(size)
| 30 | let _hoverMaterial = null; |
| 31 | let _needsRender = true; |
| 32 | let _diagEdges = null; // LineSegments2 for open/non-manifold edges |
| 33 | let _diagFaces = []; // Array of THREE.Mesh overlays for face highlights |
| 34 | |
| 35 | // Turntable pitch clamp: keep the view direction at least this far (radians) |
| 36 | // away from ±world Z. At the pole itself the up direction is ambiguous and |
| 37 | // lookAt() flips, which is what used to make the view jump — stopping just |
| 38 | // short of it makes the pole unreachable, so no flip can ever occur. |
| 39 | const _POLAR_EPS = 0.01; |
| 40 | |
| 41 | // Build a labelled coordinate axes indicator scaled to `size`. |
| 42 | // X = red, Y = green, Z = blue (up). |
| 43 | function buildAxesIndicator(size) { |
| 44 | const group = new THREE.Group(); |
| 45 | |
| 46 | const addAxis = (dir, hex, label) => { |
| 47 | const r = size; |
| 48 | // Shaft |
| 49 | const pts = [new THREE.Vector3(0, 0, 0), dir.clone().multiplyScalar(r * 0.78)]; |
| 50 | const line = new THREE.Line( |
| 51 | new THREE.BufferGeometry().setFromPoints(pts), |
| 52 | new THREE.LineBasicMaterial({ color: hex, transparent: true, opacity: 0.9 }), |
| 53 | ); |
| 54 | group.add(line); |
| 55 | |
| 56 | // Cone arrowhead |
| 57 | const cone = new THREE.Mesh( |
| 58 | new THREE.ConeGeometry(r * 0.07, r * 0.22, 8), |
| 59 | new THREE.MeshBasicMaterial({ color: hex }), |
| 60 | ); |
| 61 | cone.position.copy(dir.clone().multiplyScalar(r * 0.89)); |
| 62 | cone.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir); |
| 63 | group.add(cone); |
| 64 | |
| 65 | // Text sprite label |
| 66 | const c = document.createElement('canvas'); |
| 67 | c.width = c.height = 64; |
| 68 | const ctx = c.getContext('2d'); |
| 69 | ctx.fillStyle = `#${hex.toString(16).padStart(6, '0')}`; |
| 70 | ctx.font = 'bold 48px Arial'; |
| 71 | ctx.textAlign = 'center'; |
| 72 | ctx.textBaseline = 'middle'; |
| 73 | ctx.fillText(label, 32, 32); |
| 74 | // depthWrite OFF + renderOrder above the wireframe overlay (3): label |
| 75 | // quads must not stamp their rectangle into the depth buffer, or they |
| 76 | // punch line-free holes into the wireframe drawn after them. Rendered |
| 77 | // last, the transparent label background lets the wireframe shine |
| 78 | // through while the glyph stays readable on top. |
| 79 | const sprite = new THREE.Sprite( |
| 80 | new THREE.SpriteMaterial({ map: new THREE.CanvasTexture(c), transparent: true, depthWrite: false }), |
| 81 | ); |
| 82 | sprite.renderOrder = 4; |
| 83 | sprite.position.copy(dir.clone().multiplyScalar(r * 1.18)); |
| 84 | sprite.scale.set(r * 0.32, r * 0.32, 1); |
| 85 | group.add(sprite); |
no test coverage detected