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https://github.com/Matysh/houseplan-card
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feat v1.21.0: merge and split rooms
- Merge: click a room, then a neighbour. Adjacency is decided by the RESULT, not a heuristic: mergeRooms unions the outlines and accepts only when they collapse into one hole-free outline (corner touch / apart / hole => refused). A dialog picks the surviving name+area; the kept room keeps its id so its label and devices stay put. - Split: click the room, then two wall points; the chord cuts it, live ruler on the cut. The bigger part stays the room (name/area/devices), the smaller opens the new-room dialog. The cut is applied only on confirm — Cancel leaves the room whole. - Boolean geometry via polyclip-ts (proper ESM + native types; polygon-clipping ships named types but a default-only ESM build, breaking either tsc or the runtime). Verified on the real plan, where neighbouring walls overlap collinearly rather than match exactly — the case a hand-rolled union gets wrong. Bundle 151->202 KB. +5 tests (72). Verified live: merge of Сауна+с/у -> 4-vertex outline, non-adjacent refused, split preserves area (26667 -> 13333+13333), cancel leaves the room whole.
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@@ -1,6 +1,7 @@
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/**
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* Pure functions with no Lit/DOM dependencies — easy to cover with unit tests.
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*/
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import { union } from 'polyclip-ts';
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/** Zigbee LQI color: ≤40 — red, ≥180 — green, in between — an hsl gradient. */
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export function lqiColor(lqi: number): string {
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@@ -170,6 +171,88 @@ export function roomsOverlap(a: number[][], b: number[][], eps = 1e-6): boolean
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return coversArea(a, b, eps) || coversArea(b, a, eps);
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}
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/** Shoelace area of an outline (absolute value). */
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export function polygonArea(poly: number[][]): number {
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if (!poly || poly.length < 3) return 0;
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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];
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const 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 Math.abs(s) / 2;
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}
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function closedRing(poly: number[][]): number[][][] {
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return [[...poly.map((p) => [p[0], p[1]]), [poly[0][0], poly[0][1]]]];
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}
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/**
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* Union of two room outlines, or null when they may not be merged.
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*
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* "Adjacent" is decided by the result rather than by a separate heuristic: only rooms that
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* genuinely share a wall (fully or partially — real walls overlap collinearly rather than
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* match exactly) collapse into ONE hole-free outline. Rooms that merely touch at a corner,
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* that are apart, or whose union would enclose a hole do not, and are refused.
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*/
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export function mergeRooms(a: number[][], b: number[][]): number[][] | null {
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if (!a || !b || a.length < 3 || b.length < 3) return null;
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const res = union(closedRing(a) as any, closedRing(b) as any);
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if (res.length !== 1) return null; // two pieces → not adjacent
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if (res[0].length !== 1) return null; // a ring plus holes → not a simple room
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const pts = res[0][0].slice(0, -1).map((p: number[]) => [p[0], p[1]]); // drop the closing point
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return pts.length >= 3 ? pts : null;
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}
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/** Index of the outline edge that p sits on, or -1. */
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function edgeIndexOf(poly: number[][], p: number[], eps: number): number {
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for (let i = 0; i < poly.length; i++)
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if (distToSeg(p, poly[i], poly[(i + 1) % poly.length]) <= eps) return i;
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return -1;
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}
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function dropRepeats(pts: number[][], eps: number): number[][] {
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const out: number[][] = [];
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for (const p of pts) if (!out.length || !samePoint(out[out.length - 1], p, eps)) out.push(p);
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if (out.length > 1 && samePoint(out[0], out[out.length - 1], eps)) out.pop();
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return out;
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}
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/**
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* Cut a room in two with a straight chord between two points on its walls.
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* Returns the two parts, or null when the cut is not a clean wall-to-wall chord:
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* an end that is not on a wall, a chord that leaves the room (concave outlines) or that
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* runs along a wall and would carve off a zero-area sliver.
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*/
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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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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 walk = (from: number[], fromIdx: number, to: number[], toIdx: number): number[][] => {
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const pts: 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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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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};
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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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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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}
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/**
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* Marker id by binding: device → device_id, entity → 'lg_'+entity_id,
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* virtual → the passed-in existing (if it is already a v_ marker) or a new one via newId().
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