viral-viewer-2 7.2.3 → 7.2.5
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/components/custom-objects/viral-batched-mesh.d.ts +0 -12
- package/dist/components/custom-objects/viral-instanced-mesh-v2.d.ts +1 -20
- package/dist/components/post-processing/post-processing-renderer.d.ts +5 -41
- package/dist/components/post-processing/selection-outline-pass.d.ts +21 -14
- package/dist/components/visibility-manager/viral-visibility-manager.d.ts +6 -35
- package/dist/index.mjs +971 -1203
- package/package.json +49 -49
- package/dist/components/post-processing/alpha-selection-outline-pass.d.ts +0 -49
- package/dist/components/post-processing/stencil-selection-outline-pass.d.ts +0 -54
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@@ -2,11 +2,6 @@ import { Box3, BufferGeometry, type Color, type Material, Mesh, Vector3 } from "
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import { type LineMaterial } from "three/examples/jsm/Addons";
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import { type BufferElement } from "../..";
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import type { WorkerThreadPool } from "../worker/base/worker-pool";
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/**
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* Special alpha value to mark selected vertices for fast outline detection.
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* The AlphaSelectionOutlinePass detects this value with ZERO extra render passes.
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*/
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export declare const SELECTION_ALPHA = 0.99;
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export declare class ViralBatchedMesh extends Mesh {
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globalMaterialIndex: number;
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private workerPool;
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@@ -115,13 +110,6 @@ export declare class ViralBatchedMesh extends Mesh {
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elementId: string;
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}[];
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unselect(): void;
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/**
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* Set alpha value for elements (used for selection marking)
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* This is VERY fast - only updates alpha channel, no geometry copying
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*
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* When setting alpha to 1.0 (removing selection), respects hidden/isolated state
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*/
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private _setSelectionAlpha;
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/**
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* Hide elements by setting their alpha to 0 (GPU-accelerated)
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* Hidden elements are discarded in fragment shader - no rendering cost
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@@ -1,11 +1,6 @@
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import { Box3, BufferGeometry, Color, InstancedMesh, type Material, Matrix4, Object3D, Vector3 } from "three";
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import { type LineMaterial } from "three/examples/jsm/Addons";
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import { type BufferElement } from "../..";
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/**
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* Special alpha value to mark selected instances for fast outline detection.
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* Note: Instanced meshes use a separate instanceSelected attribute instead of alpha.
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*/
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export declare const SELECTION_ALPHA = 0.99;
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export declare class ViralInstancedMeshV2 extends Object3D {
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protected material?: Material | undefined;
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globalMaterialIndex: number;
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@@ -56,12 +51,6 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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};
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}[]): void;
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unselect(): void;
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/**
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* Set instance selection state for fast outline detection
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* @param elements - Elements to set selection for
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* @param selected - 1.0 = selected, 0.0 = not selected
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*/
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private _setInstanceSelection;
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/**
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* Changes the color of multiple elements.
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* @param elements - An array of elements, each containing `modelId` and `elementId`.
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@@ -174,10 +163,7 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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*/
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isElementVisible(modelId: string, elementId: string): boolean;
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/**
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* Inject per-instance opacity
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* Enables:
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* - Per-instance opacity (ghosting, hiding)
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* - Selection alpha marker (for fast outline detection via AlphaSelectionOutlinePass)
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* Inject per-instance opacity shader into material
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* Must be called after material is set and before rendering
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*/
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injectOpacityShader(): void;
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@@ -185,11 +171,6 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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* Ensure all instanced meshes have opacity attribute
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*/
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private _ensureOpacityAttributes;
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/**
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* Ensure all instanced meshes have selection attribute
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* Used for fast outline detection via AlphaSelectionOutlinePass
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*/
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private _ensureSelectionAttributes;
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/**
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* Update opacity for specific instances
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*/
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@@ -6,7 +6,6 @@ import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";
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import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass";
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import { type ViralViewerApi } from "../..";
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import { DevicePerformanceChecker } from "../../utils/device";
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import { AlphaSelectionOutlinePass } from "./alpha-selection-outline-pass";
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import { type ScreenSpaceEdgesOptions, ScreenSpaceEdgesPass } from "./screen-space-edges-pass";
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import { type SelectionOutlineOptions, SelectionOutlinePass } from "./selection-outline-pass";
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export declare class PostProcessingRenderer {
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outlinePass: OutlinePass | null;
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screenSpaceEdgesPass: ScreenSpaceEdgesPass | null;
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selectionOutlinePass: SelectionOutlinePass | null;
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alphaSelectionOutlinePass: AlphaSelectionOutlinePass | null;
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n8aoPass: any;
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perfChecker: DevicePerformanceChecker;
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constructor(renderer: WebGLRenderer, viralViewerApi: ViralViewerApi);
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* @param positions - Merged Float32Array of selected element positions, or null to clear
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*/
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updateSelectionOutline(positions: Float32Array | null): void;
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/**
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* Notify the outline pass whether elements are currently selected.
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* The GPU reads selection state directly from vertex colors — no data transfer needed.
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*/
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setSelectionOutlineActive(hasSelection: boolean): void;
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/**
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* Enable selection outline rendering
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*/
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@@ -160,43 +163,4 @@ export declare class PostProcessingRenderer {
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* Set selection outline thickness in pixels
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*/
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setSelectionOutlineThickness(thickness: number): void;
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/**
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* Initialize alpha-based selection outline pass
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* ZERO extra render passes - detects selection via alpha channel in main render
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* Cost: 1 fullscreen pass only (no geometry re-render)
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*
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* This is MUCH faster than SelectionOutlinePass for large selections
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* Works with both batched meshes (per-vertex alpha) and instanced meshes (per-instance alpha)
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*/
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initAlphaSelectionOutlinePass(): void;
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/**
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* Enable alpha selection outline rendering
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*/
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enableAlphaSelectionOutline(): void;
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/**
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* Disable alpha selection outline rendering
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*/
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disableAlphaSelectionOutline(): void;
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/**
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* Bypass alpha selection outline (instant, zero cost)
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*/
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bypassAlphaSelectionOutline(): void;
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/**
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* Resume alpha selection outline after bypassing
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*/
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resumeAlphaSelectionOutline(): void;
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/**
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* Set alpha selection outline color
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*/
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setAlphaSelectionOutlineColor(color: Color | number | string): void;
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/**
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* Set alpha selection outline thickness in pixels
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*/
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setAlphaSelectionOutlineThickness(thickness: number): void;
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/**
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* Update alpha selection outline state
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* Call this when selection changes
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* @param hasSelection - Whether there's any selection active
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*/
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updateAlphaSelectionOutline(hasSelection: boolean): void;
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}
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import type { Camera, WebGLRenderer } from "three";
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import { Color,
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import type { Camera, Vector2, WebGLRenderer } from "three";
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import { Color, type Scene, WebGLRenderTarget } from "three";
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import { Pass } from "three/examples/jsm/postprocessing/Pass";
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/**
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* Selection Outline Pass
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*
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*
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* GPU-based outline effect for selected elements.
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* Renders the scene with a filter shader that outputs white only for
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* fragments matching the selection color — zero CPU vertex work.
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*
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* Cost: 1-2 extra draw calls (mask render with overrideMaterial) + 1 fullscreen Sobel pass
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*
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* Process:
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* 1. Render
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* 1. Render entire scene with overrideMaterial that filters by SELECT_COLOR
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* 2. Sobel edge detection on mask
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* 3. Composite colored edges over scene
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*/
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occludedOpacity: number;
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}
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export declare class SelectionOutlinePass extends Pass {
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private scene;
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private camera;
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private resolution;
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private options;
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private maskRenderTarget;
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private maskDepthRenderTarget;
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private
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private selectionFilterMaterial;
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private selectionFilterMaterialDepth;
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private outlineMaterial;
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private copyMaterial;
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private maskScene;
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private selectionMesh;
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private selectionGeometry;
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private fsQuad;
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private hasSelection;
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/**
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*
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* FAST TOGGLE:
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* - `bypass = false`: Full outline rendering (normal mode)
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* - `bypass = true`: Pass runs but just copies input to output (very fast, no mask render)
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*/
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bypass: boolean;
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constructor(
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constructor(scene: Scene, camera: Camera, resolution: Vector2, options?: Partial<SelectionOutlineOptions>);
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/**
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* Notify the pass whether there is an active selection.
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* No data transfer needed — the GPU reads selection state from vertex colors.
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*/
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setHasSelection(hasSelection: boolean): void;
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/**
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* Legacy method — kept for backward compatibility.
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* With the GPU-based approach, this just toggles hasSelection.
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*/
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updateSelectionGeometry(positions: Float32Array | null): void;
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/**
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*/
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setOptions(options: Partial<SelectionOutlineOptions>): void;
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
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private _renderCopyPass;
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setSize(width: number, height: number): void;
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dispose(): void;
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}
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*/
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showAll2(): void;
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*
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* Hide all elements (sets all meshes invisible)
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hideAllElements(): void;
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/**
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* Uses merged geometry for efficient rendering
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*/
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updateSelectionOutline(): void;
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/**
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* Notify the outline pass whether there is an active selection.
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* The GPU reads selection state directly from vertex colors — no CPU work needed.
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*/
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private notifySelectionOutline;
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*/
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* Get whether selection outline mode is enabled
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*/
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get selectionOutlineEnabled(): boolean;
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/** Whether alpha selection outline is enabled (default: false, as it requires opt-in) */
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private _alphaSelectionOutlineEnabled;
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/**
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* Update alpha selection outline state
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* This is MUCH faster than updateSelectionOutline() - no geometry copying needed
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*/
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updateAlphaSelectionOutline(): void;
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/**
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* Enable alpha selection outline effect
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* This is the FAST outline mode - constant cost regardless of selection size
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*/
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enableAlphaSelectionOutline(): void;
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/**
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* Disable alpha selection outline effect
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*/
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disableAlphaSelectionOutline(): void;
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/**
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* Set whether alpha selection outline mode is enabled
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* This is the recommended mode for large selections (1000+ elements)
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* @param enabled - true to enable, false to disable
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*/
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setAlphaSelectionOutlineMode(enabled: boolean): void;
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/**
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*/
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get alphaSelectionOutlineEnabled(): boolean;
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* Bypass alpha selection outline (fast, for camera movement)
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bypassAlphaSelectionOutline(): void;
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/**
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* Resume alpha selection outline after bypass
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*/
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resumeAlphaSelectionOutline(): void;
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enableNight(): void;
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disableNight(): void;
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enableSectionBox(): void;
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