forked from 1b-agent/opencadstudio-upstream
Point clouds: drawn from their scans, placed, cropped and attached as the reference does
Scans (.rcs) and projects (.rcp) are read and their points drawn as screen-sized dots, coloured by the cloud's stylization. The cloud's placement carries its scale and rotation; its extents and crops stay in the scan's coordinates. A missing scan shows the extents with the saved path. -POINTCLOUDATTACH / POINTCLOUDATTACH, POINTCLOUDCROP and the POINTCLOUD* settings follow the reference's prompts and messages, the Properties list is the reference's, and a locked cloud is left alone by edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -26,6 +26,7 @@ pub mod gpu_upload;
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pub mod hatch_gpu;
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pub mod wipeout_gpu;
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pub mod image_gpu;
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pub mod point_cloud_gpu;
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pub mod mesh_gpu;
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pub mod text_gpu;
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pub mod uniforms;
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@@ -136,6 +137,7 @@ pub struct Pipeline {
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/// private backends behind one upload/LOD/draw lifecycle.
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hatch_gpu: hatch_gpu::HatchGpu,
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image_pipeline: wgpu::RenderPipeline,
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point_cloud_pipeline: wgpu::RenderPipeline,
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/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
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/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
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text_pipeline: wgpu::RenderPipeline,
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@@ -313,6 +315,7 @@ pub struct Pipeline {
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/// viewport rect. Recomputed by `compute_wipeout_lod`.
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wipeout_skip_flags: Vec<bool>,
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gpu_images: Vec<ImageGpu>,
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gpu_point_clouds: point_cloud_gpu::PointCloudGpu,
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/// Batched mesh geometry — every solid's LOD0 concatenated into a few large
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/// buffers so the whole set draws in a handful of calls instead of one per
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/// solid. Hover / selection never re-pack it.
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@@ -344,6 +347,8 @@ pub struct Pipeline {
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pub cached_preview_hatch_source: Option<std::sync::Arc<Vec<HatchModel>>>,
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pub cached_wipeout_source: Option<std::sync::Arc<Vec<HatchModel>>>,
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pub cached_image_source: Option<std::sync::Arc<Vec<ImageModel>>>,
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pub cached_point_cloud_source:
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Option<std::sync::Arc<crate::scene::model::point_cloud::PointCloudSet>>,
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pub cached_text_source: Option<std::sync::Arc<Vec<text_gpu::TextVertex>>>,
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pub cached_annotation_highlight_source: Option<std::sync::Arc<Vec<WireModel>>>,
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pub cached_mesh_source: Option<std::sync::Arc<Vec<MeshLodSet>>>,
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@@ -2109,6 +2114,61 @@ impl Pipeline {
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cache: None,
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});
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// ── Point cloud sprites ────────────────────────────────────────────
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let point_cloud_bgl1 = point_cloud_gpu::params_layout(device);
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let point_cloud_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("point_cloud.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &point_cloud_bgl1].map(Some),
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immediate_size: 0,
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});
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let point_cloud_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("point_cloud.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/src/shaders/point_cloud.wgsl"
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)))),
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});
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let point_cloud_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("point_cloud.pipeline"),
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layout: Some(&point_cloud_layout),
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vertex: wgpu::VertexState {
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module: &point_cloud_shader,
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entry_point: Some("vs_main"),
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buffers: &[point_cloud_gpu::instance_layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth24PlusStencil8,
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depth_write_enabled: Some(true),
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depth_compare: Some(wgpu::CompareFunction::LessEqual),
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stencil: content_stencil.clone(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &point_cloud_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview_mask: None,
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cache: None,
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});
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let gpu_point_clouds = point_cloud_gpu::PointCloudGpu::new(device, &point_cloud_bgl1);
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// ── Text (SDF glyph quads) ─────────────────────────────────────────
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let text_atlas_bgl = text_gpu::TextAtlasGpu::bind_group_layout(device);
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let (
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@@ -2294,6 +2354,7 @@ impl Pipeline {
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wipeout_pipeline,
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hatch_gpu,
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image_pipeline,
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point_cloud_pipeline,
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text_pipeline,
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block_text_pipeline,
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text_highlight_pipeline,
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@@ -2385,6 +2446,7 @@ impl Pipeline {
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gpu_wipeouts: vec![],
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wipeout_skip_flags: vec![],
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gpu_images: vec![],
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gpu_point_clouds,
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gpu_mesh_batch: vec![],
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gpu_mesh_dynamic: vec![],
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mesh_disabled_chunks: rustc_hash::FxHashSet::default(),
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@@ -2400,6 +2462,7 @@ impl Pipeline {
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cached_preview_hatch_source: None,
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cached_wipeout_source: None,
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cached_image_source: None,
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cached_point_cloud_source: None,
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cached_text_source: None,
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cached_annotation_highlight_source: None,
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cached_mesh_source: None,
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@@ -3776,6 +3839,15 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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self.gpu_images = ImageGpu::from_models(device, queue, images, &self.image_bgl1);
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}
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pub fn upload_point_clouds(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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set: &crate::scene::model::point_cloud::PointCloudSet,
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) {
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self.gpu_point_clouds.upload(device, queue, set);
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}
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/// Upload the frame's SDF text-quad vertices, and (re)build the GPU glyph
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/// atlas from the shared CPU atlas when it grew (new glyphs baked by the
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/// text collector). `verts` empty (flag off) leaves nothing to draw.
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@@ -4189,6 +4261,38 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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}
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}
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// ── Pass 3: point clouds ──────────────────────────────────────────
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if !self.gpu_point_clouds.is_empty() {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("point_cloud.render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: msaa,
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depth_slice: None,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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multiview_mask: None,
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});
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pass.set_viewport(raster.x, raster.y, raster.width, raster.height, 0.0, 1.0);
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pass.set_pipeline(&self.point_cloud_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_stencil_reference(stencil_ref);
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self.gpu_point_clouds.draw(&mut pass);
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}
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// ── Pass 4: solid meshes (batched) ────────────────────────────────
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if !self.gpu_mesh_batch.is_empty() || !self.gpu_mesh_dynamic.is_empty() {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -5043,6 +5147,7 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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self.cached_preview_hatch_source = None;
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self.cached_wipeout_source = None;
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self.cached_image_source = None;
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self.cached_point_cloud_source = None;
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self.cached_text_source = None;
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self.cached_mesh_source = None;
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self.cached_face3d_source = None;
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