Dach im 3D anwählbar: Ray-Dreieck-Pick über die Dachflächen
Der 3D-Pick kannte nur Wand/Decke/Öffnung/Treppe — Dächer waren im
wgpu-Viewport nicht anwählbar (Nutzer-Report). Neu: pickGeometry liefert je
Dach die Dachflächen + Giebel als World-Dreiecke (fan-trianguliert wie
emitRoofs); pickNearest testet sie über das bestehende doppelseitige
rayTriangle (präzise geneigte Flächen statt Bounding-Prisma — kein Klick-
Diebstahl vor der Fassade dahinter). App-Routing: kind 'roof' →
setSelectedRoofIds (exklusiv, wie Treppe/Öffnung); damit greifen Highlight
und die Dach-3D-Griffe (4ef40a0) jetzt auch per 3D-Klick. +1 Test. 690/690.
This commit is contained in:
+12
@@ -4615,6 +4615,18 @@ export default function App() {
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setSelectedRoofIds([]);
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return;
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}
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if (hit.kind === "roof") {
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setSelectedRoofIds([hit.id]);
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setSelectedWallIds([]);
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setSelectedCeilingIds([]);
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setSelectedDrawingId(null);
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setSelectedOpeningIds([]);
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setSelectedStairIds([]);
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setSelectedRoomIds([]);
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setSelectedExtrudedSolidIds([]);
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setSelectedColumnIds([]);
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return;
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}
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if (hit.kind === "wall") {
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setSelectedWallIds(
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additive ? Array.from(new Set([...selectedWallIds, hit.id])) : [hit.id],
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@@ -8,7 +8,7 @@
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import { describe, it, expect } from "vitest";
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import type { Project, Roof } from "../model/types";
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import { sampleProject } from "../model/sampleProject";
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import { selectionHighlightLines, projectToWalls3d, projectToModel3d } from "./toWalls3d";
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import { selectionHighlightLines, projectToWalls3d, projectToModel3d, pickGeometry } from "./toWalls3d";
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import { resolveHatch } from "./generatePlan";
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import { roofGeometry, roofBaseElevation } from "../geometry/roof";
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@@ -1453,3 +1453,16 @@ describe("emitOpeningShading (Rollladen-/Sonnenschutzkasten als 3D-Box)", () =>
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).toBe(0);
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});
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});
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describe("pickGeometry — Dächer (Ray-Dreieck-Pick)", () => {
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it("liefert je Dach World-Dreiecke (Flächen + Giebel), world=[x,Höhe,y]", () => {
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const { roofs } = pickGeometry(sampleProject);
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// sampleProject trägt das Demo-Satteldach RF1.
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expect(roofs.length).toBe(1);
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expect(roofs[0].roofId).toBe("RF1");
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// Sattel: 2 Flächen (je 4 Ecken → 2 Dreiecke) + 2 Giebel (je 1 Dreieck) = 6.
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expect(roofs[0].tris.length).toBe(6);
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// Höhe liegt in der WORLD-Y-Komponente (Index 1) — alle über der Traufe > 0.
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for (const tri of roofs[0].tris) for (const p of tri) expect(p[1]).toBeGreaterThan(0);
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});
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});
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+28
-3
@@ -62,7 +62,10 @@ import type { WallCuts } from "../model/joins";
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import { add, dot, leftNormal, lineIntersect, normalize, scale, sub } from "../model/geometry";
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import type { Line } from "../model/geometry";
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import { resolveHatch } from "./generatePlan";
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import type { PickOpening, PickStair } from "../viewport/raycast3d";
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import type { PickOpening, PickRoof, PickStair } from "../viewport/raycast3d";
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/** World-Punkt [x, Höhe, y] für den Dach-Pick (Vec3-Konvention von raycast3d). */
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type RoofPickVec3 = [number, number, number];
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/**
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* Achswinkel einer GESCHNITTENEN Wand im Schnitt-Koordinatensystem (Modell-
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@@ -2455,7 +2458,29 @@ export function projectToModel3d(project: Project, opts: Model3dOptions = {}): R
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*/
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export function pickGeometry(
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project: Project,
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): { walls: RWall[]; slabs: RSlab[]; openings: PickOpening[]; stairs: PickStair[] } {
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): {
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walls: RWall[];
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slabs: RSlab[];
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openings: PickOpening[];
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stairs: PickStair[];
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roofs: PickRoof[];
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} {
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// Dächer: Dachflächen + Giebel als WORLD-Dreiecke (fan-trianguliert wie
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// emitRoofs; model [x,y,z=Höhe] → world [x, z, y]) — präzise geneigte
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// Flächen für den Ray-Dreieck-Pick (raycast3d.rayRoofTris).
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const roofs: PickRoof[] = [];
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for (const roof of project.roofs ?? []) {
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const eavesZ = roofBaseElevation(project, roof);
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const g = roofGeometry(roof, eavesZ);
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const tris: [RoofPickVec3, RoofPickVec3, RoofPickVec3][] = [];
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const toWorld = (p: RoofVec3): RoofPickVec3 => [p[0], p[2], p[1]];
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for (const poly of [...g.planes.map((pl) => pl.pts), ...g.gables]) {
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for (let i = 1; i + 1 < poly.length; i++) {
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tris.push([toWorld(poly[0]), toWorld(poly[i]), toWorld(poly[i + 1])]);
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}
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}
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if (tris.length > 0) roofs.push({ tris, roofId: roof.id });
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}
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const openings: PickOpening[] = [];
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for (const o of project.openings ?? []) {
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const wall = project.walls.find((w) => w.id === o.hostWallId);
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@@ -2492,7 +2517,7 @@ export function pickGeometry(
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stairId: st.id,
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});
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}
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return { walls: projectToWalls3d(project), slabs: emitSlabs(project), openings, stairs };
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return { walls: projectToWalls3d(project), slabs: emitSlabs(project), openings, stairs, roofs };
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}
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/**
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@@ -55,9 +55,9 @@ import { cameraRay, pickNearest, rayPlaneY, rayPlane, worldToScreen } from "./ra
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import type { Vec3 } from "./raycast3d";
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import { drawingGripVertices, drawingMoveAnchor } from "./drawingGrips";
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/** Ein per 3D-Klick getroffenes Bauteil (Wand oder Decke), oder null (Leerraum). */
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/** Ein per 3D-Klick getroffenes Bauteil, oder null (Leerraum). */
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export type Pick3dHit =
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| { kind: "wall" | "ceiling" | "opening" | "stair"; id: string }
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| { kind: "wall" | "ceiling" | "opening" | "stair" | "roof"; id: string }
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| null;
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/** Klick-vs-Drag-Schwelle (Pixel): bleibt die Maus zwischen pointerdown und
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@@ -798,10 +798,10 @@ export function Wasm3DViewport({
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const ndc = toNdc(clientX, clientY);
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if (!cb || !o || !ndc) return;
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const ray = cameraRay(orbitCamera(o), ndc.ndcX, ndc.ndcY, ndc.aspect);
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const { walls, slabs, openings, stairs } = pickGeometry(projectRef.current);
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const { walls, slabs, openings, stairs, roofs } = pickGeometry(projectRef.current);
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// Erweiterter Pick inkl. Öffnungen (Fenster/Türen) + Treppen — sonst wären
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// im WASM-Viewport nur Wände/Decken anwählbar.
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const hit = pickNearest(ray, walls, slabs, openings, stairs);
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const hit = pickNearest(ray, walls, slabs, openings, stairs, roofs);
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cb(hit ? { kind: hit.kind, id: hit.id } : null, additive);
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};
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@@ -84,9 +84,21 @@ export interface PickStair {
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stairId: string;
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}
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/**
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* Minimal-Form eines Dachs für den Raycast: die Dachflächen + Giebel als
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* WORLD-Dreiecke (fan-trianguliert, dieselbe Konvention wie `emitRoofs`:
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* model (x,y,z=Höhe) → world (x, z, y)). Präzise geneigte Flächen statt eines
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* grosszügigen Bounding-Prismas — sonst stähle das Dach Klicks auf die
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* Fassade dahinter (pickNearest entscheidet über die Strahl-Distanz).
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*/
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export interface PickRoof {
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tris: ReadonlyArray<readonly [Vec3, Vec3, Vec3]>;
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roofId: string;
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}
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/** Ergebnis eines Picks: getroffenes Bauteil + Distanz entlang des Strahls. */
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export interface PickHit {
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kind: "wall" | "ceiling" | "opening" | "stair";
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kind: "wall" | "ceiling" | "opening" | "stair" | "roof";
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id: string;
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t: number;
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/** Bei `kind:"opening"` dieselbe Id wie `id` (ausdrucksstärkerer Zugriff). */
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@@ -336,6 +348,20 @@ export function rayStairPrism(ray: Ray, stair: PickStair): number | null {
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return rayPrismXZ(ray, stair.outline, stair.zBottom, stair.zTop);
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}
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/**
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* Kleinstes t über alle Dreiecke eines Dachs, oder null — nutzt das bestehende
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* doppelseitige {@link rayTriangle} (Dachflächen sind von oben UND unten
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* anklickbar).
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*/
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function rayRoofTris(ray: Ray, roof: PickRoof): number | null {
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let best: number | null = null;
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for (const [a, b, c] of roof.tris) {
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const t = rayTriangle(ray, a, b, c);
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if (t !== null && (best === null || t < best)) best = t;
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}
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return best;
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}
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// Overload OHNE Öffnungen/Treppen: bleibt exakt die bisherige Signatur, sodass
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// der bestehende Aufrufer (Wasm3DViewport.tsx: `pickNearest(ray, walls, slabs)`)
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// unverändert kompiliert — inklusive des dort erwarteten engen `kind`-Typs
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@@ -346,13 +372,14 @@ export function pickNearest(
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walls: readonly PickWall[],
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slabs: readonly PickSlab[],
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): (PickHit & { kind: "wall" | "ceiling" }) | null;
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// Erweiterter Overload MIT Öffnungen/Treppen: `kind` deckt alle vier Arten ab.
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// Erweiterter Overload MIT Öffnungen/Treppen/Dächern: `kind` deckt alle Arten ab.
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export function pickNearest(
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ray: Ray,
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walls: readonly PickWall[],
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slabs: readonly PickSlab[],
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openings: readonly PickOpening[],
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stairs?: readonly PickStair[],
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roofs?: readonly PickRoof[],
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): PickHit | null;
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/**
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* Nächstes getroffenes Bauteil (kleinstes t) über Wände, Decken, Öffnungen und
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@@ -369,6 +396,7 @@ export function pickNearest(
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slabs: readonly PickSlab[],
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openings: readonly PickOpening[] = [],
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stairs: readonly PickStair[] = [],
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roofs: readonly PickRoof[] = [],
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): PickHit | null {
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const TIE_EPS = 1e-6;
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let hit: PickHit | null = null;
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@@ -399,6 +427,12 @@ export function pickNearest(
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const t = rayStairPrism(ray, st);
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if (t !== null) consider({ kind: "stair", id: st.stairId, t, stairId: st.stairId }, 0);
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}
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// Dächer: präzise geneigte Flächen (Dreiecke) — Rang wie Wand/Decke; die
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// Distanz entscheidet, ob das Dach oder die Fassade dahinter gemeint ist.
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for (const r of roofs) {
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const t = rayRoofTris(ray, r);
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if (t !== null) consider({ kind: "roof", id: r.roofId, t }, 1);
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}
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return hit;
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}
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