@combeenation/3d-viewer 14.0.1-rc1 → 15.0.0
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/README.md +9 -9
- package/dist/lib-cjs/buildinfo.json +3 -3
- package/dist/lib-cjs/commonjs.tsconfig.tsbuildinfo +1 -1
- package/dist/lib-cjs/index.d.ts +51 -62
- package/dist/lib-cjs/index.js +84 -94
- package/dist/lib-cjs/index.js.map +1 -1
- package/dist/lib-cjs/internal/cbn-custom-babylon-loader-plugin.d.ts +10 -10
- package/dist/lib-cjs/internal/cbn-custom-babylon-loader-plugin.js +131 -131
- package/dist/lib-cjs/internal/cbn-custom-babylon-loader-plugin.js.map +1 -1
- package/dist/lib-cjs/internal/cloning-helper.d.ts +19 -19
- package/dist/lib-cjs/internal/cloning-helper.js +163 -163
- package/dist/lib-cjs/internal/device-helper.d.ts +9 -9
- package/dist/lib-cjs/internal/device-helper.js +24 -24
- package/dist/lib-cjs/internal/geometry-helper.d.ts +21 -21
- package/dist/lib-cjs/internal/geometry-helper.js +145 -145
- package/dist/lib-cjs/internal/metadata-helper.d.ts +26 -26
- package/dist/lib-cjs/internal/metadata-helper.js +50 -50
- package/dist/lib-cjs/internal/paintable-helper.d.ts +40 -40
- package/dist/lib-cjs/internal/paintable-helper.js +234 -286
- package/dist/lib-cjs/internal/paintable-helper.js.map +1 -1
- package/dist/lib-cjs/internal/svg-helper.d.ts +4 -0
- package/dist/lib-cjs/internal/svg-helper.js +67 -0
- package/dist/lib-cjs/internal/svg-helper.js.map +1 -0
- package/dist/lib-cjs/internal/tags-helper.d.ts +12 -12
- package/dist/lib-cjs/internal/tags-helper.js +39 -37
- package/dist/lib-cjs/internal/tags-helper.js.map +1 -1
- package/dist/lib-cjs/internal/texture-parameter-helper.d.ts +37 -0
- package/dist/lib-cjs/internal/texture-parameter-helper.js +287 -0
- package/dist/lib-cjs/internal/texture-parameter-helper.js.map +1 -0
- package/dist/lib-cjs/manager/camera-manager.d.ts +110 -110
- package/dist/lib-cjs/manager/camera-manager.js +209 -206
- package/dist/lib-cjs/manager/camera-manager.js.map +1 -1
- package/dist/lib-cjs/manager/debug-manager.d.ts +60 -60
- package/dist/lib-cjs/manager/debug-manager.js +217 -217
- package/dist/lib-cjs/manager/event-manager.d.ts +52 -52
- package/dist/lib-cjs/manager/event-manager.js +71 -71
- package/dist/lib-cjs/manager/gltf-export-manager.d.ts +75 -84
- package/dist/lib-cjs/manager/gltf-export-manager.js +286 -290
- package/dist/lib-cjs/manager/gltf-export-manager.js.map +1 -1
- package/dist/lib-cjs/manager/material-manager.d.ts +35 -35
- package/dist/lib-cjs/manager/material-manager.js +125 -125
- package/dist/lib-cjs/manager/model-manager.d.ts +145 -145
- package/dist/lib-cjs/manager/model-manager.js +382 -382
- package/dist/lib-cjs/manager/parameter-manager.d.ts +228 -210
- package/dist/lib-cjs/manager/parameter-manager.js +573 -514
- package/dist/lib-cjs/manager/parameter-manager.js.map +1 -1
- package/dist/lib-cjs/manager/scene-manager.d.ts +45 -45
- package/dist/lib-cjs/manager/scene-manager.js +64 -64
- package/dist/lib-cjs/manager/texture-manager.d.ts +12 -12
- package/dist/lib-cjs/manager/texture-manager.js +43 -43
- package/dist/lib-cjs/viewer-error.d.ts +49 -48
- package/dist/lib-cjs/viewer-error.js +61 -60
- package/dist/lib-cjs/viewer-error.js.map +1 -1
- package/dist/lib-cjs/viewer.d.ts +115 -115
- package/dist/lib-cjs/viewer.js +217 -217
- package/dist/lib-cjs/viewer.js.map +1 -1
- package/package.json +94 -91
- package/src/buildinfo.json +3 -3
- package/src/dev.ts +47 -47
- package/src/global-types.d.ts +39 -39
- package/src/index.ts +71 -81
- package/src/internal/cbn-custom-babylon-loader-plugin.ts +159 -159
- package/src/internal/cloning-helper.ts +225 -225
- package/src/internal/device-helper.ts +25 -25
- package/src/internal/geometry-helper.ts +181 -181
- package/src/internal/metadata-helper.ts +63 -63
- package/src/internal/paintable-helper.ts +258 -310
- package/src/internal/svg-helper.ts +52 -0
- package/src/internal/tags-helper.ts +43 -41
- package/src/internal/texture-parameter-helper.ts +353 -0
- package/src/manager/camera-manager.ts +368 -365
- package/src/manager/debug-manager.ts +245 -245
- package/src/manager/event-manager.ts +72 -72
- package/src/manager/gltf-export-manager.ts +356 -357
- package/src/manager/material-manager.ts +135 -135
- package/src/manager/model-manager.ts +458 -458
- package/src/manager/parameter-manager.ts +730 -652
- package/src/manager/scene-manager.ts +101 -101
- package/src/manager/texture-manager.ts +32 -32
- package/src/viewer-error.ts +69 -68
- package/src/viewer.ts +290 -290
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import { AbstractMesh, Material, Viewer } from '../index';
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/**
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* Manager for material related tasks
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export declare class MaterialManager {
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constructor(viewer: Viewer);
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getOrCreateMaterial(materialId: string, mesh?: AbstractMesh): Promise<Material>;
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import { AbstractMesh, Material, Viewer } from '../index';
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export declare class MaterialManager {
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protected viewer: Viewer;
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/**
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static readonly CBN_FALLBACK_MATERIAL_NAME = "$fallback";
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protected _createMaterialPromises: {
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[materialId: string]: Promise<Material | null>;
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};
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/** @internal */
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constructor(viewer: Viewer);
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/**
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setMaterialOnMesh(materialId: string, mesh: AbstractMesh): Promise<void>;
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/**
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* Returns material with certain id if already available in the scene.\
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* on the Combeenation server.\
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* Waits until textures of material are fully loaded and shader is compiled. In this way "flickering" effects
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* will be avoided, since the material would be incomplete without its loaded textures.
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*
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* Use {@link setMaterialOnMesh} instead if the material should be applied on the mesh immediately.
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*/
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getOrCreateMaterial(materialId: string, mesh?: AbstractMesh): Promise<Material>;
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}
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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/**
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class MaterialManager {
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/** @internal */
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constructor(viewer) {
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this._createMaterialPromises = {};
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}
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/**
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setMaterialOnMesh(materialId, mesh) {
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return __awaiter(this, void 0, void 0, function* () {
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(0, metadata_helper_1.setInternalMetadataValue)(mesh, 'materialToBeSet', materialId);
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const material = yield this.getOrCreateMaterial(materialId, mesh);
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// there may have been later "setMaterialOnMesh" calls with faster material creation
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// make sure to assign the latest material!
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if ((0, metadata_helper_1.getInternalMetadataValue)(mesh, 'materialToBeSet') === materialId) {
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mesh.material = material;
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(0, metadata_helper_1.clearInternalMetadataValue)(mesh, 'materialToBeSet');
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(0, metadata_helper_1.clearInternalMetadataValue)(mesh, 'deferredMaterial');
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}
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});
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}
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/**
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* Returns material with certain id if already available in the scene.\
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* If this is not the case material is created from a
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* "[Material asset](https://docs.combeenation.com/docs/howto-create-and-use-babylon-and-material-asset)"
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* on the Combeenation server.\
|
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|
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* Waits until textures of material are fully loaded and shader is compiled. In this way "flickering" effects
|
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|
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* will be avoided, since the material would be incomplete without its loaded textures.
|
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|
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*
|
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* @param mesh Required for shader compilation check, can be omitted if this check should not be done.\
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* Use {@link setMaterialOnMesh} instead if the material should be applied on the mesh immediately.
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*/
|
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getOrCreateMaterial(materialId, mesh) {
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var _a;
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return __awaiter(this, void 0, void 0, function* () {
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let chosenMaterial = (_a = this.viewer.scene.materials.find(mat => mat.id === materialId)) !== null && _a !== void 0 ? _a : null;
|
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if (!chosenMaterial) {
|
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// material not available yet, request it from Combeenation assets
|
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const existingCreationProm = this._createMaterialPromises[materialId];
|
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|
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if (existingCreationProm !== undefined) {
|
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// request is already pending, just wait for the result
|
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chosenMaterial = yield existingCreationProm;
|
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|
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}
|
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|
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else {
|
|
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|
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this.viewer.eventManager.fireEvent(index_1.ViewerEvent.MaterialCreationStart, materialId);
|
|
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|
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// request not pending, call the dedicated function
|
|
66
|
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const newCreationProm = this._createMaterial(materialId, mesh);
|
|
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|
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// store the promise in a global map, so that subsequent requests can reference it
|
|
68
|
-
this._createMaterialPromises[materialId] = newCreationProm;
|
|
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|
-
chosenMaterial = yield newCreationProm;
|
|
70
|
-
delete this._createMaterialPromises[materialId];
|
|
71
|
-
const allMaterialsCreated = !Object.entries(this._createMaterialPromises).length;
|
|
72
|
-
// signalize event system that material is created now
|
|
73
|
-
// also check if there are other material creation processes still pending, as this is an important information
|
|
74
|
-
// e.g. for showing load masks
|
|
75
|
-
this.viewer.eventManager.fireEvent(index_1.ViewerEvent.MaterialCreationEnd, materialId, allMaterialsCreated);
|
|
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|
-
}
|
|
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|
-
}
|
|
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|
-
return chosenMaterial;
|
|
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|
-
});
|
|
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|
-
}
|
|
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|
-
_createMaterial(materialId, mesh) {
|
|
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|
-
var _a;
|
|
83
|
-
return __awaiter(this, void 0, void 0, function* () {
|
|
84
|
-
if (materialId === MaterialManager.CBN_FALLBACK_MATERIAL_NAME) {
|
|
85
|
-
const fallbackMaterial = new index_1.StandardMaterial(MaterialManager.CBN_FALLBACK_MATERIAL_NAME, this.viewer.scene);
|
|
86
|
-
fallbackMaterial.disableLighting = true;
|
|
87
|
-
return fallbackMaterial;
|
|
88
|
-
}
|
|
89
|
-
const materialDefinition = yield ((_a = window.Cbn) === null || _a === void 0 ? void 0 : _a.Assets.getMaterial(materialId));
|
|
90
|
-
// The generic `Material.Parse` actually returns a more specific material like `BABYLON.StandardMaterial`,
|
|
91
|
-
// `BABYLON.PBRMaterial` or stuff like `BABYLON.PBRMetallicRoughnessMaterial` etc. based on the given `customType`
|
|
92
|
-
// within the material JSON definition
|
|
93
|
-
const material = materialDefinition && index_1.Material.Parse(materialDefinition, this.viewer.scene, '');
|
|
94
|
-
if (!material) {
|
|
95
|
-
throw new index_1.ViewerError({
|
|
96
|
-
id: index_1.ViewerErrorIds.MaterialCouldNotBeParsed,
|
|
97
|
-
message: `Material with id "${materialId}" could not be parsed`,
|
|
98
|
-
});
|
|
99
|
-
}
|
|
100
|
-
yield this.viewer.parameterManager.applyParameterValuesToMaterial(material);
|
|
101
|
-
const matReadyProms = [
|
|
102
|
-
new Promise(resolve => index_1.BaseTexture.WhenAllReady(material.getActiveTextures(), resolve)),
|
|
103
|
-
];
|
|
104
|
-
if (mesh) {
|
|
105
|
-
// this promise should only take some time on the first call of the corresponding shader (eg: PBRMaterial shader)
|
|
106
|
-
// on each other call of the same material/shader type there should be not be a waiting time, or at maximum one
|
|
107
|
-
// frame
|
|
108
|
-
// https://forum.babylonjs.com/t/mesh-flickering-when-setting-material-initially/37312
|
|
109
|
-
matReadyProms.push(material.forceCompilationAsync(mesh));
|
|
110
|
-
}
|
|
111
|
-
// material needs to fulfill 2 criterias before it's ready to use
|
|
112
|
-
// - textures need to be "ready" => downloaded
|
|
113
|
-
// - dedicated shader needs to be compiled
|
|
114
|
-
// if this would not be the case you can see some "flickering" when setting the material
|
|
115
|
-
yield Promise.all(matReadyProms);
|
|
116
|
-
return material;
|
|
117
|
-
});
|
|
118
|
-
}
|
|
119
|
-
}
|
|
120
|
-
exports.MaterialManager = MaterialManager;
|
|
121
|
-
/**
|
|
122
|
-
* CAUTION: this has to be in sync with the Combeenation backend!
|
|
123
|
-
* @internal
|
|
124
|
-
*/
|
|
125
|
-
MaterialManager.CBN_FALLBACK_MATERIAL_NAME = '$fallback';
|
|
1
|
+
"use strict";
|
|
2
|
+
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
|
|
3
|
+
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
|
|
4
|
+
return new (P || (P = Promise))(function (resolve, reject) {
|
|
5
|
+
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
|
|
6
|
+
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
|
|
7
|
+
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
|
|
8
|
+
step((generator = generator.apply(thisArg, _arguments || [])).next());
|
|
9
|
+
});
|
|
10
|
+
};
|
|
11
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
12
|
+
exports.MaterialManager = void 0;
|
|
13
|
+
const index_1 = require("../index");
|
|
14
|
+
const metadata_helper_1 = require("../internal/metadata-helper");
|
|
15
|
+
/**
|
|
16
|
+
* Manager for material related tasks
|
|
17
|
+
*/
|
|
18
|
+
class MaterialManager {
|
|
19
|
+
/** @internal */
|
|
20
|
+
constructor(viewer) {
|
|
21
|
+
this.viewer = viewer;
|
|
22
|
+
this._createMaterialPromises = {};
|
|
23
|
+
}
|
|
24
|
+
/**
|
|
25
|
+
* Assigns material with certain id to desired mesh.\
|
|
26
|
+
* Creates the material if not already available (see {@link getOrCreateMaterial}).
|
|
27
|
+
*/
|
|
28
|
+
setMaterialOnMesh(materialId, mesh) {
|
|
29
|
+
return __awaiter(this, void 0, void 0, function* () {
|
|
30
|
+
(0, metadata_helper_1.setInternalMetadataValue)(mesh, 'materialToBeSet', materialId);
|
|
31
|
+
const material = yield this.getOrCreateMaterial(materialId, mesh);
|
|
32
|
+
// there may have been later "setMaterialOnMesh" calls with faster material creation
|
|
33
|
+
// make sure to assign the latest material!
|
|
34
|
+
if ((0, metadata_helper_1.getInternalMetadataValue)(mesh, 'materialToBeSet') === materialId) {
|
|
35
|
+
mesh.material = material;
|
|
36
|
+
(0, metadata_helper_1.clearInternalMetadataValue)(mesh, 'materialToBeSet');
|
|
37
|
+
(0, metadata_helper_1.clearInternalMetadataValue)(mesh, 'deferredMaterial');
|
|
38
|
+
}
|
|
39
|
+
});
|
|
40
|
+
}
|
|
41
|
+
/**
|
|
42
|
+
* Returns material with certain id if already available in the scene.\
|
|
43
|
+
* If this is not the case material is created from a
|
|
44
|
+
* "[Material asset](https://docs.combeenation.com/docs/howto-create-and-use-babylon-and-material-asset)"
|
|
45
|
+
* on the Combeenation server.\
|
|
46
|
+
* Waits until textures of material are fully loaded and shader is compiled. In this way "flickering" effects
|
|
47
|
+
* will be avoided, since the material would be incomplete without its loaded textures.
|
|
48
|
+
*
|
|
49
|
+
* @param mesh Required for shader compilation check, can be omitted if this check should not be done.\
|
|
50
|
+
* Use {@link setMaterialOnMesh} instead if the material should be applied on the mesh immediately.
|
|
51
|
+
*/
|
|
52
|
+
getOrCreateMaterial(materialId, mesh) {
|
|
53
|
+
var _a;
|
|
54
|
+
return __awaiter(this, void 0, void 0, function* () {
|
|
55
|
+
let chosenMaterial = (_a = this.viewer.scene.materials.find(mat => mat.id === materialId)) !== null && _a !== void 0 ? _a : null;
|
|
56
|
+
if (!chosenMaterial) {
|
|
57
|
+
// material not available yet, request it from Combeenation assets
|
|
58
|
+
const existingCreationProm = this._createMaterialPromises[materialId];
|
|
59
|
+
if (existingCreationProm !== undefined) {
|
|
60
|
+
// request is already pending, just wait for the result
|
|
61
|
+
chosenMaterial = yield existingCreationProm;
|
|
62
|
+
}
|
|
63
|
+
else {
|
|
64
|
+
this.viewer.eventManager.fireEvent(index_1.ViewerEvent.MaterialCreationStart, materialId);
|
|
65
|
+
// request not pending, call the dedicated function
|
|
66
|
+
const newCreationProm = this._createMaterial(materialId, mesh);
|
|
67
|
+
// store the promise in a global map, so that subsequent requests can reference it
|
|
68
|
+
this._createMaterialPromises[materialId] = newCreationProm;
|
|
69
|
+
chosenMaterial = yield newCreationProm;
|
|
70
|
+
delete this._createMaterialPromises[materialId];
|
|
71
|
+
const allMaterialsCreated = !Object.entries(this._createMaterialPromises).length;
|
|
72
|
+
// signalize event system that material is created now
|
|
73
|
+
// also check if there are other material creation processes still pending, as this is an important information
|
|
74
|
+
// e.g. for showing load masks
|
|
75
|
+
this.viewer.eventManager.fireEvent(index_1.ViewerEvent.MaterialCreationEnd, materialId, allMaterialsCreated);
|
|
76
|
+
}
|
|
77
|
+
}
|
|
78
|
+
return chosenMaterial;
|
|
79
|
+
});
|
|
80
|
+
}
|
|
81
|
+
_createMaterial(materialId, mesh) {
|
|
82
|
+
var _a;
|
|
83
|
+
return __awaiter(this, void 0, void 0, function* () {
|
|
84
|
+
if (materialId === MaterialManager.CBN_FALLBACK_MATERIAL_NAME) {
|
|
85
|
+
const fallbackMaterial = new index_1.StandardMaterial(MaterialManager.CBN_FALLBACK_MATERIAL_NAME, this.viewer.scene);
|
|
86
|
+
fallbackMaterial.disableLighting = true;
|
|
87
|
+
return fallbackMaterial;
|
|
88
|
+
}
|
|
89
|
+
const materialDefinition = yield ((_a = window.Cbn) === null || _a === void 0 ? void 0 : _a.Assets.getMaterial(materialId));
|
|
90
|
+
// The generic `Material.Parse` actually returns a more specific material like `BABYLON.StandardMaterial`,
|
|
91
|
+
// `BABYLON.PBRMaterial` or stuff like `BABYLON.PBRMetallicRoughnessMaterial` etc. based on the given `customType`
|
|
92
|
+
// within the material JSON definition
|
|
93
|
+
const material = materialDefinition && index_1.Material.Parse(materialDefinition, this.viewer.scene, '');
|
|
94
|
+
if (!material) {
|
|
95
|
+
throw new index_1.ViewerError({
|
|
96
|
+
id: index_1.ViewerErrorIds.MaterialCouldNotBeParsed,
|
|
97
|
+
message: `Material with id "${materialId}" could not be parsed`,
|
|
98
|
+
});
|
|
99
|
+
}
|
|
100
|
+
yield this.viewer.parameterManager.applyParameterValuesToMaterial(material);
|
|
101
|
+
const matReadyProms = [
|
|
102
|
+
new Promise(resolve => index_1.BaseTexture.WhenAllReady(material.getActiveTextures(), resolve)),
|
|
103
|
+
];
|
|
104
|
+
if (mesh) {
|
|
105
|
+
// this promise should only take some time on the first call of the corresponding shader (eg: PBRMaterial shader)
|
|
106
|
+
// on each other call of the same material/shader type there should be not be a waiting time, or at maximum one
|
|
107
|
+
// frame
|
|
108
|
+
// https://forum.babylonjs.com/t/mesh-flickering-when-setting-material-initially/37312
|
|
109
|
+
matReadyProms.push(material.forceCompilationAsync(mesh));
|
|
110
|
+
}
|
|
111
|
+
// material needs to fulfill 2 criterias before it's ready to use
|
|
112
|
+
// - textures need to be "ready" => downloaded
|
|
113
|
+
// - dedicated shader needs to be compiled
|
|
114
|
+
// if this would not be the case you can see some "flickering" when setting the material
|
|
115
|
+
yield Promise.all(matReadyProms);
|
|
116
|
+
return material;
|
|
117
|
+
});
|
|
118
|
+
}
|
|
119
|
+
}
|
|
120
|
+
exports.MaterialManager = MaterialManager;
|
|
121
|
+
/**
|
|
122
|
+
* CAUTION: this has to be in sync with the Combeenation backend!
|
|
123
|
+
* @internal
|
|
124
|
+
*/
|
|
125
|
+
MaterialManager.CBN_FALLBACK_MATERIAL_NAME = '$fallback';
|
|
126
126
|
//# sourceMappingURL=material-manager.js.map
|