@combeenation/3d-viewer 9.1.0 → 9.2.0-beta1

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 @@
1
1
  {
2
2
  "name": "@combeenation/3d-viewer",
3
- "version": "9.1.0",
3
+ "version": "9.2.0-beta1",
4
4
  "description": "Combeenation 3D Viewer",
5
5
  "homepage": "https://github.com/Combeenation/3d-viewer#readme",
6
6
  "bugs": {
@@ -1,3 +1,4 @@
1
+ import { bakeGeometryOfAllMeshes } from '..//util/geometryHelper';
1
2
  import { Viewer } from '../classes/viewer';
2
3
  import { injectMetadata } from '../util/babylonHelper';
3
4
  import { isNodeIncludedInExclusionList } from '../util/structureHelper';
@@ -5,11 +6,10 @@ import { Engine } from '@babylonjs/core/Engines/engine';
5
6
  import { SceneLoader } from '@babylonjs/core/Loading/sceneLoader';
6
7
  import { PBRMaterial } from '@babylonjs/core/Materials/PBR/pbrMaterial';
7
8
  import { Color3 } from '@babylonjs/core/Maths/math.color';
8
- import { Vector3 } from '@babylonjs/core/Maths/math.vector';
9
9
  import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
10
- import { Mesh } from '@babylonjs/core/Meshes/mesh';
11
10
  import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
12
11
  import { SceneSerializer } from '@babylonjs/core/Misc/sceneSerializer';
12
+ import { Scene } from '@babylonjs/core/scene';
13
13
  import { GLTF2Export, IExportOptions } from '@babylonjs/serializers/glTF/2.0';
14
14
  import { has, merge } from 'lodash-es';
15
15
 
@@ -162,7 +162,8 @@ export class GltfExportManager {
162
162
 
163
163
  if (optimizeForAR) {
164
164
  this.setUniqueMeshNames(copiedScene);
165
- this.bakeTransformations(copiedScene);
165
+ // get rid of negative scalings and morph targets, since iOS can't handle it in the QuickLook app
166
+ bakeGeometryOfAllMeshes(copiedScene);
166
167
  }
167
168
 
168
169
  return { scene: copiedScene, sceneCopied: true };
@@ -199,10 +200,13 @@ export class GltfExportManager {
199
200
  }
200
201
 
201
202
  SceneLoader.ShowLoadingScreen = false;
202
- const newScene = await SceneLoader.LoadAsync('', 'data:' + JSON.stringify(serializedScene), engine);
203
- // this is required for offscreen canvas, otherwise the scene dispose code throws when trying to remove the cursor
204
- // events
205
- newScene.doNotHandleCursors = true;
203
+ const newScene = await SceneLoader.LoadAsync(
204
+ '',
205
+ 'data:' + JSON.stringify(serializedScene),
206
+ engine,
207
+ undefined,
208
+ '.babylon'
209
+ );
206
210
 
207
211
  return newScene;
208
212
  }
@@ -297,28 +301,4 @@ export class GltfExportManager {
297
301
  currMesh.name = `${currMesh.name}_${currMesh.uniqueId}`;
298
302
  });
299
303
  }
300
-
301
- /**
302
- * Stores the effect of all mesh transformations in their geometry and reset the transformation afterwards.
303
- * In this way negative scalings which lead to problems in AR on iOS devices can be eliminated.
304
- */
305
- protected bakeTransformations(scene: Scene): void {
306
- scene.meshes.forEach(mesh => {
307
- if (mesh instanceof Mesh && mesh.geometry) {
308
- // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
309
- mesh.makeGeometryUnique();
310
- // this is the core functionality for storing the transformation data in the mesh geometry
311
- mesh.bakeCurrentTransformIntoVertices();
312
- }
313
- });
314
-
315
- // some nodes (mostly transform nodes), are not affected by the baking algorithm since they have no geometry
316
- // => reset their transformation manually
317
- const allNodes = scene.getNodes().filter(node => node instanceof TransformNode) as TransformNode[];
318
- allNodes.forEach(node => {
319
- node.position = new Vector3(0, 0, 0);
320
- node.rotation = new Vector3(0, 0, 0);
321
- node.scaling = new Vector3(1, 1, 1);
322
- });
323
- }
324
304
  }
@@ -0,0 +1,136 @@
1
+ import { MorphTargetManager } from '@babylonjs/core';
2
+ import { VertexBuffer } from '@babylonjs/core/Buffers/buffer';
3
+ import { Vector3 } from '@babylonjs/core/Maths/math.vector';
4
+ import type { Geometry } from '@babylonjs/core/Meshes';
5
+ import { InstancedMesh } from '@babylonjs/core/Meshes/instancedMesh';
6
+ import { Mesh } from '@babylonjs/core/Meshes/mesh';
7
+ import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
8
+ import type { MorphTarget } from '@babylonjs/core/Morph';
9
+ import type { FloatArray } from '@babylonjs/core/types';
10
+
11
+ /**
12
+ * Removes morph targets and sets transformation values back to their default values.
13
+ * The effects from morph targets and tranformation values will be "baked" in the geometry, so that the final appearance
14
+ * of the meshes stay the same.
15
+ */
16
+ const bakeGeometryOfAllMeshes = function (scene: Scene) {
17
+ // instanced meshes have to be converted, since they share the geometry of the source mesh, which would lead to issues
18
+ // when baking the transformation values
19
+ scene.meshes.forEach(mesh => {
20
+ if (mesh instanceof InstancedMesh) {
21
+ convertInstancedMeshToMesh(mesh);
22
+ }
23
+ });
24
+
25
+ // do the geometry baking for all meshes in the scene
26
+ scene.meshes.forEach(mesh => {
27
+ if (mesh instanceof Mesh) {
28
+ bakeGeometryOfMesh(mesh);
29
+ }
30
+ });
31
+
32
+ // some nodes (mostly transform nodes), are not affected by the baking algorithm since they have no geometry
33
+ // => reset their transformation manually
34
+ const allNodes = scene.getNodes().filter(node => node instanceof TransformNode) as TransformNode[];
35
+ allNodes.forEach(node => {
36
+ resetTransformation(node);
37
+ });
38
+ };
39
+
40
+ const convertInstancedMeshToMesh = function (instancedMesh: InstancedMesh) {
41
+ // first create a clone of the source mesh
42
+ const newMesh = instancedMesh.sourceMesh.clone(`${instancedMesh.name}`, instancedMesh.parent);
43
+ // apply the transformation data
44
+ newMesh.position = instancedMesh.position;
45
+ newMesh.rotation = instancedMesh.rotation;
46
+ newMesh.rotationQuaternion = instancedMesh.rotationQuaternion;
47
+ newMesh.scaling = instancedMesh.scaling;
48
+ // also sync the enabled state from the original instanced mesh
49
+ newMesh.setEnabled(instancedMesh.isEnabled(false));
50
+
51
+ // re-assign children of the original mesh, since that one won't be used anymore
52
+ instancedMesh.getChildren(undefined).forEach(childNode => (childNode.parent = newMesh));
53
+ // finally delete the original instanced mesh
54
+ instancedMesh.dispose();
55
+ };
56
+
57
+ const bakeGeometryOfMesh = function (mesh: Mesh) {
58
+ if (!mesh.geometry) {
59
+ // no geometry available, nothing to do
60
+ return;
61
+ }
62
+
63
+ // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
64
+ mesh.makeGeometryUnique();
65
+
66
+ const morphTargetManager = mesh.morphTargetManager;
67
+ const geometry = mesh.geometry;
68
+
69
+ if (morphTargetManager?.numTargets) {
70
+ // apply morph target vertices data to mesh geometry
71
+ // mostly only the "PositionKind" is implemented
72
+ bakeMorphTargetManagerIntoVertices(VertexBuffer.PositionKind, morphTargetManager, geometry);
73
+ bakeMorphTargetManagerIntoVertices(VertexBuffer.NormalKind, morphTargetManager, geometry);
74
+ bakeMorphTargetManagerIntoVertices(VertexBuffer.TangentKind, morphTargetManager, geometry);
75
+ bakeMorphTargetManagerIntoVertices(VertexBuffer.UVKind, morphTargetManager, geometry);
76
+
77
+ // remove morph target manager with all it's morph targets
78
+ mesh.morphTargetManager = null;
79
+ }
80
+
81
+ // bake the transformation data in the mesh geometry, fortunately there is already a help function from Babylon.js
82
+ mesh.bakeCurrentTransformIntoVertices();
83
+ };
84
+
85
+ const bakeMorphTargetManagerIntoVertices = function (
86
+ kind: string,
87
+ morphTargetManager: MorphTargetManager,
88
+ geometry: Geometry
89
+ ) {
90
+ const origVerticesData = geometry.getVerticesData(kind);
91
+ if (!origVerticesData) {
92
+ // no vertices data for this kind availabe on the mesh geometry
93
+ return;
94
+ }
95
+
96
+ let verticesData = [...origVerticesData];
97
+ for (let i = 0; i < morphTargetManager.numTargets; i++) {
98
+ const target = morphTargetManager.getTarget(i);
99
+ const targetVerticesData = getVerticesDataFromMorphTarget(kind, target);
100
+ if (targetVerticesData) {
101
+ // vertices data of this kind are implemented on the morph target
102
+ // add the influence of this morph target to the vertices data
103
+ // formula is taken from: https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets#basics
104
+ verticesData = verticesData.map(
105
+ (oldVal, idx) => oldVal + (targetVerticesData[idx] - origVerticesData[idx]) * target.influence
106
+ );
107
+ }
108
+ }
109
+
110
+ // apply the updated vertices data
111
+ geometry.setVerticesData(kind, verticesData);
112
+ };
113
+
114
+ const getVerticesDataFromMorphTarget = function (kind: string, morphTarget: MorphTarget): Nullable<FloatArray> {
115
+ switch (kind) {
116
+ case 'position':
117
+ return morphTarget.getPositions();
118
+ case 'normal':
119
+ return morphTarget.getNormals();
120
+ case 'tangent':
121
+ return morphTarget.getTangents();
122
+ case 'uv':
123
+ return morphTarget.getUVs();
124
+ }
125
+
126
+ return null;
127
+ };
128
+
129
+ const resetTransformation = function (node: TransformNode) {
130
+ node.position = new Vector3(0, 0, 0);
131
+ node.rotation = new Vector3(0, 0, 0);
132
+ node.rotationQuaternion = null;
133
+ node.scaling = new Vector3(1, 1, 1);
134
+ };
135
+
136
+ export { bakeGeometryOfAllMeshes };
@@ -13,7 +13,11 @@ import { Tags } from '@babylonjs/core/Misc/tags';
13
13
  */
14
14
  const isNodeIncludedInExclusionList = function (node: TransformNode, list: ExcludedGeometryList): boolean {
15
15
  const checkNode = (inputNode: TransformNode, nodeToCheck: TransformNode) => {
16
- return inputNode.uniqueId === nodeToCheck.uniqueId;
16
+ // return inputNode.uniqueId === nodeToCheck.uniqueId;
17
+ // check name instead of unique id, since the unique id changes when copying the scene, which is the case in the
18
+ // GLB export
19
+ const nodeName = nodeToCheck.metadata?.[GltfExportManager.NAME_BEFORE_EXPORT_METADATA_PROPERTY] ?? nodeToCheck.name;
20
+ return inputNode.name === nodeName;
17
21
  };
18
22
  const checkElement = (inputEl: Element, nodeToCheck: TransformNode) => {
19
23
  return inputEl.nodesFlat.some(m => checkNode(m, nodeToCheck));