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Build your own house: walls, windows, doors, floors, roof, stairs, furniture
House parts (stdlib isokit/house): house_wall drawn along a line, with ends
that adapt at corners, T-junctions and straight runs so no two walls
overlap; window and door that sit on a wall and cut its opening (door
styles panel, glass, double, sliding, opening; swing and hinge by
rotation); floor (boards, tiles, carpet, stone); roof (hip, gable, flat,
optional solar); stairs.

Furniture (stdlib isokit/furniture): chair, sofa / armchair, table with
chairs, desk with monitor and chair, TV, bed, cupboard, bookshelf, kitchen
run, bathtub, shower, toilet, washbasin, plant, rug, floor lamp.

Cut-open levels: on gf / 1f the walls in front of a room are cut low
(rooms are found by their floors), the roof becomes an outline on the
floor, and storeys above are left out. A part's storey comes from z
(storey_h, default 3 m).

Scripting: objects_of, objects_at, objects_on, mount_of, mounted, frame,
to_world, to_local, local_of. Prefab meta: shape (line / rect), mount,
storey.

Studio: drag to draw lines and rectangles (walls, roads, fences, hedges,
floors, areas, buildings, roofs). The Room tool draws a floor plus walls,
without doubling walls that already stand on an edge. Windows and doors
snap onto walls with a hover preview, and they move, turn, copy and
delete with their wall in one undo step. New parts land on the storey
the view shows. Palette categories collapse, and the palette scrolls
apart from the object list.

The MCP instructions explain house building, and list_prefabs shows
sits_on. examples/house is a furnished bungalow; the web Studio gets a
House demo button. Tests: wall corners and junctions, zero depth-sort
cycles in every view, cut levels, and the house demo in every view;
check_studio covers the room / window / door / storey flow, check_web
the House demo.
2026-10-24 17:39:04 +07:00

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Scripting and prefabs

Scenes and prefabs are written in Rhai, a small scripting language embedded in isokit. Nothing is compiled: save the file and the Studio redraws.

A prefab

A prefab is an object type that can be placed in the Studio. It is two functions in a module that is listed in isokit.toml under prelude:

fn meta_kiosk() {                      // label, palette group and property form
    #{ label: "Gate kiosk", category: "Site", icon: "⌂", help: "…",
       props: [
         #{ key: "h", type: "float", def: 2.8, min: 2.2, max: 4.0, step: 0.1, label: "Height (m)" },
         #{ key: "boom", type: "bool", def: true, label: "Boom barrier" },
       ] }
}

fn prefab_kiosk(o) {                   // draw around (0, 0) in the object's own frame
    let s = sprite();                  // sprite ids default to the object id
    s.box(-1.4, -1.1, 1.4, 1.1, 0.0, o.p.h, "brick", #{ top: "roof3" });
}
  • Property types: float, int, bool, choice (with choices), material (a theme material, optionally with choices), text. Write def: for the default (default is a reserved word in Rhai).
  • How the Studio places it: shape: "line" (drag along the map: sets rot and the length prop w), shape: "rect" (drag a rectangle: sets w and d), default a click. mount: ["house_wall"]: the prefab sits on objects of those types; the Studio snaps it onto the nearest one and moves, turns, copies and deletes it with its host. storey: true: placed on the storey the view shows (level 1f puts it at z = 1 × storey_h).
  • o holds id, type, name, x, y, z, rot, p (the props with defaults filled in), pts, tag, info, level.
  • The engine sets the object's frame before calling the prefab. All coordinates are local: the origin is the object's position, and local x and y turn with rot. vis(), dv(), tag() and focus() use the frame too.
  • A prefab with the same name in the project overrides the built-in one.
  • If a prefab fails, the engine logs a warning for that object and still draws the rest.

Drawing API

Numbers can be ints or floats. Classes are CSS classes without the iso- prefix ("wall" becomes iso-wall). A material sets the face colour, which is shaded automatically by face direction.

Scene

Function
sprite() / sprite(id) / sprite(id, cls) new sprite (the unit of the depth sort) in the current layer
ground() the shared unsorted ground sprite
layer("ground" | "floor" | "main"), layer(name, #{sort, zfirst, cls, before}) where new sprites go
tag(x, y, z, text[, prio[, id[, kind]]]) label; kind "signtag" / "warntag" always shows
info(id, name[, detail]), info(id, #{name, detail, rows: [[k, v], …]}) tooltip
focus(x, y, z), bounds(x0, y0, x1, y1[, depth]), defs(svg), warn(msg) framing and extras
level(), rot(), cfg(), cfg(name), objects() inputs (objects(): every document object, props resolved)
objects_of(types) objects of a type or a list of types shown on this level
objects_at(types, x, y) … whose footprint (p.w × p.d around the origin) holds the world point
objects_on(types, x, y, tol) … whose centre line (local x, length p.w) passes within p.t / 2 + tol of the point, with u, v = the point in their frame
mount_of(o, hosts[, tol]) the host o sits on (nearest centre line within p.t / 2 + tol, default 0.3 m, same height), with u, v = o's position in the host's frame; () if none
mounted(h, types, hosts[, tol]) the objects of types whose host is h, each with u, v
frame(o), frame(x, y, z, rot) draw in another frame from here on (a window draws in its wall's frame)
to_world(x, y), to_local(x, y), local_of(o, x, y) between the current frame (or o's) and world plan coordinates
vis(nx, ny) is a face with that outward normal turned to the viewer?
dv(dx, dy, dz) screen vector of a world vector (CSS motion)
along_x() should a mover run along x in this rotation?
hash(x), fmt(n), round1(x), fmin, fmax, clamp, px() helpers
rect(x0, y0, x1, y1), ellipse(cx, cy, a, b, n), rsegs(r), sides(x0, y0, x1, y1) geometry

Sprite methods (chainable)

Method
box(x0, y0, x1, y1, z0, z1, mat[, #{id, top, side, no_top, no_side}]) axis-aligned box
prism(pts, z0, z1, mat[, opts]) convex counter-clockwise footprint; z0/z1 one value or one per vertex
cyl(cx, cy, r, z0, z1, mat[, opts]), frust(cx, cy, r0, r1, z0, z1, mat[, sides[, opts]]) round things
slope(x0, x1, y0, y1, za, zb, th, mat) ramp / stair flight
face(pts3, mat[, #{id, two_sided}]) any planar polygon, shaded and culled by its normal (roof slopes, gables)
poly(polys3, cls[, id]) 3D polygons as one path (solar modules)
flat(poly or polys, z, cls[, id]) flat polygon(s); later ones cut holes
open(a, b, [[u0, u1, z0, z1], …], cls[, id]) windows / doors on the face a→b (outward normal on the right)
lines(segs, z, cls), disc(cx, cy, z, r, cls[, id]) markings
circle(x, y, z, r_px, cls[, dx, dy]), stem(x, y, z0, z1, w_px, cls) screen-space details (crowns, poles)
person(x, y, z[, cls]), sit(x, y, z, cls), head(x, y, z, r), led(x, y, z[, cls]) figures
puffs(x, y, z[, kind[, n, dur]]), fan(x, y, z, r) animated steam / smoke / fans
seq([[x, y, |q| …], …]) items drawn back to front by their anchor
group(cls[, css], |q| …), begin(cls[, css]) … end() <g> around parts (animation)
ext(x, y, z), ext_box(…) widen the sort box
raw([x, y, z,] svg) raw SVG ({uid} becomes the view's id)

Library helpers (stdlib/*.rhai): s.tree_at(x, y, r), s.car(x0, y0, x1, y1, cls), s.drive(dx, dy, dur, delay) … s.end(), cut_walls(...), win_list(...), floor_of(level), building_windows, gable_roof, flat_roof_kit; for house parts (stdlib/house.rhai, stdlib/furniture.rhai): storey_of(z), house_view(o) (0 closed, 1 on the storey cut open, 2 above it: leave out), wall_top(w), opening_at(o), s.slab(a, b, th, z0, z1, mat), s.chair_at(x, y, bx, by, mat), s.office_chair(x, y, mat).

House parts

house_wall, window, door, floor, roof, stairs and the furniture prefabs work together through the document, not through a parent object:

  • A window or door at a point on a wall's centre line (within the wall's half thickness + 0.3 m, same height) sits on that wall (mount_of). The wall leaves a gap for it (mounted), the window draws the opening in the wall's frame with the wall's height, thickness and material. On no wall it stands alone as a short wall piece. Its rotation relative to the wall picks a door's swing side (0, 90: towards the wall's +y side) and hinge (0, 180: at the low end).
  • Wall ends adapt to the walls they meet, so no two walls overlap (the depth sort needs them apart): along a line two walls just meet, at a T the stem stops at the other wall's face, at a corner the wall along world x runs through and the other stops at it.
  • A part's storey is floor((z + 0.5) / storey_h) (storey_h: project parameter, default 3 m). On level gf (1f, …) the parts on that storey are cut open: a wall stays full height only when a floor lies on the viewer's side of it and none behind it (it is a back wall), all others are cut to 1 m. Roofs on that storey become an outline on the floor, parts on storeys above are left out, the storeys below stay closed.
  • Ground-level floors and rugs go to the floor layer; upper floors are slabs whose top is at the object's z. Furniture starts 0.02 m above its z.

Rules that keep the depth sort right

These are lessons from the CNX/Mooban views, and the engine relies on them:

  • One sprite per thing that can stand in front of another. Split long walls, fences and solar rows into pieces (≤ 30 m). One big sprite overlapping many others creates sort cycles (isokit check reports them).
  • Things under a cover belong in the cover's sprite: draw cars under a carport before its posts and roof (see prefab_carport).
  • Floors of cut-open storeys go in the floor layer (ground floor) or in the same sprite as the storey below. Start walls and furniture standing on them a little above the floor (+0.02 m).
  • Movers (drive) run along the axis the sort compares second (along_x()). Along the other axis they stay still.
  • Street furniture stays off drive areas, and pipe runs end on walls or supports.

Themes

theme.toml stacks on the built-in palette:

[palette.dark]
brick = "#8a4f3e"
[palette.light]
brick = "#b8664c"
[materials]
brick = "brick"          # class iso-brick, colour var(--iso-brick)
[rules]
".iso-svg .iso-sign2" = "fill: #ffcc00; stroke: none"

isokit check warns about any class in the drawing that has no style.