@combeenation/3d-viewer 12.0.1 → 12.1.0-beta1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/lib-cjs/api/classes/element.js +29 -0
- package/dist/lib-cjs/api/classes/element.js.map +1 -1
- package/dist/lib-cjs/api/classes/viewer.js +2 -45
- package/dist/lib-cjs/api/classes/viewer.js.map +1 -1
- package/dist/lib-cjs/api/util/babylonHelper.js +1 -5
- package/dist/lib-cjs/api/util/babylonHelper.js.map +1 -1
- package/dist/lib-cjs/api/util/debugHelper.d.ts +5 -0
- package/dist/lib-cjs/api/util/debugHelper.js +82 -0
- package/dist/lib-cjs/api/util/debugHelper.js.map +1 -0
- package/dist/lib-cjs/api/util/geometryHelper.js +13 -0
- package/dist/lib-cjs/api/util/geometryHelper.js.map +1 -1
- package/dist/lib-cjs/api/util/sceneLoaderHelper.d.ts +1 -0
- package/dist/lib-cjs/api/util/sceneLoaderHelper.js +4 -1
- package/dist/lib-cjs/api/util/sceneLoaderHelper.js.map +1 -1
- package/dist/lib-cjs/buildinfo.json +1 -1
- package/dist/lib-cjs/commonjs.tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
- package/src/api/classes/element.ts +35 -0
- package/src/api/classes/viewer.ts +2 -61
- package/src/api/util/babylonHelper.ts +1 -5
- package/src/api/util/debugHelper.ts +102 -0
- package/src/api/util/geometryHelper.ts +14 -0
- package/src/api/util/sceneLoaderHelper.ts +3 -0
package/package.json
CHANGED
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@@ -71,6 +71,41 @@ export class Element extends VariantParameterizable {
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};
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return cloneTransformNode(node, nodeNamingStrategy, this.filterNode.bind(this), true);
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});
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+
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// when cloning an instanced mesh the source mesh is still referencing to the source of the original mesh
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// this is wrong, as we want to reference the cloned source
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// this can only be done after the cloning process of the whole tree is finished, as we can't be sure if all
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// instanced meshes or all sources meshes are cloning prior
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const reassignSourceMesh = (node: TransformNode) => {
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if (node.constructor.name === 'InstancedMesh') {
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// find the cloned instance and source mesh
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const clonedInstance = node as InstancedMesh;
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const originalInstance = clonedInstance.metadata.cloneSource as InstancedMesh;
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const originalSource = originalInstance.sourceMesh;
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const clonedSource = originalSource.metadata.cloneTarget;
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// it's not possible to just exchange the source mesh => readonly property
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// we have to create a new clone with the correct source mesh
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const exchangedInstance = clonedInstance.clone(clonedInstance.name, clonedInstance.parent, true, clonedSource);
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+
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// re-reference the childs of the cloned instance as well
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const childs = clonedInstance.getChildTransformNodes(true);
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childs.forEach(child => (child.parent = exchangedInstance));
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// old instance mesh is not needed anymore and can be disposed
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clonedInstance.dispose();
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}
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// recurse into childs
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const children = node.getChildTransformNodes(true);
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children.forEach(reassignSourceMesh);
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};
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nodes.forEach(node => {
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if (node) {
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reassignSourceMesh(node);
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}
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});
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+
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this.nodes = nodes.filter(node => !!node) as TransformNode[];
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this._dottedNodes = mapToDottedNodes<TransformNode>(this.nodes, node => node instanceof TransformNode);
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variant.broadcastEvent(Event.ELEMENT_NODES_CLONED, this);
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@@ -7,6 +7,7 @@ import { TagManager } from '../manager/tagManager';
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import { VariantInstanceManager } from '../manager/variantInstanceManager';
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import { SpecStorage } from '../store/specStorage';
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import { backgroundDomeName, envHelperMetadataName } from '../util/babylonHelper';
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import { showWorldCoordinates } from '../util/debugHelper';
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import { getIsScaledDownDevice } from '../util/deviceHelper';
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import { debounce, loadJson } from '../util/resourceHelper';
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import { getCustomCbnBabylonLoaderPlugin } from '../util/sceneLoaderHelper';
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@@ -27,9 +28,6 @@ import { EnvironmentHelper } from '@babylonjs/core/Helpers/environmentHelper';
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import { PhotoDome } from '@babylonjs/core/Helpers/photoDome';
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import { HighlightLayer } from '@babylonjs/core/Layers/highlightLayer';
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import { ISceneLoaderPlugin, SceneLoader } from '@babylonjs/core/Loading/sceneLoader';
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import { DynamicTexture } from '@babylonjs/core/Materials/Textures/dynamicTexture';
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import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
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import { Color3 } from '@babylonjs/core/Maths/math.color';
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import { Vector3 } from '@babylonjs/core/Maths/math.vector';
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import { Mesh } from '@babylonjs/core/Meshes/mesh';
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import { ScreenshotTools } from '@babylonjs/core/Misc/screenshotTools';
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@@ -632,64 +630,7 @@ The inspector can only be used in development builds.`);
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* Show coordinate system with given dimension (for debugging purpose).
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*/
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public showWorldCoordinates(dimension: number) {
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-
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const makeTextPlane = function (text: string, color: string, size: number) {
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const dynamicTexture = new DynamicTexture('DynamicTexture', 50, scene, true);
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dynamicTexture.hasAlpha = true;
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dynamicTexture.drawText(text, 5, 40, 'bold 36px Arial', color, 'transparent', true);
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const plane = Mesh.CreatePlane('TextPlane', size, scene, true);
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plane.material = new StandardMaterial('TextPlaneMaterial', scene);
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plane.material.backFaceCulling = false;
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(plane.material as StandardMaterial).specularColor = new Color3(0, 0, 0);
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(plane.material as StandardMaterial).diffuseTexture = dynamicTexture;
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return plane;
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};
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-
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const axisX = Mesh.CreateLines(
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'axisX',
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[
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Vector3.Zero(),
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new Vector3(dimension, 0, 0),
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new Vector3(dimension * 0.95, 0.05 * dimension, 0),
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new Vector3(dimension, 0, 0),
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new Vector3(dimension * 0.95, -0.05 * dimension, 0),
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],
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scene,
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false
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);
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axisX.color = new Color3(1, 0, 0);
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const xChar = makeTextPlane('X', 'red', dimension / 10);
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xChar.position = new Vector3(0.9 * dimension, -0.05 * dimension, 0);
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const axisY = Mesh.CreateLines(
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'axisY',
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[
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Vector3.Zero(),
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new Vector3(0, dimension, 0),
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new Vector3(-0.05 * dimension, dimension * 0.95, 0),
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new Vector3(0, dimension, 0),
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new Vector3(0.05 * dimension, dimension * 0.95, 0),
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],
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scene,
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false
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);
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axisY.color = new Color3(0, 1, 0);
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const yChar = makeTextPlane('Y', 'green', dimension / 10);
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yChar.position = new Vector3(0, 0.9 * dimension, -0.05 * dimension);
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const axisZ = Mesh.CreateLines(
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'axisZ',
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[
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Vector3.Zero(),
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new Vector3(0, 0, dimension),
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new Vector3(0, -0.05 * dimension, dimension * 0.95),
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new Vector3(0, 0, dimension),
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new Vector3(0, 0.05 * dimension, dimension * 0.95),
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],
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scene,
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false
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);
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axisZ.color = new Color3(0, 0, 1);
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const zChar = makeTextPlane('Z', 'blue', dimension / 10);
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zChar.position = new Vector3(0, 0.05 * dimension, 0.9 * dimension);
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showWorldCoordinates(this.scene, dimension);
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}
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/**
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@@ -110,17 +110,13 @@ const cloneTransformNode = function (
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clone.id = newName;
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clone.metadata = cloneDeep(node.metadata);
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injectMetadata(clone, { cloneSource: node }, false);
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injectMetadata(node, { cloneTarget: clone }, false);
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// if the cloned node is of type InstancedMesh, due to a bug(?),
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// the InstancedMesh.isEnabled state may have changed after cloning.
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// in that case, set the clone's enabled state to the original's state
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if (node.constructor.name === 'InstancedMesh') {
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clone.setEnabled(node.isEnabled(false));
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}
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// copying tags is a temporary workaround, as it doesn't work for TransformNodes ATM
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// see https://forum.babylonjs.com/t/transformnode-clone-doesnt-contain-original-tags/38429/1
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if (Tags?.HasTags(node)) {
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Tags.AddTagsTo(clone, Tags.GetTags(node, true));
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}
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}
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if (deep) {
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const children = node.getChildTransformNodes(true);
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@@ -0,0 +1,102 @@
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import { Vector3 } from '@babylonjs/core';
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import { AxesViewer } from '@babylonjs/core/Debug/axesViewer';
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import { DynamicTexture } from '@babylonjs/core/Materials/Textures/dynamicTexture';
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import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
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import { Color3 } from '@babylonjs/core/Maths/math.color';
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import { MeshBuilder } from '@babylonjs/core/Meshes/meshBuilder';
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import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
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type DebugAxisKeys = 'X' | 'Y' | 'Z';
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type DebugAxisConfig = { color: Color3; position: Vector3 };
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const _DEBUG_AXIS_MAP: Record<DebugAxisKeys, DebugAxisConfig> = {
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X: { color: Color3.Red().scale(0.5), position: new Vector3(1, 0, 0) },
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Y: { color: Color3.Green().scale(0.5), position: new Vector3(0, 1, 0) },
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Z: { color: Color3.Blue().scale(0.5), position: new Vector3(0, 0, 1) },
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};
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const _WORLD_COORD_ROOT_KEY = '__world_coordinates__';
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/**
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* Create debug coordinate system located in world origin.
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* This function is based on Babylon.js `AxesViewer`, axis texts are added manually.
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*/
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export function showWorldCoordinates(scene: Scene, dimension: number) {
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const existingRoot = scene.getTransformNodeByName(_WORLD_COORD_ROOT_KEY);
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if (existingRoot) {
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// make sure to remove already existing debug coordinate systems
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existingRoot.dispose();
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}
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const worldCoordRoot = new TransformNode(_WORLD_COORD_ROOT_KEY, scene);
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// axes viewer coordinate system is a bit too large
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// multiply with unify factor to create arrows which exactly match the length of the input dimension
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const factor = _getWorldCoordinatesAxesUnifyFactor();
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const axesViewer = new AxesViewer(scene, dimension * factor);
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_prepareWorldCoordinateAxis('X', axesViewer.xAxis, worldCoordRoot, dimension, scene);
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_prepareWorldCoordinateAxis('Y', axesViewer.yAxis, worldCoordRoot, dimension, scene);
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_prepareWorldCoordinateAxis('Z', axesViewer.zAxis, worldCoordRoot, dimension, scene);
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}
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/**
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* Adjust and enhance coordinate axes to fulfill our needs.
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* - moves nodes into common root
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* - adds text node
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*/
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function _prepareWorldCoordinateAxis(
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text: 'X' | 'Y' | 'Z',
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axis: TransformNode,
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root: TransformNode,
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dimension: number,
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scene: Scene
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) {
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// create unique names
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axis.name = `${_WORLD_COORD_ROOT_KEY}.${text}`;
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axis.parent = root;
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axis.getChildMeshes().forEach((child, idx) => (child.name = `${_WORLD_COORD_ROOT_KEY}.${text}.cylinder_${idx}`));
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// create text mesh via dynamic texture
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const dynamicTexture = new DynamicTexture(`${_WORLD_COORD_ROOT_KEY}.${text}`, 50, scene, true);
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dynamicTexture.hasAlpha = true;
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// 42.5 is a magic offset, so that the text is vertically centered for font size 50px
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// horizontal centering works well with the standard behaviour of Babylon.js (setting "null" as "width")
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dynamicTexture.drawText(text, null, 42.5, 'bold 50px Arial', 'white', 'transparent', true);
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const material = new StandardMaterial(`${_WORLD_COORD_ROOT_KEY}.${text}`, scene);
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material.disableLighting = true;
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material.emissiveColor = _DEBUG_AXIS_MAP[text].color;
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material.diffuseTexture = dynamicTexture;
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const plane = MeshBuilder.CreatePlane(`${_WORLD_COORD_ROOT_KEY}.${text}.TextPlane`, { size: dimension / 10 }, scene);
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// make sure that text is located outside of arrow
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plane.position = _DEBUG_AXIS_MAP[text].position.multiplyByFloats(
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dimension * 1.05,
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dimension * 1.05,
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dimension * 1.05
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);
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plane.parent = root;
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plane.material = material;
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// will be rendered on top of "default" meshes => taken from Babylon.js repo "AxesViewer" implementation
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plane.renderingGroupId = 2;
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// setting billboard mode ensures, that the text is always readable
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plane.billboardMode = TransformNode.BILLBOARDMODE_ALL;
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}
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/**
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* Calculate factor for creating world coordinate axes with exactly one unit in length
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*/
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function _getWorldCoordinatesAxesUnifyFactor() {
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// These constants are taken from the Babylon.js repository
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const coneZPosOffset = 0.3;
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const coneHeight = 0.075;
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const baseScaling = 4;
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// cone is moved 0.3 units away from the center
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// the origin of the cone will be located on 1.2, if combined with the base scaling of 4
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// invert that offset to get the origin to 1
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// also consider the cone height to move the tip of the cone to 1 instead the center
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const factor = 1 / ((coneZPosOffset + coneHeight / 2) * baseScaling);
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return factor;
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}
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@@ -48,6 +48,20 @@ const bakeGeometryOfMesh = function (mesh: Mesh) {
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// geometries can be shared across multiple meshes, first make them unique to avoid side-effects
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mesh.makeGeometryUnique();
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// Babylon.js already provides a function for baking the current skeleton changes into the geometry
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if (mesh.skeleton) {
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mesh.applySkeleton(mesh.skeleton);
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mesh.skeleton = null;
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}
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// NOTE: in difference to skeletons and transformations there is no baking function for morph targets (yet)
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// however another approach could be to re-apply the position and normals data, as there are nice functions for it
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// - `getPositionData(applySkeleton: boolean = false, applyMorph: boolean = false)`
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// - `getNormalsData(applySkeleton: boolean = false, applyMorph: boolean = false)`
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// you can decide if skeletons and morph targets can be added, which is exactly what we want
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// I'm still hesitant to use it because "tangent" and "UV" kinds are not supported, whereas I'm not sure if it's
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// required
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// => try it out when there is enough time for detailed regression tests!
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const morphTargetManager = mesh.morphTargetManager;
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66
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const geometry = mesh.geometry;
|
|
53
67
|
|
|
@@ -18,6 +18,7 @@ const enableObserverMap: {
|
|
|
18
18
|
} = {};
|
|
19
19
|
|
|
20
20
|
export const missingMaterialMetadataName = 'missingMaterial';
|
|
21
|
+
export const parsedMaterialIdMetadataName = 'parsedMaterialId';
|
|
21
22
|
|
|
22
23
|
/**
|
|
23
24
|
* Create and return a custom loader plugin to be registered with SceneLoader, that allows
|
|
@@ -96,6 +97,8 @@ export const addMissingMaterialMetadata = function (dataParsed: any, container:
|
|
|
96
97
|
for (const currMeshOriginal of dataParsed.meshes) {
|
|
97
98
|
if (currMeshOriginal.name !== currMeshImported.name) continue;
|
|
98
99
|
// we're dealing with the original version of the current imported mesh now
|
|
100
|
+
// first save original material id of the imported babylon or GLB file
|
|
101
|
+
injectMetadata(currMeshImported, { [parsedMaterialIdMetadataName]: currMeshOriginal.materialId });
|
|
99
102
|
const materialOnImportedMesh = currMeshImported.material?.id;
|
|
100
103
|
const materialOnOriginalMesh = currMeshOriginal.materialId;
|
|
101
104
|
if (!materialOnOriginalMesh || materialOnImportedMesh === materialOnOriginalMesh) continue;
|