@selvajs/visualization 1.1.0 → 1.3.0

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package/dist/scene.cjs CHANGED
@@ -1,2 +1,2 @@
1
- Object.defineProperty(exports,Symbol.toStringTag,{value:`Module`});const e=require("./rolldown-runtime-BocRIvOZ.cjs");let t=require("three");t=e.t(t,1);const n=new Set([`grid`,`floor`,`label-layer`,`measure`]);function r(e){return!(e instanceof t.Camera)&&!(e instanceof t.Light)&&!n.has(e.userData?.id)}function i(e){return e.children.filter(r)}function a(e){return e.replace(/^Line(Segments)?2$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function o(e){return e.userData?.name||e.userData?.fileName||e.name||a(e.type)}function s(e){return a(e.type)}function c(e){let t=new Map;for(let n of e){let e=n.userData?.layer||n.userData?.category||`Default`,r=t.get(e);r||(r=[],t.set(e,r)),r.push(n)}return t}function l(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>o(e).toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}function u(e){let t=e.userData;if(!t)return null;if(typeof t.id==`string`&&t.id)return t.id;if(typeof t.sourceComponentId==`string`&&t.sourceComponentId){if(Array.isArray(t.mergedIndices)&&t.mergedIndices.length>0){let e=[...t.mergedIndices].sort((e,t)=>e-t).join(`,`);return`gh${t.sourceComponentId}m${e}`}let e=typeof t.originalIndex==`number`?t.originalIndex:0;return`gh${t.sourceComponentId}${e}`}let n=typeof t.name==`string`?t.name:e.name,r=typeof t.layer==`string`?t.layer:``;return n?`name${r}${n}`:null}function d(e){return u(e)??e.uuid}function f(e=new Set){let t={hidden:e,isHidden:t=>e.has(d(t)),setVisible(t,n){t.visible=n,t.traverse(e=>{e.visible=n});let r=d(t);n?e.delete(r):e.add(r)},isLayerHidden:e=>e.length>0&&e.every(e=>t.isHidden(e)),isLayerPartial(e){let n=e.filter(e=>t.isHidden(e)).length;return n>0&&n<e.length},toggleLayer(e){let n=t.isLayerHidden(e);for(let r of e)t.setVisible(r,n)},applyTo(t){for(let n of t)e.has(d(n))&&(n.visible=!1,n.traverse(e=>{e.visible=!1}))},reset:()=>e.clear()};return t}function p(e=new Set){let t=null,n=new Set,r=e=>{t=e;for(let t of n)t(e)};return{selected:e,get anchor(){return t},isSelected:t=>e.has(t),select(n,i,a){if(i.shiftKey&&t){let r=a(),o=r.indexOf(t),s=r.indexOf(n);if(o!==-1&&s!==-1){let[t,n]=o<s?[o,s]:[s,o];i.toggleKey||e.clear();for(let i=t;i<=n;i++)e.add(r[i])}return}i.toggleKey?e.has(n)?e.delete(n):e.add(n):(e.clear(),e.add(n)),r(n)},clear(){e.clear(),r(null)},onAnchorChange(e){return n.add(e),()=>n.delete(e)}}}function m(e,t={}){let n=t.sets?.collapsed??new Set,r=f(t.sets?.hidden),a=p(t.sets?.selected),o={visibility:r,selection:a,collapsed:n,objects:()=>i(e),layerGroups:(t=``)=>l(c(i(e)),t),isCollapsed:e=>n.has(e),toggleCollapsed(e){n.has(e)?n.delete(e):n.add(e)},toggleObject(e){if(a.isSelected(e.uuid)&&a.selected.size>1){let e=o.objects().filter(e=>a.isSelected(e.uuid)),t=e.every(e=>r.isHidden(e));for(let n of e)r.setVisible(n,t)}else r.setVisible(e,r.isHidden(e))},select(e,t,n){a.select(e,t,()=>o.flatVisibleUuids(n))},onAnchorChange:e=>a.onAnchorChange(e),flatVisibleUuids(e){let t=[];for(let[r,i]of o.layerGroups(e))if(!n.has(r))for(let e of i)t.push(e.uuid);return t},applyTo(){r.applyTo(o.objects()),a.clear()},reset(){r.reset(),a.clear()}};return o}exports.createSceneOutliner=m,exports.getObjectLabel=o,exports.getTrackingKey=d,exports.getTypeLabel=s;
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+ Object.defineProperty(exports,Symbol.toStringTag,{value:`Module`});const e=require("./rolldown-runtime-BocRIvOZ.cjs");let t=require("three");t=e.t(t,1);const n=new Set([`grid`,`floor`,`label-layer`,`measure`]);function r(e){return!(e instanceof t.Camera)&&!(e instanceof t.Light)&&!n.has(e.userData?.id)}function i(e){return e.children.filter(r)}function a(e){return e.replace(/^Line(Segments)?2$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function o(e){return e.userData?.name||e.userData?.fileName||e.name||a(e.type)}function s(e){return a(e.type)}function c(e){let t=e.userData;if(!t)return null;if(typeof t.trackingKey==`string`&&t.trackingKey)return t.trackingKey;if(typeof t.id==`string`&&t.id)return t.id;let n=typeof t.name==`string`?t.name:e.name,r=typeof t.layer==`string`?t.layer:``;return n?`name${r}${n}`:null}function l(e){return c(e)??e.uuid}function u(e){let t=e.userData?.members;return!Array.isArray(t)||t.length===0?[l(e)]:t.map((t,n)=>typeof t.trackingKey==`string`&&t.trackingKey?t.trackingKey:t.name?`name${t.layer}${t.name}`:`${e.uuid}${n}`)}function d(e){let t=e.userData?.members;return Array.isArray(t)&&t.length>0?t:null}const f=(e,t)=>e.userData?.layer||e.userData?.category||t;function p(e,t){let n=[],r=new Map,s=e=>{let t=r.get(e)??0;return r.set(e,t+1),t===0?e:`${e}#${t}`};for(let r of i(e)){let e=d(r);if(!e){let e=l(r);n.push({object:r,memberIndex:null,key:e,rowKey:s(e),label:o(r),layer:f(r,t)});continue}let i=u(r);e.forEach((e,o)=>{let c=i[o]??`${r.uuid}:${o}`;n.push({object:r,memberIndex:o,key:c,rowKey:s(c),label:e.name||a(r.type),layer:e.layer||f(r,t)})})}return n}const m=`Default`;function h(e){let t=new Map;for(let n of e){let e=n.userData?.layer||n.userData?.category||`Default`,r=t.get(e);r||(r=[],t.set(e,r)),r.push(n)}return t}function g(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>o(e).toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}function _(e){let t=new Map;for(let n of e){let e=t.get(n.layer);e||(e=[],t.set(n.layer,e)),e.push(n)}return t}function v(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>e.label.toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}const y=`membersPartiallyHidden`;function b(e,t){let n=e.userData?.members;if(!Array.isArray(n)||n.length===0)return;let r=e;if(!r.geometry)return;let i=u(e),a=i.some(e=>t.has(e));if(!a&&!e.userData[y])return;if(r.geometry.clearGroups(),!a){delete e.userData[y];return}e.userData[y]=!0;let o=null,s=0;for(let e=0;e<n.length;e++){let a=n[e];if(a.indexStart!=null&&a.indexCount!=null){if(t.has(i[e]??``)){o!==null&&(r.geometry.addGroup(o,s-o,0),o=null);continue}o===null&&(o=a.indexStart),s=a.indexStart+a.indexCount}}o!==null&&r.geometry.addGroup(o,s-o,0)}function x(e=new Set){let t=t=>u(t).every(t=>e.has(t)),n={hidden:e,isHidden:t,setVisible(t,n){t.visible=n,t.traverse(e=>{e.visible=n});for(let r of u(t))n?e.delete(r):e.add(r)},isEntryHidden:n=>n.memberIndex===null?t(n.object):e.has(n.key),setEntryVisible(t,r){if(t.memberIndex===null){n.setVisible(t.object,r);return}r?e.delete(t.key):e.add(t.key),b(t.object,e)},isLayerHidden:e=>e.length>0&&e.every(e=>n.isHidden(e)),isLayerPartial(e){let t=e.filter(e=>n.isHidden(e)).length;return t>0&&t<e.length},toggleLayer(e){let t=n.isLayerHidden(e);for(let r of e)n.setVisible(r,t)},applyTo(n){for(let r of n)b(r,e),t(r)&&(r.visible=!1,r.traverse(e=>{e.visible=!1}))},reset:()=>e.clear()};return n}function S(e=new Set){let t=null,n=new Set,r=e=>{t=e;for(let t of n)t(e)};return{selected:e,get anchor(){return t},isSelected:t=>e.has(t),select(n,i,a){if(i.shiftKey&&t){let r=a(),o=r.indexOf(t),s=r.indexOf(n);if(o!==-1&&s!==-1){let[t,n]=o<s?[o,s]:[s,o];i.toggleKey||e.clear();for(let i=t;i<=n;i++)e.add(r[i])}return}i.toggleKey?e.has(n)?e.delete(n):e.add(n):(e.clear(),e.add(n)),r(n)},clear(){e.clear(),r(null)},onAnchorChange(e){return n.add(e),()=>n.delete(e)}}}function C(e,t={}){let n=t.sets?.collapsed??new Set,r=x(t.sets?.hidden),a=S(t.sets?.selected),o={visibility:r,selection:a,collapsed:n,objects:()=>i(e),entries:()=>p(e,m),entryGroups:(t=``)=>v(_(p(e,m)),t),layerGroups:(t=``)=>g(h(i(e)),t),isCollapsed:e=>n.has(e),toggleCollapsed(e){n.has(e)?n.delete(e):n.add(e)},toggleObject(e){if(a.isSelected(e.uuid)&&a.selected.size>1){let e=o.objects().filter(e=>a.isSelected(e.uuid)),t=e.every(e=>r.isHidden(e));for(let n of e)r.setVisible(n,t)}else r.setVisible(e,r.isHidden(e))},toggleEntry(e){if(a.isSelected(e.key)&&a.selected.size>1){let e=o.entries().filter(e=>a.isSelected(e.key)),t=e.every(e=>r.isEntryHidden(e));for(let n of e)r.setEntryVisible(n,t)}else r.setEntryVisible(e,r.isEntryHidden(e))},select(e,t,n){a.select(e,t,()=>o.flatVisibleUuids(n))},onAnchorChange:e=>a.onAnchorChange(e),flatVisibleUuids(e){let t=[];for(let[r,i]of o.entryGroups(e))if(!n.has(r))for(let e of i)t.push(e.key);return t},applyTo(){r.applyTo(o.objects()),a.clear()},reset(){r.reset(),a.clear()}};return o}exports.createSceneOutliner=C,exports.getMemberKeys=u,exports.getObjectLabel=o,exports.getTrackingKey=l,exports.getTypeLabel=s;
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  //# sourceMappingURL=scene.cjs.map
@@ -1 +1 @@
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- {"version":3,"file":"scene.cjs","names":["THREE","hiddenKey"],"sources":["../src/scene/objects.ts","../src/scene/layers.ts","../src/scene/identity.ts","../src/scene/visibility.ts","../src/scene/selection.ts","../src/scene/outliner.ts"],"sourcesContent":["// ============================================================================\n// Scene content: which objects are user content, and how they are labelled\n// ============================================================================\n//\n// A live THREE.Scene holds more than the solve's output — the renderer also adds a camera, lights,\n// and viewer aids (grid, floor, measurement overlay, CSS2D label layer). Anything presenting the\n// scene to a user has to filter those out the same way.\n\nimport * as THREE from 'three';\n\n// Viewer aids tagged by `userData.id` in `render/`; live in the scene graph but are not solve output.\nexport const HELPER_IDS: ReadonlySet<string> = new Set(['grid', 'floor', 'label-layer', 'measure']);\n\nexport function isSceneContent(object: THREE.Object3D): boolean {\n\treturn (\n\t\t!(object instanceof THREE.Camera) &&\n\t\t!(object instanceof THREE.Light) &&\n\t\t!HELPER_IDS.has(object.userData?.id)\n\t);\n}\n\n// Only top-level children: a mesh's own sub-objects (edge overlays, labels) are governed by it,\n// not listed alongside it.\nexport function getSceneObjects(scene: THREE.Scene): THREE.Object3D[] {\n\treturn scene.children.filter(isSceneContent);\n}\n\n// `Line2`/`LineSegments2` are how curves are rendered — an implementation detail no user should\n// have to decode.\nexport function prettyType(type: string): string {\n\treturn (\n\t\ttype\n\t\t\t.replace(/^Line(Segments)?2$/, 'Curve')\n\t\t\t.replace('Mesh', '')\n\t\t\t.replace('Object3D', 'Obj') || type\n\t);\n}\n\nexport function getObjectLabel(object: THREE.Object3D): string {\n\treturn (\n\t\tobject.userData?.name || object.userData?.fileName || object.name || prettyType(object.type)\n\t);\n}\n\nexport function getTypeLabel(object: THREE.Object3D): string {\n\treturn prettyType(object.type);\n}\n","// ============================================================================\n// Layer grouping and search filtering\n// ============================================================================\n\nimport type * as THREE from 'three';\nimport { getObjectLabel } from './objects.js';\n\nexport const DEFAULT_LAYER = 'Default';\n\n/**\n * Group content objects by their Grasshopper layer.\n *\n * `userData.layer` wins over `userData.category`; objects with neither land in {@link DEFAULT_LAYER}.\n * Insertion order is preserved, so the grouping follows scene-graph order rather than sorting\n * alphabetically — the order geometry was baked in is meaningful to the author.\n */\nexport function groupByLayer(objects: THREE.Object3D[]): Map<string, THREE.Object3D[]> {\n\tconst groups = new Map<string, THREE.Object3D[]>();\n\tfor (const obj of objects) {\n\t\tconst layer: string = obj.userData?.layer || obj.userData?.category || DEFAULT_LAYER;\n\t\tlet bucket = groups.get(layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(layer, bucket);\n\t\t}\n\t\tbucket.push(obj);\n\t}\n\treturn groups;\n}\n\n/**\n * Filter grouped layers by a free-text query.\n *\n * A layer whose *name* matches keeps all its objects — searching for a layer means wanting to see\n * what's on it. Otherwise the layer keeps only the objects whose labels match, and drops out\n * entirely when none do. An empty query returns the input untouched.\n */\nexport function filterLayerGroups(\n\tgroups: Map<string, THREE.Object3D[]>,\n\tquery: string\n): Map<string, THREE.Object3D[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, THREE.Object3D[]>();\n\tfor (const [layerName, objects] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? objects\n\t\t\t: objects.filter((obj) => getObjectLabel(obj).toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n","// ============================================================================\n// Stable object identity across solves\n// ============================================================================\n//\n// A solve discards all content and rebuilds it, so `THREE.Object3D.uuid` (assigned per instance)\n// cannot answer \"is this the same wall I hid a minute ago\". Anything that must outlive a solve —\n// hidden state, selection, per-object overrides — has to key on what the geometry *is*.\n//\n// Grasshopper gives no object GUIDs, so identity is synthesized from `userData`, in descending\n// order of trustworthiness.\n\nimport type * as THREE from 'three';\n\n// Unit separator, not a printable character: layer/object names may contain anything a user can\n// type, and 'a' + ':' + 'b:c' must not collide with 'a:b' + ':' + 'c'.\nconst SEP = String.fromCharCode(31);\n\n/**\n * Tries, in order: `userData.id` (display items arrive with a pre-built pick key), then\n * `sourceComponentId` + `originalIndex` (component GUID is stable across solves), then\n * `name` + `layer` as a weaker fallback — two unnamed meshes on one layer collide under it.\n */\nexport function getStableKey(object: THREE.Object3D): string | null {\n\tconst data = object.userData;\n\tif (!data) return null;\n\n\tif (typeof data.id === 'string' && data.id) return data.id;\n\n\tif (typeof data.sourceComponentId === 'string' && data.sourceComponentId) {\n\t\t// A merged mesh covers several source meshes and its `originalIndex` is only the first\n\t\t// member's, which collides with every other merge starting at the same index. Key on the\n\t\t// whole (sorted, so material grouping order can't change it) member set when there is one.\n\t\tif (Array.isArray(data.mergedIndices) && data.mergedIndices.length > 0) {\n\t\t\tconst members = [...data.mergedIndices].sort((a, b) => a - b).join(',');\n\t\t\treturn `gh${SEP}${data.sourceComponentId}${SEP}m${SEP}${members}`;\n\t\t}\n\t\t// `originalIndex` is 0 for the first mesh of a component, so check presence, not truthiness.\n\t\tconst index = typeof data.originalIndex === 'number' ? data.originalIndex : 0;\n\t\treturn `gh${SEP}${data.sourceComponentId}${SEP}${index}`;\n\t}\n\n\tconst name = typeof data.name === 'string' ? data.name : object.name;\n\tconst layer = typeof data.layer === 'string' ? data.layer : '';\n\tif (name) return `name${SEP}${layer}${SEP}${name}`;\n\n\treturn null;\n}\n\n/** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */\nexport function getTrackingKey(object: THREE.Object3D): string {\n\treturn getStableKey(object) ?? object.uuid;\n}\n","// ============================================================================\n// Visibility: hidden-set bookkeeping over live THREE objects\n// ============================================================================\n//\n// Hiding an object flips `.visible` on the object *and its whole subtree* (edge overlays and CSS2D\n// labels are children, and three does not propagate `.visible` down for the label renderer), and\n// records the fact in a hidden-set so the UI can render an eye-off state and compute per-layer\n// tri-state.\n//\n// The set is keyed by stable identity (see `identity.ts`), not `uuid`, so hiding survives a solve —\n// a solve regenerates uuids but not the Grasshopper source the key is derived from. Objects with no\n// identifying userData fall back to their uuid, so their hidden state lasts only until the next solve.\n\nimport type * as THREE from 'three';\nimport { getTrackingKey as hiddenKey } from './identity.js';\n\n// Backed by a caller-supplied `Set` so a reactive host can pass a framework-observable set\n// (Svelte's `SvelteSet`) and get re-renders for free.\nexport interface VisibilityState {\n\treadonly hidden: Set<string>;\n\tisHidden(object: THREE.Object3D): boolean;\n\tsetVisible(object: THREE.Object3D, visible: boolean): void;\n\tisLayerHidden(objects: THREE.Object3D[]): boolean;\n\t/** Drives the tri-state eye icon. */\n\tisLayerPartial(objects: THREE.Object3D[]): boolean;\n\ttoggleLayer(objects: THREE.Object3D[]): void;\n\t/** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */\n\tapplyTo(objects: THREE.Object3D[]): void;\n\treset(): void;\n}\n\nexport function createVisibilityState(hidden: Set<string> = new Set()): VisibilityState {\n\tconst state: VisibilityState = {\n\t\thidden,\n\n\t\tisHidden: (object) => hidden.has(hiddenKey(object)),\n\n\t\tsetVisible(object, visible) {\n\t\t\tobject.visible = visible;\n\t\t\tobject.traverse((child) => {\n\t\t\t\tchild.visible = visible;\n\t\t\t});\n\t\t\tconst key = hiddenKey(object);\n\t\t\tif (visible) hidden.delete(key);\n\t\t\telse hidden.add(key);\n\t\t},\n\n\t\tisLayerHidden: (objects) => objects.length > 0 && objects.every((obj) => state.isHidden(obj)),\n\n\t\tisLayerPartial(objects) {\n\t\t\tconst count = objects.filter((obj) => state.isHidden(obj)).length;\n\t\t\treturn count > 0 && count < objects.length;\n\t\t},\n\n\t\ttoggleLayer(objects) {\n\t\t\t// A partially hidden layer hides the rest — only a fully hidden layer comes back.\n\t\t\tconst show = state.isLayerHidden(objects);\n\t\t\tfor (const obj of objects) state.setVisible(obj, show);\n\t\t},\n\n\t\tapplyTo(objects) {\n\t\t\tfor (const object of objects) {\n\t\t\t\t// Only push objects down. Anything not in the set keeps whatever visibility the render\n\t\t\t\t// layer gave it, so this never fights another feature that hid something for its own\n\t\t\t\t// reasons (isolate mode, section-box culling).\n\t\t\t\tif (!hidden.has(hiddenKey(object))) continue;\n\t\t\t\tobject.visible = false;\n\t\t\t\tobject.traverse((child) => {\n\t\t\t\t\tchild.visible = false;\n\t\t\t\t});\n\t\t\t}\n\t\t},\n\n\t\treset: () => hidden.clear()\n\t};\n\treturn state;\n}\n","// ============================================================================\n// Selection: click / ctrl-click / shift-range over a flat list\n// ============================================================================\n//\n// Standard file-explorer selection semantics. Range selection needs the *flattened, currently\n// visible* order — what the user actually sees after search filtering and layer collapse — which\n// only the caller knows, so it is passed in per click rather than derived here.\n\nexport interface SelectionModifiers {\n\tshiftKey: boolean;\n\t/** Ctrl (Windows/Linux) or Meta (macOS) — the caller normalizes the platform difference. */\n\ttoggleKey: boolean;\n}\n\nexport interface SelectionState {\n\treadonly selected: Set<string>;\n\t/** The click that anchors the next shift-range. */\n\treadonly anchor: string | null;\n\tisSelected(uuid: string): boolean;\n\t/**\n\t * Apply a click.\n\t *\n\t * @param flatOrder The uuids currently visible, in display order — the span a shift-range walks.\n\t */\n\tselect(uuid: string, modifiers: SelectionModifiers, flatOrder: () => string[]): void;\n\tclear(): void;\n\t/**\n\t * Observe anchor moves. The anchor is a scalar, so unlike `selected` it cannot be watched by\n\t * handing in an observable set — a host that renders it mirrors it through this instead.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n}\n\nexport function createSelectionState(selected: Set<string> = new Set()): SelectionState {\n\tlet anchor: string | null = null;\n\tconst anchorListeners = new Set<(anchor: string | null) => void>();\n\n\tconst setAnchor = (next: string | null) => {\n\t\tanchor = next;\n\t\tfor (const listener of anchorListeners) listener(next);\n\t};\n\n\treturn {\n\t\tselected,\n\t\tget anchor() {\n\t\t\treturn anchor;\n\t\t},\n\n\t\tisSelected: (uuid) => selected.has(uuid),\n\n\t\tselect(uuid, modifiers, flatOrder) {\n\t\t\tif (modifiers.shiftKey && anchor) {\n\t\t\t\tconst flat = flatOrder();\n\t\t\t\tconst a = flat.indexOf(anchor);\n\t\t\t\tconst b = flat.indexOf(uuid);\n\t\t\t\tif (a !== -1 && b !== -1) {\n\t\t\t\t\tconst [lo, hi] = a < b ? [a, b] : [b, a];\n\t\t\t\t\t// Ctrl+Shift extends the selection; plain Shift replaces it.\n\t\t\t\t\tif (!modifiers.toggleKey) selected.clear();\n\t\t\t\t\tfor (let i = lo; i <= hi; i++) selected.add(flat[i]);\n\t\t\t\t}\n\t\t\t\t// The anchor stays put, so dragging the shift-click around pivots on the same origin.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (modifiers.toggleKey) {\n\t\t\t\tif (selected.has(uuid)) selected.delete(uuid);\n\t\t\t\telse selected.add(uuid);\n\t\t\t} else {\n\t\t\t\tselected.clear();\n\t\t\t\tselected.add(uuid);\n\t\t\t}\n\t\t\tsetAnchor(uuid);\n\t\t},\n\n\t\tclear() {\n\t\t\tselected.clear();\n\t\t\tsetAnchor(null);\n\t\t},\n\n\t\tonAnchorChange(listener) {\n\t\t\tanchorListeners.add(listener);\n\t\t\treturn () => anchorListeners.delete(listener);\n\t\t}\n\t};\n}\n","// ============================================================================\n// SceneOutliner: the object-list state machine over a live THREE.Scene\n// ============================================================================\n//\n// Everything an outliner panel needs — content filtering, layer grouping, search, collapse,\n// visibility and selection — with no DOM and no framework. A host renders `layerGroups()` and\n// forwards clicks; see `SceneManager.svelte` in `@selvajs/ui` for the Svelte binding.\n\nimport type * as THREE from 'three';\nimport { getSceneObjects } from './objects.js';\nimport { filterLayerGroups, groupByLayer } from './layers.js';\nimport { createVisibilityState, type VisibilityState } from './visibility.js';\nimport { createSelectionState, type SelectionModifiers, type SelectionState } from './selection.js';\n\nexport interface SceneOutlinerOptions {\n\t/**\n\t * Backing sets for the mutable state. Supply framework-observable sets (e.g. Svelte's\n\t * `SvelteSet`) to make a host re-render on mutation; omit for plain `Set`s.\n\t */\n\tsets?: {\n\t\thidden?: Set<string>;\n\t\tselected?: Set<string>;\n\t\tcollapsed?: Set<string>;\n\t};\n}\n\nexport interface SceneOutliner {\n\treadonly visibility: VisibilityState;\n\treadonly selection: SelectionState;\n\treadonly collapsed: Set<string>;\n\n\t/** Not memoized — recomputes from the scene on every call. */\n\tobjects(): THREE.Object3D[];\n\t/**\n\t * Content grouped by layer, filtered by `searchQuery` (free text over layer and object\n\t * names). The query is a parameter rather than outliner state so a host can derive this\n\t * without writing back — mutating the outliner from a `$derived` is a Svelte error.\n\t */\n\tlayerGroups(searchQuery?: string): Map<string, THREE.Object3D[]>;\n\n\tisCollapsed(layerName: string): boolean;\n\ttoggleCollapsed(layerName: string): void;\n\n\t/**\n\t * Toggle one object's visibility. 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This is the span a shift-range walks.\n\t */\n\tflatVisibleUuids(searchQuery?: string): string[];\n\n\t/**\n\t * Re-apply hidden state to freshly built scene content. **Call after every solve.**\n\t *\n\t * A solve discards all content and rebuilds it, so whatever the user had hidden comes back\n\t * visible unless it is hidden again. Hidden state is keyed by stable identity rather than\n\t * instance uuid, so this restores it (see `identity.ts`). Selection is dropped: it refers to\n\t * object instances that no longer exist, and a persistent selection across solves is not a\n\t * behaviour anyone asked for.\n\t */\n\tapplyTo(): void;\n\n\t/** Drop all hidden and selected state, showing everything. 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Anything presenting the\n// scene to a user has to filter those out the same way.\n\nimport * as THREE from 'three';\n\n// Viewer aids tagged by `userData.id` in `render/`; live in the scene graph but are not solve output.\nexport const HELPER_IDS: ReadonlySet<string> = new Set(['grid', 'floor', 'label-layer', 'measure']);\n\nexport function isSceneContent(object: THREE.Object3D): boolean {\n\treturn (\n\t\t!(object instanceof THREE.Camera) &&\n\t\t!(object instanceof THREE.Light) &&\n\t\t!HELPER_IDS.has(object.userData?.id)\n\t);\n}\n\n// Only top-level children: a mesh's own sub-objects (edge overlays, labels) are governed by it,\n// not listed alongside it.\nexport function getSceneObjects(scene: THREE.Scene): THREE.Object3D[] {\n\treturn scene.children.filter(isSceneContent);\n}\n\n// `Line2`/`LineSegments2` are how curves are rendered — an implementation detail no user should\n// have to decode.\nexport function prettyType(type: string): string {\n\treturn (\n\t\ttype\n\t\t\t.replace(/^Line(Segments)?2$/, 'Curve')\n\t\t\t.replace('Mesh', '')\n\t\t\t.replace('Object3D', 'Obj') || type\n\t);\n}\n\nexport function getObjectLabel(object: THREE.Object3D): string {\n\treturn (\n\t\tobject.userData?.name || object.userData?.fileName || object.name || prettyType(object.type)\n\t);\n}\n\nexport function getTypeLabel(object: THREE.Object3D): string {\n\treturn prettyType(object.type);\n}\n","// ============================================================================\n// Stable object identity across solves\n// ============================================================================\n//\n// A solve discards all content and rebuilds it, so `THREE.Object3D.uuid` (assigned per instance)\n// cannot answer \"is this the same wall I hid a minute ago\". Anything that must outlive a solve —\n// hidden state, selection, per-object overrides — keys on the writer-minted object id instead,\n// stamped by the parse layer as `userData.trackingKey` (Selva mints\n// `{componentGuid}/{branchPath}/{slotIndex}`; the viewer never parses it).\n//\n// A merged mesh is several source objects in one THREE object, so its identity is per member:\n// `userData.members` carries each member's key, and the hidden-set stores member keys.\n\nimport type * as THREE from 'three';\n\n// Unit separator, not a printable character: layer/object names may contain anything a user can\n// type, and 'a' + ':' + 'b:c' must not collide with 'a:b' + ':' + 'c'.\nconst SEP = String.fromCharCode(31);\n\n/** One source object inside a merged mesh — see `finalizeMergedMesh`. */\nexport interface MergedMember {\n\ttrackingKey?: string;\n\tname: string;\n\tlayer: string;\n\tmetadata: Record<string, string>;\n\t/** Start of this member's window into the merged index buffer; absent on older merges. */\n\tindexStart?: number;\n\t/** Length of that window, in indices. */\n\tindexCount?: number;\n}\n\n/**\n * The minted `userData.trackingKey` when the writer supplied one; `userData.id` for display\n * items (their pre-baked pick key); `name` + `layer` as a weaker fallback for foreign writers\n * that mint no ids — two unnamed meshes on one layer collide under it.\n */\nexport function getStableKey(object: THREE.Object3D): string | null {\n\tconst data = object.userData;\n\tif (!data) return null;\n\n\tif (typeof data.trackingKey === 'string' && data.trackingKey) return data.trackingKey;\n\n\t// Display items carry their minted id under `id` (which doubles as the pick key).\n\tif (typeof data.id === 'string' && data.id) return data.id;\n\n\tconst name = typeof data.name === 'string' ? data.name : object.name;\n\tconst layer = typeof data.layer === 'string' ? data.layer : '';\n\tif (name) return `name${SEP}${layer}${SEP}${name}`;\n\n\treturn null;\n}\n\n/** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */\nexport function getTrackingKey(object: THREE.Object3D): string {\n\treturn getStableKey(object) ?? object.uuid;\n}\n\n/**\n * The identity keys hidden state hangs off: each member's key for a merged mesh, the object's own\n * for everything else. A member without a minted key falls back to its name + layer, then to the\n * merged object's uuid (per-instance, like any other identity-less object).\n */\nexport function getMemberKeys(object: THREE.Object3D): string[] {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\tif (!Array.isArray(members) || members.length === 0) {\n\t\treturn [getTrackingKey(object)];\n\t}\n\n\treturn members.map((member, i) => {\n\t\tif (typeof member.trackingKey === 'string' && member.trackingKey) return member.trackingKey;\n\t\tif (member.name) return `name${SEP}${member.layer}${SEP}${member.name}`;\n\t\treturn `${object.uuid}${SEP}${i}`;\n\t});\n}\n","// ============================================================================\n// Scene entries: one listable thing per source object\n// ============================================================================\n//\n// The outliner used to list `THREE.Object3D`s directly, which held while one source object was one\n// THREE object. Merging by material breaks that: an imported building model renders as a few dozen\n// merged meshes, so listing objects would show a few dozen rows named after whichever member\n// happened to be first, and the building elements the user actually works with would be\n// unreachable.\n//\n// An entry is one *listable* thing — a plain object, or one member inside a merged mesh. Rendering\n// stays merged (that is what keeps the model fast); only the listing is expanded. Entries carry the\n// identity key visibility already uses, so hiding a row works the same either way.\n\nimport type * as THREE from 'three';\n\nimport { getMemberKeys, getTrackingKey, type MergedMember } from './identity.js';\nimport { getObjectLabel, getSceneObjects, prettyType } from './objects.js';\n\nexport interface SceneEntry {\n\t/** The THREE object that renders this entry — the merged mesh when `member` is set. */\n\tobject: THREE.Object3D;\n\t/** The member's index within `object.userData.members`, or null for a whole object. */\n\tmemberIndex: number | null;\n\t/**\n\t * Stable identity. Matches the key visibility stores, so a row's eye toggles exactly the thing\n\t * the row names. Deliberately not unique: two identity-less objects sharing a name and layer\n\t * collide here, and that collision means \"these hide together\". Key a list on\n\t * {@link rowKey} instead.\n\t */\n\tkey: string;\n\t/**\n\t * {@link key}, made unique across the returned entries by suffixing repeats. Keying a list on\n\t * `key` throws on the collisions identity deliberately tolerates.\n\t */\n\trowKey: string;\n\tlabel: string;\n\tlayer: string;\n}\n\n/** Members of a merged mesh, or null for an ordinary object. */\nfunction membersOf(object: THREE.Object3D): MergedMember[] | null {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\treturn Array.isArray(members) && members.length > 0 ? members : null;\n}\n\nconst layerOf = (object: THREE.Object3D, fallback: string): string =>\n\tobject.userData?.layer || object.userData?.category || fallback;\n\n/**\n * One entry per source object: merged meshes expand into their members, everything else stays\n * itself. Member keys come from {@link getMemberKeys}, which is the same order as `members`, so a\n * row and the hidden-set agree on identity.\n */\nexport function getSceneEntries(scene: THREE.Scene, defaultLayer: string): SceneEntry[] {\n\tconst entries: SceneEntry[] = [];\n\t// Occurrences of each identity key so far, so the nth repeat of one key becomes `key#n`.\n\tconst seen = new Map<string, number>();\n\tconst rowKeyFor = (key: string): string => {\n\t\tconst n = seen.get(key) ?? 0;\n\t\tseen.set(key, n + 1);\n\t\treturn n === 0 ? key : `${key}#${n}`;\n\t};\n\n\tfor (const object of getSceneObjects(scene)) {\n\t\tconst members = membersOf(object);\n\t\tif (!members) {\n\t\t\tconst key = getTrackingKey(object);\n\t\t\tentries.push({\n\t\t\t\tobject,\n\t\t\t\tmemberIndex: null,\n\t\t\t\tkey,\n\t\t\t\trowKey: rowKeyFor(key),\n\t\t\t\tlabel: getObjectLabel(object),\n\t\t\t\tlayer: layerOf(object, defaultLayer)\n\t\t\t});\n\t\t\tcontinue;\n\t\t}\n\n\t\tconst keys = getMemberKeys(object);\n\t\tmembers.forEach((member, i) => {\n\t\t\tconst key = keys[i] ?? `${object.uuid}:${i}`;\n\t\t\tentries.push({\n\t\t\t\tobject,\n\t\t\t\tmemberIndex: i,\n\t\t\t\tkey,\n\t\t\t\trowKey: rowKeyFor(key),\n\t\t\t\tlabel: member.name || prettyType(object.type),\n\t\t\t\t// A merge never spans layers (`splitGroupByLayer`), so the member's layer and its\n\t\t\t\t// mesh's agree; the member's is used anyway, since it is the one being listed.\n\t\t\t\tlayer: member.layer || layerOf(object, defaultLayer)\n\t\t\t});\n\t\t});\n\t}\n\n\treturn entries;\n}\n","// ============================================================================\n// Layer grouping and search filtering\n// ============================================================================\n\nimport type * as THREE from 'three';\nimport { getObjectLabel } from './objects.js';\nimport type { SceneEntry } from './entries.js';\n\nexport const DEFAULT_LAYER = 'Default';\n\n/**\n * Group content objects by their Grasshopper layer.\n *\n * `userData.layer` wins over `userData.category`; objects with neither land in {@link DEFAULT_LAYER}.\n * Insertion order is preserved, so the grouping follows scene-graph order rather than sorting\n * alphabetically — the order geometry was baked in is meaningful to the author.\n */\nexport function groupByLayer(objects: THREE.Object3D[]): Map<string, THREE.Object3D[]> {\n\tconst groups = new Map<string, THREE.Object3D[]>();\n\tfor (const obj of objects) {\n\t\tconst layer: string = obj.userData?.layer || obj.userData?.category || DEFAULT_LAYER;\n\t\tlet bucket = groups.get(layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(layer, bucket);\n\t\t}\n\t\tbucket.push(obj);\n\t}\n\treturn groups;\n}\n\n/**\n * Filter grouped layers by a free-text query.\n *\n * A layer whose *name* matches keeps all its objects — searching for a layer means wanting to see\n * what's on it. Otherwise the layer keeps only the objects whose labels match, and drops out\n * entirely when none do. An empty query returns the input untouched.\n */\nexport function filterLayerGroups(\n\tgroups: Map<string, THREE.Object3D[]>,\n\tquery: string\n): Map<string, THREE.Object3D[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, THREE.Object3D[]>();\n\tfor (const [layerName, objects] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? objects\n\t\t\t: objects.filter((obj) => getObjectLabel(obj).toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n\n/** {@link groupByLayer}, over entries — each entry already carries the layer it belongs to. */\nexport function groupEntriesByLayer(entries: SceneEntry[]): Map<string, SceneEntry[]> {\n\tconst groups = new Map<string, SceneEntry[]>();\n\tfor (const entry of entries) {\n\t\tlet bucket = groups.get(entry.layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(entry.layer, bucket);\n\t\t}\n\t\tbucket.push(entry);\n\t}\n\treturn groups;\n}\n\n/** {@link filterLayerGroups}, over entries. */\nexport function filterEntryGroups(\n\tgroups: Map<string, SceneEntry[]>,\n\tquery: string\n): Map<string, SceneEntry[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, SceneEntry[]>();\n\tfor (const [layerName, entries] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? entries\n\t\t\t: entries.filter((entry) => entry.label.toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n","// ============================================================================\n// Hiding one member of a merged mesh\n// ============================================================================\n//\n// `.visible` is per THREE object, so it cannot hide one wall inside a merged mesh that draws a\n// whole material group. Instead the mesh's geometry groups are rebuilt to cover only the index\n// ranges whose members are still visible: three draws each group as its own range, so an omitted\n// member simply isn't drawn.\n//\n// Adjacent visible members are coalesced into one group, so the common cases cost nothing — an\n// untouched mesh is a single group, and hiding one member leaves two.\n\nimport type * as THREE from 'three';\n\nimport type { MergedMember } from './identity.js';\nimport { getMemberKeys } from './identity.js';\n\n/** Set on a merged mesh while some of its members are hidden, so the state can be undone. */\nconst PARTIAL_KEY = 'membersPartiallyHidden';\n\n/**\n * Rebuilds `object`'s drawn ranges from the hidden-set. No-op unless it is a merged mesh whose\n * members carry index windows.\n */\nexport function applyEntryVisibility(object: THREE.Object3D, hidden: Set<string>): void {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\tif (!Array.isArray(members) || members.length === 0) return;\n\n\tconst mesh = object as THREE.Mesh;\n\tif (!mesh.geometry) return;\n\n\tconst keys = getMemberKeys(object);\n\tconst anyHidden = keys.some((key) => hidden.has(key));\n\n\t// Nothing hidden and nothing was: leave the geometry exactly as the parser built it, so an\n\t// ordinary scene never carries groups it didn't ask for.\n\tif (!anyHidden && !object.userData[PARTIAL_KEY]) return;\n\n\tmesh.geometry.clearGroups();\n\n\tif (!anyHidden) {\n\t\tdelete object.userData[PARTIAL_KEY];\n\t\treturn;\n\t}\n\n\tobject.userData[PARTIAL_KEY] = true;\n\n\tlet runStart: number | null = null;\n\tlet runEnd = 0;\n\tfor (let i = 0; i < members.length; i++) {\n\t\tconst member = members[i]!;\n\t\tif (member.indexStart == null || member.indexCount == null) continue;\n\n\t\tif (hidden.has(keys[i] ?? '')) {\n\t\t\tif (runStart !== null) {\n\t\t\t\tmesh.geometry.addGroup(runStart, runEnd - runStart, 0);\n\t\t\t\trunStart = null;\n\t\t\t}\n\t\t\tcontinue;\n\t\t}\n\n\t\tif (runStart === null) runStart = member.indexStart;\n\t\trunEnd = member.indexStart + member.indexCount;\n\t}\n\tif (runStart !== null) mesh.geometry.addGroup(runStart, runEnd - runStart, 0);\n}\n","// ============================================================================\n// Visibility: hidden-set bookkeeping over live THREE objects\n// ============================================================================\n//\n// Hiding an object flips `.visible` on the object *and its whole subtree* (edge overlays and CSS2D\n// labels are children, and three does not propagate `.visible` down for the label renderer), and\n// records the fact in a hidden-set so the UI can render an eye-off state and compute per-layer\n// tri-state.\n//\n// The set is keyed by stable identity (see `identity.ts`), not `uuid`, so hiding survives a solve —\n// a solve regenerates uuids but not the minted ids the keys read. A merged mesh stores one key per\n// source member, so re-merging under a different material/layer grouping can't lose the state.\n// Objects with no identifying userData fall back to their uuid, so their hidden state lasts only\n// until the next solve.\n\nimport type * as THREE from 'three';\nimport { getMemberKeys } from './identity.js';\nimport { applyEntryVisibility } from './member-visibility.js';\n\n/** The parts of a `SceneEntry` visibility needs; kept structural so entries.ts stays optional. */\nexport interface EntryRef {\n\tobject: THREE.Object3D;\n\tmemberIndex: number | null;\n\tkey: string;\n}\n\n// Backed by a caller-supplied `Set` so a reactive host can pass a framework-observable set\n// (Svelte's `SvelteSet`) and get re-renders for free.\nexport interface VisibilityState {\n\treadonly hidden: Set<string>;\n\tisHidden(object: THREE.Object3D): boolean;\n\tsetVisible(object: THREE.Object3D, visible: boolean): void;\n\tisLayerHidden(objects: THREE.Object3D[]): boolean;\n\t/** Drives the tri-state eye icon. */\n\tisLayerPartial(objects: THREE.Object3D[]): boolean;\n\ttoggleLayer(objects: THREE.Object3D[]): void;\n\t/**\n\t * Hide or show one entry — a whole object, or a single member inside a merged mesh.\n\t *\n\t * A merged mesh renders as one THREE object, so a member cannot be hidden by flipping\n\t * `.visible`. Its key goes in the hidden-set and the mesh's drawn index ranges are rebuilt to\n\t * skip it, which is what {@link applyEntryVisibility} does.\n\t */\n\tsetEntryVisible(entry: EntryRef, visible: boolean): void;\n\tisEntryHidden(entry: EntryRef): boolean;\n\t/** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */\n\tapplyTo(objects: THREE.Object3D[]): void;\n\treset(): void;\n}\n\nexport function createVisibilityState(hidden: Set<string> = new Set()): VisibilityState {\n\t// An object is hidden when EVERY member key is in the set — for a plain mesh that is its one\n\t// key; for a merged mesh it means all source members are hidden.\n\tconst allHidden = (object: THREE.Object3D) =>\n\t\tgetMemberKeys(object).every((key) => hidden.has(key));\n\n\tconst state: VisibilityState = {\n\t\thidden,\n\n\t\tisHidden: allHidden,\n\n\t\tsetVisible(object, visible) {\n\t\t\tobject.visible = visible;\n\t\t\tobject.traverse((child) => {\n\t\t\t\tchild.visible = visible;\n\t\t\t});\n\t\t\tfor (const key of getMemberKeys(object)) {\n\t\t\t\tif (visible) hidden.delete(key);\n\t\t\t\telse hidden.add(key);\n\t\t\t}\n\t\t},\n\n\t\tisEntryHidden: (entry) =>\n\t\t\tentry.memberIndex === null ? allHidden(entry.object) : hidden.has(entry.key),\n\n\t\tsetEntryVisible(entry, visible) {\n\t\t\tif (entry.memberIndex === null) {\n\t\t\t\tstate.setVisible(entry.object, visible);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (visible) hidden.delete(entry.key);\n\t\t\telse hidden.add(entry.key);\n\t\t\tapplyEntryVisibility(entry.object, hidden);\n\t\t},\n\n\t\tisLayerHidden: (objects) => objects.length > 0 && objects.every((obj) => state.isHidden(obj)),\n\n\t\tisLayerPartial(objects) {\n\t\t\tconst count = objects.filter((obj) => state.isHidden(obj)).length;\n\t\t\treturn count > 0 && count < objects.length;\n\t\t},\n\n\t\ttoggleLayer(objects) {\n\t\t\t// A partially hidden layer hides the rest — only a fully hidden layer comes back.\n\t\t\tconst show = state.isLayerHidden(objects);\n\t\t\tfor (const obj of objects) state.setVisible(obj, show);\n\t\t},\n\n\t\tapplyTo(objects) {\n\t\t\tfor (const object of objects) {\n\t\t\t\t// A merged mesh can be partly hidden, which `.visible` cannot express — rebuild its\n\t\t\t\t// drawn ranges before the whole-object rule below considers it.\n\t\t\t\tapplyEntryVisibility(object, hidden);\n\t\t\t\t// Only push objects down. Anything not in the set keeps whatever visibility the render\n\t\t\t\t// layer gave it, so this never fights another feature that hid something for its own\n\t\t\t\t// reasons (isolate mode, section-box culling).\n\t\t\t\tif (!allHidden(object)) continue;\n\t\t\t\tobject.visible = false;\n\t\t\t\tobject.traverse((child) => {\n\t\t\t\t\tchild.visible = false;\n\t\t\t\t});\n\t\t\t}\n\t\t},\n\n\t\treset: () => hidden.clear()\n\t};\n\treturn state;\n}\n","// ============================================================================\n// Selection: click / ctrl-click / shift-range over a flat list\n// ============================================================================\n//\n// Standard file-explorer selection semantics. Range selection needs the *flattened, currently\n// visible* order — what the user actually sees after search filtering and layer collapse — which\n// only the caller knows, so it is passed in per click rather than derived here.\n\nexport interface SelectionModifiers {\n\tshiftKey: boolean;\n\t/** Ctrl (Windows/Linux) or Meta (macOS) — the caller normalizes the platform difference. */\n\ttoggleKey: boolean;\n}\n\nexport interface SelectionState {\n\treadonly selected: Set<string>;\n\t/** The click that anchors the next shift-range. */\n\treadonly anchor: string | null;\n\tisSelected(uuid: string): boolean;\n\t/**\n\t * Apply a click.\n\t *\n\t * @param flatOrder The uuids currently visible, in display order — the span a shift-range walks.\n\t */\n\tselect(uuid: string, modifiers: SelectionModifiers, flatOrder: () => string[]): void;\n\tclear(): void;\n\t/**\n\t * Observe anchor moves. The anchor is a scalar, so unlike `selected` it cannot be watched by\n\t * handing in an observable set — a host that renders it mirrors it through this instead.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n}\n\nexport function createSelectionState(selected: Set<string> = new Set()): SelectionState {\n\tlet anchor: string | null = null;\n\tconst anchorListeners = new Set<(anchor: string | null) => void>();\n\n\tconst setAnchor = (next: string | null) => {\n\t\tanchor = next;\n\t\tfor (const listener of anchorListeners) listener(next);\n\t};\n\n\treturn {\n\t\tselected,\n\t\tget anchor() {\n\t\t\treturn anchor;\n\t\t},\n\n\t\tisSelected: (uuid) => selected.has(uuid),\n\n\t\tselect(uuid, modifiers, flatOrder) {\n\t\t\tif (modifiers.shiftKey && anchor) {\n\t\t\t\tconst flat = flatOrder();\n\t\t\t\tconst a = flat.indexOf(anchor);\n\t\t\t\tconst b = flat.indexOf(uuid);\n\t\t\t\tif (a !== -1 && b !== -1) {\n\t\t\t\t\tconst [lo, hi] = a < b ? [a, b] : [b, a];\n\t\t\t\t\t// Ctrl+Shift extends the selection; plain Shift replaces it.\n\t\t\t\t\tif (!modifiers.toggleKey) selected.clear();\n\t\t\t\t\tfor (let i = lo; i <= hi; i++) selected.add(flat[i]);\n\t\t\t\t}\n\t\t\t\t// The anchor stays put, so dragging the shift-click around pivots on the same origin.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (modifiers.toggleKey) {\n\t\t\t\tif (selected.has(uuid)) selected.delete(uuid);\n\t\t\t\telse selected.add(uuid);\n\t\t\t} else {\n\t\t\t\tselected.clear();\n\t\t\t\tselected.add(uuid);\n\t\t\t}\n\t\t\tsetAnchor(uuid);\n\t\t},\n\n\t\tclear() {\n\t\t\tselected.clear();\n\t\t\tsetAnchor(null);\n\t\t},\n\n\t\tonAnchorChange(listener) {\n\t\t\tanchorListeners.add(listener);\n\t\t\treturn () => anchorListeners.delete(listener);\n\t\t}\n\t};\n}\n","// ============================================================================\n// SceneOutliner: the object-list state machine over a live THREE.Scene\n// ============================================================================\n//\n// Everything an outliner panel needs — content filtering, layer grouping, search, collapse,\n// visibility and selection — with no DOM and no framework. A host renders `layerGroups()` and\n// forwards clicks; see `SceneManager.svelte` in `@selvajs/ui` for the Svelte binding.\n\nimport type * as THREE from 'three';\nimport { getSceneObjects } from './objects.js';\nimport { getSceneEntries, type SceneEntry } from './entries.js';\nimport {\n\tDEFAULT_LAYER,\n\tfilterEntryGroups,\n\tfilterLayerGroups,\n\tgroupByLayer,\n\tgroupEntriesByLayer\n} from './layers.js';\nimport { createVisibilityState, type VisibilityState } from './visibility.js';\nimport { createSelectionState, type SelectionModifiers, type SelectionState } from './selection.js';\n\nexport interface SceneOutlinerOptions {\n\t/**\n\t * Backing sets for the mutable state. Supply framework-observable sets (e.g. Svelte's\n\t * `SvelteSet`) to make a host re-render on mutation; omit for plain `Set`s.\n\t */\n\tsets?: {\n\t\thidden?: Set<string>;\n\t\tselected?: Set<string>;\n\t\tcollapsed?: Set<string>;\n\t};\n}\n\nexport interface SceneOutliner {\n\treadonly visibility: VisibilityState;\n\treadonly selection: SelectionState;\n\treadonly collapsed: Set<string>;\n\n\t/** Not memoized — recomputes from the scene on every call. */\n\tobjects(): THREE.Object3D[];\n\t/**\n\t * One entry per source object, which is what a panel lists. Merged meshes expand into their\n\t * members, so an imported model shows its building elements rather than the handful of meshes\n\t * they were merged into; everything else is one entry for itself.\n\t */\n\tentries(): SceneEntry[];\n\t/** {@link layerGroups}, over entries. */\n\tentryGroups(searchQuery?: string): Map<string, SceneEntry[]>;\n\t/**\n\t * Content grouped by layer, filtered by `searchQuery` (free text over layer and object\n\t * names). The query is a parameter rather than outliner state so a host can derive this\n\t * without writing back — mutating the outliner from a `$derived` is a Svelte error.\n\t */\n\tlayerGroups(searchQuery?: string): Map<string, THREE.Object3D[]>;\n\n\tisCollapsed(layerName: string): boolean;\n\ttoggleCollapsed(layerName: string): void;\n\n\t/**\n\t * Toggle one object's visibility. When the object is part of a multi-selection, the whole\n\t * selection follows it — hiding one of five selected meshes hides all five.\n\t */\n\ttoggleObject(object: THREE.Object3D): void;\n\n\t/** {@link toggleObject}, for one entry — a whole object or a single merged member. */\n\ttoggleEntry(entry: SceneEntry): void;\n\n\t/**\n\t * Select by entry key (see {@link SceneEntry}) — a merged member is selectable on its own, so\n\t * uuid would not distinguish siblings inside one mesh.\n\t *\n\t * Shift-ranges resolve against `flatVisibleUuids()`, not scene-graph order — so pass the\n\t * same `searchQuery` the panel is displaying, or a range will span filtered-out objects.\n\t */\n\tselect(key: string, modifiers: SelectionModifiers, searchQuery?: string): void;\n\n\t/**\n\t * Observe shift-range anchor moves, for hosts that mirror it into their own state.\n\t * Convenience passthrough to `selection.onAnchorChange`.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n\n\t/**\n\t * The entry keys currently visible in the panel, in display order: every entry of every\n\t * non-collapsed layer that survived the search filter. This is the span a shift-range walks.\n\t */\n\tflatVisibleUuids(searchQuery?: string): string[];\n\n\t/**\n\t * Re-apply hidden state to freshly built scene content. **Call after every solve.**\n\t *\n\t * A solve discards all content and rebuilds it, so whatever the user had hidden comes back\n\t * visible unless it is hidden again. Hidden state is keyed by stable identity rather than\n\t * instance uuid, so this restores it (see `identity.ts`). Selection is dropped: it refers to\n\t * object instances that no longer exist, and a persistent selection across solves is not a\n\t * behaviour anyone asked for.\n\t */\n\tapplyTo(): void;\n\n\t/** Drop all hidden and selected state, showing everything. Objects are left as they are. */\n\treset(): void;\n}\n\nexport function createSceneOutliner(\n\tscene: THREE.Scene,\n\toptions: SceneOutlinerOptions = {}\n): SceneOutliner {\n\tconst collapsed = options.sets?.collapsed ?? new Set<string>();\n\tconst visibility = createVisibilityState(options.sets?.hidden);\n\tconst selection = createSelectionState(options.sets?.selected);\n\n\tconst outliner: SceneOutliner = {\n\t\tvisibility,\n\t\tselection,\n\t\tcollapsed,\n\n\t\tobjects: () => getSceneObjects(scene),\n\n\t\tentries: () => getSceneEntries(scene, DEFAULT_LAYER),\n\n\t\tentryGroups: (searchQuery = '') =>\n\t\t\tfilterEntryGroups(groupEntriesByLayer(getSceneEntries(scene, DEFAULT_LAYER)), searchQuery),\n\n\t\tlayerGroups: (searchQuery = '') =>\n\t\t\tfilterLayerGroups(groupByLayer(getSceneObjects(scene)), searchQuery),\n\n\t\tisCollapsed: (layerName) => collapsed.has(layerName),\n\n\t\ttoggleCollapsed(layerName) {\n\t\t\tif (collapsed.has(layerName)) collapsed.delete(layerName);\n\t\t\telse collapsed.add(layerName);\n\t\t},\n\n\t\ttoggleObject(object) {\n\t\t\tif (selection.isSelected(object.uuid) && selection.selected.size > 1) {\n\t\t\t\tconst chosen = outliner.objects().filter((o) => selection.isSelected(o.uuid));\n\t\t\t\t// Show the group only once every member is hidden, matching the per-layer rule.\n\t\t\t\tconst allHidden = chosen.every((o) => visibility.isHidden(o));\n\t\t\t\tfor (const o of chosen) visibility.setVisible(o, allHidden);\n\t\t\t} else {\n\t\t\t\tvisibility.setVisible(object, visibility.isHidden(object));\n\t\t\t}\n\t\t},\n\n\t\ttoggleEntry(entry) {\n\t\t\tif (selection.isSelected(entry.key) && selection.selected.size > 1) {\n\t\t\t\tconst chosen = outliner.entries().filter((e) => selection.isSelected(e.key));\n\t\t\t\tconst allHidden = chosen.every((e) => visibility.isEntryHidden(e));\n\t\t\t\tfor (const e of chosen) visibility.setEntryVisible(e, allHidden);\n\t\t\t} else {\n\t\t\t\tvisibility.setEntryVisible(entry, visibility.isEntryHidden(entry));\n\t\t\t}\n\t\t},\n\n\t\tselect(key, modifiers, searchQuery) {\n\t\t\tselection.select(key, modifiers, () => outliner.flatVisibleUuids(searchQuery));\n\t\t},\n\n\t\tonAnchorChange: (listener) => selection.onAnchorChange(listener),\n\n\t\tflatVisibleUuids(searchQuery) {\n\t\t\tconst result: string[] = [];\n\t\t\tfor (const [layerName, entries] of outliner.entryGroups(searchQuery)) {\n\t\t\t\tif (collapsed.has(layerName)) continue;\n\t\t\t\tfor (const entry of entries) result.push(entry.key);\n\t\t\t}\n\t\t\treturn result;\n\t\t},\n\n\t\tapplyTo() {\n\t\t\tvisibility.applyTo(outliner.objects());\n\t\t\tselection.clear();\n\t\t},\n\n\t\treset() {\n\t\t\tvisibility.reset();\n\t\t\tselection.clear();\n\t\t}\n\t};\n\n\treturn 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package/dist/scene.d.cts CHANGED
@@ -1,5 +1,33 @@
1
1
  import * as THREE from "three";
2
+ //#region src/scene/entries.d.ts
3
+ interface SceneEntry {
4
+ /** The THREE object that renders this entry — the merged mesh when `member` is set. */
5
+ object: THREE.Object3D;
6
+ /** The member's index within `object.userData.members`, or null for a whole object. */
7
+ memberIndex: number | null;
8
+ /**
9
+ * Stable identity. Matches the key visibility stores, so a row's eye toggles exactly the thing
10
+ * the row names. Deliberately not unique: two identity-less objects sharing a name and layer
11
+ * collide here, and that collision means "these hide together". Key a list on
12
+ * {@link rowKey} instead.
13
+ */
14
+ key: string;
15
+ /**
16
+ * {@link key}, made unique across the returned entries by suffixing repeats. Keying a list on
17
+ * `key` throws on the collisions identity deliberately tolerates.
18
+ */
19
+ rowKey: string;
20
+ label: string;
21
+ layer: string;
22
+ }
23
+ //#endregion
2
24
  //#region src/scene/visibility.d.ts
25
+ /** The parts of a `SceneEntry` visibility needs; kept structural so entries.ts stays optional. */
26
+ interface EntryRef {
27
+ object: THREE.Object3D;
28
+ memberIndex: number | null;
29
+ key: string;
30
+ }
3
31
  interface VisibilityState {
4
32
  readonly hidden: Set<string>;
5
33
  isHidden(object: THREE.Object3D): boolean;
@@ -8,6 +36,15 @@ interface VisibilityState {
8
36
  /** Drives the tri-state eye icon. */
9
37
  isLayerPartial(objects: THREE.Object3D[]): boolean;
10
38
  toggleLayer(objects: THREE.Object3D[]): void;
39
+ /**
40
+ * Hide or show one entry — a whole object, or a single member inside a merged mesh.
41
+ *
42
+ * A merged mesh renders as one THREE object, so a member cannot be hidden by flipping
43
+ * `.visible`. Its key goes in the hidden-set and the mesh's drawn index ranges are rebuilt to
44
+ * skip it, which is what {@link applyEntryVisibility} does.
45
+ */
46
+ setEntryVisible(entry: EntryRef, visible: boolean): void;
47
+ isEntryHidden(entry: EntryRef): boolean;
11
48
  /** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */
12
49
  applyTo(objects: THREE.Object3D[]): void;
13
50
  reset(): void;
@@ -58,6 +95,14 @@ interface SceneOutliner {
58
95
  readonly collapsed: Set<string>;
59
96
  /** Not memoized — recomputes from the scene on every call. */
60
97
  objects(): THREE.Object3D[];
98
+ /**
99
+ * One entry per source object, which is what a panel lists. Merged meshes expand into their
100
+ * members, so an imported model shows its building elements rather than the handful of meshes
101
+ * they were merged into; everything else is one entry for itself.
102
+ */
103
+ entries(): SceneEntry[];
104
+ /** {@link layerGroups}, over entries. */
105
+ entryGroups(searchQuery?: string): Map<string, SceneEntry[]>;
61
106
  /**
62
107
  * Content grouped by layer, filtered by `searchQuery` (free text over layer and object
63
108
  * names). The query is a parameter rather than outliner state so a host can derive this
@@ -71,11 +116,16 @@ interface SceneOutliner {
71
116
  * selection follows it — hiding one of five selected meshes hides all five.
72
117
  */
73
118
  toggleObject(object: THREE.Object3D): void;
119
+ /** {@link toggleObject}, for one entry — a whole object or a single merged member. */
120
+ toggleEntry(entry: SceneEntry): void;
74
121
  /**
122
+ * Select by entry key (see {@link SceneEntry}) — a merged member is selectable on its own, so
123
+ * uuid would not distinguish siblings inside one mesh.
124
+ *
75
125
  * Shift-ranges resolve against `flatVisibleUuids()`, not scene-graph order — so pass the
76
126
  * same `searchQuery` the panel is displaying, or a range will span filtered-out objects.
77
127
  */
78
- select(uuid: string, modifiers: SelectionModifiers, searchQuery?: string): void;
128
+ select(key: string, modifiers: SelectionModifiers, searchQuery?: string): void;
79
129
  /**
80
130
  * Observe shift-range anchor moves, for hosts that mirror it into their own state.
81
131
  * Convenience passthrough to `selection.onAnchorChange`.
@@ -84,7 +134,7 @@ interface SceneOutliner {
84
134
  */
85
135
  onAnchorChange(listener: (anchor: string | null) => void): () => void;
86
136
  /**
87
- * The uuids currently visible in the panel, in display order: every object of every
137
+ * The entry keys currently visible in the panel, in display order: every entry of every
88
138
  * non-collapsed layer that survived the search filter. This is the span a shift-range walks.
89
139
  */
90
140
  flatVisibleUuids(searchQuery?: string): string[];
@@ -108,8 +158,25 @@ declare function getObjectLabel(object: THREE.Object3D): string;
108
158
  declare function getTypeLabel(object: THREE.Object3D): string;
109
159
  //#endregion
110
160
  //#region src/scene/identity.d.ts
161
+ /** One source object inside a merged mesh — see `finalizeMergedMesh`. */
162
+ interface MergedMember {
163
+ trackingKey?: string;
164
+ name: string;
165
+ layer: string;
166
+ metadata: Record<string, string>;
167
+ /** Start of this member's window into the merged index buffer; absent on older merges. */
168
+ indexStart?: number;
169
+ /** Length of that window, in indices. */
170
+ indexCount?: number;
171
+ }
111
172
  /** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */
112
173
  declare function getTrackingKey(object: THREE.Object3D): string;
174
+ /**
175
+ * The identity keys hidden state hangs off: each member's key for a merged mesh, the object's own
176
+ * for everything else. A member without a minted key falls back to its name + layer, then to the
177
+ * merged object's uuid (per-instance, like any other identity-less object).
178
+ */
179
+ declare function getMemberKeys(object: THREE.Object3D): string[];
113
180
  //#endregion
114
- export { type SceneOutliner, type SceneOutlinerOptions, type SelectionModifiers, type SelectionState, type VisibilityState, createSceneOutliner, getObjectLabel, getTrackingKey, getTypeLabel };
181
+ export { type MergedMember, type SceneEntry, type SceneOutliner, type SceneOutlinerOptions, type SelectionModifiers, type SelectionState, type VisibilityState, createSceneOutliner, getMemberKeys, getObjectLabel, getTrackingKey, getTypeLabel };
115
182
  //# sourceMappingURL=scene.d.cts.map
package/dist/scene.d.ts CHANGED
@@ -1,5 +1,33 @@
1
1
  import * as THREE from "three";
2
+ //#region src/scene/entries.d.ts
3
+ interface SceneEntry {
4
+ /** The THREE object that renders this entry — the merged mesh when `member` is set. */
5
+ object: THREE.Object3D;
6
+ /** The member's index within `object.userData.members`, or null for a whole object. */
7
+ memberIndex: number | null;
8
+ /**
9
+ * Stable identity. Matches the key visibility stores, so a row's eye toggles exactly the thing
10
+ * the row names. Deliberately not unique: two identity-less objects sharing a name and layer
11
+ * collide here, and that collision means "these hide together". Key a list on
12
+ * {@link rowKey} instead.
13
+ */
14
+ key: string;
15
+ /**
16
+ * {@link key}, made unique across the returned entries by suffixing repeats. Keying a list on
17
+ * `key` throws on the collisions identity deliberately tolerates.
18
+ */
19
+ rowKey: string;
20
+ label: string;
21
+ layer: string;
22
+ }
23
+ //#endregion
2
24
  //#region src/scene/visibility.d.ts
25
+ /** The parts of a `SceneEntry` visibility needs; kept structural so entries.ts stays optional. */
26
+ interface EntryRef {
27
+ object: THREE.Object3D;
28
+ memberIndex: number | null;
29
+ key: string;
30
+ }
3
31
  interface VisibilityState {
4
32
  readonly hidden: Set<string>;
5
33
  isHidden(object: THREE.Object3D): boolean;
@@ -8,6 +36,15 @@ interface VisibilityState {
8
36
  /** Drives the tri-state eye icon. */
9
37
  isLayerPartial(objects: THREE.Object3D[]): boolean;
10
38
  toggleLayer(objects: THREE.Object3D[]): void;
39
+ /**
40
+ * Hide or show one entry — a whole object, or a single member inside a merged mesh.
41
+ *
42
+ * A merged mesh renders as one THREE object, so a member cannot be hidden by flipping
43
+ * `.visible`. Its key goes in the hidden-set and the mesh's drawn index ranges are rebuilt to
44
+ * skip it, which is what {@link applyEntryVisibility} does.
45
+ */
46
+ setEntryVisible(entry: EntryRef, visible: boolean): void;
47
+ isEntryHidden(entry: EntryRef): boolean;
11
48
  /** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */
12
49
  applyTo(objects: THREE.Object3D[]): void;
13
50
  reset(): void;
@@ -58,6 +95,14 @@ interface SceneOutliner {
58
95
  readonly collapsed: Set<string>;
59
96
  /** Not memoized — recomputes from the scene on every call. */
60
97
  objects(): THREE.Object3D[];
98
+ /**
99
+ * One entry per source object, which is what a panel lists. Merged meshes expand into their
100
+ * members, so an imported model shows its building elements rather than the handful of meshes
101
+ * they were merged into; everything else is one entry for itself.
102
+ */
103
+ entries(): SceneEntry[];
104
+ /** {@link layerGroups}, over entries. */
105
+ entryGroups(searchQuery?: string): Map<string, SceneEntry[]>;
61
106
  /**
62
107
  * Content grouped by layer, filtered by `searchQuery` (free text over layer and object
63
108
  * names). The query is a parameter rather than outliner state so a host can derive this
@@ -71,11 +116,16 @@ interface SceneOutliner {
71
116
  * selection follows it — hiding one of five selected meshes hides all five.
72
117
  */
73
118
  toggleObject(object: THREE.Object3D): void;
119
+ /** {@link toggleObject}, for one entry — a whole object or a single merged member. */
120
+ toggleEntry(entry: SceneEntry): void;
74
121
  /**
122
+ * Select by entry key (see {@link SceneEntry}) — a merged member is selectable on its own, so
123
+ * uuid would not distinguish siblings inside one mesh.
124
+ *
75
125
  * Shift-ranges resolve against `flatVisibleUuids()`, not scene-graph order — so pass the
76
126
  * same `searchQuery` the panel is displaying, or a range will span filtered-out objects.
77
127
  */
78
- select(uuid: string, modifiers: SelectionModifiers, searchQuery?: string): void;
128
+ select(key: string, modifiers: SelectionModifiers, searchQuery?: string): void;
79
129
  /**
80
130
  * Observe shift-range anchor moves, for hosts that mirror it into their own state.
81
131
  * Convenience passthrough to `selection.onAnchorChange`.
@@ -84,7 +134,7 @@ interface SceneOutliner {
84
134
  */
85
135
  onAnchorChange(listener: (anchor: string | null) => void): () => void;
86
136
  /**
87
- * The uuids currently visible in the panel, in display order: every object of every
137
+ * The entry keys currently visible in the panel, in display order: every entry of every
88
138
  * non-collapsed layer that survived the search filter. This is the span a shift-range walks.
89
139
  */
90
140
  flatVisibleUuids(searchQuery?: string): string[];
@@ -108,8 +158,25 @@ declare function getObjectLabel(object: THREE.Object3D): string;
108
158
  declare function getTypeLabel(object: THREE.Object3D): string;
109
159
  //#endregion
110
160
  //#region src/scene/identity.d.ts
161
+ /** One source object inside a merged mesh — see `finalizeMergedMesh`. */
162
+ interface MergedMember {
163
+ trackingKey?: string;
164
+ name: string;
165
+ layer: string;
166
+ metadata: Record<string, string>;
167
+ /** Start of this member's window into the merged index buffer; absent on older merges. */
168
+ indexStart?: number;
169
+ /** Length of that window, in indices. */
170
+ indexCount?: number;
171
+ }
111
172
  /** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */
112
173
  declare function getTrackingKey(object: THREE.Object3D): string;
174
+ /**
175
+ * The identity keys hidden state hangs off: each member's key for a merged mesh, the object's own
176
+ * for everything else. A member without a minted key falls back to its name + layer, then to the
177
+ * merged object's uuid (per-instance, like any other identity-less object).
178
+ */
179
+ declare function getMemberKeys(object: THREE.Object3D): string[];
113
180
  //#endregion
114
- export { type SceneOutliner, type SceneOutlinerOptions, type SelectionModifiers, type SelectionState, type VisibilityState, createSceneOutliner, getObjectLabel, getTrackingKey, getTypeLabel };
181
+ export { type MergedMember, type SceneEntry, type SceneOutliner, type SceneOutlinerOptions, type SelectionModifiers, type SelectionState, type VisibilityState, createSceneOutliner, getMemberKeys, getObjectLabel, getTrackingKey, getTypeLabel };
115
182
  //# sourceMappingURL=scene.d.ts.map
package/dist/scene.js CHANGED
@@ -1,2 +1,2 @@
1
- import*as e from"three";const t=new Set([`grid`,`floor`,`label-layer`,`measure`]);function n(n){return!(n instanceof e.Camera)&&!(n instanceof e.Light)&&!t.has(n.userData?.id)}function r(e){return e.children.filter(n)}function i(e){return e.replace(/^Line(Segments)?2$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function a(e){return e.userData?.name||e.userData?.fileName||e.name||i(e.type)}function o(e){return i(e.type)}function s(e){let t=new Map;for(let n of e){let e=n.userData?.layer||n.userData?.category||`Default`,r=t.get(e);r||(r=[],t.set(e,r)),r.push(n)}return t}function c(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>a(e).toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}function l(e){let t=e.userData;if(!t)return null;if(typeof t.id==`string`&&t.id)return t.id;if(typeof t.sourceComponentId==`string`&&t.sourceComponentId){if(Array.isArray(t.mergedIndices)&&t.mergedIndices.length>0){let e=[...t.mergedIndices].sort((e,t)=>e-t).join(`,`);return`gh${t.sourceComponentId}m${e}`}let e=typeof t.originalIndex==`number`?t.originalIndex:0;return`gh${t.sourceComponentId}${e}`}let n=typeof t.name==`string`?t.name:e.name,r=typeof t.layer==`string`?t.layer:``;return n?`name${r}${n}`:null}function u(e){return l(e)??e.uuid}function d(e=new Set){let t={hidden:e,isHidden:t=>e.has(u(t)),setVisible(t,n){t.visible=n,t.traverse(e=>{e.visible=n});let r=u(t);n?e.delete(r):e.add(r)},isLayerHidden:e=>e.length>0&&e.every(e=>t.isHidden(e)),isLayerPartial(e){let n=e.filter(e=>t.isHidden(e)).length;return n>0&&n<e.length},toggleLayer(e){let n=t.isLayerHidden(e);for(let r of e)t.setVisible(r,n)},applyTo(t){for(let n of t)e.has(u(n))&&(n.visible=!1,n.traverse(e=>{e.visible=!1}))},reset:()=>e.clear()};return t}function f(e=new Set){let t=null,n=new Set,r=e=>{t=e;for(let t of n)t(e)};return{selected:e,get anchor(){return t},isSelected:t=>e.has(t),select(n,i,a){if(i.shiftKey&&t){let r=a(),o=r.indexOf(t),s=r.indexOf(n);if(o!==-1&&s!==-1){let[t,n]=o<s?[o,s]:[s,o];i.toggleKey||e.clear();for(let i=t;i<=n;i++)e.add(r[i])}return}i.toggleKey?e.has(n)?e.delete(n):e.add(n):(e.clear(),e.add(n)),r(n)},clear(){e.clear(),r(null)},onAnchorChange(e){return n.add(e),()=>n.delete(e)}}}function p(e,t={}){let n=t.sets?.collapsed??new Set,i=d(t.sets?.hidden),a=f(t.sets?.selected),o={visibility:i,selection:a,collapsed:n,objects:()=>r(e),layerGroups:(t=``)=>c(s(r(e)),t),isCollapsed:e=>n.has(e),toggleCollapsed(e){n.has(e)?n.delete(e):n.add(e)},toggleObject(e){if(a.isSelected(e.uuid)&&a.selected.size>1){let e=o.objects().filter(e=>a.isSelected(e.uuid)),t=e.every(e=>i.isHidden(e));for(let n of e)i.setVisible(n,t)}else i.setVisible(e,i.isHidden(e))},select(e,t,n){a.select(e,t,()=>o.flatVisibleUuids(n))},onAnchorChange:e=>a.onAnchorChange(e),flatVisibleUuids(e){let t=[];for(let[r,i]of o.layerGroups(e))if(!n.has(r))for(let e of i)t.push(e.uuid);return t},applyTo(){i.applyTo(o.objects()),a.clear()},reset(){i.reset(),a.clear()}};return o}export{p as createSceneOutliner,a as getObjectLabel,u as getTrackingKey,o as getTypeLabel};
1
+ import*as e from"three";const t=new Set([`grid`,`floor`,`label-layer`,`measure`]);function n(n){return!(n instanceof e.Camera)&&!(n instanceof e.Light)&&!t.has(n.userData?.id)}function r(e){return e.children.filter(n)}function i(e){return e.replace(/^Line(Segments)?2$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function a(e){return e.userData?.name||e.userData?.fileName||e.name||i(e.type)}function o(e){return i(e.type)}function s(e){let t=e.userData;if(!t)return null;if(typeof t.trackingKey==`string`&&t.trackingKey)return t.trackingKey;if(typeof t.id==`string`&&t.id)return t.id;let n=typeof t.name==`string`?t.name:e.name,r=typeof t.layer==`string`?t.layer:``;return n?`name${r}${n}`:null}function c(e){return s(e)??e.uuid}function l(e){let t=e.userData?.members;return!Array.isArray(t)||t.length===0?[c(e)]:t.map((t,n)=>typeof t.trackingKey==`string`&&t.trackingKey?t.trackingKey:t.name?`name${t.layer}${t.name}`:`${e.uuid}${n}`)}function u(e){let t=e.userData?.members;return Array.isArray(t)&&t.length>0?t:null}const d=(e,t)=>e.userData?.layer||e.userData?.category||t;function f(e,t){let n=[],o=new Map,s=e=>{let t=o.get(e)??0;return o.set(e,t+1),t===0?e:`${e}#${t}`};for(let o of r(e)){let e=u(o);if(!e){let e=c(o);n.push({object:o,memberIndex:null,key:e,rowKey:s(e),label:a(o),layer:d(o,t)});continue}let r=l(o);e.forEach((e,a)=>{let c=r[a]??`${o.uuid}:${a}`;n.push({object:o,memberIndex:a,key:c,rowKey:s(c),label:e.name||i(o.type),layer:e.layer||d(o,t)})})}return n}const p=`Default`;function m(e){let t=new Map;for(let n of e){let e=n.userData?.layer||n.userData?.category||`Default`,r=t.get(e);r||(r=[],t.set(e,r)),r.push(n)}return t}function h(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>a(e).toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}function g(e){let t=new Map;for(let n of e){let e=t.get(n.layer);e||(e=[],t.set(n.layer,e)),e.push(n)}return t}function _(e,t){if(!t.trim())return e;let n=t.toLowerCase(),r=new Map;for(let[t,i]of e){let e=t.toLowerCase().includes(n)?i:i.filter(e=>e.label.toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}const v=`membersPartiallyHidden`;function y(e,t){let n=e.userData?.members;if(!Array.isArray(n)||n.length===0)return;let r=e;if(!r.geometry)return;let i=l(e),a=i.some(e=>t.has(e));if(!a&&!e.userData[v])return;if(r.geometry.clearGroups(),!a){delete e.userData[v];return}e.userData[v]=!0;let o=null,s=0;for(let e=0;e<n.length;e++){let a=n[e];if(a.indexStart!=null&&a.indexCount!=null){if(t.has(i[e]??``)){o!==null&&(r.geometry.addGroup(o,s-o,0),o=null);continue}o===null&&(o=a.indexStart),s=a.indexStart+a.indexCount}}o!==null&&r.geometry.addGroup(o,s-o,0)}function b(e=new Set){let t=t=>l(t).every(t=>e.has(t)),n={hidden:e,isHidden:t,setVisible(t,n){t.visible=n,t.traverse(e=>{e.visible=n});for(let r of l(t))n?e.delete(r):e.add(r)},isEntryHidden:n=>n.memberIndex===null?t(n.object):e.has(n.key),setEntryVisible(t,r){if(t.memberIndex===null){n.setVisible(t.object,r);return}r?e.delete(t.key):e.add(t.key),y(t.object,e)},isLayerHidden:e=>e.length>0&&e.every(e=>n.isHidden(e)),isLayerPartial(e){let t=e.filter(e=>n.isHidden(e)).length;return t>0&&t<e.length},toggleLayer(e){let t=n.isLayerHidden(e);for(let r of e)n.setVisible(r,t)},applyTo(n){for(let r of n)y(r,e),t(r)&&(r.visible=!1,r.traverse(e=>{e.visible=!1}))},reset:()=>e.clear()};return n}function x(e=new Set){let t=null,n=new Set,r=e=>{t=e;for(let t of n)t(e)};return{selected:e,get anchor(){return t},isSelected:t=>e.has(t),select(n,i,a){if(i.shiftKey&&t){let r=a(),o=r.indexOf(t),s=r.indexOf(n);if(o!==-1&&s!==-1){let[t,n]=o<s?[o,s]:[s,o];i.toggleKey||e.clear();for(let i=t;i<=n;i++)e.add(r[i])}return}i.toggleKey?e.has(n)?e.delete(n):e.add(n):(e.clear(),e.add(n)),r(n)},clear(){e.clear(),r(null)},onAnchorChange(e){return n.add(e),()=>n.delete(e)}}}function S(e,t={}){let n=t.sets?.collapsed??new Set,i=b(t.sets?.hidden),a=x(t.sets?.selected),o={visibility:i,selection:a,collapsed:n,objects:()=>r(e),entries:()=>f(e,p),entryGroups:(t=``)=>_(g(f(e,p)),t),layerGroups:(t=``)=>h(m(r(e)),t),isCollapsed:e=>n.has(e),toggleCollapsed(e){n.has(e)?n.delete(e):n.add(e)},toggleObject(e){if(a.isSelected(e.uuid)&&a.selected.size>1){let e=o.objects().filter(e=>a.isSelected(e.uuid)),t=e.every(e=>i.isHidden(e));for(let n of e)i.setVisible(n,t)}else i.setVisible(e,i.isHidden(e))},toggleEntry(e){if(a.isSelected(e.key)&&a.selected.size>1){let e=o.entries().filter(e=>a.isSelected(e.key)),t=e.every(e=>i.isEntryHidden(e));for(let n of e)i.setEntryVisible(n,t)}else i.setEntryVisible(e,i.isEntryHidden(e))},select(e,t,n){a.select(e,t,()=>o.flatVisibleUuids(n))},onAnchorChange:e=>a.onAnchorChange(e),flatVisibleUuids(e){let t=[];for(let[r,i]of o.entryGroups(e))if(!n.has(r))for(let e of i)t.push(e.key);return t},applyTo(){i.applyTo(o.objects()),a.clear()},reset(){i.reset(),a.clear()}};return o}export{S as createSceneOutliner,l as getMemberKeys,a as getObjectLabel,c as getTrackingKey,o as getTypeLabel};
2
2
  //# sourceMappingURL=scene.js.map
package/dist/scene.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"scene.js","names":["hiddenKey"],"sources":["../src/scene/objects.ts","../src/scene/layers.ts","../src/scene/identity.ts","../src/scene/visibility.ts","../src/scene/selection.ts","../src/scene/outliner.ts"],"sourcesContent":["// ============================================================================\n// Scene content: which objects are user content, and how they are labelled\n// ============================================================================\n//\n// A live THREE.Scene holds more than the solve's output — the renderer also adds a camera, lights,\n// and viewer aids (grid, floor, measurement overlay, CSS2D label layer). Anything presenting the\n// scene to a user has to filter those out the same way.\n\nimport * as THREE from 'three';\n\n// Viewer aids tagged by `userData.id` in `render/`; live in the scene graph but are not solve output.\nexport const HELPER_IDS: ReadonlySet<string> = new Set(['grid', 'floor', 'label-layer', 'measure']);\n\nexport function isSceneContent(object: THREE.Object3D): boolean {\n\treturn (\n\t\t!(object instanceof THREE.Camera) &&\n\t\t!(object instanceof THREE.Light) &&\n\t\t!HELPER_IDS.has(object.userData?.id)\n\t);\n}\n\n// Only top-level children: a mesh's own sub-objects (edge overlays, labels) are governed by it,\n// not listed alongside it.\nexport function getSceneObjects(scene: THREE.Scene): THREE.Object3D[] {\n\treturn scene.children.filter(isSceneContent);\n}\n\n// `Line2`/`LineSegments2` are how curves are rendered — an implementation detail no user should\n// have to decode.\nexport function prettyType(type: string): string {\n\treturn (\n\t\ttype\n\t\t\t.replace(/^Line(Segments)?2$/, 'Curve')\n\t\t\t.replace('Mesh', '')\n\t\t\t.replace('Object3D', 'Obj') || type\n\t);\n}\n\nexport function getObjectLabel(object: THREE.Object3D): string {\n\treturn (\n\t\tobject.userData?.name || object.userData?.fileName || object.name || prettyType(object.type)\n\t);\n}\n\nexport function getTypeLabel(object: THREE.Object3D): string {\n\treturn prettyType(object.type);\n}\n","// ============================================================================\n// Layer grouping and search filtering\n// ============================================================================\n\nimport type * as THREE from 'three';\nimport { getObjectLabel } from './objects.js';\n\nexport const DEFAULT_LAYER = 'Default';\n\n/**\n * Group content objects by their Grasshopper layer.\n *\n * `userData.layer` wins over `userData.category`; objects with neither land in {@link DEFAULT_LAYER}.\n * Insertion order is preserved, so the grouping follows scene-graph order rather than sorting\n * alphabetically — the order geometry was baked in is meaningful to the author.\n */\nexport function groupByLayer(objects: THREE.Object3D[]): Map<string, THREE.Object3D[]> {\n\tconst groups = new Map<string, THREE.Object3D[]>();\n\tfor (const obj of objects) {\n\t\tconst layer: string = obj.userData?.layer || obj.userData?.category || DEFAULT_LAYER;\n\t\tlet bucket = groups.get(layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(layer, bucket);\n\t\t}\n\t\tbucket.push(obj);\n\t}\n\treturn groups;\n}\n\n/**\n * Filter grouped layers by a free-text query.\n *\n * A layer whose *name* matches keeps all its objects — searching for a layer means wanting to see\n * what's on it. Otherwise the layer keeps only the objects whose labels match, and drops out\n * entirely when none do. An empty query returns the input untouched.\n */\nexport function filterLayerGroups(\n\tgroups: Map<string, THREE.Object3D[]>,\n\tquery: string\n): Map<string, THREE.Object3D[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, THREE.Object3D[]>();\n\tfor (const [layerName, objects] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? objects\n\t\t\t: objects.filter((obj) => getObjectLabel(obj).toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n","// ============================================================================\n// Stable object identity across solves\n// ============================================================================\n//\n// A solve discards all content and rebuilds it, so `THREE.Object3D.uuid` (assigned per instance)\n// cannot answer \"is this the same wall I hid a minute ago\". Anything that must outlive a solve —\n// hidden state, selection, per-object overrides — has to key on what the geometry *is*.\n//\n// Grasshopper gives no object GUIDs, so identity is synthesized from `userData`, in descending\n// order of trustworthiness.\n\nimport type * as THREE from 'three';\n\n// Unit separator, not a printable character: layer/object names may contain anything a user can\n// type, and 'a' + ':' + 'b:c' must not collide with 'a:b' + ':' + 'c'.\nconst SEP = String.fromCharCode(31);\n\n/**\n * Tries, in order: `userData.id` (display items arrive with a pre-built pick key), then\n * `sourceComponentId` + `originalIndex` (component GUID is stable across solves), then\n * `name` + `layer` as a weaker fallback — two unnamed meshes on one layer collide under it.\n */\nexport function getStableKey(object: THREE.Object3D): string | null {\n\tconst data = object.userData;\n\tif (!data) return null;\n\n\tif (typeof data.id === 'string' && data.id) return data.id;\n\n\tif (typeof data.sourceComponentId === 'string' && data.sourceComponentId) {\n\t\t// A merged mesh covers several source meshes and its `originalIndex` is only the first\n\t\t// member's, which collides with every other merge starting at the same index. Key on the\n\t\t// whole (sorted, so material grouping order can't change it) member set when there is one.\n\t\tif (Array.isArray(data.mergedIndices) && data.mergedIndices.length > 0) {\n\t\t\tconst members = [...data.mergedIndices].sort((a, b) => a - b).join(',');\n\t\t\treturn `gh${SEP}${data.sourceComponentId}${SEP}m${SEP}${members}`;\n\t\t}\n\t\t// `originalIndex` is 0 for the first mesh of a component, so check presence, not truthiness.\n\t\tconst index = typeof data.originalIndex === 'number' ? data.originalIndex : 0;\n\t\treturn `gh${SEP}${data.sourceComponentId}${SEP}${index}`;\n\t}\n\n\tconst name = typeof data.name === 'string' ? data.name : object.name;\n\tconst layer = typeof data.layer === 'string' ? data.layer : '';\n\tif (name) return `name${SEP}${layer}${SEP}${name}`;\n\n\treturn null;\n}\n\n/** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */\nexport function getTrackingKey(object: THREE.Object3D): string {\n\treturn getStableKey(object) ?? object.uuid;\n}\n","// ============================================================================\n// Visibility: hidden-set bookkeeping over live THREE objects\n// ============================================================================\n//\n// Hiding an object flips `.visible` on the object *and its whole subtree* (edge overlays and CSS2D\n// labels are children, and three does not propagate `.visible` down for the label renderer), and\n// records the fact in a hidden-set so the UI can render an eye-off state and compute per-layer\n// tri-state.\n//\n// The set is keyed by stable identity (see `identity.ts`), not `uuid`, so hiding survives a solve —\n// a solve regenerates uuids but not the Grasshopper source the key is derived from. Objects with no\n// identifying userData fall back to their uuid, so their hidden state lasts only until the next solve.\n\nimport type * as THREE from 'three';\nimport { getTrackingKey as hiddenKey } from './identity.js';\n\n// Backed by a caller-supplied `Set` so a reactive host can pass a framework-observable set\n// (Svelte's `SvelteSet`) and get re-renders for free.\nexport interface VisibilityState {\n\treadonly hidden: Set<string>;\n\tisHidden(object: THREE.Object3D): boolean;\n\tsetVisible(object: THREE.Object3D, visible: boolean): void;\n\tisLayerHidden(objects: THREE.Object3D[]): boolean;\n\t/** Drives the tri-state eye icon. */\n\tisLayerPartial(objects: THREE.Object3D[]): boolean;\n\ttoggleLayer(objects: THREE.Object3D[]): void;\n\t/** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */\n\tapplyTo(objects: THREE.Object3D[]): void;\n\treset(): void;\n}\n\nexport function createVisibilityState(hidden: Set<string> = new Set()): VisibilityState {\n\tconst state: VisibilityState = {\n\t\thidden,\n\n\t\tisHidden: (object) => hidden.has(hiddenKey(object)),\n\n\t\tsetVisible(object, visible) {\n\t\t\tobject.visible = visible;\n\t\t\tobject.traverse((child) => {\n\t\t\t\tchild.visible = visible;\n\t\t\t});\n\t\t\tconst key = hiddenKey(object);\n\t\t\tif (visible) hidden.delete(key);\n\t\t\telse hidden.add(key);\n\t\t},\n\n\t\tisLayerHidden: (objects) => objects.length > 0 && objects.every((obj) => state.isHidden(obj)),\n\n\t\tisLayerPartial(objects) {\n\t\t\tconst count = objects.filter((obj) => state.isHidden(obj)).length;\n\t\t\treturn count > 0 && count < objects.length;\n\t\t},\n\n\t\ttoggleLayer(objects) {\n\t\t\t// A partially hidden layer hides the rest — only a fully hidden layer comes back.\n\t\t\tconst show = state.isLayerHidden(objects);\n\t\t\tfor (const obj of objects) state.setVisible(obj, show);\n\t\t},\n\n\t\tapplyTo(objects) {\n\t\t\tfor (const object of objects) {\n\t\t\t\t// Only push objects down. 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Range selection needs the *flattened, currently\n// visible* order — what the user actually sees after search filtering and layer collapse — which\n// only the caller knows, so it is passed in per click rather than derived here.\n\nexport interface SelectionModifiers {\n\tshiftKey: boolean;\n\t/** Ctrl (Windows/Linux) or Meta (macOS) — the caller normalizes the platform difference. */\n\ttoggleKey: boolean;\n}\n\nexport interface SelectionState {\n\treadonly selected: Set<string>;\n\t/** The click that anchors the next shift-range. */\n\treadonly anchor: string | null;\n\tisSelected(uuid: string): boolean;\n\t/**\n\t * Apply a click.\n\t *\n\t * @param flatOrder The uuids currently visible, in display order — the span a shift-range walks.\n\t */\n\tselect(uuid: string, modifiers: SelectionModifiers, flatOrder: () => string[]): void;\n\tclear(): void;\n\t/**\n\t * Observe anchor moves. The anchor is a scalar, so unlike `selected` it cannot be watched by\n\t * handing in an observable set — a host that renders it mirrors it through this instead.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n}\n\nexport function createSelectionState(selected: Set<string> = new Set()): SelectionState {\n\tlet anchor: string | null = null;\n\tconst anchorListeners = new Set<(anchor: string | null) => void>();\n\n\tconst setAnchor = (next: string | null) => {\n\t\tanchor = next;\n\t\tfor (const listener of anchorListeners) listener(next);\n\t};\n\n\treturn {\n\t\tselected,\n\t\tget anchor() {\n\t\t\treturn anchor;\n\t\t},\n\n\t\tisSelected: (uuid) => selected.has(uuid),\n\n\t\tselect(uuid, modifiers, flatOrder) {\n\t\t\tif (modifiers.shiftKey && anchor) {\n\t\t\t\tconst flat = flatOrder();\n\t\t\t\tconst a = flat.indexOf(anchor);\n\t\t\t\tconst b = flat.indexOf(uuid);\n\t\t\t\tif (a !== -1 && b !== -1) {\n\t\t\t\t\tconst [lo, hi] = a < b ? 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A host renders `layerGroups()` and\n// forwards clicks; see `SceneManager.svelte` in `@selvajs/ui` for the Svelte binding.\n\nimport type * as THREE from 'three';\nimport { getSceneObjects } from './objects.js';\nimport { filterLayerGroups, groupByLayer } from './layers.js';\nimport { createVisibilityState, type VisibilityState } from './visibility.js';\nimport { createSelectionState, type SelectionModifiers, type SelectionState } from './selection.js';\n\nexport interface SceneOutlinerOptions {\n\t/**\n\t * Backing sets for the mutable state. Supply framework-observable sets (e.g. Svelte's\n\t * `SvelteSet`) to make a host re-render on mutation; omit for plain `Set`s.\n\t */\n\tsets?: {\n\t\thidden?: Set<string>;\n\t\tselected?: Set<string>;\n\t\tcollapsed?: Set<string>;\n\t};\n}\n\nexport interface SceneOutliner {\n\treadonly visibility: VisibilityState;\n\treadonly selection: SelectionState;\n\treadonly collapsed: Set<string>;\n\n\t/** Not memoized — recomputes from the scene on every call. */\n\tobjects(): THREE.Object3D[];\n\t/**\n\t * Content grouped by layer, filtered by `searchQuery` (free text over layer and object\n\t * names). The query is a parameter rather than outliner state so a host can derive this\n\t * without writing back — mutating the outliner from a `$derived` is a Svelte error.\n\t */\n\tlayerGroups(searchQuery?: string): Map<string, THREE.Object3D[]>;\n\n\tisCollapsed(layerName: string): boolean;\n\ttoggleCollapsed(layerName: string): void;\n\n\t/**\n\t * Toggle one object's visibility. 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This is the span a shift-range walks.\n\t */\n\tflatVisibleUuids(searchQuery?: string): string[];\n\n\t/**\n\t * Re-apply hidden state to freshly built scene content. **Call after every solve.**\n\t *\n\t * A solve discards all content and rebuilds it, so whatever the user had hidden comes back\n\t * visible unless it is hidden again. Hidden state is keyed by stable identity rather than\n\t * instance uuid, so this restores it (see `identity.ts`). Selection is dropped: it refers to\n\t * object instances that no longer exist, and a persistent selection across solves is not a\n\t * behaviour anyone asked for.\n\t */\n\tapplyTo(): void;\n\n\t/** Drop all hidden and selected state, showing everything. 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1
+ {"version":3,"file":"scene.js","names":[],"sources":["../src/scene/objects.ts","../src/scene/identity.ts","../src/scene/entries.ts","../src/scene/layers.ts","../src/scene/member-visibility.ts","../src/scene/visibility.ts","../src/scene/selection.ts","../src/scene/outliner.ts"],"sourcesContent":["// ============================================================================\n// Scene content: which objects are user content, and how they are labelled\n// ============================================================================\n//\n// A live THREE.Scene holds more than the solve's output — the renderer also adds a camera, lights,\n// and viewer aids (grid, floor, measurement overlay, CSS2D label layer). Anything presenting the\n// scene to a user has to filter those out the same way.\n\nimport * as THREE from 'three';\n\n// Viewer aids tagged by `userData.id` in `render/`; live in the scene graph but are not solve output.\nexport const HELPER_IDS: ReadonlySet<string> = new Set(['grid', 'floor', 'label-layer', 'measure']);\n\nexport function isSceneContent(object: THREE.Object3D): boolean {\n\treturn (\n\t\t!(object instanceof THREE.Camera) &&\n\t\t!(object instanceof THREE.Light) &&\n\t\t!HELPER_IDS.has(object.userData?.id)\n\t);\n}\n\n// Only top-level children: a mesh's own sub-objects (edge overlays, labels) are governed by it,\n// not listed alongside it.\nexport function getSceneObjects(scene: THREE.Scene): THREE.Object3D[] {\n\treturn scene.children.filter(isSceneContent);\n}\n\n// `Line2`/`LineSegments2` are how curves are rendered — an implementation detail no user should\n// have to decode.\nexport function prettyType(type: string): string {\n\treturn (\n\t\ttype\n\t\t\t.replace(/^Line(Segments)?2$/, 'Curve')\n\t\t\t.replace('Mesh', '')\n\t\t\t.replace('Object3D', 'Obj') || type\n\t);\n}\n\nexport function getObjectLabel(object: THREE.Object3D): string {\n\treturn (\n\t\tobject.userData?.name || object.userData?.fileName || object.name || prettyType(object.type)\n\t);\n}\n\nexport function getTypeLabel(object: THREE.Object3D): string {\n\treturn prettyType(object.type);\n}\n","// ============================================================================\n// Stable object identity across solves\n// ============================================================================\n//\n// A solve discards all content and rebuilds it, so `THREE.Object3D.uuid` (assigned per instance)\n// cannot answer \"is this the same wall I hid a minute ago\". Anything that must outlive a solve —\n// hidden state, selection, per-object overrides — keys on the writer-minted object id instead,\n// stamped by the parse layer as `userData.trackingKey` (Selva mints\n// `{componentGuid}/{branchPath}/{slotIndex}`; the viewer never parses it).\n//\n// A merged mesh is several source objects in one THREE object, so its identity is per member:\n// `userData.members` carries each member's key, and the hidden-set stores member keys.\n\nimport type * as THREE from 'three';\n\n// Unit separator, not a printable character: layer/object names may contain anything a user can\n// type, and 'a' + ':' + 'b:c' must not collide with 'a:b' + ':' + 'c'.\nconst SEP = String.fromCharCode(31);\n\n/** One source object inside a merged mesh — see `finalizeMergedMesh`. */\nexport interface MergedMember {\n\ttrackingKey?: string;\n\tname: string;\n\tlayer: string;\n\tmetadata: Record<string, string>;\n\t/** Start of this member's window into the merged index buffer; absent on older merges. */\n\tindexStart?: number;\n\t/** Length of that window, in indices. */\n\tindexCount?: number;\n}\n\n/**\n * The minted `userData.trackingKey` when the writer supplied one; `userData.id` for display\n * items (their pre-baked pick key); `name` + `layer` as a weaker fallback for foreign writers\n * that mint no ids — two unnamed meshes on one layer collide under it.\n */\nexport function getStableKey(object: THREE.Object3D): string | null {\n\tconst data = object.userData;\n\tif (!data) return null;\n\n\tif (typeof data.trackingKey === 'string' && data.trackingKey) return data.trackingKey;\n\n\t// Display items carry their minted id under `id` (which doubles as the pick key).\n\tif (typeof data.id === 'string' && data.id) return data.id;\n\n\tconst name = typeof data.name === 'string' ? data.name : object.name;\n\tconst layer = typeof data.layer === 'string' ? data.layer : '';\n\tif (name) return `name${SEP}${layer}${SEP}${name}`;\n\n\treturn null;\n}\n\n/** Falls back to the instance uuid when the object has no stable identity, unlike `getStableKey`. */\nexport function getTrackingKey(object: THREE.Object3D): string {\n\treturn getStableKey(object) ?? object.uuid;\n}\n\n/**\n * The identity keys hidden state hangs off: each member's key for a merged mesh, the object's own\n * for everything else. A member without a minted key falls back to its name + layer, then to the\n * merged object's uuid (per-instance, like any other identity-less object).\n */\nexport function getMemberKeys(object: THREE.Object3D): string[] {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\tif (!Array.isArray(members) || members.length === 0) {\n\t\treturn [getTrackingKey(object)];\n\t}\n\n\treturn members.map((member, i) => {\n\t\tif (typeof member.trackingKey === 'string' && member.trackingKey) return member.trackingKey;\n\t\tif (member.name) return `name${SEP}${member.layer}${SEP}${member.name}`;\n\t\treturn `${object.uuid}${SEP}${i}`;\n\t});\n}\n","// ============================================================================\n// Scene entries: one listable thing per source object\n// ============================================================================\n//\n// The outliner used to list `THREE.Object3D`s directly, which held while one source object was one\n// THREE object. Merging by material breaks that: an imported building model renders as a few dozen\n// merged meshes, so listing objects would show a few dozen rows named after whichever member\n// happened to be first, and the building elements the user actually works with would be\n// unreachable.\n//\n// An entry is one *listable* thing — a plain object, or one member inside a merged mesh. Rendering\n// stays merged (that is what keeps the model fast); only the listing is expanded. Entries carry the\n// identity key visibility already uses, so hiding a row works the same either way.\n\nimport type * as THREE from 'three';\n\nimport { getMemberKeys, getTrackingKey, type MergedMember } from './identity.js';\nimport { getObjectLabel, getSceneObjects, prettyType } from './objects.js';\n\nexport interface SceneEntry {\n\t/** The THREE object that renders this entry — the merged mesh when `member` is set. */\n\tobject: THREE.Object3D;\n\t/** The member's index within `object.userData.members`, or null for a whole object. */\n\tmemberIndex: number | null;\n\t/**\n\t * Stable identity. Matches the key visibility stores, so a row's eye toggles exactly the thing\n\t * the row names. Deliberately not unique: two identity-less objects sharing a name and layer\n\t * collide here, and that collision means \"these hide together\". Key a list on\n\t * {@link rowKey} instead.\n\t */\n\tkey: string;\n\t/**\n\t * {@link key}, made unique across the returned entries by suffixing repeats. Keying a list on\n\t * `key` throws on the collisions identity deliberately tolerates.\n\t */\n\trowKey: string;\n\tlabel: string;\n\tlayer: string;\n}\n\n/** Members of a merged mesh, or null for an ordinary object. */\nfunction membersOf(object: THREE.Object3D): MergedMember[] | null {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\treturn Array.isArray(members) && members.length > 0 ? members : null;\n}\n\nconst layerOf = (object: THREE.Object3D, fallback: string): string =>\n\tobject.userData?.layer || object.userData?.category || fallback;\n\n/**\n * One entry per source object: merged meshes expand into their members, everything else stays\n * itself. Member keys come from {@link getMemberKeys}, which is the same order as `members`, so a\n * row and the hidden-set agree on identity.\n */\nexport function getSceneEntries(scene: THREE.Scene, defaultLayer: string): SceneEntry[] {\n\tconst entries: SceneEntry[] = [];\n\t// Occurrences of each identity key so far, so the nth repeat of one key becomes `key#n`.\n\tconst seen = new Map<string, number>();\n\tconst rowKeyFor = (key: string): string => {\n\t\tconst n = seen.get(key) ?? 0;\n\t\tseen.set(key, n + 1);\n\t\treturn n === 0 ? key : `${key}#${n}`;\n\t};\n\n\tfor (const object of getSceneObjects(scene)) {\n\t\tconst members = membersOf(object);\n\t\tif (!members) {\n\t\t\tconst key = getTrackingKey(object);\n\t\t\tentries.push({\n\t\t\t\tobject,\n\t\t\t\tmemberIndex: null,\n\t\t\t\tkey,\n\t\t\t\trowKey: rowKeyFor(key),\n\t\t\t\tlabel: getObjectLabel(object),\n\t\t\t\tlayer: layerOf(object, defaultLayer)\n\t\t\t});\n\t\t\tcontinue;\n\t\t}\n\n\t\tconst keys = getMemberKeys(object);\n\t\tmembers.forEach((member, i) => {\n\t\t\tconst key = keys[i] ?? `${object.uuid}:${i}`;\n\t\t\tentries.push({\n\t\t\t\tobject,\n\t\t\t\tmemberIndex: i,\n\t\t\t\tkey,\n\t\t\t\trowKey: rowKeyFor(key),\n\t\t\t\tlabel: member.name || prettyType(object.type),\n\t\t\t\t// A merge never spans layers (`splitGroupByLayer`), so the member's layer and its\n\t\t\t\t// mesh's agree; the member's is used anyway, since it is the one being listed.\n\t\t\t\tlayer: member.layer || layerOf(object, defaultLayer)\n\t\t\t});\n\t\t});\n\t}\n\n\treturn entries;\n}\n","// ============================================================================\n// Layer grouping and search filtering\n// ============================================================================\n\nimport type * as THREE from 'three';\nimport { getObjectLabel } from './objects.js';\nimport type { SceneEntry } from './entries.js';\n\nexport const DEFAULT_LAYER = 'Default';\n\n/**\n * Group content objects by their Grasshopper layer.\n *\n * `userData.layer` wins over `userData.category`; objects with neither land in {@link DEFAULT_LAYER}.\n * Insertion order is preserved, so the grouping follows scene-graph order rather than sorting\n * alphabetically — the order geometry was baked in is meaningful to the author.\n */\nexport function groupByLayer(objects: THREE.Object3D[]): Map<string, THREE.Object3D[]> {\n\tconst groups = new Map<string, THREE.Object3D[]>();\n\tfor (const obj of objects) {\n\t\tconst layer: string = obj.userData?.layer || obj.userData?.category || DEFAULT_LAYER;\n\t\tlet bucket = groups.get(layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(layer, bucket);\n\t\t}\n\t\tbucket.push(obj);\n\t}\n\treturn groups;\n}\n\n/**\n * Filter grouped layers by a free-text query.\n *\n * A layer whose *name* matches keeps all its objects — searching for a layer means wanting to see\n * what's on it. Otherwise the layer keeps only the objects whose labels match, and drops out\n * entirely when none do. An empty query returns the input untouched.\n */\nexport function filterLayerGroups(\n\tgroups: Map<string, THREE.Object3D[]>,\n\tquery: string\n): Map<string, THREE.Object3D[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, THREE.Object3D[]>();\n\tfor (const [layerName, objects] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? objects\n\t\t\t: objects.filter((obj) => getObjectLabel(obj).toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n\n/** {@link groupByLayer}, over entries — each entry already carries the layer it belongs to. */\nexport function groupEntriesByLayer(entries: SceneEntry[]): Map<string, SceneEntry[]> {\n\tconst groups = new Map<string, SceneEntry[]>();\n\tfor (const entry of entries) {\n\t\tlet bucket = groups.get(entry.layer);\n\t\tif (!bucket) {\n\t\t\tbucket = [];\n\t\t\tgroups.set(entry.layer, bucket);\n\t\t}\n\t\tbucket.push(entry);\n\t}\n\treturn groups;\n}\n\n/** {@link filterLayerGroups}, over entries. */\nexport function filterEntryGroups(\n\tgroups: Map<string, SceneEntry[]>,\n\tquery: string\n): Map<string, SceneEntry[]> {\n\tif (!query.trim()) return groups;\n\tconst q = query.toLowerCase();\n\tconst filtered = new Map<string, SceneEntry[]>();\n\tfor (const [layerName, entries] of groups) {\n\t\tconst matching = layerName.toLowerCase().includes(q)\n\t\t\t? entries\n\t\t\t: entries.filter((entry) => entry.label.toLowerCase().includes(q));\n\t\tif (matching.length > 0) filtered.set(layerName, matching);\n\t}\n\treturn filtered;\n}\n","// ============================================================================\n// Hiding one member of a merged mesh\n// ============================================================================\n//\n// `.visible` is per THREE object, so it cannot hide one wall inside a merged mesh that draws a\n// whole material group. Instead the mesh's geometry groups are rebuilt to cover only the index\n// ranges whose members are still visible: three draws each group as its own range, so an omitted\n// member simply isn't drawn.\n//\n// Adjacent visible members are coalesced into one group, so the common cases cost nothing — an\n// untouched mesh is a single group, and hiding one member leaves two.\n\nimport type * as THREE from 'three';\n\nimport type { MergedMember } from './identity.js';\nimport { getMemberKeys } from './identity.js';\n\n/** Set on a merged mesh while some of its members are hidden, so the state can be undone. */\nconst PARTIAL_KEY = 'membersPartiallyHidden';\n\n/**\n * Rebuilds `object`'s drawn ranges from the hidden-set. No-op unless it is a merged mesh whose\n * members carry index windows.\n */\nexport function applyEntryVisibility(object: THREE.Object3D, hidden: Set<string>): void {\n\tconst members = object.userData?.members as MergedMember[] | undefined;\n\tif (!Array.isArray(members) || members.length === 0) return;\n\n\tconst mesh = object as THREE.Mesh;\n\tif (!mesh.geometry) return;\n\n\tconst keys = getMemberKeys(object);\n\tconst anyHidden = keys.some((key) => hidden.has(key));\n\n\t// Nothing hidden and nothing was: leave the geometry exactly as the parser built it, so an\n\t// ordinary scene never carries groups it didn't ask for.\n\tif (!anyHidden && !object.userData[PARTIAL_KEY]) return;\n\n\tmesh.geometry.clearGroups();\n\n\tif (!anyHidden) {\n\t\tdelete object.userData[PARTIAL_KEY];\n\t\treturn;\n\t}\n\n\tobject.userData[PARTIAL_KEY] = true;\n\n\tlet runStart: number | null = null;\n\tlet runEnd = 0;\n\tfor (let i = 0; i < members.length; i++) {\n\t\tconst member = members[i]!;\n\t\tif (member.indexStart == null || member.indexCount == null) continue;\n\n\t\tif (hidden.has(keys[i] ?? '')) {\n\t\t\tif (runStart !== null) {\n\t\t\t\tmesh.geometry.addGroup(runStart, runEnd - runStart, 0);\n\t\t\t\trunStart = null;\n\t\t\t}\n\t\t\tcontinue;\n\t\t}\n\n\t\tif (runStart === null) runStart = member.indexStart;\n\t\trunEnd = member.indexStart + member.indexCount;\n\t}\n\tif (runStart !== null) mesh.geometry.addGroup(runStart, runEnd - runStart, 0);\n}\n","// ============================================================================\n// Visibility: hidden-set bookkeeping over live THREE objects\n// ============================================================================\n//\n// Hiding an object flips `.visible` on the object *and its whole subtree* (edge overlays and CSS2D\n// labels are children, and three does not propagate `.visible` down for the label renderer), and\n// records the fact in a hidden-set so the UI can render an eye-off state and compute per-layer\n// tri-state.\n//\n// The set is keyed by stable identity (see `identity.ts`), not `uuid`, so hiding survives a solve —\n// a solve regenerates uuids but not the minted ids the keys read. A merged mesh stores one key per\n// source member, so re-merging under a different material/layer grouping can't lose the state.\n// Objects with no identifying userData fall back to their uuid, so their hidden state lasts only\n// until the next solve.\n\nimport type * as THREE from 'three';\nimport { getMemberKeys } from './identity.js';\nimport { applyEntryVisibility } from './member-visibility.js';\n\n/** The parts of a `SceneEntry` visibility needs; kept structural so entries.ts stays optional. */\nexport interface EntryRef {\n\tobject: THREE.Object3D;\n\tmemberIndex: number | null;\n\tkey: string;\n}\n\n// Backed by a caller-supplied `Set` so a reactive host can pass a framework-observable set\n// (Svelte's `SvelteSet`) and get re-renders for free.\nexport interface VisibilityState {\n\treadonly hidden: Set<string>;\n\tisHidden(object: THREE.Object3D): boolean;\n\tsetVisible(object: THREE.Object3D, visible: boolean): void;\n\tisLayerHidden(objects: THREE.Object3D[]): boolean;\n\t/** Drives the tri-state eye icon. */\n\tisLayerPartial(objects: THREE.Object3D[]): boolean;\n\ttoggleLayer(objects: THREE.Object3D[]): void;\n\t/**\n\t * Hide or show one entry — a whole object, or a single member inside a merged mesh.\n\t *\n\t * A merged mesh renders as one THREE object, so a member cannot be hidden by flipping\n\t * `.visible`. Its key goes in the hidden-set and the mesh's drawn index ranges are rebuilt to\n\t * skip it, which is what {@link applyEntryVisibility} does.\n\t */\n\tsetEntryVisible(entry: EntryRef, visible: boolean): void;\n\tisEntryHidden(entry: EntryRef): boolean;\n\t/** Restores `.visible` on everything the user had hidden before the solve. Call after each solve. */\n\tapplyTo(objects: THREE.Object3D[]): void;\n\treset(): void;\n}\n\nexport function createVisibilityState(hidden: Set<string> = new Set()): VisibilityState {\n\t// An object is hidden when EVERY member key is in the set — for a plain mesh that is its one\n\t// key; for a merged mesh it means all source members are hidden.\n\tconst allHidden = (object: THREE.Object3D) =>\n\t\tgetMemberKeys(object).every((key) => hidden.has(key));\n\n\tconst state: VisibilityState = {\n\t\thidden,\n\n\t\tisHidden: allHidden,\n\n\t\tsetVisible(object, visible) {\n\t\t\tobject.visible = visible;\n\t\t\tobject.traverse((child) => {\n\t\t\t\tchild.visible = visible;\n\t\t\t});\n\t\t\tfor (const key of getMemberKeys(object)) {\n\t\t\t\tif (visible) hidden.delete(key);\n\t\t\t\telse hidden.add(key);\n\t\t\t}\n\t\t},\n\n\t\tisEntryHidden: (entry) =>\n\t\t\tentry.memberIndex === null ? allHidden(entry.object) : hidden.has(entry.key),\n\n\t\tsetEntryVisible(entry, visible) {\n\t\t\tif (entry.memberIndex === null) {\n\t\t\t\tstate.setVisible(entry.object, visible);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (visible) hidden.delete(entry.key);\n\t\t\telse hidden.add(entry.key);\n\t\t\tapplyEntryVisibility(entry.object, hidden);\n\t\t},\n\n\t\tisLayerHidden: (objects) => objects.length > 0 && objects.every((obj) => state.isHidden(obj)),\n\n\t\tisLayerPartial(objects) {\n\t\t\tconst count = objects.filter((obj) => state.isHidden(obj)).length;\n\t\t\treturn count > 0 && count < objects.length;\n\t\t},\n\n\t\ttoggleLayer(objects) {\n\t\t\t// A partially hidden layer hides the rest — only a fully hidden layer comes back.\n\t\t\tconst show = state.isLayerHidden(objects);\n\t\t\tfor (const obj of objects) state.setVisible(obj, show);\n\t\t},\n\n\t\tapplyTo(objects) {\n\t\t\tfor (const object of objects) {\n\t\t\t\t// A merged mesh can be partly hidden, which `.visible` cannot express — rebuild its\n\t\t\t\t// drawn ranges before the whole-object rule below considers it.\n\t\t\t\tapplyEntryVisibility(object, hidden);\n\t\t\t\t// Only push objects down. Anything not in the set keeps whatever visibility the render\n\t\t\t\t// layer gave it, so this never fights another feature that hid something for its own\n\t\t\t\t// reasons (isolate mode, section-box culling).\n\t\t\t\tif (!allHidden(object)) continue;\n\t\t\t\tobject.visible = false;\n\t\t\t\tobject.traverse((child) => {\n\t\t\t\t\tchild.visible = false;\n\t\t\t\t});\n\t\t\t}\n\t\t},\n\n\t\treset: () => hidden.clear()\n\t};\n\treturn state;\n}\n","// ============================================================================\n// Selection: click / ctrl-click / shift-range over a flat list\n// ============================================================================\n//\n// Standard file-explorer selection semantics. Range selection needs the *flattened, currently\n// visible* order — what the user actually sees after search filtering and layer collapse — which\n// only the caller knows, so it is passed in per click rather than derived here.\n\nexport interface SelectionModifiers {\n\tshiftKey: boolean;\n\t/** Ctrl (Windows/Linux) or Meta (macOS) — the caller normalizes the platform difference. */\n\ttoggleKey: boolean;\n}\n\nexport interface SelectionState {\n\treadonly selected: Set<string>;\n\t/** The click that anchors the next shift-range. */\n\treadonly anchor: string | null;\n\tisSelected(uuid: string): boolean;\n\t/**\n\t * Apply a click.\n\t *\n\t * @param flatOrder The uuids currently visible, in display order — the span a shift-range walks.\n\t */\n\tselect(uuid: string, modifiers: SelectionModifiers, flatOrder: () => string[]): void;\n\tclear(): void;\n\t/**\n\t * Observe anchor moves. The anchor is a scalar, so unlike `selected` it cannot be watched by\n\t * handing in an observable set — a host that renders it mirrors it through this instead.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n}\n\nexport function createSelectionState(selected: Set<string> = new Set()): SelectionState {\n\tlet anchor: string | null = null;\n\tconst anchorListeners = new Set<(anchor: string | null) => void>();\n\n\tconst setAnchor = (next: string | null) => {\n\t\tanchor = next;\n\t\tfor (const listener of anchorListeners) listener(next);\n\t};\n\n\treturn {\n\t\tselected,\n\t\tget anchor() {\n\t\t\treturn anchor;\n\t\t},\n\n\t\tisSelected: (uuid) => selected.has(uuid),\n\n\t\tselect(uuid, modifiers, flatOrder) {\n\t\t\tif (modifiers.shiftKey && anchor) {\n\t\t\t\tconst flat = flatOrder();\n\t\t\t\tconst a = flat.indexOf(anchor);\n\t\t\t\tconst b = flat.indexOf(uuid);\n\t\t\t\tif (a !== -1 && b !== -1) {\n\t\t\t\t\tconst [lo, hi] = a < b ? [a, b] : [b, a];\n\t\t\t\t\t// Ctrl+Shift extends the selection; plain Shift replaces it.\n\t\t\t\t\tif (!modifiers.toggleKey) selected.clear();\n\t\t\t\t\tfor (let i = lo; i <= hi; i++) selected.add(flat[i]);\n\t\t\t\t}\n\t\t\t\t// The anchor stays put, so dragging the shift-click around pivots on the same origin.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (modifiers.toggleKey) {\n\t\t\t\tif (selected.has(uuid)) selected.delete(uuid);\n\t\t\t\telse selected.add(uuid);\n\t\t\t} else {\n\t\t\t\tselected.clear();\n\t\t\t\tselected.add(uuid);\n\t\t\t}\n\t\t\tsetAnchor(uuid);\n\t\t},\n\n\t\tclear() {\n\t\t\tselected.clear();\n\t\t\tsetAnchor(null);\n\t\t},\n\n\t\tonAnchorChange(listener) {\n\t\t\tanchorListeners.add(listener);\n\t\t\treturn () => anchorListeners.delete(listener);\n\t\t}\n\t};\n}\n","// ============================================================================\n// SceneOutliner: the object-list state machine over a live THREE.Scene\n// ============================================================================\n//\n// Everything an outliner panel needs — content filtering, layer grouping, search, collapse,\n// visibility and selection — with no DOM and no framework. A host renders `layerGroups()` and\n// forwards clicks; see `SceneManager.svelte` in `@selvajs/ui` for the Svelte binding.\n\nimport type * as THREE from 'three';\nimport { getSceneObjects } from './objects.js';\nimport { getSceneEntries, type SceneEntry } from './entries.js';\nimport {\n\tDEFAULT_LAYER,\n\tfilterEntryGroups,\n\tfilterLayerGroups,\n\tgroupByLayer,\n\tgroupEntriesByLayer\n} from './layers.js';\nimport { createVisibilityState, type VisibilityState } from './visibility.js';\nimport { createSelectionState, type SelectionModifiers, type SelectionState } from './selection.js';\n\nexport interface SceneOutlinerOptions {\n\t/**\n\t * Backing sets for the mutable state. Supply framework-observable sets (e.g. Svelte's\n\t * `SvelteSet`) to make a host re-render on mutation; omit for plain `Set`s.\n\t */\n\tsets?: {\n\t\thidden?: Set<string>;\n\t\tselected?: Set<string>;\n\t\tcollapsed?: Set<string>;\n\t};\n}\n\nexport interface SceneOutliner {\n\treadonly visibility: VisibilityState;\n\treadonly selection: SelectionState;\n\treadonly collapsed: Set<string>;\n\n\t/** Not memoized — recomputes from the scene on every call. */\n\tobjects(): THREE.Object3D[];\n\t/**\n\t * One entry per source object, which is what a panel lists. Merged meshes expand into their\n\t * members, so an imported model shows its building elements rather than the handful of meshes\n\t * they were merged into; everything else is one entry for itself.\n\t */\n\tentries(): SceneEntry[];\n\t/** {@link layerGroups}, over entries. */\n\tentryGroups(searchQuery?: string): Map<string, SceneEntry[]>;\n\t/**\n\t * Content grouped by layer, filtered by `searchQuery` (free text over layer and object\n\t * names). The query is a parameter rather than outliner state so a host can derive this\n\t * without writing back — mutating the outliner from a `$derived` is a Svelte error.\n\t */\n\tlayerGroups(searchQuery?: string): Map<string, THREE.Object3D[]>;\n\n\tisCollapsed(layerName: string): boolean;\n\ttoggleCollapsed(layerName: string): void;\n\n\t/**\n\t * Toggle one object's visibility. When the object is part of a multi-selection, the whole\n\t * selection follows it — hiding one of five selected meshes hides all five.\n\t */\n\ttoggleObject(object: THREE.Object3D): void;\n\n\t/** {@link toggleObject}, for one entry — a whole object or a single merged member. */\n\ttoggleEntry(entry: SceneEntry): void;\n\n\t/**\n\t * Select by entry key (see {@link SceneEntry}) — a merged member is selectable on its own, so\n\t * uuid would not distinguish siblings inside one mesh.\n\t *\n\t * Shift-ranges resolve against `flatVisibleUuids()`, not scene-graph order — so pass the\n\t * same `searchQuery` the panel is displaying, or a range will span filtered-out objects.\n\t */\n\tselect(key: string, modifiers: SelectionModifiers, searchQuery?: string): void;\n\n\t/**\n\t * Observe shift-range anchor moves, for hosts that mirror it into their own state.\n\t * Convenience passthrough to `selection.onAnchorChange`.\n\t *\n\t * @returns An unsubscribe function.\n\t */\n\tonAnchorChange(listener: (anchor: string | null) => void): () => void;\n\n\t/**\n\t * The entry keys currently visible in the panel, in display order: every entry of every\n\t * non-collapsed layer that survived the search filter. This is the span a shift-range walks.\n\t */\n\tflatVisibleUuids(searchQuery?: string): string[];\n\n\t/**\n\t * Re-apply hidden state to freshly built scene content. **Call after every solve.**\n\t *\n\t * A solve discards all content and rebuilds it, so whatever the user had hidden comes back\n\t * visible unless it is hidden again. Hidden state is keyed by stable identity rather than\n\t * instance uuid, so this restores it (see `identity.ts`). Selection is dropped: it refers to\n\t * object instances that no longer exist, and a persistent selection across solves is not a\n\t * behaviour anyone asked for.\n\t */\n\tapplyTo(): void;\n\n\t/** Drop all hidden and selected state, showing everything. Objects are left as they are. */\n\treset(): void;\n}\n\nexport function createSceneOutliner(\n\tscene: THREE.Scene,\n\toptions: SceneOutlinerOptions = {}\n): SceneOutliner {\n\tconst collapsed = options.sets?.collapsed ?? new Set<string>();\n\tconst visibility = createVisibilityState(options.sets?.hidden);\n\tconst selection = createSelectionState(options.sets?.selected);\n\n\tconst outliner: SceneOutliner = {\n\t\tvisibility,\n\t\tselection,\n\t\tcollapsed,\n\n\t\tobjects: () => getSceneObjects(scene),\n\n\t\tentries: () => getSceneEntries(scene, DEFAULT_LAYER),\n\n\t\tentryGroups: (searchQuery = '') =>\n\t\t\tfilterEntryGroups(groupEntriesByLayer(getSceneEntries(scene, DEFAULT_LAYER)), searchQuery),\n\n\t\tlayerGroups: (searchQuery = '') =>\n\t\t\tfilterLayerGroups(groupByLayer(getSceneObjects(scene)), searchQuery),\n\n\t\tisCollapsed: (layerName) => collapsed.has(layerName),\n\n\t\ttoggleCollapsed(layerName) {\n\t\t\tif (collapsed.has(layerName)) collapsed.delete(layerName);\n\t\t\telse collapsed.add(layerName);\n\t\t},\n\n\t\ttoggleObject(object) {\n\t\t\tif (selection.isSelected(object.uuid) && selection.selected.size > 1) {\n\t\t\t\tconst chosen = outliner.objects().filter((o) => selection.isSelected(o.uuid));\n\t\t\t\t// Show the group only once every member is hidden, matching the per-layer rule.\n\t\t\t\tconst allHidden = chosen.every((o) => visibility.isHidden(o));\n\t\t\t\tfor (const o of chosen) visibility.setVisible(o, allHidden);\n\t\t\t} else {\n\t\t\t\tvisibility.setVisible(object, visibility.isHidden(object));\n\t\t\t}\n\t\t},\n\n\t\ttoggleEntry(entry) {\n\t\t\tif (selection.isSelected(entry.key) && selection.selected.size > 1) {\n\t\t\t\tconst chosen = outliner.entries().filter((e) => selection.isSelected(e.key));\n\t\t\t\tconst allHidden = chosen.every((e) => visibility.isEntryHidden(e));\n\t\t\t\tfor (const e of chosen) visibility.setEntryVisible(e, allHidden);\n\t\t\t} else {\n\t\t\t\tvisibility.setEntryVisible(entry, visibility.isEntryHidden(entry));\n\t\t\t}\n\t\t},\n\n\t\tselect(key, modifiers, searchQuery) {\n\t\t\tselection.select(key, modifiers, () => outliner.flatVisibleUuids(searchQuery));\n\t\t},\n\n\t\tonAnchorChange: (listener) => selection.onAnchorChange(listener),\n\n\t\tflatVisibleUuids(searchQuery) {\n\t\t\tconst result: string[] = [];\n\t\t\tfor (const [layerName, entries] of outliner.entryGroups(searchQuery)) {\n\t\t\t\tif (collapsed.has(layerName)) continue;\n\t\t\t\tfor (const entry of entries) result.push(entry.key);\n\t\t\t}\n\t\t\treturn result;\n\t\t},\n\n\t\tapplyTo() {\n\t\t\tvisibility.applyTo(outliner.objects());\n\t\t\tselection.clear();\n\t\t},\n\n\t\treset() {\n\t\t\tvisibility.reset();\n\t\t\tselection.clear();\n\t\t}\n\t};\n\n\treturn 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