partforge 0.126.0 → 0.128.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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  "name": "partforge",
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- "version": "0.126.0",
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+ "version": "0.128.0",
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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",
@@ -495,6 +495,9 @@ export function attachAnimationControls(viewer, part, {
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  }
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  function apply(r) {
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  if (!r || !current) return;
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+ // A playing frame always draws, whatever it changed: the viewer renders on
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+ // demand, and playback must never stall waiting for something to ask.
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+ viewer.requestRender?.();
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  try {
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  // Params go through applyValues (the slider path) only when the animation
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  // actually drives some: an opacity-only frame must neither snapshot nor
@@ -40,6 +40,9 @@ export function createCutaway({
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  edgeColor,
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  schedule = defaultSchedule,
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  now,
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+ // The viewer draws on demand; the idle fade lands on a timer, with nothing
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+ // else to ask for the frame that shows it.
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+ requestRender = () => {},
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  }) {
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  // Reassignable: a projection swap (perspective <-> ortho) hands the cutaway
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  // a new camera after construction, and the gizmo must follow it too.
@@ -191,7 +194,7 @@ export function createCutaway({
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  gizmo.setActiveAppearance(true);
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  const scheduled = schedule(() => {
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  cancelIdle = null;
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- if (enabled && !disposed) gizmo.setActiveAppearance(false);
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+ if (enabled && !disposed) { gizmo.setActiveAppearance(false); requestRender(); }
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  }, IDLE_DELAY_MS);
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  cancelIdle = typeof scheduled === "function"
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  ? scheduled
@@ -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)));
154
+ float groove = pfLayer.r;
101
155
  diffuseColor.rgb *= mix(0.9, 1.0, groove); // the normal map (FRAG_NORMAL) carries most of the relief
102
156
  roughnessFactor = clamp(roughnessFactor + (1.0 - groove) * 0.18, 0.0, 1.0);
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157
  // 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);
107
163
  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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206
  // 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).
154
211
  const FRAG_NORMAL = {
155
212
  "layer-lines": `
156
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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);
162
217
  // 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);
169
227
  }`,
170
228
  // 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) {
216
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  export function applyPattern(material, { kind, scale = 1, printFrame, texture, normalMap, roughnessMap, roughnessMean = 0.5, normalScale = 1, grain = "u" } = {}) {
217
275
  if (!kind || !FRAG_BODY[kind]) return material;
218
276
  const wood = kind === "wood";
277
+ const layers = kind === "layer-lines";
219
278
  const uniforms = {
279
+ ...(layers ? {
280
+ pfLayerMap: { value: layerProfileTexture() },
281
+ } : {}),
220
282
  pfPatternScale: { value: scale },
221
283
  pfPrintFrame: { value: new THREE.Matrix4().fromArray(printFrame ?? new THREE.Matrix4().toArray()) },
222
284
  pfPatternMap: { value: texture ?? null },
@@ -236,7 +298,7 @@ export function applyPattern(material, { kind, scale = 1, printFrame, texture, n
236
298
  .replace("#include <common>", `#include <common>\n${VERT_DECL}${wood ? VERT_DECL_NM : ""}`)
237
299
  .replace("#include <begin_vertex>", `#include <begin_vertex>\n${VERT_BODY}${wood ? VERT_BODY_NM : ""}`);
238
300
  shader.fragmentShader = shader.fragmentShader
239
- .replace("#include <common>", `#include <common>\n${FRAG_DECL}${wood ? FRAG_DECL_WOOD : ""}`)
301
+ .replace("#include <common>", `#include <common>\n${FRAG_DECL}${wood ? FRAG_DECL_WOOD : ""}${layers ? FRAG_DECL_LAYERS : ""}`)
240
302
  .replace("#include <roughnessmap_fragment>", `#include <roughnessmap_fragment>\n${FRAG_BODY[kind]}`)
241
303
  .replace("#include <normal_fragment_maps>", `#include <normal_fragment_maps>\n${FRAG_NORMAL[kind] ?? ""}`);
242
304
  };
@@ -99,6 +99,10 @@ export function defaultPaintLabel({ text, palette }) {
99
99
  }
100
100
 
101
101
  export function createDimScene(viewer, { paintLabel = defaultPaintLabel } = {}) {
102
+ // Dims are scene objects edited in place, not through a viewer call, so they
103
+ // ask for the frame themselves (the viewer draws on demand). tick() needs no
104
+ // request: it only follows the camera, and a camera move is already a frame.
105
+ const redraw = () => viewer.requestRender?.();
102
106
  const group = new THREE.Group();
103
107
  group.name = "pf-dims";
104
108
  let attached = false;
@@ -238,6 +242,7 @@ export function createDimScene(viewer, { paintLabel = defaultPaintLabel } = {})
238
242
 
239
243
  function update(drawings) {
240
244
  if (!ensureAttached()) return;
245
+ redraw();
241
246
  disposeChildren();
242
247
  for (const d of drawings) {
243
248
  const key = matFor(d.tier);
@@ -423,6 +428,7 @@ export function createDimScene(viewer, { paintLabel = defaultPaintLabel } = {})
423
428
  function setTheme(mode) {
424
429
  if (!DIM_THEME[mode] || mode === theme) return;
425
430
  theme = mode;
431
+ redraw();
426
432
  lineMats.static.color.set(DIM_THEME[theme].static);
427
433
  lineMats.strong.color.set(DIM_THEME[theme].strong);
428
434
  fillMats.static.color.set(DIM_THEME[theme].static);
@@ -434,9 +440,10 @@ export function createDimScene(viewer, { paintLabel = defaultPaintLabel } = {})
434
440
  }
435
441
  }
436
442
 
437
- function clear() { disposeChildren(); }
443
+ function clear() { disposeChildren(); redraw(); }
438
444
 
439
445
  function dispose() {
446
+ redraw();
440
447
  disposeChildren();
441
448
  unregisterCapture();
442
449
  if (attached) group.parent?.remove(group);
@@ -61,8 +61,13 @@ export function createFeatureHighlight(viewer) {
61
61
  overlay.visible = true;
62
62
  }
63
63
 
64
+ // The overlay is edited in place, not through a viewer call, so it asks for
65
+ // the frame itself (the viewer draws on demand).
66
+ const redraw = () => viewer.requestRender?.();
67
+
64
68
  return {
65
69
  show(hit) {
70
+ redraw();
66
71
  if (!hit.feature) { mount(hit.mesh.geometry, hit.mesh); return; }
67
72
  const cached = subsets.get(hit.subPart);
68
73
  let byId = cached?.geo === hit.mesh.geometry ? cached.byId : null;
@@ -75,7 +80,7 @@ export function createFeatureHighlight(viewer) {
75
80
  if (!g) { g = featureSubset(hit.mesh.geometry, hit.feature.id); byId.set(hit.feature.id, g); }
76
81
  mount(g, hit.mesh);
77
82
  },
78
- clear() { overlay.visible = false; },
83
+ clear() { overlay.visible = false; redraw(); },
79
84
  dispose() {
80
85
  // Every step isolated: a throw disposing one cached subset (or
81
86
  // unregistering from cutaway) must not skip the rest — same discipline
@@ -232,6 +232,31 @@ export function createViewer(container, part) {
232
232
  const controls = new OrbitControls(activeCamera, renderer.domElement);
233
233
  controls.enableDamping = true;
234
234
 
235
+ // --- render on demand -------------------------------------------------------
236
+ // The loop ticks every animation frame (controls, tweens, frame listeners —
237
+ // playback, measure, the view cube all run there), but only DRAWS when
238
+ // something asked for it: a still view costs no GPU work. A frame is asked
239
+ // for by: any call through the returned viewer API (wrapped at the bottom of
240
+ // this function — a regen, a pose, a mode switch, a capture), the controls
241
+ // moving the camera (their damping included), a camera tween, input on the
242
+ // stage, and the internal async landings (a texture, a contact shadow, a
243
+ // resize, a marker timing out). Modules that edit the scene graph directly
244
+ // rather than through the API (measure's dims, the hover highlight, the
245
+ // animation driver) call viewer.requestRender() themselves.
246
+ //
247
+ // `graceMs` keeps drawing for a while after the request: input and API calls
248
+ // have follow-ups that land a frame or two later (hover.js picks in its own
249
+ // requestAnimationFrame; a regen's measure dims rebuild on the next tick).
250
+ const INPUT_GRACE_MS = 400;
251
+ const API_GRACE_MS = 150;
252
+ let renderRequested = true; // the first frame
253
+ let renderUntil = 0;
254
+ function requestRender(graceMs = 0) {
255
+ renderRequested = true;
256
+ if (graceMs > 0) renderUntil = Math.max(renderUntil, performance.now() + graceMs);
257
+ }
258
+ controls.addEventListener("change", () => requestRender());
259
+
235
260
  // --- lights + grid --------------------------------------------------------
236
261
  const liveLights = addViewerLights(scene);
237
262
  // 1 cm grid (mm units): 300 mm wide, 30 divisions -> 10 mm (1 cm) squares.
@@ -523,6 +548,7 @@ export function createViewer(container, part) {
523
548
  domElement: renderer.domElement,
524
549
  getBounds: getVisibleWorldBounds,
525
550
  edgeColor: THEME.dark.line,
551
+ requestRender: () => requestRender(),
526
552
  });
527
553
  for (const name of names) {
528
554
  cutaway.setSubpart(name, subMesh[name], subLines[name]);
@@ -589,7 +615,7 @@ export function createViewer(container, part) {
589
615
  const settled = new Promise((resolve) => { settle = resolve; });
590
616
  pendingTextures.add(settled);
591
617
  settled.then(() => pendingTextures.delete(settled));
592
- t = textureLoader.load(assetUrl(file), () => settle(), undefined, () => settle());
618
+ t = textureLoader.load(assetUrl(file), () => { settle(); requestRender(); }, undefined, () => settle());
593
619
  t.anisotropy = Math.min(8, renderer.capabilities?.getMaxAnisotropy?.() ?? 1);
594
620
  textureCache.set(file, t);
595
621
  }
@@ -760,6 +786,7 @@ export function createViewer(container, part) {
760
786
  try {
761
787
  const plane = cutaway.getPlane?.(_shadowClipPlane) ?? null;
762
788
  realisticRig.shadow.render(scene, castersNow(), { ...opts, clippingPlanes: plane ? [plane] : null });
789
+ requestRender();
763
790
  } catch (e) {
764
791
  console.warn("partforge: contact shadow failed", e);
765
792
  }
@@ -796,6 +823,7 @@ export function createViewer(container, part) {
796
823
  // contact shadow: low-res while the plane is dragged, full once it settles —
797
824
  // the same schedule as a moving sub-part.
798
825
  cutaway.onChange?.(() => { if (realisticRig) shadowMovedAt = performance.now(); });
826
+ cutaway.onChange?.(() => requestRender());
799
827
 
800
828
  const livePixelRatio = (mode) =>
801
829
  Math.min(devicePixelRatio, mode === "realistic" && isCoarsePointer() ? 1.5 : 2);
@@ -1725,6 +1753,7 @@ export function createViewer(container, part) {
1725
1753
  lineMaterial.resolution.set(w, h); // fat lines need the viewport size for px width
1726
1754
  for (const m of fadeLineMats.values()) m.resolution.set(w, h); // clones need it too
1727
1755
  cutaway.setViewportSize(w, h, renderer.getPixelRatio());
1756
+ requestRender(); // a resize clears the drawing buffer
1728
1757
  }
1729
1758
  const ro = new ResizeObserver(resize);
1730
1759
  ro.observe(container);
@@ -2254,11 +2283,12 @@ export function createViewer(container, part) {
2254
2283
  function renderFrame(time) {
2255
2284
  const dt = lastFrameTime == null ? 0 : Math.min(0.1, (time - lastFrameTime) / 1000);
2256
2285
  lastFrameTime = time;
2257
- controls.update();
2286
+ controls.update(); // fires "change" (→ requestRender) while the camera moves, damping included
2258
2287
  const tw = camTween.update(dt);
2259
2288
  if (tw) {
2260
2289
  activeCamera.position.fromArray(tw.position);
2261
2290
  controls.target.fromArray(tw.target);
2291
+ requestRender();
2262
2292
  }
2263
2293
  checkAutoProjection();
2264
2294
  // Per-listener guard, because three re-arms requestAnimationFrame only AFTER
@@ -2269,6 +2299,9 @@ export function createViewer(container, part) {
2269
2299
  try { cb(dt); } catch (e) { console.warn("partforge: frame listener failed", e); }
2270
2300
  }
2271
2301
  updateMovingShadow(); // after the listeners, so it sees this frame's poses
2302
+ // Nothing asked for a frame: the canvas keeps showing the last one.
2303
+ if (!renderRequested && performance.now() >= renderUntil) return;
2304
+ renderRequested = false;
2272
2305
  // After the frame listeners, before anything reads the camera to draw with:
2273
2306
  // a playback frame may have moved sub-parts or the camera itself, and both
2274
2307
  // change where the planes belong.
@@ -2336,6 +2369,20 @@ export function createViewer(container, part) {
2336
2369
  // recoverable (three's own listener re-uploads on restore); the subscribers
2337
2370
  // let an embedder surface it instead of showing a dead rectangle.
2338
2371
  const contextLostListeners = new Set();
2372
+ // Input on the stage: hover highlights, measure dims, cutaway gizmo hover and
2373
+ // drag all react to it, some a frame or two later — draw through the grace.
2374
+ const INPUT_EVENTS = ["pointermove", "pointerdown", "pointerup", "pointerleave", "pointercancel", "wheel"];
2375
+ const onStageInput = () => requestRender(INPUT_GRACE_MS);
2376
+ for (const type of INPUT_EVENTS) container.addEventListener(type, onStageInput, { capture: true, passive: true });
2377
+ const onKeyInput = () => requestRender(INPUT_GRACE_MS);
2378
+ window.addEventListener("keydown", onKeyInput, { capture: true, passive: true });
2379
+ window.addEventListener("keyup", onKeyInput, { capture: true, passive: true });
2380
+ // A restored context has re-uploaded everything but drawn nothing, and a
2381
+ // returning tab may have had its drawing buffer discarded.
2382
+ const onRedrawNeeded = () => requestRender();
2383
+ renderer.domElement.addEventListener("webglcontextrestored", onRedrawNeeded);
2384
+ document.addEventListener("visibilitychange", onRedrawNeeded);
2385
+
2339
2386
  const onContextLostEvent = (event) => {
2340
2387
  event.preventDefault();
2341
2388
  for (const listener of [...contextLostListeners]) listener();
@@ -2453,6 +2500,7 @@ export function createViewer(container, part) {
2453
2500
  }
2454
2501
 
2455
2502
  function dropFlashDot(dot) {
2503
+ requestRender();
2456
2504
  scene.remove(dot);
2457
2505
  dot.material.dispose(); // the geometry is shared and freed in dispose()
2458
2506
  flashDots.delete(dot);
@@ -2532,6 +2580,11 @@ export function createViewer(container, part) {
2532
2580
  // context left to lose, and a surviving listener would keep the embedder's
2533
2581
  // closure (and whatever it captured) alive.
2534
2582
  renderer.domElement.removeEventListener("webglcontextlost", onContextLostEvent);
2583
+ for (const type of INPUT_EVENTS) container.removeEventListener(type, onStageInput, { capture: true });
2584
+ window.removeEventListener("keydown", onKeyInput, { capture: true });
2585
+ window.removeEventListener("keyup", onKeyInput, { capture: true });
2586
+ renderer.domElement.removeEventListener("webglcontextrestored", onRedrawNeeded);
2587
+ document.removeEventListener("visibilitychange", onRedrawNeeded);
2535
2588
  contextLostListeners.clear();
2536
2589
  controls.removeEventListener("start", onControlsStart);
2537
2590
  cameraStartListeners.clear();
@@ -2586,7 +2639,8 @@ export function createViewer(container, part) {
2586
2639
  renderer.domElement.remove();
2587
2640
  }
2588
2641
 
2589
- return {
2642
+ return withRenderRequests({
2643
+ requestRender,
2590
2644
  showAssembly,
2591
2645
  hideAssembly,
2592
2646
  setSubGeometry,
@@ -2666,5 +2720,25 @@ export function createViewer(container, part) {
2666
2720
  invalidatePrintFrames,
2667
2721
  whenRealisticReady,
2668
2722
  dispose,
2669
- };
2723
+ }, () => requestRender(API_GRACE_MS));
2724
+ }
2725
+
2726
+ // Every API method that can change what is drawn asks for a frame when called,
2727
+ // and again when a returned promise settles (a mode switch lands async). Pure
2728
+ // reads, subscriptions and hot per-frame queries are left unwrapped — a frame
2729
+ // listener polling getCutawayPlane() must not keep the loop drawing forever.
2730
+ // Getters (viewer.camera) and non-functions pass through untouched.
2731
+ const NO_RENDER_REQUEST = /^(get|is|has|on|__)|^(requestRender|projectPoint|subTriangles|cutawaySupported|cutawayEnabled|whenRealisticReady|dispose)$/;
2732
+ export function withRenderRequests(api, request) {
2733
+ for (const [key, desc] of Object.entries(Object.getOwnPropertyDescriptors(api))) {
2734
+ if (typeof desc.value !== "function" || NO_RENDER_REQUEST.test(key)) continue;
2735
+ const fn = desc.value;
2736
+ api[key] = function (...args) {
2737
+ request();
2738
+ const out = fn.apply(this, args);
2739
+ if (out && typeof out.then === "function") out.then(request, request);
2740
+ return out;
2741
+ };
2742
+ }
2743
+ return api;
2670
2744
  }