@combeenation/3d-viewer 12.4.1 → 12.4.3

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.
Files changed (114) hide show
  1. package/README.md +9 -9
  2. package/dist/lib-cjs/api/classes/animationInterface.d.ts +8 -8
  3. package/dist/lib-cjs/api/classes/animationInterface.js +2 -2
  4. package/dist/lib-cjs/api/classes/dottedPath.d.ts +79 -79
  5. package/dist/lib-cjs/api/classes/dottedPath.js +166 -166
  6. package/dist/lib-cjs/api/classes/element.d.ts +153 -153
  7. package/dist/lib-cjs/api/classes/element.js +702 -702
  8. package/dist/lib-cjs/api/classes/event.d.ts +401 -401
  9. package/dist/lib-cjs/api/classes/event.js +424 -424
  10. package/dist/lib-cjs/api/classes/eventBroadcaster.d.ts +26 -26
  11. package/dist/lib-cjs/api/classes/eventBroadcaster.js +49 -49
  12. package/dist/lib-cjs/api/classes/fuzzyMap.d.ts +7 -7
  13. package/dist/lib-cjs/api/classes/fuzzyMap.js +21 -21
  14. package/dist/lib-cjs/api/classes/parameter.d.ts +410 -410
  15. package/dist/lib-cjs/api/classes/parameter.js +642 -642
  16. package/dist/lib-cjs/api/classes/parameterObservable.d.ts +36 -36
  17. package/dist/lib-cjs/api/classes/parameterObservable.js +72 -72
  18. package/dist/lib-cjs/api/classes/parameterizable.d.ts +15 -15
  19. package/dist/lib-cjs/api/classes/parameterizable.js +102 -102
  20. package/dist/lib-cjs/api/classes/placementAnimation.d.ts +45 -45
  21. package/dist/lib-cjs/api/classes/placementAnimation.js +176 -176
  22. package/dist/lib-cjs/api/classes/variant.d.ts +261 -261
  23. package/dist/lib-cjs/api/classes/variant.js +872 -872
  24. package/dist/lib-cjs/api/classes/variantInstance.d.ts +53 -53
  25. package/dist/lib-cjs/api/classes/variantInstance.js +125 -125
  26. package/dist/lib-cjs/api/classes/variantParameterizable.d.ts +17 -17
  27. package/dist/lib-cjs/api/classes/variantParameterizable.js +86 -86
  28. package/dist/lib-cjs/api/classes/viewer.d.ts +215 -215
  29. package/dist/lib-cjs/api/classes/viewer.js +708 -708
  30. package/dist/lib-cjs/api/classes/viewerError.d.ts +43 -43
  31. package/dist/lib-cjs/api/classes/viewerError.js +55 -55
  32. package/dist/lib-cjs/api/classes/viewerLight.d.ts +66 -66
  33. package/dist/lib-cjs/api/classes/viewerLight.js +344 -344
  34. package/dist/lib-cjs/api/internal/lensRendering.d.ts +8 -8
  35. package/dist/lib-cjs/api/internal/lensRendering.js +11 -11
  36. package/dist/lib-cjs/api/internal/sceneSetup.d.ts +13 -13
  37. package/dist/lib-cjs/api/internal/sceneSetup.js +227 -227
  38. package/dist/lib-cjs/api/manager/animationManager.d.ts +30 -30
  39. package/dist/lib-cjs/api/manager/animationManager.js +126 -126
  40. package/dist/lib-cjs/api/manager/gltfExportManager.d.ts +80 -80
  41. package/dist/lib-cjs/api/manager/gltfExportManager.js +300 -299
  42. package/dist/lib-cjs/api/manager/gltfExportManager.js.map +1 -1
  43. package/dist/lib-cjs/api/manager/sceneManager.d.ts +33 -33
  44. package/dist/lib-cjs/api/manager/sceneManager.js +128 -128
  45. package/dist/lib-cjs/api/manager/tagManager.d.ts +118 -118
  46. package/dist/lib-cjs/api/manager/tagManager.js +530 -530
  47. package/dist/lib-cjs/api/manager/textureLoadManager.d.ts +22 -22
  48. package/dist/lib-cjs/api/manager/textureLoadManager.js +107 -107
  49. package/dist/lib-cjs/api/manager/variantInstanceManager.d.ts +106 -106
  50. package/dist/lib-cjs/api/manager/variantInstanceManager.js +290 -290
  51. package/dist/lib-cjs/api/store/specStorage.d.ts +32 -32
  52. package/dist/lib-cjs/api/store/specStorage.js +65 -65
  53. package/dist/lib-cjs/api/util/babylonHelper.d.ts +238 -238
  54. package/dist/lib-cjs/api/util/babylonHelper.js +825 -825
  55. package/dist/lib-cjs/api/util/debugHelper.d.ts +9 -9
  56. package/dist/lib-cjs/api/util/debugHelper.js +93 -93
  57. package/dist/lib-cjs/api/util/deviceHelper.d.ts +9 -9
  58. package/dist/lib-cjs/api/util/deviceHelper.js +28 -28
  59. package/dist/lib-cjs/api/util/geometryHelper.d.ts +17 -17
  60. package/dist/lib-cjs/api/util/geometryHelper.js +112 -112
  61. package/dist/lib-cjs/api/util/globalTypes.d.ts +490 -490
  62. package/dist/lib-cjs/api/util/globalTypes.js +1 -1
  63. package/dist/lib-cjs/api/util/resourceHelper.d.ts +58 -58
  64. package/dist/lib-cjs/api/util/resourceHelper.js +214 -214
  65. package/dist/lib-cjs/api/util/sceneLoaderHelper.d.ts +58 -58
  66. package/dist/lib-cjs/api/util/sceneLoaderHelper.js +228 -228
  67. package/dist/lib-cjs/api/util/stringHelper.d.ts +13 -13
  68. package/dist/lib-cjs/api/util/stringHelper.js +32 -32
  69. package/dist/lib-cjs/api/util/structureHelper.d.ts +9 -9
  70. package/dist/lib-cjs/api/util/structureHelper.js +57 -57
  71. package/dist/lib-cjs/buildinfo.json +3 -3
  72. package/dist/lib-cjs/commonjs.tsconfig.tsbuildinfo +1 -1
  73. package/dist/lib-cjs/index.d.ts +63 -63
  74. package/dist/lib-cjs/index.js +128 -128
  75. package/package.json +93 -92
  76. package/src/api/classes/animationInterface.ts +10 -10
  77. package/src/api/classes/dottedPath.ts +181 -181
  78. package/src/api/classes/element.ts +766 -766
  79. package/src/api/classes/event.ts +457 -457
  80. package/src/api/classes/eventBroadcaster.ts +52 -52
  81. package/src/api/classes/fuzzyMap.ts +21 -21
  82. package/src/api/classes/parameter.ts +686 -686
  83. package/src/api/classes/parameterObservable.ts +73 -73
  84. package/src/api/classes/parameterizable.ts +87 -87
  85. package/src/api/classes/placementAnimation.ts +162 -162
  86. package/src/api/classes/variant.ts +965 -965
  87. package/src/api/classes/variantInstance.ts +123 -123
  88. package/src/api/classes/variantParameterizable.ts +83 -83
  89. package/src/api/classes/viewer.ts +751 -751
  90. package/src/api/classes/viewerError.ts +63 -63
  91. package/src/api/classes/viewerLight.ts +335 -335
  92. package/src/api/internal/debugViewer.ts +90 -90
  93. package/src/api/internal/lensRendering.ts +9 -9
  94. package/src/api/internal/sceneSetup.ts +208 -208
  95. package/src/api/manager/animationManager.ts +143 -143
  96. package/src/api/manager/gltfExportManager.ts +337 -334
  97. package/src/api/manager/sceneManager.ts +134 -134
  98. package/src/api/manager/tagManager.ts +572 -572
  99. package/src/api/manager/textureLoadManager.ts +107 -107
  100. package/src/api/manager/variantInstanceManager.ts +306 -306
  101. package/src/api/store/specStorage.ts +68 -68
  102. package/src/api/util/babylonHelper.ts +915 -915
  103. package/src/api/util/debugHelper.ts +121 -121
  104. package/src/api/util/deviceHelper.ts +31 -31
  105. package/src/api/util/geometryHelper.ts +142 -142
  106. package/src/api/util/globalTypes.ts +566 -566
  107. package/src/api/util/resourceHelper.ts +201 -201
  108. package/src/api/util/sceneLoaderHelper.ts +247 -247
  109. package/src/api/util/stringHelper.ts +30 -30
  110. package/src/api/util/structureHelper.ts +62 -62
  111. package/src/buildinfo.json +3 -3
  112. package/src/dev.ts +70 -70
  113. package/src/index.ts +116 -116
  114. package/src/types.d.ts +49 -49
@@ -1,9 +1,9 @@
1
- /**
2
- * Create debug coordinate system located in world origin.
3
- * This function is based on Babylon.js `AxesViewer`, axis texts are added manually.
4
- */
5
- export declare function showWorldCoordinates(dimension: number): void;
6
- /**
7
- * Remove meshes and materials that are associated with the debug world coordinates system
8
- */
9
- export declare function hideWorldCoordinates(): void;
1
+ /**
2
+ * Create debug coordinate system located in world origin.
3
+ * This function is based on Babylon.js `AxesViewer`, axis texts are added manually.
4
+ */
5
+ export declare function showWorldCoordinates(dimension: number): void;
6
+ /**
7
+ * Remove meshes and materials that are associated with the debug world coordinates system
8
+ */
9
+ export declare function hideWorldCoordinates(): void;
@@ -1,94 +1,94 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.hideWorldCoordinates = exports.showWorldCoordinates = void 0;
4
- const axesViewer_1 = require("@babylonjs/core/Debug/axesViewer");
5
- const dynamicTexture_1 = require("@babylonjs/core/Materials/Textures/dynamicTexture");
6
- const standardMaterial_1 = require("@babylonjs/core/Materials/standardMaterial");
7
- const math_color_1 = require("@babylonjs/core/Maths/math.color");
8
- const math_vector_1 = require("@babylonjs/core/Maths/math.vector");
9
- const meshBuilder_1 = require("@babylonjs/core/Meshes/meshBuilder");
10
- const transformNode_1 = require("@babylonjs/core/Meshes/transformNode");
11
- const utilityLayerRenderer_1 = require("@babylonjs/core/Rendering/utilityLayerRenderer");
12
- const _DEBUG_AXIS_MAP = {
13
- X: { color: math_color_1.Color3.Red().scale(0.5), position: new math_vector_1.Vector3(1, 0, 0) },
14
- Y: { color: math_color_1.Color3.Green().scale(0.5), position: new math_vector_1.Vector3(0, 1, 0) },
15
- Z: { color: math_color_1.Color3.Blue().scale(0.5), position: new math_vector_1.Vector3(0, 0, 1) },
16
- };
17
- const _WORLD_COORD_ROOT_KEY = '__world_coordinates__';
18
- let _AXES_VIEWER;
19
- /**
20
- * Create debug coordinate system located in world origin.
21
- * This function is based on Babylon.js `AxesViewer`, axis texts are added manually.
22
- */
23
- function showWorldCoordinates(dimension) {
24
- // make sure to remove already existing debug coordinate systems
25
- hideWorldCoordinates();
26
- // draw in utility layer, so that there is no interaction with the actually scene content (eg: glb export, autofocus)
27
- const utilityLayerScene = utilityLayerRenderer_1.UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
28
- const worldCoordRoot = new transformNode_1.TransformNode('__world_coordinates__', utilityLayerScene);
29
- // axes viewer coordinate system is a bit too large
30
- // multiply with unify factor to create arrows which exactly match the length of the input dimension
31
- const factor = _getWorldCoordinatesAxesUnifyFactor();
32
- _AXES_VIEWER = new axesViewer_1.AxesViewer(utilityLayerScene, dimension * factor);
33
- _prepareWorldCoordinateAxis('X', _AXES_VIEWER.xAxis, worldCoordRoot, dimension, utilityLayerScene);
34
- _prepareWorldCoordinateAxis('Y', _AXES_VIEWER.yAxis, worldCoordRoot, dimension, utilityLayerScene);
35
- _prepareWorldCoordinateAxis('Z', _AXES_VIEWER.zAxis, worldCoordRoot, dimension, utilityLayerScene);
36
- }
37
- exports.showWorldCoordinates = showWorldCoordinates;
38
- /**
39
- * Remove meshes and materials that are associated with the debug world coordinates system
40
- */
41
- function hideWorldCoordinates() {
42
- const utilityLayerScene = utilityLayerRenderer_1.UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
43
- _AXES_VIEWER === null || _AXES_VIEWER === void 0 ? void 0 : _AXES_VIEWER.dispose();
44
- const worldCoordRoot = utilityLayerScene.getTransformNodeByName(_WORLD_COORD_ROOT_KEY);
45
- if (worldCoordRoot) {
46
- worldCoordRoot.dispose(false, true);
47
- }
48
- }
49
- exports.hideWorldCoordinates = hideWorldCoordinates;
50
- /**
51
- * Adjust and enhance coordinate axes to fulfill our needs.
52
- * - moves nodes into common root
53
- * - adds text node
54
- */
55
- function _prepareWorldCoordinateAxis(text, axis, root, dimension, utilityLayerScene) {
56
- // create unique names
57
- axis.name = `${_WORLD_COORD_ROOT_KEY}.${text}`;
58
- axis.parent = root;
59
- // create text mesh via dynamic texture
60
- const dynamicTexture = new dynamicTexture_1.DynamicTexture(`${_WORLD_COORD_ROOT_KEY}.${text}`, 50, utilityLayerScene, true);
61
- dynamicTexture.hasAlpha = true;
62
- // 42.5 is a magic offset, so that the text is vertically centered for font size 50px
63
- // horizontal centering works well with the standard behaviour of Babylon.js (setting "null" as "width")
64
- dynamicTexture.drawText(text, null, 42.5, 'bold 50px Arial', 'white', 'transparent', true);
65
- const material = new standardMaterial_1.StandardMaterial(`${_WORLD_COORD_ROOT_KEY}.${text}`, utilityLayerScene);
66
- material.disableLighting = true;
67
- material.emissiveColor = _DEBUG_AXIS_MAP[text].color;
68
- material.diffuseTexture = dynamicTexture;
69
- const plane = meshBuilder_1.MeshBuilder.CreatePlane(`${_WORLD_COORD_ROOT_KEY}.${text}.TextPlane`, { size: dimension / 10 }, utilityLayerScene);
70
- // make sure that text is located outside of arrow
71
- plane.position = _DEBUG_AXIS_MAP[text].position.multiplyByFloats(dimension * 1.05, dimension * 1.05, dimension * 1.05);
72
- plane.parent = root;
73
- plane.material = material;
74
- // will be rendered on top of "default" meshes => taken from Babylon.js repo "AxesViewer" implementation
75
- plane.renderingGroupId = 2;
76
- // setting billboard mode ensures, that the text is always readable
77
- plane.billboardMode = transformNode_1.TransformNode.BILLBOARDMODE_ALL;
78
- }
79
- /**
80
- * Calculate factor for creating world coordinate axes with exactly one unit in length
81
- */
82
- function _getWorldCoordinatesAxesUnifyFactor() {
83
- // These constants are taken from the Babylon.js repository
84
- const coneZPosOffset = 0.3;
85
- const coneHeight = 0.075;
86
- const baseScaling = 4;
87
- // cone is moved 0.3 units away from the center
88
- // the origin of the cone will be located on 1.2, if combined with the base scaling of 4
89
- // invert that offset to get the origin to 1
90
- // also consider the cone height to move the tip of the cone to 1 instead the center
91
- const factor = 1 / ((coneZPosOffset + coneHeight / 2) * baseScaling);
92
- return factor;
93
- }
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.hideWorldCoordinates = exports.showWorldCoordinates = void 0;
4
+ const axesViewer_1 = require("@babylonjs/core/Debug/axesViewer");
5
+ const dynamicTexture_1 = require("@babylonjs/core/Materials/Textures/dynamicTexture");
6
+ const standardMaterial_1 = require("@babylonjs/core/Materials/standardMaterial");
7
+ const math_color_1 = require("@babylonjs/core/Maths/math.color");
8
+ const math_vector_1 = require("@babylonjs/core/Maths/math.vector");
9
+ const meshBuilder_1 = require("@babylonjs/core/Meshes/meshBuilder");
10
+ const transformNode_1 = require("@babylonjs/core/Meshes/transformNode");
11
+ const utilityLayerRenderer_1 = require("@babylonjs/core/Rendering/utilityLayerRenderer");
12
+ const _DEBUG_AXIS_MAP = {
13
+ X: { color: math_color_1.Color3.Red().scale(0.5), position: new math_vector_1.Vector3(1, 0, 0) },
14
+ Y: { color: math_color_1.Color3.Green().scale(0.5), position: new math_vector_1.Vector3(0, 1, 0) },
15
+ Z: { color: math_color_1.Color3.Blue().scale(0.5), position: new math_vector_1.Vector3(0, 0, 1) },
16
+ };
17
+ const _WORLD_COORD_ROOT_KEY = '__world_coordinates__';
18
+ let _AXES_VIEWER;
19
+ /**
20
+ * Create debug coordinate system located in world origin.
21
+ * This function is based on Babylon.js `AxesViewer`, axis texts are added manually.
22
+ */
23
+ function showWorldCoordinates(dimension) {
24
+ // make sure to remove already existing debug coordinate systems
25
+ hideWorldCoordinates();
26
+ // draw in utility layer, so that there is no interaction with the actually scene content (eg: glb export, autofocus)
27
+ const utilityLayerScene = utilityLayerRenderer_1.UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
28
+ const worldCoordRoot = new transformNode_1.TransformNode('__world_coordinates__', utilityLayerScene);
29
+ // axes viewer coordinate system is a bit too large
30
+ // multiply with unify factor to create arrows which exactly match the length of the input dimension
31
+ const factor = _getWorldCoordinatesAxesUnifyFactor();
32
+ _AXES_VIEWER = new axesViewer_1.AxesViewer(utilityLayerScene, dimension * factor);
33
+ _prepareWorldCoordinateAxis('X', _AXES_VIEWER.xAxis, worldCoordRoot, dimension, utilityLayerScene);
34
+ _prepareWorldCoordinateAxis('Y', _AXES_VIEWER.yAxis, worldCoordRoot, dimension, utilityLayerScene);
35
+ _prepareWorldCoordinateAxis('Z', _AXES_VIEWER.zAxis, worldCoordRoot, dimension, utilityLayerScene);
36
+ }
37
+ exports.showWorldCoordinates = showWorldCoordinates;
38
+ /**
39
+ * Remove meshes and materials that are associated with the debug world coordinates system
40
+ */
41
+ function hideWorldCoordinates() {
42
+ const utilityLayerScene = utilityLayerRenderer_1.UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene;
43
+ _AXES_VIEWER === null || _AXES_VIEWER === void 0 ? void 0 : _AXES_VIEWER.dispose();
44
+ const worldCoordRoot = utilityLayerScene.getTransformNodeByName(_WORLD_COORD_ROOT_KEY);
45
+ if (worldCoordRoot) {
46
+ worldCoordRoot.dispose(false, true);
47
+ }
48
+ }
49
+ exports.hideWorldCoordinates = hideWorldCoordinates;
50
+ /**
51
+ * Adjust and enhance coordinate axes to fulfill our needs.
52
+ * - moves nodes into common root
53
+ * - adds text node
54
+ */
55
+ function _prepareWorldCoordinateAxis(text, axis, root, dimension, utilityLayerScene) {
56
+ // create unique names
57
+ axis.name = `${_WORLD_COORD_ROOT_KEY}.${text}`;
58
+ axis.parent = root;
59
+ // create text mesh via dynamic texture
60
+ const dynamicTexture = new dynamicTexture_1.DynamicTexture(`${_WORLD_COORD_ROOT_KEY}.${text}`, 50, utilityLayerScene, true);
61
+ dynamicTexture.hasAlpha = true;
62
+ // 42.5 is a magic offset, so that the text is vertically centered for font size 50px
63
+ // horizontal centering works well with the standard behaviour of Babylon.js (setting "null" as "width")
64
+ dynamicTexture.drawText(text, null, 42.5, 'bold 50px Arial', 'white', 'transparent', true);
65
+ const material = new standardMaterial_1.StandardMaterial(`${_WORLD_COORD_ROOT_KEY}.${text}`, utilityLayerScene);
66
+ material.disableLighting = true;
67
+ material.emissiveColor = _DEBUG_AXIS_MAP[text].color;
68
+ material.diffuseTexture = dynamicTexture;
69
+ const plane = meshBuilder_1.MeshBuilder.CreatePlane(`${_WORLD_COORD_ROOT_KEY}.${text}.TextPlane`, { size: dimension / 10 }, utilityLayerScene);
70
+ // make sure that text is located outside of arrow
71
+ plane.position = _DEBUG_AXIS_MAP[text].position.multiplyByFloats(dimension * 1.05, dimension * 1.05, dimension * 1.05);
72
+ plane.parent = root;
73
+ plane.material = material;
74
+ // will be rendered on top of "default" meshes => taken from Babylon.js repo "AxesViewer" implementation
75
+ plane.renderingGroupId = 2;
76
+ // setting billboard mode ensures, that the text is always readable
77
+ plane.billboardMode = transformNode_1.TransformNode.BILLBOARDMODE_ALL;
78
+ }
79
+ /**
80
+ * Calculate factor for creating world coordinate axes with exactly one unit in length
81
+ */
82
+ function _getWorldCoordinatesAxesUnifyFactor() {
83
+ // These constants are taken from the Babylon.js repository
84
+ const coneZPosOffset = 0.3;
85
+ const coneHeight = 0.075;
86
+ const baseScaling = 4;
87
+ // cone is moved 0.3 units away from the center
88
+ // the origin of the cone will be located on 1.2, if combined with the base scaling of 4
89
+ // invert that offset to get the origin to 1
90
+ // also consider the cone height to move the tip of the cone to 1 instead the center
91
+ const factor = 1 / ((coneZPosOffset + coneHeight / 2) * baseScaling);
92
+ return factor;
93
+ }
94
94
  //# sourceMappingURL=debugHelper.js.map
@@ -1,9 +1,9 @@
1
- /**
2
- * Checks if the current device is an iPhone
3
- */
4
- declare const getIsIPhone: () => boolean;
5
- /**
6
- * Checks if the current device is "scaled down", as defined in the Spec
7
- */
8
- declare const getIsScaledDownDevice: () => boolean;
9
- export { getIsIPhone, getIsScaledDownDevice };
1
+ /**
2
+ * Checks if the current device is an iPhone
3
+ */
4
+ declare const getIsIPhone: () => boolean;
5
+ /**
6
+ * Checks if the current device is "scaled down", as defined in the Spec
7
+ */
8
+ declare const getIsScaledDownDevice: () => boolean;
9
+ export { getIsIPhone, getIsScaledDownDevice };
@@ -1,29 +1,29 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.getIsScaledDownDevice = exports.getIsIPhone = void 0;
4
- const specStorage_1 = require("../store/specStorage");
5
- /**
6
- * Checks if the current device is an iPhone
7
- */
8
- const getIsIPhone = () => {
9
- const isIPhone = /iPhone/.test(navigator.userAgent);
10
- return isIPhone;
11
- };
12
- exports.getIsIPhone = getIsIPhone;
13
- /**
14
- * Checks if the current device is "scaled down", as defined in the Spec
15
- */
16
- const getIsScaledDownDevice = () => {
17
- var _a;
18
- const sceneJson = specStorage_1.SpecStorage.get('scene');
19
- if (!((_a = sceneJson.engine) === null || _a === void 0 ? void 0 : _a.limitTextureSize)) {
20
- // no down scaling defined
21
- return false;
22
- }
23
- // check device
24
- const deviceFits = sceneJson.engine.limitTextureSize.devices === 'all' ||
25
- (sceneJson.engine.limitTextureSize.devices === 'iPhone' && getIsIPhone());
26
- return deviceFits;
27
- };
28
- exports.getIsScaledDownDevice = getIsScaledDownDevice;
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.getIsScaledDownDevice = exports.getIsIPhone = void 0;
4
+ const specStorage_1 = require("../store/specStorage");
5
+ /**
6
+ * Checks if the current device is an iPhone
7
+ */
8
+ const getIsIPhone = () => {
9
+ const isIPhone = /iPhone/.test(navigator.userAgent);
10
+ return isIPhone;
11
+ };
12
+ exports.getIsIPhone = getIsIPhone;
13
+ /**
14
+ * Checks if the current device is "scaled down", as defined in the Spec
15
+ */
16
+ const getIsScaledDownDevice = () => {
17
+ var _a;
18
+ const sceneJson = specStorage_1.SpecStorage.get('scene');
19
+ if (!((_a = sceneJson.engine) === null || _a === void 0 ? void 0 : _a.limitTextureSize)) {
20
+ // no down scaling defined
21
+ return false;
22
+ }
23
+ // check device
24
+ const deviceFits = sceneJson.engine.limitTextureSize.devices === 'all' ||
25
+ (sceneJson.engine.limitTextureSize.devices === 'iPhone' && getIsIPhone());
26
+ return deviceFits;
27
+ };
28
+ exports.getIsScaledDownDevice = getIsScaledDownDevice;
29
29
  //# sourceMappingURL=deviceHelper.js.map
@@ -1,17 +1,17 @@
1
- import { InstancedMesh } from '@babylonjs/core/Meshes/instancedMesh';
2
- import { Mesh } from '@babylonjs/core/Meshes/mesh';
3
- import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
4
- /**
5
- * Creates a "standard" mesh from an instanced mesh, by cloning the source mesh and applying transformation data
6
- */
7
- declare const createMeshFromInstancedMesh: (instancedMesh: InstancedMesh, newName: string, clonedParent: Nullable<TransformNode>) => Mesh;
8
- /**
9
- * Removes transformation data from the mesh and stores it in the geometry, which is called "baking".
10
- * Also considers the geometry change from morph targets.
11
- */
12
- declare const bakeGeometryOfMesh: (mesh: Mesh) => void;
13
- /**
14
- * Resets transformation to initial state
15
- */
16
- declare const resetTransformation: (node: TransformNode) => void;
17
- export { createMeshFromInstancedMesh, bakeGeometryOfMesh, resetTransformation };
1
+ import { InstancedMesh } from '@babylonjs/core/Meshes/instancedMesh';
2
+ import { Mesh } from '@babylonjs/core/Meshes/mesh';
3
+ import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
4
+ /**
5
+ * Creates a "standard" mesh from an instanced mesh, by cloning the source mesh and applying transformation data
6
+ */
7
+ declare const createMeshFromInstancedMesh: (instancedMesh: InstancedMesh, newName: string, clonedParent: Nullable<TransformNode>) => Mesh;
8
+ /**
9
+ * Removes transformation data from the mesh and stores it in the geometry, which is called "baking".
10
+ * Also considers the geometry change from morph targets.
11
+ */
12
+ declare const bakeGeometryOfMesh: (mesh: Mesh) => void;
13
+ /**
14
+ * Resets transformation to initial state
15
+ */
16
+ declare const resetTransformation: (node: TransformNode) => void;
17
+ export { createMeshFromInstancedMesh, bakeGeometryOfMesh, resetTransformation };
@@ -1,113 +1,113 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.resetTransformation = exports.bakeGeometryOfMesh = exports.createMeshFromInstancedMesh = void 0;
4
- const buffer_1 = require("@babylonjs/core/Buffers/buffer");
5
- const math_vector_1 = require("@babylonjs/core/Maths/math.vector");
6
- /**
7
- * Creates a "standard" mesh from an instanced mesh, by cloning the source mesh and applying transformation data
8
- */
9
- const createMeshFromInstancedMesh = function (instancedMesh, newName, clonedParent) {
10
- // first create a clone of the source mesh
11
- const newMesh = instancedMesh.sourceMesh.clone(newName, clonedParent, true);
12
- // apply the transformation data, it's important to create clones of the transformations to not touch the original
13
- // transformation when applying changes (eg: geometry baking)
14
- newMesh.position = instancedMesh.position.clone();
15
- newMesh.rotation = instancedMesh.rotation.clone();
16
- newMesh.scaling = instancedMesh.scaling.clone();
17
- // rotation quaternion is optional
18
- if (instancedMesh.rotationQuaternion) {
19
- newMesh.rotationQuaternion = instancedMesh.rotationQuaternion.clone();
20
- }
21
- // also sync the enabled state from the original instanced mesh
22
- newMesh.setEnabled(instancedMesh.isEnabled(false));
23
- return newMesh;
24
- };
25
- exports.createMeshFromInstancedMesh = createMeshFromInstancedMesh;
26
- /**
27
- * Removes transformation data from the mesh and stores it in the geometry, which is called "baking".
28
- * Also considers the geometry change from morph targets.
29
- */
30
- const bakeGeometryOfMesh = function (mesh) {
31
- if (!mesh.geometry) {
32
- // no geometry available, nothing to do
33
- return;
34
- }
35
- // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
36
- mesh.makeGeometryUnique();
37
- // Babylon.js already provides a function for baking the current skeleton changes into the geometry
38
- if (mesh.skeleton) {
39
- mesh.applySkeleton(mesh.skeleton);
40
- mesh.skeleton = null;
41
- }
42
- // NOTE: in difference to skeletons and transformations there is no baking function for morph targets (yet)
43
- // however another approach could be to re-apply the position and normals data, as there are nice functions for it
44
- // - `getPositionData(applySkeleton: boolean = false, applyMorph: boolean = false)`
45
- // - `getNormalsData(applySkeleton: boolean = false, applyMorph: boolean = false)`
46
- // you can decide if skeletons and morph targets can be added, which is exactly what we want
47
- // I'm still hesitant to use it because "tangent" and "UV" kinds are not supported, whereas I'm not sure if it's
48
- // required
49
- // => try it out when there is enough time for detailed regression tests!
50
- const morphTargetManager = mesh.morphTargetManager;
51
- const geometry = mesh.geometry;
52
- if (morphTargetManager === null || morphTargetManager === void 0 ? void 0 : morphTargetManager.numTargets) {
53
- // apply morph target vertices data to mesh geometry
54
- // mostly only the "PositionKind" is implemented
55
- _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.PositionKind, morphTargetManager, geometry);
56
- _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.NormalKind, morphTargetManager, geometry);
57
- _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.TangentKind, morphTargetManager, geometry);
58
- _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.UVKind, morphTargetManager, geometry);
59
- // remove morph target manager with all it's morph targets
60
- mesh.morphTargetManager = null;
61
- }
62
- // bake the transformation data in the mesh geometry, fortunately there is already a help function from Babylon.js
63
- mesh.bakeCurrentTransformIntoVertices();
64
- };
65
- exports.bakeGeometryOfMesh = bakeGeometryOfMesh;
66
- /**
67
- * Resets transformation to initial state
68
- */
69
- const resetTransformation = function (node) {
70
- node.position = new math_vector_1.Vector3(0, 0, 0);
71
- node.rotation = new math_vector_1.Vector3(0, 0, 0);
72
- node.rotationQuaternion = null;
73
- node.scaling = new math_vector_1.Vector3(1, 1, 1);
74
- };
75
- exports.resetTransformation = resetTransformation;
76
- /**
77
- * @param kind morph targets can affect various vertices kinds, whereas "position" is the most common one
78
- * still other kinds (like normals or tangents) can be affected as well and can be provided on this input
79
- */
80
- const _bakeMorphTargetManagerIntoVertices = function (kind, morphTargetManager, geometry) {
81
- const origVerticesData = geometry.getVerticesData(kind);
82
- if (!origVerticesData) {
83
- // no vertices data for this kind availabe on the mesh geometry
84
- return;
85
- }
86
- let verticesData = [...origVerticesData];
87
- for (let i = 0; i < morphTargetManager.numTargets; i++) {
88
- const target = morphTargetManager.getTarget(i);
89
- const targetVerticesData = _getVerticesDataFromMorphTarget(kind, target);
90
- if (targetVerticesData) {
91
- // vertices data of this kind are implemented on the morph target
92
- // add the influence of this morph target to the vertices data
93
- // formula is taken from: https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets#basics
94
- verticesData = verticesData.map((oldVal, idx) => oldVal + (targetVerticesData[idx] - origVerticesData[idx]) * target.influence);
95
- }
96
- }
97
- // apply the updated vertices data
98
- geometry.setVerticesData(kind, verticesData);
99
- };
100
- const _getVerticesDataFromMorphTarget = function (kind, morphTarget) {
101
- switch (kind) {
102
- case buffer_1.VertexBuffer.PositionKind:
103
- return morphTarget.getPositions();
104
- case buffer_1.VertexBuffer.NormalKind:
105
- return morphTarget.getNormals();
106
- case buffer_1.VertexBuffer.TangentKind:
107
- return morphTarget.getTangents();
108
- case buffer_1.VertexBuffer.UVKind:
109
- return morphTarget.getUVs();
110
- }
111
- return null;
112
- };
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.resetTransformation = exports.bakeGeometryOfMesh = exports.createMeshFromInstancedMesh = void 0;
4
+ const buffer_1 = require("@babylonjs/core/Buffers/buffer");
5
+ const math_vector_1 = require("@babylonjs/core/Maths/math.vector");
6
+ /**
7
+ * Creates a "standard" mesh from an instanced mesh, by cloning the source mesh and applying transformation data
8
+ */
9
+ const createMeshFromInstancedMesh = function (instancedMesh, newName, clonedParent) {
10
+ // first create a clone of the source mesh
11
+ const newMesh = instancedMesh.sourceMesh.clone(newName, clonedParent, true);
12
+ // apply the transformation data, it's important to create clones of the transformations to not touch the original
13
+ // transformation when applying changes (eg: geometry baking)
14
+ newMesh.position = instancedMesh.position.clone();
15
+ newMesh.rotation = instancedMesh.rotation.clone();
16
+ newMesh.scaling = instancedMesh.scaling.clone();
17
+ // rotation quaternion is optional
18
+ if (instancedMesh.rotationQuaternion) {
19
+ newMesh.rotationQuaternion = instancedMesh.rotationQuaternion.clone();
20
+ }
21
+ // also sync the enabled state from the original instanced mesh
22
+ newMesh.setEnabled(instancedMesh.isEnabled(false));
23
+ return newMesh;
24
+ };
25
+ exports.createMeshFromInstancedMesh = createMeshFromInstancedMesh;
26
+ /**
27
+ * Removes transformation data from the mesh and stores it in the geometry, which is called "baking".
28
+ * Also considers the geometry change from morph targets.
29
+ */
30
+ const bakeGeometryOfMesh = function (mesh) {
31
+ if (!mesh.geometry) {
32
+ // no geometry available, nothing to do
33
+ return;
34
+ }
35
+ // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
36
+ mesh.makeGeometryUnique();
37
+ // Babylon.js already provides a function for baking the current skeleton changes into the geometry
38
+ if (mesh.skeleton) {
39
+ mesh.applySkeleton(mesh.skeleton);
40
+ mesh.skeleton = null;
41
+ }
42
+ // NOTE: in difference to skeletons and transformations there is no baking function for morph targets (yet)
43
+ // however another approach could be to re-apply the position and normals data, as there are nice functions for it
44
+ // - `getPositionData(applySkeleton: boolean = false, applyMorph: boolean = false)`
45
+ // - `getNormalsData(applySkeleton: boolean = false, applyMorph: boolean = false)`
46
+ // you can decide if skeletons and morph targets can be added, which is exactly what we want
47
+ // I'm still hesitant to use it because "tangent" and "UV" kinds are not supported, whereas I'm not sure if it's
48
+ // required
49
+ // => try it out when there is enough time for detailed regression tests!
50
+ const morphTargetManager = mesh.morphTargetManager;
51
+ const geometry = mesh.geometry;
52
+ if (morphTargetManager === null || morphTargetManager === void 0 ? void 0 : morphTargetManager.numTargets) {
53
+ // apply morph target vertices data to mesh geometry
54
+ // mostly only the "PositionKind" is implemented
55
+ _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.PositionKind, morphTargetManager, geometry);
56
+ _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.NormalKind, morphTargetManager, geometry);
57
+ _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.TangentKind, morphTargetManager, geometry);
58
+ _bakeMorphTargetManagerIntoVertices(buffer_1.VertexBuffer.UVKind, morphTargetManager, geometry);
59
+ // remove morph target manager with all it's morph targets
60
+ mesh.morphTargetManager = null;
61
+ }
62
+ // bake the transformation data in the mesh geometry, fortunately there is already a help function from Babylon.js
63
+ mesh.bakeCurrentTransformIntoVertices();
64
+ };
65
+ exports.bakeGeometryOfMesh = bakeGeometryOfMesh;
66
+ /**
67
+ * Resets transformation to initial state
68
+ */
69
+ const resetTransformation = function (node) {
70
+ node.position = new math_vector_1.Vector3(0, 0, 0);
71
+ node.rotation = new math_vector_1.Vector3(0, 0, 0);
72
+ node.rotationQuaternion = null;
73
+ node.scaling = new math_vector_1.Vector3(1, 1, 1);
74
+ };
75
+ exports.resetTransformation = resetTransformation;
76
+ /**
77
+ * @param kind morph targets can affect various vertices kinds, whereas "position" is the most common one
78
+ * still other kinds (like normals or tangents) can be affected as well and can be provided on this input
79
+ */
80
+ const _bakeMorphTargetManagerIntoVertices = function (kind, morphTargetManager, geometry) {
81
+ const origVerticesData = geometry.getVerticesData(kind);
82
+ if (!origVerticesData) {
83
+ // no vertices data for this kind availabe on the mesh geometry
84
+ return;
85
+ }
86
+ let verticesData = [...origVerticesData];
87
+ for (let i = 0; i < morphTargetManager.numTargets; i++) {
88
+ const target = morphTargetManager.getTarget(i);
89
+ const targetVerticesData = _getVerticesDataFromMorphTarget(kind, target);
90
+ if (targetVerticesData) {
91
+ // vertices data of this kind are implemented on the morph target
92
+ // add the influence of this morph target to the vertices data
93
+ // formula is taken from: https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets#basics
94
+ verticesData = verticesData.map((oldVal, idx) => oldVal + (targetVerticesData[idx] - origVerticesData[idx]) * target.influence);
95
+ }
96
+ }
97
+ // apply the updated vertices data
98
+ geometry.setVerticesData(kind, verticesData);
99
+ };
100
+ const _getVerticesDataFromMorphTarget = function (kind, morphTarget) {
101
+ switch (kind) {
102
+ case buffer_1.VertexBuffer.PositionKind:
103
+ return morphTarget.getPositions();
104
+ case buffer_1.VertexBuffer.NormalKind:
105
+ return morphTarget.getNormals();
106
+ case buffer_1.VertexBuffer.TangentKind:
107
+ return morphTarget.getTangents();
108
+ case buffer_1.VertexBuffer.UVKind:
109
+ return morphTarget.getUVs();
110
+ }
111
+ return null;
112
+ };
113
113
  //# sourceMappingURL=geometryHelper.js.map