partforge 0.73.0 → 0.73.1
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package/package.json
CHANGED
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@@ -221,22 +221,91 @@ export function choicesEqual(a, b) {
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// The vertex realizing the extreme along `axis` over the posed meshes; ties
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// within tolerance (a flat base is all "the minimum") break toward `near`, so
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// the anchor lands on the side of the part the dimension is drawn on.
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//
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// placeBox asks for all six ±axis directions, and the naive shape of this —
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// one pass to find the extreme, a second to tie-break, per call — walked every
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// vertex twelve times over. On a soup carrying three points per triangle that
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// is the dominant cost of a placement, so the walk happens ONCE per (geometry,
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// pose) and every later call is answered from `extremeCache`: the six extreme
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// VALUES, plus, per direction, the posed vertices tied with that direction's
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// own extreme. `near` varies per call (it is the side the dim hangs off), so
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// the tie-break itself still runs — over the handful of tied points instead of
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// the whole soup.
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//
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// Per-mesh candidates are exact for the multi-mesh scan they feed: a vertex
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// within TIE_TOL of the GLOBAL extreme is necessarily within TIE_TOL of its own
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// mesh's extreme too (the mesh extreme sits between them), so nothing that
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// could win is missing from the union — and the loop below re-filters against
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// the global value regardless.
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//
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// A candidate is stored as its INDEX into the soup, not as a posed point: four
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// bytes instead of twenty-four, and the tie-break still runs the same f64
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// transform the un-cached version did, so the anchor it picks is bit-identical.
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// The size question that buys is a real one — most parts sit on a flat face, so
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// one direction's tie set can be a whole face of the mesh — and on the parts
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// this was measured against the whole cache lands around 0.1% of the soup.
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const TIE_TOL = 1e-3;
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// The extremes and the tie sets are both POSED, so a record is only valid for
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// the pose it was built from. A mesh's `matrix` is mutated in place by the
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// viewer's pose fast path (setSubPose), so identity says nothing about it — the
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// sixteen elements do.
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const extremeCache = new WeakMap(); // positions -> { pose, lo, hi, cand: Uint32Array[6] }
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const _sv = new THREE.Vector3();
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const dirIndex = (axis, sign) => axis * 2 + (sign > 0 ? 0 : 1);
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const samePose = (a, b) => {
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for (let i = 0; i < 16; i++) if (a[i] !== b[i]) return false;
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return true;
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};
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function meshExtremes(positions, matrix) {
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const hit = extremeCache.get(positions);
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if (hit && samePose(hit.pose, matrix.elements)) return hit;
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const lo = [Infinity, Infinity, Infinity];
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const hi = [-Infinity, -Infinity, -Infinity];
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for (let i = 0; i < positions.length; i += 3) {
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_sv.set(positions[i], positions[i + 1], positions[i + 2]).applyMatrix4(matrix);
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for (let a = 0; a < 3; a++) {
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const v = _sv.getComponent(a);
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if (v < lo[a]) lo[a] = v;
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if (v > hi[a]) hi[a] = v;
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}
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}
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const cand = [[], [], [], [], [], []];
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if (Number.isFinite(lo[0])) {
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for (let i = 0; i < positions.length; i += 3) {
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_sv.set(positions[i], positions[i + 1], positions[i + 2]).applyMatrix4(matrix);
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for (let a = 0; a < 3; a++) {
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const v = _sv.getComponent(a);
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if (Math.abs(v - hi[a]) <= TIE_TOL) cand[a * 2].push(i);
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if (Math.abs(v - lo[a]) <= TIE_TOL) cand[a * 2 + 1].push(i);
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}
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}
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}
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const rec = { pose: matrix.elements.slice(), lo, hi, cand: cand.map((c) => Uint32Array.from(c)) };
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extremeCache.set(positions, rec);
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return rec;
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}
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export function extremeVertex(meshData, axis, sign, near) {
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const dir = dirIndex(axis, sign);
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let bestVal = sign > 0 ? -Infinity : Infinity;
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const scan = [];
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for (const { positions, matrix } of meshData) {
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const rec = meshExtremes(positions, matrix);
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const v = sign > 0 ? rec.hi[axis] : rec.lo[axis];
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if (!Number.isFinite(v)) continue; // empty mesh
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scan.push({ positions, matrix, cand: rec.cand[dir] });
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if (sign > 0 ? v > bestVal : v < bestVal) bestVal = v;
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}
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if (!Number.isFinite(bestVal)) return null;
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let best = null, bestD = Infinity;
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for (const { positions, matrix } of
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for (let
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for (const { positions, matrix, cand } of scan) {
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for (let k = 0; k < cand.length; k++) {
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const i = cand[k];
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_sv.set(positions[i], positions[i + 1], positions[i + 2]).applyMatrix4(matrix);
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if (Math.abs(_sv.getComponent(axis) - bestVal) >
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if (Math.abs(_sv.getComponent(axis) - bestVal) > TIE_TOL) continue;
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const d = _sv.distanceToSquared(near);
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if (d < bestD) { bestD = d; best = _sv.clone(); }
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}
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@@ -19,6 +19,35 @@ import { createPinStore, occurrenceOf } from "./pins.js";
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import { evaluateChoices, choicesEqual, placeDims, specSig, laneCounts } from "./dim3-place.js";
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import { createDimScene } from "./dim3-scene.js";
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// How many distinct placements each cache holds. An orbit sweeps a bounded set
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// of side choices, and a session hovers a bounded set of features; anything
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// past that is ground the user has moved on from. Entries are plain drawing
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// records (numbers, no GL objects), so the ceiling is about retention hygiene
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// on a memory-tight device, not about a runaway.
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const PLACEMENT_CACHE_LIMIT = 32;
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// Bounded LRU. A Map iterates in insertion order, so re-inserting on a hit
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// moves the entry to the back and the oldest key is always the first one out.
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function keyedCache(limit) {
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const entries = new Map();
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return {
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get(key) {
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if (!entries.has(key)) return undefined;
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const value = entries.get(key);
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entries.delete(key);
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entries.set(key, value);
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return value;
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},
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set(key, value) {
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entries.delete(key);
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entries.set(key, value);
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if (entries.size > limit) entries.delete(entries.keys().next().value);
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return value;
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},
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clear() { entries.clear(); },
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};
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}
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export function createMeasureMode(viewer, { part, getContext, revealParams, getParamsVersion, schedule = (cb) => requestAnimationFrame(cb) }) {
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const pins = createPinStore();
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const pinListeners = new Set();
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@@ -218,7 +247,23 @@ export function createMeasureMode(viewer, { part, getContext, revealParams, getP
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// hover dim, which changes on every pointer move. placeBox scans every
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// vertex of the meshes it covers (tens of ms on a big part), so re-placing
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// the whole set per hover frame is the one path that must not exist.
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//
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// Both caches are KEYED and bounded rather than one slot each. A one-slot
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// cache is right for a monotonic sequence and wrong for an orbit, which
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// sweeps back and forth over the same handful of side choices — measured at
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// ~15 flips per 360° turn, every one of them a full re-place of ground
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// already covered. Keyed, an orbit places each distinct choice once.
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const baseCache = keyedCache(PLACEMENT_CACHE_LIMIT);
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// ...and the PAINTED list — base plus the hover dim — cached the same way, on
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// the base key plus everything the hover pass alone depends on. The hover
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// spec is identical for every pointer position over one feature, so without
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// this a pointer resting on a face re-ran that item's vertex scan and its
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// surface raycasts on every single rAF.
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const paintCache = keyedCache(PLACEMENT_CACHE_LIMIT);
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// The drawing list currently on screen, held by IDENTITY: scene.update()
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// rebuilds every child object (and repaints every label texture), so a list
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// the cache just handed back unchanged must not reach it.
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let painted = null;
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const _rc = new THREE.Raycaster();
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const _origin = new THREE.Vector3();
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const _dir = new THREE.Vector3();
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@@ -274,12 +319,26 @@ export function createMeasureMode(viewer, { part, getContext, revealParams, getP
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return key;
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}
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// The hover half of the choice table, which baseCacheKey deliberately omits
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// (hover entries come and go with the pointer and must not evict the base).
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// A camera move that flips which side the hovered dim hangs off has to
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// re-place it, so the paint key carries them.
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function hoverChoiceKey() {
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let key = "";
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for (const ck of Object.keys(choices)) {
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if (!ck.startsWith("hover|")) continue;
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const c = choices[ck];
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key += `|${ck}=${c.key ?? ""}${c.du ? `,${c.du.map((n) => n.toFixed(4))}` : ""}`;
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}
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return key;
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}
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function rebuild() {
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if (!enabled || !scene) return;
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const { items, meshes, bounds } = buildItems();
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lastItems = items;
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lastBounds = bounds ?? null;
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if (!items.length || !bounds) { scene.clear();
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if (!items.length || !bounds) { scene.clear(); painted = null; return; }
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const env = buildEnv(meshes);
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choices = evaluateChoices(items, { camPos: env.camPos, center: centerOf(bounds), prev: choices });
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const place = (list, suppress, lanes) =>
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@@ -287,10 +346,8 @@ export function createMeasureMode(viewer, { part, getContext, revealParams, getP
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const hoverItem = items.find((i) => i.id === "hover");
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const baseItems = hoverItem ? items.filter((i) => i !== hoverItem) : items;
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const key = baseCacheKey(`${units}|${meshSig()}`, baseItems);
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baseCache.drawings = place(baseItems);
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}
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let baseDrawings = baseCache.get(key);
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if (!baseDrawings) baseDrawings = baseCache.set(key, place(baseItems));
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// The hover pass can't see the base pass's items (they're cached), so it
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// hands over (a) their sigs as `suppress` — a hover duplicating an
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// already-drawn measurement (the sub-part bounds over the overall, a
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@@ -298,13 +355,20 @@ export function createMeasureMode(viewer, { part, getContext, revealParams, getP
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// occupancy, so a hovered dim staggers into the SAME lane it will occupy
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// once pinned (pins append after the base items in the same order) and
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// clicking never moves it.
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?
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const paintKey = hoverItem
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? `h|${key}|${specSig(hoverItem.spec)}|${hoverChoiceKey()}`
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: `b|${key}`;
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let drawings = paintCache.get(paintKey);
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if (!drawings) {
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drawings = paintCache.set(paintKey, hoverItem
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? baseDrawings.concat(place(
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[hoverItem],
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new Set(baseItems.map((i) => specSig(i.spec))),
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laneCounts(baseDrawings),
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))
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: baseDrawings);
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}
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if (painted !== drawings) { painted = drawings; scene.update(drawings); }
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}
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// ---- frame dirty check ---------------------------------------------------
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scene?.clear();
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lastItems = [];
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lastBounds = null;
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baseCache.
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baseCache.clear();
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paintCache.clear();
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painted = null;
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dom.style.cursor = "";
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}
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notifyMode();
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