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@@ -94,6 +94,19 @@
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<h3 id="classes">
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Classes
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</h3>
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<dl class="jumplist">
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<dt><a class="xref" href="Hi.NcMech.Solids.CollisionRedScope.html">CollisionRedScope</a></dt>
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<dd><p>Render-thread ambient scope telling <a class="xref" href="Hi.NcMech.Solids.Solid.html#Hi_NcMech_Solids_Solid_Display_Hi_Disp_Bind_">Display(Bind)</a> which items
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the current scene paints collision-red. Collision state is per-scenario and
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owned by the detecting equipment — never stored on the geometry, so one
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<a class="xref" href="Hi.NcMech.Solids.Solid.html">Solid</a> hosted by several topology entities carries no
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cross-scenario red — and it is application state, so it does not travel on
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the display base layer (<code>Bind</code>) either: the scene object that owns the
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state opens the scope around its subtree.</p>
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<pre><code class="lang-csharp">using var _ = CollisionRedScope.Enter(equipment.IsCollisionRed);
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asmb.Display(bind, root, displayees);</code></pre>
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</dd>
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</dl>
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<dl class="jumplist">
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<dt><a class="xref" href="Hi.NcMech.Solids.Solid.html">Solid</a></dt>
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<dd><p>Represents a solid geometry object with display, collision detection, and STL capabilities.
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@@ -104,6 +117,14 @@ Provides thread-safe access to geometry data and caching mechanisms.</p>
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<dt><a class="xref" href="Hi.NcMech.Solids.SolidFuncSource.html">SolidFuncSource</a></dt>
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<dd><p>Provides a function-based source for solid geometry objects.
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Allows dynamic generation of solid models through a delegate function.</p>
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</dd>
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</dl>
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<h3 id="structs">
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Structs
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</h3>
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<dl class="jumplist">
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<dt><a class="xref" href="Hi.NcMech.Solids.CollisionRedScope.Scope.html">CollisionRedScope.Scope</a></dt>
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<dd><p>Restores the previous scope on dispose.</p>
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</dd>
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</dl>
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<h3 id="interfaces">
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