three-cad-viewer 5.0.0 → 5.0.2

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@@ -22,6 +22,7 @@ interface EdgeData {
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  edges: Float32Array | number[][];
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  segments_per_edge?: number[] | Uint32Array;
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  obj_vertices?: Float32Array | number[];
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+ edge_types?: number[] | Uint8Array | Uint32Array;
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  }
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  interface VertexData {
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  obj_vertices: Float32Array | number[];
@@ -87606,11 +87606,14 @@ class NestedGroup {
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  // widen + recolor the flagged segment in-shader (Option A).
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  this.highlight?.patchEdgeMaterial(edges.material);
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  // Internal measurement backend: record the standalone edge node's geometry
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- // (obj_vertices lets the hover status resolve a picked corner's coords).
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+ // (obj_vertices lets the hover status resolve a picked corner's coords,
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+ // edge_types the exact curve type — without it every edge reads as "other"
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+ // and a circle/arc loses its center + radius readout).
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  this.meshGeometry.register(path, {
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  edges: edgeData.edges,
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  segments_per_edge: edgeData.segments_per_edge,
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  obj_vertices: edgeData.obj_vertices,
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+ edge_types: edgeData.edge_types,
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  }, group, null);
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  }
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  group.setEdges(edges);
@@ -95342,6 +95345,14 @@ class CADTrackballControls extends TrackballControls {
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  _quaternion.setFromAxisAngle(_axis, finalAngle);
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  // Apply rotation via premultiplication (world-space rotation)
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  this.object.quaternion.premultiply(_quaternion);
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+ // Renormalize: holroyd mode skips the lookAt() that renormalizes stock
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+ // TrackballControls every frame, so the accumulated premultiply()s would
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+ // otherwise let the quaternion norm drift below 1. A sub-unit quaternion
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+ // makes line above's `_axis.applyQuaternion(this.object.quaternion)` scale
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+ // the axis by |q|^2 < 1, which shrinks the norm further next frame — a
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+ // positive-feedback loop that, after enough dragging, erupts into ~180deg
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+ // single-frame view flips. One normalize() per rotation keeps it unit.
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+ this.object.quaternion.normalize();
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  this._eye.applyQuaternion(_quaternion);
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  }
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  // Update start to end for next frame
@@ -97300,7 +97311,7 @@ class Tools {
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  }
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  }
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- const version = "5.0.0";
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+ const version = "5.0.2";
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  /**
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  * `PickedComponent` over a GPU id-pick result. Drives the shader