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Keep the raised overlay footprint as calculation-only geometry for collision, nudge and fit while removing its painted SVG surface and texture. Update Stage 3 contracts, smokes, golden harness rules and synchronized bundles. Issue: #471 User-Visible: no
264 lines
13 KiB
Markdown
264 lines
13 KiB
Markdown
# Hidden Isometric View internals
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Issue [#89](https://github.com/Matysh/houseplan-card/issues/89) implements a
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hidden, presentation-only volumetric View experiment. The normative contract is
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`docs/specs/089-isometric-view-stage1.md`; the fixed rendering decisions are in
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`docs/adr/089-isometric-stage1-renderer.md`.
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## Activation
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The feature belongs to the single hidden alpha set in `src/labs.ts`. Enable all
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experiments in the current build with either `?hp_alpha=1` or
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`#hp_alpha=1&space=<id>`; disable them with `hp_alpha=0`. Query operations are
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applied first, hash operations second, and the last exact `1`/`0` wins. A known
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operation is persisted as that exact string in `houseplan_card_alpha_v1`; the
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URL itself is not rewritten. Unknown values fail closed for the current
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resolution and do not overwrite storage.
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The selected presentation is stored per space in `houseplan_card_view_v1`. Flat
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is always the initial default. Kiosk has no toggle but reads the saved preference.
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Editors and `houseplan-space-card` are always flat.
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The switch has no version expiry and enables the complete capability set known
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to the installed build. The legacy `hp-labs` URL and
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`houseplan_card_labs_v1` storage are not read or migrated, so former testers
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must enable `hp_alpha` once. Malformed registry entries and duplicate ids fail
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closed. Alpha never gates schemas, migrations, plan stores, service calls or
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network requests.
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## Coordinate systems
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- Plan points are the existing 1000-unit logical floor coordinates.
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- Scene points are coordinates in the effective SVG viewBox.
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- HTML devices, vacuum pucks, room labels/cards and lock markers stay
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screen-facing. Their anchors use the same `projectPlanPoint()` snapshot as the
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SVG floor.
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- `clientToScenePoint()` maps a client point to the current scene; floor hit
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testing then uses `unprojectFloorPoint()`.
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Stage 1 uses a fixed orthographic affine camera:
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```text
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rotDeg=0, tiltDeg=20, xyScale=1, zScale=1, origin=[500,500]
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wallHeight=64 plan units
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```
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There is no perspective, free rotation or user tilt. Switching projections
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preserves scalar zoom and converts the view centre through logical floor space.
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`projectedFrame()` includes both floor corners and wall-top corners so fit/home
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cannot clip the volume.
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Room fit (#152) projects every final floor vertex at floor and floor-edge depth
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and every selected-room boundary-wall vertex at floor and wall-top height before
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building the AABB. It never projects a plan-space bounding rectangle, so a
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concave room does not gain fictitious corners. The resulting camera still uses
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the shared View controller; changing projection cancels the room-focus intent.
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## Geometry and composition
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`src/iso-projection.ts` owns pure projection math. `src/iso-walls.ts` consumes
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the canonical `wallBodiesGeometry()` MultiPolygon after openings and extra
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physical bodies have been resolved. It normalizes outer/hole winding, builds one
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evenodd top path and at most one visible side per ring edge, then uses a stable
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depth/order tie-break. Complexity is O(E) in canonical ring edges.
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For connected drafts and partitions those extras already contain computed
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bounded junction patches. Isometric wall tops/sides therefore use the same
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seamless L/T footprint as flat full/static cards; raw per-record rectangles are
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reserved for editor identity and never projected as competing wall faces.
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The content fingerprint includes rooms, wall geometry/thickness, open cuts,
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openings, partitions, drafts, columns, scale/grid inputs, camera, wall height and
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algorithm version. It deliberately excludes `_cfgEpoch`, HA state, hover and
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`show_borders`. The per-card LRU is capped at eight scenes. Pan, zoom and HA-only
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updates reuse it.
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Composition remains SVG-first:
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1. the existing floor SVG and all its current live layers;
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2. explicit visible wall sides and wall top;
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3. screen-facing HTML overlays.
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The floor keeps the same nodes and order for paper/backdrop, room fills/hover,
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Glow/spill, sun, decor/furniture, opening symbols and vacuum path/outline. Stage
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1 does not add a second light source/layer. Markers and room cards intentionally
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remain above walls without geometric occlusion.
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## Failure boundary
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Projection/topology failures latch flat fallback for the current
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`space|fingerprint`. One diagnostic is emitted without config, entity ids or URL
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data. The saved iso preference is retained; an explicit iso request retries the
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fingerprint, and changed geometry receives a new fingerprint. Flat rendering is
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the rollback path and does not depend on the iso cache.
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## Deliberate Stage 1 limits
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- door, window and gate keep their current floor-plane symbol and live state;
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- no vertical leaf/window panels, sill model or new window light;
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- no floor-edge extrusion, shadows, photorealistic materials or marker
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occlusion;
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- no volumetric editor and no volumetric `houseplan-space-card`;
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- no YAML/config option or public settings surface.
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Golden references are accepted only from the complete reviewed Linux artifact.
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The full `large-house-isometric-v1` performance comparison is also canonical on
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the exact Linux CI SHA.
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## Stage 2 composition (#122)
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Stage 2 evolves the same hidden `iso` experiment; it does not add a flag,
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setting or public activation path. The accepted implementation contract is
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`docs/specs/122-isometric-stage2.md` and the fixed composition decisions are in
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`docs/adr/122-isometric-stage2-composition.md`. Its historical per-feature
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lifetime was superseded by the single indefinite `hp_alpha` gate in #448; the
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Stage 2 rendering contract itself is unchanged.
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### One structural scene, live opening leaves
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The per-card LRU remains capped at eight entries. Its Stage 2 value contains:
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- canonical wall top/sides and the physical-wall contact path;
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- a room/exterior floor footprint and its low visible outer faces;
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- immutable opening jamb/axis bases, including type, flips and selected wall
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face;
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- the shared projected frame, including wall/opening tops and the low floor
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edge.
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The key includes rooms, masonry/opening geometry, flips, scale/camera, wall and
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edge heights and algorithm revision. It excludes HA state, theme, hover,
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day/night and filter capability. `openingAmount()` is applied only after an LRU
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hit by `projectIsoOpening()`, so a contact update projects O(O) leaves without
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repeating a wall or floor boolean operation.
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`floorFootprintGeometry()` deliberately accepts no independent physical-body
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input. The slab is the union of room floors and derived exterior masonry:
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internal room boundaries and nested holes make no decorative step, detached
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room components keep separate outside edges, while partitions and columns do
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not enlarge it.
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### Layer order and materials
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All geometry roots use one scene `viewBox`. The existing floor/live nodes are
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grouped under the Stage 1 affine matrix; HTML anchors still use
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`projectPlanPoint()`.
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```text
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stage background
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→ shared ambient shadow + low exterior floor edge
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→ existing floor SVG (paper/image, room fills/hover, decor, Glow, sun)
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→ shared contact and live leaf shadows
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→ canonical wall sides/top + inert vertical opening panels
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→ existing HTML devices, labels/cards, locks and vacuum overlays
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```
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Wall top and side use two shared matte gradients. Ambient, contact and leaf
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shadows use three shared filters; definition count is constant per card, never
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per face or opening. Forced colours use solid `Canvas`/`CanvasText` faces and
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omit decoration. A runtime without the required filter paint keeps solid
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structure, floor edge and vertical panels but emits no Stage 2 shadows; this
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does not enter the structural fallback latch.
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### Vertical openings and display settings
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`src/iso-openings.ts` mirrors the existing opening-symbol transform algebra:
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door has one jamb-hinged leaf, gate has two leaves with the established
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0–10° exterior-face turn, and window has two light neutral casements. A saved
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`passage` keeps the same full-height masonry cut but has zero leaves/panels and
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therefore no panel or leaf shadow. Heights are fixed presentation ratios of
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`ISO_WALL_HEIGHT`; there is no schema field.
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The panel basis consumes the same pure visible-offset contract as Flat: default
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door/window/gate panels are always centred across wall depth. `flip_v` changes
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only door/window direction or the gate turn and never translates the structural
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origin. Jamb/cut depth remains physical and independent of symbol placement.
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Panels/shadows are pointer- and ARIA-inert. Existing lock badges/cards and HA
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actions remain the only interactive opening surface.
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- borders visible: vertical panels replace the floor-plane symbols;
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- `hide_openings: true`: panels and leaf shadows disappear, while masonry
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cuts, Glow/sun and contact/lock meaning remain;
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- `show_borders: false`: Stage 2 roots are absent and the established floor
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symbols and Stage 1 projected frame return (subject to `hide_openings`),
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avoiding floating panels or an invisible Stage 2 bound that reframes them;
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- Flat, editors and `houseplan-space-card` retain their old symbols and DOM.
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Stage 2 adds no window beam, Glow source, sun renderer, material config,
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network request or HA service path. Structural topology/projection exceptions
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still use the Stage 1 latched Flat fallback. The known independent exact-SHA
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view-toggle performance debt remains tracked in #124; #122 neither weakens its
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budget nor treats fallback as benchmark success.
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## Stage 3 spatial overlays and materials (#160)
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Stage 3 evolves the same hidden `iso` presentation behind `hp_alpha`; it adds
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no public switch, configuration field or separate experiment id. The normative
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contract is `docs/specs/160-isometric-stage3.md` and the fixed implementation
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decisions are in `docs/adr/160-isometric-stage3-overlays.md`.
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### Camera, floor plane and raised plane
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The current fixed camera is orthographic `rotDeg=4`, `tiltDeg=20`, with the
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same `[500,500]` pivot, scale and scale-aware 64-unit wall height. The four
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degree turn is part of `ISO_CAMERA`; floor SVG, point projection, inverse hit
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mapping, invisible raised footprints and fit bounds therefore use one affine
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authority.
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Device markers (including their badges), room labels/cards and opening lock
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badges use a raised plane at the scale-aware wall height plus a nominal four
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visual units. Vacuum puck/trail, Glow/spill, sunlight, room fills/hover,
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decor/furniture/backdrop and every persisted coordinate stay on the floor
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plane. A conservative floor-parallel footprint remains internal calculation
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geometry for collision, nudge and fit, but is never painted. Glyphs, values and
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text remain screen-facing on the existing HTML roots and retain their actions
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and minimum touch targets.
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Each raised item keeps separate immutable floor and visual anchors. A grounding
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cue stays at the floor anchor. Collision is tested against cached projected wall
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tops and visible sides, expanded by a four CSS-pixel gap. A deterministic inward
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nudge may move only the visual anchor by at most 48 CSS pixels; its straight path
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must stay inside the owning room and outside island holes, and it never writes
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layout/config/storage. The owning-room resolver prefers an explicit valid owner,
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otherwise the smallest strictly containing room with a stable id tie-break;
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opening locks instead inherit the physical host side. Missing or ambiguous
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ownership degrades to a tethered placement rather than guessing or mutating
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data. A tether is always retained after nudge or near a wall and while the item
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is hovered, focused or selected; an idle item in free space may omit it.
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### Openings, materials and degradation
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The structural cache now also carries jamb/reveal surfaces and deterministic
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window frame/sill geometry. Door and gate leaves are matte finite-thickness
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prisms; windows are light inserts without dark glass; passages remain an empty
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full-depth cut. `openingAmount()` is still applied after a structural-cache hit,
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so contact changes do not rebuild wall/floor booleans. `hide_openings` removes
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panels, reveal decoration and their shadows but preserves the cut and lock
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semantics.
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One bounded set of shared gradients, patterns and filters provides low-amplitude
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theme-aware texture and a fixed visual-light direction. Generated walls,
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floor-edge surfaces and opening volume may use it. The invisible raised
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footprint and user floor content, room fills, Glow, sunlight, decor, glyph/text
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and vacuum never do.
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Neither theme nor HA Sun state enters the structural fingerprint.
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Forced colours and missing filter support remove texture/soft shadow nuance,
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not geometry, raised ownership, tethers or actions. `show_borders: false` is
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the exact no-volume branch: Stage 2/3 structural and raised roots are absent,
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all overlays return to their floor anchors, and the floor still uses the real
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4° affine camera. Only topology/projection failure enters the established
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fingerprint-latched Flat fallback.
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The structural LRU remains capped at eight. Its key includes geometry, opening
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flips and fixed ratios, scale, camera, raised/opening heights and the Stage 3
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algorithm revision; it excludes HA state, opening amount, theme, Sun,
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interaction and capability state. Golden references and both exact-SHA
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performance profiles remain Linux-CI evidence and may not accept a Flat
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fallback as a successful Iso sample.
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The Stage 3 renderer, opening volumes and overlay resolver form an independent
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`iso-scene-render` lazy graph. With `hp_alpha` off an ordinary View does not
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request that graph. Enabling the alpha loads it atomically through the same
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source-fingerprint handshake and one cache-busted retry used by other lazy
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runtimes; until a matching runtime is installed, the requested view remains
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Flat rather than mixing builds or rendering a partial Iso scene.
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