@things-factory/figure-ui 10.1.65 → 10.1.67

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Files changed (176) hide show
  1. package/client/graphql/index.ts +0 -45
  2. package/client/modeller/figure-history-panel.ts +6 -145
  3. package/client/modeller/figure-v3-capability.ts +2 -2
  4. package/client/modeller/figure-v3-clips.ts +2 -2
  5. package/client/modeller/figure-v3-controls.ts +2 -2
  6. package/client/modeller/figure-v3-first-save.ts +1 -1
  7. package/client/modeller/figure-v3-links.ts +6 -6
  8. package/client/modeller/figure-v3-material.ts +11 -11
  9. package/client/modeller/figure-v3-parts.ts +7 -10
  10. package/client/modeller/figure-v3-preview.ts +3 -3
  11. package/client/modeller/figure-v3-properties.ts +5 -6
  12. package/client/modeller/figure-v3-verdict.ts +9 -10
  13. package/client/modeller/figure-view.ts +2 -3
  14. package/client/modeller/modeller-route.ts +2 -3
  15. package/client/modeller/scene-budget.ts +0 -14
  16. package/client/modeller/side-panel-styles.ts +5 -5
  17. package/client/modeller/v3-align.ts +16 -6
  18. package/client/modeller/v3-canvas.ts +12 -12
  19. package/client/modeller/v3-clips.ts +1 -1
  20. package/client/modeller/v3-controls.ts +1 -1
  21. package/client/modeller/v3-editor.ts +21 -21
  22. package/client/modeller/v3-fields.ts +1 -1
  23. package/client/modeller/v3-figure-facts.ts +1 -1
  24. package/client/modeller/v3-first-save.ts +3 -4
  25. package/client/modeller/v3-gizmo.ts +5 -5
  26. package/client/modeller/v3-help.ts +1 -1
  27. package/client/modeller/v3-joint-fan.ts +4 -5
  28. package/client/modeller/v3-keys.ts +1 -1
  29. package/client/modeller/v3-links.ts +9 -12
  30. package/client/modeller/v3-maturity.ts +22 -26
  31. package/client/modeller/v3-refusals.ts +17 -0
  32. package/client/modeller/v3-renderer.ts +1 -1
  33. package/client/modeller/v3-stage-model.ts +2 -2
  34. package/client/modeller/v3-thumbnail.ts +1 -3
  35. package/client/pages/figure-v3-modeller-page.ts +8 -11
  36. package/client/types.ts +2 -31
  37. package/dist-client/graphql/index.js +0 -45
  38. package/dist-client/graphql/index.js.map +1 -1
  39. package/dist-client/modeller/figure-history-panel.d.ts +4 -37
  40. package/dist-client/modeller/figure-history-panel.js +8 -154
  41. package/dist-client/modeller/figure-history-panel.js.map +1 -1
  42. package/dist-client/modeller/figure-v3-capability.d.ts +1 -1
  43. package/dist-client/modeller/figure-v3-capability.js +1 -1
  44. package/dist-client/modeller/figure-v3-capability.js.map +1 -1
  45. package/dist-client/modeller/figure-v3-clips.d.ts +2 -2
  46. package/dist-client/modeller/figure-v3-clips.js +2 -2
  47. package/dist-client/modeller/figure-v3-clips.js.map +1 -1
  48. package/dist-client/modeller/figure-v3-controls.d.ts +1 -1
  49. package/dist-client/modeller/figure-v3-controls.js +2 -2
  50. package/dist-client/modeller/figure-v3-controls.js.map +1 -1
  51. package/dist-client/modeller/figure-v3-first-save.d.ts +1 -1
  52. package/dist-client/modeller/figure-v3-first-save.js +1 -1
  53. package/dist-client/modeller/figure-v3-first-save.js.map +1 -1
  54. package/dist-client/modeller/figure-v3-links.d.ts +5 -5
  55. package/dist-client/modeller/figure-v3-links.js +6 -6
  56. package/dist-client/modeller/figure-v3-links.js.map +1 -1
  57. package/dist-client/modeller/figure-v3-material.d.ts +6 -6
  58. package/dist-client/modeller/figure-v3-material.js +11 -11
  59. package/dist-client/modeller/figure-v3-material.js.map +1 -1
  60. package/dist-client/modeller/figure-v3-parts.d.ts +6 -8
  61. package/dist-client/modeller/figure-v3-parts.js +1 -1
  62. package/dist-client/modeller/figure-v3-parts.js.map +1 -1
  63. package/dist-client/modeller/figure-v3-preview.js.map +1 -1
  64. package/dist-client/modeller/figure-v3-properties.d.ts +4 -5
  65. package/dist-client/modeller/figure-v3-properties.js +5 -6
  66. package/dist-client/modeller/figure-v3-properties.js.map +1 -1
  67. package/dist-client/modeller/figure-v3-verdict.d.ts +2 -2
  68. package/dist-client/modeller/figure-v3-verdict.js +9 -10
  69. package/dist-client/modeller/figure-v3-verdict.js.map +1 -1
  70. package/dist-client/modeller/figure-view.d.ts +2 -3
  71. package/dist-client/modeller/figure-view.js.map +1 -1
  72. package/dist-client/modeller/modeller-route.d.ts +2 -3
  73. package/dist-client/modeller/modeller-route.js +2 -3
  74. package/dist-client/modeller/modeller-route.js.map +1 -1
  75. package/dist-client/modeller/scene-budget.d.ts +0 -11
  76. package/dist-client/modeller/scene-budget.js +0 -12
  77. package/dist-client/modeller/scene-budget.js.map +1 -1
  78. package/dist-client/modeller/side-panel-styles.d.ts +2 -2
  79. package/dist-client/modeller/side-panel-styles.js +5 -5
  80. package/dist-client/modeller/side-panel-styles.js.map +1 -1
  81. package/dist-client/modeller/v3-align.d.ts +9 -5
  82. package/dist-client/modeller/v3-align.js +13 -3
  83. package/dist-client/modeller/v3-align.js.map +1 -1
  84. package/dist-client/modeller/v3-canvas.d.ts +4 -4
  85. package/dist-client/modeller/v3-canvas.js +9 -9
  86. package/dist-client/modeller/v3-canvas.js.map +1 -1
  87. package/dist-client/modeller/v3-clips.js.map +1 -1
  88. package/dist-client/modeller/v3-controls.js.map +1 -1
  89. package/dist-client/modeller/v3-editor.d.ts +13 -13
  90. package/dist-client/modeller/v3-editor.js +19 -18
  91. package/dist-client/modeller/v3-editor.js.map +1 -1
  92. package/dist-client/modeller/v3-fields.js.map +1 -1
  93. package/dist-client/modeller/v3-figure-facts.d.ts +1 -1
  94. package/dist-client/modeller/v3-figure-facts.js +1 -1
  95. package/dist-client/modeller/v3-figure-facts.js.map +1 -1
  96. package/dist-client/modeller/v3-first-save.js +3 -4
  97. package/dist-client/modeller/v3-first-save.js.map +1 -1
  98. package/dist-client/modeller/v3-gizmo.d.ts +5 -5
  99. package/dist-client/modeller/v3-gizmo.js +1 -1
  100. package/dist-client/modeller/v3-gizmo.js.map +1 -1
  101. package/dist-client/modeller/v3-help.d.ts +1 -1
  102. package/dist-client/modeller/v3-help.js +1 -1
  103. package/dist-client/modeller/v3-help.js.map +1 -1
  104. package/dist-client/modeller/v3-joint-fan.js +4 -5
  105. package/dist-client/modeller/v3-joint-fan.js.map +1 -1
  106. package/dist-client/modeller/v3-keys.js.map +1 -1
  107. package/dist-client/modeller/v3-links.d.ts +5 -7
  108. package/dist-client/modeller/v3-links.js +6 -8
  109. package/dist-client/modeller/v3-links.js.map +1 -1
  110. package/dist-client/modeller/v3-maturity.d.ts +7 -7
  111. package/dist-client/modeller/v3-maturity.js +20 -24
  112. package/dist-client/modeller/v3-maturity.js.map +1 -1
  113. package/dist-client/modeller/v3-refusals.d.ts +6 -0
  114. package/dist-client/modeller/v3-refusals.js +18 -0
  115. package/dist-client/modeller/v3-refusals.js.map +1 -1
  116. package/dist-client/modeller/v3-renderer.js +1 -1
  117. package/dist-client/modeller/v3-renderer.js.map +1 -1
  118. package/dist-client/modeller/v3-stage-model.js.map +1 -1
  119. package/dist-client/modeller/v3-thumbnail.js +1 -3
  120. package/dist-client/modeller/v3-thumbnail.js.map +1 -1
  121. package/dist-client/pages/figure-v3-modeller-page.d.ts +4 -5
  122. package/dist-client/pages/figure-v3-modeller-page.js +8 -11
  123. package/dist-client/pages/figure-v3-modeller-page.js.map +1 -1
  124. package/dist-client/route.d.ts +1 -1
  125. package/dist-client/tsconfig.fui.tsbuildinfo +1 -1
  126. package/dist-client/tsconfig.tsbuildinfo +1 -1
  127. package/dist-client/types.d.ts +2 -29
  128. package/dist-client/types.js +3 -0
  129. package/dist-client/types.js.map +1 -1
  130. package/docs/v3-product-cutover.md +14 -24
  131. package/package.json +5 -5
  132. package/test/browser/modeller-page.js +6 -7
  133. package/test/browser/modeller.check.mjs +9 -16
  134. package/test/fixtures/joint-column.json +1138 -0
  135. package/test/fixtures/joint-roller.json +872 -0
  136. package/test/fixtures/robot-arm-6dof.json +2776 -0
  137. package/test/i18n-prefix-guard.test.ts +0 -31
  138. package/test/modeller-route.test.ts +2 -3
  139. package/test/v3-align.test.ts +9 -4
  140. package/test/v3-clips.test.ts +1 -1
  141. package/test/v3-controls.test.ts +1 -1
  142. package/test/v3-fields.test.ts +4 -4
  143. package/test/v3-first-save.test.ts +1 -1
  144. package/test/v3-gizmo.test.ts +5 -5
  145. package/test/v3-joint-fan.test.ts +12 -42
  146. package/test/v3-keys.test.ts +1 -1
  147. package/test/v3-layout.test.ts +4 -5
  148. package/test/v3-links.test.ts +3 -3
  149. package/test/v3-material.test.ts +3 -3
  150. package/test/v3-maturity.test.ts +8 -9
  151. package/test/v3-parts-wiring.test.ts +3 -3
  152. package/test/v3-preview.test.ts +1 -1
  153. package/test/v3-product-write.test.ts +1 -1
  154. package/test/v3-properties.test.ts +3 -3
  155. package/test/v3-refusals.test.ts +12 -0
  156. package/test/v3-release-panel.test.ts +5 -5
  157. package/test/v3-scene-canvas.test.ts +2 -2
  158. package/test/v3-theme.test.ts +2 -2
  159. package/test/v3-verdict.test.ts +2 -2
  160. package/test/v3-view.test.ts +2 -2
  161. package/translations/en.json +2 -143
  162. package/translations/ja.json +2 -143
  163. package/translations/ko.json +2 -143
  164. package/translations/ms.json +2 -143
  165. package/translations/zh.json +2 -143
  166. package/client/modeller/figure-source.ts +0 -437
  167. package/client/modeller/part-edits.ts +0 -312
  168. package/dist-client/modeller/figure-source.d.ts +0 -238
  169. package/dist-client/modeller/figure-source.js +0 -193
  170. package/dist-client/modeller/figure-source.js.map +0 -1
  171. package/dist-client/modeller/part-edits.d.ts +0 -89
  172. package/dist-client/modeller/part-edits.js +0 -270
  173. package/dist-client/modeller/part-edits.js.map +0 -1
  174. package/test/expect.ts +0 -57
  175. package/test/figure-source.test.ts +0 -511
  176. package/test/part-edits.test.ts +0 -350
@@ -1,13 +1,13 @@
1
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  import { css } from 'lit';
2
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  /**
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- * The side panel's one look -- V2's inspector, for every element that draws in the V3 modeller's side.
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+ * The side panel's one look, for every element that draws in the modeller's side.
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  *
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  * The side is drawn by several elements (the type field, the figure's properties, a part's values, fastening, places,
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  * motion, material, controls, clips, the environment) and each had styled its own fields: three label styles and
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  * three field heights in one column (user, 2026-09-24: "why are the styles and layout all different?"). They share
8
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  * this sheet now and keep only what is theirs.
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  *
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- * The vocabulary, V2's:
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+ * The vocabulary:
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  * section one titled group; the side is a stack of them
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  * h3 a group's title -- small capitals
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  * div[inline-field] a short label and its one field on one line
@@ -27,7 +27,7 @@ export const SidePanelStyles = css `
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  font-size: 0.76rem;
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  color: var(--md-sys-color-on-surface);
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  }
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- /* The side is a stack of sections, each a titled group (V2's inspector). */
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+ /* The side is a stack of sections, each a titled group. */
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  section {
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  display: grid;
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  gap: 6px;
@@ -100,7 +100,7 @@ export const SidePanelStyles = css `
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  div[vector-row] + div[inline-field] {
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  margin-top: 5px;
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  }
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- /* A row of icon tools (align, mirror, snap), as V2's placement section had them. */
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+ /* A row of icon tools (align, mirror, snap). */
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  div[tools] {
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  display: flex;
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  flex-wrap: wrap;
@@ -269,7 +269,7 @@ export const SidePanelStyles = css `
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  font-size: 0.76rem;
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  color: var(--md-sys-color-on-surface);
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  }
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- /* The 「?」 beside a title: no border, it says there is more rather than asking to be pressed (V2). */
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+ /* The 「?」 beside a title: no border, it says there is more rather than asking to be pressed. */
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  button[help] {
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  display: inline-flex;
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  align-items: center;
@@ -1 +1 @@
1
- {"version":3,"file":"side-panel-styles.js","sourceRoot":"","sources":["../../client/modeller/side-panel-styles.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,KAAK,CAAA;AAEzB;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,CAAC,MAAM,eAAe,GAAG,GAAG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqTjC,CAAA","sourcesContent":["import { css } from 'lit'\n\n/**\n * The side panel's one look -- V2's inspector, for every element that draws in the V3 modeller's side.\n *\n * The side is drawn by several elements (the type field, the figure's properties, a part's values, fastening, places,\n * motion, material, controls, clips, the environment) and each had styled its own fields: three label styles and\n * three field heights in one column (user, 2026-09-24: \"why are the styles and layout all different?\"). They share\n * this sheet now and keep only what is theirs.\n *\n * The vocabulary, V2's:\n * section one titled group; the side is a stack of them\n * h3 a group's title -- small capitals\n * div[inline-field] a short label and its one field on one line\n * div[field] a label above a full-width field\n * div[form] short labels beside their fields, the fields starting on one line\n * div[vector-row] a title, then X · Y · Z in one row of cells with the axis inside (`div[triple]` of\n * `div[cell]`) -- three values read together, as vector tools lay them out\n * div[pair] two controls side by side\n * label[toggle] a checkbox and its words\n * p[hint] · small the quiet line under a field\n * button[act] an action under the fields it acts on\n * [scrub] a label dragged sideways to scrub its field\n */\nexport const SidePanelStyles = css`\n :host {\n --figure-control-height: 30px;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n /* The side is a stack of sections, each a titled group (V2's inspector). */\n section {\n display: grid;\n gap: 6px;\n padding: 8px 10px;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n section > h3 {\n margin: 0;\n }\n section div[field] + div[field],\n section div[inline-field] + div[inline-field],\n section div[vector-row] + div[vector-row] {\n margin-top: 0;\n }\n h3 {\n display: flex;\n align-items: center;\n gap: 4px;\n margin: 14px 0 6px;\n font-size: var(--ui-t-micro, 11px);\n font-weight: 700;\n letter-spacing: 0.04em;\n text-transform: uppercase;\n color: var(--md-sys-color-on-surface-variant);\n }\n h3:first-child {\n margin-top: 0;\n }\n label,\n div[form] > span {\n font-size: 0.68rem;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[field] {\n display: grid;\n gap: 2px;\n }\n div[field] + div[field],\n div[field] + div[form],\n div[form] + div[field],\n div[vector-row] + div[vector-row],\n div[vector-row] + div[field],\n div[field] + div[vector-row] {\n margin-top: 5px;\n }\n div[form],\n div[inline-field],\n div[vector-row] {\n display: grid;\n grid-template-columns: 64px minmax(0, 1fr);\n align-items: center;\n gap: 5px 7px;\n }\n div[form] > span,\n div[inline-field] > label,\n div[vector-row] > label {\n overflow-wrap: anywhere;\n white-space: normal;\n }\n /* A value read, not edited, beside its label: the field's size and colour, not the page's. */\n div[inline-field] > span[value] {\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n label span[unit] {\n color: var(--md-sys-color-outline);\n }\n div[inline-field] + div[inline-field],\n div[inline-field] + div[vector-row],\n div[vector-row] + div[inline-field] {\n margin-top: 5px;\n }\n /* A row of icon tools (align, mirror, snap), as V2's placement section had them. */\n div[tools] {\n display: flex;\n flex-wrap: wrap;\n gap: 4px;\n }\n div[tools] button {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n width: 30px;\n height: 28px;\n padding: 0;\n color: var(--md-sys-color-on-surface);\n background: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n cursor: pointer;\n }\n div[tools] button:hover:not(:disabled) {\n background: var(--md-sys-color-surface-container);\n }\n div[tools] button:disabled {\n opacity: 0.45;\n cursor: default;\n }\n div[tools] md-icon {\n font-size: 17px;\n width: 17px;\n height: 17px;\n }\n div[pair] {\n display: flex;\n gap: 4px;\n }\n div[pair] > * {\n flex: 1;\n min-width: 0;\n }\n div[triple] {\n display: grid;\n grid-template-columns: repeat(3, minmax(0, 1fr));\n gap: 4px;\n }\n input,\n select {\n width: 100%;\n min-width: 0;\n min-height: var(--figure-control-height);\n box-sizing: border-box;\n padding: 4px 7px;\n font: inherit;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n }\n input[type='checkbox'],\n input[type='radio'] {\n width: auto;\n min-height: 0;\n }\n /* A thin track and a small thumb: a slider is a line to drag along, not a block (user, 2026-09-24). */\n input[type='range'] {\n -webkit-appearance: none;\n appearance: none;\n min-height: 16px;\n height: 16px;\n padding: 0;\n border: none;\n background: transparent;\n cursor: pointer;\n }\n input[type='range']::-webkit-slider-runnable-track {\n height: 3px;\n border-radius: 2px;\n background: var(--md-sys-color-outline-variant);\n }\n input[type='range']::-webkit-slider-thumb {\n -webkit-appearance: none;\n width: 12px;\n height: 12px;\n margin-top: -4.5px;\n border: none;\n border-radius: 50%;\n background: var(--md-sys-color-primary);\n }\n input[type='range']::-moz-range-track {\n height: 3px;\n border-radius: 2px;\n background: var(--md-sys-color-outline-variant);\n }\n input[type='range']::-moz-range-thumb {\n width: 12px;\n height: 12px;\n border: none;\n border-radius: 50%;\n background: var(--md-sys-color-primary);\n }\n input[type='range']:focus {\n outline: none;\n }\n input[type='range']:focus-visible::-webkit-slider-thumb {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: 2px;\n }\n input[type='color'] {\n padding: 2px;\n width: 40px;\n }\n input:focus,\n select:focus {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: -1px;\n }\n input:disabled,\n select:disabled {\n opacity: 0.6;\n }\n /* A number with its axis inside the cell, on the left. */\n div[cell] {\n display: flex;\n box-sizing: border-box;\n height: var(--figure-control-height);\n align-items: center;\n gap: 2px;\n padding-left: 6px;\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n }\n div[cell]:focus-within {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: -1px;\n border-color: transparent;\n }\n /* A label that scrubs its field when dragged sideways (vector tools' way). */\n [scrub] {\n cursor: ew-resize;\n user-select: none;\n touch-action: none;\n }\n div[cell] span[axis] {\n flex: none;\n font-size: 0.64rem;\n letter-spacing: 0.02em;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[cell] input {\n min-height: 0;\n height: calc(var(--figure-control-height) - 2px);\n padding: 4px 6px 4px 2px;\n font-family: var(--mono-font, monospace);\n text-align: right;\n background: none;\n border: none;\n border-radius: 0;\n }\n div[cell] input:focus {\n outline: none;\n }\n label[toggle] {\n display: flex;\n align-items: center;\n gap: 6px;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n /* The 「?」 beside a title: no border, it says there is more rather than asking to be pressed (V2). */\n button[help] {\n display: inline-flex;\n align-items: center;\n padding: 0;\n margin: 0;\n color: var(--md-sys-color-outline);\n background: none;\n border: none;\n cursor: pointer;\n }\n button[help] md-icon {\n font-size: 13px;\n width: 13px;\n height: 13px;\n }\n button[help]:hover,\n button[help][aria-expanded='true'] {\n color: var(--md-sys-color-primary);\n }\n p[hint],\n small {\n display: block;\n margin: 2px 0 4px;\n font-size: 0.68rem;\n line-height: 1.5;\n color: var(--md-sys-color-on-surface-variant);\n }\n p[hint] {\n padding-left: 6px;\n border-left: 2px solid var(--md-sys-color-outline-variant);\n }\n button[act] {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n gap: 4px;\n width: 100%;\n margin-top: 4px;\n padding: 3px 8px;\n min-height: 28px;\n font: inherit;\n font-size: 0.72rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n cursor: pointer;\n }\n button[act]:hover:not(:disabled) {\n background-color: var(--md-sys-color-surface-container-high);\n }\n button[act]:disabled {\n opacity: 0.5;\n cursor: default;\n }\n button[act] md-icon {\n font-size: 15px;\n width: 15px;\n height: 15px;\n }\n`\n"]}
1
+ {"version":3,"file":"side-panel-styles.js","sourceRoot":"","sources":["../../client/modeller/side-panel-styles.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,KAAK,CAAA;AAEzB;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,CAAC,MAAM,eAAe,GAAG,GAAG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqTjC,CAAA","sourcesContent":["import { css } from 'lit'\n\n/**\n * The side panel's one look, for every element that draws in the modeller's side.\n *\n * The side is drawn by several elements (the type field, the figure's properties, a part's values, fastening, places,\n * motion, material, controls, clips, the environment) and each had styled its own fields: three label styles and\n * three field heights in one column (user, 2026-09-24: \"why are the styles and layout all different?\"). They share\n * this sheet now and keep only what is theirs.\n *\n * The vocabulary:\n * section one titled group; the side is a stack of them\n * h3 a group's title -- small capitals\n * div[inline-field] a short label and its one field on one line\n * div[field] a label above a full-width field\n * div[form] short labels beside their fields, the fields starting on one line\n * div[vector-row] a title, then X · Y · Z in one row of cells with the axis inside (`div[triple]` of\n * `div[cell]`) -- three values read together, as vector tools lay them out\n * div[pair] two controls side by side\n * label[toggle] a checkbox and its words\n * p[hint] · small the quiet line under a field\n * button[act] an action under the fields it acts on\n * [scrub] a label dragged sideways to scrub its field\n */\nexport const SidePanelStyles = css`\n :host {\n --figure-control-height: 30px;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n /* The side is a stack of sections, each a titled group. */\n section {\n display: grid;\n gap: 6px;\n padding: 8px 10px;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n section > h3 {\n margin: 0;\n }\n section div[field] + div[field],\n section div[inline-field] + div[inline-field],\n section div[vector-row] + div[vector-row] {\n margin-top: 0;\n }\n h3 {\n display: flex;\n align-items: center;\n gap: 4px;\n margin: 14px 0 6px;\n font-size: var(--ui-t-micro, 11px);\n font-weight: 700;\n letter-spacing: 0.04em;\n text-transform: uppercase;\n color: var(--md-sys-color-on-surface-variant);\n }\n h3:first-child {\n margin-top: 0;\n }\n label,\n div[form] > span {\n font-size: 0.68rem;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[field] {\n display: grid;\n gap: 2px;\n }\n div[field] + div[field],\n div[field] + div[form],\n div[form] + div[field],\n div[vector-row] + div[vector-row],\n div[vector-row] + div[field],\n div[field] + div[vector-row] {\n margin-top: 5px;\n }\n div[form],\n div[inline-field],\n div[vector-row] {\n display: grid;\n grid-template-columns: 64px minmax(0, 1fr);\n align-items: center;\n gap: 5px 7px;\n }\n div[form] > span,\n div[inline-field] > label,\n div[vector-row] > label {\n overflow-wrap: anywhere;\n white-space: normal;\n }\n /* A value read, not edited, beside its label: the field's size and colour, not the page's. */\n div[inline-field] > span[value] {\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n label span[unit] {\n color: var(--md-sys-color-outline);\n }\n div[inline-field] + div[inline-field],\n div[inline-field] + div[vector-row],\n div[vector-row] + div[inline-field] {\n margin-top: 5px;\n }\n /* A row of icon tools (align, mirror, snap). */\n div[tools] {\n display: flex;\n flex-wrap: wrap;\n gap: 4px;\n }\n div[tools] button {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n width: 30px;\n height: 28px;\n padding: 0;\n color: var(--md-sys-color-on-surface);\n background: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n cursor: pointer;\n }\n div[tools] button:hover:not(:disabled) {\n background: var(--md-sys-color-surface-container);\n }\n div[tools] button:disabled {\n opacity: 0.45;\n cursor: default;\n }\n div[tools] md-icon {\n font-size: 17px;\n width: 17px;\n height: 17px;\n }\n div[pair] {\n display: flex;\n gap: 4px;\n }\n div[pair] > * {\n flex: 1;\n min-width: 0;\n }\n div[triple] {\n display: grid;\n grid-template-columns: repeat(3, minmax(0, 1fr));\n gap: 4px;\n }\n input,\n select {\n width: 100%;\n min-width: 0;\n min-height: var(--figure-control-height);\n box-sizing: border-box;\n padding: 4px 7px;\n font: inherit;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n }\n input[type='checkbox'],\n input[type='radio'] {\n width: auto;\n min-height: 0;\n }\n /* A thin track and a small thumb: a slider is a line to drag along, not a block (user, 2026-09-24). */\n input[type='range'] {\n -webkit-appearance: none;\n appearance: none;\n min-height: 16px;\n height: 16px;\n padding: 0;\n border: none;\n background: transparent;\n cursor: pointer;\n }\n input[type='range']::-webkit-slider-runnable-track {\n height: 3px;\n border-radius: 2px;\n background: var(--md-sys-color-outline-variant);\n }\n input[type='range']::-webkit-slider-thumb {\n -webkit-appearance: none;\n width: 12px;\n height: 12px;\n margin-top: -4.5px;\n border: none;\n border-radius: 50%;\n background: var(--md-sys-color-primary);\n }\n input[type='range']::-moz-range-track {\n height: 3px;\n border-radius: 2px;\n background: var(--md-sys-color-outline-variant);\n }\n input[type='range']::-moz-range-thumb {\n width: 12px;\n height: 12px;\n border: none;\n border-radius: 50%;\n background: var(--md-sys-color-primary);\n }\n input[type='range']:focus {\n outline: none;\n }\n input[type='range']:focus-visible::-webkit-slider-thumb {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: 2px;\n }\n input[type='color'] {\n padding: 2px;\n width: 40px;\n }\n input:focus,\n select:focus {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: -1px;\n }\n input:disabled,\n select:disabled {\n opacity: 0.6;\n }\n /* A number with its axis inside the cell, on the left. */\n div[cell] {\n display: flex;\n box-sizing: border-box;\n height: var(--figure-control-height);\n align-items: center;\n gap: 2px;\n padding-left: 6px;\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n }\n div[cell]:focus-within {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: -1px;\n border-color: transparent;\n }\n /* A label that scrubs its field when dragged sideways (vector tools' way). */\n [scrub] {\n cursor: ew-resize;\n user-select: none;\n touch-action: none;\n }\n div[cell] span[axis] {\n flex: none;\n font-size: 0.64rem;\n letter-spacing: 0.02em;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[cell] input {\n min-height: 0;\n height: calc(var(--figure-control-height) - 2px);\n padding: 4px 6px 4px 2px;\n font-family: var(--mono-font, monospace);\n text-align: right;\n background: none;\n border: none;\n border-radius: 0;\n }\n div[cell] input:focus {\n outline: none;\n }\n label[toggle] {\n display: flex;\n align-items: center;\n gap: 6px;\n font-size: 0.76rem;\n color: var(--md-sys-color-on-surface);\n }\n /* The 「?」 beside a title: no border, it says there is more rather than asking to be pressed. */\n button[help] {\n display: inline-flex;\n align-items: center;\n padding: 0;\n margin: 0;\n color: var(--md-sys-color-outline);\n background: none;\n border: none;\n cursor: pointer;\n }\n button[help] md-icon {\n font-size: 13px;\n width: 13px;\n height: 13px;\n }\n button[help]:hover,\n button[help][aria-expanded='true'] {\n color: var(--md-sys-color-primary);\n }\n p[hint],\n small {\n display: block;\n margin: 2px 0 4px;\n font-size: 0.68rem;\n line-height: 1.5;\n color: var(--md-sys-color-on-surface-variant);\n }\n p[hint] {\n padding-left: 6px;\n border-left: 2px solid var(--md-sys-color-outline-variant);\n }\n button[act] {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n gap: 4px;\n width: 100%;\n margin-top: 4px;\n padding: 3px 8px;\n min-height: 28px;\n font: inherit;\n font-size: 0.72rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 6px;\n cursor: pointer;\n }\n button[act]:hover:not(:disabled) {\n background-color: var(--md-sys-color-surface-container-high);\n }\n button[act]:disabled {\n opacity: 0.5;\n cursor: default;\n }\n button[act] md-icon {\n font-size: 15px;\n width: 15px;\n height: 15px;\n }\n`\n"]}
@@ -1,11 +1,10 @@
1
1
  import type { V3Asset, V3InputChange, V3WorldBox } from '@hatiolab/figure-model';
2
2
  import type { GizmoReach } from './v3-gizmo.js';
3
3
  /**
4
- * 맞추기 — the V2 inspector's align tools on a V3 part (parity row ③): centre on X, centre on Z, stand on the floor,
4
+ * 맞추기 — the align tools on a part: centre on X, centre on Z, stand on the floor,
5
5
  * mirror on X or Z, snap to the grid.
6
6
  *
7
- * V2 measured against its base box, which ran from 0 to its size on each axis. A V3 asset's frame has the floor at
8
- * y 0 and X and Z centred on 0, so centring puts the part's box centre on 0 and the floor puts its lowest point on
7
+ * The asset's frame has the floor at y 0 and X and Z centred on 0, so centring puts the part's box centre on 0 and the floor puts its lowest point on
9
8
  * y 0. The part's box is its evaluated, rotated extent (`v3OccupiedBoxesOf`), so a turned part lands by what it
10
9
  * actually covers, not by its unturned size.
11
10
  *
@@ -14,7 +13,7 @@ import type { GizmoReach } from './v3-gizmo.js';
14
13
  */
15
14
  export type AlignTool = 'centre-x' | 'centre-z' | 'floor' | 'snap';
16
15
  export declare function boxOf(asset: V3Asset, part: string): V3WorldBox | undefined;
17
- /** The grid V2 snaps to: about five steps across the figure, on 1 · 2 · 5 multiples. */
16
+ /** The snapping grid: about five steps across the figure, on 1 · 2 · 5 multiples. */
18
17
  export declare function gridStepOf(asset: V3Asset): number;
19
18
  export declare function alignChanges(asset: V3Asset, part: string, reach: GizmoReach, tool: AlignTool): V3InputChange[];
20
19
  /**
@@ -22,5 +21,10 @@ export declare function alignChanges(asset: V3Asset, part: string, reach: GizmoR
22
21
  * `duplicate-part` first; this is the position the copy is then given.
23
22
  */
24
23
  export declare function mirrorChanges(asset: V3Asset, part: string, copy: string, axis: 'x' | 'z'): V3InputChange[];
25
- /** Mirroring a part that already sits on the centre plane would put the copy inside it — V2 refuses it too. */
24
+ /** Mirroring a part that already sits on the centre plane would put the copy inside it, so it is refused. */
26
25
  export declare function canMirror(asset: V3Asset, part: string, axis: 'x' | 'z', reach: GizmoReach): boolean;
26
+ /**
27
+ * A **readable** grid step for a length: about five cells, rounded up to a 1, 2 or 5 multiple as rulers and charts do.
28
+ * Divided plainly it gives 27 or 33, and coordinates snapped to that read as 54 and 81. Never 0.
29
+ */
30
+ export declare function niceStep(span: number): number;
@@ -1,11 +1,10 @@
1
1
  import { compileV3Asset, v3OccupiedBoxesOf, v3WritersOf } from '@hatiolab/figure-model';
2
- import { niceStep } from './part-edits.js';
3
2
  const AXES = ['x', 'y', 'z'];
4
3
  export function boxOf(asset, part) {
5
4
  const geometry = compileV3Asset(asset).evaluate().geometry;
6
5
  return v3OccupiedBoxesOf(geometry, v3WritersOf(asset)).find(box => box.part === part);
7
6
  }
8
- /** The grid V2 snaps to: about five steps across the figure, on 1 · 2 · 5 multiples. */
7
+ /** The snapping grid: about five steps across the figure, on 1 · 2 · 5 multiples. */
9
8
  export function gridStepOf(asset) {
10
9
  const geometry = compileV3Asset(asset).evaluate().geometry;
11
10
  const boxes = v3OccupiedBoxesOf(geometry, v3WritersOf(asset));
@@ -57,9 +56,20 @@ export function mirrorChanges(asset, part, copy, axis) {
57
56
  const id = `${part}.position.${axis}`;
58
57
  return [{ kind: 'set-design', input: `${copy}.position.${axis}`, unit: 'mm', value: Math.round((asset.designInputs[id] ?? 0) - 2 * box.centre[axis]) }];
59
58
  }
60
- /** Mirroring a part that already sits on the centre plane would put the copy inside it — V2 refuses it too. */
59
+ /** Mirroring a part that already sits on the centre plane would put the copy inside it, so it is refused. */
61
60
  export function canMirror(asset, part, axis, reach) {
62
61
  const box = reach.translate ? boxOf(asset, part) : undefined;
63
62
  return !!box && Math.abs(box.centre[axis]) >= 0.5;
64
63
  }
64
+ /**
65
+ * A **readable** grid step for a length: about five cells, rounded up to a 1, 2 or 5 multiple as rulers and charts do.
66
+ * Divided plainly it gives 27 or 33, and coordinates snapped to that read as 54 and 81. Never 0.
67
+ */
68
+ export function niceStep(span) {
69
+ const raw = Math.max(span, 1) / 5;
70
+ const magnitude = Math.pow(10, Math.floor(Math.log10(raw)));
71
+ const n = raw / magnitude;
72
+ const multiple = n < 1.5 ? 1 : n < 3.5 ? 2 : n < 7.5 ? 5 : 10;
73
+ return Math.max(1, multiple * magnitude);
74
+ }
65
75
  //# sourceMappingURL=v3-align.js.map
@@ -1 +1 @@
1
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A V3 asset's frame has the floor at\n * y 0 and X and Z centred on 0, so centring puts the part's box centre on 0 and the floor puts its lowest point on\n * y 0. The part's box is its evaluated, rotated extent (`v3OccupiedBoxesOf`), so a turned part lands by what it\n * actually covers, not by its unturned size.\n *\n * Every tool writes the part's own position (and, for snap, size) inputs — the same ones the gizmo writes, and only\n * where the gizmo could (`GizmoReach`).\n */\nexport type AlignTool = 'centre-x' | 'centre-z' | 'floor' | 'snap'\n\nconst AXES = ['x', 'y', 'z'] as const\n\nexport function boxOf(asset: V3Asset, part: string): V3WorldBox | undefined {\n const geometry = compileV3Asset(asset).evaluate().geometry\n return v3OccupiedBoxesOf(geometry, v3WritersOf(asset)).find(box => box.part === part)\n}\n\n/** The grid V2 snaps to: about five steps across the figure, on 1 · 2 · 5 multiples. */\nexport function gridStepOf(asset: V3Asset): number {\n const geometry = compileV3Asset(asset).evaluate().geometry\n const boxes = v3OccupiedBoxesOf(geometry, v3WritersOf(asset))\n if (!boxes.length) return 1\n const span = Math.max(\n ...AXES.map(axis => {\n const lo = Math.min(...boxes.map(b => b.centre[axis] - b.extent[axis] / 2))\n const hi = Math.max(...boxes.map(b => b.centre[axis] + b.extent[axis] / 2))\n return hi - lo\n })\n )\n return niceStep(span)\n}\n\nexport function alignChanges(asset: V3Asset, part: string, reach: GizmoReach, tool: AlignTool): V3InputChange[] {\n if (!reach.translate) return []\n const box = boxOf(asset, part)\n if (!box) return []\n const value = (id: string) => asset.designInputs[id] ?? 0\n const set = (input: string, next: number): V3InputChange => ({ kind: 'set-design', input, unit: 'mm', value: Math.round(next) })\n const at = (axis: 'x' | 'y' | 'z') => `${part}.position.${axis}`\n switch (tool) {\n case 'centre-x':\n return [set(at('x'), value(at('x')) - box.centre.x)]\n case 'centre-z':\n return [set(at('z'), value(at('z')) - box.centre.z)]\n case 'floor':\n return [set(at('y'), value(at('y')) - (box.centre.y - box.extent.y / 2))]\n case 'snap': {\n const step = gridStepOf(asset)\n const round = (n: number) => Math.round(n / step) * step\n const changes = AXES.map(axis => set(at(axis), round(value(at(axis)))))\n /* A size never snaps to 0 — the part would look gone. */\n if (reach.scale && reach.sizes)\n for (const id of reach.sizes) changes.push(set(id, Math.max(step, round(value(id)))))\n return changes\n }\n }\n}\n\n/**\n * Where a mirrored copy goes: the same distance on the other side of the centre plane. The copy is made by\n * `duplicate-part` first; this is the position the copy is then given.\n */\nexport function mirrorChanges(asset: V3Asset, part: string, copy: string, axis: 'x' | 'z'): V3InputChange[] {\n const box = boxOf(asset, part)\n if (!box) return []\n const id = `${part}.position.${axis}`\n return [{ kind: 'set-design', input: `${copy}.position.${axis}`, unit: 'mm', value: Math.round((asset.designInputs[id] ?? 0) - 2 * box.centre[axis]) }]\n}\n\n/** Mirroring a part that already sits on the centre plane would put the copy inside it — V2 refuses it too. */\nexport function canMirror(asset: V3Asset, part: string, axis: 'x' | 'z', reach: GizmoReach): boolean {\n const box = reach.translate ? boxOf(asset, part) : undefined\n return !!box && Math.abs(box.centre[axis]) >= 0.5\n}\n"]}
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The part's box is its evaluated, rotated extent (`v3OccupiedBoxesOf`), so a turned part lands by what it\n * actually covers, not by its unturned size.\n *\n * Every tool writes the part's own position (and, for snap, size) inputs — the same ones the gizmo writes, and only\n * where the gizmo could (`GizmoReach`).\n */\nexport type AlignTool = 'centre-x' | 'centre-z' | 'floor' | 'snap'\n\nconst AXES = ['x', 'y', 'z'] as const\n\nexport function boxOf(asset: V3Asset, part: string): V3WorldBox | undefined {\n const geometry = compileV3Asset(asset).evaluate().geometry\n return v3OccupiedBoxesOf(geometry, v3WritersOf(asset)).find(box => box.part === part)\n}\n\n/** The snapping grid: about five steps across the figure, on 1 · 2 · 5 multiples. */\nexport function gridStepOf(asset: V3Asset): number {\n const geometry = compileV3Asset(asset).evaluate().geometry\n const boxes = v3OccupiedBoxesOf(geometry, v3WritersOf(asset))\n if (!boxes.length) return 1\n const span = Math.max(\n ...AXES.map(axis => {\n const lo = Math.min(...boxes.map(b => b.centre[axis] - b.extent[axis] / 2))\n const hi = Math.max(...boxes.map(b => b.centre[axis] + b.extent[axis] / 2))\n return hi - lo\n })\n )\n return niceStep(span)\n}\n\nexport function alignChanges(asset: V3Asset, part: string, reach: GizmoReach, tool: AlignTool): V3InputChange[] {\n if (!reach.translate) return []\n const box = boxOf(asset, part)\n if (!box) return []\n const value = (id: string) => asset.designInputs[id] ?? 0\n const set = (input: string, next: number): V3InputChange => ({ kind: 'set-design', input, unit: 'mm', value: Math.round(next) })\n const at = (axis: 'x' | 'y' | 'z') => `${part}.position.${axis}`\n switch (tool) {\n case 'centre-x':\n return [set(at('x'), value(at('x')) - box.centre.x)]\n case 'centre-z':\n return [set(at('z'), value(at('z')) - box.centre.z)]\n case 'floor':\n return [set(at('y'), value(at('y')) - (box.centre.y - box.extent.y / 2))]\n case 'snap': {\n const step = gridStepOf(asset)\n const round = (n: number) => Math.round(n / step) * step\n const changes = AXES.map(axis => set(at(axis), round(value(at(axis)))))\n /* A size never snaps to 0 — the part would look gone. */\n if (reach.scale && reach.sizes)\n for (const id of reach.sizes) changes.push(set(id, Math.max(step, round(value(id)))))\n return changes\n }\n }\n}\n\n/**\n * Where a mirrored copy goes: the same distance on the other side of the centre plane. The copy is made by\n * `duplicate-part` first; this is the position the copy is then given.\n */\nexport function mirrorChanges(asset: V3Asset, part: string, copy: string, axis: 'x' | 'z'): V3InputChange[] {\n const box = boxOf(asset, part)\n if (!box) return []\n const id = `${part}.position.${axis}`\n return [{ kind: 'set-design', input: `${copy}.position.${axis}`, unit: 'mm', value: Math.round((asset.designInputs[id] ?? 0) - 2 * box.centre[axis]) }]\n}\n\n/** Mirroring a part that already sits on the centre plane would put the copy inside it, so it is refused. */\nexport function canMirror(asset: V3Asset, part: string, axis: 'x' | 'z', reach: GizmoReach): boolean {\n const box = reach.translate ? boxOf(asset, part) : undefined\n return !!box && Math.abs(box.centre[axis]) >= 0.5\n}\n\n/**\n * A **readable** grid step for a length: about five cells, rounded up to a 1, 2 or 5 multiple as rulers and charts do.\n * Divided plainly it gives 27 or 33, and coordinates snapped to that read as 54 and 81. Never 0.\n */\nexport function niceStep(span: number): number {\n const raw = Math.max(span, 1) / 5\n const magnitude = Math.pow(10, Math.floor(Math.log10(raw)))\n const n = raw / magnitude\n const multiple = n < 1.5 ? 1 : n < 3.5 ? 2 : n < 7.5 ? 5 : 10\n return Math.max(1, multiple * magnitude)\n}\n"]}
@@ -15,7 +15,7 @@ export declare class FigureV3Canvas extends LitElement {
15
15
  /**
16
16
  * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up
17
17
  * off screen (`v3-thumbnail.ts`); the scene settles its components as it builds them, and a change told from there
18
- * would reach the editor as an edit (V2's `viewOnly`, for the same reason).
18
+ * would reach the editor as an edit.
19
19
  */
20
20
  viewOnly: boolean;
21
21
  /** Where the selected part turns and how far (`v3-joint-fan`): shown, never picked, never saved. */
@@ -33,12 +33,12 @@ export declare class FigureV3Canvas extends LitElement {
33
33
  disconnectedCallback(): void;
34
34
  /**
35
35
  * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's
36
- * `toDataURL` renders the 2D board (a white sheet, V2 found), and the 3D renderer keeps no drawing buffer, so the
36
+ * `toDataURL` renders the 2D board (a white sheet), and the 3D renderer keeps no drawing buffer, so the
37
37
  * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not
38
- * faked (V2's `snapshot`, lost when this canvas moved onto the scene -- no card had a picture since, user 2026-09-24).
38
+ * faked (user, 2026-09-24: no card had a picture after this canvas moved onto the scene).
39
39
  */
40
40
  snapshot(width?: number, height?: number): Promise<string | undefined>;
41
- /** The whole figure in view: the board's fit, then the 3D camera's own, as V2 did. */
41
+ /** The whole figure in view: the board's fit, then the 3D camera's own. */
42
42
  fit(): void;
43
43
  /** The gizmo in a mode on the selected part, as W, E and R do with the canvas focused -- the scene's toggle. */
44
44
  gizmo(mode: 'translate' | 'rotate' | 'scale'): void;
@@ -25,7 +25,7 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
25
25
  /**
26
26
  * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up
27
27
  * off screen (`v3-thumbnail.ts`); the scene settles its components as it builds them, and a change told from there
28
- * would reach the editor as an edit (V2's `viewOnly`, for the same reason).
28
+ * would reach the editor as an edit.
29
29
  */
30
30
  this.viewOnly = false;
31
31
  /** Where the selected part turns and how far (`v3-joint-fan`): shown, never picked, never saved. */
@@ -96,9 +96,9 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
96
96
  }
97
97
  /**
98
98
  * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's
99
- * `toDataURL` renders the 2D board (a white sheet, V2 found), and the 3D renderer keeps no drawing buffer, so the
99
+ * `toDataURL` renders the 2D board (a white sheet), and the 3D renderer keeps no drawing buffer, so the
100
100
  * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not
101
- * faked (V2's `snapshot`, lost when this canvas moved onto the scene -- no card had a picture since, user 2026-09-24).
101
+ * faked (user, 2026-09-24: no card had a picture after this canvas moved onto the scene).
102
102
  */
103
103
  async snapshot(width = 480, height = 360) {
104
104
  const layer = this.scene?.root;
@@ -114,7 +114,7 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
114
114
  return undefined;
115
115
  }
116
116
  }
117
- /** The whole figure in view: the board's fit, then the 3D camera's own, as V2 did. */
117
+ /** The whole figure in view: the board's fit, then the 3D camera's own. */
118
118
  fit() {
119
119
  this.scene?.fit?.('ratio');
120
120
  this.scene?.root?.fitCameraToModel?.();
@@ -155,7 +155,7 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
155
155
  height: needed.height,
156
156
  depth: needed.depth,
157
157
  threed: true,
158
- /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large (V2). */
158
+ /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large. */
159
159
  pixelRatio: Math.min(3, (window.devicePixelRatio || 1) * 2),
160
160
  ...sceneLook(this.view ?? DEFAULT_VIEW),
161
161
  gridStep: niceGridStep(Math.max(needed.width, needed.height)),
@@ -163,7 +163,7 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
163
163
  fillStyle: PAPER,
164
164
  components: this.components()
165
165
  },
166
- /* Editing mode: the camera view buttons, gizmo modes, help and keys V2's canvas had. */
166
+ /* Editing mode: the camera view buttons, gizmo modes, help and keys. */
167
167
  mode: 1
168
168
  });
169
169
  this.standingFor = this.context;
@@ -253,7 +253,7 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
253
253
  });
254
254
  /*
255
255
  A change comes up to the board with the component in the last argument's `origin` (the scene appends
256
- { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing (V2).
256
+ { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing.
257
257
  */
258
258
  /*
259
259
  A drag is written once, when it ends. The scene's gizmo writes the component on every move -- a size anchored on
@@ -285,8 +285,8 @@ let FigureV3Canvas = class FigureV3Canvas extends LitElement {
285
285
  commit() {
286
286
  /*
287
287
  Not while a pointer is down: a pause set by a change just before the press (the arrow keys, the scene settling
288
- the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a converted part became
289
- two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.
288
+ the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a part placed by a rule
289
+ became two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.
290
290
  */
291
291
  if (this.pointerDown || !this.board || !this.pending.size)
292
292
  return;
@@ -1 +1 @@
1
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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"]}
1
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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 modeller's canvas -- a things-scene board in editing mode.\n *\n * Each body figure-model evaluates stands on the board as a `figure-v3-part` component, so everything the canvas\n * has 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: ${unsafeCSS(WORKBENCH)};\n }\n /* The scene sets position: relative inline on its target; the size is given so it still fills the host. */\n div[stage] {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n }\n p {\n position: absolute;\n inset: 45% 1rem auto;\n margin: 0;\n text-align: center;\n pointer-events: none;\n color: #f4f4f4;\n }\n `\n @property({ attribute: false }) parts: V3RenderPart[] = []\n @property({ attribute: false }) palette: Record<string, string> = {}\n /** Which figure is open. Another one stands the board up again. */\n @property() context = ''\n @property() selected = ''\n /** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */\n @property({ attribute: false }) reach: GizmoReach = { translate: false, rotate: false, scale: false }\n @property({ attribute: false }) view: ViewSettings = DEFAULT_VIEW\n /**\n * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up\n * off screen (`v3-thumbnail.ts`); the scene settles its components as it builds them, and a change told from there\n * would reach the editor as an edit.\n */\n @property({ type: Boolean }) viewOnly = false\n /** Where the selected part turns and how far (`v3-joint-fan`): shown, never picked, never saved. */\n @property({ attribute: false }) fan: V3RenderPart | null = null\n\n @query('div[stage]') private stage!: HTMLDivElement\n\n private scene?: SceneHandle\n private board?: Board & { depth: number }\n private standingFor?: string\n private watcher?: ResizeObserver\n /** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */\n private writing = false\n\n render() {\n return html`<div stage></div>${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), 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 (user, 2026-09-24: no card had a picture after this canvas moved onto the scene).\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. */\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. */\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. */\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.\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 part placed by a rule\n became 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"]}
@@ -1 +1 @@
1
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Kept apart from the element so the reading is tested without a browser.\n */\nexport interface ClipKey {\n seconds: number\n value: number\n}\nexport interface ClipTrack {\n state: string\n label: string\n unit: string\n min: number\n max: number\n keys: ClipKey[]\n interpolation: 'linear' | 'step'\n loop: 'wrap' | 'hold'\n accumulates: boolean\n}\nexport interface Clip {\n name: string\n duration: number\n tracks: ClipTrack[]\n}\n\nconst round = (n: number) => Math.round(n * 1000) / 1000\n\nexport function clipsOf(asset: V3Asset): Clip[] {\n const inputs = new Map(asset.document.model.inputs.map(i => [i.id, i]))\n const clips = new Map<string, Clip>()\n for (const d of asset.drivers ?? []) {\n const input = inputs.get(d.state)\n const clip = clips.get(d.clip) ?? { name: d.clip, duration: d.time.duration, tracks: [] }\n clip.tracks.push({\n state: d.state,\n label: asset.stateInputs?.[d.state]?.label ?? d.state,\n unit: input?.unit ?? '',\n min: input?.min ?? 0,\n max: input?.max ?? 0,\n keys: d.keys.map(k => ({ seconds: round(k.at * d.time.duration), value: k.value })),\n interpolation: d.interpolation,\n loop: d.loop,\n accumulates: d.accumulates\n })\n clips.set(d.clip, clip)\n }\n return [...clips.values()]\n}\n\n/** The controls no clip plays yet -- the ones a new track can take. One driver per control. */\nexport function undrivenOf(asset: V3Asset): string[] {\n const driven = new Set((asset.drivers ?? []).map(d => d.state))\n return asset.document.model.inputs.filter(i => i.role === 'state' && !driven.has(i.id)).map(i => i.id)\n}\n\n/** The pose a clip gives at a moment, as one batch of state changes -- one step of the history. */\nexport function poseAt(asset: V3Asset, clip: string, seconds: number): V3InputChange[] {\n const units = new Map(asset.document.model.inputs.map(i => [i.id, i.unit]))\n return (asset.drivers ?? [])\n .filter((d: V3Driver) => d.clip === clip)\n .map(d => {\n const unit = units.get(d.state)!\n return { kind: 'set-state' as const, input: d.state, unit, value: driverValue(d, seconds, unit === 'deg' || unit === 'rad' ? unit : 'other') }\n })\n}\n\n/** A key added at a moment, replacing one already there; the keys stay in time order. */\nexport function withKey(keys: readonly ClipKey[], key: ClipKey): ClipKey[] {\n return [...keys.filter(k => k.seconds !== key.seconds), key].sort((a, b) => a.seconds - b.seconds)\n}\n\n/** A track's keys without one; a track keeps at least its two ends, as the format asks. */\nexport function withoutKey(keys: readonly ClipKey[], index: number): ClipKey[] | null {\n if (keys.length <= 2 || index === 0) return null\n return keys.filter((_, i) => i !== index)\n}\n\n/** The edit that writes a track back. */\nexport const trackEdit = (clip: Clip, track: ClipTrack, patch: Partial<Pick<ClipTrack, 'keys' | 'loop' | 'interpolation'>> = {}) => ({\n kind: 'set-driver' as const,\n state: track.state,\n clip: clip.name,\n keys: patch.keys ?? track.keys,\n loop: patch.loop ?? track.loop,\n interpolation: patch.interpolation ?? track.interpolation\n})\n"]}
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Kept apart from the element so the reading is tested without a browser.\n */\nexport interface ClipKey {\n seconds: number\n value: number\n}\nexport interface ClipTrack {\n state: string\n label: string\n unit: string\n min: number\n max: number\n keys: ClipKey[]\n interpolation: 'linear' | 'step'\n loop: 'wrap' | 'hold'\n accumulates: boolean\n}\nexport interface Clip {\n name: string\n duration: number\n tracks: ClipTrack[]\n}\n\nconst round = (n: number) => Math.round(n * 1000) / 1000\n\nexport function clipsOf(asset: V3Asset): Clip[] {\n const inputs = new Map(asset.document.model.inputs.map(i => [i.id, i]))\n const clips = new Map<string, Clip>()\n for (const d of asset.drivers ?? []) {\n const input = inputs.get(d.state)\n const clip = clips.get(d.clip) ?? { name: d.clip, duration: d.time.duration, tracks: [] }\n clip.tracks.push({\n state: d.state,\n label: asset.stateInputs?.[d.state]?.label ?? d.state,\n unit: input?.unit ?? '',\n min: input?.min ?? 0,\n max: input?.max ?? 0,\n keys: d.keys.map(k => ({ seconds: round(k.at * d.time.duration), value: k.value })),\n interpolation: d.interpolation,\n loop: d.loop,\n accumulates: d.accumulates\n })\n clips.set(d.clip, clip)\n }\n return [...clips.values()]\n}\n\n/** The controls no clip plays yet -- the ones a new track can take. One driver per control. */\nexport function undrivenOf(asset: V3Asset): string[] {\n const driven = new Set((asset.drivers ?? []).map(d => d.state))\n return asset.document.model.inputs.filter(i => i.role === 'state' && !driven.has(i.id)).map(i => i.id)\n}\n\n/** The pose a clip gives at a moment, as one batch of state changes -- one step of the history. */\nexport function poseAt(asset: V3Asset, clip: string, seconds: number): V3InputChange[] {\n const units = new Map(asset.document.model.inputs.map(i => [i.id, i.unit]))\n return (asset.drivers ?? [])\n .filter((d: V3Driver) => d.clip === clip)\n .map(d => {\n const unit = units.get(d.state)!\n return { kind: 'set-state' as const, input: d.state, unit, value: driverValue(d, seconds, unit === 'deg' || unit === 'rad' ? unit : 'other') }\n })\n}\n\n/** A key added at a moment, replacing one already there; the keys stay in time order. */\nexport function withKey(keys: readonly ClipKey[], key: ClipKey): ClipKey[] {\n return [...keys.filter(k => k.seconds !== key.seconds), key].sort((a, b) => a.seconds - b.seconds)\n}\n\n/** A track's keys without one; a track keeps at least its two ends, as the format asks. */\nexport function withoutKey(keys: readonly ClipKey[], index: number): ClipKey[] | null {\n if (keys.length <= 2 || index === 0) return null\n return keys.filter((_, i) => i !== index)\n}\n\n/** The edit that writes a track back. */\nexport const trackEdit = (clip: Clip, track: ClipTrack, patch: Partial<Pick<ClipTrack, 'keys' | 'loop' | 'interpolation'>> = {}) => ({\n kind: 'set-driver' as const,\n state: track.state,\n clip: clip.name,\n keys: patch.keys ?? track.keys,\n loop: patch.loop ?? track.loop,\n interpolation: patch.interpolation ?? track.interpolation\n})\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"v3-controls.js","sourceRoot":"","sources":["../../client/modeller/v3-controls.ts"],"names":[],"mappings":"AAyBA,MAAM,UAAU,UAAU,CAAC,KAAc,EAAE,SAAiC,EAAE;IAC5E,OAAO,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM;SAC/B,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,IAAI,KAAK,OAAO,CAAC;SACvC,GAAG,CAAC,KAAK,CAAC,EAAE;QACX,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC,CAAA;QAC5C,MAAM,KAAK,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,KAAK,CAAC,GAAG,CAAA;QACxD,OAAO;YACL,EAAE,EAAE,KAAK,CAAC,EAAE;YACZ,KAAK,EAAE,MAAM,EAAE,KAAK,IAAI,KAAK,CAAC,EAAE;YAChC,KAAK,EAAE,CAAC,CAAC,MAAM,EAAE,KAAK;YACtB,IAAI,EAAE,KAAK,CAAC,IAAI;YAChB,GAAG,EAAE,KAAK,CAAC,GAAG;YACd,GAAG,EAAE,KAAK,CAAC,GAAG;YACd,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,KAAK;YAChC,KAAK;YACL,KAAK,EAAE,MAAM,EAAE,KAAK,IAAI,CAAC;YACzB,IAAI,EAAE,KAAK,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,GAAG,GAAG;SAC/D,CAAA;IACH,CAAC,CAAC,CAAA;AACN,CAAC;AAED,2GAA2G;AAC3G,MAAM,CAAC,MAAM,WAAW,GAAG,CAAC,QAA4B,EAAE,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,KAAK,CAAC,CAAC,KAAK,CAAC,CAAA;AAEpG,uEAAuE;AACvE,MAAM,CAAC,MAAM,aAAa,GAAG,CAAC,QAA4B,EAAE,EAAE,CAAC,CAAC;IAC9D,IAAI,EAAE,oBAA6B;IACnC,MAAM,EAAE,MAAM,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;CAC/D,CAAC,CAAA","sourcesContent":["import type { V3Asset } from '@hatiolab/figure-model'\n\n/*\n * The figure's controls -- its state inputs, what V2 called parameters: the values a board or a connector sets to pose\n * the figure (a lift height, a joint angle, a gripper opening). Kept apart from the element so the reading is tested\n * without a browser.\n */\nexport interface Control {\n id: string\n /** The name a person reads, or the id when none is given. */\n label: string\n named: boolean\n unit: string\n min: number\n max: number\n /** Where it stands in the editor now -- the pose being looked at, not yet the default. */\n value: number\n /** Where it starts when the figure is placed: the default pose. */\n start: number\n /** Seconds to travel the whole range, 0 when it moves at once. */\n sweep: number\n /** A slider step: one degree for an angle, else a hundredth of the range. */\n step: number\n}\n\nexport function controlsOf(asset: V3Asset, values: Record<string, number> = {}): Control[] {\n return asset.document.model.inputs\n .filter(input => input.role === 'state')\n .map(input => {\n const policy = asset.stateInputs?.[input.id]\n const start = asset.stateDefaults[input.id] ?? input.min\n return {\n id: input.id,\n label: policy?.label ?? input.id,\n named: !!policy?.label,\n unit: input.unit,\n min: input.min,\n max: input.max,\n value: values[input.id] ?? start,\n start,\n sweep: policy?.sweep ?? 0,\n step: input.unit === 'deg' ? 1 : (input.max - input.min) / 100\n }\n })\n}\n\n/** Whether the pose being looked at differs from the default pose -- only then is there a pose to keep. */\nexport const poseDiffers = (controls: readonly Control[]) => controls.some(c => c.value !== c.start)\n\n/** The current pose as the defaults: one `set-state-defaults` edit. */\nexport const poseAsDefault = (controls: readonly Control[]) => ({\n kind: 'set-state-defaults' as const,\n values: Object.fromEntries(controls.map(c => [c.id, c.value]))\n})\n"]}
1
+ {"version":3,"file":"v3-controls.js","sourceRoot":"","sources":["../../client/modeller/v3-controls.ts"],"names":[],"mappings":"AAyBA,MAAM,UAAU,UAAU,CAAC,KAAc,EAAE,SAAiC,EAAE;IAC5E,OAAO,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM;SAC/B,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,IAAI,KAAK,OAAO,CAAC;SACvC,GAAG,CAAC,KAAK,CAAC,EAAE;QACX,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC,CAAA;QAC5C,MAAM,KAAK,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,KAAK,CAAC,GAAG,CAAA;QACxD,OAAO;YACL,EAAE,EAAE,KAAK,CAAC,EAAE;YACZ,KAAK,EAAE,MAAM,EAAE,KAAK,IAAI,KAAK,CAAC,EAAE;YAChC,KAAK,EAAE,CAAC,CAAC,MAAM,EAAE,KAAK;YACtB,IAAI,EAAE,KAAK,CAAC,IAAI;YAChB,GAAG,EAAE,KAAK,CAAC,GAAG;YACd,GAAG,EAAE,KAAK,CAAC,GAAG;YACd,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,IAAI,KAAK;YAChC,KAAK;YACL,KAAK,EAAE,MAAM,EAAE,KAAK,IAAI,CAAC;YACzB,IAAI,EAAE,KAAK,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,GAAG,GAAG;SAC/D,CAAA;IACH,CAAC,CAAC,CAAA;AACN,CAAC;AAED,2GAA2G;AAC3G,MAAM,CAAC,MAAM,WAAW,GAAG,CAAC,QAA4B,EAAE,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,KAAK,CAAC,CAAC,KAAK,CAAC,CAAA;AAEpG,uEAAuE;AACvE,MAAM,CAAC,MAAM,aAAa,GAAG,CAAC,QAA4B,EAAE,EAAE,CAAC,CAAC;IAC9D,IAAI,EAAE,oBAA6B;IACnC,MAAM,EAAE,MAAM,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;CAC/D,CAAC,CAAA","sourcesContent":["import type { V3Asset } from '@hatiolab/figure-model'\n\n/*\n * The figure's controls -- its state inputs: the values a board or a connector sets to pose\n * the figure (a lift height, a joint angle, a gripper opening). Kept apart from the element so the reading is tested\n * without a browser.\n */\nexport interface Control {\n id: string\n /** The name a person reads, or the id when none is given. */\n label: string\n named: boolean\n unit: string\n min: number\n max: number\n /** Where it stands in the editor now -- the pose being looked at, not yet the default. */\n value: number\n /** Where it starts when the figure is placed: the default pose. */\n start: number\n /** Seconds to travel the whole range, 0 when it moves at once. */\n sweep: number\n /** A slider step: one degree for an angle, else a hundredth of the range. */\n step: number\n}\n\nexport function controlsOf(asset: V3Asset, values: Record<string, number> = {}): Control[] {\n return asset.document.model.inputs\n .filter(input => input.role === 'state')\n .map(input => {\n const policy = asset.stateInputs?.[input.id]\n const start = asset.stateDefaults[input.id] ?? input.min\n return {\n id: input.id,\n label: policy?.label ?? input.id,\n named: !!policy?.label,\n unit: input.unit,\n min: input.min,\n max: input.max,\n value: values[input.id] ?? start,\n start,\n sweep: policy?.sweep ?? 0,\n step: input.unit === 'deg' ? 1 : (input.max - input.min) / 100\n }\n })\n}\n\n/** Whether the pose being looked at differs from the default pose -- only then is there a pose to keep. */\nexport const poseDiffers = (controls: readonly Control[]) => controls.some(c => c.value !== c.start)\n\n/** The current pose as the defaults: one `set-state-defaults` edit. */\nexport const poseAsDefault = (controls: readonly Control[]) => ({\n kind: 'set-state-defaults' as const,\n values: Object.fromEntries(controls.map(c => [c.id, c.value]))\n})\n"]}
@@ -17,7 +17,7 @@ export declare class FigureV3Editor extends LitElement {
17
17
  static styles: import("lit").CSSResult[];
18
18
  session?: V3ProductSession;
19
19
  revision: number;
20
- /** The verdict's count, drawn on its tab so it stays in sight while another tab is open (V2's badge). */
20
+ /** The verdict's count, drawn on its tab so it stays in sight while another tab is open. */
21
21
  instances?: number;
22
22
  /** The cost line the parts list shows, from the maturity report. */
23
23
  budget?: V3BudgetLine;
@@ -33,18 +33,18 @@ export declare class FigureV3Editor extends LitElement {
33
33
  private tab;
34
34
  /** The frame the bar folds - found after the first render, since the bar is drawn before it. */
35
35
  private panes?;
36
- /** What the middle shows: the parts being edited, or the figure placed on a board at eight sizes (V2's two modes). */
36
+ /** What the middle shows: the parts being edited, or the figure placed on a board at eight sizes. */
37
37
  private middle;
38
38
  /**
39
- * How the workbench shows the figure -- V2's view settings, the board's own state names. The viewer's, kept in
39
+ * How the workbench shows the figure, in the board's own state names. The viewer's, kept in
40
40
  * their browser, never in the figure.
41
41
  */
42
42
  private view;
43
43
  private static storedView;
44
44
  private setView;
45
45
  /**
46
- * Parts hidden on the workbench — the author's view while working, not the asset's visibility. Not saved, as in
47
- * the V2 modeller: a part hidden here is still in the figure, still checked, still drawn on a board.
46
+ * Parts hidden on the workbench — the author's view while working, not the asset's visibility. Not saved: a part
47
+ * hidden here is still in the figure, still checked, still drawn on a board.
48
48
  */
49
49
  private hiddenParts;
50
50
  /** A value in hand -- typed, held on a spinner, scrubbed, dragged -- drawn at once and recorded on release. */
@@ -76,7 +76,7 @@ export declare class FigureV3Editor extends LitElement {
76
76
  private add;
77
77
  /**
78
78
  * The list's own operations, as V3 part edits — each one step of the session's history. The copy and the moved
79
- * part stay selected, as they do in the V2 list.
79
+ * part stay selected.
80
80
  */
81
81
  private duplicatePart;
82
82
  private movePart;
@@ -88,11 +88,11 @@ export declare class FigureV3Editor extends LitElement {
88
88
  private transformed;
89
89
  /** 맞추기 — one tool, one step of the history, through the same inputs as the gizmo. */
90
90
  private align;
91
- /** A mirrored copy: duplicate, then place the copy on the other side — two steps, as the V2 list makes it. */
91
+ /** A mirrored copy: duplicate, then place the copy on the other side — two steps. */
92
92
  private mirror;
93
93
  private renderTools;
94
94
  /**
95
- * A part's name — the V2 part name field. It renames every value the part owns, and what refers to them follows
95
+ * A part's name. It renames every value the part owns, and what refers to them follows
96
96
  * (figure-model's rename-part), as one step of the history.
97
97
  */
98
98
  /**
@@ -101,9 +101,9 @@ export declare class FigureV3Editor extends LitElement {
101
101
  */
102
102
  private renderRepeatNote;
103
103
  private renamePart;
104
- /** Size response, fastening and motion for the selected part (parity ④ ⑤ ⑥), as authoring commands. */
104
+ /** Size response, fastening and motion for the selected part, as authoring commands. */
105
105
  private renderLinks;
106
- /** The figure's controls: try a value, name it, set its range and travel time, keep the pose (parity row ⑥). */
106
+ /** The figure's controls: try a value, name it, set its range and travel time, keep the pose. */
107
107
  private renderControls;
108
108
  /** One command, one step of the history. A refusal a person can meet here is said in their words. */
109
109
  private linkCommand;
@@ -125,14 +125,14 @@ export declare class FigureV3Editor extends LitElement {
125
125
  */
126
126
  private renderSizingRule;
127
127
  /**
128
- * The parts list, one row per part the author made: a repeat is one row with how many copies it makes now (V2 listed
129
- * its parts the same way; user, 2026-09-24: the conveyor's sixteen rollers were sixteen rows).
128
+ * The parts list, one row per part the author made: a repeat is one row with how many copies it makes now
129
+ * (user, 2026-09-24: the conveyor's sixteen rollers were sixteen rows).
130
130
  */
131
131
  private partRows;
132
132
  /** The detail level's part budget for the list's head, from figure-model's count (a repeat once). */
133
133
  private partBudgetOf;
134
134
  /**
135
- * A repeat: which way its copies run, how many there are now, and how far apart -- V2's `repeat: { axis, pitch }`.
135
+ * A repeat: which way its copies run, how many there are now, and how far apart.
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  * The pitch of a row that fills its length is edited as a number (`set-repeat` makes it the part's own the first
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  * time); a row of a fixed count says its pitch cannot be set yet (figure-model refuses it the same way).
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  */