c9baff58b0
Bisher ein einziger overhang ringsum (Designdoc-Prio #2). Neu Roof.overhangGable für den Ortgang (Giebelseite, entlang First); overhang gilt für die Traufe (senkrecht zum First). Fehlt overhangGable, gilt ringsum overhang (rückwärts- kompatibel). Geometrie mappt die Überstände je nach ridgeAxis auf die Outline- Achsen. Panel: zweites Feld 'Überstand Ortgang' (ausser flach/zelt). +3 Tests. 672/672 grün.
365 lines
12 KiB
TypeScript
365 lines
12 KiB
TypeScript
// Dach-Geometrie: leitet aus einem (rechteckigen) Grundriss-Umriss + Dachform +
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// Neigung die Grundriss-Linien (Traufe/First/Grat/Knick) UND die 3D-Dachflächen
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// ab. Bewusst auf der BOUNDING-BOX des Umrisses gerechnet (First entlang einer
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// Hauptachse) — die gängige, intuitive Vereinfachung, die alle Standardformen
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// (Flach/Pult/Sattel/Walm/Mansarde/Zelt) exakt und ohne Straight-Skeleton abdeckt.
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//
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// Koordinaten: Grundriss (x, y) in Metern; 3D-Punkte als [x, y, z] mit z = Höhe.
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// Reine Datenschicht (kein React/Store), voll unit-testbar.
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//
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// Bezeichner englisch, Kommentare deutsch (CONVENTIONS.md).
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import type { Project, Roof, Vec2 } from "../model/types";
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import { getFloor } from "../model/types";
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/** 3D-Punkt [x, y, z=Höhe] in Modell-Metern. */
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export type Vec3 = [number, number, number];
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/** Eine ebene Dachfläche als Polygon (3D-Eckpunkte in Umlaufreihenfolge). */
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export interface RoofPlane {
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pts: Vec3[];
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}
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/** Vollständige Dach-Geometrie (Grundriss-Linien + 3D-Flächen). */
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export interface RoofGeometry {
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/** Traufe-Umriss (Grundriss, inkl. Überstand) als geschlossener Ring. */
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eaves: Vec2[];
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/** Firstlinie(n) im Grundriss (leer bei Flach/Zelt). */
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ridges: [Vec2, Vec2][];
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/** Gratlinien (Walm/Zelt: Ecke → First/Spitze). */
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hips: [Vec2, Vec2][];
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/** Knicklinien (Mansarde). */
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breaks: [Vec2, Vec2][];
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/** 3D-Dachflächen. */
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planes: RoofPlane[];
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/** Giebelflächen (vertikale Polygone an Sattel-/Mansarde-Enden). */
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gables: Vec3[][];
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/** Firsthöhe über der Traufe (Meter). */
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ridgeHeight: number;
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}
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const DEG = Math.PI / 180;
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/** Bounding-Box eines Umrisses. */
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export function roofBBox(outline: Vec2[]): { x0: number; y0: number; x1: number; y1: number } {
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let x0 = Infinity;
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let y0 = Infinity;
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let x1 = -Infinity;
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let y1 = -Infinity;
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for (const p of outline) {
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if (p.x < x0) x0 = p.x;
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if (p.y < y0) y0 = p.y;
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if (p.x > x1) x1 = p.x;
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if (p.y > y1) y1 = p.y;
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}
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return { x0, y0, x1, y1 };
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}
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/**
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* Traufhöhe (absolutes Z) eines Dachs: `baseElevation`, sonst die OBERKANTE des
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* zugehörigen Geschosses (baseElevation + floorHeight) — das Dach sitzt also
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* standardmäßig auf der Geschossdecke auf.
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*/
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export function roofBaseElevation(project: Project, roof: Roof): number {
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if (roof.baseElevation !== undefined) return roof.baseElevation;
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try {
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const floor = getFloor(project, roof.floorId);
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return (floor.baseElevation ?? 0) + (floor.floorHeight ?? 0);
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} catch {
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return 0;
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}
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}
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const P = (x: number, y: number): Vec2 => ({ x, y });
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/**
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* Kanonische Berechnung mit First entlang der X-Achse auf dem Rechteck
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* [x0,x1]×[y0,y1] (Traufe, inkl. Überstand) auf Traufhöhe `e`. Die „y"-First-
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* Richtung wird im Wrapper durch Transponieren (x↔y) erreicht.
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*/
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function computeCanonical(
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x0: number,
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y0: number,
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x1: number,
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y1: number,
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e: number,
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roof: Roof,
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): RoofGeometry {
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const xc = (x0 + x1) / 2;
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const yc = (y0 + y1) / 2;
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const halfW = (x1 - x0) / 2;
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const halfD = (y1 - y0) / 2;
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const a = Math.max(0, roof.pitchDeg) * DEG;
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const tan = Math.tan(a);
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const h = halfD * tan; // Firsthöhe (Sattel/Walm/Mansarde)
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const eaves: Vec2[] = [P(x0, y0), P(x1, y0), P(x1, y1), P(x0, y1)];
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const flat = (): RoofGeometry => ({
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eaves,
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ridges: [],
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hips: [],
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breaks: [],
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planes: [{ pts: [[x0, y0, e], [x1, y0, e], [x1, y1, e], [x0, y1, e]] }],
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gables: [],
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ridgeHeight: 0,
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});
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switch (roof.shape) {
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case "flach":
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return flat();
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case "pult": {
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// Eine Fläche: tiefe Seite y0 auf Traufe, hohe Seite y1 auf e+H.
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const H = (y1 - y0) * tan;
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return {
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eaves,
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ridges: [[P(x0, y1), P(x1, y1)]], // hohe Kante (First-Ersatz)
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hips: [],
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breaks: [],
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planes: [{ pts: [[x0, y0, e], [x1, y0, e], [x1, y1, e + H], [x0, y1, e + H]] }],
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gables: [
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[[x0, y0, e], [x0, y1, e + H], [x0, y1, e]],
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[[x1, y0, e], [x1, y1, e + H], [x1, y1, e]],
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],
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ridgeHeight: H,
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};
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}
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case "sattel": {
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const rz = e + h;
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return {
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eaves,
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ridges: [[P(x0, yc), P(x1, yc)]],
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hips: [],
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breaks: [],
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planes: [
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{ pts: [[x0, y0, e], [x1, y0, e], [x1, yc, rz], [x0, yc, rz]] },
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{ pts: [[x0, y1, e], [x1, y1, e], [x1, yc, rz], [x0, yc, rz]] },
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],
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gables: [
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[[x0, y0, e], [x0, y1, e], [x0, yc, rz]],
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[[x1, y0, e], [x1, y1, e], [x1, yc, rz]],
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],
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ridgeHeight: h,
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};
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}
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case "walm": {
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const rz = e + h;
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// First um die halbe Tiefe an beiden Enden verkürzt (45°-Grate bei
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// gleicher Neigung). Bei schmalem Baukörper (halfW<halfD) degeneriert er
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// zum Punkt (xc) → Walm wird zeltartig.
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let ra = x0 + halfD;
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let rb = x1 - halfD;
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if (ra > rb) ra = rb = xc;
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return {
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eaves,
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ridges: [[P(ra, yc), P(rb, yc)]],
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hips: [
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[P(x0, y0), P(ra, yc)],
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[P(x0, y1), P(ra, yc)],
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[P(x1, y0), P(rb, yc)],
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[P(x1, y1), P(rb, yc)],
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],
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breaks: [],
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planes: [
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{ pts: [[x0, y0, e], [x1, y0, e], [rb, yc, rz], [ra, yc, rz]] },
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{ pts: [[x0, y1, e], [x1, y1, e], [rb, yc, rz], [ra, yc, rz]] },
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{ pts: [[x0, y0, e], [x0, y1, e], [ra, yc, rz]] },
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{ pts: [[x1, y0, e], [x1, y1, e], [rb, yc, rz]] },
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],
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gables: [],
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ridgeHeight: h,
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};
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}
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case "mansarde": {
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// Mansarde: steile untere Neigung (pitchDeg) bis zur Knicklinie, dann
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// flache obere (pitchUpperDeg ?? halbe Hauptneigung). Untertyp steuert, ob
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// die Knickform an ZWEI Seiten sitzt (Giebel) oder RINGSUM (Walm/Zelt).
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const aLow = a;
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const aUp = Math.max(0, roof.pitchUpperDeg ?? roof.pitchDeg / 2) * DEG;
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const ratio = Math.min(0.49, Math.max(0.05, roof.mansardKneeRatio ?? 0.4));
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const mType = roof.mansardType ?? "giebel";
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if (mType === "giebel") {
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// Mansard-Satteldach: Knick nur an den beiden Traufseiten, Giebel an den
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// Enden (bisheriges Verhalten, jetzt mit parametrierbarem Knick).
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const d1 = halfD * ratio;
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const z1 = e + d1 * Math.tan(aLow);
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const z2 = z1 + (halfD - d1) * Math.tan(aUp);
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const yf = y0 + d1;
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const yb = y1 - d1;
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return {
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eaves,
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ridges: [[P(x0, yc), P(x1, yc)]],
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hips: [],
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breaks: [
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[P(x0, yf), P(x1, yf)],
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[P(x0, yb), P(x1, yb)],
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],
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planes: [
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{ pts: [[x0, y0, e], [x1, y0, e], [x1, yf, z1], [x0, yf, z1]] },
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{ pts: [[x0, yf, z1], [x1, yf, z1], [x1, yc, z2], [x0, yc, z2]] },
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{ pts: [[x0, y1, e], [x1, y1, e], [x1, yb, z1], [x0, yb, z1]] },
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{ pts: [[x0, yb, z1], [x1, yb, z1], [x1, yc, z2], [x0, yc, z2]] },
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],
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gables: [
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[[x0, y0, e], [x0, yf, z1], [x0, yc, z2], [x0, yb, z1], [x0, y1, e]],
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[[x1, y0, e], [x1, yf, z1], [x1, yc, z2], [x1, yb, z1], [x1, y1, e]],
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],
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ridgeHeight: z2 - e,
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};
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}
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// Allseitige Mansarde (Walm/Zelt): steiler Sockel ringsum bis zur
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// Knicklinie (inneres Rechteck), darüber flacher Walm bzw. flache Spitze.
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const dLow = Math.min(halfW, halfD) * ratio;
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const z1 = e + dLow * Math.tan(aLow);
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const ix0 = x0 + dLow;
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const iy0 = y0 + dLow;
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const ix1 = x1 - dLow;
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const iy1 = y1 - dLow;
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const ihalfD = (iy1 - iy0) / 2;
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const ihalfW = (ix1 - ix0) / 2;
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// Sockel-Trapeze (4 Seiten, steil) + Sockel-Grate (Ecken aussen→innen) +
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// Knicklinie (inneres Rechteck) sind beiden allseitigen Formen gemein.
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const socketPlanes = [
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{ pts: [[x0, y0, e], [x1, y0, e], [ix1, iy0, z1], [ix0, iy0, z1]] as Vec3[] },
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{ pts: [[x1, y1, e], [x0, y1, e], [ix0, iy1, z1], [ix1, iy1, z1]] as Vec3[] },
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{ pts: [[x0, y1, e], [x0, y0, e], [ix0, iy0, z1], [ix0, iy1, z1]] as Vec3[] },
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{ pts: [[x1, y0, e], [x1, y1, e], [ix1, iy1, z1], [ix1, iy0, z1]] as Vec3[] },
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];
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const socketHips: [Vec2, Vec2][] = [
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[P(x0, y0), P(ix0, iy0)],
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[P(x1, y0), P(ix1, iy0)],
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[P(x1, y1), P(ix1, iy1)],
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[P(x0, y1), P(ix0, iy1)],
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];
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const kneeBreaks: [Vec2, Vec2][] = [
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[P(ix0, iy0), P(ix1, iy0)],
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[P(ix1, iy0), P(ix1, iy1)],
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[P(ix1, iy1), P(ix0, iy1)],
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[P(ix0, iy1), P(ix0, iy0)],
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];
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if (mType === "walm") {
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// Oberer Walm auf dem inneren Rechteck (First entlang X).
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const z2 = z1 + ihalfD * Math.tan(aUp);
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let ra = ix0 + ihalfD;
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let rb = ix1 - ihalfD;
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if (ra > rb) ra = rb = xc;
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return {
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eaves,
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ridges: [[P(ra, yc), P(rb, yc)]],
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hips: [
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...socketHips,
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[P(ix0, iy0), P(ra, yc)],
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[P(ix1, iy0), P(rb, yc)],
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[P(ix1, iy1), P(rb, yc)],
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[P(ix0, iy1), P(ra, yc)],
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],
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breaks: kneeBreaks,
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planes: [
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...socketPlanes,
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{ pts: [[ix0, iy0, z1], [ix1, iy0, z1], [rb, yc, z2], [ra, yc, z2]] },
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{ pts: [[ix1, iy1, z1], [ix0, iy1, z1], [ra, yc, z2], [rb, yc, z2]] },
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{ pts: [[ix0, iy1, z1], [ix0, iy0, z1], [ra, yc, z2]] },
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{ pts: [[ix1, iy0, z1], [ix1, iy1, z1], [rb, yc, z2]] },
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],
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gables: [],
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ridgeHeight: z2 - e,
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};
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}
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// "zelt": flache Spitze über der Mitte des inneren Rechtecks.
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const z2 = z1 + Math.min(ihalfW, ihalfD) * Math.tan(aUp);
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return {
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eaves,
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ridges: [],
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hips: [
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...socketHips,
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[P(ix0, iy0), P(xc, yc)],
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[P(ix1, iy0), P(xc, yc)],
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[P(ix1, iy1), P(xc, yc)],
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[P(ix0, iy1), P(xc, yc)],
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],
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breaks: kneeBreaks,
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planes: [
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...socketPlanes,
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{ pts: [[ix0, iy0, z1], [ix1, iy0, z1], [xc, yc, z2]] },
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{ pts: [[ix1, iy0, z1], [ix1, iy1, z1], [xc, yc, z2]] },
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{ pts: [[ix1, iy1, z1], [ix0, iy1, z1], [xc, yc, z2]] },
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{ pts: [[ix0, iy1, z1], [ix0, iy0, z1], [xc, yc, z2]] },
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],
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gables: [],
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ridgeHeight: z2 - e,
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};
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}
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case "zelt": {
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// Allseitig zur Spitze über der Mitte.
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const hz = Math.min(halfW, halfD) * tan;
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const az = e + hz;
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return {
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eaves,
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ridges: [],
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hips: [
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[P(x0, y0), P(xc, yc)],
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[P(x1, y0), P(xc, yc)],
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[P(x1, y1), P(xc, yc)],
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[P(x0, y1), P(xc, yc)],
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],
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breaks: [],
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planes: [
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{ pts: [[x0, y0, e], [x1, y0, e], [xc, yc, az]] },
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{ pts: [[x1, y0, e], [x1, y1, e], [xc, yc, az]] },
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{ pts: [[x1, y1, e], [x0, y1, e], [xc, yc, az]] },
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{ pts: [[x0, y1, e], [x0, y0, e], [xc, yc, az]] },
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],
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gables: [],
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ridgeHeight: hz,
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};
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}
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}
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}
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const swap2 = (p: Vec2): Vec2 => ({ x: p.y, y: p.x });
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const swap3 = (p: Vec3): Vec3 => [p[1], p[0], p[2]];
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const swapLine = (l: [Vec2, Vec2]): [Vec2, Vec2] => [swap2(l[0]), swap2(l[1])];
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/**
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* Dach-Geometrie aus Form/Neigung/Überstand + Traufhöhe `eavesZ`. Rechnet auf
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* der Bounding-Box des Umrisses, um `overhang` nach aussen geweitet. Für
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* `ridgeAxis:"y"` wird kanonisch (First entlang X) gerechnet und danach x↔y
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* transponiert.
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*/
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export function roofGeometry(roof: Roof, eavesZ: number): RoofGeometry {
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const bb = roofBBox(roof.outline);
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const oe = Math.max(0, roof.overhang); // Traufüberstand (senkrecht zum First)
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const og = Math.max(0, roof.overhangGable ?? roof.overhang); // Ortgang (entlang First)
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// Der First liegt entlang der `ridgeAxis`-Achse: dort wirkt der Ortgang-, quer
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// dazu der Traufüberstand. In OUTLINE-Koordinaten je nach Firstrichtung mappen.
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const ox = roof.ridgeAxis === "x" ? og : oe;
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const oy = roof.ridgeAxis === "x" ? oe : og;
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let x0 = bb.x0 - ox;
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let y0 = bb.y0 - oy;
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let x1 = bb.x1 + ox;
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let y1 = bb.y1 + oy;
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const flip = roof.ridgeAxis === "y";
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if (flip) {
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[x0, y0, x1, y1] = [y0, x0, y1, x1];
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}
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const g = computeCanonical(x0, y0, x1, y1, eavesZ, roof);
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if (!flip) return g;
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return {
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eaves: g.eaves.map(swap2),
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ridges: g.ridges.map(swapLine),
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hips: g.hips.map(swapLine),
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breaks: g.breaks.map(swapLine),
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planes: g.planes.map((pl) => ({ pts: pl.pts.map(swap3) })),
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gables: g.gables.map((poly) => poly.map(swap3)),
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ridgeHeight: g.ridgeHeight,
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};
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}
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