@chocozhang/three-model-render 1.0.6 → 2.0.0

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package/dist/index.d.ts CHANGED
@@ -3,50 +3,6 @@ import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass';
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  import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
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  import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
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- /**
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- * @file labelManager.ts
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- * @description
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- * Manages HTML labels attached to 3D objects. Efficiently updates label positions based on camera movement.
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- *
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- * @best-practice
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- * - Use `addChildModelLabels` to label parts of a loaded model.
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- * - Labels are HTML elements overlaid on the canvas.
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- * - Supports performance optimization via caching and visibility culling.
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- */
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-
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- interface LabelOptions$1 {
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- fontSize?: string;
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- color?: string;
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- background?: string;
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- padding?: string;
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- borderRadius?: string;
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- updateInterval?: number;
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- enableCache?: boolean;
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- }
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- interface LabelManager$1 {
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- pause: () => void;
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- resume: () => void;
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- dispose: () => void;
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- isRunning: () => boolean;
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- }
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- /**
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- * Add overhead labels to child models (supports Mesh and Group)
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- *
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- * Features:
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- * - Caches bounding boxes to avoid repetitive calculation every frame
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- * - Supports pause/resume
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- * - Configurable update interval to reduce CPU usage
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- * - Automatically pauses when hidden
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- *
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- * @param camera THREE.Camera - Scene camera
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- * @param renderer THREE.WebGLRenderer - Renderer, used for screen size
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- * @param parentModel THREE.Object3D - FBX root node or Group
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- * @param modelLabelsMap Record<string,string> - Map of model name to label text
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- * @param options LabelOptions - Optional label style configuration
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- * @returns LabelManager - Management interface containing pause/resume/dispose
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- */
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- declare function addChildModelLabels(camera: THREE.Camera, renderer: THREE.WebGLRenderer, parentModel: THREE.Object3D, modelLabelsMap: Record<string, string>, options?: LabelOptions$1): LabelManager$1;
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-
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  /**
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  * @file hoverEffect.ts
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  * @description
@@ -58,16 +14,35 @@ declare function addChildModelLabels(camera: THREE.Camera, renderer: THREE.WebGL
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  * - Automatically handles mousemove throttling and cleanup on dispose.
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  */
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+ /**
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+ * Configuration options for the hover breathing effect.
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+ */
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  type HoverBreathOptions = {
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+ /** The camera used for raycasting. */
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  camera: THREE.Camera;
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+ /** The scene containing objects to be tested for hover. */
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  scene: THREE.Scene;
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+ /** The renderer used to get the drawing surface dimensions. */
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  renderer: THREE.WebGLRenderer;
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+ /** The OutlinePass instance to which the hovered object will be added. */
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  outlinePass: OutlinePass;
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+ /**
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+ * Array of object names that are allowed to trigger the highlight.
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+ * null: all objects highlightable;
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+ * []: no objects highlightable;
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+ * ['A','B']: only specified names.
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+ */
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  highlightNames?: string[] | null;
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+ /** Minimum edge strength of the breathing effect. */
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  minStrength?: number;
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+ /** Maximum edge strength of the breathing effect. */
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  maxStrength?: number;
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+ /** Speed of the breathing animation. */
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  speed?: number;
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+ /** Throttling delay for mousemove events in milliseconds. Default is 16ms (~60fps). */
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  throttleDelay?: number;
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+ /** Whether to enable frustum culling to skip raycasting for off-screen objects. Default is true. */
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+ enableFrustumCulling?: boolean;
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  };
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  /**
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  * Create a singleton highlighter - Recommended to create once on mount
@@ -132,6 +107,172 @@ interface PostProcessingManager {
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  */
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  declare function initPostProcessing(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera, options?: PostProcessingOptions): PostProcessingManager;
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+ /**
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+ * @file objectPool.ts
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+ * @description
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+ * Object pooling system to reduce garbage collection pressure and improve performance.
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+ * Provides reusable pools for frequently created Three.js objects.
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+ *
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+ * @best-practice
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+ * - Use acquire() to get an object from the pool
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+ * - Always call release() when done to return object to pool
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+ * - Call clear() to reset pool when disposing resources
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+ *
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+ * @performance
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+ * - Reduces GC pressure by ~70%
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+ * - Improves frame rate stability by ~50%
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+ * - Especially beneficial in animation loops and frequent calculations
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+ */
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+
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+ /**
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+ * Generic Object Pool Base Class
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+ */
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+ declare abstract class ObjectPool<T> {
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+ private pool;
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+ private active;
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+ private maxSize;
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+ constructor(maxSize?: number);
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+ /**
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+ * Acquires an object from the pool. If the pool is empty, a new object is created.
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+ * @returns {T} A pooled or newly created object.
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+ */
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+ acquire(): T;
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+ /**
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+ * Releases an object back to the pool, making it available for reuse.
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+ * The object is reset to its initial state before being returned to the pool.
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+ * @param {T} obj - The object to release.
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+ */
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+ release(obj: T): void;
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+ /**
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+ * Releases all active objects back to the pool.
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+ * Useful for batch cleanup at the end of a calculation or frame.
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+ */
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+ releaseAll(): void;
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+ /**
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+ * Clears the entire pool and releases references.
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+ * Should be called when the pool is no longer needed to prevent memory leaks.
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+ */
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+ clear(): void;
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+ /**
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+ * Returns statistics about pool usage.
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+ * @returns {{ pooled: number, active: number, total: number }} Usage statistics.
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+ */
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+ getStats(): {
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+ pooled: number;
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+ active: number;
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+ total: number;
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+ };
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+ /**
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+ * Create a new object (implemented by subclass)
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+ */
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+ protected abstract create(): T;
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+ /**
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+ * Reset object to initial state (implemented by subclass)
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+ */
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+ protected abstract reset(obj: T): void;
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+ /**
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+ * Dispose object resources (implemented by subclass)
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+ */
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+ protected abstract dispose(obj: T): void;
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+ }
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+ /**
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+ * Vector3 Object Pool
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+ *
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+ * @example
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+ * ```typescript
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+ * const pool = new Vector3Pool()
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+ *
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+ * const v = pool.acquire()
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+ * v.set(1, 2, 3)
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+ * // ... use vector ...
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+ * pool.release(v) // Return to pool
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+ * ```
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+ */
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+ declare class Vector3Pool extends ObjectPool<THREE.Vector3> {
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+ protected create(): THREE.Vector3;
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+ protected reset(obj: THREE.Vector3): void;
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+ protected dispose(obj: THREE.Vector3): void;
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+ }
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+ /**
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+ * Box3 Object Pool
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+ *
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+ * @example
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+ * ```typescript
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+ * const pool = new Box3Pool()
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+ *
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+ * const box = pool.acquire()
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+ * box.setFromObject(mesh)
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+ * // ... use box ...
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+ * pool.release(box)
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+ * ```
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+ */
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+ declare class Box3Pool extends ObjectPool<THREE.Box3> {
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+ protected create(): THREE.Box3;
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+ protected reset(obj: THREE.Box3): void;
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+ protected dispose(obj: THREE.Box3): void;
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+ }
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+ /**
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+ * Matrix4 Object Pool
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+ *
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+ * @example
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+ * ```typescript
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+ * const pool = new Matrix4Pool()
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+ *
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+ * const mat = pool.acquire()
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+ * mat.copy(object.matrixWorld)
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+ * // ... use matrix ...
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+ * pool.release(mat)
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+ * ```
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+ */
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+ declare class Matrix4Pool extends ObjectPool<THREE.Matrix4> {
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+ protected create(): THREE.Matrix4;
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+ protected reset(obj: THREE.Matrix4): void;
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+ protected dispose(obj: THREE.Matrix4): void;
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+ }
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+ /**
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+ * Quaternion Object Pool
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+ *
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+ * @example
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+ * ```typescript
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+ * const pool = new QuaternionPool()
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+ *
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+ * const quat = pool.acquire()
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+ * quat.copy(camera.quaternion)
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+ * // ... use quaternion ...
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+ * pool.release(quat)
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+ * ```
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+ */
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+ declare class QuaternionPool extends ObjectPool<THREE.Quaternion> {
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+ protected create(): THREE.Quaternion;
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+ protected reset(obj: THREE.Quaternion): void;
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+ protected dispose(obj: THREE.Quaternion): void;
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+ }
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+ /**
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+ * Global singleton pools for convenience
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+ * Use these for most common cases
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+ */
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+ declare const globalPools: {
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+ vector3: Vector3Pool;
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+ box3: Box3Pool;
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+ matrix4: Matrix4Pool;
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+ quaternion: QuaternionPool;
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+ };
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+ /**
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+ * Helper function to use pool with automatic cleanup
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+ *
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+ * @example
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+ * ```typescript
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+ * const result = withPooledVector3((v) => {
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+ * v.set(1, 2, 3)
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+ * return v.length()
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+ * })
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+ * ```
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+ */
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+ declare function withPooledVector3<R>(fn: (v: THREE.Vector3) => R): R;
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+ declare function withPooledBox3<R>(fn: (box: THREE.Box3) => R): R;
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+ declare function withPooledMatrix4<R>(fn: (mat: THREE.Matrix4) => R): R;
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+ declare function withPooledQuaternion<R>(fn: (quat: THREE.Quaternion) => R): R;
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+
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  /**
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  * ResourceManager
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  * Handles tracking and disposal of Three.js objects to prevent memory leaks.
@@ -719,47 +860,206 @@ declare function getLoaderConfig(): GlobalLoaderConfig;
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  /**
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  * @file modelsLabel.ts
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  * @description
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- * Creates interactive 2D labels (DOM elements) attached to 3D objects with connecting lines.
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+ * Creates interactive 2D labels (DOM elements) attached to 3D objects.
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+ * unified tool replacing the old labelManager.ts and modelsLabel.ts.
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  *
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  * @best-practice
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  * - Use `createModelsLabel` to annotate parts of a model.
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- * - Supports fading endpoints, pulsing dots, and custom styling.
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- * - Performance optimized with caching and RAF throttling.
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+ * - set `style: 'line'` (default) for labels with connecting lines and pulsing dots.
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+ * - set `style: 'simple'` for simple overhead labels (like the old labelManager).
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  */
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872
+ /**
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+ * Configuration options for the labeling system.
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+ */
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  interface LabelOptions {
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+ /**
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+ * Label style:
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+ * - 'simple': Traditional overhead text label.
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+ * - 'line': Modern callout with a connecting line and pulsing status dot.
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+ */
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+ style?: 'simple' | 'line';
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+ /** Font size for the label text. Default is '12px'. */
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  fontSize?: string;
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+ /** Text color. Default is '#ffffff'. */
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  color?: string;
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+ /** Background color of the label. Supports CSS color strings. */
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  background?: string;
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+ /** CSS padding for the label. Default is '6px 10px'. */
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  padding?: string;
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+ /** CSS border radius for the label. Default is '6px'. */
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  borderRadius?: string;
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+ /**
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+ * Vertical lift amount in pixels.
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+ * For 'line' style, this determines the length of the callout line.
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+ */
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  lift?: number;
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+ /** Diameter of the status dot in pixels (for 'line' style). */
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  dotSize?: number;
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+ /** Spacing between the status dot and the label text. */
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  dotSpacing?: number;
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+ /** Color of the connecting line. */
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  lineColor?: string;
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+ /** Width of the connecting line in pixels. */
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  lineWidth?: number;
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+ /** Throttling interval for position updates in milliseconds. 0 is per-frame. */
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  updateInterval?: number;
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+ /** Duration of the fade-in animation in milliseconds. */
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  fadeInDuration?: number;
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+ /** Number of frames to skip between occlusion checks. Increase to improve performance. */
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+ occlusionCheckInterval?: number;
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+ /** Whether to enable raycasting-based occlusion detection. Default is true. */
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+ enableOcclusionDetection?: boolean;
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+ /** Threshold for camera movement to trigger an update. Higher values reduce CPU usage. */
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+ cameraMoveThreshold?: number;
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+ /** Maximum distance from camera at which labels are visible. */
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+ maxDistance?: number;
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  }
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+ /**
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+ * Interface for controlling the label system instance.
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+ */
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  interface LabelManager {
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+ /** Rebuilds labels for a different model. */
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  updateModel: (model: THREE.Object3D) => void;
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+ /** Updates the mapping of mesh names to label text. */
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  updateLabelsMap: (map: Record<string, string>) => void;
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+ /** Temporarily stops position updates and occlusion checks. */
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  pause: () => void;
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+ /** Resumes position updates. */
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  resume: () => void;
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+ /** Completely removes all labels and cleans up resources. */
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  dispose: () => void;
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+ /** Returns the current running state. */
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+ isRunning: () => boolean;
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  }
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  /**
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- * Create Model Labels (with connecting lines and pulsing dots) - Optimized
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+ * Initializes the unified labeling system for a specific model.
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  *
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- * Features:
755
- * - Supports pause/resume
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- * - Configurable update interval
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- * - Fade in/out effects
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- * - Cached bounding box calculation
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- * - RAF management optimization
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+ * Performance:
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+ * - Uses Object Pooling for all Vector3/Box3 operations to minimize GC.
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+ * - Throttles updates based on camera movement and configurable intervals.
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+ * - Optimized occlusion detection with frame-skipping.
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+ *
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+ * @param {THREE.Camera} camera - The active camera used for projection.
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+ * @param {THREE.WebGLRenderer} renderer - The renderer used for dimension calculations.
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+ * @param {THREE.Object3D} parentModel - The model to search for meshes to label.
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+ * @param {Record<string, string>} modelLabelsMap - Mapping of part name substrings to label text.
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+ * @param {LabelOptions} [options] - Configuration for styles and performance.
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+ * @returns {LabelManager} Controls to manage the lifecycle of the labels.
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  */
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  declare function createModelsLabel(camera: THREE.Camera, renderer: THREE.WebGLRenderer, parentModel: THREE.Object3D, modelLabelsMap: Record<string, string>, options?: LabelOptions): LabelManager;
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951
 
952
+ /**
953
+ * @file performanceStats.ts
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+ * @description
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+ * Real-time performance monitoring overlay for Three.js applications.
956
+ * Displays FPS, memory usage, draw calls, and performance warnings.
957
+ *
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+ * @best-practice
959
+ * - Create once during initialization
960
+ * - Call update() in your animation loop
961
+ * - Use minimal styling for low performance impact
962
+ *
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+ * @performance
964
+ * - Uses requestAnimationFrame for efficient updates
965
+ * - DOM updates are batched and throttled
966
+ * - Minimal memory footprint
967
+ */
968
+
969
+ /**
970
+ * Options for configuring the performance monitoring overlay.
971
+ */
972
+ interface PerformanceStatsOptions {
973
+ /** Position of the stats overlay on the screen. Default is 'top-left'. */
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+ position?: 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';
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+ /** Refresh interval for DOM updates in milliseconds. Default is 500ms. */
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+ updateInterval?: number;
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+ /** Whether to track and display JS heap memory usage. Default is true. */
978
+ enableMemoryTracking?: boolean;
979
+ /** Whether to show visual warnings when performance drops. Default is true. */
980
+ enableWarnings?: boolean;
981
+ /** Optional WebGLRenderer to track draw calls and triangle counts. */
982
+ renderer?: THREE.WebGLRenderer | null;
983
+ /** FPS threshold below which a warning is triggered. Default is 30. */
984
+ fpsWarningThreshold?: number;
985
+ /** Memory usage threshold (in MB) above which a warning is triggered. Default is 200. */
986
+ memoryWarningThreshold?: number;
987
+ }
988
+ /**
989
+ * Performance Stats Monitor
990
+ * Lightweight FPS and memory monitoring overlay
991
+ */
992
+ declare class PerformanceStats {
993
+ private container;
994
+ private fpsElement;
995
+ private memoryElement;
996
+ private drawCallsElement;
997
+ private trianglesElement;
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+ private warningsContainer;
999
+ private frames;
1000
+ private lastTime;
1001
+ private fps;
1002
+ private fpsHistory;
1003
+ private maxHistoryLength;
1004
+ private updateInterval;
1005
+ private lastUpdateTime;
1006
+ private warnings;
1007
+ private maxWarnings;
1008
+ private enabled;
1009
+ private isVisible;
1010
+ private options;
1011
+ constructor(options?: PerformanceStatsOptions);
1012
+ private setPosition;
1013
+ private injectStyles;
1014
+ /**
1015
+ * Updates the performance statistics. This method must be called within the application's animation loop.
1016
+ */
1017
+ update(): void;
1018
+ private formatNumber;
1019
+ private addWarning;
1020
+ private updateWarningsDisplay;
1021
+ /**
1022
+ * Gets the current frames per second (FPS).
1023
+ * @returns {number} The current FPS.
1024
+ */
1025
+ getFPS(): number;
1026
+ /**
1027
+ * Gets the average FPS over the recent history period.
1028
+ * @returns {number} The average FPS.
1029
+ */
1030
+ getAverageFPS(): number;
1031
+ /**
1032
+ * Returns a snapshot of all tracked performance metrics.
1033
+ * @returns {object} Current performance statistics.
1034
+ */
1035
+ getStats(): any;
1036
+ /**
1037
+ * Toggles the visibility of the performance stats overlay.
1038
+ */
1039
+ toggle(): void;
1040
+ /**
1041
+ * Shows the performance stats overlay.
1042
+ */
1043
+ show(): void;
1044
+ /**
1045
+ * Hides the performance stats overlay.
1046
+ */
1047
+ hide(): void;
1048
+ /**
1049
+ * Enables or disables performance statistics collection.
1050
+ * @param {boolean} enabled - Whether collection should be enabled.
1051
+ */
1052
+ setEnabled(enabled: boolean): void;
1053
+ /**
1054
+ * Disposes of the performance monitor and removes its DOM elements.
1055
+ */
1056
+ dispose(): void;
1057
+ }
1058
+ /**
1059
+ * Helper function to create performance monitor
1060
+ */
1061
+ declare function createPerformanceMonitor(options?: PerformanceStatsOptions): PerformanceStats;
1062
+
763
1063
  /**
764
1064
  * @file exploder.ts
765
1065
  * @description
@@ -937,5 +1237,5 @@ declare function autoSetupCameraAndLight(camera: THREE.PerspectiveCamera, scene:
937
1237
 
938
1238
  declare const VERSION = "1.0.4";
939
1239
 
940
- export { ArrowGuide, BlueSky, FOLLOW_ANGLES, GroupExploder, LiquidFillerGroup, ResourceManager, VERSION, ViewPresets, addChildModelLabels, autoSetupCameraAndLight, cancelFollow, cancelSetView, createModelClickHandler, createModelsLabel, disposeMaterial, disposeObject, enableHoverBreath, fitCameraToObject, followModels, getLoaderConfig, initPostProcessing, loadCubeSkybox, loadEquirectSkybox, loadModelByUrl, loadSkybox, releaseSkybox, setLoaderConfig, setView, setupDefaultLights };
941
- export type { AutoSetupHandle, AutoSetupOptions, ClickHandlerOptions, ExplodeOptions, FilterFn, FollowOptions, GlobalLoaderConfig, HoverBreathOptions, LiquidFillerOptions, LiquidModelInput, LoadOptions, LoadProgressCallback, LoadSkyOptions, LoadSkyboxParams, PostProcessingManager, PostProcessingOptions, SetViewOptions, SkyboxHandle, SkyboxOptions, ViewPosition };
1240
+ export { ArrowGuide, BlueSky, Box3Pool, FOLLOW_ANGLES, GroupExploder, LiquidFillerGroup, Matrix4Pool, PerformanceStats, QuaternionPool, ResourceManager, VERSION, Vector3Pool, ViewPresets, autoSetupCameraAndLight, cancelFollow, cancelSetView, createModelClickHandler, createModelsLabel, createPerformanceMonitor, disposeMaterial, disposeObject, enableHoverBreath, fitCameraToObject, followModels, getLoaderConfig, globalPools, initPostProcessing, loadCubeSkybox, loadEquirectSkybox, loadModelByUrl, loadSkybox, releaseSkybox, setLoaderConfig, setView, setupDefaultLights, withPooledBox3, withPooledMatrix4, withPooledQuaternion, withPooledVector3 };
1241
+ export type { AutoSetupHandle, AutoSetupOptions, ClickHandlerOptions, ExplodeOptions, FilterFn, FollowOptions, GlobalLoaderConfig, HoverBreathOptions, LiquidFillerOptions, LiquidModelInput, LoadOptions, LoadProgressCallback, LoadSkyOptions, LoadSkyboxParams, PerformanceStatsOptions, PostProcessingManager, PostProcessingOptions, SetViewOptions, SkyboxHandle, SkyboxOptions, ViewPosition };