3draft 26.11.1013 → 26.11.3001

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package/APP.md ADDED
@@ -0,0 +1,89 @@
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+ # 3Draft viewer: how to use it
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+
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+ The viewer is the human side of 3Draft: a person and an AI look at, and edit, the same scene. The engine is described in the [README](README.md); this page is only about the app.
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+
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+ ```sh
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+ npm run app # http://localhost:5173/app/ (repo only, not in the npm package)
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+ ```
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+
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+ It is one file, `app/index.html`, plus a dependency-free static server (`app/serve.js`, localhost only). The same page is published as a Claude artifact, where the scene lives in a shared database. When the MCP server serves it, everything the AI builds appears live.
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+
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+ ## The view
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+
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+ - **Starting view: WebGPU.** If WebGPU is unavailable, or the GPU device is lost, the app falls back to SVG by itself and says so in the footer (`G` or the `WebGPU` button switches by hand). SVG shows colour and transparency only; WebGPU also shows metal, roughness and emission.
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+ - **The drawing fills the stage.** On a desktop it covers the whole area; on a phone it is a little larger than the short side.
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+ - **Drag** rotates, **double click** resets the view, the arrow keys rotate too.
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+ - **The cross** follows the pointer and lies on the surface under it. The cursor is always a cross. On a phone, with no mouse, it aims at the middle.
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+ - **Footer:** yaw, pitch, fly speed, which code answers picking (`pick hexaw` = the WebAssembly kernel), object count, live link, and the face under the cross.
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+
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+ ## Keys
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+
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+ | key | does |
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+ | --- | --- |
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+ | `w a s d r f` | fly: forward, left, back, right, up, down. Every press is a speed step; the opposite key slows down |
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+ | `Space` | stop moving (all speeds to zero) |
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+ | `T` | fly to the object under the cross. Over nothing, or when too close or inside a model: out to the nearest object |
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+ | `/` | show only the object under the cross; again: the whole scene, and the camera flies back to where it was |
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+ | `M` | place a prism on the surface under the cross, or shoot one into empty space |
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+ | `V` | Spider bar: the first `V` remembers a surface point, the second joins the two with a thin prism. `V` over empty space forgets the first point |
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+ | `X`, `Delete` | delete the object under the cross |
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+ | `U`, `Backspace` | undo: placing, deleting, painting, booleans and moves, one step at a time |
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+ | `P` | show / hide the material palette |
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+ | `Shift` + press | paint the face under the cross with the selected material (palette must be on) |
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+ | `Shift` + double click | paint the whole object |
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+ | `O` | boolean (see below) |
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+ | `H` | move gizmo (see below) |
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+ | `E` | edges and points on / off (also the `Edges` button) |
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+ | `G`, `L` | SVG / WebGPU, turn the light |
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+ | `?` | show / hide these shortcuts under the view (hidden at the start; also the `Keys` button) |
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+
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+ ## Moving an object: the gizmo (`H`)
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+
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+ There is one gizmo at a time, and `H` cycles through three states:
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+
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+ 1. **First `H`**: the gizmo appears on the object under the cross, on the world axes (x red, y green, z blue).
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+ 2. **Second `H`**: it turns to the object's own axes. Objects carry no transform, so these come from the shape: y stays up, x and z follow the turn around y that fits the footprint best (an object that already lines up with the world axes looks the same in both states).
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+ 3. **Third `H`**: the gizmo goes away.
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+
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+ Drag one of the arrows to slide the object along that axis; the arrow thickens under the pointer. While dragging only the picture changes; one write goes to the database when you let go, and one `U` takes the whole drag back.
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+
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+ ## Boolean operations (`O`)
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+
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+ Press `O` over an object: it gets an orange box. Press `O` over another one (green box): a small question asks which operation to run.
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+
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+ | key | operation |
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+ | --- | --- |
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+ | `1` | union |
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+ | `2` | A − B (A is the orange one) |
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+ | `3` | B − A |
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+ | `4` | intersect |
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+ | `5`, `Esc` | cancel |
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+
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+ The result is a new object named like `A-B` and it replaces both operands; `U` brings the two originals back and removes the result. `O` over empty space forgets a marked object.
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+
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+ The math is the engine's `boolean(a, b, op)` (README, part 1). Both objects must be **closed solids with outward faces**. An open shell, such as a wall without thickness, is refused with the reason in the dialog. With messy data (coincident faces) the result can come out open; the engine's `validate` says so.
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+
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+ ## Materials (`P`)
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+
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+ Twelve starting materials: plaster, sand, wood, dark wood, concrete, slate, grass, brick, steel, gold, glass, lamp. Pick one, then `Shift`+press to paint a face or `Shift`+double click for the whole object.
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+
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+ For the selected material there are four sliders (`metal`, `rough`, `alpha`, `emit`) and a colour; `+ new` copies it as a new material. A painted face stores the material **name**, so editing a material changes every face made of it.
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+
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+ ## Isolating, travelling
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+
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+ `/` hides everything but the object under the cross and frames it. The camera pose from before is remembered and restored when you leave. `T` flies the camera to the object under the cross (nothing under it: out to the nearest object, which also gets you out of a model you are inside).
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+
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+ ## Phone
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+
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+ Four round buttons cover the main actions: travel, place, delete, and the view mode. Drag rotates; the cross aims at the middle of the screen.
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+
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+ ## One object model and the database
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+
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+ Objects that come from outside (the database, the MCP server) and objects made in the app are the same thing: `{ id, name, mesh }`. Painting, deleting, isolating, booleans, moving and undo work on all of them, whoever made them. With the artifact database every change is written back, so the AI sees what the person did.
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+
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+ Collections:
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+
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+ - `objects`: one document per object, `{ name, mesh }`, at most 256 KiB each.
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+ - `palette`: one document per material, `{ color, metal, rough, alpha, emit, order }`.
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+
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+ Undo is a per-session stack in the page; it does not reach back past a reload.
package/README.md CHANGED
@@ -2,193 +2,120 @@
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2
 
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3
  Minimalist AI first 3D engine.
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- > Status: **pre-alpha**. The `0.0.x` releases reserve the package name and
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- > pin down the direction; the engine itself is built step by step in this repo.
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+ > Status: **pre-alpha**. The engine is built step by step in this repo.
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  ```sh
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  npm install 3draft
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  ```
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10
 
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- ## Usage (v0.1: points, edges, flat faces, SVG)
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+ The README has three parts: [1. the engine](#1-the-engine), [2. the viewer app](#2-the-viewer-app) and [3. how the engine and an LLM work together](#3-engine-and-llm).
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12
 
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- ```js
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- import { writeFileSync } from 'node:fs';
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- import { box, merge, renderSheet, renderViews } from '3draft';
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+ ---
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14
 
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- const table = merge(
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- box({ size: [2, 0.15, 1.2], at: [0, 0.925, 0], color: '#c8a27a' }),
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- box({ size: [0.15, 0.85, 0.15], at: [-0.85, 0.425, -0.45], color: '#8a6a4a' }),
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- // ...more legs
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- );
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+ ## 1. The engine
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16
 
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- writeFileSync('table.svg', renderSheet(table)); // 2x2 sheet
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+ A model is plain data, so a human, a program and an LLM can all read and write it:
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18
 
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- for (const { name, svg } of renderViews(table)) {
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- // one after another: 'front', 'side', 'top', 'persp'
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- writeFileSync(`table.${name}.svg`, svg);
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- }
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+ ```js
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+ const mesh = {
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+ positions: [[0, 0, 0], [1, 0, 0], [1, 1, 0], [0, 1, 0]], // Vec3[], y is up
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+ faces: [{ v: [0, 1, 2, 3], color: '#c8a27a', mat: 'wood' }], // CCW seen from outside, planar, convex
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+ };
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  ```
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25
 
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- `npm run example` writes the table above to `examples/out/`:
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-
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- ![table sheet](examples/out/table.sheet.svg)
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-
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- Views: `front` (eye on +z), `side` (eye on +x), `top` (eye on +y), all
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- orthographic with the same scale, and a perspective `persp` view. Every
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- `<polygon>` carries `data-face` and `data-depth`, every `<circle>` carries
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- `data-v`, so the output can be inspected as plain text.
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+ A scene is a list of objects `{ id, name, mesh }`. One mesh can hold many differently coloured faces (`examples/cessna.js` is one mesh with 9 colours).
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- ### Surfaces: what is under the cursor
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-
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- The engine senses surfaces, not just pixels. `pick` casts a real ray from a
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- screen pixel into the geometry and returns the face, the hit point, the
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- surface normal and the distance. `crosshair` builds a target cross that lies
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- flat on that surface (perpendicular to its normal), aligned to the face, so it
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- turns with the object. Marks are drawn on top by `renderView`.
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+ ### Rendering
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29
 
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  ```js
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- import { makeCamera, pick, crosshair, renderView } from '3draft';
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-
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- const cam = makeCamera('persp', mesh, 400);
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- const hit = pick(mesh, cam, x, y); // { face, point, normal, distance, color } or null
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+ import { box, merge, renderSheet, renderView, orbit, createGpu } from '3draft';
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32
 
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- const marks = hit ? [{ name: 'cursor', lines: crosshair(mesh, hit, 0.08) }] : [];
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- const svg = renderView(mesh, 'persp', { marks });
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+ const table = merge(
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+ box({ size: [2, 0.15, 1.2], at: [0, 0.925, 0], color: '#c8a27a' }),
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+ box({ size: [0.15, 0.85, 0.15], at: [-0.85, 0.425, -0.45], color: '#8a6a4a' }),
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+ );
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+ renderSheet(table); // SVG: front, side, top, persp on one sheet
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+ renderView(table, 'persp', { occlude: true }); // one view, only what is seen
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+ const gpu = await createGpu(canvas); // WebGPU, same camera, same pixels
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+ gpu.render(table, orbit({ yaw: -0.6, pitch: 0.45 }), { size: 600 });
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41
  ```
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42
 
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- Picking uses the geometry, not the painter's drawing order, so it stays exact
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- where the drawing has artifacts. `ray(cam, x, y)` is the inverse of
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- `project`. The viewer shows the cross under the pointer and reads out the face
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- and its object-space normal.
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+ ![table sheet](examples/out/table.sheet.svg)
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- Any camera works: `renderView(mesh, { dir, up, ortho, name })` takes a custom
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- view, `rotate(mesh, { yaw, pitch })` turns the mesh, and `{ fit: bounds(mesh) }`
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- keeps the framing fixed while it moves.
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+ - **SVG** is the deterministic preview (the same calls give the same text). Every `<polygon>` has `data-face` and `data-depth`, every `<circle>` has `data-v`. `occlude: true` paints into a small depth buffer first and sends only the faces and points that are seen (on the 5000-face house: 2793 -> about 680 polygons, 802 KB -> 175 KB, same picture).
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+ - **WebGPU** draws the same scene through the same camera (`viewProjection` is tested to hit the same pixels as `project`), with one shader, one light, alpha-to-coverage transparency and instancing.
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+ - Cameras: `front`, `side`, `top` (orthographic) and `persp`; `orbit({ yaw, pitch })` is a turntable; any `{ dir, up, ortho }` works.
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+ - Faces are painter-sorted with plane tests; interpenetrating solids can show artifacts, hidden edges are not drawn, back-face culling assumes closed CCW meshes.
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49
 
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- ### Placing things
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+ ### Materials
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51
 
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- `orbit({ yaw, pitch })` is a turntable as a camera, so the scene stays in object
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- space and picks stay valid. `standOn(mesh, hit, { base, height, color })`
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- returns a prism standing on the picked surface along its normal (height
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- defaults to 3 x base). In the viewer, Space puts one down under the cross and
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- Backspace takes the last one back. Over empty space Space shoots the prism out along the cursor ray to a random distance, animated. The viewer starts empty (no table) and lays out only what you place. D deletes the prism under the cross. H toggles edges and points. T flies the camera, animated, to the object under the cross and in front of the surface you point at (the whole scene is framed again when T is pressed over nothing, or with Reset view). Prisms get a random wood brown.
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+ The palette is data: `{ name: { color, metal, rough, alpha, emit } }`. A face points at an entry with `face.mat`; its `color` stays as the fallback. Editing an entry changes every face made of it.
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53
 
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- ### WebGPU view
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+ | field | meaning | drawn as |
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+ |---|---|---|
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+ | `metal` 0..1 | paint ... metal | reflects sky and ground, tinted; strong highlight |
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+ | `rough` 0..1 | mirror ... matte | widens the highlight, blurs the reflection |
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+ | `alpha` 1..0 | solid ... invisible | alpha-to-coverage, one pass, no sorting (SVG: `fill-opacity`, and a see-through face hides nothing) |
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+ | `emit` 0..1 | lit ... glowing | the colour shows unshaded |
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60
 
78
- `createGpu(canvas)` returns a WebGPU renderer that draws the same scene through
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- the same camera as the SVG renderer, so picking, framing and the cross marks stay
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- valid. Faces are flat colored (the face color is the albedo) and lit by one
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- material (`ambient`, `diffuse`, `specular`, `shininess`) and one global light
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- (hemisphere ambient plus one directional light):
61
+ Pass the palette to the renderers: `renderView(mesh, view, { palette })`, `gpu.render(mesh, view, { palette })` (a new object when an entry changes). SVG shows colour and alpha only.
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62
 
84
- ```js
85
- import { createGpu, orbit } from '3draft';
86
- const gpu = await createGpu(canvas); // rejects when WebGPU is missing
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- gpu.render(mesh, orbit({ yaw, pitch }), {
88
- size: 600, // CSS px; the canvas is made size x size x dpr
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- fit, // keep the framing fixed, as with SVG
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- light: { direction: [0.5, 0.8, 0.6] },
91
- material: { diffuse: 0.8 },
92
- });
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- ```
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+ ### Surfaces, picking, editing
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64
 
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- `viewProjection(camera)` is the matrix behind it; it is unit tested to land every
96
- point on the same pixel as `project()`. `gpu.pixels(...)` draws the same frame
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- offscreen and reads it back as RGBA.
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+ - `pick(mesh, camera, x, y)` casts a real ray: face, point, normal, distance. `ray` is the inverse of `project`; `crosshair` builds a cross lying on the surface; `standOn` returns a prism standing on a picked surface.
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+ - `validate(mesh)` returns text notes: closed shell, winding, planar and convex faces. `extrudeFace`, `moveVertices`, `extrude`, `rotate`, `merge`, `bounds` shape meshes.
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+ - `boolean(a, b, op)` (also `union`, `subtract`, `intersect`) is solid modelling on BSP trees: faces are split by planes, so the result stays convex and planar. Both operands must be closed with outward faces; an open shell (a wall without thickness) is refused with the reason. Face colours and materials are kept; cut faces take the colour of the cutting solid. The result is welded and T-junctions are repaired; on messy data (coincident faces) it can still come out open, so check `validate`.
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+ - **HEXAW kernel.** The picking hot loop is also written in [HEXAW](https://github.com/Pengeszikra/hexaw) (`kernel/pick.hexaw`, 569 bytes of WebAssembly). `initKernel()` starts it; `kernel.pick` returns exactly what `pick` returns, 0.14 ms instead of 1.7 ms on 7200 faces. The module is embedded as base64 (`src/kernel-bytes.ts`), so the engine needs neither HEXAW nor a fetch at runtime. `npm run kernel` re-assembles it.
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- ### MCP server: let an AI build the models
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+ ### TypeScript and `|>`
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71
 
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- `mcp/server.js` is an MCP server (stdio, no dependencies) that holds a scene of
102
- named objects and edits it through tool calls. The AI looks at the SVG preview,
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- fixes what is wrong and renders again, so it never needs a screenshot.
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-
105
- ```sh
106
- # Claude Code
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- claude mcp add 3draft -- node /absolute/path/to/3Draft/mcp/server.js
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- ```
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+ The source is TypeScript (`src/*.ts`) with the F# style pipeline operator, `value |> fn` ([why](https://dev.to/pengeszikra/pipeline-operator-great-again-1cbn)). `npm run build` rewrites every `|>` into plain calls (`scripts/pipe.mjs`: `a |> f |> g(1)` becomes `g(1)(f(a))`) and lets `tsc` check and emit `dist/`, which is committed, so a clone runs without a build.
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110
- ```json
111
- { "mcpServers": { "3draft": { "command": "node", "args": ["/absolute/path/to/3Draft/mcp/server.js"] } } }
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+ ```ts
75
+ const dir = spec.dir |> norm |> times(dist) |> plus(center); // the right side is a function
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76
  ```
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114
- (that JSON goes into `claude_desktop_config.json` for Claude Desktop.)
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-
116
- **Live viewer.** The same process serves the viewer and pushes every change to it
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- (Server-Sent Events). Ask the AI for the `viewer` tool's URL (default
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- `http://localhost:5173/app/`, next free port if that is taken, `3DRAFT_PORT` to
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- change it, `3DRAFT_LIVE=0` to turn it off), open it in a browser and watch the
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- model grow while the AI builds. The view re-frames to the scene; the objects are
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- read-only in the viewer, but you can still rotate, switch to WebGPU, and place or
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- delete your own prisms on top. Loopback only, other `Host` headers are refused.
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-
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- | tool | what it does |
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- | --- | --- |
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- | `add_box`, `add_extrusion`, `add_mesh` | boxes, prisms from a convex footprint, raw faces |
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- | `transform`, `recolor`, `remove`, `clear` | scale / rotate Y / move, colors, deleting |
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- | `get_mesh`, `extrude_face`, `move_vertices` | shape an object: push, taper, inset or dent a face, move vertices |
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- | `list`, `inspect` | objects and bounds; closed shell, winding, planar and convex faces, as text notes |
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- | `render` | SVG: a 2x2 sheet (front, side, top, persp) or one view, also `orbit` with yaw/pitch |
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- | `pick` | pixel of a render -> object, face, 3D point, normal |
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- | `export`, `import` | scene as JSON, optionally a `.json` file under the working directory |
133
- | `viewer` | URL of the live viewer |
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+ Put arrow functions in parentheses (`x |> ((v) => v + 1)`) and wrap a pipeline in parentheses next to `+` and `-`.
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79
 
135
- Y is up, the ground is y = 0, faces are counter-clockwise seen from outside.
136
- Everything is deterministic, so the same calls give the same SVG.
137
-
138
- ### Known limitations
80
+ ---
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81
 
140
- - Faces are painter-sorted with plane tests (Newell-Sancha style), which is
141
- exact for solids that touch or stand on each other. Interpenetrating solids
142
- and cyclic overlaps fall back to center depth and can show artifacts; a
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- face-splitting pass is planned.
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- - Edges are the polygon outlines, so hidden edges are not drawn.
145
- - Back-face culling assumes closed meshes with CCW faces seen from outside.
146
-
147
- ## Viewer app (repo only, not part of the npm package)
82
+ ## 2. The viewer app
148
83
 
149
84
  ```sh
150
- npm run app # http://localhost:5173/app/
85
+ npm run app # http://localhost:5173/app/ (repo only, not in the npm package)
151
86
  ```
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87
 
153
- Drag to rotate the view, double click to reset. G switches between the SVG and the WebGPU view, L turns the light (WebGPU). A
154
- target cross follows the pointer and lies on the surface under it. It is a
155
- single `app/index.html` plus a dependency-free static server
156
- (`app/serve.js`, localhost only, serves `app/`, `src/` and `examples/`).
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+ A single `app/index.html` plus a dependency-free static server. Person and AI work on the same scene: objects loaded from outside and objects made in the viewer are one model, `{ id, name, mesh }`. WebGPU view with an SVG fallback, a cross cursor on the surface, flying, materials, booleans, a move gizmo, isolate, travel, undo. It is also published as a Claude artifact whose shared database is the scene.
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158
- ## Versioning
90
+ **How to use it, all keys and the database layout: [APP.md](APP.md).**
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91
 
160
- Date based, written `YY.MM.DD.NNN`. npm needs valid semver (three numbers, no
161
- leading zeros), so the published form is `YY.M.DNNN` where the last number is
162
- day * 1000 + build:
92
+ ---
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164
- | readable | package version |
165
- | -------------- | --------------- |
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- | `26.11.01.001` | `26.11.1001` |
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- | `26.11.01.002` | `26.11.1002` |
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- | `26.11.15.012` | `26.11.15012` |
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+ ## 3. Engine and LLM
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95
 
170
- `npm run bump` sets the next version for today's date in `package.json` and
171
- `src/index.js` (`node scripts/bump.js --dry` only prints it).
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+ The engine is small enough to read whole (about 2000 lines) and everything it works with is text: meshes, palettes and scenes are JSON, previews are SVG, reports are sentences. That is the interface for an LLM:
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97
 
173
- ## Idea
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+ - **Look.** The LLM renders a model to SVG and reads it (or the numbers in it), without a screenshot. `occlude` keeps the text small.
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+ - **Check.** `validate` / `inspect` say in words what is wrong (open shell, inside-out faces, a non-planar face, which one), so the next edit is targeted.
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+ - **Edit.** The same data goes back in: write documents, call tools, render again. Output is deterministic, so a change in the picture is a change in the model.
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+ - **MCP server.** `mcp/server.js` (stdio, no dependencies) holds a scene of named objects and exposes it as tools: `add_box`, `add_extrusion`, `add_mesh`, `transform`, `boolean`, `recolor`, `remove`, `clear`, `get_mesh`, `extrude_face`, `move_vertices`, `list`, `inspect`, `render`, `pick`, `export`, `import`, `viewer`. It also serves the viewer and pushes every change to it, so a person watches the model grow. `claude mcp add 3draft -- node /absolute/path/to/3Draft/mcp/server.js`
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+ - **Shared database.** In the artifact, the LLM and the person edit the same `objects` and `palette` collections, so either side can start from what the other made.
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103
 
175
- - **One material, one palette texture.** Every face's UV points at a single
176
- texel of a small palette texture, so a whole scene is one pipeline, one bind
177
- group and instanced draw calls.
178
- - **Thin WASM core.** Transforms, culling and animation live in a WASM module
179
- (HEXAW and/or Rust) behind a small, documented ABI. JS only uploads buffers.
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- - **WebGPU first, WebGL2 fallback** behind a minimal `Renderer` interface.
181
- - **AI first.** A deterministic SVG preview and structured `inspect` reports
182
- (plus an MCP server) let an AI build and verify models from text.
104
+ Y is up, the ground is y = 0, faces are counter-clockwise seen from outside.
183
105
 
184
- ## Roadmap
106
+ Examples: `examples/table.js`, `examples/bridge.js` (50 named objects), `examples/cessna.js` (one mesh, 9 colours), and `examples/house.js` (a house converted from Blender with `tools/blend/`, 45 objects, approximate colours).
185
107
 
186
- 1. ABI description + reference JS kernel + spinning instanced cube
187
- 2. SVG/PNG preview renderer and MCP `render` / `inspect`
188
- 3. Text modelling language + palette/UV validator
189
- 4. HEXAW kernel next to the JS reference, with differential tests
190
- 5. Rust core only if the logic outgrows HEXAW
108
+ ---
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+
110
+ ## Develop, version, license
111
+
112
+ ```bash
113
+ npm run build # src/*.ts -> dist/ (|> desugared, type checked)
114
+ npm test # builds, then runs every test
115
+ npm run build:check # fails when dist/ is out of date
116
+ npm run app # the viewer
117
+ ```
191
118
 
192
- ## License
119
+ Edit `src/*.ts`, never `dist/`. Versions are date based, `YY.MM.DD.NNN`, published as semver `YY.M.DNNN` (`26.11.01.002` is `26.11.1002`); `npm run bump` sets the next one.
193
120
 
194
121
  MIT
@@ -0,0 +1,29 @@
1
+ import type { Camera, Fit, Mesh, Vec3, ViewName, ViewSpec } from './types.js';
2
+ export declare const VIEW_ORDER: readonly ViewName[];
3
+ /**
4
+ * `fit` = { center, radius, dist? } overrides the target and framing (perspective views only use `dist`). Use it when the
5
+ * mesh moves (e.g. rotates) so the camera keeps looking at the same spot.
6
+ */
7
+ export declare const makeCamera: (view: ViewName | ViewSpec, mesh: Mesh, size: number, fit?: Fit) => Camera;
8
+ /**
9
+ * Turntable rotation as a camera: the view you get from rotate(mesh, { yaw, pitch })
10
+ * with a fixed camera, but the mesh stays where it is. Picks and marks are then
11
+ * in object space.
12
+ */
13
+ export declare const orbit: ({ yaw, pitch, ortho, name }?: {
14
+ yaw?: number;
15
+ pitch?: number;
16
+ ortho?: boolean;
17
+ name?: string;
18
+ }) => ViewSpec;
19
+ /** Ray through panel pixel (x, y), the inverse of project(): { origin, dir } in world space, dir is a unit vector. */
20
+ export declare const ray: (cam: Camera, x: number, y: number) => {
21
+ origin: Vec3;
22
+ dir: Vec3;
23
+ };
24
+ /** World point -> { x, y } in panel pixels (y down) and depth along the view direction. */
25
+ export declare const project: (cam: Camera, p: Vec3) => {
26
+ x: number;
27
+ y: number;
28
+ depth: number;
29
+ };
package/dist/camera.js ADDED
@@ -0,0 +1,68 @@
1
+ // Four named views, all looking at the mesh bounding-box center.
2
+ // front / side / top are orthographic (same scale), persp is a perspective view.
3
+ // A view can also be a custom spec: { dir, up, ortho, name? } where `dir` is the
4
+ // direction from the target towards the eye.
5
+ import { add, cross, dot, norm, scale, plus, minus, times } from './vec.js';
6
+ import { bounds } from './mesh.js';
7
+ export const VIEW_ORDER = ['front', 'side', 'top', 'persp'];
8
+ const FOV = (35 * Math.PI) / 180;
9
+ const VIEWS = {
10
+ front: { dir: [0, 0, 1], up: [0, 1, 0], ortho: true }, // eye on +z
11
+ side: { dir: [1, 0, 0], up: [0, 1, 0], ortho: true }, // eye on +x
12
+ top: { dir: [0, 1, 0], up: [0, 0, -1], ortho: true }, // eye on +y, -z is screen-up
13
+ persp: { dir: norm([1, 0.8, 1.2]), up: [0, 1, 0], ortho: false },
14
+ };
15
+ /**
16
+ * `fit` = { center, radius, dist? } overrides the target and framing (perspective views only use `dist`). Use it when the
17
+ * mesh moves (e.g. rotates) so the camera keeps looking at the same spot.
18
+ */
19
+ export const makeCamera = (view, mesh, size, fit) => {
20
+ const spec = typeof view === 'string' ? VIEWS[view] : view;
21
+ if (!spec)
22
+ throw new Error(`unknown view: ${view}`);
23
+ const name = typeof view === 'string' ? view : (view.name ?? 'custom');
24
+ const ortho = Boolean(spec.ortho);
25
+ const { center, radius } = fit ?? bounds(mesh);
26
+ const r0 = radius || 1;
27
+ const dist = ortho ? r0 * 4 : (fit?.dist ?? (r0 * 1.25) / Math.sin(FOV / 2)); // fit.dist: eye distance override (a first-person eye sits almost on the center)
28
+ const eye = plus(center)(times(dist)(norm(spec.dir)));
29
+ const f = norm(minus(eye)(center)); // forward
30
+ const r = norm(cross(f, spec.up)); // right
31
+ const u = cross(r, f); // up
32
+ const k = ortho ? ((size / 2) * 0.8) / r0 : size / 2 / Math.tan(FOV / 2);
33
+ return { name, eye, f, r, u, ortho, k, size };
34
+ };
35
+ /**
36
+ * Turntable rotation as a camera: the view you get from rotate(mesh, { yaw, pitch })
37
+ * with a fixed camera, but the mesh stays where it is. Picks and marks are then
38
+ * in object space.
39
+ */
40
+ export const orbit = ({ yaw = 0, pitch = 0, ortho = false, name = 'orbit' } = {}) => {
41
+ const cy = Math.cos(yaw);
42
+ const sy = Math.sin(yaw);
43
+ const cp = Math.cos(pitch);
44
+ const sp = Math.sin(pitch);
45
+ return { name, ortho, dir: [-sy * cp, sp, cy * cp], up: [sy * sp, cp, -cy * sp] };
46
+ };
47
+ /** Ray through panel pixel (x, y), the inverse of project(): { origin, dir } in world space, dir is a unit vector. */
48
+ export const ray = (cam, x, y) => {
49
+ const nx = (x - cam.size / 2) / cam.k;
50
+ const ny = -(y - cam.size / 2) / cam.k;
51
+ const lateral = plus(scale(cam.u, ny))(scale(cam.r, nx));
52
+ return cam.ortho
53
+ ? { origin: add(cam.eye, lateral), dir: cam.f }
54
+ : { origin: cam.eye, dir: norm(plus(lateral)(cam.f)) };
55
+ };
56
+ /** World point -> { x, y } in panel pixels (y down) and depth along the view direction. */
57
+ export const project = (cam, p) => {
58
+ const d = minus(cam.eye)(p);
59
+ const cx = dot(d, cam.r);
60
+ const cy = dot(d, cam.u);
61
+ const depth = dot(d, cam.f);
62
+ const w = cam.ortho ? 1 : depth;
63
+ return {
64
+ x: cam.size / 2 + (cx / w) * cam.k,
65
+ y: cam.size / 2 - (cy / w) * cam.k,
66
+ depth,
67
+ };
68
+ };
@@ -0,0 +1,24 @@
1
+ import type { Mesh } from './types.js';
2
+ export interface Validation {
3
+ vertices: number;
4
+ faces: number;
5
+ /** Every edge is shared by two faces, wound consistently. */
6
+ closed: boolean;
7
+ openEdges: number;
8
+ /** Signed volume; null unless closed. */
9
+ volume: number | null;
10
+ /** Closed, but the faces point inward. */
11
+ inside_out: boolean;
12
+ degenerateFaces: number[];
13
+ nonPlanarFaces: number[];
14
+ nonConvexFaces: number[];
15
+ ok: boolean;
16
+ /** Plain-text findings. */
17
+ notes: string[];
18
+ }
19
+ /**
20
+ * { vertices, faces, closed, openEdges, volume, inside_out, degenerateFaces,
21
+ * nonPlanarFaces, nonConvexFaces, ok, notes }
22
+ * `volume` and `inside_out` only mean something for a closed mesh.
23
+ */
24
+ export declare const validate: (mesh: Mesh) => Validation;
package/dist/check.js ADDED
@@ -0,0 +1,83 @@
1
+ // Model checks an AI can read as text: is the mesh closed, are the faces CCW from
2
+ // outside, planar and convex (picking and the painter assume that).
3
+ import { sub, dot, cross, len, norm } from './vec.js';
4
+ import { faceNormal, bounds } from './mesh.js';
5
+ /**
6
+ * { vertices, faces, closed, openEdges, volume, inside_out, degenerateFaces,
7
+ * nonPlanarFaces, nonConvexFaces, ok, notes }
8
+ * `volume` and `inside_out` only mean something for a closed mesh.
9
+ */
10
+ export const validate = (mesh) => {
11
+ const { positions, faces } = mesh;
12
+ const size = bounds(mesh).radius || 1;
13
+ const degenerate = [];
14
+ const nonPlanar = [];
15
+ const nonConvex = [];
16
+ const directed = new Map();
17
+ let volume = 0;
18
+ faces.forEach((face, i) => {
19
+ const pts = face.v.map((k) => positions[k]);
20
+ const m = pts.length;
21
+ const n = faceNormal(pts);
22
+ const area2 = len(n);
23
+ if (area2 < 1e-12 * size * size) {
24
+ degenerate.push(i);
25
+ return;
26
+ }
27
+ const unit = norm(n);
28
+ if (Math.max(...pts.map((p) => Math.abs(dot(sub(p, pts[0]), unit)))) > 1e-6 * size)
29
+ nonPlanar.push(i);
30
+ for (let j = 0; j < m; j++) {
31
+ const a = pts[j];
32
+ const b = pts[(j + 1) % m];
33
+ const c = pts[(j + 2) % m];
34
+ if (dot(cross(sub(b, a), sub(c, b)), unit) < -1e-9 * size * size) {
35
+ nonConvex.push(i);
36
+ break;
37
+ }
38
+ }
39
+ for (let j = 0; j < m; j++) {
40
+ const key = `${face.v[j]},${face.v[(j + 1) % m]}`;
41
+ directed.set(key, (directed.get(key) ?? 0) + 1);
42
+ }
43
+ for (let j = 1; j < m - 1; j++)
44
+ volume += dot(pts[0], cross(pts[j], pts[j + 1])) / 6;
45
+ });
46
+ let open = 0;
47
+ let repeated = 0;
48
+ for (const [key, count] of directed) {
49
+ const [a, b] = key.split(',');
50
+ if (count > 1)
51
+ repeated += 1;
52
+ if (!directed.has(`${b},${a}`))
53
+ open += 1;
54
+ }
55
+ const closed = faces.length > 0 && open === 0 && repeated === 0;
56
+ const insideOut = closed && volume < 0;
57
+ const notes = [];
58
+ if (degenerate.length)
59
+ notes.push(`degenerate faces (no area): ${degenerate.join(', ')}`);
60
+ if (nonPlanar.length)
61
+ notes.push(`non-planar faces: ${nonPlanar.join(', ')}`);
62
+ if (nonConvex.length)
63
+ notes.push(`non-convex faces (picking and painting assume convex): ${nonConvex.join(', ')}`);
64
+ if (repeated)
65
+ notes.push(`${repeated} edge(s) are used twice in the same direction: faces are wound inconsistently`);
66
+ if (open)
67
+ notes.push(`${open} open edge(s): the mesh is not closed (fine for a surface, e.g. a missing bottom)`);
68
+ if (insideOut)
69
+ notes.push('the faces point inward: reverse the vertex order of every face');
70
+ return {
71
+ vertices: positions.length,
72
+ faces: faces.length,
73
+ closed,
74
+ openEdges: open,
75
+ volume: closed ? Math.round(volume * 1e9) / 1e9 : null,
76
+ inside_out: insideOut,
77
+ degenerateFaces: degenerate,
78
+ nonPlanarFaces: nonPlanar,
79
+ nonConvexFaces: nonConvex,
80
+ ok: !degenerate.length && !nonPlanar.length && !nonConvex.length && !repeated && !insideOut,
81
+ notes,
82
+ };
83
+ };
package/dist/csg.d.ts ADDED
@@ -0,0 +1,10 @@
1
+ import type { Mesh } from './types.js';
2
+ export type BooleanOp = 'union' | 'subtract' | 'intersect';
3
+ /**
4
+ * Boolean of two closed solids (outward CCW faces): 'union', 'subtract' (a minus b) or 'intersect'.
5
+ * Throws with a reason when an input is open or inside out.
6
+ */
7
+ export declare const boolean: (a: Mesh, b: Mesh, op: BooleanOp) => Mesh;
8
+ export declare const union: (a: Mesh, b: Mesh) => Mesh;
9
+ export declare const subtract: (a: Mesh, b: Mesh) => Mesh;
10
+ export declare const intersect: (a: Mesh, b: Mesh) => Mesh;