viral-viewer-2 7.2.4 → 7.2.6
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 +12 -0
- package/dist/components/custom-objects/viral-bim-world.d.ts +0 -6
- package/dist/components/custom-objects/viral-instanced-mesh-v2.d.ts +20 -1
- package/dist/components/post-processing/alpha-selection-outline-pass.d.ts +49 -0
- package/dist/components/post-processing/post-processing-renderer.d.ts +46 -0
- package/dist/components/post-processing/selection-outline-pass.d.ts +21 -16
- package/dist/components/post-processing/stencil-selection-outline-pass.d.ts +54 -0
- package/dist/components/visibility-manager/viral-visibility-manager.d.ts +38 -7
- package/dist/index.mjs +1457 -1112
- package/package.json +1 -1
- package/dist/components/worker/merge-positions.worker.d.ts +0 -19
- package/dist/components/worker-script/merge-positions.script.d.ts +0 -1
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@@ -2,6 +2,11 @@ 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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@@ -110,6 +115,13 @@ 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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@@ -11,7 +11,6 @@ import { ViralInstancedMeshV2 } from "./viral-instanced-mesh-v2";
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*/
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export declare class ViralBIMWorld extends Mesh {
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workerPool: WorkerThreadPool | null;
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private _mergePositionsWorker;
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bimModels: ViralBIMModel[];
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constructor();
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private _initializeWorkerPool;
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@@ -99,11 +98,6 @@ export declare class ViralBIMWorld extends Mesh {
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* @returns Float32Array of positions or null if no selection
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*/
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getSelectedElementsPositions(): Float32Array | null;
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/**
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* Async version — offloads vertex merging to a Web Worker so the main thread stays unblocked.
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* Automatically cancels any in-flight request when called again.
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*/
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getSelectedElementsPositionsAsync(): Promise<Float32Array | null>;
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/**
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* Changes the color of multiple elements in the merged mesh.
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* Works with RGBA color buffer (preserves existing alpha values)
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@@ -1,6 +1,11 @@
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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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@@ -51,6 +56,12 @@ 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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@@ -163,7 +174,10 @@ 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 shader into material
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* Inject per-instance opacity and selection shader into material
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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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* Must be called after material is set and before rendering
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*/
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injectOpacityShader(): void;
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@@ -171,6 +185,11 @@ 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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@@ -0,0 +1,49 @@
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import type { WebGLRenderer } from "three";
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import { Color, type Vector2, type WebGLRenderTarget } from "three";
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import { Pass } from "three/examples/jsm/postprocessing/Pass";
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/**
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* Alpha-Based Selection Outline Pass (FASTEST)
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*
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* This is the FASTEST possible selection outline implementation because:
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* - ZERO extra render passes for selection mask
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* - ZERO geometry copying
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* - O(pixels) cost - same for 1 or 10,000 selected elements
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*
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* How it works:
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* 1. Selected elements have their alpha set to a special value (SELECTION_ALPHA = 0.99)
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* 2. This pass detects edges where alpha equals SELECTION_ALPHA
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* 3. Applies outline effect at those edges
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*
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* Requirements:
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* - ViralBatchedMesh/ViralInstancedMesh must set alpha = 0.99 for selected vertices
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* - Must run after main render pass but before tone mapping
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*/
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export interface AlphaSelectionOutlineOptions {
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/** Outline color (default: accent color) */
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outlineColor: Color;
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/** Outline opacity 0-1 (default: 1.0) */
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outlineOpacity: number;
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/** Outline thickness in pixels (default: 2.0) */
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outlineThickness: number;
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/** Alpha value that indicates selection (default: 0.99) */
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selectionAlpha: number;
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/** Tolerance for alpha detection (default: 0.005) */
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alphaTolerance: number;
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}
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export declare const SELECTION_ALPHA = 0.99;
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export declare class AlphaSelectionOutlinePass extends Pass {
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private resolution;
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private options;
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private outlineMaterial;
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private copyMaterial;
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private fsQuad;
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/** Fast bypass during camera movement */
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bypass: boolean;
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/** Whether there's any selection active */
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hasSelection: boolean;
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constructor(resolution: Vector2, options?: Partial<AlphaSelectionOutlineOptions>);
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setOptions(options: Partial<AlphaSelectionOutlineOptions>): void;
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
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setSize(width: number, height: number): void;
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dispose(): void;
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}
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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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* 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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* 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 selectionBuffer;
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private selectionAttribute;
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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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*
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* @param positions - Merged Float32Array of all selected element positions
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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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import type { WebGLRenderer } from "three";
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import { Color, type Vector2, type WebGLRenderTarget } from "three";
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import { Pass } from "three/examples/jsm/postprocessing/Pass";
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/**
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* Stencil-Based Selection Outline Pass (FAST)
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*
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* This is a MUCH faster alternative to geometry-based selection outline.
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* Instead of copying vertex data, it reads from a selection mask texture
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* that's been written to during the main render pass.
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+
*
|
|
11
|
+
* Performance: O(pixels) instead of O(selected_vertices)
|
|
12
|
+
* - 1000 selected elements = same cost as 1 selected element
|
|
13
|
+
* - No geometry copying
|
|
14
|
+
* - No extra mesh rendering
|
|
15
|
+
*
|
|
16
|
+
* Requirements:
|
|
17
|
+
* - Selection mask must be written by ViralBatchedMesh/ViralInstancedMesh during render
|
|
18
|
+
* - Main renderer must call updateSelectionMask() before this pass runs
|
|
19
|
+
*/
|
|
20
|
+
export interface StencilSelectionOutlineOptions {
|
|
21
|
+
/** Outline color (default: accent color) */
|
|
22
|
+
outlineColor: Color;
|
|
23
|
+
/** Outline opacity 0-1 (default: 1.0) */
|
|
24
|
+
outlineOpacity: number;
|
|
25
|
+
/** Outline thickness in pixels (default: 2.0) */
|
|
26
|
+
outlineThickness: number;
|
|
27
|
+
}
|
|
28
|
+
export declare class StencilSelectionOutlinePass extends Pass {
|
|
29
|
+
private resolution;
|
|
30
|
+
private options;
|
|
31
|
+
private selectionMaskTarget;
|
|
32
|
+
private outlineMaterial;
|
|
33
|
+
private copyMaterial;
|
|
34
|
+
private fsQuad;
|
|
35
|
+
bypass: boolean;
|
|
36
|
+
private hasSelection;
|
|
37
|
+
constructor(resolution: Vector2, options?: Partial<StencilSelectionOutlineOptions>);
|
|
38
|
+
/**
|
|
39
|
+
* Set the selection mask render target
|
|
40
|
+
* This should be called by the renderer after writing selection mask
|
|
41
|
+
*/
|
|
42
|
+
setSelectionMaskTarget(target: WebGLRenderTarget | null): void;
|
|
43
|
+
/**
|
|
44
|
+
* Set whether there's an active selection
|
|
45
|
+
*/
|
|
46
|
+
setHasSelection(value: boolean): void;
|
|
47
|
+
/**
|
|
48
|
+
* Update outline options
|
|
49
|
+
*/
|
|
50
|
+
setOptions(options: Partial<StencilSelectionOutlineOptions>): void;
|
|
51
|
+
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
|
|
52
|
+
setSize(width: number, height: number): void;
|
|
53
|
+
dispose(): void;
|
|
54
|
+
}
|
|
@@ -5,15 +5,13 @@ export declare class ViralVisibilityManager {
|
|
|
5
5
|
private viralViewerApi;
|
|
6
6
|
/** Whether selection outline is enabled (default: true) */
|
|
7
7
|
private _selectionOutlineEnabled;
|
|
8
|
-
/** Whether an outline update is already scheduled for the next frame */
|
|
9
|
-
private _outlineUpdateScheduled;
|
|
10
8
|
constructor(viralViewerApi: ViralViewerApi);
|
|
11
9
|
/**
|
|
12
10
|
* show all elements and reset back to normal visualization
|
|
13
11
|
*/
|
|
14
12
|
showAll2(): void;
|
|
15
13
|
/**
|
|
16
|
-
*
|
|
14
|
+
* Hide all elements (sets all meshes invisible)
|
|
17
15
|
*/
|
|
18
16
|
hideAllElements(): void;
|
|
19
17
|
/**
|
|
@@ -170,11 +168,10 @@ export declare class ViralVisibilityManager {
|
|
|
170
168
|
*/
|
|
171
169
|
updateSelectionOutline(): void;
|
|
172
170
|
/**
|
|
173
|
-
*
|
|
174
|
-
*
|
|
175
|
-
* Uses Web Worker to avoid blocking the main thread.
|
|
171
|
+
* Notify the outline pass whether there is an active selection.
|
|
172
|
+
* The GPU reads selection state directly from vertex colors — no CPU work needed.
|
|
176
173
|
*/
|
|
177
|
-
private
|
|
174
|
+
private notifySelectionOutline;
|
|
178
175
|
/**
|
|
179
176
|
* Enable selection outline effect
|
|
180
177
|
*/
|
|
@@ -192,6 +189,40 @@ export declare class ViralVisibilityManager {
|
|
|
192
189
|
* Get whether selection outline mode is enabled
|
|
193
190
|
*/
|
|
194
191
|
get selectionOutlineEnabled(): boolean;
|
|
192
|
+
/** Whether alpha selection outline is enabled (default: false, as it requires opt-in) */
|
|
193
|
+
private _alphaSelectionOutlineEnabled;
|
|
194
|
+
/**
|
|
195
|
+
* Update alpha selection outline state
|
|
196
|
+
* This is MUCH faster than updateSelectionOutline() - no geometry copying needed
|
|
197
|
+
*/
|
|
198
|
+
updateAlphaSelectionOutline(): void;
|
|
199
|
+
/**
|
|
200
|
+
* Enable alpha selection outline effect
|
|
201
|
+
* This is the FAST outline mode - constant cost regardless of selection size
|
|
202
|
+
*/
|
|
203
|
+
enableAlphaSelectionOutline(): void;
|
|
204
|
+
/**
|
|
205
|
+
* Disable alpha selection outline effect
|
|
206
|
+
*/
|
|
207
|
+
disableAlphaSelectionOutline(): void;
|
|
208
|
+
/**
|
|
209
|
+
* Set whether alpha selection outline mode is enabled
|
|
210
|
+
* This is the recommended mode for large selections (1000+ elements)
|
|
211
|
+
* @param enabled - true to enable, false to disable
|
|
212
|
+
*/
|
|
213
|
+
setAlphaSelectionOutlineMode(enabled: boolean): void;
|
|
214
|
+
/**
|
|
215
|
+
* Get whether alpha selection outline mode is enabled
|
|
216
|
+
*/
|
|
217
|
+
get alphaSelectionOutlineEnabled(): boolean;
|
|
218
|
+
/**
|
|
219
|
+
* Bypass alpha selection outline (fast, for camera movement)
|
|
220
|
+
*/
|
|
221
|
+
bypassAlphaSelectionOutline(): void;
|
|
222
|
+
/**
|
|
223
|
+
* Resume alpha selection outline after bypass
|
|
224
|
+
*/
|
|
225
|
+
resumeAlphaSelectionOutline(): void;
|
|
195
226
|
enableNight(): void;
|
|
196
227
|
disableNight(): void;
|
|
197
228
|
enableSectionBox(): void;
|