@sequent-org/ifc-viewer 1.2.4-ci.43.0 → 1.2.4-ci.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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{
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"name": "@sequent-org/ifc-viewer",
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"private": false,
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-
"version": "1.2.4-ci.
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"version": "1.2.4-ci.44.0",
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"type": "module",
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"description": "IFC 3D model viewer component for web applications - fully self-contained with local IFCLoader",
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"main": "src/index.js",
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@@ -0,0 +1,53 @@
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import { Pass } from "three/examples/jsm/postprocessing/Pass.js";
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/**
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* Pass для EffectComposer: рисует "cap" сечения поверх текущего буфера,
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* используя depth+stencil текущего renderTarget.
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*/
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export class SectionCapsPass extends Pass {
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/**
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* @param {{
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* capsRenderer: { render(args: any): void },
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* getScene: () => any,
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* getCamera: () => any,
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* getSubject: () => any,
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* getActivePlanes: () => any[],
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* }} args
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*/
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constructor({ capsRenderer, getScene, getCamera, getSubject, getActivePlanes }) {
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super();
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this._caps = capsRenderer;
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this._getScene = getScene;
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this._getCamera = getCamera;
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this._getSubject = getSubject;
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this._getActivePlanes = getActivePlanes;
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// Рисуем поверх readBuffer, swap не нужен
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this.needsSwap = false;
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this.clear = false;
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this.enabled = true;
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}
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// eslint-disable-next-line no-unused-vars
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render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */) {
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if (!this.enabled) return;
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const scene = this._getScene?.();
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const camera = this._getCamera?.();
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const subject = this._getSubject?.();
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const planes = this._getActivePlanes?.() || [];
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const activePlanes = planes.filter((p) => p && isFinite(p.constant));
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if (!scene || !camera || !subject || activePlanes.length === 0) return;
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// Важно: рисуем в readBuffer (текущий буфер композера)
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renderer.setRenderTarget(this.renderToScreen ? null : readBuffer);
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this._caps.render({
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renderer,
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scene,
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camera,
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subject,
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activePlanes,
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});
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}
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}
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@@ -0,0 +1,224 @@
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import * as THREE from "three";
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/**
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* Рисует "заглушку" (cap) для секущих плоскостей через stencil buffer.
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*
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* Идея: для каждой активной плоскости
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* 1) два прохода по модели (BackSide/FrontSide) с инкрементом/декрементом stencil
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* 2) рисуем большую плоскость на месте сечения с stencilFunc != 0
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*
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* Это закрывает "пустоту" в двухслойных стенах и убирает мерцание внутри.
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*/
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export class SectionCapsRenderer {
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/**
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* @param {{ color?: number }} options
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*/
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constructor(options = {}) {
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this.color = options.color ?? 0x212121;
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/** @type {THREE.Scene} */
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this._capScene = new THREE.Scene();
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/** @type {THREE.Mesh<THREE.PlaneGeometry, THREE.MeshBasicMaterial>} */
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this._capMesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1, 1, 1), this._createCapMaterial());
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this._capMesh.frustumCulled = false;
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this._capScene.add(this._capMesh);
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this._stencilBack = this._createStencilMaterial({
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side: THREE.BackSide,
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zOp: THREE.IncrementWrapStencilOp,
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});
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this._stencilFront = this._createStencilMaterial({
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side: THREE.FrontSide,
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zOp: THREE.DecrementWrapStencilOp,
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});
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this._tmp = {
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v0: new THREE.Vector3(),
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v1: new THREE.Vector3(),
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box: new THREE.Box3(),
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size: new THREE.Vector3(),
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center: new THREE.Vector3(),
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};
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this._warnedNoStencil = false;
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}
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/** @param {THREE.WebGLRenderer} renderer */
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_hasStencil(renderer) {
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try {
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const gl = renderer.getContext();
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const attrs = gl?.getContextAttributes?.();
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// В WebGL2/рендер-таргетах stencil может быть и при attrs.stencil=false,
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// но если attrs явно false — предупредим один раз, а дальше попытаемся всё равно.
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if (attrs && attrs.stencil === false && !this._warnedNoStencil) {
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this._warnedNoStencil = true;
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// eslint-disable-next-line no-console
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console.warn("[SectionCaps] WebGL context reports stencil=false; caps may not render. Consider enabling stencil in WebGLRenderer.");
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}
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} catch (_) {}
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return true;
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}
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_createStencilMaterial({ side, zOp }) {
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const m = new THREE.MeshBasicMaterial({
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color: 0xffffff,
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side,
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// ничего в цвет не пишем — только stencil
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colorWrite: false,
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depthWrite: false,
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depthTest: true,
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});
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m.stencilWrite = true;
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m.stencilRef = 0;
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m.stencilFunc = THREE.AlwaysStencilFunc;
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m.stencilFail = THREE.KeepStencilOp;
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m.stencilZFail = zOp;
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m.stencilZPass = zOp;
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// локальный клиппинг на материале
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m.clippingPlanes = null;
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m.clipIntersection = false;
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m.clipShadows = false;
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return m;
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}
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_createCapMaterial() {
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const m = new THREE.MeshBasicMaterial({
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color: this.color,
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side: THREE.DoubleSide,
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depthTest: true,
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depthWrite: false,
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transparent: false,
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polygonOffset: true,
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polygonOffsetFactor: -1,
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polygonOffsetUnits: -1,
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});
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m.stencilWrite = true;
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m.stencilRef = 0;
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m.stencilFunc = THREE.NotEqualStencilFunc;
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m.stencilFail = THREE.KeepStencilOp;
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m.stencilZFail = THREE.KeepStencilOp;
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m.stencilZPass = THREE.KeepStencilOp;
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m.stencilMask = 0xff;
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m.clippingPlanes = null; // задаём на кадр
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m.clipIntersection = false;
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m.clipShadows = false;
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return m;
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}
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/**
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* @param {{ obj: THREE.Object3D, root: THREE.Object3D }} args
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*/
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_isInSubtree({ obj, root }) {
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let n = obj;
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while (n) {
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if (n === root) return true;
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n = n.parent;
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}
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return false;
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}
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/**
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* Обновляет положение/ориентацию "большой" плоскости cap.
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* @param {THREE.Plane} plane
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* @param {THREE.Object3D} subject
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*/
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_updateCapMeshTransform(plane, subject) {
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const { box, size, v0, v1 } = this._tmp;
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box.setFromObject(subject);
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box.getSize(size);
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const maxDim = Math.max(size.x, size.y, size.z);
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const extent = Math.max(1e-3, maxDim * 2.2); // запас, stencil ограничит до контура среза
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// PlaneGeometry лежит в XY и смотрит в +Z
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v0.set(0, 0, 1);
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v1.copy(plane.normal).normalize();
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this._capMesh.quaternion.setFromUnitVectors(v0, v1);
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// точка на плоскости: p0 = -constant * normal
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this._capMesh.position.copy(plane.normal).multiplyScalar(-plane.constant);
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this._capMesh.scale.set(extent, extent, 1);
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this._capMesh.updateMatrixWorld(true);
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}
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/**
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* Рисует cap'ы в текущий render target (screen или буфер композера).
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*
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* @param {{
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* renderer: THREE.WebGLRenderer,
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* scene: THREE.Scene,
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* camera: THREE.Camera,
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* subject: THREE.Object3D | null,
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* activePlanes: THREE.Plane[],
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* }} args
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*/
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render({ renderer, scene, camera, subject, activePlanes }) {
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if (!renderer || !scene || !camera) return;
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if (!subject) return;
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if (!activePlanes || activePlanes.length === 0) return;
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this._hasStencil(renderer);
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// Спрячем все меши вне модели, чтобы stencil не "цеплял" землю/тень и прочее
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const hidden = [];
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try {
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scene.traverse((node) => {
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if (!node?.isMesh) return;
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if (this._isInSubtree({ obj: node, root: subject })) return;
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if (node.visible) {
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node.visible = false;
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hidden.push(node);
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}
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});
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} catch (_) {}
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const prevOverride = scene.overrideMaterial;
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const prevLocal = renderer.localClippingEnabled;
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const prevGlobalPlanes = renderer.clippingPlanes;
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// Важно: для материалов с local clipping нужно localClippingEnabled=true,
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// а глобальные renderer.clippingPlanes отключаем, чтобы cap не резало "самой собой".
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renderer.localClippingEnabled = true;
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renderer.clippingPlanes = [];
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const gl = renderer.getContext();
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const prevAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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try {
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for (const p of activePlanes) {
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if (!p || !isFinite(p.constant)) continue;
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// Чистим stencil перед обработкой каждой плоскости
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try {
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gl.clearStencil(0);
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gl.clear(gl.STENCIL_BUFFER_BIT);
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} catch (_) {}
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// Stencil pass: back faces (+1)
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this._stencilBack.clippingPlanes = activePlanes;
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scene.overrideMaterial = this._stencilBack;
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renderer.render(scene, camera);
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// Stencil pass: front faces (-1)
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this._stencilFront.clippingPlanes = activePlanes;
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scene.overrideMaterial = this._stencilFront;
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renderer.render(scene, camera);
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// Cap plane: stencil != 0, и клиппинг только другими плоскостями (без текущей)
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const capMat = this._capMesh.material;
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capMat.color.setHex(this.color);
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capMat.clippingPlanes = activePlanes.filter((q) => q !== p);
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this._updateCapMeshTransform(p, subject);
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renderer.render(this._capScene, camera);
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}
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} finally {
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scene.overrideMaterial = prevOverride;
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renderer.localClippingEnabled = prevLocal;
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renderer.clippingPlanes = prevGlobalPlanes;
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renderer.autoClear = prevAutoClear;
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for (const n of hidden) n.visible = true;
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}
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}
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}
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224
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package/src/viewer/Viewer.js
CHANGED
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@@ -13,6 +13,8 @@ import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";
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13
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import { RoomEnvironment } from "three/examples/jsm/environments/RoomEnvironment.js";
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import { NavCube } from "./NavCube.js";
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import { SectionManipulator } from "./SectionManipulator.js";
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import { SectionCapsRenderer } from "./SectionCapsRenderer.js";
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import { SectionCapsPass } from "./SectionCapsPass.js";
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import { ZoomToCursorController } from "./ZoomToCursorController.js";
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import { MiddleMousePanController } from "./MiddleMousePanController.js";
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import { RightMouseModelMoveController } from "./RightMouseModelMoveController.js";
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@@ -126,6 +128,9 @@ export class Viewer {
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128
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// Шаг 4: финальная постобработка (контраст/насыщенность) — должна быть последним pass'ом
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this._step4Pass = null;
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128
130
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this._step4 = { enabled: false, saturation: 1.0, contrast: 1.0 };
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131
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// Сечение: заливка "внутренностей" (cap) через stencil buffer
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132
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this._sectionCaps = new SectionCapsRenderer({ color: 0x212121 });
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this._sectionCapsPass = null;
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129
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this.clipping = {
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130
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enabled: false,
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131
136
|
planes: [
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@@ -449,7 +454,8 @@ export class Viewer {
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449
454
|
// Рендерер
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|
450
455
|
// logarithmicDepthBuffer: уменьшает z-fighting на почти копланарных поверхностях (часто в IFC).
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|
451
456
|
// Это заметно снижает "мигание" тонких накладных деталей на фасадах.
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|
452
|
-
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|
457
|
+
// stencil: нужен для отрисовки "cap" по контуру сечения
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|
458
|
+
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true, stencil: true });
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|
453
459
|
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
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|
454
460
|
this.renderer.autoClear = false; // управляем очисткой вручную для мульти-проходов
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|
455
461
|
// Тени по умолчанию выключены (включаются только через setShadowsEnabled)
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@@ -775,6 +781,17 @@ export class Viewer {
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|
775
781
|
this._composer.render();
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|
776
782
|
} else {
|
|
777
783
|
this.renderer.render(this.scene, this.camera);
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|
784
|
+
// Cap (закрытие среза) в режиме без композера
|
|
785
|
+
try {
|
|
786
|
+
const subject = this.activeModel || this.demoCube;
|
|
787
|
+
this._sectionCaps?.render?.({
|
|
788
|
+
renderer: this.renderer,
|
|
789
|
+
scene: this.scene,
|
|
790
|
+
camera: this.camera,
|
|
791
|
+
subject,
|
|
792
|
+
activePlanes,
|
|
793
|
+
});
|
|
794
|
+
} catch (_) {}
|
|
778
795
|
}
|
|
779
796
|
// Рендер оверлея манипуляторов без глобального клиппинга поверх
|
|
780
797
|
const prevLocal = this.renderer.localClippingEnabled;
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|
@@ -2884,7 +2901,9 @@ export class Viewer {
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|
|
2884
2901
|
const { width, height } = this._getContainerSize();
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|
2885
2902
|
const w = Math.max(1, Math.floor(width));
|
|
2886
2903
|
const h = Math.max(1, Math.floor(height));
|
|
2887
|
-
|
|
2904
|
+
// Нужен stencil buffer в render targets композера для "cap" сечения
|
|
2905
|
+
const rt = new THREE.WebGLRenderTarget(w, h, { depthBuffer: true, stencilBuffer: true });
|
|
2906
|
+
this._composer = new EffectComposer(this.renderer, rt);
|
|
2888
2907
|
this._renderPass = new RenderPass(this.scene, this.camera);
|
|
2889
2908
|
this._composer.addPass(this._renderPass);
|
|
2890
2909
|
this._ssaoPass = new SSAOPass(this.scene, this.camera, w, h);
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|
@@ -2963,6 +2982,16 @@ export class Viewer {
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|
|
2963
2982
|
this._composer.addPass(this._step4Pass);
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|
2964
2983
|
this.#applyStep4Uniforms();
|
|
2965
2984
|
|
|
2985
|
+
// Cap (закрытие сечения) — перед FXAA, чтобы сгладить край заливки
|
|
2986
|
+
this._sectionCapsPass = new SectionCapsPass({
|
|
2987
|
+
capsRenderer: this._sectionCaps,
|
|
2988
|
+
getScene: () => this.scene,
|
|
2989
|
+
getCamera: () => this.camera,
|
|
2990
|
+
getSubject: () => (this.activeModel || this.demoCube),
|
|
2991
|
+
getActivePlanes: () => (this.clipping?.planes || []),
|
|
2992
|
+
});
|
|
2993
|
+
this._composer.addPass(this._sectionCapsPass);
|
|
2994
|
+
|
|
2966
2995
|
// FXAA pass для устранения "лесенки" на кривых линиях (aliasing)
|
|
2967
2996
|
this._fxaaPass = new ShaderPass(FXAAShader);
|
|
2968
2997
|
this._fxaaPass.material.uniforms['resolution'].value.x = 1 / w;
|