@thatopen/services 0.11.0 → 0.12.0

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@@ -0,0 +1,163 @@
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+ /* MD
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+ ## ProjectManager
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+ ---
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+ Project-level configuration and data — GIS origin, georeferencing, app
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+ settings, and other project-scoped concerns — need a single canonical place
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+ to live. Without it, every builtin that needs to persist something at the
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+ project level (not per-file, not per-user) ends up inventing its own file,
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+ its own save/load pattern, and its own place to put it.
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+
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+ ProjectManager is that canonical store. It persists one JSON file
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+ (`${ProjectManager.uuid}.json`) loose directly inside `__project_data` — the
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+ same folder convention `GISManager` already used — rather than in a
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+ per-app subfolder like `collider`/`cde`, which are reserved for secondary,
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+ per-builtin data.
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+
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+ This tutorial covers initializing the manager from the platform client; the
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+ `origin` and `graphicsSettings` singletons; the `bimCoordinates` sites
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+ collection used for BIM georeferencing; the `assetCoordinates` collection
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+ used for splats and point clouds; auto-save and its events; and the
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+ read-only namespace introspection API.
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+
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+ ProjectManager has no built-in UI panel — it's a pure data layer. Apps that
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+ need georeferencing or project-settings UI (like Aqualia's viewer) build it
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+ on top of this.
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+
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+ ### 🖖 Importing our libraries
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+ */
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+
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+ import * as OBC from "@thatopen/components";
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+ import { PlatformClient, ProjectManager } from "@thatopen/services";
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+
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+
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+ /* MD
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+ ### 🚀 Initializing ProjectManager
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+ Like any other built-in, ProjectManager is set up through the platform
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+ client. `client.setup(...)` resolves the shared `OBC.Components` instance
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+ and gives us back everything we need.
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+ */
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+
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+ const client = PlatformClient.fromPlatformContext();
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+
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+ const { components } = (await client.setup(
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+ { OBC },
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+ { uuid: ProjectManager.uuid },
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+ )) as { components: OBC.Components };
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+
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+ const manager = components.get(ProjectManager);
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+
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+ /* MD
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+ `init(client)` loads the persisted JSON for the current project — or
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+ creates it with the default schema if it doesn't exist yet. `manager.ready`
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+ flips to `true` once that's done, and the entity accessors below are only
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+ safe to use after that.
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+ */
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+
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+ await manager.init(client);
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+ console.log("ready:", manager.ready);
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+ console.log("namespaces:", manager.getNamespaces());
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+
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+ manager.onSaveStart.add(() => console.log("[event] onSaveStart"));
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+ manager.onSaveComplete.add((success) => console.log("[event] onSaveComplete:", success));
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+
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+ /* MD
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+ ### 📍 origin — a singleton entity
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+ `origin` holds the project's GIS origin: latitude, longitude, height, and
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+ rotation. Singletons expose `get`/`set`/`update`; `set` replaces the whole
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+ value, `update` merges a partial one. Both schedule a debounced auto-save —
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+ call `flush()` to force it immediately and await completion.
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+ */
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+
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+ console.log("origin before:", manager.origin.get());
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+
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+ await manager.origin.set({ lat: 40.4164, lon: -3.7038, height: 700, rotation: 0 });
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+ await manager.origin.update({ height: 710 });
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+ await manager.flush();
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+
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+ console.log("origin after update+flush:", manager.origin.get());
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+
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+ /* MD
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+ ### 🗺️ bimCoordinates — the sites collection
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+ Sites are how a project keeps georeferencing for more than one BIM model,
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+ each with its own origin and transform matrix. Because sites are created by
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+ users at runtime, their ids are opaque and generated internally —
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+ `createSite` mints the id and returns it, while `setSite` only updates a
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+ site that already exists (it throws otherwise). This split keeps storage
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+ keys decoupled from mutable data like a site's label.
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+ */
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+
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+ const siteId = await manager.bimCoordinates.createSite({
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+ label: "Site 1",
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+ description: "Primary IFC export.",
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+ lat: 40.41647848134075,
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+ lon: -3.703451491164702,
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+ height: 699.970526176243,
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+ rotation: 0,
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+ baseMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -498477.20216, -719.2375, 4389662.11289, 1],
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+ });
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+
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+ await manager.bimCoordinates.setDefaultSite(siteId);
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+ await manager.flush();
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+
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+ console.log("default site:", manager.bimCoordinates.getDefaultSite());
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+ console.log("all sites:", manager.bimCoordinates.getSites());
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+
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+ /* MD
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+ Updating an existing site goes through `setSite`, not `createSite`:
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+ */
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+
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+ await manager.bimCoordinates.setSite(siteId, {
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+ ...manager.bimCoordinates.getSite(siteId)!,
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+ label: "Site 1 (revised)",
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+ });
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+ await manager.flush();
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+
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+ console.log("site after update:", manager.bimCoordinates.getSite(siteId));
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+
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+ /* MD
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+ ### 🖼️ assetCoordinates — the files collection
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+ `assetCoordinates` georeferences individual files — splats, point clouds —
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+ that live outside the BIM model tree. Unlike sites, entries are keyed by
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+ the caller-supplied `fileId`, since that id already comes from the platform
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+ and is stable by construction.
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+ */
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+
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+ await manager.assetCoordinates.set("splat_1", {
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+ type: "splat",
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+ lat: 40.416600807789145,
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+ lon: -3.703739209785748,
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+ height: 727.2700125737748,
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+ rotation: 0,
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+ });
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+ await manager.flush();
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+
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+ console.log("splats:", manager.assetCoordinates.getByType("splat"));
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+ console.log("splat_1:", manager.assetCoordinates.get("splat_1"));
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+
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+ /* MD
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+ ### ⚙️ graphicsSettings — another singleton
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+ Same shape as `origin` — `get`/`set`/`update`, debounced auto-save.
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+ */
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+
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+ await manager.graphicsSettings.update({ /* project-wide graphics defaults */ } as any);
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+ await manager.flush();
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+
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+ console.log("graphicsSettings:", manager.graphicsSettings.get());
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+
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+ /* MD
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+ ### 🔍 Namespaces — read-only introspection
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+ `getNamespaces()` lists the closed set of namespaces the schema defines;
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+ `getNamespace(key)` returns every entity registered under one. Useful for
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+ debugging or building a generic project-data inspector — not for reading
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+ values you already know the shape of, which is what the entity accessors
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+ above are for.
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+ */
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+
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+ console.log("georeferencing namespace:", manager.getNamespace("georeferencing"));
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+
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+ /* MD
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+ ### 🤖 What's not covered here
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+ ProjectManager ships without a UI panel — everything above is the data
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+ layer only. Building georeferencing or project-settings UI on top of
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+ `origin`/`bimCoordinates`/`assetCoordinates` is up to the consuming app.
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+ */
@@ -0,0 +1,182 @@
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+ /* MD
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+ ## top-viewer
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+ ---
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+ Every BIM app needs a 3D viewport: a scene, a camera, a grid, element
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+ highlighting, and the plumbing to keep loaded models framed and rendering
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+ efficiently as they stream in. Building that from scratch is a project on
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+ its own, before a single button or panel gets wired to it.
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+
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+ `top-viewer` is a ready-made web component that delivers exactly that. Drop
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+ it into a `top-app` layout and it creates the 3D world, wires camera
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+ controls, sets up the highlighter, keeps every loaded fragment model framed
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+ and culled correctly, and exposes four docking slots so toolbars and tools
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+ can attach to it without any manual overlay/positioning code.
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+
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+ This tutorial covers the prerequisites; the minimal mount; what the
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+ viewport does automatically; how docking works; and loading your first
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+ model into it.
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+
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+ By the end, you'll have a fully working 3D viewport running in your
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+ application with a single line of markup.
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+ */
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+
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+ import { html } from "lit";
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+ import * as THREE from "three";
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+ import * as OBC from "@thatopen/components";
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+ import * as OBF from "@thatopen/components-front";
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+ import * as FRAGS from "@thatopen/fragments";
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+ import * as BUI from "@thatopen/ui";
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+ import { PlatformClient, UIManager } from "@thatopen/services";
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+ import type { App } from "../app/index";
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+
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+ /* MD
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+ ### ✅ Prerequisites
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+
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+ Two conditions must be met before `<top-viewer>` does anything useful:
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+
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+ 1. **`UIManager` must be in the setup call.** It registers all platform web
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+ components, including `<top-viewer>` itself. Without it the element is
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+ unknown to the browser and renders as an empty box.
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+
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+ 2. **`OBC.FragmentsManager` must be initialized** (`fragments.init(...)`)
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+ before you try to load any model. `top-viewer` itself doesn't need this
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+ to mount — its world, camera, and grid are ready the moment it connects
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+ — but nothing will load until the fragments worker is up.
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+
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+ Both are naturally satisfied when you do the setup shown below before
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+ appending `top-app` to the document.
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+ */
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+
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+ const client = PlatformClient.fromPlatformContext();
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+
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+ const { components } = (await client.setup(
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+ { OBC, OBF, BUI, THREE, FRAGS },
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+ { uuid: UIManager.uuid },
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+ )) as { components: OBC.Components };
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+
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+ components.get(UIManager).init();
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+
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+ /* MD
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+ ### 🖥️ Minimal mount
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+
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+ `<top-viewer>` alone is a fully working, empty viewport — camera controls,
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+ grid, and highlighter are already set up, no further code needed:
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+
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+ ```html
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+ <top-viewer></top-viewer>
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+ ```
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+
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+ It does **not** come with a toolbar. If you want the built-in one, add
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+ `<top-viewer-toolbar>` as a child (see that component's own tutorial) — a
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+ bare `<top-viewer>` is intentionally just the viewport.
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+ */
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+
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+ const app = document.createElement("top-app") as unknown as App;
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+
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+ app.setup = (waitUntil) => {
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+ waitUntil(
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+ (async () => {
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+ const fragments = components.get(OBC.FragmentsManager);
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+ const workerUrl = await FRAGS.FragmentsModels.getWorker();
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+ fragments.init(await FRAGS.toClassicWorker(workerUrl), { classicWorker: true });
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+ })(),
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+ "Fragments Core",
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+ );
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+ return { components, client };
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+ };
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+
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+ app.elements = {
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+ viewer: () => html`<top-viewer></top-viewer>`,
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+ };
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+
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+ app.layouts = {
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+ main: {
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+ label: "Main",
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+ icon: "solar:3d-square-bold",
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+ template: `"viewer" 1fr / 1fr`,
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+ },
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+ };
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+
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+ app.layout = "main";
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+
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+ const container = document.getElementById("that-open-app") ?? document.body;
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+ container.appendChild(app);
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+ document.body.style.margin = "0";
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+
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+ /* MD
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+ ### 🤖 What's handled automatically
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+
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+ Once mounted, `<top-viewer>` takes ownership of the following without any
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+ further code from you:
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+
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+ **World + camera** — an `OBC.SimpleWorld` with a transparent-background
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+ scene, an `OBC.OrthoPerspectiveCamera` (orbit controls, perspective by
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+ default), and a reference grid.
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+
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+ **Highlighter** — `OBF.Highlighter` is set up for the world, ready for any
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+ built-in or custom code to select/highlight elements.
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+
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+ **Model framing** — every model loaded through `OBC.FragmentsManager`
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+ (anywhere in your app, not just inside this component) is automatically
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+ added to the scene, told which camera to use for culling/LOD, and factored
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+ into the camera's far-plane distance so large models never get clipped.
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+ You never need to call `scene.add()` or `useCamera()` yourself.
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+
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+ **Navigation tools** — the navigation gizmo and active-tool HUD are baked
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+ onto the viewport overlay the moment the world is ready.
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+
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+ **Context for descendants** — `<top-viewer>` provides `worldContext` (the
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+ `OBC.World` instance) to any descendant, regardless of shadow-DOM
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+ boundaries. `<top-viewer-toolbar>` and its standalone buttons consume it
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+ this way — you never pass `world` around by hand.
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+
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+ **Cleanup** — disposes the world (and the highlighter) automatically when
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+ the element is removed from the DOM.
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+
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+ ### 🧩 Docking slots
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+
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+ `<top-viewer>` exposes four named slots for toolbars/tools, arranged around
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+ the viewport: `"bottom"`, `"top"`, `"left"`, `"right"`. Any element can use
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+ them, not just `<top-viewer-toolbar>`:
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+
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+ ```html
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+ <top-viewer>
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+ <top-viewer-toolbar></top-viewer-toolbar> <!-- no slot → auto-docks "bottom" -->
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+ <my-custom-panel slot="right"></my-custom-panel>
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+ </top-viewer>
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+ ```
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+
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+ A `<top-viewer-toolbar>` added **without** a `slot` attribute is
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+ auto-docked into `"bottom"` for you — that's the only slot with special
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+ handling; every other element (or every other slot) needs its `slot`
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+ attribute set explicitly.
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+
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+ ### ⚠️ Gotchas
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+
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+ - **No toolbar is added for you.** A bare `<top-viewer>` has no bottom bar,
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+ no buttons — just the viewport. If your app expects one, you must add
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+ `<top-viewer-toolbar>` yourself.
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+ - **Only `"bottom"`, `"top"`, `"left"`, `"right"` are recognized slot
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+ names.** Anything else (a typo, or an app-specific name) is not placed
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+ into any docking area and simply doesn't render where you'd expect.
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+ - **`worldContext` starts out `undefined`.** World creation is asynchronous
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+ — any custom descendant consuming the context must handle the
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+ not-yet-ready case, the same way `<top-viewer-toolbar>` does.
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+ - **The host needs real, resolved dimensions from its parent.** `width:
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+ 100%; height: 100%` alone isn't enough if the parent's own size hasn't
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+ resolved (e.g. an unsized grid area) — give the viewer's container an
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+ explicit size.
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+
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+ ### 📥 Loading a model
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+
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+ Load any `.frag` through the shared `OBC.FragmentsManager` — `<top-viewer>`
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+ picks it up and frames it automatically, no matter where in your app the
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+ load happens:
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+
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+ ```ts
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+ const fragments = components.get(OBC.FragmentsManager);
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+ const file = await fetch("https://your-storage.example.com/model.frag");
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+ const buffer = await file.arrayBuffer();
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+ await fragments.core.load(buffer, { modelId: "example-model" });
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+ ```
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+ */
@@ -0,0 +1,252 @@
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+ /* MD
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+ ## top-viewer-toolbar
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+ ---
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+ A 3D viewport is only as useful as the controls around it: selecting a
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+ target set, hiding/isolating/ghosting elements, clipping, measuring,
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+ walking through the model. Building that toolbar — and keeping every
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+ button in sync with tool state and with each other — is real work, before
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+ you've customized anything.
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+
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+ `top-viewer-toolbar` is a ready-made web component that delivers exactly
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+ that. Mounted as-is, it's a complete, self-wiring bottom toolbar. But it's
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+ also built out of standalone, individually-importable
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+ `<top-viewer-*-button>` elements — so if the default layout isn't what your
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+ app needs, you can drop the bar it builds for you and compose your own out
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+ of the same pieces, mixed freely with your own custom buttons.
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+
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+ This tutorial covers the prerequisites; the default, batteries-included
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+ toolbar; what it manages automatically; composing a custom layout with
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+ `headless`; docking a vertical toolbar; and the full list of standalone
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+ buttons available.
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+
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+ By the end, you'll have both a working default toolbar and a fully custom
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+ one running side by side in the same viewport.
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+ */
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+
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+ import { html } from "lit";
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+ import * as THREE from "three";
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+ import * as OBC from "@thatopen/components";
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+ import * as OBF from "@thatopen/components-front";
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+ import * as FRAGS from "@thatopen/fragments";
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+ import * as BUI from "@thatopen/ui";
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+ import { PlatformClient, UIManager } from "@thatopen/services";
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+ import type { App } from "../app/index";
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+
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+ /* MD
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+ ### ✅ Prerequisites
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+
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+ `<top-viewer-toolbar>` must be mounted as a descendant of `<top-viewer>` —
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+ it consumes the `componentsContext`/`worldContext` that `<top-viewer>`
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+ provides, and the standalone buttons it's built from consume the same
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+ contexts. `UIManager` must be in the setup call so both custom elements are
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+ registered. Nothing else is required — no manager to `init`, no extra
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+ config.
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+ */
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+
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+ const client = PlatformClient.fromPlatformContext();
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+
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+ const { components } = (await client.setup(
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+ { OBC, OBF, BUI, THREE, FRAGS },
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+ { uuid: UIManager.uuid },
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+ )) as { components: OBC.Components };
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+
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+ components.get(UIManager).init();
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+
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+ /* MD
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+ ### 🖥️ Default toolbar (batteries included)
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+
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+ Add it as a plain child of `<top-viewer>` — no `slot` needed, it docks
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+ into `"bottom"` on its own:
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+
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+ ```html
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+ <top-viewer>
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+ <top-viewer-toolbar></top-viewer-toolbar>
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+ </top-viewer>
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+ ```
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+ */
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+
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+ const app = document.createElement("top-app") as unknown as App;
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+
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+ app.setup = (waitUntil) => {
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+ waitUntil(
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+ (async () => {
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+ const fragments = components.get(OBC.FragmentsManager);
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+ const workerUrl = await FRAGS.FragmentsModels.getWorker();
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+ fragments.init(await FRAGS.toClassicWorker(workerUrl), { classicWorker: true });
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+ })(),
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+ "Fragments Core",
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+ );
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+ return { components, client };
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+ };
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+
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+ app.elements = {
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+ viewer: () => html`
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+ <top-viewer>
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+ <top-viewer-toolbar></top-viewer-toolbar>
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+ </top-viewer>
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+ `,
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+ };
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+
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+ app.layouts = {
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+ main: {
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+ label: "Main",
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+ icon: "solar:3d-square-bold",
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+ template: `"viewer" 1fr / 1fr`,
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+ },
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+ };
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+
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+ app.layout = "main";
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+
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+ const container = document.getElementById("that-open-app") ?? document.body;
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+ container.appendChild(app);
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+ document.body.style.margin = "0";
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+
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+ /* MD
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+ ### 🤖 What the default toolbar manages automatically
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+
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+ **Target mode** — a toggle between "Selected" and "Unselected", which every
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+ visibility button below operates on. Empty selection while targeting
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+ "Selected" means the target is empty (actions no-op); targeting
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+ "Unselected" with an empty selection means the target is the whole model.
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+
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+ **Visibility actions** (each reversible via Show/Reset) — Hide, Show,
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+ Isolate, Ghost (semi-transparent), Focus, and a global Reset that restores
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+ full visibility and opacity regardless of target mode.
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+
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+ **Inspect tab** — Select (default tool), Clip, and six measurement modes
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+ (length, area, angle, edge, face, volume), all sharing one active-tool
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+ manager so switching tools un-highlights whichever was active before.
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+
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+ **Projection + walkthrough** — a Perspective⇄Orthographic toggle and a
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+ first-person walkthrough toggle, each reflecting live state.
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+
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+ **Active-tool HUD** — a floating overlay over the 3D viewport itself
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+ showing context for whichever tool is currently active (e.g. clip plane
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+ controls, measurement readouts).
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+
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+ All of the above are per-`components` singletons — any other UI in your
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+ app that resolves the same tool (e.g. via `components.get(...)`) shares
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+ the exact same state, not a second, independent instance.
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+
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+ ### 🧱 Composing a custom layout with `headless`
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+
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+ Set the `headless` attribute to skip the default bar's own assembly, while
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+ everything else — providing context to descendants, the active-tool HUD —
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+ keeps running. Slot your own buttons as light-DOM children: they consume
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+ the same context the default bar's buttons do, wherever you place them.
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+
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+ ```html
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+ <top-viewer>
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+ <top-viewer-toolbar headless>
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+ <!-- your own content goes here as light-DOM children -->
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+ </top-viewer-toolbar>
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+ </top-viewer>
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+ ```
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+
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+ Mixing standalone buttons with a plain, app-owned `bim-button` in the same
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+ bar — built with lit's `render`/`html` into a plain container element
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+ (never `document.createElement` for the `bim-*` tags themselves, see the
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+ gotcha below), then appended as the toolbar's light-DOM content:
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+
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+ ```ts
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+ const headlessBar = document.createElement("top-viewer-toolbar");
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+ headlessBar.toggleAttribute("headless", true);
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+
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+ const customButtons = document.createElement("bim-toolbar") as unknown as HTMLElement;
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+ customButtons.setAttribute("style", "pointer-events: auto;");
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+ render(
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+ html`
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+ <bim-toolbar-section label-hidden style="background: transparent;">
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+ <top-viewer-mode-toggle-button></top-viewer-mode-toggle-button>
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+ <top-viewer-hide-button></top-viewer-hide-button>
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+ <top-viewer-select-button></top-viewer-select-button>
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+ </bim-toolbar-section>
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+ <bim-toolbar-section label-hidden style="background: transparent;">
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+ <bim-button
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+ icon="mdi:fit-to-page-outline"
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+ @click=${() => myOwnFitToViewLogic()}
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+ ><bim-tooltip placement="top">Zoom to fit</bim-tooltip></bim-button>
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+ </bim-toolbar-section>
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+ `,
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+ customButtons,
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+ );
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+ headlessBar.appendChild(customButtons);
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+ // headlessBar can now be appended anywhere inside <top-viewer>.
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+ ```
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+
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+ ### 📐 Docking a vertical toolbar
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+
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+ The host centers its own content via flexbox, controllable through CSS
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+ custom properties — including flipping to a vertical stack for a
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+ sidebar-style dock:
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+
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+ ```html
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+ <top-viewer-toolbar
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+ headless
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+ slot="right"
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+ style="--top-viewer-toolbar-direction: column;"
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+ >
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+ ...
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+ </top-viewer-toolbar>
191
+ ```
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+
193
+ - `--top-viewer-toolbar-direction` — `row` (default) or `column`.
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+ - `--top-viewer-toolbar-justify` — alignment along the main axis (default
195
+ `center`).
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+ - `--top-viewer-toolbar-align` — alignment along the cross axis (default
197
+ `center`).
198
+
199
+ Pair `--top-viewer-toolbar-direction: column` with `bim-toolbar`'s own
200
+ `vertical` attribute on the content you render inside, so the buttons
201
+ themselves stack the same way the bar does.
202
+
203
+ ### ⚠️ Gotchas
204
+
205
+ - **Never `document.createElement` a `bim-*` element.** `bim-button`,
206
+ `bim-toolbar`, `bim-toolbar-section`, and every other `@thatopen/ui`
207
+ component set attributes on themselves in their own constructor, which
208
+ Custom Elements v1 forbids for elements created imperatively —
209
+ `document.createElement("bim-button")` throws `NotSupportedError`.
210
+ Render them with lit's `render(html\`...\`, container)` instead, exactly
211
+ like the `customButtons` bar above — never build them by hand.
212
+ - **`bim-button` sizes itself** — square when it's icon-only, a consistent
213
+ height when it has a label. Don't set `width`/`height`/`min-width`
214
+ inline on it; that only fights its own layout and produces buttons that
215
+ look inconsistent next to the rest of the bar.
216
+ - **Centering/alignment belongs on the toolbar's host**, via the CSS custom
217
+ properties above — not on the content you slot into it. Setting
218
+ `justify-self` (or similar) on your own buttons instead of using
219
+ `--top-viewer-toolbar-justify` only works by accident, if at all.
220
+ - **A standalone button works from anywhere in the DOM**, as long as it
221
+ ends up a descendant of a `<top-viewer-toolbar>` inside a `<top-viewer>`
222
+ — context requests bubble through shadow-DOM boundaries. It does *not*
223
+ need to be a direct child of the bar it visually sits in.
224
+
225
+ ### 🧩 Standalone buttons reference
226
+
227
+ Every button the default bar uses is independently importable/usable as
228
+ its own custom element:
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+
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+ | Element | Does |
231
+ |---|---|
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+ | `<top-viewer-mode-toggle-button>` | Toggles target: Selected ⇄ Unselected |
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+ | `<top-viewer-hide-button>` | Hides the target set |
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+ | `<top-viewer-show-button>` | Un-hides the target set |
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+ | `<top-viewer-isolate-button>` | Shows only the target set |
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+ | `<top-viewer-ghost-button>` | Renders the target set semi-transparent |
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+ | `<top-viewer-focus-button>` | Frames the camera on the target set |
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+ | `<top-viewer-reset-button>` | Restores full visibility + opacity (global) |
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+ | `<top-viewer-select-button>` | Activates the default Select tool |
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+ | `<top-viewer-clip-button>` | Activates the Clip tool |
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+ | `<top-viewer-measure-length-button>` | Activates length measurement |
242
+ | `<top-viewer-measure-area-button>` | Activates area measurement |
243
+ | `<top-viewer-measure-angle-button>` | Activates angle measurement |
244
+ | `<top-viewer-measure-edge-button>` | Activates edge measurement |
245
+ | `<top-viewer-measure-face-button>` | Activates face measurement |
246
+ | `<top-viewer-measure-volume-button>` | Activates volume measurement |
247
+ | `<top-viewer-projection-toggle-button>` | Toggles Perspective ⇄ Orthographic |
248
+ | `<top-viewer-walkthrough-button>` | Toggles first-person walkthrough |
249
+
250
+ Each one self-wires from context — drop it anywhere under `<top-viewer>`
251
+ and it works, with no props to pass in.
252
+ */