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feat(annotations): draw on the world by hand (#547)
Supersedes #235 by @cora-fresh-labs, ported onto the current component layout with fixes from review. Verified before merge: format, package boundaries, unit suite, build, and the browser tracking suite; a browser harness for the change where one applies; adversarial review applied. Future work (not in this PR): hand-drawn marks do not persist across a reload today, and neither do spoken annotations; there is no storage layer for marks. The natural home is Scenes: a drawing that belongs to a shot and persists per shot, so a scene animation can carry its own marks. Needs an owner. Co-authored-by: Clint Borle <[email protected]>
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@@ -1,5 +1,6 @@
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import { SceneDirector } from '../scenes/director.js';
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import { initAnnotations } from '../annotations/index.js';
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import { initDrawTool } from '../annotations/drawTool.js';
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import { initGevVoiceCommands } from '../voice/gevRealtime.js';
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import { installScopeMask, destroyScopeMask } from '../scopeMask.js';
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import {
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@@ -39,6 +40,11 @@ export function createApplicationTools({
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if (window.__gevAnnotations === annotations) delete window.__gevAnnotations;
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annotations.destroy();
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});
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// DISPLAY ▸ Draw: the same whiteboard, drawn by hand. It claims the pointer
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// while a session is open, so its teardown belongs to the application
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// lifetime rather than to whoever last pressed the button.
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const drawTool = initDrawTool({ viewer, annotations });
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defer(() => drawTool?.destroy());
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if (startChrome)
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defer(startChrome({ loadingScreen, styleManager, dataManager, signal }));
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// Idle render governor: flips the scene into requestRenderMode whenever
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