autodesk-platform-services/open-architecture-standards-2d-floor-plans

oas-render

Use when mapping OAS plans to a visual output — SVG, Canvas, or WebGL — including scale, axis orientation, and z-order layering.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/autodesk-platform-services/open-architecture-standards-2d-floor-plans --skill oas-render

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

OAS Render

When to use

Use this skill when the task is about visualizing an OAS plan rather than authoring its data: picking a mm→px scale, choosing axis orientation, deciding layer order, producing SVG/Canvas/WebGL output. There are no new JSON object types here — this is a rendering contract over existing OAS entities.

Critical rules

  1. Pick one mm→px scale per render context. A single scale factor applies to every coordinate in the drawing; do not mix scales across entities or layers. Aspect ratio must be preserved.
  2. OAS Y-axis points up. Most screen renderers (SVG, Canvas) have Y pointing down. Invert Y at the render boundary; do not mutate the source data.
  3. Use the documented SVG group ids. Group output into <g id="oas-rooms">, <g id="oas-walls">, <g id="oas-openings">, <g id="oas-circulation">, <g id="oas-labels"> — the spec depends on this naming for selection and theming.
  4. Walls render in one of two ways. Either as a <line> with stroke-width = thickness_mm * scale, or as a polygon for full accuracy. Pick one strategy per renderer; don't mix.
  5. Follow the documented draw order. Room fills → room boundaries → walls → openings → circulation → labels → annotations. The spec lists the exact order — don't reinvent it.
  6. Renderers should not invent geometry. Doors, windows, labels, dimensions all come from existing OAS entities. Don't synthesize them from inferred adjacency.

Full schema

See docs/render.md for the full rendering rules, including layer ordering, recommended line weights, and target-specific guidance for SVG / Canvas / WebGL.

Related skills

  • oas-layout — the source data being rendered
  • oas-geometry — for the coordinate conventions that the render transforms

Verwandte Aufgaben

aus demselben Repository

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