Expand description
Visibility masks for solid faces, edges, vertices, and named overlays.
EntityVisibility stores hidden indices; GroupState gives Scene-tree
checkboxes a tristate readout. Reused solids retain their masks, while newly
tessellated solids start visible. The renderer skips hidden geometry and
coalesces contiguous visible face ranges without rebuilding meshes.
Structs§
- Entity
Visibility - The hidden-entity sets of ONE solid (empty = all visible). Indices are into
the owning
SolidDisplay’sfaces/edges/vertices.
Enums§
- Entity
Kind - Which sub-entity list of a solid a visibility toggle addresses.
- Group
State - A group checkbox’s tristate: every entity of the kind shown, none shown, or a
mix. An empty group reads
All— nothing to hide.