v0.7.0: exports voor CAD, BIM en renders (Bestand › Exporteren, los van Opslaan/Ctrl+S): CAD (DXF R12, plattegrond met wanden/sparingen/gevelbekleding/kozijnen met draaicirkel, ruimtes, inrichting, dakrand, elektra en echte maatvoering, plus vier gevels als lijntekening met verborgen lijnen weg; lagen PL-/AZ-, 1:1 mm, afgestemd op 1:50; in CAD op te slaan als DWG), BIM (IFC4 met alleen de bouwconstructie: stijlen, regels, vloer- en dakbalken, stalen nokbalk, palen, spaanplaat/OSB/cementplaat en elektra per leiding, gegroepeerd per unit en element met Pset_Tectum en kleur per soort) en Render (OBJ + MTL + texturen in een ZIP voor Blender, volledige afgewerkte woning, kleuren lineair, PBR); schoorsteen tegen een buitenwand (ChimneyModel: sparing in wand en dak met raveelwerk, steenstrip/stuc, verslepen langs de gevel); kozijnen koppelen met een eigen schakelaar; kozijnindeling (deurblad, zij-/bovenlicht, schuifbladen) gedeeld tussen 3D, plattegrond en aanzicht

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Machiel
2026-10-12 20:00:32 +02:00
co-authored by Claude Opus 5.5
parent 86fcd57b96
commit adb3c74f85
22 changed files with 2371 additions and 184 deletions
+130 -34
View File
@@ -102,6 +102,101 @@ window.FloorModel = (() => {
return { joists, width, depth, joistW, joistH, underlayThick, rims: r, joistLen };
}
// Rechthoekige sparingen (schoorsteen door het dak): x t.o.v. het midden (-width/2..width/2), y 0..depth.
// Raveelwerk zodat de plaat overal op hout eindigt: raveelstijlen over de volle lengte langs de zijkanten (tenzij de
// sparing tot de rand loopt), raveelbalken dwars ervoor en erna tussen die stijlen, kreupele balken daartussen tot
// de raveelbalk. Een gewone balk die een raveelstijl zou raken vervalt; de randbalk is onderbroken.
function normalizeCuts(cuts, width, depth) {
return (cuts || []).map(c => ({
x0: Math.max(-width / 2, Math.min(c.x0, c.x1)), x1: Math.min(width / 2, Math.max(c.x0, c.x1)),
y0: Math.max(0, Math.min(c.y0, c.y1)), y1: Math.min(depth, Math.max(c.y0, c.y1))
})).filter(c => c.x1 - c.x0 > 1 && c.y1 - c.y0 > 1);
}
function joistLayout(calcData) {
const { joists, joistW, depth, width } = calcData, rims = calcData.rims || {}, cuts = calcData.cuts || [];
const half = width / 2, ya = rims.front ? joistW : 0, yb = depth - (rims.back ? joistW : 0);
const frames = cuts.map(c => ({
c,
sides: [c.x0 > -half + joistW ? c.x0 - joistW / 2 : null, c.x1 < half - joistW ? c.x1 + joistW / 2 : null].filter(x => x !== null),
head: c.y0 > ya + joistW, tail: c.y1 < yb - joistW
}));
const overlaps = (x, a, b) => x + joistW / 2 > a + 0.5 && x - joistW / 2 < b - 0.5;
const pieces = [];
joists.forEach(x => {
if (frames.some(f => f.sides.some(sx => overlaps(x, sx - joistW / 2, sx + joistW / 2)))) return;
let segs = [[ya, yb]];
frames.filter(f => overlaps(x, f.c.x0, f.c.x1)).forEach(f => {
const a0 = f.head ? f.c.y0 - joistW : f.c.y0, b0 = f.tail ? f.c.y1 + joistW : f.c.y1;
segs = segs.flatMap(([a, b]) => [[a, Math.min(b, a0)], [Math.max(a, b0), b]]).filter(([a, b]) => b - a > 1);
});
pieces.push({ x, segs });
});
const trimmers = [];
frames.forEach(f => {
f.sides.forEach(sx => { if (!pieces.some(p => overlaps(p.x, sx - joistW / 2, sx + joistW / 2))) pieces.push({ x: sx, segs: [[ya, yb]], frame: true }); });
const x0 = f.c.x0 > -half + joistW ? f.c.x0 : -half, x1 = f.c.x1 < half - joistW ? f.c.x1 : half;
if (f.head) trimmers.push({ x0, x1, y0: f.c.y0 - joistW, y1: f.c.y0 });
if (f.tail) trimmers.push({ x0, x1, y0: f.c.y1, y1: f.c.y1 + joistW });
});
pieces.sort((a, b) => a.x - b.x);
// Randbalken (dwars, voor en achter): onderbroken waar een sparing tot in de rand loopt.
const rimRuns = [['front', 0, joistW], ['back', depth - joistW, depth]].filter(([k]) => rims[k]).map(([k, y0, y1]) => {
let segs = [[-half, half]];
cuts.filter(c => c.y1 > y0 + 0.5 && c.y0 < y1 - 0.5).forEach(c => {
segs = segs.flatMap(([a, b]) => [[a, Math.min(b, c.x0)], [Math.max(a, c.x1), b]]).filter(([a, b]) => b - a > 1);
});
return { key: k, y0, y1, segs };
});
return { pieces, trimmers, rimRuns };
}
// Bovenvlak (plaat, afwerking) als vormen in x/(y - depth/2), met de doorvoeren als gaten.
function surfaceShapes(calcData, resolvedOpenings, k) {
const s = k || 1, W = calcData.width, D = calcData.depth, cuts = calcData.cuts || [];
const pts = (loop) => loop.map(p => new THREE.Vector2(p.x * s, (p.z - D / 2) * s));
let regions;
if (!cuts.length) regions = [{ outer: [{ x: -W / 2, z: 0 }, { x: W / 2, z: 0 }, { x: W / 2, z: D }, { x: -W / 2, z: D }], holes: [] }];
else {
const xs = [...new Set([-W / 2, W / 2, ...cuts.flatMap(c => [c.x0, c.x1])])].sort((a, b) => a - b);
const ys = [...new Set([0, D, ...cuts.flatMap(c => [c.y0, c.y1])])].sort((a, b) => a - b);
const cells = [];
for (let i = 0; i < xs.length - 1; i++) for (let j = 0; j < ys.length - 1; j++) {
const xm = (xs[i] + xs[i + 1]) / 2, ym = (ys[j] + ys[j + 1]) / 2;
if (!cuts.some(c => xm > c.x0 && xm < c.x1 && ym > c.y0 && ym < c.y1)) cells.push({ x0: xs[i], x1: xs[i + 1], z0: ys[j], z1: ys[j + 1] });
}
const loops = rectUnionLoops(cells);
const inside = (pt, poly) => {
let c = false;
for (let a = 0, b = poly.length - 1; a < poly.length; b = a++) {
if ((poly[a].z > pt.z) !== (poly[b].z > pt.z) && pt.x < (poly[b].x - poly[a].x) * (pt.z - poly[a].z) / (poly[b].z - poly[a].z) + poly[a].x) c = !c;
}
return c;
};
const sign = Math.sign(loops[0].area);
regions = loops.filter(l => Math.sign(l.area) === sign).map(l => ({ outer: l.pts, holes: [] }));
loops.filter(l => Math.sign(l.area) !== sign).forEach(l => {
const owner = regions.find(r => inside(l.pts[0], r.outer));
if (owner) owner.holes.push(l.pts);
});
}
return regions.map(rg => {
const shape = new THREE.Shape(pts(rg.outer));
rg.holes.forEach(h => shape.holes.push(new THREE.Path(pts(h))));
resolvedOpenings.filter(o => !o.removed && o.r > 0 && inside2(o, rg.outer)).forEach(o => {
const hole = new THREE.Path();
hole.absarc(o.x * s, (o.y - D / 2) * s, o.r * s, 0, Math.PI * 2, false);
shape.holes.push(hole);
});
return shape;
});
function inside2(o, poly) {
let c = false;
for (let a = 0, b = poly.length - 1; a < poly.length; b = a++) {
if ((poly[a].z > o.y) !== (poly[b].z > o.y) && o.x < (poly[b].x - poly[a].x) * (o.y - poly[a].z) / (poly[b].z - poly[a].z) + poly[a].x) c = !c;
}
return c;
}
}
function topHeight(calcData) {
return calcData.joistH + calcData.underlayThick;
}
@@ -115,7 +210,12 @@ window.FloorModel = (() => {
const rimCount = calcData.rims ? (calcData.rims.front ? 1 : 0) + (calcData.rims.back ? 1 : 0) : 0;
const joistLenM = (calcData.joistLen || depth) * toM;
const joistWoodM3 = joists.length * joistWM * joistHM * joistLenM + rimCount * joistWM * joistHM * widthM;
const cuts = calcData.cuts || [];
const lay = cuts.length ? joistLayout(calcData) : null;
const joistMM = lay ? lay.pieces.reduce((t, p) => t + p.segs.reduce((u, [a, b]) => u + b - a, 0), 0) + lay.trimmers.reduce((t, tr) => t + tr.x1 - tr.x0, 0)
: joists.length * (calcData.joistLen || depth);
const rimMM = lay ? lay.rimRuns.reduce((t, r) => t + r.segs.reduce((u, [a, b]) => u + b - a, 0), 0) : rimCount * width;
const joistWoodM3 = joistMM * toM * joistWM * joistHM + rimMM * toM * joistWM * joistHM;
const joistWoodKg = joistWoodM3 * DENSITY_WOOD_KGM3;
const grossAreaM2 = widthM * depthM;
@@ -125,6 +225,7 @@ window.FloorModel = (() => {
holesAreaM2 += Math.PI * rM * rM;
holesVoidM3 += Math.PI * rM * rM * joistHM;
});
cuts.forEach(c => { holesAreaM2 += (c.x1 - c.x0) * (c.y1 - c.y0) * toM * toM; });
const osbAreaM2 = Math.max(0, grossAreaM2 - holesAreaM2);
const osbVolM3 = osbAreaM2 * underlayM;
const osbKg = osbVolM3 * DENSITY_OSB_KGM3;
@@ -154,6 +255,7 @@ window.FloorModel = (() => {
function computeFromState(state, rims) {
const calcData = computeFrame(state.floor, rims);
calcData.cuts = normalizeCuts(state.cuts, calcData.width, calcData.depth);
const resolvedOpenings = resolveFloorOpenings(state.openings || [], calcData.width, calcData.depth, calcData.joists, calcData.joistW);
const chassisData = computeChassisWheels(state.chassis, calcData.width, calcData.depth);
return { calcData, resolvedOpenings, chassisData };
@@ -240,7 +342,22 @@ window.FloorModel = (() => {
const rims = calcData.rims || {};
const joistLenM = (calcData.joistLen || depth) * toM;
const joistZ = ((rims.front ? joistW : 0) - (rims.back ? joistW : 0)) / 2 * toM;
joists.forEach((xMM, i) => {
if ((calcData.cuts || []).length) {
const lay = joistLayout(calcData);
const box = (x0, x1, y0, y1) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry((x1 - x0) * toM, joistHM, (y1 - y0) * toM), woodMaterial);
mesh.position.set((x0 + x1) / 2 * toM, joistHM / 2, ((y0 + y1) / 2 - depth / 2) * toM);
mesh.castShadow = true;
floorGroup3D.add(mesh);
};
const outer = [joists[0], joists[joists.length - 1]];
lay.pieces.forEach(p => {
// Plaat zichtbaar: alleen de buitenste balken en het raveelwerk (zoals zonder sparing).
if (opts.outerJoistsOnly && !outer.includes(p.x) && !p.frame && p.segs.length === 1 && p.segs[0][1] - p.segs[0][0] > depth - 3 * joistW) return;
p.segs.forEach(([a, b]) => box(p.x - joistW / 2, p.x + joistW / 2, a, b));
});
lay.trimmers.forEach(t => box(t.x0, t.x1, t.y0, t.y1));
} else joists.forEach((xMM, i) => {
if (opts.outerJoistsOnly && i > 0 && i < joists.length - 1) return;
const geo = new THREE.BoxGeometry(joistWM, joistHM, joistLenM);
const mesh = new THREE.Mesh(geo, woodMaterial);
@@ -248,7 +365,14 @@ window.FloorModel = (() => {
mesh.castShadow = true;
floorGroup3D.add(mesh);
});
[['front', -1], ['back', 1]].filter(([k]) => rims[k]).forEach(([, sign]) => {
if ((calcData.cuts || []).length) {
joistLayout(calcData).rimRuns.forEach(r => r.segs.forEach(([a, b]) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry((b - a) * toM, joistHM, joistWM), woodMaterial);
mesh.position.set((a + b) / 2 * toM, joistHM / 2, ((r.y0 + r.y1) / 2 - depth / 2) * toM);
mesh.castShadow = true;
floorGroup3D.add(mesh);
}));
} else [['front', -1], ['back', 1]].filter(([k]) => rims[k]).forEach(([, sign]) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(widthM, joistHM, joistWM), woodMaterial);
mesh.position.set(0, joistHM / 2, sign * (depthM - joistWM) / 2);
mesh.castShadow = true;
@@ -257,24 +381,7 @@ window.FloorModel = (() => {
// Isolatie wordt niet getekend; de leegte-inhoud zit in computeSpecs.
const osbShape = new THREE.Shape();
osbShape.moveTo(-widthM / 2, -depthM / 2);
osbShape.lineTo(widthM / 2, -depthM / 2);
osbShape.lineTo(widthM / 2, depthM / 2);
osbShape.lineTo(-widthM / 2, depthM / 2);
osbShape.closePath();
resolvedOpenings.filter(o => !o.removed).forEach(o => {
const cx = o.x * toM;
const cz = o.y * toM - depthM / 2;
const rM = o.r * toM;
if (rM <= 0) return;
const hole = new THREE.Path();
hole.absarc(cx, cz, rM, 0, Math.PI * 2, false);
osbShape.holes.push(hole);
});
const osbGeo = new THREE.ExtrudeGeometry(osbShape, { steps: 1, depth: underlayM, bevelEnabled: false });
const osbGeo = new THREE.ExtrudeGeometry(surfaceShapes(calcData, resolvedOpenings, toM), { steps: 1, depth: underlayM, bevelEnabled: false });
const osbMesh = new THREE.Mesh(osbGeo, osbMaterial);
osbMesh.rotation.x = Math.PI / 2;
osbMesh.position.set(0, joistHM + underlayM, 0);
@@ -304,18 +411,7 @@ window.FloorModel = (() => {
const fin = opts.finish && finishMaterial(opts.finish.key);
if (fin) {
const shape = new THREE.Shape();
shape.moveTo(-widthM / 2, -depthM / 2);
shape.lineTo(widthM / 2, -depthM / 2);
shape.lineTo(widthM / 2, depthM / 2);
shape.lineTo(-widthM / 2, depthM / 2);
shape.closePath();
resolvedOpenings.filter(o => !o.removed && o.r > 0).forEach(o => {
const hole = new THREE.Path();
hole.absarc(o.x * toM, o.y * toM - depthM / 2, o.r * toM, 0, Math.PI * 2, false);
shape.holes.push(hole);
});
const geo = new THREE.ShapeGeometry(shape);
const geo = new THREE.ShapeGeometry(surfaceShapes(calcData, resolvedOpenings, toM));
const ox = opts.finish.originX || 0, oz = opts.finish.originZ || 0;
const pos = geo.attributes.position, uv = geo.attributes.uv;
// Na het kantelen (-90° om X) wordt vorm-y wereld -z.
@@ -353,6 +449,6 @@ window.FloorModel = (() => {
return {
FINISHES, finishMaterial, finishThumbUrl, tileTexture, validateState, computeFrame, topHeight, resolveOpenings: resolveFloorOpenings, computeChassisWheels,
computeSpecs, computeFromState, createMaterials, build3D
computeSpecs, computeFromState, createMaterials, build3D, surfaceShapes, joistLayout
};
})();