mirror of
https://github.com/Matysh/houseplan-card
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303 lines
11 KiB
TypeScript
303 lines
11 KiB
TypeScript
/** Geometry shared by independent partitions, saved room drafts and columns. */
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import { difference, intersection, union } from 'polyclip-ts';
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import { polygonArea } from './logic';
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import { wallCmToUnits } from './wall-thickness';
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import type {
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PartitionCfg, RoomDraftCfg, SpaceModel, WallColumnCfg,
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} from './types';
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export const COLUMN_MIN_CM = 1;
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export const COLUMN_MAX_CM = 150;
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export function clampColumnCm(cm: number): number {
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if (!Number.isFinite(cm)) return COLUMN_MIN_CM;
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return Math.max(COLUMN_MIN_CM, Math.min(COLUMN_MAX_CM, cm));
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}
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/** Square columns are symmetric every quarter turn. */
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export function canonicalColumnAngle(angle: number | null | undefined): number {
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const a = Number.isFinite(Number(angle)) ? Number(angle) : 0;
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return ((a % 90) + 90) % 90;
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}
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const closedRing = (poly: number[][]): number[][][] => {
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const ring = poly.map((p) => [p[0], p[1]]);
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if (ring.length && (ring[0][0] !== ring[ring.length - 1][0]
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|| ring[0][1] !== ring[ring.length - 1][1])) ring.push([...ring[0]]);
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return [ring];
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};
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export function polyclipPathD(geom: any): string {
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const out: string[] = [];
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for (const poly of geom || []) for (const ring of poly || []) {
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const pts = (ring || []).filter((p: any) => Array.isArray(p) && p.length >= 2);
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if (pts.length < 4) continue;
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out.push(`M ${pts.slice(0, -1).map((p: number[]) => `${p[0]} ${p[1]}`).join(' L ')} Z`);
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}
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return out.join(' ');
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}
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/** A wall segment has flat ends. Joining is delegated to polygon union. */
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export function partitionBody(
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a: number[], b: number[], cm: number, cellCm: number, gridPitch: number,
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): number[][] | null {
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const dx = b[0] - a[0], dy = b[1] - a[1];
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const len = Math.hypot(dx, dy);
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if (!(len > 1e-9)) return null;
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const half = wallCmToUnits(cm, cellCm, gridPitch) / 2;
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const nx = (-dy / len) * half, ny = (dx / len) * half;
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return [
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[a[0] + nx, a[1] + ny], [b[0] + nx, b[1] + ny],
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[b[0] - nx, b[1] - ny], [a[0] - nx, a[1] - ny],
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];
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}
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export function columnBody(
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column: WallColumnCfg, cellCm: number, gridPitch: number,
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): number[][] {
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const cell = Number(cellCm) > 0 ? Number(cellCm) : 5;
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const size = (clampColumnCm(column.cm) / cell) * gridPitch;
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const cx = column.center[0], cy = column.center[1];
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if (column.shape === 'circle') {
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const r = size / 2;
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return Array.from({ length: 96 }, (_, i) => {
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const a = (i / 96) * Math.PI * 2;
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return [cx + Math.cos(a) * r, cy + Math.sin(a) * r];
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});
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}
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const h = size / 2;
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const angle = canonicalColumnAngle(column.angle) * Math.PI / 180;
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const c = Math.cos(angle), s = Math.sin(angle);
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return [[-h, -h], [h, -h], [h, h], [-h, h]].map(([x, y]) =>
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[cx + x * c - y * s, cy + x * s + y * c]);
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}
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export function draftBodies(
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draft: RoomDraftCfg, cellCm: number, gridPitch: number,
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): number[][][] {
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const out: number[][][] = [];
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for (let i = 0; i + 1 < draft.points.length; i++) {
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const body = partitionBody(
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draft.points[i], draft.points[i + 1], draft.segments[i]?.cm || 15,
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cellCm, gridPitch,
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);
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if (body) out.push(body);
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}
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return out;
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}
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export function physicalBodies(
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space: Pick<SpaceModel, 'partitions' | 'room_drafts' | 'wall_columns'>,
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cellCm: number,
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gridPitch: number,
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): number[][][] {
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const out: number[][][] = [];
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for (const p of space.partitions || []) {
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const body = partitionBody(p.a, p.b, p.cm, cellCm, gridPitch);
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if (body) out.push(body);
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}
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for (const d of space.room_drafts || []) out.push(...draftBodies(d, cellCm, gridPitch));
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for (const c of space.wall_columns || []) out.push(columnBody(c, cellCm, gridPitch));
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return out;
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}
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export function unionBodies(bodies: number[][][]): any | null {
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try {
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const polygons = bodies.filter((body) => body.length >= 3).map((body) => closedRing(body));
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return polygons.length ? union(polygons[0] as any, ...polygons.slice(1) as any[]) : null;
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} catch {
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return null;
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}
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}
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const ringPath = (poly: number[][]): string =>
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`M ${poly.map((p) => `${p[0]} ${p[1]}`).join(' L ')} Z`;
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/**
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* One `d` fragment per resulting polygon (its outer ring plus its holes).
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* Callers may keep the fragments as separate paths or join them into one `d`
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* only with an explicit `evenodd` rule. Relying on default nonzero winding
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* can erase oppositely wound subpaths.
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*/
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export function geometryPolygonPaths(geom: any): string[] {
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const out: string[] = [];
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for (const poly of geom || []) {
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// Polyclip can leave zero-area needles when a visibility fan merely
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// touches a floor boundary. Rendering those makes an outside source leak
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// a few bright hairlines into the plan; they are not visible floor.
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if (geometryArea([poly]) <= 1e-6) continue;
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const parts: string[] = [];
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for (const ring of poly || []) {
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const pts = (ring || []).filter((p: any) => Array.isArray(p) && p.length >= 2);
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if (pts.length < 4) continue;
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parts.push(ringPath(pts.slice(0, -1)));
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}
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if (parts.length) out.push(parts.join(' '));
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}
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return out;
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}
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/** `polygons` clipped to `bounds`, as disjoint paths. Empty when they miss. */
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export function intersectionPaths(polygons: number[][][], bounds: number[][][]): string[] {
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const base = unionBodies(polygons.filter((poly) => poly.length >= 3));
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const limit = unionBodies(bounds.filter((poly) => poly.length >= 3));
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if (!base) return [];
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if (!limit) return [];
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try {
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return geometryPolygonPaths(intersection(base, limit));
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} catch {
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// The un-clipped visibility fan may cover the backdrop and the area
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// outside the house. A boolean failure must therefore fail dark: returning
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// `base` here turns a numerical polyclip exception into a light leak and
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// then persists it in the per-source clip cache.
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return [];
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}
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}
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export function physicalBodiesPath(bodies: number[][][]): string {
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const geom = unionBodies(bodies);
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if (geom) return polyclipPathD(geom);
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return bodies.map((body) =>
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`M ${body.map((p) => `${p[0]} ${p[1]}`).join(' L ')} Z`).join(' ');
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}
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/** Subtract only the physical bodies which overlap a room's clean floor. */
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export function floorMinusBodies(floor: number[][], bodies: number[][][]): any {
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if (!bodies.length) return [closedRing(floor)];
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try {
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const obstacles = unionBodies(bodies);
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if (obstacles) return difference(closedRing(floor) as any, obstacles);
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} catch {
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// Fall through to the lossless sequential path below.
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}
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// A pathological multi-union must not restore the floor under masonry.
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// Sequential difference preserves overlap semantics and lets one malformed
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// body be skipped without discarding every valid neighbour.
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let geom: any = [closedRing(floor)];
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for (const body of bodies) {
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if (body.length < 3) continue;
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try { geom = difference(geom, closedRing(body) as any); } catch { /* skip invalid body */ }
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}
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return geom;
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}
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export function geometryArea(geom: any): number {
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let area = 0;
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for (const poly of geom || []) {
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if (!poly?.length) continue;
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area += polygonArea(poly[0] || []);
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for (let i = 1; i < poly.length; i++) area -= polygonArea(poly[i] || []);
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}
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return Math.max(0, area);
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}
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/**
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* Every ring of a geometry, holes included. For an occluder set the holes are
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* the important part: the room-facing faces of a wall ring ARE its holes.
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*/
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export function geometryAllRings(geom: any): number[][][] {
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const out: number[][][] = [];
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for (const poly of geom || []) {
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for (const ring of poly || []) {
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if (ring?.length >= 4) out.push(ring.slice(0, -1).map((p: number[]) => [p[0], p[1]]));
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}
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}
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return out;
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}
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export function geometryOuterRings(geom: any): number[][][] {
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const out: number[][][] = [];
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for (const poly of geom || []) {
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const ring = poly?.[0];
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if (ring?.length >= 4) out.push(ring.slice(0, -1).map((p: number[]) => [p[0], p[1]]));
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}
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return out;
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}
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function convexHull(points: number[][]): number[][] {
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const p = [...points].sort((a, b) => a[0] - b[0] || a[1] - b[1]);
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if (p.length <= 2) return p;
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const cross = (o: number[], a: number[], b: number[]) =>
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(a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
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const lower: number[][] = [];
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for (const q of p) {
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while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], q) <= 0) lower.pop();
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lower.push(q);
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}
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const upper: number[][] = [];
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for (let i = p.length - 1; i >= 0; i--) {
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const q = p[i];
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while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], q) <= 0) upper.pop();
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upper.push(q);
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}
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return lower.slice(0, -1).concat(upper.slice(0, -1));
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}
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/** Opaque bodies extruded along parallel light travel (sun shafts). */
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export function directionalOccluders(
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bodies: number[][][], dir: number[], length: number,
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): number[][][] {
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if (!(length > 0)) return bodies;
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return bodies.map((body) => convexHull([
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...body,
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...body.map((p) => [p[0] + dir[0] * length, p[1] + dir[1] * length]),
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])).filter((p) => p.length >= 3);
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}
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export function pointInPhysicalBody(point: number[], body: number[][]): boolean {
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let inside = false;
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for (let i = 0, j = body.length - 1; i < body.length; j = i++) {
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const xi = body[i][0], yi = body[i][1], xj = body[j][0], yj = body[j][1];
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const crosses = ((yi > point[1]) !== (yj > point[1]))
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&& point[0] < ((xj - xi) * (point[1] - yi)) / ((yj - yi) || 1e-12) + xi;
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if (crosses) inside = !inside;
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}
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return inside;
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}
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/**
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* Test a point against polygon-clipping geometry while respecting holes.
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* `pointInPhysicalBody()` is intentionally a ring primitive; applying it to
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* every ring independently would classify a room floor or an opening cut as
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* solid just because it lies inside a hole ring.
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*/
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export function pointInPhysicalGeometry(point: number[], geom: any): boolean {
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for (const polygon of geom || []) {
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const outer = polygon?.[0];
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if (!outer?.length || !pointInPhysicalBody(point, outer)) continue;
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let inHole = false;
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for (let i = 1; i < polygon.length; i++) {
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if (polygon[i]?.length && pointInPhysicalBody(point, polygon[i])) {
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inHole = true;
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break;
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}
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}
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if (!inHole) return true;
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}
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return false;
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}
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/**
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* True when a light source is embedded in any opaque plan body.
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*
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* Wall masonry is polygon-clipping geometry because openings are represented
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* as holes. Partitions and columns are plain bodies. Keeping this decision in
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* one helper prevents render call sites from accidentally checking only one
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* of the two representations and re-introducing a half-lit wall/opening.
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*/
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export function pointInOpaquePlanBody(
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point: number[], masonryGeometry: any, bodies: number[][][],
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): boolean {
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return pointInPhysicalGeometry(point, masonryGeometry)
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|| bodies.some((body) => pointInPhysicalBody(point, body));
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}
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export function sameColumnPlacement(a: WallColumnCfg, b: WallColumnCfg, eps: number): boolean {
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if (Math.hypot(a.center[0] - b.center[0], a.center[1] - b.center[1]) > eps) return false;
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if (Math.abs(clampColumnCm(a.cm) - clampColumnCm(b.cm)) > 1e-6) return false;
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if (a.shape !== b.shape) return true; // same outer body, different primitive
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if (a.shape === 'circle' || b.shape === 'circle') return true;
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const diff = Math.abs(canonicalColumnAngle(a.angle) - canonicalColumnAngle(b.angle));
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return Math.min(diff, 90 - diff) <= 1e-6;
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}
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