@selvajs/compute 1.5.2-beta.0 → 1.5.2-beta.2
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/README.md +12 -8
- package/dist/chunk-5465MDT4.cjs +2 -0
- package/dist/chunk-5465MDT4.cjs.map +1 -0
- package/dist/chunk-6VF4VVLW.cjs +2 -0
- package/dist/chunk-6VF4VVLW.cjs.map +1 -0
- package/dist/chunk-DADFXYBV.js +2 -0
- package/dist/chunk-DADFXYBV.js.map +1 -0
- package/dist/chunk-MZGKJZVP.cjs +2 -0
- package/dist/chunk-MZGKJZVP.cjs.map +1 -0
- package/dist/chunk-RHULSS7S.js +3 -0
- package/dist/chunk-RHULSS7S.js.map +1 -0
- package/dist/chunk-RILJ3IA7.js +2 -0
- package/dist/chunk-RILJ3IA7.js.map +1 -0
- package/dist/chunk-VWOEUM7C.cjs +3 -0
- package/dist/chunk-VWOEUM7C.cjs.map +1 -0
- package/dist/chunk-XLHA5YPH.js +2 -0
- package/dist/chunk-XLHA5YPH.js.map +1 -0
- package/dist/core.cjs +1 -1
- package/dist/core.d.cts +3 -21
- package/dist/core.d.ts +3 -21
- package/dist/core.js +1 -1
- package/dist/errors-CiA83qw2.d.cts +510 -0
- package/dist/errors-CiA83qw2.d.ts +510 -0
- package/dist/grasshopper.cjs +1 -1
- package/dist/grasshopper.d.cts +75 -142
- package/dist/grasshopper.d.ts +75 -142
- package/dist/grasshopper.js +1 -1
- package/dist/index.cjs +1 -1
- package/dist/index.d.cts +3 -5
- package/dist/index.d.ts +3 -5
- package/dist/index.js +1 -1
- package/dist/visualization-7TK4UEZL.js +2 -0
- package/dist/visualization-7TK4UEZL.js.map +1 -0
- package/dist/visualization-JYNKROSH.cjs +2 -0
- package/dist/visualization-JYNKROSH.cjs.map +1 -0
- package/dist/visualization.cjs +1 -1
- package/dist/visualization.cjs.map +1 -1
- package/dist/visualization.d.cts +1 -76
- package/dist/visualization.d.ts +1 -76
- package/dist/visualization.js +1 -1
- package/dist/visualization.js.map +1 -1
- package/package.json +1 -1
- package/dist/base-dtik4Dlu.d.cts +0 -138
- package/dist/base-dtik4Dlu.d.ts +0 -138
- package/dist/chunk-2NFN5ERT.cjs +0 -2
- package/dist/chunk-2NFN5ERT.cjs.map +0 -1
- package/dist/chunk-BKGFHI2J.js +0 -2
- package/dist/chunk-BKGFHI2J.js.map +0 -1
- package/dist/chunk-CZCPL35F.js +0 -3
- package/dist/chunk-CZCPL35F.js.map +0 -1
- package/dist/chunk-JSS6OQML.cjs +0 -2
- package/dist/chunk-JSS6OQML.cjs.map +0 -1
- package/dist/chunk-XULONXVP.cjs +0 -3
- package/dist/chunk-XULONXVP.cjs.map +0 -1
- package/dist/chunk-XZUTU46G.js +0 -2
- package/dist/chunk-XZUTU46G.js.map +0 -1
- package/dist/schemas-Ct7lU-IH.d.cts +0 -247
- package/dist/schemas-Ct7lU-IH.d.ts +0 -247
- package/dist/types-B24K2LG4.d.cts +0 -85
- package/dist/types-B24K2LG4.d.ts +0 -85
package/dist/visualization.d.ts
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { d as GrasshopperComputeResponse } from './schemas-Ct7lU-IH.js';
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import { M as MeshExtractionOptions, a as MeshBatch } from './types-B24K2LG4.js';
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export { D as DecompressedMeshData, b as MaterialGroup, c as MeshBatchParsingOptions, d as MeshMetadata, S as SerializableMaterial } from './types-B24K2LG4.js';
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type CameraConfig = {
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position?: THREE.Vector3;
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@@ -130,76 +127,4 @@ declare namespace threeMaterials {
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export { threeMaterials_CONCRETE_MATERIAL as CONCRETE_MATERIAL, threeMaterials_EMISSIVE_MATERIAL as EMISSIVE_MATERIAL, threeMaterials_GLASS_MATERIAL as GLASS_MATERIAL, threeMaterials_METAL_MATERIAL as METAL_MATERIAL, threeMaterials_PLASTIC_MATERIAL as PLASTIC_MATERIAL, threeMaterials_RUBBER_MATERIAL as RUBBER_MATERIAL, threeMaterials_WOOD_MATERIAL as WOOD_MATERIAL };
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}
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/**
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* Extracts and processes display meshes from a ComputePointerResponse using the Grasshopper WebDisplay component.
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*
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* This is the primary entry point for extracting mesh geometry from Grasshopper compute responses.
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* It handles all aspects of mesh processing: decompression, coordinate transformation, scaling, and positioning.
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*
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* **Note:** Mesh decompression happens asynchronously in a Web Worker to prevent UI blocking.
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*
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* @param data - The ComputePointerResponse containing Grasshopper output trees.
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* @param options - Configuration for mesh extraction and parsing behavior. All options are optional with sensible defaults.
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* @returns Promise resolving to array of THREE.Mesh objects (may be empty).
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* @throws Rethrows unexpected errors after attempting to dispose any created meshes.
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*
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* @remarks
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* - Only works with the WebDisplay component of GHHeadless.
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* - Requires changes to Rhino.Compute (see https://github.com/TheVessen/compute.rhino3d).
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* - Provides a performant way to display mesh data in Three.js.
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* - Decompression is performed in a Web Worker for non-blocking UI updates.
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* - Supports mesh metadata (names, user data) if provided in the compute response.
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*
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* @internal Internal helper: high-level extraction remains public via visualization module, but this
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* function is considered internal implementation detail for mesh extraction.
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*
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* @example
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* ```ts
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* // Simple usage with defaults (all processing enabled)
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* const meshes = await getThreeMeshesFromComputeResponse(response);
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*
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* // With debugging enabled
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* const meshes = await getThreeMeshesFromComputeResponse(response, { debug: true });
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*
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* // With advanced options
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* const meshes = await getThreeMeshesFromComputeResponse(response, {
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* debug: true,
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* allowScaling: true,
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* allowAutoPosition: false,
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* parsing: {
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* mergeByMaterial: false,
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* applyTransforms: true,
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* debug: true,
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* },
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* });
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* ```
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*/
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declare function getThreeMeshesFromComputeResponse(data: GrasshopperComputeResponse, options?: MeshExtractionOptions): Promise<THREE.Mesh[]>;
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/**
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* Parses a MeshBatch object and creates Three.js meshes.
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* This is useful when you already have a deserialized MeshBatch object.
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*
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* @internal Low-level mesh parsing — keep internal to `@selvajs/compute`.
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*
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* @param batch - MeshBatch object
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* @param options - Rendering options
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* @returns Promise resolving to array of Three.js mesh objects
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*/
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declare function parseMeshBatchObject(batch: MeshBatch, options?: {
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/** Merge meshes with same material into single geometry*/
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mergeByMaterial?: boolean;
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/** Apply coordinate system transformations */
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applyTransforms?: boolean;
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/** Scale factor to apply to meshes (e.g., for unit conversion) */
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scaleFactor?: number;
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/** Enable performance monitoring */
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debug?: boolean;
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/** Parse time (optional, for debugging) */
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parseTime?: number;
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/** Performance start time (optional, for debugging) */
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perfStart?: number;
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}): Promise<THREE.Mesh[]>;
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export { type CameraConfig, type ControlsConfig, type EnvironmentConfig, type EventConfig, type FloorConfig, type LightingConfig, threeMaterials as Materials, MeshBatch, MeshExtractionOptions, type RenderConfig, SCALE_FACTORS, type ThreeInitializerOptions, getThreeMeshesFromComputeResponse, initThree, parseMeshBatchObject, updateScene };
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export { type CameraConfig, type ControlsConfig, type EnvironmentConfig, type EventConfig, type FloorConfig, type LightingConfig, threeMaterials as Materials, type RenderConfig, type ThreeInitializerOptions, initThree, updateScene };
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package/dist/visualization.js
CHANGED
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@@ -1,2 +1,2 @@
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-
import{c as W}from"./chunk-XZUTU46G.js";import{a as te,c as O,d as H,e as p}from"./chunk-CZCPL35F.js";import*as i from"three";import{OrbitControls as ne}from"three/addons/controls/OrbitControls.js";import{HDRLoader as re}from"three/addons/loaders/HDRLoader.js";var $=new i.Vector3(0,0,1),z=(e,r,t,n)=>{switch(e){case"mm":return r;case"cm":return t;default:return n}},j=function(e,r){let t=oe(r||{}),n=ae(t),o=de(t,e),s=he(e,t),a=ue(o,e,t);ce(n,t),le(n,t),t.floor?.enabled&&fe(n,t);let l=t.events.enableEventHandlers!==!1?me(e,n,o,a,t):{dispose:()=>{},fitToView:()=>{},clearSelection:()=>{}},c=e.parentElement,g=()=>c?{width:c.clientWidth,height:c.clientHeight}:{width:window.innerWidth,height:window.innerHeight},{animate:u,dispose:d}=ie(s,n,o,a,g,t.events.onFrame);u();let m=t.environment?.sceneUp||$;return n.up.set(m.x,m.y,m.z),{scene:n,camera:o,controls:a,renderer:s,dispose:()=>{d(),l.dispose(),a.dispose(),s.dispose(),n.traverse(h=>{h instanceof i.Mesh&&(h.geometry?.dispose(),Array.isArray(h.material)?h.material.forEach(x=>x.dispose()):h.material?.dispose())})},fitToView:l.fitToView,clearSelection:l.clearSelection}};function oe(e){let r=e.sceneScale||"m",n={mm:{cameraDistance:20,near:.1,far:2e3,floorSize:100,lightDistance:10,lightHeight:20,minDistance:.1,shadowSize:100,scaleFactor:1e3},cm:{cameraDistance:20,near:.1,far:2e3,floorSize:100,lightDistance:25,lightHeight:50,minDistance:.1,shadowSize:100,scaleFactor:100},m:{cameraDistance:10,near:.01,far:2e3,floorSize:50,lightDistance:25,lightHeight:50,minDistance:.001,shadowSize:100,scaleFactor:1},inches:{cameraDistance:15,near:.1,far:2e3,floorSize:80,lightDistance:20,lightHeight:40,minDistance:.1,shadowSize:80,scaleFactor:39.37},feet:{cameraDistance:8,near:.1,far:2e3,floorSize:40,lightDistance:15,lightHeight:30,minDistance:.1,shadowSize:60,scaleFactor:3.28084}}[r];return{sceneScale:r,camera:{position:e.camera?.position||new i.Vector3(-n.cameraDistance,n.cameraDistance,n.cameraDistance),fov:e.camera?.fov||20,near:e.camera?.near||n.near,far:e.camera?.far||n.far,target:e.camera?.target||new i.Vector3(0,0,0)},lighting:{enableSunlight:e.lighting?.enableSunlight??!0,sunlightIntensity:e.lighting?.sunlightIntensity||1,sunlightPosition:e.lighting?.sunlightPosition||new i.Vector3(n.lightDistance,n.lightHeight,n.lightDistance),ambientLightColor:e.lighting?.ambientLightColor||new i.Color(4210752),ambientLightIntensity:e.lighting?.ambientLightIntensity||1,sunlightColor:e.lighting?.sunlightColor||16777215},environment:{hdrPath:e.environment?.hdrPath||"/baseHDR.hdr",backgroundColor:e.environment?.backgroundColor||new i.Color(15790320),enableEnvironmentLighting:e.environment?.enableEnvironmentLighting??!0,sceneUp:e.environment?.sceneUp||$,showEnvironment:e.environment?.showEnvironment??!1},floor:{enabled:e.floor?.enabled??!1,size:e.floor?.size||n.floorSize,color:e.floor?.color||new i.Color(8421504),roughness:e.floor?.roughness||.7,metalness:e.floor?.metalness||0,receiveShadow:e.floor?.receiveShadow??!0},render:{enableShadows:e.render?.enableShadows??!0,shadowMapSize:e.render?.shadowMapSize||2048,antialias:e.render?.antialias??!0,pixelRatio:e.render?.pixelRatio||Math.min(window.devicePixelRatio,2),toneMapping:e.render?.toneMapping||i.NeutralToneMapping,toneMappingExposure:e.render?.toneMappingExposure||1,preserveDrawingBuffer:e.render?.preserveDrawingBuffer??!1},controls:{enableDamping:e.controls?.enableDamping??!1,dampingFactor:e.controls?.dampingFactor||.05,autoRotate:e.controls?.autoRotate??!1,autoRotateSpeed:e.controls?.autoRotateSpeed||.5,enableZoom:e.controls?.enableZoom??!0,enablePan:e.controls?.enablePan??!0,minDistance:e.controls?.minDistance||n.minDistance,maxDistance:e.controls?.maxDistance||1/0},events:{onBackgroundClicked:e.events?.onBackgroundClicked,onObjectSelected:e.events?.onObjectSelected,onMeshMetadataClicked:e.events?.onMeshMetadataClicked,onMeshDoubleClicked:e.events?.onMeshDoubleClicked,selectionColor:e.events?.selectionColor||"#ff0000",enableEventHandlers:e.events?.enableEventHandlers??!0,enableKeyboardControls:e.events?.enableKeyboardControls??!0,enableClickToFocus:e.events?.enableClickToFocus??!0,enableDoubleClickZoom:e.events?.enableDoubleClickZoom??!0,onReady:e.events?.onReady,onFrame:e.events?.onFrame}}}function ae(e){let r=new i.Scene,t=typeof e.environment.backgroundColor=="string"?new i.Color(e.environment.backgroundColor):e.environment.backgroundColor;return r.background=t||null,r}function se(e,r,t,n,o=200){let s=e.position.clone(),a=r.target.clone(),l=performance.now(),c=u=>1-Math.pow(1-u,3),g=()=>{let u=performance.now()-l,d=c(Math.min(u/o,1));e.position.lerpVectors(s,t,d),r.target.lerpVectors(a,n,d),r.update(),d<1&&requestAnimationFrame(g)};requestAnimationFrame(g)}function ie(e,r,t,n,o,s){let a=null,l=performance.now(),c=()=>{let{width:d,height:m}=o();if(d===0||m===0)return;let y=Math.min(window.devicePixelRatio,2),h=Math.round(d*y),x=Math.round(m*y);(e.domElement.width!==h||e.domElement.height!==x)&&(e.setPixelRatio(y),e.setSize(d,m,!1),t.aspect=d/m,t.updateProjectionMatrix())},g=function(){a=requestAnimationFrame(g);let d=performance.now(),m=(d-l)/1e3;l=d,c(),(n.enableDamping||n.autoRotate)&&n.update(),s?.(m),e.render(r,t)};return{animate:g,dispose:()=>{a!==null&&(cancelAnimationFrame(a),a=null)}}}function ce(e,r){r.environment.enableEnvironmentLighting?new re().load(r.environment.hdrPath||"/baseHDR.hdr",function(t){t.mapping=i.EquirectangularReflectionMapping,e.environment=t,r.environment.showEnvironment&&(e.background=t),r.events.onReady?.()},void 0,function(t){p().warn("HDR texture could not be loaded, falling back to basic lighting:",t),r.events.onReady?.()}):r.events.onReady?.()}function le(e,r){let t=new i.AmbientLight(r.lighting.ambientLightColor,r.lighting.ambientLightIntensity);if(e.add(t),r.lighting.enableSunlight){let n=new i.DirectionalLight(r.lighting.sunlightColor??16777215,r.lighting.sunlightIntensity),o=r.lighting.sunlightPosition;if(o&&n.position.set(o.x,o.y,o.z),r.render.enableShadows){n.castShadow=!0;let s=z(r.sceneScale,.1,10,100);n.shadow.camera.left=-s,n.shadow.camera.right=s,n.shadow.camera.top=s,n.shadow.camera.bottom=-s;let a=z(r.sceneScale,.001,.1,.5),l=z(r.sceneScale,1,100,500);n.shadow.camera.near=a,n.shadow.camera.far=l,n.shadow.mapSize.width=r.render.shadowMapSize||2048,n.shadow.mapSize.height=r.render.shadowMapSize||2048,n.shadow.bias=-1e-4,n.shadow.normalBias=.02}e.add(n)}}function fe(e,r){let t=r.floor.size,n=new i.PlaneGeometry(t,t),o=typeof r.floor.color=="string"?new i.Color(r.floor.color):r.floor.color,s=new i.MeshStandardMaterial({color:o,roughness:r.floor.roughness,metalness:r.floor.metalness,side:i.DoubleSide}),a=new i.Mesh(n,s);a.userData.id="floor",a.name="floor",a.rotation.x=-Math.PI/2,a.position.y=0,r.floor.receiveShadow&&r.render.enableShadows&&(a.receiveShadow=!0),e.add(a)}function de(e,r){let t=r.parentElement,n=t?t.clientWidth:window.innerWidth,o=t?t.clientHeight:window.innerHeight,s=new i.PerspectiveCamera(e.camera.fov,n/o,e.camera.near,e.camera.far),a=e.camera.position;return a&&s.position.set(a.x,a.y,a.z),s}function he(e,r){let t=new i.WebGLRenderer({antialias:r.render.antialias,canvas:e,alpha:!0,powerPreference:"high-performance",preserveDrawingBuffer:r.render.preserveDrawingBuffer,logarithmicDepthBuffer:!0}),n=e.parentElement,o=n?n.clientWidth:window.innerWidth,s=n?n.clientHeight:window.innerHeight;return n&&(e.style.width="100%",e.style.height="100%",e.style.display="block"),t.setSize(o,s,!1),t.setPixelRatio(r.render.pixelRatio||Math.min(window.devicePixelRatio,2)),r.render.enableShadows&&(t.shadowMap.enabled=!0,t.shadowMap.type=i.VSMShadowMap),t.toneMapping=r.render.toneMapping,t.toneMappingExposure=r.render.toneMappingExposure||1,t.outputColorSpace=i.SRGBColorSpace,t.sortObjects=!0,t}function me(e,r,t,n,o){let s=new Set,a=new Map,l=new i.Raycaster,c=new i.Vector2,g=new i.Vector2,u=f=>{let R=f;for(;R;){if(!R.visible)return!1;R=R.parent}return!0},d=()=>{let f=new i.Box3;if(r.traverse(D=>{D.visible&&D.userData.id!=="floor"&&D instanceof i.Mesh&&f.expandByObject(D)}),f.isEmpty()){p().warn("No objects to fit to view");return}let R=f.getCenter(new i.Vector3),M=f.getSize(new i.Vector3),A=Math.max(M.x,M.y,M.z),T=t.fov*(Math.PI/180),C=A/(2*Math.tan(T/2));C*=1.5;let B=t.position.clone().sub(n.target).normalize();t.position.copy(R.clone().add(B.multiplyScalar(C))),n.target.copy(R),n.update()},m=typeof o.events.selectionColor=="string"?new i.Color(o.events.selectionColor):o.events.selectionColor instanceof i.Color?o.events.selectionColor:new i.Color("#ff0000"),y=()=>{s.forEach(f=>{f instanceof i.Mesh&&a.has(f)&&(f.material=a.get(f),a.delete(f))}),s.clear()},h=f=>{g.set(f.clientX,f.clientY)},x=f=>{let R=new i.Vector2(f.clientX,f.clientY);if(g.distanceTo(R)>5)return;let M=e.getBoundingClientRect();c.x=(f.clientX-M.left)/M.width*2-1,c.y=-((f.clientY-M.top)/M.height)*2+1,l.setFromCamera(c,t);let A=l.intersectObjects(r.children,!0).filter(T=>u(T.object));if(A.length>0){let T=A[0].object;if(!s.has(T)){if(y(),s.add(T),T instanceof i.Mesh&&T.material instanceof i.Material){a.set(T,T.material);let C=T.material.clone();C.emissive=m.clone(),T.material=C}o.events?.onObjectSelected?.(T),T instanceof i.Mesh&&Object.keys(T.userData).length>0&&o.events?.onMeshMetadataClicked?.(T.userData)}}else y(),o.events?.onBackgroundClicked?.({x:c.x,y:c.y})},L=f=>{let R=e.getBoundingClientRect();c.x=(f.clientX-R.left)/R.width*2-1,c.y=-((f.clientY-R.top)/R.height)*2+1,l.setFromCamera(c,t);let M=l.intersectObjects(r.children,!0).filter(ee=>u(ee.object));if(M.length===0)return;let A=M[0].object;if(o.events?.onMeshDoubleClicked?.(A),!o.events?.enableDoubleClickZoom)return;let T=new i.Box3().setFromObject(A);if(T.isEmpty())return;let C=T.getCenter(new i.Vector3),B=T.getSize(new i.Vector3),D=Math.max(B.x,B.y,B.z),K=t.fov*(Math.PI/180),X=D/(2*Math.tan(K/2))*1.5,J=t.position.clone().sub(n.target).normalize(),Q=C.clone().add(J.multiplyScalar(X));se(t,n,Q,C)},I=f=>{if(o.events?.enableKeyboardControls)switch(f.key.toLowerCase()){case"f":f.preventDefault(),d();break;case"escape":f.preventDefault(),y();break;case" ":f.preventDefault(),d();break}};return o.events?.enableClickToFocus&&(e.addEventListener("mousedown",h),e.addEventListener("click",x),e.addEventListener("dblclick",L)),o.events?.enableKeyboardControls&&(e.setAttribute("tabindex","0"),e.addEventListener("keydown",I)),{dispose:()=>{e.removeEventListener("mousedown",h),e.removeEventListener("click",x),e.removeEventListener("dblclick",L),e.removeEventListener("keydown",I),y()},fitToView:d,clearSelection:y}}function ue(e,r,t){let n=new ne(e,r),o=t.camera.target;return o&&n.target.set(o.x,o.y,o.z),n.enableDamping=t.controls.enableDamping||!1,n.dampingFactor=t.controls.dampingFactor||.05,n.autoRotate=t.controls.autoRotate||!1,n.autoRotateSpeed=t.controls.autoRotateSpeed||.5,n.enableZoom=t.controls.enableZoom??!0,n.enablePan=t.controls.enablePan??!0,n.minDistance=t.controls.minDistance||.001,n.maxDistance=t.controls.maxDistance||1/0,n.screenSpacePanning=!1,n.maxPolarAngle=Math.PI,n.update(),n}import*as w from"three";var v={HUGE_THRESHOLD:1e4,LARGE_THRESHOLD:1e3,SCALE_RATIO_THRESHOLD:100,NEAR_PLANE_FACTOR:{TINY:1e-4,SMALL:.001,NORMAL:.01},FAR_PLANE_FACTOR:{HUGE:100,LARGE:50,NORMAL:20},INITIAL_DISTANCE_MULTIPLIER:4};function q(e,r,t,n,o){if(Ee(e),r.length===0)return;r.forEach(u=>{e.add(u)});let s=F(r),a=s.getCenter(new w.Vector3),l=s.getSize(new w.Vector3),c=Math.max(l.x,l.y,l.z);if(c/Math.min(l.x||1,l.y||1,l.z||1)>v.SCALE_RATIO_THRESHOLD||c>v.HUGE_THRESHOLD?(t.near=c*v.NEAR_PLANE_FACTOR.TINY,t.far=c*v.FAR_PLANE_FACTOR.HUGE):c>v.LARGE_THRESHOLD?(t.near=c*v.NEAR_PLANE_FACTOR.SMALL,t.far=c*v.FAR_PLANE_FACTOR.LARGE):(t.near=Math.max(.01,c*v.NEAR_PLANE_FACTOR.NORMAL),t.far=Math.max(2e3,c*v.FAR_PLANE_FACTOR.NORMAL)),t.updateProjectionMatrix(),o)n.minDistance=t.near*2,n.maxDistance=t.far*.9;else{let u=c*v.INITIAL_DISTANCE_MULTIPLIER;t.position.set(a.x+u*.8,a.y+u,a.z+u*1.2),n.target.copy(a),n.minDistance=t.near*2,n.maxDistance=t.far*.9,n.update()}}function _(e){if(!e||typeof e!="string")return p().warn(`Invalid color input: ${e}, using white`),new w.Color(16777215);let r=e.trim();if(/^#?[0-9A-Fa-f]{6}$/.test(r))try{let t=r.startsWith("#")?r:`#${r}`;return new w.Color(t)}catch{return p().warn(`Invalid hex color: ${e}, using white`),new w.Color(16777215)}if(r.includes(",")){let t=r.split(",").map(n=>parseInt(n.trim(),10));if(t.length===3&&t.every(n=>!isNaN(n)&&n>=0&&n<=255))return new w.Color(t[0]/255,t[1]/255,t[2]/255)}try{return new w.Color(r.toLowerCase())}catch{return p().warn(`Invalid color string: ${e}, using white`),new w.Color(16777215)}}function V(e,r){e.forEach(t=>{t.position.y-=r})}function F(e){let r=new w.Box3;return e.length===0||e.forEach(t=>{t.updateMatrixWorld(!0);let n=new w.Box3().setFromObject(t);r.union(n)}),r}function Ee(e){[...e.children].forEach(t=>{t.userData.id!=="floor"&&(t.traverse(n=>{if(!(n instanceof w.Mesh))return;n.geometry?.dispose(),(Array.isArray(n.material)?n.material:[n.material]).forEach(s=>{for(let a of Object.values(s))a instanceof w.Texture&&a.dispose();s.dispose()})}),t.removeFromParent())})}var N={};te(N,{CONCRETE_MATERIAL:()=>Re,EMISSIVE_MATERIAL:()=>pe,GLASS_MATERIAL:()=>ye,METAL_MATERIAL:()=>ge,PLASTIC_MATERIAL:()=>Te,RUBBER_MATERIAL:()=>we,WOOD_MATERIAL:()=>be});import*as E from"three";var pe=new E.MeshPhysicalMaterial({color:0,emissive:new E.Color(16777215),emissiveIntensity:5,metalness:0,roughness:.2,clearcoat:.3,clearcoatRoughness:.2,depthWrite:!0,depthTest:!0,transparent:!1,alphaTest:0,polygonOffset:!0,side:E.FrontSide,dithering:!0}),ge=new E.MeshPhysicalMaterial({color:new E.Color(0),metalness:.9,roughness:.3,envMapIntensity:1.2,clearcoat:.3,clearcoatRoughness:.2,reflectivity:1,ior:2.5,thickness:1,depthWrite:!0,transparent:!1,alphaTest:0,depthTest:!0,polygonOffset:!0,side:E.FrontSide,dithering:!0}),Re=new E.MeshPhysicalMaterial({color:new E.Color(13421772),metalness:0,roughness:.92,envMapIntensity:.15,clearcoat:.05,clearcoatRoughness:.9,reflectivity:.15,transmission:0,ior:1.45,thickness:0,depthWrite:!0,transparent:!1,alphaTest:.5,depthTest:!0,polygonOffset:!0,side:E.FrontSide,dithering:!0}),Te=new E.MeshPhysicalMaterial({color:new E.Color(16777215),metalness:0,roughness:.3,envMapIntensity:.5,clearcoat:.5,clearcoatRoughness:.1,reflectivity:.5,ior:1.4,transmission:0,transparent:!1,depthWrite:!0,side:E.FrontSide,dithering:!0,polygonOffset:!0,polygonOffsetFactor:1,polygonOffsetUnits:1}),ye=new E.MeshPhysicalMaterial({color:new E.Color(16777215),metalness:0,roughness:0,transmission:.95,transparent:!0,opacity:.3,envMapIntensity:1,clearcoat:1,clearcoatRoughness:0,ior:1.52,reflectivity:.9,thickness:1,side:E.DoubleSide,polygonOffset:!0,polygonOffsetFactor:1,polygonOffsetUnits:1}),we=new E.MeshPhysicalMaterial({color:new E.Color(1710618),metalness:0,roughness:.9,envMapIntensity:.2,clearcoat:.1,clearcoatRoughness:.8,reflectivity:.2,ior:1.3,transmission:0,depthWrite:!0,side:E.FrontSide,polygonOffset:!0,polygonOffsetFactor:1,polygonOffsetUnits:1}),be=new E.MeshPhysicalMaterial({color:new E.Color(8934707),metalness:0,roughness:.7,envMapIntensity:.3,clearcoat:.3,clearcoatRoughness:.4,reflectivity:.3,ior:1.3,transmission:0,depthWrite:!0,side:E.FrontSide,dithering:!0,polygonOffset:!0,polygonOffsetFactor:1,polygonOffsetUnits:1});import*as b from"three";import*as P from"fflate";var Me=typeof globalThis<"u"&&typeof globalThis.window<"u"&&typeof globalThis.document<"u";async function Y(e,r=!1){let t=W(e),n;try{n=Me?await new Promise((o,s)=>{P.gunzip(t,(a,l)=>{a?s(a):o(l)})}):P.gunzipSync(t)}catch(o){throw new H(`Failed to decompress batched data: ${o instanceof Error?o.message:String(o)}`,O.VALIDATION_ERROR,{context:{base64StringLength:e.length},originalError:o instanceof Error?o:new Error(String(o))})}try{return xe(n,r)}catch(o){throw new H(o instanceof H?o.message:`Failed to parse decompressed batched data: ${o instanceof Error?o.message:String(o)}`,o instanceof H?o.code:O.VALIDATION_ERROR,{context:{base64StringLength:e.length},originalError:o instanceof Error?o:new 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${g.toFixed(2)}ms`),p().debug(` Total: ${f.toFixed(2)}ms`)}return S}catch(u){return p().error("Error parsing mesh batch object:",u),[]}}function He(e){let r=_(e.color);return new b.MeshPhysicalMaterial({color:r,metalness:e.metalness,roughness:e.roughness,opacity:e.opacity,transparent:e.transparent,side:b.DoubleSide,polygonOffset:!0,polygonOffsetFactor:.5,polygonOffsetUnits:.5,depthWrite:!0,depthTest:!0})}function ve(e,r,t,n){let o=new b.BufferGeometry,s=0,a=0;for(let h of e.meshes)s+=h.vertexCount,a+=h.faceCount;let l=new Float32Array(s),c=new Uint32Array(a),g=0,u=0;for(let h of e.meshes){l.set(r.subarray(h.vertexOffset,h.vertexOffset+h.vertexCount),g);let x=t.subarray(h.faceOffset,h.faceOffset+h.faceCount),L=Math.floor(h.vertexOffset/3),S=Math.floor(g/3)-L;for(let f=0;f<x.length;f++)c[u+f]=x[f]+S;g+=h.vertexCount,u+=h.faceCount}o.setAttribute("position",new b.BufferAttribute(l,3)),o.setIndex(new b.BufferAttribute(c,1)),o.computeVertexNormals();let d=new b.Mesh(o,n[e.materialId]),m=e.meshes[0],y=e.meshes.map(h=>h.name).filter(h=>h&&h.length>0);return d.name=y.length>0?y[0]:`merged_material_${e.materialId}`,d.castShadow=!0,d.receiveShadow=!0,d.userData={name:d.name,layer:m?.layer??"",originalIndex:m?.originalIndex??0,metadata:m?.metadata??{},mergedFrom:e.meshes.slice(1).map(h=>({name:h.name,layer:h.layer,originalIndex:h.originalIndex}))},d}function Ce(e,r,t,n){let o=[];for(let s of e.meshes){let a=new b.BufferGeometry,l=r.subarray(s.vertexOffset,s.vertexOffset+s.vertexCount),c=t.subarray(s.faceOffset,s.faceOffset+s.faceCount),g=Math.floor(s.vertexOffset/3),u=new Uint32Array(c.length);for(let m=0;m<c.length;m++)u[m]=c[m]-g;a.setAttribute("position",new b.BufferAttribute(l,3)),a.setIndex(new b.BufferAttribute(u,1)),a.computeVertexNormals();let d=new b.Mesh(a,n[e.materialId]);d.name=s.name,d.userData={name:s.name,layer:s.layer??"",originalIndex:s.originalIndex,metadata:s.metadata??{}},d.castShadow=!0,d.receiveShadow=!0,o.push(d)}return o}var G={Millimeters:1/1e3,Centimeters:1/100,Meters:1,Inches:1/39.37,Feet:1/3.28084},Oe="Display";async function Z(e,r){let t=performance.now(),n=[],{allowScaling:o=!0,allowAutoPosition:s=!0,debug:a=!1,parsing:l={}}=r??{};try{let c=o?Se(e.modelunits):1;return await Ae(e,n,c,l,a),s&&Ie(n),n}catch(c){throw De(c,n),c}finally{a&&Fe(t)}}function Se(e){return G[e]??1}async function Ae(e,r,t,n,o){for(let s of e.values){let a=s.InnerTree;for(let l in a){let c=a[l];c&&await Le(c,r,t,n,o)}}}async function Le(e,r,t,n,o){for(let s of e)if(s.type.includes(Oe)){let a={mergeByMaterial:!0,applyTransforms:!0,debug:!1,...n},l=await k(s.data,a);if(t!==1)for(let c of l)c.scale.set(t,t,t);r.push(...l),o&&p().debug(`Extracted ${l.length} meshes from batch`)}}function Ie(e){if(e.length===0)return;let t=F(e).min.y;V(e,t)}function De(e,r){p().error("An unexpected error occurred:",e),Be(r)}function Be(e){for(let r of e)r.geometry&&r.geometry.dispose(),r.material&&(Array.isArray(r.material)?r.material.forEach(t=>t.dispose()):r.material.dispose())}function Fe(e){let r=performance.now()-e;p().info("Time to process meshes:",`${r.toFixed(2)}ms`)}export{N as Materials,G as SCALE_FACTORS,Z as getThreeMeshesFromComputeResponse,j as initThree,U as parseMeshBatchObject,q as updateScene};
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import{a as e,b as o,f as i}from"./chunk-DADFXYBV.js";import"./chunk-RHULSS7S.js";export{i as Materials,e as initThree,o as updateScene};
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{"version":3,"sources":["../src/features/visualization/threejs/three-initializer.ts","../src/features/visualization/threejs/three-helpers.ts","../src/features/visualization/threejs/three-materials.ts","../src/features/visualization/webdisplay/batch-parser.ts","../src/features/visualization/webdisplay/mesh-compression.ts","../src/features/visualization/webdisplay/webdisplay-parser.ts"],"sourcesContent":["import * as THREE from 'three';\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';\nimport { HDRLoader } from 'three/addons/loaders/HDRLoader.js';\n\nimport { getLogger } from '@/core';\nimport { ThreeInitializerOptions } from '../types';\n\nconst defaultUp = new THREE.Vector3(0, 0, 1);\n\n// Returns scale-specific values for mm, cm, and m scales\nconst getScaleValue = (scale: string, mmVal: number, cmVal: number, mVal: number): number => {\n\tswitch (scale) {\n\t\tcase 'mm':\n\t\t\treturn mmVal;\n\t\tcase 'cm':\n\t\t\treturn cmVal;\n\t\tdefault:\n\t\t\treturn mVal;\n\t}\n};\n\n/**\n * Initializes a Three.js environment with scene, camera, renderer, and event handling.\n */\nexport const initThree = function (\n\tcanvas: HTMLCanvasElement,\n\toptions?: ThreeInitializerOptions\n): {\n\tscene: THREE.Scene;\n\tcamera: THREE.PerspectiveCamera;\n\tcontrols: OrbitControls;\n\trenderer: THREE.WebGLRenderer;\n\tdispose: () => void;\n\tfitToView: () => void;\n\tclearSelection: () => void;\n} {\n\tconst config = applyDefaults(options || {});\n\n\tconst scene = createScene(config);\n\tconst camera = createCamera(config, canvas);\n\tconst renderer = setupRenderer(canvas, config);\n\tconst controls = setupControls(camera, canvas, config);\n\n\tsetupEnvironment(scene, config);\n\tsetupLighting(scene, config);\n\n\tif (config.floor?.enabled) {\n\t\taddFloor(scene, config);\n\t}\n\n\tconst eventHandlers =\n\t\tconfig.events.enableEventHandlers !== false\n\t\t\t? setupEventHandlers(canvas, scene, camera, controls, config)\n\t\t\t: { dispose: () => {}, fitToView: () => {}, clearSelection: () => {} };\n\n\tconst parent = canvas.parentElement;\n\tconst getCanvasSize = () =>\n\t\tparent\n\t\t\t? { width: parent.clientWidth, height: parent.clientHeight }\n\t\t\t: { width: window.innerWidth, height: window.innerHeight };\n\n\t// Resize checked every frame so buffer resize and render happen in the same frame,\n\t// preventing visible blank frames on resize\n\tconst { animate, dispose: disposeAnimation } = createAnimationLoop(\n\t\trenderer,\n\t\tscene,\n\t\tcamera,\n\t\tcontrols,\n\t\tgetCanvasSize,\n\t\tconfig.events.onFrame\n\t);\n\tanimate();\n\n\tconst sceneUp = config.environment?.sceneUp || defaultUp;\n\tscene.up.set(sceneUp.x, sceneUp.y, sceneUp.z);\n\n\tconst dispose = () => {\n\t\tdisposeAnimation();\n\t\teventHandlers.dispose();\n\t\tcontrols.dispose();\n\t\trenderer.dispose();\n\n\t\tscene.traverse((object) => {\n\t\t\tif (object instanceof THREE.Mesh) {\n\t\t\t\tobject.geometry?.dispose();\n\t\t\t\tif (Array.isArray(object.material)) {\n\t\t\t\t\tobject.material.forEach((material) => material.dispose());\n\t\t\t\t} else {\n\t\t\t\t\tobject.material?.dispose();\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t};\n\n\treturn {\n\t\tscene,\n\t\tcamera,\n\t\tcontrols,\n\t\trenderer,\n\t\tdispose,\n\t\tfitToView: eventHandlers.fitToView,\n\t\tclearSelection: eventHandlers.clearSelection\n\t};\n};\n\nfunction applyDefaults(options: ThreeInitializerOptions): Required<ThreeInitializerOptions> {\n\tconst scale = options.sceneScale || 'm';\n\n\t// All Rhino geometry is normalized to METERS (1 unit = 1 meter), sceneScale just changes the viewing perspective\n\tconst scaleDefaults = {\n\t\tmm: {\n\t\t\tcameraDistance: 20,\n\t\t\tnear: 0.1,\n\t\t\tfar: 2000,\n\t\t\tfloorSize: 100,\n\t\t\tlightDistance: 10,\n\t\t\tlightHeight: 20,\n\t\t\tminDistance: 0.1,\n\t\t\tshadowSize: 100,\n\t\t\tscaleFactor: 1000\n\t\t},\n\t\tcm: {\n\t\t\tcameraDistance: 20,\n\t\t\tnear: 0.1,\n\t\t\tfar: 2000,\n\t\t\tfloorSize: 100,\n\t\t\tlightDistance: 25,\n\t\t\tlightHeight: 50,\n\t\t\tminDistance: 0.1,\n\t\t\tshadowSize: 100,\n\t\t\tscaleFactor: 100\n\t\t},\n\t\tm: {\n\t\t\tcameraDistance: 10,\n\t\t\tnear: 0.01,\n\t\t\tfar: 2000,\n\t\t\tfloorSize: 50,\n\t\t\tlightDistance: 25,\n\t\t\tlightHeight: 50,\n\t\t\tminDistance: 0.001,\n\t\t\tshadowSize: 100,\n\t\t\tscaleFactor: 1\n\t\t},\n\t\tinches: {\n\t\t\tcameraDistance: 15,\n\t\t\tnear: 0.1,\n\t\t\tfar: 2000,\n\t\t\tfloorSize: 80,\n\t\t\tlightDistance: 20,\n\t\t\tlightHeight: 40,\n\t\t\tminDistance: 0.1,\n\t\t\tshadowSize: 80,\n\t\t\tscaleFactor: 39.37\n\t\t},\n\t\tfeet: {\n\t\t\tcameraDistance: 8,\n\t\t\tnear: 0.1,\n\t\t\tfar: 2000,\n\t\t\tfloorSize: 40,\n\t\t\tlightDistance: 15,\n\t\t\tlightHeight: 30,\n\t\t\tminDistance: 0.1,\n\t\t\tshadowSize: 60,\n\t\t\tscaleFactor: 3.28084\n\t\t}\n\t};\n\n\tconst defaults = scaleDefaults[scale];\n\n\treturn {\n\t\tsceneScale: scale,\n\t\tcamera: {\n\t\t\tposition:\n\t\t\t\toptions.camera?.position ||\n\t\t\t\tnew THREE.Vector3(\n\t\t\t\t\t-defaults.cameraDistance,\n\t\t\t\t\tdefaults.cameraDistance,\n\t\t\t\t\tdefaults.cameraDistance\n\t\t\t\t),\n\t\t\tfov: options.camera?.fov || 20,\n\t\t\tnear: options.camera?.near || defaults.near,\n\t\t\tfar: options.camera?.far || defaults.far,\n\t\t\ttarget: options.camera?.target || new THREE.Vector3(0, 0, 0)\n\t\t},\n\t\tlighting: {\n\t\t\tenableSunlight: options.lighting?.enableSunlight ?? true,\n\t\t\tsunlightIntensity: options.lighting?.sunlightIntensity || 1,\n\t\t\tsunlightPosition:\n\t\t\t\toptions.lighting?.sunlightPosition ||\n\t\t\t\tnew THREE.Vector3(defaults.lightDistance, defaults.lightHeight, defaults.lightDistance),\n\t\t\tambientLightColor: options.lighting?.ambientLightColor || new THREE.Color(0x404040),\n\t\t\tambientLightIntensity: options.lighting?.ambientLightIntensity || 1,\n\t\t\tsunlightColor: options.lighting?.sunlightColor || 0xffffff // Default to white sunlight\n\t\t},\n\t\tenvironment: {\n\t\t\thdrPath: options.environment?.hdrPath || '/baseHDR.hdr',\n\t\t\tbackgroundColor: options.environment?.backgroundColor || new THREE.Color(0xf0f0f0),\n\t\t\tenableEnvironmentLighting: options.environment?.enableEnvironmentLighting ?? true,\n\t\t\tsceneUp: options.environment?.sceneUp || defaultUp,\n\t\t\tshowEnvironment: options.environment?.showEnvironment ?? false\n\t\t},\n\t\tfloor: {\n\t\t\tenabled: options.floor?.enabled ?? false,\n\t\t\tsize: options.floor?.size || defaults.floorSize,\n\t\t\tcolor: options.floor?.color || new THREE.Color(0x808080),\n\t\t\troughness: options.floor?.roughness || 0.7,\n\t\t\tmetalness: options.floor?.metalness || 0.0,\n\t\t\treceiveShadow: options.floor?.receiveShadow ?? true\n\t\t},\n\t\trender: {\n\t\t\tenableShadows: options.render?.enableShadows ?? true,\n\t\t\tshadowMapSize: options.render?.shadowMapSize || 2048,\n\t\t\tantialias: options.render?.antialias ?? true,\n\t\t\tpixelRatio: options.render?.pixelRatio || Math.min(window.devicePixelRatio, 2),\n\t\t\ttoneMapping: options.render?.toneMapping || THREE.NeutralToneMapping,\n\t\t\ttoneMappingExposure: options.render?.toneMappingExposure || 1,\n\t\t\tpreserveDrawingBuffer: options.render?.preserveDrawingBuffer ?? false\n\t\t},\n\t\tcontrols: {\n\t\t\tenableDamping: options.controls?.enableDamping ?? false,\n\t\t\tdampingFactor: options.controls?.dampingFactor || 0.05,\n\t\t\tautoRotate: options.controls?.autoRotate ?? false,\n\t\t\tautoRotateSpeed: options.controls?.autoRotateSpeed || 0.5,\n\t\t\tenableZoom: options.controls?.enableZoom ?? true,\n\t\t\tenablePan: options.controls?.enablePan ?? true,\n\t\t\tminDistance: options.controls?.minDistance || defaults.minDistance,\n\t\t\tmaxDistance: options.controls?.maxDistance || Infinity\n\t\t},\n\t\tevents: {\n\t\t\tonBackgroundClicked: options.events?.onBackgroundClicked,\n\t\t\tonObjectSelected: options.events?.onObjectSelected,\n\t\t\tonMeshMetadataClicked: options.events?.onMeshMetadataClicked,\n\t\t\tonMeshDoubleClicked: options.events?.onMeshDoubleClicked,\n\t\t\tselectionColor: options.events?.selectionColor || '#ff0000', // Default to red\n\t\t\tenableEventHandlers: options.events?.enableEventHandlers ?? true,\n\t\t\tenableKeyboardControls: options.events?.enableKeyboardControls ?? true,\n\t\t\tenableClickToFocus: options.events?.enableClickToFocus ?? true,\n\t\t\tenableDoubleClickZoom: options.events?.enableDoubleClickZoom ?? true,\n\t\t\tonReady: options.events?.onReady,\n\t\t\tonFrame: options.events?.onFrame\n\t\t}\n\t};\n}\n\nfunction createScene(config: Required<ThreeInitializerOptions>): THREE.Scene {\n\tconst scene = new THREE.Scene();\n\n\tconst bgColor =\n\t\ttypeof config.environment.backgroundColor === 'string'\n\t\t\t? new THREE.Color(config.environment.backgroundColor)\n\t\t\t: config.environment.backgroundColor;\n\tscene.background = bgColor || null;\n\n\treturn scene;\n}\n\nfunction animateCameraTo(\n\tcamera: THREE.PerspectiveCamera,\n\tcontrols: OrbitControls,\n\ttoPosition: THREE.Vector3,\n\ttoTarget: THREE.Vector3,\n\tdurationMs = 200\n): void {\n\tconst fromPosition = camera.position.clone();\n\tconst fromTarget = controls.target.clone();\n\tconst startTime = performance.now();\n\n\tconst easeOut = (t: number) => 1 - Math.pow(1 - t, 3);\n\n\tconst tick = () => {\n\t\tconst elapsed = performance.now() - startTime;\n\t\tconst t = easeOut(Math.min(elapsed / durationMs, 1));\n\n\t\tcamera.position.lerpVectors(fromPosition, toPosition, t);\n\t\tcontrols.target.lerpVectors(fromTarget, toTarget, t);\n\t\tcontrols.update();\n\n\t\tif (t < 1) requestAnimationFrame(tick);\n\t};\n\n\trequestAnimationFrame(tick);\n}\n\n// Resize applied before render so buffer clear and draw happen in the same frame,\n// preventing visible blank frames when the canvas is resized\nfunction createAnimationLoop(\n\trenderer: THREE.WebGLRenderer,\n\tscene: THREE.Scene,\n\tcamera: THREE.PerspectiveCamera,\n\tcontrols: OrbitControls,\n\tgetCanvasSize: () => { width: number; height: number },\n\tonFrame?: (delta: number) => void\n): { animate: () => void; dispose: () => void } {\n\tlet animationId: number | null = null;\n\tlet lastTime = performance.now();\n\n\tconst checkResize = () => {\n\t\tconst { width, height } = getCanvasSize();\n\t\tif (width === 0 || height === 0) return;\n\n\t\tconst pixelRatio = Math.min(window.devicePixelRatio, 2);\n\t\tconst newW = Math.round(width * pixelRatio);\n\t\tconst newH = Math.round(height * pixelRatio);\n\n\t\tif (renderer.domElement.width !== newW || renderer.domElement.height !== newH) {\n\t\t\trenderer.setPixelRatio(pixelRatio);\n\t\t\trenderer.setSize(width, height, false);\n\t\t\tcamera.aspect = width / height;\n\t\t\tcamera.updateProjectionMatrix();\n\t\t}\n\t};\n\n\tconst animate = function () {\n\t\tanimationId = requestAnimationFrame(animate);\n\n\t\tconst now = performance.now();\n\t\tconst delta = (now - lastTime) / 1000;\n\t\tlastTime = now;\n\n\t\tcheckResize();\n\n\t\tif (controls.enableDamping || controls.autoRotate) {\n\t\t\tcontrols.update();\n\t\t}\n\n\t\tonFrame?.(delta);\n\n\t\trenderer.render(scene, camera);\n\t};\n\n\tconst dispose = () => {\n\t\tif (animationId !== null) {\n\t\t\tcancelAnimationFrame(animationId);\n\t\t\tanimationId = null;\n\t\t}\n\t};\n\n\treturn { animate, dispose };\n}\n\nfunction setupEnvironment(scene: THREE.Scene, config: Required<ThreeInitializerOptions>) {\n\tif (config.environment.enableEnvironmentLighting) {\n\t\tnew HDRLoader().load(\n\t\t\tconfig.environment.hdrPath || '/baseHDR.hdr',\n\t\t\tfunction (envMap) {\n\t\t\t\tenvMap.mapping = THREE.EquirectangularReflectionMapping;\n\t\t\t\tscene.environment = envMap;\n\t\t\t\tif (config.environment.showEnvironment) {\n\t\t\t\t\tscene.background = envMap;\n\t\t\t\t}\n\t\t\t\tconfig.events.onReady?.();\n\t\t\t},\n\t\t\tundefined,\n\t\t\tfunction (error) {\n\t\t\t\tgetLogger().warn('HDR texture could not be loaded, falling back to basic lighting:', error);\n\t\t\t\tconfig.events.onReady?.();\n\t\t\t}\n\t\t);\n\t} else {\n\t\tconfig.events.onReady?.();\n\t}\n}\n\nfunction setupLighting(scene: THREE.Scene, config: Required<ThreeInitializerOptions>) {\n\tconst ambientLight = new THREE.AmbientLight(\n\t\tconfig.lighting.ambientLightColor,\n\t\tconfig.lighting.ambientLightIntensity\n\t);\n\tscene.add(ambientLight);\n\n\tif (config.lighting.enableSunlight) {\n\t\tconst sunlight = new THREE.DirectionalLight(\n\t\t\tconfig.lighting.sunlightColor ?? 0xffffff,\n\t\t\tconfig.lighting.sunlightIntensity\n\t\t);\n\t\tconst pos = config.lighting.sunlightPosition;\n\t\tif (pos) {\n\t\t\tsunlight.position.set(pos.x, pos.y, pos.z);\n\t\t}\n\n\t\tif (config.render.enableShadows) {\n\t\t\tsunlight.castShadow = true;\n\t\t\tconst shadowSize = getScaleValue(config.sceneScale, 0.1, 10, 100);\n\n\t\t\tsunlight.shadow.camera.left = -shadowSize;\n\t\t\tsunlight.shadow.camera.right = shadowSize;\n\t\t\tsunlight.shadow.camera.top = shadowSize;\n\t\t\tsunlight.shadow.camera.bottom = -shadowSize;\n\n\t\t\tconst shadowNear = getScaleValue(config.sceneScale, 0.001, 0.1, 0.5);\n\t\t\tconst shadowFar = getScaleValue(config.sceneScale, 1, 100, 500);\n\n\t\t\tsunlight.shadow.camera.near = shadowNear;\n\t\t\tsunlight.shadow.camera.far = shadowFar;\n\n\t\t\tsunlight.shadow.mapSize.width = config.render.shadowMapSize || 2048;\n\t\t\tsunlight.shadow.mapSize.height = config.render.shadowMapSize || 2048;\n\n\t\t\tsunlight.shadow.bias = -0.0001;\n\t\t\tsunlight.shadow.normalBias = 0.02;\n\t\t}\n\n\t\tscene.add(sunlight);\n\t}\n}\n\nfunction addFloor(scene: THREE.Scene, config: Required<ThreeInitializerOptions>) {\n\tconst floorSize = config.floor.size;\n\tconst floorGeometry = new THREE.PlaneGeometry(floorSize, floorSize);\n\n\tconst floorColor =\n\t\ttypeof config.floor.color === 'string'\n\t\t\t? new THREE.Color(config.floor.color)\n\t\t\t: config.floor.color;\n\n\tconst floorMaterial = new THREE.MeshStandardMaterial({\n\t\tcolor: floorColor,\n\t\troughness: config.floor.roughness,\n\t\tmetalness: config.floor.metalness,\n\t\tside: THREE.DoubleSide\n\t});\n\n\tconst floor = new THREE.Mesh(floorGeometry, floorMaterial);\n\tfloor.userData.id = 'floor';\n\tfloor.name = 'floor';\n\tfloor.rotation.x = -Math.PI / 2;\n\tfloor.position.y = 0;\n\n\tif (config.floor.receiveShadow && config.render.enableShadows) {\n\t\tfloor.receiveShadow = true;\n\t}\n\n\tscene.add(floor);\n}\n\nfunction createCamera(\n\tconfig: Required<ThreeInitializerOptions>,\n\tcanvas: HTMLCanvasElement\n): THREE.PerspectiveCamera {\n\tconst parent = canvas.parentElement;\n\tconst width = parent ? parent.clientWidth : window.innerWidth;\n\tconst height = parent ? parent.clientHeight : window.innerHeight;\n\n\tconst camera = new THREE.PerspectiveCamera(\n\t\tconfig.camera.fov,\n\t\twidth / height,\n\t\tconfig.camera.near,\n\t\tconfig.camera.far\n\t);\n\n\tconst pos = config.camera.position;\n\tif (pos) {\n\t\tcamera.position.set(pos.x, pos.y, pos.z);\n\t}\n\n\treturn camera;\n}\n\n// Logarithmic depth buffer improves depth precision for mixed scales (mm to km)\nfunction setupRenderer(\n\tcanvas: HTMLCanvasElement,\n\tconfig: Required<ThreeInitializerOptions>\n): THREE.WebGLRenderer {\n\tconst renderer = new THREE.WebGLRenderer({\n\t\tantialias: config.render.antialias,\n\t\tcanvas,\n\t\talpha: true,\n\t\tpowerPreference: 'high-performance',\n\t\tpreserveDrawingBuffer: config.render.preserveDrawingBuffer,\n\t\tlogarithmicDepthBuffer: true\n\t});\n\n\tconst parent = canvas.parentElement;\n\tconst width = parent ? parent.clientWidth : window.innerWidth;\n\tconst height = parent ? parent.clientHeight : window.innerHeight;\n\n\tif (parent) {\n\t\tcanvas.style.width = '100%';\n\t\tcanvas.style.height = '100%';\n\t\tcanvas.style.display = 'block';\n\t}\n\n\trenderer.setSize(width, height, false);\n\trenderer.setPixelRatio(config.render.pixelRatio || Math.min(window.devicePixelRatio, 2));\n\n\tif (config.render.enableShadows) {\n\t\trenderer.shadowMap.enabled = true;\n\t\trenderer.shadowMap.type = THREE.VSMShadowMap;\n\t}\n\n\trenderer.toneMapping = config.render.toneMapping!;\n\trenderer.toneMappingExposure = config.render.toneMappingExposure || 1.0;\n\trenderer.outputColorSpace = THREE.SRGBColorSpace;\n\n\trenderer.sortObjects = true;\n\n\treturn renderer;\n}\n\nfunction setupEventHandlers(\n\tcanvas: HTMLCanvasElement,\n\tscene: THREE.Scene,\n\tcamera: THREE.PerspectiveCamera,\n\tcontrols: OrbitControls,\n\tconfig: Required<ThreeInitializerOptions>\n): {\n\tdispose: () => void;\n\tfitToView: () => void;\n\tclearSelection: () => void;\n} {\n\tconst selectedObjects = new Set<THREE.Object3D>();\n\tconst originalMaterials = new Map<THREE.Object3D, THREE.Material | THREE.Material[]>();\n\tconst raycaster = new THREE.Raycaster();\n\tconst mouse = new THREE.Vector2();\n\tconst mouseDownPosition = new THREE.Vector2();\n\n\t// An object is hittable only if every ancestor is also visible. Three.js's\n\t// recursive intersect doesn't enforce that — it can hit a visible Mesh inside\n\t// a hidden Group.\n\tconst isFullyVisible = (object: THREE.Object3D): boolean => {\n\t\tlet current: THREE.Object3D | null = object;\n\t\twhile (current) {\n\t\t\tif (!current.visible) return false;\n\t\t\tcurrent = current.parent;\n\t\t}\n\t\treturn true;\n\t};\n\n\tconst fitToView = () => {\n\t\tconst box = new THREE.Box3();\n\n\t\tscene.traverse((object) => {\n\t\t\tif (object.visible && object.userData.id !== 'floor' && object instanceof THREE.Mesh) {\n\t\t\t\tbox.expandByObject(object);\n\t\t\t}\n\t\t});\n\n\t\tif (box.isEmpty()) {\n\t\t\tgetLogger().warn('No objects to fit to view');\n\t\t\treturn;\n\t\t}\n\n\t\tconst center = box.getCenter(new THREE.Vector3());\n\t\tconst size = box.getSize(new THREE.Vector3());\n\n\t\tconst maxDim = Math.max(size.x, size.y, size.z);\n\t\tconst fov = camera.fov * (Math.PI / 180);\n\t\tlet distance = maxDim / (2 * Math.tan(fov / 2));\n\n\t\tdistance *= 1.5;\n\n\t\tconst direction = camera.position.clone().sub(controls.target).normalize();\n\t\tcamera.position.copy(center.clone().add(direction.multiplyScalar(distance)));\n\n\t\tcontrols.target.copy(center);\n\t\tcontrols.update();\n\t};\n\n\tconst selectionColorObj =\n\t\ttypeof config.events.selectionColor === 'string'\n\t\t\t? new THREE.Color(config.events.selectionColor)\n\t\t\t: config.events.selectionColor instanceof THREE.Color\n\t\t\t\t? config.events.selectionColor\n\t\t\t\t: new THREE.Color('#ff0000');\n\n\tconst clearSelection = () => {\n\t\tselectedObjects.forEach((obj) => {\n\t\t\tif (obj instanceof THREE.Mesh && originalMaterials.has(obj)) {\n\t\t\t\tobj.material = originalMaterials.get(obj)!;\n\t\t\t\toriginalMaterials.delete(obj);\n\t\t\t}\n\t\t});\n\t\tselectedObjects.clear();\n\t};\n\n\tconst handleMouseDown = (event: MouseEvent) => {\n\t\tmouseDownPosition.set(event.clientX, event.clientY);\n\t};\n\n\tconst handleCanvasClick = (event: MouseEvent) => {\n\t\t// Ignore if mouse has moved (drag)\n\t\tconst currentMousePosition = new THREE.Vector2(event.clientX, event.clientY);\n\t\tif (mouseDownPosition.distanceTo(currentMousePosition) > 5) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst rect = canvas.getBoundingClientRect();\n\t\tmouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n\t\tmouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n\n\t\traycaster.setFromCamera(mouse, camera);\n\t\tconst intersects = raycaster\n\t\t\t.intersectObjects(scene.children, true)\n\t\t\t.filter((i) => isFullyVisible(i.object));\n\n\t\tif (intersects.length > 0) {\n\t\t\tconst clickedObject = intersects[0].object;\n\n\t\t\tif (!selectedObjects.has(clickedObject)) {\n\t\t\t\tclearSelection();\n\t\t\t\tselectedObjects.add(clickedObject);\n\n\t\t\t\t// Clone material so we don't affect other meshes\n\t\t\t\tif (\n\t\t\t\t\tclickedObject instanceof THREE.Mesh &&\n\t\t\t\t\tclickedObject.material instanceof THREE.Material\n\t\t\t\t) {\n\t\t\t\t\toriginalMaterials.set(clickedObject, clickedObject.material);\n\n\t\t\t\t\tconst clonedMaterial = clickedObject.material.clone();\n\t\t\t\t\t(clonedMaterial as any).emissive = selectionColorObj.clone();\n\t\t\t\t\tclickedObject.material = clonedMaterial;\n\t\t\t\t}\n\n\t\t\t\tconfig.events?.onObjectSelected?.(clickedObject);\n\n\t\t\t\tif (clickedObject instanceof THREE.Mesh && Object.keys(clickedObject.userData).length > 0) {\n\t\t\t\t\tconfig.events?.onMeshMetadataClicked?.(clickedObject.userData);\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tclearSelection();\n\t\t\tconfig.events?.onBackgroundClicked?.({ x: mouse.x, y: mouse.y });\n\t\t}\n\t};\n\n\tconst handleDoubleClick = (event: MouseEvent) => {\n\t\tconst rect = canvas.getBoundingClientRect();\n\t\tmouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n\t\tmouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n\n\t\traycaster.setFromCamera(mouse, camera);\n\t\tconst intersects = raycaster\n\t\t\t.intersectObjects(scene.children, true)\n\t\t\t.filter((i) => isFullyVisible(i.object));\n\n\t\tif (intersects.length === 0) return;\n\n\t\tconst target = intersects[0].object;\n\t\tconfig.events?.onMeshDoubleClicked?.(target);\n\n\t\tif (!config.events?.enableDoubleClickZoom) return;\n\n\t\tconst box = new THREE.Box3().setFromObject(target);\n\t\tif (box.isEmpty()) return;\n\n\t\tconst center = box.getCenter(new THREE.Vector3());\n\t\tconst size = box.getSize(new THREE.Vector3());\n\t\tconst maxDim = Math.max(size.x, size.y, size.z);\n\t\tconst fov = camera.fov * (Math.PI / 180);\n\t\tconst distance = (maxDim / (2 * Math.tan(fov / 2))) * 1.5;\n\n\t\tconst direction = camera.position.clone().sub(controls.target).normalize();\n\t\tconst targetPosition = center.clone().add(direction.multiplyScalar(distance));\n\n\t\tanimateCameraTo(camera, controls, targetPosition, center);\n\t};\n\n\tconst handleKeydown = (event: KeyboardEvent) => {\n\t\tif (!config.events?.enableKeyboardControls) return;\n\n\t\tswitch (event.key.toLowerCase()) {\n\t\t\tcase 'f':\n\t\t\t\tevent.preventDefault();\n\t\t\t\tfitToView();\n\t\t\t\tbreak;\n\t\t\tcase 'escape':\n\t\t\t\tevent.preventDefault();\n\t\t\t\tclearSelection();\n\t\t\t\tbreak;\n\t\t\tcase ' ':\n\t\t\t\tevent.preventDefault();\n\t\t\t\tfitToView();\n\t\t\t\tbreak;\n\t\t}\n\t};\n\n\tif (config.events?.enableClickToFocus) {\n\t\tcanvas.addEventListener('mousedown', handleMouseDown);\n\t\tcanvas.addEventListener('click', handleCanvasClick);\n\t\tcanvas.addEventListener('dblclick', handleDoubleClick);\n\t}\n\n\tif (config.events?.enableKeyboardControls) {\n\t\tcanvas.setAttribute('tabindex', '0');\n\t\tcanvas.addEventListener('keydown', handleKeydown);\n\t}\n\n\tconst dispose = () => {\n\t\tcanvas.removeEventListener('mousedown', handleMouseDown);\n\t\tcanvas.removeEventListener('click', handleCanvasClick);\n\t\tcanvas.removeEventListener('dblclick', handleDoubleClick);\n\t\tcanvas.removeEventListener('keydown', handleKeydown);\n\t\tclearSelection();\n\t};\n\n\treturn { dispose, fitToView, clearSelection };\n}\n\nfunction setupControls(\n\tcamera: THREE.PerspectiveCamera,\n\tcanvas: HTMLCanvasElement,\n\tconfig: Required<ThreeInitializerOptions>\n): OrbitControls {\n\tconst controls = new OrbitControls(camera, canvas);\n\n\tconst target = config.camera.target;\n\tif (target) {\n\t\tcontrols.target.set(target.x, target.y, target.z);\n\t}\n\n\tcontrols.enableDamping = config.controls.enableDamping || false;\n\tcontrols.dampingFactor = config.controls.dampingFactor || 0.05;\n\n\tcontrols.autoRotate = config.controls.autoRotate || false;\n\tcontrols.autoRotateSpeed = config.controls.autoRotateSpeed || 0.5;\n\n\tcontrols.enableZoom = config.controls.enableZoom ?? true;\n\tcontrols.enablePan = config.controls.enablePan ?? true;\n\tcontrols.minDistance = config.controls.minDistance || 0.001;\n\tcontrols.maxDistance = config.controls.maxDistance || Infinity;\n\n\tcontrols.screenSpacePanning = false;\n\tcontrols.maxPolarAngle = Math.PI;\n\n\tcontrols.update();\n\treturn controls;\n}\n","import * as THREE from 'three';\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';\nimport { getLogger } from '@/core';\n\n// Camera configuration constants\nconst CAMERA_CONFIG = {\n\tHUGE_THRESHOLD: 10000,\n\tLARGE_THRESHOLD: 1000,\n\tSCALE_RATIO_THRESHOLD: 100,\n\tNEAR_PLANE_FACTOR: {\n\t\tTINY: 0.0001,\n\t\tSMALL: 0.001,\n\t\tNORMAL: 0.01\n\t},\n\tFAR_PLANE_FACTOR: {\n\t\tHUGE: 100,\n\t\tLARGE: 50,\n\t\tNORMAL: 20\n\t},\n\tINITIAL_DISTANCE_MULTIPLIER: 4\n};\n\n/**\n * Updates the scene with the given meshes and camera settings.\n * If initialPositionSet is false, it positions the camera and sets the controls target based on the bounding boxes of the meshes.\n * @param scene - The THREE.Scene object to update.\n * @param meshes - An array of THREE.Mesh objects to add to the scene.\n * @param camera - The THREE.PerspectiveCamera object to position.\n * @param controls - The OrbitControls object to update.\n * @param initialPositionSet - A boolean indicating whether the initial position of the camera and controls have been set.\n */\nexport function updateScene(\n\tscene: THREE.Scene,\n\tmeshes: THREE.Mesh[],\n\tcamera: THREE.PerspectiveCamera,\n\tcontrols: OrbitControls,\n\tinitialPositionSet: boolean\n) {\n\tclearScene(scene);\n\n\tif (meshes.length === 0) return;\n\n\t// Add new meshes to scene\n\tmeshes.forEach((mesh) => {\n\t\tscene.add(mesh);\n\t});\n\n\t// Calculate bounds of the new content\n\tconst unionBoundingBox = computeCombinedBoundingBox(meshes);\n\n\t// Get the center of the union bounding box\n\tconst center = unionBoundingBox.getCenter(new THREE.Vector3());\n\tconst size = unionBoundingBox.getSize(new THREE.Vector3());\n\n\t// Calculate a distance that is slightly larger than the largest dimension of the union bounding box\n\tconst maxDim = Math.max(size.x, size.y, size.z);\n\n\t// Always update camera frustum to ensure geometry is visible\n\t// This prevents clipping when geometry size changes significantly\n\tconst scaleRatio = maxDim / Math.min(size.x || 1, size.y || 1, size.z || 1);\n\n\tif (scaleRatio > CAMERA_CONFIG.SCALE_RATIO_THRESHOLD || maxDim > CAMERA_CONFIG.HUGE_THRESHOLD) {\n\t\t// Large scale range detected - use logarithmic depth buffer approach\n\t\tcamera.near = maxDim * CAMERA_CONFIG.NEAR_PLANE_FACTOR.TINY;\n\t\tcamera.far = maxDim * CAMERA_CONFIG.FAR_PLANE_FACTOR.HUGE;\n\t} else if (maxDim > CAMERA_CONFIG.LARGE_THRESHOLD) {\n\t\t// Large scene\n\t\tcamera.near = maxDim * CAMERA_CONFIG.NEAR_PLANE_FACTOR.SMALL;\n\t\tcamera.far = maxDim * CAMERA_CONFIG.FAR_PLANE_FACTOR.LARGE;\n\t} else {\n\t\t// Normal scene\n\t\tcamera.near = Math.max(0.01, maxDim * CAMERA_CONFIG.NEAR_PLANE_FACTOR.NORMAL);\n\t\tcamera.far = Math.max(2000, maxDim * CAMERA_CONFIG.FAR_PLANE_FACTOR.NORMAL);\n\t}\n\n\tcamera.updateProjectionMatrix();\n\n\t// Only reposition camera and controls on first frame\n\tif (!initialPositionSet) {\n\t\tconst distance = maxDim * CAMERA_CONFIG.INITIAL_DISTANCE_MULTIPLIER;\n\n\t\tcamera.position.set(center.x + distance * 0.8, center.y + distance, center.z + distance * 1.2);\n\t\tcontrols.target.copy(center);\n\t\tcontrols.minDistance = camera.near * 2;\n\t\tcontrols.maxDistance = camera.far * 0.9;\n\n\t\tcontrols.update();\n\t} else {\n\t\t// Update control constraints to match new frustum\n\t\tcontrols.minDistance = camera.near * 2;\n\t\tcontrols.maxDistance = camera.far * 0.9;\n\t}\n}\n\n// =========================\n// Helper functions\n// =========================\n\n/**\n * Parses a color string in multiple formats to a THREE.Color object.\n * Supported formats:\n * - Hex: \"#C7A5A5\", \"C7A5A5\"\n * - RGB: \"199, 165, 165\"\n * - CSS named colors: \"red\", \"blue\", etc.\n * @param colorString - The color string to parse.\n * @returns A THREE.Color object.\n */\nexport function parseColor(colorString: string): THREE.Color {\n\tif (!colorString || typeof colorString !== 'string') {\n\t\tgetLogger().warn(`Invalid color input: ${colorString}, using white`);\n\t\treturn new THREE.Color(0xffffff);\n\t}\n\n\tconst trimmed = colorString.trim();\n\n\t// Try hex format (#C7A5A5 or C7A5A5) — require exactly 6 hex chars\n\tif (/^#?[0-9A-Fa-f]{6}$/.test(trimmed)) {\n\t\ttry {\n\t\t\tconst hex = trimmed.startsWith('#') ? trimmed : `#${trimmed}`;\n\t\t\treturn new THREE.Color(hex);\n\t\t} catch {\n\t\t\tgetLogger().warn(`Invalid hex color: ${colorString}, using white`);\n\t\t\treturn new THREE.Color(0xffffff);\n\t\t}\n\t}\n\n\t// Try RGB format (R, G, B)\n\tif (trimmed.includes(',')) {\n\t\tconst rgb = trimmed.split(',').map((c) => parseInt(c.trim(), 10));\n\t\tif (rgb.length === 3 && rgb.every((n) => !isNaN(n) && n >= 0 && n <= 255)) {\n\t\t\treturn new THREE.Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\n\t\t}\n\t}\n\n\t// Try CSS named color\n\ttry {\n\t\treturn new THREE.Color(trimmed.toLowerCase());\n\t} catch {\n\t\tgetLogger().warn(`Invalid color string: ${colorString}, using white`);\n\t\treturn new THREE.Color(0xffffff);\n\t}\n}\n\nexport function applyOffset(meshes: THREE.Mesh[], offsetY: number): void {\n\tmeshes.forEach((mesh) => {\n\t\tmesh.position.y -= offsetY;\n\t});\n}\n\n/**\n * Computes the combined world-axis-aligned bounding box of a set of meshes.\n * Correctly accounts for mesh transformations (rotation, position, scale).\n */\nexport function computeCombinedBoundingBox(meshes: THREE.Mesh[]): THREE.Box3 {\n\tconst combinedBoundingBox = new THREE.Box3();\n\tif (meshes.length === 0) return combinedBoundingBox;\n\tmeshes.forEach((mesh) => {\n\t\t// Ensure the world matrix is up to date before calculating the box\n\t\tmesh.updateMatrixWorld(true);\n\t\tconst bbox = new THREE.Box3().setFromObject(mesh);\n\t\tcombinedBoundingBox.union(bbox);\n\t});\n\treturn combinedBoundingBox;\n}\n\n/**\n * Clears the given THREE.Scene by removing all non-floor top-level children and\n * recursively disposing of their geometry and materials.\n *\n * Removes at the top level rather than traversing for meshes, so parent Groups\n * don't accumulate as ghost nodes after their mesh children are disposed.\n */\nfunction clearScene(scene: THREE.Scene): void {\n\t// Snapshot children — we mutate the array via removeFromParent during iteration\n\tconst topLevel = [...scene.children];\n\n\ttopLevel.forEach((object) => {\n\t\tif (object.userData.id === 'floor') return;\n\n\t\t// Recursively dispose all meshes in this subtree\n\t\tobject.traverse((child) => {\n\t\t\tif (!(child instanceof THREE.Mesh)) return;\n\n\t\t\tchild.geometry?.dispose();\n\n\t\t\tconst materials = Array.isArray(child.material) ? child.material : [child.material];\n\t\t\tmaterials.forEach((material) => {\n\t\t\t\t// Walk only own enumerable properties — `for...in` on a Three.js material\n\t\t\t\t// also iterates the prototype chain, which is needlessly expensive.\n\t\t\t\tfor (const value of Object.values(material)) {\n\t\t\t\t\tif (value instanceof THREE.Texture) {\n\t\t\t\t\t\tvalue.dispose();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tmaterial.dispose();\n\t\t\t});\n\t\t});\n\n\t\tobject.removeFromParent();\n\t});\n}\n","import * as THREE from 'three';\n\nexport const EMISSIVE_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: 0x000000,\n\temissive: new THREE.Color(0xffffff),\n\temissiveIntensity: 5,\n\tmetalness: 0.0,\n\troughness: 0.2,\n\tclearcoat: 0.3,\n\tclearcoatRoughness: 0.2,\n\tdepthWrite: true,\n\tdepthTest: true,\n\ttransparent: false,\n\talphaTest: 0.0,\n\tpolygonOffset: true,\n\tside: THREE.FrontSide,\n\tdithering: true\n});\n\nexport const METAL_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0x000000),\n\tmetalness: 0.9,\n\troughness: 0.3,\n\tenvMapIntensity: 1.2,\n\tclearcoat: 0.3,\n\tclearcoatRoughness: 0.2,\n\treflectivity: 1,\n\tior: 2.5,\n\tthickness: 1,\n\tdepthWrite: true,\n\ttransparent: false,\n\talphaTest: 0.0,\n\tdepthTest: true,\n\tpolygonOffset: true,\n\tside: THREE.FrontSide,\n\tdithering: true\n});\n\nexport const CONCRETE_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0xcccccc),\n\tmetalness: 0.0,\n\troughness: 0.92,\n\tenvMapIntensity: 0.15,\n\tclearcoat: 0.05,\n\tclearcoatRoughness: 0.9,\n\treflectivity: 0.15,\n\ttransmission: 0.0,\n\tior: 1.45,\n\tthickness: 0.0,\n\tdepthWrite: true,\n\ttransparent: false,\n\talphaTest: 0.5,\n\tdepthTest: true,\n\tpolygonOffset: true,\n\tside: THREE.FrontSide,\n\tdithering: true\n});\n\nexport const PLASTIC_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0xffffff), // Default white plastic\n\tmetalness: 0.0,\n\troughness: 0.3,\n\tenvMapIntensity: 0.5,\n\tclearcoat: 0.5,\n\tclearcoatRoughness: 0.1,\n\treflectivity: 0.5,\n\tior: 1.4,\n\ttransmission: 0.0,\n\ttransparent: false,\n\tdepthWrite: true,\n\tside: THREE.FrontSide,\n\tdithering: true,\n\tpolygonOffset: true,\n\tpolygonOffsetFactor: 1,\n\tpolygonOffsetUnits: 1\n});\n\nexport const GLASS_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0xffffff),\n\tmetalness: 0.0,\n\troughness: 0.0,\n\ttransmission: 0.95,\n\ttransparent: true,\n\topacity: 0.3,\n\tenvMapIntensity: 1.0,\n\tclearcoat: 1.0,\n\tclearcoatRoughness: 0.0,\n\tior: 1.52,\n\treflectivity: 0.9,\n\tthickness: 1.0,\n\tside: THREE.DoubleSide,\n\tpolygonOffset: true,\n\tpolygonOffsetFactor: 1,\n\tpolygonOffsetUnits: 1\n});\n\nexport const RUBBER_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0x1a1a1a),\n\tmetalness: 0.0,\n\troughness: 0.9,\n\tenvMapIntensity: 0.2,\n\tclearcoat: 0.1,\n\tclearcoatRoughness: 0.8,\n\treflectivity: 0.2,\n\tior: 1.3,\n\ttransmission: 0.0,\n\tdepthWrite: true,\n\tside: THREE.FrontSide,\n\tpolygonOffset: true,\n\tpolygonOffsetFactor: 1,\n\tpolygonOffsetUnits: 1\n});\n\nexport const WOOD_MATERIAL = new THREE.MeshPhysicalMaterial({\n\tcolor: new THREE.Color(0x885533),\n\tmetalness: 0.0,\n\troughness: 0.7,\n\tenvMapIntensity: 0.3,\n\tclearcoat: 0.3,\n\tclearcoatRoughness: 0.4,\n\treflectivity: 0.3,\n\tior: 1.3,\n\ttransmission: 0.0,\n\tdepthWrite: true,\n\tside: THREE.FrontSide,\n\tdithering: true,\n\tpolygonOffset: true,\n\tpolygonOffsetFactor: 1,\n\tpolygonOffsetUnits: 1\n});\n","import * as THREE from 'three';\n\nimport { parseColor } from '../threejs/three-helpers';\nimport { getLogger } from '@/core';\n\nimport { decompressBatchedMeshData } from './mesh-compression';\n\nimport type { MeshBatch, MaterialGroup, SerializableMaterial } from './types';\n\n/**\n * Parses a batched mesh JSON and creates Three.js meshes.\n *\n * This function handles the optimized batch format where:\n * - Materials are deduplicated and stored once\n * - Meshes are grouped by material for efficient rendering\n * - All geometry data is compressed together and decompressed in a Web Worker\n *\n * @internal Low-level mesh parsing — keep internal to `@selvajs/compute`.\n *\n * @param batchJson - JSON string containing the batched mesh data\n * @param options - Rendering options\n * @returns Promise resolving to array of Three.js mesh objects\n */\nexport async function parseMeshBatch(\n\tbatchJson: string,\n\toptions?: {\n\t\t/** Merge meshes with same material into single geometry*/\n\t\tmergeByMaterial?: boolean;\n\t\t/** Apply coordinate system transformations */\n\t\tapplyTransforms?: boolean;\n\t\t/** Enable performance monitoring */\n\t\tdebug?: boolean;\n\t}\n): Promise<THREE.Mesh[]> {\n\tconst { mergeByMaterial = true, applyTransforms = true, debug = false } = options ?? {};\n\n\tconst perfStart = debug ? performance.now() : 0;\n\tlet parseTime = 0;\n\n\ttry {\n\t\tconst parseStart = performance.now();\n\t\tconst batch: MeshBatch = JSON.parse(batchJson);\n\t\tparseTime = performance.now() - parseStart;\n\n\t\treturn await parseMeshBatchObject(batch, {\n\t\t\tmergeByMaterial,\n\t\t\tapplyTransforms,\n\t\t\tdebug,\n\t\t\tparseTime,\n\t\t\tperfStart\n\t\t});\n\t} catch (error) {\n\t\tgetLogger().error('Error parsing mesh batch:', error);\n\t\treturn [];\n\t}\n}\n\n/**\n * Parses a MeshBatch object and creates Three.js meshes.\n * This is useful when you already have a deserialized MeshBatch object.\n *\n * @internal Low-level mesh parsing — keep internal to `@selvajs/compute`.\n *\n * @param batch - MeshBatch object\n * @param options - Rendering options\n * @returns Promise resolving to array of Three.js mesh objects\n */\nexport async function parseMeshBatchObject(\n\tbatch: MeshBatch,\n\toptions?: {\n\t\t/** Merge meshes with same material into single geometry*/\n\t\tmergeByMaterial?: boolean;\n\t\t/** Apply coordinate system transformations */\n\t\tapplyTransforms?: boolean;\n\t\t/** Scale factor to apply to meshes (e.g., for unit conversion) */\n\t\tscaleFactor?: number;\n\t\t/** Enable performance monitoring */\n\t\tdebug?: boolean;\n\t\t/** Parse time (optional, for debugging) */\n\t\tparseTime?: number;\n\t\t/** Performance start time (optional, for debugging) */\n\t\tperfStart?: number;\n\t}\n): Promise<THREE.Mesh[]> {\n\tconst {\n\t\tmergeByMaterial = true,\n\t\tapplyTransforms = true,\n\t\tscaleFactor = 1,\n\t\tdebug = false,\n\t\tparseTime = 0,\n\t\tperfStart = debug ? performance.now() : 0\n\t} = options ?? {};\n\n\tlet decompressTime = 0,\n\t\tmeshCreateTime = 0;\n\n\ttry {\n\t\tconst decompressStart = performance.now();\n\t\tconst { vertices, faces } = await decompressBatchedMeshData(\n\t\t\tbatch.compressedData,\n\t\t\tapplyTransforms\n\t\t);\n\t\tdecompressTime = performance.now() - decompressStart;\n\n\t\tconst compressedSizeMB = ((batch.compressedData.length * 0.75) / 1024 / 1024).toFixed(2); // Base64 overhead\n\t\tconst uncompressedSizeMB = ((vertices.byteLength + faces.byteLength) / 1024 / 1024).toFixed(2);\n\t\tconst compressionRatio = (\n\t\t\t(1 - parseFloat(compressedSizeMB) / parseFloat(uncompressedSizeMB)) *\n\t\t\t100\n\t\t).toFixed(1);\n\n\t\tif (debug) {\n\t\t\tgetLogger().debug('Mesh Batch Stats:');\n\t\t\tgetLogger().debug(` Materials: ${batch.materials.length} | Groups: ${batch.groups.length}`);\n\t\t\tgetLogger().debug(\n\t\t\t\t` Vertices: ${(vertices.length / 3).toLocaleString()} | Faces: ${(faces.length / 3).toLocaleString()}`\n\t\t\t);\n\t\t\tgetLogger().debug(\n\t\t\t\t` Compressed: ${compressedSizeMB} MB | Uncompressed: ${uncompressedSizeMB} MB`\n\t\t\t);\n\t\t\tgetLogger().debug(` Compression Ratio: ${compressionRatio}%`);\n\t\t}\n\n\t\tconst meshCreateStart = performance.now();\n\t\tconst materials = batch.materials.map(createMaterial);\n\n\t\tconst meshes: THREE.Mesh[] = [];\n\n\t\tfor (const group of batch.groups) {\n\t\t\tif (mergeByMaterial && group.meshes.length > 1) {\n\t\t\t\tconst mergedMesh = createMergedMesh(group, vertices, faces, materials);\n\t\t\t\tmergedMesh.userData.sourceComponentId = batch.sourceComponentId ?? null;\n\t\t\t\tmeshes.push(mergedMesh);\n\t\t\t} else {\n\t\t\t\tconst individualMeshes = createIndividualMeshes(group, vertices, faces, materials);\n\t\t\t\tfor (const mesh of individualMeshes) {\n\t\t\t\t\tmesh.userData.sourceComponentId = batch.sourceComponentId ?? null;\n\t\t\t\t}\n\t\t\t\tmeshes.push(...individualMeshes);\n\t\t\t}\n\t\t}\n\n\t\t// Apply scaling if needed\n\t\tif (scaleFactor !== 1) {\n\t\t\tfor (const mesh of meshes) {\n\t\t\t\tmesh.scale.set(scaleFactor, scaleFactor, scaleFactor);\n\t\t\t}\n\t\t}\n\n\t\tmeshCreateTime = performance.now() - meshCreateStart;\n\n\t\tif (debug) {\n\t\t\tconst totalTime = performance.now() - perfStart;\n\t\t\tgetLogger().debug('Performance:');\n\t\t\tif (parseTime > 0) getLogger().debug(` Parse JSON: ${parseTime.toFixed(2)}ms`);\n\t\t\tgetLogger().debug(` Decompress: ${decompressTime.toFixed(2)}ms`);\n\t\t\tgetLogger().debug(` Create Meshes: ${meshCreateTime.toFixed(2)}ms`);\n\t\t\tgetLogger().debug(` Total: ${totalTime.toFixed(2)}ms`);\n\t\t}\n\n\t\treturn meshes;\n\t} catch (error) {\n\t\tgetLogger().error('Error parsing mesh batch object:', error);\n\t\treturn [];\n\t}\n}\n\n/**\n * Creates a Three.js material from serializable material data.\n */\nfunction createMaterial(matData: SerializableMaterial): THREE.MeshPhysicalMaterial {\n\tconst color = parseColor(matData.color);\n\n\treturn new THREE.MeshPhysicalMaterial({\n\t\tcolor,\n\t\tmetalness: matData.metalness,\n\t\troughness: matData.roughness,\n\t\topacity: matData.opacity,\n\t\ttransparent: matData.transparent,\n\t\tside: THREE.DoubleSide,\n\t\t// Reduced polygon offset to minimize artifacts\n\t\t// Only use minimal offset to prevent z-fighting on coplanar faces\n\t\tpolygonOffset: true,\n\t\tpolygonOffsetFactor: 0.5,\n\t\tpolygonOffsetUnits: 0.5,\n\t\t// Improve depth rendering\n\t\tdepthWrite: true,\n\t\tdepthTest: true\n\t});\n}\n\n/**\n * Creates a merged mesh from multiple meshes sharing the same material.\n * This is optimal for rendering many small meshes.\n * Optimized to minimize memory allocations and copies.\n */\nfunction createMergedMesh(\n\tgroup: MaterialGroup,\n\tallVertices: Float32Array,\n\tallFaces: Uint32Array,\n\tmaterials: THREE.Material[]\n): THREE.Mesh {\n\tconst geometry = new THREE.BufferGeometry();\n\n\tlet totalVertexFloats = 0;\n\tlet totalFaceIndices = 0;\n\n\tfor (const mesh of group.meshes) {\n\t\ttotalVertexFloats += mesh.vertexCount;\n\t\ttotalFaceIndices += mesh.faceCount;\n\t}\n\n\tconst mergedVertices = new Float32Array(totalVertexFloats);\n\tconst mergedIndices = new Uint32Array(totalFaceIndices);\n\n\tlet vertexWriteOffset = 0;\n\tlet indexWriteOffset = 0;\n\n\tfor (const mesh of group.meshes) {\n\t\tmergedVertices.set(\n\t\t\tallVertices.subarray(mesh.vertexOffset, mesh.vertexOffset + mesh.vertexCount),\n\t\t\tvertexWriteOffset\n\t\t);\n\n\t\tconst faceSlice = allFaces.subarray(mesh.faceOffset, mesh.faceOffset + mesh.faceCount);\n\n\t\t// Face indices are already rebased in the C# batching process\n\t\t// We need to adjust them based on where we're copying the vertices to in the merged array\n\t\tconst originalBaseVertexIndex = Math.floor(mesh.vertexOffset / 3);\n\t\tconst newBaseVertexIndex = Math.floor(vertexWriteOffset / 3);\n\t\tconst indexOffset = newBaseVertexIndex - originalBaseVertexIndex;\n\n\t\tfor (let i = 0; i < faceSlice.length; i++) {\n\t\t\tmergedIndices[indexWriteOffset + i] = faceSlice[i] + indexOffset;\n\t\t}\n\n\t\tvertexWriteOffset += mesh.vertexCount;\n\t\tindexWriteOffset += mesh.faceCount;\n\t}\n\n\tgeometry.setAttribute('position', new THREE.BufferAttribute(mergedVertices, 3));\n\tgeometry.setIndex(new THREE.BufferAttribute(mergedIndices, 1));\n\tgeometry.computeVertexNormals();\n\n\tconst threeMesh = new THREE.Mesh(geometry, materials[group.materialId]);\n\t// Use the first mesh's name for the merged mesh\n\tconst firstMesh = group.meshes[0];\n\tconst meshNames = group.meshes.map((m) => m.name).filter((name) => name && name.length > 0);\n\tthreeMesh.name = meshNames.length > 0 ? meshNames[0] : `merged_material_${group.materialId}`;\n\tthreeMesh.castShadow = true;\n\tthreeMesh.receiveShadow = true;\n\n\t// Structured userData — merged meshes carry data from the first mesh in the group\n\tthreeMesh.userData = {\n\t\tname: threeMesh.name,\n\t\tlayer: firstMesh?.layer ?? '',\n\t\toriginalIndex: firstMesh?.originalIndex ?? 0,\n\t\tmetadata: firstMesh?.metadata ?? {},\n\t\t// Remaining meshes in the merged group, for reference\n\t\tmergedFrom: group.meshes.slice(1).map((m) => ({\n\t\t\tname: m.name,\n\t\t\tlayer: m.layer,\n\t\t\toriginalIndex: m.originalIndex\n\t\t}))\n\t};\n\n\treturn threeMesh;\n}\n\n/**\n * Creates individual meshes from a material group.\n * This allows independent control of each mesh.\n */\nfunction createIndividualMeshes(\n\tgroup: MaterialGroup,\n\tallVertices: Float32Array,\n\tallFaces: Uint32Array,\n\tmaterials: THREE.Material[]\n): THREE.Mesh[] {\n\tconst meshes: THREE.Mesh[] = [];\n\n\tfor (const meshMeta of group.meshes) {\n\t\tconst geometry = new THREE.BufferGeometry();\n\n\t\tconst vertices = allVertices.subarray(\n\t\t\tmeshMeta.vertexOffset,\n\t\t\tmeshMeta.vertexOffset + meshMeta.vertexCount\n\t\t);\n\n\t\tconst faces = allFaces.subarray(meshMeta.faceOffset, meshMeta.faceOffset + meshMeta.faceCount);\n\n\t\t// Faces are already rebased in C# batching, but we need to rebase them for this\n\t\t// individual mesh since we're using a subarray of vertices starting at 0\n\t\tconst baseIndex = Math.floor(meshMeta.vertexOffset / 3);\n\t\tconst rebasedFaces = new Uint32Array(faces.length);\n\t\tfor (let i = 0; i < faces.length; i++) {\n\t\t\trebasedFaces[i] = faces[i] - baseIndex;\n\t\t}\n\n\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));\n\t\tgeometry.setIndex(new THREE.BufferAttribute(rebasedFaces, 1));\n\t\tgeometry.computeVertexNormals();\n\n\t\tconst mesh = new THREE.Mesh(geometry, materials[group.materialId]);\n\t\tmesh.name = meshMeta.name;\n\t\tmesh.userData = {\n\t\t\tname: meshMeta.name,\n\t\t\tlayer: meshMeta.layer ?? '',\n\t\t\toriginalIndex: meshMeta.originalIndex,\n\t\t\tmetadata: meshMeta.metadata ?? {}\n\t\t};\n\t\tmesh.castShadow = true;\n\t\tmesh.receiveShadow = true;\n\n\t\tmeshes.push(mesh);\n\t}\n\n\treturn meshes;\n}\n\n","import * as fflate from 'fflate';\n\nimport { decodeBase64ToBinary } from '@/core/utils/encoding';\nimport { RhinoComputeError, ErrorCodes } from '@/core/errors';\n\nimport type { DecompressedMeshData } from './types';\n\ninterface MeshData {\n\tverticesArray: Float32Array;\n\tfaceIndicesArray: Uint32Array;\n}\n\n/**\n * Decompresses a base64-encoded string using GZip.\n *\n * @internal Low-level decompression helper — keep internal to `@selvajs/compute`.\n * @param base64String - The base64-encoded string to decompress.\n * @returns The decompressed MeshData.\n * @throws {RhinoComputeError} If decompression fails or data is invalid.\n */\nexport function decompressMeshData(base64String: string): MeshData {\n\ttry {\n\t\tconst bytes = decodeBase64ToBinary(base64String);\n\t\tconst decompressedData = fflate.gunzipSync(bytes);\n\t\treturn parseMeshBinaryData(decompressedData);\n\t} catch (error) {\n\t\tthrow new RhinoComputeError(\n\t\t\terror instanceof RhinoComputeError\n\t\t\t\t? error.message\n\t\t\t\t: `Failed to decompress data: ${error instanceof Error ? error.message : String(error)}`,\n\t\t\terror instanceof RhinoComputeError ? error.code : ErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: { base64StringLength: base64String.length },\n\t\t\t\toriginalError: error instanceof Error ? error : new Error(String(error))\n\t\t\t}\n\t\t);\n\t}\n}\n\n// In a browser environment, fflate.gunzip spawns a Web Worker so multi-MB payloads\n// don't block paint. In Node there is no Worker pool, so the callback API just adds\n// a microtask hop on top of the sync work — we use gunzipSync there for raw speed.\nconst IS_BROWSER =\n\ttypeof globalThis !== 'undefined' &&\n\ttypeof (globalThis as { window?: unknown }).window !== 'undefined' &&\n\ttypeof (globalThis as { document?: unknown }).document !== 'undefined';\n\n/**\n * Decompresses batched mesh data.\n *\n * In browsers, gunzip runs in a Web Worker (`fflate.gunzip`) so the main thread\n * stays responsive — important for the multi-MB payloads typical of WebDisplay.\n * In Node, runs synchronously since there is no main-thread/worker distinction.\n * The base64 → binary decode runs on the calling thread either way.\n *\n * When `applyCoordinateTransform=true`, the Rhino Z-up → Three.js orientation\n * rotation is folded into the vertex read, saving a full pass over the data.\n *\n * @internal Low-level decompression helper — keep internal to `@selvajs/compute`.\n * @param base64String - The base64-encoded compressed data.\n * @param applyCoordinateTransform - If true, rotate (x, y, z) → (x, z, -y) during read.\n * @returns Promise resolving to decompressed vertices and faces arrays.\n * @throws {RhinoComputeError} If decompression fails or data is invalid.\n */\nexport async function decompressBatchedMeshData(\n\tbase64String: string,\n\tapplyCoordinateTransform = false\n): Promise<DecompressedMeshData> {\n\tconst bytes = decodeBase64ToBinary(base64String);\n\n\tlet decompressed: Uint8Array;\n\ttry {\n\t\tdecompressed = IS_BROWSER\n\t\t\t? await new Promise<Uint8Array>((resolve, reject) => {\n\t\t\t\t\tfflate.gunzip(bytes, (err, data) => {\n\t\t\t\t\t\tif (err) reject(err);\n\t\t\t\t\t\telse resolve(data);\n\t\t\t\t\t});\n\t\t\t\t})\n\t\t\t: fflate.gunzipSync(bytes);\n\t} catch (error) {\n\t\tthrow new RhinoComputeError(\n\t\t\t`Failed to decompress batched data: ${error instanceof Error ? error.message : String(error)}`,\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: { base64StringLength: base64String.length },\n\t\t\t\toriginalError: error instanceof Error ? error : new Error(String(error))\n\t\t\t}\n\t\t);\n\t}\n\n\ttry {\n\t\treturn parseBatchedMeshBinaryData(decompressed, applyCoordinateTransform);\n\t} catch (error) {\n\t\tthrow new RhinoComputeError(\n\t\t\terror instanceof RhinoComputeError\n\t\t\t\t? error.message\n\t\t\t\t: `Failed to parse decompressed batched data: ${error instanceof Error ? error.message : String(error)}`,\n\t\t\terror instanceof RhinoComputeError ? error.code : ErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: { base64StringLength: base64String.length },\n\t\t\t\toriginalError: error instanceof Error ? error : new Error(String(error))\n\t\t\t}\n\t\t);\n\t}\n}\n\n/**\n * Parses batched binary mesh data (all vertices and faces together).\n *\n * When `applyCoordinateTransform=true`, vertices are rotated (x, y, z) → (x, z, -y)\n * directly during the read, so we only ever pass over the data once.\n *\n * @param binaryMeshData - The binary mesh data to parse.\n * @param applyCoordinateTransform - If true, fold the Rhino → Three orientation rotation into the read.\n * @returns The parsed mesh data with vertices and faces.\n * @throws {RhinoComputeError} If data is invalid or insufficient.\n */\nfunction parseBatchedMeshBinaryData(\n\tbinaryMeshData: Uint8Array,\n\tapplyCoordinateTransform: boolean\n): DecompressedMeshData {\n\tconst dataView = new DataView(\n\t\tbinaryMeshData.buffer,\n\t\tbinaryMeshData.byteOffset,\n\t\tbinaryMeshData.byteLength\n\t);\n\tlet offset = 0;\n\n\t// Read vertex data\n\tif (offset + 4 > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read the number of vertex floats.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{ context: { expectedBytes: 4, availableBytes: dataView.byteLength, offset } }\n\t\t);\n\t}\n\tconst numVertexFloats = dataView.getUint32(offset, true);\n\toffset += 4;\n\n\tif (numVertexFloats % 3 !== 0) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Invalid number of vertex floats; should be divisible by 3.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: {\n\t\t\t\t\tnumVertexFloats,\n\t\t\t\t\tremainder: numVertexFloats % 3,\n\t\t\t\t\ttotalBytes: dataView.byteLength\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\t}\n\n\tconst verticesByteLength = numVertexFloats * Float32Array.BYTES_PER_ELEMENT;\n\tif (offset + verticesByteLength > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read vertices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: {\n\t\t\t\t\texpectedBytes: verticesByteLength,\n\t\t\t\t\tavailableBytes: dataView.byteLength - offset,\n\t\t\t\t\toffset\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\t}\n\n\tconst vertexByteOffset = binaryMeshData.byteOffset + offset;\n\tlet vertices: Float32Array;\n\tif (applyCoordinateTransform) {\n\t\t// Fold the Rhino Z-up → Three orientation rotation directly into the read.\n\t\t// Reading from a zero-copy view and writing to a fresh array avoids the\n\t\t// slice() copy + a second pass for the transform.\n\t\tconst source = new Float32Array(binaryMeshData.buffer, vertexByteOffset, numVertexFloats);\n\t\tvertices = new Float32Array(numVertexFloats);\n\t\tfor (let i = 0; i < numVertexFloats; i += 3) {\n\t\t\tconst y = source[i + 1]!;\n\t\t\tconst z = source[i + 2]!;\n\t\t\tvertices[i] = source[i]!;\n\t\t\tvertices[i + 1] = z;\n\t\t\tvertices[i + 2] = -y;\n\t\t}\n\t} else {\n\t\t// No mutation downstream — zero-copy view of the gunzip buffer is safe.\n\t\tvertices = new Float32Array(binaryMeshData.buffer, vertexByteOffset, numVertexFloats);\n\t}\n\toffset += verticesByteLength;\n\n\tif (offset + 4 > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read the number of face indices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{ context: { expectedBytes: 4, availableBytes: dataView.byteLength - offset, offset } }\n\t\t);\n\t}\n\tconst numIndices = dataView.getUint32(offset, true);\n\toffset += 4;\n\n\tconst indicesByteLength = numIndices * Uint32Array.BYTES_PER_ELEMENT;\n\tif (offset + indicesByteLength > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read face indices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: {\n\t\t\t\t\texpectedBytes: indicesByteLength,\n\t\t\t\t\tavailableBytes: dataView.byteLength - offset,\n\t\t\t\t\toffset\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\t}\n\n\t// Zero-copy view: faces are read-only downstream (createMergedMesh / createIndividualMeshes\n\t// rebase into fresh Uint32Arrays) so we don't need to detach from the gunzip buffer.\n\t// Byte offset is guaranteed 4-aligned: header (4) + verticesByteLength (4*n) + header (4).\n\tconst faces = new Uint32Array(\n\t\tbinaryMeshData.buffer,\n\t\tbinaryMeshData.byteOffset + offset,\n\t\tnumIndices\n\t);\n\n\treturn {\n\t\tvertices,\n\t\tfaces\n\t};\n}\n\n/**\n * Parses binary data and returns mesh data.\n * @param binaryMeshData - The binary mesh data to parse.\n * @returns The parsed mesh data.\n * @throws {RhinoComputeError} If data is invalid or insufficient.\n */\nfunction parseMeshBinaryData(binaryMeshData: Uint8Array): MeshData {\n\tconst dataView = new DataView(\n\t\tbinaryMeshData.buffer,\n\t\tbinaryMeshData.byteOffset,\n\t\tbinaryMeshData.byteLength\n\t);\n\tlet offset = 0;\n\n\tif (offset + 4 > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read the number of vertex floats.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{ context: { expectedBytes: 4, availableBytes: dataView.byteLength, offset } }\n\t\t);\n\t}\n\tconst numVertexFloats = dataView.getUint32(offset, true);\n\toffset += 4;\n\n\tif (numVertexFloats % 3 !== 0) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Invalid number of vertex floats; should be divisible by 3.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{ context: { numVertexFloats, remainder: numVertexFloats % 3 } }\n\t\t);\n\t}\n\n\tconst verticesByteLength = numVertexFloats * Float32Array.BYTES_PER_ELEMENT;\n\tif (offset + verticesByteLength > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read vertices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: {\n\t\t\t\t\texpectedBytes: verticesByteLength,\n\t\t\t\t\tavailableBytes: dataView.byteLength - offset,\n\t\t\t\t\toffset\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\t}\n\n\t// slice() detaches views from the gunzip buffer so downstream consumers\n\t// cannot accidentally mutate shared memory.\n\tconst vertices = new Float32Array(\n\t\tbinaryMeshData.buffer.slice(\n\t\t\tbinaryMeshData.byteOffset + offset,\n\t\t\tbinaryMeshData.byteOffset + offset + verticesByteLength\n\t\t)\n\t);\n\toffset += verticesByteLength;\n\n\tif (offset + 4 > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read the number of face indices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{ context: { expectedBytes: 4, availableBytes: dataView.byteLength - offset, offset } }\n\t\t);\n\t}\n\tconst numIndices = dataView.getUint32(offset, true);\n\toffset += 4;\n\n\tconst indicesByteLength = numIndices * Uint32Array.BYTES_PER_ELEMENT;\n\tif (offset + indicesByteLength > dataView.byteLength) {\n\t\tthrow new RhinoComputeError(\n\t\t\t'Insufficient data to read face indices.',\n\t\t\tErrorCodes.VALIDATION_ERROR,\n\t\t\t{\n\t\t\t\tcontext: {\n\t\t\t\t\texpectedBytes: indicesByteLength,\n\t\t\t\t\tavailableBytes: dataView.byteLength - offset,\n\t\t\t\t\toffset\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\t}\n\n\tconst faceIndices = new Uint32Array(\n\t\tbinaryMeshData.buffer.slice(\n\t\t\tbinaryMeshData.byteOffset + offset,\n\t\t\tbinaryMeshData.byteOffset + offset + indicesByteLength\n\t\t)\n\t);\n\n\treturn {\n\t\tverticesArray: vertices,\n\t\tfaceIndicesArray: faceIndices\n\t};\n}\n","import * as THREE from 'three';\n\nimport { applyOffset, computeCombinedBoundingBox } from '../threejs';\nimport { getLogger } from '@/core';\n\nimport { parseMeshBatch } from './batch-parser';\n\nimport type { DataItem, GrasshopperComputeResponse } from '@/features/grasshopper/types';\nimport type { MeshExtractionOptions, MeshBatchParsingOptions } from './types';\n\n// Constants\nexport const SCALE_FACTORS: Record<string, number> = {\n\tMillimeters: 1 / 1000,\n\tCentimeters: 1 / 100,\n\tMeters: 1,\n\tInches: 1 / 39.37,\n\tFeet: 1 / 3.28084\n};\n\nconst DISPLAY_COMPONENT_TYPE = 'Display';\n\n/**\n * Extracts and processes display meshes from a ComputePointerResponse using the Grasshopper WebDisplay component.\n *\n * This is the primary entry point for extracting mesh geometry from Grasshopper compute responses.\n * It handles all aspects of mesh processing: decompression, coordinate transformation, scaling, and positioning.\n *\n * **Note:** Mesh decompression happens asynchronously in a Web Worker to prevent UI blocking.\n *\n * @param data - The ComputePointerResponse containing Grasshopper output trees.\n * @param options - Configuration for mesh extraction and parsing behavior. All options are optional with sensible defaults.\n * @returns Promise resolving to array of THREE.Mesh objects (may be empty).\n * @throws Rethrows unexpected errors after attempting to dispose any created meshes.\n *\n * @remarks\n * - Only works with the WebDisplay component of GHHeadless.\n * - Requires changes to Rhino.Compute (see https://github.com/TheVessen/compute.rhino3d).\n * - Provides a performant way to display mesh data in Three.js.\n * - Decompression is performed in a Web Worker for non-blocking UI updates.\n * - Supports mesh metadata (names, user data) if provided in the compute response.\n *\n * @internal Internal helper: high-level extraction remains public via visualization module, but this\n * function is considered internal implementation detail for mesh extraction.\n *\n * @example\n * ```ts\n * // Simple usage with defaults (all processing enabled)\n * const meshes = await getThreeMeshesFromComputeResponse(response);\n *\n * // With debugging enabled\n * const meshes = await getThreeMeshesFromComputeResponse(response, { debug: true });\n *\n * // With advanced options\n * const meshes = await getThreeMeshesFromComputeResponse(response, {\n * debug: true,\n * allowScaling: true,\n * allowAutoPosition: false,\n * parsing: {\n * mergeByMaterial: false,\n * applyTransforms: true,\n * debug: true,\n * },\n * });\n * ```\n */\nexport async function getThreeMeshesFromComputeResponse(\n\tdata: GrasshopperComputeResponse,\n\toptions?: MeshExtractionOptions\n): Promise<THREE.Mesh[]> {\n\tconst startTime = performance.now();\n\tconst meshes: THREE.Mesh[] = [];\n\n\tconst {\n\t\tallowScaling = true,\n\t\tallowAutoPosition = true,\n\t\tdebug = false,\n\t\tparsing: parsingOptions = {}\n\t} = options ?? {};\n\n\ttry {\n\t\tconst scaleFactor = allowScaling ? getScaleFactor(data.modelunits) : 1;\n\t\tawait extractMeshesFromData(data, meshes, scaleFactor, parsingOptions, debug);\n\n\t\tif (allowAutoPosition) {\n\t\t\tapplyGroundOffset(meshes);\n\t\t}\n\n\t\treturn meshes;\n\t} catch (error) {\n\t\thandleError(error, meshes);\n\t\tthrow error;\n\t} finally {\n\t\tif (debug) {\n\t\t\tlogProcessingTime(startTime);\n\t\t}\n\t}\n}\n\n/**\n * Gets the scale factor for the given unit type.\n */\nfunction getScaleFactor(modelUnits: string): number {\n\treturn SCALE_FACTORS[modelUnits] ?? 1;\n}\n\n/**\n * Extracts meshes from compute response data.\n */\nasync function extractMeshesFromData(\n\tdata: GrasshopperComputeResponse,\n\tmeshes: THREE.Mesh[],\n\tscaleFactor: number,\n\tparsingOptions: MeshBatchParsingOptions,\n\tdebug: boolean\n): Promise<void> {\n\tfor (const value of data.values) {\n\t\tconst innerTree = value.InnerTree as { [key: string]: DataItem[] };\n\n\t\tfor (const path in innerTree) {\n\t\t\tconst branch = innerTree[path];\n\t\t\tif (!branch) continue;\n\n\t\t\tawait processDataBranch(branch, meshes, scaleFactor, parsingOptions, debug);\n\t\t}\n\t}\n}\n\n/**\n * Processes a single data branch to extract MeshBatch display meshes.\n */\nasync function processDataBranch(\n\tbranch: DataItem[],\n\tmeshes: THREE.Mesh[],\n\tscaleFactor: number,\n\tparsingOptions: MeshBatchParsingOptions,\n\tdebug: boolean\n): Promise<void> {\n\tfor (const item of branch) {\n\t\tif (item.type.includes(DISPLAY_COMPONENT_TYPE)) {\n\t\t\tconst mergedParsingOptions = {\n\t\t\t\tmergeByMaterial: true,\n\t\t\t\tapplyTransforms: true,\n\t\t\t\tdebug: false,\n\t\t\t\t...parsingOptions\n\t\t\t};\n\n\t\t\tconst batchMeshes = await parseMeshBatch(item.data, mergedParsingOptions);\n\n\t\t\tif (scaleFactor !== 1) {\n\t\t\t\tfor (const mesh of batchMeshes) {\n\t\t\t\t\tmesh.scale.set(scaleFactor, scaleFactor, scaleFactor);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tmeshes.push(...batchMeshes);\n\n\t\t\tif (debug) {\n\t\t\t\tgetLogger().debug(`Extracted ${batchMeshes.length} meshes from batch`);\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Applies vertical offset to position meshes on the Z=0 plane.\n */\nfunction applyGroundOffset(meshes: THREE.Mesh[]): void {\n\tif (meshes.length === 0) return;\n\n\tconst combinedBoundingBox = computeCombinedBoundingBox(meshes);\n\tconst offsetY = combinedBoundingBox.min.y;\n\tapplyOffset(meshes, offsetY);\n}\n\n/**\n * Handles errors by disposing created meshes and logging.\n */\nfunction handleError(error: unknown, meshes: THREE.Mesh[]): void {\n\tgetLogger().error('An unexpected error occurred:', error);\n\tdisposeMeshes(meshes);\n}\n\n/**\n * Disposes of all meshes and their associated resources.\n */\nfunction disposeMeshes(meshes: THREE.Mesh[]): void {\n\tfor (const mesh of meshes) {\n\t\tif (mesh.geometry) {\n\t\t\tmesh.geometry.dispose();\n\t\t}\n\n\t\tif (mesh.material) {\n\t\t\tif (Array.isArray(mesh.material)) {\n\t\t\t\tmesh.material.forEach((material) => material.dispose());\n\t\t\t} else {\n\t\t\t\tmesh.material.dispose();\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Logs the processing time for mesh extraction.\n */\nfunction logProcessingTime(startTime: number): void {\n\tconst elapsed = performance.now() - startTime;\n\tgetLogger().info('Time to process meshes:', 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1
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{"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
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package/package.json
CHANGED
package/dist/base-dtik4Dlu.d.cts
DELETED
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@@ -1,138 +0,0 @@
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1
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-
/**
|
|
2
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-
* ComputeServerStats provides methods to query Rhino Compute server statistics.
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3
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-
*
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|
4
|
-
* @public Use this for server health monitoring and statistics.
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|
5
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-
*
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|
6
|
-
* @example
|
|
7
|
-
* ```typescript
|
|
8
|
-
* const stats = new ComputeServerStats('http://localhost:6500', 'your-api-key');
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|
9
|
-
*
|
|
10
|
-
* try {
|
|
11
|
-
* const isOnline = await stats.isServerOnline();
|
|
12
|
-
* const children = await stats.getActiveChildren();
|
|
13
|
-
* const version = await stats.getVersion();
|
|
14
|
-
*
|
|
15
|
-
* // Or get everything at once
|
|
16
|
-
* const allStats = await stats.getServerStats();
|
|
17
|
-
* } finally {
|
|
18
|
-
* await stats.dispose(); // Clean up resources
|
|
19
|
-
* }
|
|
20
|
-
* ```
|
|
21
|
-
*/
|
|
22
|
-
declare class ComputeServerStats {
|
|
23
|
-
private readonly serverUrl;
|
|
24
|
-
private readonly apiKey?;
|
|
25
|
-
private disposed;
|
|
26
|
-
private activeMonitors;
|
|
27
|
-
private activeTimeouts;
|
|
28
|
-
/**
|
|
29
|
-
* @param serverUrl - Base URL of the Rhino Compute server with http:// or https:// scheme (e.g., 'http://localhost:6500')
|
|
30
|
-
* @param apiKey - Optional API key for authentication
|
|
31
|
-
*/
|
|
32
|
-
constructor(serverUrl: string, apiKey?: string);
|
|
33
|
-
/**
|
|
34
|
-
* Build request headers with optional API key.
|
|
35
|
-
*/
|
|
36
|
-
private buildHeaders;
|
|
37
|
-
/**
|
|
38
|
-
* Check if the server is online.
|
|
39
|
-
*/
|
|
40
|
-
isServerOnline(): Promise<boolean>;
|
|
41
|
-
/**
|
|
42
|
-
* Get the number of active child processes on the server.
|
|
43
|
-
*
|
|
44
|
-
* @returns Number of active children, or null if unavailable
|
|
45
|
-
*/
|
|
46
|
-
getActiveChildren(): Promise<number | null>;
|
|
47
|
-
/**
|
|
48
|
-
* Get the server version information.
|
|
49
|
-
*
|
|
50
|
-
* @returns Version object with rhino, compute, and git_sha, or null if unavailable
|
|
51
|
-
*/
|
|
52
|
-
getVersion(): Promise<{
|
|
53
|
-
rhino: string;
|
|
54
|
-
compute: string;
|
|
55
|
-
git_sha: string | null;
|
|
56
|
-
} | null>;
|
|
57
|
-
/**
|
|
58
|
-
* Get comprehensive server statistics.
|
|
59
|
-
* Fetches all available server information in parallel.
|
|
60
|
-
*
|
|
61
|
-
* @returns Object containing server status and available stats
|
|
62
|
-
*/
|
|
63
|
-
getServerStats(): Promise<{
|
|
64
|
-
isOnline: boolean;
|
|
65
|
-
version?: {
|
|
66
|
-
rhino: string;
|
|
67
|
-
compute: string;
|
|
68
|
-
git_sha: string | null;
|
|
69
|
-
};
|
|
70
|
-
activeChildren?: number;
|
|
71
|
-
}>;
|
|
72
|
-
/**
|
|
73
|
-
* Continuously monitor server stats at specified interval.
|
|
74
|
-
*
|
|
75
|
-
* @param callback - Function called with stats on each interval
|
|
76
|
-
* @param intervalMs - Milliseconds between checks (default: 5000)
|
|
77
|
-
* @returns Function to stop monitoring
|
|
78
|
-
*
|
|
79
|
-
* @example
|
|
80
|
-
* ```typescript
|
|
81
|
-
* const stopMonitoring = stats.monitor((data) => {
|
|
82
|
-
* console.log('Server stats:', data);
|
|
83
|
-
* }, 3000);
|
|
84
|
-
*
|
|
85
|
-
* // Later...
|
|
86
|
-
* stopMonitoring();
|
|
87
|
-
* ```
|
|
88
|
-
*/
|
|
89
|
-
monitor(callback: (stats: Awaited<ReturnType<typeof this.getServerStats>>) => void, intervalMs?: number): () => void;
|
|
90
|
-
/**
|
|
91
|
-
* Disposes of all resources and stops all active monitors.
|
|
92
|
-
* Call this when you're done using the stats instance.
|
|
93
|
-
*/
|
|
94
|
-
dispose(): Promise<void>;
|
|
95
|
-
/**
|
|
96
|
-
* Ensures the instance hasn't been disposed.
|
|
97
|
-
*/
|
|
98
|
-
private ensureNotDisposed;
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
/**
|
|
102
|
-
* Simplified error for Rhino Compute operations
|
|
103
|
-
*
|
|
104
|
-
* @public Use this for error handling with error codes and context.
|
|
105
|
-
*/
|
|
106
|
-
declare class RhinoComputeError extends Error {
|
|
107
|
-
readonly code: string;
|
|
108
|
-
readonly statusCode?: number;
|
|
109
|
-
readonly context?: Record<string, unknown>;
|
|
110
|
-
readonly originalError?: Error;
|
|
111
|
-
constructor(message: string, code?: string, options?: {
|
|
112
|
-
statusCode?: number;
|
|
113
|
-
context?: Record<string, unknown>;
|
|
114
|
-
originalError?: Error;
|
|
115
|
-
});
|
|
116
|
-
/**
|
|
117
|
-
* Create a generic validation error with custom reason
|
|
118
|
-
*/
|
|
119
|
-
static validation(inputName: string, reason: string, context?: Record<string, unknown>): RhinoComputeError;
|
|
120
|
-
/**
|
|
121
|
-
* Create an error for missing/empty values
|
|
122
|
-
*/
|
|
123
|
-
static missingValues(inputName: string, expectedType?: string, context?: Record<string, unknown>): RhinoComputeError;
|
|
124
|
-
/**
|
|
125
|
-
* Create an error for invalid default value in value list
|
|
126
|
-
*/
|
|
127
|
-
static invalidDefault(inputName: string, defaultValue: unknown, availableValues: unknown[], context?: Record<string, unknown>): RhinoComputeError;
|
|
128
|
-
/**
|
|
129
|
-
* Create an error for unknown parameter type
|
|
130
|
-
*/
|
|
131
|
-
static unknownParamType(paramType: string, paramName?: string, context?: Record<string, unknown>): RhinoComputeError;
|
|
132
|
-
/**
|
|
133
|
-
* Create an error for invalid input structure
|
|
134
|
-
*/
|
|
135
|
-
static invalidStructure(inputName: string, expectedStructure: string, context?: Record<string, unknown>): RhinoComputeError;
|
|
136
|
-
}
|
|
137
|
-
|
|
138
|
-
export { ComputeServerStats as C, RhinoComputeError as R };
|