@selvajs/visualization 1.3.1 → 1.4.0

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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$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function o(e){return e.userData?.name||e.userData?.fileName||e.name||a(e.type)}function s(e){return a(e.type)}function c(e){let t=e.userData;if(!t)return null;if(typeof t.trackingKey==`string`&&t.trackingKey)return t.trackingKey;if(typeof t.id==`string`&&t.id)return t.id;let n=typeof t.name==`string`?t.name:e.name,r=typeof t.layer==`string`?t.layer:``;return n?`name${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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+ Object.defineProperty(exports,Symbol.toStringTag,{value:`Module`});const e=require("./rolldown-runtime-BocRIvOZ.cjs"),t=require("./merged-draw-B75jHIzV.cjs");let n=require("three");n=e.t(n,1);const r=new Set([`grid`,`floor`,`label-layer`,`measure`]);function i(e){return!(e instanceof n.Camera)&&!(e instanceof n.Light)&&!r.has(e.userData?.id)}function a(e){return e.children.filter(i)}function o(e){return e.replace(/^Line(Segments)?2$/,`Curve`).replace(`Mesh`,``).replace(`Object3D`,`Obj`)||e}function s(e){return e.userData?.name||e.userData?.fileName||e.name||o(e.type)}function c(e){return o(e.type)}function l(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 u(e){return l(e)??e.uuid}function d(e){let t=e.userData?.members;return!Array.isArray(t)||t.length===0?[u(e)]:t.map((t,n)=>typeof t.trackingKey==`string`&&t.trackingKey?t.trackingKey:t.name?`name${t.layer}${t.name}`:`${e.uuid}${n}`)}function f(e){let t=e.userData?.members;return Array.isArray(t)&&t.length>0?t:null}const p=(e,t)=>e.userData?.layer||e.userData?.category||t;function m(e,t){let n=[],r=new Map,i=e=>{let t=r.get(e)??0;return r.set(e,t+1),t===0?e:`${e}#${t}`};for(let r of a(e)){let e=f(r);if(!e){let e=u(r);n.push({object:r,memberIndex:null,key:e,rowKey:i(e),label:s(r),layer:p(r,t)});continue}let a=d(r);e.forEach((e,s)=>{let c=a[s]??`${r.uuid}:${s}`;n.push({object:r,memberIndex:s,key:c,rowKey:i(c),label:e.name||o(r.type),layer:e.layer||p(r,t)})})}return n}const h=`Default`;function g(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 _(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=>s(e).toLowerCase().includes(n));e.length>0&&r.set(t,e)}return r}function v(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 y(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}function b(e,n){let r=e;if(!r.isMesh||!Array.isArray(r.userData?.members))return;let i=new Set;d(r).forEach((e,t)=>{n.has(e)&&i.add(t)}),t.a(r,i)}function x(e=new Set){let t=t=>d(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 d(t))n?e.delete(r):e.add(r);b(t,e)},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),r&&!t.object.visible&&t.object.traverse(e=>{e.visible=!0})},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),i=S(t.sets?.selected),o={visibility:r,selection:i,collapsed:n,objects:()=>a(e),entries:()=>m(e,h),entryGroups:(t=``)=>y(v(m(e,h)),t),layerGroups:(t=``)=>_(g(a(e)),t),isCollapsed:e=>n.has(e),toggleCollapsed(e){n.has(e)?n.delete(e):n.add(e)},toggleObject(e){if(i.isSelected(e.uuid)&&i.selected.size>1){let e=o.objects().filter(e=>i.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(i.isSelected(e.key)&&i.selected.size>1){let e=o.entries().filter(e=>i.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){i.select(e,t,()=>o.flatVisibleUuids(n))},onAnchorChange:e=>i.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()),i.clear()},reset(){r.reset(),i.clear()}};return o}exports.createSceneOutliner=C,exports.getMemberKeys=d,exports.getObjectLabel=s,exports.getTrackingKey=u,exports.getTypeLabel=c;
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  //# sourceMappingURL=scene.cjs.map
@@ -1 +1 @@
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- {"version":3,"file":"scene.cjs","names":["THREE"],"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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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. The hidden-set is translated to member indices and handed to\n// `shared/merged-draw.ts`, which rebuilds the drawn index ranges to skip them.\n\nimport type * as THREE from 'three';\n\nimport { setHiddenMembers } from '../shared/index.js';\nimport { getMemberKeys } from './identity.js';\n\n/** Rebuilds `object`'s drawn ranges from the hidden-set. No-op unless it is a merged mesh. */\nexport function applyEntryVisibility(object: THREE.Object3D, hidden: Set<string>): void {\n\tconst mesh = object as THREE.Mesh;\n\tif (!mesh.isMesh || !Array.isArray(mesh.userData?.members)) return;\n\n\tconst indices = new Set<number>();\n\tgetMemberKeys(mesh).forEach((key, i) => {\n\t\tif (hidden.has(key)) indices.add(i);\n\t});\n\tsetHiddenMembers(mesh, indices);\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\t// Showing the whole object must also drop ranges left by hiding single members.\n\t\t\tapplyEntryVisibility(object, hidden);\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\t// The whole mesh may be off from a layer toggle; showing one member has to turn it back on.\n\t\t\tif (visible && !entry.object.visible) {\n\t\t\t\tentry.object.traverse((child) => {\n\t\t\t\t\tchild.visible = true;\n\t\t\t\t});\n\t\t\t}\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.js CHANGED
@@ -1,2 +1,2 @@
1
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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};
1
+ import{a as e}from"./merged-draw-BPhBYH-v.js";import*as t from"three";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}function y(t,n){let r=t;if(!r.isMesh||!Array.isArray(r.userData?.members))return;let i=new Set;u(r).forEach((e,t)=>{n.has(e)&&i.add(t)}),e(r,i)}function b(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);y(t,e)},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),r&&!t.object.visible&&t.object.traverse(e=>{e.visible=!0})},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,r=b(t.sets?.hidden),a=x(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}export{S as createSceneOutliner,u as getMemberKeys,o as getObjectLabel,l as getTrackingKey,s as getTypeLabel};
2
2
  //# sourceMappingURL=scene.js.map
package/dist/scene.js.map CHANGED
@@ -1 +1 @@
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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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. The hidden-set is translated to member indices and handed to\n// `shared/merged-draw.ts`, which rebuilds the drawn index ranges to skip them.\n\nimport type * as THREE from 'three';\n\nimport { setHiddenMembers } from '../shared/index.js';\nimport { getMemberKeys } from './identity.js';\n\n/** Rebuilds `object`'s drawn ranges from the hidden-set. No-op unless it is a merged mesh. */\nexport function applyEntryVisibility(object: THREE.Object3D, hidden: Set<string>): void {\n\tconst mesh = object as THREE.Mesh;\n\tif (!mesh.isMesh || !Array.isArray(mesh.userData?.members)) return;\n\n\tconst indices = new Set<number>();\n\tgetMemberKeys(mesh).forEach((key, i) => {\n\t\tif (hidden.has(key)) indices.add(i);\n\t});\n\tsetHiddenMembers(mesh, indices);\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\t// Showing the whole object must also drop ranges left by hiding single members.\n\t\t\tapplyEntryVisibility(object, hidden);\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\t// The whole mesh may be off from a layer toggle; showing one member has to turn it back on.\n\t\t\tif (visible && !entry.object.visible) {\n\t\t\t\tentry.object.traverse((child) => {\n\t\t\t\t\tchild.visible = true;\n\t\t\t\t});\n\t\t\t}\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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@selvajs/visualization",
3
- "version": "1.3.1",
3
+ "version": "1.4.0",
4
4
  "description": "Headless, extensible viewer core for Selva — parse, render and scene layers over Three.js",
5
5
  "author": "VektorNode",
6
6
  "license": "MIT",
@@ -84,17 +84,17 @@
84
84
  },
85
85
  "devDependencies": {
86
86
  "@eslint/js": "^10.0.1",
87
- "@types/node": "^26.5.1",
87
+ "@types/node": "^26.6.2",
88
88
  "@types/three": "^0.186.0",
89
- "eslint": "^10.10.0",
89
+ "eslint": "^10.11.0",
90
90
  "eslint-config-prettier": "^10.1.8",
91
91
  "globals": "^17.12.0",
92
- "prettier": "^3.9.6",
93
- "three": "^0.186.0",
92
+ "prettier": "^3.9.9",
93
+ "three": "^0.186.1",
94
94
  "tsdown": "^0.23.0",
95
95
  "typescript": "~6.0.3",
96
- "vite": "^8.3.0",
97
- "vitest": "^4.1.11",
96
+ "vite": "^8.3.1",
97
+ "vitest": "^5.0.2",
98
98
  "@selvajs/config": "0.0.4"
99
99
  },
100
100
  "engines": {
@@ -1,2 +0,0 @@
1
- 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)}function u(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 d(e,t,n=`z`){e.forEach(e=>{e.position[n]-=t})}function f(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 p=new Set;function m(e){return e?!p.has(e):!1}const h=new Set;let g=1;function _(e){let t=Math.max(1,e);if(t!==g){g=t;for(let e of h)e(t)}}function v(e){return h.add(e),e(g),()=>h.delete(e)}function y(e){if(m(e)){for(let n of Object.values(e))n instanceof t.Texture&&n.dispose();e.dispose()}}function b(e){e&&(Array.isArray(e)?e.forEach(y):y(e))}function x(e,t={}){let{materials:n=!0}=t;e.traverse(e=>{let t=e;(t.geometry||t.material)&&(t.geometry&&t.geometry?.dispose(),n&&b(t.material))})}Object.defineProperty(exports,"a",{enumerable:!0,get:function(){return f}}),Object.defineProperty(exports,"c",{enumerable:!0,get:function(){return s}}),Object.defineProperty(exports,"d",{enumerable:!0,get:function(){return r}}),Object.defineProperty(exports,"i",{enumerable:!0,get:function(){return d}}),Object.defineProperty(exports,"l",{enumerable:!0,get:function(){return c}}),Object.defineProperty(exports,"n",{enumerable:!0,get:function(){return v}}),Object.defineProperty(exports,"o",{enumerable:!0,get:function(){return u}}),Object.defineProperty(exports,"r",{enumerable:!0,get:function(){return _}}),Object.defineProperty(exports,"s",{enumerable:!0,get:function(){return l}}),Object.defineProperty(exports,"t",{enumerable:!0,get:function(){return x}}),Object.defineProperty(exports,"u",{enumerable:!0,get:function(){return n}});
2
- //# sourceMappingURL=gpu-dispose-08qVHlV6.cjs.map
@@ -1 +0,0 @@
1
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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. 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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 { 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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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 { 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. 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