Expand description
History → scene: run a whole feature history through the kernel’s native
execute_history (same process, same thread — the solid registry is
thread-local) and populate a RenderScene from the resident handles via
the kernel’s native display payload accessor. No JSON, no typed-array
boundary — the R1 promise.
Structs§
- RunOutput
- The delta a
SceneRunner::runproduces: the displayed KERNEL solids IN ORDER plus the run’sSceneBuildReport. The applier walkssnapshotin order, reusing or replacing each entry (see the field docs). - Scene
Build Report - Non-fatal diagnostics from a scene build (mirrors the previous app’s run-history reporting: a failed feature halts the remaining features but the solids built so far still display — seeing what a failing history DID build is the point of the artifact).
- Scene
Runner - A stateful, SCENE-FREE history run that emits a DELTA snapshot instead of
mutating a scene — the M1 seam of the off-thread history runner. It remembers,
in
Self::last_sent, the resident handle it last EMITTED per solid name, so a rerun can tell the applier which displays are UNCHANGED (skip re-tessellating
Functions§
- resident_
solid_ handles - Execute
requestand return the FINAL resident solids as(name, handle)in display order — the export lane (STEP/STL) needs the current solids’ resident handles, which the scene build does not itself retain. Run right after a scene build (warm incremental cache) this replays the cached features, so the handles it returns are the very ones the displayed scene was built from; run cold it re-executes and registers fresh (still-valid) handles. Either way the handles are live in the thread-local registry when this returns, ready to hand tobrep_kernel::export_step_handles. - scene_
from_ history - Typed-request variant of
scene_from_history_json. - scene_
from_ history_ json - Execute a serialized
HistoryRequest(theexecute_history_jsonrequest shape — a saved part file parses as one) and build the display scene from the final resident solids. - update_
scene_ from_ history - Execute the history and reconcile
scenein place (R10 incremental update): reused solids already present keep theirSolidDisplayverbatim (stablerevision⇒ the renderer reuses their GPU buffers); everything else is (re-)tessellated from the resident handle; departed solids are dropped.