@combeenation/3d-viewer 9.1.1 → 9.2.0-beta2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@combeenation/3d-viewer",
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- "version": "9.1.1",
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+ "version": "9.2.0-beta2",
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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": {
@@ -1,15 +1,16 @@
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+ import { bakeGeometryOfAllMeshes } from '..//util/geometryHelper';
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  import { Viewer } from '../classes/viewer';
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  import { injectMetadata } from '../util/babylonHelper';
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  import { isNodeIncludedInExclusionList } from '../util/structureHelper';
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  import { Engine } from '@babylonjs/core/Engines/engine';
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+ import { EngineStore } from '@babylonjs/core/Engines/engineStore';
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  import { SceneLoader } from '@babylonjs/core/Loading/sceneLoader';
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  import { PBRMaterial } from '@babylonjs/core/Materials/PBR/pbrMaterial';
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  import { Color3 } from '@babylonjs/core/Maths/math.color';
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- import { Vector3 } from '@babylonjs/core/Maths/math.vector';
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  import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
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- import { Mesh } from '@babylonjs/core/Meshes/mesh';
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  import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
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  import { SceneSerializer } from '@babylonjs/core/Misc/sceneSerializer';
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+ import { Scene } from '@babylonjs/core/scene';
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  import { GLTF2Export, IExportOptions } from '@babylonjs/serializers/glTF/2.0';
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  import { has, merge } from 'lodash-es';
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@@ -162,7 +163,8 @@ export class GltfExportManager {
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  if (optimizeForAR) {
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  this.setUniqueMeshNames(copiedScene);
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- this.bakeTransformations(copiedScene);
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+ // get rid of negative scalings and morph targets, since iOS can't handle it in the QuickLook app
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+ bakeGeometryOfAllMeshes(copiedScene);
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  }
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  return { scene: copiedScene, sceneCopied: true };
@@ -198,14 +200,13 @@ export class GltfExportManager {
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  engine.getCaps().maxTextureSize = 1024;
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  }
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+ // TODO: explain "_LastCreateScene" workaround
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+ const curLastScene = EngineStore._LastCreatedScene;
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+ const newScene = new Scene(engine);
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+ EngineStore._LastCreatedScene = curLastScene;
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+
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  SceneLoader.ShowLoadingScreen = false;
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- const newScene = await SceneLoader.LoadAsync(
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- '',
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- 'data:' + JSON.stringify(serializedScene),
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- engine,
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- undefined,
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- '.babylon'
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- );
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+ await SceneLoader.AppendAsync('', 'data:' + JSON.stringify(serializedScene), newScene, undefined, '.babylon');
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  return newScene;
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  }
@@ -300,28 +301,4 @@ export class GltfExportManager {
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  currMesh.name = `${currMesh.name}_${currMesh.uniqueId}`;
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  });
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  }
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-
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- /**
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- * Stores the effect of all mesh transformations in their geometry and reset the transformation afterwards.
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- * In this way negative scalings which lead to problems in AR on iOS devices can be eliminated.
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- */
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- protected bakeTransformations(scene: Scene): void {
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- scene.meshes.forEach(mesh => {
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- if (mesh instanceof Mesh && mesh.geometry) {
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- // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
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- mesh.makeGeometryUnique();
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- // this is the core functionality for storing the transformation data in the mesh geometry
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- mesh.bakeCurrentTransformIntoVertices();
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- }
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- });
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-
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- // some nodes (mostly transform nodes), are not affected by the baking algorithm since they have no geometry
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- // => reset their transformation manually
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- const allNodes = scene.getNodes().filter(node => node instanceof TransformNode) as TransformNode[];
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- allNodes.forEach(node => {
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- node.position = new Vector3(0, 0, 0);
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- node.rotation = new Vector3(0, 0, 0);
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- node.scaling = new Vector3(1, 1, 1);
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- });
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- }
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  }
@@ -0,0 +1,140 @@
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+ import { MorphTargetManager } from '@babylonjs/core';
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+ import { VertexBuffer } from '@babylonjs/core/Buffers/buffer';
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+ import { Vector3 } from '@babylonjs/core/Maths/math.vector';
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+ import type { Geometry } from '@babylonjs/core/Meshes';
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+ import { InstancedMesh } from '@babylonjs/core/Meshes/instancedMesh';
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+ import { Mesh } from '@babylonjs/core/Meshes/mesh';
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+ import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
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+ import type { MorphTarget } from '@babylonjs/core/Morph';
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+ import type { FloatArray } from '@babylonjs/core/types';
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+
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+ /**
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+ * Removes morph targets and sets transformation values back to their default values.
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+ * The effects from morph targets and tranformation values will be "baked" in the geometry, so that the final appearance
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+ * of the meshes stay the same.
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+ */
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+ const bakeGeometryOfAllMeshes = function (scene: Scene) {
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+ // instanced meshes have to be converted, since they share the geometry of the source mesh, which would lead to issues
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+ // when baking the transformation values
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+ scene.meshes.forEach(mesh => {
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+ if (mesh instanceof InstancedMesh) {
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+ convertInstancedMeshToMesh(mesh);
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+ }
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+ });
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+
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+ // do the geometry baking for all meshes in the scene
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+ scene.meshes.forEach(mesh => {
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+ if (mesh instanceof Mesh) {
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+ bakeGeometryOfMesh(mesh);
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+ }
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+ });
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+
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+ // some nodes (mostly transform nodes), are not affected by the baking algorithm since they have no geometry
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+ // => reset their transformation manually
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+ const allNodes = scene.getNodes().filter(node => node instanceof TransformNode) as TransformNode[];
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+ allNodes.forEach(node => {
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+ resetTransformation(node);
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+ });
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+ };
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+
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+ const convertInstancedMeshToMesh = function (instancedMesh: InstancedMesh) {
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+ // first create a clone of the source mesh
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+ const newMesh = instancedMesh.sourceMesh.clone(`${instancedMesh.name}`, instancedMesh.parent);
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+ // apply the transformation data
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+ newMesh.position = instancedMesh.position;
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+ newMesh.rotation = instancedMesh.rotation;
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+ newMesh.rotationQuaternion = instancedMesh.rotationQuaternion;
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+ newMesh.scaling = instancedMesh.scaling;
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+ // also sync the enabled state from the original instanced mesh
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+ newMesh.setEnabled(instancedMesh.isEnabled(false));
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+
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+ // re-assign children of the original mesh, since that one won't be used anymore
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+ instancedMesh.getChildren(undefined).forEach(childNode => (childNode.parent = newMesh));
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+ // finally delete the original instanced mesh
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+ instancedMesh.dispose();
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+ };
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+
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+ const bakeGeometryOfMesh = function (mesh: Mesh) {
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+ if (!mesh.geometry) {
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+ // no geometry available, nothing to do
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+ return;
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+ }
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+
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+ // geometries can be shared across multiple meshes, first make them unique to avoid side-effects
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+ mesh.makeGeometryUnique();
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+
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+ const morphTargetManager = mesh.morphTargetManager;
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+ const geometry = mesh.geometry;
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+
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+ if (morphTargetManager?.numTargets) {
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+ // apply morph target vertices data to mesh geometry
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+ // mostly only the "PositionKind" is implemented
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+ bakeMorphTargetManagerIntoVertices(VertexBuffer.PositionKind, morphTargetManager, geometry);
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+ bakeMorphTargetManagerIntoVertices(VertexBuffer.NormalKind, morphTargetManager, geometry);
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+ bakeMorphTargetManagerIntoVertices(VertexBuffer.TangentKind, morphTargetManager, geometry);
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+ bakeMorphTargetManagerIntoVertices(VertexBuffer.UVKind, morphTargetManager, geometry);
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+
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+ // remove morph target manager with all it's morph targets
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+ mesh.morphTargetManager = null;
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+ }
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+
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+ // bake the transformation data in the mesh geometry, fortunately there is already a help function from Babylon.js
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+ mesh.bakeCurrentTransformIntoVertices();
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+ };
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+
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+ /**
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+ * @param kind morph targets can affect various vertices kinds, whereas "position" is the most common one
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+ * still other kinds (like normals or tangents) can be affected as well and can be provided on this input
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+ */
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+ const bakeMorphTargetManagerIntoVertices = function (
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+ kind: string,
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+ morphTargetManager: MorphTargetManager,
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+ geometry: Geometry
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+ ) {
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+ const origVerticesData = geometry.getVerticesData(kind);
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+ if (!origVerticesData) {
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+ // no vertices data for this kind availabe on the mesh geometry
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+ return;
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+ }
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+
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+ let verticesData = [...origVerticesData];
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+ for (let i = 0; i < morphTargetManager.numTargets; i++) {
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+ const target = morphTargetManager.getTarget(i);
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+ const targetVerticesData = getVerticesDataFromMorphTarget(kind, target);
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+ if (targetVerticesData) {
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+ // vertices data of this kind are implemented on the morph target
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+ // add the influence of this morph target to the vertices data
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+ // formula is taken from: https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets#basics
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+ verticesData = verticesData.map(
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+ (oldVal, idx) => oldVal + (targetVerticesData[idx] - origVerticesData[idx]) * target.influence
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+ );
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+ }
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+ }
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+
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+ // apply the updated vertices data
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+ geometry.setVerticesData(kind, verticesData);
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+ };
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+
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+ const getVerticesDataFromMorphTarget = function (kind: string, morphTarget: MorphTarget): Nullable<FloatArray> {
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+ switch (kind) {
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+ case VertexBuffer.PositionKind:
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+ return morphTarget.getPositions();
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+ case VertexBuffer.NormalKind:
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+ return morphTarget.getNormals();
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+ case VertexBuffer.TangentKind:
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+ return morphTarget.getTangents();
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+ case VertexBuffer.UVKind:
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+ return morphTarget.getUVs();
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+ }
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+
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+ return null;
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+ };
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+
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+ const resetTransformation = function (node: TransformNode) {
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+ node.position = new Vector3(0, 0, 0);
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+ node.rotation = new Vector3(0, 0, 0);
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+ node.rotationQuaternion = null;
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+ node.scaling = new Vector3(1, 1, 1);
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+ };
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+
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+ export { bakeGeometryOfAllMeshes };
@@ -13,7 +13,10 @@ import { Tags } from '@babylonjs/core/Misc/tags';
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  */
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  const isNodeIncludedInExclusionList = function (node: TransformNode, list: ExcludedGeometryList): boolean {
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  const checkNode = (inputNode: TransformNode, nodeToCheck: TransformNode) => {
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- return inputNode.uniqueId === nodeToCheck.uniqueId;
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+ // check name instead of unique id, since the unique id changes when copying the scene, which is the case in the
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+ // GLB export
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+ const nodeName = nodeToCheck.metadata?.[GltfExportManager.NAME_BEFORE_EXPORT_METADATA_PROPERTY] ?? nodeToCheck.name;
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+ return inputNode.name === nodeName;
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  };
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  const checkElement = (inputEl: Element, nodeToCheck: TransformNode) => {
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  return inputEl.nodesFlat.some(m => checkNode(m, nodeToCheck));