@combeenation/3d-viewer 12.2.0 → 12.2.1

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/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@combeenation/3d-viewer",
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- "version": "12.2.0",
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+ "version": "12.2.1",
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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": {
@@ -7,7 +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 { hideWorldCoordinates, isWorldCoordinatesDebugNode, showWorldCoordinates } from '../util/debugHelper';
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+ import { hideWorldCoordinates, 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';
@@ -45,8 +45,6 @@ import { isString } from 'lodash-es';
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  * The class does nothing on its own and needs to {@link bootstrap}
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  */
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  export class Viewer extends EventBroadcaster {
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- public static readonly BOUNDING_BOX_NAME = '__bounding_box__';
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-
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  protected _scene: Scene | null = null;
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  protected _animationManager: AnimationManager | null = null;
@@ -498,9 +496,9 @@ The inspector can only be used in development builds.`);
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  }
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  /**
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- * Calculates the bounding box from all visible meshes on the scene.
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+ * Calculates the bounding box information from all visible meshes on the scene.
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  */
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- public async calculateBoundingBox(excludeGeometry?: ExcludedGeometryList): Promise<Mesh> {
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+ public calculateBoundingInfo(excludeGeometry?: ExcludedGeometryList): BoundingInfo {
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  if (this.scene.meshes.length === 0) {
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  throw new Error('There are currently no meshes on the scene.');
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  }
@@ -508,24 +506,13 @@ The inspector can only be used in development builds.`);
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  const { max, min } = this.scene.meshes
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  .filter(mesh => {
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  const isEnabled = mesh.isEnabled();
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- // ignore the existing bounding box mesh for calculating the current one
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- const isNotBBoxMesh = Viewer.BOUNDING_BOX_NAME !== mesh.name;
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- // ignore debug world coordinates nodes
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- const isNotWorldCoordinatesDebugNode = !isWorldCoordinatesDebugNode(mesh.name);
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  // ignore meshes with invalid bounding infos
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  const hasValidBBoxInfo = mesh.getBoundingInfo().boundingSphere.radius > 0;
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  // ignore meshes with infinite distance, typically these are sky boxes
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  const hasInfiniteDistance = mesh.infiniteDistance;
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  // ignore excluded meshes
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  const isExcluded = excludeGeometry ? isNodeIncludedInExclusionList(mesh, excludeGeometry) : false;
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- return (
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- isEnabled &&
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- isNotBBoxMesh &&
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- isNotWorldCoordinatesDebugNode &&
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- hasValidBBoxInfo &&
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- !hasInfiniteDistance &&
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- !isExcluded
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- );
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+ return isEnabled && hasValidBBoxInfo && !hasInfiniteDistance && !isExcluded;
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  })
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  .reduce(
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  (accBBoxMinMax, curMesh, idx) => {
@@ -538,12 +525,8 @@ The inspector can only be used in development builds.`);
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  { max: new Vector3(), min: new Vector3() }
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  );
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541
- let boundingBox = this.scene.getMeshByName(Viewer.BOUNDING_BOX_NAME) as Mesh;
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- if (!boundingBox) {
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- boundingBox = new Mesh(Viewer.BOUNDING_BOX_NAME, this.scene);
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- }
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- boundingBox.setBoundingInfo(new BoundingInfo(min, max));
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- return boundingBox;
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+ const boundingInfo = new BoundingInfo(min, max);
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+ return boundingInfo;
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  }
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531
 
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  /**
@@ -575,10 +558,10 @@ The inspector can only be used in development builds.`);
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  }
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  // get bounding box of all visible meshes, this is the base for the autofocus algorithm
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- const boundingBox = await this.calculateBoundingBox(exclude);
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+ const boundingInfo = this.calculateBoundingInfo(exclude);
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- const radius = boundingBox.getBoundingInfo().boundingSphere.radius;
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- const center = boundingBox.getBoundingInfo().boundingSphere.center;
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+ const radius = boundingInfo.boundingSphere.radius;
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+ const center = boundingInfo.boundingSphere.center;
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  const diameter = radius * 2;
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  // set lower radius limit on edge of bounding sphere to make sure that we can't dive into the meshes
@@ -639,14 +622,14 @@ The inspector can only be used in development builds.`);
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  * Show world coordinate system with given dimension (for debugging purpose).
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  */
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  public showWorldCoordinates(dimension: number) {
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- showWorldCoordinates(this.scene, dimension);
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+ showWorldCoordinates(dimension);
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  }
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  /**
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  * Hide world coordinate system.
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  */
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  public hideWorldCoordinates() {
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- hideWorldCoordinates(this.scene);
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+ hideWorldCoordinates();
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  }
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  /**
@@ -1,6 +1,5 @@
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  import { Viewer } from '../classes/viewer';
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  import { injectMetadata } from '../util/babylonHelper';
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- import { isWorldCoordinatesDebugNode } from '../util/debugHelper';
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  import { getIsScaledDownDevice } from '../util/deviceHelper';
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  import { bakeGeometryOfMesh, createMeshFromInstancedMesh, resetTransformation } from '../util/geometryHelper';
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  import { isNodeIncludedInExclusionList } from '../util/structureHelper';
@@ -280,12 +279,6 @@ export class GltfExportManager {
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  return false;
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  }
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  // TODO: think of adding "BackgroundHelper" and nodes with "infiniteDistance" here as well, at least in AR mode
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- if (node.name === Viewer.BOUNDING_BOX_NAME) {
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- return false;
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- }
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- if (isWorldCoordinatesDebugNode(node.name)) {
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- return false;
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- }
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  if (!node.isEnabled()) {
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  return false;
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  }
@@ -299,10 +299,6 @@ export class TagManager {
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  created means that there is no scenario where new nodes should get TagManager parameters applied.
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  Instead, we check for the state to be enabled via the `onEnabledStateChangedObservable` below.
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  */
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- //if (node.name === Viewer.BOUNDING_BOX_NAME || !this.viewer.variantInstances.areAllDefinitionsCreated) {
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- if (node.name === Viewer.BOUNDING_BOX_NAME) {
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- return;
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- }
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  const onEnabledStateChangedObserver = node.onEnabledStateChangedObservable.add(async state => {
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  if (!state) {
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  // if the node is disabled, means ignoring also "ghost nodes"
@@ -1,10 +1,11 @@
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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 { Vector3 } from '@babylonjs/core/Maths/math.vector';
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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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+ import { UtilityLayerRenderer } from '@babylonjs/core/Rendering/utilityLayerRenderer';
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  type DebugAxisKeys = 'X' | 'Y' | 'Z';
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  type DebugAxisConfig = { color: Color3; position: Vector3 };
@@ -22,44 +23,38 @@ let _AXES_VIEWER: AxesViewer;
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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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+ export function showWorldCoordinates(dimension: number) {
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  // make sure to remove already existing debug coordinate systems
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- hideWorldCoordinates(scene);
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+ hideWorldCoordinates();
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- const worldCoordRoot = new TransformNode(_WORLD_COORD_ROOT_KEY, scene);
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+ // draw in utility layer, so that there is no interaction with the actually scene content (eg: glb export, autofocus)
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+ const utilityLayerScene = UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
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+
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+ const worldCoordRoot = new TransformNode('__world_coordinates__', utilityLayerScene);
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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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- _AXES_VIEWER = new AxesViewer(scene, dimension * factor);
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+ _AXES_VIEWER = new AxesViewer(utilityLayerScene, dimension * factor);
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- _prepareWorldCoordinateAxis('X', _AXES_VIEWER.xAxis, worldCoordRoot, dimension, scene);
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- _prepareWorldCoordinateAxis('Y', _AXES_VIEWER.yAxis, worldCoordRoot, dimension, scene);
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- _prepareWorldCoordinateAxis('Z', _AXES_VIEWER.zAxis, worldCoordRoot, dimension, scene);
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+ _prepareWorldCoordinateAxis('X', _AXES_VIEWER.xAxis, worldCoordRoot, dimension, utilityLayerScene);
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+ _prepareWorldCoordinateAxis('Y', _AXES_VIEWER.yAxis, worldCoordRoot, dimension, utilityLayerScene);
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+ _prepareWorldCoordinateAxis('Z', _AXES_VIEWER.zAxis, worldCoordRoot, dimension, utilityLayerScene);
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  }
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  /**
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  * Remove meshes and materials that are associated with the debug world coordinates system
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  */
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- export function hideWorldCoordinates(scene: Scene) {
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+ export function hideWorldCoordinates() {
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+ const utilityLayerScene = UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
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+
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  _AXES_VIEWER?.dispose();
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- const worldCoordRoot = scene.getTransformNodeByName(_WORLD_COORD_ROOT_KEY);
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+ const worldCoordRoot = utilityLayerScene.getTransformNodeByName(_WORLD_COORD_ROOT_KEY);
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  if (worldCoordRoot) {
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  worldCoordRoot.dispose(false, true);
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  }
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  }
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- /**
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- * Checks if the node is generated by the `showWorldCoordinates` function.
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- * These nodes need special treatment in certain cases, for example the `autofocusActiveCamera` function should ignore
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- * the values and GLB exports should also not include the nodes.
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- */
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- export function isWorldCoordinatesDebugNode(nodeName: string) {
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- // ATM this is a plain name check, as we have some reserved names in the viewer (see Viewer.BOUNDING_BOX_NAME)
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- // Other solutions could be storing this info in the metadata or in a different global node store
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- return nodeName.startsWith(_WORLD_COORD_ROOT_KEY);
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- }
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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
@@ -70,26 +65,29 @@ function _prepareWorldCoordinateAxis(
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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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+ utilityLayerScene: 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}.${text}`, 50, scene, true);
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+ const dynamicTexture = new DynamicTexture(`${_WORLD_COORD_ROOT_KEY}.${text}`, 50, utilityLayerScene, true);
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  dynamicTexture.hasAlpha = true;
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  // 42.5 is a magic offset, so that the text is vertically centered for font size 50px
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  // horizontal centering works well with the standard behaviour of Babylon.js (setting "null" as "width")
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  dynamicTexture.drawText(text, null, 42.5, 'bold 50px Arial', 'white', 'transparent', true);
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- const material = new StandardMaterial(`${_WORLD_COORD_ROOT_KEY}.${text}`, scene);
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+ const material = new StandardMaterial(`${_WORLD_COORD_ROOT_KEY}.${text}`, utilityLayerScene);
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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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85
 
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- const plane = MeshBuilder.CreatePlane(`${_WORLD_COORD_ROOT_KEY}.${text}.TextPlane`, { size: dimension / 10 }, scene);
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+ const plane = MeshBuilder.CreatePlane(
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+ `${_WORLD_COORD_ROOT_KEY}.${text}.TextPlane`,
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+ { size: dimension / 10 },
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+ utilityLayerScene
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+ );
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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(
95
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  dimension * 1.05,