three-cad-viewer 5.0.7 → 5.1.0
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/dist/core/picking-controller.d.ts +17 -0
- package/dist/core/types.d.ts +2 -0
- package/dist/core/viewer.d.ts +32 -0
- package/dist/rendering/cap-outline.d.ts +60 -0
- package/dist/rendering/clip-style.d.ts +49 -0
- package/dist/rendering/highlight.d.ts +5 -0
- package/dist/scene/clipping.d.ts +7 -0
- package/dist/three-cad-viewer.esm.js +651 -30
- package/dist/three-cad-viewer.esm.js.map +1 -1
- package/dist/three-cad-viewer.esm.min.js +3 -3
- package/dist/three-cad-viewer.js +651 -30
- package/dist/three-cad-viewer.min.js +3 -3
- package/dist/ui/display.d.ts +5 -0
- package/dist/ui/treeview.d.ts +4 -1
- package/dist/utils/utils.d.ts +14 -1
- package/package.json +1 -1
package/dist/three-cad-viewer.js
CHANGED
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@@ -81835,6 +81835,45 @@ void main() {
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this.listeners = [];
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}
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}
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81838
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+
/**
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* Copy `text` to the clipboard from inside a user-initiated event handler.
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81840
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*
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* Tries the synchronous hidden-textarea `execCommand("copy")` first: it needs no
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* clipboard permission, so it also works in embedding iframes and WebKit views that
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* 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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*/
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81850
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function copyText(text, parent) {
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81851
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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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}
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/**
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* Zebra Analysis Tool for Three.js CAD Viewer
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@@ -85102,7 +85141,7 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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* renames an anchor must fail LOUDLY here, not silently drop the highlight (build
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* would otherwise stay green). One guard test asserts each anchor still exists.
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*/
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-
function replaceOrThrow(src, anchor, replacement, where) {
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+
function replaceOrThrow$1(src, anchor, replacement, where) {
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if (!src.includes(anchor)) {
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throw new Error(`HighlightController.${where}: shader anchor not found: ${JSON.stringify(anchor)}`);
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}
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@@ -85220,6 +85259,23 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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}
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this._applyHover(`s${solidPath}`, ids);
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}
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+
/**
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* HOVER every FACE at or below the tree path `prefix` (a leaf or a whole group),
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* or clear hover when `null`. Drives the tree-row hover highlight.
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+
*/
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setHoverPath(prefix) {
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if (prefix == null) {
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this._applyHover("", []);
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return;
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}
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const sub = prefix + "/";
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const ids = [];
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for (const info of this.registry.entries()) {
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if (info.topo === "face" && info.path.startsWith(sub))
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ids.push(info.id);
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}
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this._applyHover(`p${prefix}`, ids);
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}
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/** Set or clear the SELECTED flag for a single component id. */
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setSelected(id, flag) {
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this._setBit(id, HighlightFlag.SELECTED, flag);
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@@ -85322,7 +85378,7 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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shader.vertexShader =
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HL_VERTEX_HEADER +
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"\n" +
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-
replaceOrThrow(shader.vertexShader, "void main() {", `void main() {\n ${HL_VERTEX_ASSIGN}`, where);
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+
replaceOrThrow$1(shader.vertexShader, "void main() {", `void main() {\n ${HL_VERTEX_ASSIGN}`, where);
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shader.fragmentShader = HL_FRAGMENT_HEADER + "\n" + shader.fragmentShader;
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// Topo-specific color / size injection.
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customize(shader);
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@@ -85337,7 +85393,7 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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*/
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patchFaceMaterial(material) {
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this._install(material, "patchFaceMaterial", (shader) => {
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-
shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchFaceMaterial");
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+
shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchFaceMaterial");
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});
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}
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/**
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@@ -85349,9 +85405,9 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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*/
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patchEdgeMaterial(material) {
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this._install(material, "patchEdgeMaterial", (shader) => {
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85352
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-
shader.vertexShader = replaceOrThrow(shader.vertexShader, "offset *= linewidth;", `uint hlEdgeState = highlightState();
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85408
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+
shader.vertexShader = replaceOrThrow$1(shader.vertexShader, "offset *= linewidth;", `uint hlEdgeState = highlightState();
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offset *= ${focusSizeExpr("hlEdgeState", EDGE_FOCUS_WIDTH, EDGE_FOCUS_WIDTH - 2, "linewidth")};`, "patchEdgeMaterial");
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85354
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-
shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchEdgeMaterial");
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shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${HL_COLOR_OVERRIDE}`, "patchEdgeMaterial");
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});
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}
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/**
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@@ -85366,12 +85422,12 @@ uniform vec3 ${U_HIGHLIGHT_HOVER_COLOR};`;
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const cull = options.cullUnhighlighted === true;
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const none = cull ? "0.0" : "size";
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this._install(material, "patchVertexMaterial", (shader) => {
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85369
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-
shader.vertexShader = replaceOrThrow(shader.vertexShader, "gl_PointSize = size;", `uint hlPtState = highlightState();
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+
shader.vertexShader = replaceOrThrow$1(shader.vertexShader, "gl_PointSize = size;", `uint hlPtState = highlightState();
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gl_PointSize = ${focusSizeExpr("hlPtState", VERTEX_FOCUS_SIZE, VERTEX_FOCUS_SIZE - 2, none)};`, "patchVertexMaterial");
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const discard = cull
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? "\n if (highlightState() == 0u) discard;"
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: "";
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85374
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-
shader.fragmentShader = replaceOrThrow(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${discard}${HL_COLOR_OVERRIDE}`, "patchVertexMaterial");
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shader.fragmentShader = replaceOrThrow$1(shader.fragmentShader, "#include <color_fragment>", `#include <color_fragment>${discard}${HL_COLOR_OVERRIDE}`, "patchVertexMaterial");
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},
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// The cull discard is the variant that must NOT share a program with the
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// standalone (always-visible) vertex cloud — the ghost-vertex bug.
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@@ -90164,8 +90220,9 @@ float metalnessFactor = metalness;
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* @param theme - The UI theme ('light' or 'dark').
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* @param linkIcons - Whether icon 0 and 1 are linked.
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* @param debug - Enable debug logging.
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+
* @param hoverHandler - Callback for label hover (node path, or null on leave).
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*/
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90168
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-
constructor(tree, scrollContainer, objectHandler, pickHandler, updateHandler, notificationHandler, colorGetter, theme, linkIcons, debug = false) {
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+
constructor(tree, scrollContainer, objectHandler, pickHandler, updateHandler, notificationHandler, colorGetter, theme, linkIcons, debug = false, hoverHandler = null) {
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/************************************************************************************
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* Handlers
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************************************************************************************/
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@@ -90280,6 +90337,7 @@ float metalnessFactor = metalness;
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this.theme = theme;
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this.linkIcons = linkIcons;
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this.debug = debug;
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+
this.hoverHandler = hoverHandler;
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this.model = null;
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this.container = null;
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this.lastLabel = null;
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@@ -90477,6 +90535,12 @@ float metalnessFactor = metalness;
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e.stopPropagation();
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this.handleLabelClick(node, e);
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};
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+
label.onmouseenter = () => {
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this.hoverHandler?.(this.getNodePath(node));
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};
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90541
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+
label.onmouseleave = () => {
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this.hoverHandler?.(null);
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};
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nodeContent.appendChild(label);
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let childrenContainer = null;
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if (node.children) {
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@@ -90968,6 +91032,357 @@ float metalnessFactor = metalness;
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}
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};
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+
/**
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91036
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+
* Section hatching for clip caps (CAD mode, shader-only). The per-solid cap quads
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91037
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+
* draw hatch lines anchored to the plane (stable while rotating/panning) whose
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91038
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+
* spacing is kept at a constant pixel distance by a per-frame world-per-pixel
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91039
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+
* uniform. The outline of the caps is drawn separately (see cap-outline.ts); for its
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91040
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* id pass the same cap shader can output the cap's id instead of its color.
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91041
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+
*
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91042
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+
* All shared uniforms are plain `{ value }` objects held by reference, so a single
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91043
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+
* write (e.g. the per-frame hatch spacing) updates every patched material without a
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91044
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+
* recompile.
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91045
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+
*/
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91046
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+
/** Distance between hatch lines in pixels. */
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91047
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+
const HATCH_SPACING_PX = 8;
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91048
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+
/** Width of a hatch line in pixels. */
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+
const HATCH_LINE_WIDTH_PX = 1;
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91050
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+
/**
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91051
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+
* Hatch angle (radians) and spacing factor per solid, cycled by the solid's index
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91052
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+
* so that neighbouring solids are told apart (drawing convention: alternate the
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91053
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+
* hatch direction between adjacent parts).
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91054
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+
*/
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91055
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+
const HATCH_VARIANTS = [
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91056
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{ angle: Math.PI / 4, scale: 1.0 },
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91057
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+
{ angle: (3 * Math.PI) / 4, scale: 1.0 },
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91058
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{ angle: Math.PI / 4, scale: 1.6 },
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91059
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+
{ angle: (3 * Math.PI) / 4, scale: 1.6 },
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91060
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+
];
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91061
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+
function createHatchUniforms(capHalfSize) {
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91062
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+
return {
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91063
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+
uHatchSpacing: { value: 1 },
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91064
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+
uCapHalfSize: { value: capHalfSize },
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91065
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+
uHatchLineWidth: { value: HATCH_LINE_WIDTH_PX },
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+
uHatchOn: { value: 1 },
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+
uCapIdPass: { value: 0 },
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91068
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+
};
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91069
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+
}
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91070
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+
/**
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91071
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+
* World units covered by one screen pixel at the given point (exact for an
|
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91072
|
+
* orthographic camera; at the point's distance for a perspective camera).
|
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+
*/
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91074
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+
function worldPerPixel(camera, point, height) {
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91075
|
+
if (height <= 0)
|
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91076
|
+
return 1;
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91077
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+
if (camera instanceof OrthographicCamera) {
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91078
|
+
return (camera.top - camera.bottom) / camera.zoom / height;
|
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91079
|
+
}
|
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91080
|
+
if (camera instanceof PerspectiveCamera) {
|
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91081
|
+
const dist = camera.position.distanceTo(point);
|
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91082
|
+
const halfFov = MathUtils.degToRad(camera.fov) / 2;
|
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91083
|
+
return (2 * dist * Math.tan(halfFov)) / camera.zoom / height;
|
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91084
|
+
}
|
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91085
|
+
return 1;
|
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91086
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+
}
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91087
|
+
function replaceOrThrow(source, anchor, replacement, where) {
|
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91088
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+
if (!source.includes(anchor)) {
|
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+
throw new Error(`${where}: shader anchor "${anchor}" not found`);
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+
}
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91091
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+
return source.replace(anchor, replacement);
|
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91092
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+
}
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91093
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+
/**
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91094
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+
* Patch a cap quad material to draw section hatching. `index` is the solid's index
|
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91095
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+
* among the caps of its plane; it selects the hatch direction and spacing. `capId`
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+
* is the cap's unique id color for the outline id pass (see `capIdColor`).
|
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91097
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+
*/
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91098
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+
function patchHatchMaterial(material, uniforms, index, capId) {
|
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91099
|
+
if (material.userData.hatchPatched === true)
|
|
91100
|
+
return;
|
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91101
|
+
material.userData.hatchPatched = true;
|
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91102
|
+
const variant = HATCH_VARIANTS[index % HATCH_VARIANTS.length];
|
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91103
|
+
const uHatchAngle = { value: variant.angle };
|
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91104
|
+
const uHatchScale = { value: variant.scale };
|
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91105
|
+
const uCapId = { value: capId };
|
|
91106
|
+
const prev = material.onBeforeCompile;
|
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91107
|
+
material.onBeforeCompile = (shader, renderer) => {
|
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91108
|
+
prev.call(material, shader, renderer);
|
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91109
|
+
shader.uniforms.uHatchSpacing = uniforms.uHatchSpacing;
|
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91110
|
+
shader.uniforms.uCapHalfSize = uniforms.uCapHalfSize;
|
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91111
|
+
shader.uniforms.uHatchLineWidth = uniforms.uHatchLineWidth;
|
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91112
|
+
shader.uniforms.uHatchOn = uniforms.uHatchOn;
|
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91113
|
+
shader.uniforms.uHatchAngle = uHatchAngle;
|
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91114
|
+
shader.uniforms.uHatchScale = uHatchScale;
|
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91115
|
+
shader.uniforms.uCapIdPass = uniforms.uCapIdPass;
|
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91116
|
+
shader.uniforms.uCapId = uCapId;
|
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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" +
|
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91123
|
+
"uniform float uCapIdPass;\nuniform vec3 uCapId;\n" +
|
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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>
|
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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
|
+
|
|
90971
91386
|
// ============================================================================
|
|
90972
91387
|
// Constants
|
|
90973
91388
|
// ============================================================================
|
|
@@ -91220,6 +91635,9 @@ float metalnessFactor = metalness;
|
|
|
91220
91635
|
super();
|
|
91221
91636
|
/** Per-solid stencil/cap units, the unit of screen-size culling. */
|
|
91222
91637
|
this._capUnits = [];
|
|
91638
|
+
/** Shared uniforms of the section hatching on all cap quads. */
|
|
91639
|
+
this._hatchUniforms = createHatchUniforms(1);
|
|
91640
|
+
this._hatchCenter = new Vector3();
|
|
91223
91641
|
/**
|
|
91224
91642
|
* Whether {@link cull} last ran with clipping active. Lets the inactive path
|
|
91225
91643
|
* gate stencils/caps off exactly once, then early-return on later still frames.
|
|
@@ -91283,6 +91701,10 @@ float metalnessFactor = metalness;
|
|
|
91283
91701
|
mesh.material.visible = flag;
|
|
91284
91702
|
}
|
|
91285
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
|
+
};
|
|
91286
91708
|
this.center = center;
|
|
91287
91709
|
this.distance = size / 2;
|
|
91288
91710
|
this.onNormalChange = options.onNormalChange || null;
|
|
@@ -91345,11 +91767,16 @@ float metalnessFactor = metalness;
|
|
|
91345
91767
|
_createStencils(center, size, theme) {
|
|
91346
91768
|
this._planeMeshGroup = new PlaneMeshGroup();
|
|
91347
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]);
|
|
91348
91773
|
// Group the per-(solid,plane) units by solid for screen-size culling. The
|
|
91349
91774
|
// loop below is plane-major (and `objectColors`/`_planeMeshGroup` order must
|
|
91350
91775
|
// stay plane-major for setObjectColorCaps), so accumulate into a Map keyed by
|
|
91351
91776
|
// solid and flatten afterwards — without touching the plane-major structures.
|
|
91352
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;
|
|
91353
91780
|
for (let i = 0; i < 3; i++) {
|
|
91354
91781
|
const plane = this.clipPlanes[i];
|
|
91355
91782
|
const otherPlanes = this.clipPlanes.filter((_, j) => j !== i);
|
|
@@ -91369,9 +91796,16 @@ float metalnessFactor = metalness;
|
|
|
91369
91796
|
clippingGroup.add(createStencil(`frontStencil-${i}-${j}`, ClippingMaterials.createFrontStencilMaterial(), group.shapeGeometry, plane));
|
|
91370
91797
|
clippingGroup.add(createStencil(`backStencil-${i}-${j}`, ClippingMaterials.createBackStencilMaterial(), group.shapeGeometry, plane));
|
|
91371
91798
|
group.addClipping(clippingGroup, i);
|
|
91799
|
+
// The outline id pass renders the stencil sequence + caps on CAP_LAYER.
|
|
91800
|
+
for (const stencil of clippingGroup.children) {
|
|
91801
|
+
stencil.layers.enable(CAP_LAYER);
|
|
91802
|
+
}
|
|
91372
91803
|
// Create stencil plane mesh
|
|
91373
91804
|
const planeMaterial = ClippingMaterials.createStencilPlaneMaterial(PLANE_COLORS[theme][i], otherPlanes);
|
|
91805
|
+
capId++;
|
|
91806
|
+
patchHatchMaterial(planeMaterial, this._hatchUniforms, j, capIdColor(capId));
|
|
91374
91807
|
const capMesh = new PlaneMesh(i, plane, center, size, planeMaterial, PLANE_COLORS[theme][i], `StencilPlane-${i}-${j}`);
|
|
91808
|
+
capMesh.layers.enable(CAP_LAYER);
|
|
91375
91809
|
this._planeMeshGroup.add(capMesh);
|
|
91376
91810
|
// Record the cull unit for this solid (one entry per solid, holding
|
|
91377
91811
|
// its up-to-3 per-plane stencil groups + cap quads).
|
|
@@ -91436,6 +91870,10 @@ float metalnessFactor = metalness;
|
|
|
91436
91870
|
this.clipPlanes[index].setConstant(value);
|
|
91437
91871
|
this.reverseClipPlanes[index].setConstant(-value);
|
|
91438
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
|
+
}
|
|
91439
91877
|
/**
|
|
91440
91878
|
* Bound the per-frame stencil/cap draw work to keep large assemblies from
|
|
91441
91879
|
* overrunning the GPU watchdog on clip+rotate (see {@link CAP_CULL_MIN_PX}).
|
|
@@ -91470,6 +91908,9 @@ float metalnessFactor = metalness;
|
|
|
91470
91908
|
return;
|
|
91471
91909
|
}
|
|
91472
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);
|
|
91473
91914
|
// Camera right vector in world space = column 0 of the camera world matrix.
|
|
91474
91915
|
camera.updateMatrixWorld();
|
|
91475
91916
|
const e = camera.matrixWorld.elements;
|
|
@@ -97399,7 +97840,7 @@ float metalnessFactor = metalness;
|
|
|
97399
97840
|
}
|
|
97400
97841
|
}
|
|
97401
97842
|
|
|
97402
|
-
const version = "5.0
|
|
97843
|
+
const version = "5.1.0";
|
|
97403
97844
|
|
|
97404
97845
|
/**
|
|
97405
97846
|
* `PickedComponent` over a GPU id-pick result. Drives the shader
|
|
@@ -97625,6 +98066,58 @@ float metalnessFactor = metalness;
|
|
|
97625
98066
|
this.setSelectionInput(false);
|
|
97626
98067
|
this.setPickHandler(false);
|
|
97627
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
|
+
}
|
|
97628
98121
|
/**
|
|
97629
98122
|
* Whether hover preselection (highlight + status line) is active. Disabled for GDS:
|
|
97630
98123
|
* dense, stacked, instance-unrolled layout data where per-pixel hover flickers
|
|
@@ -97662,28 +98155,12 @@ float metalnessFactor = metalness;
|
|
|
97662
98155
|
this.lastObject = null;
|
|
97663
98156
|
this.host.display.setStatusLine("");
|
|
97664
98157
|
};
|
|
97665
|
-
|
|
97666
|
-
|
|
97667
|
-
return;
|
|
97668
|
-
}
|
|
97669
|
-
const rect = this.host.renderer.domElement.getBoundingClientRect();
|
|
97670
|
-
const x = this.idHoverClientX - rect.left;
|
|
97671
|
-
const y = this.idHoverClientY - rect.top;
|
|
97672
|
-
if (x < 0 || y < 0 || x > rect.width || y > rect.height) {
|
|
97673
|
-
release();
|
|
97674
|
-
return;
|
|
97675
|
-
}
|
|
97676
|
-
const filter = this.host.display.shapeFilterDropDownMenu.currentFilter;
|
|
97677
|
-
const fromSolid = filter.includes(TopoFilter.solid);
|
|
97678
|
-
const topoFilter = pickerTopoFilter(filter);
|
|
97679
|
-
const hit = this.host.idPicker.pickAt(x, y, topoFilter === undefined ? {} : { topoFilter });
|
|
97680
|
-
// The vertex/edge pick layers stay active even when the owning solid is hidden
|
|
97681
|
-
// (visibility lives on the mesh material, not the pick layer), so gate the pick on
|
|
97682
|
-
// visibility — otherwise a hidden component could be hovered AND selected.
|
|
97683
|
-
if (hit === null || !this.pickVisible(hit.info)) {
|
|
98158
|
+
const hit = this.pickUnderCursor();
|
|
98159
|
+
if (hit === null) {
|
|
97684
98160
|
release();
|
|
97685
98161
|
return;
|
|
97686
98162
|
}
|
|
98163
|
+
const fromSolid = this.host.display.shapeFilterDropDownMenu.currentFilter.includes(TopoFilter.solid);
|
|
97687
98164
|
const picked = new IdPicked(hit.info, fromSolid, hit.point, highlight);
|
|
97688
98165
|
if (!picked.equals(this.lastObject)) {
|
|
97689
98166
|
this.releaseLastSelected();
|
|
@@ -108864,6 +109341,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
108864
109341
|
// =============================================================================
|
|
108865
109342
|
// IMPORTS
|
|
108866
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;
|
|
108867
109348
|
/**
|
|
108868
109349
|
* Type guard to check if an Object3D is an IndexedMesh.
|
|
108869
109350
|
*/
|
|
@@ -108974,6 +109455,14 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
108974
109455
|
// GPU id-based picker. Created/attached per render() once the scene + compact
|
|
108975
109456
|
// registry exist; drives hover, selection, measure and double-click pick.
|
|
108976
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;
|
|
108977
109466
|
// ---------------------------------------------------------------------------
|
|
108978
109467
|
// Render Loop & Scene Updates
|
|
108979
109468
|
// ---------------------------------------------------------------------------
|
|
@@ -109122,6 +109611,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
109122
109611
|
}
|
|
109123
109612
|
else {
|
|
109124
109613
|
this.renderer.render(this.rendered.scene, this.rendered.camera.getCamera());
|
|
109614
|
+
this._renderCapOutline();
|
|
109125
109615
|
}
|
|
109126
109616
|
this.cadTools.update();
|
|
109127
109617
|
this.rendered.directLight.position.copy(this.rendered.camera.getCamera().position);
|
|
@@ -109375,6 +109865,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
109375
109865
|
return;
|
|
109376
109866
|
switch (btn) {
|
|
109377
109867
|
case "play":
|
|
109868
|
+
this._animationStarted = true;
|
|
109378
109869
|
if (this.clipAction.paused) {
|
|
109379
109870
|
this.clipAction.paused = false;
|
|
109380
109871
|
}
|
|
@@ -109508,6 +109999,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
109508
109999
|
return;
|
|
109509
110000
|
}
|
|
109510
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
|
+
};
|
|
109511
110006
|
/** Clear the current selection (and reset the select tool). */
|
|
109512
110007
|
this.clearSelection = () => {
|
|
109513
110008
|
this.pickingController.clearSelection();
|
|
@@ -110696,6 +111191,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110696
111191
|
this.toggleAnimationLoop(true);
|
|
110697
111192
|
}
|
|
110698
111193
|
this.state.set("animationMode", label === "E" ? "explode" : "animation");
|
|
111194
|
+
this._animationStarted = false;
|
|
110699
111195
|
this.clipAction = this.animation.animate(this.rendered.nestedGroup.rootGroup, duration, speed, repeat);
|
|
110700
111196
|
// Reset animation slider to start
|
|
110701
111197
|
this.state.set("animationSliderValue", 0);
|
|
@@ -110714,6 +111210,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110714
111210
|
deepDispose(this.animation);
|
|
110715
111211
|
}
|
|
110716
111212
|
this.state.set("animationMode", "none");
|
|
111213
|
+
this._animationStarted = false;
|
|
110717
111214
|
this.toggleAnimationLoop(false);
|
|
110718
111215
|
}
|
|
110719
111216
|
/**
|
|
@@ -110722,6 +111219,8 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110722
111219
|
* @param fraction - relative time between 0 and 1.
|
|
110723
111220
|
*/
|
|
110724
111221
|
setRelativeTime(fraction) {
|
|
111222
|
+
if (fraction !== 0)
|
|
111223
|
+
this._animationStarted = true;
|
|
110725
111224
|
this.animation.setRelativeTime(fraction);
|
|
110726
111225
|
this.state.set("animationSliderValue", fraction * 1000);
|
|
110727
111226
|
}
|
|
@@ -110753,6 +111252,60 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110753
111252
|
setTimeout(() => this.update(true, true), 50);
|
|
110754
111253
|
}
|
|
110755
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
|
+
}
|
|
110756
111309
|
// ---------------------------------------------------------------------------
|
|
110757
111310
|
// Cleanup & Disposal
|
|
110758
111311
|
// ---------------------------------------------------------------------------
|
|
@@ -110771,6 +111324,8 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110771
111324
|
*/
|
|
110772
111325
|
dispose() {
|
|
110773
111326
|
this.clear();
|
|
111327
|
+
this._capOutline?.dispose();
|
|
111328
|
+
this._capOutline = null;
|
|
110774
111329
|
// Remove all picking listeners (they hold a strong ref to this Viewer via the
|
|
110775
111330
|
// controller's arrow-field handlers; in external-canvas mode the caller owns the
|
|
110776
111331
|
// canvas, so not removing them would leak the disposed Viewer).
|
|
@@ -110816,6 +111371,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110816
111371
|
* @public
|
|
110817
111372
|
*/
|
|
110818
111373
|
clear() {
|
|
111374
|
+
this._cancelCapOutline();
|
|
110819
111375
|
if (this._rendered) {
|
|
110820
111376
|
// Drop selection state + hover cache + status line — a PickedComponent may hold
|
|
110821
111377
|
// a HighlightController / ObjectGroup that this clear() disposes; a stale
|
|
@@ -110937,7 +111493,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
110937
111493
|
if (!this.tree) {
|
|
110938
111494
|
throw new Error("Tree not initialized");
|
|
110939
111495
|
}
|
|
110940
|
-
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);
|
|
110941
111497
|
this.display.clearCadTree();
|
|
110942
111498
|
const t = treeview.create();
|
|
110943
111499
|
timer.split("created tree");
|
|
@@ -111403,6 +111959,40 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
111403
111959
|
get lastSelection() {
|
|
111404
111960
|
return this.pickingController.lastSelection;
|
|
111405
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
|
+
}
|
|
111406
111996
|
/** Enable/disable the double-click pick handler (on when no tool is active). */
|
|
111407
111997
|
setPickHandler(flag) {
|
|
111408
111998
|
this.pickingController.setPickHandler(flag);
|
|
@@ -111817,7 +112407,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
111817
112407
|
this.tree = this.compactTree;
|
|
111818
112408
|
// Dispose old treeview and create new one
|
|
111819
112409
|
deepDispose(this.rendered.treeview);
|
|
111820
|
-
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);
|
|
111821
112411
|
this.rendered.treeview = treeview;
|
|
111822
112412
|
this.display.clearCadTree();
|
|
111823
112413
|
const t = treeview.create();
|
|
@@ -113376,6 +113966,33 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
113376
113966
|
this._matEditorDragAbort = null;
|
|
113377
113967
|
this._matEditorInputAbort = null;
|
|
113378
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
|
+
};
|
|
113379
113996
|
// ---------------------------------------------------------------------------
|
|
113380
113997
|
// Toolbar Button Handlers: View Settings
|
|
113381
113998
|
// ---------------------------------------------------------------------------
|
|
@@ -114698,6 +115315,10 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
114698
115315
|
// Focus handling for keyboard shortcuts
|
|
114699
115316
|
listeners.add(this.container, "mousedown", () => this.container.focus());
|
|
114700
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);
|
|
114701
115322
|
}
|
|
114702
115323
|
/**
|
|
114703
115324
|
* Subscribe to ViewerState changes to keep UI in sync.
|