@2112-lab/central-plant 0.3.26 → 0.3.27
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/bundle/index.js +894 -117
- package/dist/cjs/src/core/centralPlant.js +1 -1
- package/dist/cjs/src/core/centralPlantInternals.js +17 -0
- package/dist/cjs/src/core/sceneViewer.js +55 -2
- package/dist/cjs/src/managers/behaviors/IoAnimationManager.js +24 -1
- package/dist/cjs/src/managers/behaviors/IoOutlineManager.js +258 -0
- package/dist/cjs/src/managers/controls/transformControlsManager.js +319 -43
- package/dist/cjs/src/managers/scene/animationManager.js +9 -2
- package/dist/cjs/src/managers/scene/componentTooltipManager.js +190 -27
- package/dist/cjs/src/managers/scene/modelManager.js +15 -1
- package/dist/cjs/src/utils/boundingBoxUtils.js +38 -40
- package/dist/esm/src/core/centralPlant.js +1 -1
- package/dist/esm/src/core/centralPlantInternals.js +17 -0
- package/dist/esm/src/core/sceneViewer.js +55 -2
- package/dist/esm/src/managers/behaviors/IoAnimationManager.js +24 -1
- package/dist/esm/src/managers/behaviors/IoOutlineManager.js +234 -0
- package/dist/esm/src/managers/controls/transformControlsManager.js +319 -43
- package/dist/esm/src/managers/scene/animationManager.js +9 -2
- package/dist/esm/src/managers/scene/componentTooltipManager.js +191 -28
- package/dist/esm/src/managers/scene/modelManager.js +16 -2
- package/dist/esm/src/utils/boundingBoxUtils.js +39 -42
- package/package.json +1 -1
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@@ -219,6 +219,26 @@ var IoAnimationManager = /*#__PURE__*/function (_BaseDisposable) {
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return dps;
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}
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/**
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* Return the Three.js mesh objects that are animated for a given attachment.
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* Used by IoOutlineManager to include animated meshes in the outline.
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*
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* @param {string} parentUuid
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* @param {string} attachmentId
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* @returns {THREE.Object3D[]}
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*/
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}, {
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key: "getAnimatedMeshes",
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value: function getAnimatedMeshes(parentUuid, attachmentId) {
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var key = this._key(parentUuid, attachmentId);
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var entries = this._entries.get(key);
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if (!(entries !== null && entries !== void 0 && entries.length)) return [];
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// Deduplicate — multiple animations can target the same mesh
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return _toConsumableArray(new Set(entries.map(function (e) {
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return e.mesh;
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})));
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}
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/**
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* Remove all animation entries associated with a given host component.
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* Call when a component is removed from the scene.
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@@ -450,7 +470,10 @@ var IoAnimationManager = /*#__PURE__*/function (_BaseDisposable) {
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value: function _applyTranslation(mesh, origPos, transform) {
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var _transform$x, _transform$y, _transform$z;
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if (!transform) return;
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-
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// X and Y are negated to match the sign convention used in the AnimateDevicesDialog
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// preview (_syncViewerTransform negates x and y before calling setMeshPreviewOffset).
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// Z is added directly (no negation) — matching the dialog's z handling.
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mesh.position.set(origPos.x - ((_transform$x = transform.x) !== null && _transform$x !== void 0 ? _transform$x : 0), origPos.y - ((_transform$y = transform.y) !== null && _transform$y !== void 0 ? _transform$y : 0), origPos.z + ((_transform$z = transform.z) !== null && _transform$z !== void 0 ? _transform$z : 0));
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}
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/**
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@@ -0,0 +1,234 @@
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import { inherits as _inherits, createClass as _createClass, superPropGet as _superPropGet, createForOfIteratorHelper as _createForOfIteratorHelper, classCallCheck as _classCallCheck, callSuper as _callSuper } from '../../../_virtual/_rollupPluginBabelHelpers.js';
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import * as THREE from 'three';
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import { BaseDisposable } from '../../core/baseDisposable.js';
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/**
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* Three.js layer reserved exclusively for the outline mask pass.
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* Layer 20 is high enough to be well clear of typical app layer usage.
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*/
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var OUTLINE_LAYER = 20;
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// ── Shaders ──────────────────────────────────────────────────────────────────
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var VERT_SHADER = /* glsl */"\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = vec4(position.xy, 0.0, 1.0);\n}\n";
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/**
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* Screen-space outline shader.
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*
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* Samples in a circular kernel to find the nearest filled (silhouette) pixel.
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* Applies a smooth alpha falloff at the outer edge using smoothstep so the
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* outline fades cleanly rather than cutting off hard.
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*
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* RADIUS — maximum distance in pixels from the silhouette edge to draw.
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* SAMPLES — kernel half-extent; must be an integer ≥ ceil(RADIUS).
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*/
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var FRAG_SHADER = /* glsl */"\nuniform sampler2D tMask;\nuniform vec2 uInvSize;\nvarying vec2 vUv;\n\nconst float RADIUS = 3.0; // total outline width in pixels\nconst int SAMPLES = 4; // kernel half-extent (\u2265 ceil(RADIUS))\n\nvoid main() {\n float center = texture2D(tMask, vUv).r;\n\n // Pixels inside the silhouette: the main render already drew them.\n if (center > 0.5) discard;\n\n // Find the closest filled neighbour within the circular kernel.\n float minDist = 99.0;\n for (int x = -SAMPLES; x <= SAMPLES; x++) {\n for (int y = -SAMPLES; y <= SAMPLES; y++) {\n float dist = length(vec2(float(x), float(y)));\n if (dist > RADIUS + 1.0) continue; // skip corners outside circle\n vec2 offset = vec2(float(x), float(y)) * uInvSize;\n if (texture2D(tMask, vUv + offset).r > 0.5) {\n minDist = min(minDist, dist);\n }\n }\n }\n\n if (minDist > RADIUS + 0.5) discard;\n\n // Smooth alpha: full opacity near the edge, fades to 0 at RADIUS pixels out.\n float alpha = 1.0 - smoothstep(RADIUS - 1.0, RADIUS + 0.5, minDist);\n gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);\n}\n";
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var IoOutlineManager = /*#__PURE__*/function (_BaseDisposable) {
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function IoOutlineManager(sceneViewer) {
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var _this;
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_classCallCheck(this, IoOutlineManager);
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_this = _callSuper(this, IoOutlineManager);
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_this.sceneViewer = sceneViewer;
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_this._maskTarget = null;
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_this._maskMat = null;
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_this._overlayScene = null;
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_this._overlayCamera = null;
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_this._overlayMat = null;
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/**
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* Meshes that have been moved onto OUTLINE_LAYER, stored with their
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* original layers.mask so they can be restored on clearance.
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* @type {{ mesh: THREE.Mesh, originalMask: number }[]}
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*/
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_this._layeredMeshes = [];
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/** @type {boolean} Whether an outline is currently active. */
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_this.isActive = false;
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return _this;
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}
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// ─────────────────────────────────────────────────────────────────────────
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// PUBLIC API
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// ─────────────────────────────────────────────────────────────────────────
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/**
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* Set the objects to outline. Pass an empty array (or call with no args)
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* to remove the outline.
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* @param {THREE.Object3D[]} objects
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*/
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_inherits(IoOutlineManager, _BaseDisposable);
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return _createClass(IoOutlineManager, [{
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key: "setTargets",
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value: function setTargets() {
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var _this2 = this;
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var objects = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
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this._clearLayeredMeshes();
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if (!objects.length) {
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this.isActive = false;
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return;
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}
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objects.forEach(function (obj) {
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obj.traverse(function (child) {
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if (!child.isMesh) return;
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var originalMask = child.layers.mask;
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child.layers.enable(OUTLINE_LAYER);
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_this2._layeredMeshes.push({
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mesh: child,
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originalMask: originalMask
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});
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});
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});
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this.isActive = this._layeredMeshes.length > 0;
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}
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/**
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* Render one frame: main scene → mask pass → outline composite.
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* Must be called instead of renderer.render() when isActive is true.
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*/
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}, {
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key: "render",
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value: function render() {
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var sv = this.sceneViewer;
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var renderer = sv.renderer,
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scene = sv.scene,
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camera = sv.camera;
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if (!renderer || !scene || !camera) return;
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// ── Step 1: Normal scene render — sky, transparency, all unaffected ──
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renderer.render(scene, camera);
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if (!this.isActive) return;
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this._ensureResources();
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if (!this._maskTarget) return;
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// Stash renderer / scene / camera state we are about to mutate
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var prevBg = scene.background;
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var prevOverride = scene.overrideMaterial;
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var prevLayerMask = camera.layers.mask;
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var prevAutoClear = renderer.autoClear;
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var prevClearClr = renderer.getClearColor(new THREE.Color());
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var prevClearA = renderer.getClearAlpha();
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// ── Step 2: Render the device silhouette into the private mask target ──
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scene.background = null; // transparent clear
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scene.overrideMaterial = this._maskMat; // flat white for all geometry
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camera.layers.set(OUTLINE_LAYER); // only see the device meshes
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renderer.setClearColor(0x000000, 0);
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renderer.autoClear = true;
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renderer.setRenderTarget(this._maskTarget);
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renderer.render(scene, camera);
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renderer.setRenderTarget(null);
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// Restore mutated state
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scene.background = prevBg;
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scene.overrideMaterial = prevOverride;
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camera.layers.mask = prevLayerMask;
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renderer.setClearColor(prevClearClr, prevClearA);
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// ── Step 3: Composite the outline on top without clearing the framebuffer
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renderer.autoClear = false;
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renderer.render(this._overlayScene, this._overlayCamera);
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renderer.autoClear = prevAutoClear;
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}
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/**
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* Call when the canvas is resized to keep the mask target and shader in sync.
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* @param {number} width
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* @param {number} height
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*/
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}, {
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key: "setSize",
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value: function setSize(width, height) {
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if (this._maskTarget) this._maskTarget.setSize(width, height);
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if (this._overlayMat) {
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this._overlayMat.uniforms.uInvSize.value.set(1 / width, 1 / height);
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}
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}
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}, {
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key: "dispose",
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value: function dispose() {
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this._clearLayeredMeshes();
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if (this._maskTarget) {
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this._maskTarget.dispose();
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this._maskTarget = null;
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}
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if (this._maskMat) {
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this._maskMat.dispose();
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this._maskMat = null;
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}
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if (this._overlayMat) {
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this._overlayMat.dispose();
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this._overlayMat = null;
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}
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_superPropGet(IoOutlineManager, "dispose", this, 3)([]);
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}
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// ─────────────────────────────────────────────────────────────────────────
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// PRIVATE
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// ─────────────────────────────────────────────────────────────────────────
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/** Lazy-initialise GPU resources on first use. */
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}, {
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key: "_ensureResources",
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value: function _ensureResources() {
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if (this._maskTarget) return;
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var renderer = this.sceneViewer.renderer;
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if (!renderer) return;
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var size = renderer.getSize(new THREE.Vector2());
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var w = size.x;
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var h = size.y;
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// Private render target — receives the flat white device silhouette
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this._maskTarget = new THREE.WebGLRenderTarget(w, h);
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// Flat white material used during the mask pass
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this._maskMat = new THREE.MeshBasicMaterial({
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color: 0xffffff
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});
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// Screen-space overlay: reads the mask and draws only the outline pixels
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this._overlayMat = new THREE.ShaderMaterial({
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uniforms: {
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tMask: {
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value: this._maskTarget.texture
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},
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uInvSize: {
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value: new THREE.Vector2(1 / w, 1 / h)
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}
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},
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vertexShader: VERT_SHADER,
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fragmentShader: FRAG_SHADER,
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transparent: true,
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depthTest: false,
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depthWrite: false
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});
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var quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), this._overlayMat);
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quad.frustumCulled = false;
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this._overlayScene = new THREE.Scene();
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this._overlayScene.add(quad);
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this._overlayCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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}
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/** Remove OUTLINE_LAYER from all tracked meshes and clear the list. */
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}, {
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key: "_clearLayeredMeshes",
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value: function _clearLayeredMeshes() {
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var _iterator = _createForOfIteratorHelper(this._layeredMeshes),
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_step;
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try {
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for (_iterator.s(); !(_step = _iterator.n()).done;) {
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var _step$value = _step.value,
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mesh = _step$value.mesh,
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originalMask = _step$value.originalMask;
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mesh.layers.mask = originalMask;
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}
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} catch (err) {
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_iterator.e(err);
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} finally {
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_iterator.f();
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}
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this._layeredMeshes = [];
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}
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}]);
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}(BaseDisposable);
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export { IoOutlineManager };
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