floorplan/slab: lower fill opacity so zones show through
The slab body covered the underlying zone fill almost completely — `opacity: 0.85` (gray) and `opacity: 0.95` (white-on-select) drowned out any zone color sitting beneath. Switched to independent `fillOpacity` (0.6 unselected / 0.45 selected) and `strokeOpacity` (0.85 / 0.96) so the outline stays crisp while the zone color reads through the fill. On the selected state the hatch overlay carries the visual weight; no need for an opaque white background underneath. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.7
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7a92641baa
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3419cf8587
@@ -1,38 +1,49 @@
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import {
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type FloorplanGeometry,
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type FloorplanPoint,
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type GeometryContext,
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getRenderableSlabPolygon,
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type SlabNode,
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} from '@pascal-app/core'
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/**
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* Stage C floor-plan builder for slab. Renders the slab polygon as a
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* filled path with holes cut out.
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* filled path with holes cut out; when selected, overlays themed
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* chrome (accent stroke, hatch fill) plus the full boundary editor:
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*
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* Uses `getRenderableSlabPolygon` (the same helper the legacy
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* floorplan-panel.tsx uses) to compute the visual polygon — accounts
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* for wall-clipping when a slab is auto-generated from walls.
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* - Vertex handles on every polygon corner (orange dots).
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* - Midpoint `+` handles between vertices to insert a new vertex.
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* - Edge handles along each edge so the user can drag the whole
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* edge perpendicular.
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* - Same three handle sets for every hole in `node.holes`, with the
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* `holeIndex` carried in each handle's payload.
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*
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* Uses `getRenderableSlabPolygon` for the visible fill (auto-slabs
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* generated from walls clip to wall footprints), but vertex / edge /
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* midpoint handles live on the **raw** `node.polygon` — matches the
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* legacy slab boundary editor which always operates on raw data.
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*/
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export function buildSlabFloorplan(node: SlabNode): FloorplanGeometry | null {
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export function buildSlabFloorplan(node: SlabNode, ctx: GeometryContext): FloorplanGeometry | null {
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const polygon = node.polygon
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if (!polygon || polygon.length < 3) return null
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const visualPolygon = getRenderableSlabPolygon(node)
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if (!visualPolygon || visualPolygon.length < 3) return null
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const view = ctx.viewState
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const palette = view?.palette
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const isSelected = view?.selected ?? false
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const isHighlighted = view?.highlighted ?? false
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const showSelectedChrome = isSelected || isHighlighted
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const outer: FloorplanPoint[] = visualPolygon.map(([x, z]) => [x, z] as FloorplanPoint)
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// SVG path with outer ring + hole subpaths. Each subpath uses M/L
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// commands + Z to close. Holes follow the outer ring; FloorplanGeometry
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// 'path' kind supports this natively (renderer passes the `d` string
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// straight to the SVG <path>).
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const segments: string[] = []
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const ring = (points: FloorplanPoint[]) => {
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const [first, ...rest] = points
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if (!first) return ''
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return [`M ${first[0]} ${first[1]}`, ...rest.map(([x, y]) => `L ${x} ${y}`), 'Z'].join(' ')
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}
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segments.push(ring(outer))
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const segments: string[] = [ring(outer)]
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const holes = node.holes ?? []
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for (const hole of holes) {
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@@ -41,12 +52,90 @@ export function buildSlabFloorplan(node: SlabNode): FloorplanGeometry | null {
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segments.push(ring(holePts))
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}
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return {
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kind: 'path',
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d: segments.join(' '),
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fill: '#cbd5e1',
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stroke: '#475569',
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strokeWidth: 0.03,
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opacity: 0.85,
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const stroke = showSelectedChrome && palette ? palette.selectedStroke : '#475569'
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const fill = showSelectedChrome ? '#ffffff' : '#cbd5e1'
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// Slab body. Uses `fillOpacity` / `strokeOpacity` independently so the
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// outline stays crisp while the fill stays translucent — zones under
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// the slab read through, and on the selected state the hatch overlay
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// (`{ kind: 'hatch' }` below) carries the visual weight without the
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// background going opaque-white.
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const children: FloorplanGeometry[] = [
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{
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kind: 'path',
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d: segments.join(' '),
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fill,
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fillOpacity: showSelectedChrome ? 0.45 : 0.6,
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stroke,
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strokeWidth: showSelectedChrome ? 0.04 : 0.03,
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strokeOpacity: showSelectedChrome ? 0.96 : 0.85,
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},
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]
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// Hatch overlay on selected — same `<defs>` pattern as the wall.
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if (isSelected && palette) {
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children.push({
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kind: 'hatch',
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points: outer,
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color: palette.selectedHatch,
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opacity: 0.7,
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})
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}
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// Boundary editor — visible only when the slab is the active selection.
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if (isSelected) {
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appendRingEditor(children, polygon, undefined)
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holes.forEach((hole, holeIndex) => {
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if (hole.length >= 3) appendRingEditor(children, hole, holeIndex)
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})
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}
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return { kind: 'group', children }
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}
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/**
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* Push vertex / midpoint / edge handles for a single ring (boundary or
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* hole). `holeIndex === undefined` targets `node.polygon`; otherwise
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* `node.holes[holeIndex]`. Emits in this order so the hit-test
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* priority is sensible: edges first (largest hit area, lowest z),
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* then midpoints, then vertices on top.
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*/
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function appendRingEditor(
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children: FloorplanGeometry[],
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ring: ReadonlyArray<readonly [number, number]>,
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holeIndex: number | undefined,
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): void {
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for (let i = 0; i < ring.length; i++) {
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const a = ring[i]!
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const b = ring[(i + 1) % ring.length]!
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children.push({
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kind: 'edge-handle',
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x1: a[0],
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y1: a[1],
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x2: b[0],
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y2: b[1],
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affordance: 'move-edge',
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payload: { holeIndex, edgeIndex: i },
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})
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}
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for (let i = 0; i < ring.length; i++) {
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const a = ring[i]!
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const b = ring[(i + 1) % ring.length]!
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children.push({
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kind: 'midpoint-handle',
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point: [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2],
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affordance: 'add-vertex',
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payload: { holeIndex, edgeIndex: i },
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})
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}
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for (let i = 0; i < ring.length; i++) {
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const [x, z] = ring[i]!
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children.push({
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kind: 'endpoint-handle',
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point: [x, z],
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state: 'idle',
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affordance: 'move-vertex',
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payload: { holeIndex, vertexIndex: i },
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})
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}
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}
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