u-space-mcp 0.0.13 → 0.0.15

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  # u-space-mcp
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- Model Context Protocol server for the `u-space` documentation, including u-manager APIs and examples such as `UManagerLoader`, `examples/test_umanager_loader.html`, `SemanticInstanceObject`, `SemanticModelInstancedLayer`, `SceneLoader` semantic-id dedupe and path-based model instancing, `SceneInstanceObject`, `SceneInstancedLayer`, `SemanticLoader`, `SemanticGroup`, `BuildingGroup`, `FloorMesh`, `FacilityInstanceObject`, `FacilityInstancedLayer`, scene-level `Facilities` auto instancing, floor-mounted facility lookup/control, semantic elevator/vent shafts, per-kind floor-plane planishing for semantic instances and Facilities, atmosphere `skyBackground()` / `skyEnvironment()` output-effect setup, fire `FireEffect` WebGPU volumetric fire/smoke simulation, and core object defaults like `BaseMesh` shadow behavior.
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+ Model Context Protocol server for the `u-space` documentation, including the experimental `u-space/worker` OffscreenCanvas runtime, the core `InstanceObject` protocol, the public `src/batches` APIs (`ModelInstancedLayer` and `EditableGeometryBatchLayer`), core object defaults, and u-manager APIs/examples such as `UManagerLoader`, scene/facility instancing, opt-in `setEditableBatching()` static Geometry merging, semantic groups/floors/facilities, and semantic elevator/vent shafts. The index also covers atmosphere and fire WebGPU effects.
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- The bundled docs index includes detailed `UManagerLoader`, `UManagerSceneGroup` direct `semanticGroup` / `sceneGroup` properties, `SceneLoader`, `SceneInstanceObject` fields and inherited semantic APIs (`setSemanticVisible()`, `setSemanticColor()`, `setSemanticOpacity()`, `setSemanticHighlight()`, `getSemanticBoundingBox()`, dirty callbacks, and fallback render-object access), and Facilities reference material for the unified `SemanticInstanceObject` API, the runnable `test_umanager_loader.html` example, flying a camera to path-instanced scene objects or Facilities through `objectManager.getById()`, `getSemanticBoundingBox()`, and `controls.flyToBox()`, shared `SemanticModelInstancedLayer` batch creation through `addSemanticBatch()`, dirty-driven instance synchronization, unsupported-model fallback wrappers, instanced raycast hit remapping, plus `FireEffect` emitter setup, simulation/grid options, volumetric pass bounds, dynamic lights, and RenderPipeline output-effect integration.
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+ The bundled docs index contains the canonical core `InstanceObject` API from `docs/api-objects.md`: identity fields and updates, local/world bounds, fallback render-object access, ownership-aware materializer/materialize protocol, style/highlight controls, dirty callbacks, automatic transform-to-batch sync, and the `isInstanceObject()` type guard. `docs/api-batches.md` covers the one-shot source/build lifecycle, duplicate-instance rejection, isolated per-layer transforms, unsupported reasons and per-instance negative-scale fallback, immediate CPU dirty/world-matrix sync, cross-layer old-copy hiding, independent materialized materials, typed events, materialized-hit filtering, safe disposal, statistics, and lazy-BVH source remapping.
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+ The u-manager coverage from `docs/api-plugin-u-manager.md` focuses on `SceneInstanceObject`, `FacilityInstanceObject`, semantic floor proxies, loaders, examples, scene/facility layer selection, and editable static batching through `setEditableBatching()` / `SceneEditableBatchLayer`. Retrieval distinguishes default `SceneInstancedLayer` path/model instancing from the editable primary layer and its sibling `SceneEditableBatchFallback`. `SceneEditableBatchLayer` is documented as a thin adapter over core `EditableGeometryBatchLayer<SceneInstanceObject>`; URL loading and fallback policy remain in `SceneLoader`, while Geometry merging, `batchObjectIndex` TSL state, materialize events, lazy BVH and disposal are core behavior. The index also includes `FireEffect` emitter setup, simulation/grid options, volumetric pass bounds, dynamic lights, and RenderPipeline output-effect integration.
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+ The Worker coverage from `docs/api-viewer.md` and `docs/examples-guide.md` explains the complete `OffscreenViewerHost` options/methods/events surface, main-thread canvas/input ownership, Worker-side Viewer creation, the `host.init()` / `initialized` renderer boundary versus the one-shot application `ready` boundary, structured-clone command boundaries, deduplicated ArrayBuffer transfer, built-in stats/viewpoint/render commands, rolling frame statistics, pre-ready fatal cleanup, canvas-transfer/post failures, initialization/disposal races, suppression of late business messages after disposal, browser and DOM-overlay limitations, and how `examples/offscreen/test_umanager2_offscreen.html` combines OffscreenCanvas with `setEditableBatching()`, `compileAsync()`, standard transparent composition, native Three.js static-scene matrix updates, rolling frame-pacing statistics, and a hidden-by-default semantic analysis overlay that preserves the architectural shell materials. It also documents explicit `InstanceObject.updateWorldMatrix(true, false)` and parent-group `updateWorldMatrix(true, true)` commits under a frozen root scene, including instanced-buffer dirty propagation and editable-batch materialization.
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  ## Usage
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