Layout editor: ghost height (cm) control in the table panel
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@@ -299,12 +299,17 @@ function panel(rebuild = true) {
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const o = sel && dataOf(sel);
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if (!o) { side.innerHTML = '<em style="opacity:.6">Tap an object to select it, then drag the gizmo arrows (X red, Y green = height, Z blue). All values in cm.</em>'; return; }
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if (sel.kind === 'table') {
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let h = `<h2>table dimensions</h2>`;
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let h = `<h2>table & scale</h2>`;
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h += field('width (cm)', o.width, v => o.width = v, { step: 1 });
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h += field('depth (cm)', o.depth, v => o.depth = v, { step: 1 });
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h += field('offset x', o.offsetX || 0, v => o.offsetX = v, { step: 1 });
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h += field('offset z', o.offsetZ || 0, v => o.offsetZ = v, { step: 1 });
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h += field('show', o.show === false ? 'no' : 'yes', v => o.show = v === 'yes', { select: ['yes', 'no'] });
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h += field('ghost height (cm)', scene.ghostHeightCm ?? 4, v => scene.ghostHeightCm = v, { step: 0.5 });
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h += `<p class="badge">Ghost height scales every ghost (wisp or OBJ model) to that many cm tall —
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minifigure ≈ 4 cm. Models auto-normalize by bounding box, so imported OBJs land at this size
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regardless of their source units; per-model fine-tune lives in the models manifest. Applies
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live to all viewers on Save.</p>`;
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h += `<p class="badge">Orange outline = your physical table, measured from the world origin
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(front-left corner, N = +Z = back). Width runs W→E, depth runs S→N. Offsets shift the
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table if your origin isn't at its corner. Saved with the layout; also printed on the
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