@ifc-lite/renderer 1.39.0 → 1.41.0

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Files changed (60) 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/picking-manager.d.ts +33 -5
  18. package/dist/picking-manager.d.ts.map +1 -1
  19. package/dist/picking-manager.js +162 -101
  20. package/dist/picking-manager.js.map +1 -1
  21. package/dist/pointcloud/point-cloud-node.d.ts +46 -0
  22. package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
  23. package/dist/pointcloud/point-cloud-node.js +71 -0
  24. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  25. package/dist/pointcloud/point-cloud-ray-transform.d.ts +66 -0
  26. package/dist/pointcloud/point-cloud-ray-transform.d.ts.map +1 -0
  27. package/dist/pointcloud/point-cloud-ray-transform.js +172 -0
  28. package/dist/pointcloud/point-cloud-ray-transform.js.map +1 -0
  29. package/dist/pointcloud/point-cloud-renderer.d.ts +24 -0
  30. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  31. package/dist/pointcloud/point-cloud-renderer.js +46 -13
  32. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  33. package/dist/pointcloud/point-cloud-spatial-index.d.ts +188 -0
  34. package/dist/pointcloud/point-cloud-spatial-index.d.ts.map +1 -0
  35. package/dist/pointcloud/point-cloud-spatial-index.js +536 -0
  36. package/dist/pointcloud/point-cloud-spatial-index.js.map +1 -0
  37. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  38. package/dist/pointcloud/point-cloud-uniforms.js +14 -6
  39. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  40. package/dist/raycast-engine.d.ts +8 -0
  41. package/dist/raycast-engine.d.ts.map +1 -1
  42. package/dist/raycast-engine.js +68 -23
  43. package/dist/raycast-engine.js.map +1 -1
  44. package/dist/raycast-point-cloud-query.d.ts +122 -0
  45. package/dist/raycast-point-cloud-query.d.ts.map +1 -0
  46. package/dist/raycast-point-cloud-query.js +145 -0
  47. package/dist/raycast-point-cloud-query.js.map +1 -0
  48. package/dist/scene-rect-select.d.ts +51 -0
  49. package/dist/scene-rect-select.d.ts.map +1 -0
  50. package/dist/scene-rect-select.js +207 -0
  51. package/dist/scene-rect-select.js.map +1 -0
  52. package/dist/scene.d.ts +15 -0
  53. package/dist/scene.d.ts.map +1 -1
  54. package/dist/scene.js +115 -46
  55. package/dist/scene.js.map +1 -1
  56. package/dist/snap-detector.d.ts +12 -1
  57. package/dist/snap-detector.d.ts.map +1 -1
  58. package/dist/snap-detector.js +9 -1
  59. package/dist/snap-detector.js.map +1 -1
  60. package/package.json +2 -2
@@ -11,6 +11,14 @@ export interface DeviationDispatchInput {
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  pointCount: number;
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  /** Optional clip range in metres. 0 / negative → no clip. */
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  maxRange: number;
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+ /**
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+ * Optional per-asset model matrix (column-major, 16 floats) — the
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+ * point cloud node's `model` (issue #1804 IfcMapConversion alignment).
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+ * Points are transformed by it BEFORE the closest-triangle query so
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+ * deviations are measured in world space, where the BVH triangles
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+ * live. Omitted/malformed → identity (chunk space IS world space).
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+ */
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+ model?: Float32Array;
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  }
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  export declare class DeviationPipeline {
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  private device;
@@ -1 +1 @@
1
- {"version":3,"file":"deviation-pipeline.d.ts","sourceRoot":"","sources":["../../src/deviation/deviation-pipeline.ts"],"names":[],"mappings":"AAiBA,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAc3D,MAAM,WAAW,sBAAsB;IACrC;;;sCAGkC;IAClC,eAAe,EAAE,SAAS,CAAC;IAC3B,6DAA6D;IAC7D,gBAAgB,EAAE,SAAS,CAAC;IAC5B,mCAAmC;IACnC,UAAU,EAAE,MAAM,CAAC;IACnB,6DAA6D;IAC7D,QAAQ,EAAE,MAAM,CAAC;CAClB;AAED,qBAAa,iBAAiB;IAC5B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAqB;IACrC,OAAO,CAAC,eAAe,CAAqB;IAC5C,OAAO,CAAC,cAAc,CAA0B;IAChD,OAAO,CAAC,eAAe,CAA0B;IACjD,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,SAAS,CAA4C;IAC7D;;;;;;;OAOG;IACH,OAAO,CAAC,sBAAsB,CAAmB;gBAErC,MAAM,EAAE,SAAS;IAqB7B;;;;OAIG;IACH,SAAS,CAAC,GAAG,EAAE,iBAAiB,GAAG,IAAI;IAuCvC,MAAM,IAAI,OAAO;IAIjB,WAAW,IAAI;QAAE,SAAS,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,iBAAiB,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAA;KAAE;IAQvG;;;;;;OAMG;IACH,QAAQ,CAAC,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,sBAAsB,GAAG,OAAO;IAmD5E,OAAO,CAAC,UAAU;IAOlB;;;;OAIG;IACH,sBAAsB,IAAI,IAAI;IAK9B,OAAO,IAAI,IAAI;CAIhB"}
1
+ {"version":3,"file":"deviation-pipeline.d.ts","sourceRoot":"","sources":["../../src/deviation/deviation-pipeline.ts"],"names":[],"mappings":"AAiBA,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAwB3D,MAAM,WAAW,sBAAsB;IACrC;;;sCAGkC;IAClC,eAAe,EAAE,SAAS,CAAC;IAC3B,6DAA6D;IAC7D,gBAAgB,EAAE,SAAS,CAAC;IAC5B,mCAAmC;IACnC,UAAU,EAAE,MAAM,CAAC;IACnB,6DAA6D;IAC7D,QAAQ,EAAE,MAAM,CAAC;IACjB;;;;;;OAMG;IACH,KAAK,CAAC,EAAE,YAAY,CAAC;CACtB;AAED,qBAAa,iBAAiB;IAC5B,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,QAAQ,CAAqB;IACrC,OAAO,CAAC,eAAe,CAAqB;IAC5C,OAAO,CAAC,cAAc,CAA0B;IAChD,OAAO,CAAC,eAAe,CAA0B;IACjD,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,SAAS,CAA4C;IAC7D;;;;;;;OAOG;IACH,OAAO,CAAC,sBAAsB,CAAmB;gBAErC,MAAM,EAAE,SAAS;IAqB7B;;;;OAIG;IACH,SAAS,CAAC,GAAG,EAAE,iBAAiB,GAAG,IAAI;IAuCvC,MAAM,IAAI,OAAO;IAIjB,WAAW,IAAI;QAAE,SAAS,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,iBAAiB,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAA;KAAE;IAQvG;;;;;;OAMG;IACH,QAAQ,CAAC,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,sBAAsB,GAAG,OAAO;IAqD5E,OAAO,CAAC,UAAU;IAOlB;;;;OAIG;IACH,sBAAsB,IAAI,IAAI;IAK9B,OAAO,IAAI,IAAI;CAIhB"}
@@ -19,11 +19,20 @@ const BVH_NODE_BYTES = 32;
19
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  /** Bytes per triangle — 12 floats (3 verts + face normal). */
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  const TRIANGLE_BYTES = 48;
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  /**
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- * Uniform block size for `DeviationParams`. WGSL std140 packs the
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- * struct compactly; we add 4 padding u32s to round to 32 bytes which
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- * matches a single uniform alignment slot on every WebGPU impl.
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+ * Uniform block size for `DeviationParams`: a 64-byte column-major
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+ * mat4x4 model matrix (issue #1804 transforms chunk-space points to
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+ * world space before the BVH query, mirroring the splat shader) followed
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+ * by pointCount/pointStrideF32/positionOffsetF32 (u32) and maxRange
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+ * (f32) — 80 bytes, already 16-byte aligned.
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  */
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- const PARAMS_UNIFORM_BYTES = 32;
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+ const PARAMS_UNIFORM_BYTES = 80;
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+ /** Column-major identity, reused for assets without a model matrix. */
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+ const IDENTITY_MAT4 = new Float32Array([
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+ 1, 0, 0, 0,
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+ 0, 1, 0, 0,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1,
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+ ]);
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  export class DeviationPipeline {
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  device;
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  pipeline;
@@ -137,14 +146,16 @@ export class DeviationPipeline {
137
146
  this.transientParamsBuffers.push(paramsBuffer);
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  const params = new Uint32Array(PARAMS_UNIFORM_BYTES / 4);
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  const paramsF = new Float32Array(params.buffer);
140
- params[0] = input.pointCount;
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+ // Floats 0..15: the model matrix (see DeviationDispatchInput.model).
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+ const model = input.model && input.model.length === 16 ? input.model : IDENTITY_MAT4;
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+ paramsF.set(model, 0);
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+ params[16] = input.pointCount;
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  // Each point in the splat vertex layout occupies POINT_VERTEX_BYTES
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  // (24 bytes). The shader walks `positions` as a flat f32 array; one
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  // point = 6 floats; the vec3 position is at offset 0.
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- params[1] = POINT_VERTEX_BYTES / 4; // pointStrideF32
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- params[2] = 0; // positionOffsetF32
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- paramsF[3] = Math.max(0, input.maxRange);
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- // params[4..7] reserved padding; left zero.
156
+ params[17] = POINT_VERTEX_BYTES / 4; // pointStrideF32
157
+ params[18] = 0; // positionOffsetF32
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+ paramsF[19] = Math.max(0, input.maxRange);
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159
  this.device.queue.writeBuffer(paramsBuffer, 0, params.buffer, 0, PARAMS_UNIFORM_BYTES);
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  const bindGroup = this.device.createBindGroup({
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  layout: this.bindGroupLayout,
@@ -1 +1 @@
1
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1
+ 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@@ -19,5 +19,5 @@
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  * Workgroup size 64 (one wavefront / warp on most desktop GPUs).
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  * Each invocation processes one point.
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  */
22
- export declare const deviationShaderSource = "\nstruct BvhNode {\n aabbMinX: f32, aabbMinY: f32, aabbMinZ: f32,\n // High bit: leaf flag. Low 31 bits: leaf=triStart, internal=leftChildIdx.\n leafOrLeft: u32,\n aabbMaxX: f32, aabbMaxY: f32, aabbMaxZ: f32,\n // Leaf=triCount, internal=rightChildIdx.\n countOrRight: u32,\n}\n\nstruct DeviationParams {\n pointCount: u32,\n pointStrideF32: u32, // floats between successive points in positions buffer\n positionOffsetF32: u32, // float offset of vec3 position within a point\n // Optional clip range \u2014 when nonzero, signs above + below are kept\n // but values past \u00B1maxRange are clamped (saves shader work for\n // points far outside the model).\n maxRange: f32,\n // Reserved padding to keep the struct 16-byte aligned for std140.\n _pad0: u32, _pad1: u32, _pad2: u32, _pad3: u32,\n}\n\n@group(0) @binding(0) var<storage, read> bvhNodes: array<BvhNode>;\n@group(0) @binding(1) var<storage, read> triangles: array<f32>;\n@group(0) @binding(2) var<storage, read> positions: array<f32>;\n@group(0) @binding(3) var<storage, read_write> deviations: array<f32>;\n@group(0) @binding(4) var<uniform> params: DeviationParams;\n\nconst LEAF_FLAG: u32 = 0x80000000u;\nconst STACK_SIZE: u32 = 64u;\n\n// Squared distance from point p to AABB [aabbMin, aabbMax].\n// Returns 0 if p is inside the box.\nfn distSqPointAabb(\n px: f32, py: f32, pz: f32,\n ax: f32, ay: f32, az: f32,\n bx: f32, by: f32, bz: f32,\n) -> f32 {\n let dx = max(max(ax - px, 0.0), px - bx);\n let dy = max(max(ay - py, 0.0), py - by);\n let dz = max(max(az - pz, 0.0), pz - bz);\n return dx * dx + dy * dy + dz * dz;\n}\n\nstruct ClosestResult {\n point: vec3<f32>,\n distSq: f32,\n}\n\n// Ericson, Real-Time Collision Detection \u00A75.1.5: closest point on\n// a triangle to an arbitrary point in space. Branches over the\n// Voronoi regions of the triangle (3 verts, 3 edges, interior).\nfn closestPointOnTriangle(p: vec3<f32>, a: vec3<f32>, b: vec3<f32>, c: vec3<f32>) -> ClosestResult {\n let ab = b - a;\n let ac = c - a;\n let ap = p - a;\n let d1 = dot(ab, ap);\n let d2 = dot(ac, ap);\n if (d1 <= 0.0 && d2 <= 0.0) {\n let diff = p - a;\n return ClosestResult(a, dot(diff, diff));\n }\n let bp = p - b;\n let d3 = dot(ab, bp);\n let d4 = dot(ac, bp);\n if (d3 >= 0.0 && d4 <= d3) {\n let diff = p - b;\n return ClosestResult(b, dot(diff, diff));\n }\n let vc = d1 * d4 - d3 * d2;\n if (vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0) {\n let v = d1 / (d1 - d3);\n let q = a + v * ab;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let cp = p - c;\n let d5 = dot(ab, cp);\n let d6 = dot(ac, cp);\n if (d6 >= 0.0 && d5 <= d6) {\n let diff = p - c;\n return ClosestResult(c, dot(diff, diff));\n }\n let vb = d5 * d2 - d1 * d6;\n if (vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0) {\n let w = d2 / (d2 - d6);\n let q = a + w * ac;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let va = d3 * d6 - d5 * d4;\n if (va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0) {\n let w = (d4 - d3) / ((d4 - d3) + (d5 - d6));\n let q = b + w * (c - b);\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n // Inside the face: barycentric (v, w).\n let denom = 1.0 / (va + vb + vc);\n let v = vb * denom;\n let w = vc * denom;\n let q = a + ab * v + ac * w;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n}\n\n@compute @workgroup_size(64)\nfn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {\n let pi = gid.x;\n if (pi >= params.pointCount) {\n return;\n }\n let posOff = pi * params.pointStrideF32 + params.positionOffsetF32;\n let p = vec3<f32>(positions[posOff], positions[posOff + 1u], positions[posOff + 2u]);\n\n // Best squared distance across all triangles. Stored squared so\n // we can prune AABBs without taking sqrt every step.\n var bestDistSq: f32 = 1.0e30;\n var bestPoint: vec3<f32> = vec3<f32>(0.0);\n var bestNormal: vec3<f32> = vec3<f32>(0.0, 1.0, 0.0);\n\n // Stack-based BVH descent. Workgroup-uniform stack would let\n // siblings cooperate; for v1 a per-thread stack in private memory\n // is simpler and fast enough.\n var stack: array<u32, STACK_SIZE>;\n var sp: u32 = 0u;\n stack[sp] = 0u;\n sp = sp + 1u;\n\n loop {\n if (sp == 0u) { break; }\n sp = sp - 1u;\n let nodeIdx = stack[sp];\n let node = bvhNodes[nodeIdx];\n\n let aabbDistSq = distSqPointAabb(\n p.x, p.y, p.z,\n node.aabbMinX, node.aabbMinY, node.aabbMinZ,\n node.aabbMaxX, node.aabbMaxY, node.aabbMaxZ,\n );\n if (aabbDistSq >= bestDistSq) {\n continue;\n }\n\n let leafFlag = node.leafOrLeft & LEAF_FLAG;\n if (leafFlag != 0u) {\n let triStart = node.leafOrLeft & (~LEAF_FLAG);\n let triCount = node.countOrRight;\n var i: u32 = 0u;\n loop {\n if (i >= triCount) { break; }\n let triOff = (triStart + i) * 12u;\n let v0 = vec3<f32>(triangles[triOff], triangles[triOff + 1u], triangles[triOff + 2u]);\n let v1 = vec3<f32>(triangles[triOff + 3u], triangles[triOff + 4u], triangles[triOff + 5u]);\n let v2 = vec3<f32>(triangles[triOff + 6u], triangles[triOff + 7u], triangles[triOff + 8u]);\n let n = vec3<f32>(triangles[triOff + 9u], triangles[triOff + 10u], triangles[triOff + 11u]);\n let res = closestPointOnTriangle(p, v0, v1, v2);\n if (res.distSq < bestDistSq) {\n bestDistSq = res.distSq;\n bestPoint = res.point;\n bestNormal = n;\n }\n i = i + 1u;\n }\n } else {\n // Internal node: push both children. Sibling that's closer to\n // p first (top of stack) so we hit the tighter bound earlier.\n let leftIdx = node.leafOrLeft;\n let rightIdx = node.countOrRight;\n let lNode = bvhNodes[leftIdx];\n let rNode = bvhNodes[rightIdx];\n let lDist = distSqPointAabb(\n p.x, p.y, p.z,\n lNode.aabbMinX, lNode.aabbMinY, lNode.aabbMinZ,\n lNode.aabbMaxX, lNode.aabbMaxY, lNode.aabbMaxZ,\n );\n let rDist = distSqPointAabb(\n p.x, p.y, p.z,\n rNode.aabbMinX, rNode.aabbMinY, rNode.aabbMinZ,\n rNode.aabbMaxX, rNode.aabbMaxY, rNode.aabbMaxZ,\n );\n // Push the farther child first \u2192 closer popped first.\n if (sp + 2u <= STACK_SIZE) {\n if (lDist < rDist) {\n stack[sp] = rightIdx; sp = sp + 1u;\n stack[sp] = leftIdx; sp = sp + 1u;\n } else {\n stack[sp] = leftIdx; sp = sp + 1u;\n stack[sp] = rightIdx; sp = sp + 1u;\n }\n }\n }\n }\n\n // Signed distance: project (p - closestPoint) onto the closest\n // triangle's normal. Positive means p is on the outward side.\n //\n // sign() returns 0 when (p - closestPoint) is perpendicular to the\n // normal -- i.e. the point is COPLANAR with the triangle but its closest\n // feature is an edge/vertex (a point beside a wall, an open door swung\n // into a wall's plane, a floor point laterally past the nearest floor\n // tri). That multiplied a genuinely large dist by 0 and painted far\n // points at the ramp centre (white). Treat the in-plane case as the\n // outward side so the magnitude still flags them.\n let toPoint = p - bestPoint;\n let dist = sqrt(bestDistSq);\n let nd = dot(toPoint, bestNormal);\n let s = select(-1.0, 1.0, nd >= 0.0);\n var signed: f32 = s * dist;\n\n // Optional clip: keeps the histogram + ramp focused on near-surface\n // points. Past \u00B1maxRange the value pegs at the edge.\n if (params.maxRange > 0.0) {\n let mr = params.maxRange;\n if (signed > mr) { signed = mr; }\n if (signed < -mr) { signed = -mr; }\n }\n\n deviations[pi] = signed;\n}\n";
22
+ export declare const deviationShaderSource = "\nstruct BvhNode {\n aabbMinX: f32, aabbMinY: f32, aabbMinZ: f32,\n // High bit: leaf flag. Low 31 bits: leaf=triStart, internal=leftChildIdx.\n leafOrLeft: u32,\n aabbMaxX: f32, aabbMaxY: f32, aabbMaxZ: f32,\n // Leaf=triCount, internal=rightChildIdx.\n countOrRight: u32,\n}\n\nstruct DeviationParams {\n // Per-asset model matrix (column-major) applied to each chunk-space\n // point BEFORE the BVH query. The BVH triangles live in WORLD (viewer)\n // space; a point cloud aligned via IfcMapConversion (issue #1804)\n // stores decode-shifted residual positions and carries its world\n // placement in this matrix \u2014 identical to the splat shader's\n // uniforms.model. Identity for unaligned assets.\n model: mat4x4<f32>,\n pointCount: u32,\n pointStrideF32: u32, // floats between successive points in positions buffer\n positionOffsetF32: u32, // float offset of vec3 position within a point\n // Optional clip range \u2014 when nonzero, signs above + below are kept\n // but values past \u00B1maxRange are clamped (saves shader work for\n // points far outside the model).\n maxRange: f32,\n}\n\n@group(0) @binding(0) var<storage, read> bvhNodes: array<BvhNode>;\n@group(0) @binding(1) var<storage, read> triangles: array<f32>;\n@group(0) @binding(2) var<storage, read> positions: array<f32>;\n@group(0) @binding(3) var<storage, read_write> deviations: array<f32>;\n@group(0) @binding(4) var<uniform> params: DeviationParams;\n\nconst LEAF_FLAG: u32 = 0x80000000u;\nconst STACK_SIZE: u32 = 64u;\n\n// Squared distance from point p to AABB [aabbMin, aabbMax].\n// Returns 0 if p is inside the box.\nfn distSqPointAabb(\n px: f32, py: f32, pz: f32,\n ax: f32, ay: f32, az: f32,\n bx: f32, by: f32, bz: f32,\n) -> f32 {\n let dx = max(max(ax - px, 0.0), px - bx);\n let dy = max(max(ay - py, 0.0), py - by);\n let dz = max(max(az - pz, 0.0), pz - bz);\n return dx * dx + dy * dy + dz * dz;\n}\n\nstruct ClosestResult {\n point: vec3<f32>,\n distSq: f32,\n}\n\n// Ericson, Real-Time Collision Detection \u00A75.1.5: closest point on\n// a triangle to an arbitrary point in space. Branches over the\n// Voronoi regions of the triangle (3 verts, 3 edges, interior).\nfn closestPointOnTriangle(p: vec3<f32>, a: vec3<f32>, b: vec3<f32>, c: vec3<f32>) -> ClosestResult {\n let ab = b - a;\n let ac = c - a;\n let ap = p - a;\n let d1 = dot(ab, ap);\n let d2 = dot(ac, ap);\n if (d1 <= 0.0 && d2 <= 0.0) {\n let diff = p - a;\n return ClosestResult(a, dot(diff, diff));\n }\n let bp = p - b;\n let d3 = dot(ab, bp);\n let d4 = dot(ac, bp);\n if (d3 >= 0.0 && d4 <= d3) {\n let diff = p - b;\n return ClosestResult(b, dot(diff, diff));\n }\n let vc = d1 * d4 - d3 * d2;\n if (vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0) {\n let v = d1 / (d1 - d3);\n let q = a + v * ab;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let cp = p - c;\n let d5 = dot(ab, cp);\n let d6 = dot(ac, cp);\n if (d6 >= 0.0 && d5 <= d6) {\n let diff = p - c;\n return ClosestResult(c, dot(diff, diff));\n }\n let vb = d5 * d2 - d1 * d6;\n if (vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0) {\n let w = d2 / (d2 - d6);\n let q = a + w * ac;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let va = d3 * d6 - d5 * d4;\n if (va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0) {\n let w = (d4 - d3) / ((d4 - d3) + (d5 - d6));\n let q = b + w * (c - b);\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n // Inside the face: barycentric (v, w).\n let denom = 1.0 / (va + vb + vc);\n let v = vb * denom;\n let w = vc * denom;\n let q = a + ab * v + ac * w;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n}\n\n@compute @workgroup_size(64)\nfn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {\n let pi = gid.x;\n if (pi >= params.pointCount) {\n return;\n }\n let posOff = pi * params.pointStrideF32 + params.positionOffsetF32;\n let rawP = vec3<f32>(positions[posOff], positions[posOff + 1u], positions[posOff + 2u]);\n // World-space point: same transform the splat vertex shader applies,\n // so deviations are measured in the frame the user actually sees.\n let p = (params.model * vec4<f32>(rawP, 1.0)).xyz;\n\n // Best squared distance across all triangles. Stored squared so\n // we can prune AABBs without taking sqrt every step.\n var bestDistSq: f32 = 1.0e30;\n var bestPoint: vec3<f32> = vec3<f32>(0.0);\n var bestNormal: vec3<f32> = vec3<f32>(0.0, 1.0, 0.0);\n\n // Stack-based BVH descent. Workgroup-uniform stack would let\n // siblings cooperate; for v1 a per-thread stack in private memory\n // is simpler and fast enough.\n var stack: array<u32, STACK_SIZE>;\n var sp: u32 = 0u;\n stack[sp] = 0u;\n sp = sp + 1u;\n\n loop {\n if (sp == 0u) { break; }\n sp = sp - 1u;\n let nodeIdx = stack[sp];\n let node = bvhNodes[nodeIdx];\n\n let aabbDistSq = distSqPointAabb(\n p.x, p.y, p.z,\n node.aabbMinX, node.aabbMinY, node.aabbMinZ,\n node.aabbMaxX, node.aabbMaxY, node.aabbMaxZ,\n );\n if (aabbDistSq >= bestDistSq) {\n continue;\n }\n\n let leafFlag = node.leafOrLeft & LEAF_FLAG;\n if (leafFlag != 0u) {\n let triStart = node.leafOrLeft & (~LEAF_FLAG);\n let triCount = node.countOrRight;\n var i: u32 = 0u;\n loop {\n if (i >= triCount) { break; }\n let triOff = (triStart + i) * 12u;\n let v0 = vec3<f32>(triangles[triOff], triangles[triOff + 1u], triangles[triOff + 2u]);\n let v1 = vec3<f32>(triangles[triOff + 3u], triangles[triOff + 4u], triangles[triOff + 5u]);\n let v2 = vec3<f32>(triangles[triOff + 6u], triangles[triOff + 7u], triangles[triOff + 8u]);\n let n = vec3<f32>(triangles[triOff + 9u], triangles[triOff + 10u], triangles[triOff + 11u]);\n let res = closestPointOnTriangle(p, v0, v1, v2);\n if (res.distSq < bestDistSq) {\n bestDistSq = res.distSq;\n bestPoint = res.point;\n bestNormal = n;\n }\n i = i + 1u;\n }\n } else {\n // Internal node: push both children. Sibling that's closer to\n // p first (top of stack) so we hit the tighter bound earlier.\n let leftIdx = node.leafOrLeft;\n let rightIdx = node.countOrRight;\n let lNode = bvhNodes[leftIdx];\n let rNode = bvhNodes[rightIdx];\n let lDist = distSqPointAabb(\n p.x, p.y, p.z,\n lNode.aabbMinX, lNode.aabbMinY, lNode.aabbMinZ,\n lNode.aabbMaxX, lNode.aabbMaxY, lNode.aabbMaxZ,\n );\n let rDist = distSqPointAabb(\n p.x, p.y, p.z,\n rNode.aabbMinX, rNode.aabbMinY, rNode.aabbMinZ,\n rNode.aabbMaxX, rNode.aabbMaxY, rNode.aabbMaxZ,\n );\n // Push the farther child first \u2192 closer popped first.\n if (sp + 2u <= STACK_SIZE) {\n if (lDist < rDist) {\n stack[sp] = rightIdx; sp = sp + 1u;\n stack[sp] = leftIdx; sp = sp + 1u;\n } else {\n stack[sp] = leftIdx; sp = sp + 1u;\n stack[sp] = rightIdx; sp = sp + 1u;\n }\n }\n }\n }\n\n // Signed distance: project (p - closestPoint) onto the closest\n // triangle's normal. Positive means p is on the outward side.\n //\n // sign() returns 0 when (p - closestPoint) is perpendicular to the\n // normal -- i.e. the point is COPLANAR with the triangle but its closest\n // feature is an edge/vertex (a point beside a wall, an open door swung\n // into a wall's plane, a floor point laterally past the nearest floor\n // tri). That multiplied a genuinely large dist by 0 and painted far\n // points at the ramp centre (white). Treat the in-plane case as the\n // outward side so the magnitude still flags them.\n let toPoint = p - bestPoint;\n let dist = sqrt(bestDistSq);\n let nd = dot(toPoint, bestNormal);\n let s = select(-1.0, 1.0, nd >= 0.0);\n var signed: f32 = s * dist;\n\n // Optional clip: keeps the histogram + ramp focused on near-surface\n // points. Past \u00B1maxRange the value pegs at the edge.\n if (params.maxRange > 0.0) {\n let mr = params.maxRange;\n if (signed > mr) { signed = mr; }\n if (signed < -mr) { signed = -mr; }\n }\n\n deviations[pi] = signed;\n}\n";
23
23
  //# sourceMappingURL=deviation-shader.wgsl.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"deviation-shader.wgsl.d.ts","sourceRoot":"","sources":["../../src/deviation/deviation-shader.wgsl.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,eAAO,MAAM,qBAAqB,smPA4NjC,CAAC"}
1
+ {"version":3,"file":"deviation-shader.wgsl.d.ts","sourceRoot":"","sources":["../../src/deviation/deviation-shader.wgsl.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,eAAO,MAAM,qBAAqB,qmQAoOjC,CAAC"}
@@ -33,6 +33,13 @@ struct BvhNode {
33
33
  }
34
34
 
35
35
  struct DeviationParams {
36
+ // Per-asset model matrix (column-major) applied to each chunk-space
37
+ // point BEFORE the BVH query. The BVH triangles live in WORLD (viewer)
38
+ // space; a point cloud aligned via IfcMapConversion (issue #1804)
39
+ // stores decode-shifted residual positions and carries its world
40
+ // placement in this matrix — identical to the splat shader's
41
+ // uniforms.model. Identity for unaligned assets.
42
+ model: mat4x4<f32>,
36
43
  pointCount: u32,
37
44
  pointStrideF32: u32, // floats between successive points in positions buffer
38
45
  positionOffsetF32: u32, // float offset of vec3 position within a point
@@ -40,8 +47,6 @@ struct DeviationParams {
40
47
  // but values past ±maxRange are clamped (saves shader work for
41
48
  // points far outside the model).
42
49
  maxRange: f32,
43
- // Reserved padding to keep the struct 16-byte aligned for std140.
44
- _pad0: u32, _pad1: u32, _pad2: u32, _pad3: u32,
45
50
  }
46
51
 
47
52
  @group(0) @binding(0) var<storage, read> bvhNodes: array<BvhNode>;
@@ -135,7 +140,10 @@ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
135
140
  return;
136
141
  }
137
142
  let posOff = pi * params.pointStrideF32 + params.positionOffsetF32;
138
- let p = vec3<f32>(positions[posOff], positions[posOff + 1u], positions[posOff + 2u]);
143
+ let rawP = vec3<f32>(positions[posOff], positions[posOff + 1u], positions[posOff + 2u]);
144
+ // World-space point: same transform the splat vertex shader applies,
145
+ // so deviations are measured in the frame the user actually sees.
146
+ let p = (params.model * vec4<f32>(rawP, 1.0)).xyz;
139
147
 
140
148
  // Best squared distance across all triangles. Stored squared so
141
149
  // we can prune AABBs without taking sqrt every step.
@@ -1 +1 @@
1
- {"version":3,"file":"deviation-shader.wgsl.js","sourceRoot":"","sources":["../../src/deviation/deviation-shader.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4N/C,CAAC"}
1
+ {"version":3,"file":"deviation-shader.wgsl.js","sourceRoot":"","sources":["../../src/deviation/deviation-shader.wgsl.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAE/D;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoO/C,CAAC"}
package/dist/index.d.ts CHANGED
@@ -213,6 +213,13 @@ export declare class Renderer {
213
213
  private computeMeshBounds;
214
214
  /** Apply rendering options (color mode, fixed override, point size). */
215
215
  setPointCloudOptions(opts: import('./pointcloud/point-cloud-renderer.js').PointCloudRenderOptions): void;
216
+ /**
217
+ * Set (or clear, with `null`) a streamed point-cloud asset's per-vertex
218
+ * GPU model matrix (column-major, 16 floats) — issue #1804's
219
+ * `IfcMapConversion` alignment toggle. Cheap: takes effect on the next
220
+ * frame's uniform write, no GPU buffer rewrite.
221
+ */
222
+ setPointCloudTransform(handle: import('./pointcloud/point-cloud-renderer.js').PointCloudAssetHandle, matrix: Float32Array | null): void;
216
223
  /**
217
224
  * Compute BIM ↔ scan deviation for every loaded point cloud asset.
218
225
  *
@@ -399,8 +406,29 @@ export declare class Renderer {
399
406
  *
400
407
  * Note: x, y are CSS pixel coordinates relative to the canvas element.
401
408
  * These are scaled internally to match the actual canvas pixel dimensions.
409
+ *
410
+ * Resolves null once the device is gone — see `pickPathAlive()`.
402
411
  */
403
412
  pick(x: number, y: number, options?: PickOptions): Promise<PickResult | null>;
413
+ /**
414
+ * Whether the GPU pick path can still run — the same liveness contract
415
+ * `render()` and `getGPUDevice()` apply, which the pick path used to skip.
416
+ *
417
+ * A pick is a full GPU round trip (render pass, `copyTextureToBuffer`,
418
+ * `mapAsync` readback). Once the device is destroyed or lost, that readback
419
+ * never completes: Chromium rejects the pending map with an AbortError
420
+ * ("A valid external Instance reference no longer exists"). Nothing on the
421
+ * pick path is in a position to handle it — the DOM click/contextmenu
422
+ * handlers that reach here are `async` listeners whose promise nobody
423
+ * awaits — so it escapes as an unhandled rejection, once per click, for as
424
+ * long as the user keeps clicking a frozen viewport (#1901).
425
+ *
426
+ * Callers therefore degrade to "no hit" instead of throwing, matching how
427
+ * `render()` degrades to "skip the frame". This is not a swallow: the GPU
428
+ * call is never issued, so no error is being hidden. Consumers that want to
429
+ * react to the loss subscribe to `onDeviceLost()`.
430
+ */
431
+ private pickPathAlive;
404
432
  /**
405
433
  * Section plane + clip box from the last render(), so the picker discards the
406
434
  * same fragments and clipped-away geometry can't be selected.
@@ -414,6 +442,8 @@ export declare class Renderer {
414
442
  *
415
443
  * See `PickingManager.pickRect` for the visibility-filter +
416
444
  * limitation notes.
445
+ *
446
+ * Resolves an empty set once the device is gone — see `pickPathAlive()`.
417
447
  */
418
448
  pickRect(x0: number, y0: number, x1: number, y1: number, options?: PickOptions): Promise<Set<number>>;
419
449
  /**
@@ -603,7 +633,21 @@ export declare class Renderer {
603
633
  */
604
634
  isReady(): boolean;
605
635
  /**
606
- * Get the GPU device (returns null if not initialized)
636
+ * Get the GPU device (returns null if not initialized, or if the device
637
+ * has been lost).
638
+ *
639
+ * The device-lost check is load-bearing, not defensive tidiness. A lost
640
+ * device is NOT torn down: `WebGPUDevice.destroy()` is the only thing that
641
+ * nulls the handle and it is never called for an involuntary loss (TDR /
642
+ * GPU-process crash / driver reset), so `isInitialized()` stays true and
643
+ * this used to keep handing out a zombie `GPUDevice`. Every caller then
644
+ * called `createBuffer()` on it, which throws — bypassing both `render()`'s
645
+ * own deviceLost guard and the `onDeviceLost` listeners entirely.
646
+ *
647
+ * Returning null instead routes into the `if (!device) return` check that
648
+ * every call site already has, so a lost device degrades to "stop
649
+ * uploading" rather than an uncaught throw. See `isDeviceLost()` /
650
+ * `onDeviceLost()` for the recovery contract.
607
651
  */
608
652
  getGPUDevice(): GPUDevice | null;
609
653
  /**
@@ -1 +1 @@
1
- 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package/dist/index.js CHANGED
@@ -303,6 +303,11 @@ export class Renderer {
303
303
  },
304
304
  };
305
305
  });
306
+ // Let the CPU raycast engine (measure tool / snap) query each
307
+ // point-cloud asset's spatial index (#1860) — a separate concern
308
+ // from the GPU click-pick provider above, since raycastScene* is
309
+ // synchronous CPU code while pick() is an async GPU readback.
310
+ this.raycastEngine.setPointCloudProvider(() => this.pointCloudRenderer?.getRayQuerySources() ?? []);
306
311
  this.markReady();
307
312
  }
308
313
  /**
@@ -507,6 +512,23 @@ export class Renderer {
507
512
  this.pointCloudRenderer?.setOptions(opts);
508
513
  this.requestRender();
509
514
  }
515
+ /**
516
+ * Set (or clear, with `null`) a streamed point-cloud asset's per-vertex
517
+ * GPU model matrix (column-major, 16 floats) — issue #1804's
518
+ * `IfcMapConversion` alignment toggle. Cheap: takes effect on the next
519
+ * frame's uniform write, no GPU buffer rewrite.
520
+ */
521
+ setPointCloudTransform(handle, matrix) {
522
+ this.pointCloudRenderer?.setAssetTransform(handle, matrix);
523
+ // The asset's world-space extents just moved: re-fold the (now
524
+ // matrix-aware) point-cloud bounds into the scene bounds and push
525
+ // them to the camera (matching every other bounds-mutating
526
+ // point-cloud method) so framing / zoom-to-fit targets where the
527
+ // points actually render.
528
+ this.recomputeModelBounds();
529
+ this.camera.setSceneBounds(this.modelBounds);
530
+ this.requestRender();
531
+ }
510
532
  /**
511
533
  * Compute BIM ↔ scan deviation for every loaded point cloud asset.
512
534
  *
@@ -558,6 +580,12 @@ export class Renderer {
558
580
  deviationsBuffer: chunk.deviationBuffer,
559
581
  pointCount: chunk.pointCount,
560
582
  maxRange,
583
+ // #1804: chunk positions are stored in the asset's
584
+ // decode-shifted local frame when IfcMapConversion
585
+ // alignment is active; the BVH triangles are world
586
+ // space, so the compute pass must apply the same
587
+ // per-asset matrix the splat shader renders with.
588
+ model: node.model,
561
589
  });
562
590
  if (ok) {
563
591
  chunksProcessed++;
@@ -2646,10 +2674,35 @@ export class Renderer {
2646
2674
  *
2647
2675
  * Note: x, y are CSS pixel coordinates relative to the canvas element.
2648
2676
  * These are scaled internally to match the actual canvas pixel dimensions.
2677
+ *
2678
+ * Resolves null once the device is gone — see `pickPathAlive()`.
2649
2679
  */
2650
2680
  async pick(x, y, options) {
2681
+ if (!this.pickPathAlive())
2682
+ return null;
2651
2683
  return this.pickingManager.pick(x, y, options, this.activePickClip());
2652
2684
  }
2685
+ /**
2686
+ * Whether the GPU pick path can still run — the same liveness contract
2687
+ * `render()` and `getGPUDevice()` apply, which the pick path used to skip.
2688
+ *
2689
+ * A pick is a full GPU round trip (render pass, `copyTextureToBuffer`,
2690
+ * `mapAsync` readback). Once the device is destroyed or lost, that readback
2691
+ * never completes: Chromium rejects the pending map with an AbortError
2692
+ * ("A valid external Instance reference no longer exists"). Nothing on the
2693
+ * pick path is in a position to handle it — the DOM click/contextmenu
2694
+ * handlers that reach here are `async` listeners whose promise nobody
2695
+ * awaits — so it escapes as an unhandled rejection, once per click, for as
2696
+ * long as the user keeps clicking a frozen viewport (#1901).
2697
+ *
2698
+ * Callers therefore degrade to "no hit" instead of throwing, matching how
2699
+ * `render()` degrades to "skip the frame". This is not a swallow: the GPU
2700
+ * call is never issued, so no error is being hidden. Consumers that want to
2701
+ * react to the loss subscribe to `onDeviceLost()`.
2702
+ */
2703
+ pickPathAlive() {
2704
+ return !this.deviceLost && this.device.isInitialized();
2705
+ }
2653
2706
  /**
2654
2707
  * Section plane + clip box from the last render(), so the picker discards the
2655
2708
  * same fragments and clipped-away geometry can't be selected.
@@ -2665,8 +2718,12 @@ export class Renderer {
2665
2718
  *
2666
2719
  * See `PickingManager.pickRect` for the visibility-filter +
2667
2720
  * limitation notes.
2721
+ *
2722
+ * Resolves an empty set once the device is gone — see `pickPathAlive()`.
2668
2723
  */
2669
2724
  async pickRect(x0, y0, x1, y1, options) {
2725
+ if (!this.pickPathAlive())
2726
+ return new Set();
2670
2727
  return this.pickingManager.pickRect(x0, y0, x1, y1, options, this.activePickClip());
2671
2728
  }
2672
2729
  /**
@@ -3060,10 +3117,24 @@ export class Renderer {
3060
3117
  return this.device.isInitialized() && this.pipeline !== null;
3061
3118
  }
3062
3119
  /**
3063
- * Get the GPU device (returns null if not initialized)
3120
+ * Get the GPU device (returns null if not initialized, or if the device
3121
+ * has been lost).
3122
+ *
3123
+ * The device-lost check is load-bearing, not defensive tidiness. A lost
3124
+ * device is NOT torn down: `WebGPUDevice.destroy()` is the only thing that
3125
+ * nulls the handle and it is never called for an involuntary loss (TDR /
3126
+ * GPU-process crash / driver reset), so `isInitialized()` stays true and
3127
+ * this used to keep handing out a zombie `GPUDevice`. Every caller then
3128
+ * called `createBuffer()` on it, which throws — bypassing both `render()`'s
3129
+ * own deviceLost guard and the `onDeviceLost` listeners entirely.
3130
+ *
3131
+ * Returning null instead routes into the `if (!device) return` check that
3132
+ * every call site already has, so a lost device degrades to "stop
3133
+ * uploading" rather than an uncaught throw. See `isDeviceLost()` /
3134
+ * `onDeviceLost()` for the recovery contract.
3064
3135
  */
3065
3136
  getGPUDevice() {
3066
- if (!this.device.isInitialized()) {
3137
+ if (!this.device.isInitialized() || this.deviceLost) {
3067
3138
  return null;
3068
3139
  }
3069
3140
  return this.device.getDevice();
@@ -3108,9 +3179,13 @@ export class Renderer {
3108
3179
  // Render pipelines (textures + uniform buffers)
3109
3180
  this.pipeline?.destroy();
3110
3181
  this.pipeline = null;
3111
- // Picker GPU resources
3182
+ // Picker GPU resources. The manager holds its own reference, so clear
3183
+ // that too — otherwise its `if (!this.picker) return null` guard keeps
3184
+ // pointing at a destroyed picker and a stray click still drives dead
3185
+ // GPU resources (#1901).
3112
3186
  this.picker?.destroy();
3113
3187
  this.picker = null;
3188
+ this.pickingManager.setPicker(null);
3114
3189
  // Post-processor uniform buffer
3115
3190
  this.postProcessor?.destroy();
3116
3191
  this.postProcessor = null;