@things-factory/figure-ui 10.1.49 → 10.1.51
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/client/graphql/v3-store.ts +2 -1
- package/client/modeller/figure-history-panel.ts +9 -1
- package/client/modeller/figure-v3-first-save.ts +98 -0
- package/client/modeller/figure-v3-links.ts +177 -31
- package/client/modeller/figure-v3-parts.ts +1 -0
- package/client/modeller/figure-v3-properties.ts +2 -1
- package/client/modeller/v3-canvas.ts +61 -7
- package/client/modeller/v3-editor.ts +96 -21
- package/client/modeller/v3-first-save.ts +34 -0
- package/client/modeller/v3-gizmo.ts +52 -3
- package/client/modeller/v3-joint-drag.ts +116 -0
- package/client/modeller/v3-joint-fan.ts +24 -11
- package/client/modeller/v3-keys.ts +12 -1
- package/client/modeller/v3-links.ts +119 -8
- package/client/modeller/v3-live.ts +11 -0
- package/client/modeller/v3-product-session.ts +4 -2
- package/client/modeller/v3-refusals.ts +21 -0
- package/client/pages/figure-v3-modeller-page.ts +57 -8
- package/dist-client/graphql/v3-store.js +2 -1
- package/dist-client/graphql/v3-store.js.map +1 -1
- package/dist-client/modeller/figure-history-panel.js +9 -1
- package/dist-client/modeller/figure-history-panel.js.map +1 -1
- package/dist-client/modeller/figure-v3-capability.d.ts +1 -1
- package/dist-client/modeller/figure-v3-clips.d.ts +1 -1
- package/dist-client/modeller/figure-v3-controls.d.ts +1 -1
- package/dist-client/modeller/figure-v3-first-save.d.ts +20 -0
- package/dist-client/modeller/figure-v3-first-save.js +118 -0
- package/dist-client/modeller/figure-v3-first-save.js.map +1 -0
- package/dist-client/modeller/figure-v3-links.d.ts +14 -1
- package/dist-client/modeller/figure-v3-links.js +169 -28
- package/dist-client/modeller/figure-v3-links.js.map +1 -1
- package/dist-client/modeller/figure-v3-material.d.ts +1 -1
- package/dist-client/modeller/figure-v3-parts.js +1 -0
- package/dist-client/modeller/figure-v3-parts.js.map +1 -1
- package/dist-client/modeller/figure-v3-properties.d.ts +1 -1
- package/dist-client/modeller/figure-v3-properties.js +2 -1
- package/dist-client/modeller/figure-v3-properties.js.map +1 -1
- package/dist-client/modeller/v3-canvas.d.ts +11 -0
- package/dist-client/modeller/v3-canvas.js +61 -7
- package/dist-client/modeller/v3-canvas.js.map +1 -1
- package/dist-client/modeller/v3-clips.d.ts +1 -1
- package/dist-client/modeller/v3-editor.d.ts +13 -1
- package/dist-client/modeller/v3-editor.js +96 -21
- package/dist-client/modeller/v3-editor.js.map +1 -1
- package/dist-client/modeller/v3-first-save.d.ts +17 -0
- package/dist-client/modeller/v3-first-save.js +27 -0
- package/dist-client/modeller/v3-first-save.js.map +1 -0
- package/dist-client/modeller/v3-gizmo.d.ts +18 -0
- package/dist-client/modeller/v3-gizmo.js +45 -2
- package/dist-client/modeller/v3-gizmo.js.map +1 -1
- package/dist-client/modeller/v3-joint-drag.d.ts +19 -0
- package/dist-client/modeller/v3-joint-drag.js +97 -0
- package/dist-client/modeller/v3-joint-drag.js.map +1 -0
- package/dist-client/modeller/v3-joint-fan.js +24 -11
- package/dist-client/modeller/v3-joint-fan.js.map +1 -1
- package/dist-client/modeller/v3-keys.d.ts +9 -1
- package/dist-client/modeller/v3-keys.js +3 -0
- package/dist-client/modeller/v3-keys.js.map +1 -1
- package/dist-client/modeller/v3-links.d.ts +72 -3
- package/dist-client/modeller/v3-links.js +89 -6
- package/dist-client/modeller/v3-links.js.map +1 -1
- package/dist-client/modeller/v3-live.d.ts +6 -0
- package/dist-client/modeller/v3-live.js +10 -0
- package/dist-client/modeller/v3-live.js.map +1 -1
- package/dist-client/modeller/v3-product-session.d.ts +4 -1
- package/dist-client/modeller/v3-product-session.js +2 -2
- package/dist-client/modeller/v3-product-session.js.map +1 -1
- package/dist-client/modeller/v3-refusals.d.ts +4 -0
- package/dist-client/modeller/v3-refusals.js +21 -0
- package/dist-client/modeller/v3-refusals.js.map +1 -0
- package/dist-client/pages/figure-v3-modeller-page.d.ts +4 -0
- package/dist-client/pages/figure-v3-modeller-page.js +56 -8
- package/dist-client/pages/figure-v3-modeller-page.js.map +1 -1
- package/dist-client/tsconfig.tsbuildinfo +1 -1
- package/package.json +7 -5
- package/test/browser/build.mjs +62 -0
- package/test/browser/modeller-page.js +198 -0
- package/test/browser/modeller.check.mjs +358 -0
- package/test/browser/serve.mjs +43 -0
- package/test/joints.ts +33 -0
- package/test/v3-clips.test.ts +3 -2
- package/test/v3-controls.test.ts +3 -2
- package/test/v3-fields.test.ts +3 -2
- package/test/v3-first-save.test.ts +84 -0
- package/test/v3-gizmo.test.ts +38 -5
- package/test/v3-joint-drag.test.ts +93 -0
- package/test/v3-joint-fan.test.ts +16 -6
- package/test/v3-keys.test.ts +15 -2
- package/test/v3-links.test.ts +114 -14
- package/test/v3-live.test.ts +23 -4
- package/test/v3-maturity.test.ts +2 -6
- package/test/v3-refusals.test.ts +28 -0
- package/translations/en.json +40 -5
- package/translations/ja.json +39 -4
- package/translations/ko.json +39 -4
- package/translations/ms.json +39 -4
- package/translations/zh.json +39 -4
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@@ -32,6 +32,19 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
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this.fan = null;
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/** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */
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this.writing = false;
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+
/** Components the gizmo changed since the last commit, by part name. */
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this.pending = new Map();
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this.pointerDown = false;
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this.onPointerDown = () => {
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this.pointerDown = true;
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};
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this.onPointerUp = () => {
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if (!this.pointerDown)
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return;
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this.pointerDown = false;
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/* After the scene's own drag end (it settles the depth and rebuilds the geometry on release). */
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this.commitSoon(0);
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};
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}
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static { this.styles = css `
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:host {
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@@ -106,6 +119,10 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
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this.scene?.fit?.('ratio');
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this.scene?.root?.fitCameraToModel?.();
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}
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/** The gizmo in a mode on the selected part, as W, E and R do with the canvas focused -- the scene's toggle. */
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gizmo(mode) {
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this.scene?.root?.setGizmoMode?.(mode);
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}
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/**
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* Stand the board up for this figure, or bring the one standing up to date. A new board only for another figure or
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* one that has outgrown it -- standing up again loses the selection and the camera.
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@@ -238,21 +255,53 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
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A change comes up to the board with the component in the last argument's `origin` (the scene appends
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{ origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing (V2).
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*/
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/*
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A drag is written once, when it ends. The scene's gizmo writes the component on every move -- a size anchored on
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the opposite face, from the scale it captured when the drag began -- and writing each move back through the
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editor (and the evaluation back onto the component) fought it: the scale gizmo did not work (user, 2026-09-24).
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While a pointer is down the changes are only kept; on release the last one is told, and the board is brought to
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the evaluation. A change with no pointer down (the arrow keys) is told after a short pause.
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*/
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layer.on?.('change', (...args) => {
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if (this.writing)
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return;
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const origin = args[args.length - 1]?.origin;
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const name = origin?.state?.name;
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-
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if (!part || !this.board)
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if (typeof name !== 'string' || !this.parts.some(p => p.id === name))
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return;
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-
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this.pending.set(name, origin);
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if (!this.pointerDown)
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this.commitSoon(80);
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});
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this.stage.addEventListener('pointerdown', this.onPointerDown, true);
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window.addEventListener('pointerup', this.onPointerUp, true);
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window.addEventListener('pointercancel', this.onPointerUp, true);
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}
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commitSoon(delay) {
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clearTimeout(this.commitTimer);
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this.commitTimer = setTimeout(() => this.commit(), delay);
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}
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/** Tell each changed part once, in the inputs' terms; then put the board where the inputs say (a refusal springs back). */
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commit() {
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/*
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Not while a pointer is down: a pause set by a change just before the press (the arrow keys, the scene settling
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the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a converted part became
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two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.
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*/
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if (this.pointerDown || !this.board || !this.pending.size)
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return;
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const changed = [...this.pending];
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this.pending.clear();
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for (const [name, component] of changed) {
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const part = this.parts.find(p => p.id === name);
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if (!part)
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continue;
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const result = gizmoResultOf(part, component.state, this.board);
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if (!result.position && !result.rotation && !result.scale)
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-
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continue;
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this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }));
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-
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});
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}
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setTimeout(() => this.sync());
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}
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showSelected() {
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const layer = this.scene?.root;
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@@ -276,6 +325,11 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
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layer.invalidate?.();
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}
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teardown() {
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clearTimeout(this.commitTimer);
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this.pending.clear();
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this.stage?.removeEventListener('pointerdown', this.onPointerDown, true);
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window.removeEventListener('pointerup', this.onPointerUp, true);
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window.removeEventListener('pointercancel', this.onPointerUp, true);
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this.scene?.dispose?.();
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this.scene = undefined;
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this.standingFor = undefined;
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@@ -1 +1 @@
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1
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-
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{ LitElement, html, css, nothing, unsafeCSS, type PropertyValues } from 'lit'\nimport { customElement, property, query } from 'lit/decorators.js'\nimport { i18next } from '@operato/i18n'\nimport { create, Model, niceGridStep } from '@hatiolab/things-scene'\n\nimport type { GizmoReach } from './v3-gizmo.js'\nimport type { V3RenderPart } from './v3-renderer.js'\nimport { DEFAULT_VIEW, sceneLook, WORKBENCH, type ViewSettings } from './figure-view.js'\nimport { boardFor, changedKeys, componentOf, gizmoResultOf, type Board } from './v3-stage-model.js'\nimport { JOINT_FAN } from './v3-joint-fan.js'\nimport { ownerOf } from './v3-fields.js'\n\n/*\n * The V3 modeller's canvas -- a things-scene board in editing mode, as the V2 modeller's was.\n *\n * Each body figure-model evaluates stands on the board as a `figure-v3-part` component, so everything the V2 canvas\n * had comes from the scene, not from code of our own: picking and the orange outline, the gizmo with its snapping and\n * live readout, box and shift selection, the camera (damping, zoom toward the cursor, double-click to fit, the six\n * view presets and their keys), the studio environment, the coordinate ground, lights and shadows, supersampling.\n * An earlier canvas drew the bodies with three.js directly and lost all of that (user, 2026-09-24: \"why nerf it?\").\n *\n * What the gizmo writes back to a component comes out as `part-transformed` in the inputs' terms (`v3-stage-model`),\n * and the editor turns it into one step of the history; the next evaluation puts the component where the inputs say,\n * so a change a part cannot take (a fastened part moved) springs back.\n */\n\ninterface SceneComponent {\n state: Record<string, unknown>\n set: (props: Record<string, unknown>) => void\n dispose?: () => void\n}\ninterface SceneLayer extends SceneComponent {\n components?: SceneComponent[]\n root?: { on?: (event: string, handler: (...args: unknown[]) => void) => void; selected?: SceneComponent[] }\n on?: (event: string, handler: (...args: unknown[]) => void) => void\n addComponent?: (component: SceneComponent) => void\n removeComponent?: (component: SceneComponent) => void\n invalidate?: () => void\n fitCameraToModel?: () => void\n app?: unknown\n}\ninterface SceneHandle {\n dispose?: () => void\n resize?: () => void\n fit?: (type?: string) => void\n root?: SceneLayer\n}\n\n/* The fan's colour when the figure's palette names no accent. */\nconst FAN_COLOUR = '#ff8a00'\n\n/* The 2D side of the board, which the author never sees on this page but the scene paints. */\nconst PAPER = '#ffffff'\n\n@customElement('figure-v3-canvas')\nexport class FigureV3Canvas extends LitElement {\n static styles = css`\n :host {\n position: relative;\n display: flex;\n min-height: 0;\n overflow: hidden;\n background-color: ${unsafeCSS(WORKBENCH)};\n }\n /* The scene sets position: relative inline on its target; the size is given so it still fills the host. */\n div[stage] {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n }\n p {\n position: absolute;\n inset: 45% 1rem auto;\n margin: 0;\n text-align: center;\n pointer-events: none;\n color: #f4f4f4;\n }\n `\n @property({ attribute: false }) parts: V3RenderPart[] = []\n @property({ attribute: false }) palette: Record<string, string> = {}\n /** Which figure is open. Another one stands the board up again. */\n @property() context = ''\n @property() selected = ''\n /** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */\n @property({ attribute: false }) reach: GizmoReach = { translate: false, rotate: false, scale: false }\n @property({ attribute: false }) view: ViewSettings = DEFAULT_VIEW\n /**\n * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up\n * off screen (`v3-thumbnail.ts`); the scene settles its components as it builds them, and a change told from there\n * would reach the editor as an edit (V2's `viewOnly`, for the same reason).\n */\n @property({ type: Boolean }) viewOnly = false\n /** Where the selected part turns and how far (`v3-joint-fan`): shown, never picked, never saved. */\n @property({ attribute: false }) fan: V3RenderPart | null = null\n\n @query('div[stage]') private stage!: HTMLDivElement\n\n private scene?: SceneHandle\n private board?: Board & { depth: number }\n private standingFor?: string\n private watcher?: ResizeObserver\n /** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */\n private writing = false\n\n render() {\n return html`<div stage></div>${this.parts.length ? nothing : html`<p>${i18next.t('figure.text.add-a-shape-to-start')}</p>`}`\n }\n\n firstUpdated() {\n this.standUp()\n this.watcher = new ResizeObserver(() => this.scene?.resize?.())\n this.watcher.observe(this)\n }\n\n protected updated(changed: PropertyValues) {\n if (!this.hasUpdated) return\n if (changed.has('parts') || changed.has('palette') || changed.has('context') || changed.has('fan')) this.standUp()\n if (changed.has('view')) this.applyView()\n if (changed.has('selected')) this.showSelected()\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n this.watcher?.disconnect()\n this.watcher = undefined\n this.teardown()\n }\n\n /**\n * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's\n * `toDataURL` renders the 2D board (a white sheet, V2 found), and the 3D renderer keeps no drawing buffer, so the\n * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not\n * faked (V2's `snapshot`, lost when this canvas moved onto the scene -- no card had a picture since, user 2026-09-24).\n */\n async snapshot(width = 480, height = 360): Promise<string | undefined> {\n const layer = this.scene?.root as (SceneLayer & { snapshot3d?: (w?: number, h?: number, type?: string, quality?: number) => Promise<string | undefined> }) | undefined\n if (!layer?.snapshot3d) return undefined\n try {\n /* webp: a card needs no alpha, and png is three or four times heavier in every list response. */\n const url = await layer.snapshot3d(width, height, 'image/webp', 0.85)\n return typeof url === 'string' && url.startsWith('data:') ? url : undefined\n } catch (e) {\n console.warn(`[thumbnail] could not take the picture -- ${(e as Error).message}`)\n return undefined\n }\n }\n\n /** The whole figure in view: the board's fit, then the 3D camera's own, as V2 did. */\n fit() {\n this.scene?.fit?.('ratio')\n this.scene?.root?.fitCameraToModel?.()\n }\n\n /**\n * Stand the board up for this figure, or bring the one standing up to date. A new board only for another figure or\n * one that has outgrown it -- standing up again loses the selection and the camera.\n */\n private standUp() {\n if (!this.stage) return\n const needed = boardFor(this.parts, this.board)\n const outgrown = !this.board || needed.width > this.board.width || needed.height > this.board.height || needed.depth > this.board.depth\n if (this.scene && this.standingFor === this.context) {\n /*\n A part dragged past the board's edge grows the board where it stands. Standing it up again lost the selection,\n the gizmo and the camera after every such drag -- the gizmo seemed not to work at all (user, 2026-09-24).\n */\n if (outgrown) this.grow(needed)\n this.sync()\n return\n }\n this.teardown()\n if (!this.parts.length) return\n this.board = needed\n try {\n this.scene = create({\n target: this.stage,\n model: {\n type: 'model-layer',\n width: needed.width,\n height: needed.height,\n depth: needed.depth,\n threed: true,\n /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large (V2). */\n pixelRatio: Math.min(3, (window.devicePixelRatio || 1) * 2),\n ...sceneLook(this.view ?? DEFAULT_VIEW),\n gridStep: niceGridStep(Math.max(needed.width, needed.height)),\n sky: 'color',\n fillStyle: PAPER,\n components: this.components()\n },\n /* Editing mode: the camera view buttons, gizmo modes, help and keys V2's canvas had. */\n mode: 1\n }) as SceneHandle\n this.standingFor = this.context\n this.watchScene()\n this.scene.resize?.()\n this.fit()\n this.showSelected()\n } catch (error) {\n this.dispatchEvent(new CustomEvent('render-error', { detail: error, bubbles: true, composed: true }))\n }\n }\n\n private components(): Record<string, unknown>[] {\n const parts = this.parts.map(part => componentOf(part, this.palette, this.board!)).filter((c): c is Record<string, unknown> => !!c)\n /* The fan in the accent colour, translucent; `capturable: false` keeps clicks, the marquee and the gizmo off it. */\n const fan = this.fan ? componentOf(this.fan, { ...this.palette, [JOINT_FAN]: this.palette['palette.accent'] ?? FAN_COLOUR }, this.board!) : null\n return fan ? [...parts, { ...fan, capturable: false, locked: true }] : parts\n }\n\n /** The components standing now, by name. Not held between calls: the scene stands its board up again at times. */\n private standing(): Map<string, SceneComponent> {\n const found = new Map<string, SceneComponent>()\n for (const component of this.scene?.root?.components ?? []) {\n const name = component.state?.name\n if (typeof name === 'string') found.set(name, component)\n }\n return found\n }\n\n /** A larger board under the same scene: its size, and the grid that suits it. Components are re-placed by `sync`. */\n private grow(needed: Board & { depth: number }) {\n const layer = this.scene?.root\n this.board = needed\n if (!layer) return\n this.writing = true\n try {\n layer.set({ width: needed.width, height: needed.height, depth: needed.depth, gridStep: niceGridStep(Math.max(needed.width, needed.height)) })\n } finally {\n this.writing = false\n }\n }\n\n /** Bring the components to the evaluation: remove the gone, write only what differs, add the new. */\n private sync() {\n const layer = this.scene?.root\n if (!layer || !this.board) return\n const wanted = new Map(this.components().map(c => [c.name as string, c]))\n const standing = this.standing()\n this.writing = true\n try {\n for (const [name, component] of standing) {\n if (wanted.has(name)) continue\n layer.removeComponent?.(component)\n component.dispose?.()\n }\n for (const [name, state] of wanted) {\n const found = standing.get(name)\n if (found) {\n const diff = changedKeys(found.state, state)\n if (diff) found.set(diff)\n continue\n }\n const made = Model.compile({ ...state }, layer.app as never) as SceneComponent | null\n if (made) layer.addComponent?.(made)\n }\n } finally {\n this.writing = false\n }\n layer.invalidate?.()\n }\n\n /** Selection and drags, told out by the part's name -- never by its place in the list, which may change meanwhile. */\n private watchScene() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root?.on || this.viewOnly) return\n root.on('selected', (after: unknown) => {\n const name = (after as SceneComponent[] | undefined)?.[0]?.state?.name\n const id = typeof name === 'string' ? name : ''\n if (ownerOf(id) !== this.selected) this.dispatchEvent(new CustomEvent('part-selected', { detail: id, bubbles: true, composed: true }))\n })\n /*\n A change comes up to the board with the component in the last argument's `origin` (the scene appends\n { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing (V2).\n */\n layer.on?.('change', (...args: unknown[]) => {\n if (this.writing) return\n const origin = (args[args.length - 1] as { origin?: SceneComponent } | undefined)?.origin\n const name = origin?.state?.name\n const part = typeof name === 'string' ? this.parts.find(p => p.id === name) : undefined\n if (!part || !this.board) return\n const result = gizmoResultOf(part, origin!.state, this.board)\n if (!result.position && !result.rotation && !result.scale) return\n this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }))\n /* After the editor has applied (or refused) it: a refused change springs back to where the inputs put it. */\n setTimeout(() => this.sync())\n })\n }\n\n private showSelected() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root) return\n /* A repeat is selected whole: every copy of it (the editor selects the part the author made). */\n const wanted = this.selected ? [...this.standing()].filter(([name]) => ownerOf(name) === this.selected).map(([, component]) => component) : []\n const now = root.selected ?? []\n if (now.length === wanted.length && wanted.every((one, i) => now[i] === one)) return\n root.selected = wanted\n layer.invalidate?.()\n }\n\n /** View settings go into the scene as they are: they are the board's own state names. Nothing is stood up again. */\n private applyView() {\n const layer = this.scene?.root\n if (!layer) return\n layer.set(sceneLook(this.view ?? DEFAULT_VIEW))\n layer.invalidate?.()\n }\n\n private teardown() {\n this.scene?.dispose?.()\n this.scene = undefined\n this.standingFor = undefined\n this.board = undefined\n }\n}\n"]}
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{ LitElement, html, css, nothing, unsafeCSS, type PropertyValues } from 'lit'\nimport { customElement, property, query } from 'lit/decorators.js'\nimport { i18next } from '@operato/i18n'\nimport { create, Model, niceGridStep } from '@hatiolab/things-scene'\n\nimport type { GizmoReach } from './v3-gizmo.js'\nimport type { V3RenderPart } from './v3-renderer.js'\nimport { DEFAULT_VIEW, sceneLook, WORKBENCH, type ViewSettings } from './figure-view.js'\nimport { boardFor, changedKeys, componentOf, gizmoResultOf, type Board } from './v3-stage-model.js'\nimport { JOINT_FAN } from './v3-joint-fan.js'\nimport { ownerOf } from './v3-fields.js'\n\n/*\n * The V3 modeller's canvas -- a things-scene board in editing mode, as the V2 modeller's was.\n *\n * Each body figure-model evaluates stands on the board as a `figure-v3-part` component, so everything the V2 canvas\n * had comes from the scene, not from code of our own: picking and the orange outline, the gizmo with its snapping and\n * live readout, box and shift selection, the camera (damping, zoom toward the cursor, double-click to fit, the six\n * view presets and their keys), the studio environment, the coordinate ground, lights and shadows, supersampling.\n * An earlier canvas drew the bodies with three.js directly and lost all of that (user, 2026-09-24: \"why nerf it?\").\n *\n * What the gizmo writes back to a component comes out as `part-transformed` in the inputs' terms (`v3-stage-model`),\n * and the editor turns it into one step of the history; the next evaluation puts the component where the inputs say,\n * so a change a part cannot take (a fastened part moved) springs back.\n */\n\ninterface SceneComponent {\n state: Record<string, unknown>\n set: (props: Record<string, unknown>) => void\n dispose?: () => void\n}\ninterface SceneLayer extends SceneComponent {\n components?: SceneComponent[]\n root?: { on?: (event: string, handler: (...args: unknown[]) => void) => void; selected?: SceneComponent[] }\n on?: (event: string, handler: (...args: unknown[]) => void) => void\n addComponent?: (component: SceneComponent) => void\n removeComponent?: (component: SceneComponent) => void\n invalidate?: () => void\n fitCameraToModel?: () => void\n setGizmoMode?: (mode: 'translate' | 'rotate' | 'scale') => void\n app?: unknown\n}\ninterface SceneHandle {\n dispose?: () => void\n resize?: () => void\n fit?: (type?: string) => void\n root?: SceneLayer\n}\n\n/* The fan's colour when the figure's palette names no accent. */\nconst FAN_COLOUR = '#ff8a00'\n\n/* The 2D side of the board, which the author never sees on this page but the scene paints. */\nconst PAPER = '#ffffff'\n\n@customElement('figure-v3-canvas')\nexport class FigureV3Canvas extends LitElement {\n static styles = css`\n :host {\n position: relative;\n display: flex;\n min-height: 0;\n overflow: hidden;\n background-color: ${unsafeCSS(WORKBENCH)};\n }\n /* The scene sets position: relative inline on its target; the size is given so it still fills the host. */\n div[stage] {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n }\n p {\n position: absolute;\n inset: 45% 1rem auto;\n margin: 0;\n text-align: center;\n pointer-events: none;\n color: #f4f4f4;\n }\n `\n @property({ attribute: false }) parts: V3RenderPart[] = []\n @property({ attribute: false }) palette: Record<string, string> = {}\n /** Which figure is open. Another one stands the board up again. */\n @property() context = ''\n @property() selected = ''\n /** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */\n @property({ attribute: false }) reach: GizmoReach = { translate: false, rotate: false, scale: false }\n @property({ attribute: false }) view: ViewSettings = DEFAULT_VIEW\n /**\n * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up\n * off screen (`v3-thumbnail.ts`); the scene settles its components as it builds them, and a change told from there\n * would reach the editor as an edit (V2's `viewOnly`, for the same reason).\n */\n @property({ type: Boolean }) viewOnly = false\n /** Where the selected part turns and how far (`v3-joint-fan`): shown, never picked, never saved. */\n @property({ attribute: false }) fan: V3RenderPart | null = null\n\n @query('div[stage]') private stage!: HTMLDivElement\n\n private scene?: SceneHandle\n private board?: Board & { depth: number }\n private standingFor?: string\n private watcher?: ResizeObserver\n /** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */\n private writing = false\n\n render() {\n return html`<div stage></div>${this.parts.length ? nothing : html`<p>${i18next.t('figure.text.add-a-shape-to-start')}</p>`}`\n }\n\n firstUpdated() {\n this.standUp()\n this.watcher = new ResizeObserver(() => this.scene?.resize?.())\n this.watcher.observe(this)\n }\n\n protected updated(changed: PropertyValues) {\n if (!this.hasUpdated) return\n if (changed.has('parts') || changed.has('palette') || changed.has('context') || changed.has('fan')) this.standUp()\n if (changed.has('view')) this.applyView()\n if (changed.has('selected')) this.showSelected()\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n this.watcher?.disconnect()\n this.watcher = undefined\n this.teardown()\n }\n\n /**\n * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's\n * `toDataURL` renders the 2D board (a white sheet, V2 found), and the 3D renderer keeps no drawing buffer, so the\n * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not\n * faked (V2's `snapshot`, lost when this canvas moved onto the scene -- no card had a picture since, user 2026-09-24).\n */\n async snapshot(width = 480, height = 360): Promise<string | undefined> {\n const layer = this.scene?.root as (SceneLayer & { snapshot3d?: (w?: number, h?: number, type?: string, quality?: number) => Promise<string | undefined> }) | undefined\n if (!layer?.snapshot3d) return undefined\n try {\n /* webp: a card needs no alpha, and png is three or four times heavier in every list response. */\n const url = await layer.snapshot3d(width, height, 'image/webp', 0.85)\n return typeof url === 'string' && url.startsWith('data:') ? url : undefined\n } catch (e) {\n console.warn(`[thumbnail] could not take the picture -- ${(e as Error).message}`)\n return undefined\n }\n }\n\n /** The whole figure in view: the board's fit, then the 3D camera's own, as V2 did. */\n fit() {\n this.scene?.fit?.('ratio')\n this.scene?.root?.fitCameraToModel?.()\n }\n\n /** The gizmo in a mode on the selected part, as W, E and R do with the canvas focused -- the scene's toggle. */\n gizmo(mode: 'translate' | 'rotate' | 'scale') {\n this.scene?.root?.setGizmoMode?.(mode)\n }\n\n /**\n * Stand the board up for this figure, or bring the one standing up to date. A new board only for another figure or\n * one that has outgrown it -- standing up again loses the selection and the camera.\n */\n private standUp() {\n if (!this.stage) return\n const needed = boardFor(this.parts, this.board)\n const outgrown = !this.board || needed.width > this.board.width || needed.height > this.board.height || needed.depth > this.board.depth\n if (this.scene && this.standingFor === this.context) {\n /*\n A part dragged past the board's edge grows the board where it stands. Standing it up again lost the selection,\n the gizmo and the camera after every such drag -- the gizmo seemed not to work at all (user, 2026-09-24).\n */\n if (outgrown) this.grow(needed)\n this.sync()\n return\n }\n this.teardown()\n if (!this.parts.length) return\n this.board = needed\n try {\n this.scene = create({\n target: this.stage,\n model: {\n type: 'model-layer',\n width: needed.width,\n height: needed.height,\n depth: needed.depth,\n threed: true,\n /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large (V2). */\n pixelRatio: Math.min(3, (window.devicePixelRatio || 1) * 2),\n ...sceneLook(this.view ?? DEFAULT_VIEW),\n gridStep: niceGridStep(Math.max(needed.width, needed.height)),\n sky: 'color',\n fillStyle: PAPER,\n components: this.components()\n },\n /* Editing mode: the camera view buttons, gizmo modes, help and keys V2's canvas had. */\n mode: 1\n }) as SceneHandle\n this.standingFor = this.context\n this.watchScene()\n this.scene.resize?.()\n this.fit()\n this.showSelected()\n } catch (error) {\n this.dispatchEvent(new CustomEvent('render-error', { detail: error, bubbles: true, composed: true }))\n }\n }\n\n private components(): Record<string, unknown>[] {\n const parts = this.parts.map(part => componentOf(part, this.palette, this.board!)).filter((c): c is Record<string, unknown> => !!c)\n /* The fan in the accent colour, translucent; `capturable: false` keeps clicks, the marquee and the gizmo off it. */\n const fan = this.fan ? componentOf(this.fan, { ...this.palette, [JOINT_FAN]: this.palette['palette.accent'] ?? FAN_COLOUR }, this.board!) : null\n return fan ? [...parts, { ...fan, capturable: false, locked: true }] : parts\n }\n\n /** The components standing now, by name. Not held between calls: the scene stands its board up again at times. */\n private standing(): Map<string, SceneComponent> {\n const found = new Map<string, SceneComponent>()\n for (const component of this.scene?.root?.components ?? []) {\n const name = component.state?.name\n if (typeof name === 'string') found.set(name, component)\n }\n return found\n }\n\n /** A larger board under the same scene: its size, and the grid that suits it. Components are re-placed by `sync`. */\n private grow(needed: Board & { depth: number }) {\n const layer = this.scene?.root\n this.board = needed\n if (!layer) return\n this.writing = true\n try {\n layer.set({ width: needed.width, height: needed.height, depth: needed.depth, gridStep: niceGridStep(Math.max(needed.width, needed.height)) })\n } finally {\n this.writing = false\n }\n }\n\n /** Bring the components to the evaluation: remove the gone, write only what differs, add the new. */\n private sync() {\n const layer = this.scene?.root\n if (!layer || !this.board) return\n const wanted = new Map(this.components().map(c => [c.name as string, c]))\n const standing = this.standing()\n this.writing = true\n try {\n for (const [name, component] of standing) {\n if (wanted.has(name)) continue\n layer.removeComponent?.(component)\n component.dispose?.()\n }\n for (const [name, state] of wanted) {\n const found = standing.get(name)\n if (found) {\n const diff = changedKeys(found.state, state)\n if (diff) found.set(diff)\n continue\n }\n const made = Model.compile({ ...state }, layer.app as never) as SceneComponent | null\n if (made) layer.addComponent?.(made)\n }\n } finally {\n this.writing = false\n }\n layer.invalidate?.()\n }\n\n /** Selection and drags, told out by the part's name -- never by its place in the list, which may change meanwhile. */\n private watchScene() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root?.on || this.viewOnly) return\n root.on('selected', (after: unknown) => {\n const name = (after as SceneComponent[] | undefined)?.[0]?.state?.name\n const id = typeof name === 'string' ? name : ''\n if (ownerOf(id) !== this.selected) this.dispatchEvent(new CustomEvent('part-selected', { detail: id, bubbles: true, composed: true }))\n })\n /*\n A change comes up to the board with the component in the last argument's `origin` (the scene appends\n { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing (V2).\n */\n /*\n A drag is written once, when it ends. The scene's gizmo writes the component on every move -- a size anchored on\n the opposite face, from the scale it captured when the drag began -- and writing each move back through the\n editor (and the evaluation back onto the component) fought it: the scale gizmo did not work (user, 2026-09-24).\n While a pointer is down the changes are only kept; on release the last one is told, and the board is brought to\n the evaluation. A change with no pointer down (the arrow keys) is told after a short pause.\n */\n layer.on?.('change', (...args: unknown[]) => {\n if (this.writing) return\n const origin = (args[args.length - 1] as { origin?: SceneComponent } | undefined)?.origin\n const name = origin?.state?.name\n if (typeof name !== 'string' || !this.parts.some(p => p.id === name)) return\n this.pending.set(name, origin!)\n if (!this.pointerDown) this.commitSoon(80)\n })\n this.stage.addEventListener('pointerdown', this.onPointerDown, true)\n window.addEventListener('pointerup', this.onPointerUp, true)\n window.addEventListener('pointercancel', this.onPointerUp, true)\n }\n\n /** Components the gizmo changed since the last commit, by part name. */\n private pending = new Map<string, SceneComponent>()\n private pointerDown = false\n private commitTimer?: ReturnType<typeof setTimeout>\n private onPointerDown = () => {\n this.pointerDown = true\n }\n private onPointerUp = () => {\n if (!this.pointerDown) return\n this.pointerDown = false\n /* After the scene's own drag end (it settles the depth and rebuilds the geometry on release). */\n this.commitSoon(0)\n }\n private commitSoon(delay: number) {\n clearTimeout(this.commitTimer)\n this.commitTimer = setTimeout(() => this.commit(), delay)\n }\n /** Tell each changed part once, in the inputs' terms; then put the board where the inputs say (a refusal springs back). */\n private commit() {\n /*\n Not while a pointer is down: a pause set by a change just before the press (the arrow keys, the scene settling\n the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a converted part became\n two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.\n */\n if (this.pointerDown || !this.board || !this.pending.size) return\n const changed = [...this.pending]\n this.pending.clear()\n for (const [name, component] of changed) {\n const part = this.parts.find(p => p.id === name)\n if (!part) continue\n const result = gizmoResultOf(part, component.state, this.board)\n if (!result.position && !result.rotation && !result.scale) continue\n this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }))\n }\n setTimeout(() => this.sync())\n }\n\n private showSelected() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root) return\n /* A repeat is selected whole: every copy of it (the editor selects the part the author made). */\n const wanted = this.selected ? [...this.standing()].filter(([name]) => ownerOf(name) === this.selected).map(([, component]) => component) : []\n const now = root.selected ?? []\n if (now.length === wanted.length && wanted.every((one, i) => now[i] === one)) return\n root.selected = wanted\n layer.invalidate?.()\n }\n\n /** View settings go into the scene as they are: they are the board's own state names. Nothing is stood up again. */\n private applyView() {\n const layer = this.scene?.root\n if (!layer) return\n layer.set(sceneLook(this.view ?? DEFAULT_VIEW))\n layer.invalidate?.()\n }\n\n private teardown() {\n clearTimeout(this.commitTimer)\n this.pending.clear()\n this.stage?.removeEventListener('pointerdown', this.onPointerDown, true)\n window.removeEventListener('pointerup', this.onPointerUp, true)\n window.removeEventListener('pointercancel', this.onPointerUp, true)\n this.scene?.dispose?.()\n this.scene = undefined\n this.standingFor = undefined\n this.board = undefined\n }\n}\n"]}
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@@ -11,6 +11,7 @@ import './figure-v3-preview.js';
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/** Product editor surface. The injected session is shared by page persistence and AI commands. */
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export declare class FigureV3Editor extends LitElement {
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/** The cost line the parts list shows, from the maturity report. */
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* Asks the type and name of a figure saved for the first time (the host has the catalogue's names); undefined
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* when the author cancels, and then nothing is saved. Without it a new figure is saved under a temporary type.
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/** A value in hand -- typed, held on a spinner, scrubbed, dragged -- drawn at once and recorded on release. */
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/** The modeller's keys (`v3-keys.ts`): undo, redo, duplicate, remove, back to the whole figure, the gizmo's modes. */
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* fan follows the arm while a control is dragged. Its size comes from what the joint turns (`v3-joint-fan`).
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* Every input as the session holds it now -- the pose the author has set with the controls, and design values. The
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import { liveOverSession, NOTHING_LIVE, scrubbed, scrubStep } from './v3-live.js';
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/** A value in hand -- typed, held on a spinner, scrubbed, dragged -- drawn at once and recorded on release. */
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const action = keyActionOf({ key: e.key, ctrlKey: e.ctrlKey, metaKey: e.metaKey, shiftKey: e.shiftKey, altKey: e.altKey, target: path[0], inScene: !!canvas && path.includes(canvas) }, this.selected);
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The session's history is the only one. With the canvas focused the scene took Ctrl+Z as well, undoing on its own
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board the last value the canvas had written -- which the canvas then told as a drag: an undo of a drag on a
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converted part wrote the drag again (2026-09-25). Heard first (capture) and kept from the scene.
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e.stopPropagation();
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/* The operato scrollbar, as every scrolling panel of the app has it -- the side panel scrolled with the browser's own. */
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super.connectedCallback();
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willUpdate(_changed) {
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this.changed();
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catch (error) {
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this.error = error instanceof Error ? error.message : String(error);
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this.error = sizeRangeRefusalOf(error, (key, params) => i18next.t(key, params)) ?? (error instanceof Error ? error.message : String(error));
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}
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finally {
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/* Committed or refused, the value in hand is gone: the figure as it stands is drawn again. */
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@@ -301,7 +315,7 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
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}
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/** What the canvas draws: the figure with the value in hand when there is one, and without the parts hidden on the workbench. */
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drawnParts(geometry, asset) {
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304
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-
const parts = (
|
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318
|
+
const parts = (asset ? liveOverSession(asset, this.currentInputs(), this.live) : null) ?? drawableV3Parts(geometry ?? []);
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319
|
return parts.filter(body => !this.hiddenParts.has(ownerOf(body.id)));
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}
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/**
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@@ -312,12 +326,21 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
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if (!asset || !this.selected || this.hiddenParts.has(this.selected))
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|
return null;
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328
|
try {
|
|
315
|
-
return jointFanOf(asset, this.selected, this.live.values);
|
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329
|
+
return jointFanOf(asset, this.selected, { ...this.currentInputs(), ...this.live.values });
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330
|
}
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331
|
catch {
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|
return null;
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333
|
}
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334
|
}
|
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335
|
+
/**
|
|
336
|
+
* Every input as the session holds it now -- the pose the author has set with the controls, and design values. The
|
|
337
|
+
* asset's source carries only the saved defaults, so drawing a value in hand over it put every other joint back to its
|
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338
|
+
* saved angle while one slider moved, and the arm jumped when released (user, 2026-09-24).
|
|
339
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+
*/
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340
|
+
currentInputs() {
|
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341
|
+
const view = this.session?.read();
|
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342
|
+
return view ? Object.fromEntries(view.fields.map(field => [field.id, field.value])) : {};
|
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343
|
+
}
|
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321
344
|
/** A value in hand: an input's value (design or pose) or a part edit. Nothing is recorded. */
|
|
322
345
|
hold(values, edit) {
|
|
323
346
|
this.live = { values: { ...this.live.values, ...values }, ...(edit ? { edit } : this.live.edit ? { edit: this.live.edit } : {}) };
|
|
@@ -335,9 +358,21 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
|
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335
358
|
not from the one on screen, which stands wherever the author left it turned. A picture that cannot
|
|
336
359
|
be taken is not an error: the save goes on without it (see `v3-thumbnail.ts`).
|
|
337
360
|
*/
|
|
361
|
+
let type;
|
|
362
|
+
if (!this.session.read().id && this.firstSave) {
|
|
363
|
+
const answer = await this.firstSave(this.session.read().name ?? '');
|
|
364
|
+
if (!answer)
|
|
365
|
+
return;
|
|
366
|
+
/* The name is the figure's own, in the asset: one step of the history, like typing it in the properties. */
|
|
367
|
+
if (answer.name !== this.session.read().name) {
|
|
368
|
+
this.session.command({ kind: 'rename', name: answer.name });
|
|
369
|
+
this.changed();
|
|
370
|
+
}
|
|
371
|
+
type = answer.type;
|
|
372
|
+
}
|
|
338
373
|
const view = this.session.read();
|
|
339
374
|
const thumbnail = await captureV3Thumbnail(drawableV3Parts(view.geometry ?? []), view.palette ?? {});
|
|
340
|
-
const promise = this.session.save({ thumbnail });
|
|
375
|
+
const promise = this.session.save({ thumbnail, type });
|
|
341
376
|
this.changed();
|
|
342
377
|
await promise;
|
|
343
378
|
this.error = '';
|
|
@@ -418,12 +453,39 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
|
|
|
418
453
|
/** A drag, written back as the part's own inputs — one step of the history, like typing the numbers. */
|
|
419
454
|
transformed(id, result) {
|
|
420
455
|
const view = this.session.read();
|
|
456
|
+
/* A part hanging from a joint: the drag edits the joint -- its value, or where it sits (ADR-0093). */
|
|
457
|
+
const asset = JSON.parse(this.session.source());
|
|
458
|
+
const drawn = view.geometry.find(g => g.id === id);
|
|
459
|
+
const drag = drawn ? jointDragOf(asset, ownerOf(id), drawn, result, this.currentInputs()) : null;
|
|
460
|
+
if (drag) {
|
|
461
|
+
if (drag.kind === 'value')
|
|
462
|
+
this.run(() => this.session.apply([{ kind: 'set-state', input: drag.input, unit: drag.unit, value: drag.value }]));
|
|
463
|
+
else if (drag.kind === 'joint')
|
|
464
|
+
this.run(() => this.session.command({ kind: 'set-joint', joint: drag.joint }));
|
|
465
|
+
else {
|
|
466
|
+
this.error = i18next.t(`figure.text.gizmo-joint-${drag.reason}`, { joint: drag.joint, leader: drag.leader ?? '', axis: drag.axis ?? '' });
|
|
467
|
+
this.requestUpdate();
|
|
468
|
+
}
|
|
469
|
+
return;
|
|
470
|
+
}
|
|
421
471
|
const sizes = Object.fromEntries(view.fields.map(field => [field.id, field.value]));
|
|
422
|
-
|
|
472
|
+
/*
|
|
473
|
+
A part a joint places, scaled: only its measures change. The shift of its centre that an anchored scale makes is
|
|
474
|
+
the joint's to give -- the face on the joint stays there by itself (user, 2026-09-25: 「'R'모드에서 크기가 변하지 않는다」;
|
|
475
|
+
the shift had been taken for a move of the joint, and the size was dropped).
|
|
476
|
+
*/
|
|
477
|
+
const jointed = !!asset.joints?.some(j => j.body1.part === ownerOf(id));
|
|
478
|
+
const changes = gizmoChanges(id, this.reachOf(id), jointed && result.scale ? { scale: result.scale } : result, sizes);
|
|
423
479
|
if (changes.length) {
|
|
424
480
|
this.run(() => this.session.apply(changes));
|
|
425
481
|
return;
|
|
426
482
|
}
|
|
483
|
+
if (jointed && result.scale) {
|
|
484
|
+
/* Only measures that follow another were pulled: the relation says their size, and it is not broken here. */
|
|
485
|
+
const axes = ['x', 'y', 'z'].filter((_, i) => Math.abs(result.scale[i] - 1) > 1e-4);
|
|
486
|
+
this.error = i18next.t('figure.text.gizmo-size-follows', { part: partLabelOf(id), axis: axes.join(', ').toUpperCase() });
|
|
487
|
+
return this.requestUpdate();
|
|
488
|
+
}
|
|
427
489
|
/*
|
|
428
490
|
A part whose place is worked out (a converted one) has no numbers for the gizmo to write: the drag is added beside
|
|
429
491
|
its rule (`nudge-part`). A part a joint or a fastening places, or a size that is worked out, is refused -- said in
|
|
@@ -432,15 +494,21 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
|
|
|
432
494
|
const body = view.geometry.find(g => g.id === id);
|
|
433
495
|
if (!body)
|
|
434
496
|
return this.requestUpdate();
|
|
435
|
-
if (result.scale && !result.position && !result.rotation) {
|
|
436
|
-
this.error = i18next.t('figure.text.gizmo-size-worked-out', { part: partLabelOf(id) });
|
|
437
|
-
return this.requestUpdate();
|
|
438
|
-
}
|
|
439
497
|
const { by, turn } = nudgeOf(body, result);
|
|
440
|
-
|
|
498
|
+
/* A size worked out from the figure's: the drag's factor beside its rule, so it still follows (V2 scaled any part). */
|
|
499
|
+
const grow = {};
|
|
500
|
+
if (result.scale)
|
|
501
|
+
['x', 'y', 'z'].forEach((axis, i) => Math.abs(result.scale[i] - 1) > 1e-6 && (grow[axis] = Math.round(result.scale[i] * 1e6) / 1e6));
|
|
502
|
+
if (!Object.keys(by).length && !Object.keys(turn).length && !Object.keys(grow).length)
|
|
441
503
|
return this.requestUpdate();
|
|
442
504
|
try {
|
|
443
|
-
this.session.command({
|
|
505
|
+
this.session.command({
|
|
506
|
+
kind: 'nudge-part',
|
|
507
|
+
part: id,
|
|
508
|
+
...(Object.keys(by).length ? { by } : {}),
|
|
509
|
+
...(Object.keys(turn).length ? { turn } : {}),
|
|
510
|
+
...(Object.keys(grow).length ? { grow } : {})
|
|
511
|
+
});
|
|
444
512
|
this.error = '';
|
|
445
513
|
this.changed();
|
|
446
514
|
}
|
|
@@ -611,9 +679,7 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
|
|
|
611
679
|
? i18next.t('figure.text.follow-would-loop')
|
|
612
680
|
: code === 'FASTEN_CYCLE' || code === 'ATTACH_CYCLE'
|
|
613
681
|
? i18next.t('figure.text.fasten-would-loop')
|
|
614
|
-
: error instanceof Error
|
|
615
|
-
? error.message
|
|
616
|
-
: String(error);
|
|
682
|
+
: sizeRangeRefusalOf(error, (key, params) => i18next.t(key, params)) ?? (error instanceof Error ? error.message : String(error));
|
|
617
683
|
}
|
|
618
684
|
}
|
|
619
685
|
changeField(field, event) {
|
|
@@ -803,6 +869,11 @@ let FigureV3Editor = class FigureV3Editor extends LitElement {
|
|
|
803
869
|
})
|
|
804
870
|
: i18next.t(fits ? 'figure.text.repeat-fits-length' : 'figure.text.repeat-fixed-count')}
|
|
805
871
|
</p>
|
|
872
|
+
${asset.joints?.some(j => j.body1.part === this.selected && j.repeat)
|
|
873
|
+
? html `<button act ?disabled=${unavailable} @click=${() => this.run(() => this.session.command({ kind: 'remove-repeat', part: this.selected }))}>
|
|
874
|
+
<md-icon>close</md-icon>${i18next.t('figure.button.remove-repeat')}
|
|
875
|
+
</button>`
|
|
876
|
+
: nothing}
|
|
806
877
|
</section>`;
|
|
807
878
|
}
|
|
808
879
|
/**
|
|
@@ -1079,6 +1150,10 @@ __decorate([
|
|
|
1079
1150
|
property({ attribute: false }),
|
|
1080
1151
|
__metadata("design:type", Object)
|
|
1081
1152
|
], FigureV3Editor.prototype, "budget", void 0);
|
|
1153
|
+
__decorate([
|
|
1154
|
+
property({ attribute: false }),
|
|
1155
|
+
__metadata("design:type", Function)
|
|
1156
|
+
], FigureV3Editor.prototype, "firstSave", void 0);
|
|
1082
1157
|
__decorate([
|
|
1083
1158
|
state(),
|
|
1084
1159
|
__metadata("design:type", Object)
|