@chestnutlabs/gcode-model-renderer 0.7.0 → 0.9.0

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package/README.md ADDED
@@ -0,0 +1,97 @@
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+ # @chestnutlabs/gcode-model-renderer
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+
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+ Three.js **presentation** renderer for source models — draws an `.stl` or `.3mf` mesh as a clean,
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+ studio-lit thumbnail. It answers *"what object is this?"*, and is deliberately **separate** from the
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+ toolpath renderer, which answers *"how does this print/cut run?"* (design: DD-018).
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+
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+ > **Peer dependency:** `three` (supported range `^0.178.0`) — install it alongside this package.
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+
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+ ![Two presentation thumbnails: a neutral gray STL part (materials: unavailable) beside a red/amber/green three-object 3MF (materials: known)](https://raw.githubusercontent.com/ChestnutLabs/gcode-preview/dev/docs/media/model-render-stl-3mf.png)
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+
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+ Use it for file-browser thumbnails, library cards, and "what's in this file" previews — the picture a
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+ slicer shows of a part, not the toolpath. For inspecting the actual moves (layers, travel, seams,
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+ color modes, live progress), use [`@chestnutlabs/gcode-renderer-three`](../gcode-renderer-three)
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+ instead.
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+
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+ - **STL and 3MF** — a bare STL is a single object with no declared material; a 3MF brings its own
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+ multi-object structure, per-object transforms, and per-object / per-triangle material colors,
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+ including files that use the 3MF **Production Extension** (`p:path` external parts).
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+ - **Production multicolor** — real Bambu Studio / OrcaSlicer files paint per-region color with a
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+ proprietary `paint_color` facet attribute and keep the palette in `project_settings.config`, not in
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+ standard 3MF materials. The renderer decodes that facet-paint format (clean-room, see
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+ [RR-005](../../docs/research/RR-005-3mf-paint-color-facet-format.md)) and reads the `filament_colour`
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+ palette itself, so a designer's multicolor model renders in its true colors without slicing.
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+ - **Capability-honest color** — when the source declares colors — standard 3MF `basematerials`, or
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+ `paint_color` + a filament palette — the render uses them and reports `materials: 'known'`
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+ (`'approximated'` when a handful of multi-color facets are flattened). When it declares none — a
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+ plain STL, or a paint format with no palette present — it draws a neutral default and reports
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+ `materials: 'unavailable'`. It never invents a source color.
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+ - **Fixed presentation pose** — framed at a 3/4 angle on the shared render "stage" from
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+ `@chestnutlabs/gcode-renderer-three`, under a neutral studio light rig, on a transparent (default)
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+ or solid background you can composite onto a card.
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+ - **Headless still** — `renderModelStill` mirrors the toolpath side's `renderStill`: hand it bytes,
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+ get back a canvas plus a stable `cacheKey` and the `materials` confidence for that render. Runs in
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+ any Chromium-class WebGL2 context (an `OffscreenCanvas` in a Worker, or headless Chromium).
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+ - **Interactive viewer** — `createModelViewer` is the live analogue of the still: orbit, zoom, and pan
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+ the same STL / 3MF (including production multicolor) in a browser `<canvas>`, with camera presets, a
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+ serializable camera state, and an event stream for readiness and errors.
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+ - **Three-free public types** — `ModelScene` / `ModelObject` / `MeshGeometry` are plain typed arrays,
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+ so the package's surface never leaks `three`; the renderer builds three meshes internally.
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+
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+ ```ts
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+ import { renderModelStill } from '@chestnutlabs/gcode-model-renderer';
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+
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+ // In a Worker with an OffscreenCanvas, or headless Chromium:
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+ const { canvas, objectCount, materials, cacheKey } = await renderModelStill(
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+ { kind: '3mf', bytes }, // or { kind: 'stl', bytes }
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+ { canvas: new OffscreenCanvas(512, 512), background: 'transparent' }
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+ );
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+ // materials === 'known' → the render used colors the file declared
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+ // materials === 'unavailable' → the file carried none; a neutral default was used (never faked)
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+ const blob = await canvas.convertToBlob();
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+ ```
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+
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+ Already hold a corrected or richer filament palette (e.g. re-rendering a sliced file)? Pass
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+ `filamentPalette` (hex per 0-based slot) to `renderModelStill` / `parse3mf` to override the one read
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+ from `project_settings.config`. Optional — the renderer reads the file's own palette without it.
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+
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+ ## Interactive viewer
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+
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+ For a live surface a user can orbit — a "View in 3D" for a source model, as opposed to a static
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+ thumbnail — `createModelViewer` drives the same scene under the shared camera and orbit controls the
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+ toolpath renderer uses:
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+
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+ ```ts
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+ import { createModelViewer } from '@chestnutlabs/gcode-model-renderer';
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+
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+ const viewer = createModelViewer(canvas); // a real <canvas> in the page
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+ viewer.onEvent((e) => {
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+ if (e.type === 'ready') {
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+ // e.info.materials === 'known' | 'approximated' → showing the file's true colors
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+ // e.info.materials === 'unavailable' → neutral render; don't claim "true colors"
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+ console.log(e.info.objectCount, e.info.materials, e.info.bounds);
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+ }
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+ if (e.type === 'renderer-unsupported') {
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+ // No WebGL — fall back to a renderModelStill image or a static thumbnail
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+ }
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+ });
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+
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+ await viewer.setSource({ kind: '3mf', bytes }); // or { kind: 'stl', bytes }; parse → build → frame
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+ viewer.setView('front'); // 'iso' | 'top' | 'front' | 'back' | 'left' | 'right' | 'bottom'
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+ // ...on unmount:
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+ viewer.dispose();
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+ ```
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+
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+ Drag to orbit, scroll to zoom, right-drag to pan. `getCameraState()` / `setCameraState()` persist and
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+ restore a pose (the same serializable `CameraState` as the toolpath renderer), `resize(w, h)` matches a
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+ `ResizeObserver`, and `setInteractionQuality('auto')` trades detail for smoothness while orbiting. New
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+ source formats become viewable by registering a `ModelLoader` for a new `kind`, with no change to the
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+ viewer's API (design: [DD-021](../../docs/design/DD-021-interactive-model-viewer.md)).
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+
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+ Prefer to build your own scene? `parseStl` / `parse3mf` return a three-free `ModelScene`, and both the
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+ still and the viewer accept a pre-built `ModelScene` directly.
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+
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+ Determinism (stills): same input + same environment ⇒ identical output. Cross-GPU/driver pixel identity
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+ is not promised — cache by the returned `cacheKey`.
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+
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+ Part of [Chestnut Labs G-code Preview](../../README.md) · MIT
package/dist/index.d.ts CHANGED
@@ -1,15 +1,22 @@
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  /**
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- * @chestnutlabs/gcode-model-renderer — Three.js **presentation** renderer for source models
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- * (STL now; 3MF multi-object/material next) — clean thumbnails/cards answering "what object is this?",
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- * distinct from toolpath inspection (DD-018). Sits on the shared render "stage" from
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- * `@chestnutlabs/gcode-renderer-three`. `three` is a peer dependency.
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+ * @chestnutlabs/gcode-model-renderer — Three.js **presentation** renderer for source models (STL and
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+ * 3MF multi-object/material, incl. production `paint_color` multicolor) — clean thumbnails/cards
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+ * answering "what object is this?", distinct from toolpath inspection. A headless still
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+ * (`renderModelStill`, DD-018) and an interactive viewer (`createModelViewer`, DD-021) share one scene
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+ * core. Sits on the shared render "stage" from `@chestnutlabs/gcode-renderer-three`. `three` is a peer
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+ * dependency.
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  */
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  export { ModelRenderer, NEUTRAL_MATERIAL_COLOR } from './model-renderer.js';
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  export type { ModelRendererOptions, ModelBackground, PresentationView } from './model-renderer.js';
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  export { renderModelStill } from './render-model-still.js';
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  export type { ModelSource, RenderModelStillOptions, RenderModelStillResult } from './render-model-still.js';
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+ export { createModelViewer } from './model-viewer.js';
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+ export type { ModelViewer, ModelViewerOptions, ModelViewerEvent, ModelReadyInfo } from './model-viewer.js';
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  export { parseStl } from './stl.js';
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  export { parse3mf } from './three-mf.js';
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+ export type { Parse3mfOptions } from './three-mf.js';
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+ export { stlLoader, threeMfLoader, DEFAULT_MODEL_LOADERS, isModelScene, resolveModelScene } from './loaders.js';
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+ export type { ModelLoader, ModelLoadOptions, ModelSourceInput } from './loaders.js';
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  export { computeCacheKey, defaultEnvId } from './cache-key.js';
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  export { DEFAULT_LIMITS, resolveLimits, ModelParseError } from './limits.js';
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  export type { ModelLimits, ResolvedLimits } from './limits.js';
@@ -1 +1 @@
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package/dist/index.js CHANGED
@@ -1,13 +1,17 @@
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  /**
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- * @chestnutlabs/gcode-model-renderer — Three.js **presentation** renderer for source models
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- * (STL now; 3MF multi-object/material next) — clean thumbnails/cards answering "what object is this?",
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- * distinct from toolpath inspection (DD-018). Sits on the shared render "stage" from
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- * `@chestnutlabs/gcode-renderer-three`. `three` is a peer dependency.
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+ * @chestnutlabs/gcode-model-renderer — Three.js **presentation** renderer for source models (STL and
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+ * 3MF multi-object/material, incl. production `paint_color` multicolor) — clean thumbnails/cards
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+ * answering "what object is this?", distinct from toolpath inspection. A headless still
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+ * (`renderModelStill`, DD-018) and an interactive viewer (`createModelViewer`, DD-021) share one scene
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+ * core. Sits on the shared render "stage" from `@chestnutlabs/gcode-renderer-three`. `three` is a peer
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+ * dependency.
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  */
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  export { ModelRenderer, NEUTRAL_MATERIAL_COLOR } from './model-renderer.js';
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  export { renderModelStill } from './render-model-still.js';
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+ export { createModelViewer } from './model-viewer.js';
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  export { parseStl } from './stl.js';
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  export { parse3mf } from './three-mf.js';
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+ export { stlLoader, threeMfLoader, DEFAULT_MODEL_LOADERS, isModelScene, resolveModelScene } from './loaders.js';
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  export { computeCacheKey, defaultEnvId } from './cache-key.js';
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  export { DEFAULT_LIMITS, resolveLimits, ModelParseError } from './limits.js';
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  export { IDENTITY_MAT4 } from './scene-model.js';
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+ import { type ModelLimits } from './limits.js';
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+ import type { ModelScene } from './scene-model.js';
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+ /**
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+ * Format-agnostic parse options carried through the registry. A loader that has no use for a field
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+ * ignores it; the bag stays generic so registering a new `kind` never widens the public seam.
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+ */
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+ export interface ModelLoadOptions {
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+ /**
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+ * 3MF `paint_color` palette override (hex `#RRGGBB` per 0-based slot), instead of the file's own
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+ * `project_settings.config`. Ignored by loaders that don't consume it (e.g. STL).
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+ */
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+ filamentPalette?: readonly (string | undefined)[];
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+ }
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+ /** A loader turns source bytes of one `kind` into the neutral {@link ModelScene} (DD-018 §4.1). */
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+ export interface ModelLoader {
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+ /** `'stl' | '3mf' | (future) 'obj' | 'step' | 'ply' | …` — an open string, not a closed union. */
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+ readonly kind: string;
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+ parse(bytes: Uint8Array, limits?: ModelLimits, opts?: ModelLoadOptions): ModelScene | Promise<ModelScene>;
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+ }
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+ /**
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+ * The viewer/still input: raw bytes tagged by an open `kind`, or an already-built {@link ModelScene}.
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+ * `kind` is NOT an STL|3MF union — new formats register a {@link ModelLoader}.
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+ */
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+ export type ModelSourceInput = {
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+ kind: string;
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+ bytes: Uint8Array | ArrayBuffer;
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+ } | ModelScene;
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+ /** STL loader (binary + ASCII); no colour/structure, so the honest single-object, no-material case. */
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+ export declare const stlLoader: ModelLoader;
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+ /** 3MF loader — multi-object/material incl. production `paint_color` multicolor (RR-005). */
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+ export declare const threeMfLoader: ModelLoader;
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+ /** The v1 default registry: STL + 3MF. */
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+ export declare const DEFAULT_MODEL_LOADERS: readonly ModelLoader[];
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+ /** True for a pre-built {@link ModelScene} input (has `objects`, carries no `kind` tag). */
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+ export declare function isModelScene(input: ModelSourceInput): input is ModelScene;
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+ /**
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+ * Resolve any {@link ModelSourceInput} to a {@link ModelScene} through the registry: a pre-built scene
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+ * passes through; a `{kind, bytes}` input dispatches to the matching loader. Throws
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+ * {@link ModelParseError} `E_MODEL_UNSUPPORTED_KIND` when no loader is registered for the `kind` (DD §6).
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+ */
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+ export declare function resolveModelScene(input: ModelSourceInput, loaders?: readonly ModelLoader[], limits?: ModelLimits, opts?: ModelLoadOptions): Promise<ModelScene>;
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+ //# sourceMappingURL=loaders.d.ts.map
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@@ -0,0 +1,43 @@
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+ /**
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+ * The generic model-source seam (DD-021 §4.1) — a loader registry keyed by an **open** `kind` string,
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+ * so the public input is a generic model source rather than an `STL | 3MF` union. New formats
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+ * (OBJ/STEP/PLY/…) become viewable by registering a {@link ModelLoader}, with no change to the viewer
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+ * or still-render signatures.
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+ *
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+ * v1 registers `stlLoader` (`kind:'stl'`) and `threeMfLoader` (`kind:'3mf'`). Both `renderModelStill`
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+ * (DD-018) and `createModelViewer` (DD-021) resolve their source through this one registry.
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+ */
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+ import { parseStl } from './stl.js';
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+ import { parse3mf } from './three-mf.js';
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+ import { ModelParseError } from './limits.js';
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+ /** STL loader (binary + ASCII); no colour/structure, so the honest single-object, no-material case. */
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+ export const stlLoader = {
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+ kind: 'stl',
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+ parse: (bytes, limits) => parseStl(bytes, limits)
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+ };
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+ /** 3MF loader — multi-object/material incl. production `paint_color` multicolor (RR-005). */
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+ export const threeMfLoader = {
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+ kind: '3mf',
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+ parse: (bytes, limits, opts) => parse3mf(bytes, limits, opts?.filamentPalette ? { filamentPalette: opts.filamentPalette } : undefined)
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+ };
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+ /** The v1 default registry: STL + 3MF. */
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+ export const DEFAULT_MODEL_LOADERS = [stlLoader, threeMfLoader];
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+ /** True for a pre-built {@link ModelScene} input (has `objects`, carries no `kind` tag). */
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+ export function isModelScene(input) {
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+ return input.objects !== undefined && input.kind === undefined;
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+ }
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+ /**
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+ * Resolve any {@link ModelSourceInput} to a {@link ModelScene} through the registry: a pre-built scene
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+ * passes through; a `{kind, bytes}` input dispatches to the matching loader. Throws
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+ * {@link ModelParseError} `E_MODEL_UNSUPPORTED_KIND` when no loader is registered for the `kind` (DD §6).
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+ */
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+ export async function resolveModelScene(input, loaders = DEFAULT_MODEL_LOADERS, limits, opts) {
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+ if (isModelScene(input))
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+ return input;
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+ const loader = loaders.find((l) => l.kind === input.kind);
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+ if (loader === undefined) {
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+ throw new ModelParseError('E_MODEL_UNSUPPORTED_KIND', `no model loader registered for kind '${input.kind}'`);
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+ }
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+ const bytes = input.bytes instanceof Uint8Array ? input.bytes : new Uint8Array(input.bytes);
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+ return loader.parse(bytes, limits, opts);
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+ }
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+ /**
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+ * `ModelContent` (DD-021 Phase 1) — the shared presentation **scene core**: given a three.js `Scene`,
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+ * it adds the model root (Z-up→Y-up) and the studio light rig, then builds capability-honest meshes for
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+ * a {@link ModelScene} (incl. per-triangle `paint_color` vertex colours) and reports the model's framing
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+ * (center + radius) for the camera.
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+ *
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+ * It owns **no** GL renderer, camera, or controls — only scene content — so both the headless still
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+ * (`ModelRenderer` → `renderModelStill`, DD-018) and the interactive viewer (`createModelViewer`,
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+ * DD-021) build meshes and lighting through **one** path instead of parallel copies. The still keeps its
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+ * own GL + camera; the viewer drives the shared `InteractiveStage`. Both hand this class a `Scene`.
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+ */
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+ import { Scene, Vector3 } from 'three';
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+ import type { ModelScene, RGB } from './scene-model.js';
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+ /** The framing a {@link ModelScene} implies: scene-space center and a bounding radius (model coords). */
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+ export interface ModelFraming {
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+ center: Vector3;
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+ radius: number;
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+ }
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+ /**
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+ * Adds the model root + studio rig to a provided `Scene` and builds meshes into it. The root carries the
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+ * same Z-up(model)→Y-up(scene) rotation as the toolpath renderer, so the shared framing helper places
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+ * the camera identically. Lights live in scene space (not under the rotated root) so the key stays
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+ * top-ish regardless of model orientation.
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+ */
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+ export declare class ModelContent {
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+ private readonly scene;
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+ private readonly root;
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+ private readonly disposables;
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+ private framedModel;
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+ constructor(scene: Scene);
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+ /** Build meshes for the scene and record its framing. Replaces (and disposes) any previous meshes. */
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+ setScene(scene: ModelScene): void;
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+ /** The framing of the last-set scene (`null` before the first {@link setScene}). */
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+ get framing(): ModelFraming | null;
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+ private buildMesh;
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+ private clearMeshes;
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+ /** Dispose all built geometries/materials (leaves the lights; the owner disposes the `Scene`). */
38
+ dispose(): void;
39
+ }
40
+ /** Exposed for tests: the neutral default color used when a model declares no material. */
41
+ export declare const NEUTRAL_MATERIAL_COLOR: RGB;
42
+ //# sourceMappingURL=model-content.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"model-content.d.ts","sourceRoot":"","sources":["../src/model-content.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AACH,OAAO,EAQL,KAAK,EACL,OAAO,EACR,MAAM,OAAO,CAAC;AACf,OAAO,KAAK,EAAe,UAAU,EAAE,GAAG,EAAE,MAAM,kBAAkB,CAAC;AAKrE,yGAAyG;AACzG,MAAM,WAAW,YAAY;IAC3B,MAAM,EAAE,OAAO,CAAC;IAChB,MAAM,EAAE,MAAM,CAAC;CAChB;AAED;;;;;GAKG;AACH,qBAAa,YAAY;IAKX,OAAO,CAAC,QAAQ,CAAC,KAAK;IAJlC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAe;IACpC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAA6B;IACzD,OAAO,CAAC,WAAW,CAA6B;gBAEnB,KAAK,EAAE,KAAK;IAezC,sGAAsG;IACtG,QAAQ,CAAC,KAAK,EAAE,UAAU,GAAG,IAAI;IAWjC,oFAAoF;IACpF,IAAI,OAAO,IAAI,YAAY,GAAG,IAAI,CAEjC;IAED,OAAO,CAAC,SAAS;IAwBjB,OAAO,CAAC,WAAW;IAMnB,kGAAkG;IAClG,OAAO,IAAI,IAAI;CAGhB;AAED,2FAA2F;AAC3F,eAAO,MAAM,sBAAsB,EAAE,GAAmB,CAAC"}
@@ -0,0 +1,92 @@
1
+ /**
2
+ * `ModelContent` (DD-021 Phase 1) — the shared presentation **scene core**: given a three.js `Scene`,
3
+ * it adds the model root (Z-up→Y-up) and the studio light rig, then builds capability-honest meshes for
4
+ * a {@link ModelScene} (incl. per-triangle `paint_color` vertex colours) and reports the model's framing
5
+ * (center + radius) for the camera.
6
+ *
7
+ * It owns **no** GL renderer, camera, or controls — only scene content — so both the headless still
8
+ * (`ModelRenderer` → `renderModelStill`, DD-018) and the interactive viewer (`createModelViewer`,
9
+ * DD-021) build meshes and lighting through **one** path instead of parallel copies. The still keeps its
10
+ * own GL + camera; the viewer drives the shared `InteractiveStage`. Both hand this class a `Scene`.
11
+ */
12
+ import { BufferAttribute, BufferGeometry, DirectionalLight, Group, HemisphereLight, Mesh, MeshStandardMaterial, Vector3 } from 'three';
13
+ /** Neutral default surface when the source declares no material (never a fabricated source color). */
14
+ const NEUTRAL_COLOR = [0.8, 0.8, 0.82];
15
+ /**
16
+ * Adds the model root + studio rig to a provided `Scene` and builds meshes into it. The root carries the
17
+ * same Z-up(model)→Y-up(scene) rotation as the toolpath renderer, so the shared framing helper places
18
+ * the camera identically. Lights live in scene space (not under the rotated root) so the key stays
19
+ * top-ish regardless of model orientation.
20
+ */
21
+ export class ModelContent {
22
+ scene;
23
+ root = new Group();
24
+ disposables = [];
25
+ framedModel = null;
26
+ constructor(scene) {
27
+ this.scene = scene;
28
+ this.root.rotation.x = -Math.PI / 2;
29
+ this.scene.add(this.root);
30
+ // Studio rig (presentation-specific): soft hemisphere fill + a key directional + a low fill.
31
+ const hemi = new HemisphereLight(0xffffff, 0x9098a5, 2.0);
32
+ this.scene.add(hemi);
33
+ const key = new DirectionalLight(0xffffff, 1.6);
34
+ key.position.set(0.6, 1, 0.8);
35
+ this.scene.add(key);
36
+ const fill = new DirectionalLight(0xffffff, 0.5);
37
+ fill.position.set(-0.7, 0.3, -0.5);
38
+ this.scene.add(fill);
39
+ }
40
+ /** Build meshes for the scene and record its framing. Replaces (and disposes) any previous meshes. */
41
+ setScene(scene) {
42
+ this.clearMeshes();
43
+ for (const obj of scene.objects)
44
+ this.root.add(this.buildMesh(obj));
45
+ const [minX, minY, minZ] = scene.bounds.min;
46
+ const [maxX, maxY, maxZ] = scene.bounds.max;
47
+ const center = new Vector3((minX + maxX) / 2, (minY + maxY) / 2, (minZ + maxZ) / 2);
48
+ const radius = Math.max(1e-3, center.distanceTo(new Vector3(minX, minY, minZ)));
49
+ this.framedModel = { center, radius };
50
+ }
51
+ /** The framing of the last-set scene (`null` before the first {@link setScene}). */
52
+ get framing() {
53
+ return this.framedModel;
54
+ }
55
+ buildMesh(obj) {
56
+ const g = new BufferGeometry();
57
+ g.setAttribute('position', new BufferAttribute(obj.geometry.positions, 3));
58
+ if (obj.geometry.indices !== undefined)
59
+ g.setIndex(new BufferAttribute(obj.geometry.indices, 1));
60
+ if (obj.geometry.normals !== undefined)
61
+ g.setAttribute('normal', new BufferAttribute(obj.geometry.normals, 3));
62
+ else
63
+ g.computeVertexNormals();
64
+ const mat = new MeshStandardMaterial({ roughness: 0.62, metalness: 0.0 });
65
+ if (obj.geometry.colors !== undefined) {
66
+ // A single mesh carrying multiple colors (per-triangle 3MF material) → vertex colors.
67
+ g.setAttribute('color', new BufferAttribute(obj.geometry.colors, 3));
68
+ mat.vertexColors = true;
69
+ }
70
+ else {
71
+ const color = obj.material?.color ?? NEUTRAL_COLOR;
72
+ mat.color.setRGB(color[0], color[1], color[2]);
73
+ }
74
+ const mesh = new Mesh(g, mat);
75
+ mesh.matrixAutoUpdate = false;
76
+ mesh.matrix.fromArray(obj.transform);
77
+ this.disposables.push(g, mat);
78
+ return mesh;
79
+ }
80
+ clearMeshes() {
81
+ for (const d of this.disposables)
82
+ d.dispose();
83
+ this.disposables.length = 0;
84
+ this.root.clear();
85
+ }
86
+ /** Dispose all built geometries/materials (leaves the lights; the owner disposes the `Scene`). */
87
+ dispose() {
88
+ this.clearMeshes();
89
+ }
90
+ }
91
+ /** Exposed for tests: the neutral default color used when a model declares no material. */
92
+ export const NEUTRAL_MATERIAL_COLOR = NEUTRAL_COLOR;
@@ -3,12 +3,15 @@
3
3
  * "stage" from `@chestnutlabs/gcode-renderer-three` (framing pose, GL builder, GL type contracts).
4
4
  *
5
5
  * Distinct from the toolpath renderer: no tubes/travel/layers — just the model, framed at a fixed 3/4
6
- * angle under neutral studio lighting, on a transparent or themed background. Its lighting is its own
7
- * (DD-018 §4.3): a presentation studio rig, not the toolpath light rig.
6
+ * angle under neutral studio lighting, on a transparent or themed background. Its scene content (root,
7
+ * studio lights, capability-honest meshes) is built by the shared {@link ModelContent} core (DD-021),
8
+ * so the still and the interactive viewer share one mesh/lighting/paint path; this class adds the
9
+ * headless GL + camera + framing on top.
8
10
  */
9
11
  import { PerspectiveCamera, Scene } from 'three';
10
12
  import { type GLRendererLike, type RenderTargetCanvas } from '@chestnutlabs/gcode-renderer-three';
11
- import type { ModelScene, RGB } from './scene-model.js';
13
+ import { NEUTRAL_MATERIAL_COLOR } from './model-content.js';
14
+ import type { ModelScene } from './scene-model.js';
12
15
  /** Background: `'transparent'` (composite on a card) or a solid CSS color / 0xRRGGBB. */
13
16
  export type ModelBackground = 'transparent' | string | number;
14
17
  /** Preset presentation angle. v1 implements `'iso'` (the shared 3/4 pose); others are reserved. */
@@ -24,8 +27,7 @@ export declare class ModelRenderer {
24
27
  readonly scene: Scene;
25
28
  readonly camera: PerspectiveCamera;
26
29
  private readonly gl;
27
- private readonly root;
28
- private readonly disposables;
30
+ private readonly content;
29
31
  private width;
30
32
  private height;
31
33
  private disposed;
@@ -35,9 +37,7 @@ export declare class ModelRenderer {
35
37
  resize(width: number, height: number): void;
36
38
  render(): void;
37
39
  dispose(): void;
38
- private buildMesh;
39
- private clearMeshes;
40
40
  }
41
41
  /** Exposed for tests: the neutral default color used when a model declares no material. */
42
- export declare const NEUTRAL_MATERIAL_COLOR: RGB;
42
+ export { NEUTRAL_MATERIAL_COLOR };
43
43
  //# sourceMappingURL=model-renderer.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"model-renderer.d.ts","sourceRoot":"","sources":["../src/model-renderer.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,OAAO,EASL,iBAAiB,EACjB,KAAK,EAEN,MAAM,OAAO,CAAC;AACf,OAAO,EAGL,KAAK,cAAc,EACnB,KAAK,kBAAkB,EACxB,MAAM,oCAAoC,CAAC;AAC5C,OAAO,KAAK,EAAe,UAAU,EAAE,GAAG,EAAE,MAAM,kBAAkB,CAAC;AAErE,yFAAyF;AACzF,MAAM,MAAM,eAAe,GAAG,aAAa,GAAG,MAAM,GAAG,MAAM,CAAC;AAE9D,mGAAmG;AACnG,MAAM,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAKrC,MAAM,WAAW,oBAAoB;IACnC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,UAAU,CAAC,EAAE,eAAe,CAAC;IAC7B,wGAAwG;IACxG,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,kBAAkB,KAAK,cAAc,CAAC;IAChE,qBAAqB,CAAC,EAAE,OAAO,CAAC;CACjC;AAED,qBAAa,aAAa;IACxB,QAAQ,CAAC,KAAK,QAAe;IAC7B,QAAQ,CAAC,MAAM,oBAA8C;IAC7D,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAiB;IACpC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAe;IACpC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAA6B;IACzD,OAAO,CAAC,KAAK,CAAO;IACpB,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,QAAQ,CAAS;gBAEb,IAAI,EAAE,oBAAoB;IA2BtC,0FAA0F;IAC1F,QAAQ,CAAC,KAAK,EAAE,UAAU,GAAG,IAAI;IAgBjC,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAQ3C,MAAM,IAAI,IAAI;IAKd,OAAO,IAAI,IAAI;IAOf,OAAO,CAAC,SAAS;IAwBjB,OAAO,CAAC,WAAW;CAKpB;AAED,2FAA2F;AAC3F,eAAO,MAAM,sBAAsB,EAAE,GAAmB,CAAC"}
1
+ {"version":3,"file":"model-renderer.d.ts","sourceRoot":"","sources":["../src/model-renderer.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAS,iBAAiB,EAAE,KAAK,EAAE,MAAM,OAAO,CAAC;AACxD,OAAO,EAGL,KAAK,cAAc,EACnB,KAAK,kBAAkB,EACxB,MAAM,oCAAoC,CAAC;AAC5C,OAAO,EAAgB,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC1E,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAEnD,yFAAyF;AACzF,MAAM,MAAM,eAAe,GAAG,aAAa,GAAG,MAAM,GAAG,MAAM,CAAC;AAE9D,mGAAmG;AACnG,MAAM,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAErC,MAAM,WAAW,oBAAoB;IACnC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,UAAU,CAAC,EAAE,eAAe,CAAC;IAC7B,wGAAwG;IACxG,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,kBAAkB,KAAK,cAAc,CAAC;IAChE,qBAAqB,CAAC,EAAE,OAAO,CAAC;CACjC;AAED,qBAAa,aAAa;IACxB,QAAQ,CAAC,KAAK,QAAe;IAC7B,QAAQ,CAAC,MAAM,oBAA8C;IAC7D,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAiB;IACpC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAe;IACvC,OAAO,CAAC,KAAK,CAAO;IACpB,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,QAAQ,CAAS;gBAEb,IAAI,EAAE,oBAAoB;IActC,0FAA0F;IAC1F,QAAQ,CAAC,KAAK,EAAE,UAAU,GAAG,IAAI;IAWjC,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAQ3C,MAAM,IAAI,IAAI;IAKd,OAAO,IAAI,IAAI;CAMhB;AAED,2FAA2F;AAC3F,OAAO,EAAE,sBAAsB,EAAE,CAAC"}
@@ -3,19 +3,19 @@
3
3
  * "stage" from `@chestnutlabs/gcode-renderer-three` (framing pose, GL builder, GL type contracts).
4
4
  *
5
5
  * Distinct from the toolpath renderer: no tubes/travel/layers — just the model, framed at a fixed 3/4
6
- * angle under neutral studio lighting, on a transparent or themed background. Its lighting is its own
7
- * (DD-018 §4.3): a presentation studio rig, not the toolpath light rig.
6
+ * angle under neutral studio lighting, on a transparent or themed background. Its scene content (root,
7
+ * studio lights, capability-honest meshes) is built by the shared {@link ModelContent} core (DD-021),
8
+ * so the still and the interactive viewer share one mesh/lighting/paint path; this class adds the
9
+ * headless GL + camera + framing on top.
8
10
  */
9
- import { BufferAttribute, BufferGeometry, Color, DirectionalLight, Group, HemisphereLight, Mesh, MeshStandardMaterial, PerspectiveCamera, Scene, Vector3 } from 'three';
11
+ import { Color, PerspectiveCamera, Scene } from 'three';
10
12
  import { createDefaultGLRenderer, framingFromCenterRadius } from '@chestnutlabs/gcode-renderer-three';
11
- /** Neutral default surface when the source declares no material (never a fabricated source color). */
12
- const NEUTRAL_COLOR = [0.8, 0.8, 0.82];
13
+ import { ModelContent, NEUTRAL_MATERIAL_COLOR } from './model-content.js';
13
14
  export class ModelRenderer {
14
15
  scene = new Scene();
15
16
  camera = new PerspectiveCamera(50, 1, 0.1, 100_000);
16
17
  gl;
17
- root = new Group();
18
- disposables = [];
18
+ content;
19
19
  width = 300;
20
20
  height = 300;
21
21
  disposed = false;
@@ -27,35 +27,19 @@ export class ModelRenderer {
27
27
  alpha: transparent,
28
28
  preserveDrawingBuffer: opts.preserveDrawingBuffer ?? true
29
29
  });
30
- // Same Z-up(printer/model) → Y-up(scene) convention as the toolpath renderer, so the shared
31
- // framing helper places the camera identically.
32
- this.root.rotation.x = -Math.PI / 2;
33
- this.scene.add(this.root);
34
30
  this.scene.background = transparent ? null : new Color(opts.background);
35
- // Studio rig (presentation-specific): soft hemisphere fill + a key directional. Lights live in
36
- // scene space (not under the rotated root) so the key stays top-ish regardless of model orientation.
37
- const hemi = new HemisphereLight(0xffffff, 0x9098a5, 2.0);
38
- this.scene.add(hemi);
39
- const key = new DirectionalLight(0xffffff, 1.6);
40
- key.position.set(0.6, 1, 0.8);
41
- this.scene.add(key);
42
- const fill = new DirectionalLight(0xffffff, 0.5);
43
- fill.position.set(-0.7, 0.3, -0.5);
44
- this.scene.add(fill);
31
+ // Root + studio rig + mesh building live in the shared scene core (DD-021).
32
+ this.content = new ModelContent(this.scene);
45
33
  }
46
34
  /** Build meshes for the scene and frame the camera. Replaces any previously-set scene. */
47
35
  setScene(scene) {
48
36
  if (this.disposed)
49
37
  return;
50
- this.clearMeshes();
51
- for (const obj of scene.objects)
52
- this.root.add(this.buildMesh(obj));
53
- // Frame from the model's own bounds (model/printer coords), via the shared stage pose.
54
- const [minX, minY, minZ] = scene.bounds.min;
55
- const [maxX, maxY, maxZ] = scene.bounds.max;
56
- const center = new Vector3((minX + maxX) / 2, (minY + maxY) / 2, (minZ + maxZ) / 2);
57
- const radius = Math.max(1e-3, center.distanceTo(new Vector3(minX, minY, minZ)));
58
- const { target, position } = framingFromCenterRadius(center, radius);
38
+ this.content.setScene(scene);
39
+ const framing = this.content.framing;
40
+ if (framing === null)
41
+ return;
42
+ const { target, position } = framingFromCenterRadius(framing.center, framing.radius);
59
43
  this.camera.position.copy(position);
60
44
  this.camera.lookAt(target);
61
45
  this.camera.updateProjectionMatrix();
@@ -76,40 +60,9 @@ export class ModelRenderer {
76
60
  if (this.disposed)
77
61
  return;
78
62
  this.disposed = true;
79
- this.clearMeshes();
63
+ this.content.dispose();
80
64
  this.gl.dispose();
81
65
  }
82
- buildMesh(obj) {
83
- const g = new BufferGeometry();
84
- g.setAttribute('position', new BufferAttribute(obj.geometry.positions, 3));
85
- if (obj.geometry.indices !== undefined)
86
- g.setIndex(new BufferAttribute(obj.geometry.indices, 1));
87
- if (obj.geometry.normals !== undefined)
88
- g.setAttribute('normal', new BufferAttribute(obj.geometry.normals, 3));
89
- else
90
- g.computeVertexNormals();
91
- const mat = new MeshStandardMaterial({ roughness: 0.62, metalness: 0.0 });
92
- if (obj.geometry.colors !== undefined) {
93
- // A single mesh carrying multiple colors (per-triangle 3MF material) → vertex colors.
94
- g.setAttribute('color', new BufferAttribute(obj.geometry.colors, 3));
95
- mat.vertexColors = true;
96
- }
97
- else {
98
- const color = obj.material?.color ?? NEUTRAL_COLOR;
99
- mat.color.setRGB(color[0], color[1], color[2]);
100
- }
101
- const mesh = new Mesh(g, mat);
102
- mesh.matrixAutoUpdate = false;
103
- mesh.matrix.fromArray(obj.transform);
104
- this.disposables.push(g, mat);
105
- return mesh;
106
- }
107
- clearMeshes() {
108
- for (const d of this.disposables)
109
- d.dispose();
110
- this.disposables.length = 0;
111
- this.root.clear();
112
- }
113
66
  }
114
67
  /** Exposed for tests: the neutral default color used when a model declares no material. */
115
- export const NEUTRAL_MATERIAL_COLOR = NEUTRAL_COLOR;
68
+ export { NEUTRAL_MATERIAL_COLOR };
@@ -0,0 +1,72 @@
1
+ import { type CameraMode, type CameraState, type CameraView, type GLRendererLike, type InteractiveStageOptions, type RenderTargetCanvas } from '@chestnutlabs/gcode-renderer-three';
2
+ import type { Confidence } from '@chestnutlabs/toolpath-core';
3
+ import { type ModelLoader, type ModelSourceInput } from './loaders.js';
4
+ import { type ModelLimits } from './limits.js';
5
+ import type { ModelBackground, PresentationView } from './model-renderer.js';
6
+ import type { ModelBounds } from './scene-model.js';
7
+ export interface ModelViewerOptions {
8
+ /** Loader registry (open `kind`). Default: `[stlLoader, threeMfLoader]`. */
9
+ loaders?: readonly ModelLoader[];
10
+ /** `'transparent'` (default) | CSS colour | `0xRRGGBB` (DD-018). */
11
+ background?: ModelBackground;
12
+ /** DD-020 interaction-aware quality; default `'auto'` (the interactive default). */
13
+ interactionQuality?: 'off' | 'auto';
14
+ /** Initial camera projection; default `'perspective'`. */
15
+ cameraMode?: CameraMode;
16
+ /** Source-model triangle / byte caps (DD-018 `ModelLimits`). */
17
+ limits?: ModelLimits;
18
+ /** 3MF `paint_color` palette override (hex `#RRGGBB` per 0-based slot); parity with `renderModelStill`. */
19
+ filamentPalette?: readonly (string | undefined)[];
20
+ /** Injected GL (tests / exotic hosts). Default: the shared stage builder with alpha on. */
21
+ createRenderer?: (canvas: RenderTargetCanvas) => GLRendererLike;
22
+ /** Injected orbit controls (tests). Default: three `OrbitControls` via the stage. */
23
+ createControls?: NonNullable<InteractiveStageOptions['createControls']>;
24
+ }
25
+ /** What the source actually carried, surfaced on `ready` (never fabricated — DD-001). */
26
+ export interface ModelReadyInfo {
27
+ objectCount: number;
28
+ materials: Confidence;
29
+ bounds: ModelBounds;
30
+ }
31
+ export type ModelViewerEvent = {
32
+ type: 'ready';
33
+ info: ModelReadyInfo;
34
+ } | {
35
+ type: 'camera-changed';
36
+ state: CameraState;
37
+ } | {
38
+ type: 'error';
39
+ code: string;
40
+ message: string;
41
+ } | {
42
+ type: 'renderer-unsupported';
43
+ feature: string;
44
+ message: string;
45
+ } | {
46
+ type: 'context-lost';
47
+ } | {
48
+ type: 'context-restored';
49
+ };
50
+ export interface ModelViewer {
51
+ /** Parse → build → frame → `ready`. Async (3MF unzips). Overlapping calls are last-wins. */
52
+ setSource(input: ModelSourceInput): Promise<ModelReadyInfo>;
53
+ /** Snap to a preset orientation (shared with the toolpath camera). */
54
+ setView(view: PresentationView | CameraView): void;
55
+ /** Current camera pose, or `null` before a source is set / when the renderer is unsupported. */
56
+ getCameraState(): CameraState | null;
57
+ setCameraState(state: CameraState): void;
58
+ setBackground(bg: ModelBackground): void;
59
+ setInteractionQuality(mode: 'off' | 'auto'): void;
60
+ resize(width: number, height: number): void;
61
+ /** Re-fit the camera to the current model bounds. */
62
+ frame(): void;
63
+ onEvent(cb: (e: ModelViewerEvent) => void): () => void;
64
+ dispose(): void;
65
+ }
66
+ /**
67
+ * Create an interactive model viewer bound to a live `<canvas>`. If WebGL is unavailable the handle is
68
+ * still returned but inert; it emits a `renderer-unsupported` event (flushed to the first `onEvent`
69
+ * subscriber) so the consumer can fall back to a `renderModelStill` image (DD-021 §6).
70
+ */
71
+ export declare function createModelViewer(canvas: RenderTargetCanvas, options?: ModelViewerOptions): ModelViewer;
72
+ //# sourceMappingURL=model-viewer.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"model-viewer.d.ts","sourceRoot":"","sources":["../src/model-viewer.ts"],"names":[],"mappings":"AAeA,OAAO,EAGL,KAAK,UAAU,EACf,KAAK,WAAW,EAChB,KAAK,UAAU,EACf,KAAK,cAAc,EACnB,KAAK,uBAAuB,EAC5B,KAAK,kBAAkB,EACxB,MAAM,oCAAoC,CAAC;AAC5C,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAC;AAE9D,OAAO,EAA4C,KAAK,WAAW,EAAE,KAAK,gBAAgB,EAAE,MAAM,cAAc,CAAC;AACjH,OAAO,EAAmB,KAAK,WAAW,EAAE,MAAM,aAAa,CAAC;AAChE,OAAO,KAAK,EAAE,eAAe,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAC7E,OAAO,KAAK,EAAE,WAAW,EAAc,MAAM,kBAAkB,CAAC;AAEhE,MAAM,WAAW,kBAAkB;IACjC,4EAA4E;IAC5E,OAAO,CAAC,EAAE,SAAS,WAAW,EAAE,CAAC;IACjC,oEAAoE;IACpE,UAAU,CAAC,EAAE,eAAe,CAAC;IAC7B,oFAAoF;IACpF,kBAAkB,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC;IACpC,0DAA0D;IAC1D,UAAU,CAAC,EAAE,UAAU,CAAC;IACxB,gEAAgE;IAChE,MAAM,CAAC,EAAE,WAAW,CAAC;IACrB,2GAA2G;IAC3G,eAAe,CAAC,EAAE,SAAS,CAAC,MAAM,GAAG,SAAS,CAAC,EAAE,CAAC;IAClD,2FAA2F;IAC3F,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,kBAAkB,KAAK,cAAc,CAAC;IAChE,qFAAqF;IACrF,cAAc,CAAC,EAAE,WAAW,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,CAAC,CAAC;CACzE;AAED,yFAAyF;AACzF,MAAM,WAAW,cAAc;IAC7B,WAAW,EAAE,MAAM,CAAC;IACpB,SAAS,EAAE,UAAU,CAAC;IACtB,MAAM,EAAE,WAAW,CAAC;CAErB;AAED,MAAM,MAAM,gBAAgB,GACxB;IAAE,IAAI,EAAE,OAAO,CAAC;IAAC,IAAI,EAAE,cAAc,CAAA;CAAE,GACvC;IAAE,IAAI,EAAE,gBAAgB,CAAC;IAAC,KAAK,EAAE,WAAW,CAAA;CAAE,GAC9C;IAAE,IAAI,EAAE,OAAO,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAA;CAAE,GAChD;IAAE,IAAI,EAAE,sBAAsB,CAAC;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAA;CAAE,GAClE;IAAE,IAAI,EAAE,cAAc,CAAA;CAAE,GACxB;IAAE,IAAI,EAAE,kBAAkB,CAAA;CAAE,CAAC;AAEjC,MAAM,WAAW,WAAW;IAC1B,4FAA4F;IAC5F,SAAS,CAAC,KAAK,EAAE,gBAAgB,GAAG,OAAO,CAAC,cAAc,CAAC,CAAC;IAC5D,sEAAsE;IACtE,OAAO,CAAC,IAAI,EAAE,gBAAgB,GAAG,UAAU,GAAG,IAAI,CAAC;IACnD,gGAAgG;IAChG,cAAc,IAAI,WAAW,GAAG,IAAI,CAAC;IACrC,cAAc,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI,CAAC;IACzC,aAAa,CAAC,EAAE,EAAE,eAAe,GAAG,IAAI,CAAC;IACzC,qBAAqB,CAAC,IAAI,EAAE,KAAK,GAAG,MAAM,GAAG,IAAI,CAAC;IAClD,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAAC;IAC5C,qDAAqD;IACrD,KAAK,IAAI,IAAI,CAAC;IACd,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,gBAAgB,KAAK,IAAI,GAAG,MAAM,IAAI,CAAC;IACvD,OAAO,IAAI,IAAI,CAAC;CACjB;AAMD;;;;GAIG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,kBAAkB,EAAE,OAAO,GAAE,kBAAuB,GAAG,WAAW,CAoI3G"}
@@ -0,0 +1,162 @@
1
+ /**
2
+ * `createModelViewer` (DD-021 Phase 1) — the **interactive** analogue of `renderModelStill`: orbit /
3
+ * zoom / pan a source model (STL / 3MF, incl. production `paint_color` multicolor) in the browser.
4
+ *
5
+ * It composes the pieces that already exist rather than building a parallel renderer:
6
+ * - the shared {@link InteractiveStage} (GL + dual camera + orbit/zoom/pan + context-loss recovery +
7
+ * DD-020 interaction quality) from `@chestnutlabs/gcode-renderer-three`,
8
+ * - the shared {@link ModelContent} scene core (root + studio lights + capability-honest meshes),
9
+ * - the open-`kind` {@link resolveModelScene} loader registry.
10
+ *
11
+ * It is a **distinct surface** from `ToolpathRenderer` / `<GcodePreview>` (no layers/travel/scrub/IR);
12
+ * capability tiers are passed through from the parsed `ModelScene`, never recomputed (DD-001 honesty).
13
+ * Interactive is a browser concern — headless/offscreen stills stay `renderModelStill` (DD-018 §4.3).
14
+ */
15
+ import { Color, Scene } from 'three';
16
+ import { InteractiveStage, createDefaultGLRenderer } from '@chestnutlabs/gcode-renderer-three';
17
+ import { ModelContent } from './model-content.js';
18
+ import { DEFAULT_MODEL_LOADERS, resolveModelScene } from './loaders.js';
19
+ import { ModelParseError } from './limits.js';
20
+ function backgroundColor(bg) {
21
+ return bg === 'transparent' ? null : new Color(bg);
22
+ }
23
+ /**
24
+ * Create an interactive model viewer bound to a live `<canvas>`. If WebGL is unavailable the handle is
25
+ * still returned but inert; it emits a `renderer-unsupported` event (flushed to the first `onEvent`
26
+ * subscriber) so the consumer can fall back to a `renderModelStill` image (DD-021 §6).
27
+ */
28
+ export function createModelViewer(canvas, options = {}) {
29
+ const loaders = options.loaders ?? DEFAULT_MODEL_LOADERS;
30
+ const limits = options.limits;
31
+ const filamentPalette = options.filamentPalette;
32
+ const background = options.background ?? 'transparent';
33
+ const listeners = new Set();
34
+ // Events emitted before any subscriber attaches (e.g. renderer-unsupported at construction) are held
35
+ // and flushed to the first subscriber, so the create-then-onEvent consumer flow never drops them.
36
+ const pending = [];
37
+ const emit = (e) => {
38
+ if (listeners.size === 0) {
39
+ pending.push(e);
40
+ return;
41
+ }
42
+ for (const l of listeners)
43
+ l(e);
44
+ };
45
+ const scene = new Scene();
46
+ scene.background = backgroundColor(background);
47
+ const content = new ModelContent(scene);
48
+ // Retained so context-loss recovery can rebuild meshes from the last-set scene.
49
+ let currentScene = null;
50
+ let disposed = false;
51
+ // Monotonic token for last-wins overlapping setSource (stale async results are discarded).
52
+ let sourceToken = 0;
53
+ let stage = null;
54
+ try {
55
+ stage = new InteractiveStage({
56
+ canvas,
57
+ scene,
58
+ cameraMode: options.cameraMode ?? 'perspective',
59
+ interactionQuality: options.interactionQuality ?? 'auto',
60
+ createRenderer: options.createRenderer ?? ((c) => createDefaultGLRenderer(c, { alpha: true })),
61
+ ...(options.createControls ? { createControls: options.createControls } : {}),
62
+ onCameraChanged: (state) => emit({ type: 'camera-changed', state }),
63
+ onContextLost: () => emit({ type: 'context-lost' }),
64
+ onContextRestored: () => {
65
+ // GPU resources are gone; rebuild meshes from the retained scene and reframe, mirroring the
66
+ // toolpath renderer's recovery.
67
+ if (currentScene !== null && stage !== null) {
68
+ content.setScene(currentScene);
69
+ const f = content.framing;
70
+ if (f !== null)
71
+ stage.frameTo(f.center, f.radius);
72
+ }
73
+ emit({ type: 'context-restored' });
74
+ }
75
+ });
76
+ }
77
+ catch (err) {
78
+ emit({
79
+ type: 'renderer-unsupported',
80
+ feature: 'webgl2',
81
+ message: err instanceof Error ? err.message : String(err)
82
+ });
83
+ }
84
+ async function setSource(input) {
85
+ const my = ++sourceToken;
86
+ if (stage === null || disposed) {
87
+ const message = disposed ? 'model viewer is disposed' : 'WebGL renderer unavailable';
88
+ emit({ type: 'error', code: 'E_MODEL_RENDERER_UNAVAILABLE', message });
89
+ throw new ModelParseError('E_MODEL_RENDERER_UNAVAILABLE', message);
90
+ }
91
+ try {
92
+ const parsed = await resolveModelScene(input, loaders, limits, filamentPalette ? { filamentPalette } : undefined);
93
+ const info = {
94
+ objectCount: parsed.objects.length,
95
+ materials: parsed.capabilities.materials,
96
+ bounds: parsed.bounds
97
+ };
98
+ // Last-wins: a newer setSource (or a dispose) superseded this one — discard without mutating.
99
+ if (my !== sourceToken || disposed || stage === null)
100
+ return info;
101
+ content.setScene(parsed);
102
+ currentScene = parsed;
103
+ const f = content.framing;
104
+ if (f !== null)
105
+ stage.frameTo(f.center, f.radius);
106
+ emit({ type: 'ready', info });
107
+ return info;
108
+ }
109
+ catch (err) {
110
+ const code = err instanceof ModelParseError ? err.code : 'E_MODEL_PARSE';
111
+ const message = err instanceof Error ? err.message : String(err);
112
+ // Loader/limit failures surface as an event, never thrown out of the render loop (DD §6) — but the
113
+ // returned promise still rejects so an awaiting caller sees the failure.
114
+ emit({ type: 'error', code, message });
115
+ throw err;
116
+ }
117
+ }
118
+ return {
119
+ setSource,
120
+ setView(view) {
121
+ stage?.setView(view);
122
+ },
123
+ getCameraState() {
124
+ return stage ? stage.getCameraState() : null;
125
+ },
126
+ setCameraState(state) {
127
+ stage?.setCameraState(state);
128
+ },
129
+ setBackground(bg) {
130
+ scene.background = backgroundColor(bg);
131
+ stage?.render();
132
+ },
133
+ setInteractionQuality(mode) {
134
+ stage?.setInteractionQuality(mode);
135
+ },
136
+ resize(width, height) {
137
+ stage?.resize(width, height);
138
+ },
139
+ frame() {
140
+ const f = content.framing;
141
+ if (f !== null)
142
+ stage?.frameTo(f.center, f.radius);
143
+ },
144
+ onEvent(cb) {
145
+ listeners.add(cb);
146
+ if (pending.length > 0) {
147
+ const flushed = pending.splice(0, pending.length);
148
+ for (const e of flushed)
149
+ cb(e);
150
+ }
151
+ return () => listeners.delete(cb);
152
+ },
153
+ dispose() {
154
+ if (disposed)
155
+ return;
156
+ disposed = true;
157
+ stage?.dispose();
158
+ content.dispose();
159
+ listeners.clear();
160
+ }
161
+ };
162
+ }
@@ -15,7 +15,11 @@ import type { GLRendererLike, RenderTargetCanvas } from '@chestnutlabs/gcode-ren
15
15
  import { type ModelBackground, type PresentationView } from './model-renderer.js';
16
16
  import type { ModelScene } from './scene-model.js';
17
17
  import type { ModelLimits } from './limits.js';
18
- /** A source model: STL bytes, 3MF bytes, or a pre-built `ModelScene`. */
18
+ /**
19
+ * A source model: STL bytes, 3MF bytes, or a pre-built `ModelScene`. This concrete union is the
20
+ * backward-compatible still-render input; it flows through the shared open-`kind` loader registry
21
+ * (`ModelSourceInput`, DD-021 §4.1), so any registered `kind` is also accepted.
22
+ */
19
23
  export type ModelSource = {
20
24
  kind: 'stl';
21
25
  bytes: Uint8Array | ArrayBuffer;
@@ -33,6 +37,12 @@ export interface RenderModelStillOptions {
33
37
  view?: PresentationView;
34
38
  createRenderer?: (canvas: RenderTargetCanvas) => GLRendererLike;
35
39
  limits?: ModelLimits;
40
+ /**
41
+ * Override the 3MF source-model filament palette (hex `#RRGGBB` per 0-based slot) used to colour
42
+ * `paint_color` facets, instead of the file's own `project_settings.config`. Niche: for consumers
43
+ * re-rendering a file with a corrected/richer palette. Ignored for STL and pre-built scenes.
44
+ */
45
+ filamentPalette?: readonly (string | undefined)[];
36
46
  /** Override the environment id folded into the cache key (default: the `three` revision). */
37
47
  envId?: string;
38
48
  }
@@ -1 +1 @@
1
- {"version":3,"file":"render-model-still.d.ts","sourceRoot":"","sources":["../src/render-model-still.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAC;AAC9D,OAAO,KAAK,EAAE,cAAc,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AAC7F,OAAO,EAAiB,KAAK,eAAe,EAAE,KAAK,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAGjG,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAEnD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE/C,yEAAyE;AACzE,MAAM,MAAM,WAAW,GACnB;IAAE,IAAI,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,UAAU,GAAG,WAAW,CAAA;CAAE,GAChD;IAAE,IAAI,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,UAAU,GAAG,WAAW,CAAA;CAAE,GAChD,UAAU,CAAC;AAEf,MAAM,WAAW,uBAAuB;IACtC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,mGAAmG;IACnG,UAAU,CAAC,EAAE,eAAe,CAAC;IAC7B,qCAAqC;IACrC,IAAI,CAAC,EAAE,gBAAgB,CAAC;IACxB,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,kBAAkB,KAAK,cAAc,CAAC;IAChE,MAAM,CAAC,EAAE,WAAW,CAAC;IACrB,6FAA6F;IAC7F,KAAK,CAAC,EAAE,MAAM,CAAC;CAChB;AAED,MAAM,WAAW,sBAAsB;IACrC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,sGAAsG;IACtG,SAAS,EAAE,UAAU,CAAC;IACtB,qEAAqE;IACrE,QAAQ,EAAE,MAAM,CAAC;CAClB;AAoBD;;;;GAIG;AACH,wBAAsB,gBAAgB,CACpC,MAAM,EAAE,WAAW,EACnB,OAAO,EAAE,uBAAuB,GAC/B,OAAO,CAAC,sBAAsB,CAAC,CAiCjC"}
1
+ {"version":3,"file":"render-model-still.d.ts","sourceRoot":"","sources":["../src/render-model-still.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAC;AAC9D,OAAO,KAAK,EAAE,cAAc,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AAC7F,OAAO,EAAiB,KAAK,eAAe,EAAE,KAAK,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEjG,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAEnD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE/C;;;;GAIG;AACH,MAAM,MAAM,WAAW,GACnB;IAAE,IAAI,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,UAAU,GAAG,WAAW,CAAA;CAAE,GAChD;IAAE,IAAI,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,UAAU,GAAG,WAAW,CAAA;CAAE,GAChD,UAAU,CAAC;AAEf,MAAM,WAAW,uBAAuB;IACtC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,mGAAmG;IACnG,UAAU,CAAC,EAAE,eAAe,CAAC;IAC7B,qCAAqC;IACrC,IAAI,CAAC,EAAE,gBAAgB,CAAC;IACxB,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,kBAAkB,KAAK,cAAc,CAAC;IAChE,MAAM,CAAC,EAAE,WAAW,CAAC;IACrB;;;;OAIG;IACH,eAAe,CAAC,EAAE,SAAS,CAAC,MAAM,GAAG,SAAS,CAAC,EAAE,CAAC;IAClD,6FAA6F;IAC7F,KAAK,CAAC,EAAE,MAAM,CAAC;CAChB;AAED,MAAM,WAAW,sBAAsB;IACrC,MAAM,EAAE,kBAAkB,CAAC;IAC3B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,sGAAsG;IACtG,SAAS,EAAE,UAAU,CAAC;IACtB,qEAAqE;IACrE,QAAQ,EAAE,MAAM,CAAC;CAClB;AAkBD;;;;GAIG;AACH,wBAAsB,gBAAgB,CACpC,MAAM,EAAE,WAAW,EACnB,OAAO,EAAE,uBAAuB,GAC/B,OAAO,CAAC,sBAAsB,CAAC,CAiCjC"}
@@ -1,18 +1,15 @@
1
1
  import { ModelRenderer } from './model-renderer.js';
2
- import { parseStl } from './stl.js';
3
- import { parse3mf } from './three-mf.js';
2
+ import { isModelScene, resolveModelScene } from './loaders.js';
4
3
  import { computeCacheKey } from './cache-key.js';
5
- function isModelScene(s) {
6
- return s.objects !== undefined && s.kind === undefined;
7
- }
8
- async function toScene(source, limits) {
4
+ async function toScene(source, limits, filamentPalette) {
9
5
  if (isModelScene(source)) {
10
6
  // No raw bytes for a pre-built scene: key off a stable structural summary instead.
11
7
  const summary = JSON.stringify({ n: source.objects.length, b: source.bounds, c: source.capabilities });
12
8
  return { scene: source, sourceBytes: new TextEncoder().encode(summary) };
13
9
  }
10
+ // Dispatch through the shared open-`kind` loader registry (DD-021 §4.1) — same parse result as before.
14
11
  const bytes = source.bytes instanceof Uint8Array ? source.bytes : new Uint8Array(source.bytes);
15
- const scene = source.kind === '3mf' ? await parse3mf(bytes, limits) : parseStl(bytes, limits);
12
+ const scene = await resolveModelScene(source, undefined, limits, filamentPalette ? { filamentPalette } : undefined);
16
13
  return { scene, sourceBytes: bytes };
17
14
  }
18
15
  /**
@@ -26,7 +23,7 @@ export async function renderModelStill(source, options) {
26
23
  const height = options.height ?? canvas.height;
27
24
  const background = options.background ?? 'transparent';
28
25
  const view = options.view ?? 'iso';
29
- const { scene, sourceBytes } = await toScene(source, options.limits);
26
+ const { scene, sourceBytes } = await toScene(source, options.limits, options.filamentPalette);
30
27
  const renderer = new ModelRenderer({
31
28
  canvas,
32
29
  background,
@@ -37,7 +34,7 @@ export async function renderModelStill(source, options) {
37
34
  renderer.resize(width, height);
38
35
  renderer.setScene(scene);
39
36
  renderer.render();
40
- const optionsJson = JSON.stringify({ width, height, background, view });
37
+ const optionsJson = JSON.stringify({ width, height, background, view, palette: options.filamentPalette });
41
38
  const cacheKey = computeCacheKey(sourceBytes, optionsJson, options.envId);
42
39
  return {
43
40
  canvas,
@@ -1,4 +1,13 @@
1
1
  import { type ModelScene } from './scene-model.js';
2
2
  import { type ModelLimits } from './limits.js';
3
- export declare function parse3mf(source: Uint8Array | ArrayBuffer, limits?: ModelLimits): Promise<ModelScene>;
3
+ export interface Parse3mfOptions {
4
+ /**
5
+ * Override the source-model filament palette (hex `#RRGGBB` per 0-based slot) used to colour
6
+ * `paint_color` facets, instead of reading it from `project_settings.config`. For consumers that
7
+ * already hold a corrected/richer palette (e.g. re-rendering a sliced `.gcode.3mf`). Ignored when
8
+ * empty; the file's own palette is still read.
9
+ */
10
+ filamentPalette?: readonly (string | undefined)[];
11
+ }
12
+ export declare function parse3mf(source: Uint8Array | ArrayBuffer, limits?: ModelLimits, opts?: Parse3mfOptions): Promise<ModelScene>;
4
13
  //# sourceMappingURL=three-mf.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"three-mf.d.ts","sourceRoot":"","sources":["../src/three-mf.ts"],"names":[],"mappings":"AAoBA,OAAO,EAKL,KAAK,UAAU,EAEhB,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAkC,KAAK,WAAW,EAAuB,MAAM,aAAa,CAAC;AA8PpG,wBAAsB,QAAQ,CAAC,MAAM,EAAE,UAAU,GAAG,WAAW,EAAE,MAAM,CAAC,EAAE,WAAW,GAAG,OAAO,CAAC,UAAU,CAAC,CAkH1G"}
1
+ {"version":3,"file":"three-mf.d.ts","sourceRoot":"","sources":["../src/three-mf.ts"],"names":[],"mappings":"AAqBA,OAAO,EAKL,KAAK,UAAU,EAEhB,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAkC,KAAK,WAAW,EAAuB,MAAM,aAAa,CAAC;AA4VpG,MAAM,WAAW,eAAe;IAC9B;;;;;OAKG;IACH,eAAe,CAAC,EAAE,SAAS,CAAC,MAAM,GAAG,SAAS,CAAC,EAAE,CAAC;CACnD;AAKD,wBAAsB,QAAQ,CAC5B,MAAM,EAAE,UAAU,GAAG,WAAW,EAChC,MAAM,CAAC,EAAE,WAAW,EACpB,IAAI,CAAC,EAAE,eAAe,GACrB,OAAO,CAAC,UAAU,CAAC,CAwJrB"}
package/dist/three-mf.js CHANGED
@@ -12,7 +12,7 @@
12
12
  * `<components><component>` (with `p:path`), and `<build><item>` transforms. Textures and non-color
13
13
  * material properties are ignored (disclosed via capability honesty), never fetched (no network).
14
14
  */
15
- import { readDirectory, extractEntry, DEFAULT_CONTAINER_LIMITS } from '@chestnutlabs/gcode-containers';
15
+ import { readDirectory, extractEntry, filamentColoursFromSettings, DEFAULT_CONTAINER_LIMITS } from '@chestnutlabs/gcode-containers';
16
16
  import { IDENTITY_MAT4 } from './scene-model.js';
17
17
  import { ModelParseError, resolveLimits } from './limits.js';
18
18
  /** millimeter is the 3MF default; convert others to mm. */
@@ -56,6 +56,75 @@ function srgbHexToLinear(hex) {
56
56
  const b = to(4);
57
57
  return Number.isNaN(r) || Number.isNaN(g) || Number.isNaN(b) ? null : [r, g, b];
58
58
  }
59
+ /**
60
+ * Decode a Bambu/Orca `paint_color` facet-paint attribute (clean-room from the observed format —
61
+ * see RR-005, NOT from Orca/PrusaSlicer GPL source). The value is a **little-endian** stream of 4-bit
62
+ * nibble tokens forming a recursive triangle-split tree:
63
+ *
64
+ * - `token & 0b11` = split-sides: `0` ⇒ a **leaf**, otherwise the triangle is split into
65
+ * `split_sides + 1` children (2/3/4) that follow, decoded depth-first (`token >> 2` is the split
66
+ * side — irrelevant to a presentation render).
67
+ * - a leaf's state is `token >> 2`, with `3` escaping into the following nibble (`3 + next`).
68
+ *
69
+ * **State 0 = the object's default extruder (unpainted); state s ≥ 1 = filament index s − 1.**
70
+ * Returns the dominant leaf state plus whether the facet was subdivided (so the caller can flatten it
71
+ * to one colour and disclose `approximated`), or `null` if the value is malformed/truncated.
72
+ */
73
+ function decodePaintState(hex) {
74
+ const clean = hex.trim();
75
+ if (clean.length === 0)
76
+ return null;
77
+ const nibbles = [];
78
+ for (let i = clean.length - 1; i >= 0; i--) {
79
+ const n = parseInt(clean[i], 16);
80
+ if (Number.isNaN(n))
81
+ return null;
82
+ nibbles.push(n);
83
+ }
84
+ let pos = 0;
85
+ const states = [];
86
+ const next = () => {
87
+ if (pos >= nibbles.length)
88
+ throw new ModelParseError('E_MODEL_PARSE', 'paint_color underflow');
89
+ return nibbles[pos++];
90
+ };
91
+ const node = (depth) => {
92
+ if (depth > 16)
93
+ throw new ModelParseError('E_MODEL_PARSE', 'paint_color too deep');
94
+ const t = next();
95
+ const ss = t & 0b11;
96
+ if (ss === 0) {
97
+ const s2 = t >> 2;
98
+ states.push(s2 === 3 ? 3 + next() : s2);
99
+ }
100
+ else {
101
+ for (let i = 0; i <= ss; i++)
102
+ node(depth + 1);
103
+ }
104
+ };
105
+ try {
106
+ node(0);
107
+ }
108
+ catch {
109
+ return null;
110
+ }
111
+ if (states.length === 0)
112
+ return null;
113
+ // Dominant leaf state — subdivided facets are a tiny fraction of any real model, so flattening them
114
+ // to their most-common state (and reporting `approximated`) is a faithful presentation trade-off.
115
+ const counts = new Map();
116
+ let best = states[0];
117
+ let bestN = 0;
118
+ for (const s of states) {
119
+ const c = (counts.get(s) ?? 0) + 1;
120
+ counts.set(s, c);
121
+ if (c > bestN) {
122
+ bestN = c;
123
+ best = s;
124
+ }
125
+ }
126
+ return { state: best, subdivided: states.length > 1 };
127
+ }
59
128
  function parseTransform(s) {
60
129
  if (s === undefined)
61
130
  return null;
@@ -125,7 +194,15 @@ function parseModelPart(xml, lim) {
125
194
  else {
126
195
  const a = attrs(raw);
127
196
  curObjId = a.id ?? null;
128
- curObj = { vertices: [], tris: [], triColorIdx: [], triPid: [], components: [], name: a.name };
197
+ curObj = {
198
+ vertices: [],
199
+ tris: [],
200
+ triColorIdx: [],
201
+ triPid: [],
202
+ triPaint: [],
203
+ components: [],
204
+ name: a.name
205
+ };
129
206
  if (a.pid !== undefined)
130
207
  curObj.objPid = a.pid;
131
208
  if (a.pindex !== undefined)
@@ -160,6 +237,7 @@ function parseModelPart(xml, lim) {
160
237
  }
161
238
  const pid = a.pid ?? curObj.objPid ?? null;
162
239
  curObj.triPid.push(pid);
240
+ curObj.triPaint.push(a.paint_color ?? null);
163
241
  if (a.p1 !== undefined) {
164
242
  const p1 = Number(a.p1);
165
243
  const p2 = a.p2 !== undefined ? Number(a.p2) : p1;
@@ -195,7 +273,26 @@ function bakeMesh(obj, part, chain, id, st, lim) {
195
273
  const positions = new Float32Array(triCount * 9);
196
274
  let colors = null;
197
275
  let objHasColor = false;
276
+ // A mesh painted with Bambu/Orca `paint_color` (only meaningful when we have a filament palette).
277
+ const objHasPaint = st.paintPalette.length > 0 && obj.triPaint.some((p) => p !== null);
198
278
  for (let ti = 0; ti < triCount; ti++) {
279
+ // Paint path: one filament colour for the whole triangle. Painted facets decode to a state; the
280
+ // unpainted facets of a painted mesh take the object's default-extruder colour (never left blank).
281
+ let paintCol;
282
+ if (objHasPaint) {
283
+ let idx = st.defaultExtruderIdx;
284
+ const paint = obj.triPaint[ti];
285
+ if (paint !== null) {
286
+ const dec = decodePaintState(paint);
287
+ if (dec !== null) {
288
+ idx = dec.state === 0 ? st.defaultExtruderIdx : dec.state - 1;
289
+ if (dec.subdivided)
290
+ st.anyApprox = true;
291
+ }
292
+ }
293
+ paintCol = st.paintPalette[idx] ?? st.paintPalette[st.defaultExtruderIdx];
294
+ }
295
+ // Standard 3MF material path (basematerials / colorgroup + pid) — fallback when there's no paint.
199
296
  const pid = obj.triPid[ti];
200
297
  const palette = pid !== null ? part.palettes.get(pid) : undefined;
201
298
  const cidx = obj.triColorIdx[ti];
@@ -218,16 +315,14 @@ function bakeMesh(obj, part, chain, id, st, lim) {
218
315
  st.max[1] = y;
219
316
  if (z > st.max[2])
220
317
  st.max[2] = z;
221
- if (palette !== undefined && cidx !== null) {
222
- const col = palette[cidx[k]] ?? palette[0];
223
- if (col !== undefined) {
224
- if (colors === null)
225
- colors = new Float32Array(triCount * 9);
226
- colors[o] = col[0];
227
- colors[o + 1] = col[1];
228
- colors[o + 2] = col[2];
229
- objHasColor = true;
230
- }
318
+ const col = paintCol ?? (palette !== undefined && cidx !== null ? (palette[cidx[k]] ?? palette[0]) : undefined);
319
+ if (col !== undefined) {
320
+ if (colors === null)
321
+ colors = new Float32Array(triCount * 9);
322
+ colors[o] = col[0];
323
+ colors[o + 1] = col[1];
324
+ colors[o + 2] = col[2];
325
+ objHasColor = true;
231
326
  }
232
327
  }
233
328
  }
@@ -239,7 +334,8 @@ function bakeMesh(obj, part, chain, id, st, lim) {
239
334
  built.name = obj.name;
240
335
  st.built.push(built);
241
336
  }
242
- export async function parse3mf(source, limits) {
337
+ const hexPaletteToLinear = (hexes) => hexes.map((hex) => (hex !== undefined ? (srgbHexToLinear(hex) ?? [0.8, 0.8, 0.82]) : [0.8, 0.8, 0.82]));
338
+ export async function parse3mf(source, limits, opts) {
243
339
  const lim = resolveLimits(limits);
244
340
  const bytes = source instanceof Uint8Array ? source : new Uint8Array(source);
245
341
  if (bytes.byteLength === 0)
@@ -297,10 +393,50 @@ export async function parse3mf(source, limits) {
297
393
  throw e;
298
394
  throw new ModelParseError('E_MODEL_PARSE', `3MF unzip failed: ${e.message}`);
299
395
  }
396
+ // Source-model filament palette for Bambu/Orca `paint_color`: it lives in `project_settings.config`
397
+ // (`filament_colour`), NOT the model XML, so the render is self-contained and needs no slicer output.
398
+ let paintPalette = [];
399
+ const override = opts?.filamentPalette;
400
+ if (override !== undefined && override.length > 0) {
401
+ // Consumer-supplied palette wins over the file's own (e.g. a corrected slicer palette).
402
+ paintPalette = hexPaletteToLinear(override);
403
+ }
404
+ else {
405
+ const settingsEntry = entryByName('metadata/project_settings.config');
406
+ if (settingsEntry !== undefined) {
407
+ try {
408
+ const json = new TextDecoder().decode(await extractEntry(bytes, settingsEntry, climits.maxMetadataBytes));
409
+ const settings = JSON.parse(json);
410
+ paintPalette = hexPaletteToLinear(filamentColoursFromSettings(settings));
411
+ }
412
+ catch {
413
+ // Malformed/oversized settings → no palette; paint stays capability-honest `unavailable`.
414
+ paintPalette = [];
415
+ }
416
+ }
417
+ }
418
+ // Default extruder (1-based) for a painted mesh's unpainted facets; from `model_settings.config`, else 1.
419
+ let defaultExtruderIdx = 0;
420
+ const modelSettingsEntry = entryByName('metadata/model_settings.config');
421
+ if (modelSettingsEntry !== undefined) {
422
+ try {
423
+ const xml = new TextDecoder().decode(await extractEntry(bytes, modelSettingsEntry, climits.maxMetadataBytes));
424
+ const m = /key="extruder"\s+value="(\d+)"/i.exec(xml);
425
+ const n = m !== null ? parseInt(m[1], 10) : NaN;
426
+ if (Number.isFinite(n) && n >= 1)
427
+ defaultExtruderIdx = n - 1;
428
+ }
429
+ catch {
430
+ defaultExtruderIdx = 0;
431
+ }
432
+ }
300
433
  const st = {
301
434
  built: [],
302
435
  anyColor: false,
303
436
  anyTransform: false,
437
+ anyApprox: false,
438
+ paintPalette,
439
+ defaultExtruderIdx,
304
440
  min: [Infinity, Infinity, Infinity],
305
441
  max: [-Infinity, -Infinity, -Infinity],
306
442
  totalTris: 0
@@ -343,7 +479,8 @@ export async function parse3mf(source, limits) {
343
479
  objects: st.built,
344
480
  bounds,
345
481
  capabilities: {
346
- materials: st.anyColor ? 'known' : 'unavailable',
482
+ // `approximated` when any colour came from flattening a subdivided `paint_color` facet.
483
+ materials: st.anyApprox ? 'approximated' : st.anyColor ? 'known' : 'unavailable',
347
484
  transforms: st.anyTransform ? 'known' : 'unavailable',
348
485
  multiObject: st.built.length > 1 ? 'known' : 'unavailable'
349
486
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@chestnutlabs/gcode-model-renderer",
3
- "version": "0.7.0",
3
+ "version": "0.9.0",
4
4
  "description": "Three.js presentation renderer for source models (STL/3MF) — clean thumbnails/cards, distinct from toolpath inspection (DD-018).",
5
5
  "keywords": [
6
6
  "3d-printing",
@@ -51,9 +51,9 @@
51
51
  "test": "vitest run"
52
52
  },
53
53
  "dependencies": {
54
- "@chestnutlabs/gcode-containers": "0.7.0",
55
- "@chestnutlabs/gcode-renderer-three": "0.7.0",
56
- "@chestnutlabs/toolpath-core": "0.7.0"
54
+ "@chestnutlabs/gcode-containers": "0.9.0",
55
+ "@chestnutlabs/gcode-renderer-three": "0.9.0",
56
+ "@chestnutlabs/toolpath-core": "0.9.0"
57
57
  },
58
58
  "devDependencies": {
59
59
  "@types/three": "0.178.0"