@selvajs/visualization 1.3.1 → 1.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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+ const e=require("./rolldown-runtime-BocRIvOZ.cjs");let t=require("three");t=e.t(t,1);const n={VALIDATION_ERROR:`VALIDATION_ERROR`,INVALID_STATE:`INVALID_STATE`,ENVIRONMENT_ERROR:`ENVIRONMENT_ERROR`,INVALID_CONFIG:`INVALID_CONFIG`,ENCODING_ERROR:`ENCODING_ERROR`,UNKNOWN_ERROR:`UNKNOWN_ERROR`};var r=class extends Error{code;context;originalError;constructor(e,t=n.UNKNOWN_ERROR,r){super(e),this.name=`VisualizationError`,this.code=t,this.context=r?.context,this.originalError=r?.originalError,r?.originalError&&(this.cause=r.originalError)}},i=class{debug(){}info(){}warn(){}error(){}},a=class{debug(e,...t){console.debug(e,...t)}info(e,...t){console.info(e,...t)}warn(e,...t){console.warn(e,...t)}error(e,...t){console.error(e,...t)}};let o=new i;function s(){return o}function c(e){if(e===null){o=new i;return}let t=[`debug`,`info`,`warn`,`error`].filter(t=>typeof e[t]!=`function`);if(t.length>0)throw new r(`Logger is missing required method(s): ${t.join(`, `)}. A logger must implement debug, info, warn and error.`,n.INVALID_CONFIG,{context:{missingMethods:t}});o=e}function l(){c(new a)}const u={studio:{toneMapping:t.ACESFilmicToneMapping,toneMappingExposure:1,envMapIntensity:1,environmentIntensity:.85,hemisphereIntensity:.5,ambientIntensity:.25,cullBackfaces:!1,ambientOcclusion:!0,sunlightIntensity:1.6},technical:{toneMapping:t.NeutralToneMapping,toneMappingExposure:1,envMapIntensity:.55,environmentIntensity:.6,hemisphereIntensity:.25,ambientIntensity:.15,cullBackfaces:!1,ambientOcclusion:!0,sunlightIntensity:2.2},showcase:{toneMapping:t.ACESFilmicToneMapping,toneMappingExposure:1.15,envMapIntensity:1.4,environmentIntensity:1,hemisphereIntensity:.2,ambientIntensity:.1,cullBackfaces:!1,ambientOcclusion:!0,sunlightIntensity:2.6},arctic:{toneMapping:t.NeutralToneMapping,toneMappingExposure:1.05,envMapIntensity:.85,environmentIntensity:1.1,hemisphereIntensity:.3,ambientIntensity:.15,cullBackfaces:!1,ambientOcclusion:!0,sunlightIntensity:2,materialOverride:{color:15659509,metalness:0,roughness:.75}},xray:{toneMapping:t.NeutralToneMapping,toneMappingExposure:1.3,envMapIntensity:.4,environmentIntensity:.8,hemisphereIntensity:.6,ambientIntensity:.6,cullBackfaces:!1,ambientOcclusion:!1,sunlightIntensity:.6,materialOverride:{color:10470632,metalness:0,roughness:.9,opacity:.28,depthWrite:!1}},lineart:{toneMapping:t.NeutralToneMapping,toneMappingExposure:1,envMapIntensity:1,environmentIntensity:1,hemisphereIntensity:.6,ambientIntensity:3.2,cullBackfaces:!1,ambientOcclusion:!1,sunlightIntensity:0,requiresEdges:!0,materialOverride:{color:16251130,metalness:0,roughness:1}},wireframe:{toneMapping:t.NeutralToneMapping,toneMappingExposure:1,envMapIntensity:1,environmentIntensity:1,hemisphereIntensity:.4,ambientIntensity:2,cullBackfaces:!1,ambientOcclusion:!1,sunlightIntensity:0,materialOverride:{color:2830648,metalness:0,roughness:1,wireframe:!0}}};function d(e){let t=u[e];return{envMapIntensity:t.envMapIntensity,cullBackfaces:t.cullBackfaces}}function f(e){if(!e||typeof e!=`string`)return s().warn(`Invalid color input: ${e}, using white`),new t.Color(16777215);let n=e.trim();if(/^#?[0-9A-Fa-f]{6}$/.test(n))try{let e=n.startsWith(`#`)?n:`#${n}`;return new t.Color(e)}catch{return s().warn(`Invalid hex color: ${e}, using white`),new t.Color(16777215)}if(n.includes(`,`)){let e=n.split(`,`).map(e=>parseInt(e.trim(),10));if(e.length===3&&e.every(e=>!isNaN(e)&&e>=0&&e<=255))return new t.Color(e[0]/255,e[1]/255,e[2]/255)}let r=n.toLowerCase();return r in t.Color.NAMES?new t.Color(t.Color.NAMES[r]):(s().warn(`Invalid color string: ${e}, using white`),new t.Color(16777215))}function p(e,t,n=`z`){e.forEach(e=>{e.position[n]-=t})}function m(e){let n=new t.Box3;return e.length===0||e.forEach(e=>{e.updateMatrixWorld(!0);let r=new t.Box3().setFromObject(e);n.union(r)}),n}const h=new Set;function g(e){return e?!h.has(e):!1}const _=new Set;let v=1;function y(e){let t=Math.max(1,e);if(t!==v){v=t;for(let e of _)e(t)}}function b(e){return _.add(e),e(v),()=>_.delete(e)}function x(e){if(g(e)){for(let n of Object.values(e))n instanceof t.Texture&&n.dispose();e.dispose()}}function S(e){e&&(Array.isArray(e)?e.forEach(x):x(e))}function C(e,t={}){let{materials:n=!0}=t;e.traverse(e=>{let t=e;(t.geometry||t.material)&&(t.geometry&&t.geometry?.dispose(),n&&S(t.material))})}Object.defineProperty(exports,"a",{enumerable:!0,get:function(){return m}}),Object.defineProperty(exports,"c",{enumerable:!0,get:function(){return u}}),Object.defineProperty(exports,"d",{enumerable:!0,get:function(){return l}}),Object.defineProperty(exports,"f",{enumerable:!0,get:function(){return s}}),Object.defineProperty(exports,"h",{enumerable:!0,get:function(){return r}}),Object.defineProperty(exports,"i",{enumerable:!0,get:function(){return p}}),Object.defineProperty(exports,"l",{enumerable:!0,get:function(){return`selvaEnvMapIntensity`}}),Object.defineProperty(exports,"m",{enumerable:!0,get:function(){return n}}),Object.defineProperty(exports,"n",{enumerable:!0,get:function(){return b}}),Object.defineProperty(exports,"o",{enumerable:!0,get:function(){return f}}),Object.defineProperty(exports,"p",{enumerable:!0,get:function(){return c}}),Object.defineProperty(exports,"r",{enumerable:!0,get:function(){return y}}),Object.defineProperty(exports,"s",{enumerable:!0,get:function(){return`technical`}}),Object.defineProperty(exports,"t",{enumerable:!0,get:function(){return C}}),Object.defineProperty(exports,"u",{enumerable:!0,get:function(){return d}});
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+ //# sourceMappingURL=gpu-dispose-CCO5Grel.cjs.map
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+ {"version":3,"file":"gpu-dispose-CCO5Grel.cjs","names":["THREE","THREE","THREE"],"sources":["../src/shared/errors.ts","../src/shared/logger.ts","../src/shared/looks.ts","../src/shared/geometry.ts","../src/shared/gpu-ownership.ts","../src/shared/gpu-capabilities.ts","../src/shared/gpu-dispose.ts"],"sourcesContent":["/**\n * Errors for the visualization package. Replaces `@selvajs/compute`'s `RhinoComputeError`, which\n * mis-named failures on paths (e.g. the plugin WebSocket) that never touch Rhino.Compute. `code`\n * values match compute's so existing catch-sites keep working.\n */\n\nexport const ErrorCodes = {\n\t/** Structural check failed: bad magic bytes, out-of-window index, malformed metadata. */\n\tVALIDATION_ERROR: 'VALIDATION_ERROR',\n\tINVALID_STATE: 'INVALID_STATE',\n\t/** No `DecompressionStream`, no WebGL context, etc. */\n\tENVIRONMENT_ERROR: 'ENVIRONMENT_ERROR',\n\tINVALID_CONFIG: 'INVALID_CONFIG',\n\t/** Base64 input could not be decoded. */\n\tENCODING_ERROR: 'ENCODING_ERROR',\n\tUNKNOWN_ERROR: 'UNKNOWN_ERROR'\n} as const;\n\nexport type ErrorCode = (typeof ErrorCodes)[keyof typeof ErrorCodes];\n\nexport class VisualizationError extends Error {\n\tpublic readonly code: ErrorCode;\n\tpublic readonly context?: Record<string, unknown>;\n\tpublic readonly originalError?: Error;\n\n\tconstructor(\n\t\tmessage: string,\n\t\tcode: ErrorCode = ErrorCodes.UNKNOWN_ERROR,\n\t\toptions?: { context?: Record<string, unknown>; originalError?: Error }\n\t) {\n\t\tsuper(message);\n\t\tthis.name = 'VisualizationError';\n\t\tthis.code = code;\n\t\tthis.context = options?.context;\n\t\tthis.originalError = options?.originalError;\n\t\tif (options?.originalError) {\n\t\t\t(this as { cause?: unknown }).cause = options.originalError;\n\t\t}\n\t}\n}\n","/**\n * Logging facility for the visualization package. Deliberately local rather than imported from\n * `@selvajs/compute` (logging isn't a compute concern). Mirrors compute's logger shape so a host\n * wanting one sink for both can call `setLogger(computeLogger.getLogger())`.\n */\n\nimport { VisualizationError, ErrorCodes } from './errors.js';\n\nexport interface Logger {\n\tdebug(message: string, ...args: unknown[]): void;\n\tinfo(message: string, ...args: unknown[]): void;\n\twarn(message: string, ...args: unknown[]): void;\n\terror(message: string, ...args: unknown[]): void;\n}\n\nclass NoOpLogger implements Logger {\n\tdebug(): void {}\n\tinfo(): void {}\n\twarn(): void {}\n\terror(): void {}\n}\n\nclass ConsoleLogger implements Logger {\n\tdebug(message: string, ...args: unknown[]): void {\n\t\t// eslint-disable-next-line no-console -- this class exists to be the console sink\n\t\tconsole.debug(message, ...args);\n\t}\n\n\tinfo(message: string, ...args: unknown[]): void {\n\t\tconsole.info(message, ...args);\n\t}\n\n\twarn(message: string, ...args: unknown[]): void {\n\t\tconsole.warn(message, ...args);\n\t}\n\n\terror(message: string, ...args: unknown[]): void {\n\t\tconsole.error(message, ...args);\n\t}\n}\n\n// Defaults to no-op: a library that writes to the console uninvited is a nuisance in a host with\n// its own logging. Opt in with setLogger or enableDebugLogging.\nlet internalLogger: Logger = new NoOpLogger();\n\n// Call per-use rather than caching — the sink is settable at any time.\nexport function getLogger(): Logger {\n\treturn internalLogger;\n}\n\n// Validates logger shape up front: failing here beats a confusing \"getLogger().debug is not a\n// function\" at some later, unrelated call site.\nexport function setLogger(logger: Logger | Console | null): void {\n\tif (logger === null) {\n\t\tinternalLogger = new NoOpLogger();\n\t\treturn;\n\t}\n\n\tconst missing = (['debug', 'info', 'warn', 'error'] as const).filter(\n\t\t(method) => typeof (logger as unknown as Record<string, unknown>)[method] !== 'function'\n\t);\n\tif (missing.length > 0) {\n\t\tthrow new VisualizationError(\n\t\t\t`Logger is missing required method(s): ${missing.join(', ')}. A logger must implement debug, info, warn and error.`,\n\t\t\tErrorCodes.INVALID_CONFIG,\n\t\t\t{ context: { missingMethods: missing } }\n\t\t);\n\t}\n\n\tinternalLogger = logger as Logger;\n}\n\nexport function enableDebugLogging(): void {\n\tsetLogger(new ConsoleLogger());\n}\n","import * as THREE from 'three';\n\nimport type { Look, LookPreset, MaterialAppearanceOptions } from './types.js';\n\n/** The look applied when the caller passes no `look` option. */\nexport const DEFAULT_LOOK: Look = 'technical';\n\n/**\n * Single source of truth for both `applyDefaults` (construction) and `setLook` (runtime), so the two\n * can't drift.\n *\n * Every shaded look pairs a key light with contact shading (GTAO), because image-based lighting on\n * its own lights all faces of a box nearly equally — the result is a white silhouette with no\n * readable form. GTAO is a full-screen pass and does cost frames; `xray` skips it since there are no\n * opaque contacts left to shade.\n */\nexport const LOOK_PRESETS: Record<Look, LookPreset> = {\n\t// Fills shadows in (vs. showcase, which lets them fall off), but still key-lit: ACES plus a\n\t// moderate sun, with fill high enough that shadowed faces keep detail.\n\tstudio: {\n\t\ttoneMapping: THREE.ACESFilmicToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 0.85,\n\t\themisphereIntensity: 0.5,\n\t\tambientIntensity: 0.25,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 1.6\n\t},\n\t// The sun carries this look and the ambient/IBL only lift shadows off black. Fill was the thing\n\t// making it read as flat white paper: every source except the sun is orientation-independent, so\n\t// the more of them you stack the less the three faces of a corner differ.\n\ttechnical: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\tenvMapIntensity: 0.55,\n\t\tenvironmentIntensity: 0.6,\n\t\themisphereIntensity: 0.25,\n\t\tambientIntensity: 0.15,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.2\n\t},\n\t// Fill pulled furthest DOWN and the sun pushed hardest, so light-to-shadow falloff is steepest —\n\t// a dramatic hero shot, unlike `studio` which fills shadows back in.\n\tshowcase: {\n\t\ttoneMapping: THREE.ACESFilmicToneMapping,\n\t\ttoneMappingExposure: 1.15,\n\t\tenvMapIntensity: 1.4,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.2,\n\t\tambientIntensity: 0.1,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.6\n\t},\n\t// Every mesh forced to one near-white clay, so form and shadow carry the image instead of the\n\t// model's own colours. AO on: with all albedo differences gone, contact shading is the only thing\n\t// left separating touching parts — without it the model reads as one white blob.\n\tarctic: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1.05,\n\t\tenvMapIntensity: 0.85,\n\t\tenvironmentIntensity: 1.1,\n\t\themisphereIntensity: 0.3,\n\t\tambientIntensity: 0.15,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.0,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0xeef1f5,\n\t\t\tmetalness: 0,\n\t\t\troughness: 0.75\n\t\t}\n\t},\n\t// See-through blue-white with depth writes off, so interior geometry shows through the shell.\n\t// Exposure pushed up because stacked transparent layers darken fast; the sun is dialled back\n\t// because a hard highlight on a transparent shell hides what is behind it.\n\txray: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1.3,\n\t\tenvMapIntensity: 0.4,\n\t\tenvironmentIntensity: 0.8,\n\t\themisphereIntensity: 0.6,\n\t\tambientIntensity: 0.6,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0.6,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0x9fc4e8,\n\t\t\tmetalness: 0,\n\t\t\troughness: 0.9,\n\t\t\topacity: 0.28,\n\t\t\tdepthWrite: false\n\t\t}\n\t},\n\t// The architectural line drawing: feature edges over flat white faces. The faces are the whole\n\t// point even though you never really see them — they still write depth, so a near member hides\n\t// the ones behind it. True wireframe can't do that, and on a dense frame (thousands of members,\n\t// every edge of every one drawn at once) it collapses into a black mass.\n\t//\n\t// Unlit on purpose: any directional shading would compete with the lines for the eye. Ambient\n\t// alone lands every face on the same flat white, so the only contrast in the image is the edges.\n\t// AO is off for the same reason — a grey contact smear under a line drawing just muddies it.\n\tlineart: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\t// The faces are MeshPhysicalMaterial, so they take their brightness from lighting, not from\n\t\t// `color`: zero out the lights and they render black however white the override is. Hemisphere\n\t\t// and ambient carry it rather than IBL, because `scene.environment` only exists if the host\n\t\t// loaded an HDR — leaning on IBL would render this look black in any viewer without one. Both\n\t\t// are orientation-independent, so every face lands on the same flat white and the edges stay\n\t\t// the only contrast in the image. Ambient is weighted over hemisphere because hemisphere's\n\t\t// ground colour is a warm brown by default: leaning on it tints every downward face grey and\n\t\t// the drawing stops reading as one flat white.\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.6,\n\t\tambientIntensity: 3.2,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0,\n\t\trequiresEdges: true,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0xf7f8fa,\n\t\t\tmetalness: 0,\n\t\t\troughness: 1\n\t\t}\n\t},\n\t// Triangle edges only — the tessellation itself, diagonals and all. That makes it a mesh-\n\t// inspection tool, not a drawing: for a readable line drawing use `lineart`, which draws\n\t// feature edges and lets near faces occlude far ones. Nothing here is a lit surface:\n\t// the sun is off and fill carries the image, because a directional light on a line renders it\n\t// black wherever the line runs away from the key. AO is off for the same reason — a full-screen\n\t// contact pass has no contacts to find between wires, and it only costs frames.\n\twireframe: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\t// Lit for the same reason as lineart (see there): PBR lines are black unlit, and hemisphere\n\t\t// plus ambient work with no HDR loaded. Dimmer than lineart because these lines are dark\n\t\t// on white, not white on dark.\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.4,\n\t\tambientIntensity: 2.0,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0x2b3138,\n\t\t\tmetalness: 0,\n\t\t\troughness: 1,\n\t\t\twireframe: true\n\t\t}\n\t}\n};\n\n/**\n * `userData` key holding a material's own `envMapIntensity`, set by the parser when the wire\n * material carries one. `setLook` keeps it instead of the look's value, except in looks with a\n * `materialOverride`: those restyle every mesh alike, so the look's value wins there.\n */\nexport const OWN_ENV_MAP_INTENSITY = 'selvaEnvMapIntensity';\n\n/** Baked at parse time (not toggleable at runtime). */\nexport function materialAppearanceForLook(look: Look): MaterialAppearanceOptions {\n\tconst preset = LOOK_PRESETS[look];\n\treturn {\n\t\tenvMapIntensity: preset.envMapIntensity,\n\t\tcullBackfaces: preset.cullBackfaces\n\t};\n}\n","import * as THREE from 'three';\n\nimport { getLogger } from './logger.js';\n\n// parse/ needs these and must never import upward from render/, so they live in shared/ instead\n// of render's three-helpers.\n\nexport function parseColor(colorString: string): THREE.Color {\n\tif (!colorString || typeof colorString !== 'string') {\n\t\tgetLogger().warn(`Invalid color input: ${colorString}, using white`);\n\t\treturn new THREE.Color(0xffffff);\n\t}\n\n\tconst trimmed = colorString.trim();\n\n\tif (/^#?[0-9A-Fa-f]{6}$/.test(trimmed)) {\n\t\ttry {\n\t\t\tconst hex = trimmed.startsWith('#') ? trimmed : `#${trimmed}`;\n\t\t\treturn new THREE.Color(hex);\n\t\t} catch {\n\t\t\tgetLogger().warn(`Invalid hex color: ${colorString}, using white`);\n\t\t\treturn new THREE.Color(0xffffff);\n\t\t}\n\t}\n\n\tif (trimmed.includes(',')) {\n\t\tconst rgb = trimmed.split(',').map((c) => parseInt(c.trim(), 10));\n\t\tif (rgb.length === 3 && rgb.every((n) => !isNaN(n) && n >= 0 && n <= 255)) {\n\t\t\treturn new THREE.Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\n\t\t}\n\t}\n\n\t// `new THREE.Color(name)` never throws on unknown names (it logs its own warning and leaves the\n\t// color white), so validate against three's CSS name table instead.\n\tconst named = trimmed.toLowerCase();\n\tif (named in THREE.Color.NAMES) {\n\t\treturn new THREE.Color(THREE.Color.NAMES[named as keyof typeof THREE.Color.NAMES]);\n\t}\n\n\tgetLogger().warn(`Invalid color string: ${colorString}, using white`);\n\treturn new THREE.Color(0xffffff);\n}\n\n/** Defaults to `z` (Rhino's up axis); pass an explicit axis when the scene uses a different `sceneUp`. */\nexport function applyOffset(\n\tmeshes: THREE.Object3D[],\n\toffset: number,\n\taxis: 'x' | 'y' | 'z' = 'z'\n): void {\n\tmeshes.forEach((mesh) => {\n\t\tmesh.position[axis] -= offset;\n\t});\n}\n\nexport function computeCombinedBoundingBox(meshes: THREE.Object3D[]): THREE.Box3 {\n\tconst combinedBoundingBox = new THREE.Box3();\n\tif (meshes.length === 0) return combinedBoundingBox;\n\tmeshes.forEach((mesh) => {\n\t\tmesh.updateMatrixWorld(true);\n\t\tconst bbox = new THREE.Box3().setFromObject(mesh);\n\t\tcombinedBoundingBox.union(bbox);\n\t});\n\treturn combinedBoundingBox;\n}\n","import type * as THREE from 'three';\n\n// ============================================================================\n// GPU resource ownership — the single rule every disposal path obeys\n// ============================================================================\n\n/**\n * A GPU resource has exactly one owner: a **module singleton** (nobody ever frees it) or the\n * **scene** (freed on teardown). Every disposal path asks {@link canDisposeMaterial} and disposes\n * only if true. Geometries and textures are always scene-owned, so they have no claim to check.\n */\n\n// Module-scope singletons from `render/three-materials.ts`, shared across meshes and solves —\n// disposing one would free textures still in use and force a recompile. Held here (not imported\n// there) to avoid an import cycle.\nconst protectedMaterials = new Set<THREE.Material>();\n\n/** Register materials as never-disposable. Called once by `render/three-materials.ts`. */\nexport function protectMaterials(materials: Iterable<THREE.Material>): void {\n\tfor (const material of materials) protectedMaterials.add(material);\n}\n\n/** True when `material` is scene-owned (not one of the protected singletons). */\nexport function canDisposeMaterial(material: THREE.Material | undefined): boolean {\n\tif (!material) return false;\n\treturn !protectedMaterials.has(material);\n}\n","// ============================================================================\n// GPU capabilities — published by the renderer, read by whoever needs them\n// ============================================================================\n\n// Lets a renderer publish GPU capabilities (max anisotropy) without `render/` and `parse/` importing\n// each other: the renderer publishes on init, interested parties subscribe.\n\ntype AnisotropyObserver = (value: number) => void;\n\nconst observers = new Set<AnisotropyObserver>();\n\n// Module load order between layers isn't guaranteed, so a subscriber arriving after init still\n// needs the current value rather than waiting for a second renderer to publish.\nlet maxAnisotropy = 1;\n\nexport function publishMaxAnisotropy(value: number): void {\n\tconst next = Math.max(1, value);\n\tif (next === maxAnisotropy) return;\n\tmaxAnisotropy = next;\n\tfor (const observe of observers) observe(next);\n}\n\n/** Fires immediately with the current value (1 until a renderer has reported), then on every change. */\nexport function observeMaxAnisotropy(observe: AnisotropyObserver): () => void {\n\tobservers.add(observe);\n\tobserve(maxAnisotropy);\n\treturn () => observers.delete(observe);\n}\n","import * as THREE from 'three';\n\nimport { canDisposeMaterial } from './gpu-ownership.js';\n\n// ============================================================================\n// The disposal walkers — every teardown path in the package goes through these\n// ============================================================================\n\n/** Frees a material and its textures, respecting ownership (`./gpu-ownership.ts`). */\nexport function disposeMaterial(material: THREE.Material): void {\n\tif (!canDisposeMaterial(material)) return;\n\n\tfor (const value of Object.values(material)) {\n\t\tif (value instanceof THREE.Texture) {\n\t\t\tvalue.dispose();\n\t\t}\n\t}\n\tmaterial.dispose();\n}\n\nfunction disposeMaterials(material: THREE.Material | THREE.Material[] | undefined): void {\n\tif (!material) return;\n\tif (Array.isArray(material)) material.forEach(disposeMaterial);\n\telse disposeMaterial(material);\n}\n\nexport interface DisposeOptions {\n\t/** Free materials and their textures too. Default true; the solve memo passes false. */\n\tmaterials?: boolean;\n\t/** Called for each geometry before disposal, so a subsystem can free derived resources keyed on it (e.g. edge caches). */\n\tonGeometry?: (geometry: THREE.BufferGeometry) => void;\n}\n\n/**\n * Frees the GPU resources of an object subtree, respecting ownership. **The only traversal that\n * should dispose scene content** — a second disposing `traverse` risks missing an ownership guard.\n */\nexport function disposeObjectTree(root: THREE.Object3D, options: DisposeOptions = {}): void {\n\tconst { materials = true } = options;\n\n\troot.traverse((object) => {\n\t\tconst renderable = object as Partial<THREE.Mesh> & THREE.Object3D;\n\t\tif (!renderable.geometry && !renderable.material) return;\n\n\t\tif (renderable.geometry) {\n\t\t\trenderable.geometry?.dispose();\n\t\t}\n\n\t\tif (materials) 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Deliberately local rather than imported from\n * `@selvajs/compute` (logging isn't a compute concern). Mirrors compute's logger shape so a host\n * wanting one sink for both can call `setLogger(computeLogger.getLogger())`.\n */\n\nimport { VisualizationError, ErrorCodes } from './errors.js';\n\nexport interface Logger {\n\tdebug(message: string, ...args: unknown[]): void;\n\tinfo(message: string, ...args: unknown[]): void;\n\twarn(message: string, ...args: unknown[]): void;\n\terror(message: string, ...args: unknown[]): void;\n}\n\nclass NoOpLogger implements Logger {\n\tdebug(): void {}\n\tinfo(): void {}\n\twarn(): void {}\n\terror(): void {}\n}\n\nclass ConsoleLogger implements Logger {\n\tdebug(message: string, ...args: unknown[]): void {\n\t\t// eslint-disable-next-line no-console -- this class exists to be the console sink\n\t\tconsole.debug(message, ...args);\n\t}\n\n\tinfo(message: string, ...args: unknown[]): void {\n\t\tconsole.info(message, ...args);\n\t}\n\n\twarn(message: string, ...args: unknown[]): void {\n\t\tconsole.warn(message, ...args);\n\t}\n\n\terror(message: string, ...args: unknown[]): void {\n\t\tconsole.error(message, ...args);\n\t}\n}\n\n// Defaults to no-op: a library that writes to the console uninvited is a nuisance in a host with\n// its own logging. 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A logger must implement debug, info, warn and error.`,\n\t\t\tErrorCodes.INVALID_CONFIG,\n\t\t\t{ context: { missingMethods: missing } }\n\t\t);\n\t}\n\n\tinternalLogger = logger as Logger;\n}\n\nexport function enableDebugLogging(): void {\n\tsetLogger(new ConsoleLogger());\n}\n","import * as THREE from 'three';\n\nimport type { Look, LookPreset, MaterialAppearanceOptions } from './types.js';\n\n/** The look applied when the caller passes no `look` option. */\nexport const DEFAULT_LOOK: Look = 'technical';\n\n/**\n * Single source of truth for both `applyDefaults` (construction) and `setLook` (runtime), so the two\n * can't drift.\n *\n * Every shaded look pairs a key light with contact shading (GTAO), because image-based lighting on\n * its own lights all faces of a box nearly equally — the result is a white silhouette with no\n * readable form. GTAO is a full-screen pass and does cost frames; `xray` skips it since there are no\n * opaque contacts left to shade.\n */\nexport const LOOK_PRESETS: Record<Look, LookPreset> = {\n\t// Fills shadows in (vs. showcase, which lets them fall off), but still key-lit: ACES plus a\n\t// moderate sun, with fill high enough that shadowed faces keep detail.\n\tstudio: {\n\t\ttoneMapping: THREE.ACESFilmicToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 0.85,\n\t\themisphereIntensity: 0.5,\n\t\tambientIntensity: 0.25,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 1.6\n\t},\n\t// The sun carries this look and the ambient/IBL only lift shadows off black. Fill was the thing\n\t// making it read as flat white paper: every source except the sun is orientation-independent, so\n\t// the more of them you stack the less the three faces of a corner differ.\n\ttechnical: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\tenvMapIntensity: 0.55,\n\t\tenvironmentIntensity: 0.6,\n\t\themisphereIntensity: 0.25,\n\t\tambientIntensity: 0.15,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.2\n\t},\n\t// Fill pulled furthest DOWN and the sun pushed hardest, so light-to-shadow falloff is steepest —\n\t// a dramatic hero shot, unlike `studio` which fills shadows back in.\n\tshowcase: {\n\t\ttoneMapping: THREE.ACESFilmicToneMapping,\n\t\ttoneMappingExposure: 1.15,\n\t\tenvMapIntensity: 1.4,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.2,\n\t\tambientIntensity: 0.1,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.6\n\t},\n\t// Every mesh forced to one near-white clay, so form and shadow carry the image instead of the\n\t// model's own colours. AO on: with all albedo differences gone, contact shading is the only thing\n\t// left separating touching parts — without it the model reads as one white blob.\n\tarctic: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1.05,\n\t\tenvMapIntensity: 0.85,\n\t\tenvironmentIntensity: 1.1,\n\t\themisphereIntensity: 0.3,\n\t\tambientIntensity: 0.15,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: true,\n\t\tsunlightIntensity: 2.0,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0xeef1f5,\n\t\t\tmetalness: 0,\n\t\t\troughness: 0.75\n\t\t}\n\t},\n\t// See-through blue-white with depth writes off, so interior geometry shows through the shell.\n\t// Exposure pushed up because stacked transparent layers darken fast; the sun is dialled back\n\t// because a hard highlight on a transparent shell hides what is behind it.\n\txray: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1.3,\n\t\tenvMapIntensity: 0.4,\n\t\tenvironmentIntensity: 0.8,\n\t\themisphereIntensity: 0.6,\n\t\tambientIntensity: 0.6,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0.6,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0x9fc4e8,\n\t\t\tmetalness: 0,\n\t\t\troughness: 0.9,\n\t\t\topacity: 0.28,\n\t\t\tdepthWrite: false\n\t\t}\n\t},\n\t// The architectural line drawing: feature edges over flat white faces. The faces are the whole\n\t// point even though you never really see them — they still write depth, so a near member hides\n\t// the ones behind it. True wireframe can't do that, and on a dense frame (thousands of members,\n\t// every edge of every one drawn at once) it collapses into a black mass.\n\t//\n\t// Unlit on purpose: any directional shading would compete with the lines for the eye. Ambient\n\t// alone lands every face on the same flat white, so the only contrast in the image is the edges.\n\t// AO is off for the same reason — a grey contact smear under a line drawing just muddies it.\n\tlineart: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\t// The faces are MeshPhysicalMaterial, so they take their brightness from lighting, not from\n\t\t// `color`: zero out the lights and they render black however white the override is. Hemisphere\n\t\t// and ambient carry it rather than IBL, because `scene.environment` only exists if the host\n\t\t// loaded an HDR — leaning on IBL would render this look black in any viewer without one. Both\n\t\t// are orientation-independent, so every face lands on the same flat white and the edges stay\n\t\t// the only contrast in the image. Ambient is weighted over hemisphere because hemisphere's\n\t\t// ground colour is a warm brown by default: leaning on it tints every downward face grey and\n\t\t// the drawing stops reading as one flat white.\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.6,\n\t\tambientIntensity: 3.2,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0,\n\t\trequiresEdges: true,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0xf7f8fa,\n\t\t\tmetalness: 0,\n\t\t\troughness: 1\n\t\t}\n\t},\n\t// Triangle edges only — the tessellation itself, diagonals and all. That makes it a mesh-\n\t// inspection tool, not a drawing: for a readable line drawing use `lineart`, which draws\n\t// feature edges and lets near faces occlude far ones. Nothing here is a lit surface:\n\t// the sun is off and fill carries the image, because a directional light on a line renders it\n\t// black wherever the line runs away from the key. AO is off for the same reason — a full-screen\n\t// contact pass has no contacts to find between wires, and it only costs frames.\n\twireframe: {\n\t\ttoneMapping: THREE.NeutralToneMapping,\n\t\ttoneMappingExposure: 1,\n\t\t// Lit for the same reason as lineart (see there): PBR lines are black unlit, and hemisphere\n\t\t// plus ambient work with no HDR loaded. Dimmer than lineart because these lines are dark\n\t\t// on white, not white on dark.\n\t\tenvMapIntensity: 1.0,\n\t\tenvironmentIntensity: 1.0,\n\t\themisphereIntensity: 0.4,\n\t\tambientIntensity: 2.0,\n\t\tcullBackfaces: false,\n\t\tambientOcclusion: false,\n\t\tsunlightIntensity: 0,\n\t\tmaterialOverride: {\n\t\t\tcolor: 0x2b3138,\n\t\t\tmetalness: 0,\n\t\t\troughness: 1,\n\t\t\twireframe: true\n\t\t}\n\t}\n};\n\n/**\n * `userData` key holding a material's own `envMapIntensity`, set by the parser when the wire\n * material carries one. `setLook` keeps it instead of the look's value, except in looks with a\n * `materialOverride`: those restyle every mesh alike, so the look's value wins there.\n */\nexport const OWN_ENV_MAP_INTENSITY = 'selvaEnvMapIntensity';\n\n/** Baked at parse time (not toggleable at runtime). */\nexport function materialAppearanceForLook(look: Look): MaterialAppearanceOptions {\n\tconst preset = LOOK_PRESETS[look];\n\treturn {\n\t\tenvMapIntensity: preset.envMapIntensity,\n\t\tcullBackfaces: preset.cullBackfaces\n\t};\n}\n","import * as THREE from 'three';\n\nimport { getLogger } from './logger.js';\n\n// parse/ needs these and must never import upward from render/, so they live in shared/ instead\n// of render's three-helpers.\n\nexport function parseColor(colorString: string): THREE.Color {\n\tif (!colorString || typeof colorString !== 'string') {\n\t\tgetLogger().warn(`Invalid color input: ${colorString}, using white`);\n\t\treturn new THREE.Color(0xffffff);\n\t}\n\n\tconst trimmed = colorString.trim();\n\n\tif (/^#?[0-9A-Fa-f]{6}$/.test(trimmed)) {\n\t\ttry {\n\t\t\tconst hex = trimmed.startsWith('#') ? trimmed : `#${trimmed}`;\n\t\t\treturn new THREE.Color(hex);\n\t\t} catch {\n\t\t\tgetLogger().warn(`Invalid hex color: ${colorString}, using white`);\n\t\t\treturn new THREE.Color(0xffffff);\n\t\t}\n\t}\n\n\tif (trimmed.includes(',')) {\n\t\tconst rgb = trimmed.split(',').map((c) => parseInt(c.trim(), 10));\n\t\tif (rgb.length === 3 && rgb.every((n) => !isNaN(n) && n >= 0 && n <= 255)) {\n\t\t\treturn new THREE.Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\n\t\t}\n\t}\n\n\t// `new THREE.Color(name)` never throws on unknown names (it logs its own warning and leaves the\n\t// color white), so validate against three's CSS name table instead.\n\tconst named = trimmed.toLowerCase();\n\tif (named in THREE.Color.NAMES) {\n\t\treturn new THREE.Color(THREE.Color.NAMES[named as keyof typeof THREE.Color.NAMES]);\n\t}\n\n\tgetLogger().warn(`Invalid color string: ${colorString}, using white`);\n\treturn new THREE.Color(0xffffff);\n}\n\n/** Defaults to `z` (Rhino's up axis); pass an explicit axis when the scene uses a different `sceneUp`. */\nexport function applyOffset(\n\tmeshes: THREE.Object3D[],\n\toffset: number,\n\taxis: 'x' | 'y' | 'z' = 'z'\n): void {\n\tmeshes.forEach((mesh) => {\n\t\tmesh.position[axis] -= offset;\n\t});\n}\n\nexport function computeCombinedBoundingBox(meshes: THREE.Object3D[]): THREE.Box3 {\n\tconst combinedBoundingBox = new THREE.Box3();\n\tif (meshes.length === 0) return combinedBoundingBox;\n\tmeshes.forEach((mesh) => {\n\t\tmesh.updateMatrixWorld(true);\n\t\tconst bbox = new THREE.Box3().setFromObject(mesh);\n\t\tcombinedBoundingBox.union(bbox);\n\t});\n\treturn combinedBoundingBox;\n}\n","import type * as THREE from 'three';\n\n// ============================================================================\n// GPU resource ownership — the single rule every disposal path obeys\n// ============================================================================\n\n/**\n * A GPU resource has exactly one owner: a **module singleton** (nobody ever frees it) or the\n * **scene** (freed on teardown). Every disposal path asks {@link canDisposeMaterial} and disposes\n * only if true. Geometries and textures are always scene-owned, so they have no claim to check.\n */\n\n// Module-scope singletons from `render/three-materials.ts`, shared across meshes and solves —\n// disposing one would free textures still in use and force a recompile. Held here (not imported\n// there) to avoid an import cycle.\nconst protectedMaterials = new Set<THREE.Material>();\n\n/** Register materials as never-disposable. 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package/dist/parse.cjs CHANGED
@@ -1,10 +1,10 @@
1
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e=0;e<i.length;e+=3){let t=i[e]*3,n=i[e+1]*3,a=i[e+2]*3,o=r[a]-r[n],s=r[a+1]-r[n+1],c=r[a+2]-r[n+2],l=r[t]-r[n],u=r[t+1]-r[n+1],d=r[t+2]-r[n+2],f=s*d-c*u,m=c*l-o*d,h=o*u-s*l;p[t]+=f,p[t+1]+=m,p[t+2]+=h,p[n]+=f,p[n+1]+=m,p[n+2]+=h,p[a]+=f,p[a+1]+=m,p[a+2]+=h}for(let e=0;e<p.length;e+=3){let t=p[e],n=p[e+1],r=p[e+2],i=Math.sqrt(t*t+n*n+r*r)||1;p[e]=t/i,p[e+1]=n/i,p[e+2]=r/i}m.push({positions:r,normals:p,indices:i,uvs:a,colors:o})}return m}function oe(){return[`const assemble = ${ae.toString()};`,`self.onmessage = (event) => {`,` const { id, input } = event.data;`,` try {`,` const geometries = assemble(input);`,` const transfer = [];`,` for (const g of geometries) {`,` transfer.push(g.positions.buffer, g.normals.buffer, g.indices.buffer);`,` if (g.uvs) transfer.push(g.uvs.buffer);`,` if (g.colors) transfer.push(g.colors.buffer);`,` }`,` self.postMessage({ id, geometries }, transfer);`,` } catch (error) {`,` self.postMessage({ id, error: String((error && error.message) || error) });`,` 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+ `)}let V;const H=new Map;let ce=1;function le(){if(V!==void 0)return V;if(typeof Worker>`u`||typeof Blob>`u`||typeof URL>`u`||typeof URL.createObjectURL!=`function`)return V=null,null;try{let e=URL.createObjectURL(new Blob([se()],{type:`text/javascript`})),t=new Worker(e);t.onmessage=e=>{let{id:t,geometries:n,error:r}=e.data,i=H.get(t);i&&(H.delete(t),n?i.resolve(n):i.reject(Error(r??`mesh assembly failed in worker`)))},t.onerror=()=>{for(let e of H.values())e.reject(Error(`mesh assembly worker crashed`));H.clear(),t.terminate(),V=null},V=t}catch{V=null}return V}function ue(e,t,n){return new Promise((r,i)=>{let a=ce++;H.set(a,{resolve:r,reject:i}),e.postMessage({id:a,input:t},n)})}let de=1;function U(e){de=Math.max(1,e)}t.n(U);function W(e,r,i){typeof document>`u`||new n.TextureLoader().load(r,t=>{t.colorSpace=i===`map`?n.SRGBColorSpace:n.NoColorSpace,t.anisotropy=de,e[i]=t,e.needsUpdate=!0},void 0,e=>{t.f().warn(`Failed to load material ${i} ${r}:`,e)})}function G(e,r){let i=t.o(e.color),a=r?.vertexColors??!1,o=r?.appearance,s=new n.MeshPhysicalMaterial({color:i,metalness:e.metalness,roughness:e.roughness,opacity:e.opacity,transparent:e.transparent,vertexColors:a,side:o?.cullBackfaces?n.FrontSide:n.DoubleSide,polygonOffset:!0,polygonOffsetFactor:.5,polygonOffsetUnits:.5,depthWrite:!0,depthTest:!0});e.envMapIntensity==null?o?.envMapIntensity!=null&&(s.envMapIntensity=o.envMapIntensity):(s.envMapIntensity=e.envMapIntensity,s.userData[t.l]=e.envMapIntensity);let c=e.metalness>.5,l=e.clearcoat??(c?.5:void 0);return l!=null&&(s.clearcoat=l,s.clearcoatRoughness=e.clearcoatRoughness??(c?.3:0)),e.anisotropy!=null&&e.anisotropy>0&&r?.hasUvs&&(s.anisotropy=e.anisotropy,s.anisotropyRotation=e.anisotropyRotation??0),a&&fe(s),e.map&&W(s,e.map,`map`),e.roughnessMap&&W(s,e.roughnessMap,`roughnessMap`),e.normalMap&&W(s,e.normalMap,`normalMap`),s}function fe(e){e.onBeforeCompile=e=>{e.vertexShader=e.vertexShader.replace(`#include <color_vertex>`,`#include <color_vertex>
3
3
  #if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
4
4
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5
5
  vColor.rgb / 12.92,
6
6
  pow( ( vColor.rgb + 0.055 ) / 1.055, vec3( 2.4 ) ),
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7
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8
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Known units: ${Object.keys(Q).join(`, `)}.`)),1):n}async function Ee(e,t,n,r,i){for(let a of e.values){let e=a.InnerTree;for(let a in e){let o=e[a];o&&await De(o,t,n,r,i)}}}async function De(e,n,r,i,a){for(let o of e){if(!Ce(o.type))continue;let e={debug:!1,...i,mergeByMaterial:i.mergeByMaterial??!0},s=Oe(o.data);if(!s){t.c().error(`Error parsing display batch envelope: invalid JSON`);continue}let c=await ge(s,e),l=g(s.items),u=[...c,...l];if(r!==1)for(let e of u)e.scale.set(r,r,r);n.push(...u),a&&t.c().debug(`Extracted ${c.length} meshes and ${l.length} items from batch`)}}function Oe(e){return typeof e==`string`?ke(e):e}function ke(e){try{return JSON.parse(e)}catch{return}}function Ae(e,n){if(e.length===0)return;let r=t.a(e);t.i(e,r.min[n],n)}function je(e,n){t.c().error(`An unexpected error occurred:`,e),Me(n)}function Me(e){for(let t of e){let e=t;e.geometry&&e.geometry.dispose(),e.material&&(Array.isArray(e.material)?e.material.forEach(e=>e.dispose()):e.material.dispose())}}function Ne(e){let n=performance.now()-e;t.c().info(`Time to process meshes:`,`${n.toFixed(2)}ms`)}exports.SCALE_FACTORS=Q,exports.getThreeObjectsFromComputeResponse=we,exports.meshPolicy=d,exports.parseDisplayItems=g,exports.parseMeshBatchBlob=_e,exports.parseMeshBatchObject=ge,exports.setTextureAnisotropy=W;
9
+ #endif`)}}function K(e,n){return new t.h(e,t.m.VALIDATION_ERROR,{context:n})}function q(e,t,n,r){for(let i of e){if(!Number.isInteger(i.materialId)||i.materialId<0||i.materialId>=t)throw K(`Group materialId out of range of the materials array.`,{materialId:i.materialId,materialCount:t});for(let e of i.meshes){let t={vertexStart:e.vertexStart,vertexCount:e.vertexCount,indexStart:e.indexStart,indexCount:e.indexCount};for(let[n,r]of Object.entries(t))if(!Number.isInteger(r)||r<0)throw K(`Mesh metadata field "${n}" must be a non-negative integer.`,{meshName:e.name,field:n,value:r});if(e.vertexStart+e.vertexCount>n)throw K(`Mesh vertex window exceeds the batch vertex buffer.`,{meshName:e.name,vertexStart:e.vertexStart,vertexCount:e.vertexCount,totalVertexCount:n});if(e.indexStart+e.indexCount>r)throw K(`Mesh index window exceeds the batch index buffer.`,{meshName:e.name,indexStart:e.indexStart,indexCount:e.indexCount,totalIndexCount:r})}}}function J(e,t){return K(`Index references a vertex outside its mesh's vertex window.`,{meshName:t.name,indexValue:e,vertexStart:t.vertexStart,vertexCount:t.vertexCount})}function pe(e,t,n){let r=new Float32Array(e.length),i=t[0],a=t[1],o=t[2],s=n[0],c=n[1],l=n[2];for(let t=0;t<e.length;t+=3)r[t]=i+(e[t]+32767)*s,r[t+1]=a+(e[t+1]+32767)*c,r[t+2]=o+(e[t+2]+32767)*l;return r}function Y(e){let t=new Map;for(let n of e.meshes){let e=n.layer??``,r=t.get(e);r||(r=[],t.set(e,r)),r.push(n)}return[...t.values()].map(t=>({materialId:e.materialId,meshes:t}))}function me(e,t,r,i,a=null,o=null){let s=0,c=0;for(let t of e.meshes)s+=t.vertexCount,c+=t.indexCount;let l=new Float32Array(s*3),u=new Uint32Array(c),d=a?new Float32Array(s*2):null,f=o?new Uint8Array(s*3):null,p=0,m=0;for(let n of e.meshes){let e=n.vertexStart*3,i=n.vertexCount*3;if(l.set(t.subarray(e,e+i),p*3),d&&a){let e=n.vertexStart*2;d.set(a.subarray(e,e+n.vertexCount*2),p*2)}f&&o&&f.set(o.subarray(e,e+i),p*3);let s=r.subarray(n.indexStart,n.indexStart+n.indexCount),c=p-n.vertexStart,h=n.vertexStart,g=n.vertexStart+n.vertexCount;for(let e=0;e<s.length;e++){let t=s[e];if(t<h||t>=g)throw J(t,n);u[m+e]=t+c}p+=n.vertexCount,m+=n.indexCount}let h=new n.BufferGeometry;return h.setAttribute(`position`,new n.BufferAttribute(l,3)),h.setIndex(new n.BufferAttribute(u,1)),d&&h.setAttribute(`uv`,new n.BufferAttribute(d,2)),f&&h.setAttribute(`color`,new n.BufferAttribute(f,3,!0)),h.computeVertexNormals(),X(h,e,i)}function he(e){let t=[],n=0;for(let r of e.meshes)t.push({trackingKey:r.id,name:r.name,layer:r.layer,metadata:r.metadata??{},indexStart:n,indexCount:r.indexCount}),n+=r.indexCount;return t}function X(e,t,r){let i=new n.Mesh(e,r[t.materialId]),a=t.meshes[0],o=t.meshes.map(e=>e.name).filter(e=>e&&e.length>0);return i.name=o.length>0?o[0]:`merged_material_${t.materialId}`,i.castShadow=!0,i.receiveShadow=!0,i.userData={source:`compute`,name:i.name,layer:a?.layer??``,metadata:a?.metadata??{},members:he(t)},i}function ge(e,t,r,i,a=null,o=null){let s=[];for(let c of e.meshes){let l=c.vertexStart*3,u=c.vertexCount*3,d=t.slice(l,l+u),f=r.subarray(c.indexStart,c.indexStart+c.indexCount),p=new Uint32Array(f.length),m=c.vertexStart,h=c.vertexStart+c.vertexCount;for(let e=0;e<f.length;e++){let t=f[e];if(t<m||t>=h)throw J(t,c);p[e]=t-m}let g=new n.BufferGeometry;if(g.setAttribute(`position`,new n.BufferAttribute(d,3)),g.setIndex(new n.BufferAttribute(p,1)),a){let e=c.vertexStart*2,t=a.slice(e,e+c.vertexCount*2);g.setAttribute(`uv`,new n.BufferAttribute(t,2))}if(o){let e=o.slice(l,l+u);g.setAttribute(`color`,new n.BufferAttribute(e,3,!0))}g.computeVertexNormals(),s.push(Z(g,c,e,i))}return s}function Z(e,t,r,i){let a=new n.Mesh(e,i[r.materialId]);return a.name=t.name,a.userData={source:`compute`,name:t.name,layer:t.layer??``,trackingKey:t.id,metadata:t.metadata??{}},a.castShadow=!0,a.receiveShadow=!0,a}async function Q(e,t,n){let{mergeByMaterial:r=!0,debug:i=!1,material:a}=t??{},{parseTime:o=0,perfStart:s=i?performance.now():0}=n??{};if(!e.compressedData)return[];let c=await xe(e.compressedData,{mergeByMaterial:r,debug:i,material:a,fallback:{materials:e.materials,groups:e.groups}});if(c)return c;let l=performance.now();return be(z(e.compressedData),{mergeByMaterial:r,debug:i,material:a,parseTime:o,decodeTime:performance.now()-l,perfStart:s,blobBytes:i?Se(e.compressedData):0,fallback:{materials:e.materials,groups:e.groups}})}async function _e(e,t){let{mergeByMaterial:n=!0,debug:r=!1,material:i}=t??{},a=r?performance.now():0,o=await xe(e,{mergeByMaterial:n,debug:r,material:i});if(o)return o;let s=performance.now(),c=z(e),l=performance.now()-s,u=e.byteLength;return be(c,{mergeByMaterial:n,debug:r,material:i,parseTime:0,decodeTime:l,perfStart:a,blobBytes:u})}let ve=!1;function ye(e,n){if(e||ve)return;let r=0;for(let e of n)r+=e.meshes.length;r<1e3||(ve=!0,t.f().warn(`Parsing ${r} meshes with mergeByMaterial: false — each becomes its own THREE object, and render cost scales with object count. Drop the option to merge by material (the default); per-object identity survives it via userData.members.`))}function be(e,n){let{mergeByMaterial:r,debug:i,material:a,parseTime:o,decodeTime:s,perfStart:c,blobBytes:l,fallback:u}=n,d=e.metadata.materials??u?.materials??[],f=e.metadata.groups??u?.groups??[],p=!!(e.flags&1);q(f,d.length,e.vertices.length/3,e.indices.length);let m=p?e.vertices:pe(e.vertices,e.origin,e.scale);if(i){let n=e.vertices.byteLength+e.indices.byteLength;t.f().debug(`Mesh Batch Stats:`),t.f().debug(` Materials: ${d.length} | Groups: ${f.length}`),t.f().debug(` Vertices: ${e.vertices.length/3} | Indices: ${e.indices.length}`),t.f().debug(` Format: ${p?`float32`:`int16 quantized`}`),t.f().debug(` Blob: ${(l/1024/1024).toFixed(2)} MB | Geometry on wire: ${(n/1024/1024).toFixed(2)} MB`)}ye(r,f);let h=performance.now(),g=d.map(t=>G(t,{vertexColors:e.colors!=null,hasUvs:e.uvs!=null,appearance:a})),_=[],v=r?f.flatMap(Y):f;for(let t of v)if(r&&t.meshes.length>1){let n=me(t,m,e.indices,g,e.uvs,e.colors);_.push(n)}else{let n=ge(t,m,e.indices,g,e.uvs,e.colors);_.push(...n)}let y=performance.now()-h;if(i){let e=performance.now()-c;t.f().debug(`Performance:`),o>0&&t.f().debug(` Parse JSON: ${o.toFixed(2)}ms`),t.f().debug(` Decode binary: ${s.toFixed(2)}ms`),t.f().debug(` Create Meshes: ${y.toFixed(2)}ms`),t.f().debug(` Total: ${e.toFixed(2)}ms`)}return Promise.resolve(_)}async function xe(e,r){if(typeof Worker>`u`)return null;let i=B(e),a=i.planarByteSplit?i.indexData.length/(i.uint16Indices?2:4):i.indexData.length;if(a/3<5e4)return null;let o=le();if(!o)return null;let s=i.metadata.materials??r.fallback?.materials??[],c=i.metadata.groups??r.fallback?.groups??[];q(c,s.length,i.vertexCount,a);let l=e=>({vertexStart:e.vertexStart,vertexCount:e.vertexCount,indexStart:e.indexStart,indexCount:e.indexCount}),u=[],d=[],f=r.mergeByMaterial?c.flatMap(Y):c;for(let e of f)if(r.mergeByMaterial&&e.meshes.length>1)u.push({kind:`merged`,windows:e.meshes.map(l)}),d.push({kind:`merged`,group:e});else for(let t of e.meshes)u.push({kind:`single`,windows:[l(t)]}),d.push({kind:`single`,group:e,meshMeta:t});let p=i.vertexData.slice(),m=i.indexData.slice(),h=[p.buffer,m.buffer];i.uvs&&h.push(i.uvs.buffer),i.colors&&h.push(i.colors.buffer);let g;try{g=await ue(o,{vertexData:p,isFloat32:i.isFloat32,deltaEncoded:i.deltaEncoded,planarByteSplit:i.planarByteSplit,uint16Indices:i.uint16Indices,origin:i.origin,scale:i.scale,indexData:m,uvs:i.uvs,colors:i.colors,jobs:u},h)}catch(e){return t.f().warn(`Mesh assembly worker failed; falling back to main-thread parse.`,e),null}if(g.length!==u.length)return null;let _=s.map(e=>G(e,{vertexColors:i.colors!=null,hasUvs:i.uvs!=null,appearance:r.material})),v=[];for(let e=0;e<g.length;e++){let t=g[e],r=d[e],i=new n.BufferGeometry;i.setAttribute(`position`,new n.BufferAttribute(t.positions,3)),i.setAttribute(`normal`,new n.BufferAttribute(t.normals,3)),i.setIndex(new n.BufferAttribute(t.indices,1)),t.uvs&&i.setAttribute(`uv`,new n.BufferAttribute(t.uvs,2)),t.colors&&i.setAttribute(`color`,new n.BufferAttribute(t.colors,3,!0));let a=r.kind===`merged`?X(i,r.group,_):Z(i,r.meshMeta,r.group,_);v.push(a)}return r.debug&&t.f().debug(`Mesh batch assembled off-thread: ${v.length} meshes, ${a/3} triangles`),v}function Se(e){return Math.floor(e.length*3/4)}const $={Angstroms:1e-10,Nanometers:1e-9,Microns:1e-6,Millimeters:.001,Centimeters:.01,Decimeters:.1,Meters:1,Dekameters:10,Hectometers:100,Kilometers:1e3,Megameters:1e6,Gigameters:1e9,Microinches:2.54e-8,Mils:254e-7,Inches:.0254,Feet:.3048,Yards:.9144,Miles:1609.344,NauticalMiles:1852};function Ce(e){let t=e.split(`.`);return t.includes(`Display`)||t.includes(`DisplayBatch`)}const we=new Set;async function Te(e,t){let n=performance.now(),r=[],{allowScaling:i=!0,allowAutoPosition:a=!1,groundAxis:o=`z`,debug:s=!1,parsing:c={}}=t??{};try{return await De(e,r,i?Ee(e.modelunits):1,c,s),a&&je(r,o),r}catch(e){throw Me(e,r),e}finally{s&&Pe(n)}}function Ee(e){let n=$[e];return n===void 0?(we.has(e)||(we.add(e),t.f().warn(`Unknown Rhino model unit "${e}" — geometry will not be scaled (factor 1). Known units: ${Object.keys($).join(`, `)}.`)),1):n}async function De(e,t,n,r,i){for(let a of e.values){let e=a.InnerTree;for(let a in e){let o=e[a];o&&await Oe(o,t,n,r,i)}}}async function Oe(e,n,r,i,a){for(let o of e){if(!Ce(o.type))continue;let e={debug:!1,...i,mergeByMaterial:i.mergeByMaterial??!0},s=ke(o.data);if(!s){t.f().error(`Error parsing display batch envelope: invalid JSON`);continue}let c=await Q(s,e),l=g(s.items),u=[...c,...l];if(r!==1)for(let e of u)e.scale.set(r,r,r);n.push(...u),a&&t.f().debug(`Extracted ${c.length} meshes and ${l.length} items from batch`)}}function ke(e){return typeof e==`string`?Ae(e):e}function Ae(e){try{return JSON.parse(e)}catch{return}}function je(e,n){if(e.length===0)return;let r=t.a(e);t.i(e,r.min[n],n)}function Me(e,n){t.f().error(`An unexpected error occurred:`,e),Ne(n)}function Ne(e){for(let t of e){let e=t;e.geometry&&e.geometry.dispose(),e.material&&(Array.isArray(e.material)?e.material.forEach(e=>e.dispose()):e.material.dispose())}}function Pe(e){let n=performance.now()-e;t.f().info(`Time to process meshes:`,`${n.toFixed(2)}ms`)}exports.SCALE_FACTORS=$,exports.getThreeObjectsFromComputeResponse=Te,exports.meshPolicy=d,exports.parseDisplayItems=g,exports.parseMeshBatchBlob=_e,exports.parseMeshBatchObject=Q,exports.setTextureAnisotropy=U;
10
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