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2026-10-17 12:48:54 -04:00

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Furniture Optimizer (hackathon project)

A web tool for venues (events, banquets, conferences) to lay out furniture in a room and, eventually, auto-optimize the layout.

Current scope: Phase 1 + Phase 2 (UI only)

Layout and editing UI. No optimizer yet.

Layout (Phase 1)

  • Left sidebar (palette): one tile per furniture type (built-in chair, table, screen + any custom) and a dashed "Custom" tile. Resizable by dragging its right edge (default 264px, min 152, max 600); tiles live in an auto-fill grid and stretch in width only (84px tall). The sidebar scrolls vertically.
  • Room in the center (fixed 10m x 8m), scaled to fill the space (pxPerM from fitScale, recomputed by a ResizeObserver in App.tsx), with a "1 m" scale bar. No grid, NO snapping: items land exactly where dropped.
  • Drag a tile into the room to create an item (tile stays). Click (<5px movement) a tile to open its type menu (takes over the sidebar; Escape / Back closes): "Available" wheel (min = placed) and, if the type has seats, a seats wheel. Badge = available - placed; at 0 the tile greys out and can't be dragged.
  • Items are free-placed, clamped to the room, no overlap (touching is fine). Red outline while the position is invalid, green when valid; invalid drop snaps back (or cancels a new add).
  • Wheels (components/Wheel.tsx) are iOS-timer style: 1:1 drag, momentum fling, press to stop, spring settle, mouse wheel/trackpad, tap a row, arrow keys, and hover + type a number (Enter, leaving, or 1.5 s idle commits; Escape cancels). Props: step, wrap, rows, disabled, format. If the parent rejects a change the wheel glides back to the real value.

Editing (Phase 2)

  • Click an item to select it (blue outline); click empty floor to deselect (Escape/Done too). Dragging still moves. Selecting opens the item panel in the sidebar (replaces tiles / type menu).
  • Item panel (chairs have no rotation controls; every other type does): Rotate 90 button + free angle wheel (0-359, wraps); Lock/Unlock; Delete (also Delete/Backspace key, ignored while typing in an input); "Seats at this table" wheel for tables (per-item override, "Reset to default" link when overridden); Size wheels (0.3-6 m, 0.1 steps; screens show only Length).
  • Rotation turns around the item's center and collision/wall clamping use the rotated bounding box (boundsOf). A rotate/size change is pushed back inside the walls, then rejected if it would overlap (tryUpdate).
  • Locked items can't be dragged or rotated and show a padlock. (Size, seats and delete are still allowed on locked items.)
  • Delete frees inventory automatically (remaining is derived from items).
  • Screens: while selected, unlocked and unrotated, left/right end handles change their length (resizeLength, min 0.5 m). Thickness is only changed by size wheels, never handles (top-down view).
  • Custom furniture: "Custom" tile opens a form (name, Seating/Table, width, length, seats, available). Saving adds a config + palette tile. Custom seating draws as a chair, custom tables as a table.

Out of scope: room features (doors, room screen), room import, placement rules, optimization, scanning. Do not design in a way that blocks the roadmap below.

Tech stack

  • React + TypeScript, Vite
  • react-konva (Konva) for the canvas
  • State: single top-level store (useState/useReducer). Keep it centralized so an optimizer can read and write it later.

Data model

type FurnitureType = string; // config id: "chair" | "table" | "screen" | "custom-1" ...
type Shape = "chair" | "table" | "screen"; // how a type is drawn

interface FurnitureItem {
  id: string;
  type: FurnitureType; // config id
  x: number;        // meters, top-left of the UNROTATED rect, room coordinates
  y: number;
  width: number;    // meters
  height: number;
  rotation: number; // degrees, around the rect's center
  locked: boolean;
  seatsOverride?: number; // tables: overrides config.seatsPerUnit
}

interface Room { width: number; height: number; } // meters

interface FurnitureTypeConfig {
  id: FurnitureType; name: string; shape: Shape;
  defaultWidth: number; defaultHeight: number; // meters
  isTable: boolean;
  rotatable: boolean;    // chairs: false (no rotation controls)
  available: number;     // inventory count
  seatsPerUnit?: number; // type-level seats
}
// remaining = available - items.filter(i => i.type === type).length   (derived, never stored)
// seats for an item = item.seatsOverride ?? config.seatsPerUnit        (effectiveSeats)

Store (store.ts): { room, items, configs: Record<id, config>, typeOrder: id[] }. Defaults live in the configs (chair 0.5x0.5, table 1.8x0.8 w/ 8 seats, screen 2x0.2). Chairs and table seats are independent.

Conventions

  • Store everything in meters. Convert to pixels only at render time using the dynamic pxPerM scale (fitScale in geometry.ts).
  • Collision = axis-aligned bounding boxes of the rotated rect (boundsOf). Keep collision and clamping logic in pure functions (no React or Konva imports) so the optimizer can reuse them.
  • Keep geometry/rules logic separate from rendering components.
  • Small, typed, readable code. No new dependencies without a good reason.
  • Keep the UI minimal: light grey app background, room centered in the remaining space.

File layout

  • src/types.ts; src/geometry.ts (pure: boundsOf, clampToRoom, overlaps, isValidPlacement, tryUpdate, resizeLength, fitScale); src/inventory.ts (pure: placedCount, remaining, effectiveSeats); src/store.ts (reducer + built-in configs).
  • src/App.tsx: owns the store, selection, sidebar mode, palette drag, room scale, Delete key.
  • src/components/: Palette, TypeMenu, ItemPanel, CustomForm, Wheel, Room (Konva), FurnitureShape, Icons, ScaleBar, panelStyles.

Roadmap (not built yet, don't block)

Venue-focused features planned for later phases:

  • Furniture inventory: set X amount of each furniture type
  • Semi-custom furniture: couches, chairs, tables of any size and seating count
  • Room import
  • Furniture placement rules
  • Locking furniture in place
  • Custom seating limits (per table or global)
  • Optimizers for: room loading/unloading flow, screen visibility, max comfort, max table access
  • Optimization approach idea: user-set rule priorities, possibly a neural net with weights and biases to score "optimal placements" (undecided; start with hard constraints like no overlap, then weighted scoring)
  • Input ideas: phone scanning of a room, manual entry

Commands

npm install
npm run dev      # start dev server
npm run build    # production build
npx tsc --noEmit # type check

Working agreement

  • Ask before expanding scope past Phase 2.
  • After changes, make sure the app builds and type checks.
  • Hackathon pace: prefer simple and working over clever.