@preference-sl/pref-viewer 2.16.0-beta.4 → 2.16.0-beta.7
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 +1 -1
- package/src/babylonjs-controller.js +42 -820
- package/src/file-storage.js +5 -126
- package/src/gltf-resolver.js +24 -58
- package/src/pref-viewer-3d.js +0 -104
- package/src/pref-viewer.js +1 -147
- package/src/styles.js +0 -1
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@@ -1,4 +1,4 @@
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-
import { ArcRotateCamera, AssetContainer, Camera, Color3, Color4, DefaultRenderingPipeline, DirectionalLight, Engine, FreeCamera, HDRCubeTexture, HemisphericLight, IblShadowsRenderPipeline, ImageProcessingConfiguration, LoadAssetContainerAsync, Material, MeshBuilder, PBRMaterial, PointerEventTypes, PointLight, RenderTargetTexture, Scene, ShadowGenerator, SpotLight, SSAORenderingPipeline, Texture, Tools, UniversalCamera, Vector3, WebXRDefaultExperience, WebXRFeatureName, WebXRSessionManager, WebXRState, WhenTextureReadyAsync } from "@babylonjs/core";
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import { ArcRotateCamera, AssetContainer, Camera, Color3, Color4, DefaultRenderingPipeline, DirectionalLight, Engine, FreeCamera, HDRCubeTexture, HemisphericLight, IblShadowsRenderPipeline, ImageProcessingConfiguration, LoadAssetContainerAsync, Material, MeshBuilder, PBRMaterial, PointerEventTypes, PointLight, RenderTargetTexture, Scene, ShadowGenerator, SpotLight, SSAORenderingPipeline, Texture, Tools, UniversalCamera, Vector3, WebXRDefaultExperience, WebXRFeatureName, WebXRSessionManager, WebXRState, WhenTextureReadyAsync } from "@babylonjs/core";
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import { DracoCompression } from "@babylonjs/core/Meshes/Compression/dracoCompression.js";
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import "@babylonjs/loaders";
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import "@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.js";
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@@ -165,9 +165,6 @@ export default class BabylonJSController {
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// References to parent custom elements
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#prefViewer3D = undefined;
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#prefViewer = undefined;
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#modelFirstPaintedEmitted = false;
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#modelFirstPaintedLoadToken = 0;
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#pendingModelReplacementCleanup = null;
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// Babylon.js core objects
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#engine = null;
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@@ -177,7 +174,6 @@ export default class BabylonJSController {
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#dirLight = null;
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#moonLight = null;
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#cameraLight = null;
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#debugCameraFrameInfo = null;
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#shadowGen = [];
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#XRExperience = null;
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#canvasResizeObserver = null;
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@@ -189,11 +185,6 @@ export default class BabylonJSController {
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#gltfResolver = null; // GLTFResolver instance
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#babylonJSAnimationController = null; // AnimationController instance
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#loadingInProgress = false; // blocks #requestRender while assets are loading to prevent WebGL errors from rendering with disposed shaders
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#isLoadingModelIndependent = false; // guards against concurrent independent model loads
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#isLoadingEnvironmentIndependent = false; // guards against concurrent independent environment loads
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#isLoadingMaterialsIndependent = false; // guards against concurrent independent materials loads
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#startRenderInProgress = false; // true while #startRender() is running (after #loadingInProgress clears)
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#renderPipelines = {
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default: null,
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@@ -757,8 +748,8 @@ export default class BabylonJSController {
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* @param {number} [options.continuousMs=0] - Milliseconds to keep continuous rendering active.
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* @returns {boolean} True when the request was accepted, false when scene/engine are unavailable.
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*/
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#requestRender({ frames = 1, continuousMs = 0
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if (!this.#scene || !this.#engine
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#requestRender({ frames = 1, continuousMs = 0 } = {}) {
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if (!this.#scene || !this.#engine) {
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return false;
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}
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@@ -1121,11 +1112,6 @@ export default class BabylonJSController {
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const pipelineName = "PrefViewerSSAORenderingPipeline";
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// Skip recreation if already alive — same reason as DefaultRenderingPipeline guard
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if (this.#renderPipelines.ssao && supportedPipelines.find((p) => p.name === pipelineName)) {
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return true;
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}
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const ssaoRatio = {
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ssaoRatio: 0.5,
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combineRatio: 1.0,
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@@ -1227,21 +1213,6 @@ export default class BabylonJSController {
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const pipelineName = "PrefViewerDefaultRenderingPipeline";
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// Skip recreation if the pipeline is already alive — creating a new DefaultRenderingPipeline
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// while one exists disposes the underlying GeometryBufferRenderer, deleting GL programs that
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// subMeshes still reference, causing useProgram:deleted errors on the next render frame.
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if (this.#renderPipelines.default && supportedPipelines.find((p) => p.name === pipelineName)) {
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return true;
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}
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// Purge stale effect cache before creating a new pipeline. pipeline.dispose() calls
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// gl.deleteProgram() per post-process but leaves entries in Engine._compiledEffects.
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// A new DefaultRenderingPipeline with the same shader key gets a cache hit and receives
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// the deleted program → useProgram:deleted on the first render frame.
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// Safe here because #startRender always stops the loop before reaching this point.
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this.#scene.getEngine().releaseEffects?.();
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this.#scene.getEngine().releaseComputeEffects?.();
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let defaultPipeline = new DefaultRenderingPipeline(pipelineName, true, this.#scene, [this.#scene.activeCamera], true);
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if (!defaultPipeline) {
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const pipelineName = "PrefViewerIblShadowsRenderPipeline";
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// Skip recreation if already alive — same reason as DefaultRenderingPipeline guard
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if (this.#renderPipelines.iblShadows && supportedPipelines.find((p) => p.name === pipelineName)) {
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return true;
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}
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// Use hardware-adaptive quality settings
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const pipelineOptions = {
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resolutionExp: this.#config.quality.iblShadowResolution, // Adaptive: 0=1024, 1=2048, 2=4096
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@@ -1675,7 +1641,7 @@ export default class BabylonJSController {
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const showroom = this.#config.look?.showroom || {};
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const imageProcessing = this.#scene.imageProcessingConfiguration;
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this.#scene.clearColor = new Color4(
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this.#scene.clearColor = new Color4(0.98, 0.98, 0.98, 1).toLinearSpace();
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imageProcessing.exposure = showroom.exposure ?? 0.95;
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imageProcessing.contrast = showroom.contrast ?? 1.08;
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imageProcessing.toneMappingEnabled = showroom.toneMappingEnabled ?? true;
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imageProcessing.colorCurvesEnabled = false;
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}
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this.#scene.clearColor = new Color4(
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this.#scene.clearColor = new Color4(
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lerp(0.035, 0.98, daylight),
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lerp(0.045, 0.98, daylight),
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lerp(0.085, 0.98, daylight),
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1,
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).toLinearSpace();
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if ("environmentIntensity" in this.#scene) {
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this.#scene.environmentIntensity = lerp(0.42, showroom.environmentIntensity ?? 1.08, peakLight);
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}
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this.#state.resize.lastAppliedAt = typeof performance !== "undefined" && performance.now ? performance.now() : Date.now();
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console.log(`PrefViewer: Applying resize after ${Math.round(elapsed)}ms`);
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// Stop the loop before resize: engine.resize() rebuilds DefaultRenderingPipeline
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// via onResizeObservable, which disposes GL programs. If the loop is running,
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// the next frame would call useProgram on a deleted program → INVALID_OPERATION.
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this.#stopEngineRenderLoop();
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this.#applyShowroomCameraFraming();
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this.#engine.resize();
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const needsEnhancedBurst = this.#settings.antiAliasingEnabled || this.#settings.ambientOcclusionEnabled || this.#settings.iblEnabled || this.#settings.shadowsEnabled;
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* @param {MaterialData} optionMaterial - Material option containing value, nodePrefixes, nodeNames, and state.
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* @returns {boolean} True if any mesh material was set, false otherwise.
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*/
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#setOptionsMaterial(optionMaterial
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#setOptionsMaterial(optionMaterial) {
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if (!optionMaterial || !(optionMaterial.value || (optionMaterial.isPending && optionMaterial.update.value)) || !(optionMaterial.nodePrefixes.length || optionMaterial.nodeNames.length)) {
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return false;
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}
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if (container.state.name === "materials") {
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return;
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}
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if (container.assetContainer && (
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if (container.assetContainer && (container.state.isPending || materialContainer.state.isPending || optionMaterial.isPending)) {
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assetContainersToProcess.push(container.assetContainer);
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}
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});
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let someSetted = false;
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assetContainersToProcess.forEach((assetContainer) =>
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assetContainer.meshes
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.filter((meshToFilter) => optionMaterial.nodePrefixes.some((prefix) => meshToFilter.name.startsWith(prefix)) || optionMaterial.nodeNames.
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.filter((meshToFilter) => optionMaterial.nodePrefixes.some((prefix) => meshToFilter.name.toLowerCase().startsWith(prefix.toLowerCase())) || optionMaterial.nodeNames.some((n) => n.toLowerCase() === meshToFilter.name.toLowerCase()))
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.forEach((mesh) => {
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mesh.material = material;
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someSetted = true;
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* @private
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#setOptions_Materials(
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#setOptions_Materials() {
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let someSetted = false;
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Object.values(this.#options.materials).forEach((material) => {
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let settedMaterial = this.#setOptionsMaterial(material
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let settedMaterial = this.#setOptionsMaterial(material);
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someSetted = someSetted || settedMaterial;
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});
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return someSetted;
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prefViewer3D = host?.nodeName === "PREF-VIEWER-3D" ? host : undefined;
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}
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this.#prefViewer3D = prefViewer3D;
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}
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this.#prefViewer3D = prefViewer3D;
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}
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/**
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this.#getPrefViewer3DComponent();
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if (this.#prefViewer3D === undefined) {
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this.#prefViewer = undefined;
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}
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prefViewer = host?.nodeName === "PREF-VIEWER" ? host : undefined;
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}
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this.#prefViewer = prefViewer;
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}
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this.#prefViewer = prefViewer;
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}
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/**
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// Cache references to parent custom elements
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this.#getPrefViewer3DComponent();
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this.#getPrefViewerComponent();
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const syncVisibility = (component, fallbackAttr) => {
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if (!component) {
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return;
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}
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if (typeof component.syncVisibility === "function") {
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component.syncVisibility(name, isVisible);
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return;
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}
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component.setAttribute(fallbackAttr, isVisible ? "true" : "false");
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};
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if (name === "model") {
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this.#prefViewer3D?.setAttribute("show-model", isVisible ? "true" : "false");
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this.#prefViewer?.setAttribute("show-model", isVisible ? "true" : "false");
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} else if (name === "environment") {
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}
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/**
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* Dispatches a "model-first-painted" event once the model-only preview has had a chance to render a frame.
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* @private
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* @param {object} [detail] - Optional metadata describing the paint gate.
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* @returns {void}
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*/
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#emitModelFirstPainted(detail = {}) {
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this.#getPrefViewer3DComponent();
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this.#getPrefViewerComponent();
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const target = this.#prefViewer || this.#prefViewer3D || this.#canvas;
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if (!target) {
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return;
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}
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const customEventOptions = {
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bubbles: true,
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cancelable: false,
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composed: true,
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detail,
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};
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target.dispatchEvent(new CustomEvent("model-first-painted", customEventOptions));
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}
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/**
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* Dispatches a granular 3D load phase event so the ecommerce trace UI can measure tail phases.
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* @private
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* @param {string} phase - Phase event name.
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* @param {object} [detail] - Optional phase metadata.
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* @returns {void}
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*/
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#emitSceneLoadPhase(phase, detail = {}) {
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this.#getPrefViewer3DComponent();
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this.#getPrefViewerComponent();
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const target = this.#prefViewer || this.#prefViewer3D || this.#canvas;
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if (!target) {
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return;
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this.#prefViewer3D?.setAttribute("show-scene", isVisible ? "true" : "false");
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this.#prefViewer?.setAttribute("show-scene", isVisible ? "true" : "false");
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}
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const customEventOptions = {
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bubbles: true,
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cancelable: false,
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composed: true,
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detail,
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};
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target.dispatchEvent(new CustomEvent(phase, customEventOptions));
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}
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/**
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* Waits for one or more animation frames so the browser can paint the current model-only state.
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* @private
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* @param {number} [frameCount=2] - Number of animation frames to wait.
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* @returns {Promise<void>}
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*/
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async #waitForPaint(frameCount = 2) {
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if (typeof requestAnimationFrame !== "function") {
|
|
2532
|
-
return;
|
|
2533
|
-
}
|
|
2534
|
-
|
|
2535
|
-
const totalFrames = Math.max(1, frameCount);
|
|
2536
|
-
await new Promise((resolve) => {
|
|
2537
|
-
const step = (remaining) => {
|
|
2538
|
-
if (remaining <= 0) {
|
|
2539
|
-
resolve();
|
|
2540
|
-
return;
|
|
2541
|
-
}
|
|
2542
|
-
requestAnimationFrame(() => step(remaining - 1));
|
|
2543
|
-
};
|
|
2544
|
-
requestAnimationFrame(() => step(totalFrames - 1));
|
|
2545
|
-
});
|
|
2546
2429
|
}
|
|
2547
2430
|
|
|
2548
2431
|
/**
|
|
@@ -2590,21 +2473,8 @@ export default class BabylonJSController {
|
|
|
2590
2473
|
* @param {AssetContainer} newAssetContainer - The new asset container to add to the scene.
|
|
2591
2474
|
* @returns {boolean} True if the container was replaced and added, false otherwise.
|
|
2592
2475
|
*/
|
|
2593
|
-
#replaceContainer(container, newAssetContainer
|
|
2594
|
-
const keepPreviousVisibleUntilPaint = container.state.name === "model" && container.assetContainer && container.state.isVisible;
|
|
2595
|
-
if (this.#pendingModelReplacementCleanup && container.state.name === "model") {
|
|
2596
|
-
this.#finalizePendingModelReplacement();
|
|
2597
|
-
}
|
|
2476
|
+
#replaceContainer(container, newAssetContainer) {
|
|
2598
2477
|
if (container.assetContainer) {
|
|
2599
|
-
if (keepPreviousVisibleUntilPaint) {
|
|
2600
|
-
if (this.#pendingModelReplacementCleanup) {
|
|
2601
|
-
this.#finalizePendingModelReplacement();
|
|
2602
|
-
}
|
|
2603
|
-
const oldAssetContainer = container.assetContainer;
|
|
2604
|
-
container.assetContainer = newAssetContainer;
|
|
2605
|
-
this.#pendingModelReplacementCleanup = { container, oldAssetContainer, releaseEffects };
|
|
2606
|
-
return true;
|
|
2607
|
-
}
|
|
2608
2478
|
this.#removeContainer(container, false);
|
|
2609
2479
|
container.assetContainer.dispose();
|
|
2610
2480
|
container.assetContainer = null;
|
|
@@ -2615,75 +2485,13 @@ export default class BabylonJSController {
|
|
|
2615
2485
|
newAssetContainer?.dispose();
|
|
2616
2486
|
return false;
|
|
2617
2487
|
}
|
|
2618
|
-
|
|
2619
|
-
|
|
2620
|
-
// explicitly passes releaseEffects:false (e.g. loadContainerIndependent).
|
|
2621
|
-
if (releaseEffects && !this.#state.render.isLoopRunning) {
|
|
2622
|
-
this.#scene.getEngine().releaseEffects();
|
|
2623
|
-
this.#scene.getEngine().releaseComputeEffects();
|
|
2624
|
-
}
|
|
2488
|
+
this.#scene.getEngine().releaseEffects();
|
|
2489
|
+
this.#scene.getEngine().releaseComputeEffects();
|
|
2625
2490
|
|
|
2626
2491
|
container.assetContainer = newAssetContainer;
|
|
2627
2492
|
return this.#addContainer(container, false);
|
|
2628
2493
|
}
|
|
2629
2494
|
|
|
2630
|
-
/**
|
|
2631
|
-
* Finalizes a deferred model replacement by disposing the previously visible model container.
|
|
2632
|
-
* @private
|
|
2633
|
-
* @returns {void}
|
|
2634
|
-
*/
|
|
2635
|
-
#finalizePendingModelReplacement() {
|
|
2636
|
-
if (!this.#pendingModelReplacementCleanup) {
|
|
2637
|
-
return;
|
|
2638
|
-
}
|
|
2639
|
-
const { container, oldAssetContainer } = this.#pendingModelReplacementCleanup;
|
|
2640
|
-
this.#pendingModelReplacementCleanup = null;
|
|
2641
|
-
if (!oldAssetContainer) {
|
|
2642
|
-
return;
|
|
2643
|
-
}
|
|
2644
|
-
const stagedAssetContainer = container?.assetContainer ?? null;
|
|
2645
|
-
if (stagedAssetContainer) {
|
|
2646
|
-
try {
|
|
2647
|
-
stagedAssetContainer.meshes?.forEach((mesh) => {
|
|
2648
|
-
mesh.visibility = 0;
|
|
2649
|
-
});
|
|
2650
|
-
} catch {
|
|
2651
|
-
// ignore
|
|
2652
|
-
}
|
|
2653
|
-
try {
|
|
2654
|
-
container.state.visible = false;
|
|
2655
|
-
this.#addContainer(container, false);
|
|
2656
|
-
} catch {
|
|
2657
|
-
// ignore
|
|
2658
|
-
}
|
|
2659
|
-
}
|
|
2660
|
-
try {
|
|
2661
|
-
oldAssetContainer.removeAllFromScene();
|
|
2662
|
-
} catch {
|
|
2663
|
-
// ignore
|
|
2664
|
-
}
|
|
2665
|
-
try {
|
|
2666
|
-
oldAssetContainer.dispose();
|
|
2667
|
-
} catch {
|
|
2668
|
-
// ignore
|
|
2669
|
-
}
|
|
2670
|
-
if (stagedAssetContainer) {
|
|
2671
|
-
try {
|
|
2672
|
-
stagedAssetContainer.meshes?.forEach((mesh) => {
|
|
2673
|
-
mesh.visibility = 1;
|
|
2674
|
-
});
|
|
2675
|
-
this.#setVisibilityOfWallAndFloorInModel();
|
|
2676
|
-
} catch {
|
|
2677
|
-
// ignore
|
|
2678
|
-
}
|
|
2679
|
-
}
|
|
2680
|
-
this.#requestRender({
|
|
2681
|
-
frames: 3,
|
|
2682
|
-
continuousMs: this.#config.render.interactionMs,
|
|
2683
|
-
force: true,
|
|
2684
|
-
});
|
|
2685
|
-
}
|
|
2686
|
-
|
|
2687
2495
|
/**
|
|
2688
2496
|
* Stops every animation group on the provided asset container to guarantee new loads start from a clean state.
|
|
2689
2497
|
* @private
|
|
@@ -2740,207 +2548,10 @@ export default class BabylonJSController {
|
|
|
2740
2548
|
if (!this.#containers.model.assetContainer || !this.#containers.model.state.isVisible) {
|
|
2741
2549
|
return false;
|
|
2742
2550
|
}
|
|
2743
|
-
|
|
2744
|
-
// Only defer to the environment's visibility after it has fully loaded.
|
|
2745
|
-
show = show !== undefined
|
|
2746
|
-
? show
|
|
2747
|
-
: (this.#containers.environment.state.isSuccess
|
|
2748
|
-
? this.#containers.environment.state.isVisible
|
|
2749
|
-
: true);
|
|
2551
|
+
show = show !== undefined ? show : this.#containers.environment.state.isVisible;
|
|
2750
2552
|
const nodePrefixes = Object.values(this.#options.materials).flatMap((material) => material.nodePrefixes);
|
|
2751
2553
|
const nodeNames = Object.values(this.#options.materials).flatMap((material) => material.nodeNames);
|
|
2752
|
-
this.#containers.model.assetContainer.meshes.filter((meshToFilter) => nodePrefixes.some((prefix) => meshToFilter.name.startsWith(prefix)) || nodeNames.
|
|
2753
|
-
}
|
|
2754
|
-
|
|
2755
|
-
/**
|
|
2756
|
-
* Frames the active ArcRotateCamera around the visible model when no environment scene is loaded.
|
|
2757
|
-
* @private
|
|
2758
|
-
* @returns {boolean} True if the camera was adjusted, otherwise false.
|
|
2759
|
-
*/
|
|
2760
|
-
#frameCameraToModel({ allowWhenEnvironmentVisible = false } = {}) {
|
|
2761
|
-
const camera = this.#scene?.activeCamera instanceof ArcRotateCamera
|
|
2762
|
-
? this.#scene.activeCamera
|
|
2763
|
-
: this.#camera;
|
|
2764
|
-
const modelContainer = this.#containers.model;
|
|
2765
|
-
const inspect = {
|
|
2766
|
-
cameraType: camera?.getClassName?.() ?? camera?.constructor?.name ?? null,
|
|
2767
|
-
hasModelContainer: !!modelContainer.assetContainer,
|
|
2768
|
-
modelVisible: modelContainer.state.isVisible,
|
|
2769
|
-
envHasContainer: !!this.#containers.environment.assetContainer,
|
|
2770
|
-
envVisible: this.#containers.environment.state.isVisible,
|
|
2771
|
-
meshCount: modelContainer.assetContainer?.meshes?.length ?? 0,
|
|
2772
|
-
};
|
|
2773
|
-
this.#debugCameraFrameInfo = { phase: "inspect", ...inspect };
|
|
2774
|
-
console.log("[viewer] frameCameraToModel inspect", inspect);
|
|
2775
|
-
if (!(camera instanceof ArcRotateCamera) || !modelContainer.assetContainer || !modelContainer.state.isVisible) {
|
|
2776
|
-
this.#debugCameraFrameInfo = {
|
|
2777
|
-
phase: "skipped",
|
|
2778
|
-
reason: !(camera instanceof ArcRotateCamera)
|
|
2779
|
-
? "no-arcrotate-camera"
|
|
2780
|
-
: !modelContainer.assetContainer
|
|
2781
|
-
? "no-model"
|
|
2782
|
-
: !modelContainer.state.isVisible
|
|
2783
|
-
? "model-hidden"
|
|
2784
|
-
: "unknown",
|
|
2785
|
-
...inspect,
|
|
2786
|
-
};
|
|
2787
|
-
return false;
|
|
2788
|
-
}
|
|
2789
|
-
if (!allowWhenEnvironmentVisible && this.#containers.environment.assetContainer && this.#containers.environment.state.isVisible) {
|
|
2790
|
-
this.#debugCameraFrameInfo = {
|
|
2791
|
-
phase: "skipped",
|
|
2792
|
-
reason: "environment-visible",
|
|
2793
|
-
...inspect,
|
|
2794
|
-
};
|
|
2795
|
-
return false;
|
|
2796
|
-
}
|
|
2797
|
-
|
|
2798
|
-
let min = null;
|
|
2799
|
-
let max = null;
|
|
2800
|
-
modelContainer.assetContainer.meshes.forEach((mesh) => {
|
|
2801
|
-
if (!mesh?.getTotalVertices?.() || mesh.getTotalVertices() <= 0) {
|
|
2802
|
-
return;
|
|
2803
|
-
}
|
|
2804
|
-
mesh.computeWorldMatrix?.(true);
|
|
2805
|
-
const boundingBox = mesh.getBoundingInfo?.()?.boundingBox;
|
|
2806
|
-
if (!boundingBox) {
|
|
2807
|
-
return;
|
|
2808
|
-
}
|
|
2809
|
-
const minimum = boundingBox.minimumWorld;
|
|
2810
|
-
const maximum = boundingBox.maximumWorld;
|
|
2811
|
-
if (!minimum || !maximum) {
|
|
2812
|
-
return;
|
|
2813
|
-
}
|
|
2814
|
-
min = min
|
|
2815
|
-
? new Vector3(Math.min(min.x, minimum.x), Math.min(min.y, minimum.y), Math.min(min.z, minimum.z))
|
|
2816
|
-
: minimum.clone();
|
|
2817
|
-
max = max
|
|
2818
|
-
? new Vector3(Math.max(max.x, maximum.x), Math.max(max.y, maximum.y), Math.max(max.z, maximum.z))
|
|
2819
|
-
: maximum.clone();
|
|
2820
|
-
});
|
|
2821
|
-
|
|
2822
|
-
if (!min || !max) {
|
|
2823
|
-
const skipped = {
|
|
2824
|
-
hasCamera: camera instanceof ArcRotateCamera,
|
|
2825
|
-
hasModel: !!modelContainer.assetContainer,
|
|
2826
|
-
modelVisible: modelContainer.state.isVisible,
|
|
2827
|
-
environmentVisible: this.#containers.environment.state.isVisible,
|
|
2828
|
-
};
|
|
2829
|
-
this.#debugCameraFrameInfo = {
|
|
2830
|
-
phase: "skipped",
|
|
2831
|
-
reason: "no-bounds",
|
|
2832
|
-
...inspect,
|
|
2833
|
-
...skipped,
|
|
2834
|
-
};
|
|
2835
|
-
console.log("[viewer] frameCameraToModel skipped (no bounds)", skipped);
|
|
2836
|
-
return false;
|
|
2837
|
-
}
|
|
2838
|
-
|
|
2839
|
-
const size = max.subtract(min);
|
|
2840
|
-
const largestDimension = Math.max(size.x, size.y, size.z);
|
|
2841
|
-
if (!Number.isFinite(largestDimension) || largestDimension <= 0) {
|
|
2842
|
-
return false;
|
|
2843
|
-
}
|
|
2844
|
-
|
|
2845
|
-
const center = min.add(max).scale(0.5);
|
|
2846
|
-
camera.setTarget(center);
|
|
2847
|
-
const radiusMultiplier = allowWhenEnvironmentVisible ? 1.7 : 1.4;
|
|
2848
|
-
camera.radius = Math.min(
|
|
2849
|
-
Math.max(largestDimension * radiusMultiplier, camera.lowerRadiusLimit ?? largestDimension * radiusMultiplier),
|
|
2850
|
-
camera.upperRadiusLimit ?? largestDimension * radiusMultiplier,
|
|
2851
|
-
);
|
|
2852
|
-
// Keep the initial model-only view aligned to the showroom's frontal composition.
|
|
2853
|
-
// This preserves the user's camera intent once the scene becomes visible, but gives
|
|
2854
|
-
// the standalone model a consistent front-facing presentation.
|
|
2855
|
-
// Rotate the front-facing composition 180° while keeping the same framing/radius.
|
|
2856
|
-
camera.alpha = Math.PI;
|
|
2857
|
-
camera.beta = Math.PI * 0.47;
|
|
2858
|
-
console.log("[viewer] frameCameraToModel applied", {
|
|
2859
|
-
center,
|
|
2860
|
-
size,
|
|
2861
|
-
radius: camera.radius,
|
|
2862
|
-
});
|
|
2863
|
-
this.#debugCameraFrameInfo = {
|
|
2864
|
-
phase: "applied",
|
|
2865
|
-
...inspect,
|
|
2866
|
-
center: { x: center.x, y: center.y, z: center.z },
|
|
2867
|
-
size: { x: size.x, y: size.y, z: size.z },
|
|
2868
|
-
radius: camera.radius,
|
|
2869
|
-
cameraTarget: camera.target ? { x: camera.target.x, y: camera.target.y, z: camera.target.z } : null,
|
|
2870
|
-
cameraPosition: camera.position ? { x: camera.position.x, y: camera.position.y, z: camera.position.z } : null,
|
|
2871
|
-
cameraLocked: !!camera.metadata?.locked,
|
|
2872
|
-
};
|
|
2873
|
-
return true;
|
|
2874
|
-
}
|
|
2875
|
-
|
|
2876
|
-
/**
|
|
2877
|
-
* Public wrapper to force the active camera to frame the visible model.
|
|
2878
|
-
* @public
|
|
2879
|
-
* @returns {boolean}
|
|
2880
|
-
*/
|
|
2881
|
-
focusModel() {
|
|
2882
|
-
return this.#frameCameraToModel();
|
|
2883
|
-
}
|
|
2884
|
-
|
|
2885
|
-
/**
|
|
2886
|
-
* Returns a compact snapshot of the current debug-relevant 3D state.
|
|
2887
|
-
* @public
|
|
2888
|
-
* @returns {object}
|
|
2889
|
-
*/
|
|
2890
|
-
getDebugState() {
|
|
2891
|
-
const activeCamera = this.#scene?.activeCamera ?? this.#camera ?? null;
|
|
2892
|
-
const modelMeshes = this.#containers.model?.assetContainer?.meshes ?? [];
|
|
2893
|
-
let boundsMin = null;
|
|
2894
|
-
let boundsMax = null;
|
|
2895
|
-
for (const mesh of modelMeshes) {
|
|
2896
|
-
if (!mesh?.getTotalVertices?.() || mesh.getTotalVertices() <= 0) continue;
|
|
2897
|
-
mesh.computeWorldMatrix?.(true);
|
|
2898
|
-
const boundingBox = mesh.getBoundingInfo?.()?.boundingBox;
|
|
2899
|
-
if (!boundingBox?.minimumWorld || !boundingBox?.maximumWorld) continue;
|
|
2900
|
-
const minimum = boundingBox.minimumWorld;
|
|
2901
|
-
const maximum = boundingBox.maximumWorld;
|
|
2902
|
-
boundsMin = boundsMin
|
|
2903
|
-
? { x: Math.min(boundsMin.x, minimum.x), y: Math.min(boundsMin.y, minimum.y), z: Math.min(boundsMin.z, minimum.z) }
|
|
2904
|
-
: { x: minimum.x, y: minimum.y, z: minimum.z };
|
|
2905
|
-
boundsMax = boundsMax
|
|
2906
|
-
? { x: Math.max(boundsMax.x, maximum.x), y: Math.max(boundsMax.y, maximum.y), z: Math.max(boundsMax.z, maximum.z) }
|
|
2907
|
-
: { x: maximum.x, y: maximum.y, z: maximum.z };
|
|
2908
|
-
}
|
|
2909
|
-
const modelBounds = boundsMin && boundsMax ? {
|
|
2910
|
-
min: boundsMin,
|
|
2911
|
-
max: boundsMax,
|
|
2912
|
-
center: {
|
|
2913
|
-
x: (boundsMin.x + boundsMax.x) / 2,
|
|
2914
|
-
y: (boundsMin.y + boundsMax.y) / 2,
|
|
2915
|
-
z: (boundsMin.z + boundsMax.z) / 2,
|
|
2916
|
-
},
|
|
2917
|
-
size: {
|
|
2918
|
-
x: boundsMax.x - boundsMin.x,
|
|
2919
|
-
y: boundsMax.y - boundsMin.y,
|
|
2920
|
-
z: boundsMax.z - boundsMin.z,
|
|
2921
|
-
},
|
|
2922
|
-
} : null;
|
|
2923
|
-
return {
|
|
2924
|
-
camera: activeCamera ? {
|
|
2925
|
-
className: activeCamera.getClassName?.() ?? activeCamera.constructor?.name ?? null,
|
|
2926
|
-
position: activeCamera.position ? { x: activeCamera.position.x, y: activeCamera.position.y, z: activeCamera.position.z } : null,
|
|
2927
|
-
target: activeCamera.target ? { x: activeCamera.target.x, y: activeCamera.target.y, z: activeCamera.target.z } : null,
|
|
2928
|
-
radius: typeof activeCamera.radius === "number" ? activeCamera.radius : null,
|
|
2929
|
-
locked: !!activeCamera.metadata?.locked,
|
|
2930
|
-
} : null,
|
|
2931
|
-
model: {
|
|
2932
|
-
visible: !!this.#containers.model?.state?.isVisible,
|
|
2933
|
-
hasContainer: !!this.#containers.model?.assetContainer,
|
|
2934
|
-
meshCount: this.#containers.model?.assetContainer?.meshes?.length ?? 0,
|
|
2935
|
-
bounds: modelBounds,
|
|
2936
|
-
},
|
|
2937
|
-
environment: {
|
|
2938
|
-
visible: !!this.#containers.environment?.state?.isVisible,
|
|
2939
|
-
hasContainer: !!this.#containers.environment?.assetContainer,
|
|
2940
|
-
},
|
|
2941
|
-
lastCameraFrame: this.#debugCameraFrameInfo,
|
|
2942
|
-
renderLoopRunning: !!this.#state?.render?.isLoopRunning,
|
|
2943
|
-
};
|
|
2554
|
+
this.#containers.model.assetContainer.meshes.filter((meshToFilter) => nodePrefixes.some((prefix) => meshToFilter.name.toLowerCase().startsWith(prefix.toLowerCase())) || nodeNames.some((n) => n.toLowerCase() === meshToFilter.name.toLowerCase())).forEach((mesh) => mesh.setEnabled(show));
|
|
2944
2555
|
}
|
|
2945
2556
|
|
|
2946
2557
|
/**
|
|
@@ -2960,25 +2571,12 @@ export default class BabylonJSController {
|
|
|
2960
2571
|
* @private
|
|
2961
2572
|
* @returns {Promise<void>}
|
|
2962
2573
|
*/
|
|
2963
|
-
async #startRender(
|
|
2574
|
+
async #startRender() {
|
|
2964
2575
|
if (!this.#scene) return;
|
|
2965
|
-
this.#
|
|
2966
|
-
|
|
2967
|
-
|
|
2968
|
-
|
|
2969
|
-
}
|
|
2970
|
-
// skipWhenReady: model materials already compiled via compileMaterials:true.
|
|
2971
|
-
// Skips scene-wide whenReadyAsync so the model appears immediately (~1s).
|
|
2972
|
-
if (!skipWhenReady) {
|
|
2973
|
-
await this.#scene.whenReadyAsync();
|
|
2974
|
-
}
|
|
2975
|
-
const frames = this.#settings.antiAliasingEnabled || this.#settings.ambientOcclusionEnabled || this.#settings.iblEnabled ? this.#config.render.burstFramesEnhanced : this.#config.render.burstFramesBase;
|
|
2976
|
-
// forceRender: bypasses #loadingInProgress gate so loadContainerIndependent
|
|
2977
|
-
// can show the model preview while #loadContainers is still loading scene/materials.
|
|
2978
|
-
this.#requestRender({ frames: frames, continuousMs: this.#config.render.interactionMs, force: forceRender });
|
|
2979
|
-
} finally {
|
|
2980
|
-
this.#startRenderInProgress = false;
|
|
2981
|
-
}
|
|
2576
|
+
await this.#loadCameraDependentEffects();
|
|
2577
|
+
await this.#scene.whenReadyAsync();
|
|
2578
|
+
const frames = this.#settings.antiAliasingEnabled || this.#settings.ambientOcclusionEnabled || this.#settings.iblEnabled ? this.#config.render.burstFramesEnhanced : this.#config.render.burstFramesBase;
|
|
2579
|
+
this.#requestRender({ frames: frames, continuousMs: this.#config.render.interactionMs });
|
|
2982
2580
|
}
|
|
2983
2581
|
|
|
2984
2582
|
/**
|
|
@@ -2997,7 +2595,7 @@ export default class BabylonJSController {
|
|
|
2997
2595
|
* 3. Builds the Babylon plugin options so extras are surfaced as metadata, then imports the container with
|
|
2998
2596
|
* `LoadAssetContainerAsync`, returning the tuple so the caller can decide how to attach it to the scene.
|
|
2999
2597
|
*/
|
|
3000
|
-
async #loadAssetContainer(container, force = false
|
|
2598
|
+
async #loadAssetContainer(container, force = false) {
|
|
3001
2599
|
if (container?.state?.update?.storage === undefined || container?.state?.size === undefined || container?.state?.timeStamp === undefined) {
|
|
3002
2600
|
return [container, false];
|
|
3003
2601
|
}
|
|
@@ -3013,30 +2611,12 @@ export default class BabylonJSController {
|
|
|
3013
2611
|
const currentSize = force ? 0 : container.state.size;
|
|
3014
2612
|
const currentTimeStamp = force ? null : container.state.timeStamp;
|
|
3015
2613
|
|
|
3016
|
-
const storageType = container.state.update.storage?.db ? "idb" : container.state.update.storage?.url ? "url" : "?";
|
|
3017
|
-
const storageId = container.state.update.storage?.id ?? container.state.update.storage?.url ?? "?";
|
|
3018
|
-
const tResolve = performance.now();
|
|
3019
2614
|
let sourceData = await this.#gltfResolver.getSource(container.state.update.storage, currentSize, currentTimeStamp);
|
|
3020
|
-
console.log(`[perf][${container.state.name}] getSource(${storageType}:${storageId}) ${Math.round(performance.now() - tResolve)}ms → ${sourceData ? `${sourceData.extension} ${sourceData.objectURLs?.length ?? 0} assets` : "skipped"}`);
|
|
3021
2615
|
|
|
3022
2616
|
if (!sourceData) {
|
|
3023
2617
|
return [container, false];
|
|
3024
2618
|
}
|
|
3025
2619
|
|
|
3026
|
-
// Abort if loadContainerIndependent claimed this container while getSource was in flight.
|
|
3027
|
-
// isIndependent=true means THIS call IS the independent load — don't abort yourself.
|
|
3028
|
-
// Returns null (not false) so #loadContainers skips setSuccess(false) for this container.
|
|
3029
|
-
const isClaimedIndependently =
|
|
3030
|
-
(container.state.name === "model" && this.#isLoadingModelIndependent) ||
|
|
3031
|
-
(container.state.name === "environment" && this.#isLoadingEnvironmentIndependent) ||
|
|
3032
|
-
(container.state.name === "materials" && this.#isLoadingMaterialsIndependent);
|
|
3033
|
-
if (isClaimedIndependently && !isIndependent) {
|
|
3034
|
-
if (sourceData.objectURLs?.length) {
|
|
3035
|
-
this.#gltfResolver.revokeObjectURLs(sourceData.objectURLs);
|
|
3036
|
-
}
|
|
3037
|
-
return [container, null];
|
|
3038
|
-
}
|
|
3039
|
-
|
|
3040
2620
|
container.state.setPendingCacheData(sourceData.size, sourceData.timeStamp, sourceData.metadata);
|
|
3041
2621
|
|
|
3042
2622
|
// https://doc.babylonjs.com/typedoc/interfaces/BABYLON.LoadAssetContainerOptions
|
|
@@ -3055,14 +2635,12 @@ export default class BabylonJSController {
|
|
|
3055
2635
|
};
|
|
3056
2636
|
|
|
3057
2637
|
let assetContainer = null;
|
|
3058
|
-
const t0 = performance.now();
|
|
3059
2638
|
|
|
3060
2639
|
try {
|
|
3061
2640
|
assetContainer = await LoadAssetContainerAsync(sourceData.source, this.#scene, options);
|
|
3062
|
-
const elapsed = Math.round(performance.now() - t0);
|
|
3063
|
-
console.log(`[perf][${container.state.name}] LoadAssetContainerAsync ${elapsed}ms`);
|
|
3064
2641
|
return [container, assetContainer];
|
|
3065
2642
|
} catch (error) {
|
|
2643
|
+
console.error(`[PrefViewer] LoadAssetContainerAsync failed for [${container.state.name}]`, error);
|
|
3066
2644
|
return [container, assetContainer];
|
|
3067
2645
|
} finally {
|
|
3068
2646
|
this.#gltfResolver.revokeObjectURLs(sourceData.objectURLs);
|
|
@@ -3080,29 +2658,7 @@ export default class BabylonJSController {
|
|
|
3080
2658
|
*/
|
|
3081
2659
|
async #loadContainers(force = false) {
|
|
3082
2660
|
this.#detachAnimationChangedListener();
|
|
3083
|
-
this.#
|
|
3084
|
-
|
|
3085
|
-
// When only the model is pending (scene/environment already rendered), skip
|
|
3086
|
-
// unloading camera-dependent effects (DefaultRenderingPipeline, SSAO, shadows).
|
|
3087
|
-
// Disposing those pipelines while the render loop was recently active deletes GL
|
|
3088
|
-
// programs that are still referenced, causing WebGL INVALID_OPERATION errors.
|
|
3089
|
-
const isModelOnlyLoad =
|
|
3090
|
-
this.#containers.model?.state?.isPending === true &&
|
|
3091
|
-
this.#containers.environment?.state?.isPending !== true &&
|
|
3092
|
-
this.#containers.materials?.state?.isPending !== true;
|
|
3093
|
-
|
|
3094
|
-
if (isModelOnlyLoad) {
|
|
3095
|
-
this.#stopEngineRenderLoop();
|
|
3096
|
-
this.#resetRenderState();
|
|
3097
|
-
// Replacing an already-visible model can leave Babylon post-process chains attached to
|
|
3098
|
-
// a camera that is about to be discarded or re-bound. Tear them down here so the next
|
|
3099
|
-
// startRender() rebuilds a clean pipeline instead of tripping over stale null entries.
|
|
3100
|
-
if (this.#containers.model?.assetContainer) {
|
|
3101
|
-
await this.#unloadCameraDependentEffects();
|
|
3102
|
-
}
|
|
3103
|
-
} else {
|
|
3104
|
-
await this.#stopRender();
|
|
3105
|
-
}
|
|
2661
|
+
await this.#stopRender();
|
|
3106
2662
|
|
|
3107
2663
|
let oldModelMetadata = { ...(this.#containers.model?.state?.metadata ?? {}) };
|
|
3108
2664
|
let newModelMetadata = {};
|
|
@@ -3117,12 +2673,8 @@ export default class BabylonJSController {
|
|
|
3117
2673
|
error: null,
|
|
3118
2674
|
};
|
|
3119
2675
|
|
|
3120
|
-
const tSceneStart = performance.now();
|
|
3121
|
-
let tAfterLoad, tAfterMerge;
|
|
3122
|
-
|
|
3123
2676
|
await Promise.allSettled(promiseArray)
|
|
3124
2677
|
.then(async (values) => {
|
|
3125
|
-
tAfterLoad = performance.now();
|
|
3126
2678
|
// Scene may have been disposed (disconnectedCallback) while async loading was in
|
|
3127
2679
|
// progress. Abort cleanly: #replaceContainer already guards the GPU calls, but
|
|
3128
2680
|
// we skip the post-load option/visibility calls too to avoid further null-derefs.
|
|
@@ -3131,12 +2683,6 @@ export default class BabylonJSController {
|
|
|
3131
2683
|
return;
|
|
3132
2684
|
}
|
|
3133
2685
|
this.#disposeAnimationController();
|
|
3134
|
-
this.#emitSceneLoadPhase("scene-load-assets-complete", {
|
|
3135
|
-
path: "full",
|
|
3136
|
-
containerCount: values.filter((result) => result.status === "fulfilled" && result.value?.[1]).length,
|
|
3137
|
-
tAfterLoad: tAfterLoad != null ? Math.round(tAfterLoad) : null,
|
|
3138
|
-
tSceneStart: Math.round(tSceneStart),
|
|
3139
|
-
});
|
|
3140
2686
|
values.forEach((result) => {
|
|
3141
2687
|
const container = result.value ? result.value[0] : null;
|
|
3142
2688
|
const assetContainer = result.value ? result.value[1] : null;
|
|
@@ -3152,29 +2698,17 @@ export default class BabylonJSController {
|
|
|
3152
2698
|
this.#replaceContainer(container, assetContainer);
|
|
3153
2699
|
container.state.setSuccess(true);
|
|
3154
2700
|
} else {
|
|
3155
|
-
|
|
3156
|
-
|
|
3157
|
-
if (assetContainer !== null) {
|
|
3158
|
-
if (container.assetContainer && container.state.mustBeShown !== container.state.isVisible && container.state.name === "materials") {
|
|
3159
|
-
container.state.mustBeShown ? this.#addContainer(container) : this.#removeContainer(container);
|
|
3160
|
-
}
|
|
3161
|
-
container.state.setSuccess(false);
|
|
2701
|
+
if (container.assetContainer && container.state.mustBeShown !== container.state.isVisible && container.state.name === "materials") {
|
|
2702
|
+
container.state.mustBeShown ? this.#addContainer(container) : this.#removeContainer(container);
|
|
3162
2703
|
}
|
|
2704
|
+
container.state.setSuccess(false);
|
|
3163
2705
|
}
|
|
3164
2706
|
});
|
|
3165
2707
|
|
|
3166
|
-
this.#setOptions_Materials(
|
|
2708
|
+
this.#setOptions_Materials();
|
|
3167
2709
|
this.#setOptions_Camera();
|
|
3168
2710
|
await this.#setOptions_IBL();
|
|
3169
2711
|
this.#setVisibilityOfWallAndFloorInModel();
|
|
3170
|
-
this.#frameCameraToModel();
|
|
3171
|
-
tAfterMerge = performance.now();
|
|
3172
|
-
this.#emitSceneLoadPhase("scene-load-merge-complete", {
|
|
3173
|
-
path: "full",
|
|
3174
|
-
tAfterMerge: tAfterMerge != null ? Math.round(tAfterMerge) : null,
|
|
3175
|
-
tAfterLoad: tAfterLoad != null ? Math.round(tAfterLoad) : null,
|
|
3176
|
-
tSceneStart: Math.round(tSceneStart),
|
|
3177
|
-
});
|
|
3178
2712
|
detail.success = true;
|
|
3179
2713
|
})
|
|
3180
2714
|
.catch((error) => {
|
|
@@ -3187,9 +2721,7 @@ export default class BabylonJSController {
|
|
|
3187
2721
|
this.#checkModelMetadata(oldModelMetadata, newModelMetadata);
|
|
3188
2722
|
this.#setMaxSimultaneousLights();
|
|
3189
2723
|
this.#enhanceTextureQuality();
|
|
3190
|
-
|
|
3191
|
-
this.#babylonJSAnimationController = new BabylonJSAnimationController(this.#containers.model.assetContainer);
|
|
3192
|
-
}
|
|
2724
|
+
this.#babylonJSAnimationController = new BabylonJSAnimationController(this.#containers.model.assetContainer);
|
|
3193
2725
|
// Apply stored highlight settings so fresh page loads respect persisted state
|
|
3194
2726
|
this.#setHighlightConfig({
|
|
3195
2727
|
enabled: this.#settings.highlightEnabled,
|
|
@@ -3198,24 +2730,7 @@ export default class BabylonJSController {
|
|
|
3198
2730
|
if (this.#babylonJSAnimationController?.hasAnimations?.()) {
|
|
3199
2731
|
this.#attachAnimationChangedListener();
|
|
3200
2732
|
}
|
|
3201
|
-
this.#loadingInProgress = false;
|
|
3202
|
-
// If loadContainerIndependent already merged a container and started the render
|
|
3203
|
-
// loop while this scene load was in flight, #startRender was already called.
|
|
3204
|
-
// Calling it again is safe (pipeline guards skip recreation) but redundant only
|
|
3205
|
-
// when the loop is already running AND scene/shaders are ready; whenReadyAsync
|
|
3206
|
-
// will settle quickly for the newly added containers.
|
|
3207
2733
|
await this.#startRender();
|
|
3208
|
-
this.#frameCameraToModel({ allowWhenEnvironmentVisible: true });
|
|
3209
|
-
this.#emitSceneLoadPhase("scene-load-shaders-complete", {
|
|
3210
|
-
path: "full",
|
|
3211
|
-
tAfterShaders: Math.round(performance.now()),
|
|
3212
|
-
tAfterMerge: tAfterMerge != null ? Math.round(tAfterMerge) : null,
|
|
3213
|
-
});
|
|
3214
|
-
const tLoad = tAfterLoad ? Math.round(tAfterLoad - tSceneStart) : null;
|
|
3215
|
-
const tMerge = tAfterLoad && tAfterMerge ? Math.round(tAfterMerge - tAfterLoad) : null;
|
|
3216
|
-
const tShaders = tAfterMerge ? Math.round(performance.now() - tAfterMerge) : null;
|
|
3217
|
-
const tTotal = Math.round(performance.now() - tSceneStart);
|
|
3218
|
-
console.log(`[perf][scene] load=${tLoad}ms merge=${tMerge}ms shaders=${tShaders}ms total=${tTotal}ms`);
|
|
3219
2734
|
});
|
|
3220
2735
|
return detail;
|
|
3221
2736
|
}
|
|
@@ -3331,7 +2846,7 @@ export default class BabylonJSController {
|
|
|
3331
2846
|
if (!this.#scene) {
|
|
3332
2847
|
return false;
|
|
3333
2848
|
}
|
|
3334
|
-
const node = this.#scene.getNodeByName(name);
|
|
2849
|
+
const node = this.#scene.getNodeByName(name) ?? this.#scene.getNodes().find((n) => n.name.toLowerCase() === name.toLowerCase());
|
|
3335
2850
|
if (!node || !node.position) {
|
|
3336
2851
|
return false;
|
|
3337
2852
|
}
|
|
@@ -3521,7 +3036,6 @@ export default class BabylonJSController {
|
|
|
3521
3036
|
this.#disablingPromises.general = (async () => {
|
|
3522
3037
|
this.#disableInteraction();
|
|
3523
3038
|
this.#disposeAnimationController();
|
|
3524
|
-
this.#finalizePendingModelReplacement();
|
|
3525
3039
|
this.#disposeGLTFResolver();
|
|
3526
3040
|
try {
|
|
3527
3041
|
await this.#disposeXRExperience();
|
|
@@ -3667,297 +3181,6 @@ export default class BabylonJSController {
|
|
|
3667
3181
|
return await this.#loadContainers(force);
|
|
3668
3182
|
}
|
|
3669
3183
|
|
|
3670
|
-
/**
|
|
3671
|
-
* Loads a single named container in the background while the render loop keeps running,
|
|
3672
|
-
* then merges it into the scene atomically (only the merge momentarily pauses the loop).
|
|
3673
|
-
* Camera-dependent effects (post-processing, SSAO, shadows) are preserved across the merge.
|
|
3674
|
-
* If a full #loadContainers is in progress, waits for it to finish before merging.
|
|
3675
|
-
* @public
|
|
3676
|
-
* @param {string} containerName - Name of the container to load ("model", "environment", "materials").
|
|
3677
|
-
* @param {Function} [onReady] - Optional callback invoked after any concurrent scene load finishes
|
|
3678
|
-
* and before the asset is fetched. Use this to mark the container pending (e.g. via
|
|
3679
|
-
* #checkNeedToUpdateContainers) so that the concurrent #loadContainers doesn't consume it first.
|
|
3680
|
-
* @returns {Promise<{success: boolean, error: any, loadedContainers: string[]}>}
|
|
3681
|
-
*/
|
|
3682
|
-
async loadContainerIndependent(containerName, onReady, options = {}) {
|
|
3683
|
-
const loadSessionId = containerName === "model" ? (options?.loadSessionId ?? null) : null;
|
|
3684
|
-
if (containerName === "model" && this.#isLoadingModelIndependent) {
|
|
3685
|
-
return { success: false, error: "Already loading model independently", loadedContainers: [], loadSessionId };
|
|
3686
|
-
}
|
|
3687
|
-
if (containerName === "environment" && this.#isLoadingEnvironmentIndependent) {
|
|
3688
|
-
return { success: false, error: "Already loading environment independently", loadedContainers: [], loadSessionId };
|
|
3689
|
-
}
|
|
3690
|
-
if (containerName === "materials" && this.#isLoadingMaterialsIndependent) {
|
|
3691
|
-
return { success: false, error: "Already loading materials independently", loadedContainers: [], loadSessionId };
|
|
3692
|
-
}
|
|
3693
|
-
|
|
3694
|
-
if (containerName === "model") this.#isLoadingModelIndependent = true;
|
|
3695
|
-
else if (containerName === "environment") this.#isLoadingEnvironmentIndependent = true;
|
|
3696
|
-
else if (containerName === "materials") this.#isLoadingMaterialsIndependent = true;
|
|
3697
|
-
|
|
3698
|
-
// Only reset model-first-painted tracking for model loads — resetting it for
|
|
3699
|
-
// environment/materials would stale any in-flight model-first-painted gate.
|
|
3700
|
-
if (containerName === "model") {
|
|
3701
|
-
this.#modelFirstPaintedEmitted = false;
|
|
3702
|
-
}
|
|
3703
|
-
const modelFirstPaintedLoadToken = containerName === "model"
|
|
3704
|
-
? ++this.#modelFirstPaintedLoadToken
|
|
3705
|
-
: this.#modelFirstPaintedLoadToken;
|
|
3706
|
-
let assetContainer = null;
|
|
3707
|
-
const tIndepStart = performance.now();
|
|
3708
|
-
// Whether the container was already pending inside a running #loadContainers batch.
|
|
3709
|
-
// If so, we fall back to the sequential path (wait → onReady → load) to avoid a
|
|
3710
|
-
// double-load conflict. Otherwise, load the GLTF in parallel with the scene load
|
|
3711
|
-
// and only wait for the atomic merge window.
|
|
3712
|
-
const isAlreadyHandled =
|
|
3713
|
-
this.#containers[containerName]?.state?.isPending === true && this.#loadingInProgress;
|
|
3714
|
-
const path = isAlreadyHandled ? "claimed" : "par";
|
|
3715
|
-
let container;
|
|
3716
|
-
let tAfterLoad, tAfterWait;
|
|
3717
|
-
try {
|
|
3718
|
-
if (!isAlreadyHandled) {
|
|
3719
|
-
// Optimistic path: prepare state and load GLTF NOW, in parallel with any running
|
|
3720
|
-
// #loadContainers. The merge waits for the scene, but the download does not.
|
|
3721
|
-
if (!this.#scene) {
|
|
3722
|
-
return { success: false, error: "No scene available", loadedContainers: [], loadSessionId };
|
|
3723
|
-
}
|
|
3724
|
-
onReady?.();
|
|
3725
|
-
container = this.#containers[containerName];
|
|
3726
|
-
if (!container) {
|
|
3727
|
-
return { success: false, error: `Container "${containerName}" not found`, loadedContainers: [], loadSessionId };
|
|
3728
|
-
}
|
|
3729
|
-
// Phase 1 (parallel): load GLTF while scene may still be loading.
|
|
3730
|
-
// No wait — merge happens immediately after load. #replaceContainer skips
|
|
3731
|
-
// releaseEffects when the loop is running, so no WebGL programs are deleted.
|
|
3732
|
-
const [, loaded] = await this.#loadAssetContainer(container, false, { isIndependent: true });
|
|
3733
|
-
assetContainer = loaded || null;
|
|
3734
|
-
tAfterLoad = performance.now();
|
|
3735
|
-
tAfterWait = tAfterLoad; // no wait phase in optimistic path
|
|
3736
|
-
} else {
|
|
3737
|
-
// Parallel claim path: container was already submitted to a running #loadContainers
|
|
3738
|
-
// batch. #isLoadingModelIndependent (set at the top of this method) signals
|
|
3739
|
-
// #loadAssetContainer to abort the in-flight batch load and return a null sentinel,
|
|
3740
|
-
// so #loadContainers skips merging this container. We load it here in parallel —
|
|
3741
|
-
// no waiting for scene/materials to finish.
|
|
3742
|
-
if (!this.#scene) {
|
|
3743
|
-
return { success: false, error: "No scene available", loadedContainers: [], loadSessionId };
|
|
3744
|
-
}
|
|
3745
|
-
// Call onReady() to ensure the container state carries this load's payload,
|
|
3746
|
-
// which may differ from what #loadContainers was given if the caller swapped the model.
|
|
3747
|
-
onReady?.();
|
|
3748
|
-
container = this.#containers[containerName];
|
|
3749
|
-
if (!container) {
|
|
3750
|
-
return { success: false, error: `Container "${containerName}" not found`, loadedContainers: [], loadSessionId };
|
|
3751
|
-
}
|
|
3752
|
-
const [, loaded] = await this.#loadAssetContainer(container, false, { isIndependent: true });
|
|
3753
|
-
assetContainer = loaded || null;
|
|
3754
|
-
tAfterLoad = performance.now();
|
|
3755
|
-
tAfterWait = tIndepStart; // no wait phase — measure load from start
|
|
3756
|
-
}
|
|
3757
|
-
|
|
3758
|
-
if (!assetContainer) {
|
|
3759
|
-
return { success: false, error: "Failed to load asset container", loadedContainers: [], loadSessionId };
|
|
3760
|
-
}
|
|
3761
|
-
if (!this.#scene) {
|
|
3762
|
-
assetContainer.dispose();
|
|
3763
|
-
return { success: false, error: "Scene was disposed", loadedContainers: [], loadSessionId };
|
|
3764
|
-
}
|
|
3765
|
-
|
|
3766
|
-
this.#emitSceneLoadPhase("scene-load-assets-complete", {
|
|
3767
|
-
containerName,
|
|
3768
|
-
path,
|
|
3769
|
-
tAfterLoad: tAfterLoad != null ? Math.round(tAfterLoad) : null,
|
|
3770
|
-
tIndepStart: Math.round(tIndepStart),
|
|
3771
|
-
});
|
|
3772
|
-
|
|
3773
|
-
// Phase 3: atomic merge — briefly stop the loop for the merge only
|
|
3774
|
-
this.#stopEngineRenderLoop();
|
|
3775
|
-
|
|
3776
|
-
const oldModelMetadata = containerName === "model"
|
|
3777
|
-
? { ...(this.#containers.model?.state?.metadata ?? {}) }
|
|
3778
|
-
: {};
|
|
3779
|
-
|
|
3780
|
-
this.#disposeAnimationController();
|
|
3781
|
-
|
|
3782
|
-
if (containerName === "model") {
|
|
3783
|
-
this.#assetContainer_deleteLights(assetContainer);
|
|
3784
|
-
this.#assetContainer_stopAnimations(assetContainer);
|
|
3785
|
-
}
|
|
3786
|
-
if (containerName === "model" || containerName === "environment") {
|
|
3787
|
-
this.#assetContainer_retagCameras(assetContainer);
|
|
3788
|
-
}
|
|
3789
|
-
|
|
3790
|
-
this.#replaceContainer(container, assetContainer, { releaseEffects: false });
|
|
3791
|
-
container.state.setSuccess(true);
|
|
3792
|
-
|
|
3793
|
-
// Progressive independent loads may bring model/materials/environment in any order.
|
|
3794
|
-
// Force material rebinding after each merge so already-visible model meshes pick up
|
|
3795
|
-
// the latest material definitions instead of waiting for pending flags that may
|
|
3796
|
-
// already have been cleared.
|
|
3797
|
-
this.#setOptions_Materials(true);
|
|
3798
|
-
this.#setOptions_Camera();
|
|
3799
|
-
// For model: IBL not yet loaded (scene still in flight) — create only ambient/directional
|
|
3800
|
-
// lights. #loadContainers will call #createLights() again with full IBL once scene merges.
|
|
3801
|
-
// For environment: IBL state was pre-marked pending by loadSceneIndependent before calling
|
|
3802
|
-
// here, so #setOptions_IBL() picks it up and applies it immediately after lights are ready.
|
|
3803
|
-
await this.#createLights();
|
|
3804
|
-
if (containerName === "environment") {
|
|
3805
|
-
await this.#setOptions_IBL();
|
|
3806
|
-
}
|
|
3807
|
-
|
|
3808
|
-
if (containerName === "model") {
|
|
3809
|
-
const newModelMetadata = { ...(container.state.update?.metadata ?? {}) };
|
|
3810
|
-
this.#checkModelMetadata(oldModelMetadata, newModelMetadata);
|
|
3811
|
-
}
|
|
3812
|
-
|
|
3813
|
-
if (this.#containers.model.assetContainer) {
|
|
3814
|
-
this.#babylonJSAnimationController = new BabylonJSAnimationController(this.#containers.model.assetContainer);
|
|
3815
|
-
}
|
|
3816
|
-
const tAfterMerge = performance.now();
|
|
3817
|
-
this.#emitSceneLoadPhase("scene-load-merge-complete", {
|
|
3818
|
-
containerName,
|
|
3819
|
-
path,
|
|
3820
|
-
tAfterMerge: Math.round(tAfterMerge),
|
|
3821
|
-
tAfterLoad: tAfterLoad != null ? Math.round(tAfterLoad) : null,
|
|
3822
|
-
tIndepStart: Math.round(tIndepStart),
|
|
3823
|
-
});
|
|
3824
|
-
|
|
3825
|
-
// Use #startRender() so the next frame is scheduled after the atomic merge.
|
|
3826
|
-
// In progressive loads, rebuilding camera-dependent effects (DefaultRenderingPipeline,
|
|
3827
|
-
// SSAO, shadows) while the model is already visible can delete GL programs that are
|
|
3828
|
-
// still referenced by the current frame, which leaves the canvas gray until a later
|
|
3829
|
-
// full reload. Keep the existing pipeline alive for independent model/environment/
|
|
3830
|
-
// materials appends; the full load path still rebuilds everything when needed.
|
|
3831
|
-
await this.#startRender({ skipWhenReady: true, forceRender: true, skipCameraDependentEffects: true });
|
|
3832
|
-
const tAfterShaders = performance.now();
|
|
3833
|
-
|
|
3834
|
-
this.#setHighlightConfig({
|
|
3835
|
-
enabled: this.#settings.highlightEnabled,
|
|
3836
|
-
color: this.#settings.highlightColor,
|
|
3837
|
-
});
|
|
3838
|
-
this.#setMaxSimultaneousLights();
|
|
3839
|
-
this.#enhanceTextureQuality();
|
|
3840
|
-
this.#setVisibilityOfWallAndFloorInModel();
|
|
3841
|
-
|
|
3842
|
-
if (this.#babylonJSAnimationController?.hasAnimations?.()) {
|
|
3843
|
-
this.#attachAnimationChangedListener();
|
|
3844
|
-
}
|
|
3845
|
-
|
|
3846
|
-
this.#requestRender({ frames: 3, continuousMs: this.#config.render.interactionMs });
|
|
3847
|
-
if (containerName === "model" && !this.#modelFirstPaintedEmitted) {
|
|
3848
|
-
try {
|
|
3849
|
-
performance.mark(`viewer:model-first-painted:scheduled:${modelFirstPaintedLoadToken}`);
|
|
3850
|
-
} catch {
|
|
3851
|
-
// ignore
|
|
3852
|
-
}
|
|
3853
|
-
console.log("[viewer] model-first-painted gate scheduled", {
|
|
3854
|
-
containerName,
|
|
3855
|
-
path: isAlreadyHandled ? "claimed" : "par",
|
|
3856
|
-
loadToken: modelFirstPaintedLoadToken,
|
|
3857
|
-
renderLoopRunning: this.#state.render.isLoopRunning,
|
|
3858
|
-
loopRequested: true,
|
|
3859
|
-
});
|
|
3860
|
-
void (async () => {
|
|
3861
|
-
await this.#waitForPaint(2);
|
|
3862
|
-
try {
|
|
3863
|
-
performance.mark(`viewer:model-first-painted:after-wait:${modelFirstPaintedLoadToken}`);
|
|
3864
|
-
} catch {
|
|
3865
|
-
// ignore
|
|
3866
|
-
}
|
|
3867
|
-
console.log("[viewer] model-first-painted gate after paint wait", {
|
|
3868
|
-
containerName,
|
|
3869
|
-
path: isAlreadyHandled ? "claimed" : "par",
|
|
3870
|
-
loadToken: modelFirstPaintedLoadToken,
|
|
3871
|
-
currentToken: this.#modelFirstPaintedLoadToken,
|
|
3872
|
-
alreadyEmitted: this.#modelFirstPaintedEmitted,
|
|
3873
|
-
renderLoopRunning: this.#state.render.isLoopRunning,
|
|
3874
|
-
});
|
|
3875
|
-
if (modelFirstPaintedLoadToken !== this.#modelFirstPaintedLoadToken) {
|
|
3876
|
-
try {
|
|
3877
|
-
performance.mark(`viewer:model-first-painted:stale:${modelFirstPaintedLoadToken}`);
|
|
3878
|
-
} catch {
|
|
3879
|
-
// ignore
|
|
3880
|
-
}
|
|
3881
|
-
console.log("[viewer] model-first-painted gate skipped (stale load token)", {
|
|
3882
|
-
containerName,
|
|
3883
|
-
path: isAlreadyHandled ? "claimed" : "par",
|
|
3884
|
-
loadToken: modelFirstPaintedLoadToken,
|
|
3885
|
-
currentToken: this.#modelFirstPaintedLoadToken,
|
|
3886
|
-
});
|
|
3887
|
-
return;
|
|
3888
|
-
}
|
|
3889
|
-
const paintTarget = this.#prefViewer || this.#prefViewer3D || this.#canvas;
|
|
3890
|
-
if (!this.#modelFirstPaintedEmitted && paintTarget) {
|
|
3891
|
-
this.#modelFirstPaintedEmitted = true;
|
|
3892
|
-
try {
|
|
3893
|
-
performance.mark(`viewer:model-first-painted:emitted:${modelFirstPaintedLoadToken}`);
|
|
3894
|
-
} catch {
|
|
3895
|
-
// ignore
|
|
3896
|
-
}
|
|
3897
|
-
console.log("[viewer] model-first-painted ✅ emitted", {
|
|
3898
|
-
containerName,
|
|
3899
|
-
path: isAlreadyHandled ? "claimed" : "par",
|
|
3900
|
-
loadToken: modelFirstPaintedLoadToken,
|
|
3901
|
-
tAfterPaint: Math.round(performance.now()),
|
|
3902
|
-
});
|
|
3903
|
-
this.#emitModelFirstPainted({
|
|
3904
|
-
containerName,
|
|
3905
|
-
path: isAlreadyHandled ? "claimed" : "par",
|
|
3906
|
-
tIndepStart: Math.round(tIndepStart),
|
|
3907
|
-
tAfterLoad: tAfterLoad != null ? Math.round(tAfterLoad) : null,
|
|
3908
|
-
tAfterWait: tAfterWait != null ? Math.round(tAfterWait) : null,
|
|
3909
|
-
tAfterMerge: Math.round(tAfterMerge),
|
|
3910
|
-
tAfterPaint: Math.round(performance.now()),
|
|
3911
|
-
});
|
|
3912
|
-
this.#finalizePendingModelReplacement();
|
|
3913
|
-
}
|
|
3914
|
-
})();
|
|
3915
|
-
}
|
|
3916
|
-
|
|
3917
|
-
// In the optimistic path: load runs first, then wait. In the sequential path: wait
|
|
3918
|
-
// runs first, then load. Compute each phase relative to its actual start point.
|
|
3919
|
-
const tLoad = isAlreadyHandled
|
|
3920
|
-
? Math.round(tAfterLoad - tAfterWait)
|
|
3921
|
-
: Math.round(tAfterLoad - tIndepStart);
|
|
3922
|
-
const tWait = isAlreadyHandled
|
|
3923
|
-
? Math.round(tAfterWait - tIndepStart)
|
|
3924
|
-
: Math.round(tAfterWait - tAfterLoad);
|
|
3925
|
-
// Merge starts after the wait in both paths (optimistic: load→wait→merge; sequential: wait→load→merge)
|
|
3926
|
-
const tMerge = Math.round(tAfterMerge - (isAlreadyHandled ? tAfterLoad : tAfterWait));
|
|
3927
|
-
const tShaders = Math.round(tAfterShaders - tAfterMerge);
|
|
3928
|
-
const tTotal = Math.round(tAfterShaders - tIndepStart);
|
|
3929
|
-
this.#emitSceneLoadPhase("scene-load-shaders-complete", {
|
|
3930
|
-
containerName,
|
|
3931
|
-
path,
|
|
3932
|
-
tAfterShaders: Math.round(tAfterShaders),
|
|
3933
|
-
tAfterMerge: Math.round(tAfterMerge),
|
|
3934
|
-
tTotal,
|
|
3935
|
-
});
|
|
3936
|
-
this.#emitSceneLoadPhase("scene-load-container-complete", {
|
|
3937
|
-
containerName,
|
|
3938
|
-
path,
|
|
3939
|
-
tLoad,
|
|
3940
|
-
tWait,
|
|
3941
|
-
tMerge,
|
|
3942
|
-
tShaders,
|
|
3943
|
-
tTotal,
|
|
3944
|
-
});
|
|
3945
|
-
console.log(`[perf][${containerName}:indep:${path}] load=${tLoad}ms wait=${tWait}ms merge=${tMerge}ms shaders=${tShaders}ms total=${tTotal}ms`);
|
|
3946
|
-
|
|
3947
|
-
return { success: true, error: null, loadedContainers: [containerName], loadSessionId };
|
|
3948
|
-
} catch (error) {
|
|
3949
|
-
assetContainer?.dispose();
|
|
3950
|
-
if (!this.#state.render.isLoopRunning && this.#scene && this.#engine) {
|
|
3951
|
-
this.#startEngineRenderLoop();
|
|
3952
|
-
}
|
|
3953
|
-
return { success: false, error, loadedContainers: [], loadSessionId };
|
|
3954
|
-
} finally {
|
|
3955
|
-
if (containerName === "model") this.#isLoadingModelIndependent = false;
|
|
3956
|
-
else if (containerName === "environment") this.#isLoadingEnvironmentIndependent = false;
|
|
3957
|
-
else if (containerName === "materials") this.#isLoadingMaterialsIndependent = false;
|
|
3958
|
-
}
|
|
3959
|
-
}
|
|
3960
|
-
|
|
3961
3184
|
/**
|
|
3962
3185
|
* Applies camera options from the configuration to the active camera.
|
|
3963
3186
|
* Stops and restarts the render loop to apply changes.
|
|
@@ -4161,5 +3384,4 @@ export default class BabylonJSController {
|
|
|
4161
3384
|
this.#requestRender({ frames: 2 });
|
|
4162
3385
|
}
|
|
4163
3386
|
}
|
|
4164
|
-
}
|
|
4165
|
-
|
|
3387
|
+
}
|