first version

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2026-08-04 01:21:15 +02:00
commit 94f72d351e
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<script setup>
import { computed, reactive } from 'vue'
import BlockCanvas from './components/BlockCanvas.vue'
import { generateShape, summarize } from './composables/useShapeGenerator.js'
const form = reactive({
width: 12,
height: 6,
mode: 'arch',
hollow: false,
thickness: 2,
cellSize: 20,
})
const MIN_SIZE = 2
const MAX_SIZE = 120
function clamp(v, lo, hi) {
if (Number.isNaN(v)) return lo
return Math.min(hi, Math.max(lo, v))
}
const shape = computed(() => {
const width = clamp(Math.round(form.width), MIN_SIZE, MAX_SIZE)
const height = clamp(Math.round(form.height), 1, MAX_SIZE)
return generateShape({
width,
height,
mode: form.mode,
hollow: form.hollow,
thickness: clamp(Math.round(form.thickness), 1, height),
})
})
const stats = computed(() => summarize(shape.value))
</script>
<template>
<div class="page">
<header>
<h1>Minecraft Arch / Ellipse Generator</h1>
<p class="subtitle">
Enter a width and height (in blocks). The curve is smoothed with slabs
(half-block steps) and stairs (beveled corners) instead of a fully
jagged block outline.
</p>
</header>
<div class="layout">
<aside class="controls">
<label>
Width (blocks)
<input type="number" v-model.number="form.width" :min="MIN_SIZE" :max="MAX_SIZE" />
</label>
<label>
Height (blocks)
<input type="number" v-model.number="form.height" :min="1" :max="MAX_SIZE" />
</label>
<label>
Shape
<select v-model="form.mode">
<option value="arch">Arch (half ellipse, flat base)</option>
<option value="oval">Full oval (window / portal)</option>
</select>
</label>
<label class="checkbox">
<input type="checkbox" v-model="form.hollow" />
Hollow (outline shell)
</label>
<label v-if="form.hollow">
Wall thickness (blocks)
<input type="number" v-model.number="form.thickness" min="1" :max="form.height" />
</label>
<label>
Zoom
<input type="range" v-model.number="form.cellSize" min="6" max="40" />
</label>
<div class="legend">
<div class="legend-row"><span class="swatch full" /> Full block</div>
<div class="legend-row"><span class="swatch slab" /> Slab</div>
<div class="legend-row"><span class="swatch stair" /> Stair</div>
</div>
<div class="stats">
<h2>Shopping list</h2>
<ul>
<li>Full blocks: <strong>{{ stats.full }}</strong></li>
<li>Slabs: <strong>{{ stats.slab }}</strong></li>
<li>
Stairs (facing left): <strong>{{ stats.stairOpenRight }}</strong>
</li>
<li>
Stairs (facing right): <strong>{{ stats.stairOpenLeft }}</strong>
</li>
<li class="total">Total blocks: <strong>{{ stats.total }}</strong></li>
</ul>
<p class="hint">
"Facing left/right" tells which side of the stair's step is open
(the beveled, outward corner) mirror the two on opposite halves
of the curve.
</p>
</div>
</aside>
<main class="canvas-wrap">
<BlockCanvas :shape="shape" :cell-size="form.cellSize" />
</main>
</div>
</div>
</template>
<style scoped>
.page {
max-width: 1200px;
margin: 0 auto;
padding: 24px;
}
header h1 {
margin: 0 0 4px;
font-size: 1.5rem;
}
.subtitle {
color: #9ca3af;
margin: 0 0 20px;
max-width: 70ch;
}
.layout {
display: grid;
grid-template-columns: 260px 1fr;
gap: 24px;
align-items: start;
}
.controls {
display: flex;
flex-direction: column;
gap: 14px;
background: #1b1e24;
padding: 16px;
border-radius: 8px;
position: sticky;
top: 16px;
}
.controls label {
display: flex;
flex-direction: column;
gap: 4px;
font-size: 0.85rem;
color: #cbd5e1;
}
.controls label.checkbox {
flex-direction: row;
align-items: center;
gap: 8px;
}
input,
select {
background: #0f1115;
border: 1px solid #333844;
color: #e5e7eb;
border-radius: 4px;
padding: 6px 8px;
font-size: 0.9rem;
}
.legend {
border-top: 1px solid #333844;
padding-top: 12px;
display: flex;
flex-direction: column;
gap: 6px;
font-size: 0.85rem;
}
.legend-row {
display: flex;
align-items: center;
gap: 8px;
}
.swatch {
width: 14px;
height: 14px;
border-radius: 2px;
display: inline-block;
}
.swatch.full {
background: #8a8f98;
}
.swatch.slab {
background: #e8a33d;
}
.swatch.stair {
background: #4fa3d1;
}
.stats {
border-top: 1px solid #333844;
padding-top: 12px;
}
.stats h2 {
font-size: 0.95rem;
margin: 0 0 8px;
}
.stats ul {
list-style: none;
padding: 0;
margin: 0;
display: flex;
flex-direction: column;
gap: 4px;
font-size: 0.85rem;
}
.stats .total {
border-top: 1px solid #333844;
margin-top: 6px;
padding-top: 6px;
}
.hint {
font-size: 0.75rem;
color: #8a8f98;
margin-top: 10px;
}
.canvas-wrap {
overflow: auto;
background: #14161a;
border-radius: 8px;
padding: 12px;
}
</style>
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<script setup>
import { computed } from 'vue'
const props = defineProps({
shape: { type: Object, required: true },
cellSize: { type: Number, default: 20 },
})
const totalRows = computed(() => props.shape.rowsBelow + props.shape.rowsAbove)
const totalCols = computed(() => props.shape.width)
const svgWidth = computed(() => totalCols.value * props.cellSize)
const svgHeight = computed(() => totalRows.value * props.cellSize)
const COLORS = {
full: '#8a8f98',
slab: '#e8a33d',
stair: '#4fa3d1',
}
// Local (0..1) rectangles describing the solid area(s) of a cell, in
// SVG-space where y grows downward. "top"/"bottom" refer to the visual
// top/bottom of the cell.
function localRects(cell) {
if (cell.type === 'full') {
return [{ x: 0, y: 0, w: 1, h: 1 }]
}
if (cell.type === 'slab') {
return [cell.half === 'bottom' ? { x: 0, y: 0.5, w: 1, h: 0.5 } : { x: 0, y: 0, w: 1, h: 0.5 }]
}
// stair: a full half (bottom or top) plus one quadrant of the other half
const solidHalf = cell.half === 'bottom' ? { x: 0, y: 0.5, w: 1, h: 0.5 } : { x: 0, y: 0, w: 1, h: 0.5 }
const otherHalfY = cell.half === 'bottom' ? 0 : 0.5
const solidQuadrantX = cell.openSide === 'left' ? 0.5 : 0
const quadrant = { x: solidQuadrantX, y: otherHalfY, w: 0.5, h: 0.5 }
return [solidHalf, quadrant]
}
const rects = computed(() => {
const out = []
const { columns, rowsBelow, rowsAbove } = props.shape
const rows = rowsBelow + rowsAbove
const size = props.cellSize
for (let i = 0; i < columns.length; i++) {
const col = columns[i]
for (let r = 0; r < rows; r++) {
const cell = col[r]
if (!cell) continue
const cellX = i * size
const cellY = (rows - 1 - r) * size
for (const rect of localRects(cell)) {
out.push({
x: cellX + rect.x * size,
y: cellY + rect.y * size,
w: rect.w * size,
h: rect.h * size,
fill: COLORS[cell.type],
})
}
}
}
return out
})
// Faint grid outline for every cell (including empty ones) so the overall
// bounding box of the shape is visible.
const gridCells = computed(() => {
const out = []
const rows = totalRows.value
const size = props.cellSize
for (let i = 0; i < totalCols.value; i++) {
for (let r = 0; r < rows; r++) {
out.push({ x: i * size, y: (rows - 1 - r) * size, w: size, h: size })
}
}
return out
})
// Spring line (ground level) marker, only meaningful for the arch mode but
// harmless to show always at rowsBelow.
const groundY = computed(() => props.shape.rowsAbove > 0 || props.shape.rowsBelow > 0
? (totalRows.value - props.shape.rowsBelow) * props.cellSize
: 0)
</script>
<template>
<svg
:width="svgWidth"
:height="svgHeight"
:viewBox="`0 0 ${svgWidth} ${svgHeight}`"
class="block-canvas"
>
<rect
v-for="(c, idx) in gridCells"
:key="'g' + idx"
:x="c.x"
:y="c.y"
:width="c.w"
:height="c.h"
class="grid-cell"
/>
<rect
v-for="(r, idx) in rects"
:key="'r' + idx"
:x="r.x"
:y="r.y"
:width="r.w"
:height="r.h"
:fill="r.fill"
class="block-rect"
/>
<line
v-if="shape.rowsBelow > 0"
:x1="0"
:x2="svgWidth"
:y1="groundY"
:y2="groundY"
class="ground-line"
/>
</svg>
</template>
<style scoped>
.block-canvas {
background: #1b1e24;
display: block;
max-width: 100%;
height: auto;
}
.grid-cell {
fill: none;
stroke: #2f333c;
stroke-width: 1;
}
.block-rect {
stroke: rgba(0, 0, 0, 0.35);
stroke-width: 0.5;
}
.ground-line {
stroke: #ef4444;
stroke-width: 1.5;
stroke-dasharray: 4 3;
}
</style>
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// Builds a Minecraft elevation-view (front-facing) ellipse/arch profile,
// smoothed with slabs (half-block resolution) and stairs (beveled corners),
// on top of a base grid of whole blocks.
//
// Coordinate system: columns run left->right (x), rows run bottom->up (y).
// Each column produces a stack of cells. Cell types:
// 'full' - a whole block
// 'slab' - a half-height slab, `half` tells which half is solid ('bottom' | 'top')
// 'stair' - a block whose solid area is a full bottom/top half plus one
// horizontal quadrant on the "inward" side; `half` is which half is
// fully solid, `openSide` is the horizontal side ('left' | 'right')
// of the *other* half that is left empty (the beveled corner).
const EPS = 1e-9
/**
* Turn a continuous outward distance into a bottom-up (or top-down) list of
* cells, using half-block quantization for one extra level of smoothness.
* `dir` controls which half of the fractional cell is solid:
* 'up' -> solid half is the one closer to the origin (bottom of the cell)
* 'down' -> solid half is the one closer to the origin (top of the cell)
*/
function buildProfileCells(distance, dir) {
const halfSteps = Math.round(distance * 2) / 2
const fullBlocks = Math.floor(halfSteps + EPS)
const remainder = halfSteps - fullBlocks
const cells = []
for (let k = 0; k < fullBlocks; k++) {
cells.push({ type: 'full' })
}
if (remainder >= 0.5 - EPS) {
cells.push({ type: 'slab', half: dir === 'up' ? 'bottom' : 'top' })
}
return cells
}
/**
* Given the per-column array of "outward full-block counts" (ignoring slabs),
* convert the outermost full block of a column into a stair whenever the
* neighbor farther from the center is exactly one whole block shorter.
* Mutates `columns` in place (columns[i] is the cells array from buildProfileCells,
* ordered near-origin -> far-from-origin).
*/
function applyStairBevel(columns, centerIndexFn, dir) {
const n = columns.length
for (let i = 0; i < n; i++) {
const cells = columns[i]
if (cells.length === 0) continue
const top = cells[cells.length - 1]
if (top.type !== 'full') continue // slabs already smooth this transition
const side = centerIndexFn(i) // <0 left of center, >0 right, 0 at center
if (side === 0) continue
const outwardIdx = side < 0 ? i - 1 : i + 1
const outwardFull = outwardIdx >= 0 && outwardIdx < n ? countFull(columns[outwardIdx]) : 0
const ownFull = countFull(cells)
if (ownFull - outwardFull === 1) {
top.type = 'stair'
top.half = dir === 'up' ? 'bottom' : 'top'
top.openSide = side < 0 ? 'left' : 'right'
}
}
}
function countFull(cells) {
let n = 0
for (const c of cells) if (c.type === 'full' || c.type === 'stair') n++
return n
}
/**
* Compute the full grid for one shape.
*
* @param {object} opts
* @param {number} opts.width - blocks across (span)
* @param {number} opts.height - blocks tall (rise). For 'oval' this is the full height.
* @param {'arch'|'oval'} opts.mode
* @param {boolean} opts.hollow
* @param {number} opts.thickness - wall thickness in blocks, only used when hollow
* @returns {{ width:number, rowsBelow:number, rowsAbove:number, columns: Array<Array<cell|null>> }}
* columns[i] is a bottom-up array; index 0 = bottommost row of the grid.
*/
export function generateShape({ width, height, mode, hollow, thickness }) {
const w = Math.max(1, Math.round(width))
const h = Math.max(1, Math.round(height))
const a = w / 2
const bTop = mode === 'oval' ? h / 2 : h
const bBottom = mode === 'oval' ? h / 2 : 0
const centerOffset = (w - 1) / 2
const upFull = []
const downFull = []
for (let i = 0; i < w; i++) {
const dx = i - centerOffset
const t = Math.max(0, 1 - (dx / a) ** 2)
const yUp = bTop * Math.sqrt(t)
const yDown = bBottom * Math.sqrt(t)
upFull.push(buildProfileCells(yUp, 'up'))
downFull.push(buildProfileCells(yDown, 'down'))
}
const centerIndexFn = (i) => {
const dx = i - centerOffset
if (Math.abs(dx) < EPS) return 0
return dx < 0 ? -1 : 1
}
applyStairBevel(upFull, centerIndexFn, 'up')
if (mode === 'oval') applyStairBevel(downFull, centerIndexFn, 'down')
let rowsAbove = 0
let rowsBelow = 0
for (let i = 0; i < w; i++) {
rowsAbove = Math.max(rowsAbove, upFull[i].length)
rowsBelow = Math.max(rowsBelow, downFull[i].length)
}
// Assemble bottom-up columns: [reversed down-cells] + [up-cells]
const columns = []
for (let i = 0; i < w; i++) {
const down = downFull[i].slice().reverse() // far-from-center -> near-center
const up = upFull[i] // near-center -> far-from-center
const col = new Array(rowsBelow + rowsAbove).fill(null)
for (let k = 0; k < down.length; k++) {
col[rowsBelow - down.length + k] = down[k]
}
for (let k = 0; k < up.length; k++) {
col[rowsBelow + k] = up[k]
}
columns.push(col)
}
let finalColumns = columns
if (hollow) {
const t = Math.max(1, Math.round(thickness))
finalColumns = columns.map((col) => hollowColumn(col, t))
}
return { width: w, rowsBelow, rowsAbove, columns: finalColumns }
}
// Keep only the outer `t` solid cells of a column (measured from each solid
// run's outer end inward), used for a hollow/outline shell of the shape.
function hollowColumn(col, t) {
const n = col.length
const result = new Array(n).fill(null)
// Find contiguous solid run from the top (outward if arch) and from the bottom.
let topIdx = -1
for (let r = n - 1; r >= 0; r--) {
if (col[r]) {
topIdx = r
break
}
}
let bottomIdx = -1
for (let r = 0; r < n; r++) {
if (col[r]) {
bottomIdx = r
break
}
}
if (topIdx === -1) return result
for (let r = 0; r < n; r++) {
if (!col[r]) continue
const distFromTop = topIdx - r
const distFromBottom = r - bottomIdx
if (distFromTop < t || distFromBottom < t) {
result[r] = col[r]
}
}
return result
}
// Tally block counts for a shopping list.
export function summarize(shape) {
const counts = { full: 0, slab: 0, stairOpenLeft: 0, stairOpenRight: 0 }
for (const col of shape.columns) {
for (const cell of col) {
if (!cell) continue
if (cell.type === 'full') counts.full++
else if (cell.type === 'slab') counts.slab++
else if (cell.type === 'stair') {
if (cell.openSide === 'left') counts.stairOpenLeft++
else counts.stairOpenRight++
}
}
}
counts.total = counts.full + counts.slab + counts.stairOpenLeft + counts.stairOpenRight
return counts
}
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import { createApp } from 'vue'
import App from './App.vue'
import './style.css'
createApp(App).mount('#app')
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:root {
color-scheme: dark;
font-family: system-ui, -apple-system, 'Segoe UI', sans-serif;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
background: #14161a;
color: #e5e7eb;
}