@pascal-app/core 1.0.6 → 1.1.0

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 (1003) 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 +411 -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 +13804 -10600
  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 +37 -1
  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 +1163 -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 +5881 -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 +39 -3
  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 +259 -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 +2525 -1723
  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 +59 -13
  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 +5 -7
  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
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  993. package/dist/utils/owned-floor-opening-migration.d.ts.map +1 -1
  994. package/dist/utils/reconcile-structure-on-load.d.ts +2308 -1507
  995. package/dist/utils/reconcile-structure-on-load.d.ts.map +1 -1
  996. package/dist/utils/structure-id.d.ts.map +1 -1
  997. package/dist/utils/structure-id.js +4 -0
  998. package/dist/validation/validate-build-json.d.ts.map +1 -1
  999. package/dist/validation/validate-build-json.js +3 -1
  1000. package/package.json +22 -5
  1001. package/dist/lib/generic-foundation.d.ts +0 -40
  1002. package/dist/lib/generic-foundation.d.ts.map +0 -1
  1003. package/dist/lib/generic-foundation.js +0 -200
@@ -0,0 +1,253 @@
1
+ import { resolveLevelId } from '../../lib/node-ancestry.js';
2
+ import { getLevelElevations } from '../../services/storey.js';
3
+ import { sampleFenceCenterline } from '../../systems/fence/fence-centerline.js';
4
+ import { isSplineFence } from '../../systems/fence/fence-spline.js';
5
+ import { fenceBlockCorners, fenceBlockSegments, fenceMiter, layoutGuardFence, } from '../../systems/fence/guard-layout.js';
6
+ import { isCurvedWall } from '../../systems/wall/wall-curve.js';
7
+ import { floorUnder, isHidden } from './support.js';
8
+ /** Samples of a straight stretch carry no information: drop points less than 2 mm off the line around them. */
9
+ function thinned(points) {
10
+ const kept = [points[0]];
11
+ for (let i = 1; i < points.length - 1; i++) {
12
+ const a = kept.at(-1);
13
+ const c = points[i + 1];
14
+ const dx = c[0] - a[0];
15
+ const dz = c[1] - a[1];
16
+ const length = Math.hypot(dx, dz);
17
+ const off = length < 1e-9
18
+ ? 0
19
+ : Math.abs((points[i][0] - a[0]) * dz - (points[i][1] - a[1]) * dx) / length;
20
+ if (off > 0.002)
21
+ kept.push(points[i]);
22
+ }
23
+ kept.push(points.at(-1));
24
+ return kept;
25
+ }
26
+ /** A fence's span between arc lengths `from` and `to`, as the centreline points inside it. */
27
+ function span(points, lengths, from, to) {
28
+ const at = (s) => {
29
+ for (let i = 1; i < points.length; i++)
30
+ if (s <= lengths[i] || i === points.length - 1) {
31
+ const run = lengths[i] - lengths[i - 1];
32
+ const t = run > 1e-9
33
+ ? (Math.min(Math.max(s, lengths[i - 1]), lengths[i]) - lengths[i - 1]) / run
34
+ : 0;
35
+ return [
36
+ points[i - 1][0] + (points[i][0] - points[i - 1][0]) * t,
37
+ points[i - 1][1] + (points[i][1] - points[i - 1][1]) * t,
38
+ ];
39
+ }
40
+ return points[0];
41
+ };
42
+ const inside = points.filter((_, i) => lengths[i] > from + 1e-9 && lengths[i] < to - 1e-9);
43
+ return [at(from), ...inside, at(to)];
44
+ }
45
+ /** The longest a run of a curved guard is drawn straight: the renderer's own. */
46
+ const CURVE_SEGMENT_M = 0.18;
47
+ /** The footprint of a box `w` x `d` centred on (x, z) and turned `rotationY` about the vertical axis, as the renderer turns it. */
48
+ function box(x, z, w, d, rotationY) {
49
+ const cos = Math.cos(rotationY);
50
+ const sin = Math.sin(rotationY);
51
+ return [
52
+ [-w / 2, -d / 2],
53
+ [w / 2, -d / 2],
54
+ [w / 2, d / 2],
55
+ [-w / 2, d / 2],
56
+ ].map(([cx, cz]) => [x + cx * cos + cz * sin, z - cx * sin + cz * cos]);
57
+ }
58
+ /** The fences that share an end with this one, by end, as the renderer finds them for its corner mitres. */
59
+ function cornerNeighbors(fence, nodes) {
60
+ const found = {};
61
+ for (const sibling of Object.values(nodes)) {
62
+ if (sibling.type !== 'fence' || sibling.id === fence.id || sibling.parentId !== fence.parentId)
63
+ continue;
64
+ if (sibling.visible === false)
65
+ continue;
66
+ for (const endpoint of ['start', 'end']) {
67
+ const point = fence[endpoint];
68
+ if ([sibling.start, sibling.end].some((other) => Math.hypot(point[0] - other[0], point[1] - other[1]) < 0.001) &&
69
+ !found[endpoint])
70
+ found[endpoint] = sibling;
71
+ }
72
+ }
73
+ return found;
74
+ }
75
+ /**
76
+ * A deck guard as the renderer builds it (`layoutGuardFence`, the same layout its meshes come from):
77
+ * every post, the cap rail and top rail, the bottom rail, and the infill, with the cap and rails
78
+ * mitred where a fence meets another. The infill is taken as one solid strip: balusters, cables and
79
+ * boards stand a hand apart and nothing a person carries goes between them. A pyramid post cap is
80
+ * drawn as its base.
81
+ */
82
+ function guardPrisms(fence, neighbors, z0) {
83
+ const layout = layoutGuardFence(fence);
84
+ const prisms = [];
85
+ const straight = !isSplineFence(fence) && !isCurvedWall(fence);
86
+ // a straight fence stands at one lift (the support at its start); a curved one follows the terrain
87
+ const follows = straight
88
+ ? undefined
89
+ : 'a curved guard follows the terrain: its heights are read at its start';
90
+ const common = { nodeId: fence.id, kind: 'guard', holes: [] };
91
+ const add = (id, y0, y1, outer, approx) => {
92
+ if (y1 - y0 > 1e-4)
93
+ prisms.push({
94
+ id: `${fence.id}#${id}`,
95
+ ...common,
96
+ z0: z0 + y0,
97
+ z1: z0 + y1,
98
+ outer,
99
+ ...(approx || follows
100
+ ? { shape: 'approx', why: approx ?? follows }
101
+ : { shape: 'exact' }),
102
+ });
103
+ };
104
+ for (const [i, post] of layout.posts.entries()) {
105
+ const [x, y, z] = post.position;
106
+ const [w, h, d] = post.scale;
107
+ if (post.shape === 'pyramid')
108
+ add(`post.${i}`, y - h / 2, y + h / 2, box(x, z, w * Math.SQRT1_2, d * Math.SQRT1_2, post.rotationY), 'a pyramid post cap, drawn as its base');
109
+ else
110
+ add(`post.${i}`, y - h / 2, y + h / 2, box(x, z, w, d, post.rotationY));
111
+ }
112
+ // a run is one quad on a straight fence and a quad per short segment on a curved one
113
+ const run = (name, block, mitre) => {
114
+ const segments = straight
115
+ ? [[block.startT, block.endT]]
116
+ : fenceBlockSegments(fence, block.startT, block.endT, CURVE_SEGMENT_M);
117
+ for (const [k, [a, b]] of segments.entries()) {
118
+ const [startOuter, startInner, endOuter, endInner] = fenceBlockCorners(fence, a, b, block.depth);
119
+ const corners = { startOuter, startInner, endOuter, endInner };
120
+ if (mitre)
121
+ for (const endpoint of ['start', 'end']) {
122
+ const neighbor = neighbors[endpoint];
123
+ if (!neighbor ||
124
+ Math.abs((endpoint === 'start' ? a : b) - (endpoint === 'start' ? 0 : 1)) > 1e-5)
125
+ continue;
126
+ for (const { side, reach, ux, uz } of fenceMiter(fence, endpoint, neighbor, block.depth) ?? []) {
127
+ const key = `${endpoint}${side === 1 ? 'Outer' : 'Inner'}`;
128
+ corners[key] = [corners[key][0] + ux * reach, corners[key][1] + uz * reach];
129
+ }
130
+ }
131
+ add(`${name}.${k}`, block.centerY - block.height / 2, block.centerY + block.height / 2, [
132
+ corners.startOuter,
133
+ corners.endOuter,
134
+ corners.endInner,
135
+ corners.startInner,
136
+ ]);
137
+ }
138
+ };
139
+ for (const [i, block] of layout.rail.entries())
140
+ run(`rail.${i}`, block, true);
141
+ for (const [i, block] of layout.base.entries())
142
+ run(`base.${i}`, block, true);
143
+ // the infill: one strip, as high as the infill is, as deep as its pieces are
144
+ const infill = layout.infill;
145
+ if (infill.length) {
146
+ const y0 = Math.min(...infill.map((b) => b.centerY - b.height / 2));
147
+ const y1 = Math.max(...infill.map((b) => b.centerY + b.height / 2));
148
+ const first = infill[0];
149
+ run('infill', {
150
+ startT: 0,
151
+ endT: 1,
152
+ centerY: (y0 + y1) / 2,
153
+ height: y1 - y0,
154
+ depth: first.depth,
155
+ split: true,
156
+ }, false);
157
+ }
158
+ return prisms;
159
+ }
160
+ /**
161
+ * A deck guard with nothing cut into it is read part by part (`guardPrisms`). Every other fence is
162
+ * a strip along its centreline, as wide as its thicker of thickness and post, from its support to
163
+ * its height, with a gate or an open passage taken out of it; the infill is not drawn (a picket
164
+ * fence is solid to a person) and the height does not follow terrain, so it is approximate.
165
+ */
166
+ export function fenceBodies(nodes) {
167
+ const out = [];
168
+ const skipped = [];
169
+ const elevations = getLevelElevations(nodes);
170
+ const support = new Map();
171
+ for (const node of Object.values(nodes)) {
172
+ if (node.type !== 'fence' || isHidden(node, nodes))
173
+ continue;
174
+ const fence = node;
175
+ try {
176
+ const points = thinned(sampleFenceCenterline(fence).map((p) => [p.x, p.y]));
177
+ if (points.length < 2)
178
+ continue;
179
+ const lengths = [0];
180
+ for (let i = 1; i < points.length; i++)
181
+ lengths.push(lengths[i - 1] +
182
+ Math.hypot(points[i][0] - points[i - 1][0], points[i][1] - points[i - 1][1]));
183
+ const total = lengths.at(-1);
184
+ const gaps = (fence.children ?? [])
185
+ .map((id) => nodes[id])
186
+ .flatMap((child) => child?.type === 'fence-gate' || child?.type === 'fence-opening'
187
+ ? [[child.center - child.width / 2, child.center + child.width / 2]]
188
+ : [])
189
+ .sort((a, b) => a[0] - b[0]);
190
+ const spans = [];
191
+ let from = 0;
192
+ for (const [start, end] of gaps) {
193
+ if (start > from)
194
+ spans.push([from, Math.min(start, total)]);
195
+ from = Math.max(from, end);
196
+ }
197
+ if (from < total)
198
+ spans.push([from, total]);
199
+ const levelId = resolveLevelId(fence, nodes);
200
+ const baseY = elevations.get(levelId)?.baseY ?? 0;
201
+ const floor = floorUnder(fence, {
202
+ position: [points[0][0], 0, points[0][1]],
203
+ dimensions: [fence.thickness, fence.height, fence.thickness],
204
+ rotation: [0, 0, 0],
205
+ }, nodes, levelId, support);
206
+ const half = Math.max(fence.thickness, fence.postSize) / 2;
207
+ const z0 = baseY + floor + (fence.supportOffset ?? 0);
208
+ const prisms = [];
209
+ // a guard with nothing cut into it is read part by part; any other fence is a strip
210
+ if (fence.style === 'guard' && !fence.children?.length) {
211
+ prisms.push(...guardPrisms(fence, cornerNeighbors(fence, nodes), z0));
212
+ }
213
+ else {
214
+ for (const [index, [a, b]] of spans.entries()) {
215
+ const run = span(points, lengths, a, b);
216
+ for (let i = 1; i < run.length; i++) {
217
+ const [px, pz] = run[i - 1];
218
+ const [qx, qz] = run[i];
219
+ const length = Math.hypot(qx - px, qz - pz);
220
+ if (length < 1e-6)
221
+ continue;
222
+ const nx = ((pz - qz) / length) * half;
223
+ const nz = ((qx - px) / length) * half;
224
+ prisms.push({
225
+ id: `${fence.id}#fence.${index}.${i}`,
226
+ nodeId: fence.id,
227
+ kind: 'other',
228
+ z0,
229
+ z1: z0 + fence.height,
230
+ outer: [
231
+ [px + nx, pz + nz],
232
+ [qx + nx, qz + nz],
233
+ [qx - nx, qz - nz],
234
+ [px - nx, pz - nz],
235
+ ],
236
+ holes: [],
237
+ shape: 'approx',
238
+ why: 'a fence as a strip along its centreline',
239
+ });
240
+ }
241
+ }
242
+ }
243
+ out.push({ fenceId: fence.id, levelId, prisms });
244
+ }
245
+ catch (error) {
246
+ skipped.push({
247
+ nodeId: fence.id,
248
+ why: error instanceof Error ? error.message : String(error),
249
+ });
250
+ }
251
+ }
252
+ return { fences: out, skipped };
253
+ }
@@ -0,0 +1,44 @@
1
+ import { type Aabb, type Obstacle } from './obstacles.js';
2
+ export type Grid = {
3
+ x0: number;
4
+ z0: number;
5
+ h: number;
6
+ W: number;
7
+ H: number;
8
+ };
9
+ export declare const cellX: (g: Grid, i: number) => number;
10
+ export declare const cellZ: (g: Grid, j: number) => number;
11
+ export declare const cellOf: (g: Grid, x: number, z: number) => number;
12
+ export declare function makeGrid(domain: Aabb, h: number): Grid;
13
+ /**
14
+ * A uniform bucket index over obstacle boxes. A query widens ring by ring around the point and
15
+ * stops when no farther bucket can hold a nearer obstacle, so the answer is exact.
16
+ */
17
+ export declare class BucketIndex {
18
+ private readonly domain;
19
+ private readonly cell;
20
+ private readonly buckets;
21
+ private readonly stamp;
22
+ private pass;
23
+ private readonly nx;
24
+ private readonly nz;
25
+ constructor(obstacles: Obstacle[], domain: Aabb, cell?: number);
26
+ private range;
27
+ /** Signed distance to the nearest obstacle (negative inside) and which it is; `skipNode` leaves one node out. */
28
+ query(px: number, pz: number, skipNode?: string): {
29
+ d: number;
30
+ arg: number;
31
+ };
32
+ }
33
+ export type Baked = {
34
+ /** Signed distance to the nearest obstacle at every cell centre (negative inside one). */
35
+ F: Float32Array;
36
+ /** The nearest obstacle's index, -1 where there is none. */
37
+ A: Int32Array;
38
+ };
39
+ /**
40
+ * Bakes the clearance field in tiles: a tile tests only the obstacles that can still win in it
41
+ * (those within the tile's reach of the nearest one), which is exact, not an approximation.
42
+ */
43
+ export declare function bakeGrid(g: Grid, obstacles: Obstacle[]): Baked;
44
+ //# sourceMappingURL=field.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,145 @@
1
+ import { obstacleDistance } from './obstacles.js';
2
+ export const cellX = (g, i) => g.x0 + (i + 0.5) * g.h;
3
+ export const cellZ = (g, j) => g.z0 + (j + 0.5) * g.h;
4
+ export const cellOf = (g, x, z) => {
5
+ const i = Math.floor((x - g.x0) / g.h);
6
+ const j = Math.floor((z - g.z0) / g.h);
7
+ return i < 0 || j < 0 || i >= g.W || j >= g.H ? -1 : j * g.W + i;
8
+ };
9
+ export function makeGrid(domain, h) {
10
+ return {
11
+ x0: domain[0],
12
+ z0: domain[1],
13
+ h,
14
+ W: Math.max(1, Math.round((domain[2] - domain[0]) / h)),
15
+ H: Math.max(1, Math.round((domain[3] - domain[1]) / h)),
16
+ };
17
+ }
18
+ /**
19
+ * A uniform bucket index over obstacle boxes. A query widens ring by ring around the point and
20
+ * stops when no farther bucket can hold a nearer obstacle, so the answer is exact.
21
+ */
22
+ export class BucketIndex {
23
+ domain;
24
+ cell;
25
+ buckets;
26
+ stamp;
27
+ pass = 0;
28
+ nx;
29
+ nz;
30
+ constructor(obstacles, domain, cell = 0.5) {
31
+ this.domain = domain;
32
+ this.cell = cell;
33
+ this.nx = Math.max(1, Math.ceil((domain[2] - domain[0]) / cell));
34
+ this.nz = Math.max(1, Math.ceil((domain[3] - domain[1]) / cell));
35
+ this.buckets = Array.from({ length: this.nx * this.nz }, () => []);
36
+ this.stamp = new Uint32Array(obstacles.length);
37
+ for (const obstacle of obstacles) {
38
+ const [i0, j0, i1, j1] = this.range(obstacle.aabb);
39
+ for (let j = j0; j <= j1; j++)
40
+ for (let i = i0; i <= i1; i++)
41
+ this.buckets[j * this.nx + i].push(obstacle);
42
+ }
43
+ }
44
+ range(a) {
45
+ const clamp = (v, n) => Math.max(0, Math.min(n - 1, v));
46
+ const c = this.cell;
47
+ return [
48
+ clamp(Math.floor((a[0] - this.domain[0]) / c), this.nx),
49
+ clamp(Math.floor((a[1] - this.domain[1]) / c), this.nz),
50
+ clamp(Math.floor((a[2] - this.domain[0]) / c), this.nx),
51
+ clamp(Math.floor((a[3] - this.domain[1]) / c), this.nz),
52
+ ];
53
+ }
54
+ /** Signed distance to the nearest obstacle (negative inside) and which it is; `skipNode` leaves one node out. */
55
+ query(px, pz, skipNode) {
56
+ let best = Number.POSITIVE_INFINITY;
57
+ let arg = -1;
58
+ const c = this.cell;
59
+ const bi = Math.max(0, Math.min(this.nx - 1, Math.floor((px - this.domain[0]) / c)));
60
+ const bj = Math.max(0, Math.min(this.nz - 1, Math.floor((pz - this.domain[1]) / c)));
61
+ const stamp = ++this.pass;
62
+ const reach = Math.max(this.nx, this.nz);
63
+ for (let r = 0; r <= reach; r++) {
64
+ for (let j = bj - r; j <= bj + r; j++) {
65
+ if (j < 0 || j >= this.nz)
66
+ continue;
67
+ const edge = j === bj - r || j === bj + r;
68
+ for (let i = bi - r; i <= bi + r; i += edge ? 1 : 2 * r || 1) {
69
+ if (i < 0 || i >= this.nx)
70
+ continue;
71
+ for (const obstacle of this.buckets[j * this.nx + i]) {
72
+ if (this.stamp[obstacle.index] === stamp)
73
+ continue;
74
+ this.stamp[obstacle.index] = stamp;
75
+ if (skipNode && obstacle.prism.nodeId === skipNode)
76
+ continue;
77
+ const v = obstacleDistance(obstacle, px, pz);
78
+ if (v < best) {
79
+ best = v;
80
+ arg = obstacle.index;
81
+ }
82
+ }
83
+ }
84
+ }
85
+ // everything not seen yet lies wholly outside the block of buckets searched
86
+ const bound = Math.min(px - (this.domain[0] + (bi - r) * c), this.domain[0] + (bi + r + 1) * c - px, pz - (this.domain[1] + (bj - r) * c), this.domain[1] + (bj + r + 1) * c - pz);
87
+ if (best <= bound)
88
+ break;
89
+ }
90
+ return { d: best, arg };
91
+ }
92
+ }
93
+ const TILE = 16;
94
+ function aabbDistance(x0, z0, x1, z1, a) {
95
+ return Math.hypot(Math.max(a[0] - x1, x0 - a[2], 0), Math.max(a[1] - z1, z0 - a[3], 0));
96
+ }
97
+ /**
98
+ * Bakes the clearance field in tiles: a tile tests only the obstacles that can still win in it
99
+ * (those within the tile's reach of the nearest one), which is exact, not an approximation.
100
+ */
101
+ export function bakeGrid(g, obstacles) {
102
+ const F = new Float32Array(g.W * g.H).fill(Number.POSITIVE_INFINITY);
103
+ const A = new Int32Array(g.W * g.H).fill(-1);
104
+ if (obstacles.length === 0)
105
+ return { F, A };
106
+ const TW = Math.ceil(g.W / TILE);
107
+ const TH = Math.ceil(g.H / TILE);
108
+ for (let tj = 0; tj < TH; tj++)
109
+ for (let ti = 0; ti < TW; ti++) {
110
+ const i0 = ti * TILE;
111
+ const j0 = tj * TILE;
112
+ const i1 = Math.min(g.W, i0 + TILE) - 1;
113
+ const j1 = Math.min(g.H, j0 + TILE) - 1;
114
+ const x0 = cellX(g, i0);
115
+ const z0 = cellZ(g, j0);
116
+ const x1 = cellX(g, i1);
117
+ const z1 = cellZ(g, j1);
118
+ const mx = (x0 + x1) / 2;
119
+ const mz = (z0 + z1) / 2;
120
+ const radius = Math.hypot(x1 - x0, z1 - z0) / 2;
121
+ let bound = Number.POSITIVE_INFINITY;
122
+ for (const o of obstacles)
123
+ bound = Math.min(bound, obstacleDistance(o, mx, mz));
124
+ bound += radius;
125
+ const candidates = obstacles.filter((o) => aabbDistance(x0, z0, x1, z1, o.aabb) <= Math.max(bound, 0));
126
+ for (let j = j0; j <= j1; j++) {
127
+ const pz = cellZ(g, j);
128
+ for (let i = i0; i <= i1; i++) {
129
+ const px = cellX(g, i);
130
+ let best = Number.POSITIVE_INFINITY;
131
+ let arg = -1;
132
+ for (const o of candidates) {
133
+ const v = obstacleDistance(o, px, pz);
134
+ if (v < best) {
135
+ best = v;
136
+ arg = o.index;
137
+ }
138
+ }
139
+ F[j * g.W + i] = best;
140
+ A[j * g.W + i] = arg;
141
+ }
142
+ }
143
+ }
144
+ return { F, A };
145
+ }
@@ -0,0 +1,76 @@
1
+ import { type CodeProfileId, type ThresholdSource } from '../../building/code-profile.js';
2
+ import { type MeasureOptions } from './measure.js';
3
+ import type { Nodes } from './walls.js';
4
+ /** Clear width of a path in a house: 0,90 m, the arrêté du 24 décembre 2015 art. 11 II (36 in is the IRC hall). */
5
+ export declare const PASSAGE_M: 0.9;
6
+ /** Clear width through an interior door: 32 in; the same arrêté art. 11 II asks 0,80 m nominal and 0,77 m clear. */
7
+ export declare const DOOR_M: 0.8;
8
+ /** Wheelchair turning space: 1.50 m (arrêté du 24 décembre 2015 art. 13; ADA 304.3). */
9
+ export declare const TURNING_M: 1.5;
10
+ /** One unit of passage: 0.60 m (a clearance of 0.30 m); a pocket smaller than this is not worth a finding. */
11
+ export declare const POCKET_MIN_M2 = 0.36;
12
+ /** A reading within this of its threshold is the threshold. */
13
+ export declare const TOLERANCE_M = 0.005;
14
+ /** Rooms whose passages are the same pinch: the same things bound it, a figure within this, a spot within `PLACE_AT_M`. */
15
+ export declare const PLACE_WIDTH_M = 0.005;
16
+ export type UsageObstacle = {
17
+ nodeId: string;
18
+ name: string;
19
+ kind: string;
20
+ shape: 'exact' | 'approx';
21
+ movable: boolean;
22
+ };
23
+ export type UsageIssue = {
24
+ type: 'usage_passage_narrow' | 'usage_turning_narrow' | 'usage_pocket' | 'usage_clash' | 'usage_opening_blocked' | 'usage_door_swing' | 'usage_entry_narrow' | 'usage_door_over_stair' | 'usage_fixture_clearance' | 'usage_bed_clearance';
25
+ message: string;
26
+ /** Use defects warn even on approximate shapes; measurements and unassigned code checks inform. */
27
+ severity: 'warning' | 'info';
28
+ nodeIds: string[];
29
+ valueM?: number;
30
+ valueM2?: number;
31
+ thresholdM?: number;
32
+ /** A door's free swing, and the 90 degrees it should have. */
33
+ valueDeg?: number;
34
+ thresholdDeg?: number;
35
+ /** For a finding that applies a code: which one, the section, whether its text was read, and whether the project named it or it is the default US IRC applied to a project that names none. */
36
+ code?: {
37
+ profile: CodeProfileId;
38
+ cite: string;
39
+ source: ThresholdSource;
40
+ byDefault: boolean;
41
+ };
42
+ place: {
43
+ room: string;
44
+ roomId: string;
45
+ at: [number, number];
46
+ };
47
+ obstacles: UsageObstacle[];
48
+ fromDoorId?: string;
49
+ /** A passage: every room the way through this place leads to, each with the best other exterior door when that reaches it more widely. */
50
+ serves?: {
51
+ room: string;
52
+ roomId: string;
53
+ alternative?: {
54
+ doorId: string;
55
+ widthM: number;
56
+ };
57
+ }[];
58
+ /** A doorway between its jambs: the door as drawn, where `valueM` is the clear width between the jambs. */
59
+ doorWidthM?: number;
60
+ /** The name of the door a passage was measured from (the ground floor's entrance), when there is one. */
61
+ fromDoor?: string;
62
+ /** What the model's answer says of the finding when the note carries the rest: a room entry's clause for a turning circle and a pocket, a passage's sentence without the entrance (`verify-scene-usage`). */
63
+ brief?: string;
64
+ /** A pocket that is the whole room's free floor: the room cannot be left by a 0.60 m unit at all. */
65
+ wholeRoom?: boolean;
66
+ approximate: boolean;
67
+ };
68
+ /**
69
+ * The usage findings of a scene: narrow passages (measured from the chosen entrance, one for each
70
+ * place that is narrow with the rooms it leads to, and the best other door as a fact), missing turning circles, floor a 0.60 m unit cannot get out of, wall
71
+ * objects that stand out into circulation, pieces inside something solid, what stands in front of a
72
+ * window or a door, a bed's room, a room's headroom and its ceiling. Every threshold is an indicator,
73
+ * not a compliance check.
74
+ */
75
+ export declare function usageIssues(nodes: Nodes, options?: MeasureOptions): UsageIssue[];
76
+ //# sourceMappingURL=findings.d.ts.map
@@ -0,0 +1 @@
1
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