@pascal-app/core 1.0.5 → 1.0.7

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 (940) hide show
  1. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts +31 -0
  2. package/dist/agent-operations/__fixtures__/add-object-cases.d.ts.map +1 -1
  3. package/dist/agent-operations/__fixtures__/build-room-cases.d.ts.map +1 -1
  4. package/dist/agent-operations/__fixtures__/build-room-cases.js +27 -0
  5. package/dist/agent-operations/__fixtures__/cases.d.ts.map +1 -1
  6. package/dist/agent-operations/__fixtures__/cases.js +19 -11
  7. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts +25 -2
  8. package/dist/agent-operations/__fixtures__/design-brief-cases.d.ts.map +1 -1
  9. package/dist/agent-operations/__fixtures__/design-brief-cases.js +509 -66
  10. package/dist/agent-operations/__fixtures__/dressing-scenes.d.ts +30 -0
  11. package/dist/agent-operations/__fixtures__/dressing-scenes.d.ts.map +1 -0
  12. package/dist/agent-operations/__fixtures__/dressing-scenes.js +82 -0
  13. package/dist/agent-operations/__fixtures__/native-materials.d.ts +407 -9
  14. package/dist/agent-operations/__fixtures__/native-materials.d.ts.map +1 -1
  15. package/dist/agent-operations/__fixtures__/notation-cases.d.ts.map +1 -1
  16. package/dist/agent-operations/__fixtures__/notation-cases.js +14 -0
  17. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts +7253 -4053
  18. package/dist/agent-operations/__fixtures__/roof-bearing-cases.d.ts.map +1 -1
  19. package/dist/agent-operations/__fixtures__/room-cases.d.ts +1 -0
  20. package/dist/agent-operations/__fixtures__/room-cases.d.ts.map +1 -1
  21. package/dist/agent-operations/__fixtures__/room-cases.js +57 -1
  22. package/dist/agent-operations/__fixtures__/room-check-scenes.d.ts +51 -0
  23. package/dist/agent-operations/__fixtures__/room-check-scenes.d.ts.map +1 -0
  24. package/dist/agent-operations/__fixtures__/room-check-scenes.js +121 -0
  25. package/dist/agent-operations/__fixtures__/scene-check-cases.d.ts.map +1 -1
  26. package/dist/agent-operations/__fixtures__/scene-check-cases.js +152 -18
  27. package/dist/agent-operations/__fixtures__/search-assets-cases.d.ts.map +1 -1
  28. package/dist/agent-operations/__fixtures__/search-assets-cases.js +91 -0
  29. package/dist/agent-operations/__fixtures__/site-cases.d.ts +40 -1
  30. package/dist/agent-operations/__fixtures__/site-cases.d.ts.map +1 -1
  31. package/dist/agent-operations/__fixtures__/structure-cases.d.ts +3 -0
  32. package/dist/agent-operations/__fixtures__/structure-cases.d.ts.map +1 -1
  33. package/dist/agent-operations/__fixtures__/structure-cases.js +199 -18
  34. package/dist/agent-operations/__fixtures__/unit-cases.d.ts +6 -0
  35. package/dist/agent-operations/__fixtures__/unit-cases.d.ts.map +1 -0
  36. package/dist/agent-operations/__fixtures__/unit-cases.js +266 -0
  37. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts +109 -73
  38. package/dist/agent-operations/__fixtures__/verify-scene-cases.d.ts.map +1 -1
  39. package/dist/agent-operations/add-column.d.ts.map +1 -1
  40. package/dist/agent-operations/add-column.js +32 -3
  41. package/dist/agent-operations/add-fence.d.ts.map +1 -1
  42. package/dist/agent-operations/add-fence.js +2 -1
  43. package/dist/agent-operations/add-level.d.ts.map +1 -1
  44. package/dist/agent-operations/add-level.js +4 -4
  45. package/dist/agent-operations/add-object.d.ts +32 -6
  46. package/dist/agent-operations/add-object.d.ts.map +1 -1
  47. package/dist/agent-operations/add-object.js +59 -12
  48. package/dist/agent-operations/add-wall.d.ts +3 -8
  49. package/dist/agent-operations/add-wall.d.ts.map +1 -1
  50. package/dist/agent-operations/add-wall.js +31 -8
  51. package/dist/agent-operations/apply-changes.d.ts.map +1 -1
  52. package/dist/agent-operations/apply-changes.js +2 -1
  53. package/dist/agent-operations/asset-catalog.d.ts +63 -0
  54. package/dist/agent-operations/asset-catalog.d.ts.map +1 -0
  55. package/dist/agent-operations/asset-catalog.js +182 -0
  56. package/dist/agent-operations/asset-views.d.ts +4 -2
  57. package/dist/agent-operations/asset-views.d.ts.map +1 -1
  58. package/dist/agent-operations/asset-views.js +1 -3
  59. package/dist/agent-operations/author-scene-checks.d.ts +38 -0
  60. package/dist/agent-operations/author-scene-checks.d.ts.map +1 -0
  61. package/dist/agent-operations/author-scene-checks.js +266 -0
  62. package/dist/agent-operations/author-scene.d.ts +54 -20
  63. package/dist/agent-operations/author-scene.d.ts.map +1 -1
  64. package/dist/agent-operations/author-scene.js +1164 -196
  65. package/dist/agent-operations/authored-scene-merge.d.ts.map +1 -1
  66. package/dist/agent-operations/authored-scene-merge.js +61 -3
  67. package/dist/agent-operations/batch.d.ts +1 -1
  68. package/dist/agent-operations/batch.d.ts.map +1 -1
  69. package/dist/agent-operations/batch.js +38 -39
  70. package/dist/agent-operations/ceiling-object-observations.d.ts.map +1 -1
  71. package/dist/agent-operations/ceiling-object-observations.js +5 -4
  72. package/dist/agent-operations/circulation-geometry.d.ts +14 -0
  73. package/dist/agent-operations/circulation-geometry.d.ts.map +1 -0
  74. package/dist/agent-operations/circulation-geometry.js +151 -0
  75. package/dist/agent-operations/circulation-graph.d.ts +72 -0
  76. package/dist/agent-operations/circulation-graph.d.ts.map +1 -0
  77. package/dist/agent-operations/circulation-graph.js +713 -0
  78. package/dist/agent-operations/circulation-non-spaces.d.ts +10 -0
  79. package/dist/agent-operations/circulation-non-spaces.d.ts.map +1 -0
  80. package/dist/agent-operations/circulation-non-spaces.js +88 -0
  81. package/dist/agent-operations/circulation-spaces.d.ts +5880 -0
  82. package/dist/agent-operations/circulation-spaces.d.ts.map +1 -0
  83. package/dist/agent-operations/circulation-spaces.js +368 -0
  84. package/dist/agent-operations/collections.d.ts.map +1 -1
  85. package/dist/agent-operations/collections.js +9 -7
  86. package/dist/agent-operations/corner-window.d.ts.map +1 -1
  87. package/dist/agent-operations/corner-window.js +2 -4
  88. package/dist/agent-operations/create-roof.d.ts.map +1 -1
  89. package/dist/agent-operations/create-roof.js +5 -7
  90. package/dist/agent-operations/create-room.d.ts +4 -1
  91. package/dist/agent-operations/create-room.d.ts.map +1 -1
  92. package/dist/agent-operations/create-room.js +7 -4
  93. package/dist/agent-operations/create-stair.js +2 -2
  94. package/dist/agent-operations/design-brief.d.ts +13 -7
  95. package/dist/agent-operations/design-brief.d.ts.map +1 -1
  96. package/dist/agent-operations/design-brief.js +172 -92
  97. package/dist/agent-operations/door-clearance.d.ts +68 -8
  98. package/dist/agent-operations/door-clearance.d.ts.map +1 -1
  99. package/dist/agent-operations/door-clearance.js +127 -20
  100. package/dist/agent-operations/dress-targets.d.ts +23 -0
  101. package/dist/agent-operations/dress-targets.d.ts.map +1 -0
  102. package/dist/agent-operations/dress-targets.js +34 -0
  103. package/dist/agent-operations/duplicate-node.d.ts +14 -0
  104. package/dist/agent-operations/duplicate-node.d.ts.map +1 -0
  105. package/dist/agent-operations/duplicate-node.js +173 -0
  106. package/dist/agent-operations/find-by-type.d.ts.map +1 -1
  107. package/dist/agent-operations/find-by-type.js +3 -0
  108. package/dist/agent-operations/furnish-room.d.ts +2 -0
  109. package/dist/agent-operations/furnish-room.d.ts.map +1 -1
  110. package/dist/agent-operations/furnish-room.js +15 -4
  111. package/dist/agent-operations/furniture-kind.d.ts +28 -1
  112. package/dist/agent-operations/furniture-kind.d.ts.map +1 -1
  113. package/dist/agent-operations/furniture-kind.js +105 -6
  114. package/dist/agent-operations/ground-reader.d.ts +10 -0
  115. package/dist/agent-operations/ground-reader.d.ts.map +1 -0
  116. package/dist/agent-operations/ground-reader.js +25 -0
  117. package/dist/agent-operations/index.d.ts +118 -12
  118. package/dist/agent-operations/index.d.ts.map +1 -1
  119. package/dist/agent-operations/index.js +26 -1
  120. package/dist/agent-operations/item-solids.d.ts +39 -0
  121. package/dist/agent-operations/item-solids.d.ts.map +1 -0
  122. package/dist/agent-operations/item-solids.js +128 -0
  123. package/dist/agent-operations/layout-clearance.d.ts +91 -11
  124. package/dist/agent-operations/layout-clearance.d.ts.map +1 -1
  125. package/dist/agent-operations/layout-clearance.js +280 -73
  126. package/dist/agent-operations/level-height-fill.d.ts.map +1 -1
  127. package/dist/agent-operations/level-height-fill.js +7 -1
  128. package/dist/agent-operations/level-reads.d.ts +5 -0
  129. package/dist/agent-operations/level-reads.d.ts.map +1 -1
  130. package/dist/agent-operations/level-reads.js +38 -2
  131. package/dist/agent-operations/list-levels.d.ts.map +1 -1
  132. package/dist/agent-operations/list-levels.js +2 -4
  133. package/dist/agent-operations/move-node.d.ts +12 -0
  134. package/dist/agent-operations/move-node.d.ts.map +1 -0
  135. package/dist/agent-operations/move-node.js +28 -0
  136. package/dist/agent-operations/move-plan.d.ts +28 -0
  137. package/dist/agent-operations/move-plan.d.ts.map +1 -0
  138. package/dist/agent-operations/move-plan.js +257 -0
  139. package/dist/agent-operations/node-patch.d.ts.map +1 -1
  140. package/dist/agent-operations/node-patch.js +15 -0
  141. package/dist/agent-operations/paint.d.ts +3 -1
  142. package/dist/agent-operations/paint.d.ts.map +1 -1
  143. package/dist/agent-operations/paint.js +14 -1
  144. package/dist/agent-operations/photo-elevation.d.ts.map +1 -1
  145. package/dist/agent-operations/photo-elevation.js +2 -1
  146. package/dist/agent-operations/place-in-room.d.ts.map +1 -1
  147. package/dist/agent-operations/place-in-room.js +1 -0
  148. package/dist/agent-operations/place-items.d.ts.map +1 -1
  149. package/dist/agent-operations/place-items.js +3 -4
  150. package/dist/agent-operations/plan-clearance.d.ts +28 -0
  151. package/dist/agent-operations/plan-clearance.d.ts.map +1 -0
  152. package/dist/agent-operations/plan-clearance.js +47 -0
  153. package/dist/agent-operations/plan-geometry.d.ts +2 -0
  154. package/dist/agent-operations/plan-geometry.d.ts.map +1 -1
  155. package/dist/agent-operations/plan-geometry.js +10 -0
  156. package/dist/agent-operations/project-files.d.ts +10 -0
  157. package/dist/agent-operations/project-files.d.ts.map +1 -1
  158. package/dist/agent-operations/reachability.d.ts +41 -0
  159. package/dist/agent-operations/reachability.d.ts.map +1 -0
  160. package/dist/agent-operations/reachability.js +199 -0
  161. package/dist/agent-operations/room-checks.d.ts +60 -0
  162. package/dist/agent-operations/room-checks.d.ts.map +1 -0
  163. package/dist/agent-operations/room-checks.js +226 -0
  164. package/dist/agent-operations/room-faces.d.ts +30 -0
  165. package/dist/agent-operations/room-faces.d.ts.map +1 -0
  166. package/dist/agent-operations/room-faces.js +31 -0
  167. package/dist/agent-operations/room-findings.d.ts +5 -2
  168. package/dist/agent-operations/room-findings.d.ts.map +1 -1
  169. package/dist/agent-operations/room-findings.js +30 -0
  170. package/dist/agent-operations/room-finishes.d.ts +87 -0
  171. package/dist/agent-operations/room-finishes.d.ts.map +1 -0
  172. package/dist/agent-operations/room-finishes.js +193 -0
  173. package/dist/agent-operations/room-floor-script.d.ts +3 -3
  174. package/dist/agent-operations/room-floor-script.js +3 -3
  175. package/dist/agent-operations/room-readings.d.ts +90 -0
  176. package/dist/agent-operations/room-readings.d.ts.map +1 -0
  177. package/dist/agent-operations/room-readings.js +369 -0
  178. package/dist/agent-operations/room-tile.d.ts +15 -0
  179. package/dist/agent-operations/room-tile.d.ts.map +1 -0
  180. package/dist/agent-operations/room-tile.js +30 -0
  181. package/dist/agent-operations/room-wet.d.ts +55 -0
  182. package/dist/agent-operations/room-wet.d.ts.map +1 -0
  183. package/dist/agent-operations/room-wet.js +203 -0
  184. package/dist/agent-operations/scene-check-policy.d.ts +5 -0
  185. package/dist/agent-operations/scene-check-policy.d.ts.map +1 -0
  186. package/dist/agent-operations/scene-check-policy.js +24 -0
  187. package/dist/agent-operations/scene-checkpoint.d.ts +10 -0
  188. package/dist/agent-operations/scene-checkpoint.d.ts.map +1 -1
  189. package/dist/agent-operations/scene-checkpoint.js +31 -0
  190. package/dist/agent-operations/scene-issue-groups.d.ts +17 -0
  191. package/dist/agent-operations/scene-issue-groups.d.ts.map +1 -0
  192. package/dist/agent-operations/scene-issue-groups.js +71 -0
  193. package/dist/agent-operations/scene-materials.d.ts +23 -0
  194. package/dist/agent-operations/scene-materials.d.ts.map +1 -1
  195. package/dist/agent-operations/scene-materials.js +41 -0
  196. package/dist/agent-operations/scene-queries.d.ts +1667 -866
  197. package/dist/agent-operations/scene-queries.d.ts.map +1 -1
  198. package/dist/agent-operations/scene-queries.js +3 -3
  199. package/dist/agent-operations/scene-review.d.ts.map +1 -1
  200. package/dist/agent-operations/scene-review.js +3 -2
  201. package/dist/agent-operations/scene-view.d.ts.map +1 -1
  202. package/dist/agent-operations/scene-view.js +91 -21
  203. package/dist/agent-operations/search-assets.d.ts +10 -6
  204. package/dist/agent-operations/search-assets.d.ts.map +1 -1
  205. package/dist/agent-operations/search-assets.js +37 -22
  206. package/dist/agent-operations/set-checkpoint.d.ts.map +1 -1
  207. package/dist/agent-operations/set-checkpoint.js +1 -0
  208. package/dist/agent-operations/set-ground-level.d.ts +1 -1
  209. package/dist/agent-operations/set-ground-level.d.ts.map +1 -1
  210. package/dist/agent-operations/set-ground-level.js +3 -14
  211. package/dist/agent-operations/site.js +3 -2
  212. package/dist/agent-operations/slab-surface-script.d.ts +25 -0
  213. package/dist/agent-operations/slab-surface-script.d.ts.map +1 -0
  214. package/dist/agent-operations/slab-surface-script.js +60 -0
  215. package/dist/agent-operations/stair-plan-footprint.d.ts +9 -0
  216. package/dist/agent-operations/stair-plan-footprint.d.ts.map +1 -0
  217. package/dist/agent-operations/stair-plan-footprint.js +50 -0
  218. package/dist/agent-operations/types.d.ts +10 -5
  219. package/dist/agent-operations/types.d.ts.map +1 -1
  220. package/dist/agent-operations/units.d.ts +26 -0
  221. package/dist/agent-operations/units.d.ts.map +1 -0
  222. package/dist/agent-operations/units.js +110 -0
  223. package/dist/agent-operations/unreachable-rooms-check.d.ts +17 -0
  224. package/dist/agent-operations/unreachable-rooms-check.d.ts.map +1 -0
  225. package/dist/agent-operations/unreachable-rooms-check.js +35 -0
  226. package/dist/agent-operations/usage-checks.d.ts +2 -0
  227. package/dist/agent-operations/usage-checks.d.ts.map +1 -0
  228. package/dist/agent-operations/usage-checks.js +12 -0
  229. package/dist/agent-operations/verify-scene.d.ts +8 -11
  230. package/dist/agent-operations/verify-scene.d.ts.map +1 -1
  231. package/dist/agent-operations/verify-scene.js +55 -11
  232. package/dist/agent-operations/wall-face-defaults.d.ts +44 -0
  233. package/dist/agent-operations/wall-face-defaults.d.ts.map +1 -0
  234. package/dist/agent-operations/wall-face-defaults.js +229 -0
  235. package/dist/agent-operations/wall-joins.d.ts +119 -0
  236. package/dist/agent-operations/wall-joins.d.ts.map +1 -0
  237. package/dist/agent-operations/wall-joins.js +308 -0
  238. package/dist/agent-operations/wall-object-observations.d.ts.map +1 -1
  239. package/dist/agent-operations/wall-object-observations.js +4 -6
  240. package/dist/agent-operations/wall-skirting.d.ts.map +1 -1
  241. package/dist/agent-operations/wall-skirting.js +2 -0
  242. package/dist/agent-operations/wall-type.d.ts +49 -0
  243. package/dist/agent-operations/wall-type.d.ts.map +1 -0
  244. package/dist/agent-operations/wall-type.js +31 -0
  245. package/dist/agent-operations/zone-coverage.d.ts +85 -0
  246. package/dist/agent-operations/zone-coverage.d.ts.map +1 -0
  247. package/dist/agent-operations/zone-coverage.js +208 -0
  248. package/dist/agent-tools/add-object.d.ts +31 -0
  249. package/dist/agent-tools/add-object.d.ts.map +1 -1
  250. package/dist/agent-tools/add-object.js +44 -7
  251. package/dist/agent-tools/assets.d.ts +4 -0
  252. package/dist/agent-tools/assets.d.ts.map +1 -1
  253. package/dist/agent-tools/assets.js +11 -1
  254. package/dist/agent-tools/author-scene.d.ts +810 -15
  255. package/dist/agent-tools/author-scene.d.ts.map +1 -1
  256. package/dist/agent-tools/author-scene.js +275 -34
  257. package/dist/agent-tools/batch.d.ts +1 -1
  258. package/dist/agent-tools/batch.d.ts.map +1 -1
  259. package/dist/agent-tools/batch.js +5 -1
  260. package/dist/agent-tools/checkpoints.js +1 -1
  261. package/dist/agent-tools/columns.d.ts +14 -0
  262. package/dist/agent-tools/columns.d.ts.map +1 -1
  263. package/dist/agent-tools/columns.js +14 -2
  264. package/dist/agent-tools/contract.d.ts +10 -0
  265. package/dist/agent-tools/contract.d.ts.map +1 -1
  266. package/dist/agent-tools/contract.js +5 -1
  267. package/dist/agent-tools/corner-window.d.ts +1 -0
  268. package/dist/agent-tools/corner-window.d.ts.map +1 -1
  269. package/dist/agent-tools/corner-window.js +1 -1
  270. package/dist/agent-tools/create-room.d.ts +85 -0
  271. package/dist/agent-tools/create-room.d.ts.map +1 -1
  272. package/dist/agent-tools/create-room.js +8 -1
  273. package/dist/agent-tools/design-brief.d.ts +513 -7
  274. package/dist/agent-tools/design-brief.d.ts.map +1 -1
  275. package/dist/agent-tools/design-brief.js +192 -14
  276. package/dist/agent-tools/designs.js +1 -1
  277. package/dist/agent-tools/find-by-type.js +1 -1
  278. package/dist/agent-tools/index.d.ts +658 -10
  279. package/dist/agent-tools/index.d.ts.map +1 -1
  280. package/dist/agent-tools/index.js +9 -1
  281. package/dist/agent-tools/levels.js +4 -4
  282. package/dist/agent-tools/move-duplicate.d.ts +65 -0
  283. package/dist/agent-tools/move-duplicate.d.ts.map +1 -0
  284. package/dist/agent-tools/move-duplicate.js +68 -0
  285. package/dist/agent-tools/paint.d.ts +6 -0
  286. package/dist/agent-tools/paint.d.ts.map +1 -1
  287. package/dist/agent-tools/paint.js +7 -3
  288. package/dist/agent-tools/photo-elevation.js +1 -1
  289. package/dist/agent-tools/project-files.d.ts +2 -2
  290. package/dist/agent-tools/project-files.d.ts.map +1 -1
  291. package/dist/agent-tools/project-files.js +1 -1
  292. package/dist/agent-tools/refusal.d.ts +9 -1
  293. package/dist/agent-tools/refusal.d.ts.map +1 -1
  294. package/dist/agent-tools/refusal.js +5 -1
  295. package/dist/agent-tools/roofs.js +1 -1
  296. package/dist/agent-tools/room-structure.d.ts +60 -0
  297. package/dist/agent-tools/room-structure.d.ts.map +1 -1
  298. package/dist/agent-tools/room-structure.js +20 -1
  299. package/dist/agent-tools/search-materials.d.ts +1 -0
  300. package/dist/agent-tools/search-materials.d.ts.map +1 -1
  301. package/dist/agent-tools/site.js +1 -1
  302. package/dist/agent-tools/stairs.js +1 -1
  303. package/dist/agent-tools/units.d.ts +84 -0
  304. package/dist/agent-tools/units.d.ts.map +1 -0
  305. package/dist/agent-tools/units.js +54 -0
  306. package/dist/agent-tools/verify-scene-usage.d.ts +44 -0
  307. package/dist/agent-tools/verify-scene-usage.d.ts.map +1 -0
  308. package/dist/agent-tools/verify-scene-usage.js +146 -0
  309. package/dist/agent-tools/verify-scene.d.ts +12 -1
  310. package/dist/agent-tools/verify-scene.d.ts.map +1 -1
  311. package/dist/agent-tools/verify-scene.js +183 -3
  312. package/dist/agent-tools/view-scene.d.ts +3 -0
  313. package/dist/agent-tools/view-scene.d.ts.map +1 -1
  314. package/dist/agent-tools/view-scene.js +4 -1
  315. package/dist/agent-tools/wall-openings.d.ts +121 -2
  316. package/dist/agent-tools/wall-openings.d.ts.map +1 -1
  317. package/dist/agent-tools/wall-openings.js +123 -18
  318. package/dist/agent-tools/walls.d.ts +30 -0
  319. package/dist/agent-tools/walls.d.ts.map +1 -1
  320. package/dist/agent-tools/walls.js +54 -2
  321. package/dist/building/__fixtures__/wall-opening-cases.d.ts +340 -195
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@@ -0,0 +1,346 @@
1
+ import { isFloorUnderlay } from '../../agent-operations/furniture-kind.js';
2
+ import { area, intersection } from '../../lib/polygon-boolean.js';
3
+ import { getScaledDimensions } from '../../schema/index.js';
4
+ import { m, nameOf, quote, unique } from './labels.js';
5
+ import { obstaclesInBand, rayHit } from './obstacles.js';
6
+ import { boxesMeet, isBed, ringBox, roomAt } from './pieces.js';
7
+ /** The footprint's short side (frame included) that makes a class, m: a retailer's Australian mattress widths plus a frame of 10 to 20 cm. */
8
+ export const BED_CLASS_FROM_M = [
9
+ ['king', 1.75],
10
+ ['queen', 1.5],
11
+ ['double', 1.2],
12
+ ['single', 0],
13
+ ];
14
+ /** A bed of each class as a footprint with its frame and headboard (width, length), m. */
15
+ const BED_FOOTPRINT_M = {
16
+ king: [1.95, 2.15],
17
+ queen: [1.65, 2.15],
18
+ double: [1.5, 2.1],
19
+ single: [1.1, 2.05],
20
+ };
21
+ /** A person gets by with this much on a side or at the foot (one unit of passage); UK M4(2) asks 0.75 m, the Scottish draft 0.80 m beside the bed. */
22
+ export const BED_ACCESS_M = 0.6;
23
+ /** The room's short side under which a bed is small for it, from a retailer's recommended minimum rooms (3.0 x 4.0 m queen, 3.2 x 4.2 m king), m. */
24
+ export const BED_ROOM_SHORT_M = { queen: 3.0, king: 3.2 };
25
+ const FEET_FROM_M = 0.03;
26
+ const FEET_TO_M = 0.7;
27
+ const RAY_MAX_M = 3;
28
+ export const bedClassOf = (width) => BED_CLASS_FROM_M.find(([, from]) => width >= from)[0];
29
+ const median = (values) => [...values].sort((a, b) => a - b)[Math.floor(values.length / 2)] ?? RAY_MAX_M;
30
+ /** The smallest rectangle round an outline (180 directions): its centre, its axes, its long and short side. */
31
+ function boundingRectangle(points) {
32
+ let best = null;
33
+ let bestArea = Number.POSITIVE_INFINITY;
34
+ for (let k = 0; k < 180; k++) {
35
+ const a = (k * Math.PI) / 180;
36
+ const c = Math.cos(a);
37
+ const s = Math.sin(a);
38
+ let u0 = Number.POSITIVE_INFINITY;
39
+ let u1 = Number.NEGATIVE_INFINITY;
40
+ let v0 = Number.POSITIVE_INFINITY;
41
+ let v1 = Number.NEGATIVE_INFINITY;
42
+ for (const [x, z] of points) {
43
+ const u = x * c + z * s;
44
+ const v = -x * s + z * c;
45
+ u0 = Math.min(u0, u);
46
+ u1 = Math.max(u1, u);
47
+ v0 = Math.min(v0, v);
48
+ v1 = Math.max(v1, v);
49
+ }
50
+ const size = (u1 - u0) * (v1 - v0);
51
+ if (size < bestArea) {
52
+ bestArea = size;
53
+ best = { u0, u1, v0, v1, c, s };
54
+ }
55
+ }
56
+ const r = best;
57
+ const du = r.u1 - r.u0;
58
+ const dv = r.v1 - r.v0;
59
+ const at = (u, v) => [u * r.c - v * r.s, u * r.s + v * r.c];
60
+ const longIsU = du >= dv;
61
+ return {
62
+ centre: at((r.u0 + r.u1) / 2, (r.v0 + r.v1) / 2),
63
+ long: longIsU ? [r.c, r.s] : [-r.s, r.c],
64
+ across: longIsU ? [-r.s, r.c] : [r.c, r.s],
65
+ length: Math.max(du, dv),
66
+ width: Math.min(du, dv),
67
+ };
68
+ }
69
+ const CLASS_WORDS = [
70
+ ['king', /king/i],
71
+ ['queen', /queen/i],
72
+ ['double', /double/i],
73
+ ['single', /single|twin/i],
74
+ ];
75
+ /**
76
+ * A bed standing wider than long, bedside tables included, reads as lying across its room: its
77
+ * head-to-foot axis is the item's own z (a bed's length is never less than its width), whatever the
78
+ * box says. Null for any other piece, which keeps the smallest rectangle round its outline.
79
+ */
80
+ function ownAxes(node, outline) {
81
+ if (node?.type !== 'item')
82
+ return null;
83
+ const [width, , depth] = getScaledDimensions(node);
84
+ if (!(width > depth + 0.05))
85
+ return null;
86
+ const angle = node.rotation[1];
87
+ const along = [Math.sin(angle), Math.cos(angle)];
88
+ const across = [Math.cos(angle), -Math.sin(angle)];
89
+ const us = outline.map(([x, z]) => x * across[0] + z * across[1]);
90
+ const vs = outline.map(([x, z]) => x * along[0] + z * along[1]);
91
+ const [u0, u1] = [Math.min(...us), Math.max(...us)];
92
+ const [v0, v1] = [Math.min(...vs), Math.max(...vs)];
93
+ const [u, v] = [(u0 + u1) / 2, (v0 + v1) / 2];
94
+ return {
95
+ centre: [u * across[0] + v * along[0], u * across[1] + v * along[1]],
96
+ long: along,
97
+ across,
98
+ length: v1 - v0,
99
+ width: u1 - u0,
100
+ };
101
+ }
102
+ /** The mattress's class: the width of the item's own bed part when its manifest has one, else a size its name states, else the footprint's width. */
103
+ function classOfBed(node, name, rect) {
104
+ if (node?.type === 'item') {
105
+ const part = node.source?.manifest?.parts?.find((candidate) => candidate.type === 'bed');
106
+ if (part?.bounds)
107
+ return bedClassOf((part.bounds.max[0] - part.bounds.min[0]) * node.scale[0]);
108
+ const named = CLASS_WORDS.find(([, words]) => words.test(name));
109
+ if (named && rect.width > rect.length)
110
+ return named[0];
111
+ }
112
+ return bedClassOf(rect.width);
113
+ }
114
+ /** One bed's size class and free space, from its own prisms and those of its level (the bed itself may be a candidate that is not in the scene). */
115
+ export function measureBedPrisms(nodes, levelId, bed, own, prisms) {
116
+ if (!own.length)
117
+ return null;
118
+ const floor = Math.min(...own.map((prism) => prism.z0));
119
+ const outline = own
120
+ .filter((prism) => prism.z0 < floor + 0.9)
121
+ .flatMap((prism) => prism.outer);
122
+ if (outline.length < 3)
123
+ return null;
124
+ const rect = ownAxes(nodes[bed.id], outline) ?? boundingRectangle(outline);
125
+ const band = { z0: floor + FEET_FROM_M, z1: floor + FEET_TO_M };
126
+ // what lies on or under the bed (bedding, a throw) is not an obstacle beside it
127
+ const overlapsBed = (prism) => own.some((piece) => boxesMeet(ringBox(piece.outer), ringBox(prism.outer)) &&
128
+ area(intersection({ outer: piece.outer, holes: piece.holes }, { outer: prism.outer, holes: prism.holes })) > 1e-4);
129
+ const others = obstaclesInBand(prisms, band, undefined, (prism) => prism.nodeId === bed.id || overlapsBed(prism));
130
+ const wallObstacles = obstaclesInBand(prisms.filter((prism) => prism.kind === 'wall'), band);
131
+ const ends = [
132
+ [
133
+ rect.centre[0] + (rect.long[0] * rect.length) / 2,
134
+ rect.centre[1] + (rect.long[1] * rect.length) / 2,
135
+ ],
136
+ [
137
+ rect.centre[0] - (rect.long[0] * rect.length) / 2,
138
+ rect.centre[1] - (rect.long[1] * rect.length) / 2,
139
+ ],
140
+ ];
141
+ const wallGap = (p) => Math.min(...wallObstacles.map((o) => rayDistance(o, p)), Number.POSITIVE_INFINITY);
142
+ const headFirst = wallGap(ends[0]) <= wallGap(ends[1]);
143
+ const head = headFirst ? ends[0] : ends[1];
144
+ const foot = headFirst ? ends[1] : ends[0];
145
+ const out2 = [foot[0] - head[0], foot[1] - head[1]];
146
+ const outLen = Math.hypot(out2[0], out2[1]) || 1;
147
+ const toFoot = [out2[0] / outLen, out2[1] / outLen];
148
+ const steps = Math.max(4, Math.round(rect.length / 0.05));
149
+ const along = (t) => [
150
+ foot[0] - toFoot[0] * rect.length * t,
151
+ foot[1] - toFoot[1] * rect.length * t,
152
+ ];
153
+ const sideRays = (sign) => {
154
+ const dir = [rect.across[0] * sign, rect.across[1] * sign];
155
+ const hits = [];
156
+ for (let i = 0; i <= Math.round(steps * 0.75); i++) {
157
+ const p = along(i / steps);
158
+ hits.push(rayHit([p[0] + dir[0] * (rect.width / 2), p[1] + dir[1] * (rect.width / 2)], dir, others, RAY_MAX_M));
159
+ }
160
+ return median(hits);
161
+ };
162
+ const footHits = [];
163
+ for (let i = 0; i <= 20; i++) {
164
+ const across = (i / 20 - 0.5) * rect.width;
165
+ footHits.push(rayHit([foot[0] + rect.across[0] * across, foot[1] + rect.across[1] * across], toFoot, others, RAY_MAX_M));
166
+ }
167
+ const room = roomAt(nodes, levelId, rect.centre);
168
+ const zone = room ? nodes[room.id] : null;
169
+ const bounds = zone ? ringBox(zone.polygon) : null;
170
+ return {
171
+ id: bed.id,
172
+ name: bed.name,
173
+ levelId,
174
+ room,
175
+ widthM: Math.round(rect.width * 100) / 100,
176
+ lengthM: Math.round(rect.length * 100) / 100,
177
+ sizeClass: classOfBed(nodes[bed.id], bed.name, rect),
178
+ left: Math.round(sideRays(1) * 100) / 100,
179
+ right: Math.round(sideRays(-1) * 100) / 100,
180
+ foot: Math.round(median(footHits) * 100) / 100,
181
+ roomShortSideM: bounds
182
+ ? Math.round(Math.min(bounds[2] - bounds[0], bounds[3] - bounds[1]) * 100) / 100
183
+ : null,
184
+ at: [Math.round(rect.centre[0] * 100) / 100, Math.round(rect.centre[1] * 100) / 100],
185
+ };
186
+ }
187
+ /** What leaves a bed tight: the foot under 0.60 m, no side at 0.60 m, a king with one. */
188
+ export function bedTightness(bed) {
189
+ const sides = [bed.left, bed.right].filter((side) => side >= BED_ACCESS_M).length;
190
+ const reasons = [];
191
+ if (bed.foot < BED_ACCESS_M)
192
+ reasons.push(`${m(bed.foot)} m at its foot`);
193
+ if (sides === 0)
194
+ reasons.push(`no side with ${m(BED_ACCESS_M)} m (${m(bed.left)} and ${m(bed.right)} m)`);
195
+ else if (bed.sizeClass === 'king' && sides < 2)
196
+ reasons.push(`a king with ${m(Math.min(bed.left, bed.right))} m on one side`);
197
+ return reasons;
198
+ }
199
+ /** Every bed of the scene with its size class and the free space round it, measured on the real shapes of the feet band. */
200
+ export function measureBeds(nodes, shapes) {
201
+ const out = [];
202
+ for (const level of shapes.levels) {
203
+ const prisms = level.prisms.filter((prism) => !(nodes[prism.nodeId]?.type === 'item' && isFloorUnderlay(nodes[prism.nodeId])));
204
+ for (const node of Object.values(nodes)) {
205
+ if (!isBed(node))
206
+ continue;
207
+ const own = prisms.filter((prism) => prism.nodeId === node.id);
208
+ const bed = measureBedPrisms(nodes, level.levelId, { id: node.id, name: nameOf(nodes, node.id) }, own, prisms);
209
+ if (bed)
210
+ out.push(bed);
211
+ }
212
+ }
213
+ return out;
214
+ }
215
+ /** The distance from a point to an obstacle's outline. */
216
+ function rayDistance(o, p) {
217
+ let best = Number.POSITIVE_INFINITY;
218
+ for (let k = 0; k < o.edges.length; k += 4) {
219
+ const ax = o.edges[k];
220
+ const az = o.edges[k + 1];
221
+ const ex = o.edges[k + 2] - ax;
222
+ const ez = o.edges[k + 3] - az;
223
+ const l2 = ex * ex + ez * ez;
224
+ const t = l2 ? Math.max(0, Math.min(1, ((p[0] - ax) * ex + (p[1] - az) * ez) / l2)) : 0;
225
+ best = Math.min(best, Math.hypot(p[0] - ax - ex * t, p[1] - az - ez * t));
226
+ }
227
+ return best;
228
+ }
229
+ /**
230
+ * A queen or a king bed's room, read the way a person would: free space at the foot, on each side,
231
+ * and the room against the size. Guides; never refuses. Tight: the foot under 0.60 m; a king with
232
+ * fewer than two sides at 0.60 m; a bed with no side at 0.60 m. Small for its size (information):
233
+ * the room's short side under a retailer's recommended minimum.
234
+ */
235
+ export function bedIssues(nodes, shapes) {
236
+ const out = [];
237
+ for (const bed of measureBeds(nodes, shapes)) {
238
+ if (bed.sizeClass === 'single')
239
+ continue;
240
+ const reasons = bedTightness(bed);
241
+ const where = bed.room ? ` in ${quote(bed.room.name)}` : '';
242
+ const base = {
243
+ nodeIds: unique([bed.room?.id, bed.id]),
244
+ place: { room: bed.room?.name ?? '', roomId: bed.room?.id ?? bed.levelId, at: bed.at },
245
+ obstacles: [],
246
+ approximate: false,
247
+ };
248
+ if (reasons.length)
249
+ out.push({
250
+ ...base,
251
+ type: 'usage_bed_clearance',
252
+ message: `${quote(bed.name)} (a ${bed.sizeClass}, ${m(bed.widthM)} x ${m(bed.lengthM)} m)${where} leaves ${reasons.join(' and ')}: tight.`,
253
+ severity: 'warning',
254
+ valueM: Math.min(bed.foot, Math.max(bed.left, bed.right)),
255
+ thresholdM: BED_ACCESS_M,
256
+ });
257
+ const recommended = BED_ROOM_SHORT_M[bed.sizeClass];
258
+ if (recommended && bed.roomShortSideM !== null && bed.roomShortSideM < recommended)
259
+ out.push({
260
+ ...base,
261
+ type: 'usage_bed_clearance',
262
+ message: `${quote(bed.name)} is a ${bed.sizeClass}${where}, a room ${m(bed.roomShortSideM)} m on its short side: retailers recommend ${m(recommended)} m or more for a ${bed.sizeClass}.`,
263
+ severity: 'info',
264
+ valueM: bed.roomShortSideM,
265
+ thresholdM: recommended,
266
+ });
267
+ }
268
+ return out;
269
+ }
270
+ /**
271
+ * The largest bed class a room can take: one with its head on a wall, 0.60 m at its foot and on at
272
+ * least one side (two for a king), clear of every piece and wall. A pure read for placement.
273
+ */
274
+ export function bedFit(nodes, shapes, zoneId) {
275
+ const zone = nodes[zoneId];
276
+ if (zone?.type !== 'zone')
277
+ return null;
278
+ const level = shapes.levels.find((l) => l.levelId === zone.parentId);
279
+ if (!level)
280
+ return null;
281
+ const polygon = zone.polygon;
282
+ const floorY = Math.min(...level.floors.map((f) => f.y), Number.POSITIVE_INFINITY);
283
+ const band = {
284
+ z0: (Number.isFinite(floorY) ? floorY : 0) + FEET_FROM_M,
285
+ z1: (Number.isFinite(floorY) ? floorY : 0) + FEET_TO_M,
286
+ };
287
+ const blockers = obstaclesInBand(level.prisms.filter((prism) => !(nodes[prism.nodeId]?.type === 'item' && isFloorUnderlay(nodes[prism.nodeId]))), band);
288
+ const centre = [
289
+ polygon.reduce((s, p) => s + p[0], 0) / polygon.length,
290
+ polygon.reduce((s, p) => s + p[1], 0) / polygon.length,
291
+ ];
292
+ for (const [cls] of BED_CLASS_FROM_M) {
293
+ const [width, length] = BED_FOOTPRINT_M[cls];
294
+ for (let edge = 0; edge < polygon.length; edge++) {
295
+ const a = polygon[edge];
296
+ const b = polygon[(edge + 1) % polygon.length];
297
+ const run = Math.hypot(b[0] - a[0], b[1] - a[1]);
298
+ if (run < width)
299
+ continue;
300
+ const along = [(b[0] - a[0]) / run, (b[1] - a[1]) / run];
301
+ let inward = [-along[1], along[0]];
302
+ if ((centre[0] - a[0]) * inward[0] + (centre[1] - a[1]) * inward[1] < 0)
303
+ inward = [-inward[0], -inward[1]];
304
+ const sidesNeeded = cls === 'king' ? 2 : 1;
305
+ for (let s = width / 2; s <= run - width / 2 + 1e-9; s += 0.1) {
306
+ // the bed against the wall (its back at the wall face: 8 cm off the room's edge), then the strips round it
307
+ const at = (u, v) => [
308
+ a[0] + along[0] * (s + u) + inward[0] * (0.08 + v),
309
+ a[1] + along[1] * (s + u) + inward[1] * (0.08 + v),
310
+ ];
311
+ const rect = (u0, u1, v0, v1) => [
312
+ at(u0, v0),
313
+ at(u1, v0),
314
+ at(u1, v1),
315
+ at(u0, v1),
316
+ ];
317
+ const free = (ring) => {
318
+ const box = ringBox(ring);
319
+ return !blockers.some((o) => boxesMeet(box, o.aabb) &&
320
+ area(intersection(ring, { outer: o.prism.outer, holes: o.prism.holes })) > 0.005);
321
+ };
322
+ const inside = (ring) => ring.every((p) => pointIn(p, polygon));
323
+ const body = rect(-width / 2, width / 2, 0, length);
324
+ const foot = rect(-width / 2, width / 2, length, length + BED_ACCESS_M);
325
+ const left = rect(-width / 2 - BED_ACCESS_M, -width / 2, 0, length * 0.75);
326
+ const right = rect(width / 2, width / 2 + BED_ACCESS_M, 0, length * 0.75);
327
+ if (!(inside(body) && free(body) && inside(foot) && free(foot)))
328
+ continue;
329
+ const openSides = [left, right].filter((r) => inside(r) && free(r)).length;
330
+ if (openSides >= sidesNeeded)
331
+ return cls;
332
+ }
333
+ }
334
+ }
335
+ return null;
336
+ }
337
+ function pointIn(p, ring) {
338
+ let inside = false;
339
+ for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
340
+ const [xi, zi] = ring[i];
341
+ const [xj, zj] = ring[j];
342
+ if (zi > p[1] !== zj > p[1] && p[0] < ((xj - xi) * (p[1] - zi)) / (zj - zi) + xi)
343
+ inside = !inside;
344
+ }
345
+ return inside;
346
+ }
@@ -0,0 +1,28 @@
1
+ import { type UsageIssue } from './findings.js';
2
+ import type { Prism, UsageShapes } from './types.js';
3
+ import type { Nodes } from './walls.js';
4
+ /** How far in front of the glass a piece blocks the window: a curtain's depth (m). */
5
+ export declare const WINDOW_BLOCK_M = 0.15;
6
+ /** And the strip beyond it, read as information (m). */
7
+ export declare const WINDOW_NEAR_M = 0.3;
8
+ /** A piece blocks a window from this height above the sill: below it, a sideboard under the sill is fine (m). */
9
+ export declare const WINDOW_ABOVE_SILL_M = 0.3;
10
+ /** Of the window's width, a piece must cover this share to block it. */
11
+ export declare const WINDOW_COVER = 0.25;
12
+ /** A piece this deep in a curtain or blind envelope is in the curtains (m). */
13
+ export declare const ENVELOPE_M = 0.05;
14
+ export declare const isSetAtWindow: (text: string) => boolean;
15
+ /**
16
+ * What stands in front of an opening. A window: a piece whose top is at least 30 cm above its sill,
17
+ * within 15 cm of the glass across a quarter of its width, blocks it (a low sideboard under the sill
18
+ * does not); within 30 cm it is information, unless it covers the whole glass, its width and up to its head,
19
+ * or is a curtain or blind that stands free (one hosted on the window is its treatment, read as its envelope); a piece 5 cm deep
20
+ * in its curtain or blind envelope is in the curtains. A door's swing is read by `doorSwingIssues`.
21
+ */
22
+ export declare function blockedOpeningIssues(nodes: Nodes, shapes: UsageShapes,
23
+ /** A piece that is not in the scene (yet): only the windows it would stand in front of are read, on its level. */
24
+ candidate?: {
25
+ levelId: string;
26
+ prisms: Prism[];
27
+ }): UsageIssue[];
28
+ //# sourceMappingURL=blocked.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blocked.d.ts","sourceRoot":"","sources":["../../../src/spatial/usage-field/blocked.ts"],"names":[],"mappings":"AAMA,OAAO,EAAe,KAAK,UAAU,EAAE,MAAM,YAAY,CAAA;AAYzD,OAAO,KAAK,EAAE,KAAK,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AACjD,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAEpC,sFAAsF;AACtF,eAAO,MAAM,cAAc,OAAO,CAAA;AAClC,wDAAwD;AACxD,eAAO,MAAM,aAAa,MAAM,CAAA;AAChC,iHAAiH;AACjH,eAAO,MAAM,mBAAmB,MAAM,CAAA;AACtC,wEAAwE;AACxE,eAAO,MAAM,YAAY,OAAO,CAAA;AAChC,+EAA+E;AAC/E,eAAO,MAAM,UAAU,OAAO,CAAA;AAQ9B,eAAO,MAAM,aAAa,SAAU,MAAM,KAAG,OAAmC,CAAA;AAqChF;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,KAAK,EAAE,KAAK,EACZ,MAAM,EAAE,WAAW;AACnB,kHAAkH;AAClH,SAAS,CAAC,EAAE;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,KAAK,EAAE,CAAA;CAAE,GAC/C,UAAU,EAAE,CA4Id"}
@@ -0,0 +1,185 @@
1
+ import { isFloorUnderlay } from '../../agent-operations/furniture-kind.js';
2
+ import { resolveLevelId } from '../../lib/node-ancestry.js';
3
+ import { area, intersection } from '../../lib/polygon-boolean.js';
4
+ import { getLevelElevations } from '../../services/storey.js';
5
+ import { getWallLocalFaceZ } from '../../systems/wall/wall-frame.js';
6
+ import { TOLERANCE_M } from './findings.js';
7
+ import { cm, nameOf, quote, unique } from './labels.js';
8
+ import { boxesMeet, isBed, isFoliage, isPiecePrism, itemText, narrowestExtent, ringBox, roomAt, } from './pieces.js';
9
+ /** How far in front of the glass a piece blocks the window: a curtain's depth (m). */
10
+ export const WINDOW_BLOCK_M = 0.15;
11
+ /** And the strip beyond it, read as information (m). */
12
+ export const WINDOW_NEAR_M = 0.3;
13
+ /** A piece blocks a window from this height above the sill: below it, a sideboard under the sill is fine (m). */
14
+ export const WINDOW_ABOVE_SILL_M = 0.3;
15
+ /** Of the window's width, a piece must cover this share to block it. */
16
+ export const WINDOW_COVER = 0.25;
17
+ /** A piece this deep in a curtain or blind envelope is in the curtains (m). */
18
+ export const ENVELOPE_M = 0.05;
19
+ const MIN_AREA_M2 = 0.01;
20
+ /** What is set at a window by design: a shower, a bath or a tub (its glass or rim is no curtain), a bedside piece or a lamp (its top is a shade, not a wall). */
21
+ const SET_AT_WINDOW = /shower|bath|(?:^|[^a-z])tub(?![a-z])|bedside|night ?stand|(?:^|[^a-z])lamp(?![a-z])/i;
22
+ /** What hangs at a window: a free piece named for one is a window treatment that was never put on the window. */
23
+ const CURTAIN = /curtain|drape|blind|shutter|sheer|pelmet|valance/i;
24
+ export const isSetAtWindow = (text) => SET_AT_WINDOW.test(text);
25
+ const point = (frame, along, out) => {
26
+ const [sx, sz] = frame.wall.start;
27
+ return [
28
+ sx + frame.tx * along + frame.nx * (frame.faceZ + frame.sign * out),
29
+ sz + frame.tz * along + frame.nz * (frame.faceZ + frame.sign * out),
30
+ ];
31
+ };
32
+ function roomSides(wall) {
33
+ const [sx, sz] = wall.start;
34
+ const [ex, ez] = wall.end;
35
+ const length = Math.hypot(ex - sx, ez - sz);
36
+ if (length < 1e-6)
37
+ return [];
38
+ const tx = (ex - sx) / length;
39
+ const tz = (ez - sz) / length;
40
+ const base = { wall, tx, tz, nx: -tz, nz: tx };
41
+ const sides = [];
42
+ // the faces a wall calls exterior are not a room's: a partition (both faces interior) is judged on both
43
+ if (wall.frontSide !== 'exterior')
44
+ sides.push({ ...base, faceZ: getWallLocalFaceZ(wall, 'a'), sign: 1 });
45
+ if (wall.backSide !== 'exterior')
46
+ sides.push({ ...base, faceZ: getWallLocalFaceZ(wall, 'b'), sign: -1 });
47
+ return sides;
48
+ }
49
+ /**
50
+ * What stands in front of an opening. A window: a piece whose top is at least 30 cm above its sill,
51
+ * within 15 cm of the glass across a quarter of its width, blocks it (a low sideboard under the sill
52
+ * does not); within 30 cm it is information, unless it covers the whole glass, its width and up to its head,
53
+ * or is a curtain or blind that stands free (one hosted on the window is its treatment, read as its envelope); a piece 5 cm deep
54
+ * in its curtain or blind envelope is in the curtains. A door's swing is read by `doorSwingIssues`.
55
+ */
56
+ export function blockedOpeningIssues(nodes, shapes,
57
+ /** A piece that is not in the scene (yet): only the windows it would stand in front of are read, on its level. */
58
+ candidate) {
59
+ const out = [];
60
+ // a piece of several bands, or a window with two panes, is one finding: the worst reading of each pair
61
+ const worst = new Map();
62
+ const keep = (key, issue, rank) => {
63
+ const known = worst.get(key);
64
+ if (!known || rank > known.rank)
65
+ worst.set(key, { issue, rank });
66
+ };
67
+ const elevations = getLevelElevations(nodes);
68
+ for (const level of shapes.levels) {
69
+ if (candidate && level.levelId !== candidate.levelId)
70
+ continue;
71
+ const baseY = elevations.get(level.levelId)?.baseY ?? 0;
72
+ const prisms = level.prisms.filter((prism) => !(nodes[prism.nodeId]?.type === 'item' && isFloorUnderlay(nodes[prism.nodeId])));
73
+ const pieces = candidate
74
+ ? candidate.prisms
75
+ : prisms.filter((prism) => isPiecePrism(prism) && !isFoliage(nodes, prism.nodeId));
76
+ const pieceBoxes = new Map(pieces.map((prism) => [prism, ringBox(prism.outer)]));
77
+ for (const node of Object.values(nodes)) {
78
+ if ((node.type !== 'window' && node.type !== 'door') || node.visible === false)
79
+ continue;
80
+ const opening = node;
81
+ const wall = nodes[opening.parentId ?? ''];
82
+ if (wall?.type !== 'wall' || resolveLevelId(wall, nodes) !== level.levelId)
83
+ continue;
84
+ const half = (opening.width ?? 0.9) / 2;
85
+ const along = opening.position[0];
86
+ const frames = prisms.filter((prism) => prism.nodeId === opening.id &&
87
+ (prism.kind === 'window-frame' || prism.kind === 'jamb' || prism.kind === 'door-head'));
88
+ const glazed = frames.filter((prism) => prism.kind !== 'sill');
89
+ const head = frames.length ? Math.max(...frames.map((prism) => prism.z1)) : baseY + 2.1;
90
+ const sill = opening.type === 'door'
91
+ ? baseY
92
+ : glazed.length
93
+ ? Math.min(...glazed.map((prism) => prism.z0))
94
+ : baseY + opening.position[1] - (opening.height ?? 1.2) / 2;
95
+ for (const frame of roomSides(wall)) {
96
+ const label = quote(nameOf(nodes, opening.id));
97
+ const middle = point(frame, along, 0.4);
98
+ const room = roomAt(nodes, level.levelId, middle);
99
+ if (opening.type === 'window') {
100
+ const zone = [
101
+ point(frame, along - half, 0),
102
+ point(frame, along + half, 0),
103
+ point(frame, along + half, WINDOW_NEAR_M),
104
+ point(frame, along - half, WINDOW_NEAR_M),
105
+ ];
106
+ const zoneBox = ringBox(zone);
107
+ const envelopes = prisms.filter((prism) => prism.kind === 'treatment' && prism.nodeId === opening.id);
108
+ for (const piece of pieces) {
109
+ if (piece.z1 < sill + WINDOW_ABOVE_SILL_M || piece.z0 > head)
110
+ continue;
111
+ if (piece.host?.wallId === wall.id)
112
+ continue;
113
+ if (isSetAtWindow(itemText(nodes, piece.nodeId)))
114
+ continue;
115
+ // a bed head against a window is a design choice, not a finding
116
+ if (isBed(nodes[piece.nodeId]))
117
+ continue;
118
+ if (!boxesMeet(pieceBoxes.get(piece), zoneBox))
119
+ continue;
120
+ const meet = intersection({ outer: piece.outer, holes: piece.holes }, zone);
121
+ if (area(meet) < MIN_AREA_M2)
122
+ continue;
123
+ let nearest = Number.POSITIVE_INFINITY;
124
+ let low = Number.POSITIVE_INFINITY;
125
+ let high = Number.NEGATIVE_INFINITY;
126
+ for (const part of meet)
127
+ for (const [x, z] of part.outer) {
128
+ const [sx, sz] = wall.start;
129
+ nearest = Math.min(nearest, ((x - sx) * frame.nx + (z - sz) * frame.nz - frame.faceZ) * frame.sign);
130
+ const u = (x - sx) * frame.tx + (z - sz) * frame.tz;
131
+ low = Math.min(low, u);
132
+ high = Math.max(high, u);
133
+ }
134
+ const cover = Math.max(0, Math.min(high, along + half) - Math.max(low, along - half)) / (2 * half);
135
+ if (cover < WINDOW_COVER)
136
+ continue;
137
+ nearest = Math.max(0, nearest);
138
+ const who = quote(nameOf(nodes, piece.nodeId));
139
+ const tall = piece.z1 - sill >= WINDOW_ABOVE_SILL_M;
140
+ const warning = tall && nearest <= WINDOW_BLOCK_M;
141
+ // past a curtain's depth, a piece not hosted on the window still shuts it when it is a curtain or blind, or covers all of the glass (its width, and up to its head)
142
+ const shuts = tall &&
143
+ nearest > WINDOW_BLOCK_M &&
144
+ (CURTAIN.test(itemText(nodes, piece.nodeId)) ||
145
+ (cover >= 1 - TOLERANCE_M / (2 * half) && piece.z1 >= head - TOLERANCE_M));
146
+ const deepIn = envelopes.reduce((deepest, envelope) => {
147
+ if (Math.min(piece.z1, envelope.z1) - Math.max(piece.z0, envelope.z0) < 0.02)
148
+ return deepest;
149
+ const inside = intersection({ outer: piece.outer, holes: piece.holes }, { outer: envelope.outer, holes: envelope.holes });
150
+ return area(inside) < MIN_AREA_M2
151
+ ? deepest
152
+ : Math.max(deepest, narrowestExtent(inside));
153
+ }, 0);
154
+ const inCurtains = deepIn >= ENVELOPE_M;
155
+ const approximate = piece.shape === 'approx' ||
156
+ (inCurtains && envelopes.some((e) => e.shape === 'approx'));
157
+ keep(`${opening.id}|${frame.sign}|${piece.nodeId}`, {
158
+ type: 'usage_opening_blocked',
159
+ message: inCurtains
160
+ ? `${who} stands ${cm(deepIn)} deep in the curtains or blinds of ${label}${room ? ` in ${quote(room.name)}` : ''} (the window is covered over ${Math.round(cover * 100)} % of its width).`
161
+ : `${who} stands ${cm(nearest)} from the glass of ${label}${room ? ` in ${quote(room.name)}` : ''}, ${Math.round((piece.z1 - sill) * 100)} cm above its sill, over ${Math.round(cover * 100)} % of its width${shuts ? ', and is not hosted on the window' : ''}.`,
162
+ severity: warning || shuts || inCurtains ? 'warning' : 'info',
163
+ nodeIds: unique([room?.id, opening.id, piece.nodeId]),
164
+ valueM: Math.round((inCurtains ? deepIn : nearest) * 1000) / 1000,
165
+ thresholdM: inCurtains ? ENVELOPE_M : shuts ? WINDOW_NEAR_M : WINDOW_BLOCK_M,
166
+ place: { room: room?.name ?? '', roomId: room?.id ?? level.levelId, at: middle },
167
+ obstacles: [
168
+ {
169
+ nodeId: piece.nodeId,
170
+ name: nameOf(nodes, piece.nodeId),
171
+ kind: piece.kind,
172
+ shape: piece.shape,
173
+ movable: false,
174
+ },
175
+ ],
176
+ approximate,
177
+ }, (warning || shuts || inCurtains ? 100 : 0) + (inCurtains ? deepIn : 1 - nearest));
178
+ }
179
+ }
180
+ }
181
+ }
182
+ }
183
+ out.push(...[...worst.values()].map(({ issue }) => issue));
184
+ return out;
185
+ }
@@ -0,0 +1,17 @@
1
+ import type { Prism, Skipped } from './types.js';
2
+ import type { Nodes } from './walls.js';
3
+ export type NodePrisms = {
4
+ nodeId: string;
5
+ levelId: string | null;
6
+ prisms: Prism[];
7
+ };
8
+ /**
9
+ * Cabinets, shelves, columns, furniture and the like as the footprint boxes their `floorPlaced`
10
+ * capability declares, on the floor under them. Every one is approximate: a plinth, a handle, a
11
+ * round shaft or a mitred end is not in a box.
12
+ */
13
+ export declare function boxBodies(nodes: Nodes): {
14
+ nodes: NodePrisms[];
15
+ skipped: Skipped[];
16
+ };
17
+ //# sourceMappingURL=boxes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"boxes.d.ts","sourceRoot":"","sources":["../../../src/spatial/usage-field/boxes.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,KAAK,EAAmB,OAAO,EAAE,MAAM,SAAS,CAAA;AAC9D,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAapC,MAAM,MAAM,UAAU,GAAG;IAAE,MAAM,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAAC;IAAC,MAAM,EAAE,KAAK,EAAE,CAAA;CAAE,CAAA;AAKpF;;;;GAIG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE,KAAK,GAAG;IAAE,KAAK,EAAE,UAAU,EAAE,CAAC;IAAC,OAAO,EAAE,OAAO,EAAE,CAAA;CAAE,CA+DnF"}
@@ -0,0 +1,82 @@
1
+ import { floorPlacedOf } from '../../hooks/spatial-grid/built-in-floor-placed.js';
2
+ import { getFloorPlacedFootprints } from '../../hooks/spatial-grid/floor-placed-footprints.js';
3
+ import { resolveLevelId } from '../../lib/node-ancestry.js';
4
+ import { getLevelElevations } from '../../services/storey.js';
5
+ import { floorUnder, isHidden } from './support.js';
6
+ /** The standing kinds read as the box the editor itself keeps them off each other by. */
7
+ const BOX_KINDS = {
8
+ cabinet: 'cabinet',
9
+ 'cabinet-module': 'cabinet',
10
+ shelf: 'shelf',
11
+ column: 'column',
12
+ block: 'other',
13
+ 'hvac-equipment': 'other',
14
+ 'procedural-item': 'other',
15
+ };
16
+ const yawOf = (rotation) => typeof rotation === 'number' ? rotation : Array.isArray(rotation) ? (rotation[1] ?? 0) : 0;
17
+ /**
18
+ * Cabinets, shelves, columns, furniture and the like as the footprint boxes their `floorPlaced`
19
+ * capability declares, on the floor under them. Every one is approximate: a plinth, a handle, a
20
+ * round shaft or a mitred end is not in a box.
21
+ */
22
+ export function boxBodies(nodes) {
23
+ const out = [];
24
+ const skipped = [];
25
+ const elevations = getLevelElevations(nodes);
26
+ const support = new Map();
27
+ for (const node of Object.values(nodes)) {
28
+ const kind = BOX_KINDS[node.type];
29
+ if (!kind || isHidden(node, nodes))
30
+ continue;
31
+ try {
32
+ const config = floorPlacedOf(node.type);
33
+ if (!config || (config.applies && !config.applies(node)))
34
+ continue;
35
+ const footprints = getFloorPlacedFootprints(config, node, { nodes });
36
+ if (footprints.length === 0)
37
+ continue;
38
+ const levelId = resolveLevelId(node, nodes);
39
+ const baseY = elevations.get(levelId)?.baseY ?? 0;
40
+ const first = footprints[0];
41
+ const origin = node.position ?? [0, 0, 0];
42
+ const floor = floorUnder(node, {
43
+ position: [first.position?.[0] ?? origin[0], 0, first.position?.[2] ?? origin[2]],
44
+ dimensions: first.dimensions,
45
+ rotation: first.rotation,
46
+ }, nodes, levelId, support);
47
+ const prisms = [];
48
+ for (const [index, footprint] of footprints.entries()) {
49
+ const [w, h, d] = footprint.dimensions;
50
+ if (!(h > 0) || !(w > 0) || !(d > 0))
51
+ continue;
52
+ const at = footprint.position ?? origin;
53
+ const yaw = yawOf(footprint.rotation);
54
+ const cos = Math.cos(yaw);
55
+ const sin = Math.sin(yaw);
56
+ const ring = [
57
+ [-w / 2, -d / 2],
58
+ [w / 2, -d / 2],
59
+ [w / 2, d / 2],
60
+ [-w / 2, d / 2],
61
+ ].map(([x, z]) => [at[0] + x * cos + z * sin, at[2] - x * sin + z * cos]);
62
+ const z0 = baseY + floor + at[1];
63
+ prisms.push({
64
+ id: `${node.id}#box${footprints.length > 1 ? `.${index}` : ''}`,
65
+ nodeId: node.id,
66
+ kind,
67
+ z0,
68
+ z1: z0 + h,
69
+ outer: ring,
70
+ holes: [],
71
+ shape: 'approx',
72
+ why: `a ${node.type} as its footprint box`,
73
+ });
74
+ }
75
+ out.push({ nodeId: node.id, levelId, prisms });
76
+ }
77
+ catch (error) {
78
+ skipped.push({ nodeId: node.id, why: error instanceof Error ? error.message : String(error) });
79
+ }
80
+ }
81
+ return { nodes: out, skipped };
82
+ }