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@adatechnology/game-floorplan-structure

v1.2.2

Published

Structure pack for @adatechnology/game-floorplan: construction systems (masonry, wood frame, log, improvised, canvas), the load path of every plan (roof, trusses, beams, pillars, bearing walls, foundation, porches), the destructible spec of the structure,

Readme

@adatechnology/game-floorplan-structure

Structure pack for @adatechnology/game-floorplan: construction systems, the load path of every plan and its DestructibleSpec.

import { engine } from '@adatechnology/game-floorplan'
import { register } from '@adatechnology/game-floorplan-structure'

register(engine)
const plan = engine.generate('townhouse', { seed: 7 })
plan.structure.parts // the parts that carry load, each with role, material, box, mass
plan.structure.supports // what each part rests on, down to 'ground'

A free-standing wall: buildStructure(plan, { roof: false }) leaves the roof out, so a plan with one exterior wall stands as a house wall does (on the strip footing, with the bond beam on it). wallPiece of game-floorplan-three builds and draws such a wall; every wall of a scene or a game is made that way.

Tall buildings: buildTower() builds a frame with continuous columns, a concrete core with stairs and elevator shafts, a glass curtain wall, a flat roof with its membrane and the mechanical floor (addCore, addCurtainWall, addFlatRoof, addMechanicalFloor add each one to any frame spec). Wind: buildTower({ wind: { speed, terrain }, damper: true }) sizes the tower for the wind and adds a tuned mass damper (addTunedMassDamper, DAMPER_DEFAULTS) on the mechanical floor; both are off by default. The world needs createDestruction({ wind: {} }).

Skyscrapers: buildSkyscraper({ storeys, height, bay, facade, ... }, preset) turns a handful of numbers (SKYSCRAPER_DEFAULTS: 40 storeys, 3.6 m, 12 m bays, curtain wall, a plant floor every 20, a damper above 150 m, city wind, piles to the sand under soft clay) into the tower: columns and beams sized by the load, the core sized by the height (walls never thicker than a third of the storey, bars closer on the tall ones), a relay plant floor every N storeys (mechanicalEvery), a curtain wall or a punched masonry facade (facade: 'punched', addPunchedFacade), and piles for the load and the soil (pilesFor, PILE_DEFAULTS). skyscraperLayout gives just the numbers, and towerPlate / towerFloors / exteriorWindows the room-level plan of the same layout, which game-floorplan-commercial (office_tower) and game-floorplan-residential (residential_tower) fill with rooms. Every number is an option of the layout or a field of the preset.

See .claude/skills/game-floorplan-structure/SKILL.md for the API and MIGRATION.md for the names the Visor de casas 3D used.