@ifc-lite/renderer 1.41.1 → 1.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/camera-animation.d.ts +20 -32
- package/dist/camera-animation.d.ts.map +1 -1
- package/dist/camera-animation.js +71 -358
- package/dist/camera-animation.js.map +1 -1
- package/dist/camera-controls.d.ts +11 -51
- package/dist/camera-controls.d.ts.map +1 -1
- package/dist/camera-controls.js +140 -12
- package/dist/camera-controls.js.map +1 -1
- package/dist/camera-first-person.d.ts +52 -0
- package/dist/camera-first-person.d.ts.map +1 -0
- package/dist/camera-first-person.js +119 -0
- package/dist/camera-first-person.js.map +1 -0
- package/dist/camera-fit-policy.d.ts.map +1 -1
- package/dist/camera-fit-policy.js +18 -7
- package/dist/camera-fit-policy.js.map +1 -1
- package/dist/camera-framing.d.ts +86 -0
- package/dist/camera-framing.d.ts.map +1 -0
- package/dist/camera-framing.js +230 -0
- package/dist/camera-framing.js.map +1 -0
- package/dist/camera-guards.d.ts +148 -0
- package/dist/camera-guards.d.ts.map +1 -0
- package/dist/camera-guards.js +150 -0
- package/dist/camera-guards.js.map +1 -0
- package/dist/camera-matrices.d.ts +14 -0
- package/dist/camera-matrices.d.ts.map +1 -0
- package/dist/camera-matrices.js +146 -0
- package/dist/camera-matrices.js.map +1 -0
- package/dist/camera-preset-view.d.ts +56 -0
- package/dist/camera-preset-view.d.ts.map +1 -0
- package/dist/camera-preset-view.js +180 -0
- package/dist/camera-preset-view.js.map +1 -0
- package/dist/camera-projection.d.ts +1 -1
- package/dist/camera-projection.d.ts.map +1 -1
- package/dist/camera-projection.js +83 -30
- package/dist/camera-projection.js.map +1 -1
- package/dist/camera-state.d.ts +62 -0
- package/dist/camera-state.d.ts.map +1 -0
- package/dist/camera-state.js +5 -0
- package/dist/camera-state.js.map +1 -0
- package/dist/camera.d.ts +22 -11
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +110 -85
- package/dist/camera.js.map +1 -1
- package/dist/deviation/deviation-pipeline.d.ts.map +1 -1
- package/dist/deviation/deviation-pipeline.js +21 -4
- package/dist/deviation/deviation-pipeline.js.map +1 -1
- package/dist/environment.d.ts.map +1 -1
- package/dist/environment.js +23 -1
- package/dist/environment.js.map +1 -1
- package/dist/index.d.ts +333 -43
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +753 -704
- package/dist/index.js.map +1 -1
- package/dist/math.d.ts +59 -2
- package/dist/math.d.ts.map +1 -1
- package/dist/math.js +173 -23
- package/dist/math.js.map +1 -1
- package/dist/model-bounds-tracker.d.ts +96 -0
- package/dist/model-bounds-tracker.d.ts.map +1 -0
- package/dist/model-bounds-tracker.js +147 -0
- package/dist/model-bounds-tracker.js.map +1 -0
- package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
- package/dist/pointcloud/point-cloud-node.js +24 -4
- package/dist/pointcloud/point-cloud-node.js.map +1 -1
- package/dist/render-degradation.d.ts +77 -0
- package/dist/render-degradation.d.ts.map +1 -0
- package/dist/render-degradation.js +52 -0
- package/dist/render-degradation.js.map +1 -0
- package/dist/render-section-draw.d.ts +51 -0
- package/dist/render-section-draw.d.ts.map +1 -0
- package/dist/render-section-draw.js +66 -0
- package/dist/render-section-draw.js.map +1 -0
- package/dist/render-section-plane.d.ts +128 -0
- package/dist/render-section-plane.d.ts.map +1 -0
- package/dist/render-section-plane.js +298 -0
- package/dist/render-section-plane.js.map +1 -0
- package/dist/renderer-overlays.d.ts +144 -0
- package/dist/renderer-overlays.d.ts.map +1 -0
- package/dist/renderer-overlays.js +257 -0
- package/dist/renderer-overlays.js.map +1 -0
- package/dist/renderer-symbolic-overlays.d.ts +52 -0
- package/dist/renderer-symbolic-overlays.d.ts.map +1 -0
- package/dist/renderer-symbolic-overlays.js +115 -0
- package/dist/renderer-symbolic-overlays.js.map +1 -0
- package/dist/scene-geometry.d.ts +32 -0
- package/dist/scene-geometry.d.ts.map +1 -1
- package/dist/scene-geometry.js +66 -0
- package/dist/scene-geometry.js.map +1 -1
- package/dist/scene.d.ts +86 -1
- package/dist/scene.d.ts.map +1 -1
- package/dist/scene.js +391 -201
- package/dist/scene.js.map +1 -1
- package/dist/section-2d-lift.d.ts +105 -0
- package/dist/section-2d-lift.d.ts.map +1 -0
- package/dist/section-2d-lift.js +162 -0
- package/dist/section-2d-lift.js.map +1 -0
- package/dist/section-2d-line-buffer.d.ts +58 -0
- package/dist/section-2d-line-buffer.d.ts.map +1 -0
- package/dist/section-2d-line-buffer.js +109 -0
- package/dist/section-2d-line-buffer.js.map +1 -0
- package/dist/section-2d-overlay.d.ts +43 -75
- package/dist/section-2d-overlay.d.ts.map +1 -1
- package/dist/section-2d-overlay.js +189 -559
- package/dist/section-2d-overlay.js.map +1 -1
- package/dist/section-plane-basis.d.ts +22 -3
- package/dist/section-plane-basis.d.ts.map +1 -1
- package/dist/section-plane-basis.js +51 -10
- package/dist/section-plane-basis.js.map +1 -1
- package/dist/section-plane.d.ts.map +1 -1
- package/dist/section-plane.js +10 -1
- package/dist/section-plane.js.map +1 -1
- package/dist/shaders/section-2d-overlay.wgsl.d.ts +102 -0
- package/dist/shaders/section-2d-overlay.wgsl.d.ts.map +1 -0
- package/dist/shaders/section-2d-overlay.wgsl.js +281 -0
- package/dist/shaders/section-2d-overlay.wgsl.js.map +1 -0
- package/dist/visual-enhancement.d.ts +33 -0
- package/dist/visual-enhancement.d.ts.map +1 -0
- package/dist/visual-enhancement.js +46 -0
- package/dist/visual-enhancement.js.map +1 -0
- package/package.json +4 -3
package/dist/index.d.ts
CHANGED
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@@ -4,12 +4,13 @@
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export { WebGPUDevice } from './device.js';
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export { RenderPipeline } from './pipeline.js';
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export { Camera } from './camera.js';
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-
export type { ProjectionMode } from './camera-
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export type { ProjectionMode } from './camera-state.js';
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export { pickFitPolicy } from './camera-fit-policy.js';
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export type { FitPolicy, FitPolicyKind, Bounds3, PickFitPolicyOptions } from './camera-fit-policy.js';
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export { Scene } from './scene.js';
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export { Picker } from './picker.js';
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export { MathUtils } from './math.js';
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export { viewBasis } from './math.js';
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export { SectionPlaneRenderer } from './section-plane.js';
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export { Section2DOverlayRenderer } from './section-2d-overlay.js';
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export { SymbolicFillPipeline, SymbolicTextPipeline, type SymbolicFillInput, type SymbolicTextInput, } from './symbolic-overlay-pipelines.js';
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@@ -43,6 +44,7 @@ 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';
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@@ -55,10 +57,11 @@ 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 {
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import {
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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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/**
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@@ -71,28 +74,111 @@ 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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-
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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;
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private skyPass;
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private edlOptions;
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private pointCloudRenderer;
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/**
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/**
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* Set true at the end of the LATEST `init()`; gates `whenReady()` and
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* `isReady()`. Revoked synchronously by `init()` and by `destroy()`, and
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* overridden (not cleared) by a device loss — see `deviceLost`, which the
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* two readiness methods consult alongside this flag because the loss can
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* land in the middle of the init that is about to set it.
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*/
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private ready;
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private readyWaiters;
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/**
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* Set by the public `destroy()`, cleared synchronously by `init()`. It is
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* the difference between "not ready YET" and "never going to be ready":
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* `whenReady()` parks for the first and rejects for the second.
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*
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* Without it a caller parked across the teardown waits forever, because
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* nothing after `destroy()` will ever reach `markReady()` — the host's
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* remount builds a NEW Renderer rather than re-initialising this one. The
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* private `teardown()` deliberately does NOT set it: the teardown
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* `initOnce()` runs on the previous init's objects is part of an init that
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* IS going to publish readiness, and its waiters must survive to be flushed.
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*/
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private destroyed;
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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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* Incremented synchronously by every `init()` call AND by every public
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* `destroy()`. It stamps "the lifecycle event an in-flight init belongs to":
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* an init that no longer carries the current stamp has been superseded and
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* must neither allocate nor publish readiness.
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*
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* Both bumps are load-bearing, for the same reason. Because the queue above
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* defers the body, an init can finish while a later one is still waiting its
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* turn; that later call is about to tear down everything the earlier one
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* built, so the earlier one must not publish readiness. And a host that calls
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* `destroy()` while an init is parked on `await device.init(...)` gets the
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* same hazard from the other direction: without the bump that init resumes,
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* allocates a full replacement GPU stack nothing references, and re-publishes
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* `ready` against a renderer that has already been torn down (#2465).
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*
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* The teardown `initOnce()` runs as part of its OWN re-init deliberately does
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* NOT bump it — see `destroy()` vs `teardown()`. Bumping there would make
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* every re-init invalidate itself, and nothing would ever become ready again.
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*/
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private initGeneration;
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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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*
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* `
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* and the renderer stops reporting itself ready (`isReady()` goes false,
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* `whenReady()` rejects) until the host re-initialises it. Consumers learn
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* of this via `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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/**
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* The lifecycle generation the latched loss belongs to (see
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* `initGeneration`); null until the first loss, and never cleared
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* afterwards. It is only ever read next to `deviceLost`, which is what
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* makes a stale stamp harmless — and that pairing is required, not
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* cosmetic: a loss that latched between `init()` bumping the generation and
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* its queued body running is stamped with the CURRENT generation, and only
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* the flag that body clears says the renderer has moved on.
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*
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* `whenReady()` rejects only while this still equals the CURRENT generation,
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* which is what re-arms the wait the instant a host calls `init()` — before
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* the queued body has had a chance to clear `deviceLost` itself. Without
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* that, `renderer.init(); await renderer.whenReady();` — the recovery shape
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* `init()` already revokes readiness synchronously for — would reject inside
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* the microtask window on a renderer that is being brought back up.
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*
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* Scoping it here rather than clearing `deviceLost` in `init()` keeps the
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* flag meaning exactly one thing everywhere else: `render()`, the pick path
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* and `getGPUDevice()` must stay shut for the OLD device across that same
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* window, and clearing early would let frames run against dead GPU objects
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* (and, on Safari, re-latch and re-notify the loss they already reported).
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*/
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private deviceLostGeneration;
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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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/**
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@@ -103,12 +189,56 @@ 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
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private
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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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* 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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* region this PR exists to cover.
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*/
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private frameContainedThrow;
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*
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*
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* REJECTS (with an `Error` whose `name` is `RendererDestroyedError`) if
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* renderer — that is what this method exists to prevent — so the only
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* alternative would be a promise that never settles, which suspends the
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*
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whenReady(): Promise<void>;
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private markReady;
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/**
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* Fail every parked `whenReady()` waiter with `error`. Called by `destroy()`
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* and by `handleDeviceLost()` — the two events after which nothing this
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* instance does on its own can make the wait true. NOT by `teardown()`,
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* whose waiters belong to the re-init running it and must survive to be
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* flushed by it.
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*/
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private rejectReadyWaiters;
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* device. After it fires, `render()` is a no-op
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*
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*
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* device. After it fires, `render()` is a no-op and the renderer reports
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* itself un-ready (`isReady()` false, `whenReady()` rejecting with
|
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* `RendererDeviceLostError`) until it is re-initialised, so the typical
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* response is to dispose this renderer and reload the model. Returns an
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* unsubscribe function.
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*
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|
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* reload restores the model at its current orientation — the loss is a GPU
|
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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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|
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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;
|
|
383
|
+
/**
|
|
384
|
+
* Fan out the once-per-session "this viewport is not recovering" report.
|
|
385
|
+
* 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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|
/**
|
|
167
391
|
* Replace all loaded point clouds with `assets`.
|
|
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|
*
|
|
@@ -200,14 +424,6 @@ export declare class Renderer {
|
|
|
200
424
|
* buffer rewrite needed.
|
|
201
425
|
*/
|
|
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426
|
relabelPointCloudAsset(handle: import('./pointcloud/point-cloud-renderer.js').PointCloudAssetHandle, newExpressId: number): void;
|
|
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|
-
/**
|
|
204
|
-
* Compute model bounds from triangle meshes + remaining point clouds.
|
|
205
|
-
* Called from removeAsset / clear paths so bounds shrink correctly.
|
|
206
|
-
* Triangle meshes still drive the bounds when present (existing
|
|
207
|
-
* 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;
|
|
211
427
|
/** Aggregate bounds across all batched + individual meshes. Returns
|
|
212
428
|
* null if the scene has no mesh geometry. */
|
|
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429
|
private computeMeshBounds;
|
|
@@ -274,7 +490,6 @@ export declare class Renderer {
|
|
|
274
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|
radiusPx?: number;
|
|
275
491
|
highQuality?: boolean;
|
|
276
492
|
}): void;
|
|
277
|
-
private expandModelBoundsForPointClouds;
|
|
278
493
|
/**
|
|
279
494
|
* Load geometry from GeometryResult or MeshData array
|
|
280
495
|
* This is the main entry point for loading IFC geometry into the renderer
|
|
@@ -331,10 +546,6 @@ export declare class Renderer {
|
|
|
331
546
|
z: number;
|
|
332
547
|
};
|
|
333
548
|
}): void;
|
|
334
|
-
/**
|
|
335
|
-
* Update model bounds from mesh data
|
|
336
|
-
*/
|
|
337
|
-
private updateModelBounds;
|
|
338
549
|
/**
|
|
339
550
|
* Create a GPU Mesh from MeshData (lazy creation for selection highlighting)
|
|
340
551
|
* This is called on-demand when a mesh is selected, avoiding 2x buffer creation during streaming
|
|
@@ -365,7 +576,6 @@ export declare class Renderer {
|
|
|
365
576
|
* balanced even on skipped or throwing frames.
|
|
366
577
|
*/
|
|
367
578
|
private drainErrorScope;
|
|
368
|
-
private resolveVisualEnhancement;
|
|
369
579
|
/**
|
|
370
580
|
* Render frame
|
|
371
581
|
*/
|
|
@@ -398,7 +608,40 @@ export declare class Renderer {
|
|
|
398
608
|
* rejecting pipeline creation) batches stay on the f32 path.
|
|
399
609
|
*/
|
|
400
610
|
enableQuantizedBatches(): Promise<boolean>;
|
|
611
|
+
/**
|
|
612
|
+
* Draw one frame.
|
|
613
|
+
*
|
|
614
|
+
* Never throws, so callers never need to guard this call to keep their
|
|
615
|
+
* animation loop alive.
|
|
616
|
+
*
|
|
617
|
+
* What a throw MEANS depends on its type (`isDeviceLossThrow`), and since
|
|
618
|
+
* issue #2417 that holds for the WHOLE frame — both this catch and the
|
|
619
|
+
* encode region's own, which share `containFrameThrow`:
|
|
620
|
+
* - a `DOMException` is the device reporting its own death synchronously
|
|
621
|
+
* (Safari 26.5, issue #2229). It latches the same `deviceLost` state the
|
|
622
|
+
* async `device.lost` promise would: later frames become quiet skips and
|
|
623
|
+
* `onDeviceLost` listeners fire exactly once.
|
|
624
|
+
* - anything else (a `RangeError` from a buffer the host cannot allocate,
|
|
625
|
+
* say) costs only this frame: the swap-chain config is invalidated so
|
|
626
|
+
* the next frame reconfigures, a frame is re-requested within a bounded
|
|
627
|
+
* budget, the failure is counted in `getDiagnostics()`, and rendering
|
|
628
|
+
* carries on. Once enough such frames have degraded without recovering,
|
|
629
|
+
* `onPersistentRenderDegradation` fires once.
|
|
630
|
+
*
|
|
631
|
+
* SCOPE: `renderFrame()` has two try/catch regions — this outer one (canvas
|
|
632
|
+
* resize, context setup, evicted-batch restore) and an inner one opened
|
|
633
|
+
* after the swap-chain texture is acquired, covering encoder work through
|
|
634
|
+
* `submit`. Until #2417 only the outer one discriminated, so a device that
|
|
635
|
+
* died after `getCurrentTexture()` succeeded degraded quietly forever with
|
|
636
|
+
* no latch and no toast. Both now run the same policy; the encode catch
|
|
637
|
+
* additionally balances the frame's validation error scope before doing so.
|
|
638
|
+
*/
|
|
401
639
|
render(options?: RenderOptions): void;
|
|
640
|
+
/**
|
|
641
|
+
* The frame body. Throws on a synchronously-dead GPU device; `render()`
|
|
642
|
+
* owns the containment. Private for that reason — call `render()`.
|
|
643
|
+
*/
|
|
644
|
+
private renderFrame;
|
|
402
645
|
/**
|
|
403
646
|
* Pick object at screen coordinates
|
|
404
647
|
* Respects visibility filtering so users can only select visible elements
|
|
@@ -553,17 +796,6 @@ export declare class Renderer {
|
|
|
553
796
|
* Pass an empty Float32Array to clear.
|
|
554
797
|
*/
|
|
555
798
|
uploadAnnotationLines3D(vertices: Float32Array): void;
|
|
556
|
-
/** Walks a flat `[x,y,z,x,y,z,...]` vertex buffer and either initialises
|
|
557
|
-
* or expands the cached `modelBounds` AABB. Used by the annotation
|
|
558
|
-
* overlay upload paths so symbolic-only models can still be framed.
|
|
559
|
-
*
|
|
560
|
-
* The geometry pipeline pre-seeds a placeholder `[-100, 100]` cube on
|
|
561
|
-
* every render when there are 0 meshes (so the section-plane slider
|
|
562
|
-
* always has a workable range). For an annotation-only model that
|
|
563
|
-
* fallback drowns out the much-smaller annotation cluster and a plain
|
|
564
|
-
* "expand" would no-op. We detect the placeholder by its exact symmetric
|
|
565
|
-
* signature and replace it with the actual annotation AABB instead. */
|
|
566
|
-
private expandModelBoundsWithFlatVertices;
|
|
567
799
|
/**
|
|
568
800
|
* Clear the standalone annotation line overlay.
|
|
569
801
|
*/
|
|
@@ -588,6 +820,18 @@ export declare class Renderer {
|
|
|
588
820
|
uploadGridLines3D(vertices: Float32Array): void;
|
|
589
821
|
/** Clear the structural-grid overlay. */
|
|
590
822
|
clearGridLines3D(): void;
|
|
823
|
+
/**
|
|
824
|
+
* Upload the DXF reference-layer's line paths as a flat
|
|
825
|
+
* [x,y,z,x,y,z,...] line-list in world space (issue #2043, follow-up to
|
|
826
|
+
* the 2D-only DXF underlay from #1782/#1929). Mirrors
|
|
827
|
+
* `uploadGridLines3D`: a dedicated buffer so 3D DXF visibility is
|
|
828
|
+
* independent of the 2D underlay's own toggle, and does NOT expand
|
|
829
|
+
* model bounds/reframe the camera on upload — it's behind its own
|
|
830
|
+
* visibility toggle, like grid axes. Pass an empty Float32Array to clear.
|
|
831
|
+
*/
|
|
832
|
+
uploadDxfLines3D(vertices: Float32Array): void;
|
|
833
|
+
/** Clear the 3D DXF reference-layer overlay. */
|
|
834
|
+
clearDxfLines3D(): void;
|
|
591
835
|
/**
|
|
592
836
|
* Show (or clear) the clash-overlap box: the wireframe AABB of a focused
|
|
593
837
|
* clash, drawn in `color` so the overlap region reads as a distinct third
|
|
@@ -629,7 +873,24 @@ export declare class Renderer {
|
|
|
629
873
|
*/
|
|
630
874
|
getPipeline(): RenderPipeline | null;
|
|
631
875
|
/**
|
|
632
|
-
* Check if renderer is fully initialized and ready to use
|
|
876
|
+
* Check if renderer is fully initialized and ready to use.
|
|
877
|
+
*
|
|
878
|
+
* `ready` is part of the test, not decoration: between `init()` being called
|
|
879
|
+
* and its queued body running, the device and pipeline still belong to the
|
|
880
|
+
* PREVIOUS init and are about to be destroyed, so the other two conditions
|
|
881
|
+
* alone would report a renderer that is on its way out as usable.
|
|
882
|
+
*
|
|
883
|
+
* So is the device-loss check. A lost device is never torn down —
|
|
884
|
+
* `WebGPUDevice.destroy()` is the only thing that nulls the handle and an
|
|
885
|
+
* involuntary loss (driver reset / VRAM exhaustion / GPU-process crash)
|
|
886
|
+
* never calls it — so `isInitialized()` stays true, the pipeline stays
|
|
887
|
+
* non-null, and `ready` stays set from the init that completed before the
|
|
888
|
+
* loss. All three conditions therefore still hold while `render()` is a
|
|
889
|
+
* no-op and `getGPUDevice()` returns null: the renderer would report itself
|
|
890
|
+
* usable through this third door alone. Unlike the two revocations above
|
|
891
|
+
* this one needs no generation scoping — an `init()` clears `ready`
|
|
892
|
+
* synchronously, so a latch left standing until the queued body clears it
|
|
893
|
+
* cannot make this method spuriously false in the meantime.
|
|
633
894
|
*/
|
|
634
895
|
isReady(): boolean;
|
|
635
896
|
/**
|
|
@@ -663,8 +924,37 @@ export declare class Renderer {
|
|
|
663
924
|
* post-processing buffers, section-plane renderers, and snap caches.
|
|
664
925
|
* After calling this method the renderer is no longer usable.
|
|
665
926
|
* Safe to call multiple times (idempotent).
|
|
927
|
+
*
|
|
928
|
+
* An `init()` still in flight is invalidated too. It is parked on
|
|
929
|
+
* `await device.init(...)`, and without the generation bump below it resumes
|
|
930
|
+
* after this returns, allocates a complete replacement GPU stack that nothing
|
|
931
|
+
* references, and re-publishes `ready` — resolving `whenReady()` waiters
|
|
932
|
+
* against a renderer the host has already torn down (#2465). The bump is what
|
|
933
|
+
* `initOnce()` re-checks after its await, and what makes `markReady()` refuse
|
|
934
|
+
* the stale completion.
|
|
935
|
+
*
|
|
936
|
+
* This is why the teardown itself lives in `teardown()`: `initOnce()` runs it
|
|
937
|
+
* on the PREVIOUS init's objects as part of its own re-init, and routing that
|
|
938
|
+
* through here would have every init invalidate its own generation, leaving
|
|
939
|
+
* `whenReady()` pending forever.
|
|
940
|
+
*
|
|
941
|
+
* Anyone parked in `whenReady()` is FAILED rather than left pending. Nothing
|
|
942
|
+
* after this call can make the wait true — the invalidation above is exactly
|
|
943
|
+
* what stops the in-flight init from publishing readiness, and a host that
|
|
944
|
+
* remounts builds a new `Renderer` rather than re-initialising this one — so
|
|
945
|
+
* leaving the promise unsettled suspends the caller's async frame for the
|
|
946
|
+
* lifetime of the page. `apps/viewer`'s point-cloud drop is one of those
|
|
947
|
+
* frames: it captured this instance before the teardown, and would stop
|
|
948
|
+
* mid-load with the spinner still up and no error to report. See
|
|
949
|
+
* `whenReady()` for the rejection contract.
|
|
666
950
|
*/
|
|
667
951
|
destroy(): void;
|
|
952
|
+
/**
|
|
953
|
+
* Release every GPU object this renderer owns, WITHOUT invalidating an
|
|
954
|
+
* in-flight init. Callers: the public `destroy()` (which invalidates first)
|
|
955
|
+
* and `initOnce()`, tearing down the previous init before building its own.
|
|
956
|
+
*/
|
|
957
|
+
private teardown;
|
|
668
958
|
/**
|
|
669
959
|
* Get the canvas element
|
|
670
960
|
*/
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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