mirror of
https://github.com/Matysh/houseplan-card
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room resize: spec (docs/RESIZE.md) + pure geometry in src/resize.ts with unit tests
Mechanism A (wall drag along its normal, shared stretches of neighbours move together, T-junctions insert vertices) and mechanism B (corner scale frame) with every stop: min room size ~30 cm, self-intersection, foreign rooms (polyclip area check — roomsOverlap alone misses collinear slide-over), islands, opening anchors. node:test units pin each stop numerically.
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/**
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* Room resize geometry — pure functions only (docs/RESIZE.md).
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*
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* Mechanism A: dragging a wall along its normal, shared stretches of
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* neighbours move together (T-junctions insert vertices). Mechanism B:
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* uniform scale of one room about a bbox corner. Every stop («упор») is
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* decided here so it can be unit-tested; the card only wires pointers.
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*
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* All coordinates are render units (NORM_W-scaled), same as the card's
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* space model. Nothing here touches Lit or the DOM.
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*/
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import { intersection } from 'polyclip-ts';
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import {
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polygonArea, segmentsProperlyCross, polyContainsPoly, roomsOverlap,
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} from './logic';
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/** Minimal room dimension in centimetres (owner: «мин. габарит ~30 см»). */
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export const MIN_ROOM_CM = 30;
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export interface RoomIn { id: string; poly: number[][] }
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/** Opening in render units: centre, wall angle (deg), full length. */
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export interface OpeningIn { id: string; x: number; y: number; length: number }
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export interface EdgeDragPlan {
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roomId: string;
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edge: number; // edge index i: v[i] -> v[i+1]
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a: number[]; // edge endpoints BEFORE the drag
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b: number[];
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n: [number, number]; // outward unit normal (d > 0 grows the room)
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}
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export interface EdgeDragResult {
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/** roomId -> new outline (only rooms that changed). */
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polys: Record<string, number[][]>;
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/** openingId -> new centre (only openings that travelled with the wall). */
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openings: Record<string, [number, number]>;
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/** roomId -> the moved stretches AFTER the move (for clearance/labels). */
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movedSpans: Record<string, [number[], number[]][]>;
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}
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// ---------------- tiny vector helpers ----------------
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const sub = (p: number[], q: number[]) => [p[0] - q[0], p[1] - q[1]];
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const add2 = (p: number[], d: number[]) => [p[0] + d[0], p[1] + d[1]];
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const dot = (p: number[], q: number[]) => p[0] * q[0] + p[1] * q[1];
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const len2d = (p: number[]) => Math.hypot(p[0], p[1]);
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function signedArea(poly: number[][]): number {
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let s = 0;
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for (let i = 0; i < poly.length; i++) {
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const a = poly[i], b = poly[(i + 1) % poly.length];
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s += a[0] * b[1] - b[0] * a[1];
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}
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return s / 2;
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}
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function pointInPoly(p: number[], poly: number[][]): boolean {
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let inside = false;
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for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
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const xi = poly[i][0], yi = poly[i][1], xj = poly[j][0], yj = poly[j][1];
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if (yi > p[1] !== yj > p[1] && p[0] < ((xj - xi) * (p[1] - yi)) / (yj - yi) + xi) inside = !inside;
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}
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return inside;
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}
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function distPointToSpan(p: number[], a: number[], b: number[]): number {
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const ab = sub(b, a);
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const l2 = dot(ab, ab);
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if (l2 < 1e-12) return len2d(sub(p, a));
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let t = dot(sub(p, a), ab) / l2;
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t = Math.max(0, Math.min(1, t));
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return len2d(sub(p, [a[0] + ab[0] * t, a[1] + ab[1] * t]));
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}
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/**
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* Outward unit normal of edge i. Candidate is the +90° rotation of the edge
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* direction; a probe point decides the sign, so polygon orientation (either
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* winding survives in real configs) does not matter.
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*/
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export function edgeNormal(poly: number[][], i: number): [number, number] {
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const a = poly[i], b = poly[(i + 1) % poly.length];
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const d = sub(b, a);
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const l = len2d(d) || 1;
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let n: [number, number] = [d[1] / l, -d[0] / l];
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const mid = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
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const probe = Math.max(l * 0.01, 1e-4);
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if (pointInPoly([mid[0] + n[0] * probe, mid[1] + n[1] * probe], poly)) n = [-n[0], -n[1]];
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return n;
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}
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/** Translate BOTH endpoints of edge i by the normal times d (docs/RESIZE.md, mechanism A). */
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export function movePolyEdge(poly: number[][], i: number, d: number, n?: [number, number]): number[][] {
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const nn = n || edgeNormal(poly, i);
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const j = (i + 1) % poly.length;
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return poly.map((p, k) => (k === i || k === j ? [p[0] + nn[0] * d, p[1] + nn[1] * d] : [...p]));
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}
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/** Collinear overlap stretches of `poly`'s edges with segment a-b, as [p,q] pairs (pre-move). */
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export function sharedSpansWith(poly: number[][], a: number[], b: number[], eps: number): [number[], number[]][] {
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const out: [number[], number[]][] = [];
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const ab = sub(b, a);
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const L = len2d(ab);
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if (L < eps) return out;
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const u = [ab[0] / L, ab[1] / L];
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for (let j = 0; j < poly.length; j++) {
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const q1 = poly[j], q2 = poly[(j + 1) % poly.length];
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const off1 = Math.abs((q1[0] - a[0]) * u[1] - (q1[1] - a[1]) * u[0]);
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const off2 = Math.abs((q2[0] - a[0]) * u[1] - (q2[1] - a[1]) * u[0]);
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if (off1 > eps || off2 > eps) continue; // not collinear with a-b
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const t1 = dot(sub(q1, a), u);
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const t2 = dot(sub(q2, a), u);
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const lo = Math.max(0, Math.min(t1, t2));
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const hi = Math.min(L, Math.max(t1, t2));
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if (hi - lo > eps) out.push([[a[0] + u[0] * lo, a[1] + u[1] * lo], [a[0] + u[0] * hi, a[1] + u[1] * hi]]);
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}
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return out;
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}
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/**
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* Neighbour sync: translate the stretches of `poly` that coincide with segment
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* a-b by vector D, inserting vertices at partial-contact boundaries (T-junction
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* → the neighbour may become L-shaped). Returns null when nothing coincides.
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*/
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export function shiftSharedSpans(
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poly: number[][], a: number[], b: number[], D: [number, number], eps: number,
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): number[][] | null {
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const spans = sharedSpansWith(poly, a, b, eps);
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if (!spans.length) return null;
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const onSpan = (p: number[]) => spans.some(([p1, p2]) => distPointToSpan(p, p1, p2) <= eps);
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const n = poly.length;
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const out: number[][] = [];
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for (let j = 0; j < n; j++) {
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const q1 = poly[j], q2 = poly[(j + 1) % n];
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out.push(onSpan(q1) ? add2(q1, D) : [...q1]);
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const e = sub(q2, q1);
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const elen = len2d(e);
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if (elen < eps) continue;
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const u = [e[0] / elen, e[1] / elen];
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// collinear with a-b? (both endpoints on the a-b LINE)
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const abL = len2d(sub(b, a)) || 1;
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const uv = [(b[0] - a[0]) / abL, (b[1] - a[1]) / abL];
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const o1 = Math.abs((q1[0] - a[0]) * uv[1] - (q1[1] - a[1]) * uv[0]);
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const o2 = Math.abs((q2[0] - a[0]) * uv[1] - (q2[1] - a[1]) * uv[0]);
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if (o1 > eps || o2 > eps) continue;
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const tA = dot(sub(a, q1), u);
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const tB = dot(sub(b, q1), u);
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const lo = Math.max(0, Math.min(tA, tB));
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const hi = Math.min(elen, Math.max(tA, tB));
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if (hi - lo <= eps) continue;
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// interior boundaries split the edge: entering the overlap emits the static
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// point then its moved copy, leaving it emits the moved copy then the static
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if (lo > eps && lo < elen - eps) {
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const p = [q1[0] + u[0] * lo, q1[1] + u[1] * lo];
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out.push([...p], add2(p, D));
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}
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if (hi > eps && hi < elen - eps) {
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const p = [q1[0] + u[0] * hi, q1[1] + u[1] * hi];
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out.push(add2(p, D), [...p]);
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}
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}
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return out;
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}
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/** Drop consecutive duplicates and collinear middle vertices (commit-time cleanup). */
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export function simplifyPoly(poly: number[][], eps = 1e-6): number[][] {
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let pts = poly.filter((p, i) => len2d(sub(p, poly[(i + 1) % poly.length])) > eps);
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for (let pass = 0; pass < 2; pass++) {
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pts = pts.filter((p, i) => {
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const prev = pts[(i - 1 + pts.length) % pts.length];
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const next = pts[(i + 1) % pts.length];
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const cross = (p[0] - prev[0]) * (next[1] - prev[1]) - (p[1] - prev[1]) * (next[0] - prev[0]);
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const span = len2d(sub(next, prev)) || 1;
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return Math.abs(cross) / span > eps; // keep only real corners
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});
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}
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return pts.length >= 3 ? pts : poly;
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}
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/** Simple polygon: no properly crossing edges (shared walls touching is fine). */
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export function polyIsSimple(poly: number[][]): boolean {
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const n = poly.length;
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if (n < 3) return false;
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for (let i = 0; i < n; i++)
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for (let j = i + 1; j < n; j++) {
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if (j === i || (j + 1) % n === i || (i + 1) % n === j) continue;
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if (segmentsProperlyCross(poly[i], poly[(i + 1) % n], poly[j], poly[(j + 1) % n])) return false;
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}
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return true;
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}
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/**
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* Normal clearance between the moved stretches and every PARALLEL wall of the
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* same room with an overlapping projection — the «opposite wall» distance that
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* enforces the 30 cm minimum. Infinity when no opposite wall exists.
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*/
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export function minParallelClearance(
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poly: number[][], spans: [number[], number[]][], eps = 1e-6,
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): number {
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let best = Infinity;
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for (const [a, b] of spans) {
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const ab = sub(b, a);
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const L = len2d(ab);
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if (L < eps) continue;
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const u = [ab[0] / L, ab[1] / L];
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for (let j = 0; j < poly.length; j++) {
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const q1 = poly[j], q2 = poly[(j + 1) % poly.length];
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const e = sub(q2, q1);
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const elen = len2d(e);
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if (elen < eps) continue;
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const cosang = Math.abs((e[0] * u[0] + e[1] * u[1]) / elen);
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if (cosang < 1 - 1e-4) continue; // not parallel
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// projection overlap along the span direction
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const t1 = dot(sub(q1, a), u);
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const t2 = dot(sub(q2, a), u);
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const lo = Math.max(0, Math.min(t1, t2));
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const hi = Math.min(L, Math.max(t1, t2));
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if (hi - lo <= eps) continue;
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const d1 = Math.abs((q1[0] - a[0]) * u[1] - (q1[1] - a[1]) * u[0]);
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if (d1 <= eps) continue; // the span itself / collinear leftovers
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if (d1 < best) best = d1;
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}
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}
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return best;
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}
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/**
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* Do two outlines ILLEGALLY share floor area? `roomsOverlap` alone misses the
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* «slide-over» case: equal-height rectangles overlapping horizontally have all
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* their edge intersections on collinear stretches, so nothing «properly
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* crosses» and nothing is strictly inside. A real polygon intersection area
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* settles it; legal full nesting (island rooms) stays legal.
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*/
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export function illegalOverlap(a: number[][], b: number[][], eps: number): boolean {
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if (roomsOverlap(a, b, eps)) return true;
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if (polyContainsPoly(a, b, eps) || polyContainsPoly(b, a, eps)) return false;
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let area = 0;
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try {
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const res = intersection(
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[[...a.map((p) => [p[0], p[1]]), [a[0][0], a[0][1]]]] as any,
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[[...b.map((p) => [p[0], p[1]]), [b[0][0], b[0][1]]]] as any,
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);
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for (const poly of res as any) if (poly?.[0]) area += polygonArea(poly[0]);
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} catch {
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return false; // a degenerate clip must not block the drag; the other stops still hold
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}
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return area > Math.max(1e-7, eps * eps);
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}
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// ---------------- mechanism A: the full drag pipeline ----------------
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export function planEdgeDrag(rooms: RoomIn[], roomId: string, edge: number): EdgeDragPlan | null {
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const room = rooms.find((r) => r.id === roomId);
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if (!room || !room.poly || room.poly.length < 3) return null;
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if (edge < 0 || edge >= room.poly.length) return null;
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const a = [...room.poly[edge]];
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const b = [...room.poly[(edge + 1) % room.poly.length]];
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return { roomId, edge, a, b, n: edgeNormal(room.poly, edge) };
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}
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/** Apply the drag at distance d: own edge + every coinciding neighbour stretch. */
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export function applyEdgeDrag(
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rooms: RoomIn[], openings: OpeningIn[], plan: EdgeDragPlan, d: number, eps: number,
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): EdgeDragResult {
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const D: [number, number] = [plan.n[0] * d, plan.n[1] * d];
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const res: EdgeDragResult = { polys: {}, openings: {}, movedSpans: {} };
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if (Math.abs(d) < 1e-9) return res;
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for (const r of rooms) {
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if (r.id === plan.roomId) {
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res.polys[r.id] = movePolyEdge(r.poly, plan.edge, d, plan.n);
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res.movedSpans[r.id] = [[add2(plan.a, D), add2(plan.b, D)]];
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continue;
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}
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const spans = sharedSpansWith(r.poly, plan.a, plan.b, eps);
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if (!spans.length) continue;
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const shifted = shiftSharedSpans(r.poly, plan.a, plan.b, D, eps);
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if (shifted) {
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res.polys[r.id] = shifted;
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res.movedSpans[r.id] = spans.map(([p, q]) => [add2(p, D), add2(q, D)] as [number[], number[]]);
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}
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}
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// openings ON the moving wall travel with it (docs/RESIZE.md: anchors)
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for (const o of openings) {
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if (distPointToSpan([o.x, o.y], plan.a, plan.b) <= eps) res.openings[o.id] = [o.x + D[0], o.y + D[1]];
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}
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return res;
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}
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/** An opening must sit fully on ONE wall of some room: centre on the edge, both ends within it. */
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function openingFits(o: { x: number; y: number; length: number }, polys: number[][][], eps: number): boolean {
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for (const poly of polys) {
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for (let j = 0; j < poly.length; j++) {
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const q1 = poly[j], q2 = poly[(j + 1) % poly.length];
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const e = sub(q2, q1);
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const elen = len2d(e);
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if (elen < eps) continue;
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const u = [e[0] / elen, e[1] / elen];
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const off = Math.abs((o.x - q1[0]) * u[1] - (o.y - q1[1]) * u[0]);
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if (off > eps) continue;
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const t = (o.x - q1[0]) * u[0] + (o.y - q1[1]) * u[1];
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if (t - o.length / 2 >= -eps && t + o.length / 2 <= elen + eps) return true;
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}
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}
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return false;
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}
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/** Openings that sit on any wall of any of the given (pre-move) outlines. */
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function openingsOnRooms(openings: OpeningIn[], polys: number[][][], eps: number): OpeningIn[] {
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return openings.filter((o) =>
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polys.some((poly) => {
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for (let j = 0; j < poly.length; j++)
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if (distPointToSpan([o.x, o.y], poly[j], poly[(j + 1) % poly.length]) <= eps) return true;
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return false;
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}),
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);
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}
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export interface StopOpts {
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minDim: number; // canvas units (≈30 cm through cell_cm)
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eps: number; // collinearity epsilon (canvas units)
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}
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/** All the stops of docs/RESIZE.md for one candidate distance. */
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export function validateEdgeDrag(
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rooms: RoomIn[], openings: OpeningIn[], plan: EdgeDragPlan, d: number, opts: StopOpts,
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): boolean {
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const { minDim, eps } = opts;
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if (!Number.isFinite(d)) return false;
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if (Math.abs(d) < 1e-9) return true;
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const res = applyEdgeDrag(rooms, openings, plan, d, eps);
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const changedIds = Object.keys(res.polys);
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const newPolyOf = (r: RoomIn) => res.polys[r.id] || r.poly;
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for (const id of changedIds) {
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const r = rooms.find((x) => x.id === id)!;
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const np = res.polys[id];
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// simple + orientation preserved + not degenerate
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if (!polyIsSimple(np)) return false;
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const s0 = signedArea(r.poly), s1 = signedArea(np);
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if (Math.abs(s1) < eps || s0 * s1 <= 0) return false;
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// minimum size: normal clearance of the moved stretches; a room already
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// thinner keeps its clearance (improving is allowed, worsening is not)
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const oldSpans: [number[], number[]][] = id === plan.roomId
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? [[plan.a, plan.b]]
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: sharedSpansWith(r.poly, plan.a, plan.b, eps);
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const cOld = minParallelClearance(r.poly, oldSpans, eps);
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const cNew = minParallelClearance(np, res.movedSpans[id] || [], eps);
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if (cNew < Math.min(minDim, cOld) - eps) return false;
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// every pre-existing room relationship must SURVIVE the drag: an island
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// stays an island (a jump fully past a thin island crosses no edge, so
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// containment is checked explicitly), a nested room stays inside its
|
||||
// parent, and unrelated rooms must not start sharing area or nesting
|
||||
for (const other of rooms) {
|
||||
if (other.id === id) continue;
|
||||
const otherNew = newPolyOf(other);
|
||||
if (polyContainsPoly(r.poly, other.poly, eps)) { // our island
|
||||
if (!polyContainsPoly(np, otherNew, eps)) return false;
|
||||
continue;
|
||||
}
|
||||
if (polyContainsPoly(other.poly, r.poly, eps)) { // we are the island
|
||||
if (!polyContainsPoly(otherNew, np, eps)) return false;
|
||||
continue;
|
||||
}
|
||||
if (polyContainsPoly(np, otherNew, eps) || polyContainsPoly(otherNew, np, eps)) return false;
|
||||
if (illegalOverlap(np, otherNew, eps)) return false;
|
||||
}
|
||||
}
|
||||
// openings: everything that sat on a wall of an affected room must still fit
|
||||
const oldPolys = changedIds.map((id) => rooms.find((x) => x.id === id)!.poly);
|
||||
const allNew = rooms.map(newPolyOf);
|
||||
for (const o of openingsOnRooms(openings, oldPolys, eps * 2)) {
|
||||
const c = res.openings[o.id];
|
||||
const moved = c ? { ...o, x: c[0], y: c[1] } : o;
|
||||
if (!openingFits(moved, allNew, eps * 2)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Largest valid distance toward dWanted, stepping back by `step` (the grid
|
||||
* pitch, so a stopped wall still lands on the grid). 0 = the wall stays put.
|
||||
*/
|
||||
export function clampEdgeDrag(
|
||||
rooms: RoomIn[], openings: OpeningIn[], plan: EdgeDragPlan, dWanted: number, step: number, opts: StopOpts,
|
||||
): number {
|
||||
if (!Number.isFinite(dWanted) || Math.abs(dWanted) < 1e-9) return 0;
|
||||
const sign = Math.sign(dWanted);
|
||||
let mag = Math.abs(dWanted);
|
||||
const s = Math.max(step, 1e-6);
|
||||
for (let guard = 0; guard < 4096 && mag > 1e-9; guard++, mag -= s) {
|
||||
const d = sign * mag;
|
||||
if (validateEdgeDrag(rooms, openings, plan, d, opts)) return d;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// ---------------- mechanism B: the scale frame ----------------
|
||||
|
||||
export interface ScaleResult {
|
||||
poly: number[][];
|
||||
openings: Record<string, [number, number]>;
|
||||
}
|
||||
|
||||
/** Uniform scale of the room about `fixed`; exclusive openings follow, shared ones stay. */
|
||||
export function applyRoomScale(
|
||||
room: RoomIn, openings: OpeningIn[], otherPolys: number[][][], fixed: [number, number], k: number, eps: number,
|
||||
): ScaleResult {
|
||||
const scalePt = (p: number[]) => [fixed[0] + (p[0] - fixed[0]) * k, fixed[1] + (p[1] - fixed[1]) * k];
|
||||
const res: ScaleResult = { poly: room.poly.map(scalePt), openings: {} };
|
||||
for (const o of openings) {
|
||||
let on = false;
|
||||
for (let j = 0; j < room.poly.length; j++)
|
||||
if (distPointToSpan([o.x, o.y], room.poly[j], room.poly[(j + 1) % room.poly.length]) <= eps) { on = true; break; }
|
||||
if (!on) continue;
|
||||
// an opening on a wall shared with a neighbour belongs to the neighbour's
|
||||
// wall once the scale detaches ours — it stays put (docs/RESIZE.md)
|
||||
const shared = otherPolys.some((poly) => {
|
||||
for (let j = 0; j < poly.length; j++)
|
||||
if (distPointToSpan([o.x, o.y], poly[j], poly[(j + 1) % poly.length]) <= eps) return true;
|
||||
return false;
|
||||
});
|
||||
if (!shared) {
|
||||
const c = scalePt([o.x, o.y]);
|
||||
res.openings[o.id] = [c[0], c[1]];
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
/** Stops for one candidate scale factor (neighbours are never dragged along). */
|
||||
export function validateRoomScale(
|
||||
rooms: RoomIn[], openings: OpeningIn[], roomId: string, fixed: [number, number], k: number, opts: StopOpts,
|
||||
): boolean {
|
||||
const { minDim, eps } = opts;
|
||||
if (!Number.isFinite(k) || k <= 0) return false;
|
||||
if (Math.abs(k - 1) < 1e-9) return true;
|
||||
const room = rooms.find((r) => r.id === roomId);
|
||||
if (!room) return false;
|
||||
const otherPolys = rooms.filter((r) => r.id !== roomId).map((r) => r.poly);
|
||||
const res = applyRoomScale(room, openings, otherPolys, fixed, k, eps * 2);
|
||||
const np = res.poly;
|
||||
// minimum size: the bbox side (a similarity cannot self-intersect)
|
||||
const xs = np.map((p) => p[0]), ys = np.map((p) => p[1]);
|
||||
const minSide = Math.min(Math.max(...xs) - Math.min(...xs), Math.max(...ys) - Math.min(...ys));
|
||||
const xs0 = room.poly.map((p) => p[0]), ys0 = room.poly.map((p) => p[1]);
|
||||
const minSide0 = Math.min(Math.max(...xs0) - Math.min(...xs0), Math.max(...ys0) - Math.min(...ys0));
|
||||
if (minSide < Math.min(minDim, minSide0) - eps) return false;
|
||||
// the neighbour is a wall to hit: pre-existing nesting must survive,
|
||||
// everything else must not gain shared area or become nested (engulfing a
|
||||
// foreign room via scale is a stop, not a new island)
|
||||
for (const r of rooms) {
|
||||
if (r.id === roomId) continue;
|
||||
if (polyContainsPoly(room.poly, r.poly, eps)) { // our island
|
||||
if (!polyContainsPoly(np, r.poly, eps)) return false;
|
||||
continue;
|
||||
}
|
||||
if (polyContainsPoly(r.poly, room.poly, eps)) { // we are the island
|
||||
if (!polyContainsPoly(r.poly, np, eps)) return false;
|
||||
continue;
|
||||
}
|
||||
if (polyContainsPoly(np, r.poly, eps) || polyContainsPoly(r.poly, np, eps)) return false;
|
||||
if (illegalOverlap(np, r.poly, eps)) return false;
|
||||
}
|
||||
// openings of this room (moved or kept) must still fit on some wall
|
||||
const allNew = rooms.map((r) => (r.id === roomId ? np : r.poly));
|
||||
for (const o of openingsOnRooms(openings, [room.poly], eps * 2)) {
|
||||
const c = res.openings[o.id];
|
||||
const moved = c ? { ...o, x: c[0], y: c[1] } : o;
|
||||
if (!openingFits(moved, allNew, eps * 2)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Closest valid factor to kWanted (bisecting toward 1, which is always valid). */
|
||||
export function clampRoomScale(
|
||||
rooms: RoomIn[], openings: OpeningIn[], roomId: string, fixed: [number, number], kWanted: number, opts: StopOpts,
|
||||
): number {
|
||||
if (!Number.isFinite(kWanted) || kWanted <= 0) return 1;
|
||||
if (validateRoomScale(rooms, openings, roomId, fixed, kWanted, opts)) return kWanted;
|
||||
let good = 1, bad = kWanted;
|
||||
for (let i = 0; i < 28; i++) {
|
||||
const mid = (good + bad) / 2;
|
||||
if (validateRoomScale(rooms, openings, roomId, fixed, mid, opts)) good = mid;
|
||||
else bad = mid;
|
||||
}
|
||||
return good;
|
||||
}
|
||||
|
||||
// ---------------- live numbers ----------------
|
||||
|
||||
/** Room area in m² from render units via the grid scale. */
|
||||
export function areaM2(poly: number[][], gridPitch: number, cellCm: number): number {
|
||||
const cmPerUnit = cellCm / gridPitch;
|
||||
return (polygonArea(poly) * cmPerUnit * cmPerUnit) / 1e4;
|
||||
}
|
||||
|
||||
/** "12.4 m²" or "133 ft²" per the HA unit system. */
|
||||
export function formatArea(m2: number, imperial: boolean): string {
|
||||
if (imperial) return `${Math.round(m2 * 10.7639)} ft²`;
|
||||
return `${(Math.round(m2 * 10) / 10).toFixed(1)} m²`;
|
||||
}
|
||||
Reference in New Issue
Block a user