@ifc-lite/renderer 1.41.1 → 1.43.0

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Files changed (57) hide show
  1. package/dist/camera-fit-policy.d.ts.map +1 -1
  2. package/dist/camera-fit-policy.js +18 -7
  3. package/dist/camera-fit-policy.js.map +1 -1
  4. package/dist/camera.d.ts.map +1 -1
  5. package/dist/camera.js +77 -7
  6. package/dist/camera.js.map +1 -1
  7. package/dist/deviation/deviation-pipeline.d.ts.map +1 -1
  8. package/dist/deviation/deviation-pipeline.js +21 -4
  9. package/dist/deviation/deviation-pipeline.js.map +1 -1
  10. package/dist/index.d.ts +179 -35
  11. package/dist/index.d.ts.map +1 -1
  12. package/dist/index.js +466 -666
  13. package/dist/index.js.map +1 -1
  14. package/dist/math.d.ts +10 -1
  15. package/dist/math.d.ts.map +1 -1
  16. package/dist/math.js +107 -12
  17. package/dist/math.js.map +1 -1
  18. package/dist/model-bounds-tracker.d.ts +96 -0
  19. package/dist/model-bounds-tracker.d.ts.map +1 -0
  20. package/dist/model-bounds-tracker.js +147 -0
  21. package/dist/model-bounds-tracker.js.map +1 -0
  22. package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
  23. package/dist/pointcloud/point-cloud-node.js +24 -4
  24. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  25. package/dist/render-degradation.d.ts +77 -0
  26. package/dist/render-degradation.d.ts.map +1 -0
  27. package/dist/render-degradation.js +52 -0
  28. package/dist/render-degradation.js.map +1 -0
  29. package/dist/render-section-draw.d.ts +51 -0
  30. package/dist/render-section-draw.d.ts.map +1 -0
  31. package/dist/render-section-draw.js +66 -0
  32. package/dist/render-section-draw.js.map +1 -0
  33. package/dist/render-section-plane.d.ts +128 -0
  34. package/dist/render-section-plane.d.ts.map +1 -0
  35. package/dist/render-section-plane.js +298 -0
  36. package/dist/render-section-plane.js.map +1 -0
  37. package/dist/renderer-overlays.d.ts +144 -0
  38. package/dist/renderer-overlays.d.ts.map +1 -0
  39. package/dist/renderer-overlays.js +257 -0
  40. package/dist/renderer-overlays.js.map +1 -0
  41. package/dist/renderer-symbolic-overlays.d.ts +52 -0
  42. package/dist/renderer-symbolic-overlays.d.ts.map +1 -0
  43. package/dist/renderer-symbolic-overlays.js +120 -0
  44. package/dist/renderer-symbolic-overlays.js.map +1 -0
  45. package/dist/scene.d.ts +86 -1
  46. package/dist/scene.d.ts.map +1 -1
  47. package/dist/scene.js +369 -104
  48. package/dist/scene.js.map +1 -1
  49. package/dist/section-2d-overlay.d.ts +17 -0
  50. package/dist/section-2d-overlay.d.ts.map +1 -1
  51. package/dist/section-2d-overlay.js +62 -0
  52. package/dist/section-2d-overlay.js.map +1 -1
  53. package/dist/visual-enhancement.d.ts +33 -0
  54. package/dist/visual-enhancement.d.ts.map +1 -0
  55. package/dist/visual-enhancement.js +46 -0
  56. package/dist/visual-enhancement.js.map +1 -0
  57. package/package.json +3 -3
package/dist/index.d.ts CHANGED
@@ -43,6 +43,7 @@ export type { QuantizedVertexData } from './quantize.js';
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  export { sumResidentGpuBytes } from './render-stats.js';
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  export type { FrameStats, ResidentGpuBytes } from './render-stats.js';
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  export { RaycastEngine } from './raycast-engine.js';
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+ export type { RenderDegradationInfo } from './render-degradation.js';
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  export { PointPicker, decodePickSample } from './point-picker.js';
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  export type { PointPickNode, DecodedPickSample } from './point-picker.js';
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  export type { PointPickSizing } from './picker.js';
@@ -55,10 +56,11 @@ import { Camera } from './camera.js';
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  import { Scene } from './scene.js';
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  import type { MeshData } from '@ifc-lite/geometry';
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  import type { RenderOptions, PickOptions, PickResult, Mesh } from './types.js';
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- import { type CutPolygon2D, type DrawingLine2D } from './section-2d-overlay.js';
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- import { type SymbolicFillInput, type SymbolicTextInput } from './symbolic-overlay-pipelines.js';
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+ import type { CutPolygon2D, DrawingLine2D } from './section-2d-overlay.js';
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+ import type { SymbolicFillInput, SymbolicTextInput } from './symbolic-overlay-pipelines.js';
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  import { Raycaster, type Intersection } from './raycaster.js';
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  import { SnapDetector, type SnapTarget, type SnapOptions, type EdgeLockInput, type MagneticSnapResult } from './snap-detector.js';
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+ import { type RenderDegradationInfo } from './render-degradation.js';
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  import type { FrameStats } from './render-stats.js';
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  import type { PointCloudAsset } from '@ifc-lite/geometry';
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  /**
@@ -71,11 +73,13 @@ export declare class Renderer {
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  private scene;
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  private picker;
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  private canvas;
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- private sectionPlaneRenderer;
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- private section2DOverlayRenderer;
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- private overlayLineColor;
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- private symbolicFillPipeline;
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- private symbolicTextPipeline;
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+ /**
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+ * Section-plane gizmo, 2D section drawing/cap, and the standalone 3D line
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+ * + symbolic annotation overlays (issue #2425). Created here rather than in
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+ * `init()` so a pre-init `setOverlayLineColor` still lands — the GPU
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+ * objects inside stay null until `init()` calls `overlays.init()`.
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+ */
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+ private readonly overlays;
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  private postProcessor;
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  private readonly interactionEffects;
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  private edlPass;
@@ -85,14 +89,32 @@ export declare class Renderer {
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  /** Set true at the end of `init()`; gates `whenReady()`. */
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  private ready;
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  private readyWaiters;
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+ /**
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+ * The tail of the `init()` queue. `init()` chains onto this rather than
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+ * running immediately, so two overlapping calls cannot both walk past the
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+ * "a previous init completed" guard while the first is still awaiting its
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+ * device and both allocate a full set of GPU objects (#2448). Always
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+ * settled fulfilled — a rejected init is swallowed HERE (never for the
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+ * caller) so one failure does not deadlock every later call.
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+ */
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+ private initChain;
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  /**
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  * Set once the GPU device is lost for a non-intentional reason (driver
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  * reset / VRAM exhaustion — see `WebGPUDevice`). Every GPU resource is then
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  * dead, so `render()` becomes a no-op (it would only spew validation errors)
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  * until the host re-initialises the renderer. Consumers learn of this via
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  * `onDeviceLost` and typically respond by reloading the model.
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+ *
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+ * Two signals set it: the async `device.lost` promise (Chromium), and a
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+ * frame throwing a `DOMException` out of `render()` (Safari 26.5, which
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+ * reports the loss synchronously — issue #2229). Whichever arrives first
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+ * latches. A frame throwing anything else does NOT latch (see
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+ * `isDeviceLossThrow`) — that class is host memory pressure on a live
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+ * device, and it must cost one frame, not the session.
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  */
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  private deviceLost;
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+ /** Retained so a listener registered AFTER the loss still learns of it. */
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+ private deviceLostInfo;
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  private deviceLostListeners;
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  private deviationPipeline;
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  /**
@@ -103,12 +125,56 @@ export declare class Renderer {
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  * want to pay that on every slider drag.
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  */
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  private deviationBvhFingerprint;
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- private visualEnhancementState;
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- private modelBounds;
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+ private readonly visualEnhancementResolver;
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+ private readonly modelBoundsTracker;
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+ /** Read-only view of the tracked scene AABB (live reference, not a copy). */
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+ private get modelBounds();
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  private pickingManager;
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  private raycastEngine;
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  private lastRenderErrorTime;
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  private readonly RENDER_ERROR_THROTTLE_MS;
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+ /**
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+ * Consecutive frames that threw a non-device error and were degraded.
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+ * Reset by any frame that completes. Gates the self-retry in `render()`'s
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+ * catch — see there for why it is a retry budget and not a latch — and,
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+ * since #2417, the persistent-degradation report as well. Both readings
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+ * depend on the reset: this is the length of the CURRENT unbroken run of
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+ * failures, never a session total (`_renderErrorCount` is that, and using
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+ * it for either purpose would count failures the viewport recovered from).
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+ */
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+ private consecutiveDegradedFrames;
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+ /**
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+ * How many consecutive degraded frames may re-request themselves. Three is
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+ * a blink at 60 Hz — enough for a transient host-memory spike to clear
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+ * without the user touching anything, far too few to matter as wasted work
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+ * if it does not. Beyond it the viewport goes quiet rather than spinning,
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+ * and the next interaction/stream/animation drives it as normal.
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+ */
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+ private readonly MAX_DEGRADED_SELF_RETRIES;
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+ /**
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+ * Decides when degrading has stopped being transient (issue #2417). The
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+ * non-latching branch is correct per occurrence and blind in aggregate: a
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+ * failure that never clears leaves a wedged viewport that looks, from
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+ * outside, exactly like one that recovered. Fires once per session.
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+ */
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+ private readonly renderDegradation;
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+ private persistentDegradationListeners;
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+ /**
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+ * Set by `containFrameThrow` for the frame currently in flight, cleared by
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+ * `render()` before each one.
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+ *
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+ * Needed because the encode region's catch is INSIDE `renderFrame()`, and
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+ * it swallows its throw: a frame that failed there returns to `render()`
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+ * perfectly normally, so "did not throw" is not the same question as "did
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+ * not fail". Without this flag `render()` reads it as a completed frame and
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+ * resets `consecutiveDegradedFrames` on the very next line — which makes
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+ * `++count <= MAX_DEGRADED_SELF_RETRIES` true on EVERY encode failure, so
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+ * the retry budget never exhausts and a persistently failing encode path
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+ * re-requests one throwing frame per rAF forever. It also caps the run
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+ * length at 1, so no persistent-degradation report could ever fire for the
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+ * region this PR exists to cover.
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+ */
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+ private frameContainedThrow;
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  private _renderCallCount;
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  private _renderSkipCount;
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  /** Snapshot of the last completed render() — see getFrameStats(). */
@@ -132,9 +198,27 @@ export declare class Renderer {
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  private _activePickClipBox;
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  constructor(canvas: HTMLCanvasElement);
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  /**
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- * Initialize renderer
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+ * Initialize renderer.
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+ *
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+ * Safe to call on an already-initialised instance: the previous GPU objects
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+ * are released first. The comment below advertises a `destroy()` + `init()`
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+ * re-init flow, and the obvious device-loss auto-recovery is to call
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+ * `init()` on the live instance — which, without this, silently orphaned
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+ * two render pipelines, the picker, the post-processor, the point-cloud and
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+ * deviation pipelines, the EDL pass and the overlay layer's glyph atlas, per
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+ * recovery (#2448). Making the method self-safe is cheaper than trusting
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+ * every future caller to remember.
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+ *
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+ * Concurrent calls are SERIALISED, not coalesced: the second waits for the
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+ * first to settle and then runs in full. Without that, `pipeline` — which
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+ * only ever marks a COMPLETED init — is still null while the first call is
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+ * awaiting `device.init()`, so both calls sail past the guard above and both
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+ * allocate a full set of GPU objects, orphaning the first. Queueing turns
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+ * the concurrent case into the sequential one the guard already handles,
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+ * rather than adding a second, differently-shaped rule.
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  */
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  init(): Promise<void>;
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+ private initOnce;
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  /**
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  * Resolves once `init()` has finished and the GPU device + point-cloud
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  * renderer are usable. Callers that may run before init completes — e.g.
@@ -160,9 +244,49 @@ export declare class Renderer {
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  message: string;
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  reason: string;
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  }) => void): () => void;
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+ /**
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+ * Subscribe to the renderer having degraded frame after frame without
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+ * recovering (issue #2417). Distinct from `onDeviceLost`: the device is
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+ * still alive by every signal available, which is exactly why `render()`
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+ * refuses to latch on these throws — but the user is looking at a viewport
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+ * that has stopped updating, and until this callback existed nothing said
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+ * so. Fired at most once per renderer, once `PERSISTENT_DEGRADATION_FRAMES`
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+ * frames have degraded CONSECUTIVELY — any frame that completes resets the
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+ * run, so a session that failed occasionally and recovered every time never
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+ * reports. Returns an unsubscribe function.
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+ *
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+ * No replay for a late subscriber, unlike `onDeviceLost` — a loss can latch
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+ * during `init()`, before any subscriber can exist, but a degraded frame
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+ * cannot: `renderFrame()` returns early while `pipeline` is null, so the
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+ * count only moves once the host is driving frames, which is strictly after
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+ * `init()` resolved and the host subscribed.
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+ */
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+ onPersistentRenderDegradation(listener: (info: RenderDegradationInfo) => void): () => void;
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  /** True once the GPU device has been lost for a non-intentional reason. */
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  isDeviceLost(): boolean;
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  private handleDeviceLost;
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+ /**
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+ * Contain a throw that escaped part of a frame, and decide what it meant.
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+ *
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+ * ONE body for both of `render()`'s catches (issue #2417). They used to
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+ * differ in the only way that matters: the outer one discriminated on
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+ * `isDeviceLossThrow`, the encode-region one did not, so a device that died
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+ * after `getCurrentTexture()` succeeded degraded quietly forever — no latch,
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+ * no toast, no `onDeviceLost`. Sharing the body is what stops the two
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+ * halves of one policy drifting apart again.
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+ *
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+ * Callers keep only what is genuinely theirs: the outer catch counts the
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+ * frame as a skip, the encode catch balances the validation error scope
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+ * first. `origin` distinguishes them in logs and in the degradation report.
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+ */
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+ private containFrameThrow;
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+ /**
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+ * Fan out the once-per-session "this viewport is not recovering" report.
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+ * The renderer files no telemetry itself (it is host-agnostic and must stay
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+ * PostHog-free); the host subscribes and routes it through whatever it
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+ * already uses for device loss.
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+ */
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+ private notePersistentDegradation;
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  /**
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  * Replace all loaded point clouds with `assets`.
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  *
@@ -200,14 +324,6 @@ export declare class Renderer {
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  * buffer rewrite needed.
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  */
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  relabelPointCloudAsset(handle: import('./pointcloud/point-cloud-renderer.js').PointCloudAssetHandle, newExpressId: number): void;
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- /**
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- * Compute model bounds from triangle meshes + remaining point clouds.
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- * Called from removeAsset / clear paths so bounds shrink correctly.
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- * Triangle meshes still drive the bounds when present (existing
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- * Scene-driven path), so this only re-folds in the point cloud
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- * extents over whatever the mesh path left.
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- */
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- private recomputeModelBounds;
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  /** Aggregate bounds across all batched + individual meshes. Returns
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  * null if the scene has no mesh geometry. */
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  private computeMeshBounds;
@@ -274,7 +390,6 @@ export declare class Renderer {
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  radiusPx?: number;
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  highQuality?: boolean;
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  }): void;
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- private expandModelBoundsForPointClouds;
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  /**
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  * Load geometry from GeometryResult or MeshData array
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  * This is the main entry point for loading IFC geometry into the renderer
@@ -331,10 +446,6 @@ export declare class Renderer {
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  z: number;
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  };
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  }): void;
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- /**
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- * Update model bounds from mesh data
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- */
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- private updateModelBounds;
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  /**
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  * Create a GPU Mesh from MeshData (lazy creation for selection highlighting)
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  * This is called on-demand when a mesh is selected, avoiding 2x buffer creation during streaming
@@ -365,7 +476,6 @@ export declare class Renderer {
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  * balanced even on skipped or throwing frames.
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  */
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  private drainErrorScope;
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- private resolveVisualEnhancement;
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  /**
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  * Render frame
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  */
@@ -398,7 +508,40 @@ export declare class Renderer {
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  * rejecting pipeline creation) batches stay on the f32 path.
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  */
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  enableQuantizedBatches(): Promise<boolean>;
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+ /**
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+ * Draw one frame.
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+ *
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+ * Never throws, so callers never need to guard this call to keep their
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+ * animation loop alive.
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+ *
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+ * What a throw MEANS depends on its type (`isDeviceLossThrow`), and since
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+ * issue #2417 that holds for the WHOLE frame — both this catch and the
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+ * encode region's own, which share `containFrameThrow`:
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+ * - a `DOMException` is the device reporting its own death synchronously
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+ * (Safari 26.5, issue #2229). It latches the same `deviceLost` state the
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+ * async `device.lost` promise would: later frames become quiet skips and
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+ * `onDeviceLost` listeners fire exactly once.
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+ * - anything else (a `RangeError` from a buffer the host cannot allocate,
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+ * say) costs only this frame: the swap-chain config is invalidated so
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+ * the next frame reconfigures, a frame is re-requested within a bounded
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+ * budget, the failure is counted in `getDiagnostics()`, and rendering
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+ * carries on. Once enough such frames have degraded without recovering,
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+ * `onPersistentRenderDegradation` fires once.
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+ *
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+ * SCOPE: `renderFrame()` has two try/catch regions — this outer one (canvas
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+ * resize, context setup, evicted-batch restore) and an inner one opened
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+ * after the swap-chain texture is acquired, covering encoder work through
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+ * `submit`. Until #2417 only the outer one discriminated, so a device that
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+ * died after `getCurrentTexture()` succeeded degraded quietly forever with
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+ * no latch and no toast. Both now run the same policy; the encode catch
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+ * additionally balances the frame's validation error scope before doing so.
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+ */
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  render(options?: RenderOptions): void;
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+ /**
541
+ * The frame body. Throws on a synchronously-dead GPU device; `render()`
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+ * owns the containment. Private for that reason — call `render()`.
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+ */
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+ private renderFrame;
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  /**
403
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  * Pick object at screen coordinates
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  * Respects visibility filtering so users can only select visible elements
@@ -553,17 +696,6 @@ export declare class Renderer {
553
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  * Pass an empty Float32Array to clear.
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  */
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  uploadAnnotationLines3D(vertices: Float32Array): void;
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- /** Walks a flat `[x,y,z,x,y,z,...]` vertex buffer and either initialises
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- * or expands the cached `modelBounds` AABB. Used by the annotation
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- * overlay upload paths so symbolic-only models can still be framed.
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- *
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- * The geometry pipeline pre-seeds a placeholder `[-100, 100]` cube on
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- * every render when there are 0 meshes (so the section-plane slider
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- * always has a workable range). For an annotation-only model that
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- * fallback drowns out the much-smaller annotation cluster and a plain
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- * "expand" would no-op. We detect the placeholder by its exact symmetric
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- * signature and replace it with the actual annotation AABB instead. */
566
- private expandModelBoundsWithFlatVertices;
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  /**
568
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  * Clear the standalone annotation line overlay.
569
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  */
@@ -588,6 +720,18 @@ export declare class Renderer {
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  uploadGridLines3D(vertices: Float32Array): void;
589
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  /** Clear the structural-grid overlay. */
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  clearGridLines3D(): void;
723
+ /**
724
+ * Upload the DXF reference-layer's line paths as a flat
725
+ * [x,y,z,x,y,z,...] line-list in world space (issue #2043, follow-up to
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+ * the 2D-only DXF underlay from #1782/#1929). Mirrors
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+ * `uploadGridLines3D`: a dedicated buffer so 3D DXF visibility is
728
+ * independent of the 2D underlay's own toggle, and does NOT expand
729
+ * model bounds/reframe the camera on upload — it's behind its own
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+ * visibility toggle, like grid axes. Pass an empty Float32Array to clear.
731
+ */
732
+ uploadDxfLines3D(vertices: Float32Array): void;
733
+ /** Clear the 3D DXF reference-layer overlay. */
734
+ clearDxfLines3D(): void;
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  /**
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  * Show (or clear) the clash-overlap box: the wireframe AABB of a focused
593
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  * clash, drawn in `color` so the overlap region reads as a distinct third
@@ -1 +1 @@
1
- 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