feat v1.32.0: polyline split, tool cursors, Esc walk-back in merge/split

- splitRoomPath in logic.ts: wall-to-wall polyline cut with interior
  vertices; validates wall crossings, self-intersection, degenerate
  parts; splitRoom delegates (2-point path); +3 unit tests (93 total)
- split UI: interior clicks add snapped intermediate points, live
  polyline + vertices + preview; new/updated toasts
- cursors: pointer for merge/delroom and split room-pick stage,
  crosshair while cutting (stage tool-* classes)
- Esc: split — drop last point, then room pick, then back to draw;
  merge — clear selection, then back to draw
- smoke_split_polyline.mjs (14 checks); TESTING/CHANGELOG same-commit
This commit is contained in:
Matysh
2026-07-22 14:27:39 +03:00
parent 849117eb27
commit 5e6f9c407c
16 changed files with 256 additions and 58 deletions
+55
View File
@@ -0,0 +1,55 @@
import { launch } from './serve.mjs';
const { page, browser } = await launch();
const res = await page.evaluate(async () => {
const out = {};
const c = window.__card;
const sr = () => c.shadowRoot || c.renderRoot;
const stage = () => sr().querySelector('.stage');
c._setMode('plan'); await c.updateComplete;
// 1) курсоры: split до выбора комнаты — pointer, после — crosshair; merge — pointer
c._tool = 'split'; c.requestUpdate(); await c.updateComplete;
out.splitPickCursor = getComputedStyle(stage()).cursor === 'pointer';
const rooms = c._spaceModel().rooms;
const room = rooms.find((r) => r.id === 'r1');
const center = c._roomCenter(room);
c._splitClick(center); await c.updateComplete;
out.roomPicked = c._splitSel?.roomId === 'r1';
out.splitCutCursor = getComputedStyle(stage()).cursor === 'crosshair';
c._tool = 'merge'; c._splitSel = null; c.requestUpdate(); await c.updateComplete;
out.mergeCursor = getComputedStyle(stage()).cursor === 'pointer';
// 2) полилинейный разрез: r1 = прямоугольник? возьмём его poly и построим Г-разрез
c._tool = 'split'; await c.updateComplete;
c._splitClick(center);
const poly = (() => { const r = rooms.find((x) => x.id === 'r1');
return r.poly ? r.poly : [[r.x, r.y], [r.x + r.w, r.y], [r.x + r.w, r.y + r.h], [r.x, r.y + r.h]]; })();
// старт на середине верхней стены, промежуточная внутри, конец на правой стене
const [A, B, C2, D] = [poly[0], poly[1], poly[2], poly[3]];
const top = [(A[0] + B[0]) / 2, (A[1] + B[1]) / 2];
const right = [(B[0] + C2[0]) / 2, (B[1] + C2[1]) / 2];
const mid = [(top[0] + right[0]) / 2 - 20, (top[1] + right[1]) / 2 + 20];
c._splitClick(top);
out.firstOnWall = c._splitSel?.pts.length === 1;
c._splitClick(mid);
out.midAdded = c._splitSel?.pts.length === 2;
c._splitClick(right);
out.dialogAfterCut = !!c._pendingSplit && c._roomDialog;
out.partsPolys = c._pendingSplit ? [c._pendingSplit.mainPoly.length, c._pendingSplit.newPoly.length] : null;
// отмена — комната целая
c._roomDialogCancel(); await c.updateComplete;
out.cancelKeepsRoom = !c._pendingSplit && rooms.length === c._spaceModel().rooms.length;
// 3) Esc: пошаговый выход
const esc = async () => { window.dispatchEvent(new KeyboardEvent('keydown', { key: 'Escape' })); await c.updateComplete; };
c._tool = 'split'; c._splitSel = null;
c._splitClick(center); c._splitClick(top); c._splitClick(mid); await c.updateComplete;
await esc(); out.escDropsPoint = c._splitSel?.pts.length === 1;
await esc(); out.escDropsFirst = c._splitSel?.pts.length === 0;
await esc(); out.escDropsRoom = c._splitSel === null && c._tool === 'split';
await esc(); out.escExitsTool = c._tool === 'draw';
// merge: выбор → Esc снимает, ещё Esc — выход
c._tool = 'merge'; c._mergeSel = 'r1'; await c.updateComplete;
await esc(); out.escClearsMerge = c._mergeSel === null && c._tool === 'merge';
await esc(); out.escExitsMerge = c._tool === 'draw';
return out;
});
console.log(JSON.stringify(res, null, 1));
await browser.close();