@volter/editor-threejs 0.5.128 → 0.5.130

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package/package.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "name": "@volter/editor-threejs",
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  "author": "Volter AI, Inc.",
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- "version": "0.5.128",
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+ "version": "0.5.130",
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  "publishConfig": {
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  "access": "public"
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  },
@@ -135,12 +135,12 @@
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  "serving": "./dist-node/serving.mjs"
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  },
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  "dependencies": {
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- "@volter/editor-project": "0.5.128",
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+ "@volter/editor-project": "0.5.130",
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  "@sparkjsdev/spark": "^2.1.0",
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  "three.quarks": "^0.16.0",
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  "zod": "^4.3.6",
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  "typescript": "5.9.3",
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- "@volter/editor-sdk": "0.5.128",
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+ "@volter/editor-sdk": "0.5.130",
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  "postprocessing": "6.38.3",
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  "quarks.core": "0.16.0",
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  "@fortawesome/free-solid-svg-icons": "^7.2.0"
@@ -174,7 +174,7 @@ export class Object3DDocumentSession {
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  private readonly throughOrthographic = new THREE.OrthographicCamera();
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  /** The host's mirror of the document scene onto the rendered scene — see
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  * {@link Object3DDocumentSession.setBeforeRender}. */
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- private beforeRender: (() => void) | null = null;
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+ private beforeRender: (() => void | (() => void)) | null = null;
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  private state = INITIAL_PRESENTATION;
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  private version = 0;
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  private readonly listeners = new Set<() => void>();
@@ -1253,7 +1253,7 @@ export class Object3DDocumentSession {
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  * The host owns the step and clears it in its own teardown; the session only
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  * holds the reference.
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  */
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- setBeforeRender(step: (() => void) | null): void {
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+ setBeforeRender(step: (() => void | (() => void)) | null): void {
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  this.beforeRender = step;
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  }
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@@ -1339,51 +1339,55 @@ export class Object3DDocumentSession {
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  }
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  render(renderSolid: (camera: THREE.Camera) => void): void {
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- this.beforeRender?.();
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- this.boneSelectionHighlight?.update();
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- const camera = this.camera();
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- const mode = this.state.mode;
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- this.boundsHelper?.update();
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- this.selectionOrigins?.place();
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- if (mode === 'uv' || mode === 'vertex-colors') {
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- renderSolid(camera);
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- return;
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- }
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- if (mode === 'wireframe' && this.topologyOverlay) {
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- this.syncTopologyOverlay();
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- if (this.xray.enabled && this.xray.alpha <= 0) {
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- // X-RAY AT NO ALPHA: the wires alone, every surface left out of the draw. The surfaces'
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- // MATERIALS stand down, not the meshes, whose children (lines, points, other objects)
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- // still draw, as every wire does in Blender's.
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- const hidden = new Set<THREE.Material>();
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- this.root.traverse((object) => {
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- const mesh = object as THREE.Mesh;
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- if (!mesh.isMesh) return;
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- for (const material of Array.isArray(mesh.material) ? mesh.material : [mesh.material]) {
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- if (material?.visible) {
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- material.visible = false;
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- hidden.add(material);
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+ const finishDraw = this.beforeRender?.();
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+ try {
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+ this.boneSelectionHighlight?.update();
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+ const camera = this.camera();
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+ const mode = this.state.mode;
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+ this.boundsHelper?.update();
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+ this.selectionOrigins?.place();
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+ if (mode === 'uv' || mode === 'vertex-colors') {
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+ renderSolid(camera);
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+ return;
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+ }
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+ if (mode === 'wireframe' && this.topologyOverlay) {
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+ this.syncTopologyOverlay();
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+ if (this.xray.enabled && this.xray.alpha <= 0) {
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+ // X-RAY AT NO ALPHA: the wires alone, every surface left out of the draw. The surfaces'
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+ // MATERIALS stand down, not the meshes, whose children (lines, points, other objects)
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+ // still draw, as every wire does in Blender's.
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+ const hidden = new Set<THREE.Material>();
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+ this.root.traverse((object) => {
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+ const mesh = object as THREE.Mesh;
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+ if (!mesh.isMesh) return;
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+ for (const material of Array.isArray(mesh.material) ? mesh.material : [mesh.material]) {
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+ if (material?.visible) {
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+ material.visible = false;
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+ hidden.add(material);
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+ }
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  }
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+ });
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+ try {
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+ renderSolid(camera);
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+ } finally {
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+ for (const material of hidden) material.visible = true;
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  }
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- });
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- try {
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- renderSolid(camera);
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- } finally {
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- for (const material of hidden) material.visible = true;
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+ return;
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  }
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+ // Clay bodies, not the triangle-wireframe swap: the overlay IS the wire,
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+ // and the solid form behind it is what occludes the far side.
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+ this.shading.render(
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+ this.scene,
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+ 'clay',
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+ () => renderSolid(camera),
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+ isEditorViewportShadingTarget,
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+ );
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  return;
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  }
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- // Clay bodies, not the triangle-wireframe swap: the overlay IS the wire,
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- // and the solid form behind it is what occludes the far side.
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- this.shading.render(
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- this.scene,
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- 'clay',
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- () => renderSolid(camera),
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- isEditorViewportShadingTarget,
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- );
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- return;
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+ this.shading.render(this.scene, mode, () => renderSolid(camera), isEditorViewportShadingTarget);
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+ } finally {
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+ finishDraw?.();
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  }
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- this.shading.render(this.scene, mode, () => renderSolid(camera), isEditorViewportShadingTarget);
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  }
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  /** Visible authoring draw with the editor-only native selection silhouette. */
@@ -1904,7 +1904,10 @@ export function Object3DDocumentViewport({
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  }
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  };
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  host.syncHostScene = syncHostScene;
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- documentSession.setBeforeRender(() => host.syncHostScene?.());
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+ documentSession.setBeforeRender(() => {
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+ host.syncHostScene?.();
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+ return source.prepareDraw?.(documentSession.camera());
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+ });
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  // This loop draws the compass and every other overlay pass over the
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  // document's own render, so it — and only it — can serve the chrome
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  // door a frame that matches the screen.
@@ -52,6 +52,10 @@ export interface ToolObject3DPreviewSource {
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  * where a world runs.
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  */
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  update?(deltaSeconds: number): void;
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+ /** Prepare camera-dependent draw buffers immediately before rendering.
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+ * Does not advance content time or mutate the authored document. An optional
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+ * returned function restores temporary draw state, including after errors. */
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+ prepareDraw?(camera: Camera): void | (() => void);
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  /**
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  * EVERY CHANGE TO WHAT THE SOURCE DRAWS, announced: the host calls
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  * `listener` whenever the source's graph, materials, textures or poses may