abstract-3d 4.0.0-beta.2 → 4.0.0-beta.7

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Files changed (66) hide show
  1. package/README.md +2 -2
  2. package/lib/abstract-3d.d.ts +22 -1
  3. package/lib/abstract-3d.d.ts.map +1 -1
  4. package/lib/abstract-3d.js +4 -2
  5. package/lib/abstract-3d.js.map +1 -1
  6. package/lib/renderers/react/react.js +3 -3
  7. package/lib/renderers/react/react.js.map +1 -1
  8. package/lib/renderers/three/appearance/appearance.d.ts +5 -0
  9. package/lib/renderers/three/appearance/appearance.d.ts.map +1 -1
  10. package/lib/renderers/three/appearance/appearance.js +15 -5
  11. package/lib/renderers/three/appearance/appearance.js.map +1 -1
  12. package/lib/renderers/three/build/build.js +4 -1
  13. package/lib/renderers/three/build/build.js.map +1 -1
  14. package/lib/renderers/three/build/materials.d.ts.map +1 -1
  15. package/lib/renderers/three/build/materials.js +74 -2
  16. package/lib/renderers/three/build/materials.js.map +1 -1
  17. package/lib/renderers/three/camera/gizmo.d.ts.map +1 -1
  18. package/lib/renderers/three/camera/gizmo.js +2 -1
  19. package/lib/renderers/three/camera/gizmo.js.map +1 -1
  20. package/lib/renderers/three/environment/studio.d.ts +8 -0
  21. package/lib/renderers/three/environment/studio.d.ts.map +1 -0
  22. package/lib/renderers/three/environment/studio.js +14 -0
  23. package/lib/renderers/three/environment/studio.js.map +1 -0
  24. package/lib/renderers/three/geometry/geometry.d.ts.map +1 -1
  25. package/lib/renderers/three/geometry/geometry.js +5 -2
  26. package/lib/renderers/three/geometry/geometry.js.map +1 -1
  27. package/lib/renderers/three/quality/quality.d.ts +3 -2
  28. package/lib/renderers/three/quality/quality.d.ts.map +1 -1
  29. package/lib/renderers/three/quality/quality.js +4 -3
  30. package/lib/renderers/three/quality/quality.js.map +1 -1
  31. package/lib/renderers/three/shadow/key-light.d.ts +6 -0
  32. package/lib/renderers/three/shadow/key-light.d.ts.map +1 -0
  33. package/lib/renderers/three/shadow/key-light.js +37 -0
  34. package/lib/renderers/three/shadow/key-light.js.map +1 -0
  35. package/lib/renderers/three/shadow/shadow.d.ts +7 -1
  36. package/lib/renderers/three/shadow/shadow.d.ts.map +1 -1
  37. package/lib/renderers/three/shadow/shadow.js +63 -24
  38. package/lib/renderers/three/shadow/shadow.js.map +1 -1
  39. package/lib/renderers/three/viewer/options.d.ts +7 -6
  40. package/lib/renderers/three/viewer/options.d.ts.map +1 -1
  41. package/lib/renderers/three/viewer/options.js +1 -1
  42. package/lib/renderers/three/viewer/options.js.map +1 -1
  43. package/lib/renderers/three/viewer/viewer.d.ts +7 -1
  44. package/lib/renderers/three/viewer/viewer.d.ts.map +1 -1
  45. package/lib/renderers/three/viewer/viewer.js +69 -65
  46. package/lib/renderers/three/viewer/viewer.js.map +1 -1
  47. package/package.json +1 -1
  48. package/src/abstract-3d.ts +32 -2
  49. package/src/renderers/ifc/ifc.test.ts +7 -5
  50. package/src/renderers/react/react.tsx +3 -3
  51. package/src/renderers/three/appearance/appearance.test.ts +36 -4
  52. package/src/renderers/three/appearance/appearance.ts +21 -6
  53. package/src/renderers/three/build/build.test.ts +18 -10
  54. package/src/renderers/three/build/build.ts +4 -1
  55. package/src/renderers/three/build/materials.ts +93 -2
  56. package/src/renderers/three/camera/gizmo.ts +2 -1
  57. package/src/renderers/three/compile/compile.test.ts +32 -19
  58. package/src/renderers/three/environment/studio.ts +17 -0
  59. package/src/renderers/three/geometry/geometry.test.ts +15 -1
  60. package/src/renderers/three/geometry/geometry.ts +5 -2
  61. package/src/renderers/three/quality/quality.test.ts +2 -2
  62. package/src/renderers/three/quality/quality.ts +4 -3
  63. package/src/renderers/three/shadow/key-light.ts +41 -0
  64. package/src/renderers/three/shadow/shadow.ts +79 -25
  65. package/src/renderers/three/viewer/options.ts +8 -7
  66. package/src/renderers/three/viewer/viewer.ts +75 -74
@@ -17,6 +17,8 @@ const bounds = (mesh: Mesh): ReadonlyArray<number> => {
17
17
  return [...geometry.boundingBox!.min.toArray(), ...geometry.boundingBox!.max.toArray()].map((v) => Math.round(v * 1000) / 1000 + 0);
18
18
  };
19
19
 
20
+ const bevel = (mesh: Mesh): ReadonlyArray<number> => [...new Set(createSolidGeometry(mesh.geometry).getAttribute("bevel").array)];
21
+
20
22
  describe("getSolidShape", () => {
21
23
  it("shares unit geometries between primitives of any size, scaled by the local matrix", () => {
22
24
  expect(key(box(vec3(1, 2, 3), m))).toBe(key(box(vec3(4, 5, 6), m)));
@@ -74,9 +76,21 @@ describe("createSolidGeometry", () => {
74
76
  meshes.forEach((mesh) => {
75
77
  const geometry = createSolidGeometry(mesh.geometry);
76
78
  expect(geometry.index!.count).toBeGreaterThan(0);
77
- expect(Object.keys(geometry.attributes).sort()).toEqual(["normal", "position", "uv"]);
79
+ expect(Object.keys(geometry.attributes).sort()).toEqual(["bevel", "normal", "position", "uv"]);
78
80
  });
79
81
  });
82
+
83
+ it("gives boxes with a radius it as the radius their edges are shaded rounded by, with a geometry per radius", () => {
84
+ expect(bevel(box(vec3(1, 1, 1), m, vec3Zero, vec3Zero, [], 4))).toEqual([4]);
85
+ expect(key(box(vec3(1, 1, 1), m, vec3Zero, vec3Zero, [], 4))).toBe(key(box(vec3(9, 9, 9), m, vec3Zero, vec3Zero, [], 4)));
86
+ expect(key(box(vec3(1, 1, 1), m, vec3Zero, vec3Zero, [], 4))).not.toBe(key(box(vec3(1, 1, 1), m)));
87
+ });
88
+
89
+ it("keeps boxes without a radius, with holes, and other shapes sharp", () => {
90
+ expect(bevel(box(vec3(1, 1, 1), m))).toEqual([0]);
91
+ expect(bevel(box(vec3(1, 1, 1), m, vec3Zero, vec3Zero, [roundHole(vec2(0, 0), 0.1)], 4))).toEqual([0]);
92
+ expect(bevel(sphere(1, m))).toEqual([0]);
93
+ });
80
94
  });
81
95
 
82
96
  describe("keepGeometries", () => {
@@ -42,7 +42,7 @@ export function getSolidShape(g: Mesh["geometry"]): SolidShape | undefined {
42
42
  const size = g.type === "Box" ? g.size : vec3(g.size.x, g.size.y, 1);
43
43
  return g.holes?.some((h) => !holeIsZero(h))
44
44
  ? { key: JSON.stringify([g.type, g.size, g.holes]), local: transform(g.pos, g.rot) }
45
- : { key: g.type, local: transform(g.pos, g.rot, undefined, size) };
45
+ : { key: g.type === "Box" && g.radius ? `Box ${g.radius}` : g.type, local: transform(g.pos, g.rot, undefined, size) };
46
46
  }
47
47
  case "Image":
48
48
  return { key: "Plane", local: transform(g.pos, g.rot, undefined, vec3(g.size.x, g.size.y, 1)) };
@@ -86,8 +86,11 @@ export function createSolidGeometry(g: Mesh["geometry"]): BufferGeometry {
86
86
  if (!geometry.hasAttribute("uv")) {
87
87
  geometry.setAttribute("uv", new Float32BufferAttribute(new Float32Array(count * 2), 2));
88
88
  }
89
+ // The radius a unit box's edges are shaded as rounded by, 0 for sharp; every geometry has it, as a batch's geometries share their attributes
90
+ const radius = geometry instanceof BoxGeometry && g.type === "Box" ? (g.radius ?? 0) : 0;
91
+ geometry.setAttribute("bevel", new Float32BufferAttribute(new Float32Array(count).fill(radius), 1));
89
92
  Object.keys(geometry.attributes).forEach((name) => {
90
- if (name !== "position" && name !== "normal" && name !== "uv") {
93
+ if (name !== "position" && name !== "normal" && name !== "uv" && name !== "bevel") {
91
94
  geometry.deleteAttribute(name);
92
95
  }
93
96
  });
@@ -30,8 +30,8 @@ describe("recordFrame", () => {
30
30
  });
31
31
 
32
32
  describe("getPixelRatio", () => {
33
- it("caps the screen's pixel ratio by the tier", () => {
34
- expect([getPixelRatio("low", 3), getPixelRatio("medium", 3), getPixelRatio("high", 3)]).toEqual([1, 1.5, 2]);
33
+ it("caps the screen's pixel ratio by the tier, and high is the screen's own, as the r3f renderer's", () => {
34
+ expect([getPixelRatio("low", 3), getPixelRatio("medium", 3), getPixelRatio("high", 3)]).toEqual([1, 1.5, 3]);
35
35
  expect(getPixelRatio("high", 1)).toBe(1);
36
36
  });
37
37
  });
@@ -1,6 +1,7 @@
1
1
  /**
2
- * Quality tiers by resolution, the cheapest lever on a weak GPU: low renders a pixel per CSS pixel, medium up to 1.5 and high up to 2 on high-density
3
- * screens. `auto` starts high and drops to low for good once moving frames are slow, as model viewers lower their resolution under load
2
+ * Quality tiers by resolution, the cheapest lever on a weak GPU: low renders a pixel per CSS pixel, medium up to 1.5, and high, the default, the
3
+ * screen's own pixel ratio as the r3f renderer. `auto` starts high and drops to low for good once moving frames are slow, as model viewers lower
4
+ * their resolution under load
4
5
  */
5
6
 
6
7
  export type Tier = "low" | "medium" | "high";
@@ -9,7 +10,7 @@ export type Quality = Tier | "auto";
9
10
  /** `auto` starts at high, and drops to low for good once moving frames average slower than 40 per second */
10
11
  export type TierGovernor = { readonly quality: Quality; tier: Tier; sum: number; count: number };
11
12
 
12
- const pixelRatioCaps: Record<Tier, number> = { low: 1, medium: 1.5, high: 2 };
13
+ const pixelRatioCaps: Record<Tier, number> = { low: 1, medium: 1.5, high: Infinity };
13
14
  const windowSize = 30;
14
15
  const slowFrameMs = 25;
15
16
  /** Longer intervals are pauses between moves, not slow frames */
@@ -0,0 +1,41 @@
1
+ import { DirectionalLight, Group, Sphere, Vector3 } from "three";
2
+ import type { BuiltScene } from "../build/build.js";
3
+ import { getShadowCasters } from "./shadow.js";
4
+
5
+ /**
6
+ * A key light from the upper left front, on top of the studio's soft light, that casts the solids' shadows on themselves, e.g. under a roof or behind
7
+ * a profile. Its shadow map is rendered once per build, as the scene doesn't move, so a frame only samples it; the casters are the ground shadow's
8
+ */
9
+
10
+ const direction = new Vector3(-1, 2, 1.2).normalize();
11
+ const intensity = 3.5;
12
+ const mapSize = 2048;
13
+
14
+ /** The light and its target, to add to the scene, with or without shadows; undefined for a scene without solids */
15
+ export function createKeyLight(built: BuiltScene, shadows: boolean): Group | undefined {
16
+ const { bounds } = getShadowCasters(built);
17
+ if (bounds.isEmpty()) {
18
+ return undefined;
19
+ }
20
+ const { center, radius } = bounds.getBoundingSphere(new Sphere());
21
+ const light = new DirectionalLight(0xffffff, intensity);
22
+ light.position.copy(center).addScaledVector(direction, radius * 2);
23
+ light.target.position.copy(center);
24
+ light.castShadow = shadows;
25
+ // The shadow camera just encloses the scene, so the map's texels are as small as they can be
26
+ Object.assign(light.shadow.camera, { left: -radius, right: radius, top: radius, bottom: -radius, near: radius, far: radius * 3 });
27
+ light.shadow.camera.updateProjectionMatrix();
28
+ light.shadow.mapSize.set(mapSize, mapSize);
29
+ // Offsets along the normal by three texels, against shadow acne on the lit faces
30
+ Object.assign(light.shadow, { bias: -0.0005, normalBias: (radius * 6) / mapSize, radius: 3 });
31
+ return new Group().add(light, light.target);
32
+ }
33
+
34
+ export function disposeKeyLight(key: Group): void {
35
+ key.removeFromParent();
36
+ key.children.forEach((child) => {
37
+ if (child instanceof DirectionalLight) {
38
+ child.shadow.dispose();
39
+ }
40
+ });
41
+ }
@@ -1,7 +1,9 @@
1
1
  import {
2
+ type BatchedMesh,
2
3
  Box3,
4
+ CanvasTexture,
5
+ HalfFloatType,
3
6
  type Scene,
4
- Matrix4,
5
7
  Mesh,
6
8
  MeshBasicMaterial,
7
9
  MeshDepthMaterial,
@@ -24,53 +26,67 @@ import type { BuiltScene } from "../build/build.js";
24
26
  * ContactShadows with `frames={1}`
25
27
  */
26
28
 
27
- export type GroundShadow = { readonly mesh: Mesh<PlaneGeometry, MeshBasicMaterial>; readonly target: WebGLRenderTarget };
29
+ export type GroundShadow = {
30
+ readonly mesh: Mesh<PlaneGeometry, MeshBasicMaterial>;
31
+ readonly floor: Mesh<PlaneGeometry, MeshBasicMaterial>;
32
+ readonly target: WebGLRenderTarget;
33
+ };
28
34
 
29
35
  /** The layer the solids are drawn on for the shadow, so text, lines, images and dimensions don't cast one */
30
36
  const shadowLayer = 1;
31
37
  /** Of the texture's longer side */
32
38
  const resolution = 512;
33
- /** How far behind (-z) a part's shadow falls per unit of its height, as from a light in front and above */
34
- const lean = 0.5;
35
39
  /** The blur's reach, of the solids' height */
36
- const softness = 0.15;
37
- const opacity = 0.8;
40
+ const softness = 0.22;
41
+ const opacity = 1;
42
+ /** A pool of light on the floor the shadow lies in, so it shows on a dark background, which a shadow alone can't darken; on white it's invisible */
43
+ const floorLight = 0.06;
44
+ /** The pool's reach beyond the solids, of their height */
45
+ const floorReach = 1;
38
46
 
39
- /** Undefined for a scene without solids; renders with `renderer`, and leaves its render target as it was */
40
- export function createGroundShadow(renderer: WebGLRenderer, scene: Scene, built: BuiltScene): GroundShadow | undefined {
47
+ /** The batches of solids that cast shadows, with their bounds: opaque ones whose material doesn't turn it off, not text, lines, images or dimensions */
48
+ export function getShadowCasters(built: BuiltScene): { readonly casters: ReadonlyArray<BatchedMesh>; readonly bounds: Box3 } {
49
+ const casters: Array<BatchedMesh> = [];
41
50
  const bounds = new Box3();
42
51
  built.parts.forEach((part) => {
43
- if (part.kind === "solid" && part.object.parent !== built.dimensions && part.object.boundingBox) {
44
- part.object.layers.enable(shadowLayer);
52
+ if (part.kind === "solid" && part.object.castShadow && part.object.parent !== built.dimensions && part.object.boundingBox) {
53
+ casters.push(part.object);
45
54
  bounds.union(part.object.boundingBox);
46
55
  }
47
56
  });
57
+ return { casters, bounds };
58
+ }
59
+
60
+ /** Undefined for a scene without solids; renders with `renderer`, and leaves its render target as it was */
61
+ export function createGroundShadow(renderer: WebGLRenderer, scene: Scene, built: BuiltScene): GroundShadow | undefined {
62
+ const { casters, bounds } = getShadowCasters(built);
48
63
  if (bounds.isEmpty()) {
49
64
  return undefined;
50
65
  }
66
+ casters.forEach((caster) => caster.layers.enable(shadowLayer));
51
67
  const size = bounds.getSize(new Vector3());
52
- // The plane reaches past the solids by twice the blur's reach, and behind them as far as their tops' shadows fall
53
- const [reach, behind] = [softness * size.y, lean * size.y];
54
- const [width, depth] = [size.x + reach * 4, size.z + reach * 4 + behind];
55
- const center = new Vector3((bounds.min.x + bounds.max.x) / 2, bounds.min.y, (bounds.min.z + bounds.max.z - behind) / 2);
68
+ // The plane reaches past the solids by twice the blur's reach on every side
69
+ const reach = softness * size.y;
70
+ const [width, depth] = [size.x + reach * 4, size.z + reach * 4];
71
+ const center = new Vector3((bounds.min.x + bounds.max.x) / 2, bounds.min.y, (bounds.min.z + bounds.max.z) / 2);
56
72
  const [texelsX, texelsZ] =
57
73
  width > depth ? [resolution, Math.ceil((resolution * depth) / width)] : [Math.ceil((resolution * width) / depth), resolution];
58
- const [target, blurred] = [new WebGLRenderTarget(texelsX, texelsZ), new WebGLRenderTarget(texelsX, texelsZ)];
74
+ // Half float, so the blur's soft falloff isn't rounded into steps
75
+ const halfFloat = { type: HalfFloatType };
76
+ const [target, blurred] = [new WebGLRenderTarget(texelsX, texelsZ, halfFloat), new WebGLRenderTarget(texelsX, texelsZ, halfFloat)];
59
77
 
60
- // Looks up from the ground, seeing as far as the solids are high; the shear moves what's at height h back by lean·h. Up is +z on its screen, and
61
- // a height h is -h in its view space
78
+ // Looks up from the ground, seeing as far as the solids are high
62
79
  const camera = new OrthographicCamera(-width / 2, width / 2, depth / 2, -depth / 2, 0, size.y);
63
80
  camera.position.copy(center);
64
81
  camera.rotation.x = Math.PI / 2;
65
82
  camera.layers.set(shadowLayer);
66
83
  camera.updateMatrixWorld();
67
- camera.projectionMatrix.multiply(new Matrix4().set(1, 0, 0, 0, 0, 1, lean, 0, 0, 0, 1, 0, 0, 0, 0, 1));
68
84
  // Depth tested, so at each point the surface closest to the ground darkens it, not the last one drawn
69
85
  const darkness = new MeshDepthMaterial();
70
86
  darkness.onBeforeCompile = (shader) => {
71
87
  shader.fragmentShader = shader.fragmentShader.replace(
72
88
  "gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );",
73
- "gl_FragColor = vec4( vec3( 0.0 ), 1.0 - fragCoordZ );"
89
+ "gl_FragColor = vec4( vec3( 0.0 ), sqrt( 1.0 - fragCoordZ ) );"
74
90
  );
75
91
  };
76
92
  const previous = renderer.getRenderTarget();
@@ -100,17 +116,55 @@ export function createGroundShadow(renderer: WebGLRenderer, scene: Scene, built:
100
116
  // The plane faces down as the camera looked up, so its texture lines up, and is mirrored to face up
101
117
  const mesh = new Mesh(
102
118
  new PlaneGeometry(width, depth).rotateX(Math.PI / 2),
103
- new MeshBasicMaterial({ map: target.texture, transparent: true, depthWrite: false, opacity })
119
+ ditherAlpha(new MeshBasicMaterial({ map: target.texture, transparent: true, depthWrite: false, opacity }), 2)
104
120
  );
105
121
  mesh.position.copy(center);
106
122
  mesh.scale.y = -1;
107
- scene.add(mesh);
108
- return { mesh, target };
123
+ // The floor's pool of light first, then the shadow in it, both before other transparent objects
124
+ const floor = new Mesh(
125
+ new PlaneGeometry(size.x + size.y * floorReach * 2, size.z + size.y * floorReach * 2).rotateX(-Math.PI / 2),
126
+ ditherAlpha(new MeshBasicMaterial({ alphaMap: createPool(), transparent: true, depthWrite: false, opacity: floorLight }), 1)
127
+ );
128
+ floor.position.copy(center);
129
+ Object.assign(floor, { renderOrder: -2 });
130
+ Object.assign(mesh, { renderOrder: -1 });
131
+ scene.add(floor, mesh);
132
+ return { mesh, floor, target };
133
+ }
134
+
135
+ /** A radial falloff from the center to the edges, as a spotlight's pool on the floor */
136
+ function createPool(): CanvasTexture {
137
+ const canvas = Object.assign(document.createElement("canvas"), { width: 128, height: 128 });
138
+ const ctx = canvas.getContext("2d")!;
139
+ const gradient = ctx.createRadialGradient(64, 64, 0, 64, 64, 64);
140
+ gradient.addColorStop(0, "#fff");
141
+ gradient.addColorStop(0.3, "#999");
142
+ gradient.addColorStop(0.7, "#222");
143
+ gradient.addColorStop(1, "#000");
144
+ Object.assign(ctx, { fillStyle: gradient }).fillRect(0, 0, 128, 128);
145
+ return new CanvasTexture(canvas);
109
146
  }
110
147
 
111
148
  export function disposeGroundShadow(shadow: GroundShadow): void {
112
- shadow.mesh.removeFromParent();
113
- shadow.mesh.geometry.dispose();
114
- shadow.mesh.material.dispose();
149
+ [shadow.mesh, shadow.floor].forEach((mesh) => {
150
+ mesh.removeFromParent();
151
+ mesh.geometry.dispose();
152
+ mesh.material.alphaMap?.dispose();
153
+ mesh.material.dispose();
154
+ });
115
155
  shadow.target.dispose();
116
156
  }
157
+
158
+ /**
159
+ * Jitters the alpha by about `levels` of the screen's 256 per pixel, so a faint gradient blended over the background doesn't show the 8-bit steps of
160
+ * the blend; three's `dithering` jitters the color, which these blends' steps don't come from
161
+ */
162
+ function ditherAlpha(material: MeshBasicMaterial, levels: number): MeshBasicMaterial {
163
+ material.onBeforeCompile = (shader) => {
164
+ shader.fragmentShader = shader.fragmentShader.replace(
165
+ "#include <dithering_fragment>",
166
+ `gl_FragColor.a = clamp( gl_FragColor.a + ( rand( gl_FragCoord.xy ) - 0.5 ) * ${(levels / 255).toFixed(5)}, 0.0, 1.0 );`
167
+ );
168
+ };
169
+ return material;
170
+ }
@@ -1,4 +1,4 @@
1
- import type { Object3D, Texture } from "three";
1
+ import type { Object3D } from "three";
2
2
  import type { Group, Relation, Scene, Vec3, View } from "../../../abstract-3d.js";
3
3
  import type { MaterialState } from "../appearance/appearance.js";
4
4
  import type { BufferZones, CameraOptions } from "../camera/camera.js";
@@ -34,21 +34,22 @@ export type ViewerOptions<Content> = {
34
34
  */
35
35
  readonly activeRelations?: ReadonlyArray<string>;
36
36
  readonly showDimensions?: boolean;
37
- /** View, buffer zones and padding are read when the scene is fitted: first, and for a new camera or canvas size */
37
+ /** View, buffer zones and padding are read when the scene is fitted: first, and for a new camera or canvas aspect */
38
38
  readonly camera?: CameraOptions;
39
39
  readonly view?: View;
40
40
  readonly bufferZones?: BufferZones;
41
41
  readonly fitPadding?: number;
42
42
  readonly controls?: ControlsOptions;
43
43
  readonly gizmo?: ControlsHelper;
44
- /** Replace the default lights, a weak ambient light, a key light from the upper left and two fills */
44
+ /** Lights added to the photographed studio and key light that light the scene; none by default */
45
45
  readonly lights?: ReadonlyArray<Object3D> | ((scene: Scene) => ReadonlyArray<Object3D>);
46
- /** Lights faces by which way they turn and gives metal reflections: `studio` by default, `room` for three's RoomEnvironment, or null for none */
47
- readonly environment?: Texture | "studio" | "room" | null;
46
+ /** Of the studio's light, 0.5 by default, the key light giving the rest */
48
47
  readonly environmentIntensity?: number;
49
48
  /** A soft shadow on the ground under the scene, rendered once per build; on by default */
50
49
  readonly groundShadow?: boolean;
51
- /** The resolution: `low` 1, `medium` up to 1.5 and `high` up to 2 pixels per CSS pixel; `auto` by default, high until moving gets slow */
50
+ /** The solids' shadows on themselves, e.g. under a roof, cast by the key light from the upper left front; on by default */
51
+ readonly shadows?: boolean;
52
+ /** The resolution: `low` 1 and `medium` up to 1.5 pixels per CSS pixel, `high`, the default, the screen's; `auto` high until moving gets slow */
52
53
  readonly quality?: Quality;
53
54
  readonly useAlphaTest?: boolean;
54
55
  readonly materialStateImages?: Record<string, string>;
@@ -88,9 +89,9 @@ export const effects: { readonly [K in keyof ViewerOptions<unknown>]-?: Readonly
88
89
  controls: ["controls"],
89
90
  gizmo: ["gizmo"],
90
91
  lights: ["lights"],
91
- environment: ["lights"],
92
92
  environmentIntensity: ["lights"],
93
93
  groundShadow: ["shadow"],
94
+ shadows: ["shadow"],
94
95
  quality: ["quality"],
95
96
  popovers: ["overlays"],
96
97
  getTooltips: ["overlays"],
@@ -1,25 +1,17 @@
1
1
  import {
2
- AmbientLight,
3
2
  type BufferGeometry,
4
- CanvasTexture,
5
- DirectionalLight,
6
- EquirectangularReflectionMapping,
7
3
  Group,
8
4
  NeutralToneMapping,
9
- type Object3D,
10
5
  OrthographicCamera,
11
6
  PerspectiveCamera,
12
- PMREMGenerator,
13
7
  Raycaster,
14
8
  Scene as ThreeScene,
15
- SRGBColorSpace,
16
9
  type Texture,
17
10
  Vector2,
18
11
  Vector3,
19
12
  WebGLRenderer,
20
13
  } from "three";
21
14
  import type { ViewportGizmo } from "three-viewport-gizmo";
22
- import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";
23
15
  import type { StructureState } from "../appearance/appearance.js";
24
16
  import type { BuiltScene } from "../build/build.js";
25
17
  import { animateScene, buildScene, cullScene, disposeScene, getPickables, getPickedItem, paintScene } from "../build/build.js";
@@ -34,6 +26,7 @@ import type { CompiledScene } from "../compile/compile.js";
34
26
  import { compileScene } from "../compile/compile.js";
35
27
  import type { TierGovernor } from "../quality/quality.js";
36
28
  import { getPixelRatio, recordFrame } from "../quality/quality.js";
29
+ import { createKeyLight, disposeKeyLight } from "../shadow/key-light.js";
37
30
  import type { GroundShadow } from "../shadow/shadow.js";
38
31
  import { createGroundShadow, disposeGroundShadow } from "../shadow/shadow.js";
39
32
  import type { GlyphAtlas } from "../text/text.js";
@@ -80,8 +73,11 @@ export type Viewer<Content> = {
80
73
  built?: BuiltScene;
81
74
  gizmo?: ViewportGizmo;
82
75
  shadow?: GroundShadow;
76
+ /** The key light that casts the solids' shadows on themselves */
77
+ keyLight?: Group;
83
78
  governor?: TierGovernor;
84
- readonly environments: Partial<Record<"studio" | "room", Texture>>;
79
+ /** The studio environment, loading and once loaded */
80
+ readonly studio: { loading?: Promise<unknown>; texture?: Texture };
85
81
  /** The scene is built and its shaders compiled */
86
82
  loaded: boolean;
87
83
  fitted: boolean;
@@ -103,6 +99,8 @@ export function createViewer<Content>(container: HTMLElement, options: ViewerOpt
103
99
  const renderer = new WebGLRenderer({ canvas, antialias: true, alpha: true });
104
100
  Object.assign(renderer, { toneMapping: NeutralToneMapping });
105
101
  renderer.setClearColor(0x000000, 0);
102
+ // Rendered when the scene is built, not each frame
103
+ Object.assign(renderer.shadowMap, { enabled: true, autoUpdate: false });
106
104
  renderer.info.autoReset = false;
107
105
  const cameras = { Perspective: new PerspectiveCamera(45), Orthographic: new OrthographicCamera() };
108
106
  const camera = cameras[options.camera?.type ?? "Perspective"];
@@ -128,7 +126,7 @@ export function createViewer<Content>(container: HTMLElement, options: ViewerOpt
128
126
  pending: new Set(["compile", "build", "camera", "controls", "gizmo", "lights", "quality", "paint", "overlays"]),
129
127
  stats: { frames: 0, frameMs: 0, drawCalls: 0, pickMs: 0, paintMs: 0 },
130
128
  structure: { activeComponents: options.activeComponents, relationsActive: options.activeRelations !== undefined },
131
- environments: {},
129
+ studio: {},
132
130
  loaded: false,
133
131
  fitted: false,
134
132
  disposed: false,
@@ -172,7 +170,10 @@ export function disposeViewer<Content>(v: Viewer<Content>): void {
172
170
  if (v.shadow) {
173
171
  disposeGroundShadow(v.shadow);
174
172
  }
175
- Object.values(v.environments).forEach((e) => e.dispose());
173
+ if (v.keyLight) {
174
+ disposeKeyLight(v.keyLight);
175
+ }
176
+ v.studio.texture?.dispose();
176
177
  v.geometries.forEach((g) => g.dispose());
177
178
  v.atlas.texture.dispose();
178
179
  disposeTextures(v.textures);
@@ -198,17 +199,26 @@ function apply<Content>(v: Viewer<Content>, changes: ReadonlySet<Change>): void
198
199
  disposeGroundShadow(v.shadow);
199
200
  }
200
201
  v.shadow = v.built && options.groundShadow !== false ? createGroundShadow(v.renderer, v.scene, v.built) : undefined;
202
+ if (v.keyLight) {
203
+ disposeKeyLight(v.keyLight);
204
+ }
205
+ v.keyLight = v.built ? createKeyLight(v.built, options.shadows !== false) : undefined;
206
+ if (v.keyLight) {
207
+ v.scene.add(v.keyLight);
208
+ }
209
+ // The shadow map is rendered once, as the scene doesn't move, or each frame while something animates
210
+ Object.assign(v.renderer.shadowMap, { needsUpdate: true, autoUpdate: !!v.built && v.built.animatedItems.length > 0 });
201
211
  }
202
212
  if (changes.has("camera")) {
203
213
  const { near = 0.1, far = 2000, ...rest } = options.camera ?? { type: "Perspective" };
204
214
  v.camera = v.cameras[rest.type];
205
- Object.assign(v.camera, { near, far, ...("fov" in rest && rest.fov !== undefined ? { fov: rest.fov } : {}) });
215
+ Object.assign(v.camera, { near, far, ...(rest.type === "Perspective" ? { fov: rest.fov ?? 45 } : {}) });
206
216
  v.controls.orbit.object = v.camera;
207
217
  }
208
218
  if (changes.has("controls")) {
209
219
  configureControls(v.controls, options.controls ?? {});
210
220
  }
211
- // As the r3f renderer, the scene is fitted at first, and for a new camera or canvas size
221
+ // As the r3f renderer, the scene is fitted at first, and for a new camera or canvas aspect
212
222
  if ((changes.has("build") && !v.fitted) || changes.has("camera")) {
213
223
  fitPose(v);
214
224
  }
@@ -219,7 +229,7 @@ function apply<Content>(v: Viewer<Content>, changes: ReadonlySet<Change>): void
219
229
  updateLights(v);
220
230
  }
221
231
  if (changes.has("quality")) {
222
- const quality = options.quality ?? "auto";
232
+ const quality = options.quality ?? "high";
223
233
  v.governor = { quality, tier: quality === "auto" ? "high" : quality, sum: 0, count: 0 };
224
234
  v.renderer.setPixelRatio(getPixelRatio(v.governor.tier, window.devicePixelRatio));
225
235
  }
@@ -260,9 +270,10 @@ function rebuild<Content>(v: Viewer<Content>): void {
260
270
  if (v.built) {
261
271
  v.scene.add(v.built.root);
262
272
  v.built.dimensions.visible = options.showDimensions ?? true;
263
- // Compiled in parallel where the driver can, as three.js's compileAsync example
264
- v.renderer
265
- .compileAsync(v.scene, v.camera)
273
+ // Compiled in parallel where the driver can, as three.js's compileAsync example, and after the studio arrived, which they use
274
+ loadStudio(v)
275
+ .catch(() => undefined)
276
+ .then(() => v.renderer.compileAsync(v.scene, v.camera))
266
277
  .then(() => onLoaded(v))
267
278
  .catch(() => undefined);
268
279
  }
@@ -315,21 +326,32 @@ function renderFrame<Content>(v: Viewer<Content>, now: number): void {
315
326
  }
316
327
  }
317
328
 
329
+ /** As the r3f renderer, a resize refits only when the canvas' aspect changes */
318
330
  function onResize<Content>(v: Viewer<Content>, rect: DOMRectReadOnly): void {
331
+ const aspectChanged = rect.width / rect.height !== v.size.width / v.size.height;
319
332
  Object.assign(v.size, { width: rect.width, height: rect.height });
320
333
  v.renderer.setSize(rect.width, rect.height, false);
321
334
  v.overlays.renderer.setSize(rect.width, rect.height);
322
335
  v.gizmo?.update();
323
- fitPose(v);
324
- invalidate(v);
336
+ if (aspectChanged) {
337
+ fitPose(v);
338
+ }
339
+ // Resizing cleared the canvas; rendered now, before the browser paints, instead of the next frame, so it never shows blank
340
+ if (v.loop.frame) {
341
+ cancelAnimationFrame(v.loop.frame);
342
+ v.loop.frame = 0;
343
+ }
344
+ if (rect.width > 0 && rect.height > 0 && !v.disposed) {
345
+ renderFrame(v, performance.now());
346
+ }
325
347
  }
326
348
 
327
- /** Fits the projection to the scene, and moves the camera to look at it from the view */
349
+ /** Fits the projection to the scene, and moves the camera to look from the view; as the r3f renderer, the target stays where it was panned to */
328
350
  function fitPose<Content>(v: Viewer<Content>): void {
329
351
  const placement = fitScene(v);
330
352
  if (placement) {
331
353
  const { x, y, z } = placement.direction;
332
- setPose(v.controls, new Vector3(x, y, z).multiplyScalar(placement.distance), new Vector3());
354
+ setPose(v.controls, new Vector3(x, y, z).multiplyScalar(placement.distance), v.controls.orbit.target);
333
355
  v.fitted = true;
334
356
  }
335
357
  }
@@ -345,6 +367,19 @@ function updateGizmo<Content>(v: Viewer<Content>): void {
345
367
  v.gizmo = gizmo && createGizmo(v.camera, v.renderer, v.container, gizmo).attachControls(v.controls.orbit);
346
368
  v.gizmo?.addEventListener("change", () => invalidate(v));
347
369
  v.gizmo?.addEventListener("start", () => onGizmoStart(v));
370
+ // Its labels are drawn once, so ones drawn before the page's web fonts loaded are redrawn when they have
371
+ const created = v.gizmo;
372
+ if (created && document.fonts.status !== "loaded") {
373
+ document.fonts.ready.then(() => redrawGizmo(v, created)).catch(() => undefined);
374
+ }
375
+ }
376
+
377
+ /** Unless the gizmo was replaced or the viewer disposed meanwhile */
378
+ function redrawGizmo<Content>(v: Viewer<Content>, gizmo: ViewportGizmo): void {
379
+ if (v.gizmo === gizmo && !v.disposed) {
380
+ gizmo.set(gizmo.options);
381
+ invalidate(v);
382
+ }
348
383
  }
349
384
 
350
385
  /**
@@ -459,63 +494,26 @@ function getGroupArgs<Content>(
459
494
  }
460
495
  }
461
496
 
497
+ /** The scene is lit by a photographed studio as its environment; apps can add their own lights */
462
498
  function updateLights<Content>(v: Viewer<Content>): void {
463
- const { scene, lights, environment = "studio", environmentIntensity = 1 } = v.options;
499
+ const { scene, lights, environmentIntensity = studioIntensity } = v.options;
464
500
  v.lights.clear();
465
- const objects = typeof lights === "function" ? (scene ? lights(scene) : []) : (lights ?? createLights());
466
- objects.forEach((o) => v.lights.add(o));
467
- if (typeof environment === "string") {
468
- v.environments[environment] ??= createEnvironment(environment, v.renderer);
469
- }
470
- Object.assign(v.scene, { environment: typeof environment === "string" ? v.environments[environment] : environment, environmentIntensity });
501
+ (typeof lights === "function" ? (scene ? lights(scene) : []) : (lights ?? [])).forEach((o) => v.lights.add(o));
502
+ v.scene.environmentIntensity = environmentIntensity;
503
+ loadStudio(v).catch(() => undefined);
471
504
  }
472
505
 
473
- /**
474
- * A weak ambient light, so the environment lights faces by which way they turn, with a key light from the upper left for shading and highlights and
475
- * two fills. Directional lights shine towards the origin, the scene's center, so only their positions' directions matter
476
- */
477
- function createLights(): ReadonlyArray<Object3D> {
478
- const directional = [
479
- [-1.9, 1, 0, 3],
480
- [0, 1, 0.94, 1.2],
481
- [3.9, 0, 1, 0.3],
482
- ] as const;
483
- return [
484
- new AmbientLight(0xffffff, 0.2),
485
- ...directional.map(([x, y, z, i]) => {
486
- const light = new DirectionalLight(0xffffff, i);
487
- light.position.set(x, y, z);
488
- return light;
489
- }),
490
- ];
491
- }
492
-
493
- /**
494
- * Studio: an equirectangular gradient from a white ceiling to a dark floor, with three softboxes 20-50° up, so faces are brighter from above than
495
- * from below and metal profiles and panels get reflections. Room: three.js's RoomEnvironment through PMREM, as its examples light models
496
- */
497
- function createEnvironment(kind: "studio" | "room", renderer: WebGLRenderer): Texture {
498
- if (kind === "room") {
499
- const pmrem = new PMREMGenerator(renderer);
500
- const texture = pmrem.fromScene(new RoomEnvironment(), 0.04).texture;
501
- pmrem.dispose();
502
- return texture;
503
- }
504
- const canvas = Object.assign(document.createElement("canvas"), { width: 1024, height: 512 });
505
- const ctx = canvas.getContext("2d")!;
506
- const gradient = ctx.createLinearGradient(0, 0, 0, 512);
507
- gradient.addColorStop(0, "#ffffff");
508
- gradient.addColorStop(0.45, "#d8d8d8");
509
- gradient.addColorStop(0.55, "#8a8a8a");
510
- gradient.addColorStop(1, "#5a5a5a");
511
- Object.assign(ctx, { fillStyle: gradient }).fillRect(0, 0, 1024, 512);
512
- ctx.fillStyle = "#ffffff";
513
- [
514
- [80, 120],
515
- [400, 90],
516
- [700, 140],
517
- ].forEach(([x, width]) => ctx.fillRect(x!, 110, width!, 90));
518
- return Object.assign(new CanvasTexture(canvas), { mapping: EquirectangularReflectionMapping, colorSpace: SRGBColorSpace });
506
+ /** The studio, loaded once, its own chunk; set when it arrives, so the scene's shaders are compiled after it, with it */
507
+ function loadStudio<Content>(v: Viewer<Content>): Promise<unknown> {
508
+ v.studio.loading ??= import("../environment/studio.js")
509
+ .then(({ loadStudio: load }) => load())
510
+ .then((texture) => {
511
+ v.studio.texture = texture;
512
+ v.scene.environment = texture;
513
+ invalidate(v);
514
+ return texture;
515
+ });
516
+ return v.studio.loading;
519
517
  }
520
518
 
521
519
  function updateOverlays<Content>(v: Viewer<Content>): void {
@@ -539,5 +537,8 @@ function updateOverlays<Content>(v: Viewer<Content>): void {
539
537
  setOverlays(v.overlays, overlays, options.onOverlays);
540
538
  }
541
539
 
540
+ /** The studio's share of the light, the key light giving the rest, so the key light's shadows show */
541
+ const studioIntensity = 0.5;
542
+
542
543
  const raycaster = new Raycaster();
543
544
  const ndc = new Vector2();