@seatlayer/core 0.97.0 → 0.98.0

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@@ -180,6 +180,10 @@ interface SceneLabel {
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  rotation?: number;
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  /** Owning physical level, so a focused floor never keeps another level's text. */
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  floorIndex?: number;
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+ /** A picked seat's pin base (scene/seatPin): its tag rides the pin's stem. */
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+ pinBase?: [number, number, number];
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+ /** A seat label's row, so the row under the pointer can show its numbers. */
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+ rowId?: string;
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  }
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  /**
@@ -529,6 +533,8 @@ interface AutoVenueReport {
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  sections: AutoVenueSection[];
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  /** Free-standing row blocks given a hidden section in the 3D copy only. */
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  looseRowBlocks?: number;
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+ /** The chart's drawn walls enclose its seating: tiers were raked as a hall's. */
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+ indoor?: boolean;
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  /** Plain shapes given the role their label names (a Bar, the WC, a Screen). */
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  roles?: {
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  id: string;
@@ -180,6 +180,10 @@ interface SceneLabel {
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  rotation?: number;
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  /** Owning physical level, so a focused floor never keeps another level's text. */
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  floorIndex?: number;
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+ /** A picked seat's pin base (scene/seatPin): its tag rides the pin's stem. */
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+ pinBase?: [number, number, number];
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+ /** A seat label's row, so the row under the pointer can show its numbers. */
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+ rowId?: string;
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  }
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  /**
@@ -529,6 +533,8 @@ interface AutoVenueReport {
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  sections: AutoVenueSection[];
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  /** Free-standing row blocks given a hidden section in the 3D copy only. */
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  looseRowBlocks?: number;
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+ /** The chart's drawn walls enclose its seating: tiers were raked as a hall's. */
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+ indoor?: boolean;
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  /** Plain shapes given the role their label names (a Bar, the WC, a Screen). */
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  roles?: {
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  id: string;