Files
DOSSIER-STANDALONE/src/commands/cmds/ceiling.ts
T
karim 0cfddd8930 2D-Plan-Renderer auf WebGL2 (GPU) + akkumulierter Funktionsstand
Neuer GPU-Renderer fuer den Grundriss (src/plan/glPlan/): Earcut-Tessellierung
(konkav-faehig), gehrte Linienzuege (Miter), echte Papier-mm-Strichbreiten im
Massstab (repliziert den SVG-printStrokeVb-Pfad), Hybrid mit scharfem SVG-Text-
Overlay. GPU ist der Standardpfad; der SVG-Renderer bleibt automatischer Fallback,
falls WebGL2/Shader nicht verfuegbar sind. Imperativer Pan (rAF + CSS-transform)
fuer fluessige Interaktion ohne React-Re-Render je Frame.

Enthaelt zudem den bisher nicht committeten Arbeitsstand des Browser-BIM
(Oeffnungen, Treppen, Raeume, Decken, DXF-Export, Materialbibliothek, Kontext-
Import, Tauri-Compute-Boundary-PoC).
2026-07-02 00:12:39 +02:00

251 lines
9.1 KiB
TypeScript

// Ceiling — Decke als echter Engine-Befehl (analog polyline: ein GESCHLOSSENER
// Umriss), committet aber ein einzelnes `Ceiling`-Bauteil statt einer 2D-Form.
// Schritte:
// 1) „Erster Umrisspunkt der Decke:" → Punkt
// 2) „Nächster Punkt ( Schliessen Zurück ):" → Punkt … Der Umriss schließt per
// Klick auf den Startpunkt, Option „Schliessen" (C) oder Enter (≥3 Punkte).
//
// Akzeptiert je Punkt Maus-Picks UND getippte Koordinaten (0,0 · r3,0 · 5<45) —
// derselbe Eingabepfad wie Polylinie/Wand. Die fertige Decke rendert über die
// bestehende Decken-Darstellung (generatePlan / 3D); der Draft zeigt den Umriss.
//
// Herkunft der Decken-Felder (CommandContext):
// • wallTypeId ← ctx.activeWallTypeId (Fallback: erster Projekt-Wandtyp) — der
// Schichtaufbau (Bauteil/Schraffur/Material) wird identisch zur Wand aufgelöst.
// • floorId ← ctx.level.id (aktives Geschoss)
// • categoryCode← "30" (Ebene „Decken"; Fallback ctx.defaultCategoryCode)
import type { Ceiling } from "../../model/types";
import { normalizeOutline, ceilingArea } from "../../geometry/ceiling";
import { uniqueId } from "../../tools/types";
import type {
Command,
CommandContext,
CommandField,
CommandResult,
CommandState,
CmdOption,
DraftShape,
Project,
ToolDraft,
Vec2,
} from "../types";
const EPS = 1e-6;
const DEG = Math.PI / 180;
const CLOSE_HIT = 0.08; // Modell-Meter: Klick nahe Startpunkt schließt den Umriss
/** Default-Ebene (Kategorie) für Decken. */
const CEILING_CATEGORY = "30";
const segLen = (a: Vec2, b: Vec2): number => Math.hypot(b.x - a.x, b.y - a.y);
const segAngleDeg = (a: Vec2, b: Vec2): number =>
(Math.atan2(b.y - a.y, b.x - a.x) * 180) / Math.PI;
/** Tab-Felder je weiteren Punkt: Länge + Winkel relativ zum letzten Punkt. */
const CEIL_FIELDS: CommandField[] = [
{ id: "length", labelKey: "cmd.field.length" },
{ id: "angle", labelKey: "cmd.field.angle" },
];
/** Nächster Punkt aus gelockten Feldern (length/angle) + Cursor, relativ zu `last`. */
function nextFromFields(
last: Vec2,
locks: Record<string, number>,
cursor: Vec2 | null,
): Vec2 {
const ref = cursor ?? last;
const length = "length" in locks ? locks.length : segLen(last, ref);
const angleDeg = "angle" in locks ? locks.angle : segAngleDeg(last, ref);
const ang = angleDeg * DEG;
return { x: last.x + Math.cos(ang) * length, y: last.y + Math.sin(ang) * length };
}
/** Aktiver Aufbau-Typ-ID; Fallback auf den ersten Projekt-Wandtyp. */
function activeTypeId(ctx: CommandContext): string {
const wt =
ctx.project.wallTypes.find((t) => t.id === ctx.activeWallTypeId) ??
ctx.project.wallTypes[0];
return wt ? wt.id : ctx.activeWallTypeId;
}
/** Existiert die Decken-Kategorie („30")? Sonst Fallback auf die aktive Kategorie. */
function ceilingCategory(ctx: CommandContext): string {
const flat: { code: string }[] = [];
const walk = (list: { code: string; children?: unknown[] }[]) => {
for (const c of list) {
flat.push({ code: c.code });
if (c.children) walk(c.children as { code: string; children?: unknown[] }[]);
}
};
walk(ctx.project.layers as { code: string; children?: unknown[] }[]);
return flat.some((c) => c.code === CEILING_CATEGORY)
? CEILING_CATEGORY
: ctx.defaultCategoryCode;
}
interface CeilIdle extends CommandState {
phase: "start";
}
interface CeilDrawing extends CommandState {
phase: "next";
points: Vec2[];
cursor: Vec2 | null;
}
type CeilState = CeilIdle | CeilDrawing;
const CLOSE: CmdOption = { id: "close", labelKey: "cmd.polyline.close" };
const UNDO: CmdOption = { id: "undo", labelKey: "cmd.polyline.undo" };
/** Vorschau: geschlossener Umriss-Ring (ab 3 Punkten) + Gummiband + HUD. */
function ceilingDraft(points: Vec2[], cursor: Vec2 | null): ToolDraft {
const pts = cursor ? [...points, cursor] : points;
const showClosed = pts.length >= 3;
const preview: DraftShape[] = [{ kind: "poly", pts, closed: showClosed }];
const draft: ToolDraft = { preview, vertices: points };
const last = points[points.length - 1];
if (cursor && last && segLen(last, cursor) >= EPS) {
draft.hud = {
at: cursor,
text: `${segLen(last, cursor).toFixed(2)} m · ${Math.abs(
(segAngleDeg(last, cursor) + 360) % 360,
).toFixed(0)}°`,
};
}
return draft;
}
/** Hängt eine Decke ans Projekt (immutabel). Entartete Umrisse werden verworfen. */
function appendCeiling(p: Project, pts: Vec2[], ctx: CommandContext): Project {
const outline = normalizeOutline(pts);
if (!outline || ceilingArea(outline) < 1e-4) return p;
const ceiling: Ceiling = {
id: uniqueId("C"),
type: "ceiling",
floorId: ctx.level.id,
categoryCode: ceilingCategory(ctx),
outline,
wallTypeId: activeTypeId(ctx),
};
const ceilings = p.ceilings ? [...p.ceilings, ceiling] : [ceiling];
return { ...p, ceilings };
}
const idle = (): [CommandState, CommandResult] => [
{ phase: "start", lastPoint: null } as CeilIdle,
{ draft: null, done: true },
];
export const ceilingCommand: Command = {
name: "ceiling",
labelKey: "cmd.ceiling.label",
// Decken leben auf Geschossen — wie die Wand nur dort aktiv.
floorOnly: true,
prompt: (s) =>
(s as CeilState).phase === "next" ? "cmd.ceiling.next" : "cmd.ceiling.start",
accepts: (s) =>
(s as CeilState).phase === "next"
? ["point", "number", "option"]
: ["point", "number"],
options: (s) => {
const ps = s as CeilState;
if (ps.phase !== "next") return [];
return ps.points.length >= 3 ? [CLOSE, UNDO] : [UNDO];
},
init: (): CeilIdle => ({ phase: "start", lastPoint: null }),
onInput: (state, input, ctx): [CommandState, CommandResult] => {
const s = state as CeilState;
if (input.kind === "option") {
if (s.phase !== "next") return [s, { draft: null }];
if (input.id === "undo") {
const pts = s.points.slice(0, -1);
if (pts.length === 0)
return [{ phase: "start", lastPoint: null } as CeilIdle, { draft: null }];
const ns: CeilDrawing = {
phase: "next",
points: pts,
cursor: s.cursor,
lastPoint: pts[pts.length - 1],
};
return [ns, { draft: ceilingDraft(pts, s.cursor) }];
}
// Sofort schließen: committet die Decke (unabhängig, ≥3 Punkte).
if (input.id === "close" && s.points.length >= 3) {
const pts = s.points;
return [
{ phase: "start", lastPoint: null } as CeilIdle,
{ draft: null, done: true, commit: (p) => appendCeiling(p, pts, ctx) },
];
}
return [s, { draft: ceilingDraft(s.points, s.cursor) }];
}
if (input.kind !== "point") {
return [
s,
{ draft: s.phase === "next" ? ceilingDraft(s.points, s.cursor) : null },
];
}
const pt = input.point;
if (s.phase !== "next") {
const ns: CeilDrawing = { phase: "next", points: [pt], cursor: pt, lastPoint: pt };
return [ns, { draft: ceilingDraft([pt], pt) }];
}
// Klick nahe Startpunkt → schließen (committet die Decke).
if (s.points.length >= 3 && segLen(s.points[0], pt) < CLOSE_HIT) {
const pts = s.points;
return [
{ phase: "start", lastPoint: null } as CeilIdle,
{ draft: null, done: true, commit: (p) => appendCeiling(p, pts, ctx) },
];
}
// Null-Strecke (Klick auf denselben Punkt) ignorieren.
const last = s.points[s.points.length - 1];
if (segLen(last, pt) < EPS) {
return [s, { draft: ceilingDraft(s.points, s.cursor) }];
}
const points = [...s.points, pt];
const ns: CeilDrawing = { phase: "next", points, cursor: pt, lastPoint: pt };
return [ns, { draft: ceilingDraft(points, pt) }];
},
onMove: (state, point): [CommandState, CommandResult] => {
const s = state as CeilState;
if (s.phase !== "next") return [s, { draft: null }];
const ns: CeilDrawing = { ...s, cursor: point };
return [ns, { draft: ceilingDraft(s.points, point) }];
},
// Enter/Space/Rechtsklick: Umriss schließen + committen (≥3 Punkte).
onConfirm: (state, ctx): [CommandState, CommandResult] => {
const s = state as CeilState;
if (s.phase === "next" && s.points.length >= 3) {
const pts = s.points;
return [
{ phase: "start", lastPoint: null } as CeilIdle,
{ draft: null, done: true, commit: (p) => appendCeiling(p, pts, ctx) },
];
}
return idle();
},
onCancel: (): [CommandState, CommandResult] => idle(),
// Tab-Feld-Zyklus nur im „next"-Schritt: Länge + Winkel relativ zum letzten Punkt.
fields: (state) => ((state as CeilState).phase === "next" ? CEIL_FIELDS : []),
pointFromFields: (state, locks, cursor) => {
const s = state as CeilState;
if (s.phase !== "next" || s.points.length === 0) return null;
return nextFromFields(s.points[s.points.length - 1], locks, cursor);
},
fieldValues: (state, _locks, cursor): Record<string, number> => {
const s = state as CeilState;
if (s.phase !== "next" || s.points.length === 0 || !cursor) return {};
const last = s.points[s.points.length - 1];
return {
length: segLen(last, cursor),
angle: ((segAngleDeg(last, cursor) % 360) + 360) % 360,
};
},
};