@selvajs/compute 3.1.0-beta.9 → 3.1.1

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Files changed (55) hide show
  1. package/LICENSE +21 -0
  2. package/dist/chunk-FQKQISPG.cjs +2 -0
  3. package/dist/chunk-FQKQISPG.cjs.map +1 -0
  4. package/dist/chunk-H3FZW6OX.cjs +4 -0
  5. package/dist/chunk-H3FZW6OX.cjs.map +1 -0
  6. package/dist/chunk-N2WCSETE.js +120 -0
  7. package/dist/chunk-N2WCSETE.js.map +1 -0
  8. package/dist/chunk-RFE763NG.cjs +120 -0
  9. package/dist/chunk-RFE763NG.cjs.map +1 -0
  10. package/dist/chunk-S3VUIIRE.js +2 -0
  11. package/dist/chunk-S3VUIIRE.js.map +1 -0
  12. package/dist/chunk-Y3M7P3BW.js +4 -0
  13. package/dist/chunk-Y3M7P3BW.js.map +1 -0
  14. package/dist/core.cjs +1 -1
  15. package/dist/core.cjs.map +1 -1
  16. package/dist/core.d.cts +22 -1
  17. package/dist/core.d.ts +22 -1
  18. package/dist/core.js +1 -1
  19. package/dist/grasshopper.cjs +1 -1
  20. package/dist/grasshopper.cjs.map +1 -1
  21. package/dist/grasshopper.d.cts +22 -2
  22. package/dist/grasshopper.d.ts +22 -2
  23. package/dist/grasshopper.js +1 -1
  24. package/dist/index.cjs +1 -1
  25. package/dist/index.cjs.map +1 -1
  26. package/dist/index.d.cts +2 -2
  27. package/dist/index.d.ts +2 -2
  28. package/dist/index.js +1 -1
  29. package/dist/{types-Dtok-mVq.d.ts → types-4FMvnx2j.d.ts} +14 -1
  30. package/dist/{types-C8XWc4Ab.d.cts → types-BpOl6U02.d.cts} +14 -1
  31. package/dist/visualization-E6BTQZCA.cjs +2 -0
  32. package/dist/visualization-E6BTQZCA.cjs.map +1 -0
  33. package/dist/visualization-HDBKPJGQ.js +2 -0
  34. package/dist/visualization.cjs +1 -1
  35. package/dist/visualization.cjs.map +1 -1
  36. package/dist/visualization.d.cts +331 -29
  37. package/dist/visualization.d.ts +331 -29
  38. package/dist/visualization.js +1 -1
  39. package/package.json +56 -35
  40. package/dist/chunk-CUQQ3ZBV.cjs +0 -4
  41. package/dist/chunk-CUQQ3ZBV.cjs.map +0 -1
  42. package/dist/chunk-GFY3L653.cjs +0 -62
  43. package/dist/chunk-GFY3L653.cjs.map +0 -1
  44. package/dist/chunk-MJOXUCDH.js +0 -62
  45. package/dist/chunk-MJOXUCDH.js.map +0 -1
  46. package/dist/chunk-WPB2LKCD.js +0 -4
  47. package/dist/chunk-WPB2LKCD.js.map +0 -1
  48. package/dist/chunk-WWD655BZ.cjs +0 -2
  49. package/dist/chunk-WWD655BZ.cjs.map +0 -1
  50. package/dist/chunk-YREXY7GT.js +0 -2
  51. package/dist/chunk-YREXY7GT.js.map +0 -1
  52. package/dist/visualization-4PVR5P7N.js +0 -2
  53. package/dist/visualization-LS3Z7Q3N.cjs +0 -2
  54. package/dist/visualization-LS3Z7Q3N.cjs.map +0 -1
  55. /package/dist/{visualization-4PVR5P7N.js.map → visualization-HDBKPJGQ.js.map} +0 -0
@@ -1,9 +1,10 @@
1
1
  import * as THREE from 'three';
2
2
  import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
3
- import { M as MaterialAppearanceOptions, f as GrasshopperComputeResponse, m as MeshExtractionOptions, n as MeshBatchParsingOptions, o as DisplayBatch, p as DisplayItem } from './types-C8XWc4Ab.cjs';
4
- export { q as DisplayCurve, r as DisplayIdentity, s as DisplayItemBase, t as DisplayPoint, u as DisplayPosition, v as MeshBatch } from './types-C8XWc4Ab.cjs';
3
+ import { M as MaterialAppearanceOptions, f as GrasshopperComputeResponse, m as MeshExtractionOptions, n as MeshBatchParsingOptions, o as DisplayBatch, p as DisplayItem } from './types-BpOl6U02.cjs';
4
+ export { q as DisplayCurve, r as DisplayIdentity, s as DisplayItemBase, t as DisplayPoint, u as DisplayPosition, v as MeshBatch } from './types-BpOl6U02.cjs';
5
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  import { CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
6
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  import { LineSegments2 } from 'three/addons/lines/LineSegments2.js';
7
+ import { Pass } from 'three/addons/postprocessing/Pass.js';
7
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  import { RhinoModule } from 'rhino3dm';
8
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  import './types-BGhtYxZ-.cjs';
9
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@@ -13,6 +14,13 @@ type CameraConfig = {
13
14
  near?: number;
14
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  far?: number;
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  target?: THREE.Vector3;
17
+ /**
18
+ * Refit the perspective camera's near plane to the camera↔content gap every frame (default true).
19
+ * Recovers depth-buffer precision when zoomed out (precision ∝ near/z²), which is what stops
20
+ * distant surfaces z-fighting. `near` stays the lower bound — the plane is only raised, never
21
+ * lowered below it.
22
+ */
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+ dynamicNear?: boolean;
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  };
17
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  type LightingConfig = {
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  enableSunlight?: boolean;
@@ -40,6 +48,15 @@ type EnvironmentConfig = {
40
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  hdrPath?: string;
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  backgroundColor?: THREE.Color | string;
42
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  enableEnvironmentLighting?: boolean;
51
+ /**
52
+ * The scene's up axis. **Defaults to `(0, 0, 1)` — Rhino's Z-up**, not Three's native Y-up,
53
+ * because geometry arrives in Rhino's frame and is never rotated on ingress (see
54
+ * `coordinate-transform.ts`). Everything orientation-dependent derives from this: view presets,
55
+ * the default iso camera, sun position, grid plane, floor normal, and the hemisphere light.
56
+ *
57
+ * Overriding it reorients the viewer but does NOT rotate incoming geometry, so a Y-up value only
58
+ * makes sense if the host also feeds Y-up geometry.
59
+ */
43
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  sceneUp?: THREE.Vector3;
44
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  showEnvironment?: boolean;
45
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  /**
@@ -81,6 +98,13 @@ type RenderConfig = {
81
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  * toward the display DPR for sharper AO at higher cost; only relevant when AO is enabled.
82
99
  */
83
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  aoPixelRatio?: number;
101
+ /**
102
+ * Render only when something changed (camera motion, invalidate(), pointer input, resize), with
103
+ * a ~500 ms safety repaint, instead of every animation frame. Default true — cuts idle GPU/battery
104
+ * to ~2 fps worth of work, which matters especially with ambient occlusion on. Set false to
105
+ * restore the legacy continuous loop.
106
+ */
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+ onDemand?: boolean;
84
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  };
85
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  /**
86
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  * A ready-to-go visual look. A `look` is a named bundle of LIGHTING/MATERIAL defaults only — it is
@@ -107,12 +131,31 @@ type Look = (typeof LOOKS)[number];
107
131
  type EdgesConfig = {
108
132
  /** Auto-attach edge overlays to meshes as they load. Default false (opt-in). */
109
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  enabled?: boolean;
110
- /** Edge color. Default near-black. */
134
+ /**
135
+ * Force a single edge color for all meshes. Omit (the default) to derive each mesh's edge color
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+ * from its own surface material, darkened by `darken` — so edges read as the object's own outline.
137
+ */
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  color?: THREE.ColorRepresentation;
139
+ /**
140
+ * How far derived edge colors are darkened toward black, 0–1 (default 0.75). Ignored when `color`
141
+ * is set.
142
+ */
143
+ darken?: number;
112
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  /** Edge thickness in CSS px. Default 1.5. */
113
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  width?: number;
114
- /** Crease angle (degrees): keep edges where faces differ by more than this. Default 30. */
146
+ /** Crease angle (degrees): keep edges where faces differ by more than this. Default 44. */
115
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  thresholdAngle?: number;
148
+ /** Fade an overlay out as its mesh shrinks on screen, so far zoom-outs stay clean. Default true. */
149
+ distanceFade?: boolean;
150
+ /** Skip overlay extraction for meshes above this triangle count. Default 4M. See `EdgeOptions`. */
151
+ maxTriangles?: number;
152
+ /** Overlays above this segment count render opaque (no distance fade). Default 2M. */
153
+ maxSegments?: number;
154
+ /**
155
+ * When a mesh is skipped for exceeding `maxTriangles`, approximate its edges with the
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+ * screen-space edge-detection pass (constant cost in triangle count). Default true.
157
+ */
158
+ screenSpaceFallback?: boolean;
116
159
  };
117
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  type ControlsConfig = {
118
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  enableDamping?: boolean;
@@ -138,7 +181,11 @@ type GridConfig = {
138
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  majorColor?: THREE.ColorRepresentation;
139
182
  /** World radius at which the grid fully fades. Default 100. */
140
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  fadeDistance?: number;
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- /** Plane the grid lies on. 'y' = horizontal ground. Default 'y'. */
184
+ /**
185
+ * Axis the grid lies perpendicular to — the scene's up axis. Defaults to whichever axis
186
+ * `sceneUp` points along, so it is `'z'` (Rhino's horizontal ground) unless you override
187
+ * `sceneUp`. Set explicitly only to force a grid orientation that ignores the scene up.
188
+ */
142
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  plane?: 'x' | 'y' | 'z';
143
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  };
144
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  /** Corner nav-cube/axis gizmo that snaps to preset views. See `createViewGizmo`. */
@@ -275,7 +322,8 @@ interface CameraControllerDeps {
275
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  /**
276
323
  * The scene's up axis. Presets, the orthographic camera's up, and the iso direction are all derived
277
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  * from this so the controller is correct in any up convention (Three's native Y-up, Rhino's Z-up, …)
278
- * without hardcoding an axis. Defaults to Y-up.
325
+ * without hardcoding an axis. Falls back to `perspective.up` when omitted; `initThree` always
326
+ * passes the configured `sceneUp`, which itself defaults to Rhino's Z-up.
279
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  */
280
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  up?: THREE.Vector3;
281
329
  }
@@ -303,7 +351,13 @@ interface GridOptions {
303
351
  majorColor?: THREE.ColorRepresentation;
304
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  /** World-space radius at which the grid has fully faded out. Default 100. */
305
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  fadeDistance?: number;
306
- /** Plane to lay the grid on. 'y' = horizontal ground (Three Y-up). Default 'y'. */
354
+ /**
355
+ * Axis the grid is laid perpendicular to — i.e. the scene's up axis. `'z'` is the horizontal
356
+ * ground in the Rhino Z-up frame the viewer uses; `'y'` is Three's native Y-up.
357
+ *
358
+ * This standalone default is `'y'`, but `initThree` always passes a plane derived from the
359
+ * configured `sceneUp`, so a viewer-created grid defaults to `'z'`.
360
+ */
307
361
  plane?: 'x' | 'y' | 'z';
308
362
  }
309
363
  interface Grid {
@@ -311,6 +365,13 @@ interface Grid {
311
365
  readonly object: THREE.Mesh;
312
366
  /** Keep the fade centered on the camera so the grid feels infinite as you move. Call per frame. */
313
367
  update(cameraPosition: THREE.Vector3): void;
368
+ /**
369
+ * Rescale the grid's cell spacing and fade radius to the loaded content's extent. Call after a
370
+ * geometry change (e.g. right after `updateScene`) so a part that is 3 units or 3000 units wide
371
+ * both get sensibly-sized cells and a fade that reaches past the model. No-op for empty/degenerate
372
+ * bounds — the grid keeps its last (or default) scale. See {@link Grid.fitToContent}'s impl notes.
373
+ */
374
+ fitToContent(bounds: THREE.Box3): void;
314
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  setVisible(visible: boolean): void;
315
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  dispose(): void;
316
377
  }
@@ -491,9 +552,24 @@ declare const initThree: (canvas: HTMLCanvasElement, options?: ThreeInitializerO
491
552
  measureTool: MeasureTool | null;
492
553
  /**
493
554
  * Attach edge overlays to the meshes under `root` (no-op unless `edges.enabled`). Call after
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- * loading meshes via `updateScene`, since meshes arrive after init.
555
+ * loading meshes via `updateScene`, since meshes arrive after init. Extraction for large meshes
556
+ * runs off-thread — their overlays attach a beat later; meshes over `edges.maxTriangles` are
557
+ * skipped and (by default) covered by the screen-space edge fallback instead.
495
558
  */
496
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  applyEdges: (root: THREE.Object3D) => void;
560
+ /**
561
+ * Remove edge overlays under `root` — the toggle-off counterpart of `applyEdges`. Prefer this
562
+ * over calling `removeEdges` directly: it also cancels in-flight async attaches' fallout and
563
+ * stands down the screen-space edge fallback if it was active.
564
+ */
565
+ clearEdges: (root: THREE.Object3D) => void;
566
+ /**
567
+ * Request a repaint from the on-demand render loop. Camera motion, resizes, pointer input, and
568
+ * the built-in setters invalidate automatically; call this after mutating the scene externally
569
+ * (e.g. `updateScene`, adding user geometry) so the change shows immediately rather than on the
570
+ * next safety repaint. No-op (harmless) when `render.onDemand` is false.
571
+ */
572
+ invalidate: () => void;
497
573
  /** Toggle ambient occlusion at runtime — builds or tears down the postprocessing pipeline. */
498
574
  setAmbientOcclusion: (enabled: boolean) => void;
499
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  /**
@@ -541,6 +617,12 @@ declare const initThree: (canvas: HTMLCanvasElement, options?: ThreeInitializerO
541
617
  * loading or replacing geometry (e.g. after `updateScene`). No-op when sunlight/shadows are off.
542
618
  */
543
619
  updateShadowBounds: () => void;
620
+ /**
621
+ * Rescale the grid's cell spacing and fade radius to the current scene content, so parts of any
622
+ * size get readable cells and a fade that reaches past the model. Call after loading or replacing
623
+ * geometry (e.g. after `updateScene`). No-op when the grid is off or there's no content.
624
+ */
625
+ updateGridScale: () => void;
544
626
  dispose: () => void;
545
627
  fitToView: () => void;
546
628
  clearSelection: () => void;
@@ -562,7 +644,8 @@ declare function updateScene(scene: THREE.Scene, meshes: THREE.Object3D[], camer
562
644
  declare function parseColor(colorString: string): THREE.Color;
563
645
  /**
564
646
  * Shift objects along one world axis. Defaults to `z` — the up axis of the unified Z-up scene
565
- * frame (see `../coordinate-transform.ts`), so grounding subtracts the content's lowest z.
647
+ * frame (see `../coordinate-transform.ts`), so grounding subtracts the content's lowest z. Pass an
648
+ * explicit axis when the scene is configured with a different `sceneUp`.
566
649
  */
567
650
  declare function applyOffset(meshes: THREE.Object3D[], offset: number, axis?: 'x' | 'y' | 'z'): void;
568
651
  /**
@@ -593,54 +676,262 @@ declare namespace threeMaterials {
593
676
  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_SHARED_MATERIALS as SHARED_MATERIALS, threeMaterials_WOOD_MATERIAL as WOOD_MATERIAL };
594
677
  }
595
678
 
679
+ /**
680
+ * The single source of truth for "which way is up, and what do front/right mean" in the viewer.
681
+ *
682
+ * Every up-dependent default (camera framing, sun position, ground offset, view presets) derives
683
+ * from {@link buildUpBasis} instead of hardcoding an axis. Before this module those defaults each
684
+ * spelled out a Z-up vector inline, so a scene configured Y-up got a below-horizon camera and a
685
+ * near-horizontal sun while the presets and floor correctly followed `sceneUp`.
686
+ *
687
+ * ## Why front is -forward
688
+ *
689
+ * The basis returns `forward` = the direction the camera LOOKS (from camera toward model), and the
690
+ * preset positions are the opposite (from target toward camera). Rhino's convention fixes the signs:
691
+ * its Front view looks along +Y, so the camera sits at -Y; its Right view looks along -X, so the
692
+ * camera sits at +X. Deriving `right` as `seed x up` (rather than `up x seed`) is what makes the
693
+ * handedness come out matching Rhino rather than mirrored.
694
+ */
695
+ /** An orthonormal frame derived from a scene up axis. All vectors are unit length. */
696
+ interface UpBasis {
697
+ /** The scene up axis, normalized. */
698
+ up: THREE.Vector3;
699
+ /** The direction a "front" view looks along (from camera toward the model). */
700
+ forward: THREE.Vector3;
701
+ /** Completes a right-handed frame with `up` and `forward`. */
702
+ right: THREE.Vector3;
703
+ }
704
+ /**
705
+ * Derive the ground-plane axes for a given up vector.
706
+ *
707
+ * The seed picks whichever world axis is least parallel to `up`, so the cross products stay
708
+ * well-conditioned in any up convention. For Rhino's Z-up this yields forward = +Y and right = +X,
709
+ * matching Rhino's own Front/Right views; for Three's native Y-up it yields forward = -Z and
710
+ * right = +X, matching Three's convention that the default camera looks down -Z.
711
+ */
712
+ declare function buildUpBasis(up: THREE.Vector3): UpBasis;
713
+ /**
714
+ * The default 3/4 iso camera OFFSET from the target, scaled to `distance`.
715
+ *
716
+ * Placed behind-left and above the model (the conventional architectural 3/4), expressed in the
717
+ * scene's own basis so it reads the same in any up convention. Callers add this to the framing
718
+ * target to get a camera position.
719
+ */
720
+ declare function isoOffset(up: THREE.Vector3, distance: number): THREE.Vector3;
721
+ /**
722
+ * A default sun position: high above the model, offset to one side so surfaces get a directional
723
+ * gradient instead of flat top-down light. Expressed in the scene basis rather than a literal
724
+ * Z-up vector, so a Y-up scene still gets an overhead sun rather than a horizontal one.
725
+ */
726
+ declare function sunOffset(up: THREE.Vector3, sideDistance: number, height: number): THREE.Vector3;
727
+ /**
728
+ * The rotation that puts an equirectangular environment map's horizon on the scene's ground plane.
729
+ *
730
+ * Three's equirect mapping is hardcoded to Y-up: it assumes the HDR's horizon lies in the XZ plane
731
+ * and its zenith points along +Y. In a Z-up scene that leaves the environment on its side — the
732
+ * horizon runs vertically and image-based lighting arrives from +Y rather than from overhead. The
733
+ * result is a subtly wrong key direction that a neutral studio HDR hides but any sky/ground HDR
734
+ * makes obvious.
735
+ *
736
+ * Returns the Euler that rotates the map's native +Y zenith onto `up`. Identity for a Y-up scene.
737
+ * Apply to BOTH `scene.environmentRotation` and `scene.backgroundRotation` — they are independent
738
+ * properties, and setting only one makes the visible background disagree with the lighting.
739
+ */
740
+ declare function environmentRotationFor(up: THREE.Vector3): THREE.Euler;
741
+ /**
742
+ * Which world axis (`'x' | 'y' | 'z'`) the up vector most closely aligns with.
743
+ *
744
+ * Used for the grid plane and for the ground-offset axis — both need a single component index
745
+ * rather than a full vector. An off-axis up vector resolves to its dominant component.
746
+ */
747
+ declare function upToAxis(up: THREE.Vector3): 'x' | 'y' | 'z';
748
+
596
749
  /**
597
750
  * Crisp boundary/crease edges overlaid on meshes — the defining "technical drawing" look that makes
598
751
  * shaded geometry read as discrete objects rather than blobs.
599
752
  *
600
- * Built with `EdgesGeometry` (which keeps only edges whose adjacent faces meet above a threshold
601
- * angle, so flat tessellation noise is dropped) rendered as a fat `LineSegments2` using the same
602
- * `LineMaterial` family as curves (Phase 1) — so edges get controllable thickness, not the 1px cap
603
- * of `THREE.LineSegments`. The overlay is added as a *child* of each mesh, so it inherits the mesh's
604
- * transform and is disposed when the mesh subtree is cleared.
753
+ * Edge segments are extracted by `extractEdgeSegments` (see edge-extract.ts — an
754
+ * `EdgesGeometry`-equivalent that is ~an order of magnitude faster and worker-portable) and
755
+ * rendered as fat `LineSegments2` using the same `LineMaterial` family as curves — so edges get
756
+ * controllable thickness, not the 1px cap of `THREE.LineSegments`. The overlay is added as a
757
+ * *child* of each mesh, so it inherits the mesh's transform and is disposed when the mesh subtree
758
+ * is cleared.
759
+ *
760
+ * Performance model (docs/plans/4.edge-overlay-performance.md):
761
+ * - Extraction results are cached at two levels: per source `BufferGeometry` (object identity,
762
+ * helps instanced parts within one solve) and by *content fingerprint* in an LRU — the viewer
763
+ * rebuilds all geometry objects every solve, so only a content key survives re-solves.
764
+ * - {@link addEdgesAsync} runs extraction for large meshes in a Worker built from a blob URL
765
+ * (bundler-agnostic; falls back to inline extraction when Workers are unavailable), keeping the
766
+ * main thread free of the multi-second stalls extraction causes at millions of triangles.
767
+ * - Caps bound the pathological cases: meshes above `maxTriangles` are skipped outright (tagged
768
+ * `userData.edgesSkipped = 'triangle-cap'`), overlays above `maxSegments` lose the distance
769
+ * fade so they render in the cheaper opaque pass.
770
+ *
771
+ * Depth strategy: surfaces render at TRUE depth, untouched; the LINES carry a small units-only
772
+ * polygonOffset toward the camera (see EDGE_OFFSET_FACTOR/UNITS).
773
+ *
774
+ * This reverses an earlier strategy that instead pushed each mesh's *surface* back with a
775
+ * slope-scaled offset (factor 1, units 2). That version bled badly: the slope term scales with
776
+ * dZ/dpixel, which is enormous on a surface viewed near edge-on, so grazing faces receded by much
777
+ * more than the millimetre gaps between stacked parts — geometry behind a wall then beat the wall's
778
+ * own receded surface and drew through it. It also clobbered the polygonOffset that look presets
779
+ * configure on their materials, and its "restore" path reset those to 0 rather than to the preset's
780
+ * values.
781
+ *
782
+ * A units-only bias on the lines is bounded by construction: a fixed number of depth quantization
783
+ * steps, independent of viewing angle, so it lifts an edge off its own coplanar surface without ever
784
+ * reaching across to a neighbouring part.
785
+ *
786
+ * The caveat the old strategy correctly identified: a depth ULP grows ~quadratically with viewing
787
+ * distance, so a constant bias is only safe while ULPs stay small. That is what the dynamic
788
+ * near-plane fitter (near-plane.ts) buys — it keeps `camera.near` proportional to the camera↔content
789
+ * gap, holding ULPs at micron scale even zoomed well out. The two mechanisms are load-bearing
790
+ * together; weakening the near fit will make this bias start to bleed.
605
791
  */
606
792
  interface EdgeOptions {
607
- /** Edge color. Default near-black. */
793
+ /**
794
+ * Force a single edge color for every overlay. When omitted (the default), each overlay derives
795
+ * its color from its own mesh's material — a darkened tint of the surface — so edges read as the
796
+ * object's own outline rather than a uniform black frame. Meshes with no readable material color
797
+ * fall back to {@link DEFAULT_EDGE_COLOR}.
798
+ */
608
799
  color?: THREE.ColorRepresentation;
800
+ /**
801
+ * How far to darken the derived edge color toward black, 0–1 (default 0.75). Only applies when
802
+ * `color` is omitted. Higher = darker edges; 0 leaves edges the surface color, 1 makes them black.
803
+ */
804
+ darken?: number;
609
805
  /** Edge thickness in CSS px. Default 1.5. */
610
806
  width?: number;
611
807
  /**
612
808
  * Crease angle in degrees: an edge is kept only where its two faces differ by more than this.
613
- * Default 30. Higher = fewer edges (only sharp creases); lower = more (catches gentle bends).
809
+ * Default 44. Higher = fewer edges (only sharp creases); lower = more (catches gentle bends).
614
810
  */
615
811
  thresholdAngle?: number;
812
+ /**
813
+ * Fade an overlay out as its own edges crowd together on screen (default true). Edges draw at a
814
+ * constant pixel width, so once neighbouring lines sit less than a pixel or two apart they stop
815
+ * resolving and merge into a dark smear — worst on layered sheet goods, whose millimetre-pitch
816
+ * laminations are sub-pixel at any normal zoom on a metre-scale part. Fading by edge density
817
+ * (not by how large the mesh is) returns those parts to a clean shaded read while leaving
818
+ * sparsely-edged geometry fully drawn at the same distance.
819
+ */
820
+ distanceFade?: boolean;
821
+ /**
822
+ * Skip meshes above this triangle count entirely (default 4M) — extraction time is linear in
823
+ * triangles, and past this bound even the worker path burns seconds for a look the screen-space
824
+ * fallback approximates at constant cost. Skipped meshes are tagged
825
+ * `userData.edgesSkipped = 'triangle-cap'` so hosts can react (e.g. enable the render-pipeline
826
+ * edge pass).
827
+ */
828
+ maxTriangles?: number;
829
+ /**
830
+ * Above this many extracted segments (default 2M), an overlay drops the distance fade so it
831
+ * renders opaque — millions of blended fat-line quads are a fill-rate cliff; opaque ones aren't.
832
+ */
833
+ maxSegments?: number;
616
834
  }
617
835
  /** Tag on edge overlays so pick/fit/clear logic can recognize and skip or dispose them. */
618
836
  declare const EDGE_USERDATA_KIND = "edge-overlay";
837
+ /** `userData.edgesSkipped` value on meshes whose triangle count exceeded {@link EdgeOptions.maxTriangles}. */
838
+ declare const EDGES_SKIPPED_TRIANGLE_CAP = "triangle-cap";
839
+ /** Whether an object is an edge overlay (for pick/fit filters elsewhere). */
840
+ declare function isEdgeOverlay(object: THREE.Object3D): boolean;
619
841
  /**
620
842
  * Walk an object subtree and attach an edge overlay to every `Mesh` found, returning the created
621
843
  * overlays (so callers can dispose them explicitly if they don't clear the whole subtree). Meshes
622
844
  * that already carry an overlay are skipped, so this is safe to call more than once.
623
845
  *
624
846
  * Skips the floor and the grid (they're aids, not content) and anything already tagged as an edge.
847
+ *
848
+ * Fully synchronous — extraction for every mesh runs on the calling thread. Interactive hosts with
849
+ * potentially-large meshes should prefer {@link addEdgesAsync}, which offloads big extractions to
850
+ * a worker.
625
851
  */
626
852
  declare function addEdges(root: THREE.Object3D, options?: EdgeOptions): LineSegments2[];
627
- /** Whether an object is an edge overlay (for pick/fit filters elsewhere). */
628
- declare function isEdgeOverlay(object: THREE.Object3D): boolean;
853
+ /**
854
+ * Like {@link addEdges}, but extraction for large meshes runs in a Worker so the main thread never
855
+ * stalls. Small meshes (< ~25k triangles) still attach synchronously before this returns — only
856
+ * heavy extractions arrive a beat later. Resolves with every overlay actually attached.
857
+ *
858
+ * Late results are dropped (never attached) when the mesh has left the root's subtree (scene was
859
+ * cleared by a newer solve), the root's edges were removed via {@link removeEdges}, or another
860
+ * apply already attached an overlay to that mesh.
861
+ */
862
+ declare function addEdgesAsync(root: THREE.Object3D, options?: EdgeOptions): Promise<LineSegments2[]>;
629
863
  /**
630
864
  * Remove every edge overlay under `root`, disposing its geometry and material. The inverse of
631
- * {@link addEdges}; together they make edges a live on/off toggle. Returns how many were removed.
865
+ * {@link addEdges}/{@link addEdgesAsync}; together they make edges a live on/off toggle — this
866
+ * also cancels any in-flight async attaches for `root`. Returns how many were removed.
632
867
  */
633
868
  declare function removeEdges(root: THREE.Object3D): number;
634
869
 
635
870
  /**
636
- * Optional postprocessing pipeline for ambient occlusion. Default-OFF: the viewer only constructs
637
- * this when `render.ambientOcclusion` is enabled, and otherwise renders with a plain
638
- * `renderer.render` so the cheap path stays cheap (the chosen tradeoff — see cad-viewer-plan.md).
871
+ * Screen-space edge detection: draws crease/silhouette lines by finding depth and normal
872
+ * discontinuities, as a fullscreen pass — cost is O(pixels), independent of triangle count.
873
+ *
874
+ * This is the fallback look for scenes too heavy for geometry edge overlays (see
875
+ * docs/plans/4.edge-overlay-performance.md Phase 3): meshes over `EdgeOptions.maxTriangles` skip
876
+ * extraction, and this pass approximates the technical-drawing read at constant cost. Trade-offs
877
+ * vs geometry edges: uniform pixel width, one global color (no per-object tinting), view-dependent
878
+ * response, and gentle creases below the normal threshold don't register.
879
+ *
880
+ * Works like GTAOPass internally: the scene is re-rendered with a `MeshNormalMaterial` override
881
+ * into a normal target carrying a depth texture (a pattern this scene already tolerates for AO),
882
+ * then a fullscreen shader Roberts-crosses depth (relative view-Z difference, so far scenes don't
883
+ * dissolve into noise) and normals, and blends the edge color over the composed image.
884
+ *
885
+ * The render target is allocated lazily on first enabled render, so constructing the pass
886
+ * disabled costs nothing but the material.
887
+ */
888
+ interface EdgeDetectionOptions {
889
+ /** Edge line color. Default 0x222222 — matches the geometry overlays' default. */
890
+ color?: THREE.ColorRepresentation;
891
+ /** Edge blend strength 0–1. Default 1. */
892
+ opacity?: number;
893
+ /**
894
+ * Normal discontinuity threshold, in summed `1 - dot(n₁, n₂)` across the two diagonal pairs.
895
+ * Lower catches gentler creases. Default 0.4 (≈ the 44° crease default of geometry edges).
896
+ */
897
+ normalThreshold?: number;
898
+ /** Relative view-depth discontinuity threshold. Default 0.02 (2% of the center depth). */
899
+ depthThreshold?: number;
900
+ /** Sample offset in device px — line thickness. Default 1. */
901
+ thickness?: number;
902
+ }
903
+ declare class EdgeDetectionPass extends Pass {
904
+ camera: THREE.Camera;
905
+ private readonly scene;
906
+ private readonly normalMaterial;
907
+ private readonly edgeMaterial;
908
+ private readonly fsQuad;
909
+ private normalTarget;
910
+ private width;
911
+ private height;
912
+ constructor(scene: THREE.Scene, camera: THREE.Camera, width: number, height: number, options?: EdgeDetectionOptions);
913
+ private acquireNormalTarget;
914
+ setSize(width: number, height: number): void;
915
+ render(renderer: THREE.WebGLRenderer, writeBuffer: THREE.WebGLRenderTarget, readBuffer: THREE.WebGLRenderTarget): void;
916
+ dispose(): void;
917
+ }
918
+
919
+ /**
920
+ * Optional postprocessing pipeline. Default-OFF: the viewer only constructs this when a
921
+ * postprocessed feature (ambient occlusion, screen-space edges) is enabled, and otherwise renders
922
+ * with a plain `renderer.render` so the cheap path stays cheap (the chosen tradeoff — see
923
+ * cad-viewer-plan.md).
924
+ *
925
+ * Pipeline: RenderPass → GTAOPass? → EdgeDetectionPass? → SMAAPass → OutputPass. GTAO
926
+ * (ground-truth AO) is the modern replacement for SSAO/SAO — better contact shadows in crevices,
927
+ * the "engineered" depth cue. `screenSpaceRadius` is on so the AO radius is in screen space, which
928
+ * keeps it scale-robust across the viewer's mm→m scenes without per-scene tuning.
639
929
  *
640
- * Pipeline: RenderPass → GTAOPass → SMAAPass → OutputPass. GTAO (ground-truth AO) is the modern
641
- * replacement for SSAO/SAO — better contact shadows in crevices, the "engineered" depth cue.
642
- * `screenSpaceRadius` is on so the AO radius is in screen space, which keeps it scale-robust across
643
- * the viewer's mm→m scenes without per-scene tuning.
930
+ * EdgeDetectionPass draws crease/silhouette lines in screen space at O(pixels) — the fallback for
931
+ * scenes too triangle-heavy for geometry edge overlays (docs/plans/4.edge-overlay-performance.md).
932
+ * It sits before SMAA so its 1px lines get antialiased. Always constructed (its render target is
933
+ * lazy), so it can be toggled at runtime via {@link RenderPipeline.setEdgeDetection} without a
934
+ * pipeline rebuild.
644
935
  *
645
936
  * SMAA restores antialiasing on this path. The EffectComposer renders into an offscreen target, so
646
937
  * the WebGLRenderer's own MSAA (`antialias: true`) does nothing here — without a dedicated AA pass,
@@ -658,12 +949,18 @@ interface RenderPipeline {
658
949
  setSize(width: number, height: number, pixelRatio: number): void;
659
950
  /** Point the passes at the currently active camera (call when projection changes). */
660
951
  setCamera(camera: THREE.Camera): void;
952
+ /** Toggle the screen-space edge pass at runtime (no pipeline rebuild). */
953
+ setEdgeDetection(enabled: boolean): void;
954
+ /** Whether the screen-space edge pass currently runs. */
955
+ edgeDetectionEnabled(): boolean;
661
956
  dispose(): void;
662
957
  }
663
958
  interface RenderPipelineOptions {
664
959
  /** Tone mapping to apply in OutputPass (mirror the renderer's). */
665
960
  toneMapping: THREE.ToneMapping;
666
961
  toneMappingExposure: number;
962
+ /** Build the pipeline with the GTAO ambient-occlusion pass. Default true. */
963
+ ambientOcclusion?: boolean;
667
964
  /** AO strength 0–1. Default 1. */
668
965
  aoIntensity?: number;
669
966
  /**
@@ -672,6 +969,11 @@ interface RenderPipelineOptions {
672
969
  * pixelRatio is clamped to this. Default 1.
673
970
  */
674
971
  aoPixelRatio?: number;
972
+ /**
973
+ * Start with the screen-space edge pass enabled; pass an object to tune it. The pass itself is
974
+ * always constructed (cheap while disabled) so it can be toggled later via `setEdgeDetection`.
975
+ */
976
+ edgeDetection?: boolean | EdgeDetectionOptions;
675
977
  }
676
978
  declare function createRenderPipeline(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera, width: number, height: number, options: RenderPipelineOptions): RenderPipeline;
677
979
 
@@ -715,11 +1017,11 @@ declare const SCALE_FACTORS: Record<string, number>;
715
1017
  * // With debugging enabled
716
1018
  * const meshes = await getThreeMeshesFromComputeResponse(response, { debug: true });
717
1019
  *
718
- * // With advanced options
1020
+ * // Opt in to seating the model on the grid instead of using its Rhino coordinates
719
1021
  * const meshes = await getThreeMeshesFromComputeResponse(response, {
720
1022
  * debug: true,
721
1023
  * allowScaling: true,
722
- * allowAutoPosition: false,
1024
+ * allowAutoPosition: true,
723
1025
  * parsing: {
724
1026
  * mergeByMaterial: false,
725
1027
  * applyTransforms: true,
@@ -788,4 +1090,4 @@ interface DisplayItemParseOptions {
788
1090
  */
789
1091
  declare function parseDisplayItems(items: DisplayItem[] | undefined, options?: DisplayItemParseOptions): THREE.Object3D[];
790
1092
 
791
- export { type CameraConfig, type CameraController, type CameraProjection, type ControlsConfig, DisplayBatch, DisplayItem, type DisplayItemParseOptions, EDGE_USERDATA_KIND, type EdgeOptions, type EdgesConfig, type EnvironmentConfig, type EventConfig, type FloorConfig, type GizmoConfig, type Grid, type GridConfig, type GridOptions, LOOKS, type LabelHandle, type LabelLayer, type LightingConfig, type Look, threeMaterials as Materials, type MeasureConfig, type MeasureOptions, type MeasureTool, MeshExtractionOptions, type RenderConfig, type RenderPipeline, type RenderPipelineOptions, SCALE_FACTORS, type ThreeInitializerOptions, type ViewGizmo, type ViewPreset, addEdges, applyOffset, computeCombinedBoundingBox, createCameraController, createGrid, createLabelLayer, createMeasureTool, createRenderPipeline, createViewGizmo, getThreeMeshesFromComputeResponse, initThree, isEdgeOverlay, parseColor, parseDisplayItems, parseMeshBatchBlob, parseMeshBatchObject, removeEdges, snapToVertex, updateScene };
1093
+ export { type CameraConfig, type CameraController, type CameraProjection, type ControlsConfig, DisplayBatch, DisplayItem, type DisplayItemParseOptions, EDGES_SKIPPED_TRIANGLE_CAP, EDGE_USERDATA_KIND, type EdgeDetectionOptions, EdgeDetectionPass, type EdgeOptions, type EdgesConfig, type EnvironmentConfig, type EventConfig, type FloorConfig, type GizmoConfig, type Grid, type GridConfig, type GridOptions, LOOKS, type LabelHandle, type LabelLayer, type LightingConfig, type Look, threeMaterials as Materials, type MeasureConfig, type MeasureOptions, type MeasureTool, MeshExtractionOptions, type RenderConfig, type RenderPipeline, type RenderPipelineOptions, SCALE_FACTORS, type ThreeInitializerOptions, type UpBasis, type ViewGizmo, type ViewPreset, addEdges, addEdgesAsync, applyOffset, buildUpBasis, computeCombinedBoundingBox, createCameraController, createGrid, createLabelLayer, createMeasureTool, createRenderPipeline, createViewGizmo, environmentRotationFor, getThreeMeshesFromComputeResponse, initThree, isEdgeOverlay, isoOffset, parseColor, parseDisplayItems, parseMeshBatchBlob, parseMeshBatchObject, removeEdges, snapToVertex, sunOffset, upToAxis, updateScene };