1 -0
  188. package/dist/agent-operations/project-files.js +25 -0
  189. package/dist/agent-operations/record-made.d.ts +18 -0
  190. package/dist/agent-operations/record-made.d.ts.map +1 -0
  191. package/dist/agent-operations/record-made.js +28 -0
  192. package/dist/agent-operations/roof-footprint.d.ts +24 -0
  193. package/dist/agent-operations/roof-footprint.d.ts.map +1 -0
  194. package/dist/agent-operations/roof-footprint.js +242 -0
  195. package/dist/agent-operations/roof-writes.d.ts +20 -0
  196. package/dist/agent-operations/roof-writes.d.ts.map +1 -0
  197. package/dist/agent-operations/roof-writes.js +165 -0
  198. package/dist/agent-operations/room-findings.d.ts +54 -0
  199. package/dist/agent-operations/room-findings.d.ts.map +1 -0
  200. package/dist/agent-operations/room-findings.js +143 -0
  201. package/dist/agent-operations/room-floor-script.d.ts +23 -0
  202. package/dist/agent-operations/room-floor-script.d.ts.map +1 -0
  203. package/dist/agent-operations/room-floor-script.js +54 -0
  204. package/dist/agent-operations/room-structure.d.ts +2 -2
  205. package/dist/agent-operations/room-structure.d.ts.map +1 -1
  206. package/dist/agent-operations/scene-checkpoint.d.ts +94 -0
  207. package/dist/agent-operations/scene-checkpoint.d.ts.map +1 -0
  208. package/dist/agent-operations/scene-checkpoint.js +176 -0
  209. package/dist/agent-operations/scene-queries.d.ts +3750 -3319
  210. package/dist/agent-operations/scene-queries.d.ts.map +1 -1
  211. package/dist/agent-operations/scene-queries.js +13 -23
  212. package/dist/agent-operations/scene-review.d.ts +52 -0
  213. package/dist/agent-operations/scene-review.d.ts.map +1 -0
  214. package/dist/agent-operations/scene-review.js +106 -0
  215. package/dist/agent-operations/scene-view.d.ts +82 -15
  216. package/dist/agent-operations/scene-view.d.ts.map +1 -1
  217. package/dist/agent-operations/scene-view.js +408 -51
  218. package/dist/agent-operations/search-assets.d.ts +2 -2
  219. package/dist/agent-operations/search-assets.d.ts.map +1 -1
  220. package/dist/agent-operations/search-assets.js +4 -3
  221. package/dist/agent-operations/search-materials.d.ts +9 -3
  222. package/dist/agent-operations/search-materials.d.ts.map +1 -1
  223. package/dist/agent-operations/search-materials.js +83 -29
  224. package/dist/agent-operations/set-checkpoint.d.ts +9 -0
  225. package/dist/agent-operations/set-checkpoint.d.ts.map +1 -0
  226. package/dist/agent-operations/set-checkpoint.js +31 -0
  227. package/dist/agent-operations/set-ground-level.d.ts +12 -0
  228. package/dist/agent-operations/set-ground-level.d.ts.map +1 -0
  229. package/dist/agent-operations/set-ground-level.js +61 -0
  230. package/dist/agent-operations/site.d.ts +21 -0
  231. package/dist/agent-operations/site.d.ts.map +1 -0
  232. package/dist/agent-operations/site.js +123 -0
  233. package/dist/agent-operations/types.d.ts +66 -7
  234. package/dist/agent-operations/types.d.ts.map +1 -1
  235. package/dist/agent-operations/verify-scene.d.ts +39 -5
  236. package/dist/agent-operations/verify-scene.d.ts.map +1 -1
  237. package/dist/agent-operations/verify-scene.js +223 -44
  238. package/dist/agent-operations/wall-face-script.d.ts +28 -0
  239. package/dist/agent-operations/wall-face-script.d.ts.map +1 -0
  240. package/dist/agent-operations/wall-face-script.js +62 -0
  241. package/dist/agent-operations/wall-object-observations.d.ts +41 -0
  242. package/dist/agent-operations/wall-object-observations.d.ts.map +1 -0
  243. package/dist/agent-operations/wall-object-observations.js +249 -0
  244. package/dist/agent-operations/wall-opening.d.ts +23 -23
  245. package/dist/agent-operations/wall-opening.d.ts.map +1 -1
  246. package/dist/agent-operations/wall-skirting.d.ts +24 -0
  247. package/dist/agent-operations/wall-skirting.d.ts.map +1 -0
  248. package/dist/agent-operations/wall-skirting.js +85 -0
  249. package/dist/agent-tools/add-object.d.ts +11 -7
  250. package/dist/agent-tools/add-object.d.ts.map +1 -1
  251. package/dist/agent-tools/add-object.js +17 -11
  252. package/dist/agent-tools/assets.d.ts +8 -0
  253. package/dist/agent-tools/assets.d.ts.map +1 -1
  254. package/dist/agent-tools/assets.js +13 -1
  255. package/dist/agent-tools/author-scene.d.ts +651 -0
  256. package/dist/agent-tools/author-scene.d.ts.map +1 -0
  257. package/dist/agent-tools/author-scene.js +252 -0
  258. package/dist/agent-tools/batch.d.ts +25 -0
  259. package/dist/agent-tools/batch.d.ts.map +1 -0
  260. package/dist/agent-tools/batch.js +61 -0
  261. package/dist/agent-tools/checkpoints.d.ts +13 -0
  262. package/dist/agent-tools/checkpoints.d.ts.map +1 -0
  263. package/dist/agent-tools/checkpoints.js +16 -0
  264. package/dist/agent-tools/clear-scene.d.ts.map +1 -1
  265. package/dist/agent-tools/collections.d.ts +6 -6
  266. package/dist/agent-tools/collections.d.ts.map +1 -1
  267. package/dist/agent-tools/columns.d.ts +18 -18
  268. package/dist/agent-tools/columns.js +2 -2
  269. package/dist/agent-tools/corner-window.d.ts +46 -0
  270. package/dist/agent-tools/corner-window.d.ts.map +1 -0
  271. package/dist/agent-tools/corner-window.js +47 -0
  272. package/dist/agent-tools/create-room.d.ts +26 -25
  273. package/dist/agent-tools/create-room.d.ts.map +1 -1
  274. package/dist/agent-tools/create-room.js +11 -4
  275. package/dist/agent-tools/design-brief.d.ts +408 -0
  276. package/dist/agent-tools/design-brief.d.ts.map +1 -0
  277. package/dist/agent-tools/design-brief.js +149 -0
  278. package/dist/agent-tools/designs.d.ts +34 -0
  279. package/dist/agent-tools/designs.d.ts.map +1 -0
  280. package/dist/agent-tools/designs.js +50 -0
  281. package/dist/agent-tools/fences.d.ts +28 -0
  282. package/dist/agent-tools/fences.d.ts.map +1 -0
  283. package/dist/agent-tools/fences.js +31 -0
  284. package/dist/agent-tools/find-by-type.d.ts +8 -1
  285. package/dist/agent-tools/find-by-type.d.ts.map +1 -1
  286. package/dist/agent-tools/find-by-type.js +23 -2
  287. package/dist/agent-tools/furnish-room.d.ts +10 -8
  288. package/dist/agent-tools/furnish-room.d.ts.map +1 -1
  289. package/dist/agent-tools/furnish-room.js +3 -1
  290. package/dist/agent-tools/hosted-services.d.ts +177 -141
  291. package/dist/agent-tools/hosted-services.d.ts.map +1 -1
  292. package/dist/agent-tools/hosted-services.js +47 -14
  293. package/dist/agent-tools/index.d.ts +894 -215
  294. package/dist/agent-tools/index.d.ts.map +1 -1
  295. package/dist/agent-tools/index.js +47 -3
  296. package/dist/agent-tools/levels.d.ts +11 -3
  297. package/dist/agent-tools/levels.d.ts.map +1 -1
  298. package/dist/agent-tools/levels.js +16 -5
  299. package/dist/agent-tools/measurement.d.ts +38 -20
  300. package/dist/agent-tools/measurement.d.ts.map +1 -1
  301. package/dist/agent-tools/measurement.js +117 -67
  302. package/dist/agent-tools/merge-windows.d.ts +10 -0
  303. package/dist/agent-tools/merge-windows.d.ts.map +1 -0
  304. package/dist/agent-tools/merge-windows.js +12 -0
  305. package/dist/agent-tools/nodes.d.ts.map +1 -1
  306. package/dist/agent-tools/nodes.js +1 -1
  307. package/dist/agent-tools/notation-inventory.d.ts +16 -0
  308. package/dist/agent-tools/notation-inventory.d.ts.map +1 -0
  309. package/dist/agent-tools/notation-inventory.js +105 -0
  310. package/dist/agent-tools/paint.d.ts +5 -5
  311. package/dist/agent-tools/paint.d.ts.map +1 -1
  312. package/dist/agent-tools/paint.js +1 -1
  313. package/dist/agent-tools/photo-elevation.d.ts +32 -0
  314. package/dist/agent-tools/photo-elevation.d.ts.map +1 -0
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@@ -0,0 +1,65 @@
1
+ import type { AnyNode, AnyNodeId } from '../schema/index.js';
2
+ import { type Point2D } from './polygon-union.js';
3
+ /**
4
+ * Where the ground meets the levels below grade, in the site's plan: each such level's floor slabs
5
+ * placed where its building stands and joined into outlines, the levels' together as one set (a
6
+ * deeper level wider than the one over it, or under part of it, gives one outline, not overlapping
7
+ * ones). The 3D view cuts its hole in the ground and draws its grade ring along them while the
8
+ * ground is veiled. An automatic floor follows the walls' centrelines, so an outline runs half a
9
+ * wall inside the outer faces. A level only partly below grade (a walk-out on a hillside) gives
10
+ * the part of its floor the ground stands over by more than {@link BELOW_GRADE_TOLERANCE}, the
11
+ * edge following the slope; fully buried levels give their whole floor.
12
+ *
13
+ * With `shownLevelId`, only what the level display needs open over that level: the level itself and
14
+ * the levels between it and grade (the ones the display hides above it: `level` index at or over
15
+ * its own, in every building, as the display decides from the index alone), the levels the author
16
+ * has hidden left out. The levels deeper than the one shown stay under the ground. Without it,
17
+ * every level below grade.
18
+ */
19
+ export declare function belowGradeFootprints(nodes: Record<AnyNodeId, AnyNode>, shownLevelId?: string | null): Point2D[][];
20
+ /**
21
+ * The part of the ground that lies over the house itself: what is below grade under the footprint
22
+ * of the levels above it, in the site's plan. The house covers it, so the ground can stand open
23
+ * there whatever level is shown: from outside nothing changes (the storeys are over it), and the
24
+ * stairwells and floor openings of the stacked view, and the walkthrough on a stair, meet the
25
+ * basement and not a sheet of ground across it. A below-grade level reaching out under the garden
26
+ * gives only the part the house stands over; the rest stays closed, no pit in the garden.
27
+ *
28
+ * Per building, a level below grade is covered by the floor slabs of the visible levels over it
29
+ * (`level` index above its own) that are not themselves fully buried: the ones at grade, and the
30
+ * part of a floor only partly below grade that stands out of the hill. A hidden level covers
31
+ * nothing and is covered by nothing. Of a level only partly below grade, only the part the ground
32
+ * stands over is open. A slab's own openings do not count: the stairwell is where the ground
33
+ * should be open.
34
+ *
35
+ * Outlines with an inner outline (a courtyard the house wraps round) are left out: the ground
36
+ * cannot be cut around an island of itself, and closed is the safe side.
37
+ */
38
+ export declare function coveredBelowGradeFootprints(nodes: Record<AnyNodeId, AnyNode>): Point2D[][];
39
+ /**
40
+ * How deep the pit under the hole goes: the world Y of the top of the lowest floor of the level
41
+ * shown (the sunken room of a split level, not its raised part), the deepest of the levels the hole
42
+ * is cut over (`belowGradeFootprints` with the same id). `null` when no level is shown or it is
43
+ * not below grade.
44
+ */
45
+ export declare function belowGradeFloorY(nodes: Record<AnyNodeId, AnyNode>, shownLevelId?: string | null): number | null;
46
+ /** How far under the top of the floor plate the pit hangs its own floor: the default plate's thickness. */
47
+ export declare const GROUND_PIT_FLOOR_DROP = 0.05;
48
+ /**
49
+ * How far the pit's floor keeps from the plane of the plate's underside. The foundation under the
50
+ * level tops out on that plane (`genericFoundation`), and seen through the hole it has to stand
51
+ * on the pit's floor, not share its plane: two faces on one plane flicker. 2 cm is what a 24-bit
52
+ * depth buffer with the viewer's 0.3 m near plane tells apart out to about 300 m, further than
53
+ * the hole is ever looked into from.
54
+ */
55
+ export declare const GROUND_PIT_PLATE_CLEARANCE = 0.02;
56
+ /**
57
+ * The world Y the pit under the hole draws its dark floor at, over the level shown: under the top
58
+ * of its lowest floor (`belowGradeFloorY`) by {@link GROUND_PIT_FLOOR_DROP}, which for the default
59
+ * plate is exactly its underside, where the footing and the walls on it stop. When that lands
60
+ * within {@link GROUND_PIT_PLATE_CLEARANCE} of the underside (the default plate, a thinner one, a
61
+ * plate whose top is the level plane) the floor lies that far under it instead; anywhere else it
62
+ * keeps to its place. `null` when `belowGradeFloorY` is.
63
+ */
64
+ export declare function groundPitFloorY(nodes: Record<AnyNodeId, AnyNode>, shownLevelId?: string | null): number | null;
65
+ //# sourceMappingURL=below-grade-footprints.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,181 @@
1
+ import { BELOW_GRADE_TOLERANCE, getLevelElevations, levelLowestFloorWorldY, levelPlaneWorldY, levelPlateUndersideWorldY, } from '../services/storey.js';
2
+ import { floorBuriedOnFlatSite, levelGradeStanding, terrainFieldOverLevel, } from './grade-standing.js';
3
+ import { groundOverPart } from './ground-over-part.js';
4
+ import { difference, intersection, union } from './polygon-boolean.js';
5
+ import { unionPolygons } from './polygon-union.js';
6
+ import { isSiteFlatwork } from './site-flatwork.js';
7
+ import { levelLocalToWorldXZ } from './terrain-support-query.js';
8
+ // Identity-keyed memo (`nodes` is an immutable store slice): the standing of every level is worked
9
+ // out once per scene state, however many sets the callers ask for (the hole and the ring ask for
10
+ // the shown stack, the materials for whether any level is buried at all, the ground for what the
11
+ // house covers).
12
+ const platesMemo = new WeakMap();
13
+ function levelPlates(nodes) {
14
+ const hit = platesMemo.get(nodes);
15
+ if (hit)
16
+ return hit;
17
+ const elevations = getLevelElevations(nodes);
18
+ const levels = [];
19
+ for (const level of Object.values(nodes)) {
20
+ if (level.type !== 'level')
21
+ continue;
22
+ const standing = levelGradeStanding(nodes, level.id);
23
+ const buildingId = elevations.get(level.id)?.buildingId;
24
+ const building = buildingId ? nodes[buildingId] : undefined;
25
+ const placed = building?.type === 'building' ? building : null;
26
+ // A partly buried level is cut slab by slab, each over the ground that stands above its own
27
+ // floor: a split level's sunken room is buried by ground the raised part's top is above.
28
+ const plane = standing === 'partly-below-grade' ? levelPlaneWorldY(nodes, level.id) : null;
29
+ const field = plane === null ? null : terrainFieldOverLevel(nodes, level);
30
+ const plates = [];
31
+ const buried = [];
32
+ for (const childId of level.children) {
33
+ const slab = nodes[childId];
34
+ if (slab?.type !== 'slab' || slab.recessed === true || isSiteFlatwork(slab))
35
+ continue;
36
+ const plate = slab.polygon.map(([x, z]) => levelLocalToWorldXZ(placed, x, z));
37
+ plates.push(plate);
38
+ if (standing === 'at-grade')
39
+ continue;
40
+ if (field && plane !== null)
41
+ buried.push(...groundOverPart(plate, field, plane + slab.elevation + BELOW_GRADE_TOLERANCE));
42
+ else if (plane !== null) {
43
+ // A flat site, a level of floors at different heights: a floor is buried or it is not.
44
+ if (floorBuriedOnFlatSite(plane + slab.elevation))
45
+ buried.push(plate);
46
+ }
47
+ else
48
+ buried.push(plate);
49
+ }
50
+ levels.push({
51
+ buildingId,
52
+ index: level.level,
53
+ visible: level.visible !== false,
54
+ standing,
55
+ plates,
56
+ buried,
57
+ });
58
+ }
59
+ platesMemo.set(nodes, levels);
60
+ return levels;
61
+ }
62
+ /**
63
+ * Where the ground meets the levels below grade, in the site's plan: each such level's floor slabs
64
+ * placed where its building stands and joined into outlines, the levels' together as one set (a
65
+ * deeper level wider than the one over it, or under part of it, gives one outline, not overlapping
66
+ * ones). The 3D view cuts its hole in the ground and draws its grade ring along them while the
67
+ * ground is veiled. An automatic floor follows the walls' centrelines, so an outline runs half a
68
+ * wall inside the outer faces. A level only partly below grade (a walk-out on a hillside) gives
69
+ * the part of its floor the ground stands over by more than {@link BELOW_GRADE_TOLERANCE}, the
70
+ * edge following the slope; fully buried levels give their whole floor.
71
+ *
72
+ * With `shownLevelId`, only what the level display needs open over that level: the level itself and
73
+ * the levels between it and grade (the ones the display hides above it: `level` index at or over
74
+ * its own, in every building, as the display decides from the index alone), the levels the author
75
+ * has hidden left out. The levels deeper than the one shown stay under the ground. Without it,
76
+ * every level below grade.
77
+ */
78
+ export function belowGradeFootprints(nodes, shownLevelId) {
79
+ const shown = shownLevelId ? nodes[shownLevelId] : undefined;
80
+ const fromIndex = shown?.type === 'level' ? shown.level : Number.NEGATIVE_INFINITY;
81
+ const floors = [];
82
+ for (const level of levelPlates(nodes)) {
83
+ if (level.standing === 'at-grade')
84
+ continue;
85
+ if (level.index < fromIndex || (shown && !level.visible))
86
+ continue;
87
+ floors.push(...level.buried);
88
+ }
89
+ return unionPolygons(floors);
90
+ }
91
+ const coveredMemo = new WeakMap();
92
+ /**
93
+ * The part of the ground that lies over the house itself: what is below grade under the footprint
94
+ * of the levels above it, in the site's plan. The house covers it, so the ground can stand open
95
+ * there whatever level is shown: from outside nothing changes (the storeys are over it), and the
96
+ * stairwells and floor openings of the stacked view, and the walkthrough on a stair, meet the
97
+ * basement and not a sheet of ground across it. A below-grade level reaching out under the garden
98
+ * gives only the part the house stands over; the rest stays closed, no pit in the garden.
99
+ *
100
+ * Per building, a level below grade is covered by the floor slabs of the visible levels over it
101
+ * (`level` index above its own) that are not themselves fully buried: the ones at grade, and the
102
+ * part of a floor only partly below grade that stands out of the hill. A hidden level covers
103
+ * nothing and is covered by nothing. Of a level only partly below grade, only the part the ground
104
+ * stands over is open. A slab's own openings do not count: the stairwell is where the ground
105
+ * should be open.
106
+ *
107
+ * Outlines with an inner outline (a courtyard the house wraps round) are left out: the ground
108
+ * cannot be cut around an island of itself, and closed is the safe side.
109
+ */
110
+ export function coveredBelowGradeFootprints(nodes) {
111
+ const hit = coveredMemo.get(nodes);
112
+ if (hit)
113
+ return hit;
114
+ const levels = levelPlates(nodes);
115
+ const covered = [];
116
+ for (const level of levels) {
117
+ if (level.standing === 'at-grade' || !level.visible || level.buried.length === 0)
118
+ continue;
119
+ if (!level.buildingId)
120
+ continue;
121
+ const over = [];
122
+ for (const upper of levels) {
123
+ if (upper === level ||
124
+ upper.buildingId !== level.buildingId ||
125
+ !upper.visible ||
126
+ upper.index <= level.index ||
127
+ upper.standing === 'below-grade' ||
128
+ upper.plates.length === 0)
129
+ continue;
130
+ const plates = union(upper.plates);
131
+ over.push(upper.standing === 'at-grade' ? plates : difference(plates, union(upper.buried)));
132
+ }
133
+ if (over.length === 0)
134
+ continue;
135
+ covered.push(intersection(union(level.buried), union(over)));
136
+ }
137
+ const rings = union(covered.flat().map((polygon) => [polygon]))
138
+ .filter((polygon) => polygon.holes.length === 0)
139
+ .map((polygon) => polygon.outer);
140
+ coveredMemo.set(nodes, rings);
141
+ return rings;
142
+ }
143
+ /**
144
+ * How deep the pit under the hole goes: the world Y of the top of the lowest floor of the level
145
+ * shown (the sunken room of a split level, not its raised part), the deepest of the levels the hole
146
+ * is cut over (`belowGradeFootprints` with the same id). `null` when no level is shown or it is
147
+ * not below grade.
148
+ */
149
+ export function belowGradeFloorY(nodes, shownLevelId) {
150
+ if (!shownLevelId || levelGradeStanding(nodes, shownLevelId) === 'at-grade')
151
+ return null;
152
+ return levelLowestFloorWorldY(nodes, shownLevelId);
153
+ }
154
+ /** How far under the top of the floor plate the pit hangs its own floor: the default plate's thickness. */
155
+ export const GROUND_PIT_FLOOR_DROP = 0.05;
156
+ /**
157
+ * How far the pit's floor keeps from the plane of the plate's underside. The foundation under the
158
+ * level tops out on that plane (`genericFoundation`), and seen through the hole it has to stand
159
+ * on the pit's floor, not share its plane: two faces on one plane flicker. 2 cm is what a 24-bit
160
+ * depth buffer with the viewer's 0.3 m near plane tells apart out to about 300 m, further than
161
+ * the hole is ever looked into from.
162
+ */
163
+ export const GROUND_PIT_PLATE_CLEARANCE = 0.02;
164
+ /**
165
+ * The world Y the pit under the hole draws its dark floor at, over the level shown: under the top
166
+ * of its lowest floor (`belowGradeFloorY`) by {@link GROUND_PIT_FLOOR_DROP}, which for the default
167
+ * plate is exactly its underside, where the footing and the walls on it stop. When that lands
168
+ * within {@link GROUND_PIT_PLATE_CLEARANCE} of the underside (the default plate, a thinner one, a
169
+ * plate whose top is the level plane) the floor lies that far under it instead; anywhere else it
170
+ * keeps to its place. `null` when `belowGradeFloorY` is.
171
+ */
172
+ export function groundPitFloorY(nodes, shownLevelId) {
173
+ const floorY = belowGradeFloorY(nodes, shownLevelId);
174
+ const underside = shownLevelId ? levelPlateUndersideWorldY(nodes, shownLevelId) : null;
175
+ if (floorY === null || underside === null)
176
+ return null;
177
+ const hung = floorY - GROUND_PIT_FLOOR_DROP;
178
+ return Math.abs(hung - underside) < GROUND_PIT_PLATE_CLEARANCE
179
+ ? underside - GROUND_PIT_PLATE_CLEARANCE
180
+ : hung;
181
+ }
@@ -0,0 +1,33 @@
1
+ /**
2
+ * Where a building stands on its site: the building node's pose turns its levels' plan
3
+ * coordinates into site metres, and its walls' bands, unioned, are the footprint the site plan
4
+ * draws and the setbacks are measured to. Pure: no store.
5
+ */
6
+ import type { AnyNode, BuildingNode, LevelNode } from '../schema/index.js';
7
+ type Pt = readonly [number, number];
8
+ type Nodes = Readonly<Record<string, AnyNode>>;
9
+ /** A three.js Y rotation of a plan point: local (x, z) turned by `yaw`. */
10
+ export declare function turnPlanPoint(x: number, z: number, yaw: number): Pt;
11
+ export declare function yawOf(rotation: unknown): number;
12
+ /**
13
+ * Level-local plan (x, z) → site metres, through the building's placement: three.js Y rotation,
14
+ * the convention BuildingRenderer applies, `site = position + (c·x + s·z, −s·x + c·z)`.
15
+ */
16
+ export declare function siteFrame(building: Pick<BuildingNode, 'position' | 'rotation'> | null): (x: number, z: number) => Pt;
17
+ /** Site metres → the building's level-local plan (x, z): `siteFrame` inverted. */
18
+ export declare function levelFrame(building: Pick<BuildingNode, 'position' | 'rotation'> | null): (x: number, z: number) => Pt;
19
+ /**
20
+ * Per-wall plan footprints for a level, mitred, then transformed by the building's site
21
+ * placement (`siteFrame`); with no building, in the level's own coordinates. `only` keeps the
22
+ * named walls, still mitred against every wall on the level.
23
+ */
24
+ export declare function levelFootprintLoops(nodes: Nodes, level: LevelNode | null, building: BuildingNode | null, only?: ReadonlySet<string>): Pt[][];
25
+ /**
26
+ * The outer ring(s) of a set of wall bands: their union, minus any ring that
27
+ * lies inside another (a room enclosed by partitions is a hole in the union,
28
+ * not a second building). Falls back to the bands themselves when the union
29
+ * yields nothing.
30
+ */
31
+ export declare function footprintOutline(loops: readonly (readonly Pt[])[]): Pt[][];
32
+ export {};
33
+ //# sourceMappingURL=building-footprint.d.ts.map
@@ -0,0 +1 @@
1
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+ import { getWallPlanFootprint } from '../systems/wall/wall-footprint.js';
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+ import { calculateLevelMiters } from '../systems/wall/wall-mitering.js';
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+ import { unionPolygons } from './polygon-union.js';
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+ /** A three.js Y rotation of a plan point: local (x, z) turned by `yaw`. */
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+ export function turnPlanPoint(x, z, yaw) {
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+ const c = Math.cos(yaw);
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+ const s = Math.sin(yaw);
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+ return [c * x + s * z, -s * x + c * z];
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+ }
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+ export function yawOf(rotation) {
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+ if (typeof rotation === 'number')
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+ return rotation;
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+ if (Array.isArray(rotation))
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+ return Number(rotation[1] ?? 0) || 0;
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+ return 0;
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+ }
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+ /**
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+ * Level-local plan (x, z) → site metres, through the building's placement: three.js Y rotation,
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+ * the convention BuildingRenderer applies, `site = position + (c·x + s·z, −s·x + c·z)`.
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+ */
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+ export function siteFrame(building) {
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+ const yaw = building?.rotation?.[1] ?? 0;
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+ const ox = building?.position?.[0] ?? 0;
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+ const oz = building?.position?.[2] ?? 0;
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+ return (x, z) => {
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+ const [tx, tz] = turnPlanPoint(x, z, yaw);
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+ return [ox + tx, oz + tz];
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+ };
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+ }
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+ /** Site metres → the building's level-local plan (x, z): `siteFrame` inverted. */
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+ export function levelFrame(building) {
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+ const yaw = building?.rotation?.[1] ?? 0;
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+ const ox = building?.position?.[0] ?? 0;
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+ const oz = building?.position?.[2] ?? 0;
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+ return (x, z) => turnPlanPoint(x - ox, z - oz, -yaw);
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+ }
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+ /**
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+ * Per-wall plan footprints for a level, mitred, then transformed by the building's site
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+ * placement (`siteFrame`); with no building, in the level's own coordinates. `only` keeps the
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+ * named walls, still mitred against every wall on the level.
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+ */
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+ export function levelFootprintLoops(nodes, level, building, only) {
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+ if (!level)
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+ return [];
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+ const walls = [];
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+ for (const childId of level.children ?? []) {
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+ const child = nodes[childId];
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+ if (child?.type === 'wall')
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+ walls.push(child);
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+ }
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+ if (walls.length === 0)
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+ return [];
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+ const miters = calculateLevelMiters(walls);
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+ const toSite = siteFrame(building);
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+ const loops = [];
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+ for (const wall of walls) {
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+ if (only && !only.has(wall.id))
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+ continue;
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+ const poly = getWallPlanFootprint(wall, miters);
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+ if (poly.length < 3)
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+ continue;
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+ loops.push(poly.map((p) => toSite(p.x, p.y)));
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+ }
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+ return loops;
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+ }
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+ /**
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+ * The outer ring(s) of a set of wall bands: their union, minus any ring that
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+ * lies inside another (a room enclosed by partitions is a hole in the union,
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+ * not a second building). Falls back to the bands themselves when the union
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+ * yields nothing.
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+ */
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+ export function footprintOutline(loops) {
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+ const rings = unionPolygons(loops.map((loop) => loop.map((p) => [p[0], p[1]])));
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+ if (rings.length === 0)
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+ return loops.map((loop) => [...loop]);
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+ const inside = (p, ring) => {
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+ let hit = false;
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+ for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
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+ const a = ring[i];
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+ const b = ring[j];
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+ if (a[1] > p[1] !== b[1] > p[1] &&
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+ p[0] < ((b[0] - a[0]) * (p[1] - a[1])) / (b[1] - a[1]) + a[0]) {
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+ hit = !hit;
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+ }
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+ }
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+ return hit;
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+ };
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+ return rings.filter((ring, i) => !rings.some((other, j) => j !== i && ring[0] !== undefined && inside(ring[0], other)));
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+ }