@ifc-lite/renderer 3.2.0 → 5.0.0

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.
Files changed (399) hide show
  1. package/dist/aabb-edges.d.ts +10 -0
  2. package/dist/aabb-edges.d.ts.map +1 -1
  3. package/dist/aabb-edges.js +13 -0
  4. package/dist/aabb-edges.js.map +1 -1
  5. package/dist/ao-params.d.ts +85 -0
  6. package/dist/ao-params.d.ts.map +1 -0
  7. package/dist/ao-params.js +109 -0
  8. package/dist/ao-params.js.map +1 -0
  9. package/dist/ao-pass.d.ts +47 -0
  10. package/dist/ao-pass.d.ts.map +1 -0
  11. package/dist/ao-pass.js +157 -0
  12. package/dist/ao-pass.js.map +1 -0
  13. package/dist/camera-matrices.d.ts +3 -0
  14. package/dist/camera-matrices.d.ts.map +1 -1
  15. package/dist/camera-matrices.js +12 -1
  16. package/dist/camera-matrices.js.map +1 -1
  17. package/dist/camera-orientation.d.ts +62 -0
  18. package/dist/camera-orientation.d.ts.map +1 -0
  19. package/dist/camera-orientation.js +155 -0
  20. package/dist/camera-orientation.js.map +1 -0
  21. package/dist/camera-projection.d.ts +3 -1
  22. package/dist/camera-projection.d.ts.map +1 -1
  23. package/dist/camera-projection.js +26 -20
  24. package/dist/camera-projection.js.map +1 -1
  25. package/dist/camera-surface-zoom.d.ts +32 -0
  26. package/dist/camera-surface-zoom.d.ts.map +1 -0
  27. package/dist/camera-surface-zoom.js +37 -0
  28. package/dist/camera-surface-zoom.js.map +1 -0
  29. package/dist/camera.d.ts +32 -61
  30. package/dist/camera.d.ts.map +1 -1
  31. package/dist/camera.js +71 -167
  32. package/dist/camera.js.map +1 -1
  33. package/dist/clash-solid-pipeline.d.ts +9 -3
  34. package/dist/clash-solid-pipeline.d.ts.map +1 -1
  35. package/dist/clash-solid-pipeline.js +31 -8
  36. package/dist/clash-solid-pipeline.js.map +1 -1
  37. package/dist/constants.d.ts +1 -1
  38. package/dist/constants.d.ts.map +1 -1
  39. package/dist/constants.js +4 -3
  40. package/dist/constants.js.map +1 -1
  41. package/dist/depth-reconstruct.d.ts +43 -0
  42. package/dist/depth-reconstruct.d.ts.map +1 -0
  43. package/dist/depth-reconstruct.js +35 -0
  44. package/dist/depth-reconstruct.js.map +1 -0
  45. package/dist/device.js +1 -1
  46. package/dist/device.js.map +1 -1
  47. package/dist/edge-params.d.ts +43 -0
  48. package/dist/edge-params.d.ts.map +1 -0
  49. package/dist/edge-params.js +63 -0
  50. package/dist/edge-params.js.map +1 -0
  51. package/dist/edge-pass.d.ts +38 -0
  52. package/dist/edge-pass.d.ts.map +1 -0
  53. package/dist/edge-pass.js +111 -0
  54. package/dist/edge-pass.js.map +1 -0
  55. package/dist/environment.d.ts +26 -15
  56. package/dist/environment.d.ts.map +1 -1
  57. package/dist/environment.js +24 -13
  58. package/dist/environment.js.map +1 -1
  59. package/dist/federation-registry.d.ts +16 -0
  60. package/dist/federation-registry.d.ts.map +1 -1
  61. package/dist/federation-registry.js +80 -9
  62. package/dist/federation-registry.js.map +1 -1
  63. package/dist/gpu-static-upload.d.ts +39 -0
  64. package/dist/gpu-static-upload.d.ts.map +1 -0
  65. package/dist/gpu-static-upload.js +70 -0
  66. package/dist/gpu-static-upload.js.map +1 -0
  67. package/dist/gpu-upload-guard.d.ts +12 -23
  68. package/dist/gpu-upload-guard.d.ts.map +1 -1
  69. package/dist/gpu-upload-guard.js +12 -26
  70. package/dist/gpu-upload-guard.js.map +1 -1
  71. package/dist/index.d.ts +58 -35
  72. package/dist/index.d.ts.map +1 -1
  73. package/dist/index.js +255 -284
  74. package/dist/index.js.map +1 -1
  75. package/dist/instanced-render.d.ts +25 -5
  76. package/dist/instanced-render.d.ts.map +1 -1
  77. package/dist/instanced-render.js +50 -13
  78. package/dist/instanced-render.js.map +1 -1
  79. package/dist/instanced-rte.d.ts +17 -0
  80. package/dist/instanced-rte.d.ts.map +1 -0
  81. package/dist/instanced-rte.js +32 -0
  82. package/dist/instanced-rte.js.map +1 -0
  83. package/dist/mesh-material.d.ts +26 -0
  84. package/dist/mesh-material.d.ts.map +1 -0
  85. package/dist/mesh-material.js +52 -0
  86. package/dist/mesh-material.js.map +1 -0
  87. package/dist/mesh-rte-uniforms.d.ts +47 -0
  88. package/dist/mesh-rte-uniforms.d.ts.map +1 -0
  89. package/dist/mesh-rte-uniforms.js +60 -0
  90. package/dist/mesh-rte-uniforms.js.map +1 -0
  91. package/dist/model-bounds-tracker.d.ts +7 -0
  92. package/dist/model-bounds-tracker.d.ts.map +1 -1
  93. package/dist/model-bounds-tracker.js +16 -5
  94. package/dist/model-bounds-tracker.js.map +1 -1
  95. package/dist/model-translation.d.ts +1 -1
  96. package/dist/model-translation.d.ts.map +1 -1
  97. package/dist/model-translation.js +50 -2
  98. package/dist/model-translation.js.map +1 -1
  99. package/dist/overlay-theme-uniforms.d.ts +54 -0
  100. package/dist/overlay-theme-uniforms.d.ts.map +1 -0
  101. package/dist/overlay-theme-uniforms.js +89 -0
  102. package/dist/overlay-theme-uniforms.js.map +1 -0
  103. package/dist/overlay-theme.d.ts +73 -0
  104. package/dist/overlay-theme.d.ts.map +1 -0
  105. package/dist/overlay-theme.js +24 -0
  106. package/dist/overlay-theme.js.map +1 -0
  107. package/dist/pick-rte-snapshot.d.ts +7 -0
  108. package/dist/pick-rte-snapshot.d.ts.map +1 -0
  109. package/dist/pick-rte-snapshot.js +15 -0
  110. package/dist/pick-rte-snapshot.js.map +1 -0
  111. package/dist/pick-types.d.ts +17 -0
  112. package/dist/pick-types.d.ts.map +1 -0
  113. package/dist/pick-types.js +5 -0
  114. package/dist/pick-types.js.map +1 -0
  115. package/dist/pick-uniforms.d.ts +6 -0
  116. package/dist/pick-uniforms.d.ts.map +1 -1
  117. package/dist/pick-uniforms.js +22 -18
  118. package/dist/pick-uniforms.js.map +1 -1
  119. package/dist/pick-world-position.d.ts +18 -0
  120. package/dist/pick-world-position.d.ts.map +1 -0
  121. package/dist/pick-world-position.js +21 -0
  122. package/dist/pick-world-position.js.map +1 -0
  123. package/dist/picker-readbacks.d.ts +6 -0
  124. package/dist/picker-readbacks.d.ts.map +1 -0
  125. package/dist/picker-readbacks.js +20 -0
  126. package/dist/picker-readbacks.js.map +1 -0
  127. package/dist/picker-rte-uniforms.d.ts +6 -0
  128. package/dist/picker-rte-uniforms.d.ts.map +1 -0
  129. package/dist/picker-rte-uniforms.js +41 -0
  130. package/dist/picker-rte-uniforms.js.map +1 -0
  131. package/dist/picker.d.ts +6 -7
  132. package/dist/picker.d.ts.map +1 -1
  133. package/dist/picker.js +88 -115
  134. package/dist/picker.js.map +1 -1
  135. package/dist/picking-manager.d.ts +8 -0
  136. package/dist/picking-manager.d.ts.map +1 -1
  137. package/dist/picking-manager.js +46 -19
  138. package/dist/picking-manager.js.map +1 -1
  139. package/dist/pipeline.d.ts +3 -7
  140. package/dist/pipeline.d.ts.map +1 -1
  141. package/dist/pipeline.js +27 -31
  142. package/dist/pipeline.js.map +1 -1
  143. package/dist/point-picker.d.ts +5 -1
  144. package/dist/point-picker.d.ts.map +1 -1
  145. package/dist/point-picker.js +49 -9
  146. package/dist/point-picker.js.map +1 -1
  147. package/dist/pointcloud/point-cloud-handle-ids.d.ts +22 -0
  148. package/dist/pointcloud/point-cloud-handle-ids.d.ts.map +1 -0
  149. package/dist/pointcloud/point-cloud-handle-ids.js +31 -0
  150. package/dist/pointcloud/point-cloud-handle-ids.js.map +1 -0
  151. package/dist/pointcloud/point-cloud-node.d.ts +14 -6
  152. package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
  153. package/dist/pointcloud/point-cloud-node.js.map +1 -1
  154. package/dist/pointcloud/point-cloud-pick-sources.d.ts +47 -0
  155. package/dist/pointcloud/point-cloud-pick-sources.d.ts.map +1 -0
  156. package/dist/pointcloud/point-cloud-pick-sources.js +32 -0
  157. package/dist/pointcloud/point-cloud-pick-sources.js.map +1 -0
  158. package/dist/pointcloud/point-cloud-placement.d.ts.map +1 -1
  159. package/dist/pointcloud/point-cloud-placement.js +20 -5
  160. package/dist/pointcloud/point-cloud-placement.js.map +1 -1
  161. package/dist/pointcloud/point-cloud-ray-transform.d.ts +78 -4
  162. package/dist/pointcloud/point-cloud-ray-transform.d.ts.map +1 -1
  163. package/dist/pointcloud/point-cloud-ray-transform.js +31 -84
  164. package/dist/pointcloud/point-cloud-ray-transform.js.map +1 -1
  165. package/dist/pointcloud/point-cloud-renderer.d.ts +21 -19
  166. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  167. package/dist/pointcloud/point-cloud-renderer.js +46 -52
  168. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  169. package/dist/pointcloud/point-cloud-stream-lifecycle.d.ts +44 -0
  170. package/dist/pointcloud/point-cloud-stream-lifecycle.d.ts.map +1 -0
  171. package/dist/pointcloud/point-cloud-stream-lifecycle.js +44 -0
  172. package/dist/pointcloud/point-cloud-stream-lifecycle.js.map +1 -0
  173. package/dist/pointcloud/point-cloud-uniforms.d.ts +5 -0
  174. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  175. package/dist/pointcloud/point-cloud-uniforms.js +55 -44
  176. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  177. package/dist/pointcloud/point-cloud-visibility.d.ts +10 -0
  178. package/dist/pointcloud/point-cloud-visibility.d.ts.map +1 -0
  179. package/dist/pointcloud/point-cloud-visibility.js +18 -0
  180. package/dist/pointcloud/point-cloud-visibility.js.map +1 -0
  181. package/dist/pointcloud/point-pipeline.d.ts +4 -9
  182. package/dist/pointcloud/point-pipeline.d.ts.map +1 -1
  183. package/dist/pointcloud/point-pipeline.js +4 -9
  184. package/dist/pointcloud/point-pipeline.js.map +1 -1
  185. package/dist/pointcloud/point-shader.wgsl.d.ts +1 -21
  186. package/dist/pointcloud/point-shader.wgsl.d.ts.map +1 -1
  187. package/dist/pointcloud/point-shader.wgsl.js +25 -5
  188. package/dist/pointcloud/point-shader.wgsl.js.map +1 -1
  189. package/dist/post-pass-chain.d.ts +38 -0
  190. package/dist/post-pass-chain.d.ts.map +1 -0
  191. package/dist/post-pass-chain.js +105 -0
  192. package/dist/post-pass-chain.js.map +1 -0
  193. package/dist/raycast-engine.d.ts +7 -5
  194. package/dist/raycast-engine.d.ts.map +1 -1
  195. package/dist/raycast-engine.js +17 -20
  196. package/dist/raycast-engine.js.map +1 -1
  197. package/dist/raycast-point-cloud-query.d.ts +1 -1
  198. package/dist/raycast-point-cloud-query.d.ts.map +1 -1
  199. package/dist/reference-image-pipeline.d.ts +1 -1
  200. package/dist/reference-image-pipeline.d.ts.map +1 -1
  201. package/dist/reference-image-pipeline.js +25 -7
  202. package/dist/reference-image-pipeline.js.map +1 -1
  203. package/dist/reference-images.d.ts +1 -1
  204. package/dist/reference-images.d.ts.map +1 -1
  205. package/dist/reference-images.js +13 -5
  206. package/dist/reference-images.js.map +1 -1
  207. package/dist/relative-to-eye.d.ts +146 -0
  208. package/dist/relative-to-eye.d.ts.map +1 -0
  209. package/dist/relative-to-eye.js +326 -0
  210. package/dist/relative-to-eye.js.map +1 -0
  211. package/dist/render-section-draw.d.ts +11 -0
  212. package/dist/render-section-draw.d.ts.map +1 -1
  213. package/dist/render-section-draw.js +6 -3
  214. package/dist/render-section-draw.js.map +1 -1
  215. package/dist/renderer-color-readback.d.ts +50 -0
  216. package/dist/renderer-color-readback.d.ts.map +1 -0
  217. package/dist/renderer-color-readback.js +145 -0
  218. package/dist/renderer-color-readback.js.map +1 -0
  219. package/dist/renderer-overlays.d.ts +20 -10
  220. package/dist/renderer-overlays.d.ts.map +1 -1
  221. package/dist/renderer-overlays.js +44 -34
  222. package/dist/renderer-overlays.js.map +1 -1
  223. package/dist/renderer-screenshot.d.ts +4 -0
  224. package/dist/renderer-screenshot.d.ts.map +1 -0
  225. package/dist/renderer-screenshot.js +17 -0
  226. package/dist/renderer-screenshot.js.map +1 -0
  227. package/dist/renderer-symbolic-overlays.d.ts +4 -2
  228. package/dist/renderer-symbolic-overlays.d.ts.map +1 -1
  229. package/dist/renderer-symbolic-overlays.js +33 -13
  230. package/dist/renderer-symbolic-overlays.js.map +1 -1
  231. package/dist/renderer-viewport.d.ts +45 -0
  232. package/dist/renderer-viewport.d.ts.map +1 -1
  233. package/dist/renderer-viewport.js +44 -0
  234. package/dist/renderer-viewport.js.map +1 -1
  235. package/dist/rte-clip-space.d.ts +12 -0
  236. package/dist/rte-clip-space.d.ts.map +1 -0
  237. package/dist/rte-clip-space.js +22 -0
  238. package/dist/rte-clip-space.js.map +1 -0
  239. package/dist/rte-frustum.d.ts +24 -0
  240. package/dist/rte-frustum.d.ts.map +1 -0
  241. package/dist/rte-frustum.js +45 -0
  242. package/dist/rte-frustum.js.map +1 -0
  243. package/dist/scene-batch-upload.d.ts.map +1 -1
  244. package/dist/scene-batch-upload.js +14 -38
  245. package/dist/scene-batch-upload.js.map +1 -1
  246. package/dist/scene-device-recovery.d.ts.map +1 -1
  247. package/dist/scene-device-recovery.js +5 -9
  248. package/dist/scene-device-recovery.js.map +1 -1
  249. package/dist/scene-finalize-regroup.d.ts +54 -0
  250. package/dist/scene-finalize-regroup.d.ts.map +1 -0
  251. package/dist/scene-finalize-regroup.js +136 -0
  252. package/dist/scene-finalize-regroup.js.map +1 -0
  253. package/dist/scene-instance-bounds.d.ts +12 -0
  254. package/dist/scene-instance-bounds.d.ts.map +1 -0
  255. package/dist/scene-instance-bounds.js +48 -0
  256. package/dist/scene-instance-bounds.js.map +1 -0
  257. package/dist/scene-instance-materialization.d.ts +4 -1
  258. package/dist/scene-instance-materialization.d.ts.map +1 -1
  259. package/dist/scene-instance-materialization.js +21 -6
  260. package/dist/scene-instance-materialization.js.map +1 -1
  261. package/dist/scene-instance-translation.d.ts +17 -0
  262. package/dist/scene-instance-translation.d.ts.map +1 -0
  263. package/dist/scene-instance-translation.js +50 -0
  264. package/dist/scene-instance-translation.js.map +1 -0
  265. package/dist/scene-instance-types.d.ts +6 -0
  266. package/dist/scene-instance-types.d.ts.map +1 -1
  267. package/dist/scene-model-translation.d.ts +2 -0
  268. package/dist/scene-model-translation.d.ts.map +1 -1
  269. package/dist/scene-model-translation.js +1 -1
  270. package/dist/scene-model-translation.js.map +1 -1
  271. package/dist/scene-rect-select.d.ts +11 -1
  272. package/dist/scene-rect-select.d.ts.map +1 -1
  273. package/dist/scene-rect-select.js +7 -4
  274. package/dist/scene-rect-select.js.map +1 -1
  275. package/dist/scene.d.ts +27 -20
  276. package/dist/scene.d.ts.map +1 -1
  277. package/dist/scene.js +109 -238
  278. package/dist/scene.js.map +1 -1
  279. package/dist/section-2d-lift.d.ts +10 -2
  280. package/dist/section-2d-lift.d.ts.map +1 -1
  281. package/dist/section-2d-lift.js +14 -6
  282. package/dist/section-2d-lift.js.map +1 -1
  283. package/dist/section-2d-line-buffer.d.ts +12 -4
  284. package/dist/section-2d-line-buffer.d.ts.map +1 -1
  285. package/dist/section-2d-line-buffer.js +59 -33
  286. package/dist/section-2d-line-buffer.js.map +1 -1
  287. package/dist/section-2d-overlay.d.ts +18 -72
  288. package/dist/section-2d-overlay.d.ts.map +1 -1
  289. package/dist/section-2d-overlay.js +72 -103
  290. package/dist/section-2d-overlay.js.map +1 -1
  291. package/dist/section-2d-types.d.ts +38 -0
  292. package/dist/section-2d-types.d.ts.map +1 -0
  293. package/dist/section-2d-types.js +6 -0
  294. package/dist/section-2d-types.js.map +1 -0
  295. package/dist/section-cap-pipelines.d.ts +6 -0
  296. package/dist/section-cap-pipelines.d.ts.map +1 -0
  297. package/dist/section-cap-pipelines.js +87 -0
  298. package/dist/section-cap-pipelines.js.map +1 -0
  299. package/dist/section-plane-geometry.d.ts +24 -0
  300. package/dist/section-plane-geometry.d.ts.map +1 -0
  301. package/dist/section-plane-geometry.js +93 -0
  302. package/dist/section-plane-geometry.js.map +1 -0
  303. package/dist/section-plane.d.ts +26 -24
  304. package/dist/section-plane.d.ts.map +1 -1
  305. package/dist/section-plane.js +57 -182
  306. package/dist/section-plane.js.map +1 -1
  307. package/dist/shaders/ao.wgsl.d.ts +2 -0
  308. package/dist/shaders/ao.wgsl.d.ts.map +1 -0
  309. package/dist/shaders/ao.wgsl.js +234 -0
  310. package/dist/shaders/ao.wgsl.js.map +1 -0
  311. package/dist/shaders/color-transfer.wgsl.d.ts +28 -0
  312. package/dist/shaders/color-transfer.wgsl.d.ts.map +1 -0
  313. package/dist/shaders/color-transfer.wgsl.js +55 -0
  314. package/dist/shaders/color-transfer.wgsl.js.map +1 -0
  315. package/dist/shaders/depth-reconstruct.wgsl.d.ts +16 -0
  316. package/dist/shaders/depth-reconstruct.wgsl.d.ts.map +1 -0
  317. package/dist/shaders/depth-reconstruct.wgsl.js +69 -0
  318. package/dist/shaders/depth-reconstruct.wgsl.js.map +1 -0
  319. package/dist/shaders/edges.wgsl.d.ts +2 -0
  320. package/dist/shaders/edges.wgsl.d.ts.map +1 -0
  321. package/dist/shaders/edges.wgsl.js +158 -0
  322. package/dist/shaders/edges.wgsl.js.map +1 -0
  323. package/dist/shaders/main-rte-shadow.wgsl.d.ts +4 -0
  324. package/dist/shaders/main-rte-shadow.wgsl.d.ts.map +1 -0
  325. package/dist/shaders/main-rte-shadow.wgsl.js +54 -0
  326. package/dist/shaders/main-rte-shadow.wgsl.js.map +1 -0
  327. package/dist/shaders/main.wgsl.d.ts +1 -6
  328. package/dist/shaders/main.wgsl.d.ts.map +1 -1
  329. package/dist/shaders/main.wgsl.js +183 -228
  330. package/dist/shaders/main.wgsl.js.map +1 -1
  331. package/dist/shaders/relative-to-eye.wgsl.d.ts +12 -0
  332. package/dist/shaders/relative-to-eye.wgsl.d.ts.map +1 -0
  333. package/dist/shaders/relative-to-eye.wgsl.js +40 -0
  334. package/dist/shaders/relative-to-eye.wgsl.js.map +1 -0
  335. package/dist/shaders/section-2d-overlay.wgsl.d.ts +28 -12
  336. package/dist/shaders/section-2d-overlay.wgsl.d.ts.map +1 -1
  337. package/dist/shaders/section-2d-overlay.wgsl.js +40 -13
  338. package/dist/shaders/section-2d-overlay.wgsl.js.map +1 -1
  339. package/dist/shaders/shadow.wgsl.d.ts +1 -1
  340. package/dist/shaders/shadow.wgsl.d.ts.map +1 -1
  341. package/dist/shaders/shadow.wgsl.js +25 -7
  342. package/dist/shaders/shadow.wgsl.js.map +1 -1
  343. package/dist/shaders/sky.wgsl.d.ts +1 -11
  344. package/dist/shaders/sky.wgsl.d.ts.map +1 -1
  345. package/dist/shaders/sky.wgsl.js +17 -19
  346. package/dist/shaders/sky.wgsl.js.map +1 -1
  347. package/dist/shaders/specular.wgsl.d.ts +34 -0
  348. package/dist/shaders/specular.wgsl.d.ts.map +1 -0
  349. package/dist/shaders/specular.wgsl.js +134 -0
  350. package/dist/shaders/specular.wgsl.js.map +1 -0
  351. package/dist/shaders/symbolic-overlay.wgsl.d.ts +2 -9
  352. package/dist/shaders/symbolic-overlay.wgsl.d.ts.map +1 -1
  353. package/dist/shaders/symbolic-overlay.wgsl.js +88 -17
  354. package/dist/shaders/symbolic-overlay.wgsl.js.map +1 -1
  355. package/dist/shaders/textured.wgsl.d.ts.map +1 -1
  356. package/dist/shaders/textured.wgsl.js +11 -9
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  399. package/dist/post-processor.js.map +0 -1
@@ -0,0 +1,155 @@
1
+ /* This Source Code Form is subject to the terms of the Mozilla Public
2
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
3
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
+ import { areFiniteNumbers, isUsableDistance } from './camera-guards.js';
5
+ import { CAMERA_CONSTANTS } from './constants.js';
6
+ /** Absolute orientation and readouts share the camera's authored f64 pose. */
7
+ export class CameraOrientation {
8
+ state;
9
+ animator;
10
+ updateMatrices;
11
+ constructor(state, animator, updateMatrices) {
12
+ this.state = state;
13
+ this.animator = animator;
14
+ this.updateMatrices = updateMatrices;
15
+ }
16
+ /**
17
+ * Get distance from camera position to target.
18
+ *
19
+ * Deliberately **unsanitized**: it reports the pose as it actually is, so a
20
+ * malformed one (a BCF viewpoint restored from a file reaches the public
21
+ * setters unvalidated) yields NaN rather than a substituted number. This is
22
+ * a measurement, not a control input: it is what `useBCF` reads back when
23
+ * restoring a viewpoint and what the BCF overlay scales markers by. There is
24
+ * no substitute that is right for every reader — a plausible-looking `1`
25
+ * would place every restored target one unit from the eye — and returning a
26
+ * number here would contradict `getPosition()`/`getTarget()`, which are raw,
27
+ * leaving callers no way to tell that the pose is broken. Gesture code inside
28
+ * this package guards with {@link isUsableDistance} instead; each gesture
29
+ * needs a different fallback. Callers OUTSIDE the package cannot use that
30
+ * predicate (it is package-internal) and are not all guarded — see #2466 for
31
+ * the viewpoint-restore path (#2441).
32
+ */
33
+ getDistance() {
34
+ const dir = {
35
+ x: this.state.camera.position.x - this.state.camera.target.x,
36
+ y: this.state.camera.position.y - this.state.camera.target.y,
37
+ z: this.state.camera.position.z - this.state.camera.target.z,
38
+ };
39
+ return Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
40
+ }
41
+ /**
42
+ * Get current camera rotation angles in degrees
43
+ * Returns { azimuth, elevation } where:
44
+ * - azimuth: horizontal rotation (0-360), 0 = front
45
+ * - elevation: vertical rotation (-90 to 90), 0 = horizon
46
+ */
47
+ getRotation() {
48
+ const dir = {
49
+ x: this.state.camera.position.x - this.state.camera.target.x,
50
+ y: this.state.camera.position.y - this.state.camera.target.y,
51
+ z: this.state.camera.position.z - this.state.camera.target.z,
52
+ };
53
+ const distance = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
54
+ // `distance < 1e-6` alone is a magnitude test, not a finiteness one: the
55
+ // comparison is false for NaN, so a malformed pose fell through the guard
56
+ // that looked like it was catching it, and `Math.asin(Math.max(-1,
57
+ // Math.min(1, NaN)))` is NaN — a NaN elevation that leaves the renderer
58
+ // entirely, into the viewer's rotation readout and the measurement
59
+ // handlers (#2441). Same neutral answer as the degenerate pose, which is
60
+ // preserved verbatim.
61
+ if (!isUsableDistance(distance, 1e-6))
62
+ return { azimuth: 0, elevation: 0 };
63
+ // Elevation: angle from horizontal plane
64
+ const elevation = Math.asin(Math.max(-1, Math.min(1, dir.y / distance))) * 180 / Math.PI;
65
+ // Calculate azimuth smoothly using up vector
66
+ // The up vector defines the "screen up" direction, which determines rotation
67
+ const upX = this.state.camera.up.x;
68
+ const upY = this.state.camera.up.y;
69
+ const upZ = this.state.camera.up.z;
70
+ // Project up vector onto horizontal plane (XZ plane)
71
+ const upLen = Math.sqrt(upX * upX + upZ * upZ);
72
+ let azimuth;
73
+ if (upLen > 0.01) {
74
+ // Use up vector projection for azimuth (smooth and consistent)
75
+ azimuth = (Math.atan2(-upX, -upZ) * 180 / Math.PI + 360) % 360;
76
+ // For bottom view, flip azimuth
77
+ if (elevation < -80 && upY < 0) {
78
+ azimuth = (azimuth + 180) % 360;
79
+ }
80
+ }
81
+ else {
82
+ // Fallback: use position-based azimuth when up vector is vertical
83
+ azimuth = (Math.atan2(dir.x, dir.z) * 180 / Math.PI + 360) % 360;
84
+ }
85
+ return { azimuth, elevation };
86
+ }
87
+ /**
88
+ * Place the camera at an ABSOLUTE orientation around its current target,
89
+ * in the same angle convention {@link getRotation} reports — the exact
90
+ * inverse of it, so `setRotation(a, e)` then `getRotation()` returns
91
+ * `{ azimuth: a, elevation: e }` (modulo the normalisation and pole clamp
92
+ * below).
93
+ *
94
+ * This is the only absolute-orientation entry point on the camera. Everything
95
+ * else is relative (`orbit`, and the viewer's 90° rotate steppers built on it)
96
+ * or names a direction rather than an angle (`setPresetView`), which is why a
97
+ * host command that says "go to azimuth 120°, elevation 30°" had nothing to
98
+ * call and silently did nothing (#2934).
99
+ *
100
+ * The orbit radius and the target are preserved — this rotates the camera on
101
+ * its current sphere, it does not reframe. `up` is reset to world Y, matching
102
+ * `orbit`, so the reported azimuth comes back through `getRotation`'s
103
+ * position-based branch.
104
+ *
105
+ * @param azimuth Horizontal angle in degrees; normalised into [0, 360).
106
+ * @param elevation Vertical angle in degrees, 0 = horizon. Clamped to just
107
+ * inside ±90° (the same `MIN_PHI` margin `orbit` uses) — the exact poles
108
+ * collapse `cross(forward, up)` and flip the model.
109
+ */
110
+ setRotation(azimuth, elevation) {
111
+ // Angles are an input class of their own, and both of them reach the
112
+ // trigonometry below unguarded: a non-finite one writes a NaN position and
113
+ // destroys an otherwise valid pose. Same rejection `orbit` applies to its
114
+ // deltas — a rejected call changes nothing at all.
115
+ if (!areFiniteNumbers(azimuth, elevation))
116
+ return;
117
+ const target = this.state.camera.target;
118
+ const dir = {
119
+ x: this.state.camera.position.x - target.x,
120
+ y: this.state.camera.position.y - target.y,
121
+ z: this.state.camera.position.z - target.z,
122
+ };
123
+ const current = Math.sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
124
+ // A degenerate pose (position === target, or a non-finite one) has no orbit
125
+ // radius to preserve. Any positive radius yields a well-formed view matrix
126
+ // at the requested direction, which is strictly better than propagating the
127
+ // degeneracy — and leaves the caller's angles observable, which is the
128
+ // whole point of the command.
129
+ const distance = isUsableDistance(current, 1e-6) ? current : 1;
130
+ // The TARGET is the other unguarded input, and `isUsableDistance` above only
131
+ // rescues the radius. `setTarget` accepts non-finite coordinates, and every
132
+ // position component below is `target.<axis> + ...`, so one NaN there makes
133
+ // the whole pose NaN -- and this method's contract is that it RECOVERS a
134
+ // pose, so silently writing an unrecoverable one is worse than refusing.
135
+ // Same rejection shape as the angle guard at the top: change nothing.
136
+ if (!areFiniteNumbers(target.x, target.y, target.z))
137
+ return;
138
+ // An in-flight tween or leftover inertia writes position/target on the next
139
+ // `update()` and would erase this pose a frame later. Cancel it only after
140
+ // every input has been accepted: rejected commands must change nothing.
141
+ this.animator.reset();
142
+ const theta = ((((azimuth % 360) + 360) % 360) * Math.PI) / 180;
143
+ const poleMargin = CAMERA_CONSTANTS.MIN_PHI;
144
+ const phi = Math.max(poleMargin, Math.min(Math.PI - poleMargin, ((90 - elevation) * Math.PI) / 180));
145
+ const sinPhi = Math.sin(phi);
146
+ this.state.camera.position = {
147
+ x: target.x + distance * sinPhi * Math.sin(theta),
148
+ y: target.y + distance * Math.cos(phi),
149
+ z: target.z + distance * sinPhi * Math.cos(theta),
150
+ };
151
+ this.state.camera.up = { x: 0, y: 1, z: 0 };
152
+ this.updateMatrices();
153
+ }
154
+ }
155
+ //# sourceMappingURL=camera-orientation.js.map
@@ -0,0 +1 @@
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@@ -4,6 +4,7 @@
4
4
  */
5
5
  import type { Vec3 } from './types.js';
6
6
  import type { CameraInternalState } from './camera-state.js';
7
+ import type { RelativeToEyeFrame } from './relative-to-eye.js';
7
8
  /**
8
9
  * Handles projection math: screen-to-world and world-to-screen conversions,
9
10
  * bounding box fitting, and near/far plane management.
@@ -11,7 +12,8 @@ import type { CameraInternalState } from './camera-state.js';
11
12
  export declare class CameraProjection {
12
13
  private readonly state;
13
14
  private readonly updateMatrices;
14
- constructor(state: CameraInternalState, updateMatrices: () => void);
15
+ private readonly relativeToEyeFrame;
16
+ constructor(state: CameraInternalState, updateMatrices: () => void, relativeToEyeFrame: RelativeToEyeFrame);
15
17
  /**
16
18
  * Project a world position to screen coordinates
17
19
  * @param worldPos - Position in world space
@@ -1 +1 @@
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+ {"version":3,"file":"camera-projection.d.ts","sourceRoot":"","sources":["../src/camera-projection.ts"],"names":[],"mappings":"AAIA;;;GAGG;AAEH,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AACvC,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,mBAAmB,CAAC;AAG7D,OAAO,KAAK,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAgB/D;;;GAGG;AACH,qBAAa,gBAAgB;IAEzB,OAAO,CAAC,QAAQ,CAAC,KAAK;IACtB,OAAO,CAAC,QAAQ,CAAC,cAAc;IAC/B,OAAO,CAAC,QAAQ,CAAC,kBAAkB;gBAFlB,KAAK,EAAE,mBAAmB,EAC1B,cAAc,EAAE,MAAM,IAAI,EAC1B,kBAAkB,EAAE,kBAAkB;IAGzD;;;;;;OAMG;IACH,eAAe,CAAC,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAqC3G;;;;;;;OAOG;IACH,cAAc,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,GAAG;QAAE,MAAM,EAAE,IAAI,CAAC;QAAC,SAAS,EAAE,IAAI,CAAA;KAAE;IAgG9H;;;;OAIG;IACH,WAAW,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,GAAG,IAAI;IAiCvC;;;;OAIG;IACH,mBAAmB,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;CAG7C"}
@@ -24,9 +24,11 @@ function usableNdc(screen, extent, scale, offset) {
24
24
  export class CameraProjection {
25
25
  state;
26
26
  updateMatrices;
27
- constructor(state, updateMatrices) {
27
+ relativeToEyeFrame;
28
+ constructor(state, updateMatrices, relativeToEyeFrame) {
28
29
  this.state = state;
29
30
  this.updateMatrices = updateMatrices;
31
+ this.relativeToEyeFrame = relativeToEyeFrame;
30
32
  }
31
33
  /**
32
34
  * Project a world position to screen coordinates
@@ -36,13 +38,18 @@ export class CameraProjection {
36
38
  * @returns Screen coordinates { x, y } or null if behind camera
37
39
  */
38
40
  projectToScreen(worldPos, canvasWidth, canvasHeight) {
39
- // Transform world position by view-projection matrix
40
- const m = this.state.viewProjMatrix.m;
41
- // Manual matrix-vector multiplication for vec4(worldPos, 1.0)
42
- const clipX = m[0] * worldPos.x + m[4] * worldPos.y + m[8] * worldPos.z + m[12];
43
- const clipY = m[1] * worldPos.x + m[5] * worldPos.y + m[9] * worldPos.z + m[13];
44
- const clipZ = m[2] * worldPos.x + m[6] * worldPos.y + m[10] * worldPos.z + m[14];
45
- const clipW = m[3] * worldPos.x + m[7] * worldPos.y + m[11] * worldPos.z + m[15];
41
+ if (!this.relativeToEyeFrame.isAvailable())
42
+ return null;
43
+ // Preserve the authored f64 residual before the f32 rotation/projection.
44
+ const [x, y, z] = this.relativeToEyeFrame.worldToRelative([worldPos.x, worldPos.y, worldPos.z]);
45
+ if (![x, y, z, canvasWidth, canvasHeight].every(Number.isFinite))
46
+ return null;
47
+ const m = this.relativeToEyeFrame.getViewProjection().m;
48
+ // Manual matrix-vector multiplication for vec4(eyeRelative, 1.0).
49
+ const clipX = m[0] * x + m[4] * y + m[8] * z + m[12];
50
+ const clipY = m[1] * x + m[5] * y + m[9] * z + m[13];
51
+ const clipZ = m[2] * x + m[6] * y + m[10] * z + m[14];
52
+ const clipW = m[3] * x + m[7] * y + m[11] * z + m[15];
46
53
  // Check if behind camera
47
54
  if (clipW <= 0) {
48
55
  return null;
@@ -111,25 +118,24 @@ export class CameraProjection {
111
118
  }
112
119
  // Perspective: ray origin is always the camera position
113
120
  // Direction is computed through the screen point
114
- // Invert the view-projection matrix
115
- const invViewProj = MathUtils.invert(this.state.viewProjMatrix);
121
+ if (!this.relativeToEyeFrame.isAvailable())
122
+ return { origin: { ...basis.eye }, direction: basis.forward };
123
+ // Inverting a matrix with absolute f32 translation destroys nearby ray
124
+ // offsets at survey coordinates. Unproject directly into the shared eye frame.
125
+ const invViewProj = MathUtils.invert(this.relativeToEyeFrame.getViewProjection());
116
126
  if (!invViewProj) {
117
127
  // Fallback: return ray from camera position towards target
118
128
  return { origin: { ...basis.eye }, direction: basis.forward };
119
129
  }
120
130
  // Unproject a point at some depth to get a point on the ray
121
131
  // Using z=0.5 (midpoint in Reverse-Z: 1.0=near, 0.0=far) to get a finite point
122
- const worldPoint = MathUtils.transformPoint(invViewProj, { x: ndcX, y: ndcY, z: 0.5 });
132
+ const relativePoint = MathUtils.transformPoint(invViewProj, { x: ndcX, y: ndcY, z: 0.5 });
123
133
  // Ray origin is the scrubbed camera position — the same one the view
124
134
  // matrix's translation row uses, so the ray belongs to the frame on
125
135
  // screen rather than to a pose that was never rendered.
126
- const origin = { ...basis.eye };
127
- const raw = {
128
- x: worldPoint.x - origin.x,
129
- y: worldPoint.y - origin.y,
130
- z: worldPoint.z - origin.z,
131
- };
132
- const direction = MathUtils.normalize(raw);
136
+ const [x, y, z] = this.relativeToEyeFrame.getCameraWorld();
137
+ const origin = { x, y, z };
138
+ const direction = MathUtils.normalize(relativePoint);
133
139
  // `normalize` is total — it returns the zero vector for everything it
134
140
  // cannot normalize — and a zero-length direction is a ray that hits
135
141
  // nothing, the same silent miss the NaN origin produced. Two inputs land
@@ -138,9 +144,9 @@ export class CameraProjection {
138
144
  //
139
145
  // - the inverted matrix is ill-conditioned enough that the unprojected
140
146
  // point lands on the eye, leaving nothing to normalize;
141
- // - `raw` is non-finite. `MathUtils.invert` stores its result in a
147
+ // - the unprojected relative point is non-finite. `MathUtils.invert` stores its result in a
142
148
  // `Float32Array`, so an inverse component past 3.4e38 saturates to
143
- // `Infinity` and `transformPoint` carries that into `worldPoint`. A
149
+ // `Infinity` and `transformPoint` carries that into the relative point. A
144
150
  // lower bound admits `Infinity` (it is not *below* the floor), and
145
151
  // `Infinity / Infinity` is NaN while the finite components divide to
146
152
  // `0` — so the direction came back `{NaN, 0, -0}`, which is neither
@@ -1 +1 @@
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1
+ 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@@ -0,0 +1,32 @@
1
+ /**
2
+ * Zoom toward the surface under the cursor (#5393).
3
+ *
4
+ * Plain wheel zoom anchors on the plane through the orbit target and dollies
5
+ * the target forward by half of every step (`CameraControls.zoomPerspective`,
6
+ * the anti-"Zeno" dolly), so its step has no relation to how far the surface
7
+ * under the cursor is: repeated notches pass straight through a pipe or a
8
+ * small building into empty space.
9
+ *
10
+ * With a picked surface point P, each notch instead moves the camera along the
11
+ * cursor ray toward P by a fraction of the REMAINING distance, down to a
12
+ * standoff. That approaches the surface asymptotically and never reaches it.
13
+ * The camera is translated, not rotated, so P stays under the cursor; the
14
+ * orbit target is re-seated on the view axis at P's depth, so orbit and pan
15
+ * afterwards scale with the surface the user zoomed to rather than with the
16
+ * old, now far-behind, target.
17
+ */
18
+ import type { Vec3 } from './types.js';
19
+ /** Closest the camera gets to the picked surface, in scene units (metres). */
20
+ export declare const SURFACE_ZOOM_MIN_STANDOFF = 0.02;
21
+ export interface SurfaceZoomPose {
22
+ position: Vec3;
23
+ target: Vec3;
24
+ }
25
+ /**
26
+ * One zoom-in notch toward `point`. `fraction` in (0, 1) is the share of the
27
+ * remaining distance to cover. Returns the new pose, or null when the point is
28
+ * unusable (non-finite, at the eye, or not in front of the camera), in which
29
+ * case the caller falls back to plain zoom.
30
+ */
31
+ export declare function surfaceZoomStep(pose: SurfaceZoomPose, point: Vec3, fraction: number): SurfaceZoomPose | null;
32
+ //# sourceMappingURL=camera-surface-zoom.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"camera-surface-zoom.d.ts","sourceRoot":"","sources":["../src/camera-surface-zoom.ts"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;GAgBG;AAEH,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAEvC,8EAA8E;AAC9E,eAAO,MAAM,yBAAyB,OAAO,CAAC;AAE9C,MAAM,WAAW,eAAe;IAC9B,QAAQ,EAAE,IAAI,CAAC;IACf,MAAM,EAAE,IAAI,CAAC;CACd;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,GAAG,eAAe,GAAG,IAAI,CAuB5G"}
@@ -0,0 +1,37 @@
1
+ /* This Source Code Form is subject to the terms of the Mozilla Public
2
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
3
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
+ /** Closest the camera gets to the picked surface, in scene units (metres). */
5
+ export const SURFACE_ZOOM_MIN_STANDOFF = 0.02;
6
+ /**
7
+ * One zoom-in notch toward `point`. `fraction` in (0, 1) is the share of the
8
+ * remaining distance to cover. Returns the new pose, or null when the point is
9
+ * unusable (non-finite, at the eye, or not in front of the camera), in which
10
+ * case the caller falls back to plain zoom.
11
+ */
12
+ export function surfaceZoomStep(pose, point, fraction) {
13
+ const { position: p, target: t } = pose;
14
+ if (![point.x, point.y, point.z].every(Number.isFinite) || !(fraction > 0 && fraction < 1))
15
+ return null;
16
+ const fx = t.x - p.x, fy = t.y - p.y, fz = t.z - p.z;
17
+ const fLen = Math.hypot(fx, fy, fz);
18
+ if (!(fLen > 0) || !Number.isFinite(fLen))
19
+ return null;
20
+ const forward = { x: fx / fLen, y: fy / fLen, z: fz / fLen };
21
+ const toX = point.x - p.x, toY = point.y - p.y, toZ = point.z - p.z;
22
+ const dist = Math.hypot(toX, toY, toZ);
23
+ const depth0 = toX * forward.x + toY * forward.y + toZ * forward.z;
24
+ // A point behind the eye (or on it) is no surface to approach.
25
+ if (!(dist > 0) || !(depth0 > 0))
26
+ return null;
27
+ // Moving along the cursor ray scales the point's depth (its distance along
28
+ // the view axis, which is what the near plane clips) by the same factor as
29
+ // its distance, so the standoff is enforced on depth: an off-axis point is
30
+ // shallower than it is far.
31
+ const next = Math.max(dist * (1 - fraction), (SURFACE_ZOOM_MIN_STANDOFF * dist) / depth0);
32
+ const k = next < dist ? 1 - next / dist : 0; // at the standoff: hold still, never pass
33
+ const position = { x: p.x + toX * k, y: p.y + toY * k, z: p.z + toZ * k };
34
+ const d = depth0 * (1 - k); // the point's depth after the move, >= the standoff
35
+ return { position, target: { x: position.x + forward.x * d, y: position.y + forward.y * d, z: position.z + forward.z * d } };
36
+ }
37
+ //# sourceMappingURL=camera-surface-zoom.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"camera-surface-zoom.js","sourceRoot":"","sources":["../src/camera-surface-zoom.ts"],"names":[],"mappings":"AAAA;;+DAE+D;AAsB/D,8EAA8E;AAC9E,MAAM,CAAC,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAO9C;;;;;GAKG;AACH,MAAM,UAAU,eAAe,CAAC,IAAqB,EAAE,KAAW,EAAE,QAAgB;IAClF,MAAM,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;IACxC,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,QAAQ,GAAG,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;QAAE,OAAO,IAAI,CAAC;IACxG,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IACrD,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IACpC,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC;QAAE,OAAO,IAAI,CAAC;IACvD,MAAM,OAAO,GAAG,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,EAAE,CAAC;IAE7D,MAAM,GAAG,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IACpE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;IACvC,MAAM,MAAM,GAAG,GAAG,GAAG,OAAO,CAAC,CAAC,GAAG,GAAG,GAAG,OAAO,CAAC,CAAC,GAAG,GAAG,GAAG,OAAO,CAAC,CAAC,CAAC;IACnE,+DAA+D;IAC/D,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;QAAE,OAAO,IAAI,CAAC;IAE9C,2EAA2E;IAC3E,2EAA2E;IAC3E,2EAA2E;IAC3E,4BAA4B;IAC5B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC,EAAE,CAAC,yBAAyB,GAAG,IAAI,CAAC,GAAG,MAAM,CAAC,CAAC;IAC1F,MAAM,CAAC,GAAG,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,0CAA0C;IACvF,MAAM,QAAQ,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC;IAC1E,MAAM,CAAC,GAAG,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,oDAAoD;IAChF,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AAC/H,CAAC"}
package/dist/camera.d.ts CHANGED
@@ -8,17 +8,20 @@ import type { Vec3, Mat4 } from './types.js';
8
8
  import { type InteractionMode } from './camera-controls.js';
9
9
  import type { ProjectionMode } from './camera-state.js';
10
10
  import { type Bounds3, type FitPolicy } from './camera-fit-policy.js';
11
+ import { RelativeToEyeFrame } from './relative-to-eye.js';
11
12
  export declare class Camera {
12
13
  private state;
13
14
  private controls;
14
15
  private animator;
15
16
  private projection;
16
17
  private firstPerson;
18
+ private orientation;
19
+ /** The sole renderer camera frame used by all RTE-capable consumers. */
20
+ private readonly relativeToEyeFrame;
21
+ /** Mirror of the controls' gate, for the surface zoom below (#5393). */
22
+ private interactionMode;
17
23
  constructor();
18
- /**
19
- * Cold-path convenience for this class's own setters. The hot path uses the
20
- * closure built in the constructor; see the note there.
21
- */
24
+ /** Publish both camera frames after every setter, gesture and animation. */
22
25
  private updateMatrices;
23
26
  /**
24
27
  * Set camera aspect ratio
@@ -66,8 +69,15 @@ export declare class Camera {
66
69
  * @param mouseY - Mouse Y position in canvas coordinates
67
70
  * @param canvasWidth - Canvas width
68
71
  * @param canvasHeight - Canvas height
72
+ * @param fastZoom - Pure dolly (Shift / Cesium): the full step translates the rig
73
+ * @param surfacePoint - World point on the visible surface under the cursor
74
+ * (#5393). Zooming IN approaches it and stops short of it; it is ignored
75
+ * for zoom-out, fast zoom and orthographic. The surface step applies no
76
+ * inertia, so `addVelocity` has no effect on it.
69
77
  */
70
- zoom(delta: number, addVelocity?: boolean, mouseX?: number, mouseY?: number, canvasWidth?: number, canvasHeight?: number, fastZoom?: boolean): void;
78
+ zoom(delta: number, addVelocity?: boolean, mouseX?: number, mouseY?: number, canvasWidth?: number, canvasHeight?: number, fastZoom?: boolean, surfacePoint?: Vec3): void;
79
+ /** One zoom-in notch toward a picked surface point; false = not applied. */
80
+ private zoomTowardSurface;
71
81
  /**
72
82
  * Fit view to bounding box. Sets camera to southeast isometric view (typical
73
83
  * BIM starting view). Y-up coordinate system: Y is vertical
@@ -145,6 +155,13 @@ export declare class Camera {
145
155
  */
146
156
  reset(): void;
147
157
  getViewProjMatrix(): Mat4;
158
+ /** The reverse-Z projection matrix (perspective or orthographic); a copy. */
159
+ getProjMatrix(): Mat4;
160
+ /**
161
+ * Return the shared RTE frame for the current camera state. GPU consumers
162
+ * must use this instead of deriving a second camera rebase.
163
+ */
164
+ getRelativeToEyeFrame(): RelativeToEyeFrame;
148
165
  getPosition(): Vec3;
149
166
  getTarget(): Vec3;
150
167
  /**
@@ -158,73 +175,27 @@ export declare class Camera {
158
175
  /**
159
176
  * The aspect ratio (width / height) the projection is currently built from.
160
177
  *
161
- * This is the DRAWING BUFFER's ratio, not the CSS box's: the render loop
162
- * floors the canvas width to a multiple of 64 for WebGPU's 256-byte texture
163
- * row alignment before calling {@link setAspect}, so on a viewport whose CSS
164
- * width is not a multiple of 64 the two differ by up to 63 pixels.
178
+ * This is the DRAWING BUFFER's ratio. Since #5383 the buffer is the CSS box
179
+ * scaled by one pixel ratio on both axes, so the two agree up to integer
180
+ * rounding of the buffer (the width used to be floored to a multiple of 64,
181
+ * which made them differ by up to 63 pixels).
165
182
  *
166
- * That is the right one for BCF (#3612). A viewpoint's snapshot PNG comes
167
- * from `canvas.toDataURL()`, which encodes that same drawing buffer, so the
168
- * `<AspectRatio>` written beside it describes the image actually in the
169
- * archive; the CSS ratio would describe an image nobody has. It is also the
170
- * ratio the projection matrix used, so a viewer restoring the camera
171
- * reproduces the framing rather than one 63 pixels wider.
183
+ * The buffer ratio is the right one for BCF (#3612). A viewpoint's snapshot
184
+ * PNG comes from `canvas.toDataURL()`, which encodes that same drawing
185
+ * buffer, so the `<AspectRatio>` written beside it describes the image
186
+ * actually in the archive. It is also the ratio the projection matrix used,
187
+ * so a viewer restoring the camera reproduces the framing.
172
188
  *
173
189
  * Always finite and positive -- {@link setAspect} rejects anything else --
174
190
  * which is what BCF 3.0's `PositiveDouble` schema type requires.
175
191
  */
176
192
  getAspect(): number;
177
- /**
178
- * Get distance from camera position to target.
179
- *
180
- * Deliberately **unsanitized**: it reports the pose as it actually is, so a
181
- * malformed one (a BCF viewpoint restored from a file reaches the public
182
- * setters unvalidated) yields NaN rather than a substituted number. This is
183
- * a measurement, not a control input: it is what `useBCF` reads back when
184
- * restoring a viewpoint and what the BCF overlay scales markers by. There is
185
- * no substitute that is right for every reader — a plausible-looking `1`
186
- * would place every restored target one unit from the eye — and returning a
187
- * number here would contradict `getPosition()`/`getTarget()`, which are raw,
188
- * leaving callers no way to tell that the pose is broken. Gesture code inside
189
- * this package guards with {@link isUsableDistance} instead; each gesture
190
- * needs a different fallback. Callers OUTSIDE the package cannot use that
191
- * predicate (it is package-internal) and are not all guarded — see #2466 for
192
- * the viewpoint-restore path (#2441).
193
- */
193
+ /** Raw pose distance; non-finite source poses remain observable. */
194
194
  getDistance(): number;
195
- /**
196
- * Get current camera rotation angles in degrees
197
- * Returns { azimuth, elevation } where:
198
- * - azimuth: horizontal rotation (0-360), 0 = front
199
- * - elevation: vertical rotation (-90 to 90), 0 = horizon
200
- */
201
195
  getRotation(): {
202
196
  azimuth: number;
203
197
  elevation: number;
204
198
  };
205
- /**
206
- * Place the camera at an ABSOLUTE orientation around its current target,
207
- * in the same angle convention {@link getRotation} reports — the exact
208
- * inverse of it, so `setRotation(a, e)` then `getRotation()` returns
209
- * `{ azimuth: a, elevation: e }` (modulo the normalisation and pole clamp
210
- * below).
211
- *
212
- * This is the only absolute-orientation entry point on the camera. Everything
213
- * else is relative (`orbit`, and the viewer's 90° rotate steppers built on it)
214
- * or names a direction rather than an angle (`setPresetView`), which is why a
215
- * host command that says "go to azimuth 120°, elevation 30°" had nothing to
216
- * call and silently did nothing (#2934).
217
- *
218
- * The orbit radius and the target are preserved — this rotates the camera on
219
- * its current sphere, it does not reframe. `up` is reset to world Y, matching
220
- * `orbit`, so the reported azimuth comes back through `getRotation`'s
221
- * position-based branch.
222
- *
223
- * @param azimuth Horizontal angle in degrees; normalised into [0, 360).
224
- * @param elevation Vertical angle in degrees, 0 = horizon. Clamped to just
225
- * inside ±90° (the same `MIN_PHI` margin `orbit` uses) — the exact poles
226
- * collapse `cross(forward, up)` and flip the model.
227
- */
228
199
  setRotation(azimuth: number, elevation: number): void;
229
200
  /**
230
201
  * Unproject screen coordinates to a ray in world space
@@ -1 +1 @@
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