@ifc-lite/renderer 1.38.1 → 1.40.0

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Files changed (61) hide show
  1. package/dist/deviation/deviation-pipeline.d.ts +8 -0
  2. package/dist/deviation/deviation-pipeline.d.ts.map +1 -1
  3. package/dist/deviation/deviation-pipeline.js +20 -9
  4. package/dist/deviation/deviation-pipeline.js.map +1 -1
  5. package/dist/deviation/deviation-shader.wgsl.d.ts +1 -1
  6. package/dist/deviation/deviation-shader.wgsl.d.ts.map +1 -1
  7. package/dist/deviation/deviation-shader.wgsl.js +11 -3
  8. package/dist/deviation/deviation-shader.wgsl.js.map +1 -1
  9. package/dist/index.d.ts +45 -1
  10. package/dist/index.d.ts.map +1 -1
  11. package/dist/index.js +78 -3
  12. package/dist/index.js.map +1 -1
  13. package/dist/picker.d.ts +9 -0
  14. package/dist/picker.d.ts.map +1 -1
  15. package/dist/picker.js +84 -2
  16. package/dist/picker.js.map +1 -1
  17. package/dist/pointcloud/point-cloud-node.d.ts +46 -0
  18. package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
  19. package/dist/pointcloud/point-cloud-node.js +71 -0
  20. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  21. package/dist/pointcloud/point-cloud-ray-transform.d.ts +66 -0
  22. package/dist/pointcloud/point-cloud-ray-transform.d.ts.map +1 -0
  23. package/dist/pointcloud/point-cloud-ray-transform.js +172 -0
  24. package/dist/pointcloud/point-cloud-ray-transform.js.map +1 -0
  25. package/dist/pointcloud/point-cloud-renderer.d.ts +39 -6
  26. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  27. package/dist/pointcloud/point-cloud-renderer.js +53 -17
  28. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  29. package/dist/pointcloud/point-cloud-spatial-index.d.ts +188 -0
  30. package/dist/pointcloud/point-cloud-spatial-index.d.ts.map +1 -0
  31. package/dist/pointcloud/point-cloud-spatial-index.js +536 -0
  32. package/dist/pointcloud/point-cloud-spatial-index.js.map +1 -0
  33. package/dist/pointcloud/point-cloud-uniforms.d.ts +14 -2
  34. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  35. package/dist/pointcloud/point-cloud-uniforms.js +49 -8
  36. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  37. package/dist/pointcloud/point-pipeline.d.ts +3 -2
  38. package/dist/pointcloud/point-pipeline.d.ts.map +1 -1
  39. package/dist/pointcloud/point-pipeline.js +8 -5
  40. package/dist/pointcloud/point-pipeline.js.map +1 -1
  41. package/dist/pointcloud/point-shader.wgsl.d.ts +1 -1
  42. package/dist/pointcloud/point-shader.wgsl.d.ts.map +1 -1
  43. package/dist/pointcloud/point-shader.wgsl.js +20 -17
  44. package/dist/pointcloud/point-shader.wgsl.js.map +1 -1
  45. package/dist/raycast-engine.d.ts +8 -0
  46. package/dist/raycast-engine.d.ts.map +1 -1
  47. package/dist/raycast-engine.js +68 -23
  48. package/dist/raycast-engine.js.map +1 -1
  49. package/dist/raycast-point-cloud-query.d.ts +122 -0
  50. package/dist/raycast-point-cloud-query.d.ts.map +1 -0
  51. package/dist/raycast-point-cloud-query.js +145 -0
  52. package/dist/raycast-point-cloud-query.js.map +1 -0
  53. package/dist/scene.d.ts +18 -0
  54. package/dist/scene.d.ts.map +1 -1
  55. package/dist/scene.js +166 -63
  56. package/dist/scene.js.map +1 -1
  57. package/dist/snap-detector.d.ts +12 -1
  58. package/dist/snap-detector.d.ts.map +1 -1
  59. package/dist/snap-detector.js +9 -1
  60. package/dist/snap-detector.js.map +1 -1
  61. package/package.json +2 -2
@@ -0,0 +1,172 @@
1
+ /* This Source Code Form is subject to the terms of the Mozilla Public
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+ * License, v. 2.0. If a copy of the MPL was not distributed with this
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+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
+ /**
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+ * Ray <-> point-cloud local-frame conversion for snap queries.
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+ *
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+ * ## Why this exists
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+ *
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+ * Two features landed independently and left a gap between them:
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+ *
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+ * - #1804 gives each point-cloud node a per-asset model matrix
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+ * (`PointCloudNode.model`) applied at RENDER time — the shader places
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+ * points through it, and `transformAabb` folds it into reported bounds.
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+ * - #1860 built the snap/measure spatial index, which stores RAW,
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+ * untransformed chunk positions straight off the decoder.
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+ *
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+ * So for a georeferenced (aligned) scan the renderer draws points at
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+ * aligned positions while the snap query walks an index of pre-alignment
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+ * positions: a measurement snapped to where the point USED to be, not
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+ * where the user can see it. Both features are individually correct; the
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+ * defect only exists in their composition, which is why neither PR's tests
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+ * caught it.
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+ *
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+ * ## Why the ray moves, not the points
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+ *
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+ * We inverse-transform the ray into the node's local frame rather than
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+ * transforming candidate points into world space:
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+ *
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+ * - The index's cell keys are packed RELATIVE to the first indexed point
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+ * and are only meaningful in local space — transforming points would
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+ * invalidate the whole acceleration structure.
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+ * - It is O(1) per node instead of O(points-examined).
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+ *
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+ * ## Distances stay in world units
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+ *
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+ * `queryRay` treats `t` as a distance along a UNIT direction and compares
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+ * `toleranceAt(t)` as a perpendicular radius, both in the index's own
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+ * space. Under a matrix with scale `s`, a world distance `d` is a local
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+ * distance `d / s`. Every distance-valued quantity therefore has to be
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+ * converted on the way in and back on the way out:
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+ *
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+ * maxDistance_local = maxDistance_world / s
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+ * toleranceAt_local(t_local) = toleranceAt_world(t_local * s) / s
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+ * distance_world = distance_local * s
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+ *
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+ * Get this wrong and the ~8px screen-space snap tolerance silently means
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+ * something different on any scan whose CRS is not in metres (a foot-based
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+ * CRS carries s = 0.3048), which would read as "snapping feels wrong on
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+ * US survey-foot projects" — the sort of bug that is very hard to trace
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+ * back to a matrix.
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+ *
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+ * The alignment matrices this handles are similarity transforms (uniform
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+ * scale * rotation about Y, zero translation — see `pointCloudAlignment`),
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+ * so a single scalar `s` is exact. `matrixUniformScale` falls back to the
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+ * mean column length for anything else, which keeps a non-uniform matrix
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+ * approximately right rather than wildly wrong.
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+ *
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+ * ## Known limit: long-range reach under a sub-unit scale
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+ *
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+ * `PointCloudSpatialIndex` caps its per-step dilation at
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+ * `MAX_DILATION_RADIUS_CELLS * cellSize` = 2 LOCAL units, a deliberate
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+ * bound on march cost. Because the tolerance is converted into local
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+ * units, a matrix with `s < 1` tightens that cap in world terms: a
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+ * foot-based CRS (`s = 0.3048`) caps the effective snap radius at
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+ * `2 * 0.3048 = 0.61 m` rather than 2 m, so at long range a point inside
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+ * the nominal ~8px tolerance can sit outside the searched cells and be
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+ * missed.
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+ *
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+ * This is a reach limit, not a wrong answer: whatever the query returns is
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+ * correctly placed, and near-to-mid range (where measuring actually
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+ * happens) is unaffected. Restoring the full world-space reach means
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+ * scaling the cap to `MAX_DILATION_RADIUS_CELLS / s` (~14 cells at
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+ * s = 0.3048), which re-inflates the per-step probe cost that the
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+ * leading-slab bound exists to contain — a perf trade that should be made
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+ * deliberately, with a benchmark, rather than folded into this fix.
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+ */
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+ import { MathUtils } from '../math.js';
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+ import { isUsableModelMatrix } from './point-cloud-node.js';
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+ /**
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+ * Build the snap-query snapshot from live nodes.
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+ *
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+ * Pure and node-shaped rather than inlined in `PointCloudRenderer` so it is
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+ * testable without a `GPUDevice`. That matters here specifically: the
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+ * renderer-to-query wiring is exactly where the aligned-scan gap lived, and
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+ * it went unnoticed because nothing could exercise it without a GPU. Empty
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+ * nodes are skipped, mirroring `getPickNodes`.
87
+ */
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+ export function buildRayQuerySources(nodes, classMask) {
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+ const out = [];
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+ for (const node of nodes) {
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+ if (node.spatialIndex.pointCount === 0)
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+ continue;
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+ out.push({
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+ expressId: node.meta.expressId,
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+ modelIndex: node.meta.modelIndex,
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+ index: node.spatialIndex,
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+ // The index stores RAW decoder positions while the shader draws
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+ // through `model` (#1804) — the query needs the matrix to reconcile
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+ // the two, or an aligned scan snaps to pre-alignment coordinates.
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+ model: node.model,
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+ classMask,
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+ });
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+ }
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+ return out;
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+ }
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+ /**
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+ * Uniform scale factor of a column-major 4x4's linear part.
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+ *
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+ * Exact for a similarity transform (every column has the same length);
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+ * for a non-uniform matrix it returns the mean, which keeps snap
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+ * tolerances in the right ballpark rather than exact. Returns 1 for a
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+ * degenerate (~zero) matrix so callers never divide by zero.
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+ */
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+ export function matrixUniformScale(m) {
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+ const cx = Math.hypot(m[0], m[1], m[2]);
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+ const cy = Math.hypot(m[4], m[5], m[6]);
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+ const cz = Math.hypot(m[8], m[9], m[10]);
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+ const mean = (cx + cy + cz) / 3;
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+ return mean > 1e-12 ? mean : 1;
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+ }
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+ /**
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+ * True when `m` is close enough to the identity that transforming through
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+ * it is pure overhead. The overwhelmingly common case is an unaligned
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+ * scan, and this keeps that path allocation-free.
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+ */
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+ export function isIdentityMatrix(m) {
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+ const EPS = 1e-6;
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+ for (let i = 0; i < 16; i++) {
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+ const expected = i % 5 === 0 ? 1 : 0;
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+ if (Math.abs(m[i] - expected) > EPS)
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+ return false;
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+ }
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+ return true;
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+ }
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+ /**
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+ * Rewrite a world-space ray into `model`'s local frame.
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+ *
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+ * Returns `null` when no transform is needed (absent, malformed, identity)
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+ * or when the matrix is singular — callers should then query with the
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+ * original world ray, which is the correct behaviour for an unaligned
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+ * cloud and a safe fallback for a degenerate matrix.
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+ */
143
+ export function toLocalFrameRay(origin, direction, model) {
144
+ if (!isUsableModelMatrix(model) || isIdentityMatrix(model))
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+ return null;
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+ const inv = MathUtils.invert({ m: model });
147
+ if (!inv)
148
+ return null;
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+ const i = inv.m;
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+ const ox = i[0] * origin.x + i[4] * origin.y + i[8] * origin.z + i[12];
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+ const oy = i[1] * origin.x + i[5] * origin.y + i[9] * origin.z + i[13];
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+ const oz = i[2] * origin.x + i[6] * origin.y + i[10] * origin.z + i[14];
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+ // Direction is a vector: no translation column.
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+ const dx = i[0] * direction.x + i[4] * direction.y + i[8] * direction.z;
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+ const dy = i[1] * direction.x + i[5] * direction.y + i[9] * direction.z;
156
+ const dz = i[2] * direction.x + i[6] * direction.y + i[10] * direction.z;
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+ const len = Math.hypot(dx, dy, dz);
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+ if (!(len > 1e-12))
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+ return null;
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+ const m = model;
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+ return {
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+ origin: { x: ox, y: oy, z: oz },
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+ direction: { x: dx / len, y: dy / len, z: dz / len },
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+ distanceScale: matrixUniformScale(m),
165
+ toWorld: (p) => ({
166
+ x: m[0] * p.x + m[4] * p.y + m[8] * p.z + m[12],
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+ y: m[1] * p.x + m[5] * p.y + m[9] * p.z + m[13],
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+ z: m[2] * p.x + m[6] * p.y + m[10] * p.z + m[14],
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+ }),
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+ };
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+ }
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+ //# sourceMappingURL=point-cloud-ray-transform.js.map
@@ -0,0 +1 @@
1
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@@ -12,6 +12,7 @@
12
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  */
13
13
  import type { PointCloudAsset } from '@ifc-lite/geometry';
14
14
  import { type PointCloudChunkInput, type PointCloudNode, type PointCloudNodeMeta } from './point-cloud-node.js';
15
+ import type { PointCloudSpatialIndex } from './point-cloud-spatial-index.js';
15
16
  import { type PointColorMode, type PointSizeMode } from './point-cloud-uniforms.js';
16
17
  export interface ResolvedSectionPlane {
17
18
  normal: [number, number, number];
@@ -57,12 +58,14 @@ export interface PointCloudRenderOptions {
57
58
  /** Render splats as discs instead of squares. Defaults to true. */
58
59
  roundShape?: boolean;
59
60
  /**
60
- * Per-ASPRS-class visibility bitmask. Bit `i` set class `i` is
61
- * visible. Defaults to `0xFFFFFFFF` (all 32 classes shown). Only
62
- * affects points carrying classifications; meshes ignore it.
63
- * Stored as an unsigned 32-bit integer in the uniform block.
61
+ * Per-LAS-class visibility bitmask covering the full 0..255 code
62
+ * range (#1783). Bit `i % 32` of word `i / 32` set class `i` is
63
+ * visible. Pass up to 8 u32 words LSB-first (missing words default
64
+ * to all-visible), or a plain `number` for the legacy 32-bit form
65
+ * (classes 32..255 stay visible). Defaults to everything visible.
66
+ * Only affects points carrying classifications; meshes ignore it.
64
67
  */
65
- classMask?: number;
68
+ classMask?: number | ArrayLike<number>;
66
69
  /**
67
70
  * Stride-cull factor for the splat shader: 1 = render every point,
68
71
  * 2 = every other, 4 = every fourth, etc. Used by the section-plane
@@ -86,6 +89,13 @@ export interface PointCloudRenderOptions {
86
89
  export interface PointCloudAssetHandle {
87
90
  readonly id: number;
88
91
  }
92
+ /**
93
+ * `PointCloudRenderOptions` with every field present and `classMask`
94
+ * normalized to the 8-word uniform layout.
95
+ */
96
+ export type ResolvedPointCloudRenderOptions = Omit<Required<PointCloudRenderOptions>, 'classMask'> & {
97
+ classMask: Uint32Array;
98
+ };
89
99
  export declare class PointCloudRenderer {
90
100
  private device;
91
101
  private pipeline;
@@ -97,7 +107,7 @@ export declare class PointCloudRenderer {
97
107
  private options;
98
108
  constructor(device: GPUDevice, colorFormat: GPUTextureFormat, depthFormat: GPUTextureFormat, sampleCount: number);
99
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  setOptions(opts: PointCloudRenderOptions): void;
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- getOptions(): Readonly<Required<PointCloudRenderOptions>>;
110
+ getOptions(): Readonly<ResolvedPointCloudRenderOptions>;
101
111
  /**
102
112
  * Replace every IFCx-owned asset with `assets`. Streamed assets are
103
113
  * untouched. Use this from the viewer's IFCx sync hook.
@@ -119,6 +129,14 @@ export declare class PointCloudRenderer {
119
129
  * touching the per-vertex attributes.
120
130
  */
121
131
  relabelAsset(handle: PointCloudAssetHandle, newExpressId: number): void;
132
+ /**
133
+ * Set (or clear) a streamed asset's per-vertex GPU model matrix
134
+ * (issue #1804: point-cloud ↔ `IfcMapConversion` alignment). Pass
135
+ * `null` to reset to identity. Takes effect on the next frame's
136
+ * uniform write — no GPU buffer rewrite needed, so toggling alignment
137
+ * on/off is cheap.
138
+ */
139
+ setAssetTransform(handle: PointCloudAssetHandle, matrix: Float32Array | null): void;
122
140
  clear(): void;
123
141
  private clearOwner;
124
142
  hasAssets(): boolean;
@@ -162,5 +180,20 @@ export declare class PointCloudRenderer {
162
180
  pointCount: number;
163
181
  }>;
164
182
  }>;
183
+ /**
184
+ * Snapshot of every node's CPU spatial index (issue #1860), for the
185
+ * measure tool's ray-based point snapping (`RaycastEngine`). Skips
186
+ * empty nodes, mirroring `getPickNodes`. Each source carries the
187
+ * CURRENT class visibility bitmask so the query skips points the
188
+ * splat shader is hiding (#1783) — snapping to invisible scan data
189
+ * would otherwise silently corrupt measurements.
190
+ */
191
+ getRayQuerySources(): Array<{
192
+ expressId: number;
193
+ modelIndex?: number;
194
+ index: PointCloudSpatialIndex;
195
+ classMask: Uint32Array;
196
+ model?: Float32Array;
197
+ }>;
165
198
  }
166
199
  //# sourceMappingURL=point-cloud-renderer.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"point-cloud-renderer.d.ts","sourceRoot":"","sources":["../../src/pointcloud/point-cloud-renderer.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAE1D,OAAO,EAML,KAAK,oBAAoB,EACzB,KAAK,cAAc,EACnB,KAAK,kBAAkB,EACxB,MAAM,uBAAuB,CAAC;AAC/B,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,gCAAgC,CAAC;AAE7E,OAAO,EAGL,KAAK,cAAc,EACnB,KAAK,aAAa,EACnB,MAAM,2BAA2B,CAAC;AAEnC,MAAM,WAAW,oBAAoB;IACnC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjC,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,OAAO,CAAC;IACjB,OAAO,CAAC,EAAE,OAAO,CAAC;CACnB;AAED,YAAY,EAAE,cAAc,EAAE,aAAa,EAAE,CAAC;AAE9C;;;;;;;;;GASG;AAEH,MAAM,WAAW,mBAAmB;IAClC,sDAAsD;IACtD,QAAQ,EAAE,YAAY,CAAC;IACvB,8DAA8D;IAC9D,YAAY,CAAC,EAAE,oBAAoB,GAAG,IAAI,CAAC;IAC3C;+CAC2C;IAC3C,QAAQ,CAAC,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC;CAC9C;AAED,MAAM,WAAW,uBAAuB;IACtC,yDAAyD;IACzD,SAAS,CAAC,EAAE,cAAc,CAAC;IAC3B,qDAAqD;IACrD,UAAU,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC9C,+EAA+E;IAC/E,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,uDAAuD;IACvD,QAAQ,CAAC,EAAE,aAAa,CAAC;IACzB;gFAC4E;IAC5E,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,mEAAmE;IACnE,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB;;;;;;;OAOG;IACH,SAAS,CAAC,EAAE,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;IACvC;;;;;;OAMG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;OAMG;IACH,cAAc,CAAC,EAAE;QAAE,YAAY,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAE,CAAC;CAC9D;AAED,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;CACrB;AAED;;;GAGG;AACH,MAAM,MAAM,+BAA+B,GACzC,IAAI,CAAC,QAAQ,CAAC,uBAAuB,CAAC,EAAE,WAAW,CAAC,GAAG;IAAE,SAAS,EAAE,WAAW,CAAA;CAAE,CAAC;AAapF,qBAAa,kBAAkB;IAC7B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAsB;IACtC,OAAO,CAAC,KAAK,CAAqC;IAClD,OAAO,CAAC,UAAU,CAAgC;IAClD,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,cAAc,CAA4C;IAClE,OAAO,CAAC,iBAAiB,CAA+C;IACxE,OAAO,CAAC,OAAO,CAUb;gBAGA,MAAM,EAAE,SAAS,EACjB,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,gBAAgB,EAC7B,WAAW,EAAE,MAAM;IAMrB,UAAU,CAAC,IAAI,EAAE,uBAAuB,GAAG,IAAI;IA0B/C,UAAU,IAAI,QAAQ,CAAC,+BAA+B,CAAC;IASvD;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,aAAa,CAAC,eAAe,CAAC,GAAG,IAAI;IAOvD,QAAQ,CAAC,KAAK,EAAE,eAAe,GAAG,qBAAqB;IAUvD,2DAA2D;IAC3D,UAAU,CAAC,IAAI,EAAE,kBAAkB,GAAG,qBAAqB;IAQ3D,WAAW,CAAC,MAAM,EAAE,qBAAqB,EAAE,KAAK,EAAE,oBAAoB,GAAG,IAAI;IAS7E,kEAAkE;IAClE,QAAQ,CAAC,MAAM,EAAE,qBAAqB,GAAG,IAAI;IAI7C,WAAW,CAAC,MAAM,EAAE,qBAAqB,GAAG,IAAI;IAQhD;;;;;;;OAOG;IACH,YAAY,CAAC,MAAM,EAAE,qBAAqB,EAAE,YAAY,EAAE,MAAM,GAAG,IAAI;IAMvE;;;;;;OAMG;IACH,iBAAiB,CAAC,MAAM,EAAE,qBAAqB,EAAE,MAAM,EAAE,YAAY,GAAG,IAAI,GAAG,IAAI;IAQnF,KAAK,IAAI,IAAI;IAQb,OAAO,CAAC,UAAU;IAUlB,SAAS,IAAI,OAAO;IAIpB,YAAY,IAAI,MAAM;IAItB;;;;OAIG;IACH,gBAAgB,IAAI,QAAQ,CAAC,cAAc,CAAC;IAI5C,mEAAmE;IACnE,aAAa,IAAI,MAAM;IAQvB,SAAS,IAAI;QAAE,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;KAAE,GAAG,IAAI;IAyBpF;;;OAGG;IACH,IAAI,CAAC,IAAI,EAAE,oBAAoB,EAAE,KAAK,EAAE,mBAAmB,GAAG,IAAI;IAuElE;;;OAGG;IACH,WAAW,CAAC,SAAS,EAAE,MAAM,GAAG;QAAE,MAAM,EAAE,qBAAqB,CAAC;QAAC,IAAI,EAAE,kBAAkB,CAAA;KAAE,GAAG,IAAI;IASlG;;;;;OAKG;IACH,YAAY,IAAI,KAAK,CAAC;QACpB,SAAS,EAAE,MAAM,CAAC;QAClB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,MAAM,EAAE,KAAK,CAAC;YAAE,YAAY,EAAE,SAAS,CAAC;YAAC,UAAU,EAAE,MAAM,CAAA;SAAE,CAAC,CAAC;KAChE,CAAC;IAaF;;;;;;;OAOG;IACH,kBAAkB,IAAI,KAAK,CAAC;QAC1B,SAAS,EAAE,MAAM,CAAC;QAClB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,KAAK,EAAE,sBAAsB,CAAC;QAC9B,SAAS,EAAE,WAAW,CAAC;QACvB,KAAK,CAAC,EAAE,YAAY,CAAC;KACtB,CAAC;CAKH"}
@@ -2,8 +2,9 @@
2
2
  * License, v. 2.0. If a copy of the MPL was not distributed with this
3
3
  * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
4
  import { PointRenderPipeline, POINT_QUAD_VERTS, POINT_UNIFORM_SIZE } from './point-pipeline.js';
5
- import { appendChunkToNode, createNode, destroyNode, uploadAssetToGpu, } from './point-cloud-node.js';
6
- import { writePointCloudUniforms, } from './point-cloud-uniforms.js';
5
+ import { appendChunkToNode, createNode, destroyNode, transformAabb, uploadAssetToGpu, } from './point-cloud-node.js';
6
+ import { buildRayQuerySources } from './point-cloud-ray-transform.js';
7
+ import { normalizeClassMask, writePointCloudUniforms, } from './point-cloud-uniforms.js';
7
8
  export class PointCloudRenderer {
8
9
  device;
9
10
  pipeline;
@@ -19,7 +20,7 @@ export class PointCloudRenderer {
19
20
  sizeMode: 'attenuated',
20
21
  worldRadius: 0.02,
21
22
  roundShape: true,
22
- classMask: 0xFFFFFFFF,
23
+ classMask: normalizeClassMask(undefined),
23
24
  previewStride: 1,
24
25
  deviationRange: { centerOffset: 0, halfRange: 0.05 },
25
26
  };
@@ -41,7 +42,7 @@ export class PointCloudRenderer {
41
42
  if (opts.roundShape !== undefined)
42
43
  this.options.roundShape = opts.roundShape;
43
44
  if (opts.classMask !== undefined)
44
- this.options.classMask = opts.classMask >>> 0;
45
+ this.options.classMask = normalizeClassMask(opts.classMask);
45
46
  if (opts.previewStride !== undefined) {
46
47
  // Clamp to a sane positive integer — stride 0 would divide by
47
48
  // zero in the shader's modulo. >256 is silly but harmless.
@@ -60,7 +61,10 @@ export class PointCloudRenderer {
60
61
  }
61
62
  }
62
63
  getOptions() {
63
- return this.options;
64
+ // Snapshot the mask — handing out the live Uint32Array would let
65
+ // callers mutate renderer visibility without going through
66
+ // setOptions.
67
+ return { ...this.options, classMask: this.options.classMask.slice() };
64
68
  }
65
69
  // ─── one-shot API (IFCx) ──────────────────────────────────────────────────
66
70
  /**
@@ -123,6 +127,19 @@ export class PointCloudRenderer {
123
127
  return;
124
128
  node.meta.expressId = newExpressId >>> 0;
125
129
  }
130
+ /**
131
+ * Set (or clear) a streamed asset's per-vertex GPU model matrix
132
+ * (issue #1804: point-cloud ↔ `IfcMapConversion` alignment). Pass
133
+ * `null` to reset to identity. Takes effect on the next frame's
134
+ * uniform write — no GPU buffer rewrite needed, so toggling alignment
135
+ * on/off is cheap.
136
+ */
137
+ setAssetTransform(handle, matrix) {
138
+ const node = this.nodes.get(handle.id);
139
+ if (!node)
140
+ return;
141
+ node.model = matrix ?? undefined;
142
+ }
126
143
  // ─── lifecycle / queries ─────────────────────────────────────────────────
127
144
  clear() {
128
145
  for (const node of this.nodes.values()) {
@@ -174,18 +191,24 @@ export class PointCloudRenderer {
174
191
  if (!Number.isFinite(node.bounds.min[0]))
175
192
  continue;
176
193
  any = true;
177
- if (node.bounds.min[0] < minX)
178
- minX = node.bounds.min[0];
179
- if (node.bounds.min[1] < minY)
180
- minY = node.bounds.min[1];
181
- if (node.bounds.min[2] < minZ)
182
- minZ = node.bounds.min[2];
183
- if (node.bounds.max[0] > maxX)
184
- maxX = node.bounds.max[0];
185
- if (node.bounds.max[1] > maxY)
186
- maxY = node.bounds.max[1];
187
- if (node.bounds.max[2] > maxZ)
188
- maxZ = node.bounds.max[2];
194
+ // Report WORLD-space extents: fold the per-asset model matrix
195
+ // (issue #1804 IfcMapConversion alignment) into the chunk-space
196
+ // bounds, so the height-ramp min/max and the viewer's scene
197
+ // bounds/framing agree with where the vertex shader actually
198
+ // places the points. Identity/no-matrix nodes pass through as-is.
199
+ const b = transformAabb(node.bounds, node.model);
200
+ if (b.min[0] < minX)
201
+ minX = b.min[0];
202
+ if (b.min[1] < minY)
203
+ minY = b.min[1];
204
+ if (b.min[2] < minZ)
205
+ minZ = b.min[2];
206
+ if (b.max[0] > maxX)
207
+ maxX = b.max[0];
208
+ if (b.max[1] > maxY)
209
+ maxY = b.max[1];
210
+ if (b.max[2] > maxZ)
211
+ maxZ = b.max[2];
189
212
  }
190
213
  if (!any)
191
214
  return null;
@@ -289,5 +312,18 @@ export class PointCloudRenderer {
289
312
  }
290
313
  return out;
291
314
  }
315
+ /**
316
+ * Snapshot of every node's CPU spatial index (issue #1860), for the
317
+ * measure tool's ray-based point snapping (`RaycastEngine`). Skips
318
+ * empty nodes, mirroring `getPickNodes`. Each source carries the
319
+ * CURRENT class visibility bitmask so the query skips points the
320
+ * splat shader is hiding (#1783) — snapping to invisible scan data
321
+ * would otherwise silently corrupt measurements.
322
+ */
323
+ getRayQuerySources() {
324
+ // `classMask` is a live reference — read synchronously within one
325
+ // query, and `setOptions` replaces (never mutates in place) the array.
326
+ return buildRayQuerySources(this.nodes.values(), this.options.classMask);
327
+ }
292
328
  }
293
329
  //# sourceMappingURL=point-cloud-renderer.js.map
@@ -1 +1 @@
1
- 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@@ -0,0 +1,188 @@
1
+ /**
2
+ * CPU spatial index over one point-cloud asset's positions (issue #1860).
3
+ *
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+ * The measure tool picks by CPU ray-casting triangle meshes
5
+ * (`scene-raycaster.ts` / `raycast-engine.ts`); point clouds never
6
+ * participate because their positions are packed straight into a GPU
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+ * vertex buffer and discarded (`point-cloud-node.ts` `appendChunkToNode`
8
+ * never retains the source `Float32Array`). This index is built
9
+ * incrementally as chunks stream in (or on the one-shot IFCx upload
10
+ * path) and keeps just enough CPU-side state to answer "which real scan
11
+ * point is closest to this ray, within a screen-space tolerance".
12
+ *
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+ * Storage: a coarse uniform voxel grid. Points bucket into
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+ * `floor(coord / cellSize)` cells, keyed by a single packed integer
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+ * (`packKey`) so the grid is a plain `Map<number, number[]>` — no
16
+ * string hashing, and no need to know the cloud's final extent up
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+ * front. Keys are packed relative to the FIRST indexed point's cell so
18
+ * they stay exact f64 integers even for un-rebased georeferenced clouds
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+ * (LV95 / UTM eastings in the millions of metres); see `CELL_KEY_BIAS`.
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+ *
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+ * Memory: each inserted chunk's `Float32Array` is kept BY REFERENCE
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+ * (never copied) — it would otherwise be garbage immediately after
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+ * `appendChunkToNode` finishes packing it into the GPU buffer, so
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+ * retaining it here is the only reason it survives. That is an
25
+ * unavoidable 12 bytes/point (three f32) if snapping is to hit real
26
+ * points rather than an approximation. The grid itself adds roughly
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+ * 8 bytes/point (one array slot per point, across however many cells)
28
+ * plus a small constant per occupied cell — a few MB per million
29
+ * points at typical scan density. See `DEFAULT_MAX_INDEXED_POINTS` for
30
+ * the safety valve on extreme (tens-of-millions-of-points) clouds.
31
+ *
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+ * Query: `queryRay` walks cells in ray-marching (Amanatides & Woo DDA)
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+ * order, so cost is O(cells touched along the ray), not O(points) —
34
+ * a query over a 50M-point cloud still only tests a handful of cells.
35
+ */
36
+ import type { Vec3 } from '../raycaster.js';
37
+ /**
38
+ * Default cell edge, metres. Coarse relative to typical scan spacing
39
+ * (millimetres to a few centimetres) so a query rarely visits more than
40
+ * a handful of cells, while small enough that a query near building
41
+ * scale doesn't degenerate into "search almost everything".
42
+ */
43
+ export declare const DEFAULT_POINTCLOUD_INDEX_CELL_SIZE = 0.5;
44
+ /**
45
+ * Hard cap on how many points a single index will hold. Beyond this,
46
+ * further inserted points still upload to the GPU normally (rendering
47
+ * is unaffected) but are simply not indexed, so the measure tool can't
48
+ * snap to them. This is the "last resort" from the design brief: full,
49
+ * uncapped indexing is strongly preferred (snapping wants real points),
50
+ * so this only bites on genuinely extreme clouds — at ~20 bytes/point
51
+ * of CPU overhead (12 bytes retained positions + ~8 bytes grid), 30M
52
+ * points is already ~600 MB of additional retained memory.
53
+ */
54
+ export declare const DEFAULT_MAX_INDEXED_POINTS = 30000000;
55
+ /**
56
+ * Cap on the per-visited-cell neighborhood dilation radius, in cells
57
+ * (issue #1860 review finding 1). `toleranceAt(t)` GROWS with depth
58
+ * (it's a screen-space pixel tolerance projected to world units), so a
59
+ * fixed +-1 cell dilation (~0.5 * cellSize of perpendicular coverage)
60
+ * silently stops covering the true tolerance once
61
+ * `toleranceAt(t) > cellSize` — which for the measure tool's ~8px
62
+ * tolerance happens around t = 60-130 m depending on canvas/fov, i.e.
63
+ * exactly the zoomed-out site-scale scans where this matters most.
64
+ * `queryRay` instead computes `r = clamp(ceil(toleranceAt(t)/cellSize),
65
+ * 1, MAX_DILATION_RADIUS_CELLS)` at every visited cell and dilates by
66
+ * that many cells. Capped so a single visited cell never tests more
67
+ * than `(2*4+1)^3 = 729` cells worst case; beyond the cap the
68
+ * *effective* snap radius clamps at `MAX_DILATION_RADIUS_CELLS *
69
+ * cellSize` (2 m at the default 0.5 m cell size) instead of growing
70
+ * unbounded with depth.
71
+ */
72
+ export declare const MAX_DILATION_RADIUS_CELLS = 4;
73
+ export interface PointCloudRayHit {
74
+ /** World-space position of the snapped point. */
75
+ position: Vec3;
76
+ /** True distance along the ray (world units) to the snapped point. */
77
+ distance: number;
78
+ }
79
+ /**
80
+ * CPU spatial index for one point-cloud asset. Insert incrementally via
81
+ * `insertRange` as chunks stream in; query via `queryRay`. Not thread
82
+ * safe (single-threaded main-thread structure, matching the renderer).
83
+ */
84
+ export declare class PointCloudSpatialIndex {
85
+ private readonly cellSize;
86
+ private readonly maxIndexedPoints;
87
+ private readonly cells;
88
+ private chunks;
89
+ private total;
90
+ private minX;
91
+ private minY;
92
+ private minZ;
93
+ private maxX;
94
+ private maxY;
95
+ private maxZ;
96
+ /**
97
+ * Cell coordinates of the first indexed point — the origin every packed
98
+ * cell key is relative to (see `CELL_KEY_BIAS`). Rebasing per index keeps
99
+ * keys f64-exact even for un-rebased georeferenced clouds (e.g. Swiss
100
+ * LV95 eastings ~2.6e6 m → absolute cell ~5.2e6, far outside any
101
+ * absolute packing window, but within ±2^16 cells of the cloud's own
102
+ * first point).
103
+ */
104
+ private cellOriginX;
105
+ private cellOriginY;
106
+ private cellOriginZ;
107
+ private hasCellOrigin;
108
+ /** Pack ABSOLUTE cell coordinates into one exact-integer key. */
109
+ private packKey;
110
+ constructor(cellSize?: number, maxIndexedPoints?: number);
111
+ /** Total number of points currently indexed (may be less than the
112
+ * asset's true point count once `maxIndexedPoints` is hit). */
113
+ get pointCount(): number;
114
+ /** True once further inserts are silently dropped (memory safety valve). */
115
+ get isCapped(): boolean;
116
+ /**
117
+ * Insert the first `count` xyz triples of `positions` (renderer/world
118
+ * space — the same frame `queryRay` expects). Keeps `positions` (and
119
+ * `classifications`, when given) BY REFERENCE; the caller must not
120
+ * mutate them afterwards. A no-op past `maxIndexedPoints` (see class
121
+ * docs) — points beyond the cap render normally but are not indexed
122
+ * for picking. When a chunk CROSSES the cap, only the accepted prefix
123
+ * is retained (copied) so the cap genuinely bounds retained memory —
124
+ * keeping the whole source array by reference would retain e.g. a
125
+ * 100M-point one-shot chunk's full 1.2 GB for a 30M-point cap.
126
+ */
127
+ insertRange(positions: Float32Array, count: number, classifications?: Uint8Array | null): void;
128
+ /** World-space bounds of every indexed point, or null when empty. */
129
+ getBounds(): {
130
+ min: Vec3;
131
+ max: Vec3;
132
+ } | null;
133
+ /** Resolve a global point id to its owning chunk, or null. */
134
+ private chunkFor;
135
+ private testPoint;
136
+ /**
137
+ * Test points in the dilated cell block around (cx,cy,cz), skipping
138
+ * cells already visited by an earlier step of the same query.
139
+ * `radiusCells` must cover `toleranceAt(t)` at the depth this cell is
140
+ * visited at — see `queryRay`'s per-step radius computation (#1860
141
+ * review finding 1: a fixed +-1 dilation under-covers tolerance at
142
+ * long range).
143
+ *
144
+ * When `slabAxis` is 0/1/2 the scan is restricted to the LEADING SLAB
145
+ * of the block along that axis (offset `slabDir * radiusCells`, the
146
+ * `(2r+1)^2` cells newly uncovered by a one-cell DDA advance) instead
147
+ * of the full `(2r+1)^3` block (hosted CodeRabbit review, PR #1875):
148
+ * consecutive DDA steps overlap ~90% of their blocks, and while the
149
+ * `visited` set kept the overlap from re-scanning buckets, every probe
150
+ * still paid `packKey` + `Set.has` — ~6M map operations for a capped
151
+ * worst-case march at radius 4. Since the DDA advances exactly one
152
+ * axis by exactly one cell per step, `block(new) \ block(old)` IS that
153
+ * leading slab whenever the radius is unchanged; `queryRay` passes
154
+ * `slabAxis: -1` (full block) for the first cell and whenever the
155
+ * radius changed between steps.
156
+ */
157
+ private testCellNeighborhood;
158
+ /**
159
+ * Nearest indexed point to `ray` (origin + unit `dir`) within
160
+ * `toleranceAt(t)` world units of the ray axis at depth `t`,
161
+ * restricted to `[0, maxDistance]`. Returns the candidate with the
162
+ * SMALLEST `t` (nearest along the ray) among everything within
163
+ * tolerance — not necessarily the one closest to the ray's infinite
164
+ * line — matching how a real surface point would occlude anything
165
+ * behind it.
166
+ *
167
+ * O(cells touched) via an Amanatides & Woo DDA march from the ray's
168
+ * entry into the index's bounding box. `toleranceAt(t)` grows with
169
+ * depth, so each visited cell's neighborhood dilation radius is
170
+ * recomputed from `toleranceAt` at that cell's ray parameter —
171
+ * `clamp(ceil(toleranceAt(t)/cellSize), 1, MAX_DILATION_RADIUS_CELLS)`
172
+ * — instead of a fixed +-1 cell, so a point within the true
173
+ * screen-space tolerance is never missed just because it's more than
174
+ * half a cell off the ray's exact cell path at long range (#1860
175
+ * review finding 1). Marching stops one cell past the first
176
+ * tolerance hit (using the largest radius seen so far, conservative),
177
+ * since DDA visits cells in non-decreasing ray-parameter order.
178
+ */
179
+ queryRay(origin: Vec3, dir: Vec3, maxDistance: number, toleranceAt: (t: number) => number,
180
+ /** Normalized 8-word LAS class visibility bitmask (#1783); points of
181
+ * hidden classes are skipped. Omit/null for "everything visible". */
182
+ classMask?: Uint32Array | null): PointCloudRayHit | null;
183
+ /** Drop every retained position array and grid bucket. Call when the
184
+ * owning PointCloudNode is destroyed so nothing outlives its GPU
185
+ * resources (see `destroyNode` in point-cloud-node.ts). */
186
+ dispose(): void;
187
+ }
188
+ //# sourceMappingURL=point-cloud-spatial-index.d.ts.map
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