fixed wall mitering
This commit is contained in:
@@ -28,6 +28,7 @@ interface Junction {
|
||||
export interface MiterData {
|
||||
left: Point2D
|
||||
right: Point2D
|
||||
center: Point2D // The junction meeting point
|
||||
}
|
||||
|
||||
// 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)}`
|
||||
}
|
||||
|
||||
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 {
|
||||
const a = -v.y
|
||||
const b = v.x
|
||||
@@ -66,19 +60,10 @@ function intersectLines(l1: LineEquation, l2: LineEquation): Point2D | null {
|
||||
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 {
|
||||
return a.x * b.x + a.y * b.y
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a point lies on a wall segment (excluding endpoints)
|
||||
*/
|
||||
function pointOnWallSegment(
|
||||
point: Point2D,
|
||||
wallStart: Point2D,
|
||||
@@ -90,14 +75,10 @@ function pointOnWallSegment(
|
||||
if (wallLen < 1e-9) return false
|
||||
|
||||
const toPoint = { x: point.x - wallStart.x, y: point.y - wallStart.y }
|
||||
|
||||
// Project point onto wall line
|
||||
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
|
||||
|
||||
// Check perpendicular distance
|
||||
const projX = wallStart.x + t * wallVec.x
|
||||
const projY = wallStart.y + t * wallVec.y
|
||||
const dist = Math.sqrt((point.x - projX) ** 2 + (point.y - projY) ** 2)
|
||||
@@ -109,15 +90,10 @@ function pointOnWallSegment(
|
||||
// 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>()
|
||||
|
||||
for (const wall of walls) {
|
||||
@@ -138,29 +114,6 @@ function findCornerJunctions(walls: WallNode[]): JunctionResult {
|
||||
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
|
||||
const actualJunctions = new Map<string, Junction>()
|
||||
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
|
||||
*/
|
||||
function findTJunctions(walls: WallNode[]): Map<string, Junction> {
|
||||
const tJunctions = new Map<string, Junction>()
|
||||
function findTJunctions(walls: WallNode[]): Map<string, { junction: Junction; hostWall: WallNode }> {
|
||||
const tJunctions = new Map<string, { junction: Junction; hostWall: WallNode }>()
|
||||
|
||||
for (const wall of walls) {
|
||||
const endpoints: { pt: Point2D; endType: 'start' | 'end' }[] = [
|
||||
@@ -187,36 +238,28 @@ function findTJunctions(walls: WallNode[]): Map<string, Junction> {
|
||||
for (const { pt, endType } of endpoints) {
|
||||
const key = pointToKey(pt)
|
||||
|
||||
// Skip if this is already a corner junction
|
||||
// (will be handled by findCornerJunctions)
|
||||
|
||||
for (const otherWall of walls) {
|
||||
if (otherWall.id === wall.id) continue
|
||||
|
||||
const otherStart: Point2D = { x: otherWall.start[0], y: otherWall.start[1] }
|
||||
const otherEnd: Point2D = { x: otherWall.end[0], y: otherWall.end[1] }
|
||||
|
||||
// Check if endpoint touches the other wall's endpoints
|
||||
const touchesStart = pointToKey(pt) === pointToKey(otherStart)
|
||||
const touchesEnd = pointToKey(pt) === pointToKey(otherEnd)
|
||||
if (touchesStart || touchesEnd) continue
|
||||
// Skip if touching endpoints (handled by regular junctions)
|
||||
if (pointToKey(pt) === pointToKey(otherStart)) continue
|
||||
if (pointToKey(pt) === pointToKey(otherEnd)) continue
|
||||
|
||||
// Check if endpoint lies on the other wall's segment
|
||||
if (pointOnWallSegment(pt, otherStart, otherEnd)) {
|
||||
if (!tJunctions.has(key)) {
|
||||
tJunctions.set(key, { point: pt, walls: [] })
|
||||
}
|
||||
const junction = tJunctions.get(key)!
|
||||
|
||||
// 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 })
|
||||
tJunctions.set(key, {
|
||||
junction: { point: pt, walls: [] },
|
||||
hostWall: otherWall,
|
||||
})
|
||||
}
|
||||
|
||||
// Add the host wall as a "through" wall (we'll handle it specially)
|
||||
// Use 'start' as a convention for through walls
|
||||
if (!junction.walls.some((w) => w.wall.id === otherWall.id)) {
|
||||
junction.walls.push({ wall: otherWall, endType: 'start' })
|
||||
const entry = tJunctions.get(key)!
|
||||
if (!entry.junction.walls.some((w) => w.wall.id === wall.id && w.endType === endType)) {
|
||||
entry.junction.walls.push({ wall, endType })
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -226,253 +269,75 @@ function findTJunctions(walls: WallNode[]): Map<string, Junction> {
|
||||
return tJunctions
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// MITER CALCULATION
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Calculates mitered corners for a junction (including T-junctions with through walls)
|
||||
* @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)
|
||||
* Calculates miter for T-junction (wall endpoint meeting another wall's side)
|
||||
*/
|
||||
function calculateTJunctionMiters(
|
||||
junction: Junction,
|
||||
hostWall: WallNode,
|
||||
getThickness: (wall: WallNode) => number,
|
||||
): Map<string, MiterData> {
|
||||
const { point, walls } = junction
|
||||
const result = new Map<string, MiterData>()
|
||||
|
||||
// Separate incoming walls (those with endpoint at junction) from host wall
|
||||
const incomingWalls: WallEndpoint[] = []
|
||||
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({
|
||||
// Host wall direction and normal
|
||||
const hostDir = {
|
||||
x: hostWall.end[0] - hostWall.start[0],
|
||||
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
|
||||
|
||||
// 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 hostRight = {
|
||||
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, hostDirNorm)
|
||||
const hostEdgeRight = createLineFromPointAndVector(hostRight, hostDirNorm)
|
||||
|
||||
// For each incoming wall, extend to meet the host wall's edges
|
||||
for (const { wall, endType } of incomingWalls) {
|
||||
// For each incoming wall, extend to meet host wall's edge
|
||||
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
|
||||
// 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 }
|
||||
|
||||
// Default corner points
|
||||
// Edge 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
|
||||
// Edge lines
|
||||
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
|
||||
// Determine which host edge to intersect with
|
||||
// Use incoming direction (opposite of outgoing) 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)
|
||||
// Pick host edge facing the incoming wall
|
||||
const targetHostEdge = approachDot > 0 ? hostEdgeRight : hostEdgeLeft
|
||||
|
||||
// Both edges of incoming wall meet the same host edge
|
||||
const leftIntersection = intersectLines(edgeLeft, targetHostEdge)
|
||||
const rightIntersection = intersectLines(edgeRight, targetHostEdge)
|
||||
// Both edges meet the same host edge
|
||||
const leftInt = intersectLines(edgeLeft, targetHostEdge)
|
||||
const rightInt = intersectLines(edgeRight, targetHostEdge)
|
||||
|
||||
result.set(wall.id, {
|
||||
left: leftIntersection || leftPt,
|
||||
right: rightIntersection || rightPt,
|
||||
left: leftInt ?? leftPt,
|
||||
right: rightInt ?? rightPt,
|
||||
center: point,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -490,12 +355,10 @@ 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)
|
||||
// Process regular junctions (2+ walls meeting at endpoints)
|
||||
const junctions = findJunctions(walls)
|
||||
for (const [, junction] of junctions) {
|
||||
const miters = calculateJunctionMiters(junction, getThickness)
|
||||
|
||||
for (const { wall, endType } of junction.walls) {
|
||||
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)
|
||||
for (const [, junction] of tJunctions) {
|
||||
const miters = calculateTJunctionMiters(junction, getThickness)
|
||||
for (const [, { junction, hostWall }] of tJunctions) {
|
||||
const miters = calculateTJunctionMiters(junction, hostWall, getThickness)
|
||||
|
||||
for (const { wall, endType } of junction.walls) {
|
||||
const miterData = miters.get(wall.id)
|
||||
if (!miterData) continue
|
||||
|
||||
// Don't overwrite corner junction miters
|
||||
// Don't overwrite existing miter data
|
||||
if (miterMap.get(wall.id)?.[endType]) continue
|
||||
|
||||
if (!miterMap.has(wall.id)) {
|
||||
|
||||
@@ -132,7 +132,7 @@ function updateWallGeometry(wallId: string, miterMap: WallMiterMap) {
|
||||
*/
|
||||
export function generateExtrudedWall(
|
||||
wallNode: WallNode,
|
||||
childrenNodes: AnyNode[],
|
||||
_childrenNodes: AnyNode[], // TODO: Use for hole cutting (doors/windows)
|
||||
miters?: { start?: MiterData; end?: MiterData },
|
||||
) {
|
||||
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 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
|
||||
const wallAngle = Math.atan2(end.y - start.y, end.x - start.x)
|
||||
const cosA = Math.cos(-wallAngle)
|
||||
@@ -157,155 +161,103 @@ export function generateExtrudedWall(
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
// Default miter points (no junction - simple rectangle)
|
||||
const defaultStart = {
|
||||
left: { x: 0, z: halfT },
|
||||
right: { x: 0, z: -halfT },
|
||||
center: { x: 0, z: 0 },
|
||||
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)
|
||||
let startLeftX = 0
|
||||
let startRightX = 0
|
||||
let endLeftX = length
|
||||
let endRightX = length
|
||||
// Apply miter data if available
|
||||
let startMiter = defaultStart
|
||||
let endMiter = defaultEnd
|
||||
|
||||
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
|
||||
const center = worldToLocal(miters.start.center)
|
||||
startMiter = { left, right, center, hasJunction: true }
|
||||
}
|
||||
|
||||
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 right = worldToLocal(miters.end.left)
|
||||
endLeftZ = left.z
|
||||
endRightZ = right.z
|
||||
endLeftX = left.x
|
||||
endRightX = right.x
|
||||
const center = worldToLocal(miters.end.center)
|
||||
endMiter = { left, right, center, hasJunction: true }
|
||||
}
|
||||
|
||||
// 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)
|
||||
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,
|
||||
},
|
||||
)
|
||||
// Create geometry
|
||||
const geometry = createMiteredExtrudeGeometry(height, startMiter, endMiter)
|
||||
|
||||
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(
|
||||
shape: THREE.Shape,
|
||||
height: number,
|
||||
startMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number },
|
||||
endMiter: { leftZ: number; rightZ: number; leftX: number; rightX: number },
|
||||
startMiter: MiterEnd,
|
||||
endMiter: MiterEnd,
|
||||
): 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,
|
||||
)
|
||||
// Build footprint polygon (CCW winding, viewed from above)
|
||||
// Following prototype: start-right -> end-right -> [end-center] -> end-left -> start-left -> [start-center]
|
||||
const footprint = new THREE.Shape()
|
||||
|
||||
const geometry = new THREE.ExtrudeGeometry(shape, {
|
||||
depth: thickness,
|
||||
// Start from start-right, go to end-right
|
||||
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,
|
||||
})
|
||||
|
||||
// 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
|
||||
// Rotate so extrusion direction (Z) becomes height direction (Y)
|
||||
geometry.rotateX(-Math.PI / 2)
|
||||
geometry.computeVertexNormals()
|
||||
|
||||
return geometry
|
||||
@@ -313,8 +265,9 @@ function createMiteredExtrudeGeometry(
|
||||
|
||||
/**
|
||||
* Creates a Path from a cutout mesh for door/window holes
|
||||
* TODO: Integrate with mitered wall geometry
|
||||
*/
|
||||
function createPathFromCutout(
|
||||
function _createPathFromCutout(
|
||||
cutoutMesh: THREE.Mesh,
|
||||
wallStart: [number, number],
|
||||
wallAngle: number,
|
||||
|
||||
@@ -15,7 +15,7 @@ export const WallRenderer = ({ node }: { node: WallNode }) => {
|
||||
<mesh ref={ref} castShadow receiveShadow>
|
||||
{/* WallSystem will replace this geometry in the next frame */}
|
||||
<boxGeometry args={[0, 0, 0]} />
|
||||
<meshStandardMaterial color="lightgray" />
|
||||
<meshStandardMaterial color="lightgray" />
|
||||
<mesh name="collision-mesh" {...handlers} visible={false}>
|
||||
<boxGeometry args={[0, 0, 0]} />
|
||||
</mesh>
|
||||
|
||||
Reference in New Issue
Block a user