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26.05.03 Stacking Logicv0.1.43 → v0.1.44

Changed in v0.1.44 (2026-04-15): stacking logic use stacking index tie break by input layout list

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v0.1.43v0.1.44
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66A stacking index can be intuitively understood as the order in which artifacts are air-dropped into the scene.66A stacking index can be intuitively understood as the order in which artifacts are air-dropped into the scene.
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68Given a list of `Embedding` objects, i.e., the `Embedding`s in the `layout` of the `Form` object that are participating in the stacking logic, one can order them by their height, i.e., $z_i'$ as defined in [[26.05.03-Stacking-Logic#26.05.03.04 The Input and Result of the Stacking Logic]], from smallest to largest. For artifacts at the same height, the smaller $y_i'$ goes first; for artifacts at the same height and the same $y_i'$, the smaller $x_i'$ goes first. If the input `position` values are exactly the same, the outcome of the stacking logic is degenerate.68Given a list of `Embedding` objects, i.e., the `Embedding`s in the `layout` of the `Form` object that are participating in the stacking logic, one can order them by their height, i.e., $z_i'$ as defined in [[26.05.03-Stacking-Logic#26.05.03.04 The Input and Result of the Stacking Logic]], from smallest to largest, with ties broken by order of appearance in the `layout` list.
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70The stacking index of an `Embedding` in the list is then defined by the position of the `Embedding` in the ordered list. In the following sections, this stacking index obtained from the `layout` with artifacts participating in the stacking logic will be referred to as `stackIndex`.70The stacking index of an `Embedding` in the list is then defined by the position of the `Embedding` in the ordered list. In the following sections, this stacking index obtained from the `layout` with artifacts participating in the stacking logic will be referred to as `stackIndex`.
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