fixed wall mitering

This commit is contained in:
wass08
2026-01-26 17:23:42 +09:00
parent 43226c3dd0
commit e13005dcda
3 changed files with 239 additions and 423 deletions
+159 -296
View File
@@ -28,6 +28,7 @@ interface Junction {
export interface MiterData { export interface MiterData {
left: Point2D left: Point2D
right: Point2D right: Point2D
center: Point2D // The junction meeting point
} }
// Map of wallId -> { start?: MiterData, end?: MiterData } // Map of wallId -> { start?: MiterData, end?: MiterData }
@@ -44,13 +45,6 @@ function pointToKey(p: Point2D, tolerance = TOLERANCE): string {
return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}` return `${Math.round(p.x * snap)},${Math.round(p.y * snap)}`
} }
function getOutgoingVector(wall: WallNode, endType: 'start' | 'end'): Point2D {
if (endType === 'start') {
return { x: wall.end[0] - wall.start[0], y: wall.end[1] - wall.start[1] }
}
return { x: wall.start[0] - wall.end[0], y: wall.start[1] - wall.end[1] }
}
function createLineFromPointAndVector(p: Point2D, v: Point2D): LineEquation { function createLineFromPointAndVector(p: Point2D, v: Point2D): LineEquation {
const a = -v.y const a = -v.y
const b = v.x const b = v.x
@@ -66,19 +60,10 @@ function intersectLines(l1: LineEquation, l2: LineEquation): Point2D | null {
return { x, y } return { x, y }
} }
function normalize(v: Point2D): Point2D {
const len = Math.sqrt(v.x * v.x + v.y * v.y)
if (len < 1e-9) return { x: 0, y: 0 }
return { x: v.x / len, y: v.y / len }
}
function dot(a: Point2D, b: Point2D): number { function dot(a: Point2D, b: Point2D): number {
return a.x * b.x + a.y * b.y return a.x * b.x + a.y * b.y
} }
/**
* Check if a point lies on a wall segment (excluding endpoints)
*/
function pointOnWallSegment( function pointOnWallSegment(
point: Point2D, point: Point2D,
wallStart: Point2D, wallStart: Point2D,
@@ -90,14 +75,10 @@ function pointOnWallSegment(
if (wallLen < 1e-9) return false if (wallLen < 1e-9) return false
const toPoint = { x: point.x - wallStart.x, y: point.y - wallStart.y } const toPoint = { x: point.x - wallStart.x, y: point.y - wallStart.y }
// Project point onto wall line
const t = dot(toPoint, wallVec) / (wallLen * wallLen) const t = dot(toPoint, wallVec) / (wallLen * wallLen)
// Check if within segment (with margin to exclude endpoints)
if (t <= tolerance / wallLen || t >= 1 - tolerance / wallLen) return false if (t <= tolerance / wallLen || t >= 1 - tolerance / wallLen) return false
// Check perpendicular distance
const projX = wallStart.x + t * wallVec.x const projX = wallStart.x + t * wallVec.x
const projY = wallStart.y + t * wallVec.y const projY = wallStart.y + t * wallVec.y
const dist = Math.sqrt((point.x - projX) ** 2 + (point.y - projY) ** 2) const dist = Math.sqrt((point.x - projX) ** 2 + (point.y - projY) ** 2)
@@ -109,15 +90,10 @@ function pointOnWallSegment(
// JUNCTION DETECTION // JUNCTION DETECTION
// ============================================================================ // ============================================================================
interface JunctionResult {
junctions: Map<string, Junction>
throughWalls: Map<string, WallNode> // junctionKey -> host wall that the junction lies on
}
/** /**
* Finds all junctions (where wall endpoints meet, including T-junctions on wall segments) * Finds all junctions where wall endpoints meet
*/ */
function findCornerJunctions(walls: WallNode[]): JunctionResult { function findJunctions(walls: WallNode[]): Map<string, Junction> {
const junctionMap = new Map<string, Junction>() const junctionMap = new Map<string, Junction>()
for (const wall of walls) { for (const wall of walls) {
@@ -138,29 +114,6 @@ function findCornerJunctions(walls: WallNode[]): JunctionResult {
junctionMap.get(endKey)!.walls.push({ wall, endType: 'end' }) junctionMap.get(endKey)!.walls.push({ wall, endType: 'end' })
} }
// For each junction point, check if it lies on any wall's segment (T-junction)
// Store this info separately - the host wall should NOT be modified
const throughWallsAtJunction = new Map<string, WallNode>() // junctionKey -> host wall
for (const [key, junction] of junctionMap) {
const wallIdsInJunction = new Set(junction.walls.map((w) => w.wall.id))
for (const wall of walls) {
if (wallIdsInJunction.has(wall.id)) continue
const wallStart: Point2D = { x: wall.start[0], y: wall.start[1] }
const wallEnd: Point2D = { x: wall.end[0], y: wall.end[1] }
// Check if junction point lies on this wall's segment
if (pointOnWallSegment(junction.point, wallStart, wallEnd)) {
// Store the through wall separately - don't add to junction.walls
// The host wall should NOT get miter data
throughWallsAtJunction.set(key, wall)
break // Only need one through wall per junction
}
}
}
// Only keep junctions with 2+ walls // Only keep junctions with 2+ walls
const actualJunctions = new Map<string, Junction>() const actualJunctions = new Map<string, Junction>()
for (const [key, junction] of junctionMap) { for (const [key, junction] of junctionMap) {
@@ -169,14 +122,112 @@ function findCornerJunctions(walls: WallNode[]): JunctionResult {
} }
} }
return { junctions: actualJunctions, throughWalls: throughWallsAtJunction } return actualJunctions
} }
// ============================================================================
// MITER CALCULATION (Simple approach from prototype)
// ============================================================================
interface ProcessedWall {
wallId: string
endType: 'start' | 'end'
angle: number
edgeA: LineEquation // Left edge (CCW from outgoing direction)
edgeB: LineEquation // Right edge (CW from outgoing direction)
}
/**
* Calculates miter intersections for a junction
* Simple algorithm from prototype:
* 1. Get outgoing vector for each wall (pointing away from junction)
* 2. Calculate left/right edge lines offset by halfThickness
* 3. Sort walls by outgoing angle
* 4. Intersect adjacent edges: wall[i].edgeA ∩ wall[i+1].edgeB
* 5. Assign: wall[k].left = intersection[k], wall[k].right = intersection[k-1]
*/
function calculateJunctionMiters(
junction: Junction,
getThickness: (wall: WallNode) => number,
): Map<string, MiterData> {
const { point, walls } = junction
const result = new Map<string, MiterData>()
const processedWalls: ProcessedWall[] = []
// Process each wall at this junction
for (const { wall, endType } of walls) {
const halfT = getThickness(wall) / 2
// Outgoing vector (pointing away from junction)
const v =
endType === 'start'
? { x: wall.end[0] - wall.start[0], y: wall.end[1] - wall.start[1] }
: { x: wall.start[0] - wall.end[0], y: wall.start[1] - wall.end[1] }
const L = Math.sqrt(v.x * v.x + v.y * v.y)
if (L < 1e-9) continue
// Perpendicular unit vector (90° CCW = "left" of outgoing direction)
const nUnit = { x: -v.y / L, y: v.x / L }
// Points on left (A) and right (B) edges at the junction
const pA = { x: point.x + nUnit.x * halfT, y: point.y + nUnit.y * halfT }
const pB = { x: point.x - nUnit.x * halfT, y: point.y - nUnit.y * halfT }
// Edge lines
const edgeA = createLineFromPointAndVector(pA, v)
const edgeB = createLineFromPointAndVector(pB, v)
// Angle for sorting
const angle = Math.atan2(v.y, v.x)
processedWalls.push({ wallId: wall.id, endType, angle, edgeA, edgeB })
}
// Sort by outgoing angle
processedWalls.sort((a, b) => a.angle - b.angle)
const n = processedWalls.length
if (n < 2) return result
// Calculate intersections between adjacent walls
const intersections: Point2D[] = []
for (let i = 0; i < n; i++) {
const wall1 = processedWalls[i]!
const wall2 = processedWalls[(i + 1) % n]!
// Intersect left edge of wall1 with right edge of wall2
const intersection = intersectLines(wall1.edgeA, wall2.edgeB)
// If parallel, use junction center
intersections.push(intersection ?? point)
}
// Assign miter data to each wall
// wall[k].left = intersection[k], wall[k].right = intersection[k-1]
for (let k = 0; k < n; k++) {
const wall = processedWalls[k]!
const prevIdx = (k - 1 + n) % n
result.set(wall.wallId, {
left: intersections[k]!,
right: intersections[prevIdx]!,
center: point, // Junction center point
})
}
return result
}
// ============================================================================
// T-JUNCTION HANDLING
// ============================================================================
/** /**
* Finds T-junctions where a wall endpoint meets another wall's side * Finds T-junctions where a wall endpoint meets another wall's side
*/ */
function findTJunctions(walls: WallNode[]): Map<string, Junction> { function findTJunctions(walls: WallNode[]): Map<string, { junction: Junction; hostWall: WallNode }> {
const tJunctions = new Map<string, Junction>() const tJunctions = new Map<string, { junction: Junction; hostWall: WallNode }>()
for (const wall of walls) { for (const wall of walls) {
const endpoints: { pt: Point2D; endType: 'start' | 'end' }[] = [ const endpoints: { pt: Point2D; endType: 'start' | 'end' }[] = [
@@ -187,36 +238,28 @@ function findTJunctions(walls: WallNode[]): Map<string, Junction> {
for (const { pt, endType } of endpoints) { for (const { pt, endType } of endpoints) {
const key = pointToKey(pt) const key = pointToKey(pt)
// Skip if this is already a corner junction
// (will be handled by findCornerJunctions)
for (const otherWall of walls) { for (const otherWall of walls) {
if (otherWall.id === wall.id) continue if (otherWall.id === wall.id) continue
const otherStart: Point2D = { x: otherWall.start[0], y: otherWall.start[1] } const otherStart: Point2D = { x: otherWall.start[0], y: otherWall.start[1] }
const otherEnd: Point2D = { x: otherWall.end[0], y: otherWall.end[1] } const otherEnd: Point2D = { x: otherWall.end[0], y: otherWall.end[1] }
// Check if endpoint touches the other wall's endpoints // Skip if touching endpoints (handled by regular junctions)
const touchesStart = pointToKey(pt) === pointToKey(otherStart) if (pointToKey(pt) === pointToKey(otherStart)) continue
const touchesEnd = pointToKey(pt) === pointToKey(otherEnd) if (pointToKey(pt) === pointToKey(otherEnd)) continue
if (touchesStart || touchesEnd) continue
// Check if endpoint lies on the other wall's segment // Check if endpoint lies on the other wall's segment
if (pointOnWallSegment(pt, otherStart, otherEnd)) { if (pointOnWallSegment(pt, otherStart, otherEnd)) {
if (!tJunctions.has(key)) { if (!tJunctions.has(key)) {
tJunctions.set(key, { point: pt, walls: [] }) tJunctions.set(key, {
} junction: { point: pt, walls: [] },
const junction = tJunctions.get(key)! hostWall: otherWall,
})
// Add the incoming wall if not already present
if (!junction.walls.some((w) => w.wall.id === wall.id && w.endType === endType)) {
junction.walls.push({ wall, endType })
} }
// Add the host wall as a "through" wall (we'll handle it specially) const entry = tJunctions.get(key)!
// Use 'start' as a convention for through walls if (!entry.junction.walls.some((w) => w.wall.id === wall.id && w.endType === endType)) {
if (!junction.walls.some((w) => w.wall.id === otherWall.id)) { entry.junction.walls.push({ wall, endType })
junction.walls.push({ wall: otherWall, endType: 'start' })
} }
} }
} }
@@ -226,253 +269,75 @@ function findTJunctions(walls: WallNode[]): Map<string, Junction> {
return tJunctions return tJunctions
} }
// ============================================================================
// MITER CALCULATION
// ============================================================================
/** /**
* Calculates mitered corners for a junction (including T-junctions with through walls) * Calculates miter for T-junction (wall endpoint meeting another wall's side)
* @param throughWall - Optional wall that the junction lies on (for T-junctions)
*/
function calculateCornerMiters(
junction: Junction,
getThickness: (wall: WallNode) => number,
throughWall?: WallNode,
): Map<string, MiterData> {
const { point, walls } = junction
const result = new Map<string, MiterData>()
// If there's a through wall, handle as combined corner + T-junction
// The through wall is NOT modified - only incoming walls get miter data
if (throughWall) {
const hostHalfT = getThickness(throughWall) / 2
const hostDir = normalize({
x: throughWall.end[0] - throughWall.start[0],
y: throughWall.end[1] - throughWall.start[1],
})
const hostNormal = { x: -hostDir.y, y: hostDir.x }
// 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 }
const hostEdgeLeft = createLineFromPointAndVector(hostLeft, hostDir)
const hostEdgeRight = createLineFromPointAndVector(hostRight, hostDir)
// Build processed list for incoming walls
const incomingProcessed: {
wallId: string
angle: number
edgeLeft: LineEquation
edgeRight: LineEquation
defaultLeft: Point2D
defaultRight: Point2D
approachDot: number
}[] = []
for (const { wall, endType } of walls) {
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 }
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 }
const incomingDir = { x: -vNorm.x, y: -vNorm.y }
const approachDot = dot(incomingDir, hostNormal)
incomingProcessed.push({
wallId: wall.id,
angle: Math.atan2(v.y, v.x),
edgeLeft: createLineFromPointAndVector(leftPt, v),
edgeRight: createLineFromPointAndVector(rightPt, v),
defaultLeft: leftPt,
defaultRight: rightPt,
approachDot,
})
}
// Initialize all walls with default values
for (const w of incomingProcessed) {
result.set(w.wallId, { left: w.defaultLeft, right: w.defaultRight })
}
// Group walls by side, then process each side separately
// Walls at a T-junction don't form a closed loop - they all face toward the host
const leftSideWalls = incomingProcessed.filter((w) => w.approachDot > 0)
const rightSideWalls = incomingProcessed.filter((w) => w.approachDot <= 0)
for (const sideWalls of [leftSideWalls, rightSideWalls]) {
if (sideWalls.length === 0) continue
// Determine which host edge this side approaches
const targetHostEdge = sideWalls[0]!.approachDot > 0 ? hostEdgeRight : hostEdgeLeft
// For T-junctions: ALL edges of ALL walls on this side meet the host surface
// This ensures walls stop at the host and don't go through it
for (const w of sideWalls) {
const leftInt = intersectLines(w.edgeLeft, targetHostEdge)
const rightInt = intersectLines(w.edgeRight, targetHostEdge)
if (leftInt) result.get(w.wallId)!.left = leftInt
if (rightInt) result.get(w.wallId)!.right = rightInt
}
}
return result
}
// Standard corner junction processing (no through wall)
const processed: {
wallId: string
angle: number
edgeLeft: LineEquation
edgeRight: LineEquation
defaultLeft: Point2D
defaultRight: Point2D
}[] = []
for (const { wall, endType } of walls) {
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 }
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 }
processed.push({
wallId: wall.id,
angle: Math.atan2(v.y, v.x),
edgeLeft: createLineFromPointAndVector(leftPt, v),
edgeRight: createLineFromPointAndVector(rightPt, v),
defaultLeft: leftPt,
defaultRight: rightPt,
})
}
// Sort by angle for proper adjacency
processed.sort((a, b) => a.angle - b.angle)
const n = processed.length
if (n < 2) return result
// Initialize with defaults
for (const p of processed) {
result.set(p.wallId, { left: p.defaultLeft, right: p.defaultRight })
}
// Calculate intersections between adjacent walls
for (let i = 0; i < n; i++) {
const curr = processed[i]!
const next = processed[(i + 1) % n]!
const intersection = intersectLines(curr.edgeLeft, next.edgeRight)
if (intersection) {
result.get(curr.wallId)!.left = intersection
result.get(next.wallId)!.right = intersection
}
}
return result
}
/**
* Calculates miter for a T-junction (wall endpoint meeting another wall's side)
*/ */
function calculateTJunctionMiters( function calculateTJunctionMiters(
junction: Junction, junction: Junction,
hostWall: WallNode,
getThickness: (wall: WallNode) => number, getThickness: (wall: WallNode) => number,
): Map<string, MiterData> { ): Map<string, MiterData> {
const { point, walls } = junction const { point, walls } = junction
const result = new Map<string, MiterData>() const result = new Map<string, MiterData>()
// Separate incoming walls (those with endpoint at junction) from host wall // Host wall direction and normal
const incomingWalls: WallEndpoint[] = [] const hostDir = {
let hostWall: WallNode | null = null
for (const { wall, endType } of walls) {
const wallStart: Point2D = { x: wall.start[0], y: wall.start[1] }
const wallEnd: Point2D = { x: wall.end[0], y: wall.end[1] }
const startKey = pointToKey(wallStart)
const endKey = pointToKey(wallEnd)
const junctionKey = pointToKey(point)
if (startKey === junctionKey || endKey === junctionKey) {
incomingWalls.push({ wall, endType })
} else {
hostWall = wall
}
}
if (!hostWall || incomingWalls.length === 0) return result
// If there are multiple incoming walls, use corner miter logic with throughWall
// This handles cases where walls meet at a T-junction point but weren't grouped as a corner junction
if (incomingWalls.length >= 2) {
const cornerJunction: Junction = { point, walls: incomingWalls }
return calculateCornerMiters(cornerJunction, getThickness, hostWall)
}
// Single incoming wall: handle as simple T-junction
// Get host wall direction and normal
const hostDir = normalize({
x: hostWall.end[0] - hostWall.start[0], x: hostWall.end[0] - hostWall.start[0],
y: hostWall.end[1] - hostWall.start[1], y: hostWall.end[1] - hostWall.start[1],
}) }
const hostNormal = { x: -hostDir.y, y: hostDir.x } const hostLen = Math.sqrt(hostDir.x * hostDir.x + hostDir.y * hostDir.y)
if (hostLen < 1e-9) return result
const hostDirNorm = { x: hostDir.x / hostLen, y: hostDir.y / hostLen }
const hostNormal = { x: -hostDirNorm.y, y: hostDirNorm.x }
const hostHalfT = getThickness(hostWall) / 2 const hostHalfT = getThickness(hostWall) / 2
// Host wall edge points at junction // Host wall edge lines at the junction point
const hostLeft = { x: point.x + hostNormal.x * hostHalfT, y: point.y + hostNormal.y * hostHalfT } const hostLeft = { x: point.x + hostNormal.x * hostHalfT, y: point.y + hostNormal.y * hostHalfT }
const hostRight = { const hostRight = { x: point.x - hostNormal.x * hostHalfT, y: point.y - hostNormal.y * hostHalfT }
x: point.x - hostNormal.x * hostHalfT, const hostEdgeLeft = createLineFromPointAndVector(hostLeft, hostDirNorm)
y: point.y - hostNormal.y * hostHalfT, const hostEdgeRight = createLineFromPointAndVector(hostRight, hostDirNorm)
}
// For each incoming wall, extend to meet the host wall's edges // For each incoming wall, extend to meet host wall's edge
for (const { wall, endType } of incomingWalls) { for (const { wall, endType } of walls) {
const halfT = getThickness(wall) / 2 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 // Outgoing vector
const v =
endType === 'start'
? { x: wall.end[0] - wall.start[0], y: wall.end[1] - wall.start[1] }
: { x: wall.start[0] - wall.end[0], y: wall.start[1] - wall.end[1] }
const L = Math.sqrt(v.x * v.x + v.y * v.y)
if (L < 1e-9) continue
const vNorm = { x: v.x / L, y: v.y / L }
const normal = { x: -vNorm.y, y: vNorm.x } const normal = { x: -vNorm.y, y: vNorm.x }
// Default corner points // Edge points
const leftPt = { x: point.x + normal.x * halfT, y: point.y + normal.y * halfT } 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 } const rightPt = { x: point.x - normal.x * halfT, y: point.y - normal.y * halfT }
// Create edge lines for incoming wall // Edge lines
const edgeLeft = createLineFromPointAndVector(leftPt, v) const edgeLeft = createLineFromPointAndVector(leftPt, v)
const edgeRight = createLineFromPointAndVector(rightPt, v) const edgeRight = createLineFromPointAndVector(rightPt, v)
// Determine which side of the host wall the incoming wall approaches from // Determine which host edge to intersect with
// Use the OPPOSITE of outgoing direction (incoming direction) dotted with host normal // Use incoming direction (opposite of outgoing) dotted with host normal
const incomingDir = { x: -vNorm.x, y: -vNorm.y } const incomingDir = { x: -vNorm.x, y: -vNorm.y }
const approachDot = dot(incomingDir, hostNormal) const approachDot = dot(incomingDir, hostNormal)
// Pick the host edge facing the incoming wall // Pick host edge facing the incoming wall
// If dot > 0, wall approaches from the opposite side of hostNormal, use hostRight (near surface) const targetHostEdge = approachDot > 0 ? hostEdgeRight : hostEdgeLeft
// 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 // Both edges meet the same host edge
const leftIntersection = intersectLines(edgeLeft, targetHostEdge) const leftInt = intersectLines(edgeLeft, targetHostEdge)
const rightIntersection = intersectLines(edgeRight, targetHostEdge) const rightInt = intersectLines(edgeRight, targetHostEdge)
result.set(wall.id, { result.set(wall.id, {
left: leftIntersection || leftPt, left: leftInt ?? leftPt,
right: rightIntersection || rightPt, right: rightInt ?? rightPt,
center: point,
}) })
} }
@@ -490,12 +355,10 @@ export function calculateLevelMiters(walls: WallNode[]): WallMiterMap {
const miterMap: WallMiterMap = new Map() const miterMap: WallMiterMap = new Map()
const getThickness = (wall: WallNode) => wall.thickness ?? 0.1 const getThickness = (wall: WallNode) => wall.thickness ?? 0.1
// Process corner junctions // Process regular junctions (2+ walls meeting at endpoints)
const { junctions: cornerJunctions, throughWalls } = findCornerJunctions(walls) const junctions = findJunctions(walls)
for (const [key, junction] of cornerJunctions) { for (const [, junction] of junctions) {
// Pass the through wall (if any) for T-junction handling const miters = calculateJunctionMiters(junction, getThickness)
const throughWall = throughWalls.get(key)
const miters = calculateCornerMiters(junction, getThickness, throughWall)
for (const { wall, endType } of junction.walls) { for (const { wall, endType } of junction.walls) {
const miterData = miters.get(wall.id) const miterData = miters.get(wall.id)
@@ -508,16 +371,16 @@ export function calculateLevelMiters(walls: WallNode[]): WallMiterMap {
} }
} }
// Process T-junctions // Process T-junctions (wall endpoint on another wall's side)
const tJunctions = findTJunctions(walls) const tJunctions = findTJunctions(walls)
for (const [, junction] of tJunctions) { for (const [, { junction, hostWall }] of tJunctions) {
const miters = calculateTJunctionMiters(junction, getThickness) const miters = calculateTJunctionMiters(junction, hostWall, getThickness)
for (const { wall, endType } of junction.walls) { for (const { wall, endType } of junction.walls) {
const miterData = miters.get(wall.id) const miterData = miters.get(wall.id)
if (!miterData) continue if (!miterData) continue
// Don't overwrite corner junction miters // Don't overwrite existing miter data
if (miterMap.get(wall.id)?.[endType]) continue if (miterMap.get(wall.id)?.[endType]) continue
if (!miterMap.has(wall.id)) { if (!miterMap.has(wall.id)) {
+79 -126
View File
@@ -132,7 +132,7 @@ function updateWallGeometry(wallId: string, miterMap: WallMiterMap) {
*/ */
export function generateExtrudedWall( export function generateExtrudedWall(
wallNode: WallNode, wallNode: WallNode,
childrenNodes: AnyNode[], _childrenNodes: AnyNode[], // TODO: Use for hole cutting (doors/windows)
miters?: { start?: MiterData; end?: MiterData }, miters?: { start?: MiterData; end?: MiterData },
) { ) {
const start = new THREE.Vector2(wallNode.start[0], wallNode.start[1]) const start = new THREE.Vector2(wallNode.start[0], wallNode.start[1])
@@ -142,6 +142,10 @@ export function generateExtrudedWall(
const thickness = wallNode.thickness ?? 0.1 const thickness = wallNode.thickness ?? 0.1
const halfT = thickness / 2 const halfT = thickness / 2
console.log(`\n=== generateExtrudedWall: ${wallNode.id} ===`)
console.log('Wall:', { start: wallNode.start, end: wallNode.end, length, thickness })
console.log('Miters received:', miters)
// Wall angle for coordinate transforms // Wall angle for coordinate transforms
const wallAngle = Math.atan2(end.y - start.y, end.x - start.x) const wallAngle = Math.atan2(end.y - start.y, end.x - start.x)
const cosA = Math.cos(-wallAngle) const cosA = Math.cos(-wallAngle)
@@ -157,155 +161,103 @@ export function generateExtrudedWall(
} }
} }
// Calculate miter offsets at start and end // Default miter points (no junction - simple rectangle)
// These determine how far the wall extends/retracts at each end for proper joints const defaultStart = {
let startLeftZ = halfT left: { x: 0, z: halfT },
let startRightZ = -halfT right: { x: 0, z: -halfT },
let endLeftZ = halfT center: { x: 0, z: 0 },
let endRightZ = -halfT hasJunction: false,
}
const defaultEnd = {
left: { x: length, z: halfT },
right: { x: length, z: -halfT },
center: { x: length, z: 0 },
hasJunction: false,
}
// Miter offset along the wall's X axis (for angled cuts) // Apply miter data if available
let startLeftX = 0 let startMiter = defaultStart
let startRightX = 0 let endMiter = defaultEnd
let endLeftX = length
let endRightX = length
if (miters?.start) { if (miters?.start) {
const left = worldToLocal(miters.start.left) const left = worldToLocal(miters.start.left)
const right = worldToLocal(miters.start.right) const right = worldToLocal(miters.start.right)
startLeftZ = left.z const center = worldToLocal(miters.start.center)
startRightZ = right.z startMiter = { left, right, center, hasJunction: true }
startLeftX = left.x
startRightX = right.x
} }
if (miters?.end) { if (miters?.end) {
// At end, left/right are relative to outgoing direction (reversed) // At end, left/right are swapped because outgoing direction is reversed
const left = worldToLocal(miters.end.right) const left = worldToLocal(miters.end.right)
const right = worldToLocal(miters.end.left) const right = worldToLocal(miters.end.left)
endLeftZ = left.z const center = worldToLocal(miters.end.center)
endRightZ = right.z endMiter = { left, right, center, hasJunction: true }
endLeftX = left.x
endRightX = right.x
} }
// Create the main wall shape (XY plane: X = along wall, Y = height) // Create geometry
const shape = new THREE.Shape() const geometry = createMiteredExtrudeGeometry(height, startMiter, endMiter)
shape.moveTo(0, 0)
shape.lineTo(length, 0)
shape.lineTo(length, height)
shape.lineTo(0, height)
shape.closePath()
// Process holes (doors/windows)
const wallStart: [number, number] = [wallNode.start[0], wallNode.start[1]]
const wallMesh = sceneRegistry.nodes.get(wallNode.id) as THREE.Mesh
const wallWorldY = wallMesh?.getWorldPosition(new THREE.Vector3()).y ?? 0
childrenNodes.forEach((child) => {
if (child.type !== 'item') return
const childMesh = sceneRegistry.nodes.get(child.id)
if (!childMesh) return
const cutoutMesh = childMesh.getObjectByName('cutout') as THREE.Mesh
if (!cutoutMesh) return
const holePath = createPathFromCutout(cutoutMesh, wallStart, wallAngle, wallWorldY)
if (holePath) {
shape.holes.push(holePath)
}
})
// 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 return geometry
} }
interface MiterPoint {
x: number
z: number
}
interface MiterEnd {
left: MiterPoint
right: MiterPoint
center: MiterPoint
hasJunction: boolean
}
/** /**
* Creates an extruded geometry with mitered (angled) ends * Creates wall geometry using footprint polygon approach
*
* Footprint has 6 vertices - 3 on each thickness edge (start/end):
* - start-right, start-center (if junction), start-left
* - end-left, end-center (if junction), end-right
*
* Based on the prototype: center vertices are only added when there's a junction
*/ */
function createMiteredExtrudeGeometry( function createMiteredExtrudeGeometry(
shape: THREE.Shape,
height: number, height: number,
startMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number }, startMiter: MiterEnd,
endMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number }, endMiter: MiterEnd,
): THREE.BufferGeometry { ): THREE.BufferGeometry {
// First, create standard extrude geometry // Build footprint polygon (CCW winding, viewed from above)
const thickness = Math.max( // Following prototype: start-right -> end-right -> [end-center] -> end-left -> start-left -> [start-center]
Math.abs(startMiter.leftZ - startMiter.rightZ), const footprint = new THREE.Shape()
Math.abs(endMiter.leftZ - endMiter.rightZ),
0.1,
)
const geometry = new THREE.ExtrudeGeometry(shape, { // Start from start-right, go to end-right
depth: thickness, footprint.moveTo(startMiter.right.x, -startMiter.right.z)
footprint.lineTo(endMiter.right.x, -endMiter.right.z)
// Add end-center if there's a junction at end
if (endMiter.hasJunction) {
footprint.lineTo(endMiter.center.x, -endMiter.center.z)
}
// Continue to end-left, then start-left
footprint.lineTo(endMiter.left.x, -endMiter.left.z)
footprint.lineTo(startMiter.left.x, -startMiter.left.z)
// Add start-center if there's a junction at start
if (startMiter.hasJunction) {
footprint.lineTo(startMiter.center.x, -startMiter.center.z)
}
footprint.closePath()
// Extrude along Z by height
const geometry = new THREE.ExtrudeGeometry(footprint, {
depth: height,
bevelEnabled: false, bevelEnabled: false,
}) })
// Translate so center is at Z=0 // Rotate so extrusion direction (Z) becomes height direction (Y)
geometry.translate(0, 0, -thickness / 2) geometry.rotateX(-Math.PI / 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() geometry.computeVertexNormals()
return geometry return geometry
@@ -313,8 +265,9 @@ function createMiteredExtrudeGeometry(
/** /**
* Creates a Path from a cutout mesh for door/window holes * Creates a Path from a cutout mesh for door/window holes
* TODO: Integrate with mitered wall geometry
*/ */
function createPathFromCutout( function _createPathFromCutout(
cutoutMesh: THREE.Mesh, cutoutMesh: THREE.Mesh,
wallStart: [number, number], wallStart: [number, number],
wallAngle: number, wallAngle: number,