@combeenation/3d-viewer 12.0.2 → 12.1.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@combeenation/3d-viewer",
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- "version": "12.0.2",
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+ "version": "12.1.0",
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  "description": "Combeenation 3D Viewer",
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  "homepage": "https://github.com/Combeenation/3d-viewer#readme",
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  "bugs": {
@@ -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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+
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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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+
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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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+
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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);
@@ -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);
@@ -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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+
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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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  const geometry = mesh.geometry;
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@@ -18,6 +18,7 @@ const enableObserverMap: {
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  } = {};
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  export const missingMaterialMetadataName = 'missingMaterial';
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+ export const parsedMaterialIdMetadataName = 'parsedMaterialId';
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  /**
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  * 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:
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  for (const currMeshOriginal of dataParsed.meshes) {
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  if (currMeshOriginal.name !== currMeshImported.name) continue;
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  // we're dealing with the original version of the current imported mesh now
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+ // first save original material id of the imported babylon or GLB file
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+ injectMetadata(currMeshImported, { [parsedMaterialIdMetadataName]: currMeshOriginal.materialId });
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  const materialOnImportedMesh = currMeshImported.material?.id;
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  const materialOnOriginalMesh = currMeshOriginal.materialId;
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  if (!materialOnOriginalMesh || materialOnImportedMesh === materialOnOriginalMesh) continue;