partforge 0.39.0 → 0.40.0
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/package.json
CHANGED
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@@ -2,6 +2,7 @@ import * as THREE from "three";
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import {
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axisParameterFromRay,
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signedAngleAroundAxis,
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snapQuaternionToAxis,
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} from "./cutaway-math.js";
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import { CUTAWAY_OVERLAY_RENDER_ORDER } from "./cutaway-render.js";
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@@ -46,6 +47,7 @@ export function createCutawayGizmo({
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onPoseChange = () => {},
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onActivity = () => {},
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onHandleHoverChange = () => {},
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onDragChange = () => {},
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pickHandle,
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}) {
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const group = new THREE.Group();
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@@ -261,6 +263,7 @@ export function createCutawayGizmo({
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let activeAppearance = true;
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let themeMode = "dark";
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const raycaster = new THREE.Raycaster();
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const _snapped = new THREE.Quaternion();
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const hitProxies = Object.values(handles);
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function rayFromEvent(event) {
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@@ -326,6 +329,7 @@ export function createCutawayGizmo({
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drag = null;
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if (orbitControls) orbitControls.enabled = ending.orbitEnabled;
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safeRelease(ending.pointerId);
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onDragChange(false);
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}
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function updateAppearance() {
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@@ -361,6 +365,15 @@ export function createCutawayGizmo({
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onHandleHoverChange(normalized);
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}
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// Rotation lands on a canonical axis when it gets close to one. Shift is read
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// per move rather than latched at pointer-down, so it can be pressed and
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// released mid-drag; it is unbound during a gizmo drag because orbit controls
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// are already disabled.
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function snapRotation(candidate, event) {
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candidate.normalize();
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return event.shiftKey ? candidate : snapQuaternionToAxis(candidate, undefined, _snapped);
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}
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function notifyPose() {
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onPoseChange({
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position: group.position.clone(),
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@@ -468,6 +481,7 @@ export function createCutawayGizmo({
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setHoveredHandle(handle);
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onActivity();
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drag = nextDrag;
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onDragChange(true);
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if (orbitControls) orbitControls.enabled = false;
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safeCapture(event.pointerId);
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event.preventDefault();
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@@ -512,7 +526,7 @@ export function createCutawayGizmo({
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* SCREEN_ROTATION_RADIANS_PER_PIXEL;
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if (!Number.isFinite(angle)) return;
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const delta = new THREE.Quaternion().setFromAxisAngle(drag.axis, angle);
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group.quaternion.copy(delta.multiply(drag.startQuaternion))
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group.quaternion.copy(snapRotation(delta.multiply(drag.startQuaternion), event));
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group.position.copy(drag.startPosition);
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syncHandleTransform();
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notifyPose();
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@@ -527,7 +541,7 @@ export function createCutawayGizmo({
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const angle = signedAngleAroundAxis(drag.startRadial, radial, drag.axis);
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if (!Number.isFinite(angle)) return;
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const delta = new THREE.Quaternion().setFromAxisAngle(drag.axis, angle);
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530
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group.quaternion.copy(delta.multiply(drag.startQuaternion))
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group.quaternion.copy(snapRotation(delta.multiply(drag.startQuaternion), event));
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group.position.copy(drag.startPosition);
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syncHandleTransform();
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notifyPose();
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@@ -4,10 +4,38 @@ const PLANE_LOCAL_NORMAL = new THREE.Vector3(0, 0, 1);
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const POINT_EPSILON = 1e-6;
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const PARALLEL_EPSILON = 1e-6;
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// Nearest signed canonical axis (+/-X, +/-Y, +/-Z) to `direction`. Axes are
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// scanned X, Y, Z and replaced only on a strictly larger |component|, so a tie
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// resolves to the earlier axis — the default isometric framing is an exact tie
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// between -X and -Z and lands on -X. Degenerate input falls back to +Z.
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export function nearestCanonicalAxis(direction, target = new THREE.Vector3()) {
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const components = [direction.x, direction.y, direction.z];
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if (!components.every(Number.isFinite)) return target.set(0, 0, 1);
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let bestIndex = -1;
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let bestScore = 0;
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for (let i = 0; i < 3; i++) {
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const score = Math.abs(components[i]);
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if (score > bestScore) {
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bestScore = score;
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bestIndex = i;
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}
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}
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if (bestIndex < 0) return target.set(0, 0, 1);
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// Built by setComponent rather than negating a unit axis: multiplying a zero
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// component by -1 yields -0, and toEqual([0, -1, 0]) does not accept -0.
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return target.set(0, 0, 0).setComponent(bestIndex, components[bestIndex] < 0 ? -1 : 1);
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}
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export function initialCutawayPose(box, camera) {
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const position = box.getCenter(new THREE.Vector3());
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const diagonal = Math.max(box.getSize(new THREE.Vector3()).length(), 1);
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-
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// Square the cut plane up with the part rather than the camera: the axis
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// nearest the view direction, so the near half is still what gets cut away.
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const normal = nearestCanonicalAxis(
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camera.getWorldDirection(new THREE.Vector3()).normalize(),
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);
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const quaternion = new THREE.Quaternion().setFromUnitVectors(
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PLANE_LOCAL_NORMAL,
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normal,
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@@ -20,6 +48,27 @@ export function initialCutawayPose(box, camera) {
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};
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}
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export const AXIS_SNAP_RADIANS = (7 * Math.PI) / 180;
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// Pull a plane pose onto the nearest canonical axis once its normal is within
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// `maxAngle` of one. The correction is the minimal rotation carrying the normal
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// onto the axis, not a rebuilt quaternion, so the plane's in-plane roll survives
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// and the gizmo rings do not visibly spin at the moment of snapping. Roll does
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// not affect the clip either way.
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export function snapQuaternionToAxis(
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quaternion,
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maxAngle = AXIS_SNAP_RADIANS,
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target = new THREE.Quaternion(),
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) {
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const normal = PLANE_LOCAL_NORMAL.clone().applyQuaternion(quaternion).normalize();
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const axis = nearestCanonicalAxis(normal);
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if (normal.angleTo(axis) > maxAngle) return target.copy(quaternion);
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return target
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.setFromUnitVectors(normal, axis)
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.multiply(quaternion)
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.normalize();
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}
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export function planeFromPose(plane, normalTarget, position, quaternion, flipped) {
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normalTarget.copy(PLANE_LOCAL_NORMAL).applyQuaternion(quaternion).normalize();
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if (flipped) normalTarget.negate();
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@@ -0,0 +1,233 @@
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1
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import * as THREE from "three";
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import { LineMaterial } from "three/addons/lines/LineMaterial.js";
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import { LineSegments2 } from "three/addons/lines/LineSegments2.js";
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import { LineSegmentsGeometry } from "three/addons/lines/LineSegmentsGeometry.js";
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// Matches POINT_EPSILON in cutaway-math.js: a vertex this close to the plane
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// counts as lying on it, so a grazing plane produces neither duplicate nor
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// zero-length segments.
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const ON_PLANE_EPSILON = 1e-6;
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const _vertices = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()];
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const _distances = [0, 0, 0];
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const _signs = [0, 0, 0];
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const _crossing = new THREE.Vector3();
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// Plane/triangle intersection over a BufferGeometry, in the geometry's own
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// frame. Emits one segment per crossing triangle. Handles indexed (OCCT) and
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// non-indexed (Manifold) geometry alike.
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//
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// Degenerate contact is resolved so each boundary edge is emitted exactly once:
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// - a triangle lying in the plane emits nothing; its neighbours bound it;
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// - a triangle touching the plane at one vertex only emits nothing;
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// - a triangle with an edge in the plane emits that edge only when its third
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// vertex is on the clipped side, so the two triangles sharing that edge do
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// not both emit it.
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//
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// Known limitation: that last rule reads only its own triangle, so it cannot
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// tell "the neighbour is on the other side" (a real crossing, one emission)
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// from "the neighbour is also clipped" (a ridge merely tangent to the plane,
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// two emissions of the same edge). Telling them apart needs per-slice edge
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// bookkeeping on a path that runs every frame of a gizmo drag, and the payoff
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// is small: the duplicates are coincident, so they are invisible on opaque
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// parts and only slightly darken a translucent one, in the measure-zero case
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// where a plane lands exactly on a crease.
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export function sectionSegments(geometry, plane) {
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const position = geometry?.getAttribute?.("position");
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if (!position) return new Float32Array(0);
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const index = geometry.getIndex?.() ?? null;
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const count = index ? index.count : position.count;
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const out = [];
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for (let i = 0; i + 2 < count; i += 3) {
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for (let k = 0; k < 3; k++) {
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_vertices[k].fromBufferAttribute(position, index ? index.getX(i + k) : i + k);
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const distance = plane.distanceToPoint(_vertices[k]);
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_distances[k] = distance;
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_signs[k] = distance > ON_PLANE_EPSILON
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? 1
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: distance < -ON_PLANE_EPSILON ? -1 : 0;
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}
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const onPlane = (_signs[0] === 0 ? 1 : 0)
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+ (_signs[1] === 0 ? 1 : 0)
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+ (_signs[2] === 0 ? 1 : 0);
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if (onPlane === 3) continue;
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if (onPlane === 2) {
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const solo = _signs[0] !== 0 ? 0 : _signs[1] !== 0 ? 1 : 2;
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if (_signs[solo] !== -1) continue;
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pushPoint(out, _vertices[(solo + 1) % 3]);
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pushPoint(out, _vertices[(solo + 2) % 3]);
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continue;
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}
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if (onPlane === 1) {
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const zero = _signs[0] === 0 ? 0 : _signs[1] === 0 ? 1 : 2;
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const a = (zero + 1) % 3;
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const b = (zero + 2) % 3;
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if (_signs[a] === _signs[b]) continue;
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pushPoint(out, _vertices[zero]);
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pushPoint(out, crossingPoint(a, b));
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continue;
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}
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if (_signs[0] === _signs[1] && _signs[1] === _signs[2]) continue;
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for (let k = 0; k < 3; k++) {
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const a = k;
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const b = (k + 1) % 3;
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if (_signs[a] === _signs[b]) continue;
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pushPoint(out, crossingPoint(a, b));
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}
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}
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return new Float32Array(out);
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}
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function crossingPoint(a, b) {
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const t = _distances[a] / (_distances[a] - _distances[b]);
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return _crossing.copy(_vertices[a]).lerp(_vertices[b], t);
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}
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function pushPoint(out, point) {
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out.push(point.x, point.y, point.z);
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}
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const defaultNow = () => (typeof performance !== "undefined" ? performance.now() : 0);
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// One cut-face outline for one subpart. The object is parented to the mesh, the
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// same trick the stencil helpers use, so it inherits every present and future
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// transform including the pose fast path — and it always slices whatever
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// `mesh.geometry` currently draws, so the outline cannot disagree with the
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// surface it bounds.
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//
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// The section moves for four unrelated reasons (plane pose, geometry swap,
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// frameTo recentring the assembly under a world-fixed plane, and setSubPose),
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// and only the first two notify the cutaway. Rather than thread invalidation
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// through all four, refresh() compares a signature and re-slices when it
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// differs — roughly 21 float compares per frame.
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export function createSectionOutline({ mesh, plane, inkColor, now = defaultNow }) {
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const material = new LineMaterial({
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color: inkColor,
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linewidth: 1,
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// The outline lies exactly in the cap plane; pull it toward the viewer so
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// the coincident-depth line wins against the cap it sits in.
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polygonOffset: true,
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polygonOffsetFactor: -1,
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polygonOffsetUnits: -1,
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});
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material.resolution.set(1, 1);
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// Deliberately no clippingPlanes: the outline sits at distance ~0 from its
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// own plane, and clipping it would speckle.
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const object = new LineSegments2(new LineSegmentsGeometry(), material);
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object.frustumCulled = false;
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object.visible = false;
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mesh.add(object);
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const localPlane = new THREE.Plane();
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const inverse = new THREE.Matrix4();
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const lastNormal = new THREE.Vector3(NaN, NaN, NaN);
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const lastMatrix = new THREE.Matrix4();
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let lastConstant = NaN;
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let lastGeometry = null;
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let lastCost = 0;
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let hasSegments = false;
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let visible = false;
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let suppressed = false;
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let disposed = false;
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// A show transition (setVisible(true) / setSuppressed(false)) must not put
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// the last slice on screen if the plane or mesh moved while hidden - that
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// slice belongs to a pose nobody asked to see. Cleared once slice() has
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// caught up; markShown() below leaves it alone when nothing moved, so an
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// ordinary show doesn't wait on a needless re-slice.
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let needsSlice = true;
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function applyVisibility() {
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object.visible = visible && hasSegments && !suppressed && !disposed && !needsSlice;
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}
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// Same signature the plane/mesh state is judged by in refresh(), reused so
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+
// a show transition can tell "still matches the last slice" from "moved
|
|
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|
+
// while hidden" without duplicating that comparison.
|
|
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|
+
function signatureMatches(geometry, matrixWorld) {
|
|
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|
+
return geometry === lastGeometry
|
|
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|
+
&& plane.constant === lastConstant
|
|
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|
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&& plane.normal.equals(lastNormal)
|
|
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|
+
&& matrixWorld.equals(lastMatrix);
|
|
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|
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}
|
|
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|
+
|
|
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function markShown() {
|
|
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|
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mesh.updateWorldMatrix(true, false);
|
|
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+
if (!signatureMatches(mesh.geometry, mesh.matrixWorld)) needsSlice = true;
|
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}
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|
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+
|
|
167
|
+
function slice(geometry, matrixWorld) {
|
|
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+
const start = now();
|
|
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|
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localPlane.copy(plane).applyMatrix4(inverse.copy(matrixWorld).invert());
|
|
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|
+
const segments = geometry
|
|
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|
+
? sectionSegments(geometry, localPlane)
|
|
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|
+
: new Float32Array(0);
|
|
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|
+
hasSegments = segments.length > 0;
|
|
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|
+
const previous = object.geometry;
|
|
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|
+
const next = new LineSegmentsGeometry();
|
|
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|
+
if (hasSegments) next.setPositions(segments);
|
|
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object.geometry = next;
|
|
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previous?.dispose();
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|
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lastCost = now() - start;
|
|
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+
needsSlice = false;
|
|
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|
+
applyVisibility();
|
|
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+
}
|
|
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|
+
|
|
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+
function refresh() {
|
|
185
|
+
if (disposed || !visible || suppressed) return false;
|
|
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|
+
mesh.updateWorldMatrix(true, false);
|
|
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|
+
const geometry = mesh.geometry;
|
|
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|
+
if (signatureMatches(geometry, mesh.matrixWorld)) return false;
|
|
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|
+
lastGeometry = geometry;
|
|
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|
+
lastConstant = plane.constant;
|
|
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|
+
lastNormal.copy(plane.normal);
|
|
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+
lastMatrix.copy(mesh.matrixWorld);
|
|
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+
slice(geometry, mesh.matrixWorld);
|
|
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+
return true;
|
|
195
|
+
}
|
|
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|
+
|
|
197
|
+
return {
|
|
198
|
+
object,
|
|
199
|
+
refresh,
|
|
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|
+
sliceCost: () => lastCost,
|
|
201
|
+
setVisible(on) {
|
|
202
|
+
if (disposed) return;
|
|
203
|
+
visible = Boolean(on);
|
|
204
|
+
if (visible) markShown();
|
|
205
|
+
applyVisibility();
|
|
206
|
+
},
|
|
207
|
+
setSuppressed(on) {
|
|
208
|
+
if (disposed) return;
|
|
209
|
+
suppressed = Boolean(on);
|
|
210
|
+
if (!suppressed) markShown();
|
|
211
|
+
applyVisibility();
|
|
212
|
+
},
|
|
213
|
+
setInk(color) {
|
|
214
|
+
if (!disposed) material.color.set(color);
|
|
215
|
+
},
|
|
216
|
+
setTransparent(on) {
|
|
217
|
+
if (disposed || material.transparent === Boolean(on)) return;
|
|
218
|
+
material.transparent = Boolean(on);
|
|
219
|
+
material.needsUpdate = true;
|
|
220
|
+
},
|
|
221
|
+
setViewportSize(width, height) {
|
|
222
|
+
if (!disposed) material.resolution.set(width, height);
|
|
223
|
+
},
|
|
224
|
+
dispose() {
|
|
225
|
+
if (disposed) return;
|
|
226
|
+
disposed = true;
|
|
227
|
+
object.visible = false;
|
|
228
|
+
mesh.remove(object);
|
|
229
|
+
object.geometry?.dispose();
|
|
230
|
+
material.dispose();
|
|
231
|
+
},
|
|
232
|
+
};
|
|
233
|
+
}
|
|
@@ -1,5 +1,7 @@
|
|
|
1
1
|
import * as THREE from "three";
|
|
2
2
|
|
|
3
|
+
import { createSectionOutline } from "./cutaway-outline.js";
|
|
4
|
+
|
|
3
5
|
export const HATCH_PERIOD_CSS_PX = 5;
|
|
4
6
|
export const HATCH_LINE_CSS_PX = 1;
|
|
5
7
|
|
|
@@ -9,6 +11,7 @@ export const HATCH_LINE_CSS_PX = 1;
|
|
|
9
11
|
const SURFACE_ORDER_BASE = 1_000_000;
|
|
10
12
|
const EDGE_ORDER_BASE = 2_000_000;
|
|
11
13
|
const SECTION_ORDER_STRIDE = 2;
|
|
14
|
+
export const OUTLINE_ORDER_BASE = 2_500_000;
|
|
12
15
|
export const CUTAWAY_OVERLAY_RENDER_ORDER = 3_000_000;
|
|
13
16
|
|
|
14
17
|
export function createHatchMaterial({ color, opacity, inkColor }) {
|
|
@@ -122,6 +125,7 @@ export function createSectionRenderSet({
|
|
|
122
125
|
capGeometry,
|
|
123
126
|
order,
|
|
124
127
|
inkColor,
|
|
128
|
+
now,
|
|
125
129
|
}) {
|
|
126
130
|
let originalMeshMaterial = mesh.material;
|
|
127
131
|
let originalEdgeMaterial = edgeLines?.material;
|
|
@@ -187,6 +191,13 @@ export function createSectionRenderSet({
|
|
|
187
191
|
front.renderOrder = stencilOrder;
|
|
188
192
|
cap.renderOrder = stencilOrder + 1;
|
|
189
193
|
|
|
194
|
+
// Cut-face outline: real 3D segments sliced from the mesh, drawn with the
|
|
195
|
+
// same fat-line renderer as the viewer's feature edges. Ordered above the
|
|
196
|
+
// clipped edges so it wins the coincident depth against its own cap.
|
|
197
|
+
const outline = createSectionOutline({ mesh, plane, inkColor, now });
|
|
198
|
+
outline.object.renderOrder = OUTLINE_ORDER_BASE + order;
|
|
199
|
+
outline.setTransparent(capMaterial.transparent);
|
|
200
|
+
|
|
190
201
|
let enabled = false;
|
|
191
202
|
let visible = mesh.visible;
|
|
192
203
|
let disposed = false;
|
|
@@ -196,6 +207,7 @@ export function createSectionRenderSet({
|
|
|
196
207
|
back.visible = on;
|
|
197
208
|
front.visible = on;
|
|
198
209
|
cap.visible = on;
|
|
210
|
+
outline.setVisible(on);
|
|
199
211
|
}
|
|
200
212
|
|
|
201
213
|
back.visible = false;
|
|
@@ -245,12 +257,14 @@ export function createSectionRenderSet({
|
|
|
245
257
|
function setHatchInk(color) {
|
|
246
258
|
if (disposed) return;
|
|
247
259
|
capMaterial.userData.setInkColor(color);
|
|
260
|
+
outline.setInk(color);
|
|
248
261
|
}
|
|
249
262
|
|
|
250
263
|
function setViewportSize(width, height, pixelRatio = 1) {
|
|
251
264
|
if (disposed) return;
|
|
252
265
|
viewportSize = { width, height, pixelRatio };
|
|
253
266
|
setLineResolution(clippedEdgeMaterial, width, height);
|
|
267
|
+
outline.setViewportSize(width, height);
|
|
254
268
|
capMaterial.userData.setScreenScale(pixelRatio);
|
|
255
269
|
}
|
|
256
270
|
|
|
@@ -302,6 +316,7 @@ export function createSectionRenderSet({
|
|
|
302
316
|
backMaterial.transparent = capMaterial.transparent;
|
|
303
317
|
frontMaterial.transparent = capMaterial.transparent;
|
|
304
318
|
if (clippedEdgeMaterial && capMaterial.transparent) makeTransparent(clippedEdgeMaterial);
|
|
319
|
+
outline.setTransparent(capMaterial.transparent);
|
|
305
320
|
|
|
306
321
|
if (enabled) {
|
|
307
322
|
mesh.material = clippedMeshMaterial;
|
|
@@ -319,6 +334,7 @@ export function createSectionRenderSet({
|
|
|
319
334
|
disposed = true;
|
|
320
335
|
mesh.remove(back, front);
|
|
321
336
|
scene.remove(cap);
|
|
337
|
+
outline.dispose();
|
|
322
338
|
for (const material of ownedMaterials) material.dispose();
|
|
323
339
|
}
|
|
324
340
|
|
|
@@ -326,6 +342,7 @@ export function createSectionRenderSet({
|
|
|
326
342
|
back,
|
|
327
343
|
front,
|
|
328
344
|
cap,
|
|
345
|
+
outline,
|
|
329
346
|
setEnabled,
|
|
330
347
|
setVisible,
|
|
331
348
|
setGeometry,
|
|
@@ -333,6 +350,9 @@ export function createSectionRenderSet({
|
|
|
333
350
|
setHatchInk,
|
|
334
351
|
setViewportSize,
|
|
335
352
|
refreshSourceMaterial,
|
|
353
|
+
refreshOutline: outline.refresh,
|
|
354
|
+
outlineSliceCost: outline.sliceCost,
|
|
355
|
+
setOutlineSuppressed: outline.setSuppressed,
|
|
336
356
|
dispose,
|
|
337
357
|
};
|
|
338
358
|
}
|
package/src/framework/cutaway.js
CHANGED
|
@@ -10,6 +10,11 @@ import { createSectionRenderSet } from "./cutaway-render.js";
|
|
|
10
10
|
|
|
11
11
|
const IDLE_DELAY_MS = 800;
|
|
12
12
|
|
|
13
|
+
// Slicing rides on top of everything else in the frame, so the whole visible
|
|
14
|
+
// assembly gets about an eighth of a 60 fps frame before outlines step aside
|
|
15
|
+
// for the duration of a drag.
|
|
16
|
+
export const OUTLINE_SLICE_BUDGET_MS = 2;
|
|
17
|
+
|
|
13
18
|
function defaultSchedule(callback, delay) {
|
|
14
19
|
const timer = setTimeout(callback, delay);
|
|
15
20
|
return () => clearTimeout(timer);
|
|
@@ -33,6 +38,7 @@ export function createCutaway({
|
|
|
33
38
|
getBounds,
|
|
34
39
|
edgeColor,
|
|
35
40
|
schedule = defaultSchedule,
|
|
41
|
+
now,
|
|
36
42
|
}) {
|
|
37
43
|
let supported = false;
|
|
38
44
|
try {
|
|
@@ -61,6 +67,7 @@ export function createCutaway({
|
|
|
61
67
|
let previousLocalClippingEnabled;
|
|
62
68
|
let disposed = false;
|
|
63
69
|
let disabling = false;
|
|
70
|
+
let outlinesSuppressed = false;
|
|
64
71
|
let hoveredHandle = null;
|
|
65
72
|
const handleHoverSubscribers = new Set();
|
|
66
73
|
const pendingHandlePublications = [];
|
|
@@ -218,6 +225,7 @@ export function createCutaway({
|
|
|
218
225
|
onPoseChange,
|
|
219
226
|
onActivity: showActive,
|
|
220
227
|
onHandleHoverChange: publishHandleHover,
|
|
228
|
+
onDragChange: setDragging,
|
|
221
229
|
});
|
|
222
230
|
gizmo.setVisible(false);
|
|
223
231
|
gizmo.setTheme(theme);
|
|
@@ -236,6 +244,7 @@ export function createCutaway({
|
|
|
236
244
|
capGeometry,
|
|
237
245
|
order,
|
|
238
246
|
inkColor: hatchInk,
|
|
247
|
+
now,
|
|
239
248
|
});
|
|
240
249
|
renderSets.set(name, { renderSet, mesh, edgeLines, order });
|
|
241
250
|
if (viewportSize) {
|
|
@@ -248,6 +257,7 @@ export function createCutaway({
|
|
|
248
257
|
applyCapPose(renderSet);
|
|
249
258
|
renderSet.setVisible(enabled && selected(name));
|
|
250
259
|
renderSet.setEnabled(enabled);
|
|
260
|
+
renderSet.setOutlineSuppressed(outlinesSuppressed);
|
|
251
261
|
return true;
|
|
252
262
|
}
|
|
253
263
|
|
|
@@ -402,8 +412,42 @@ export function createCutaway({
|
|
|
402
412
|
};
|
|
403
413
|
}
|
|
404
414
|
|
|
415
|
+
// Per-frame maintenance while the cutaway is on: the gizmo rescales for the
|
|
416
|
+
// camera, and every visible section re-slices its outline if anything it
|
|
417
|
+
// depends on moved. Both are cheap no-ops when nothing changed.
|
|
418
|
+
function refreshSections() {
|
|
419
|
+
for (const { renderSet } of renderSets.values()) renderSet.refreshOutline();
|
|
420
|
+
}
|
|
421
|
+
|
|
422
|
+
// Outlines re-slice on every frame of a gizmo drag. On heavy assemblies that
|
|
423
|
+
// is the one place the cost could show, so decide once at drag start — from
|
|
424
|
+
// costs already measured, so the drag never pays a spike to discover it is
|
|
425
|
+
// too expensive — and hide all of them or none. Half-outlined assemblies read
|
|
426
|
+
// as broken. Only sections that are actually showing count toward the budget:
|
|
427
|
+
// a hidden section's refresh() early-returns without slicing, so its cost
|
|
428
|
+
// entry is whatever was last measured while it *was* visible — stale, and
|
|
429
|
+
// irrelevant to what the drag will actually spend time on.
|
|
430
|
+
function setDragging(active) {
|
|
431
|
+
if (disposed) return;
|
|
432
|
+
if (active) {
|
|
433
|
+
let total = 0;
|
|
434
|
+
for (const [name, { renderSet }] of renderSets) {
|
|
435
|
+
if (enabled && selected(name)) total += renderSet.outlineSliceCost();
|
|
436
|
+
}
|
|
437
|
+
outlinesSuppressed = total > OUTLINE_SLICE_BUDGET_MS;
|
|
438
|
+
} else {
|
|
439
|
+
outlinesSuppressed = false;
|
|
440
|
+
}
|
|
441
|
+
for (const { renderSet } of renderSets.values()) {
|
|
442
|
+
renderSet.setOutlineSuppressed(outlinesSuppressed);
|
|
443
|
+
}
|
|
444
|
+
if (!active) refreshSections();
|
|
445
|
+
}
|
|
446
|
+
|
|
405
447
|
function updateForCamera() {
|
|
406
|
-
if (enabled
|
|
448
|
+
if (!enabled || disposed) return;
|
|
449
|
+
gizmo.updateForCamera();
|
|
450
|
+
refreshSections();
|
|
407
451
|
}
|
|
408
452
|
|
|
409
453
|
function renderOverlay(targetRenderer, targetCamera) {
|
|
@@ -465,5 +509,7 @@ export function createCutaway({
|
|
|
465
509
|
renderOverlay,
|
|
466
510
|
onHandleHoverChange,
|
|
467
511
|
dispose,
|
|
512
|
+
_renderSetFor: (name) => renderSets.get(name)?.renderSet ?? null,
|
|
513
|
+
_setDragging: setDragging,
|
|
468
514
|
};
|
|
469
515
|
}
|
package/src/framework/viewer.js
CHANGED
|
@@ -175,14 +175,24 @@ export function createViewer(container, part) {
|
|
|
175
175
|
}
|
|
176
176
|
|
|
177
177
|
// The cutaway plane lives in world space, so its initial/reset bounds must
|
|
178
|
-
// include the pivot rotation and the per-view recentering transform
|
|
178
|
+
// include the pivot rotation and the per-view recentering transform —
|
|
179
|
+
// mesh.matrixWorld carries both. Union each visible mesh's own
|
|
180
|
+
// geometry.boundingBox rather than `Box3.expandByObject`, which recurses into
|
|
181
|
+
// children: the two stencil-pass meshes share `mesh.geometry` so that
|
|
182
|
+
// recursion is harmless for them, but the cut-face outline child carries its
|
|
183
|
+
// own independent geometry that only re-slices while the cutaway is enabled
|
|
184
|
+
// and visible — while hidden it can keep segments from an older, larger part
|
|
185
|
+
// and inflate these bounds. A subpart's initial placeholder BufferGeometry
|
|
186
|
+
// has no boundingBox computed (only buildGeometry computes one), so skip it.
|
|
179
187
|
const _worldBounds = new THREE.Box3();
|
|
188
|
+
const _meshBounds = new THREE.Box3();
|
|
180
189
|
function getVisibleWorldBounds() {
|
|
181
190
|
_worldBounds.makeEmpty();
|
|
182
191
|
for (const mesh of Object.values(subMesh)) {
|
|
183
|
-
if (!mesh.visible || !mesh.geometry) continue;
|
|
192
|
+
if (!mesh.visible || !mesh.geometry?.boundingBox) continue;
|
|
184
193
|
mesh.updateWorldMatrix(true, false);
|
|
185
|
-
|
|
194
|
+
_meshBounds.copy(mesh.geometry.boundingBox).applyMatrix4(mesh.matrixWorld);
|
|
195
|
+
_worldBounds.union(_meshBounds);
|
|
186
196
|
}
|
|
187
197
|
return _worldBounds;
|
|
188
198
|
}
|