Initial project import

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# Hydro Builder
An interactive, browser-based 3D builder for hydroponic / water-flow systems.
Design lattice towers, grow walls, pipe networks, pumps, reservoirs and custom
water paths — with live, approximate flow simulation.
Built with **React + TypeScript + Vite**, **React Three Fiber / Drei**,
**Zustand**, and **TailwindCSS**.
![Hydro Builder](docs/screenshot.png)
## Quick start
```bash
npm install
npm run dev # → http://localhost:5173
```
```bash
npm run build # typecheck + production build (dist/)
npm run preview # serve the production build
npm run typecheck # tsc only
```
On first launch the app loads a working demo: reservoir → pump → riser →
overhead return → emitter spraying back into the tank, plus a grow tower,
tray and lattice to play with. Your work autosaves to the browser and is
restored on the next visit.
## Using the builder
| Action | How |
|---|---|
| Place a part | Click it in the left library, then click the ground (Shift-click stamps copies). Or drag it from the library onto the canvas. |
| Move a part | Drag it in the scene. In Front/Side views, dragging moves vertically too. |
| Raise / lower | `E` / `Q` (or edit Y in the inspector) |
| Rotate | `R` (90° around Y), Shift-`R` reverse, or inspector fields/buttons |
| Duplicate / delete | `D` / `Delete`, or inspector buttons |
| Undo / redo | `⌘Z` / `⇧⌘Z` (or toolbar) |
| Measure | Toolbar 📏, then click two points |
| Snap to grid | Toolbar ⌗ (0.25 ft grid) |
| Connect pipes | Drop a part near another part's connector — it snaps. Green dot = joined, amber = open. |
| Views | Toolbar: 3D orbit / Top / Front / Side (2D orthographic) |
| Water animation | Toolbar 💧 Flow |
| Save / Load | Toolbar — named projects in browser storage |
| Export / Import | Toolbar — design JSON file |
## How the simulation works
The system is treated as a **graph**:
- **Nodes** — connection points; connectors that touch are merged (union-find).
Every flow-carrying part also gets an internal node so 3-way tees, tanks,
towers etc. work uniformly.
- **Edges** — part bodies (pipes, elbows, valves, …), each with a hydraulic
resistance.
- **Pump** — pressure source. It checks its inlet reaches a reservoir, then
traverses downstream collecting resistance, static head (highest point above
the pump), open ends, dead ends and loops.
Approximate delivered flow:
```
Q = rated_GPH × headFactor × resistanceFactor
headFactor = clamp(1 head / maxHead, 0, 1)
resistanceFactor = 1 / (1 + R / 30)
R(pipe) ≈ length / diameter⁴
R(elbow) ≈ 1.2 × (angle/90) / diameter²
R(valve) ≈ 0.3 + restriction(% open); closed = blocks flow
```
Diagnostics surfaced in the bottom panel: missing source, disconnected pump,
pump too weak for the elevation (head ≥ max head), bottlenecks, open pipe
ends (leaks), dead ends, closed valves, loops. Click a diagnostic to select
the offending part. Flow direction is rendered as animated arrows; flowing
pipes tint blue and the rate scales arrow speed.
This is deliberately simple steady-state math — not CFD — and is designed to
be swapped out later (see below).
## Project structure
```
src/
├── types.ts # Shared domain types (parts, sim, project file)
├── parts/
│ └── catalog.ts # ★ Part catalog: defaults, params, connectors
├── store/
│ └── builderStore.ts # Zustand store + undo/redo (BuilderState)
├── simulation/
│ └── flowSimulator.ts # Graph build + pump physics + warnings
├── utils/
│ ├── connectors.ts # World-space connector math, snap logic
│ ├── serializer.ts # Save/load/export/import (ProjectSerializer)
│ ├── demoProject.ts # Starter scene
│ └── dragState.ts # Transient drag context
├── components/
│ ├── SceneCanvas.tsx # R3F canvas, cameras, grid, drag plane, measure
│ ├── PartMesh.tsx # Geometry for every part type + selection/drag
│ ├── FlowArrows.tsx # Animated flow-direction arrows
│ ├── Toolbar.tsx # Project actions, tools, view presets
│ ├── PartLibrary.tsx # Left sidebar
│ ├── PropertiesPanel.tsx # Right sidebar inspector
│ └── StatusPanel.tsx # Bottom simulation status
├── App.tsx # Layout, shortcuts, autosave, drag-drop
└── main.tsx
```
Conventions: world units are **feet** (1 grid cell = 0.5 ft), pipe diameters
in **inches**, flow in **GPH** (shown with L/h). Rotations are radians (XYZ
euler) in state, degrees in the UI.
## How to extend
**Add a new part type** (e.g. a UV filter):
1. Add `'uvFilter'` to `PartType` in `src/types.ts`.
2. Add a catalog entry in `src/parts/catalog.ts` — defaults, inspector params
and `getConnectors()`. Add it to a category in `CATEGORIES` and (if it
carries water) to `FLOW_PARTS`.
3. Add a mesh case in `src/components/PartMesh.tsx`.
4. Give it a resistance in `partResistance()` in
`src/simulation/flowSimulator.ts`.
That's it — placement, snapping, drag, save/load, inspector and simulation
pick it up automatically.
**Improve the physics**: everything lives in `flowSimulator.ts`. The graph
build is separate from the flow estimate, so you can replace the single-pass
estimate with e.g. Hardy-Cross iteration or a linear solver over the same
graph without touching the UI.
**Planned extension points** (the architecture already supports them):
- *Nutrient dosing* — add a `doser` part + per-edge concentration tracking in
the simulator (it already knows flow per part).
- *Plant growth zones / lighting / timers* — new part categories; timers can
gate `partResistance()` (a valve already shows how blocking works).
- *Bill of materials* — iterate `useBuilder.getState().parts` and group by
type/params; the catalog has labels and units.
- *Parts marketplace / AI assistant* — the project JSON (`ProjectFile`) is a
complete, validated serialization format for sharing and generation.