partforge 0.121.1 → 0.123.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/docs/AUTHORING-PARTS.md +164 -3
- package/docs/KERNEL-CONTRACT.md +10 -0
- package/package.json +3 -1
- package/src/app-materials.js +23 -0
- package/src/framework/app.css +16 -1
- package/src/framework/cutaway.js +12 -0
- package/src/framework/geometry/blend-surfaces.js +256 -0
- package/src/framework/geometry/creased-normals.js +121 -7
- package/src/framework/geometry/manifold-backend.js +56 -15
- package/src/framework/geometry/mesh-fillet.js +55 -5
- package/src/framework/geometry/threemf.js +32 -3
- package/src/framework/jobs.js +2 -1
- package/src/framework/lint/index.js +2 -1
- package/src/framework/lint/rules-materials.js +56 -0
- package/src/framework/materials/assets/SOURCES.md +90 -0
- package/src/framework/materials/assets/env-outdoor.jpg +0 -0
- package/src/framework/materials/assets/env-print-bed.jpg +0 -0
- package/src/framework/materials/assets/env-studio.jpg +0 -0
- package/src/framework/materials/assets/env-workshop.jpg +0 -0
- package/src/framework/materials/assets/ground-concrete-normal.jpg +0 -0
- package/src/framework/materials/assets/ground-concrete-rough.jpg +0 -0
- package/src/framework/materials/assets/ground-concrete.jpg +0 -0
- package/src/framework/materials/assets/ground-maple-color.jpg +0 -0
- package/src/framework/materials/assets/ground-maple-normal.jpg +0 -0
- package/src/framework/materials/assets/ground-paper-normal.jpg +0 -0
- package/src/framework/materials/assets/ground-paper-rough.jpg +0 -0
- package/src/framework/materials/assets/ground-paper.jpg +0 -0
- package/src/framework/materials/assets/ground-pei-rough.jpg +0 -0
- package/src/framework/materials/assets/ground-pei.jpg +0 -0
- package/src/framework/materials/assets/pattern-carbon.jpg +0 -0
- package/src/framework/materials/assets/pattern-oak-color.jpg +0 -0
- package/src/framework/materials/assets/pattern-oak-normal.jpg +0 -0
- package/src/framework/materials/assets/pattern-oak-rough.jpg +0 -0
- package/src/framework/materials/assets/pattern-walnut-color.jpg +0 -0
- package/src/framework/materials/assets/pattern-walnut-normal.jpg +0 -0
- package/src/framework/materials/assets/pattern-walnut-rough.jpg +0 -0
- package/src/framework/materials/assets.js +39 -0
- package/src/framework/materials/contact-shadow.js +155 -0
- package/src/framework/materials/environment.js +157 -0
- package/src/framework/materials/environments.js +82 -0
- package/src/framework/materials/patterns.js +243 -0
- package/src/framework/materials/physical.js +88 -0
- package/src/framework/materials/presets.js +89 -0
- package/src/framework/materials/print-bed.js +169 -0
- package/src/framework/materials/print-frame.js +18 -0
- package/src/framework/materials/resolve.js +117 -0
- package/src/framework/materials/tonemap-readback.js +36 -0
- package/src/framework/materials/uv.js +42 -0
- package/src/framework/mount.js +121 -4
- package/src/framework/realistic-controls.js +78 -0
- package/src/framework/selection/feature-highlight.js +3 -0
- package/src/framework/view-state.js +27 -1
- package/src/framework/viewer.js +623 -34
- package/src/materials-worker.js +3 -0
- package/src/parts/bracket.js +2 -1
- package/src/parts/hinged-box.js +3 -1
- package/src/parts/material-swatches.js +40 -0
- package/src/parts/planter.js +2 -1
- package/src/parts/propeller.js +2 -1
- package/src/parts/scott-label.js +3 -2
- package/src/parts/screw.js +2 -1
- package/types/index.d.ts +48 -3
- package/types/part.d.ts +15 -2
package/docs/AUTHORING-PARTS.md
CHANGED
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@@ -69,7 +69,7 @@ A part is a default-exported object. Full shape (optional fields marked `?`):
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```js
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export default {
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meta: { title, units, background? }, // title string; units e.g. "mm"; background = 0xRRGGBB scene colour
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meta: { title, units, background?, environment? }, // title string; units e.g. "mm"; background = 0xRRGGBB scene colour
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parameters, // the control-panel schema (array of sections — see below)
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defaults, // flat { paramKey: value } — seeds params + control values
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fonts?, // { name: source } — or (p) => ({ name: source }) when a control drives the typeface
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@@ -83,7 +83,7 @@ export default {
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place?: (solid, { view, purpose, p, d }) => Solid, // optional reposition; default identity
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views, // string[] — which views show this sub-part
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enabled?: (p) => boolean, // optional — gate a conditional sub-part
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display?: { color?, opacity
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display?: { color?, opacity?, material?, …overrides }, // viewer-only appearance — see "Materials and appearance"
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export?: { name }, // filename/object name on export; defaults to the key
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reference?: string, // name of a declared import — measure() computes a deviation fact against it (see below)
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},
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---
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## Materials and appearance
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A sub-part's `display` block says how it LOOKS. Appearance never changes
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geometry, exports (other than 3MF colour, below), `measure` or `verify`, and a
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mistake in it never fails a build — lint warns and the viewer falls back.
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```js
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parts: {
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body: { build: …, display: { material: "anodized-aluminum", color: 0xb3261e } },
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knob: { build: …, display: { material: "abs-plastic", color: 0x111111, roughness: 0.25 } },
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gasket: { build: …, display: { material: "rubber" } },
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},
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meta: { title: "…", units: "mm", environment: "studio" },
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```
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- `material` — a preset id from the table below. Without one the sub-part keeps
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the default look.
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- `color` — the base colour (`0xRRGGBB`). With a preset it is the TINT. Presets
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marked tintable are normally coloured this way (anodizing, plastic, paint);
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the others have an intrinsic colour (brass) but still accept one.
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- Overrides — each clamped to its range: `roughness` (0–1), `metalness` (0–1),
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`clearcoat` (0–1), `clearcoatRoughness` (0–1), `anisotropy` (0–1), `textureScale` (0.01–1000).
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Transmission, index of refraction, sheen and iridescence come only from a preset.
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- `opacity` — unchanged: a ghost stays a ghost and casts no shadow.
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- **One material per sub-part.** Something that needs two finishes (a knurled
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grip in rubber on an aluminium body) is two sub-parts.
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**Where it shows.** The CAD view (with feature lines) shows each material's
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colour, flattened so dark materials stay readable. **Realistic** mode — the
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viewer's toggle — shows the full material under environment lighting, with a
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ground and soft shadow and no feature lines. The part never moves when the
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mode changes.
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**3D-print layer lines** (`pla-print`, `petg-print`) run perpendicular to the
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**export** pose's +Z — the way the part will be printed, not the way it is
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displayed. If the lines run the wrong way, fix the export pose with `place()`
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(`purpose: "export"`), not the material. Wood, carbon fibre and SLS grain are
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fixed to the sub-part, so they never slide when the camera or an animation
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moves.
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**`textureScale` is millimetres, and what it measures depends on the preset's
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pattern** — so a value copied from one preset family is wrong on another (0.2
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on oak shrinks the grain to a 0.2 mm tile, i.e. invisible noise):
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| Pattern | Presets | `textureScale` means | Default |
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| --- | --- | --- | --- |
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| layer lines | `pla-print`, `petg-print` | layer height | 0.2 |
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| SLS grain | `nylon-sls` | grain size | 0.15 |
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| wood | `oak`, `walnut` | size of one texture tile (the grain repeats every this many mm) | 250 (`oak`), 400 (`walnut`) |
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| carbon weave | `carbon-fiber` | size of one texture tile | 48 |
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Presets without a pattern ignore it.
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**3MF export** carries each sub-part's colour (its `color`, else its preset's
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colour), so a multi-colour print opens in a slicer already split and coloured.
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A part with no `color` or `material` exports exactly as before.
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| Preset | Name | Tintable | Use |
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| --- | --- | --- | --- |
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| `machined-aluminum` | Machined aluminium | — | Bare CNC-milled aluminium, fine tool marks, satin sheen. |
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| `brushed-aluminum` | Brushed aluminium | — | Directionally brushed aluminium panels and enclosures. |
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| `anodized-aluminum` | Anodized aluminium | yes | Dyed anodized aluminium; tint with `color` (e.g. red, black, blue). |
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| `bead-blasted-aluminum` | Bead-blasted aluminium | — | Matte, even-textured aluminium (laptop-shell finish). |
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| `brushed-stainless` | Brushed stainless steel | — | Brushed 304 stainless: kitchen, marine and fastener hardware. |
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| `polished-chrome` | Polished chrome | — | Mirror chrome plating; shows the environment strongly. |
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| `black-oxide-steel` | Black-oxide steel | — | Blackened steel tooling and fasteners with a slight oily sheen. |
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| `cast-iron` | Cast iron | — | Raw sand-cast iron: dark, rough and matte. |
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| `titanium` | Titanium | — | Bare titanium: slightly warm grey, satin. |
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| `brass` | Brass | — | Yellow brass fittings and decorative hardware. |
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| `copper` | Copper | — | Bare copper: busbars, heat sinks, decorative parts. |
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| `bronze` | Bronze | — | Cast bronze bushings and sculpture. |
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| `powder-coat` | Powder coat | yes | Durable textured paint over metal; tint with `color`. |
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| `painted-metal` | Painted metal | yes | Glossy enamel or automotive-style paint; tint with `color`. |
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| `pla-print` | PLA print | yes | FDM-printed PLA with visible layer lines; tint with `color`. |
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| `petg-print` | PETG print | yes | FDM-printed PETG: glossier than PLA, visible layers; tint with `color`. |
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| `resin-print` | Resin print | yes | SLA/MSLA resin print: smooth, faintly waxy; tint with `color`. |
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| `nylon-sls` | Nylon SLS | yes | Powder-bed nylon: matte, grainy, usually white or dyed black. |
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| `abs-plastic` | ABS plastic | yes | Injection-moulded ABS housings and knobs; tint with `color`. |
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| `clear-acrylic` | Clear acrylic | yes | Transparent PMMA/polycarbonate windows and covers; tint for coloured acrylic. |
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| `rubber` | Rubber | yes | Matte elastomer: gaskets, feet, grips; tint with `color`. |
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| `oak` | Oak | — | Light oak with open grain. |
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| `walnut` | Walnut | — | Dark oiled walnut. |
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| `carbon-fiber` | Carbon fibre | — | 2x2 twill carbon fibre under clear coat. |
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**Environments** (`meta.environment`, default `studio`; viewers can switch):
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`studio` (neutral soft boxes, paper sweep), `workshop` (warm interior, unfinished
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maple table), `print-bed` (a dim, hard-lit enclosure over a standard-size PEI build plate (180, 220, 256 or 350 mm) marked with its size), `outdoor` (overcast sky,
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concrete).
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---
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## Geometry: the kernel / `Solid` API
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`build` receives a backend-agnostic `kernel` (`k`). It returns and combines `Solid`
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| `#part` | view-tab bar — leave the div **empty**; `mount` generates one button per entry in `part.views` and opens the resolved default (see the "Which view the viewer opens on" rule above) |
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| `#download-step` / `#download` / `#download-3mf` | STEP / STL / 3MF export buttons |
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| `#status`, `#busy`, `#phase` | status line + busy overlay |
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| `#viewbar` with `#annotate` / `#measure` / `#cutaway` / `#reframe` / `#theme` | optional viewer controls (omit any you don't want) |
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| `#viewbar` with `#annotate` / `#measure` / `#cutaway` / `#reframe` / `#realistic` / `#environment` / `#theme` | optional viewer controls (omit any you don't want) |
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| `#panel` | the full-height controls rail (`class="pf-rail"`); programmatic hosts pass `elements.rail` instead |
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| `#rail-toggle` | optional — collapses/restores the rail; resolved the same way as `#reframe`/`#theme`. A sibling of `#viewbar`, not a child of it: give it `class="pf-float-rail-toggle"` and it floats at the stage's top right |
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workers are spawned from your one worker entry (`name` = `"manifold"` for preview/STL/3MF,
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`"occt"` for STEP — handled for you).
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**`#realistic` (a `<button>`) / `#environment` (an empty `<select>`) are the
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realistic-mode viewbar controls**, resolved by id or as `elements.chrome.realistic`
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/ `elements.chrome.environment`. Both optional and independent: supply `#realistic`
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alone for a bare toggle, or add `#environment` too and `mount` fills it with the
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part's available environments (see "Materials and appearance" above) and keeps it
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in sync — hidden while the view is in CAD mode, showing the environment in effect
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once realistic lands. Omit either and drive `runtime.renderMode` /
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`runtime.environment` from your own UI instead (see below). Both preferences
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persist across reloads the same way the theme does, and are carried in
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`viewerState` (below), which outranks what is stored.
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**`#reframe` is supported but no longer shipped.** The framework's own pages dropped
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the button on 2026-08-20: clicking a face, edge or corner on the view cube reframes
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too, so a separate control was one more thing in a crowded bottom-right corner. The
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@@ -2660,6 +2762,58 @@ them, and the sketch that gets sent is misaligned, not merely mis-labelled.
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Deliberately unguarded, the same way it's always been free to call
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`setCameraState` during Sketch.
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### `runtime.renderMode`, `runtime.environment`, `runtime.renderViews`, `runtime.declaresMaterials`
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For an embedder driving realistic mode from its own UI instead of (or in
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addition to) the `#realistic` / `#environment` viewbar controls above:
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- `runtime.renderMode` — `{ get(), set(mode), onChange(cb) }` where `mode` is
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`"cad"` or `"realistic"`. `set()` resolves to the mode actually in effect —
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`"cad"` if the realistic environment's assets fail to load — and
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`onChange` receives `{ mode, busy, error }` so a host can show its own
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loading/error state. Same shape as `runtime.projection`. It drives the live
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view, and `runtime.captureCurrent()` follows it by default (a "capture from
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viewer" captures what the user sees). It never changes what an agent sees:
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`runtime.captureViews()` is always CAD, in either live mode, and a
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realistic agent render is only ever an explicit
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`renderViews(…, { renderMode: "realistic" })`.
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- `runtime.captureCurrent({ renderMode })` — pins the showcase capture's look
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instead of following the live view. `"cad"` always works. `"realistic"` from
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a CAD view works only once the current environment's assets have loaded
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(the call is synchronous and can't wait for them); before that it falls
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back to the live look. Use `renderViews` when realistic must be guaranteed.
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- `runtime.environment` — `{ get(), set(id), onChange(cb), list() }` for the
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realistic environment (`"studio"` | `"workshop"` | `"print-bed"` |
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`"outdoor"`, per "Materials and appearance" above). `list()` returns every
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environment as `[{ id, label }]`, for building your own picker. `set()`
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resolves to the id actually in effect; a failed switch while realistic is
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showing reverts to the environment still on screen, and `onChange` hears the
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revert too.
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- `runtime.declaresMaterials` — `true` when any sub-part names a
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`display.material`. A part with none still supports realistic mode (every
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sub-part just renders under the library's `default` look), so use this to
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decide whether to surface the realistic toggle at all, not whether it works.
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- `await runtime.renderViews(viewNames, { renderMode? })` — the appearance-aware
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sibling of `runtime.captureViews` (canonical angles, framed to the visible
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assembly, grid hidden): `{ renderMode: "cad" }` (the default) is exactly
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`captureViews` — CAD whatever the live view shows — and `{ renderMode: "realistic" }` borrows the realistic look
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for the capture — waiting on the chosen environment's assets — **without**
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switching the live view. Rejects if the realistic assets fail to load.
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Both preferences round-trip through `mount()`'s `viewerState`: a
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previous mount's `runtime.getViewerState()` carries `viewerState.renderMode`
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(`"cad"` or `"realistic"`) and, only when the viewer's environment was
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actually CHOSEN rather than merely defaulted from `meta.environment`,
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`viewerState.environment`. `renderMode` reports the mode the user is **headed
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for**, not only the one on screen: a realistic restore or switch that's still
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loading reports `"realistic"`, so a host that remounts on every edit (as an
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embedder applying edits by remounting typically does) doesn't drop the
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in-flight choice — a load that ultimately fails still settles back to
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`"cad"`. Pass `viewerState` back into the next `mount()` call to resume both
|
|
2813
|
+
where the previous mount left them; omit it on a first mount and the viewer
|
|
2814
|
+
restores its own persisted choice instead, the same way it does for the
|
|
2815
|
+
camera and projection.
|
|
2816
|
+
|
|
2663
2817
|
### The annotation payload's camera block
|
|
2664
2818
|
|
|
2665
2819
|
`onAnnotationSend(payload)` receives a `camera` block in two frames — `world`
|
|
@@ -3121,6 +3275,13 @@ motion — translate/rotate — never a reshape) (both errors). An untrusted pro
|
|
|
3121
3275
|
nothing either way and stays silent, matching `animation-track-rebuilds`'s own
|
|
3122
3276
|
trust handling.
|
|
3123
3277
|
|
|
3278
|
+
**Appearance** (all warnings) — `unknown-material` (a `display.material` the
|
|
3279
|
+
library does not know; the viewer shows the default look), `unknown-environment`
|
|
3280
|
+
(`meta.environment` not known; realistic mode uses `studio`),
|
|
3281
|
+
`material-key-unknown` (a `display` key that is not colour, opacity, material
|
|
3282
|
+
or one of the six overrides; ignored), `material-override-clamped` (an override
|
|
3283
|
+
outside its range, or not a number; clamped).
|
|
3284
|
+
|
|
3124
3285
|
**Geometry imports** — `import-unknown-name` (a build calls `k.import` with a
|
|
3125
3286
|
name the part's `imports` field doesn't declare — this throws at build time;
|
|
3126
3287
|
lint reaches it in microseconds instead), `import-mesh-on-occt` (a declared
|
package/docs/KERNEL-CONTRACT.md
CHANGED
|
@@ -406,6 +406,16 @@ are present:
|
|
|
406
406
|
- `normals` — per-vertex shading normals. Smooth within one surface, hard
|
|
407
407
|
across boolean-cut seams. OCCT ships analytic B-rep normals; Manifold ships
|
|
408
408
|
the policy-aware crease pass (`src/framework/geometry/creased-normals.js`).
|
|
409
|
+
Fillet bands are analytic on both backends: each Manifold fillet tool registers
|
|
410
|
+
its rolling-ball spine (`src/framework/geometry/blend-surfaces.js` — a line,
|
|
411
|
+
circle, point or planar path), and the crease pass shades any smooth group the
|
|
412
|
+
band takes part in with that exact normal, so a band meets the faces it is
|
|
413
|
+
tangent to with matching normals (within 0.1° of the true surface on a
|
|
414
|
+
filleted box — `test/mesh-fillet-normals.test.js`, with its OCCT twin in
|
|
415
|
+
`test/occt-shading.test.js`). The spine follows the band through later
|
|
416
|
+
booleans, poses and `label()`. Planar-path bands (rims of extrusions) shade
|
|
417
|
+
the smooth curve their polyline samples; at a line-to-arc junction in that
|
|
418
|
+
polyline the normal is off by up to half an arc segment, as before.
|
|
409
419
|
- `edges` — flat feature-edge segment pairs (6 floats per segment). An EMPTY
|
|
410
420
|
array means "this solid has no feature edges"; it is not "unknown". OCCT
|
|
411
421
|
ships true B-rep edges with tangent edges (fillet blends, seam lines)
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "partforge",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.123.0",
|
|
4
4
|
"description": "Turn a declarative part definition into a parametric-CAD web app (three.js + Manifold/Replicad). Requires a Vite-based consumer.",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"license": "MIT",
|
|
@@ -132,11 +132,13 @@
|
|
|
132
132
|
"@eslint/js": "^10.0.1",
|
|
133
133
|
"@fontsource-variable/geist": "^5.3.0",
|
|
134
134
|
"@fontsource-variable/geist-mono": "^5.3.0",
|
|
135
|
+
"@monogrid/gainmap-js": "^3.4.0",
|
|
135
136
|
"eslint": "^10.10.0",
|
|
136
137
|
"globals": "^17.12.0",
|
|
137
138
|
"happy-dom": "^20.10.6",
|
|
138
139
|
"knip": "^6.35.1",
|
|
139
140
|
"playwright": "^1.49.0",
|
|
141
|
+
"sharp": "^0.35.4",
|
|
140
142
|
"typescript": "^5.9.3",
|
|
141
143
|
"vite": "^8.0.16",
|
|
142
144
|
"vitest": "^4.1.9"
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
// Self-hosted Geist + Geist Mono for the dev demos, so a standalone forge looks
|
|
2
|
+
// like the product. Dev-only: --pf-sans/--pf-mono fall back to system stacks for
|
|
3
|
+
// any consumer that doesn't load them (spec §2.2).
|
|
4
|
+
import "@fontsource-variable/geist";
|
|
5
|
+
import "@fontsource-variable/geist-mono";
|
|
6
|
+
import materialSwatchesPart from "./parts/material-swatches.js";
|
|
7
|
+
import { mount } from "./framework/index.js";
|
|
8
|
+
|
|
9
|
+
// Dev-only contact sheet app for the material library (parts/material-swatches.js).
|
|
10
|
+
// Identical wiring to app.js — the only thing that differs per part is which
|
|
11
|
+
// definition you import and which worker entry you point at. `npm run dev`, then
|
|
12
|
+
// open /materials.html. Not part of the production build — check materials.html
|
|
13
|
+
// by eye after any preset or shader change (see AGENTS.md "Architecture").
|
|
14
|
+
// Dev-only: the handle is stashed on window so scripts/check-app.mjs can drive
|
|
15
|
+
// the embedding contract (runtime.captureCurrent) the way an embedder would.
|
|
16
|
+
window.__pfRuntime = mount(materialSwatchesPart, {
|
|
17
|
+
createWorker: (name) =>
|
|
18
|
+
new Worker(new URL("./materials-worker.js", import.meta.url), { type: "module", name }),
|
|
19
|
+
onAnnotationSend: (payload) => {
|
|
20
|
+
window.__pfLastAnnotation = payload;
|
|
21
|
+
console.log("annotation payload", payload);
|
|
22
|
+
},
|
|
23
|
+
});
|
package/src/framework/app.css
CHANGED
|
@@ -476,7 +476,7 @@ button.action:disabled { opacity: .5; cursor: default; }
|
|
|
476
476
|
/* keyboard focus ring shared across the panel's interactive controls */
|
|
477
477
|
.seg button:focus-visible, select.preset:focus-visible, .dl-row button:focus-visible,
|
|
478
478
|
button.action:focus-visible, .adv-toggle:focus-visible, .sec-title:focus-visible, #viewbar button:focus-visible,
|
|
479
|
-
.pf-view-select:focus-visible,
|
|
479
|
+
#viewbar select:focus-visible, .pf-view-select:focus-visible,
|
|
480
480
|
.pf-viewcube-toggle:focus-visible, .pf-float-rail-toggle:focus-visible, .pf-sketch-toolbar button:focus-visible {
|
|
481
481
|
outline: none;
|
|
482
482
|
box-shadow: 0 0 0 3px color-mix(in oklab, var(--pf-accent) 35%, transparent);
|
|
@@ -595,6 +595,21 @@ button.action:focus-visible, .adv-toggle:focus-visible, .sec-title:focus-visible
|
|
|
595
595
|
#viewbar button:disabled:hover { color: var(--pf-muted-2); background: transparent; }
|
|
596
596
|
#viewbar button:hover { color: var(--pf-text); background: var(--pf-surface-2); }
|
|
597
597
|
#viewbar button.on { background: var(--pf-accent); color: var(--pf-on-accent); }
|
|
598
|
+
/* Realistic view (realistic-controls.js). The toggle is an ordinary viewbar
|
|
599
|
+
button that pulses while its environment loads; the environment picker is a
|
|
600
|
+
native <select> — the accessible choice on a phone — dressed as a viewbar
|
|
601
|
+
button, shown only while realistic. Keyed on `#viewbar select` rather than
|
|
602
|
+
an id so a host's own element in the pill gets the same look. */
|
|
603
|
+
#viewbar button[data-busy] { animation: pf-busy-pulse .8s ease-in-out infinite alternate; }
|
|
604
|
+
@keyframes pf-busy-pulse { from { opacity: 1; } to { opacity: .45; } }
|
|
605
|
+
@media (prefers-reduced-motion: reduce) { #viewbar button[data-busy] { animation: none; opacity: .6; } }
|
|
606
|
+
#viewbar select {
|
|
607
|
+
height: 34px; padding: 0 8px; border: 0; border-radius: var(--pf-radius-control);
|
|
608
|
+
background: transparent; color: var(--pf-muted-2); cursor: pointer;
|
|
609
|
+
font: inherit; font-size: 13px;
|
|
610
|
+
}
|
|
611
|
+
#viewbar select:hover { color: var(--pf-text); background: var(--pf-surface-2); }
|
|
612
|
+
#viewbar select[hidden] { display: none; }
|
|
598
613
|
|
|
599
614
|
/* Sketch-mode toolbar: the #viewbar pill idiom, top-centre, owning the mode
|
|
600
615
|
while the viewbar itself is hidden (mount toggles both).
|
package/src/framework/cutaway.js
CHANGED
|
@@ -493,6 +493,17 @@ export function createCutaway({
|
|
|
493
493
|
return true;
|
|
494
494
|
}
|
|
495
495
|
|
|
496
|
+
// Swap one sub-part's SOURCE material (realistic mode). The render set
|
|
497
|
+
// re-derives its clipped clone and cap colour from it and reassigns
|
|
498
|
+
// mesh.material for the current enabled state.
|
|
499
|
+
function refreshSubpartMaterial(name, meshMaterial) {
|
|
500
|
+
if (disposed) return false;
|
|
501
|
+
const entry = renderSets.get(name);
|
|
502
|
+
if (!entry) return false;
|
|
503
|
+
entry.renderSet.refreshSourceMaterial(meshMaterial);
|
|
504
|
+
return true;
|
|
505
|
+
}
|
|
506
|
+
|
|
496
507
|
// Per-frame maintenance while the cutaway is on: the gizmo rescales for the
|
|
497
508
|
// camera, and every visible section re-slices its outline if anything it
|
|
498
509
|
// depends on moved. Both are cheap no-ops when nothing changed.
|
|
@@ -581,6 +592,7 @@ export function createCutaway({
|
|
|
581
592
|
setVisible,
|
|
582
593
|
setEnabled,
|
|
583
594
|
resyncSubpart,
|
|
595
|
+
refreshSubpartMaterial,
|
|
584
596
|
reset,
|
|
585
597
|
flip,
|
|
586
598
|
getState,
|
|
@@ -0,0 +1,256 @@
|
|
|
1
|
+
// Analytic blend-surface descriptors — the exact normal field of a mesh fillet band.
|
|
2
|
+
//
|
|
3
|
+
// A mesh fillet (mesh-fillet.js) is a boolean against tool solids whose curved wall
|
|
4
|
+
// IS the rolling-ball surface. Facet-averaged vertex normals on that wall are only
|
|
5
|
+
// approximately right: one-sided at the band's tangent boundary (half a facet off
|
|
6
|
+
// the face it is tangent to — ~1-2° at preview density), biased by the boolean's
|
|
7
|
+
// uneven fans, and on a coarse corner sphere several degrees off the edge cylinders
|
|
8
|
+
// it meets. Every blend surface is a canal surface — the envelope of a ball rolling
|
|
9
|
+
// along a SPINE — so its exact normal at any point is the direction from the nearest
|
|
10
|
+
// spine point, and the spine is known when the tool is built. A descriptor records
|
|
11
|
+
// that spine:
|
|
12
|
+
//
|
|
13
|
+
// { kind: "line", p, d } straight edge → cylinder (prism tools)
|
|
14
|
+
// { kind: "circle", c, a, R } arc edge → torus (revolve / pivot tools); R may
|
|
15
|
+
// be 0 (a sphere about c)
|
|
16
|
+
// { kind: "point", c } sphere (corner patches)
|
|
17
|
+
// { kind: "path", pts, closed, dirs, f, kf, kd }
|
|
18
|
+
// planar polyline edge (planar sweep tools): pts is
|
|
19
|
+
// the swept path, f its face normal, dirs[i] the
|
|
20
|
+
// in-plane wall-side direction at vertex i, and the
|
|
21
|
+
// ball centre sits at kf·f + kd·dir off the edge
|
|
22
|
+
//
|
|
23
|
+
// A path's polyline usually STANDS FOR a smooth curve (a circle's rim, an outline's
|
|
24
|
+
// rounded corner): its per-segment cylinders would shade faceted around the curve,
|
|
25
|
+
// while the facet average this replaces blurred those joints smooth. So the path
|
|
26
|
+
// normal is Phong-style: the in-plane direction is interpolated between the vertex
|
|
27
|
+
// directions (each the bisector of its two segments), giving the normal of the
|
|
28
|
+
// smooth canal surface the polyline samples — exact on a straight stretch, and on
|
|
29
|
+
// a sampled curve exact at the samples and continuous between them.
|
|
30
|
+
//
|
|
31
|
+
// The normal is sign-free here (a spine direction); the caller orients it against
|
|
32
|
+
// the facet, which also makes one descriptor serve cutters and fillers alike.
|
|
33
|
+
//
|
|
34
|
+
// Descriptors are registered per Manifold originalID in the tool's ORIGINAL frame
|
|
35
|
+
// (the inverse of the run's runTransform at registration), and evaluated per output
|
|
36
|
+
// run through that run's transform — so they follow every later translate, rotate,
|
|
37
|
+
// boolean and re-stamp that carries runTransform along (Manifold does, verified).
|
|
38
|
+
// Pure module: no DOM, no node:, no three.
|
|
39
|
+
|
|
40
|
+
const EPS = 1e-12;
|
|
41
|
+
|
|
42
|
+
// --- 3x4 column-major affine helpers (Manifold's runTransform layout) -------------
|
|
43
|
+
export function affineAt(rt, run) {
|
|
44
|
+
const o = run * 12;
|
|
45
|
+
return [rt[o], rt[o + 1], rt[o + 2], rt[o + 3], rt[o + 4], rt[o + 5],
|
|
46
|
+
rt[o + 6], rt[o + 7], rt[o + 8], rt[o + 9], rt[o + 10], rt[o + 11]];
|
|
47
|
+
}
|
|
48
|
+
export const IDENTITY = Object.freeze([1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0]);
|
|
49
|
+
const applyPt = (M, p) => [
|
|
50
|
+
M[0] * p[0] + M[3] * p[1] + M[6] * p[2] + M[9],
|
|
51
|
+
M[1] * p[0] + M[4] * p[1] + M[7] * p[2] + M[10],
|
|
52
|
+
M[2] * p[0] + M[5] * p[1] + M[8] * p[2] + M[11],
|
|
53
|
+
];
|
|
54
|
+
const applyDir = (M, d) => [
|
|
55
|
+
M[0] * d[0] + M[3] * d[1] + M[6] * d[2],
|
|
56
|
+
M[1] * d[0] + M[4] * d[1] + M[7] * d[2],
|
|
57
|
+
M[2] * d[0] + M[5] * d[1] + M[8] * d[2],
|
|
58
|
+
];
|
|
59
|
+
// Inverse of an affine; null when singular.
|
|
60
|
+
export function invertAffine(M) {
|
|
61
|
+
const [a, b, c, d, e, f, g, h, i] = M; // columns (a,b,c) (d,e,f) (g,h,i)
|
|
62
|
+
const A = e * i - f * h, B = f * g - d * i, C = d * h - e * g;
|
|
63
|
+
const det = a * A + b * B + c * C;
|
|
64
|
+
if (!(Math.abs(det) > EPS)) return null;
|
|
65
|
+
const s = 1 / det;
|
|
66
|
+
// rows of the inverse = cofactor columns; stored column-major
|
|
67
|
+
const L = [
|
|
68
|
+
A * s, (c * h - b * i) * s, (b * f - c * e) * s,
|
|
69
|
+
B * s, (a * i - c * g) * s, (c * d - a * f) * s,
|
|
70
|
+
C * s, (b * g - a * h) * s, (a * e - b * d) * s,
|
|
71
|
+
];
|
|
72
|
+
const t = applyDir([...L, 0, 0, 0], [M[9], M[10], M[11]]);
|
|
73
|
+
return [...L, -t[0], -t[1], -t[2]];
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
const norm = (v) => {
|
|
77
|
+
const l = Math.hypot(v[0], v[1], v[2]);
|
|
78
|
+
return l > EPS ? [v[0] / l, v[1] / l, v[2] / l] : null;
|
|
79
|
+
};
|
|
80
|
+
|
|
81
|
+
// Map a descriptor through an affine (used with the INVERSE run transform at
|
|
82
|
+
// registration: world → original frame). Exact for rigid maps, which is what the
|
|
83
|
+
// tools are posed with; radii scale by the map's mean axis stretch.
|
|
84
|
+
export function mapSurface(desc, M) {
|
|
85
|
+
switch (desc.kind) {
|
|
86
|
+
case "line": return { kind: "line", p: applyPt(M, desc.p), d: norm(applyDir(M, desc.d)) ?? desc.d };
|
|
87
|
+
case "point": return { kind: "point", c: applyPt(M, desc.c) };
|
|
88
|
+
case "circle": {
|
|
89
|
+
const s = Math.cbrt(Math.abs(
|
|
90
|
+
M[0] * (M[4] * M[8] - M[5] * M[7]) - M[3] * (M[1] * M[8] - M[2] * M[7]) + M[6] * (M[1] * M[5] - M[2] * M[4])));
|
|
91
|
+
return { kind: "circle", c: applyPt(M, desc.c), a: norm(applyDir(M, desc.a)) ?? desc.a, R: desc.R * s };
|
|
92
|
+
}
|
|
93
|
+
case "path": {
|
|
94
|
+
const s = Math.cbrt(Math.abs(
|
|
95
|
+
M[0] * (M[4] * M[8] - M[5] * M[7]) - M[3] * (M[1] * M[8] - M[2] * M[7]) + M[6] * (M[1] * M[5] - M[2] * M[4])));
|
|
96
|
+
return { kind: "path", closed: desc.closed, pts: desc.pts.map((p) => applyPt(M, p)),
|
|
97
|
+
dirs: desc.dirs.map((d) => norm(applyDir(M, d)) ?? d), f: norm(applyDir(M, desc.f)) ?? desc.f,
|
|
98
|
+
kf: desc.kf * s, kd: desc.kd * s };
|
|
99
|
+
}
|
|
100
|
+
default: throw new Error(`blend surface: unknown kind ${desc.kind}`);
|
|
101
|
+
}
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
// Nearest spine point to x, in the descriptor's own frame.
|
|
105
|
+
function spinePoint(desc, x) {
|
|
106
|
+
switch (desc.kind) {
|
|
107
|
+
case "point": return desc.c;
|
|
108
|
+
case "line": {
|
|
109
|
+
const { p, d } = desc;
|
|
110
|
+
const t = (x[0] - p[0]) * d[0] + (x[1] - p[1]) * d[1] + (x[2] - p[2]) * d[2];
|
|
111
|
+
return [p[0] + t * d[0], p[1] + t * d[1], p[2] + t * d[2]];
|
|
112
|
+
}
|
|
113
|
+
case "circle": {
|
|
114
|
+
const { c, a, R } = desc;
|
|
115
|
+
const q = [x[0] - c[0], x[1] - c[1], x[2] - c[2]];
|
|
116
|
+
const t = q[0] * a[0] + q[1] * a[1] + q[2] * a[2];
|
|
117
|
+
const rad = norm([q[0] - t * a[0], q[1] - t * a[1], q[2] - t * a[2]]);
|
|
118
|
+
if (!rad) return R > 0 ? null : c; // on the axis: the normal is undefined unless the spine is a point
|
|
119
|
+
return [c[0] + R * rad[0], c[1] + R * rad[1], c[2] + R * rad[2]];
|
|
120
|
+
}
|
|
121
|
+
default: return null;
|
|
122
|
+
}
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
// Path normal (see the header): nearest edge segment i at parameter t, the in-plane
|
|
126
|
+
// direction lerped between its vertex directions, the ball centre offset along it,
|
|
127
|
+
// and the normal rebuilt from x's height above the centre (along f) and its signed
|
|
128
|
+
// in-plane distance across the segment.
|
|
129
|
+
function pathNormal(desc, x) {
|
|
130
|
+
const { pts, dirs, f, kf, kd } = desc;
|
|
131
|
+
const n = pts.length;
|
|
132
|
+
const { bi, bt } = nearestSegment(desc, x);
|
|
133
|
+
if (bi < 0) return null;
|
|
134
|
+
const p = pts[bi], q = pts[(bi + 1) % n], d0 = dirs[bi], d1 = dirs[(bi + 1) % n];
|
|
135
|
+
const dir = norm([d0[0] + (d1[0] - d0[0]) * bt, d0[1] + (d1[1] - d0[1]) * bt, d0[2] + (d1[2] - d0[2]) * bt]);
|
|
136
|
+
if (!dir) return null;
|
|
137
|
+
const e = [p[0] + (q[0] - p[0]) * bt, p[1] + (q[1] - p[1]) * bt, p[2] + (q[2] - p[2]) * bt];
|
|
138
|
+
const c = [e[0] + kf * f[0] + kd * dir[0], e[1] + kf * f[1] + kd * dir[1], e[2] + kf * f[2] + kd * dir[2]];
|
|
139
|
+
const v = [x[0] - c[0], x[1] - c[1], x[2] - c[2]];
|
|
140
|
+
const h = v[0] * f[0] + v[1] * f[1] + v[2] * f[2];
|
|
141
|
+
// signed in-plane distance across the SEGMENT (the local surface's own measure)
|
|
142
|
+
const segN = norm([q[0] - p[0], q[1] - p[1], q[2] - p[2]]);
|
|
143
|
+
const perp = segN ? norm([f[1] * segN[2] - f[2] * segN[1], f[2] * segN[0] - f[0] * segN[2], f[0] * segN[1] - f[1] * segN[0]]) : null;
|
|
144
|
+
if (!perp) return null;
|
|
145
|
+
const sgn = perp[0] * dir[0] + perp[1] * dir[1] + perp[2] * dir[2] >= 0 ? 1 : -1;
|
|
146
|
+
const w = sgn * (v[0] * perp[0] + v[1] * perp[1] + v[2] * perp[2]);
|
|
147
|
+
return norm([h * f[0] + w * dir[0], h * f[1] + w * dir[1], h * f[2] + w * dir[2]]);
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
// Nearest path segment to x (index + clamped parameter). A text rim's path runs to
|
|
151
|
+
// hundreds of segments and every band vertex asks, so the segments are bucketed
|
|
152
|
+
// once per descriptor into a uniform grid (lazily, off the enumerable fields) and
|
|
153
|
+
// the query widens ring by ring only until no unvisited cell can hold a closer one.
|
|
154
|
+
// squared distance from x to segment pq; the clamped parameter lands in segT
|
|
155
|
+
let segT = 0;
|
|
156
|
+
function segDist2(p, q, x) {
|
|
157
|
+
const dx = q[0] - p[0], dy = q[1] - p[1], dz = q[2] - p[2];
|
|
158
|
+
const dd = dx * dx + dy * dy + dz * dz;
|
|
159
|
+
let t = dd > EPS ? ((x[0] - p[0]) * dx + (x[1] - p[1]) * dy + (x[2] - p[2]) * dz) / dd : 0;
|
|
160
|
+
t = t < 0 ? 0 : t > 1 ? 1 : t;
|
|
161
|
+
segT = t;
|
|
162
|
+
return (x[0] - p[0] - t * dx) ** 2 + (x[1] - p[1] - t * dy) ** 2 + (x[2] - p[2] - t * dz) ** 2;
|
|
163
|
+
}
|
|
164
|
+
const GRID_MIN_SEGS = 16;
|
|
165
|
+
function segmentGrid(desc) {
|
|
166
|
+
let g = desc[GRID];
|
|
167
|
+
if (g) return g;
|
|
168
|
+
const { pts, closed } = desc, n = pts.length, nSeg = closed ? n : n - 1;
|
|
169
|
+
let total = 0;
|
|
170
|
+
for (let i = 0; i < nSeg; i++) { const p = pts[i], q = pts[(i + 1) % n]; total += Math.hypot(q[0] - p[0], q[1] - p[1], q[2] - p[2]); }
|
|
171
|
+
const h = Math.max(total / Math.max(1, nSeg), Math.abs(desc.kf) + Math.abs(desc.kd), 1e-6);
|
|
172
|
+
const cells = new Map();
|
|
173
|
+
// numeric hashed cell keys: a collision only adds candidates, each distance-checked
|
|
174
|
+
const key = (a, b, c) => (Math.imul(a, 73856093) ^ Math.imul(b, 19349663) ^ Math.imul(c, 83492791)) | 0;
|
|
175
|
+
for (let i = 0; i < nSeg; i++) {
|
|
176
|
+
const p = pts[i], q = pts[(i + 1) % n];
|
|
177
|
+
const lo = [0, 1, 2].map((a) => Math.floor(Math.min(p[a], q[a]) / h));
|
|
178
|
+
const hi = [0, 1, 2].map((a) => Math.floor(Math.max(p[a], q[a]) / h));
|
|
179
|
+
for (let a = lo[0]; a <= hi[0]; a++) for (let b = lo[1]; b <= hi[1]; b++) for (let c = lo[2]; c <= hi[2]; c++) {
|
|
180
|
+
const k = key(a, b, c);
|
|
181
|
+
const list = cells.get(k);
|
|
182
|
+
if (list) list.push(i); else cells.set(k, [i]);
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
g = { h, cells, key, nSeg, stamp: new Uint32Array(nSeg), epoch: 0 };
|
|
186
|
+
Object.defineProperty(desc, GRID, { value: g, enumerable: false });
|
|
187
|
+
return g;
|
|
188
|
+
}
|
|
189
|
+
const GRID = Symbol("segmentGrid");
|
|
190
|
+
function nearestSegment(desc, x) {
|
|
191
|
+
const { pts, closed } = desc, n = pts.length, nSeg = closed ? n : n - 1;
|
|
192
|
+
let bi = -1, bt = 0, bestD = Infinity;
|
|
193
|
+
if (nSeg < GRID_MIN_SEGS) {
|
|
194
|
+
for (let i = 0; i < nSeg; i++) {
|
|
195
|
+
const D = segDist2(pts[i], pts[(i + 1) % n], x);
|
|
196
|
+
if (D < bestD) { bestD = D; bi = i; bt = segT; }
|
|
197
|
+
}
|
|
198
|
+
return { bi, bt };
|
|
199
|
+
}
|
|
200
|
+
const g = segmentGrid(desc), { h, cells, key, stamp } = g;
|
|
201
|
+
const epoch = ++g.epoch;
|
|
202
|
+
const c0 = Math.floor(x[0] / h), c1 = Math.floor(x[1] / h), c2 = Math.floor(x[2] / h);
|
|
203
|
+
for (let ring = 0; ; ring++) {
|
|
204
|
+
// every cell at Chebyshev distance `ring`; its points lie ≥ (ring-1)·h away
|
|
205
|
+
if (bi >= 0 && (ring - 1) * h > Math.sqrt(bestD)) break;
|
|
206
|
+
let any = false;
|
|
207
|
+
for (let a = -ring; a <= ring; a++) for (let b = -ring; b <= ring; b++) for (let c = -ring; c <= ring; c++) {
|
|
208
|
+
if (Math.max(Math.abs(a), Math.abs(b), Math.abs(c)) !== ring) continue;
|
|
209
|
+
const list = cells.get(key(c0 + a, c1 + b, c2 + c));
|
|
210
|
+
if (!list) continue;
|
|
211
|
+
any = true;
|
|
212
|
+
for (const i of list) {
|
|
213
|
+
if (stamp[i] === epoch) continue;
|
|
214
|
+
stamp[i] = epoch;
|
|
215
|
+
const D = segDist2(pts[i], pts[(i + 1) % n], x);
|
|
216
|
+
if (D < bestD) { bestD = D; bi = i; bt = segT; }
|
|
217
|
+
}
|
|
218
|
+
}
|
|
219
|
+
// h ≥ the ball-centre offset, so a band point finds its segment within a ring or
|
|
220
|
+
// two; a point this far from the path is not on the band — scan and be done
|
|
221
|
+
if (!any && bi < 0 && ring >= 3) {
|
|
222
|
+
for (let i = 0; i < nSeg; i++) {
|
|
223
|
+
const D = segDist2(pts[i], pts[(i + 1) % n], x);
|
|
224
|
+
if (D < bestD) { bestD = D; bi = i; bt = segT; }
|
|
225
|
+
}
|
|
226
|
+
break;
|
|
227
|
+
}
|
|
228
|
+
}
|
|
229
|
+
return { bi, bt };
|
|
230
|
+
}
|
|
231
|
+
|
|
232
|
+
// Unit spine→point direction at x in the descriptor's frame, or null where undefined.
|
|
233
|
+
export function surfaceNormal(desc, x) {
|
|
234
|
+
if (desc.kind === "path") return pathNormal(desc, x);
|
|
235
|
+
const s = spinePoint(desc, x);
|
|
236
|
+
return s ? norm([x[0] - s[0], x[1] - s[1], x[2] - s[2]]) : null;
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
// Per-run evaluator for creased-normals: world-frame analytic normal at world point
|
|
240
|
+
// x for a run whose original-frame descriptor is `desc` and whose runTransform is M.
|
|
241
|
+
// Normals map by the inverse-transpose of M's linear part, so this stays exact under
|
|
242
|
+
// any affine a part applies after the fillet (mirrors, non-uniform scales).
|
|
243
|
+
export function runEvaluator(desc, M) {
|
|
244
|
+
const inv = invertAffine(M);
|
|
245
|
+
if (!inv) return null;
|
|
246
|
+
return (x) => {
|
|
247
|
+
const n0 = surfaceNormal(desc, applyPt(inv, x));
|
|
248
|
+
if (!n0) return null;
|
|
249
|
+
// (M^-1)^T n0: the inverse's COLUMNS dotted with n0
|
|
250
|
+
return norm([
|
|
251
|
+
inv[0] * n0[0] + inv[1] * n0[1] + inv[2] * n0[2],
|
|
252
|
+
inv[3] * n0[0] + inv[4] * n0[1] + inv[5] * n0[2],
|
|
253
|
+
inv[6] * n0[0] + inv[7] * n0[1] + inv[8] * n0[2],
|
|
254
|
+
]);
|
|
255
|
+
};
|
|
256
|
+
}
|