@configura/babylon-view 1.3.0-alpha.3 → 1.3.0

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.
Files changed (125) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +1 -1
  3. package/dist/animation/AnimatableObject.d.ts +8 -8
  4. package/dist/animation/AnimatableObject.js +3 -3
  5. package/dist/animation/animator/Animator.d.ts +33 -33
  6. package/dist/animation/animator/Animator.js +58 -58
  7. package/dist/animation/animator/AnimatorEasing.d.ts +16 -16
  8. package/dist/animation/animator/AnimatorEasing.js +31 -31
  9. package/dist/animation/animator/AnimatorEasingMatrix.d.ts +14 -14
  10. package/dist/animation/animator/AnimatorEasingMatrix.js +16 -16
  11. package/dist/animation/animator/AnimatorHighlight.d.ts +16 -16
  12. package/dist/animation/animator/AnimatorHighlight.js +32 -32
  13. package/dist/animation/animator/AnimatorPointToPoint.d.ts +8 -8
  14. package/dist/animation/animator/AnimatorPointToPoint.js +14 -14
  15. package/dist/animation/animator/AnimatorQueue.d.ts +13 -13
  16. package/dist/animation/animator/AnimatorQueue.js +57 -57
  17. package/dist/animation/animator/AnimatorScale.d.ts +8 -8
  18. package/dist/animation/animator/AnimatorScale.js +13 -13
  19. package/dist/animation/animator/AnimatorSpin.d.ts +10 -10
  20. package/dist/animation/animator/AnimatorSpin.js +13 -13
  21. package/dist/animation/animator/EasingFunctions.d.ts +35 -35
  22. package/dist/animation/animator/EasingFunctions.js +137 -137
  23. package/dist/animation/coordinator/Coordinator.d.ts +28 -28
  24. package/dist/animation/coordinator/Coordinator.js +47 -47
  25. package/dist/animation/coordinator/CoordinatorDropAndSpin.d.ts +22 -22
  26. package/dist/animation/coordinator/CoordinatorDropAndSpin.js +133 -133
  27. package/dist/animation/coordinator/CoordinatorIdentity.d.ts +11 -11
  28. package/dist/animation/coordinator/CoordinatorIdentity.js +12 -12
  29. package/dist/animation/coordinator/CoordinatorNodeQueues.d.ts +18 -18
  30. package/dist/animation/coordinator/CoordinatorNodeQueues.js +50 -50
  31. package/dist/animation/coordinator/CoordinatorPulse.d.ts +21 -21
  32. package/dist/animation/coordinator/CoordinatorPulse.js +47 -47
  33. package/dist/animation/coordinator/CoordinatorPulseBounce.d.ts +14 -14
  34. package/dist/animation/coordinator/CoordinatorPulseBounce.js +40 -40
  35. package/dist/animation/coordinator/CoordinatorPulseHighlight.d.ts +13 -13
  36. package/dist/animation/coordinator/CoordinatorPulseHighlight.js +34 -34
  37. package/dist/animation/coordinator/CoordinatorPulseInflate.d.ts +14 -14
  38. package/dist/animation/coordinator/CoordinatorPulseInflate.js +30 -30
  39. package/dist/camera/CameraCreator.d.ts +5 -5
  40. package/dist/camera/CameraCreator.js +4 -4
  41. package/dist/camera/CfgArcRotateCameraPointersInput.d.ts +26 -10
  42. package/dist/camera/CfgArcRotateCameraPointersInput.js +264 -262
  43. package/dist/camera/CfgOrbitalCamera.d.ts +68 -68
  44. package/dist/camera/CfgOrbitalCamera.js +250 -250
  45. package/dist/camera/CfgOrbitalCameraControlProps.d.ts +6 -6
  46. package/dist/camera/CfgOrbitalCameraControlProps.js +3 -3
  47. package/dist/camera/GradingApplier.d.ts +3 -3
  48. package/dist/camera/GradingApplier.js +48 -48
  49. package/dist/engine/EngineCreator.d.ts +3 -3
  50. package/dist/engine/EngineCreator.js +10 -10
  51. package/dist/geometry/CfgGeometry.d.ts +29 -12
  52. package/dist/geometry/CfgGeometry.js +146 -117
  53. package/dist/geometry/CfgMesh.d.ts +10 -7
  54. package/dist/geometry/CfgMesh.js +38 -8
  55. package/dist/geometry/geoSplitter.d.ts +8 -8
  56. package/dist/geometry/geoSplitter.js +192 -192
  57. package/dist/geometry/stretch/CfgMorphTarget.d.ts +16 -0
  58. package/dist/geometry/stretch/CfgMorphTarget.js +65 -0
  59. package/dist/geometry/stretch/CfgStretchData.d.ts +115 -0
  60. package/dist/geometry/stretch/CfgStretchData.js +340 -0
  61. package/dist/geometry/stretch/CfgStretchMorphGeometry.d.ts +17 -0
  62. package/dist/geometry/stretch/CfgStretchMorphGeometry.js +95 -0
  63. package/dist/index.d.ts +13 -13
  64. package/dist/index.js +13 -13
  65. package/dist/light/CfgDirectionalLight.d.ts +8 -8
  66. package/dist/light/CfgDirectionalLight.js +18 -18
  67. package/dist/light/CfgHemisphericLight.d.ts +7 -7
  68. package/dist/light/CfgHemisphericLight.js +17 -17
  69. package/dist/light/CfgPointLight.d.ts +8 -8
  70. package/dist/light/CfgPointLight.js +18 -18
  71. package/dist/light/DefaultLightRig.d.ts +19 -19
  72. package/dist/light/DefaultLightRig.js +77 -77
  73. package/dist/light/LightRigCreator.d.ts +9 -9
  74. package/dist/light/LightRigCreator.js +3 -3
  75. package/dist/material/CfgMaterial.d.ts +68 -53
  76. package/dist/material/CfgMaterial.js +482 -454
  77. package/dist/material/DummyMaterialCreator.d.ts +4 -4
  78. package/dist/material/DummyMaterialCreator.js +15 -15
  79. package/dist/material/material.d.ts +18 -18
  80. package/dist/material/material.js +128 -128
  81. package/dist/material/texture.d.ts +14 -14
  82. package/dist/material/texture.js +306 -304
  83. package/dist/nodes/CfgContentRootNode.d.ts +19 -19
  84. package/dist/nodes/CfgContentRootNode.js +75 -75
  85. package/dist/nodes/CfgDeferredMeshNode.d.ts +55 -48
  86. package/dist/nodes/CfgDeferredMeshNode.js +377 -347
  87. package/dist/nodes/CfgProductNode.d.ts +126 -61
  88. package/dist/nodes/CfgProductNode.js +578 -486
  89. package/dist/nodes/CfgSymNode.d.ts +50 -42
  90. package/dist/nodes/CfgSymNode.js +249 -216
  91. package/dist/nodes/CfgSymRootNode.d.ts +45 -33
  92. package/dist/nodes/CfgSymRootNode.js +220 -175
  93. package/dist/nodes/CfgTransformNode.d.ts +33 -29
  94. package/dist/nodes/CfgTransformNode.js +83 -81
  95. package/dist/scene/SceneCreator.d.ts +6 -6
  96. package/dist/scene/SceneCreator.js +22 -22
  97. package/dist/utilities/CfgBoundingBox.d.ts +21 -16
  98. package/dist/utilities/CfgBoundingBox.js +81 -64
  99. package/dist/utilities/anchor/anchor.d.ts +52 -0
  100. package/dist/utilities/anchor/anchor.js +136 -0
  101. package/dist/utilities/anchor/anchorMap.d.ts +21 -0
  102. package/dist/utilities/anchor/anchorMap.js +111 -0
  103. package/dist/utilities/utilities3D.d.ts +70 -26
  104. package/dist/utilities/utilities3D.js +265 -187
  105. package/dist/utilities/utilitiesColor.d.ts +18 -18
  106. package/dist/utilities/utilitiesColor.js +48 -48
  107. package/dist/utilities/utilitiesImage.d.ts +6 -6
  108. package/dist/utilities/utilitiesImage.js +107 -107
  109. package/dist/utilities/utilitiesSymRootIdentifier.d.ts +7 -5
  110. package/dist/utilities/utilitiesSymRootIdentifier.js +26 -20
  111. package/dist/view/BaseView.d.ts +78 -70
  112. package/dist/view/BaseView.js +297 -291
  113. package/dist/view/BaseViewConfiguration.d.ts +32 -32
  114. package/dist/view/BaseViewConfiguration.js +8 -8
  115. package/dist/view/RenderEnv.d.ts +43 -38
  116. package/dist/view/RenderEnv.js +7 -7
  117. package/dist/view/SingleProductDefaultCameraView.d.ts +33 -33
  118. package/dist/view/SingleProductDefaultCameraView.js +141 -141
  119. package/dist/view/SingleProductDefaultCameraViewConfiguration.d.ts +46 -46
  120. package/dist/view/SingleProductDefaultCameraViewConfiguration.js +11 -11
  121. package/dist/view/SingleProductView.d.ts +49 -42
  122. package/dist/view/SingleProductView.js +206 -205
  123. package/dist/view/SingleProductViewConfiguration.d.ts +32 -32
  124. package/dist/view/SingleProductViewConfiguration.js +19 -19
  125. package/package.json +5 -5
@@ -1,192 +1,192 @@
1
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer.js";
2
- // Will try to split the geometry along planes on the xy, yz and xz-planes for
3
- // a total of maximum 8 groups. If a triangle straddles a plane those groups
4
- // will be merged
5
- export function splitIndexQuick(logger, geo) {
6
- const indexArray = geo.getIndices();
7
- if (!indexArray) {
8
- logger.info("No index array, could not try split geo");
9
- return;
10
- }
11
- const indexCount = geo.getTotalIndices();
12
- if (indexCount === 0) {
13
- logger.warn("Empty geo index");
14
- return;
15
- }
16
- const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
17
- if (!positionArray) {
18
- logger.info("No position array, could not try split geo");
19
- return;
20
- }
21
- // Three axis, so max potential resultGroups 2^3
22
- const resultGroups = [[], [], [], [], [], [], [], []];
23
- for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
24
- const belongsInGroups = [];
25
- // For each triangle
26
- for (let i = triIndex; i < triIndex + 3; i++) {
27
- const offset = indexArray[i] * 3;
28
- let belongsIndex = 0;
29
- for (let c = 0; c < 3; c++) {
30
- belongsIndex += 0 <= positionArray[offset + c] ? 1 << c : 0;
31
- }
32
- if (!belongsInGroups.some((g) => g === belongsIndex)) {
33
- belongsInGroups.push(belongsIndex);
34
- }
35
- }
36
- const targetGroup = resultGroups[belongsInGroups[0]];
37
- // Merge groups straddled by this triangle (if needed)
38
- for (let i = 1; i < belongsInGroups.length; i++) {
39
- const resultGroupIndex = belongsInGroups[i];
40
- const otherGroup = resultGroups[resultGroupIndex];
41
- // Let this position in the result groups array point to the same group as they share
42
- // at least one triangle
43
- if (targetGroup !== otherGroup) {
44
- // The group can be in multiple positions
45
- let j = resultGroups.length;
46
- while (j--) {
47
- if (otherGroup === resultGroups[j]) {
48
- resultGroups[j] = targetGroup;
49
- }
50
- }
51
- const otherGroupLength = otherGroup.length;
52
- for (let j = 0; j < otherGroupLength; j++) {
53
- targetGroup.push(otherGroup[j]);
54
- }
55
- }
56
- }
57
- for (let i = triIndex; i < triIndex + 3; i++) {
58
- targetGroup.push(indexArray[i]);
59
- }
60
- }
61
- // Filter so that we only get one instance of each group and no empty groups
62
- let i = resultGroups.length;
63
- while (i--) {
64
- const group = resultGroups[i];
65
- if (group.length === 0) {
66
- resultGroups.splice(i, 1);
67
- continue;
68
- }
69
- let j = i;
70
- while (j--) {
71
- if (group === resultGroups[j]) {
72
- resultGroups.splice(i, 1);
73
- break;
74
- }
75
- }
76
- }
77
- return resultGroups;
78
- }
79
- export function splitIndexComplete(logger, geo, conf) {
80
- const { maxProgressGroups, maxFinalGroups, acceptCoordinateMatch } = conf;
81
- const indexArray = geo.getIndices();
82
- if (!indexArray) {
83
- logger.info("No index array, could not try split geo");
84
- return;
85
- }
86
- const indexCount = geo.getTotalIndices();
87
- if (indexCount === 0) {
88
- logger.warn("Empty geo index");
89
- return;
90
- }
91
- const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
92
- if (!positionArray) {
93
- logger.info("No position array, could not try split geo");
94
- return;
95
- }
96
- const resultGroups = [];
97
- let targetGroup;
98
- // Loop over each triangle in the index
99
- for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
100
- // Groups that neighbor this triangle
101
- const intersectingGroupIndices = [];
102
- const resultGroupsCount = resultGroups.length;
103
- if (maxProgressGroups < resultGroupsCount) {
104
- logger.info(`Geo split into too many groups while in progress`, `(max allowed ${maxProgressGroups})`);
105
- return;
106
- }
107
- // Loop over each group.
108
- for (let resultGroupIndex = 0; resultGroupIndex < resultGroupsCount; resultGroupIndex++) {
109
- const group = resultGroups[resultGroupIndex];
110
- const groupLength = group.length;
111
- let found = false;
112
- // For nodes in the current triangle
113
- for (let i = triIndex; i < triIndex + 3; i++) {
114
- let j = groupLength;
115
- // Loop backwards through indices in the group. Backwards since it's likely new
116
- // nodes will be close to previous ones
117
- while (j--) {
118
- if (indexArray[i] === group[j]) {
119
- intersectingGroupIndices.push(resultGroupIndex);
120
- found = true;
121
- break;
122
- }
123
- }
124
- if (found) {
125
- break;
126
- }
127
- }
128
- if (!found && acceptCoordinateMatch) {
129
- // For nodes in the current triangle
130
- for (let i = triIndex; i < triIndex + 3; i++) {
131
- let j = groupLength;
132
- // Loop backwards through indices in the group. Backwards since it's likely new
133
- // nodes will be close to previous ones
134
- while (j--) {
135
- const offset1 = indexArray[i] * 3;
136
- const offset2 = group[j] * 3;
137
- let c = 3;
138
- while (c--) {
139
- if (positionArray[offset1 + c] !== positionArray[offset2 + c]) {
140
- break;
141
- }
142
- }
143
- if (c === -1) {
144
- intersectingGroupIndices.push(resultGroupIndex);
145
- found = true;
146
- break;
147
- }
148
- }
149
- if (found) {
150
- break;
151
- }
152
- }
153
- }
154
- }
155
- targetGroup = undefined;
156
- const intersectingGroupIndicesCount = intersectingGroupIndices.length;
157
- if (intersectingGroupIndicesCount === 0) {
158
- // The triangle is not adjacent to any existing node in any group
159
- targetGroup = [];
160
- resultGroups.push(targetGroup);
161
- }
162
- else {
163
- let i = intersectingGroupIndicesCount - 1;
164
- // Pick one (probably not important which one) to merge the other groups into. If this
165
- // was the only one it will skip the loop
166
- targetGroup = resultGroups[intersectingGroupIndices[i]];
167
- // The nodes are sorted in ascending order. So we back through to nodes to allow us to
168
- // use splice without disturbing unbroken ground.
169
- while (i--) {
170
- // Move all nodes to the target group and remove this one, as the latest triangle
171
- // is adjacent to both
172
- const resultGroupIndex = intersectingGroupIndices[i];
173
- const group = resultGroups[resultGroupIndex];
174
- resultGroups.splice(resultGroupIndex, 1);
175
- const resultGroupCount = group.length;
176
- for (let j = 0; j < resultGroupCount; j++) {
177
- targetGroup.push(group[j]);
178
- }
179
- }
180
- }
181
- // Add the latest triangle to the target group
182
- for (let i = triIndex; i < triIndex + 3; i++) {
183
- targetGroup.push(indexArray[i]);
184
- }
185
- }
186
- const resultGroupsCount = resultGroups.length;
187
- if (resultGroupsCount > maxFinalGroups) {
188
- logger.info(`Geo split into too many final groups`, `(actual ${resultGroupsCount}, max allowed ${maxFinalGroups})`);
189
- return;
190
- }
191
- return resultGroups;
192
- }
1
+ import { VertexBuffer } from "@babylonjs/core/Meshes/buffer.js";
2
+ // Will try to split the geometry along planes on the xy, yz and xz-planes for
3
+ // a total of maximum 8 groups. If a triangle straddles a plane those groups
4
+ // will be merged
5
+ export function splitIndexQuick(logger, geo) {
6
+ const indexArray = geo.getIndices();
7
+ if (!indexArray) {
8
+ logger.info("No index array, could not try split geo");
9
+ return;
10
+ }
11
+ const indexCount = geo.getTotalIndices();
12
+ if (indexCount === 0) {
13
+ logger.warn("Empty geo index");
14
+ return;
15
+ }
16
+ const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
17
+ if (!positionArray) {
18
+ logger.info("No position array, could not try split geo");
19
+ return;
20
+ }
21
+ // Three axis, so max potential resultGroups 2^3
22
+ const resultGroups = [[], [], [], [], [], [], [], []];
23
+ for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
24
+ const belongsInGroups = [];
25
+ // For each triangle
26
+ for (let i = triIndex; i < triIndex + 3; i++) {
27
+ const offset = indexArray[i] * 3;
28
+ let belongsIndex = 0;
29
+ for (let c = 0; c < 3; c++) {
30
+ belongsIndex += 0 <= positionArray[offset + c] ? 1 << c : 0;
31
+ }
32
+ if (!belongsInGroups.some((g) => g === belongsIndex)) {
33
+ belongsInGroups.push(belongsIndex);
34
+ }
35
+ }
36
+ const targetGroup = resultGroups[belongsInGroups[0]];
37
+ // Merge groups straddled by this triangle (if needed)
38
+ for (let i = 1; i < belongsInGroups.length; i++) {
39
+ const resultGroupIndex = belongsInGroups[i];
40
+ const otherGroup = resultGroups[resultGroupIndex];
41
+ // Let this position in the result groups array point to the same group as they share
42
+ // at least one triangle
43
+ if (targetGroup !== otherGroup) {
44
+ // The group can be in multiple positions
45
+ let j = resultGroups.length;
46
+ while (j--) {
47
+ if (otherGroup === resultGroups[j]) {
48
+ resultGroups[j] = targetGroup;
49
+ }
50
+ }
51
+ const otherGroupLength = otherGroup.length;
52
+ for (let j = 0; j < otherGroupLength; j++) {
53
+ targetGroup.push(otherGroup[j]);
54
+ }
55
+ }
56
+ }
57
+ for (let i = triIndex; i < triIndex + 3; i++) {
58
+ targetGroup.push(indexArray[i]);
59
+ }
60
+ }
61
+ // Filter so that we only get one instance of each group and no empty groups
62
+ let i = resultGroups.length;
63
+ while (i--) {
64
+ const group = resultGroups[i];
65
+ if (group.length === 0) {
66
+ resultGroups.splice(i, 1);
67
+ continue;
68
+ }
69
+ let j = i;
70
+ while (j--) {
71
+ if (group === resultGroups[j]) {
72
+ resultGroups.splice(i, 1);
73
+ break;
74
+ }
75
+ }
76
+ }
77
+ return resultGroups;
78
+ }
79
+ export function splitIndexComplete(logger, geo, conf) {
80
+ const { maxProgressGroups, maxFinalGroups, acceptCoordinateMatch } = conf;
81
+ const indexArray = geo.getIndices();
82
+ if (!indexArray) {
83
+ logger.info("No index array, could not try split geo");
84
+ return;
85
+ }
86
+ const indexCount = geo.getTotalIndices();
87
+ if (indexCount === 0) {
88
+ logger.warn("Empty geo index");
89
+ return;
90
+ }
91
+ const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
92
+ if (!positionArray) {
93
+ logger.info("No position array, could not try split geo");
94
+ return;
95
+ }
96
+ const resultGroups = [];
97
+ let targetGroup;
98
+ // Loop over each triangle in the index
99
+ for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
100
+ // Groups that neighbor this triangle
101
+ const intersectingGroupIndices = [];
102
+ const resultGroupsCount = resultGroups.length;
103
+ if (maxProgressGroups < resultGroupsCount) {
104
+ logger.info(`Geo split into too many groups while in progress`, `(max allowed ${maxProgressGroups})`);
105
+ return;
106
+ }
107
+ // Loop over each group.
108
+ for (let resultGroupIndex = 0; resultGroupIndex < resultGroupsCount; resultGroupIndex++) {
109
+ const group = resultGroups[resultGroupIndex];
110
+ const groupLength = group.length;
111
+ let found = false;
112
+ // For nodes in the current triangle
113
+ for (let i = triIndex; i < triIndex + 3; i++) {
114
+ let j = groupLength;
115
+ // Loop backwards through indices in the group. Backwards since it's likely new
116
+ // nodes will be close to previous ones
117
+ while (j--) {
118
+ if (indexArray[i] === group[j]) {
119
+ intersectingGroupIndices.push(resultGroupIndex);
120
+ found = true;
121
+ break;
122
+ }
123
+ }
124
+ if (found) {
125
+ break;
126
+ }
127
+ }
128
+ if (!found && acceptCoordinateMatch) {
129
+ // For nodes in the current triangle
130
+ for (let i = triIndex; i < triIndex + 3; i++) {
131
+ let j = groupLength;
132
+ // Loop backwards through indices in the group. Backwards since it's likely new
133
+ // nodes will be close to previous ones
134
+ while (j--) {
135
+ const offset1 = indexArray[i] * 3;
136
+ const offset2 = group[j] * 3;
137
+ let c = 3;
138
+ while (c--) {
139
+ if (positionArray[offset1 + c] !== positionArray[offset2 + c]) {
140
+ break;
141
+ }
142
+ }
143
+ if (c === -1) {
144
+ intersectingGroupIndices.push(resultGroupIndex);
145
+ found = true;
146
+ break;
147
+ }
148
+ }
149
+ if (found) {
150
+ break;
151
+ }
152
+ }
153
+ }
154
+ }
155
+ targetGroup = undefined;
156
+ const intersectingGroupIndicesCount = intersectingGroupIndices.length;
157
+ if (intersectingGroupIndicesCount === 0) {
158
+ // The triangle is not adjacent to any existing node in any group
159
+ targetGroup = [];
160
+ resultGroups.push(targetGroup);
161
+ }
162
+ else {
163
+ let i = intersectingGroupIndicesCount - 1;
164
+ // Pick one (probably not important which one) to merge the other groups into. If this
165
+ // was the only one it will skip the loop
166
+ targetGroup = resultGroups[intersectingGroupIndices[i]];
167
+ // The nodes are sorted in ascending order. So we back through to nodes to allow us to
168
+ // use splice without disturbing unbroken ground.
169
+ while (i--) {
170
+ // Move all nodes to the target group and remove this one, as the latest triangle
171
+ // is adjacent to both
172
+ const resultGroupIndex = intersectingGroupIndices[i];
173
+ const group = resultGroups[resultGroupIndex];
174
+ resultGroups.splice(resultGroupIndex, 1);
175
+ const resultGroupCount = group.length;
176
+ for (let j = 0; j < resultGroupCount; j++) {
177
+ targetGroup.push(group[j]);
178
+ }
179
+ }
180
+ }
181
+ // Add the latest triangle to the target group
182
+ for (let i = triIndex; i < triIndex + 3; i++) {
183
+ targetGroup.push(indexArray[i]);
184
+ }
185
+ }
186
+ const resultGroupsCount = resultGroups.length;
187
+ if (resultGroupsCount > maxFinalGroups) {
188
+ logger.info(`Geo split into too many final groups`, `(actual ${resultGroupsCount}, max allowed ${maxFinalGroups})`);
189
+ return;
190
+ }
191
+ return resultGroups;
192
+ }
@@ -0,0 +1,16 @@
1
+ import { MorphTarget } from "@babylonjs/core/Morph/morphTarget.js";
2
+ import { CfgProductNode } from "../../nodes/CfgProductNode.js";
3
+ import { CfgStretchData } from "./CfgStretchData.js";
4
+ import { CfgMorphTwiceStretchedGeometry } from "./CfgStretchMorphGeometry.js";
5
+ /**
6
+ * Contains geometry which when added to the original geometry will move the vertices to where
7
+ * they should be when the stretchReference length doubles.
8
+ */
9
+ export declare class CfgMorphTarget extends MorphTarget {
10
+ private _morphGeometry;
11
+ readonly cfgProductNodeParent: CfgProductNode;
12
+ constructor(_morphGeometry: CfgMorphTwiceStretchedGeometry, cfgProductNodeParent: CfgProductNode);
13
+ get stretchData(): CfgStretchData;
14
+ refreshStretch(): void;
15
+ }
16
+ //# sourceMappingURL=CfgMorphTarget.d.ts.map
@@ -0,0 +1,65 @@
1
+ import { MorphTarget } from "@babylonjs/core/Morph/morphTarget.js";
2
+ /**
3
+ * Contains geometry which when added to the original geometry will move the vertices to where
4
+ * they should be when the stretchReference length doubles.
5
+ */
6
+ export class CfgMorphTarget extends MorphTarget {
7
+ constructor(_morphGeometry, cfgProductNodeParent) {
8
+ super(_morphGeometry.id);
9
+ this._morphGeometry = _morphGeometry;
10
+ this.cfgProductNodeParent = cfgProductNodeParent;
11
+ const { pos, uvs } = _morphGeometry;
12
+ this.setPositions(pos);
13
+ if (uvs !== undefined) {
14
+ this.setUVs(uvs);
15
+ }
16
+ this.refreshStretch();
17
+ }
18
+ get stretchData() {
19
+ return this._morphGeometry.stretchData;
20
+ }
21
+ refreshStretch() {
22
+ const stretchReferenceLengthsByMeasureParamCode = this.cfgProductNodeParent.product.configuration._internal
23
+ .stretchReferenceLengthsByMeasureParamCode;
24
+ const referenceLength = stretchReferenceLengthsByMeasureParamCode.get(this.stretchData.measureParam);
25
+ const influence = referenceLength === undefined
26
+ ? 0
27
+ : this.stretchData.calculateInfluenceGivenTwiceMorphTarget(referenceLength.current);
28
+ if (this.influence === influence) {
29
+ return;
30
+ }
31
+ /* WORKAROUND for render failure
32
+ *
33
+ * Setting an influence to 0 (zero) will actually remove the MorphTarget from the list of
34
+ * "active" MorphTargets in the MorphTargetManager in Babylon.js.
35
+ *
36
+ * This is probably an performance optimization since it means less calculations has to be
37
+ * done the shaders. Another reason could be a workaround for a technical limitation in
38
+ * WebGL1 that limits the maximum number of MorphTargets in Babylon.js:
39
+ * https://doc.babylonjs.com/divingDeeper/mesh/morphTargets#limitations
40
+ *
41
+ * For some reason this causes problems for us, at least with the combination of Windows 10
42
+ * + Chromium + Babylon 4.2, in where disabling a previous active MorphTarget (i.e. setting
43
+ * influence to 0) will cause the first frame in BaseView.BrowserTick to fail to render,
44
+ * ending up an empty frame with the following error in the console:
45
+ *
46
+ * WebGL: INVALID_OPERATION: drawElements: no buffer is bound to enabled attribute
47
+ * ThinEngine.drawElementsType @ thinEngine.ts:1995
48
+ * Mesh._draw @ mesh.ts:1542
49
+ * Mesh._processRendering @ mesh.ts:1740
50
+ * Mesh.render @ mesh.ts:1930
51
+ * [...]
52
+ *
53
+ * The theory we have is that the change of active MorphTargets needs some time or other
54
+ * event to properly settle in, perhaps due to it changing the shaders. Digging in the
55
+ * Babylon.js source code has not reveled anything useful so far.
56
+ *
57
+ * As a workaround, set the influence to Number.MIN_VALUE (smallest non-zero value) instead
58
+ * of 0. This keeps it the actual influence as zero in practice, but keeps the MorphTarget
59
+ * active and no longer triggers the render failure.
60
+ *
61
+ * TODO: Revisit this when we switch to a new major release of Babylon.js, 5.0 is next.
62
+ */
63
+ this.influence = influence === 0 ? Number.MIN_VALUE : influence;
64
+ }
65
+ }
@@ -0,0 +1,115 @@
1
+ import { Matrix, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { LengthValue, StretchMap } from "@configura/web-api";
3
+ import { SymNode } from "@configura/web-core/dist/cm/format/cmsym/SymNode.js";
4
+ import { DetailLevel } from "@configura/web-core/dist/cm/geometry/DetailMask.js";
5
+ import { Logger } from "@configura/web-utilities";
6
+ /**
7
+ * How far along from sp to ep is a point on a plane crossing the sp to ep line?
8
+ * 1 means at ep, 0 means at sp.
9
+ */
10
+ export declare function calculateAlongness(p: Vector3, sp: Vector3, spToEpLength: number, normalizedNormal: Vector3): number;
11
+ /**
12
+ * Where does the point p end up given the CfgStretchDatas and the StretchMap.
13
+ * This is the same equations that Babylon uses for stretching, only Babylon does it in the
14
+ * shaders during rendering and is thus GPU accelerated.
15
+ * This version is much slower, but that is okay as long as this function is sparingly used.
16
+ */
17
+ export declare const toStretchedPoint: (p: Vector3, stretchDatas: CfgStretchData[], stretchReferenceLengthsByMeasureParamCode: StretchMap) => Vector3;
18
+ /**
19
+ * The end of a section is the beginning of the next.
20
+ * Start/end are redundant, but both are kept for ease of access.
21
+ * The first section will have startAlongness 0. This does not mean that things can't be outside.
22
+ * The start section should be thought of as endless in the sp-direction.
23
+ * The last section will have endAlongness 0. This does not mean that things can't be outside.
24
+ * The end section should be thought of as endless in the ep-direction.
25
+ */
26
+ export declare type StretchSection = {
27
+ last: boolean;
28
+ sizeChange: number;
29
+ move: boolean;
30
+ startAlongness: number;
31
+ endAlongness: number;
32
+ atTwiceTranslation: number;
33
+ atTwiceScale: number;
34
+ };
35
+ /**
36
+ * Please note that stretch is not bound to be contained between sp and ep.
37
+ *
38
+ * The thinking in the equations in CfgStretchData is that we want to support MorphTargets in an as
39
+ * efficient manner as possible. As MorphTargets work by morphing between pre-compiled meshes we
40
+ * calculate what happens if you stretch to twice the referenceLength, to make MorphTargets for
41
+ * twice the referenceLength, and then calculate how these MorphTargets should be applied to
42
+ * achieve to requested referenceLength.
43
+ *
44
+ * This adaption to MorphTargets might make the code for stretching points for other purposes look
45
+ * (be) a bit complicated. However, as a mesh often contains millions of vertices that needs to be
46
+ * moved and calculating for bounding boxes, and anchor points and such moves very few vertices,
47
+ * this is okay.
48
+ *
49
+ * Using "Twice" as the precomputed target is arbitrarily, we just chose it because it makes
50
+ * equations simple.
51
+ */
52
+ export declare class CfgStretchData {
53
+ readonly detailLevel: DetailLevel;
54
+ readonly measureParam: string;
55
+ readonly originalReferenceLength: number | undefined;
56
+ readonly sp: Vector3;
57
+ readonly ep: Vector3;
58
+ readonly spToEpLength: number;
59
+ readonly originalSpToEpLength: number;
60
+ readonly normal: Vector3;
61
+ readonly normalNormalized: Vector3;
62
+ readonly sections: StretchSection[];
63
+ static make(logger: Logger, symNode: SymNode, detailLevel: DetailLevel): CfgStretchData;
64
+ private static processSections;
65
+ /**
66
+ * It is assumed that the symNode passed really is stretch (symNodeIsStretch has been run)
67
+ * so any data missing for stretch will be an Exception.
68
+ *
69
+ * @param detailLevel
70
+ * @param measureParam Name of the parameter controlling the stretch
71
+ * @param originalReferenceLength Server-side calculated original referenceLength. We do not
72
+ * actually use this for anything, but it can be handy for debug.
73
+ * @param sp Start Point, the start anchor of the stretch line.
74
+ * @param ep End Point, the end anchor of the stretch line.
75
+ * @param spToEpLength Distance from sp to ep.
76
+ * @param originalSpToEpLength spToEpLength before transforms.
77
+ * @param normal The normal is from sp to ep and is the normal of every plane that divides this
78
+ * stretch.
79
+ * @param normalNormalized Normalized version of normal
80
+ * @param sections The slices the model is sliced into
81
+ */
82
+ private constructor();
83
+ private _hash;
84
+ get hash(): number;
85
+ /** How far along between sp and ep is p? */
86
+ getAlongness: (p: Vector3) => number;
87
+ /**
88
+ * If the Matrix is identity the original CfgStretchData is returned.
89
+ * If not a new CfgStretchData will be created.
90
+ * sp, ep, spToEpLength, normal, normalNormalized, scale will be cloned and transformed
91
+ * The rest will still reference the original objects
92
+ */
93
+ applyMatrix(matrix: Matrix): CfgStretchData;
94
+ /**
95
+ * Calculates the translation of a point which moves it from its original position to where it
96
+ * would be if we stretched to twice the reference length. Please note: this gives the
97
+ * translation, not the new location. The new location will be p.add(stretchPointToTwice(p))
98
+ */
99
+ stretchPointToTwice(p: Vector3): Vector3;
100
+ /**
101
+ * Given a reference length calculates the influence that should be applied to a MorphTarget to
102
+ * achieve the requested length, given that these MorphTargets are constructed so that they
103
+ * will double the length when the influence 1 is applied.
104
+ *
105
+ * Please note that the referenceLength is the wanted length between sp and ep, that is, the
106
+ * stretch line. This line does not have to be span the entire model. Also, there can be
107
+ * multiple stretch lines that are not orthogonal to this, and the will also affect the actual
108
+ * size. Finally there can be transforms applied in the tree. So, the referenceLength will only
109
+ * be the actual length of the model in specific cases. However, we believe that models with
110
+ * stretch are often constructed in such a way that in real use cases the referenceLength is
111
+ * the actual real length.
112
+ */
113
+ calculateInfluenceGivenTwiceMorphTarget(referenceLength: LengthValue): number;
114
+ }
115
+ //# sourceMappingURL=CfgStretchData.d.ts.map