@react-arch/renderer-2d 0.1.2 → 0.1.3

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.
@@ -1 +1 @@
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- {"version":3,"file":"index.d.ts","names":[],"sources":["../src/Plan2D.tsx","../src/scene.ts"],"mappings":";;;;UAMiB,WAAA;EACf,QAAA,EAAU,gBAAA;EACV,QAAA;EACA,aAAA;EACA,QAAA,GAAW,SAAA;EACX,QAAA,IAAY,GAAA,EAAK,SAAA;EACjB,OAAA,IAAW,GAAA,EAAK,SAAA;EAChB,QAAA;EACA,gBAAA;EACA,QAAA;EACA,SAAA;AAAA;AAAA,iBAyBc,MAAA,CAAO,KAAA,EAAO,WAAW,mBAAA,GAAA,CAAA,OAAA;;;UC1BxB,QAAA;EACf,EAAA;EACA,OAAA;EACA,OAAA,EAAS,IAAA;EACT,KAAA,EAAO,IAAA;EACP,GAAA,EAAK,IAAA;EACL,SAAA;AAAA;AAAA,UAEe,QAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,OAAA,EAAS,IAAA;EACT,QAAA,EAAU,IAAI;EACd,IAAA;AAAA;AAAA,UAEe,WAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,EAAA,EAAI,IAAA;EACJ,EAAA,EAAI,IAAA;EACJ,MAAA,EAAQ,IAAA;EACR,GAAA,EAAK,IAAA;EACL,MAAA,EAAQ,IAAA;EACR,KAAA;AAAA;AAAA,UAEe,UAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,MAAA,EAAQ,IAAI;EDL2B;ECOvC,IAAA;EACA,QAAA;AAAA;AAAA,UAEe,SAAA;EACf,KAAA,EAAO,QAAA;EACP,KAAA,EAAO,QAAA;EACP,QAAA,EAAU,WAAA;EACV,OAAA,EAAS,UAAA;AAAA;AAAA,iBASK,cAAA,CACd,GAAA,EAAK,gBAAA,EACL,QAAA,qBACC,SAAS;;iBAyDI,OAAA,CACd,KAAA,EAAO,SAAA,EACP,KAAA,EAAO,IAAA,EACP,SAAA,WACC,SAAA"}
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+ {"version":3,"file":"index.d.ts","names":[],"sources":["../src/Plan2D.tsx","../src/scene.ts"],"mappings":";;;;UAMiB,WAAA;EACf,QAAA,EAAU,gBAAA;EACV,QAAA;EACA,aAAA;EACA,QAAA,GAAW,SAAA;EACX,QAAA,IAAY,GAAA,EAAK,SAAA;EACjB,OAAA,IAAW,GAAA,EAAK,SAAA;EAChB,QAAA;EACA,gBAAA;EACA,QAAA;EACA,SAAA;AAAA;AAAA,iBAyBc,MAAA,CAAO,KAAA,EAAO,WAAW,mBAAA,GAAA,CAAA,OAAA;;;UC3BxB,QAAA;EACf,EAAA;EACA,OAAA;EACA,OAAA,EAAS,IAAA;EACT,KAAA,EAAO,IAAA;EACP,GAAA,EAAK,IAAA;EACL,SAAA;AAAA;AAAA,UAEe,QAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,OAAA,EAAS,IAAA;EACT,QAAA,EAAU,IAAI;EACd,IAAA;AAAA;AAAA,UAEe,WAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,EAAA,EAAI,IAAA;EACJ,EAAA,EAAI,IAAA;EACJ,MAAA,EAAQ,IAAA;EACR,GAAA,EAAK,IAAA;EACL,MAAA,EAAQ,IAAA;EACR,KAAA;AAAA;AAAA,UAEe,UAAA;EACf,EAAA;EACA,OAAA;EACA,IAAA;EACA,MAAA,EAAQ,IAAI;EDJ2B;ECMvC,IAAA;EACA,QAAA;AAAA;AAAA,UAEe,SAAA;EACf,KAAA,EAAO,QAAA;EACP,KAAA,EAAO,QAAA;EACP,QAAA,EAAU,WAAA;EACV,OAAA,EAAS,UAAA;AAAA;AAAA,iBASK,cAAA,CACd,GAAA,EAAK,gBAAA,EACL,QAAA,qBACC,SAAS;;iBAyDI,OAAA,CACd,KAAA,EAAO,SAAA,EACP,KAAA,EAAO,IAAA,EACP,SAAA,WACC,SAAA"}
package/dist/index.js CHANGED
@@ -1,6 +1,6 @@
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  import { useCallback, useEffect, useMemo, useRef, useState } from "react";
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  import { allFloors, furnitureColor, furnitureDims } from "@react-arch/core";
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- import { bounds, distance, normal, openingSpan, pointInPolygon, polygonArea, polygonCentroid, projectPointOnSegment, wallDirection, wallPolygon } from "@react-arch/geometry";
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+ import { bounds, normal, openingSpan, pointInPolygon, polygonArea, polygonCentroid, projectPointOnSegment, wallDirection, wallPolygon } from "@react-arch/geometry";
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  import { jsx } from "react/jsx-runtime";
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  //#region src/scene.ts
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  function visibleFloors(doc, floorIds) {
@@ -66,13 +66,17 @@ function buildPlanScene(doc, floorIds) {
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  }
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  /** Hit-test a world point against the scene, nearest-first by entity type. */
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  function hitTest(scene, point, tolerance) {
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- for (const o of scene.openings) if (distance(point, o.center) <= Math.max(tolerance, o.width / 2)) return {
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+ for (const o of scene.openings) if (projectPointOnSegment(point, o.p0, o.p1).distance <= tolerance) return {
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  kind: "opening",
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  id: o.id
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  };
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  for (const ob of scene.objects) {
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- const dx = Math.abs(point[0] - ob.center[0]);
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- const dy = Math.abs(point[1] - ob.center[1]);
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+ const dx0 = point[0] - ob.center[0];
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+ const dy0 = point[1] - ob.center[1];
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+ const c = Math.cos(-ob.rotation);
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+ const s = Math.sin(-ob.rotation);
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+ const dx = Math.abs(dx0 * c - dy0 * s);
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+ const dy = Math.abs(dx0 * s + dy0 * c);
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  if (dx <= ob.size[0] / 2 + tolerance && dy <= ob.size[1] / 2 + tolerance) return {
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  kind: "object",
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  id: ob.id
@@ -101,7 +105,7 @@ const COLORS = {
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  opening: "#e8e6e1",
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  door: "#5fb3c9",
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  window: "#5f9bff",
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- select: "#4c8eff",
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+ select: "#2563eb",
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  ghost: "rgba(120,130,150,0.25)",
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  dim: "#6f7787"
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  };
@@ -155,7 +159,9 @@ function Plan2D(props) {
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  }
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  const b = bounds(pts);
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  const margin = 60;
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- const scale = Math.min((size.w - margin * 2) / Math.max(b.width, .5), (size.h - margin * 2) / Math.max(b.height, .5));
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+ const availableW = Math.max(size.w - margin * 2, 1);
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+ const availableH = Math.max(size.h - margin * 2, 1);
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+ const scale = Math.min(availableW / Math.max(b.width, .5), availableH / Math.max(b.height, .5));
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  const cx = (b.min[0] + b.max[0]) / 2;
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  const cy = (b.min[1] + b.max[1]) / 2;
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  setVp({
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","names":[],"sources":["../src/scene.ts","../src/Plan2D.tsx"],"sourcesContent":["import type { BuildingDocument, EntityRef, Floor } from \"@react-arch/core\";\nimport { allFloors, furnitureDims } from \"@react-arch/core\";\nimport {\n type Vec2,\n distance,\n normal,\n openingSpan,\n pointInPolygon,\n polygonArea,\n polygonCentroid,\n projectPointOnSegment,\n wallDirection,\n wallPolygon,\n} from \"@react-arch/geometry\";\n\nexport interface WallDraw {\n id: string;\n floorId: string;\n polygon: Vec2[];\n start: Vec2;\n end: Vec2;\n thickness: number;\n}\nexport interface RoomDraw {\n id: string;\n floorId: string;\n name: string;\n polygon: Vec2[];\n centroid: Vec2;\n area: number;\n}\nexport interface OpeningDraw {\n id: string;\n floorId: string;\n type: \"door\" | \"window\" | \"opening\";\n p0: Vec2;\n p1: Vec2;\n center: Vec2;\n dir: Vec2;\n normal: Vec2;\n width: number;\n}\nexport interface ObjectDraw {\n id: string;\n floorId: string;\n type: string;\n center: Vec2;\n /** Footprint size [width(X), depth(Y)] in metres. */\n size: [number, number];\n rotation: number;\n}\nexport interface PlanScene {\n walls: WallDraw[];\n rooms: RoomDraw[];\n openings: OpeningDraw[];\n objects: ObjectDraw[];\n}\n\nfunction visibleFloors(doc: BuildingDocument, floorIds: string[] | \"all\"): Floor[] {\n const floors = allFloors(doc);\n if (floorIds === \"all\") return floors.filter((f) => f.visible);\n return floors.filter((f) => floorIds.includes(f.id));\n}\n\nexport function buildPlanScene(\n doc: BuildingDocument,\n floorIds: string[] | \"all\",\n): PlanScene {\n const scene: PlanScene = { walls: [], rooms: [], openings: [], objects: [] };\n for (const floor of visibleFloors(doc, floorIds)) {\n for (const r of floor.rooms) {\n scene.rooms.push({\n id: r.id,\n floorId: floor.id,\n name: r.name,\n polygon: r.polygon,\n centroid: polygonCentroid(r.polygon),\n area: polygonArea(r.polygon),\n });\n }\n const wallById = new Map(floor.walls.map((w) => [w.id, w]));\n for (const w of floor.walls) {\n scene.walls.push({\n id: w.id,\n floorId: floor.id,\n polygon: wallPolygon(w, w.thickness / 2),\n start: w.start,\n end: w.end,\n thickness: w.thickness,\n });\n }\n for (const o of floor.openings) {\n const wall = wallById.get(o.wallId);\n if (!wall) continue;\n const span = openingSpan(wall, o);\n const dir = wallDirection(wall);\n scene.openings.push({\n id: o.id,\n floorId: floor.id,\n type: o.type,\n p0: span.start,\n p1: span.end,\n center: span.center,\n dir,\n normal: normal(dir),\n width: o.width,\n });\n }\n for (const ob of floor.objects) {\n const d = furnitureDims(ob.type, ob.scale);\n scene.objects.push({\n id: ob.id,\n floorId: floor.id,\n type: ob.type,\n center: [ob.position[0], ob.position[1]],\n size: [d.width, d.depth],\n rotation: ob.rotation[2],\n });\n }\n }\n return scene;\n}\n\n/** Hit-test a world point against the scene, nearest-first by entity type. */\nexport function hitTest(\n scene: PlanScene,\n point: Vec2,\n tolerance: number,\n): EntityRef | null {\n // Openings first (smallest), then furniture, then walls, then rooms.\n for (const o of scene.openings) {\n if (distance(point, o.center) <= Math.max(tolerance, o.width / 2)) {\n return { kind: \"opening\", id: o.id };\n }\n }\n for (const ob of scene.objects) {\n const dx = Math.abs(point[0] - ob.center[0]);\n const dy = Math.abs(point[1] - ob.center[1]);\n if (dx <= ob.size[0] / 2 + tolerance && dy <= ob.size[1] / 2 + tolerance) {\n return { kind: \"object\", id: ob.id };\n }\n }\n for (const w of scene.walls) {\n const proj = projectPointOnSegment(point, w.start, w.end);\n if (proj.distance <= w.thickness / 2 + tolerance) {\n return { kind: \"wall\", id: w.id };\n }\n }\n for (const r of scene.rooms) {\n if (pointInPolygon(point, r.polygon)) {\n return { kind: \"room\", id: r.id };\n }\n }\n return null;\n}\n","import { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport type { BuildingDocument, EntityRef } from \"@react-arch/core\";\nimport { furnitureColor } from \"@react-arch/core\";\nimport { bounds, type Vec2 } from \"@react-arch/geometry\";\nimport { buildPlanScene, hitTest, type PlanScene } from \"./scene.js\";\n\nexport interface Plan2DProps {\n document: BuildingDocument;\n floorIds: string[] | \"all\";\n ghostFloorIds?: string[];\n selected?: EntityRef | null;\n onSelect?: (ref: EntityRef | null) => void;\n onHover?: (ref: EntityRef | null) => void;\n showGrid?: boolean;\n showMeasurements?: boolean;\n gridSize?: number;\n className?: string;\n}\n\ninterface Viewport {\n scale: number;\n ox: number;\n oy: number;\n}\n\nconst COLORS = {\n bg: \"#15171c\",\n grid: \"#23262e\",\n gridMajor: \"#2c3038\",\n room: \"rgba(76, 142, 255, 0.07)\",\n roomLabel: \"#9aa3b2\",\n wall: \"#c9ccd1\",\n wallStroke: \"#080a0d\",\n opening: \"#e8e6e1\",\n door: \"#5fb3c9\",\n window: \"#5f9bff\",\n select: \"#4c8eff\",\n ghost: \"rgba(120,130,150,0.25)\",\n dim: \"#6f7787\",\n};\n\nexport function Plan2D(props: Plan2DProps) {\n const { document: doc, floorIds, showGrid = true, showMeasurements = true, gridSize = 0.5 } = props;\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const containerRef = useRef<HTMLDivElement | null>(null);\n const [vp, setVp] = useState<Viewport>({ scale: 40, ox: 0, oy: 0 });\n const [size, setSize] = useState({ w: 0, h: 0 });\n const dragRef = useRef<{ x: number; y: number; moved: boolean; ox: number; oy: number } | null>(null);\n const fittedKey = useRef<string>(\"\");\n\n const scene = useMemo(() => buildPlanScene(doc, floorIds), [doc, floorIds]);\n const ghostScene = useMemo(\n () => (props.ghostFloorIds?.length ? buildPlanScene(doc, props.ghostFloorIds) : null),\n [doc, props.ghostFloorIds],\n );\n\n const toScreen = useCallback(\n (p: Vec2): Vec2 => [p[0] * vp.scale + vp.ox, p[1] * vp.scale + vp.oy],\n [vp],\n );\n const toWorld = useCallback(\n (sx: number, sy: number): Vec2 => [(sx - vp.ox) / vp.scale, (sy - vp.oy) / vp.scale],\n [vp],\n );\n\n // Resize observer for crisp HiDPI canvas.\n useEffect(() => {\n const el = containerRef.current;\n if (!el) return;\n const ro = new ResizeObserver(() => {\n setSize({ w: el.clientWidth, h: el.clientHeight });\n });\n ro.observe(el);\n setSize({ w: el.clientWidth, h: el.clientHeight });\n return () => ro.disconnect();\n }, []);\n\n const fit = useCallback(() => {\n if (size.w === 0 || size.h === 0) return;\n const pts: Vec2[] = [];\n for (const w of scene.walls) pts.push(...w.polygon);\n for (const r of scene.rooms) pts.push(...r.polygon);\n if (pts.length === 0) {\n setVp({ scale: 40, ox: size.w / 2, oy: size.h / 2 });\n return;\n }\n const b = bounds(pts);\n const margin = 60;\n const scale = Math.min(\n (size.w - margin * 2) / Math.max(b.width, 0.5),\n (size.h - margin * 2) / Math.max(b.height, 0.5),\n );\n const cx = (b.min[0] + b.max[0]) / 2;\n const cy = (b.min[1] + b.max[1]) / 2;\n setVp({ scale, ox: size.w / 2 - cx * scale, oy: size.h / 2 - cy * scale });\n }, [scene, size]);\n\n // Auto-fit when the building or visible floors change (and on first layout).\n useEffect(() => {\n const key = `${doc.id}:${Array.isArray(floorIds) ? floorIds.join(\",\") : \"all\"}:${size.w}x${size.h}`;\n if (size.w > 0 && fittedKey.current !== key) {\n fittedKey.current = key;\n fit();\n }\n }, [doc.id, floorIds, size, fit]);\n\n // --- drawing -------------------------------------------------------------\n useEffect(() => {\n const canvas = canvasRef.current;\n if (!canvas || size.w === 0) return;\n const dpr = window.devicePixelRatio || 1;\n canvas.width = size.w * dpr;\n canvas.height = size.h * dpr;\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) return;\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n draw(ctx, size, vp, scene, ghostScene, props.selected ?? null, { showGrid, showMeasurements, gridSize, toScreen });\n }, [size, vp, scene, ghostScene, props.selected, showGrid, showMeasurements, gridSize, toScreen]);\n\n // --- interaction ---------------------------------------------------------\n const onPointerDown = (e: React.PointerEvent) => {\n (e.target as Element).setPointerCapture?.(e.pointerId);\n dragRef.current = { x: e.clientX, y: e.clientY, moved: false, ox: vp.ox, oy: vp.oy };\n };\n const onPointerMove = (e: React.PointerEvent) => {\n const d = dragRef.current;\n const rect = canvasRef.current!.getBoundingClientRect();\n if (d) {\n const dx = e.clientX - d.x;\n const dy = e.clientY - d.y;\n if (Math.abs(dx) + Math.abs(dy) > 3) d.moved = true;\n if (d.moved) setVp((v) => ({ ...v, ox: d.ox + dx, oy: d.oy + dy }));\n } else if (props.onHover) {\n const world = toWorld(e.clientX - rect.left, e.clientY - rect.top);\n props.onHover(hitTest(scene, world, 6 / vp.scale));\n }\n };\n const onPointerUp = (e: React.PointerEvent) => {\n const d = dragRef.current;\n dragRef.current = null;\n if (d && !d.moved && props.onSelect) {\n const rect = canvasRef.current!.getBoundingClientRect();\n const world = toWorld(e.clientX - rect.left, e.clientY - rect.top);\n props.onSelect(hitTest(scene, world, 6 / vp.scale));\n }\n };\n const onWheel = (e: React.WheelEvent) => {\n const rect = canvasRef.current!.getBoundingClientRect();\n const sx = e.clientX - rect.left;\n const sy = e.clientY - rect.top;\n const factor = Math.exp(-e.deltaY * 0.0015);\n setVp((v) => {\n const scale = Math.max(4, Math.min(400, v.scale * factor));\n const wx = (sx - v.ox) / v.scale;\n const wy = (sy - v.oy) / v.scale;\n return { scale, ox: sx - wx * scale, oy: sy - wy * scale };\n });\n };\n\n return (\n <div ref={containerRef} className={props.className} style={{ width: \"100%\", height: \"100%\", position: \"relative\", background: COLORS.bg }}>\n <canvas\n ref={canvasRef}\n style={{ width: \"100%\", height: \"100%\", display: \"block\", cursor: dragRef.current?.moved ? \"grabbing\" : \"default\", touchAction: \"none\" }}\n onPointerDown={onPointerDown}\n onPointerMove={onPointerMove}\n onPointerUp={onPointerUp}\n onPointerLeave={() => props.onHover?.(null)}\n onWheel={onWheel}\n onDoubleClick={fit}\n />\n </div>\n );\n}\n\nfunction draw(\n ctx: CanvasRenderingContext2D,\n size: { w: number; h: number },\n vp: Viewport,\n scene: PlanScene,\n ghost: PlanScene | null,\n selected: EntityRef | null,\n opts: { showGrid: boolean; showMeasurements: boolean; gridSize: number; toScreen: (p: Vec2) => Vec2 },\n) {\n const { toScreen } = opts;\n ctx.fillStyle = COLORS.bg;\n ctx.fillRect(0, 0, size.w, size.h);\n\n if (opts.showGrid) drawGrid(ctx, size, vp, opts.gridSize);\n\n if (ghost) {\n ctx.save();\n ctx.globalAlpha = 0.4;\n for (const w of ghost.walls) fillPolygon(ctx, w.polygon, COLORS.ghost, toScreen);\n ctx.restore();\n }\n\n // Room fills + labels.\n for (const r of scene.rooms) {\n fillPolygon(ctx, r.polygon, COLORS.room, toScreen);\n }\n // Walls.\n for (const w of scene.walls) {\n const isSel = selected?.kind === \"wall\" && selected.id === w.id;\n fillPolygon(ctx, w.polygon, isSel ? COLORS.select : COLORS.wall, toScreen, COLORS.wallStroke);\n }\n // Furniture footprints (under openings/labels, over rooms).\n for (const ob of scene.objects) {\n drawFurniture(ctx, ob, vp, toScreen, selected?.kind === \"object\" && selected.id === ob.id);\n }\n // Openings.\n for (const o of scene.openings) {\n drawOpening(ctx, o, toScreen, selected?.kind === \"opening\" && selected.id === o.id);\n }\n // Room labels last (on top).\n for (const r of scene.rooms) {\n const c = toScreen(r.centroid);\n const isSel = selected?.kind === \"room\" && selected.id === r.id;\n if (isSel) {\n ctx.save();\n ctx.beginPath();\n ctx.strokeStyle = COLORS.select;\n ctx.lineWidth = 2;\n polyPath(ctx, r.polygon, toScreen);\n ctx.stroke();\n ctx.restore();\n }\n ctx.fillStyle = COLORS.roomLabel;\n ctx.font = \"600 12px ui-sans-serif, system-ui, sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(r.name, c[0], c[1] - 2);\n if (opts.showMeasurements) {\n ctx.fillStyle = COLORS.dim;\n ctx.font = \"11px ui-monospace, monospace\";\n ctx.fillText(`${r.area.toFixed(1)} m²`, c[0], c[1] + 13);\n }\n }\n}\n\nfunction drawGrid(ctx: CanvasRenderingContext2D, size: { w: number; h: number }, vp: Viewport, gridSize: number) {\n const step = gridSize * vp.scale;\n if (step < 6) return;\n const startX = vp.ox % step;\n const startY = vp.oy % step;\n ctx.lineWidth = 1;\n for (let x = startX; x < size.w; x += step) {\n ctx.strokeStyle = COLORS.grid;\n ctx.beginPath();\n ctx.moveTo(x, 0);\n ctx.lineTo(x, size.h);\n ctx.stroke();\n }\n for (let y = startY; y < size.h; y += step) {\n ctx.strokeStyle = COLORS.grid;\n ctx.beginPath();\n ctx.moveTo(0, y);\n ctx.lineTo(size.w, y);\n ctx.stroke();\n }\n}\n\nfunction polyPath(ctx: CanvasRenderingContext2D, poly: Vec2[], toScreen: (p: Vec2) => Vec2) {\n poly.forEach((p, i) => {\n const s = toScreen(p);\n if (i === 0) ctx.moveTo(s[0], s[1]);\n else ctx.lineTo(s[0], s[1]);\n });\n ctx.closePath();\n}\n\nfunction fillPolygon(ctx: CanvasRenderingContext2D, poly: Vec2[], fill: string, toScreen: (p: Vec2) => Vec2, stroke?: string) {\n ctx.beginPath();\n polyPath(ctx, poly, toScreen);\n ctx.fillStyle = fill;\n ctx.fill();\n if (stroke) {\n ctx.lineWidth = 1;\n ctx.strokeStyle = stroke;\n ctx.stroke();\n }\n}\n\nfunction drawFurniture(\n ctx: CanvasRenderingContext2D,\n ob: PlanScene[\"objects\"][number],\n vp: Viewport,\n toScreen: (p: Vec2) => Vec2,\n selected: boolean,\n) {\n const c = toScreen(ob.center);\n const w = ob.size[0] * vp.scale;\n const h = ob.size[1] * vp.scale;\n ctx.save();\n ctx.translate(c[0], c[1]);\n if (ob.rotation) ctx.rotate(ob.rotation);\n const color = selected ? COLORS.select : furnitureColor(ob.type);\n ctx.fillStyle = color + \"33\"; // translucent fill\n ctx.strokeStyle = color;\n ctx.lineWidth = selected ? 2 : 1.25;\n const r = Math.min(4, w / 4, h / 4);\n roundRect(ctx, -w / 2, -h / 2, w, h, r);\n ctx.fill();\n ctx.stroke();\n if (Math.min(w, h) > 26) {\n ctx.fillStyle = COLORS.roomLabel;\n ctx.font = \"9px ui-sans-serif, system-ui, sans-serif\";\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(ob.type, 0, 0);\n }\n ctx.restore();\n}\n\nfunction roundRect(ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, r: number) {\n ctx.beginPath();\n ctx.moveTo(x + r, y);\n ctx.arcTo(x + w, y, x + w, y + h, r);\n ctx.arcTo(x + w, y + h, x, y + h, r);\n ctx.arcTo(x, y + h, x, y, r);\n ctx.arcTo(x, y, x + w, y, r);\n ctx.closePath();\n}\n\nfunction drawOpening(\n ctx: CanvasRenderingContext2D,\n o: PlanScene[\"openings\"][number],\n toScreen: (p: Vec2) => Vec2,\n selected: boolean,\n) {\n const a = toScreen(o.p0);\n const b = toScreen(o.p1);\n const color = selected ? COLORS.select : o.type === \"door\" ? COLORS.door : o.type === \"window\" ? 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+ {"version":3,"file":"index.js","names":[],"sources":["../src/scene.ts","../src/Plan2D.tsx"],"sourcesContent":["import type { BuildingDocument, EntityRef, Floor } from \"@react-arch/core\";\nimport { allFloors, furnitureDims } from \"@react-arch/core\";\nimport {\n type Vec2,\n normal,\n openingSpan,\n pointInPolygon,\n polygonArea,\n polygonCentroid,\n projectPointOnSegment,\n wallDirection,\n wallPolygon,\n} from \"@react-arch/geometry\";\n\nexport interface WallDraw {\n id: string;\n floorId: string;\n polygon: Vec2[];\n start: Vec2;\n end: Vec2;\n thickness: number;\n}\nexport interface RoomDraw {\n id: string;\n floorId: string;\n name: string;\n polygon: Vec2[];\n centroid: Vec2;\n area: number;\n}\nexport interface OpeningDraw {\n id: string;\n floorId: string;\n type: \"door\" | \"window\" | \"opening\";\n p0: Vec2;\n p1: Vec2;\n center: Vec2;\n dir: Vec2;\n normal: Vec2;\n width: number;\n}\nexport interface ObjectDraw {\n id: string;\n floorId: string;\n type: string;\n center: Vec2;\n /** Footprint size [width(X), depth(Y)] in metres. */\n size: [number, number];\n rotation: number;\n}\nexport interface PlanScene {\n walls: WallDraw[];\n rooms: RoomDraw[];\n openings: OpeningDraw[];\n objects: ObjectDraw[];\n}\n\nfunction visibleFloors(doc: BuildingDocument, floorIds: string[] | \"all\"): Floor[] {\n const floors = allFloors(doc);\n if (floorIds === \"all\") return floors.filter((f) => f.visible);\n return floors.filter((f) => floorIds.includes(f.id));\n}\n\nexport function buildPlanScene(\n doc: BuildingDocument,\n floorIds: string[] | \"all\",\n): PlanScene {\n const scene: PlanScene = { walls: [], rooms: [], openings: [], objects: [] };\n for (const floor of visibleFloors(doc, floorIds)) {\n for (const r of floor.rooms) {\n scene.rooms.push({\n id: r.id,\n floorId: floor.id,\n name: r.name,\n polygon: r.polygon,\n centroid: polygonCentroid(r.polygon),\n area: polygonArea(r.polygon),\n });\n }\n const wallById = new Map(floor.walls.map((w) => [w.id, w]));\n for (const w of floor.walls) {\n scene.walls.push({\n id: w.id,\n floorId: floor.id,\n polygon: wallPolygon(w, w.thickness / 2),\n start: w.start,\n end: w.end,\n thickness: w.thickness,\n });\n }\n for (const o of floor.openings) {\n const wall = wallById.get(o.wallId);\n if (!wall) continue;\n const span = openingSpan(wall, o);\n const dir = wallDirection(wall);\n scene.openings.push({\n id: o.id,\n floorId: floor.id,\n type: o.type,\n p0: span.start,\n p1: span.end,\n center: span.center,\n dir,\n normal: normal(dir),\n width: o.width,\n });\n }\n for (const ob of floor.objects) {\n const d = furnitureDims(ob.type, ob.scale);\n scene.objects.push({\n id: ob.id,\n floorId: floor.id,\n type: ob.type,\n center: [ob.position[0], ob.position[1]],\n size: [d.width, d.depth],\n rotation: ob.rotation[2],\n });\n }\n }\n return scene;\n}\n\n/** Hit-test a world point against the scene, nearest-first by entity type. */\nexport function hitTest(\n scene: PlanScene,\n point: Vec2,\n tolerance: number,\n): EntityRef | null {\n // Openings first (smallest), then furniture, then walls, then rooms.\n for (const o of scene.openings) {\n if (projectPointOnSegment(point, o.p0, o.p1).distance <= tolerance) {\n return { kind: \"opening\", id: o.id };\n }\n }\n for (const ob of scene.objects) {\n const dx0 = point[0] - ob.center[0];\n const dy0 = point[1] - ob.center[1];\n const c = Math.cos(-ob.rotation);\n const s = Math.sin(-ob.rotation);\n const dx = Math.abs(dx0 * c - dy0 * s);\n const dy = Math.abs(dx0 * s + dy0 * c);\n if (dx <= ob.size[0] / 2 + tolerance && dy <= ob.size[1] / 2 + tolerance) {\n return { kind: \"object\", id: ob.id };\n }\n }\n for (const w of scene.walls) {\n const proj = projectPointOnSegment(point, w.start, w.end);\n if (proj.distance <= w.thickness / 2 + tolerance) {\n return { kind: \"wall\", id: w.id };\n }\n }\n for (const r of scene.rooms) {\n if (pointInPolygon(point, r.polygon)) {\n return { kind: \"room\", id: r.id };\n }\n }\n return null;\n}\n","import { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport type { BuildingDocument, EntityRef } from \"@react-arch/core\";\nimport { furnitureColor } from \"@react-arch/core\";\nimport { bounds, type Vec2 } from \"@react-arch/geometry\";\nimport { buildPlanScene, hitTest, type PlanScene } from \"./scene.js\";\n\nexport interface Plan2DProps {\n document: BuildingDocument;\n floorIds: string[] | \"all\";\n ghostFloorIds?: string[];\n selected?: EntityRef | null;\n onSelect?: (ref: EntityRef | null) => void;\n onHover?: (ref: EntityRef | null) => void;\n showGrid?: boolean;\n showMeasurements?: boolean;\n gridSize?: number;\n className?: string;\n}\n\ninterface Viewport {\n scale: number;\n ox: number;\n oy: number;\n}\n\nconst COLORS = {\n bg: \"#15171c\",\n grid: \"#23262e\",\n gridMajor: \"#2c3038\",\n room: \"rgba(76, 142, 255, 0.07)\",\n roomLabel: \"#9aa3b2\",\n wall: \"#c9ccd1\",\n wallStroke: \"#080a0d\",\n opening: \"#e8e6e1\",\n door: \"#5fb3c9\",\n window: \"#5f9bff\",\n select: \"#2563eb\",\n ghost: \"rgba(120,130,150,0.25)\",\n dim: \"#6f7787\",\n};\n\nexport function Plan2D(props: Plan2DProps) {\n const { document: doc, floorIds, showGrid = true, showMeasurements = true, gridSize = 0.5 } = props;\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const containerRef = useRef<HTMLDivElement | null>(null);\n const [vp, setVp] = useState<Viewport>({ scale: 40, ox: 0, oy: 0 });\n const [size, setSize] = useState({ w: 0, h: 0 });\n const dragRef = useRef<{ x: number; y: number; moved: boolean; ox: number; oy: number } | null>(null);\n const fittedKey = useRef<string>(\"\");\n\n const scene = useMemo(() => buildPlanScene(doc, floorIds), [doc, floorIds]);\n const ghostScene = useMemo(\n () => (props.ghostFloorIds?.length ? buildPlanScene(doc, props.ghostFloorIds) : null),\n [doc, props.ghostFloorIds],\n );\n\n const toScreen = useCallback(\n (p: Vec2): Vec2 => [p[0] * vp.scale + vp.ox, p[1] * vp.scale + vp.oy],\n [vp],\n );\n const toWorld = useCallback(\n (sx: number, sy: number): Vec2 => [(sx - vp.ox) / vp.scale, (sy - vp.oy) / vp.scale],\n [vp],\n );\n\n // Resize observer for crisp HiDPI canvas.\n useEffect(() => {\n const el = containerRef.current;\n if (!el) return;\n const ro = new ResizeObserver(() => {\n setSize({ w: el.clientWidth, h: el.clientHeight });\n });\n ro.observe(el);\n setSize({ w: el.clientWidth, h: el.clientHeight });\n return () => ro.disconnect();\n }, []);\n\n const fit = useCallback(() => {\n if (size.w === 0 || size.h === 0) return;\n const pts: Vec2[] = [];\n for (const w of scene.walls) pts.push(...w.polygon);\n for (const r of scene.rooms) pts.push(...r.polygon);\n if (pts.length === 0) {\n setVp({ scale: 40, ox: size.w / 2, oy: size.h / 2 });\n return;\n }\n const b = bounds(pts);\n const margin = 60;\n const availableW = Math.max(size.w - margin * 2, 1);\n const availableH = Math.max(size.h - margin * 2, 1);\n const scale = Math.min(\n availableW / Math.max(b.width, 0.5),\n availableH / Math.max(b.height, 0.5),\n );\n const cx = (b.min[0] + b.max[0]) / 2;\n const cy = (b.min[1] + b.max[1]) / 2;\n setVp({ scale, ox: size.w / 2 - cx * scale, oy: size.h / 2 - cy * scale });\n }, [scene, size]);\n\n // Auto-fit when the building or visible floors change (and on first layout).\n useEffect(() => {\n const key = `${doc.id}:${Array.isArray(floorIds) ? floorIds.join(\",\") : \"all\"}:${size.w}x${size.h}`;\n if (size.w > 0 && fittedKey.current !== key) {\n fittedKey.current = key;\n fit();\n }\n }, [doc.id, floorIds, size, fit]);\n\n // --- drawing -------------------------------------------------------------\n useEffect(() => {\n const canvas = canvasRef.current;\n if (!canvas || size.w === 0) return;\n const dpr = window.devicePixelRatio || 1;\n canvas.width = size.w * dpr;\n canvas.height = size.h * dpr;\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) return;\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n draw(ctx, size, vp, scene, ghostScene, props.selected ?? null, { showGrid, showMeasurements, gridSize, toScreen });\n }, [size, vp, scene, ghostScene, props.selected, showGrid, showMeasurements, gridSize, toScreen]);\n\n // --- interaction ---------------------------------------------------------\n const onPointerDown = (e: React.PointerEvent) => {\n (e.target as Element).setPointerCapture?.(e.pointerId);\n dragRef.current = { x: e.clientX, y: e.clientY, moved: false, ox: vp.ox, oy: vp.oy };\n };\n const onPointerMove = (e: React.PointerEvent) => {\n const d = dragRef.current;\n const rect = canvasRef.current!.getBoundingClientRect();\n if (d) {\n const dx = e.clientX - d.x;\n const dy = e.clientY - d.y;\n if (Math.abs(dx) + Math.abs(dy) > 3) d.moved = true;\n if (d.moved) setVp((v) => ({ ...v, ox: d.ox + dx, oy: d.oy + dy }));\n } else if (props.onHover) {\n const world = toWorld(e.clientX - rect.left, e.clientY - rect.top);\n props.onHover(hitTest(scene, world, 6 / vp.scale));\n }\n };\n const onPointerUp = (e: React.PointerEvent) => {\n const d = dragRef.current;\n dragRef.current = null;\n if (d && !d.moved && props.onSelect) {\n const rect = canvasRef.current!.getBoundingClientRect();\n const world = toWorld(e.clientX - rect.left, e.clientY - rect.top);\n props.onSelect(hitTest(scene, world, 6 / vp.scale));\n }\n };\n const onWheel = (e: React.WheelEvent) => {\n const rect = canvasRef.current!.getBoundingClientRect();\n const sx = e.clientX - rect.left;\n const sy = e.clientY - rect.top;\n const factor = Math.exp(-e.deltaY * 0.0015);\n setVp((v) => {\n const scale = Math.max(4, Math.min(400, v.scale * factor));\n const wx = (sx - v.ox) / v.scale;\n const wy = (sy - v.oy) / v.scale;\n return { scale, ox: sx - wx * scale, oy: sy - wy * scale };\n });\n };\n\n return (\n <div ref={containerRef} className={props.className} style={{ width: \"100%\", height: \"100%\", position: \"relative\", background: COLORS.bg }}>\n <canvas\n ref={canvasRef}\n style={{ width: \"100%\", height: \"100%\", display: \"block\", cursor: dragRef.current?.moved ? \"grabbing\" : \"default\", touchAction: \"none\" }}\n onPointerDown={onPointerDown}\n onPointerMove={onPointerMove}\n onPointerUp={onPointerUp}\n onPointerLeave={() => props.onHover?.(null)}\n onWheel={onWheel}\n onDoubleClick={fit}\n />\n </div>\n );\n}\n\nfunction draw(\n ctx: CanvasRenderingContext2D,\n size: { w: number; h: number },\n vp: Viewport,\n scene: PlanScene,\n ghost: PlanScene | null,\n selected: EntityRef | null,\n opts: { showGrid: boolean; showMeasurements: boolean; gridSize: number; toScreen: (p: Vec2) => Vec2 },\n) {\n const { toScreen } = opts;\n ctx.fillStyle = COLORS.bg;\n ctx.fillRect(0, 0, size.w, size.h);\n\n if (opts.showGrid) drawGrid(ctx, size, vp, opts.gridSize);\n\n if (ghost) {\n ctx.save();\n ctx.globalAlpha = 0.4;\n for (const w of ghost.walls) fillPolygon(ctx, w.polygon, COLORS.ghost, toScreen);\n ctx.restore();\n }\n\n // Room fills + labels.\n for (const r of scene.rooms) {\n fillPolygon(ctx, r.polygon, COLORS.room, toScreen);\n }\n // Walls.\n for (const w of scene.walls) {\n const isSel = selected?.kind === \"wall\" && selected.id === w.id;\n fillPolygon(ctx, w.polygon, isSel ? COLORS.select : COLORS.wall, toScreen, COLORS.wallStroke);\n }\n // Furniture footprints (under openings/labels, over rooms).\n for (const ob of scene.objects) {\n drawFurniture(ctx, ob, vp, toScreen, selected?.kind === \"object\" && selected.id === ob.id);\n }\n // Openings.\n for (const o of scene.openings) {\n drawOpening(ctx, o, toScreen, selected?.kind === \"opening\" && selected.id === o.id);\n }\n // Room labels last (on top).\n for (const r of scene.rooms) {\n const c = toScreen(r.centroid);\n const isSel = selected?.kind === \"room\" && selected.id === r.id;\n if (isSel) {\n ctx.save();\n ctx.beginPath();\n ctx.strokeStyle = COLORS.select;\n ctx.lineWidth = 2;\n polyPath(ctx, r.polygon, toScreen);\n ctx.stroke();\n ctx.restore();\n }\n ctx.fillStyle = COLORS.roomLabel;\n ctx.font = \"600 12px ui-sans-serif, system-ui, sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(r.name, c[0], c[1] - 2);\n if (opts.showMeasurements) {\n ctx.fillStyle = COLORS.dim;\n ctx.font = \"11px ui-monospace, monospace\";\n ctx.fillText(`${r.area.toFixed(1)} m²`, c[0], c[1] + 13);\n }\n }\n}\n\nfunction drawGrid(ctx: CanvasRenderingContext2D, size: { w: number; h: number }, vp: Viewport, gridSize: number) {\n const step = gridSize * vp.scale;\n if (step < 6) return;\n const startX = vp.ox % step;\n const startY = vp.oy % step;\n ctx.lineWidth = 1;\n for (let x = startX; x < size.w; x += step) {\n ctx.strokeStyle = COLORS.grid;\n ctx.beginPath();\n ctx.moveTo(x, 0);\n ctx.lineTo(x, size.h);\n ctx.stroke();\n }\n for (let y = startY; y < size.h; y += step) {\n ctx.strokeStyle = COLORS.grid;\n ctx.beginPath();\n ctx.moveTo(0, y);\n ctx.lineTo(size.w, y);\n ctx.stroke();\n }\n}\n\nfunction polyPath(ctx: CanvasRenderingContext2D, poly: Vec2[], toScreen: (p: Vec2) => Vec2) {\n poly.forEach((p, i) => {\n const s = toScreen(p);\n if (i === 0) ctx.moveTo(s[0], s[1]);\n else ctx.lineTo(s[0], s[1]);\n });\n ctx.closePath();\n}\n\nfunction fillPolygon(ctx: CanvasRenderingContext2D, poly: Vec2[], fill: string, toScreen: (p: Vec2) => Vec2, stroke?: string) {\n ctx.beginPath();\n polyPath(ctx, poly, toScreen);\n ctx.fillStyle = fill;\n ctx.fill();\n if (stroke) {\n ctx.lineWidth = 1;\n ctx.strokeStyle = stroke;\n ctx.stroke();\n }\n}\n\nfunction drawFurniture(\n ctx: CanvasRenderingContext2D,\n ob: PlanScene[\"objects\"][number],\n vp: Viewport,\n toScreen: (p: Vec2) => Vec2,\n selected: boolean,\n) {\n const c = toScreen(ob.center);\n const w = ob.size[0] * vp.scale;\n const h = ob.size[1] * vp.scale;\n ctx.save();\n ctx.translate(c[0], c[1]);\n if (ob.rotation) ctx.rotate(ob.rotation);\n const color = selected ? COLORS.select : furnitureColor(ob.type);\n ctx.fillStyle = color + \"33\"; // translucent fill\n ctx.strokeStyle = color;\n ctx.lineWidth = selected ? 2 : 1.25;\n const r = Math.min(4, w / 4, h / 4);\n roundRect(ctx, -w / 2, -h / 2, w, h, r);\n ctx.fill();\n ctx.stroke();\n if (Math.min(w, h) > 26) {\n ctx.fillStyle = COLORS.roomLabel;\n ctx.font = \"9px ui-sans-serif, system-ui, sans-serif\";\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(ob.type, 0, 0);\n }\n ctx.restore();\n}\n\nfunction roundRect(ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, r: number) {\n ctx.beginPath();\n ctx.moveTo(x + r, y);\n ctx.arcTo(x + w, y, x + w, y + h, r);\n ctx.arcTo(x + w, y + h, x, y + h, r);\n ctx.arcTo(x, y + h, x, y, r);\n ctx.arcTo(x, y, x + w, y, r);\n ctx.closePath();\n}\n\nfunction drawOpening(\n ctx: CanvasRenderingContext2D,\n o: PlanScene[\"openings\"][number],\n toScreen: (p: Vec2) => Vec2,\n selected: boolean,\n) {\n const a = toScreen(o.p0);\n const b = toScreen(o.p1);\n const color = selected ? COLORS.select : o.type === \"door\" ? COLORS.door : o.type === \"window\" ? COLORS.window : COLORS.opening;\n ctx.strokeStyle = color;\n ctx.lineWidth = selected ? 3 : 2;\n // Clear the wall under the opening for legibility.\n ctx.save();\n ctx.strokeStyle = COLORS.bg;\n ctx.lineWidth = 6;\n ctx.beginPath();\n ctx.moveTo(a[0], a[1]);\n ctx.lineTo(b[0], b[1]);\n ctx.stroke();\n ctx.restore();\n\n if (o.type === \"door\") {\n // Swing arc.\n const cx = a[0];\n const cy = a[1];\n const r = Math.hypot(b[0] - a[0], b[1] - a[1]);\n const start = Math.atan2(b[1] - a[1], b[0] - a[0]);\n ctx.strokeStyle = color;\n ctx.lineWidth = 1.5;\n ctx.beginPath();\n ctx.arc(cx, cy, r, start, start + Math.PI / 2);\n ctx.stroke();\n ctx.beginPath();\n ctx.moveTo(a[0], a[1]);\n ctx.lineTo(b[0], b[1]);\n ctx.stroke();\n } else {\n ctx.strokeStyle = color;\n ctx.lineWidth = selected ? 3 : 2;\n ctx.beginPath();\n ctx.moveTo(a[0], a[1]);\n ctx.lineTo(b[0], b[1]);\n ctx.stroke();\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@react-arch/renderer-2d",
3
- "version": "0.1.2",
3
+ "version": "0.1.3",
4
4
  "type": "module",
5
5
  "main": "./dist/index.js",
6
6
  "module": "./dist/index.js",
@@ -12,9 +12,9 @@
12
12
  }
13
13
  },
14
14
  "dependencies": {
15
- "@react-arch/core": "0.1.2",
16
- "@react-arch/geometry": "0.1.2",
17
- "@react-arch/shared": "0.1.2"
15
+ "@react-arch/core": "0.1.3",
16
+ "@react-arch/shared": "0.1.3",
17
+ "@react-arch/geometry": "0.1.3"
18
18
  },
19
19
  "peerDependencies": {
20
20
  "react": "^18.3.0"
@@ -22,7 +22,8 @@
22
22
  "devDependencies": {
23
23
  "@types/react": "^18.3.12",
24
24
  "react": "^18.3.1",
25
- "typescript": "^5.7.2"
25
+ "typescript": "^5.7.2",
26
+ "vitest": "^2.1.8"
26
27
  },
27
28
  "files": [
28
29
  "dist"