three-cad-viewer 5.0.6 → 5.1.0

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@@ -81835,6 +81835,45 @@ void main() {
81835
81835
  this.listeners = [];
81836
81836
  }
81837
81837
  }
81838
+ /**
81839
+ * Copy `text` to the clipboard from inside a user-initiated event handler.
81840
+ *
81841
+ * Tries the synchronous hidden-textarea `execCommand("copy")` first: it needs no
81842
+ * clipboard permission, so it also works in embedding iframes and WebKit views that
81843
+ * refuse `navigator.clipboard`. Falls back to the async Clipboard API.
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+ * Focus is restored to the previously focused element.
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+ *
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+ * @param text - The text to copy.
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+ * @param parent - Element the temporary textarea is attached to.
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+ * @returns true when the synchronous copy reported success.
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+ */
81850
+ function copyText(text, parent) {
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+ const previous = document.activeElement;
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+ const area = document.createElement("textarea");
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+ area.value = text;
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+ area.setAttribute("readonly", "");
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+ area.style.position = "fixed";
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+ area.style.left = "-9999px";
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+ area.style.opacity = "0";
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+ parent.appendChild(area);
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+ area.select();
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+ let copied;
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+ try {
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+ copied = document.execCommand("copy");
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+ }
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+ catch {
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+ copied = false;
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+ }
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+ parent.removeChild(area);
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+ if (previous instanceof HTMLElement)
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+ previous.focus({ preventScroll: true });
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+ if (!copied && navigator.clipboard !== undefined) {
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+ navigator.clipboard.writeText(text).catch((err) => {
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+ logger.debug("Clipboard write refused:", err);
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+ });
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+ }
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+ return copied;
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+ }
81838
81877
 
81839
81878
  /**
81840
81879
  * Zebra Analysis Tool for Three.js CAD Viewer
@@ -84005,7 +84044,10 @@ void main() {
84005
84044
  * `Uint32BufferAttribute` under this name; the pick pass reads it as an **integer**
84006
84045
  * attribute (`gpuType = THREE.IntType`, GLSL3 `in uint`) so ids stay exact past
84007
84046
  * 2^24. The geometry side must set `gpuType = THREE.IntType` on the attribute for
84008
- * the pick shader to read it.
84047
+ * the pick shader to read it. Between the stages the id travels as two float
84048
+ * varyings (16-bit halves), deliberately NOT as a `flat uint` — see the note in
84049
+ * highlight.ts: a `flat` varying costs ~25x the scene's buffer bytes in graphics
84050
+ * memory under WebKit's ANGLE-on-Metal backend.
84009
84051
  */
84010
84052
  const COMPONENT_ID_ATTRIBUTE = "componentId";
84011
84053
  /**
@@ -84303,8 +84345,9 @@ void main() {
84303
84345
  */
84304
84346
  const PICK_POINT_SIZE = 3;
84305
84347
  /**
84306
- * Shared GLSL3 MRT fragment shader for all pick materials (face/vertex/edge): packs
84307
- * the flat `vId` into attachment 0 (byte order MUST match `packId()`: low byte in R)
84348
+ * Shared GLSL3 MRT fragment shader for all pick materials (face/vertex/edge):
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+ * reassembles the id from its two interpolated halves and packs it into attachment 0
84350
+ * (byte order MUST match `packId()`: low byte in R)
84308
84351
  * and writes the interpolated world position into attachment 1 (RGBA32F; `w=1` marks
84309
84352
  * "has position"). The fragment clip chunk only `discard`s (non-ALPHA_TO_COVERAGE),
84310
84353
  * so no `diffuseColor` symbol is required.
@@ -84312,13 +84355,15 @@ void main() {
84312
84355
  const PICK_FRAGMENT_SHADER = /* glsl */ `
84313
84356
  #include <clipping_planes_pars_fragment>
84314
84357
 
84315
- flat in uint vId;
84358
+ in float vIdLo;
84359
+ in float vIdHi;
84316
84360
  in vec3 vWorldPos;
84317
84361
  layout(location = 0) out vec4 fragId;
84318
84362
  layout(location = 1) out vec4 fragPos;
84319
84363
 
84320
84364
  void main() {
84321
84365
  #include <clipping_planes_fragment>
84366
+ uint vId = ( uint( vIdHi + 0.5 ) << 16 ) | uint( vIdLo + 0.5 );
84322
84367
  fragId = vec4(
84323
84368
  float( vId & 0xFFu ) / 255.0,
84324
84369
  float( ( vId >> 8 ) & 0xFFu ) / 255.0,
@@ -84336,19 +84381,24 @@ void main() {
84336
84381
  function createFacePickMaterial(options = {}) {
84337
84382
  // GLSL3 (WebGL2). For a (non-Raw) ShaderMaterial three.js auto-injects
84338
84383
  // `in vec3 position;`, `uniform mat4 modelMatrix/modelViewMatrix/projectionMatrix`,
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- // so we declare ONLY the custom integer attribute + flat varying. Integer
84340
- // varyings MUST be `flat`. Clip chunks use legacy `varying`/`attribute` keywords
84384
+ // so we declare ONLY the custom integer attribute + the two id-half varyings
84385
+ // (float, interpolated — an integer varying would have to be `flat`, which is
84386
+ // the ANGLE-on-Metal memory trap described in highlight.ts; all vertices of a
84387
+ // primitive carry the same id, so interpolation + rounding is exact). Clip
84388
+ // chunks use legacy `varying`/`attribute` keywords
84341
84389
  // which three remaps via `#define` under GLSL3; the vertex chunk reads a local
84342
84390
  // `vec4 mvPosition`, which we compute before the include.
84343
84391
  const vertexShader = /* glsl */ `
84344
84392
  #include <clipping_planes_pars_vertex>
84345
84393
 
84346
84394
  in uint componentId;
84347
- flat out uint vId;
84395
+ out float vIdLo;
84396
+ out float vIdHi;
84348
84397
  out vec3 vWorldPos;
84349
84398
 
84350
84399
  void main() {
84351
- vId = componentId;
84400
+ vIdLo = float( componentId & 0xFFFFu );
84401
+ vIdHi = float( componentId >> 16 );
84352
84402
  vec4 worldPos = modelMatrix * vec4( position, 1.0 );
84353
84403
  vWorldPos = worldPos.xyz;
84354
84404
  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
@@ -84387,13 +84437,15 @@ void main() {
84387
84437
  #include <clipping_planes_pars_vertex>
84388
84438
 
84389
84439
  in uint componentId;
84390
- flat out uint vId;
84440
+ out float vIdLo;
84441
+ out float vIdHi;
84391
84442
  out vec3 vWorldPos;
84392
84443
  uniform float uPickSize;
84393
84444
  uniform float uDepthBias;
84394
84445
 
84395
84446
  void main() {
84396
- vId = componentId;
84447
+ vIdLo = float( componentId & 0xFFFFu );
84448
+ vIdHi = float( componentId >> 16 );
84397
84449
  vec4 worldPos = modelMatrix * vec4( position, 1.0 );
84398
84450
  vWorldPos = worldPos.xyz;
84399
84451
  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
@@ -84453,7 +84505,8 @@ void main() {
84453
84505
  in vec3 instanceEnd;
84454
84506
  in uint componentId;
84455
84507
 
84456
- flat out uint vId;
84508
+ out float vIdLo;
84509
+ out float vIdHi;
84457
84510
  out vec3 vWorldPos;
84458
84511
 
84459
84512
  void trimSegment( const in vec4 start, inout vec4 end ) {
@@ -84465,7 +84518,8 @@ void main() {
84465
84518
  }
84466
84519
 
84467
84520
  void main() {
84468
- vId = componentId;
84521
+ vIdLo = float( componentId & 0xFFFFu );
84522
+ vIdHi = float( componentId >> 16 );
84469
84523
 
84470
84524
  // World-space segment endpoints → approximate hit point along the edge.
84471
84525
  vWorldPos = ( position.y < 0.5 )
@@ -85003,20 +85057,41 @@ void main() {
85003
85057
  //
85004
85058
  // three upgrades stock materials to GLSL ES 3.00 on WebGL2 via `#define attribute
85005
85059
  // in` / `#define varying out|in` macros (WebGLProgram.js), so writing `attribute` /
85006
- // `flat varying` here is converted automatically; `usampler2D` / `texelFetch` /
85060
+ // `varying` here is converted automatically; `usampler2D` / `texelFetch` /
85007
85061
  // integer attributes are then available.
85062
+ //
85063
+ // The component id crosses to the fragment stage as TWO ordinary (interpolated)
85064
+ // float varyings holding its 16-bit halves — NOT as a `flat uint`. A `flat`
85065
+ // varying is what an integer varying would require, and it is exactly what must
85066
+ // be avoided here: under WebKit's ANGLE-on-Metal backend, every draw whose
85067
+ // program has a `flat` varying makes ANGLE allocate a converted copy of the
85068
+ // draw's index data (>= 64 KB each, pooled, never returned to the GL on
85069
+ // deleteBuffer). With this varying on every visible material that was ~25x the
85070
+ // scene's vertex/index bytes in graphics memory (26 MB of buffers -> 812 MB;
85071
+ // 100 MB -> 2.3 GB) and it is charged to the page's WebContent process in the
85072
+ // system WebKit, which killed build123d Studio at 16 GB after a few large
85073
+ // shows. Without `flat` the same scene takes 63 MB / 160 MB. Measured 2026-09-17
85074
+ // (working-docs/leak-harness.html + probe2.html, Playwright WebKit and Safari).
85075
+ //
85076
+ // Interpolating floats is exact for the id's purpose: every vertex of a face,
85077
+ // every vertex of an instanced segment and a point carry the SAME id, so the
85078
+ // interpolated value equals it up to rounding, and `uint(x + 0.5)` recovers it.
85079
+ // Two 16-bit halves (both < 65536, exactly representable in float32) keep the
85080
+ // full 32-bit id range that `applyComponentIds` promises.
85008
85081
  // ---------------------------------------------------------------------------
85009
85082
  /**
85010
85083
  * Shared state-fetch GLSL, injected into BOTH stages: the vertex stage needs it for
85011
85084
  * widening / point size, the fragment for color. Declares the sampler + texWidth +
85012
- * the flat varying and a helper returning the component's {@link HighlightFlag} bits
85013
- * (0 for background / nothing).
85085
+ * the two id-half varyings and a helper returning the component's
85086
+ * {@link HighlightFlag} bits (0 for background / nothing).
85014
85087
  */
85015
85088
  const HL_STATE_GLSL = `
85016
- flat varying uint vHighlightId;
85089
+ varying float vHighlightIdLo;
85090
+ varying float vHighlightIdHi;
85017
85091
  uniform highp usampler2D ${U_HIGHLIGHT_STATE};
85018
85092
  uniform int ${U_HIGHLIGHT_TEX_WIDTH};
85019
85093
  uint highlightState() {
85094
+ uint vHighlightId = (uint(vHighlightIdHi + 0.5) << 16) | uint(vHighlightIdLo + 0.5);
85020
85095
  if (vHighlightId == 0u) return 0u;
85021
85096
  ivec2 hlUv = ivec2(
85022
85097
  int(vHighlightId) % ${U_HIGHLIGHT_TEX_WIDTH},
@@ -85031,8 +85106,8 @@ uint highlightState() {
85031
85106
  const HL_VERTEX_HEADER = `
85032
85107
  attribute uint ${COMPONENT_ID_ATTRIBUTE};
85033
85108
  ${HL_STATE_GLSL}`;
85034
- /** Vertex main: forward the id. Injected right after `void main() {`. */
85035
- const HL_VERTEX_ASSIGN = `vHighlightId = ${COMPONENT_ID_ATTRIBUTE};`;
85109
+ /** Vertex main: forward the id as two 16-bit halves. Injected right after `void main() {`. */
85110
+ const HL_VERTEX_ASSIGN = `vHighlightIdLo = float(${COMPONENT_ID_ATTRIBUTE} & 0xFFFFu); vHighlightIdHi = float(${COMPONENT_ID_ATTRIBUTE} >> 16);`;
85036
85111
  /** Fragment header: the shared state fetch + the two highlight colors. */
85037
85112
  const HL_FRAGMENT_HEADER = `
85038
85113
  ${HL_STATE_GLSL}
@@ -85066,7 +85141,7 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85066
85141
  * renames an anchor must fail LOUDLY here, not silently drop the highlight (build
85067
85142
  * would otherwise stay green). One guard test asserts each anchor still exists.
85068
85143
  */
85069
- function replaceOrThrow(src, anchor, replacement, where) {
85144
+ function replaceOrThrow$1(src, anchor, replacement, where) {
85070
85145
  if (!src.includes(anchor)) {
85071
85146
  throw new Error(`HighlightController.${where}: shader anchor not found: ${JSON.stringify(anchor)}`);
85072
85147
  }
@@ -85184,6 +85259,23 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85184
85259
  }
85185
85260
  this._applyHover(`s${solidPath}`, ids);
85186
85261
  }
85262
+ /**
85263
+ * HOVER every FACE at or below the tree path `prefix` (a leaf or a whole group),
85264
+ * or clear hover when `null`. Drives the tree-row hover highlight.
85265
+ */
85266
+ setHoverPath(prefix) {
85267
+ if (prefix == null) {
85268
+ this._applyHover("", []);
85269
+ return;
85270
+ }
85271
+ const sub = prefix + "/";
85272
+ const ids = [];
85273
+ for (const info of this.registry.entries()) {
85274
+ if (info.topo === "face" && info.path.startsWith(sub))
85275
+ ids.push(info.id);
85276
+ }
85277
+ this._applyHover(`p${prefix}`, ids);
85278
+ }
85187
85279
  /** Set or clear the SELECTED flag for a single component id. */
85188
85280
  setSelected(id, flag) {
85189
85281
  this._setBit(id, HighlightFlag.SELECTED, flag);
@@ -85282,11 +85374,11 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85282
85374
  this.uniforms.uHighlightSelectedColor;
85283
85375
  shader.uniforms[U_HIGHLIGHT_HOVER_COLOR] =
85284
85376
  this.uniforms.uHighlightHoverColor;
85285
- // Common: forward the component id as a flat varying.
85377
+ // Common: forward the component id (as two interpolated float halves).
85286
85378
  shader.vertexShader =
85287
85379
  HL_VERTEX_HEADER +
85288
85380
  "\n" +
85289
- replaceOrThrow(shader.vertexShader, "void main() {", `void main() {\n ${HL_VERTEX_ASSIGN}`, where);
85381
+ replaceOrThrow$1(shader.vertexShader, "void main() {", `void main() {\n ${HL_VERTEX_ASSIGN}`, where);
85290
85382
  shader.fragmentShader = HL_FRAGMENT_HEADER + "\n" + shader.fragmentShader;
85291
85383
  // Topo-specific color / size injection.
85292
85384
  customize(shader);
@@ -85301,7 +85393,7 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85301
85393
  */
85302
85394
  patchFaceMaterial(material) {
85303
85395
  this._install(material, "patchFaceMaterial", (shader) => {
85304
- shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchFaceMaterial");
85396
+ shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchFaceMaterial");
85305
85397
  });
85306
85398
  }
85307
85399
  /**
@@ -85313,9 +85405,9 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85313
85405
  */
85314
85406
  patchEdgeMaterial(material) {
85315
85407
  this._install(material, "patchEdgeMaterial", (shader) => {
85316
- shader.vertexShader = replaceOrThrow(shader.vertexShader, "offset *= linewidth;", `uint hlEdgeState = highlightState();
85408
+ shader.vertexShader = replaceOrThrow$1(shader.vertexShader, "offset *= linewidth;", `uint hlEdgeState = highlightState();
85317
85409
  offset *= ${focusSizeExpr("hlEdgeState", EDGE_FOCUS_WIDTH, EDGE_FOCUS_WIDTH - 2, "linewidth")};`, "patchEdgeMaterial");
85318
- shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchEdgeMaterial");
85410
+ shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchEdgeMaterial");
85319
85411
  });
85320
85412
  }
85321
85413
  /**
@@ -85330,12 +85422,12 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
85330
85422
  const cull = options.cullUnhighlighted === true;
85331
85423
  const none = cull ? "0.0" : "size";
85332
85424
  this._install(material, "patchVertexMaterial", (shader) => {
85333
- shader.vertexShader = replaceOrThrow(shader.vertexShader, "gl_PointSize = size;", `uint hlPtState = highlightState();
85425
+ shader.vertexShader = replaceOrThrow$1(shader.vertexShader, "gl_PointSize = size;", `uint hlPtState = highlightState();
85334
85426
  gl_PointSize = ${focusSizeExpr("hlPtState", VERTEX_FOCUS_SIZE, VERTEX_FOCUS_SIZE - 2, none)};`, "patchVertexMaterial");
85335
85427
  const discard = cull
85336
85428
  ? "\n if (highlightState() == 0u) discard;"
85337
85429
  : "";
85338
- shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${discard}${HL_COLOR_OVERRIDE}`, "patchVertexMaterial");
85430
+ shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${discard}${HL_COLOR_OVERRIDE}`, "patchVertexMaterial");
85339
85431
  },
85340
85432
  // The cull discard is the variant that must NOT share a program with the
85341
85433
  // standalone (always-visible) vertex cloud — the ghost-vertex bug.
@@ -88814,7 +88906,14 @@ float metalnessFactor = metalness;
88814
88906
  group.name = `GridHelper-${i}`;
88815
88907
  group.add(new GridHelper(this.size, 2 * this.ticks, this.colors[this.theme][i === 0 ? 1 : i === 1 ? 0 : 2], this.colors[this.theme][i === 0 ? 0 : i === 1 ? 2 : 1], this.theme == "dark" ? 0x7777777 : 0xbbbbbb));
88816
88908
  let label;
88817
- for (let x = -this.size / 2; x <= this.size / 2; x += this.delta / 2) {
88909
+ // A grid of no size has no labels, and asking for them hangs the tab:
88910
+ // `niceBounds` answers [0, 0, 0] for a bounding box whose largest extent
88911
+ // is zero - which is what an empty model gives it - so `delta` is zero
88912
+ // and the loop below steps by zero, never advancing and never throwing.
88913
+ // Guarded here rather than in `niceBounds`, whose answer is right: there
88914
+ // is nothing to place ticks on.
88915
+ const step = this.delta / 2;
88916
+ for (let x = -this.size / 2; step > 0 && x <= this.size / 2; x += step) {
88818
88917
  if (Math.abs(x) < 1e-6) {
88819
88918
  continue;
88820
88919
  } // skip center label
@@ -90121,8 +90220,9 @@ float metalnessFactor = metalness;
90121
90220
  * @param theme - The UI theme ('light' or 'dark').
90122
90221
  * @param linkIcons - Whether icon 0 and 1 are linked.
90123
90222
  * @param debug - Enable debug logging.
90223
+ * @param hoverHandler - Callback for label hover (node path, or null on leave).
90124
90224
  */
90125
- constructor(tree, scrollContainer, objectHandler, pickHandler, updateHandler, notificationHandler, colorGetter, theme, linkIcons, debug = false) {
90225
+ constructor(tree, scrollContainer, objectHandler, pickHandler, updateHandler, notificationHandler, colorGetter, theme, linkIcons, debug = false, hoverHandler = null) {
90126
90226
  /************************************************************************************
90127
90227
  * Handlers
90128
90228
  ************************************************************************************/
@@ -90237,6 +90337,7 @@ float metalnessFactor = metalness;
90237
90337
  this.theme = theme;
90238
90338
  this.linkIcons = linkIcons;
90239
90339
  this.debug = debug;
90340
+ this.hoverHandler = hoverHandler;
90240
90341
  this.model = null;
90241
90342
  this.container = null;
90242
90343
  this.lastLabel = null;
@@ -90434,6 +90535,12 @@ float metalnessFactor = metalness;
90434
90535
  e.stopPropagation();
90435
90536
  this.handleLabelClick(node, e);
90436
90537
  };
90538
+ label.onmouseenter = () => {
90539
+ this.hoverHandler?.(this.getNodePath(node));
90540
+ };
90541
+ label.onmouseleave = () => {
90542
+ this.hoverHandler?.(null);
90543
+ };
90437
90544
  nodeContent.appendChild(label);
90438
90545
  let childrenContainer = null;
90439
90546
  if (node.children) {
@@ -90925,6 +91032,357 @@ float metalnessFactor = metalness;
90925
91032
  }
90926
91033
  };
90927
91034
 
91035
+ /**
91036
+ * Section hatching for clip caps (CAD mode, shader-only). The per-solid cap quads
91037
+ * draw hatch lines anchored to the plane (stable while rotating/panning) whose
91038
+ * spacing is kept at a constant pixel distance by a per-frame world-per-pixel
91039
+ * uniform. The outline of the caps is drawn separately (see cap-outline.ts); for its
91040
+ * id pass the same cap shader can output the cap's id instead of its color.
91041
+ *
91042
+ * All shared uniforms are plain `{ value }` objects held by reference, so a single
91043
+ * write (e.g. the per-frame hatch spacing) updates every patched material without a
91044
+ * recompile.
91045
+ */
91046
+ /** Distance between hatch lines in pixels. */
91047
+ const HATCH_SPACING_PX = 8;
91048
+ /** Width of a hatch line in pixels. */
91049
+ const HATCH_LINE_WIDTH_PX = 1;
91050
+ /**
91051
+ * Hatch angle (radians) and spacing factor per solid, cycled by the solid's index
91052
+ * so that neighbouring solids are told apart (drawing convention: alternate the
91053
+ * hatch direction between adjacent parts).
91054
+ */
91055
+ const HATCH_VARIANTS = [
91056
+ { angle: Math.PI / 4, scale: 1.0 },
91057
+ { angle: (3 * Math.PI) / 4, scale: 1.0 },
91058
+ { angle: Math.PI / 4, scale: 1.6 },
91059
+ { angle: (3 * Math.PI) / 4, scale: 1.6 },
91060
+ ];
91061
+ function createHatchUniforms(capHalfSize) {
91062
+ return {
91063
+ uHatchSpacing: { value: 1 },
91064
+ uCapHalfSize: { value: capHalfSize },
91065
+ uHatchLineWidth: { value: HATCH_LINE_WIDTH_PX },
91066
+ uHatchOn: { value: 1 },
91067
+ uCapIdPass: { value: 0 },
91068
+ };
91069
+ }
91070
+ /**
91071
+ * World units covered by one screen pixel at the given point (exact for an
91072
+ * orthographic camera; at the point's distance for a perspective camera).
91073
+ */
91074
+ function worldPerPixel(camera, point, height) {
91075
+ if (height <= 0)
91076
+ return 1;
91077
+ if (camera instanceof OrthographicCamera) {
91078
+ return (camera.top - camera.bottom) / camera.zoom / height;
91079
+ }
91080
+ if (camera instanceof PerspectiveCamera) {
91081
+ const dist = camera.position.distanceTo(point);
91082
+ const halfFov = MathUtils.degToRad(camera.fov) / 2;
91083
+ return (2 * dist * Math.tan(halfFov)) / camera.zoom / height;
91084
+ }
91085
+ return 1;
91086
+ }
91087
+ function replaceOrThrow(source, anchor, replacement, where) {
91088
+ if (!source.includes(anchor)) {
91089
+ throw new Error(`${where}: shader anchor "${anchor}" not found`);
91090
+ }
91091
+ return source.replace(anchor, replacement);
91092
+ }
91093
+ /**
91094
+ * Patch a cap quad material to draw section hatching. `index` is the solid's index
91095
+ * among the caps of its plane; it selects the hatch direction and spacing. `capId`
91096
+ * is the cap's unique id color for the outline id pass (see `capIdColor`).
91097
+ */
91098
+ function patchHatchMaterial(material, uniforms, index, capId) {
91099
+ if (material.userData.hatchPatched === true)
91100
+ return;
91101
+ material.userData.hatchPatched = true;
91102
+ const variant = HATCH_VARIANTS[index % HATCH_VARIANTS.length];
91103
+ const uHatchAngle = { value: variant.angle };
91104
+ const uHatchScale = { value: variant.scale };
91105
+ const uCapId = { value: capId };
91106
+ const prev = material.onBeforeCompile;
91107
+ material.onBeforeCompile = (shader, renderer) => {
91108
+ prev.call(material, shader, renderer);
91109
+ shader.uniforms.uHatchSpacing = uniforms.uHatchSpacing;
91110
+ shader.uniforms.uCapHalfSize = uniforms.uCapHalfSize;
91111
+ shader.uniforms.uHatchLineWidth = uniforms.uHatchLineWidth;
91112
+ shader.uniforms.uHatchOn = uniforms.uHatchOn;
91113
+ shader.uniforms.uHatchAngle = uHatchAngle;
91114
+ shader.uniforms.uHatchScale = uHatchScale;
91115
+ shader.uniforms.uCapIdPass = uniforms.uCapIdPass;
91116
+ shader.uniforms.uCapId = uCapId;
91117
+ shader.vertexShader =
91118
+ "uniform float uCapHalfSize;\nvarying vec2 vTcvCapUV;\n" +
91119
+ replaceOrThrow(shader.vertexShader, "#include <begin_vertex>", "#include <begin_vertex>\n vTcvCapUV = position.xy * uCapHalfSize;", "patchHatchMaterial");
91120
+ shader.fragmentShader =
91121
+ "uniform float uHatchSpacing;\nuniform float uHatchLineWidth;\nuniform float uHatchOn;\n" +
91122
+ "uniform float uHatchAngle;\nuniform float uHatchScale;\nvarying vec2 vTcvCapUV;\n" +
91123
+ "uniform float uCapIdPass;\nuniform vec3 uCapId;\n" +
91124
+ shader.fragmentShader;
91125
+ // Hatch the unlit base color, before lighting: the ink (dark lines on light
91126
+ // parts, light lines on dark parts) is then fixed per part, and lines and cap
91127
+ // darken together when the cap turns away from the light.
91128
+ shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>",
91129
+ /* glsl */ `#include <color_fragment>
91130
+ if ( uHatchOn > 0.5 ) {
91131
+ vec2 tcvAcross = vec2( - sin( uHatchAngle ), cos( uHatchAngle ) );
91132
+ float t = dot( vTcvCapUV, tcvAcross ) / max( uHatchSpacing * uHatchScale, 1e-9 );
91133
+ float tw = max( fwidth( t ), 1e-6 );
91134
+ float dpx = ( 0.5 - abs( fract( t ) - 0.5 ) ) / tw;
91135
+ float line = 1.0 - smoothstep( 0.5 * uHatchLineWidth - 0.5, 0.5 * uHatchLineWidth + 0.5, dpx );
91136
+ // Seen edge-on the lines crowd below a few pixels apart and would merge into
91137
+ // solid ink: fade them out between 4 and 2 px spacing (1 / tw = px per line).
91138
+ line *= smoothstep( 2.0, 4.0, 1.0 / tw );
91139
+ float lum = dot( diffuseColor.rgb, vec3( 0.2126, 0.7152, 0.0722 ) );
91140
+ vec3 ink = lum > 0.2 ? diffuseColor.rgb * 0.3 : mix( diffuseColor.rgb, vec3( 1.0 ), 0.6 );
91141
+ diffuseColor.rgb = mix( diffuseColor.rgb, ink, line );
91142
+ }`, "patchHatchMaterial");
91143
+ shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <opaque_fragment>", `#include <opaque_fragment>
91144
+ if ( uCapIdPass > 0.5 ) gl_FragColor = vec4( uCapId, 1.0 );`, "patchHatchMaterial");
91145
+ };
91146
+ material.needsUpdate = true;
91147
+ }
91148
+
91149
+ /**
91150
+ * Screen-space outline of the clip caps (CAD mode).
91151
+ *
91152
+ * The caps carry no geometry of their own outline, and the faces next to a cut may
91153
+ * face away from the camera or belong to a touching solid, so the outline is found
91154
+ * in screen space instead:
91155
+ *
91156
+ * 1. Id pass into an offscreen target (color + depth + stencil):
91157
+ * - visible faces as black occluders (face pick layer + override material), so a
91158
+ * cap hidden behind another part gets no outline; face pixels within the line
91159
+ * width of a clip plane write {@link CUT_EDGE_ID} instead, which draws the cut
91160
+ * contour on the faces themselves (needed when the caps are behind the faces),
91161
+ * - the stencil meshes and caps (on {@link CAP_LAYER}) with each cap writing its
91162
+ * own id instead of its shaded color — the same stencil sequence as the main
91163
+ * render, since three orders them identically (material creation order).
91164
+ * 2. Composite over the canvas: a pixel is drawn in the edge color when its id is
91165
+ * larger than a neighbour's id, which yields a line on one side of every boundary
91166
+ * cap↔cap, cap↔surface and cap↔background. Cut-edge pixels are the largest id, so
91167
+ * where they meet a cap only they are drawn — one line, not two.
91168
+ */
91169
+ /** Render layer of the clip stencil meshes and cap quads (pick layers use 1-3). */
91170
+ const CAP_LAYER = 4;
91171
+ /** Id of face pixels on the cut contour (larger than any cap id). */
91172
+ const CUT_EDGE_ID = 0xffffff;
91173
+ /** Encode a cap id (1..2^24-1) as an exact 8-bit RGB color (0 = no cap). */
91174
+ function capIdColor(id) {
91175
+ return new Vector3((id & 0xff) / 255, ((id >> 8) & 0xff) / 255, ((id >> 16) & 0xff) / 255);
91176
+ }
91177
+ // Occluder: a face fragment lies on the cut contour when it is within uCutWidth
91178
+ // pixels of a clip plane that bounds the visible part, mirroring three's
91179
+ // clipping_planes_fragment (kept fragments have d >= 0). Skipped where the face is
91180
+ // (nearly) parallel to the plane: there d barely changes across the pixel, and a
91181
+ // face lying in the plane would otherwise become one big edge.
91182
+ const CUT_EDGE_GLSL = /* glsl */ `
91183
+ bool tcvCut = false;
91184
+ #if NUM_CLIPPING_PLANES > 0
91185
+ {
91186
+ float tcvPosGrad = length( fwidth( vClipPosition ) );
91187
+ float tcvD[ NUM_CLIPPING_PLANES ];
91188
+ bool tcvNear[ NUM_CLIPPING_PLANES ];
91189
+ for ( int i = 0; i < NUM_CLIPPING_PLANES; i ++ ) {
91190
+ vec4 p = clippingPlanes[ i ];
91191
+ float d = p.w - dot( vClipPosition, p.xyz );
91192
+ // Step of d per pixel along the dominant screen axis — the same 1-pixel
91193
+ // convention as the composite's horizontal/vertical neighbour test.
91194
+ float g = max( abs( dFdx( d ) ), abs( dFdy( d ) ) );
91195
+ tcvD[ i ] = d;
91196
+ tcvNear[ i ] = g > 0.05 * tcvPosGrad && d >= 0.0 && d < uCutWidth * g;
91197
+ }
91198
+ for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
91199
+ tcvCut = tcvCut || tcvNear[ i ];
91200
+ }
91201
+ #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
91202
+ // Intersection planes: plane i bounds the visible part only where every
91203
+ // other intersection plane clips.
91204
+ for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
91205
+ bool othersClip = true;
91206
+ for ( int j = UNION_CLIPPING_PLANES; j < NUM_CLIPPING_PLANES; j ++ ) {
91207
+ if ( j != i && tcvD[ j ] >= 0.0 ) othersClip = false;
91208
+ }
91209
+ if ( othersClip && tcvNear[ i ] ) tcvCut = true;
91210
+ }
91211
+ #endif
91212
+ }
91213
+ #endif
91214
+ `;
91215
+ const COMPOSITE_VERTEX = /* glsl */ `
91216
+ varying vec2 vUv;
91217
+ void main() {
91218
+ vUv = uv;
91219
+ gl_Position = vec4( position.xy, 0.0, 1.0 );
91220
+ }
91221
+ `;
91222
+ const COMPOSITE_FRAGMENT = /* glsl */ `
91223
+ uniform sampler2D tId;
91224
+ uniform vec2 uTexel;
91225
+ uniform float uWidth;
91226
+ uniform vec3 uColor;
91227
+ varying vec2 vUv;
91228
+
91229
+ float idAt( vec2 uv ) {
91230
+ vec3 c = floor( texture2D( tId, uv ).rgb * 255.0 + 0.5 );
91231
+ return c.r + 256.0 * c.g + 65536.0 * c.b;
91232
+ }
91233
+
91234
+ void main() {
91235
+ float c = idAt( vUv );
91236
+ bool edge = c == ${CUT_EDGE_ID.toFixed(1)};
91237
+ for ( int k = 1; k <= 4; k ++ ) {
91238
+ if ( float( k ) > uWidth ) break;
91239
+ vec2 o = uTexel * float( k );
91240
+ edge = edge
91241
+ || c > idAt( vUv + vec2( o.x, 0.0 ) ) || c > idAt( vUv - vec2( o.x, 0.0 ) )
91242
+ || c > idAt( vUv + vec2( 0.0, o.y ) ) || c > idAt( vUv - vec2( 0.0, o.y ) );
91243
+ }
91244
+ if ( ! edge ) discard;
91245
+ gl_FragColor = vec4( uColor, 1.0 );
91246
+ #include <colorspace_fragment>
91247
+ }
91248
+ `;
91249
+ class CapOutlinePass {
91250
+ constructor() {
91251
+ this.target = null;
91252
+ /** Width of the cut contour on the faces, in device pixels (= outline width). */
91253
+ this.cutWidth = { value: 1 };
91254
+ this.size = new Vector2();
91255
+ this.savedClearColor = new Color();
91256
+ this.savedViewport = new Vector4();
91257
+ // One depth unit behind the caps (polygonOffset 1/1), so a face coplanar with a
91258
+ // cap does not hide it; same slope factor, so steep faces in front still occlude.
91259
+ this.occluder = new MeshBasicMaterial({
91260
+ color: 0x000000,
91261
+ side: DoubleSide,
91262
+ polygonOffset: true,
91263
+ polygonOffsetFactor: 1,
91264
+ polygonOffsetUnits: 2,
91265
+ });
91266
+ this.occluder.onBeforeCompile = (shader) => {
91267
+ const clipAnchor = "#include <clipping_planes_fragment>";
91268
+ const opaqueAnchor = "#include <opaque_fragment>";
91269
+ for (const anchor of [clipAnchor, opaqueAnchor]) {
91270
+ if (!shader.fragmentShader.includes(anchor)) {
91271
+ throw new Error(`CapOutlinePass: shader anchor "${anchor}" not found`);
91272
+ }
91273
+ }
91274
+ shader.uniforms.uCutWidth = this.cutWidth;
91275
+ shader.fragmentShader =
91276
+ "uniform float uCutWidth;\n" +
91277
+ shader.fragmentShader
91278
+ .replace(clipAnchor, `${clipAnchor}\n${CUT_EDGE_GLSL}`)
91279
+ .replace(opaqueAnchor, `${opaqueAnchor}\n if ( tcvCut ) gl_FragColor = vec4( 1.0 );`);
91280
+ };
91281
+ this.composite = new ShaderMaterial({
91282
+ uniforms: {
91283
+ tId: { value: null },
91284
+ uTexel: { value: new Vector2(1, 1) },
91285
+ uWidth: { value: 1 },
91286
+ uColor: { value: new Color() },
91287
+ },
91288
+ vertexShader: COMPOSITE_VERTEX,
91289
+ fragmentShader: COMPOSITE_FRAGMENT,
91290
+ depthTest: false,
91291
+ depthWrite: false,
91292
+ });
91293
+ this.quad = new Mesh(new PlaneGeometry(2, 2), this.composite);
91294
+ this.quad.frustumCulled = false;
91295
+ this.quadScene = new Scene();
91296
+ this.quadScene.add(this.quad);
91297
+ this.quadCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
91298
+ }
91299
+ ensureTarget(width, height) {
91300
+ if (this.target === null) {
91301
+ this.target = new WebGLRenderTarget(width, height, {
91302
+ minFilter: NearestFilter,
91303
+ magFilter: NearestFilter,
91304
+ generateMipmaps: false,
91305
+ depthBuffer: true,
91306
+ stencilBuffer: true,
91307
+ });
91308
+ }
91309
+ else if (this.target.width !== width || this.target.height !== height) {
91310
+ this.target.setSize(width, height);
91311
+ }
91312
+ return this.target;
91313
+ }
91314
+ /**
91315
+ * Render the id pass and draw the outline over the current (canvas) framebuffer.
91316
+ * Call right after the main scene render.
91317
+ */
91318
+ render(renderer, scene, camera, options) {
91319
+ renderer.getDrawingBufferSize(this.size);
91320
+ const width = Math.floor(this.size.x);
91321
+ const height = Math.floor(this.size.y);
91322
+ if (width < 1 || height < 1)
91323
+ return;
91324
+ const target = this.ensureTarget(width, height);
91325
+ // Line width in device pixels, shared by the cut contour and the cap outline.
91326
+ const lineWidth = Math.max(1, Math.round(renderer.getPixelRatio()));
91327
+ this.cutWidth.value = lineWidth;
91328
+ const savedMask = camera.layers.mask;
91329
+ const savedOverride = scene.overrideMaterial;
91330
+ const savedBackground = scene.background;
91331
+ const savedTarget = renderer.getRenderTarget();
91332
+ const savedAutoClear = renderer.autoClear;
91333
+ const savedAlpha = renderer.getClearAlpha();
91334
+ renderer.getClearColor(this.savedClearColor);
91335
+ renderer.getViewport(this.savedViewport);
91336
+ try {
91337
+ renderer.autoClear = false;
91338
+ scene.background = null;
91339
+ renderer.setRenderTarget(target);
91340
+ renderer.setClearColor(0x000000, 0); // id 0 = no cap
91341
+ renderer.clear(true, true, true);
91342
+ if (options.occlude) {
91343
+ this.occluder.clippingPlanes = options.planes;
91344
+ this.occluder.clipIntersection = options.intersection;
91345
+ camera.layers.set(PICK_LAYER.FACE);
91346
+ scene.overrideMaterial = this.occluder;
91347
+ renderer.render(scene, camera);
91348
+ scene.overrideMaterial = savedOverride;
91349
+ }
91350
+ options.setCapIdPass(true);
91351
+ try {
91352
+ camera.layers.set(CAP_LAYER);
91353
+ renderer.render(scene, camera);
91354
+ }
91355
+ finally {
91356
+ options.setCapIdPass(false);
91357
+ }
91358
+ renderer.setRenderTarget(savedTarget);
91359
+ renderer.setViewport(this.savedViewport);
91360
+ const u = this.composite.uniforms;
91361
+ u.tId.value = target.texture;
91362
+ u.uTexel.value.set(1 / width, 1 / height);
91363
+ u.uWidth.value = lineWidth;
91364
+ u.uColor.value.set(options.color);
91365
+ renderer.render(this.quadScene, this.quadCamera);
91366
+ }
91367
+ finally {
91368
+ camera.layers.mask = savedMask;
91369
+ scene.overrideMaterial = savedOverride;
91370
+ scene.background = savedBackground;
91371
+ renderer.setRenderTarget(savedTarget);
91372
+ renderer.setClearColor(this.savedClearColor, savedAlpha);
91373
+ renderer.setViewport(this.savedViewport);
91374
+ renderer.autoClear = savedAutoClear;
91375
+ }
91376
+ }
91377
+ dispose() {
91378
+ this.target?.dispose();
91379
+ this.target = null;
91380
+ this.occluder.dispose();
91381
+ this.composite.dispose();
91382
+ this.quad.geometry.dispose();
91383
+ }
91384
+ }
91385
+
90928
91386
  // ============================================================================
90929
91387
  // Constants
90930
91388
  // ============================================================================
@@ -91177,6 +91635,9 @@ float metalnessFactor = metalness;
91177
91635
  super();
91178
91636
  /** Per-solid stencil/cap units, the unit of screen-size culling. */
91179
91637
  this._capUnits = [];
91638
+ /** Shared uniforms of the section hatching on all cap quads. */
91639
+ this._hatchUniforms = createHatchUniforms(1);
91640
+ this._hatchCenter = new Vector3();
91180
91641
  /**
91181
91642
  * Whether {@link cull} last ran with clipping active. Lets the inactive path
91182
91643
  * gate stencils/caps off exactly once, then early-return on later still frames.
@@ -91240,6 +91701,10 @@ float metalnessFactor = metalness;
91240
91701
  mesh.material.visible = flag;
91241
91702
  }
91242
91703
  };
91704
+ /** Switch all cap materials between shaded output and outline id output. */
91705
+ this.setCapIdPass = (flag) => {
91706
+ this._hatchUniforms.uCapIdPass.value = flag ? 1 : 0;
91707
+ };
91243
91708
  this.center = center;
91244
91709
  this.distance = size / 2;
91245
91710
  this.onNormalChange = options.onNormalChange || null;
@@ -91302,11 +91767,16 @@ float metalnessFactor = metalness;
91302
91767
  _createStencils(center, size, theme) {
91303
91768
  this._planeMeshGroup = new PlaneMeshGroup();
91304
91769
  this._planeMeshGroup.name = "PlaneMeshes";
91770
+ // Cap quads are PlaneGeometry(2, 2) scaled by size/2 (PlaneMesh.updateMatrixWorld).
91771
+ this._hatchUniforms.uCapHalfSize.value = 0.5 * size;
91772
+ this._hatchCenter.set(center[0], center[1], center[2]);
91305
91773
  // Group the per-(solid,plane) units by solid for screen-size culling. The
91306
91774
  // loop below is plane-major (and `objectColors`/`_planeMeshGroup` order must
91307
91775
  // stay plane-major for setObjectColorCaps), so accumulate into a Map keyed by
91308
91776
  // solid and flatten afterwards — without touching the plane-major structures.
91309
91777
  const unitsBySolid = new Map();
91778
+ // Unique id per cap quad (plane × solid) for the cap outline id pass; 0 = none.
91779
+ let capId = 0;
91310
91780
  for (let i = 0; i < 3; i++) {
91311
91781
  const plane = this.clipPlanes[i];
91312
91782
  const otherPlanes = this.clipPlanes.filter((_, j) => j !== i);
@@ -91326,9 +91796,16 @@ float metalnessFactor = metalness;
91326
91796
  clippingGroup.add(createStencil(`frontStencil-${i}-${j}`, ClippingMaterials.createFrontStencilMaterial(), group.shapeGeometry, plane));
91327
91797
  clippingGroup.add(createStencil(`backStencil-${i}-${j}`, ClippingMaterials.createBackStencilMaterial(), group.shapeGeometry, plane));
91328
91798
  group.addClipping(clippingGroup, i);
91799
+ // The outline id pass renders the stencil sequence + caps on CAP_LAYER.
91800
+ for (const stencil of clippingGroup.children) {
91801
+ stencil.layers.enable(CAP_LAYER);
91802
+ }
91329
91803
  // Create stencil plane mesh
91330
91804
  const planeMaterial = ClippingMaterials.createStencilPlaneMaterial(PLANE_COLORS[theme][i], otherPlanes);
91805
+ capId++;
91806
+ patchHatchMaterial(planeMaterial, this._hatchUniforms, j, capIdColor(capId));
91331
91807
  const capMesh = new PlaneMesh(i, plane, center, size, planeMaterial, PLANE_COLORS[theme][i], `StencilPlane-${i}-${j}`);
91808
+ capMesh.layers.enable(CAP_LAYER);
91332
91809
  this._planeMeshGroup.add(capMesh);
91333
91810
  // Record the cull unit for this solid (one entry per solid, holding
91334
91811
  // its up-to-3 per-plane stencil groups + cap quads).
@@ -91393,6 +91870,10 @@ float metalnessFactor = metalness;
91393
91870
  this.clipPlanes[index].setConstant(value);
91394
91871
  this.reverseClipPlanes[index].setConstant(-value);
91395
91872
  }
91873
+ /** Whether any solid has clip caps (the cap outline pass has work to do). */
91874
+ get hasCaps() {
91875
+ return this._capUnits.length > 0;
91876
+ }
91396
91877
  /**
91397
91878
  * Bound the per-frame stencil/cap draw work to keep large assemblies from
91398
91879
  * overrunning the GPU watchdog on clip+rotate (see {@link CAP_CULL_MIN_PX}).
@@ -91427,6 +91908,9 @@ float metalnessFactor = metalness;
91427
91908
  return;
91428
91909
  }
91429
91910
  this._cullActive = true;
91911
+ // Keep the hatch spacing constant on screen (planes pass near the model center).
91912
+ this._hatchUniforms.uHatchSpacing.value =
91913
+ HATCH_SPACING_PX * worldPerPixel(camera, this._hatchCenter, height);
91430
91914
  // Camera right vector in world space = column 0 of the camera world matrix.
91431
91915
  camera.updateMatrixWorld();
91432
91916
  const e = camera.matrixWorld.elements;
@@ -97356,7 +97840,7 @@ float metalnessFactor = metalness;
97356
97840
  }
97357
97841
  }
97358
97842
 
97359
- const version = "5.0.6";
97843
+ const version = "5.1.0";
97360
97844
 
97361
97845
  /**
97362
97846
  * `PickedComponent` over a GPU id-pick result. Drives the shader
@@ -97582,6 +98066,58 @@ float metalnessFactor = metalness;
97582
98066
  this.setSelectionInput(false);
97583
98067
  this.setPickHandler(false);
97584
98068
  }
98069
+ /**
98070
+ * Pick the visible component under the cursor with the current topo filter, or
98071
+ * `null` when the cursor is off the canvas or over background.
98072
+ */
98073
+ pickUnderCursor() {
98074
+ if (this.host.idPicker === null || !this.idHoverInside)
98075
+ return null;
98076
+ const rect = this.host.renderer.domElement.getBoundingClientRect();
98077
+ const x = this.idHoverClientX - rect.left;
98078
+ const y = this.idHoverClientY - rect.top;
98079
+ if (x < 0 || y < 0 || x > rect.width || y > rect.height)
98080
+ return null;
98081
+ const topoFilter = pickerTopoFilter(this.host.display.shapeFilterDropDownMenu.currentFilter);
98082
+ const hit = this.host.idPicker.pickAt(x, y, topoFilter === undefined ? {} : { topoFilter });
98083
+ // The vertex/edge pick layers stay active even when the owning solid is hidden
98084
+ // (visibility lives on the mesh material, not the pick layer), so gate the pick on
98085
+ // visibility — otherwise a hidden component could be hovered AND selected.
98086
+ if (hit === null || !this.pickVisible(hit.info))
98087
+ return null;
98088
+ return hit;
98089
+ }
98090
+ /**
98091
+ * World-space point on the visible component under the cursor (same pick as the
98092
+ * hover), or `null` when there is none or the GPU lacks the position attachment.
98093
+ */
98094
+ pointUnderCursor() {
98095
+ if (!this.host.ready)
98096
+ return null;
98097
+ const hit = this.pickUnderCursor();
98098
+ if (hit === null || hit.point === null)
98099
+ return null;
98100
+ return hit.point.clone();
98101
+ }
98102
+ /**
98103
+ * Tree-row hover: HOVER the faces of the tree node at `path` (leaf or group), or
98104
+ * clear when `null`. Drops the canvas hover target first — otherwise the next
98105
+ * render's {@link handleIdHover} (cursor outside the canvas) would release that
98106
+ * stale target and wipe the tree hover with it.
98107
+ */
98108
+ setTreeHover(path) {
98109
+ if (!this.host.ready || this.host.studioActive)
98110
+ return;
98111
+ const highlight = this.host.rendered.nestedGroup?.highlight ?? null;
98112
+ if (highlight === null)
98113
+ return;
98114
+ this.releaseLastSelected();
98115
+ this.lastObject = null;
98116
+ this.host.display.setStatusLine("");
98117
+ highlight.setHoverPath(path);
98118
+ if (!this.host.hasAnimationLoop)
98119
+ this.host.update(true, false);
98120
+ }
97585
98121
  /**
97586
98122
  * Whether hover preselection (highlight + status line) is active. Disabled for GDS:
97587
98123
  * dense, stacked, instance-unrolled layout data where per-pixel hover flickers
@@ -97619,28 +98155,12 @@ float metalnessFactor = metalness;
97619
98155
  this.lastObject = null;
97620
98156
  this.host.display.setStatusLine("");
97621
98157
  };
97622
- if (!this.idHoverInside) {
97623
- release();
97624
- return;
97625
- }
97626
- const rect = this.host.renderer.domElement.getBoundingClientRect();
97627
- const x = this.idHoverClientX - rect.left;
97628
- const y = this.idHoverClientY - rect.top;
97629
- if (x < 0 || y < 0 || x > rect.width || y > rect.height) {
97630
- release();
97631
- return;
97632
- }
97633
- const filter = this.host.display.shapeFilterDropDownMenu.currentFilter;
97634
- const fromSolid = filter.includes(TopoFilter.solid);
97635
- const topoFilter = pickerTopoFilter(filter);
97636
- const hit = this.host.idPicker.pickAt(x, y, topoFilter === undefined ? {} : { topoFilter });
97637
- // The vertex/edge pick layers stay active even when the owning solid is hidden
97638
- // (visibility lives on the mesh material, not the pick layer), so gate the pick on
97639
- // visibility — otherwise a hidden component could be hovered AND selected.
97640
- if (hit === null || !this.pickVisible(hit.info)) {
98158
+ const hit = this.pickUnderCursor();
98159
+ if (hit === null) {
97641
98160
  release();
97642
98161
  return;
97643
98162
  }
98163
+ const fromSolid = this.host.display.shapeFilterDropDownMenu.currentFilter.includes(TopoFilter.solid);
97644
98164
  const picked = new IdPicked(hit.info, fromSolid, hit.point, highlight);
97645
98165
  if (!picked.equals(this.lastObject)) {
97646
98166
  this.releaseLastSelected();
@@ -108821,6 +109341,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
108821
109341
  // =============================================================================
108822
109342
  // IMPORTS
108823
109343
  // =============================================================================
109344
+ /** Decimals of a point copied with Ctrl/Cmd-C ({@link Viewer.copyPointUnderCursor}). */
109345
+ const COPY_POINT_DECIMALS = 4;
109346
+ /** Delay after the last camera change before the clip cap outline is drawn again. */
109347
+ const CAP_OUTLINE_SETTLE_MS = 150;
108824
109348
  /**
108825
109349
  * Type guard to check if an Object3D is an IndexedMesh.
108826
109350
  */
@@ -108931,6 +109455,14 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
108931
109455
  // GPU id-based picker. Created/attached per render() once the scene + compact
108932
109456
  // registry exist; drives hover, selection, measure and double-click pick.
108933
109457
  this.idPicker = null;
109458
+ /** Outline of the clip caps; created on first use, kept across renders. */
109459
+ this._capOutline = null;
109460
+ /** Camera world + projection matrix of the previous outline frame (motion test). */
109461
+ this._capOutlineCamera = [];
109462
+ /** Pending redraw that adds the outline once the camera has settled. */
109463
+ this._capOutlineSettle = null;
109464
+ /** Whether the attached animation has moved parts (Play pressed or time slider moved). */
109465
+ this._animationStarted = false;
108934
109466
  // ---------------------------------------------------------------------------
108935
109467
  // Render Loop & Scene Updates
108936
109468
  // ---------------------------------------------------------------------------
@@ -109079,6 +109611,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
109079
109611
  }
109080
109612
  else {
109081
109613
  this.renderer.render(this.rendered.scene, this.rendered.camera.getCamera());
109614
+ this._renderCapOutline();
109082
109615
  }
109083
109616
  this.cadTools.update();
109084
109617
  this.rendered.directLight.position.copy(this.rendered.camera.getCamera().position);
@@ -109332,6 +109865,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
109332
109865
  return;
109333
109866
  switch (btn) {
109334
109867
  case "play":
109868
+ this._animationStarted = true;
109335
109869
  if (this.clipAction.paused) {
109336
109870
  this.clipAction.paused = false;
109337
109871
  }
@@ -109465,6 +109999,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
109465
109999
  return;
109466
110000
  }
109467
110001
  };
110002
+ /** Tree-row hover: highlight the faces of the node at `path`, or clear on `null`. */
110003
+ this.handleTreeHover = (path) => {
110004
+ this.pickingController.setTreeHover(path);
110005
+ };
109468
110006
  /** Clear the current selection (and reset the select tool). */
109469
110007
  this.clearSelection = () => {
109470
110008
  this.pickingController.clearSelection();
@@ -110653,6 +111191,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110653
111191
  this.toggleAnimationLoop(true);
110654
111192
  }
110655
111193
  this.state.set("animationMode", label === "E" ? "explode" : "animation");
111194
+ this._animationStarted = false;
110656
111195
  this.clipAction = this.animation.animate(this.rendered.nestedGroup.rootGroup, duration, speed, repeat);
110657
111196
  // Reset animation slider to start
110658
111197
  this.state.set("animationSliderValue", 0);
@@ -110671,6 +111210,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110671
111210
  deepDispose(this.animation);
110672
111211
  }
110673
111212
  this.state.set("animationMode", "none");
111213
+ this._animationStarted = false;
110674
111214
  this.toggleAnimationLoop(false);
110675
111215
  }
110676
111216
  /**
@@ -110679,6 +111219,8 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110679
111219
  * @param fraction - relative time between 0 and 1.
110680
111220
  */
110681
111221
  setRelativeTime(fraction) {
111222
+ if (fraction !== 0)
111223
+ this._animationStarted = true;
110682
111224
  this.animation.setRelativeTime(fraction);
110683
111225
  this.state.set("animationSliderValue", fraction * 1000);
110684
111226
  }
@@ -110710,6 +111252,60 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110710
111252
  setTimeout(() => this.update(true, true), 50);
110711
111253
  }
110712
111254
  }
111255
+ /**
111256
+ * Draw the outline of the clip caps over the frame (Clip tab active only). Skipped
111257
+ * while the camera moves (drag, wheel, damping, preset views): the outline pass
111258
+ * renders faces and caps a second time, so it is drawn once the camera has been
111259
+ * still for {@link CAP_OUTLINE_SETTLE_MS}.
111260
+ */
111261
+ _renderCapOutline() {
111262
+ const clipping = this.rendered.clipping;
111263
+ if (!this.renderer.localClippingEnabled || !clipping.hasCaps)
111264
+ return;
111265
+ const camera = this.rendered.camera.getCamera();
111266
+ if (this._cameraMovedSinceLastOutline(camera)) {
111267
+ this._scheduleCapOutline();
111268
+ return;
111269
+ }
111270
+ if (this._capOutline === null)
111271
+ this._capOutline = new CapOutlinePass();
111272
+ const blackEdges = this.state.get("blackEdges") === true;
111273
+ this._capOutline.render(this.renderer, this.rendered.scene, camera, {
111274
+ planes: clipping.clipPlanes,
111275
+ intersection: this.state.get("clipIntersection") === true,
111276
+ occlude: this.state.get("transparent") !== true,
111277
+ color: blackEdges ? 0x000000 : this.state.get("edgeColor"),
111278
+ setCapIdPass: clipping.setCapIdPass,
111279
+ });
111280
+ }
111281
+ /** Whether the camera's world or projection matrix changed since the last call. */
111282
+ _cameraMovedSinceLastOutline(camera) {
111283
+ const now = [
111284
+ ...camera.matrixWorld.elements,
111285
+ ...camera.projectionMatrix.elements,
111286
+ ];
111287
+ const last = this._capOutlineCamera;
111288
+ const moved = last.length !== now.length || now.some((value, i) => value !== last[i]);
111289
+ this._capOutlineCamera = now;
111290
+ return moved;
111291
+ }
111292
+ /** Redraw once the camera has settled, so the skipped outline appears. */
111293
+ _scheduleCapOutline() {
111294
+ if (this._capOutlineSettle !== null)
111295
+ clearTimeout(this._capOutlineSettle);
111296
+ this._capOutlineSettle = setTimeout(() => {
111297
+ this._capOutlineSettle = null;
111298
+ if (this.ready)
111299
+ this.update(true, false);
111300
+ }, CAP_OUTLINE_SETTLE_MS);
111301
+ }
111302
+ /** Cancel a pending outline redraw. */
111303
+ _cancelCapOutline() {
111304
+ if (this._capOutlineSettle !== null)
111305
+ clearTimeout(this._capOutlineSettle);
111306
+ this._capOutlineSettle = null;
111307
+ this._capOutlineCamera = [];
111308
+ }
110713
111309
  // ---------------------------------------------------------------------------
110714
111310
  // Cleanup & Disposal
110715
111311
  // ---------------------------------------------------------------------------
@@ -110728,6 +111324,8 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110728
111324
  */
110729
111325
  dispose() {
110730
111326
  this.clear();
111327
+ this._capOutline?.dispose();
111328
+ this._capOutline = null;
110731
111329
  // Remove all picking listeners (they hold a strong ref to this Viewer via the
110732
111330
  // controller's arrow-field handlers; in external-canvas mode the caller owns the
110733
111331
  // canvas, so not removing them would leak the disposed Viewer).
@@ -110773,6 +111371,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110773
111371
  * @public
110774
111372
  */
110775
111373
  clear() {
111374
+ this._cancelCapOutline();
110776
111375
  if (this._rendered) {
110777
111376
  // Drop selection state + hover cache + status line — a PickedComponent may hold
110778
111377
  // a HighlightController / ObjectGroup that this clear() disposes; a stale
@@ -110826,6 +111425,11 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110826
111425
  deepDispose(this._rendered.camera);
110827
111426
  deepDispose(this._rendered.controls);
110828
111427
  deepDispose(this._rendered.treeview);
111428
+ // The orientation marker owns its own THREE.Scene (cones, labels, sphere,
111429
+ // axes), not part of the main scene above, so it needs its own dispose —
111430
+ // without it every clear()/render() cycle left 8 geometries and 3 programs
111431
+ // behind on the GL (measured 2026-09-17, working-docs/leak-harness.html).
111432
+ this._rendered.orientationMarker.dispose();
110829
111433
  // clear tree view
110830
111434
  this.display.clearCadTree();
110831
111435
  // clear info
@@ -110889,7 +111493,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
110889
111493
  if (!this.tree) {
110890
111494
  throw new Error("Tree not initialized");
110891
111495
  }
110892
- const treeview = new TreeView(this.tree, this.display.cadTreeScrollContainer, this.setObject, this.handlePick, this.update, this.notifyStates, this.getNodeColor, this.state.get("theme"), this.state.get("newTreeBehavior"), false);
111496
+ const treeview = new TreeView(this.tree, this.display.cadTreeScrollContainer, this.setObject, this.handlePick, this.update, this.notifyStates, this.getNodeColor, this.state.get("theme"), this.state.get("newTreeBehavior"), false, this.handleTreeHover);
110893
111497
  this.display.clearCadTree();
110894
111498
  const t = treeview.create();
110895
111499
  timer.split("created tree");
@@ -111355,6 +111959,40 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
111355
111959
  get lastSelection() {
111356
111960
  return this.pickingController.lastSelection;
111357
111961
  }
111962
+ /**
111963
+ * Copy the world-space point under the cursor as `"x, y, z"` to the clipboard and
111964
+ * send it to the host as a `copiedPoint` notification (for hosts that block the
111965
+ * browser clipboard). Does nothing while parts may be displaced from their model
111966
+ * positions — explode mode, an animation once started (Play or time slider), a
111967
+ * z-scale other than 1 — or when no visible component is under the cursor.
111968
+ * @returns true when a point was copied (the caller then consumes the key event).
111969
+ */
111970
+ copyPointUnderCursor() {
111971
+ if (!this.ready)
111972
+ return false;
111973
+ const mode = this.state.get("animationMode");
111974
+ if (mode === "explode")
111975
+ return false;
111976
+ if (mode === "animation" && this._animationStarted)
111977
+ return false;
111978
+ if (this.zScale !== undefined && this.zScale !== 1)
111979
+ return false;
111980
+ const point = this.pickingController.pointUnderCursor();
111981
+ if (point === null)
111982
+ return false;
111983
+ const coords = toVector3Tuple(point.toArray());
111984
+ const fmt = (v) => {
111985
+ const s = v.toFixed(COPY_POINT_DECIMALS);
111986
+ return Number(s) === 0 ? (0).toFixed(COPY_POINT_DECIMALS) : s;
111987
+ };
111988
+ const text = coords.map(fmt).join(", ");
111989
+ copyText(text, this.display.container);
111990
+ if (this.notifyCallback !== null) {
111991
+ this.notifyCallback({ copiedPoint: { old: null, new: coords } });
111992
+ }
111993
+ this.display.setStatusLine(`copied: ${text}`);
111994
+ return true;
111995
+ }
111358
111996
  /** Enable/disable the double-click pick handler (on when no tool is active). */
111359
111997
  setPickHandler(flag) {
111360
111998
  this.pickingController.setPickHandler(flag);
@@ -111769,7 +112407,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
111769
112407
  this.tree = this.compactTree;
111770
112408
  // Dispose old treeview and create new one
111771
112409
  deepDispose(this.rendered.treeview);
111772
- const treeview = new TreeView(this.tree, this.display.cadTreeScrollContainer, this.setObject, this.handlePick, this.update, this.notifyStates, this.getNodeColor, this.state.get("theme"), this.state.get("newTreeBehavior"), false);
112410
+ const treeview = new TreeView(this.tree, this.display.cadTreeScrollContainer, this.setObject, this.handlePick, this.update, this.notifyStates, this.getNodeColor, this.state.get("theme"), this.state.get("newTreeBehavior"), false, this.handleTreeHover);
111773
112411
  this.rendered.treeview = treeview;
111774
112412
  this.display.clearCadTree();
111775
112413
  const t = treeview.create();
@@ -113328,6 +113966,33 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
113328
113966
  this._matEditorDragAbort = null;
113329
113967
  this._matEditorInputAbort = null;
113330
113968
  this._animWasVisible = false;
113969
+ /**
113970
+ * Ctrl/Cmd-C while the cursor is over the canvas copies the point under it.
113971
+ * Text-entry fields and selected text keep the normal copy.
113972
+ */
113973
+ this._handleCopyPoint = (e) => {
113974
+ if (!(e instanceof KeyboardEvent))
113975
+ return;
113976
+ if (!(e.ctrlKey || e.metaKey) || e.altKey || e.shiftKey)
113977
+ return;
113978
+ if (e.key.toLowerCase() !== "c")
113979
+ return;
113980
+ const target = e.target;
113981
+ if ((target instanceof HTMLInputElement &&
113982
+ target.type !== "button" &&
113983
+ target.type !== "checkbox") ||
113984
+ target instanceof HTMLTextAreaElement ||
113985
+ (target instanceof HTMLElement && target.isContentEditable)) {
113986
+ return;
113987
+ }
113988
+ const selection = window.getSelection();
113989
+ if (selection !== null && selection.toString() !== "")
113990
+ return;
113991
+ if (this.viewer.copyPointUnderCursor()) {
113992
+ e.preventDefault();
113993
+ e.stopPropagation();
113994
+ }
113995
+ };
113331
113996
  // ---------------------------------------------------------------------------
113332
113997
  // Toolbar Button Handlers: View Settings
113333
113998
  // ---------------------------------------------------------------------------
@@ -114650,6 +115315,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
114650
115315
  // Focus handling for keyboard shortcuts
114651
115316
  listeners.add(this.container, "mousedown", () => this.container.focus());
114652
115317
  listeners.add(this.container, "keydown", this._handleKeyboardShortcut);
115318
+ // Ctrl/Cmd-C acts on the point under the cursor, so it must not depend on the
115319
+ // viewer having focus (e.g. after using a host dropdown). Capture phase: runs
115320
+ // before host shortcuts; the key is consumed only when a point was copied.
115321
+ listeners.add(document, "keydown", this._handleCopyPoint, true);
114653
115322
  }
114654
115323
  /**
114655
115324
  * Subscribe to ViewerState changes to keep UI in sync.