@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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  940. package/dist/lib/generic-foundation.js +0 -200
@@ -0,0 +1,458 @@
1
+ import { buildCirculationGraph, exteriorEntranceEdges, } from '../../agent-operations/circulation-graph.js';
2
+ import { floorsOf } from '../../agent-operations/circulation-spaces.js';
3
+ import { isFloorUnderlay } from '../../agent-operations/furniture-kind.js';
4
+ import { area, difference, union } from '../../lib/polygon-boolean.js';
5
+ import { polygonInteriorPoint } from '../../lib/polygon-label.js';
6
+ import { resolveStairWalkingSurfaces } from '../../systems/stair/stair-clearance.js';
7
+ import { cellX, cellZ } from './field.js';
8
+ import { BODY_BAND, buildField, FEET_BAND, floorGroups, inRegion, maskOf, } from './level-field.js';
9
+ import { boundingObstacles, nearestNodes, obstacleOf, passagePair, signedDistance, } from './obstacles.js';
10
+ import { doorwayRing } from './openings.js';
11
+ import { pathTo, refinePassage, travel, widestPath } from './path.js';
12
+ /** A person's trunk needs 0.45 m either side only in the loosest reading; the unit of passage is 0.60 m, so a clearance of 0.30 m. */
13
+ export const UNIT_CLEARANCE_M = 0.3;
14
+ /** A cell with less of its room on the floor than this is not a room (an outdoor zone beside the house). */
15
+ const MIN_INDOOR_SHARE = 0.25;
16
+ const refOf = (o) => ({
17
+ nodeId: o.prism.nodeId,
18
+ kind: o.prism.kind,
19
+ shape: o.prism.shape,
20
+ ...(o.prism.why ? { why: o.prism.why } : {}),
21
+ });
22
+ const round = (v) => Math.round(v * 1000) / 1000;
23
+ function exteriorDoors(nodes) {
24
+ try {
25
+ const graph = buildCirculationGraph(nodes);
26
+ return [
27
+ ...new Set(exteriorEntranceEdges(graph).flatMap((edge) => (edge.kind === 'door' || edge.kind === 'opening') && edge.sourceId ? [edge.sourceId] : [])),
28
+ ];
29
+ }
30
+ catch {
31
+ return [];
32
+ }
33
+ }
34
+ function chosenEntrance(nodes, exterior, given) {
35
+ if (given)
36
+ return given;
37
+ const street = exterior.find((id) => {
38
+ const door = nodes[id];
39
+ return door?.type === 'door' && door.doorCategory !== 'garage';
40
+ });
41
+ return street ?? exterior[0] ?? null;
42
+ }
43
+ function doorCells(nodes, field, doorId) {
44
+ const door = nodes[doorId];
45
+ if (door?.type !== 'door')
46
+ return [];
47
+ const wall = door.parentId ? nodes[door.parentId] : undefined;
48
+ if (wall?.type !== 'wall')
49
+ return [];
50
+ const ring = doorwayRing(wall, door);
51
+ if (!ring)
52
+ return [];
53
+ const mask = maskOf(field.grid, [{ outer: ring, holes: [] }]);
54
+ const cells = [];
55
+ for (let c = 0; c < mask.length; c++)
56
+ if (mask[c])
57
+ cells.push(c);
58
+ return cells;
59
+ }
60
+ /**
61
+ * The stairs that end at this floor: the ring of the top tread, which is the way in from below, and
62
+ * those of every tread, whose plan is the stairwell opening they climb through.
63
+ */
64
+ function arrivals(nodes, group) {
65
+ const top = [];
66
+ const all = [];
67
+ for (const node of Object.values(nodes)) {
68
+ if (node.type !== 'stair')
69
+ continue;
70
+ try {
71
+ const surfaces = resolveStairWalkingSurfaces(node, nodes);
72
+ if (!surfaces.some((surface) => Math.abs(surface.top - group.y) < 0.06))
73
+ continue;
74
+ for (const surface of surfaces) {
75
+ all.push(surface.region.outer);
76
+ if (Math.abs(surface.top - group.y) < 0.06)
77
+ top.push(surface.region.outer);
78
+ }
79
+ }
80
+ catch {
81
+ // a stair the resolver refuses gives no arrival
82
+ }
83
+ }
84
+ return { top, all };
85
+ }
86
+ /** A convex ring pushed out by `d` on every side (mitred). */
87
+ function grow(ring, d) {
88
+ const n = ring.length;
89
+ let turn = 0;
90
+ for (let i = 0; i < n; i++) {
91
+ const a = ring[i];
92
+ const b = ring[(i + 1) % n];
93
+ turn += a[0] * b[1] - b[0] * a[1];
94
+ }
95
+ const sign = turn >= 0 ? 1 : -1;
96
+ const lines = ring.map((a, i) => {
97
+ const b = ring[(i + 1) % n];
98
+ const length = Math.hypot(b[0] - a[0], b[1] - a[1]) || 1;
99
+ const nx = (sign * (b[1] - a[1])) / length;
100
+ const nz = (-sign * (b[0] - a[0])) / length;
101
+ return {
102
+ p: [a[0] + nx * d, a[1] + nz * d],
103
+ u: [(b[0] - a[0]) / length, (b[1] - a[1]) / length],
104
+ };
105
+ });
106
+ return lines.map((line, i) => {
107
+ const prev = lines[(i + n - 1) % n];
108
+ const det = prev.u[0] * line.u[1] - prev.u[1] * line.u[0];
109
+ if (Math.abs(det) < 1e-9)
110
+ return line.p;
111
+ const t = ((line.p[0] - prev.p[0]) * line.u[1] - (line.p[1] - prev.p[1]) * line.u[0]) / det;
112
+ return [prev.p[0] + prev.u[0] * t, prev.p[1] + prev.u[1] * t];
113
+ });
114
+ }
115
+ /**
116
+ * The openings in the floor as obstacles, less the stair that climbs through them and the slot
117
+ * around it (stepped over), and the slits too narrow to put a foot in: nobody walks into a hole, and
118
+ * the clearance beside one is what is left of the floor.
119
+ */
120
+ function voidPrisms(group, stair) {
121
+ const holes = group.regions.flatMap((region) => region.holes);
122
+ if (holes.length === 0)
123
+ return [];
124
+ const grownStair = stair.length > 0
125
+ ? union(stair.map((ring) => ({ outer: grow(ring, STAIRWELL_SLOT_M), holes: [] })))
126
+ : [];
127
+ const out = [];
128
+ for (const [index, hole] of holes.entries()) {
129
+ const pieces = grownStair.length
130
+ ? difference({ outer: hole, holes: [] }, grownStair)
131
+ : [{ outer: hole, holes: [] }];
132
+ for (const [k, piece] of pieces.entries()) {
133
+ // a slit in the floor (a room boundary's rounding, a gap between two slabs) is stepped over, as the slot round a stair is
134
+ if (slitWidth(piece.outer, area([piece])) < STAIRWELL_SLOT_M)
135
+ continue;
136
+ out.push({
137
+ id: `${group.levelId}#void.${index}.${k}`,
138
+ nodeId: group.regions[0].nodeId,
139
+ kind: 'void',
140
+ z0: group.y - 1,
141
+ z1: group.y + 4,
142
+ outer: piece.outer,
143
+ holes: piece.holes,
144
+ shape: 'exact',
145
+ });
146
+ }
147
+ }
148
+ return out;
149
+ }
150
+ /** The short side of the rectangle that has the ring's area and perimeter: a slit's width, whatever angle it runs at. */
151
+ function slitWidth(ring, size) {
152
+ let perimeter = 0;
153
+ for (const [i, a] of ring.entries()) {
154
+ const b = ring[(i + 1) % ring.length];
155
+ perimeter += Math.hypot(b[0] - a[0], b[1] - a[1]);
156
+ }
157
+ const half = perimeter / 2;
158
+ return (half - Math.sqrt(Math.max(0, half * half - 4 * size))) / 2;
159
+ }
160
+ /** A slot of the floor narrower than this (between a stair and its opening in the slab, or a slit in the slab) is stepped over, not a void. */
161
+ const STAIRWELL_SLOT_M = 0.15;
162
+ /** The cells within `margin` of any of the rings. */
163
+ function within(grid, rings, margin) {
164
+ const mask = new Uint8Array(grid.W * grid.H);
165
+ for (const ring of rings) {
166
+ const edges = obstacleOf({ outer: ring, holes: [] }, 0).edges;
167
+ let x0 = Number.POSITIVE_INFINITY;
168
+ let z0 = Number.POSITIVE_INFINITY;
169
+ let x1 = Number.NEGATIVE_INFINITY;
170
+ let z1 = Number.NEGATIVE_INFINITY;
171
+ for (const [x, z] of ring) {
172
+ x0 = Math.min(x0, x);
173
+ x1 = Math.max(x1, x);
174
+ z0 = Math.min(z0, z);
175
+ z1 = Math.max(z1, z);
176
+ }
177
+ const i0 = Math.max(0, Math.floor((x0 - margin - grid.x0) / grid.h));
178
+ const i1 = Math.min(grid.W - 1, Math.ceil((x1 + margin - grid.x0) / grid.h));
179
+ const j0 = Math.max(0, Math.floor((z0 - margin - grid.z0) / grid.h));
180
+ const j1 = Math.min(grid.H - 1, Math.ceil((z1 + margin - grid.z0) / grid.h));
181
+ for (let j = j0; j <= j1; j++)
182
+ for (let i = i0; i <= i1; i++)
183
+ if (signedDistance(edges, cellX(grid, i), cellZ(grid, j)) <= margin)
184
+ mask[j * grid.W + i] = 1;
185
+ }
186
+ return mask;
187
+ }
188
+ /** The 0.70 m strip in front of the first riser of every stair that climbs from this floor. */
189
+ function stairFeet(nodes, group) {
190
+ const out = [];
191
+ for (const node of Object.values(nodes)) {
192
+ if (node.type !== 'stair' || !node.toLevelId)
193
+ continue;
194
+ try {
195
+ const first = resolveStairWalkingSurfaces(node, nodes)[0];
196
+ if (!first || Math.abs(first.approach - group.y) > 0.06)
197
+ continue;
198
+ const [[ax, , az], [bx, , bz]] = first.walkingLine;
199
+ const length = Math.hypot(bx - ax, bz - az);
200
+ if (length < 1e-6)
201
+ continue;
202
+ const dx = (bx - ax) / length;
203
+ const dz = (bz - az) / length;
204
+ const [p0, p1] = first.region.outer;
205
+ if (!(p0 && p1))
206
+ continue;
207
+ out.push({
208
+ id: `foot|${node.id}`,
209
+ name: `Foot of ${node.name ?? node.id}`,
210
+ ring: [p0, p1, [p1[0] - dx * 0.7, p1[1] - dz * 0.7], [p0[0] - dx * 0.7, p0[1] - dz * 0.7]],
211
+ });
212
+ }
213
+ catch {
214
+ // see arrivals
215
+ }
216
+ }
217
+ return out;
218
+ }
219
+ /** The field and the floor a person can walk on, for one floor group: shared by the usage measures and the flow's widths. */
220
+ export function prepareGroup(nodes, shapes, group, cell, underlay) {
221
+ const arrival = arrivals(nodes, group);
222
+ const body = buildField(shapes, group, BODY_BAND, cell, underlay, voidPrisms(group, arrival.all));
223
+ const feet = buildField(shapes, group, FEET_BAND, cell, underlay, voidPrisms(group, arrival.top));
224
+ const { grid } = body;
225
+ const arrivalCells = new Set();
226
+ const arrivalMask = maskOf(grid, arrival.top.map((ring) => ({ outer: ring, holes: [] })));
227
+ for (let c = 0; c < arrivalMask.length; c++)
228
+ if (arrivalMask[c])
229
+ arrivalCells.add(c);
230
+ // the plate a person walks on: the floor, an arriving stair and the slot around it, and every doorway
231
+ const plate = Uint8Array.from(body.floor);
232
+ for (const c of arrivalCells)
233
+ plate[c] = 1;
234
+ const stairwell = within(grid, arrival.all, STAIRWELL_SLOT_M);
235
+ for (let c = 0; c < stairwell.length; c++)
236
+ if (stairwell[c])
237
+ plate[c] = 1;
238
+ // the stair itself is the way in, not part of any room it climbs through
239
+ const stairMask = maskOf(grid, arrival.all.map((ring) => ({ outer: ring, holes: [] })));
240
+ const doorsHere = Object.values(nodes).filter((n) => n.type === 'door' && nodes[n.parentId ?? '']?.parentId === group.levelId);
241
+ for (const door of doorsHere)
242
+ for (const c of doorCells(nodes, body, door.id))
243
+ plate[c] = 1;
244
+ return { arrival, body, feet, grid, arrivalCells, plate, stairMask, doorsHere };
245
+ }
246
+ /**
247
+ * The widest-path, turning-circle and evacuation measures of every floor of the building, from the
248
+ * shapes `usageShapes` read. The floor is a cell grid of the clearance to the nearest obstacle in a
249
+ * band a body stands in; a passage is the widest path from the entrance to the room, its pinch
250
+ * re-solved on a finer grid to the millimetre; a pocket is floor where a 0.60 m unit fits but
251
+ * cannot get out.
252
+ */
253
+ export function measureUsage(nodes, shapes, options = {}) {
254
+ const cell = options.cell ?? 0.02;
255
+ const floors = floorsOf(nodes).floors;
256
+ const exterior = exteriorDoors(nodes);
257
+ const entrance = chosenEntrance(nodes, exterior, options.entranceDoorId);
258
+ const underlay = (prism) => {
259
+ const node = nodes[prism.nodeId];
260
+ return node?.type === 'item' && isFloorUnderlay(node);
261
+ };
262
+ const groups = [];
263
+ const allGroups = floorGroups(shapes);
264
+ for (const group of allGroups) {
265
+ const floor = floors.find((f) => f.id === group.levelId);
266
+ if (!floor)
267
+ continue;
268
+ const { arrival, body, feet, grid, arrivalCells, plate, stairMask, doorsHere } = prepareGroup(nodes, shapes, group, cell, underlay);
269
+ // sources: the entrance's doorway on the ground floor, the arriving stair above
270
+ const exteriorHere = exterior.filter((id) => doorsHere.some((d) => d.id === id));
271
+ const useDoors = floor.ground && exteriorHere.length > 0;
272
+ const fromDoor = useDoors
273
+ ? entrance && exteriorHere.includes(entrance)
274
+ ? entrance
275
+ : exteriorHere[0]
276
+ : null;
277
+ const sourceCells = useDoors
278
+ ? doorCells(nodes, body, fromDoor).filter((c) => body.F[c] > 0)
279
+ : [...arrivalCells].filter((c) => body.F[c] > 0);
280
+ const source = sourceCells.length
281
+ ? useDoors
282
+ ? { kind: 'door', doorId: fromDoor }
283
+ : { kind: 'stair-arrival', doorId: null }
284
+ : { kind: 'none', doorId: null };
285
+ // rooms of this floor: zones whose interior point lies on it and that are mostly floor
286
+ const targets = [];
287
+ for (const zone of floor.zones) {
288
+ if (zone.outdoor)
289
+ continue;
290
+ const probe = polygonInteriorPoint({ polygon: zone.polygon, holes: zone.holes }, true);
291
+ if (!group.regions.some((region) => inRegion(probe[0], probe[1], region)))
292
+ continue;
293
+ const mask = maskOf(grid, [{ outer: zone.polygon, holes: zone.holes }]);
294
+ const cells = [];
295
+ let all = 0;
296
+ for (let c = 0; c < mask.length; c++)
297
+ if (mask[c]) {
298
+ all++;
299
+ if (plate[c] && !stairMask[c])
300
+ cells.push(c);
301
+ }
302
+ if (all === 0 || cells.length < MIN_INDOOR_SHARE * all)
303
+ continue;
304
+ targets.push({
305
+ id: zone.id,
306
+ name: String(nodes[zone.id]?.name ?? zone.id),
307
+ kind: 'room',
308
+ rings: [zone.polygon, ...zone.holes],
309
+ cells,
310
+ at: probe,
311
+ });
312
+ }
313
+ for (const foot of stairFeet(nodes, group)) {
314
+ const mask = maskOf(grid, [{ outer: foot.ring, holes: [] }]);
315
+ const cells = [];
316
+ for (let c = 0; c < mask.length; c++)
317
+ if (mask[c] && body.F[c] > 0)
318
+ cells.push(c);
319
+ if (cells.length)
320
+ targets.push({
321
+ id: foot.id,
322
+ name: foot.name,
323
+ kind: 'stair-foot',
324
+ rings: [foot.ring],
325
+ cells,
326
+ at: [cellX(grid, cells[0] % grid.W), cellZ(grid, (cells[0] / grid.W) | 0)],
327
+ });
328
+ }
329
+ // widest path from the source (and from every other exterior door, for the alternative)
330
+ const sourceSet = new Set(sourceCells);
331
+ const widest = sourceCells.length ? widestPath(grid, body.F, plate, sourceCells) : null;
332
+ const others = useDoors
333
+ ? exteriorHere
334
+ .filter((id) => id !== fromDoor)
335
+ .map((id) => ({ id, cells: doorCells(nodes, body, id).filter((c) => body.F[c] > 0) }))
336
+ .filter((o) => o.cells.length)
337
+ .map((o) => ({ ...o, widest: widestPath(grid, body.F, plate, o.cells) }))
338
+ : [];
339
+ // evacuation: where a 0.60 m unit fits, reached from the exits
340
+ const pass = new Uint8Array(plate.length);
341
+ for (let c = 0; c < pass.length; c++)
342
+ pass[c] = plate[c] && body.F[c] >= UNIT_CLEARANCE_M ? 1 : 0;
343
+ const exitCells = useDoors
344
+ ? exteriorHere.flatMap((id) => doorCells(nodes, body, id))
345
+ : [...arrivalCells];
346
+ for (const c of exitCells)
347
+ pass[c] = body.F[c] > 0 ? 1 : 0;
348
+ const reach = travel(grid, pass, exitCells);
349
+ const windows = new Map();
350
+ const rooms = targets.map((room) => {
351
+ // best target cell by bottleneck
352
+ let best = -1;
353
+ if (widest)
354
+ for (const c of room.cells)
355
+ if (widest.B[c] > Number.NEGATIVE_INFINITY &&
356
+ (best < 0 || widest.B[c] > widest.B[best]))
357
+ best = c;
358
+ const inRoom = (x, z) => room.rings.length > 0 &&
359
+ inRegion(x, z, { outer: room.rings[0], holes: room.rings.slice(1) });
360
+ let passage = null;
361
+ if (widest && best >= 0) {
362
+ const path = pathTo(widest.P, body.F, best);
363
+ const refined = refinePassage(grid, body.F, body.index, path, (c) => sourceSet.has(c), inRoom);
364
+ const grided = 2 * body.F[path.cells[path.narrowest]];
365
+ const pair = passagePair(body.obstacles, refined.at[0], refined.at[1]);
366
+ // the pinch is two outlines: when the pair found at the refined spot agrees with it, their exact gap is the width
367
+ const exact = pair !== null && Math.abs(pair.width - refined.width) < 0.02;
368
+ const width = exact ? pair.width : Math.min(refined.width, grided + 2 * grid.h);
369
+ passage = {
370
+ width: round(width),
371
+ grid: round(grided),
372
+ at: [round(refined.at[0]), round(refined.at[1])],
373
+ by: (exact
374
+ ? [pair.a, pair.b]
375
+ : boundingObstacles(body.obstacles, refined.at[0], refined.at[1], width / 2)).map(refOf),
376
+ fromDoorId: fromDoor,
377
+ };
378
+ }
379
+ // the best other exterior door, when it reaches this room more widely
380
+ let alternative = null;
381
+ if (passage)
382
+ for (const other of others) {
383
+ let b = Number.NEGATIVE_INFINITY;
384
+ for (const c of room.cells)
385
+ b = Math.max(b, other.widest.B[c]);
386
+ if (2 * b > passage.width + 0.01 && (!alternative || 2 * b > alternative.width))
387
+ alternative = { doorId: other.id, width: round(2 * b) };
388
+ }
389
+ // turning circle: the largest clear circle, found on the grid and then on a 5 mm lattice
390
+ let turning = null;
391
+ let mf = Number.NEGATIVE_INFINITY;
392
+ let mc = -1;
393
+ for (const c of room.cells)
394
+ if (feet.F[c] > mf) {
395
+ mf = feet.F[c];
396
+ mc = c;
397
+ }
398
+ if (mc >= 0 && room.kind === 'room') {
399
+ let bestD = mf;
400
+ let bat = [cellX(grid, mc % grid.W), cellZ(grid, (mc / grid.W) | 0)];
401
+ const [cx, cz] = bat;
402
+ for (let dz = -0.05; dz <= 0.05001; dz += 0.005)
403
+ for (let dx = -0.05; dx <= 0.05001; dx += 0.005) {
404
+ if (!inRoom(cx + dx, cz + dz))
405
+ continue;
406
+ const d = feet.index.query(cx + dx, cz + dz).d;
407
+ if (d > bestD) {
408
+ bestD = d;
409
+ bat = [cx + dx, cz + dz];
410
+ }
411
+ }
412
+ const owner = feet.obstacles[feet.index.query(bat[0], bat[1]).arg];
413
+ turning = {
414
+ diameter: round(2 * bestD),
415
+ at: [round(bat[0]), round(bat[1])],
416
+ approximate: owner?.prism.shape === 'approx',
417
+ };
418
+ }
419
+ // pocket: a unit fits, and cannot get out
420
+ let free = 0;
421
+ let isolated = 0;
422
+ let sx = 0;
423
+ let sz = 0;
424
+ for (const c of room.cells) {
425
+ if (!pass[c])
426
+ continue;
427
+ free++;
428
+ if (!Number.isFinite(reach[c])) {
429
+ isolated++;
430
+ sx += cellX(grid, c % grid.W);
431
+ sz += cellZ(grid, (c / grid.W) | 0);
432
+ }
433
+ }
434
+ return {
435
+ roomId: room.id,
436
+ levelId: group.levelId,
437
+ name: room.name,
438
+ kind: room.kind,
439
+ at: room.at,
440
+ reached: passage !== null,
441
+ passage,
442
+ alternative,
443
+ turning,
444
+ pocket: {
445
+ isolatedM2: round(isolated * grid.h * grid.h),
446
+ freeM2: round(free * grid.h * grid.h),
447
+ whole: free > 0 && isolated === free,
448
+ at: isolated ? [round(sx / isolated), round(sz / isolated)] : null,
449
+ by: isolated
450
+ ? nearestNodes(body.obstacles, sx / isolated, sz / isolated, 2).map(refOf)
451
+ : [],
452
+ },
453
+ };
454
+ });
455
+ groups.push({ levelId: group.levelId, y: group.y, source, rooms });
456
+ }
457
+ return { groups, entranceDoorId: entrance };
458
+ }
@@ -0,0 +1,63 @@
1
+ import type { Prism } from './types.js';
2
+ /** [x0, z0, x1, z1] */
3
+ export type Aabb = [number, number, number, number];
4
+ /**
5
+ * A prism seen from above for a body in one height band: its rings as a flat edge list (outer and
6
+ * holes, even-odd), so the signed distance to it is the distance to the nearest edge, negative
7
+ * inside.
8
+ */
9
+ export type Obstacle = {
10
+ index: number;
11
+ prism: Prism;
12
+ /** a.x, a.z, b.x, b.z for every edge. */
13
+ edges: Float64Array;
14
+ aabb: Aabb;
15
+ };
16
+ export declare function obstacleOf(prism: Prism, index: number): Obstacle;
17
+ /** Signed distance to a set of rings given as flat edges: exact, negative inside (even-odd). */
18
+ export declare function signedDistance(edges: Float64Array, px: number, pz: number): number;
19
+ export declare const obstacleDistance: (o: Obstacle, px: number, pz: number) => number;
20
+ /** The closest point of an obstacle's edges to a point, and how far. */
21
+ export declare function closestOnEdges(edges: Float64Array, px: number, pz: number): {
22
+ x: number;
23
+ z: number;
24
+ d: number;
25
+ };
26
+ export type Band = {
27
+ z0: number;
28
+ z1: number;
29
+ };
30
+ /**
31
+ * The prisms a body standing in the band bumps into: those whose height range meets it, within
32
+ * the plan window if one is given. A prism that only touches the band's edge does not count.
33
+ */
34
+ export declare function obstaclesInBand(prisms: Iterable<Prism>, band: Band, window?: Aabb, skip?: (prism: Prism) => boolean): Obstacle[];
35
+ /** How far a ray from a point goes before it meets an obstacle's outline, at most `max`. */
36
+ export declare function rayHit(from: [number, number], dir: [number, number], obstacles: readonly Obstacle[], max: number): number;
37
+ /** The exact distance between two obstacles' outlines (0 when they touch or overlap) and the two closest points. */
38
+ export declare function obstacleGap(a: Obstacle, b: Obstacle): {
39
+ d: number;
40
+ pa: [number, number];
41
+ pb: [number, number];
42
+ };
43
+ /**
44
+ * The two obstacles that make the passage at a point: the nearest one, and the nearest one whose
45
+ * closest point lies on the other side of the point. The passage is their exact distance, whatever
46
+ * the grid said.
47
+ */
48
+ export declare function passagePair(obstacles: Obstacle[], px: number, pz: number, reach?: number): {
49
+ width: number;
50
+ a: Obstacle;
51
+ b: Obstacle;
52
+ pa: [number, number];
53
+ pb: [number, number];
54
+ } | null;
55
+ /**
56
+ * What bounds a width read at a point: the nearest obstacle a disc of `radius` there touches, to
57
+ * within `slack`, and the nearest touching one on the other side of the point, if there is one.
58
+ * The nearest obstacle alone when nothing else bounds the disc.
59
+ */
60
+ export declare function boundingObstacles(obstacles: Obstacle[], px: number, pz: number, radius: number, slack?: number): Obstacle[];
61
+ /** The `count` obstacles of different nodes nearest a point, nearest first. */
62
+ export declare function nearestNodes(obstacles: Obstacle[], px: number, pz: number, count: number, reach?: number): Obstacle[];
63
+ //# sourceMappingURL=obstacles.d.ts.map
@@ -0,0 +1 @@
1
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