/** Geometry shared by independent partitions, saved room drafts and columns. */ import { difference, union } from 'polyclip-ts'; import { polygonArea } from './logic'; import { wallCmToUnits } from './wall-thickness'; import type { PartitionCfg, RoomDraftCfg, SpaceModel, WallColumnCfg, } from './types'; export const COLUMN_MIN_CM = 1; export const COLUMN_MAX_CM = 150; export function clampColumnCm(cm: number): number { if (!Number.isFinite(cm)) return COLUMN_MIN_CM; return Math.max(COLUMN_MIN_CM, Math.min(COLUMN_MAX_CM, cm)); } /** Square columns are symmetric every quarter turn. */ export function canonicalColumnAngle(angle: number | null | undefined): number { const a = Number.isFinite(Number(angle)) ? Number(angle) : 0; return ((a % 90) + 90) % 90; } const closedRing = (poly: number[][]): number[][][] => { const ring = poly.map((p) => [p[0], p[1]]); if (ring.length && (ring[0][0] !== ring[ring.length - 1][0] || ring[0][1] !== ring[ring.length - 1][1])) ring.push([...ring[0]]); return [ring]; }; export function polyclipPathD(geom: any): string { const out: string[] = []; for (const poly of geom || []) for (const ring of poly || []) { const pts = (ring || []).filter((p: any) => Array.isArray(p) && p.length >= 2); if (pts.length < 4) continue; out.push(`M ${pts.slice(0, -1).map((p: number[]) => `${p[0]} ${p[1]}`).join(' L ')} Z`); } return out.join(' '); } /** A wall segment has flat ends. Joining is delegated to polygon union. */ export function partitionBody( a: number[], b: number[], cm: number, cellCm: number, gridPitch: number, ): number[][] | null { const dx = b[0] - a[0], dy = b[1] - a[1]; const len = Math.hypot(dx, dy); if (!(len > 1e-9)) return null; const half = wallCmToUnits(cm, cellCm, gridPitch) / 2; const nx = (-dy / len) * half, ny = (dx / len) * half; return [ [a[0] + nx, a[1] + ny], [b[0] + nx, b[1] + ny], [b[0] - nx, b[1] - ny], [a[0] - nx, a[1] - ny], ]; } export function columnBody( column: WallColumnCfg, cellCm: number, gridPitch: number, ): number[][] { const cell = Number(cellCm) > 0 ? Number(cellCm) : 5; const size = (clampColumnCm(column.cm) / cell) * gridPitch; const cx = column.center[0], cy = column.center[1]; if (column.shape === 'circle') { const r = size / 2; return Array.from({ length: 96 }, (_, i) => { const a = (i / 96) * Math.PI * 2; return [cx + Math.cos(a) * r, cy + Math.sin(a) * r]; }); } const h = size / 2; const angle = canonicalColumnAngle(column.angle) * Math.PI / 180; const c = Math.cos(angle), s = Math.sin(angle); return [[-h, -h], [h, -h], [h, h], [-h, h]].map(([x, y]) => [cx + x * c - y * s, cy + x * s + y * c]); } export function draftBodies( draft: RoomDraftCfg, cellCm: number, gridPitch: number, ): number[][][] { const out: number[][][] = []; for (let i = 0; i + 1 < draft.points.length; i++) { const body = partitionBody( draft.points[i], draft.points[i + 1], draft.segments[i]?.cm || 15, cellCm, gridPitch, ); if (body) out.push(body); } return out; } export function physicalBodies( space: Pick, cellCm: number, gridPitch: number, ): number[][][] { const out: number[][][] = []; for (const p of space.partitions || []) { const body = partitionBody(p.a, p.b, p.cm, cellCm, gridPitch); if (body) out.push(body); } for (const d of space.room_drafts || []) out.push(...draftBodies(d, cellCm, gridPitch)); for (const c of space.wall_columns || []) out.push(columnBody(c, cellCm, gridPitch)); return out; } export function unionBodies(bodies: number[][][]): any | null { try { const polygons = bodies.filter((body) => body.length >= 3).map((body) => closedRing(body)); return polygons.length ? union(polygons[0] as any, ...polygons.slice(1) as any[]) : null; } catch { return null; } } export function physicalBodiesPath(bodies: number[][][]): string { const geom = unionBodies(bodies); if (geom) return polyclipPathD(geom); return bodies.map((body) => `M ${body.map((p) => `${p[0]} ${p[1]}`).join(' L ')} Z`).join(' '); } /** Subtract only the physical bodies which overlap a room's clean floor. */ export function floorMinusBodies(floor: number[][], bodies: number[][][]): any { if (!bodies.length) return [closedRing(floor)]; try { const obstacles = unionBodies(bodies); if (obstacles) return difference(closedRing(floor) as any, obstacles); } catch { // Fall through to the lossless sequential path below. } // A pathological multi-union must not restore the floor under masonry. // Sequential difference preserves overlap semantics and lets one malformed // body be skipped without discarding every valid neighbour. let geom: any = [closedRing(floor)]; for (const body of bodies) { if (body.length < 3) continue; try { geom = difference(geom, closedRing(body) as any); } catch { /* skip invalid body */ } } return geom; } export function geometryArea(geom: any): number { let area = 0; for (const poly of geom || []) { if (!poly?.length) continue; area += polygonArea(poly[0] || []); for (let i = 1; i < poly.length; i++) area -= polygonArea(poly[i] || []); } return Math.max(0, area); } export function geometryOuterRings(geom: any): number[][][] { const out: number[][][] = []; for (const poly of geom || []) { const ring = poly?.[0]; if (ring?.length >= 4) out.push(ring.slice(0, -1).map((p: number[]) => [p[0], p[1]])); } return out; } function convexHull(points: number[][]): number[][] { const p = [...points].sort((a, b) => a[0] - b[0] || a[1] - b[1]); if (p.length <= 2) return p; const cross = (o: number[], a: number[], b: number[]) => (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]); const lower: number[][] = []; for (const q of p) { while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], q) <= 0) lower.pop(); lower.push(q); } const upper: number[][] = []; for (let i = p.length - 1; i >= 0; i--) { const q = p[i]; while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], q) <= 0) upper.pop(); upper.push(q); } return lower.slice(0, -1).concat(upper.slice(0, -1)); } /** Opaque bodies extruded along parallel light travel (sun shafts). */ export function directionalOccluders( bodies: number[][][], dir: number[], length: number, ): number[][][] { if (!(length > 0)) return bodies; return bodies.map((body) => convexHull([ ...body, ...body.map((p) => [p[0] + dir[0] * length, p[1] + dir[1] * length]), ])).filter((p) => p.length >= 3); } /** Approximate the hard shadow cast by each body away from a point source. */ export function radialOccluders( bodies: number[][][], source: number[], radius: number, ): number[][][] { if (!(radius > 0)) return []; const boundaryEps = Math.max(1e-9, radius * 1e-9); const onBoundary = (body: number[][]): boolean => body.some((a, i) => { const b = body[(i + 1) % body.length]; const dx = b[0] - a[0], dy = b[1] - a[1]; const len2 = dx * dx + dy * dy; if (!(len2 > 0)) return Math.hypot(source[0] - a[0], source[1] - a[1]) <= boundaryEps; const t = Math.max(0, Math.min(1, ((source[0] - a[0]) * dx + (source[1] - a[1]) * dy) / len2)); return Math.hypot(source[0] - (a[0] + t * dx), source[1] - (a[1] + t * dy)) <= boundaryEps; }); // A misplaced source inside/on masonry is invalid input. Cover its entire // pool so it cannot illuminate through the body in any direction. if (bodies.some((body) => pointInPhysicalBody(source, body) || onBoundary(body))) { return [Array.from({ length: 128 }, (_, i) => { const a = (i / 128) * Math.PI * 2; return [source[0] + Math.cos(a) * radius * 1.01, source[1] + Math.sin(a) * radius * 1.01]; })]; } const out: number[][][] = []; for (const body of bodies) { if (body.length < 2) continue; out.push(body); // One quad per edge. Its far chord is deliberately pushed beyond the // glow circle even for an edge subtending almost 180°; a single hull with // a fixed projection distance lets that chord cut back through the pool. for (let i = 0; i < body.length; i++) { const a = body[i], b = body[(i + 1) % body.length]; const ax = a[0] - source[0], ay = a[1] - source[1]; const bx = b[0] - source[0], by = b[1] - source[1]; const da = Math.hypot(ax, ay), db = Math.hypot(bx, by); if (!(da > boundaryEps) || !(db > boundaryEps)) continue; const cosTheta = Math.max(-1, Math.min(1, (ax * bx + ay * by) / (da * db))); const halfCos = Math.sqrt(Math.max(0, (1 + cosTheta) / 2)); const far = Math.max(radius * 2, (radius * 1.02) / Math.max(halfCos, 1e-3)); const pa = [source[0] + (ax / da) * far, source[1] + (ay / da) * far]; const pb = [source[0] + (bx / db) * far, source[1] + (by / db) * far]; out.push([a, b, pb, pa]); } } return out; } export function pointInPhysicalBody(point: number[], body: number[][]): boolean { let inside = false; for (let i = 0, j = body.length - 1; i < body.length; j = i++) { const xi = body[i][0], yi = body[i][1], xj = body[j][0], yj = body[j][1]; const crosses = ((yi > point[1]) !== (yj > point[1])) && point[0] < ((xj - xi) * (point[1] - yi)) / ((yj - yi) || 1e-12) + xi; if (crosses) inside = !inside; } return inside; } export function sameColumnPlacement(a: WallColumnCfg, b: WallColumnCfg, eps: number): boolean { if (Math.hypot(a.center[0] - b.center[0], a.center[1] - b.center[1]) > eps) return false; if (Math.abs(clampColumnCm(a.cm) - clampColumnCm(b.cm)) > 1e-6) return false; if (a.shape !== b.shape) return true; // same outer body, different primitive if (a.shape === 'circle' || b.shape === 'circle') return true; const diff = Math.abs(canonicalColumnAngle(a.angle) - canonicalColumnAngle(b.angle)); return Math.min(diff, 90 - diff) <= 1e-6; }