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https://github.com/Matysh/houseplan-card
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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
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+34
-11
@@ -310,27 +310,50 @@ function dropRepeats(pts: number[][], eps: number): number[][] {
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export function splitRoom(
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poly: number[][], a: number[], b: number[], eps = 1e-6,
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): [number[][], number[][]] | null {
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if (!poly || poly.length < 3 || samePoint(a, b, eps)) return null;
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return splitRoomPath(poly, [a, b], eps);
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}
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/**
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* Split a room along a polyline: first and last points on walls, intermediate
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* vertices strictly inside the room. A two-point path is the classic straight
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* chord. Returns the two parts, or null when the path is not a clean cut.
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*/
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export function splitRoomPath(
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poly: number[][], pts: number[][], eps = 1e-6,
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): [number[][], number[][]] | null {
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if (!poly || poly.length < 3 || !pts || pts.length < 2) return null;
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const a = pts[0];
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const b = pts[pts.length - 1];
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if (samePoint(a, b, eps)) return null;
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const ia = edgeIndexOf(poly, a, eps);
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const ib = edgeIndexOf(poly, b, eps);
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if (ia < 0 || ib < 0) return null; // an end is not on a wall
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for (let i = 0; i < poly.length; i++)
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if (segmentsProperlyCross(a, b, poly[i], poly[(i + 1) % poly.length])) return null; // leaves the room
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// a chord lying along a wall has its midpoint ON the outline, not inside it
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if (!pointStrictlyInside([(a[0] + b[0]) / 2, (a[1] + b[1]) / 2], poly, eps)) return null;
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const mids = pts.slice(1, -1);
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for (const m of mids) if (!pointStrictlyInside(m, poly, eps)) return null;
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// no path segment may cross a wall
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for (let sI = 0; sI < pts.length - 1; sI++)
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for (let i = 0; i < poly.length; i++)
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if (segmentsProperlyCross(pts[sI], pts[sI + 1], poly[i], poly[(i + 1) % poly.length])) return null;
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// the path may not properly self-intersect
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for (let sI = 0; sI < pts.length - 1; sI++)
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for (let t = sI + 2; t < pts.length - 1; t++)
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if (segmentsProperlyCross(pts[sI], pts[sI + 1], pts[t], pts[t + 1])) return null;
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// a straight chord lying along a wall has its midpoint ON the outline, not inside
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if (pts.length === 2 && !pointStrictlyInside([(a[0] + b[0]) / 2, (a[1] + b[1]) / 2], poly, eps))
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return null;
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const walk = (from: number[], fromIdx: number, to: number[], toIdx: number): number[][] => {
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const pts: number[][] = [from];
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const acc: number[][] = [from];
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let i = (fromIdx + 1) % poly.length;
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for (let guard = 0; guard <= poly.length; guard++) {
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pts.push(poly[i]);
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acc.push(poly[i]);
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if (i === toIdx) break;
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i = (i + 1) % poly.length;
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}
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pts.push(to);
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return dropRepeats(pts, eps);
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acc.push(to);
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return dropRepeats(acc, eps);
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};
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const p1 = walk(a, ia, b, ib);
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const p2 = walk(b, ib, a, ia);
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const p1 = dropRepeats([...walk(a, ia, b, ib), ...[...mids].reverse()], eps);
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const p2 = dropRepeats([...walk(b, ib, a, ia), ...mids], eps);
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if (p1.length < 3 || p2.length < 3) return null;
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if (polygonArea(p1) <= eps || polygonArea(p2) <= eps) return null;
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return [p1, p2];
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