@combeenation/3d-viewer 6.2.1 → 6.3.0
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/dist/lib-cjs/api/classes/element.js +3 -3
- package/dist/lib-cjs/api/classes/element.js.map +1 -1
- package/dist/lib-cjs/api/classes/variant.d.ts +0 -4
- package/dist/lib-cjs/api/classes/variant.js +0 -23
- package/dist/lib-cjs/api/classes/variant.js.map +1 -1
- package/dist/lib-cjs/api/internal/sceneSetup.js +1 -1
- package/dist/lib-cjs/api/internal/sceneSetup.js.map +1 -1
- package/dist/lib-cjs/api/util/babylonHelper.d.ts +23 -5
- package/dist/lib-cjs/api/util/babylonHelper.js +62 -10
- package/dist/lib-cjs/api/util/babylonHelper.js.map +1 -1
- package/dist/lib-cjs/api/util/sceneLoaderHelper.js +3 -4
- package/dist/lib-cjs/api/util/sceneLoaderHelper.js.map +1 -1
- package/dist/lib-cjs/buildinfo.json +1 -1
- package/dist/lib-cjs/commonjs.tsconfig.tsbuildinfo +1 -1
- package/package.json +2 -2
- package/src/api/classes/element.ts +3 -3
- package/src/api/classes/variant.ts +0 -26
- package/src/api/internal/sceneSetup.ts +1 -1
- package/src/api/util/babylonHelper.ts +75 -12
- package/src/api/util/sceneLoaderHelper.ts +4 -5
- package/src/dev.ts +1 -0
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@combeenation/3d-viewer",
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-
"version": "6.
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"version": "6.3.0",
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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": {
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@@ -24,8 +24,8 @@
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"src"
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],
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"scripts": {
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"clean-dist": "rimraf dist",
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"bundle-analyzer": "npm run generate-profile && webpack-bundle-analyzer dist/webpack-stats.json dist/lib-full",
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"clean-dist": "rimraf dist",
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"dev": "cross-env NODE_ENV='dev' webpack serve --config build/webpack.conf.js --progress --hot",
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"dist-cjs": "npm run clean-dist && npm run lint && tsc --project commonjs.tsconfig.json && npm run replace-version",
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"dist-es6": "npm run clean-dist && npm run lint && tsc --project es6.tsconfig.json && npm run replace-version",
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@@ -441,7 +441,7 @@ export class Element extends VariantParameterizable {
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this._parameterObservers.set(Parameter.MATERIAL, [
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async (element: Element, oldValue: ParameterValue, newValue: ParameterValue) => {
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const materialName = newValue.toString();
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-
element.nodes
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for (const node of element.nodes) {
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assertTransformNode(node, (node: AbstractMesh) => {
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if (node instanceof InstancedMesh) {
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throw new Error(
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@@ -451,8 +451,8 @@ export class Element extends VariantParameterizable {
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);
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}
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});
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setMaterial(element.variant, node, materialName);
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}
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setMaterial(element.variant.viewer.scene, node, materialName, true, element.variant);
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}
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},
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]);
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this._parameterObservers.set(Parameter.MATERIAL_COLOR, [
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@@ -1,6 +1,5 @@
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import { deactivateTransformNode, getDottedPathForNode, injectNodeMetadata } from '../util/babylonHelper';
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import { loadJson, mergeMaps } from '../util/resourceHelper';
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import { createMaterialFromCbnAssets } from '../util/sceneLoaderHelper';
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import { DottedPath } from './dottedPath';
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import { Element } from './element';
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import { Event } from './event';
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@@ -421,31 +420,6 @@ export class Variant extends Parameterizable {
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return element.getMesh(meshDottedPath);
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}
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/**
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* Gets the Material defined in one of the variants glTFs by its id.
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*/
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public getOrCreateMaterial(id: string): Material {
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const scene = this.viewer.scene;
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for (const material of this.inheritedMaterials) {
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if (material.id === id) {
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return material;
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}
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}
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// fallback to dynamically created materials on scene
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for (const material of scene.materials) {
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if (material.id === id) {
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return material;
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}
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}
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const cbnAssetMaterial = createMaterialFromCbnAssets(id, scene);
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if (cbnAssetMaterial) {
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return cbnAssetMaterial;
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}
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throw new Error(`Material with id "${id}" does not exist for variant "${this.id}".`);
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}
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-
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/**
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* Creates a living clone of this {@link Variant}. Will clone all parent {@link Variant}s in tree.
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*
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@@ -121,7 +121,7 @@ const sceneSetup = async function (engine: Engine, sceneJson: SceneJson): Promis
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cameras.push(camera);
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}
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// grounds
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const groundDefinitions = get(sceneJson.scene, 'grounds') as GroundDefinitions;
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const groundDefinitions = get(sceneJson.scene, 'grounds', {}) as GroundDefinitions;
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if (!isEmpty(groundDefinitions)) {
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for (const groundName in groundDefinitions) {
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await processGround(scene, groundName, groundDefinitions[groundName]);
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@@ -1,6 +1,10 @@
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import { DottedPath } from '../classes/dottedPath';
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import { defaultEnvHelperColor, defaultSceneClearColor } from '../internal/sceneSetup';
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import {
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import {
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addMissingMaterialObserver,
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createMaterialFromCbnAssets,
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missingMaterialMetadataName,
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} from './sceneLoaderHelper';
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import { EnvironmentHelper } from '@babylonjs/core/Helpers/environmentHelper';
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import { PhotoDome } from '@babylonjs/core/Helpers/photoDome';
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import { HighlightLayer } from '@babylonjs/core/Layers/highlightLayer';
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@@ -27,6 +31,7 @@ import { cloneDeep, get, has, merge } from 'lodash-es';
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const backgroundDomeName = 'BackgroundDome_ViewerGenerated';
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const envHelperMetadataName = 'viewerEnvHelper';
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const materialWaitingToBeSetMetadataName = 'materialWaitingToBeSet';
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/**
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* @param node
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@@ -354,35 +359,91 @@ const changeEnvironment = function (scene: Scene, envDef: EnvironmentDefinition)
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};
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/**
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*
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*
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*
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* Sets a material by a given material id as material property on the given node.
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*
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* If the material is not already available in the scene, the viewer tries to create a material based on a Combeenation
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* [material asset](https://doc.combeenation.com/docs/howto-create-and-use-babylon-and-material-asset).
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* This of course only works if the viewer is used inside a Combeenation configurator.
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*
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* Furthermore this function also defers the material creation if the node is not visible yet to improve network &
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* viewer bootstrap performance as textures are automatically being lazy loaded only when they are actually visible in
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* the scene.
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*
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* Finally the material will not be applied before all its textures have been loaded. 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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const setMaterial = function (
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const setMaterial = function (
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scene: Scene,
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node: TransformNode,
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materialId: string,
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deep: boolean = true,
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variant?: Variant
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) {
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if (node instanceof AbstractMesh) {
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const materialExists =
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const materialExists = scene.getMaterialById(materialId);
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const hasMissingMaterial = has(node.metadata, missingMaterialMetadataName);
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const deferMaterialCreation = !materialExists && !node.isEnabled();
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if (deferMaterialCreation) {
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//
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// do not set the material
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injectNodeMetadata(node, { [missingMaterialMetadataName]: materialId }, false);
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// if it already had the missing material flag before, there already exists an observer...
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if (!hasMissingMaterial) {
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addMissingMaterialObserver(node);
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}
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} else {
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// create material an apply it when textures have been loaded
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const material = getOrCreateMaterial(scene, materialId, variant);
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applyMaterialAfterTexturesLoaded(material, node);
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if (hasMissingMaterial) {
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delete node.metadata[missingMaterialMetadataName];
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}
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}
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}
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// recursively set materials on children (if desired)
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if (deep) {
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for (const child of node.getChildTransformNodes(true)) {
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setMaterial(scene, child, materialId, deep, variant);
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}
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}
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};
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/**
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* Gets the Material either defined in the given {@link Variant}, scene or via {@link createMaterialFromCbnAssets}.
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*/
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const getOrCreateMaterial = function (scene: Scene, materialId: string, variant?: Variant): Material {
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let chosenMaterial: Material | undefined | null;
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chosenMaterial = variant?.inheritedMaterials.find(mat => mat.id === materialId);
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chosenMaterial = chosenMaterial || scene.materials.find(mat => mat.id === materialId);
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chosenMaterial = chosenMaterial || createMaterialFromCbnAssets(materialId, scene);
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if (chosenMaterial) {
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return chosenMaterial as Material;
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}
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// reject when material was not found
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let rejectMessage = `Material with id "${materialId}" does not exist on scene.`;
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if (variant) {
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rejectMessage = `Material with id "${materialId}" does not exist for variant "${variant.id}".`;
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}
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throw new Error(rejectMessage);
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};
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/**
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* Waits until the materials textures are loaded and sets the material on the node if there is no newer "set material"
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* request
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*/
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const applyMaterialAfterTexturesLoaded = function (material: Material, node: AbstractMesh) {
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// set current material id as last valid id, in this case all previously set materials on the node will be invalidated
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injectNodeMetadata(node, { [materialWaitingToBeSetMetadataName]: material.id }, false);
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BaseTexture.WhenAllReady(material.getActiveTextures(), () => {
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// textures ready, now check if the material is still up-to-date
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if (material.id === node.metadata[materialWaitingToBeSetMetadataName]) {
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node.material = material;
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delete node.metadata[materialWaitingToBeSetMetadataName];
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}
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});
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};
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/**
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* !!! Warning !!!
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* This function is not public API. Whilst it can help solving certain problems, it only works reliably in well defined
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cloneTransformNode,
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cloneNodeWithParents,
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cloneTransformNodeMaterial,
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getOrCreateMaterial,
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applyMaterialAfterTexturesLoaded,
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injectNodeMetadata,
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assertTransformNode,
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activateTransformNode,
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import { injectNodeMetadata } from './babylonHelper';
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import { applyMaterialAfterTexturesLoaded, getOrCreateMaterial, injectNodeMetadata } from './babylonHelper';
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import { ISceneLoaderPlugin } from '@babylonjs/core/Loading/sceneLoader';
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import { Material } from '@babylonjs/core/Materials/material';
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import { InstancedMesh } from '@babylonjs/core/Meshes/instancedMesh';
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@@ -52,10 +52,9 @@ export const getMaterialPostLoadObserver = function (targetMeshOrInstance: Abstr
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if (!hasBeenEnabled || !materialMissing) return;
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// get id of missing material
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const missingMatId = concerningMesh.metadata[missingMaterialMetadataName];
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//
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const
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concerningMesh.material = existingMat || createMaterialFromCbnAssets(missingMatId, concerningMesh.getScene());
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// get material and apply it on the concerning mesh after all textures have been loaded
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const material = getOrCreateMaterial(concerningMesh.getScene(), missingMatId);
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applyMaterialAfterTexturesLoaded(material, concerningMesh);
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// since the material is there now, we do not need the related metadata tag anymore
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delete concerningMesh.metadata[missingMaterialMetadataName];
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};
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package/src/dev.ts
CHANGED
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@@ -25,6 +25,7 @@ document.addEventListener('DOMContentLoaded', main);
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window.Cbn = {
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Assets: {
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getMaterial(materialId: string) {
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//! this creates a new function on the object that uses the imported function of the same name..
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const material = getMaterial(materialId);
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if (material) return material;
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