partforge 0.125.0 → 0.127.0

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package/README.md CHANGED
@@ -108,6 +108,7 @@ const runtime = mount(part, {
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  },
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  onBuild: ({ status, ms, error }) => {}, // per accepted build: "success" | "error"
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  onPick: ({ selection, label, prompt, token }) => {}, // programmatic click-to-select
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+ pickHint: "Click to edit", // hover-tooltip nudge while onPick is set (null = none)
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  });
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  await runtime.ready; // first successful build (rejects on a first-build error)
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  runtime.setHostPane("rail"); // narrow layout only: show just the controls
@@ -221,7 +222,10 @@ full contract.
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  back to the sub-part label/name) for compact UI, `prompt` is the LLM-ready
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  sentence, `token` the compact form, `selection` the raw object. When `onPick` is
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  set, the `?pick` / `?pickserver` URL modes are ignored (one click listener ever
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- live); hover labels stay always-on.
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+ live); hover labels stay always-on, and gain a `pickHint` line under the name
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+ ("Click to edit" by default; pass your own wording, or `null` for none). Hover
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+ never tints the surface under the pointer — a per-face highlight read as "only
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+ this spot is clickable".
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  ## Authoring guide
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "partforge",
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- "version": "0.125.0",
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+ "version": "0.127.0",
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  "description": "Turn a declarative part definition into a parametric-CAD web app (three.js + Manifold/Replicad). Requires a Vite-based consumer.",
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  "type": "module",
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  "license": "MIT",
@@ -1039,6 +1039,10 @@ button.action:focus-visible, .adv-toggle:focus-visible, .sec-title:focus-visible
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  .pf-hover-tip .pf-hover-sub { color: var(--pf-muted); font-size: 11px; margin-left: 7px; }
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  #pf-hover-tip .pf-hover-sub:empty,
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  .pf-hover-tip .pf-hover-sub:empty { display: none; }
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+ #pf-hover-tip .pf-hover-hint,
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+ .pf-hover-tip .pf-hover-hint { color: var(--pf-muted); font-size: 10.5px; margin-top: 1px; }
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+ #pf-hover-tip .pf-hover-hint:empty,
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+ .pf-hover-tip .pf-hover-hint:empty { display: none; }
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  /* request-a-pick: agent prompt banner, floated top-centre well below the part tabs,
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  laid out like a chat message (avatar + text). Slides/fades in when shown; themed. */
@@ -85,23 +85,79 @@ vec3 pfTriplanarNormal(vec3 p, vec3 n, float scale) {
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  }
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  `;
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+ // Layer lines are 0.2 mm, so at an ordinary viewing distance a layer spans a
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+ // few pixels or less, and point-sampling the bead profile per pixel aliased
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+ // into moiré (worst in the specular, through the bead normals). So one layer's
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+ // profile is baked into a small repeating texture sampled by layer height, and
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+ // the GPU's mipmaps band-limit it. Channels: R = groove shade, G = bead slope
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+ // (encoded slope/6 + 0.5), B = slope^2 / 9. A mip level averages G and B
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+ // separately, so B - G^2 is the slope VARIANCE inside the pixel — the ridges it
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+ // can no longer show — which widens the specular lobe instead (Toksvig / LEAN
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+ // mapping), so a far wall keeps its satin sheen rather than turning glossy.
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+ export const LAYER_PROFILE_WIDTH = 256;
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+ // Gradient scale on the profile lookup (+0.58 mip). A box-filtered mip chain at
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+ // 1x still carries the full fundamental at 2 px per layer (its 2-texel level),
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+ // right at Nyquist, which banded across a whole-part view; 1.5 clears that and
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+ // keeps the lines crisp close up (2 visibly softened them).
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+ const LAYER_BLUR = "1.5";
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+
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+ // One layer's bead, t running -1 (a seam) through 0 (the crest) to 1 (the next
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+ // seam): the groove shade darkens the 35% of each half-bead nearest a seam, and
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+ // the slope is a round bead's (t / sqrt(1 - t^2)), clamped to ±3 where it goes
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+ // vertical. (The procedural version darkened the CREST instead — its ridge was
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+ // |t|, not 1 - |t| — half a layer off the valleys its own normals drew.)
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+ export function layerProfileData(width = LAYER_PROFILE_WIDTH) {
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+ const data = new Uint8Array(width * 4);
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+ for (let i = 0; i < width; i++) {
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+ const t = ((i + 0.5) / width) * 2 - 1;
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+ const g = Math.min(1, (1 - Math.abs(t)) / 0.35);
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+ const groove = g * g * (3 - 2 * g);
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+ const slope = Math.min(3, Math.max(-3, t / Math.sqrt(Math.max(1 - t * t, 0.04))));
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+ data[i * 4] = Math.round(groove * 255);
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+ data[i * 4 + 1] = Math.round((slope / 6 + 0.5) * 255);
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+ data[i * 4 + 2] = Math.round((slope * slope / 9) * 255);
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+ data[i * 4 + 3] = 255;
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+ }
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+ return data;
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+ }
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+
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+ // One texture shared by every layer-lines material, built on first use.
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+ let layerProfileTex = null;
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+ function layerProfileTexture() {
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+ if (layerProfileTex) return layerProfileTex;
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+ const t = new THREE.DataTexture(layerProfileData(), LAYER_PROFILE_WIDTH, 1, THREE.RGBAFormat, THREE.UnsignedByteType);
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+ t.wrapS = THREE.RepeatWrapping;
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+ t.wrapT = THREE.ClampToEdgeWrapping;
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+ t.magFilter = THREE.LinearFilter;
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+ t.minFilter = THREE.LinearMipmapLinearFilter;
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+ t.generateMipmaps = true;
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+ t.colorSpace = THREE.NoColorSpace;
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+ t.needsUpdate = true;
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+ return (layerProfileTex = t);
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+ }
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+
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+ const FRAG_DECL_LAYERS = "uniform sampler2D pfLayerMap;\n";
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+
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  // Per-kind fragment code, injected after <roughnessmap_fragment> so it can
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  // modulate both diffuseColor (already written by <map_fragment>) and roughnessFactor.
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  const FRAG_BODY = {
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+ // Declared at main() scope, not in a block: FRAG_NORMAL reads the same
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+ // profile sample (pfLayer) rather than looking it up again.
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  "layer-lines": `
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+ float pfH = (pfPrintFrame * vec4(vPfObjPos, 1.0)).z / pfPatternScale; // in layers
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+ // fract() keeps the texel coordinate small (hundreds of layers x 256 texels
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+ // loses sub-texel precision in the sampler); the explicit gradients are the
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+ // unwrapped height's, so the wrap at each seam doesn't drop to the 1x1 mip.
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+ vec4 pfLayer = textureGrad(pfLayerMap, vec2(fract(pfH), 0.5),
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+ vec2(dFdx(pfH) * ${LAYER_BLUR}, 0.0), vec2(dFdy(pfH) * ${LAYER_BLUR}, 0.0));
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  {
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- float h = (pfPrintFrame * vec4(vPfObjPos, 1.0)).z / pfPatternScale;
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- float ridge = abs(fract(h) - 0.5) * 2.0; // 0 at a layer seam, 1 mid-layer
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- float groove = smoothstep(0.0, 0.35, ridge);
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- // Anti-alias: fwidth(h) is layers per pixel. Where a layer spans fewer
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- // than ~6 px the band fades to its mean over a period (0.825: the groove
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- // ramps over 35% of it, the rest is flat), and past ~2.5 px it is gone —
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- // point-sampling finer layers than that is what aliased into moiré.
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- groove = mix(0.825, groove, 1.0 - smoothstep(0.16, 0.4, fwidth(h)));
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+ float groove = pfLayer.r;
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  diffuseColor.rgb *= mix(0.9, 1.0, groove); // the normal map (FRAG_NORMAL) carries most of the relief
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  roughnessFactor = clamp(roughnessFactor + (1.0 - groove) * 0.18, 0.0, 1.0);
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  // Filament mottling: a fine grain (~0.17 mm) over slow blotches (~2 mm),
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  // fixed to the part, so a print doesn't read as flat injection-moulded plastic.
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+ // Hash noise, not a noise volume: a mipmapped 64^3 texture measured ~10%
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+ // slower per frame on an M1 Max (a filtered 3D fetch reads 16 texels).
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  float mottle = pfNoise(vPfObjPos * 6.0) * 0.6 + pfNoise(vPfObjPos * 0.51) * 0.4;
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  diffuseColor.rgb *= mix(0.893, 1.047, mottle);
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  roughnessFactor = clamp(roughnessFactor + (mottle - 0.5) * 0.084, 0.0, 1.0);
@@ -149,15 +205,14 @@ const FRAG_BODY = {
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  // layer is a round bead, so across one layer the surface normal swings from
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  // facing down (bottom of the bead) through straight out to facing up, along
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  // the print direction projected onto the surface. Faces parallel to the layers
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- // (tops and bottoms) get no ridges, as on a real print. Same fwidth fade as the
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- // colour bands, so far-away layers don't alias.
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+ // (tops and bottoms) get no ridges, as on a real print. The slope comes from the
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+ // same mip-filtered profile sample as the colour bands, and the slope variance
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+ // the filter averaged away goes into roughness: alpha^2 += var(tilt).
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  const FRAG_NORMAL = {
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  "layer-lines": `
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  {
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- float h = (pfPrintFrame * vec4(vPfObjPos, 1.0)).z / pfPatternScale;
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- float aa = 1.0 - smoothstep(0.16, 0.4, fwidth(h));
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- float t = fract(h) * 2.0 - 1.0; // -1 at a seam, 0 bead crest, 1 next seam
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- float slope = clamp(t / sqrt(max(1.0 - t * t, 0.04)), -3.0, 3.0);
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+ float slope = pfLayer.g * 6.0 - 3.0;
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+ float slopeVar = max(pfLayer.b * 9.0 - slope * slope, 0.0);
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  vec3 up = normalize(vPfPrintUpView);
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  // NOT normalised: its length is how steeply the surface cuts across the
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  // layers (1 on a vertical wall, 0 on a face parallel to them), so ridges fade
@@ -165,7 +220,10 @@ const FRAG_NORMAL = {
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  // full-strength tilt in a direction set by rounding noise, flipping sign
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  // wherever the face sat on a layer boundary — a visible patch.
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  vec3 along = up - normal * dot(normal, up);
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- normal = normalize(normal + along * slope * 0.35 * aa);
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+ normal = normalize(normal + along * slope * 0.35);
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+ // tilt = slope * 0.35 * |along|, so var(tilt) = slopeVar * 0.35^2 * |along|^2
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+ float a = roughnessFactor * roughnessFactor;
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+ roughnessFactor = min(sqrt(sqrt(a * a + slopeVar * 0.1225 * dot(along, along))), 1.0);
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  }`,
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  // Wood replaces the view-space normal with its triplanar normal map, built in
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  // object space and carried to view space through the normal matrix. A
@@ -216,7 +274,11 @@ export function setGrainAxis(material, axis) {
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  export function applyPattern(material, { kind, scale = 1, printFrame, texture, normalMap, roughnessMap, roughnessMean = 0.5, normalScale = 1, grain = "u" } = {}) {
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  if (!kind || !FRAG_BODY[kind]) return material;
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  const wood = kind === "wood";
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+ const layers = kind === "layer-lines";
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  const uniforms = {
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+ ...(layers ? {
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+ pfLayerMap: { value: layerProfileTexture() },
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+ } : {}),
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  pfPatternScale: { value: scale },
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  pfPrintFrame: { value: new THREE.Matrix4().fromArray(printFrame ?? new THREE.Matrix4().toArray()) },
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  pfPatternMap: { value: texture ?? null },
@@ -236,7 +298,7 @@ export function applyPattern(material, { kind, scale = 1, printFrame, texture, n
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  .replace("#include <common>", `#include <common>\n${VERT_DECL}${wood ? VERT_DECL_NM : ""}`)
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  .replace("#include <begin_vertex>", `#include <begin_vertex>\n${VERT_BODY}${wood ? VERT_BODY_NM : ""}`);
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  shader.fragmentShader = shader.fragmentShader
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- .replace("#include <common>", `#include <common>\n${FRAG_DECL}${wood ? FRAG_DECL_WOOD : ""}`)
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+ .replace("#include <common>", `#include <common>\n${FRAG_DECL}${wood ? FRAG_DECL_WOOD : ""}${layers ? FRAG_DECL_LAYERS : ""}`)
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  .replace("#include <roughnessmap_fragment>", `#include <roughnessmap_fragment>\n${FRAG_BODY[kind]}`)
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  .replace("#include <normal_fragment_maps>", `#include <normal_fragment_maps>\n${FRAG_NORMAL[kind] ?? ""}`);
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  };
@@ -419,7 +419,7 @@ function createCleanupStack() {
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  // Every `elements` entry defaults to the legacy global-ID lookup (below), resolved
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  // exactly once here — submodules take element refs and never query the document.
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  // `container`/`controls` remain as deprecated aliases for elements.viewer/.controls.
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- export function mount(part, { createWorker, elements = {}, onBuild, onPick, onDownload, onViewChange, onParamsCommit, onAnnotationSend,
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+ export function mount(part, { createWorker, elements = {}, onBuild, onPick, pickHint = "Click to edit", onDownload, onViewChange, onParamsCommit, onAnnotationSend,
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  fontCatalog,
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  imageCatalog,
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  onAssetUpload,
@@ -497,7 +497,10 @@ export function mount(part, { createWorker, elements = {}, onBuild, onPick, onDo
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  onRailLayout: () => railChrome.layoutChanged?.(),
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  });
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  cleanup.defer(() => paneTabs.detach());
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- const hover = attachHoverLabels(viewer, { part, tooltip }); // always-on hover inspection (no-op on touch-only devices)
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+ // Always-on hover inspection (no-op on touch-only devices). With onPick the
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+ // host acts on a click, so the tooltip nudges toward it with `pickHint`
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+ // (a host passes its own wording, or null for none).
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+ const hover = attachHoverLabels(viewer, { part, tooltip, hint: onPick ? pickHint : null });
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  cleanup.defer(() => hover.detach());
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  const ui = createStatusUi({ ...els.status, exports: [els.exports.stl, els.exports.step, els.exports.threeMf] });
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  cleanup.defer(() => ui.setStatus(""));
@@ -1,15 +1,19 @@
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  // Always-on hover inspection: a cursor-following tooltip naming the feature +
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- // sub-part under the pointer, and an overlay mesh highlighting the feature's
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- // surface. Feature names come from Solid.label() in the part's build, carried
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- // per-triangle in the mesh payload (geometry.userData.featureIds/features).
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+ // sub-part under the pointer. Feature names come from Solid.label() in the
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+ // part's build, carried per-triangle in the mesh payload
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+ // (geometry.userData.featureIds/features).
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+ //
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+ // There is deliberately NO surface highlight: tinting just the feature under
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+ // the pointer read as "only this face is clickable", and people stopped
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+ // clicking elsewhere on the part. `hint` (e.g. "Click to edit") adds a line
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+ // under the name when a click does something — mount passes it with onPick.
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  import { createTooltipPresenter } from "../tooltip.js";
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  import { raycastViewer } from "./raycast.js";
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- import { createFeatureHighlight } from "./feature-highlight.js";
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  import { runCleanupSteps } from "../teardown.js";
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  export function attachHoverLabels(
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  viewer,
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- { part, schedule = (cb) => requestAnimationFrame(cb), tooltip } = {},
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+ { part, schedule = (cb) => requestAnimationFrame(cb), tooltip, hint = null } = {},
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  ) {
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  // Hover is a mouse idiom — skip entirely on touch-only devices. The stub
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  // still answers the WHOLE interface: mount.js calls setSuppressed from the
@@ -25,8 +29,6 @@ export function attachHoverLabels(
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  let presentationToken;
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  let hasPresented = false;
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- const highlight = createFeatureHighlight(viewer);
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-
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  const subLabel = (name) => part.parts[name]?.label ?? name;
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  function hide() {
@@ -35,7 +37,6 @@ export function attachHoverLabels(
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  tooltipPresenter.hide(presentationToken);
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  presentationToken = undefined;
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  }
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- highlight.clear();
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  }
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  function show(hit, x, y) {
@@ -45,7 +46,7 @@ export function attachHoverLabels(
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  } else {
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  content = { title: subLabel(hit.subPart), subtitle: "" };
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  }
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- highlight.show(hit);
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+ if (hint) content.hint = hint;
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  if (hasPresented) {
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  hasPresented = false;
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  tooltipPresenter.hide(presentationToken);
@@ -119,7 +120,6 @@ export function attachHoverLabels(
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  () => viewer.domElement.removeEventListener("pointerup", onUp),
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  () => viewer.domElement.removeEventListener("pointerleave", onLeave),
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  hide,
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- () => highlight.dispose(),
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  () => { if (ownsTooltip) tooltipPresenter.dispose(); },
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  ], "feature hover cleanup failed");
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  },
@@ -14,7 +14,10 @@ export function createTooltipPresenter({ id = "pf-hover-tip" } = {}) {
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  const title = document.createElement("b");
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  const subtitle = document.createElement("span");
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  subtitle.className = "pf-hover-sub";
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- element.append(title, subtitle);
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+ // A call-to-action line under the name ("Click to edit"); empty = hidden.
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+ const hint = document.createElement("div");
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+ hint.className = "pf-hover-hint";
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+ element.append(title, subtitle, hint);
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  document.body.appendChild(element);
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  let disposed = false;
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  const claims = [];
@@ -22,6 +25,7 @@ export function createTooltipPresenter({ id = "pf-hover-tip" } = {}) {
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  function setContent(content) {
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  title.textContent = content.title;
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  subtitle.textContent = content.subtitle ?? "";
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+ hint.textContent = content.hint ?? "";
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  }
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  function measureVisible(content, anchored) {