@pascal-app/core 1.0.6 → 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 +1,354 @@
1
+ import { cellOf, cellX, cellZ } from './field.js';
2
+ /** A binary min-heap on a numeric key. */
3
+ class Heap {
4
+ keys = [];
5
+ values = [];
6
+ get size() {
7
+ return this.keys.length;
8
+ }
9
+ push(key, value) {
10
+ const keys = this.keys;
11
+ const values = this.values;
12
+ let i = keys.length;
13
+ keys.push(key);
14
+ values.push(value);
15
+ while (i > 0) {
16
+ const parent = (i - 1) >> 1;
17
+ if (keys[i] >= keys[parent])
18
+ break;
19
+ [keys[i], keys[parent]] = [keys[parent], keys[i]];
20
+ [values[i], values[parent]] = [values[parent], values[i]];
21
+ i = parent;
22
+ }
23
+ }
24
+ pop() {
25
+ const keys = this.keys;
26
+ const values = this.values;
27
+ const top = [keys[0], values[0]];
28
+ const lastKey = keys.pop();
29
+ const lastValue = values.pop();
30
+ if (keys.length) {
31
+ keys[0] = lastKey;
32
+ values[0] = lastValue;
33
+ let i = 0;
34
+ for (;;) {
35
+ const l = 2 * i + 1;
36
+ const r = l + 1;
37
+ let m = i;
38
+ if (l < keys.length && keys[l] < keys[m])
39
+ m = l;
40
+ if (r < keys.length && keys[r] < keys[m])
41
+ m = r;
42
+ if (m === i)
43
+ break;
44
+ [keys[i], keys[m]] = [keys[m], keys[i]];
45
+ [values[i], values[m]] = [values[m], values[i]];
46
+ i = m;
47
+ }
48
+ }
49
+ return top;
50
+ }
51
+ }
52
+ const FOUR = [
53
+ [1, 0],
54
+ [-1, 0],
55
+ [0, 1],
56
+ [0, -1],
57
+ ];
58
+ /**
59
+ * The widest path (maximin) from the source cells over cells where `inside` holds and the clearance
60
+ * is positive, 4-neighbour. `B[c]` is the best bottleneck, the least clearance along the widest path
61
+ * to `c`; `P[c]` the cell before it.
62
+ */
63
+ export function widestPath(g, F, inside, sources) {
64
+ const B = new Float64Array(g.W * g.H).fill(Number.NEGATIVE_INFINITY);
65
+ const P = new Int32Array(g.W * g.H).fill(-1);
66
+ const done = new Uint8Array(g.W * g.H);
67
+ const heap = new Heap();
68
+ // a max-heap on the bottleneck, as a min-heap on its negative
69
+ for (const s of sources)
70
+ if (F[s] > 0 && inside[s]) {
71
+ B[s] = F[s];
72
+ heap.push(-F[s], s);
73
+ }
74
+ while (heap.size) {
75
+ const [negative, c] = heap.pop();
76
+ if (done[c])
77
+ continue;
78
+ done[c] = 1;
79
+ const b = -negative;
80
+ const i = c % g.W;
81
+ const j = (c / g.W) | 0;
82
+ for (const [di, dj] of FOUR) {
83
+ const ii = i + di;
84
+ const jj = j + dj;
85
+ if (ii < 0 || jj < 0 || ii >= g.W || jj >= g.H)
86
+ continue;
87
+ const n = jj * g.W + ii;
88
+ if (!inside[n] || F[n] <= 0 || done[n])
89
+ continue;
90
+ const nb = Math.min(b, F[n]);
91
+ if (nb > B[n]) {
92
+ B[n] = nb;
93
+ P[n] = c;
94
+ heap.push(-nb, n);
95
+ }
96
+ }
97
+ }
98
+ return { B, P };
99
+ }
100
+ /** The cells of the widest path from its source to `c`, in order, and the index of its narrowest. */
101
+ export function pathTo(P, F, c) {
102
+ const cells = [];
103
+ for (let k = c; k >= 0; k = P[k])
104
+ cells.push(k);
105
+ cells.reverse();
106
+ let narrowest = 0;
107
+ for (let k = 1; k < cells.length; k++)
108
+ if (F[cells[k]] < F[cells[narrowest]])
109
+ narrowest = k;
110
+ return { cells, narrowest };
111
+ }
112
+ /** The 16 moves of a grid walk; those that cross cells need those cells passable too, so no corner cuts a wall. */
113
+ const MOVES = (() => {
114
+ const seen = new Set();
115
+ const moves = [];
116
+ const add = (di, dj) => {
117
+ const key = `${di},${dj}`;
118
+ if (seen.has(key))
119
+ return;
120
+ seen.add(key);
121
+ const via = [];
122
+ if (Math.abs(di) === 1 && Math.abs(dj) === 1)
123
+ via.push([di, 0], [0, dj]);
124
+ if (Math.abs(di) === 2)
125
+ via.push([Math.sign(di), 0], [Math.sign(di), dj]);
126
+ if (Math.abs(dj) === 2)
127
+ via.push([0, Math.sign(dj)], [di, Math.sign(dj)]);
128
+ moves.push({ di, dj, length: Math.hypot(di, dj), via });
129
+ };
130
+ for (const [a, b] of [
131
+ [1, 0],
132
+ [1, 1],
133
+ [2, 1],
134
+ [1, 2],
135
+ ])
136
+ for (const sx of [1, -1])
137
+ for (const sz of [1, -1])
138
+ add(a * sx, b * sz);
139
+ add(0, 1);
140
+ add(0, -1);
141
+ return moves;
142
+ })();
143
+ /** Grid Dijkstra over the passable cells, 16 neighbours: the travel distance in metres, Infinity where unreached. */
144
+ export function travel(g, pass, sources) {
145
+ const D = new Float64Array(g.W * g.H).fill(Number.POSITIVE_INFINITY);
146
+ const heap = new Heap();
147
+ for (const s of sources)
148
+ if (pass[s]) {
149
+ D[s] = 0;
150
+ heap.push(0, s);
151
+ }
152
+ while (heap.size) {
153
+ const [d, c] = heap.pop();
154
+ if (d > D[c])
155
+ continue;
156
+ const i = c % g.W;
157
+ const j = (c / g.W) | 0;
158
+ for (const m of MOVES) {
159
+ const ii = i + m.di;
160
+ const jj = j + m.dj;
161
+ if (ii < 0 || jj < 0 || ii >= g.W || jj >= g.H)
162
+ continue;
163
+ const n = jj * g.W + ii;
164
+ if (!pass[n])
165
+ continue;
166
+ let open = true;
167
+ for (const [vi, vj] of m.via)
168
+ if (!pass[(j + vj) * g.W + (i + vi)]) {
169
+ open = false;
170
+ break;
171
+ }
172
+ if (!open)
173
+ continue;
174
+ const next = d + m.length * g.h;
175
+ if (next < D[n]) {
176
+ D[n] = next;
177
+ heap.push(next, n);
178
+ }
179
+ }
180
+ }
181
+ return D;
182
+ }
183
+ /** A fine grid (the coarse step divided by `fine`) of side 2R around path cell `k`, with its source and target cells. */
184
+ function windowAround(g, cells, k, isSource, isTarget, R, fine) {
185
+ const cx = (c) => cellX(g, c % g.W);
186
+ const cz = (c) => cellZ(g, (c / g.W) | 0);
187
+ const X = cx(cells[k]);
188
+ const Z = cz(cells[k]);
189
+ const step = g.h / fine;
190
+ const n = Math.round((2 * R) / step);
191
+ const fx = (i) => X - R + (i + 0.5) * step;
192
+ const fz = (j) => Z - R + (j + 0.5) * step;
193
+ const far = (c) => Math.hypot(cx(c) - X, cz(c) - Z) > 0.75 * R;
194
+ let before = -1;
195
+ let after = -1;
196
+ for (let q = k; q >= 0; q--)
197
+ if (far(cells[q])) {
198
+ before = cells[q];
199
+ break;
200
+ }
201
+ for (let q = k; q < cells.length; q++)
202
+ if (far(cells[q])) {
203
+ after = cells[q];
204
+ break;
205
+ }
206
+ const near = (c, i, j) => Math.hypot(fx(i) - cx(c), fz(j) - cz(c)) <= g.h / 2;
207
+ const sources = [];
208
+ const targets = [];
209
+ for (let j = 0; j < n; j++)
210
+ for (let i = 0; i < n; i++) {
211
+ const coarse = Math.floor((fz(j) - g.z0) / g.h) * g.W + Math.floor((fx(i) - g.x0) / g.h);
212
+ if (before >= 0 ? near(before, i, j) : isSource(coarse))
213
+ sources.push(j * n + i);
214
+ if (after >= 0 ? near(after, i, j) : isTarget(fx(i), fz(j)))
215
+ targets.push(j * n + i);
216
+ }
217
+ return { x0: X - R, z0: Z - R, n, step, sources, targets };
218
+ }
219
+ /**
220
+ * The widest path inside one window, on the exact clearance of its fine cells: the best bottleneck
221
+ * and where it pinches. Only fine cells that could still limit the path are asked exactly; where
222
+ * the grid says the clearance is `slack` above the coarse bottleneck, it cannot be the bottleneck.
223
+ */
224
+ function solveWindow(w, index, g, F, limit) {
225
+ const field = new Float32Array(w.n * w.n);
226
+ // a fine cell's coarse cell is off its centre by at most this
227
+ const reach = Math.SQRT1_2 * g.h;
228
+ for (let j = 0; j < w.n; j++)
229
+ for (let i = 0; i < w.n; i++) {
230
+ const x = w.x0 + (i + 0.5) * w.step;
231
+ const z = w.z0 + (j + 0.5) * w.step;
232
+ const coarse = cellOf(g, x, z);
233
+ field[j * w.n + i] =
234
+ coarse >= 0 && F[coarse] - reach > limit ? F[coarse] : index.query(x, z).d;
235
+ }
236
+ const fine = { W: w.n, H: w.n, h: w.step, x0: w.x0, z0: w.z0 };
237
+ const { B } = widestPath(fine, field, new Uint8Array(w.n * w.n).fill(1), w.sources);
238
+ let best = Number.NEGATIVE_INFINITY;
239
+ for (const c of w.targets)
240
+ if (B[c] > best)
241
+ best = B[c];
242
+ let at = [w.x0 + w.n * w.step * 0.5, w.z0 + w.n * w.step * 0.5];
243
+ let nearest = Number.POSITIVE_INFINITY;
244
+ for (let c = 0; c < B.length; c++) {
245
+ const gap = Math.abs(field[c] - best);
246
+ if (Math.abs(B[c] - best) < 1e-6 && gap < nearest) {
247
+ nearest = gap;
248
+ at = [w.x0 + ((c % w.n) + 0.5) * w.step, w.z0 + (((c / w.n) | 0) + 0.5) * w.step];
249
+ }
250
+ }
251
+ return { d: best, at };
252
+ }
253
+ /**
254
+ * The passage along a coarse widest path, to the millimetre. The grid says where the path pinches,
255
+ * to within half a cell; this re-solves the widest path on a grid ten times finer, with exact
256
+ * clearances, in a window around every path cell that is within one cell of the coarse bottleneck
257
+ * (centres at least `spacing` apart), and takes the narrowest result. The passage is twice that
258
+ * clearance.
259
+ */
260
+ export function refinePassage(g, F, index, path, isSource, isTarget, { R = 0.3, step = 0.005, spacing = 0.2, cache, roomKey = '', } = {}) {
261
+ const { cells } = path;
262
+ const coarse = F[cells[path.narrowest]];
263
+ const threshold = coarse + g.h;
264
+ const fine = Math.max(1, Math.round(g.h / step));
265
+ const centres = [];
266
+ const at = (k) => [
267
+ cellX(g, cells[k] % g.W),
268
+ cellZ(g, (cells[k] / g.W) | 0),
269
+ ];
270
+ for (let k = 0; k < cells.length; k++) {
271
+ if (F[cells[k]] > threshold)
272
+ continue;
273
+ const [x, z] = at(k);
274
+ if (centres.every((m) => Math.hypot(at(m)[0] - x, at(m)[1] - z) > spacing))
275
+ centres.push(k);
276
+ }
277
+ let best = null;
278
+ for (const k of centres) {
279
+ // a window whose path leaves it the same way for any room is shared between rooms
280
+ const [x, z] = at(k);
281
+ const leaves = cells
282
+ .slice(k)
283
+ .some((q) => Math.hypot(cellX(g, q % g.W) - x, cellZ(g, (q / g.W) | 0) - z) > 0.75 * R);
284
+ const key = `${cells[k]}${leaves ? '' : `|${roomKey}`}`;
285
+ let result = cache?.get(key);
286
+ if (!result) {
287
+ result = solveWindow(windowAround(g, cells, k, isSource, isTarget, R, fine), index, g, F, coarse + 2 * g.h);
288
+ cache?.set(key, result);
289
+ }
290
+ if (!best || result.d < best.d)
291
+ best = result;
292
+ }
293
+ if (!best) {
294
+ const c = cells[path.narrowest];
295
+ best = { d: F[c], at: [cellX(g, c % g.W), cellZ(g, (c / g.W) | 0)] };
296
+ }
297
+ return { width: 2 * best.d, at: best.at, windows: centres.length };
298
+ }
299
+ const EIGHT = [
300
+ [1, 0],
301
+ [-1, 0],
302
+ [0, 1],
303
+ [0, -1],
304
+ [1, 1],
305
+ [1, -1],
306
+ [-1, 1],
307
+ [-1, -1],
308
+ ];
309
+ /**
310
+ * The shortest way from one cell to another over the passable cells, 8 neighbours, no corner cut
311
+ * through a blocked cell (A*). The cells in order, or null when there is no way.
312
+ */
313
+ export function shortestRoute(g, pass, from, to) {
314
+ if (!pass[from] || !pass[to])
315
+ return null;
316
+ const cost = new Float64Array(g.W * g.H).fill(Number.POSITIVE_INFINITY);
317
+ const parent = new Int32Array(g.W * g.H).fill(-1);
318
+ const tx = to % g.W;
319
+ const tz = (to / g.W) | 0;
320
+ const heuristic = (c) => Math.hypot((c % g.W) - tx, ((c / g.W) | 0) - tz);
321
+ const heap = new Heap();
322
+ cost[from] = 0;
323
+ heap.push(heuristic(from), from);
324
+ while (heap.size) {
325
+ const [, c] = heap.pop();
326
+ if (c === to)
327
+ break;
328
+ const i = c % g.W;
329
+ const j = (c / g.W) | 0;
330
+ for (const [di, dj] of EIGHT) {
331
+ const ii = i + di;
332
+ const jj = j + dj;
333
+ if (ii < 0 || jj < 0 || ii >= g.W || jj >= g.H)
334
+ continue;
335
+ const n = jj * g.W + ii;
336
+ if (!pass[n])
337
+ continue;
338
+ if (di !== 0 && dj !== 0 && !(pass[j * g.W + ii] && pass[jj * g.W + i]))
339
+ continue;
340
+ const next = cost[c] + Math.hypot(di, dj);
341
+ if (next < cost[n]) {
342
+ cost[n] = next;
343
+ parent[n] = c;
344
+ heap.push(next + heuristic(n), n);
345
+ }
346
+ }
347
+ }
348
+ if (parent[to] < 0 && from !== to)
349
+ return null;
350
+ const route = [];
351
+ for (let c = to; c >= 0; c = parent[c])
352
+ route.push(c);
353
+ return route.reverse();
354
+ }
@@ -0,0 +1,27 @@
1
+ import { type Ring } from '../../lib/polygon-boolean.js';
2
+ import type { AnyNode, ItemNode } from '../../schema/index.js';
3
+ import type { Prism } from './types.js';
4
+ import type { Nodes } from './walls.js';
5
+ export declare const isPiecePrism: (prism: Prism) => boolean;
6
+ export declare const textOf: (node: ItemNode) => string;
7
+ export declare const isFoliageItem: (node: ItemNode) => boolean;
8
+ export declare const isBuildingElementItem: (node: ItemNode) => boolean;
9
+ /** What an item is called and filed under, or '' for a node that is not an item (a candidate not in the scene yet is passed as the item itself). */
10
+ export declare function itemText(nodes: Nodes, nodeId: string): string;
11
+ export declare function isFoliage(nodes: Nodes, nodeId: string): boolean;
12
+ export declare function isBuildingElement(nodes: Nodes, nodeId: string): boolean;
13
+ export declare const isBed: (node: AnyNode | undefined) => node is ItemNode;
14
+ /** Whether `ancestor` hosts `nodeId`, however many items deep (a lamp on a table on a rug). */
15
+ export declare function hosts(nodes: Nodes, ancestor: string, nodeId: string): boolean;
16
+ /** The narrowest extent of some polygons, over 36 directions: how deep one shape sits in another. */
17
+ export declare function narrowestExtent(polygons: readonly {
18
+ outer: Ring;
19
+ }[]): number;
20
+ export declare const ringBox: (ring: Ring) => [number, number, number, number];
21
+ export declare const boxesMeet: (a: readonly number[], b: readonly number[], pad?: number) => boolean;
22
+ /** The room (zone) of a level that holds a point: the smallest when rooms overlap. */
23
+ export declare function roomAt(nodes: Nodes, levelId: string, point: [number, number]): {
24
+ id: string;
25
+ name: string;
26
+ } | null;
27
+ //# sourceMappingURL=pieces.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pieces.d.ts","sourceRoot":"","sources":["../../../src/spatial/usage-field/pieces.ts"],"names":[],"mappings":"AAAA,OAAO,EAAiB,KAAK,IAAI,EAAE,MAAM,2BAA2B,CAAA;AACpE,OAAO,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAY,MAAM,cAAc,CAAA;AAC/D,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AACpC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAIpC,eAAO,MAAM,YAAY,UAAW,KAAK,KAAG,OAAsC,CAAA;AAQlF,eAAO,MAAM,MAAM,SAAU,QAAQ,WACyC,CAAA;AAE9E,eAAO,MAAM,aAAa,SAAU,QAAQ,KAAG,OAAqC,CAAA;AAEpF,eAAO,MAAM,qBAAqB,SAAU,QAAQ,KAAG,OAClB,CAAA;AAErC,oJAAoJ;AACpJ,wBAAgB,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAG7D;AAED,wBAAgB,SAAS,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAG/D;AAED,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAGvE;AAED,eAAO,MAAM,KAAK,SAAU,OAAO,GAAG,SAAS,KAAG,IAAI,IAAI,QACD,CAAA;AAEzD,+FAA+F;AAC/F,wBAAgB,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAO7E;AAED,qGAAqG;AACrG,wBAAgB,eAAe,CAAC,QAAQ,EAAE,SAAS;IAAE,KAAK,EAAE,IAAI,CAAA;CAAE,EAAE,GAAG,MAAM,CAkB5E;AAED,eAAO,MAAM,OAAO,SAAU,IAAI,KAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAYnE,CAAA;AAED,eAAO,MAAM,SAAS,MAAO,SAAS,MAAM,EAAE,KAAK,SAAS,MAAM,EAAE,mBAAY,OACa,CAAA;AAE7F,sFAAsF;AACtF,wBAAgB,MAAM,CACpB,KAAK,EAAE,KAAK,EACZ,OAAO,EAAE,MAAM,EACf,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,GACtB;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CAmBrC"}
@@ -0,0 +1,89 @@
1
+ import { containsPoint } from '../../lib/polygon-boolean.js';
2
+ /** What a person puts in a room and walks around: items, cabinets, columns, shelves. */
3
+ const PIECE_KINDS = new Set(['item', 'cabinet', 'column', 'shelf']);
4
+ export const isPiecePrism = (prism) => PIECE_KINDS.has(prism.kind);
5
+ /** Foliage is a cloud of leaves: its bounds overlap by design, and it stands in front of walls. */
6
+ const FOLIAGE = /plant|palm|foliage|tree|shrub|hedge|grass|fern|flower|bouquet|vase of|landscape/i;
7
+ /** Items that are part of the building (trim, soffits, cladding, piers, guards, beams, lights): they meet walls by design. */
8
+ const BUILDING_ELEMENT = /trim|fascia|soffit|cladding|cornice|surround|portal|railing|balustrade|guard|pier|beam|post\b|column|canopy|pergola|awning|downlight|light/i;
9
+ export const textOf = (node) => `${node.name ?? ''} ${node.asset?.name ?? ''} ${node.asset?.category ?? ''}`;
10
+ export const isFoliageItem = (node) => FOLIAGE.test(textOf(node));
11
+ export const isBuildingElementItem = (node) => BUILDING_ELEMENT.test(textOf(node));
12
+ /** What an item is called and filed under, or '' for a node that is not an item (a candidate not in the scene yet is passed as the item itself). */
13
+ export function itemText(nodes, nodeId) {
14
+ const node = nodes[nodeId];
15
+ return node?.type === 'item' ? textOf(node) : '';
16
+ }
17
+ export function isFoliage(nodes, nodeId) {
18
+ const node = nodes[nodeId];
19
+ return node?.type === 'item' && isFoliageItem(node);
20
+ }
21
+ export function isBuildingElement(nodes, nodeId) {
22
+ const node = nodes[nodeId];
23
+ return node?.type === 'item' && isBuildingElementItem(node);
24
+ }
25
+ export const isBed = (node) => node?.type === 'item' && node.asset?.category === 'bed';
26
+ /** Whether `ancestor` hosts `nodeId`, however many items deep (a lamp on a table on a rug). */
27
+ export function hosts(nodes, ancestor, nodeId) {
28
+ let at = nodes[nodeId];
29
+ for (let depth = 0; at && depth < 24; depth++) {
30
+ if (at.id === ancestor)
31
+ return at.id !== nodeId;
32
+ at = at.parentId ? nodes[at.parentId] : undefined;
33
+ }
34
+ return false;
35
+ }
36
+ /** The narrowest extent of some polygons, over 36 directions: how deep one shape sits in another. */
37
+ export function narrowestExtent(polygons) {
38
+ const points = polygons.flatMap((polygon) => polygon.outer);
39
+ if (points.length < 3)
40
+ return 0;
41
+ let narrowest = Number.POSITIVE_INFINITY;
42
+ for (let k = 0; k < 36; k++) {
43
+ const angle = (k * Math.PI) / 36;
44
+ const c = Math.cos(angle);
45
+ const s = Math.sin(angle);
46
+ let low = Number.POSITIVE_INFINITY;
47
+ let high = Number.NEGATIVE_INFINITY;
48
+ for (const [x, z] of points) {
49
+ const t = x * c + z * s;
50
+ low = Math.min(low, t);
51
+ high = Math.max(high, t);
52
+ }
53
+ narrowest = Math.min(narrowest, high - low);
54
+ }
55
+ return narrowest;
56
+ }
57
+ export const ringBox = (ring) => {
58
+ let x0 = Number.POSITIVE_INFINITY;
59
+ let z0 = Number.POSITIVE_INFINITY;
60
+ let x1 = Number.NEGATIVE_INFINITY;
61
+ let z1 = Number.NEGATIVE_INFINITY;
62
+ for (const [x, z] of ring) {
63
+ x0 = Math.min(x0, x);
64
+ z0 = Math.min(z0, z);
65
+ x1 = Math.max(x1, x);
66
+ z1 = Math.max(z1, z);
67
+ }
68
+ return [x0, z0, x1, z1];
69
+ };
70
+ export const boxesMeet = (a, b, pad = 0) => !(a[2] + pad < b[0] || b[2] + pad < a[0] || a[3] + pad < b[1] || b[3] + pad < a[1]);
71
+ /** The room (zone) of a level that holds a point: the smallest when rooms overlap. */
72
+ export function roomAt(nodes, levelId, point) {
73
+ let best = null;
74
+ for (const node of Object.values(nodes)) {
75
+ if (node.type !== 'zone' || node.parentId !== levelId)
76
+ continue;
77
+ const zone = node;
78
+ if (!containsPoint([{ outer: zone.polygon, holes: (zone.holes ?? []) }], point))
79
+ continue;
80
+ const ring = zone.polygon;
81
+ const size = Math.abs(ring.reduce((sum, p, i) => {
82
+ const q = ring[(i + 1) % ring.length];
83
+ return sum + (p[0] * q[1] - q[0] * p[1]);
84
+ }, 0) / 2);
85
+ if (!best || size < best.size)
86
+ best = { id: zone.id, name: String(zone.name ?? zone.id), size };
87
+ }
88
+ return best ? { id: best.id, name: best.name } : null;
89
+ }
@@ -0,0 +1,18 @@
1
+ import type { UsageShapes } from './types.js';
2
+ import { type Nodes } from './walls.js';
3
+ export { sdfChecksOn, setSdfChecks } from './flag.js';
4
+ export type { FloorRegion, LevelShapes, Prism, PrismKind, Skipped, UsageShapes } from './types.js';
5
+ /**
6
+ * What a person walks around, level by level, as prisms in the building's frame: plan polygons in
7
+ * metres between two absolute heights. Walls, their trims, door and window frames and sills, stairs
8
+ * and their guards, and the floor itself. A stair is filed under the level it starts from, but its
9
+ * prisms rise through the levels above, so a query reads the prisms of a whole building by height,
10
+ * not one level's list.
11
+ *
12
+ * Items stand on the floor, on the item that hosts them, or on a wall, each as its script's stored
13
+ * outline or a box. Pure: it reads the node record and the helpers the renderers read, and builds no meshes. A node
14
+ * whose shape cannot be read is named in `skipped`; one that is drawn only roughly is named in
15
+ * `approximate`; kinds not shaped yet are counted in `unshaped`.
16
+ */
17
+ export declare function usageShapes(nodes: Nodes): UsageShapes;
18
+ //# sourceMappingURL=shapes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shapes.d.ts","sourceRoot":"","sources":["../../../src/spatial/usage-field/shapes.ts"],"names":[],"mappings":"AAQA,OAAO,KAAK,EAA+B,WAAW,EAAE,MAAM,SAAS,CAAA;AACvE,OAAO,EAAc,KAAK,KAAK,EAAyB,MAAM,SAAS,CAAA;AAEvE,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,QAAQ,CAAA;AAClD,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,SAAS,CAAA;AAQ/F;;;;;;;;;;;GAWG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG,WAAW,CAkErD"}
@@ -0,0 +1,92 @@
1
+ import { getLevelElevations } from '../../services/storey.js';
2
+ import { boxBodies } from './boxes.js';
3
+ import { fenceBodies } from './fences.js';
4
+ import { levelFloors } from './floors.js';
5
+ import { itemBodies } from './items.js';
6
+ import { openingBodies } from './openings.js';
7
+ import { stairBodies } from './stairs.js';
8
+ import { levelWalls, wallBodies, wallTrims } from './walls.js';
9
+ export { sdfChecksOn, setSdfChecks } from './flag.js';
10
+ /** Kinds that stand in a room and are not shaped yet; counted so a finding can say what it did not see. */
11
+ const NOT_SHAPED_YET = ['elevator', 'ramp', 'chimney', 'rock'];
12
+ const lifted = (prisms, dy) => dy === 0 ? prisms : prisms.map((prism) => ({ ...prism, z0: prism.z0 + dy, z1: prism.z1 + dy }));
13
+ /**
14
+ * What a person walks around, level by level, as prisms in the building's frame: plan polygons in
15
+ * metres between two absolute heights. Walls, their trims, door and window frames and sills, stairs
16
+ * and their guards, and the floor itself. A stair is filed under the level it starts from, but its
17
+ * prisms rise through the levels above, so a query reads the prisms of a whole building by height,
18
+ * not one level's list.
19
+ *
20
+ * Items stand on the floor, on the item that hosts them, or on a wall, each as its script's stored
21
+ * outline or a box. Pure: it reads the node record and the helpers the renderers read, and builds no meshes. A node
22
+ * whose shape cannot be read is named in `skipped`; one that is drawn only roughly is named in
23
+ * `approximate`; kinds not shaped yet are counted in `unshaped`.
24
+ */
25
+ export function usageShapes(nodes) {
26
+ const elevations = getLevelElevations(nodes);
27
+ const { floors, skipped: floorSkips } = levelFloors(nodes);
28
+ const skipped = [...floorSkips];
29
+ const byLevel = new Map();
30
+ const level = (levelId) => {
31
+ let shapes = byLevel.get(levelId);
32
+ if (!shapes) {
33
+ shapes = { levelId, prisms: [], floors: floors.get(levelId) ?? [] };
34
+ byLevel.set(levelId, shapes);
35
+ }
36
+ return shapes;
37
+ };
38
+ const levelIds = Object.values(nodes)
39
+ .filter((node) => node.type === 'level')
40
+ .map((node) => node.id)
41
+ .sort();
42
+ for (const levelId of levelIds) {
43
+ const baseY = elevations.get(levelId)?.baseY ?? 0;
44
+ const walls = levelWalls(nodes, levelId);
45
+ const trims = wallTrims(nodes, levelId, walls);
46
+ for (const wallId of trims.skipped)
47
+ skipped.push({ nodeId: wallId, why: 'a curved wall: its trim is not drawn here' });
48
+ level(levelId).prisms.push(...lifted([
49
+ ...wallBodies(nodes, levelId, walls),
50
+ ...trims.prisms,
51
+ ...openingBodies(nodes, levelId, walls),
52
+ ], baseY));
53
+ }
54
+ const { stairs, skipped: stairSkips, handrails } = stairBodies(nodes);
55
+ skipped.push(...stairSkips);
56
+ for (const stair of stairs) {
57
+ if (!stair.levelId) {
58
+ skipped.push({ nodeId: stair.stairId, why: 'a stair on no level' });
59
+ continue;
60
+ }
61
+ level(stair.levelId).prisms.push(...stair.prisms);
62
+ }
63
+ const items = itemBodies(nodes);
64
+ skipped.push(...items.skipped);
65
+ for (const item of items.items)
66
+ if (item.levelId)
67
+ level(item.levelId).prisms.push(...item.prisms);
68
+ const boxes = boxBodies(nodes);
69
+ skipped.push(...boxes.skipped);
70
+ for (const box of boxes.nodes)
71
+ if (box.levelId)
72
+ level(box.levelId).prisms.push(...box.prisms);
73
+ const fences = fenceBodies(nodes);
74
+ skipped.push(...fences.skipped);
75
+ for (const fence of fences.fences)
76
+ if (fence.levelId)
77
+ level(fence.levelId).prisms.push(...fence.prisms);
78
+ const unshaped = { ...items.unshaped };
79
+ for (const node of Object.values(nodes))
80
+ if (NOT_SHAPED_YET.includes(node.type))
81
+ unshaped[node.type] = (unshaped[node.type] ?? 0) + 1;
82
+ if (handrails)
83
+ unshaped['stair handrail'] = handrails;
84
+ const levels = levelIds.map((levelId) => level(levelId));
85
+ const approximate = [
86
+ ...new Set([
87
+ ...levels.flatMap((l) => l.prisms.filter((p) => p.shape === 'approx').map((p) => p.nodeId)),
88
+ ...levels.flatMap((l) => l.floors.filter((f) => f.shape === 'approx').map((f) => f.nodeId)),
89
+ ]),
90
+ ].sort();
91
+ return { levels, approximate, unshaped, skipped };
92
+ }
@@ -0,0 +1,23 @@
1
+ import type { Prism, Skipped } from './types.js';
2
+ import type { Nodes } from './walls.js';
3
+ /**
4
+ * A sloped member (a soffit, a rail, a glass pane) is cut into slices that rise this much each, so
5
+ * its prism height stays within this of the member's own at any point along it.
6
+ */
7
+ export declare const SLOPE_STEP_M = 0.05;
8
+ export type StairShapes = {
9
+ stairId: string;
10
+ levelId: string | null;
11
+ prisms: Prism[];
12
+ };
13
+ /**
14
+ * Every stair's treads, landings and guards as prisms in absolute building metres, each filed under
15
+ * the level the stair starts from. A stair the resolvers refuse (their detail budgets) is named in
16
+ * `skipped` and leaves the others alone; the independent handrail is not drawn here and is counted.
17
+ */
18
+ export declare function stairBodies(nodes: Nodes): {
19
+ stairs: StairShapes[];
20
+ skipped: Skipped[];
21
+ handrails: number;
22
+ };
23
+ //# sourceMappingURL=stairs.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stairs.d.ts","sourceRoot":"","sources":["../../../src/spatial/usage-field/stairs.ts"],"names":[],"mappings":"AAUA,OAAO,KAAK,EAAE,KAAK,EAAQ,OAAO,EAAE,MAAM,SAAS,CAAA;AACnD,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAEpC;;;GAGG;AACH,eAAO,MAAM,YAAY,OAAO,CAAA;AAOhC,MAAM,MAAM,WAAW,GAAG;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAAC;IAAC,MAAM,EAAE,KAAK,EAAE,CAAA;CAAE,CAAA;AA8ItF;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG;IACzC,MAAM,EAAE,WAAW,EAAE,CAAA;IACrB,OAAO,EAAE,OAAO,EAAE,CAAA;IAClB,SAAS,EAAE,MAAM,CAAA;CAClB,CAsBA"}