wip wall-mitering
This commit is contained in:
@@ -0,0 +1,617 @@
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import type { WallNode } from '../../schema'
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// ============================================================================
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// TYPES
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// ============================================================================
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export interface Point2D {
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x: number
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y: number
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}
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interface LineEquation {
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a: number
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b: number
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c: number // ax + by + c = 0
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}
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interface WallEndpoint {
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wall: WallNode
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endType: 'start' | 'end'
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}
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interface Junction {
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point: Point2D
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walls: WallEndpoint[]
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}
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export interface MiterData {
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left: Point2D
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right: Point2D
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}
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// Map of wallId -> { start?: MiterData, end?: MiterData }
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export type WallMiterMap = Map<string, { start?: MiterData; end?: MiterData }>
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// ============================================================================
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// UTILITY FUNCTIONS
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// ============================================================================
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const TOLERANCE = 0.001
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function pointToKey(p: Point2D, tolerance = TOLERANCE): string {
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const snap = 1 / tolerance
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return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}`
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}
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function getOutgoingVector(wall: WallNode, endType: 'start' | 'end'): Point2D {
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if (endType === 'start') {
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return { x: wall.end[0] - wall.start[0], y: wall.end[1] - wall.start[1] }
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}
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return { x: wall.start[0] - wall.end[0], y: wall.start[1] - wall.end[1] }
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}
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function createLineFromPointAndVector(p: Point2D, v: Point2D): LineEquation {
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const a = -v.y
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const b = v.x
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const c = -(a * p.x + b * p.y)
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return { a, b, c }
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}
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function intersectLines(l1: LineEquation, l2: LineEquation): Point2D | null {
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const det = l1.a * l2.b - l2.a * l1.b
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if (Math.abs(det) < 1e-9) return null
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const x = (l1.b * l2.c - l2.b * l1.c) / det
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const y = (l2.a * l1.c - l1.a * l2.c) / det
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return { x, y }
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}
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function normalize(v: Point2D): Point2D {
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const len = Math.sqrt(v.x * v.x + v.y * v.y)
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if (len < 1e-9) return { x: 0, y: 0 }
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return { x: v.x / len, y: v.y / len }
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}
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function dot(a: Point2D, b: Point2D): number {
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return a.x * b.x + a.y * b.y
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}
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/**
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* Check if a point lies on a wall segment (excluding endpoints)
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*/
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function pointOnWallSegment(
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point: Point2D,
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wallStart: Point2D,
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wallEnd: Point2D,
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tolerance = TOLERANCE,
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): boolean {
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const wallVec = { x: wallEnd.x - wallStart.x, y: wallEnd.y - wallStart.y }
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const wallLen = Math.sqrt(wallVec.x * wallVec.x + wallVec.y * wallVec.y)
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if (wallLen < 1e-9) return false
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const toPoint = { x: point.x - wallStart.x, y: point.y - wallStart.y }
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// Project point onto wall line
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const t = dot(toPoint, wallVec) / (wallLen * wallLen)
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// Check if within segment (with margin to exclude endpoints)
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if (t <= tolerance / wallLen || t >= 1 - tolerance / wallLen) return false
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// Check perpendicular distance
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const projX = wallStart.x + t * wallVec.x
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const projY = wallStart.y + t * wallVec.y
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const dist = Math.sqrt((point.x - projX) ** 2 + (point.y - projY) ** 2)
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return dist < tolerance
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}
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// ============================================================================
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// JUNCTION DETECTION
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// ============================================================================
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interface JunctionResult {
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junctions: Map<string, Junction>
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throughWalls: Map<string, WallNode> // junctionKey -> host wall that the junction lies on
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}
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/**
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* Finds all junctions (where wall endpoints meet, including T-junctions on wall segments)
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*/
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function findCornerJunctions(walls: WallNode[]): JunctionResult {
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const junctionMap = new Map<string, Junction>()
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for (const wall of walls) {
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const startPt: Point2D = { x: wall.start[0], y: wall.start[1] }
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const endPt: Point2D = { x: wall.end[0], y: wall.end[1] }
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const startKey = pointToKey(startPt)
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const endKey = pointToKey(endPt)
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if (!junctionMap.has(startKey)) {
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junctionMap.set(startKey, { point: startPt, walls: [] })
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}
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junctionMap.get(startKey)!.walls.push({ wall, endType: 'start' })
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if (!junctionMap.has(endKey)) {
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junctionMap.set(endKey, { point: endPt, walls: [] })
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}
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junctionMap.get(endKey)!.walls.push({ wall, endType: 'end' })
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}
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// For each junction point, check if it lies on any wall's segment (T-junction)
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// Store this info separately - the host wall should NOT be modified
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const throughWallsAtJunction = new Map<string, WallNode>() // junctionKey -> host wall
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for (const [key, junction] of junctionMap) {
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const wallIdsInJunction = new Set(junction.walls.map((w) => w.wall.id))
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for (const wall of walls) {
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if (wallIdsInJunction.has(wall.id)) continue
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const wallStart: Point2D = { x: wall.start[0], y: wall.start[1] }
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const wallEnd: Point2D = { x: wall.end[0], y: wall.end[1] }
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// Check if junction point lies on this wall's segment
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if (pointOnWallSegment(junction.point, wallStart, wallEnd)) {
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// Store the through wall separately - don't add to junction.walls
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// The host wall should NOT get miter data
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throughWallsAtJunction.set(key, wall)
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break // Only need one through wall per junction
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}
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}
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}
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// Only keep junctions with 2+ walls
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const actualJunctions = new Map<string, Junction>()
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for (const [key, junction] of junctionMap) {
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if (junction.walls.length >= 2) {
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actualJunctions.set(key, junction)
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}
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}
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return { junctions: actualJunctions, throughWalls: throughWallsAtJunction }
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}
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/**
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* Finds T-junctions where a wall endpoint meets another wall's side
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*/
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function findTJunctions(walls: WallNode[]): Map<string, Junction> {
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const tJunctions = new Map<string, Junction>()
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for (const wall of walls) {
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const endpoints: { pt: Point2D; endType: 'start' | 'end' }[] = [
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{ pt: { x: wall.start[0], y: wall.start[1] }, endType: 'start' },
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{ pt: { x: wall.end[0], y: wall.end[1] }, endType: 'end' },
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]
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for (const { pt, endType } of endpoints) {
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const key = pointToKey(pt)
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// Skip if this is already a corner junction
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// (will be handled by findCornerJunctions)
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for (const otherWall of walls) {
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if (otherWall.id === wall.id) continue
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const otherStart: Point2D = { x: otherWall.start[0], y: otherWall.start[1] }
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const otherEnd: Point2D = { x: otherWall.end[0], y: otherWall.end[1] }
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// Check if endpoint touches the other wall's endpoints
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const touchesStart = pointToKey(pt) === pointToKey(otherStart)
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const touchesEnd = pointToKey(pt) === pointToKey(otherEnd)
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if (touchesStart || touchesEnd) continue
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// Check if endpoint lies on the other wall's segment
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if (pointOnWallSegment(pt, otherStart, otherEnd)) {
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if (!tJunctions.has(key)) {
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tJunctions.set(key, { point: pt, walls: [] })
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}
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const junction = tJunctions.get(key)!
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// Add the incoming wall if not already present
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if (!junction.walls.some((w) => w.wall.id === wall.id && w.endType === endType)) {
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junction.walls.push({ wall, endType })
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}
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// Add the host wall as a "through" wall (we'll handle it specially)
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// Use 'start' as a convention for through walls
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if (!junction.walls.some((w) => w.wall.id === otherWall.id)) {
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junction.walls.push({ wall: otherWall, endType: 'start' })
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}
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}
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}
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}
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}
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return tJunctions
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}
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// ============================================================================
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// MITER CALCULATION
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// ============================================================================
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/**
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* Calculates mitered corners for a junction (including T-junctions with through walls)
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* @param throughWall - Optional wall that the junction lies on (for T-junctions)
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*/
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function calculateCornerMiters(
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junction: Junction,
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getThickness: (wall: WallNode) => number,
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throughWall?: WallNode,
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): Map<string, MiterData> {
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const { point, walls } = junction
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const result = new Map<string, MiterData>()
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// If there's a through wall, handle as combined corner + T-junction
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// The through wall is NOT modified - only incoming walls get miter data
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if (throughWall) {
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const hostHalfT = getThickness(throughWall) / 2
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const hostDir = normalize({
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x: throughWall.end[0] - throughWall.start[0],
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y: throughWall.end[1] - throughWall.start[1],
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})
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const hostNormal = { x: -hostDir.y, y: hostDir.x }
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// Host wall edge points at junction
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const hostLeft = { x: point.x + hostNormal.x * hostHalfT, y: point.y + hostNormal.y * hostHalfT }
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const hostRight = { x: point.x - hostNormal.x * hostHalfT, y: point.y - hostNormal.y * hostHalfT }
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const hostEdgeLeft = createLineFromPointAndVector(hostLeft, hostDir)
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const hostEdgeRight = createLineFromPointAndVector(hostRight, hostDir)
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// Build processed list for incoming walls
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const incomingProcessed: {
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wallId: string
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angle: number
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edgeLeft: LineEquation
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edgeRight: LineEquation
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defaultLeft: Point2D
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defaultRight: Point2D
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approachDot: number
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}[] = []
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for (const { wall, endType } of walls) {
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const halfT = getThickness(wall) / 2
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const v = getOutgoingVector(wall, endType)
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const vNorm = normalize(v)
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if (Math.abs(vNorm.x) < 1e-9 && Math.abs(vNorm.y) < 1e-9) continue
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const normal = { x: -vNorm.y, y: vNorm.x }
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const leftPt = { x: point.x + normal.x * halfT, y: point.y + normal.y * halfT }
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const rightPt = { x: point.x - normal.x * halfT, y: point.y - normal.y * halfT }
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const incomingDir = { x: -vNorm.x, y: -vNorm.y }
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const approachDot = dot(incomingDir, hostNormal)
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incomingProcessed.push({
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wallId: wall.id,
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angle: Math.atan2(v.y, v.x),
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edgeLeft: createLineFromPointAndVector(leftPt, v),
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edgeRight: createLineFromPointAndVector(rightPt, v),
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defaultLeft: leftPt,
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defaultRight: rightPt,
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approachDot,
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})
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}
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// Sort ALL walls by angle for proper adjacency
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incomingProcessed.sort((a, b) => a.angle - b.angle)
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// Initialize all walls with default values
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for (const w of incomingProcessed) {
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result.set(w.wallId, { left: w.defaultLeft, right: w.defaultRight })
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}
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const n = incomingProcessed.length
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// Process consecutive pairs of walls
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for (let i = 0; i < n; i++) {
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const curr = incomingProcessed[i]!
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const next = incomingProcessed[(i + 1) % n]!
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const currFromLeft = curr.approachDot > 0
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const nextFromLeft = next.approachDot > 0
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if (currFromLeft === nextFromLeft) {
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// Same side: miter their adjacent edges together
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const cornerInt = intersectLines(curr.edgeRight, next.edgeLeft)
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if (cornerInt) {
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result.get(curr.wallId)!.right = cornerInt
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result.get(next.wallId)!.left = cornerInt
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}
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} else {
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// Different sides: their inner edges meet at intersection (inside the host wall)
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const cornerInt = intersectLines(curr.edgeRight, next.edgeLeft)
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if (cornerInt) {
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result.get(curr.wallId)!.right = cornerInt
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result.get(next.wallId)!.left = cornerInt
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}
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}
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}
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// Now set the outer edges to meet the host wall surface
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// For each wall, find which edge is "outermost" (not adjacent to a same-side wall)
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for (let i = 0; i < n; i++) {
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const curr = incomingProcessed[i]!
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const prev = incomingProcessed[(i - 1 + n) % n]!
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const next = incomingProcessed[(i + 1) % n]!
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const currFromLeft = curr.approachDot > 0
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const prevFromLeft = prev.approachDot > 0
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const nextFromLeft = next.approachDot > 0
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// Target host edge based on which side this wall approaches from
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const targetHostEdge = currFromLeft ? hostEdgeRight : hostEdgeLeft
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// Left edge is outer if prev wall is on different side (or if only one wall)
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if (n === 1 || prevFromLeft !== currFromLeft) {
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const leftInt = intersectLines(curr.edgeLeft, targetHostEdge)
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if (leftInt) result.get(curr.wallId)!.left = leftInt
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}
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// Right edge is outer if next wall is on different side (or if only one wall)
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if (n === 1 || nextFromLeft !== currFromLeft) {
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const rightInt = intersectLines(curr.edgeRight, targetHostEdge)
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if (rightInt) result.get(curr.wallId)!.right = rightInt
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}
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}
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return result
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}
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// Standard corner junction processing (no through wall)
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const processed: {
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wallId: string
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angle: number
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edgeLeft: LineEquation
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edgeRight: LineEquation
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defaultLeft: Point2D
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defaultRight: Point2D
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}[] = []
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for (const { wall, endType } of walls) {
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const halfT = getThickness(wall) / 2
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const v = getOutgoingVector(wall, endType)
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const vNorm = normalize(v)
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if (Math.abs(vNorm.x) < 1e-9 && Math.abs(vNorm.y) < 1e-9) continue
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const normal = { x: -vNorm.y, y: vNorm.x }
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const leftPt = { x: point.x + normal.x * halfT, y: point.y + normal.y * halfT }
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const rightPt = { x: point.x - normal.x * halfT, y: point.y - normal.y * halfT }
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processed.push({
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wallId: wall.id,
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angle: Math.atan2(v.y, v.x),
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edgeLeft: createLineFromPointAndVector(leftPt, v),
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edgeRight: createLineFromPointAndVector(rightPt, v),
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defaultLeft: leftPt,
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defaultRight: rightPt,
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})
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}
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// Sort by angle for proper adjacency
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processed.sort((a, b) => a.angle - b.angle)
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const n = processed.length
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if (n < 2) return result
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// Initialize with defaults
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for (const p of processed) {
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result.set(p.wallId, { left: p.defaultLeft, right: p.defaultRight })
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}
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// Calculate intersections between adjacent walls
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for (let i = 0; i < n; i++) {
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const curr = processed[i]!
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const next = processed[(i + 1) % n]!
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const intersection = intersectLines(curr.edgeLeft, next.edgeRight)
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if (intersection) {
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result.get(curr.wallId)!.left = intersection
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result.get(next.wallId)!.right = intersection
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}
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}
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return result
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}
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/**
|
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* Calculates miter for a T-junction (wall endpoint meeting another wall's side)
|
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*/
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function calculateTJunctionMiters(
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junction: Junction,
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getThickness: (wall: WallNode) => number,
|
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): Map<string, MiterData> {
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const { point, walls } = junction
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const result = new Map<string, MiterData>()
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// Separate incoming walls (those with endpoint at junction) from host wall
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const incomingWalls: WallEndpoint[] = []
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let hostWall: WallNode | null = null
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for (const { wall, endType } of walls) {
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const wallStart: Point2D = { x: wall.start[0], y: wall.start[1] }
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const wallEnd: Point2D = { x: wall.end[0], y: wall.end[1] }
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const startKey = pointToKey(wallStart)
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const endKey = pointToKey(wallEnd)
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const junctionKey = pointToKey(point)
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if (startKey === junctionKey || endKey === junctionKey) {
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incomingWalls.push({ wall, endType })
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} else {
|
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hostWall = wall
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}
|
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}
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if (!hostWall || incomingWalls.length === 0) return result
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// If there are multiple incoming walls, use corner miter logic with throughWall
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// This handles cases where walls meet at a T-junction point but weren't grouped as a corner junction
|
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if (incomingWalls.length >= 2) {
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const cornerJunction: Junction = { point, walls: incomingWalls }
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return calculateCornerMiters(cornerJunction, getThickness, hostWall)
|
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}
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||||
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// Single incoming wall: handle as simple T-junction
|
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// Get host wall direction and normal
|
||||
const hostDir = normalize({
|
||||
x: hostWall.end[0] - hostWall.start[0],
|
||||
y: hostWall.end[1] - hostWall.start[1],
|
||||
})
|
||||
const hostNormal = { x: -hostDir.y, y: hostDir.x }
|
||||
const hostHalfT = getThickness(hostWall) / 2
|
||||
|
||||
// Host wall edge points at junction
|
||||
const hostLeft = { x: point.x + hostNormal.x * hostHalfT, y: point.y + hostNormal.y * hostHalfT }
|
||||
const hostRight = {
|
||||
x: point.x - hostNormal.x * hostHalfT,
|
||||
y: point.y - hostNormal.y * hostHalfT,
|
||||
}
|
||||
|
||||
// For each incoming wall, extend to meet the host wall's edges
|
||||
for (const { wall, endType } of incomingWalls) {
|
||||
const halfT = getThickness(wall) / 2
|
||||
const v = getOutgoingVector(wall, endType)
|
||||
const vNorm = normalize(v)
|
||||
|
||||
if (Math.abs(vNorm.x) < 1e-9 && Math.abs(vNorm.y) < 1e-9) continue
|
||||
|
||||
const normal = { x: -vNorm.y, y: vNorm.x }
|
||||
|
||||
// Default corner points
|
||||
const leftPt = { x: point.x + normal.x * halfT, y: point.y + normal.y * halfT }
|
||||
const rightPt = { x: point.x - normal.x * halfT, y: point.y - normal.y * halfT }
|
||||
|
||||
// Create edge lines for incoming wall
|
||||
const edgeLeft = createLineFromPointAndVector(leftPt, v)
|
||||
const edgeRight = createLineFromPointAndVector(rightPt, v)
|
||||
|
||||
// Determine which side of the host wall the incoming wall approaches from
|
||||
// Use the OPPOSITE of outgoing direction (incoming direction) dotted with host normal
|
||||
const incomingDir = { x: -vNorm.x, y: -vNorm.y }
|
||||
const approachDot = dot(incomingDir, hostNormal)
|
||||
|
||||
// Pick the host edge facing the incoming wall
|
||||
// If dot > 0, wall approaches from the opposite side of hostNormal, use hostRight (near surface)
|
||||
// If dot < 0, wall approaches from the hostNormal side, use hostLeft (near surface)
|
||||
const targetHostEdge =
|
||||
approachDot > 0
|
||||
? createLineFromPointAndVector(hostRight, hostDir)
|
||||
: createLineFromPointAndVector(hostLeft, hostDir)
|
||||
|
||||
// Both edges of incoming wall meet the same host edge
|
||||
const leftIntersection = intersectLines(edgeLeft, targetHostEdge)
|
||||
const rightIntersection = intersectLines(edgeRight, targetHostEdge)
|
||||
|
||||
result.set(wall.id, {
|
||||
left: leftIntersection || leftPt,
|
||||
right: rightIntersection || rightPt,
|
||||
})
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// MAIN EXPORT
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Calculates miter data for all walls on a level
|
||||
*/
|
||||
export function calculateLevelMiters(walls: WallNode[]): WallMiterMap {
|
||||
const miterMap: WallMiterMap = new Map()
|
||||
const getThickness = (wall: WallNode) => wall.thickness ?? 0.1
|
||||
|
||||
// Process corner junctions
|
||||
const { junctions: cornerJunctions, throughWalls } = findCornerJunctions(walls)
|
||||
for (const [key, junction] of cornerJunctions) {
|
||||
// Pass the through wall (if any) for T-junction handling
|
||||
const throughWall = throughWalls.get(key)
|
||||
const miters = calculateCornerMiters(junction, getThickness, throughWall)
|
||||
|
||||
for (const { wall, endType } of junction.walls) {
|
||||
const miterData = miters.get(wall.id)
|
||||
if (!miterData) continue
|
||||
|
||||
if (!miterMap.has(wall.id)) {
|
||||
miterMap.set(wall.id, {})
|
||||
}
|
||||
miterMap.get(wall.id)![endType] = miterData
|
||||
}
|
||||
}
|
||||
|
||||
// Process T-junctions
|
||||
const tJunctions = findTJunctions(walls)
|
||||
for (const [, junction] of tJunctions) {
|
||||
const miters = calculateTJunctionMiters(junction, getThickness)
|
||||
|
||||
for (const { wall, endType } of junction.walls) {
|
||||
const miterData = miters.get(wall.id)
|
||||
if (!miterData) continue
|
||||
|
||||
// Don't overwrite corner junction miters
|
||||
if (miterMap.get(wall.id)?.[endType]) continue
|
||||
|
||||
if (!miterMap.has(wall.id)) {
|
||||
miterMap.set(wall.id, {})
|
||||
}
|
||||
miterMap.get(wall.id)![endType] = miterData
|
||||
}
|
||||
}
|
||||
|
||||
return miterMap
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets wall IDs that share junctions with the given walls
|
||||
*/
|
||||
export function getAdjacentWallIds(allWalls: WallNode[], dirtyWallIds: Set<string>): Set<string> {
|
||||
const adjacent = new Set<string>()
|
||||
|
||||
for (const dirtyId of dirtyWallIds) {
|
||||
const dirtyWall = allWalls.find((w) => w.id === dirtyId)
|
||||
if (!dirtyWall) continue
|
||||
|
||||
const dirtyStart: Point2D = { x: dirtyWall.start[0], y: dirtyWall.start[1] }
|
||||
const dirtyEnd: Point2D = { x: dirtyWall.end[0], y: dirtyWall.end[1] }
|
||||
|
||||
for (const wall of allWalls) {
|
||||
if (wall.id === dirtyId) continue
|
||||
|
||||
const wallStart: Point2D = { x: wall.start[0], y: wall.start[1] }
|
||||
const wallEnd: Point2D = { x: wall.end[0], y: wall.end[1] }
|
||||
|
||||
// Check corner connections
|
||||
const startKey = pointToKey(wallStart)
|
||||
const endKey = pointToKey(wallEnd)
|
||||
const dirtyStartKey = pointToKey(dirtyStart)
|
||||
const dirtyEndKey = pointToKey(dirtyEnd)
|
||||
|
||||
if (
|
||||
startKey === dirtyStartKey ||
|
||||
startKey === dirtyEndKey ||
|
||||
endKey === dirtyStartKey ||
|
||||
endKey === dirtyEndKey
|
||||
) {
|
||||
adjacent.add(wall.id)
|
||||
continue
|
||||
}
|
||||
|
||||
// Check T-junction connections
|
||||
if (
|
||||
pointOnWallSegment(dirtyStart, wallStart, wallEnd) ||
|
||||
pointOnWallSegment(dirtyEnd, wallStart, wallEnd) ||
|
||||
pointOnWallSegment(wallStart, dirtyStart, dirtyEnd) ||
|
||||
pointOnWallSegment(wallEnd, dirtyStart, dirtyEnd)
|
||||
) {
|
||||
adjacent.add(wall.id)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return adjacent
|
||||
}
|
||||
@@ -1,8 +1,19 @@
|
||||
import { useFrame } from '@react-three/fiber'
|
||||
import * as THREE from 'three'
|
||||
import { sceneRegistry } from '../../hooks/scene-registry/scene-registry'
|
||||
import type { AnyNode, WallNode } from '../../schema'
|
||||
import type { AnyNode, AnyNodeId, WallNode } from '../../schema'
|
||||
import useScene from '../../store/use-scene'
|
||||
import {
|
||||
calculateLevelMiters,
|
||||
getAdjacentWallIds,
|
||||
type MiterData,
|
||||
type Point2D,
|
||||
type WallMiterMap,
|
||||
} from './wall-mitering'
|
||||
|
||||
// ============================================================================
|
||||
// WALL SYSTEM
|
||||
// ============================================================================
|
||||
|
||||
export const WallSystem = () => {
|
||||
const { nodes, dirtyNodes, clearDirty } = useScene()
|
||||
@@ -10,34 +21,78 @@ export const WallSystem = () => {
|
||||
useFrame(() => {
|
||||
if (dirtyNodes.size === 0) return
|
||||
|
||||
// Collect dirty walls and their levels
|
||||
const dirtyWallsByLevel = new Map<string, Set<string>>()
|
||||
|
||||
dirtyNodes.forEach((id) => {
|
||||
const node = nodes[id]
|
||||
if (!node) return
|
||||
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
|
||||
if (!node || node.type !== 'wall') return
|
||||
|
||||
// 1. If a window is dirty, we actually need to redraw its PARENT wall
|
||||
// if ((node.type === 'window' || node.type === 'door') && node.parentId) {
|
||||
// updateWallGeometry(node.parentId);
|
||||
// return;
|
||||
// }
|
||||
const levelId = node.parentId
|
||||
if (!levelId) return
|
||||
|
||||
// 2. If the wall itself is dirty
|
||||
if (node.type === 'wall' && mesh) {
|
||||
updateWallGeometry(id)
|
||||
if (!dirtyWallsByLevel.has(levelId)) {
|
||||
dirtyWallsByLevel.set(levelId, new Set())
|
||||
}
|
||||
clearDirty(id) // Reset for next frame
|
||||
dirtyWallsByLevel.get(levelId)!.add(id)
|
||||
})
|
||||
|
||||
// Process each level that has dirty walls
|
||||
for (const [levelId, dirtyWallIds] of dirtyWallsByLevel) {
|
||||
const levelWalls = getLevelWalls(levelId)
|
||||
const miterMap = calculateLevelMiters(levelWalls)
|
||||
|
||||
// Update dirty walls
|
||||
for (const wallId of dirtyWallIds) {
|
||||
const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh
|
||||
if (mesh) {
|
||||
updateWallGeometry(wallId, miterMap)
|
||||
}
|
||||
clearDirty(wallId as AnyNodeId)
|
||||
}
|
||||
|
||||
// Update adjacent walls that share junctions
|
||||
const adjacentWallIds = getAdjacentWallIds(levelWalls, dirtyWallIds)
|
||||
for (const wallId of adjacentWallIds) {
|
||||
if (!dirtyWallIds.has(wallId)) {
|
||||
const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh
|
||||
if (mesh) {
|
||||
updateWallGeometry(wallId, miterMap)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
// Optimization: Logic moved to a vanilla function so it can be called
|
||||
// by the Editor or the System without React overhead
|
||||
function updateWallGeometry(wallId: string) {
|
||||
/**
|
||||
* Gets all walls that belong to a level
|
||||
*/
|
||||
function getLevelWalls(levelId: string): WallNode[] {
|
||||
const { nodes } = useScene.getState()
|
||||
const level = nodes[levelId as AnyNodeId]
|
||||
|
||||
if (!level || level.type !== 'level') return []
|
||||
|
||||
const walls: WallNode[] = []
|
||||
for (const childId of level.children) {
|
||||
const child = nodes[childId]
|
||||
if (child?.type === 'wall') {
|
||||
walls.push(child as WallNode)
|
||||
}
|
||||
}
|
||||
|
||||
return walls
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the geometry for a single wall
|
||||
*/
|
||||
function updateWallGeometry(wallId: string, miterMap: WallMiterMap) {
|
||||
const node = useScene.getState().nodes[wallId as WallNode['id']]
|
||||
if (!node) return
|
||||
if (node.type !== 'wall') return
|
||||
if (!node || node.type !== 'wall') return
|
||||
|
||||
const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh
|
||||
if (!mesh) return
|
||||
@@ -47,37 +102,94 @@ function updateWallGeometry(wallId: string) {
|
||||
.map((childId) => useScene.getState().nodes[childId])
|
||||
.filter((n): n is AnyNode => n !== undefined)
|
||||
|
||||
// Generate visual geometry with holes
|
||||
const newGeo = generateExtrudedWall(node, childrenNodes)
|
||||
const miters = miterMap.get(wallId)
|
||||
const newGeo = generateExtrudedWall(node, childrenNodes, miters)
|
||||
|
||||
mesh.geometry.dispose()
|
||||
mesh.geometry = newGeo
|
||||
|
||||
// Update collision mesh with solid geometry (no holes)
|
||||
// Update collision mesh
|
||||
const collisionMesh = mesh.getObjectByName('collision-mesh') as THREE.Mesh
|
||||
if (collisionMesh) {
|
||||
const collisionGeo = generateExtrudedWall(node, []) // No children = no holes
|
||||
const collisionGeo = generateExtrudedWall(node, [], miters)
|
||||
collisionMesh.geometry.dispose()
|
||||
collisionMesh.geometry = collisionGeo
|
||||
}
|
||||
|
||||
mesh.position.set(node.start[0], 0, node.start[1])
|
||||
|
||||
// Rotate mesh to look at 'end' point
|
||||
const angle = Math.atan2(node.end[1] - node.start[1], node.end[0] - node.start[0])
|
||||
mesh.rotation.y = -angle
|
||||
}
|
||||
|
||||
export function generateExtrudedWall(wallNode: WallNode, childrenNodes: AnyNode[]) {
|
||||
// 1. Calculate Wall Dimensions
|
||||
/**
|
||||
* Generates extruded wall geometry with mitering and holes
|
||||
*
|
||||
* Geometry approach:
|
||||
* - Shape is drawn on XY plane (X = along wall, Y = height)
|
||||
* - Extruded by wall thickness along Z
|
||||
* - This allows holes (doors/windows) to work correctly on the wall face
|
||||
* - Mitering adjusts the extrusion offset at start/end
|
||||
*/
|
||||
export function generateExtrudedWall(
|
||||
wallNode: WallNode,
|
||||
childrenNodes: AnyNode[],
|
||||
miters?: { start?: MiterData; end?: MiterData },
|
||||
) {
|
||||
const start = new THREE.Vector2(wallNode.start[0], wallNode.start[1])
|
||||
const end = new THREE.Vector2(wallNode.end[0], wallNode.end[1])
|
||||
const length = start.distanceTo(end)
|
||||
const height = wallNode.height || 2.5
|
||||
const thickness = wallNode.thickness || 0.1
|
||||
const height = wallNode.height ?? 2.5
|
||||
const thickness = wallNode.thickness ?? 0.1
|
||||
const halfT = thickness / 2
|
||||
|
||||
// 2. Create the Main Wall Shape (a rectangle in 2D)
|
||||
// We draw this on the XY plane, where X is "along the wall" and Y is "height"
|
||||
// Wall angle for coordinate transforms
|
||||
const wallAngle = Math.atan2(end.y - start.y, end.x - start.x)
|
||||
const cosA = Math.cos(-wallAngle)
|
||||
const sinA = Math.sin(-wallAngle)
|
||||
|
||||
// Transform world point to wall-local space
|
||||
const worldToLocal = (worldPt: Point2D): { x: number; z: number } => {
|
||||
const dx = worldPt.x - wallNode.start[0]
|
||||
const dy = worldPt.y - wallNode.start[1]
|
||||
return {
|
||||
x: dx * cosA - dy * sinA,
|
||||
z: dx * sinA + dy * cosA,
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate miter offsets at start and end
|
||||
// These determine how far the wall extends/retracts at each end for proper joints
|
||||
let startLeftZ = halfT
|
||||
let startRightZ = -halfT
|
||||
let endLeftZ = halfT
|
||||
let endRightZ = -halfT
|
||||
|
||||
// Miter offset along the wall's X axis (for angled cuts)
|
||||
let startLeftX = 0
|
||||
let startRightX = 0
|
||||
let endLeftX = length
|
||||
let endRightX = length
|
||||
|
||||
if (miters?.start) {
|
||||
const left = worldToLocal(miters.start.left)
|
||||
const right = worldToLocal(miters.start.right)
|
||||
startLeftZ = left.z
|
||||
startRightZ = right.z
|
||||
startLeftX = left.x
|
||||
startRightX = right.x
|
||||
}
|
||||
|
||||
if (miters?.end) {
|
||||
// At end, left/right are relative to outgoing direction (reversed)
|
||||
const left = worldToLocal(miters.end.right)
|
||||
const right = worldToLocal(miters.end.left)
|
||||
endLeftZ = left.z
|
||||
endRightZ = right.z
|
||||
endLeftX = left.x
|
||||
endRightX = right.x
|
||||
}
|
||||
|
||||
// Create the main wall shape (XY plane: X = along wall, Y = height)
|
||||
const shape = new THREE.Shape()
|
||||
shape.moveTo(0, 0)
|
||||
shape.lineTo(length, 0)
|
||||
@@ -85,27 +197,16 @@ export function generateExtrudedWall(wallNode: WallNode, childrenNodes: AnyNode[
|
||||
shape.lineTo(0, height)
|
||||
shape.closePath()
|
||||
|
||||
// 3. Process Openings (Holes)
|
||||
// Compute wall's transform info for converting world coords to wall-local coords
|
||||
// Process holes (doors/windows)
|
||||
const wallStart: [number, number] = [wallNode.start[0], wallNode.start[1]]
|
||||
const wallAngle = Math.atan2(
|
||||
wallNode.end[1] - wallNode.start[1],
|
||||
wallNode.end[0] - wallNode.start[0],
|
||||
)
|
||||
|
||||
// Get the wall mesh's world Y position (from level offset)
|
||||
const wallMesh = sceneRegistry.nodes.get(wallNode.id) as THREE.Mesh
|
||||
const wallWorldY = wallMesh?.getWorldPosition(new THREE.Vector3()).y ?? 0
|
||||
|
||||
childrenNodes.forEach((child) => {
|
||||
// Only process items that are intended to be wall cutouts
|
||||
if (child.type !== 'item') return
|
||||
|
||||
const childMesh = sceneRegistry.nodes.get(child.id)
|
||||
|
||||
if (!childMesh) {
|
||||
return
|
||||
}
|
||||
if (!childMesh) return
|
||||
|
||||
const cutoutMesh = childMesh.getObjectByName('cutout') as THREE.Mesh
|
||||
if (!cutoutMesh) return
|
||||
@@ -116,27 +217,102 @@ export function generateExtrudedWall(wallNode: WallNode, childrenNodes: AnyNode[
|
||||
}
|
||||
})
|
||||
|
||||
// 4. Extrude the Shape into 3D
|
||||
const geometry = new THREE.ExtrudeGeometry(shape, {
|
||||
depth: thickness,
|
||||
bevelEnabled: false,
|
||||
})
|
||||
|
||||
// 5. Pivot Alignment
|
||||
// Center the geometry thickness so the "start/end" line is in the middle of the wall
|
||||
geometry.translate(0, 0, -thickness / 2)
|
||||
// Create custom extrude geometry with mitered ends
|
||||
const geometry = createMiteredExtrudeGeometry(
|
||||
shape,
|
||||
height,
|
||||
{
|
||||
leftZ: startLeftZ,
|
||||
rightZ: startRightZ,
|
||||
leftX: startLeftX,
|
||||
rightX: startRightX,
|
||||
},
|
||||
{
|
||||
leftZ: endLeftZ,
|
||||
rightZ: endRightZ,
|
||||
leftX: endLeftX,
|
||||
rightX: endRightX,
|
||||
},
|
||||
)
|
||||
|
||||
return geometry
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a Path from a cutout mesh geometry, transforming vertices
|
||||
* from world space to wall-local space.
|
||||
*
|
||||
* Wall-local space:
|
||||
* - Origin at wall start point
|
||||
* - X axis runs along the wall (toward end point)
|
||||
* - Y axis is height (relative to wall's world Y position)
|
||||
* Creates an extruded geometry with mitered (angled) ends
|
||||
*/
|
||||
function createMiteredExtrudeGeometry(
|
||||
shape: THREE.Shape,
|
||||
height: number,
|
||||
startMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number },
|
||||
endMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number },
|
||||
): THREE.BufferGeometry {
|
||||
// First, create standard extrude geometry
|
||||
const thickness = Math.max(
|
||||
Math.abs(startMiter.leftZ - startMiter.rightZ),
|
||||
Math.abs(endMiter.leftZ - endMiter.rightZ),
|
||||
0.1,
|
||||
)
|
||||
|
||||
const geometry = new THREE.ExtrudeGeometry(shape, {
|
||||
depth: thickness,
|
||||
bevelEnabled: false,
|
||||
})
|
||||
|
||||
// Translate so center is at Z=0
|
||||
geometry.translate(0, 0, -thickness / 2)
|
||||
|
||||
// Get position attribute for modification
|
||||
const positions = geometry.attributes.position
|
||||
const vertices = positions.array as Float32Array
|
||||
|
||||
// Modify vertex positions for mitering
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
const x = vertices[i * 3]!
|
||||
const y = vertices[i * 3 + 1]!
|
||||
const z = vertices[i * 3 + 2]!
|
||||
|
||||
// Get shape bounds to determine which end we're at
|
||||
const shapePoints = shape.getPoints()
|
||||
const minX = Math.min(...shapePoints.map((p: THREE.Vector2) => p.x))
|
||||
const maxX = Math.max(...shapePoints.map((p: THREE.Vector2) => p.x))
|
||||
const wallLength = maxX - minX
|
||||
|
||||
// Determine position along wall (0 to 1)
|
||||
const t = wallLength > 0 ? (x - minX) / wallLength : 0
|
||||
|
||||
// Interpolate Z offset based on position along wall and which side (left/right)
|
||||
const isLeftSide = z > 0
|
||||
const startZ = isLeftSide ? startMiter.leftZ : startMiter.rightZ
|
||||
const endZ = isLeftSide ? endMiter.leftZ : endMiter.rightZ
|
||||
|
||||
// Linear interpolation of Z offset
|
||||
const newZ = startZ + t * (endZ - startZ)
|
||||
|
||||
// Also adjust X for angled cuts at ends
|
||||
let newX = x
|
||||
if (t < 0.01) {
|
||||
// Near start
|
||||
const startX = isLeftSide ? startMiter.leftX : startMiter.rightX
|
||||
newX = startX
|
||||
} else if (t > 0.99) {
|
||||
// Near end
|
||||
const endX = isLeftSide ? endMiter.leftX : endMiter.rightX
|
||||
newX = endX
|
||||
}
|
||||
|
||||
vertices[i * 3] = newX
|
||||
vertices[i * 3 + 2] = newZ
|
||||
}
|
||||
|
||||
positions.needsUpdate = true
|
||||
geometry.computeVertexNormals()
|
||||
|
||||
return geometry
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a Path from a cutout mesh for door/window holes
|
||||
*/
|
||||
function createPathFromCutout(
|
||||
cutoutMesh: THREE.Mesh,
|
||||
@@ -150,37 +326,25 @@ function createPathFromCutout(
|
||||
const positions = geometry.attributes.position
|
||||
if (!positions) return null
|
||||
|
||||
// Update world matrix to get correct world positions
|
||||
cutoutMesh.updateWorldMatrix(true, false)
|
||||
|
||||
// Collect unique vertices (buffer geometry has duplicates for triangulation)
|
||||
const uniquePoints: THREE.Vector2[] = []
|
||||
const seen = new Set<string>()
|
||||
const v3 = new THREE.Vector3()
|
||||
|
||||
// Precompute sin/cos for rotation
|
||||
const cosAngle = Math.cos(-wallAngle)
|
||||
const sinAngle = Math.sin(-wallAngle)
|
||||
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
v3.fromBufferAttribute(positions, i)
|
||||
|
||||
// Transform to world space
|
||||
v3.applyMatrix4(cutoutMesh.matrixWorld)
|
||||
|
||||
// Transform from world space to wall-local space:
|
||||
// 1. Translate so wall start is at origin (in XZ plane)
|
||||
const worldX = v3.x - wallStart[0]
|
||||
const worldZ = v3.z - wallStart[1]
|
||||
|
||||
// 2. Rotate around Y axis to align wall with local X axis
|
||||
// The wall shape is drawn on XY plane, so we need:
|
||||
// - localX = distance along wall
|
||||
// - localY = height relative to wall's Y position
|
||||
const localX = worldX * cosAngle - worldZ * sinAngle
|
||||
const localY = v3.y - wallWorldY // Subtract wall's world Y to get local height
|
||||
const localY = v3.y - wallWorldY
|
||||
|
||||
// Create a key for deduplication (with small tolerance)
|
||||
const key = `${localX.toFixed(4)},${localY.toFixed(4)}`
|
||||
if (!seen.has(key)) {
|
||||
seen.add(key)
|
||||
@@ -190,7 +354,7 @@ function createPathFromCutout(
|
||||
|
||||
if (uniquePoints.length < 3) return null
|
||||
|
||||
// Sort points in counter-clockwise order around centroid
|
||||
// Sort in counter-clockwise order
|
||||
const centroid = new THREE.Vector2(0, 0)
|
||||
for (const p of uniquePoints) {
|
||||
centroid.add(p)
|
||||
@@ -203,11 +367,10 @@ function createPathFromCutout(
|
||||
return angleA - angleB
|
||||
})
|
||||
|
||||
// Create the path
|
||||
const path = new THREE.Path()
|
||||
path.moveTo(uniquePoints[0]?.x || 0, uniquePoints[0]?.y || 0)
|
||||
path.moveTo(uniquePoints[0]?.x ?? 0, uniquePoints[0]?.y ?? 0)
|
||||
for (let i = 1; i < uniquePoints.length; i++) {
|
||||
path.lineTo(uniquePoints[i]?.x || 0, uniquePoints[i]?.y || 0)
|
||||
path.lineTo(uniquePoints[i]?.x ?? 0, uniquePoints[i]?.y ?? 0)
|
||||
}
|
||||
path.closePath()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user