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e6f80f3 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 | """IL3D, 3D-FRONT subset (20,274 designer rooms): the canonical copy of 3D-FRONT rooms.
Verified conventions (scratch checks against IL3D's own USDZ meshes and the 3D-FRONT export):
- position = the 3D-FUTURE asset origin (IL3D copies the raw 3D-FRONT `pos`); every sampled mesh has its origin
at the bottom center (y_min = 0, x/z centered), so it is the IR bottom center. XY are room-local (IL3D moved each
room so its own floor mesh AABB starts at 0).
- size: the layout `bbox` is NOT usable as-is: for int-scale placements it is [x, z, y] of the mesh, otherwise
[x, y, z] unscaled, and the IL3D export reads it as [w, h, l] for all. assets.json meta_data width/length/height
equal the mesh extents along x / y(up) / z for all sampled assets, and the official USD script applies `scale` in
the asset frame, so the placed local extents are meta x |scale|.
- rotation: the export's furniture_rotation.z = yaw of mesh +X (from the full rotateXYZ matrix; tilted -> x/y null).
3D-FUTURE meshes face +Z (y-up) = IR local -Y, hence front_offset_deg = -90. Only x-mirrors (scale x < 0) occur,
which do not flip the front.
- tilted placements (76, x/y null; 2 of them also z null): the export keeps the full world-from-local Z-up matrix
(source_fields.rotation_matrix_zup; = the raw 3D-FRONT quaternion within 0.014 for all 76, IL3D rounds to whole
degrees), local X / Y / Z = mesh x / -z / y(up) = placed_size's width / length / height, origin = bottom centre.
`untilt` turns them into upright boxes by the internscenes.canon rules (see there): 44 (tilt p10/p50/p90 7/11/31
deg) become the yaw-aligned bounding box of their 8 corners (flagged tilted, tilt_deg), 32 (22 lying on a side, 10
tilted <= 3 deg) the exact box with permuted sizes; the 2 z-null ones (a 1 mm beam) no longer make 2 rooms incomplete.
- rooms: IL3D groups a house's objects by room TYPE, so 1,300 IL3D "rooms" merge objects of 2-10 source rooms
(e.g. three bedrooms in one), and its single floor rectangle may belong to yet another room. Every IL3D object is
matched to its 3D-FRONT export placement (same asset id and position under one per-room frame shift), which gives
its true source room; each IL3D room is split into one IR room per source room.
- boundary / height: the exact floor polygon of the source room: the union of its Floor-mesh triangles from the raw
house JSON (data/3D-FRONT/<house>.json, same [x, y, z] -> [x, -z] frame as the export), moved into IL3D's frame by
the shift, boundary_type "polygon". The export's room_boundary is only the convex hull of those vertices (its README:
"not the exact floor plan"). Its area is within 5% of the source room size for 13,496 of the 13,859 rooms that state
one (the hull: 8,085). Gaps and spikes narrower than SPIKE_M (seams between meshes, zero-width slivers of
degenerate triangles, up to 12 cm long) are closed / cut off, pieces and holes < ARTEFACT_M2 dropped; a floor that
is still several pieces (21 rooms), has a real hole (20, stair voids), or whose ring is invalid as is or on the
model's cm grid (`cm_valid`, 4) keeps the export hull, boundary_type "hull" (meta.boundary_from says which).
Height: the export's floor-to-ceiling height (IL3D's supplemented height when the export has none and the room is
IL3D's own floor room).
- anchors: assets.json placement flags are per ASSET, so they are used only when a single flag agrees with z.
- doors / windows: the 3D-FRONT export lists them per source room (room["doors"] / ["windows"]: position = opening
centre, width, height, sill_height (windows), profile = the door's floor footprint [[x, y] x4] incl. the frame
depth, or the window's vertical quad [[x, y, z] x4]); emitted as "structure" boxes in IL3D's frame (export minus
the frame shift): local X along the wall = width (the profile side closest to it gives the wall direction), depth =
door footprint area / width, 0.10 m for windows, bottom = sill_height or centre - height / 2. The export lists a
door on only one of the two rooms it joins (1 of 5,999 door positions in the first 1,500 houses is on two lists),
so a door listed on another room of the house is added when it opens into this one (`on_edge`, tagged listed_on):
10,768 doors, rooms with a door 7,470 -> 13,465 of 21,832; doors > 0.3 m inside the boundary 5,165 -> 19.
The export splits one door / bay window into several mesh pieces (its README: "the entry count is not the number
of real doors/windows"): pieces lower than MIN_H (sill slabs) are dropped, and a piece whose footprint is >= half
covered by a bigger piece of the same kind is merged into it (dropped), so each opening is shown once.
"""
import collections
import json
import math
import os
import numpy as np
from shapely.geometry import LinearRing, Polygon
from shapely.ops import unary_union
from fastfill.adapters.internscenes import tilted_bbox, upright
from fastfill.adapters.unified import _num, convert_room, iter_records
from fastfill.scene import clean_boundary, footprint
OPENING_T = 0.10
MIN_H = 0.15 # = build.FLAT_Z: a lower piece is a sill slab, not an opening
ARTEFACT_M2 = 0.01 # floor pieces / holes smaller than this are triangulation slivers (seen: <= 0.0005 m2)
SPIKE_M = 0.02 # narrower gaps / spikes (mesh seams, degenerate triangles) do not survive the model's cm grid
DOOR_TOL = 0.05 # a door footprint ends within 5 cm of the floor edges it opens onto
LEVEL_TOL = 0.3 # own doors start at the room's floor (98% exactly, else <= 0.2 m steps); storeys are >2 m apart
SOURCE = "IL3D_3dfront"
IL3D = "imChuling__3D_Room_Collections/IL3D_exported"
F3D = "BillLin66__3D_Room_Collections/3DFront_exported/3dfront.jsonl"
HOUSES = "BillLin66__3D_Room_Collections/3DFront_exported/data/3D-FRONT"
def load_assets(root):
with open(os.path.join(root, IL3D, "IL3D/assets.json")) as f:
return {a["model_id"]: a for a in json.load(f)}
def placed_size(f, asset):
"""Placed extents along mesh x, z, y = IR local X, Y, Z (before the front offset); None if unknown."""
m = (asset or {}).get("meta_data") or {}
s = f["source_fields"]["layout_object"].get("scale")
if not (s and len(s) == 3 and all(isinstance(m.get(k), (int, float)) for k in ("width", "length", "height"))):
return None
return {"width": m["width"] * abs(s[0]), "length": m["height"] * abs(s[2]), "height": m["length"] * abs(s[1])}
def flag_anchor(f):
fl = {k for k, v in (f.get("placement_flags") or {}).items() if v}
z = (f.get("furniture_position") or {}).get("z")
if z is None or len(fl) != 1:
return None
if fl == {"on_floor"} and z < 0.05:
return "floor"
if fl == {"on_ceiling"} and z > 1.0:
return "ceiling"
if fl == {"on_wall"} and z >= 0.05:
return "wall"
return None
def il3d_extra(f):
if f.get("structure"):
return {"structure": True, **({"listed_on": f["listed_on"]} if f.get("listed_on") else {})}
return {"anchor": flag_anchor(f), "desc": f.get("description"),
**({"tilt_deg": f["tilt_deg"]} if "tilt_deg" in f else {})}
def untilt(f):
"""Tilted placement (rotation x/y null) -> the same dict as an upright box (module doc for the matrix): a local axis
within internscenes.TILT_TOL_DEG of vertical -> the exact box with permuted sizes, rotation {0, 0, yaw}; otherwise
the yaw-aligned bounding box of its 8 corners, rotation {None, None, yaw} (convert_room flags it tilted) and
tilt_deg. The box centre is kept; position = the new box's bottom centre."""
r, p, s = f.get("furniture_rotation") or {}, f.get("furniture_position"), f.get("furniture_size")
R = f["source_fields"].get("rotation_matrix_zup")
if (r.get("x") == 0 and r.get("y") == 0) or not (p and all(_num(p.get(k)) for k in "xyz") and s and R):
return f
R, S = np.asarray(R, dtype=float), [s["width"], s["length"], s["height"]]
c = np.array([p["x"], p["y"], p["z"]]) + R[:, 2] * S[2] / 2
up = upright(R, S)
if up:
(w, l, h), yaw, _ = up
rot, extra = {"x": 0.0, "y": 0.0, "z": yaw}, {}
else:
(w, l, h), yaw, _, tilt = tilted_bbox(R, S)
rot, extra = {"x": None, "y": None, "z": yaw}, {"tilt_deg": tilt}
return {**f, "furniture_position": {"x": float(c[0]), "y": float(c[1]), "z": float(c[2]) - h / 2},
"furniture_rotation": rot, "furniture_size": {"width": w, "length": l, "height": h}, **extra}
def export_rooms(root):
"""house uid -> [(source room id, hull in house frame, height, [(jid, x, y), ...], (doors, windows))]."""
out = collections.defaultdict(list)
for line in open(os.path.join(root, F3D)):
d = json.loads(line)
r = d["room"]
pts = [(f["source_fields"]["jid"], f["furniture_position"]["x"], f["furniture_position"]["y"])
for f in r["furniture"] if f["source_fields"].get("jid") and f["furniture_position"]]
out[d["house_uid"]].append((d["provenance"]["source_room_id"], r["room_boundary"], r["room_height"], pts,
(r.get("doors") or [], r.get("windows") or [])))
return out
def floor_polygon(tris):
"""Floor triangles [(x, y) x3] -> the exact floor ring [[x, y], ...], or None unless it is one hole-free polygon."""
u = unary_union([t for t in map(Polygon, tris) if t.area > 0])
e = SPIKE_M / 2 # mitre closing then opening: exact except for features narrower than SPIKE_M
u = u.buffer(e, join_style="mitre").buffer(-2 * e, join_style="mitre").buffer(e, join_style="mitre")
parts = [g for g in getattr(u, "geoms", [u]) if g.area >= ARTEFACT_M2]
if len(parts) != 1 or any(Polygon(r).area >= ARTEFACT_M2 for r in parts[0].interiors):
return None
ring = [[round(x, 6), round(y, 6)] for x, y in Polygon(parts[0].exterior).simplify(1e-4).exterior.coords[:-1]]
return ring if len(ring) >= 3 and Polygon(ring).is_valid else None
def cm_valid(b):
"""The boundary as the model sees it (convert_room's min-corner frame, then scene.clean_boundary) is valid."""
x0, y0 = min(p[0] for p in b), min(p[1] for p in b)
return clean_boundary([[x - x0, y - y0] for x, y in b]) is not None
def floor_polygons(path):
"""Raw 3D-FRONT house JSON -> {source room id (instanceid): (floor_polygon of its Floor meshes, floor z)}, house
frame; (None, None) without Floor meshes."""
with open(path) as f:
h = json.load(f)
mesh = {m.get("uid"): m for m in h.get("mesh") or []}
out = {}
for r in (h.get("scene") or {}).get("room") or []:
tris, zs = [], []
for c in r.get("children") or []:
m = mesh.get(c.get("ref"))
if m and m.get("type") == "Floor": # mesh children carry identity transforms (as the export assumes)
v, fc = m["xyz"], m["faces"]
p = [(v[i], -v[i + 2]) for i in range(0, len(v) - 2, 3)]
tris += [(p[fc[i]], p[fc[i + 1]], p[fc[i + 2]]) for i in range(0, len(fc) - 2, 3)]
zs += v[1::3]
out[r.get("instanceid")] = (floor_polygon(tris) if tris else None, min(zs) if zs else None)
return out
def on_edge(door, ring, floor_z):
"""True if the door starts at this room's floor level (not another storey of the house) and its footprint runs
along the room's floor edge for >= half its width, i.e. it opens into the room. On 1,571 sampled rooms 877 of 881
own doors pass; other rooms' doors cover either >= 0.9 of their width (the far side of the same wall) or <= 0.2
(a corner touch)."""
pr, p, h = [q[:2] for q in door.get("profile") or []], door.get("position") or {}, door.get("height")
if len(pr) < 3 or not (_num(door.get("width")) and _num(p.get("z")) and _num(h) and _num(floor_z)):
return False
if abs(p["z"] - h / 2 - floor_z) > LEVEL_TOL:
return False
fp = Polygon(pr).buffer(DOOR_TOL, join_style="mitre")
return LinearRing(ring).intersection(fp).length >= 0.5 * door["width"]
def openings(doors_windows, shift, prefix):
"""Export doors / windows of one source room -> (structure furniture dicts in IL3D's frame, n_skipped).
rotation z = wall direction + 90 so that convert_room(front_offset_deg=-90) gives yaw = wall direction and
size [width, depth, height]."""
out, skipped = [], 0
for kind, items in zip(("door", "window"), doors_windows):
boxes = []
for k, o in enumerate(items):
p, w, h, pr = o.get("position"), o.get("width"), o.get("height"), o.get("profile") or []
xy = [q[:2] for q in pr]
segs = [(a, b) for a, b in zip(xy, xy[1:] + xy[:1]) if math.dist(a, b) > 1e-3]
if not (p and all(_num(p.get(c)) for c in "xyz") and _num(w) and _num(h) and w > 0 and h > 0 and segs):
skipped += 1
continue
a, b = min(segs, key=lambda s: abs(math.dist(*s) - w)) # the side along the wall
depth = Polygon(xy).area / w if len(pr[0]) == 2 and len(xy) >= 3 else 0.0
z = o["sill_height"] if _num(o.get("sill_height")) else p["z"] - h / 2
if h < MIN_H:
skipped += 1
continue
ang = math.atan2(b[1] - a[1], b[0] - a[0])
d = depth if depth > 0.01 else OPENING_T
fp = Polygon(footprint({"pos": [p["x"], p["y"]], "size": [w, d], "yaw": ang}))
boxes.append((fp.area * h, fp, {
"furniture_category": kind, "furniture_instance_id": f"{prefix}::{kind}_{k}", "structure": True,
**({"listed_on": o["listed_on"]} if o.get("listed_on") else {}),
"furniture_position": {"x": p["x"] - shift[0], "y": p["y"] - shift[1], "z": z},
"furniture_rotation": {"x": 0.0, "y": 0.0, "z": math.degrees(ang) + 90},
"furniture_size": {"width": d, "length": w, "height": h}}))
kept = [] # biggest piece first; a piece half inside the kept ones is the same opening
for _, fp, f in sorted(boxes, key=lambda t: -t[0]):
if kept and unary_union([g for g, _ in kept]).intersection(fp).area >= 0.5 * fp.area:
skipped += 1
continue
kept.append((fp, f))
out += [f for _, f in kept]
return out, skipped
def frame_shift(furniture, pts, tol=0.02):
"""Shift s with export_pos = il3d_pos + s supported by the most shared placements; (s, votes) or (None, 0)."""
pairs = [((f["furniture_position"]["x"], f["furniture_position"]["y"]), pts[f["furniture_asset_id"]])
for f in furniture if f.get("furniture_position") and f.get("furniture_asset_id") in pts]
best, votes = None, 0
for p, cands in pairs:
for q in cands:
s = (q[0] - p[0], q[1] - p[1])
n = sum(any(abs(c[0] - a[0] - s[0]) < tol and abs(c[1] - a[1] - s[1]) < tol for c in cs) for a, cs in pairs)
if n > votes:
best, votes = s, n
return best, votes
def split_by_source_room(furniture, rooms, own=None, tol=0.02):
"""-> (shift, {export room index: [furniture]}, [unassigned furniture])."""
pts = collections.defaultdict(list)
for k, r in enumerate(rooms):
for jid, x, y in r[3]:
pts[jid].append((x, y, k))
shift, _ = frame_shift(furniture, {j: [(x, y) for x, y, _ in v] for j, v in pts.items()}, tol)
hits = []
for f in furniture:
p = f.get("furniture_position")
hits.append({k for x, y, k in pts.get(f.get("furniture_asset_id"), ())
if shift and p and abs(x - p["x"] - shift[0]) < tol and abs(y - p["y"] - shift[1]) < tol})
# a placement listed in several source rooms goes to the room most of this room's objects come from,
# ties to IL3D's own room
votes = collections.Counter(k for h in hits for k in h)
for k, r in enumerate(rooms):
votes[k] += 0.5 * (r[0] == own)
parts, rest = collections.defaultdict(list), []
for f, h in zip(furniture, hits):
(parts[max(sorted(h), key=votes.__getitem__)] if h else rest).append(f)
return shift, parts, rest
def load(root):
assets = load_assets(root)
exp = export_rooms(root)
floors = {}
for scene in iter_records(os.path.join(root, IL3D, "3dfront.json")):
for room in scene["rooms"]:
sf = room["source_fields"]
house = sf["original_house_file"][:-len(".json")]
if house not in floors:
path = os.path.join(root, HOUSES, house + ".json")
floors[house] = floor_polygons(path) if os.path.exists(path) else {}
furniture = []
for f in room["furniture"]:
f = dict(f)
a = assets.get(f.get("furniture_asset_id"))
# 3D-FUTURE category; for the ~12k assets without one (IL3D label "Others": potted plants, fridges,
# pianos ...) the asset's own assets.json meta_data category
f["furniture_category"] = (f.get("asset_category") or ((a or {}).get("meta_data") or {}).get("category")
or f.get("furniture_category"))
f["furniture_size"] = placed_size(f, a)
furniture.append(f)
rooms = exp.get(house, [])
shift, parts, rest = split_by_source_room(furniture, rooms, sf.get("original_roomId"))
if len(parts) == 1: # unassigned objects (NaN position) can only belong to the one source room
parts = {k: v + rest for k, v in parts.items()}
for k, fl in (parts or {None: furniture}).items():
srid, hull, height = rooms[k][:3] if k is not None else (None, None, None)
if height is None and srid == sf.get("original_roomId"):
height = room.get("room_height")
poly, floor_z = floors[house].get(srid, (None, None))
if poly and not cm_valid([[x - shift[0], y - shift[1]] for x, y in poly]):
poly = None
ring = poly or hull
boundary = [[x - shift[0], y - shift[1]] for x, y in ring] if ring else None
uid = f"il3d:{scene['scene_id']}" + (f"::{srid}" if len(parts) > 1 else "")
ops, n_skip = [], 0
if k is not None and len(rooms[k]) > 4:
doors, windows = rooms[k][4]
doors = doors + [{**o, "listed_on": r[0]} for j, r in enumerate(rooms) if j != k and ring
for o in r[4][0] if on_edge(o, ring, floor_z)]
ops, n_skip = openings((doors, windows), shift, uid)
ir = convert_room({**room, "furniture": [untilt(f) for f in fl] + ops, "room_boundary": boundary,
"room_height": height},
source=SOURCE, uid=uid, group=f"3dfront:{house.lower()}", subset="3D-FRONT",
boundary_type="polygon" if poly else "hull", front_offset_deg=-90, extra=il3d_extra,
meta={"house": house, "source_room_id": srid, "il3d_room_id": sf.get("original_roomId"),
"il3d_scene_id": scene["scene_id"], "split_from_il3d_room": len(parts) > 1,
"boundary_from": "3dfront_floor_mesh_polygon" if poly else "3dfront_export_floor_hull",
"front_known": True, "n_openings": len(ops), "n_openings_skipped": n_skip,
"n_doors_listed_on_neighbour": sum("listed_on" in o for o in ops),
"size_from": "assets.json mesh extents x layout scale"})
if len(parts) > 1 and rest: # objects whose source room is unknown: the split rooms are incomplete
ir["meta"]["n_incomplete"] += len(rest)
yield ir
if __name__ == "__main__":
f = {"furniture_position": {"x": 1.0, "y": 2.0, "z": 0.0}, "furniture_asset_id": "a",
"placement_flags": {"on_floor": True}, "source_fields": {"layout_object": {"scale": [-2, 1, 1]}}}
assert placed_size(f, {"meta_data": {"width": 1, "length": 0.5, "height": 3}}) == {"width": 2, "length": 3, "height": 0.5}
assert flag_anchor(f) == "floor"
g = {**f, "furniture_position": {"x": 3.0, "y": 2.0, "z": 0.0}, "furniture_asset_id": "b"}
h = {**f, "furniture_position": None}
assert frame_shift([f, g], {"a": [(6.0, 7.0), (0.0, 0.0)], "b": [(8.0, 7.0)]}) == ((5.0, 5.0), 2)
shift, parts, rest = split_by_source_room([f, g, h], [("r0", None, None, [("a", 6.0, 7.0)]),
("r1", None, None, [("b", 8.0, 7.0), ("a", 0.0, 0.0)])])
assert shift == (5.0, 5.0) and parts == {0: [f], 1: [g]} and rest == [h]
# a door on a wall running +Y (footprint 0.9 along the wall, 0.24 deep) and a window on a wall running +X
door = {"position": {"x": 6.0, "y": 7.45, "z": 1.05}, "width": 0.9, "height": 2.1, "sill_height": None,
"profile": [[5.88, 7.0], [5.88, 7.9], [6.12, 7.9], [6.12, 7.0]]}
win = {"position": {"x": 8.0, "y": 5.0, "z": 1.65}, "width": 1.2, "height": 1.5, "sill_height": 0.9,
"profile": [[7.4, 5.0, 0.9], [7.4, 5.0, 2.4], [8.6, 5.0, 2.4], [8.6, 5.0, 0.9]]}
pane = {**win, "profile": [[7.5, 5.0, 0.9], [7.5, 5.0, 2.4], [8.5, 5.0, 2.4], [8.5, 5.0, 0.9]], "width": 1.0}
sill = {**win, "height": 0.05}
ops, skip = openings(([door], [pane, win, sill, {"position": None}]), (5.0, 5.0), "t")
assert skip == 3 and [o["furniture_category"] for o in ops] == ["door", "window"], ops # pane merged, sill dropped
assert ops[1]["furniture_size"]["length"] == 1.2
ir = convert_room({"furniture": ops, "room_boundary": [[0, 0], [4, 0], [4, 3], [0, 3]]}, source="t", uid="t", group="g",
boundary_type="hull", front_offset_deg=-90, extra=il3d_extra)
d, w = ir["objects"]
assert d["structure"] and abs(d["size"][0] - 0.9) < 1e-9 and abs(d["size"][1] - 0.24) < 1e-6 and d["size"][2] == 2.1, d
assert abs(d["pos"][0] - 1) < 1e-9 and abs(d["pos"][1] - 2.45) < 1e-9 and abs(d["pos"][2]) < 1e-9, d
assert abs(d["yaw"] - math.pi / 2) < 1e-9 and w["size"] == [1.2, OPENING_T, 1.5] and w["pos"][2] == 0.9 and abs(w["yaw"]) < 1e-9, w
# the same door on the neighbour's list is merged into the own one; a neighbour-only door keeps its provenance
nb = {**door, "position": {**door["position"], "y": 8.45}, "profile": [[5.88, 8.0], [5.88, 8.9], [6.12, 8.9], [6.12, 8.0]]}
ops, skip = openings(([door, {**door, "listed_on": "r1"}, {**nb, "listed_on": "r1"}], []), (5.0, 5.0), "t")
assert skip == 1 and [o.get("listed_on") for o in ops] == [None, "r1"], ops
ir = convert_room({"furniture": ops, "room_boundary": [[0, 0], [4, 0], [4, 3], [0, 3]]}, source="t", uid="t", group="g",
boundary_type="polygon", front_offset_deg=-90, extra=il3d_extra)
assert "listed_on" not in ir["objects"][0] and ir["objects"][1]["listed_on"] == "r1"
# exact floor: an L from two meshes with a 0.05 mm seam and a sliver -> one 6-vertex ring; a real hole or two
# separate floors -> None (the hull is kept)
rect = lambda x0, y0, x1, y1: [((x0, y0), (x1, y0), (x1, y1)), ((x0, y0), (x1, y1), (x0, y1))]
ring = floor_polygon(rect(0, 0, 4, 2) + rect(0, 2.00005, 2, 4) + [((5, 5), (5.01, 5), (5, 5.01))])
assert len(ring) == 6 and abs(Polygon(ring).area - 12) < 1e-3 and Polygon(ring).is_valid, ring
# a 5 mm slit between two meshes and a 12 cm zero-width spike (both collapse on the cm grid) -> the 4 x 3 room
ring = floor_polygon(rect(0, 0, 2, 3) + rect(2.005, 0, 4, 3) + [((4, 1), (4.12, 1.0005), (4, 1.001))])
assert len(ring) == 4 and abs(Polygon(ring).area - 12) < 1e-6, ring
assert floor_polygon(rect(0, 0, 3, 1) + rect(0, 2, 3, 3) + rect(0, 1, 1, 2) + rect(2, 1, 3, 2)) is None
assert floor_polygon(rect(0, 0, 1, 1) + rect(2, 0, 3, 1)) is None
# room il3d:b68c68fc: a vertex lands on another edge once rounded to cm in the room frame
assert cm_valid(ring) and not cm_valid([[5.076, 3.18], [5.076, 0], [6, 0], [6, 4], [5.12, 4], [5.12, 3.14], [5, 3.26], [5, 3.18]])
# a door on the far side of this room's wall opens into it; a door that only touches its corner does not
room, dz = [[0, 0], [4, 0], [4, 3], [0, 3]], {"position": {"x": 0, "y": 0, "z": 1.05}, "height": 2.1}
assert on_edge({**dz, "width": 0.9, "profile": [[1, 3], [1.9, 3], [1.9, 3.24], [1, 3.24]]}, room, 0.0)
assert not on_edge({**dz, "width": 0.9, "profile": [[1, 3], [1.9, 3], [1.9, 3.24], [1, 3.24]]}, room, -2.9) # upstairs
assert not on_edge({**dz, "width": 0.9, "profile": [[4, 3], [4.24, 3], [4.24, 3.9], [4, 3.9]]}, room, 0.0)
# tilted placement (Z-up matrix, 30 deg about local X) -> yaw-aligned bounding box, flagged tilted; lying flat
# (90 deg about X: local Y vertical) -> the exact box with permuted sizes, not tilted; yaw-only -> unchanged
rx = lambda a: [[1, 0, 0], [0, math.cos(a), -math.sin(a)], [0, math.sin(a), math.cos(a)]]
t = {"furniture_category": "vase", "furniture_position": {"x": 1.0, "y": 1.0, "z": 0.5},
"furniture_rotation": {"x": None, "y": None, "z": 0.0}, "furniture_size": {"width": 1.0, "length": 0.2, "height": 0.1},
"source_fields": {"rotation_matrix_zup": rx(math.pi / 6)}}
c30, s30 = math.cos(math.pi / 6), math.sin(math.pi / 6)
lying = untilt({**t, "source_fields": {"rotation_matrix_zup": rx(math.pi / 2)}})
assert untilt({**t, "furniture_rotation": {"x": 0.0, "y": 0.0, "z": 0.0}})["furniture_position"]["z"] == 0.5
ir = convert_room({"furniture": [untilt(t), lying], "room_boundary": [[0, 0], [3, 0], [3, 3], [0, 3]]}, source="t",
uid="t", group="g", front_offset_deg=-90, extra=il3d_extra)
o, q = ir["objects"]
close = lambda a, b: all(abs(x - y) < 1e-9 for x, y in zip(a, b))
assert o["tilted"] and abs(o["tilt_deg"] - 30) < 1e-9 and close(o["size"], [0.2 * c30 + 0.1 * s30, 1.0, 0.2 * s30 + 0.1 * c30]), o
assert close(o["pos"], [1, 1 - 0.05 * s30, 0.5 - 0.1 * s30]) and abs(o["yaw"] - 1.5 * math.pi) < 1e-9, o # centre kept
assert not q["tilted"] and "tilt_deg" not in q and close(q["size"], [0.1, 1.0, 0.2]) and close(q["pos"], [1, 0.95, 0.4]), q
print("il3d_3dfront self-check ok")
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