# Hidden Isometric View internals Issue [#89](https://github.com/Matysh/houseplan-card/issues/89) implements a hidden, presentation-only volumetric View experiment. The normative contract is `docs/specs/089-isometric-view-stage1.md`; the fixed rendering decisions are in `docs/adr/089-isometric-stage1-renderer.md`. ## Activation The feature belongs to the single hidden alpha set in `src/labs.ts`. Enable all experiments in the current build with either `?hp_alpha=1` or `#hp_alpha=1&space=`; disable them with `hp_alpha=0`. Query operations are applied first, hash operations second, and the last exact `1`/`0` wins. A known operation is persisted as that exact string in `houseplan_card_alpha_v1`; the URL itself is not rewritten. Unknown values fail closed for the current resolution and do not overwrite storage. The selected presentation is stored per space in `houseplan_card_view_v1`. Flat is always the initial default. Kiosk has no toggle but reads the saved preference. Editors and `houseplan-space-card` are always flat. The switch has no version expiry and enables the complete capability set known to the installed build. The legacy `hp-labs` URL and `houseplan_card_labs_v1` storage are not read or migrated, so former testers must enable `hp_alpha` once. Malformed registry entries and duplicate ids fail closed. Alpha never gates schemas, migrations, plan stores, service calls or network requests. ## Coordinate systems - Plan points are the existing 1000-unit logical floor coordinates. - Scene points are coordinates in the effective SVG viewBox. - HTML devices, vacuum pucks, room labels/cards and lock markers stay screen-facing. Their anchors use the same `projectPlanPoint()` snapshot as the SVG floor. - `clientToScenePoint()` maps a client point to the current scene; floor hit testing then uses `unprojectFloorPoint()`. Stage 1 uses a fixed orthographic affine camera: ```text rotDeg=0, tiltDeg=20, xyScale=1, zScale=1, origin=[500,500] wallHeight=64 plan units ``` There is no perspective, free rotation or user tilt. Switching projections preserves scalar zoom and converts the view centre through logical floor space. `projectedFrame()` includes both floor corners and wall-top corners so fit/home cannot clip the volume. Room fit (#152) projects every final floor vertex at floor and floor-edge depth and every selected-room boundary-wall vertex at floor and wall-top height before building the AABB. It never projects a plan-space bounding rectangle, so a concave room does not gain fictitious corners. The resulting camera still uses the shared View controller; changing projection cancels the room-focus intent. ## Geometry and composition `src/iso-projection.ts` owns pure projection math. `src/iso-walls.ts` consumes the canonical `wallBodiesGeometry()` MultiPolygon after openings and extra physical bodies have been resolved. It normalizes outer/hole winding, builds one evenodd top path and at most one visible side per ring edge, then uses a stable depth/order tie-break. Complexity is O(E) in canonical ring edges. For connected drafts and partitions those extras already contain computed bounded junction patches. Isometric wall tops/sides therefore use the same seamless L/T footprint as flat full/static cards; raw per-record rectangles are reserved for editor identity and never projected as competing wall faces. The content fingerprint includes rooms, wall geometry/thickness, open cuts, openings, partitions, drafts, columns, scale/grid inputs, camera, wall height and algorithm version. It deliberately excludes `_cfgEpoch`, HA state, hover and `show_borders`. The per-card LRU is capped at eight scenes. Pan, zoom and HA-only updates reuse it. Composition remains SVG-first: 1. the existing floor SVG and all its current live layers; 2. explicit visible wall sides and wall top; 3. screen-facing HTML overlays. The floor keeps the same nodes and order for paper/backdrop, room fills/hover, Glow/spill, sun, decor/furniture, opening symbols and vacuum path/outline. Stage 1 does not add a second light source/layer. Markers and room cards intentionally remain above walls without geometric occlusion. ## Failure boundary Projection/topology failures latch flat fallback for the current `space|fingerprint`. One diagnostic is emitted without config, entity ids or URL data. The saved iso preference is retained; an explicit iso request retries the fingerprint, and changed geometry receives a new fingerprint. Flat rendering is the rollback path and does not depend on the iso cache. ## Deliberate Stage 1 limits - door, window and gate keep their current floor-plane symbol and live state; - no vertical leaf/window panels, sill model or new window light; - no floor-edge extrusion, shadows, photorealistic materials or marker occlusion; - no volumetric editor and no volumetric `houseplan-space-card`; - no YAML/config option or public settings surface. Golden references are accepted only from the complete reviewed Linux artifact. The full `large-house-isometric-v1` performance comparison is also canonical on the exact Linux CI SHA. ## Stage 2 composition (#122) Stage 2 evolves the same hidden `iso` experiment; it does not add a flag, setting or public activation path. The accepted implementation contract is `docs/specs/122-isometric-stage2.md` and the fixed composition decisions are in `docs/adr/122-isometric-stage2-composition.md`. Its historical per-feature lifetime was superseded by the single indefinite `hp_alpha` gate in #448; the Stage 2 rendering contract itself is unchanged. ### One structural scene, live opening leaves The per-card LRU remains capped at eight entries. Its Stage 2 value contains: - canonical wall top/sides and the physical-wall contact path; - a room/exterior floor footprint and its low visible outer faces; - immutable opening jamb/axis bases, including type, flips and selected wall face; - the shared projected frame, including wall/opening tops and the low floor edge. The key includes rooms, masonry/opening geometry, flips, scale/camera, wall and edge heights and algorithm revision. It excludes HA state, theme, hover, day/night and filter capability. `openingAmount()` is applied only after an LRU hit by `projectIsoOpening()`, so a contact update projects O(O) leaves without repeating a wall or floor boolean operation. `floorFootprintGeometry()` deliberately accepts no independent physical-body input. The slab is the union of room floors and derived exterior masonry: internal room boundaries and nested holes make no decorative step, detached room components keep separate outside edges, while partitions and columns do not enlarge it. ### Layer order and materials All geometry roots use one scene `viewBox`. The existing floor/live nodes are grouped under the Stage 1 affine matrix; HTML anchors still use `projectPlanPoint()`. ```text stage background → shared ambient shadow + low exterior floor edge → existing floor SVG (paper/image, room fills/hover, decor, Glow, sun) → shared contact and live leaf shadows → canonical wall sides/top + inert vertical opening panels → existing HTML devices, labels/cards, locks and vacuum overlays ``` Wall top and side use two shared matte gradients. Ambient, contact and leaf shadows use three shared filters; definition count is constant per card, never per face or opening. Forced colours use solid `Canvas`/`CanvasText` faces and omit decoration. A runtime without the required filter paint keeps solid structure, floor edge and vertical panels but emits no Stage 2 shadows; this does not enter the structural fallback latch. ### Vertical openings and display settings `src/iso-openings.ts` mirrors the existing opening-symbol transform algebra: door has one jamb-hinged leaf, gate has two leaves with the established 0–10° exterior-face turn, and window has two light neutral casements. A saved `passage` keeps the same full-height masonry cut but has zero leaves/panels and therefore no panel or leaf shadow. Heights are fixed presentation ratios of `ISO_WALL_HEIGHT`; there is no schema field. The panel basis consumes the same pure visible-offset contract as Flat: default door/window/gate panels are always centred across wall depth. `flip_v` changes only door/window direction or the gate turn and never translates the structural origin. Jamb/cut depth remains physical and independent of symbol placement. Panels/shadows are pointer- and ARIA-inert. Existing lock badges/cards and HA actions remain the only interactive opening surface. - borders visible: vertical panels replace the floor-plane symbols; - `hide_openings: true`: panels and leaf shadows disappear, while masonry cuts, Glow/sun and contact/lock meaning remain; - `show_borders: false`: Stage 2 roots are absent and the established floor symbols and Stage 1 projected frame return (subject to `hide_openings`), avoiding floating panels or an invisible Stage 2 bound that reframes them; - Flat, editors and `houseplan-space-card` retain their old symbols and DOM. Stage 2 adds no window beam, Glow source, sun renderer, material config, network request or HA service path. Structural topology/projection exceptions still use the Stage 1 latched Flat fallback. The known independent exact-SHA view-toggle performance debt remains tracked in #124; #122 neither weakens its budget nor treats fallback as benchmark success. ## Stage 3 spatial overlays and materials (#160) Stage 3 evolves the same hidden `iso` presentation behind `hp_alpha`; it adds no public switch, configuration field or separate experiment id. The normative contract is `docs/specs/160-isometric-stage3.md` and the fixed implementation decisions are in `docs/adr/160-isometric-stage3-overlays.md`. ### Camera, floor plane and raised plane The current fixed camera is orthographic `rotDeg=4`, `tiltDeg=20`, with the same `[500,500]` pivot, scale and scale-aware 64-unit wall height. The four degree turn is part of `ISO_CAMERA`; floor SVG, point projection, inverse hit mapping, invisible raised footprints and fit bounds therefore use one affine authority. Device markers (including their badges), room labels/cards and opening lock badges use a raised plane at the scale-aware wall height plus a nominal four visual units. Vacuum puck/trail, Glow/spill, sunlight, room fills/hover, decor/furniture/backdrop and every persisted coordinate stay on the floor plane. A conservative floor-parallel footprint remains internal calculation geometry for collision, nudge and fit, but is never painted. Glyphs, values and text remain screen-facing on the existing HTML roots and retain their actions and minimum touch targets. Each raised item keeps separate immutable floor and visual anchors. A grounding cue stays at the floor anchor. Collision is tested against cached projected wall tops and visible sides, expanded by a four CSS-pixel gap. A deterministic inward nudge may move only the visual anchor by at most 48 CSS pixels; its straight path must stay inside the owning room and outside island holes, and it never writes layout/config/storage. The owning-room resolver prefers an explicit valid owner, otherwise the smallest strictly containing room with a stable id tie-break; opening locks instead inherit the physical host side. Missing or ambiguous ownership degrades to a tethered placement rather than guessing or mutating data. A tether is always retained after nudge or near a wall and while the item is hovered, focused or selected; an idle item in free space may omit it. ### Openings, materials and degradation The structural cache now also carries jamb/reveal surfaces and deterministic window frame/sill geometry. Door and gate leaves are matte finite-thickness prisms; windows are light inserts without dark glass; passages remain an empty full-depth cut. `openingAmount()` is still applied after a structural-cache hit, so contact changes do not rebuild wall/floor booleans. `hide_openings` removes panels, reveal decoration and their shadows but preserves the cut and lock semantics. One bounded set of shared gradients, patterns and filters provides low-amplitude theme-aware texture and a fixed visual-light direction. Generated walls, floor-edge surfaces and opening volume may use it. The invisible raised footprint and user floor content, room fills, Glow, sunlight, decor, glyph/text and vacuum never do. Neither theme nor HA Sun state enters the structural fingerprint. Forced colours and missing filter support remove texture/soft shadow nuance, not geometry, raised ownership, tethers or actions. `show_borders: false` is the exact no-volume branch: Stage 2/3 structural and raised roots are absent, all overlays return to their floor anchors, and the floor still uses the real 4° affine camera. Only topology/projection failure enters the established fingerprint-latched Flat fallback. The structural LRU remains capped at eight. Its key includes geometry, opening flips and fixed ratios, scale, camera, raised/opening heights and the Stage 3 algorithm revision; it excludes HA state, opening amount, theme, Sun, interaction and capability state. Golden references and both exact-SHA performance profiles remain Linux-CI evidence and may not accept a Flat fallback as a successful Iso sample. The Stage 3 renderer, opening volumes and overlay resolver form an independent `iso-scene-render` lazy graph. With `hp_alpha` off an ordinary View does not request that graph. Enabling the alpha loads it atomically through the same source-fingerprint handshake and one cache-busted retry used by other lazy runtimes; until a matching runtime is installed, the requested view remains Flat rather than mixing builds or rendering a partial Iso scene.