three-cad-viewer 4.1.2 → 4.2.0

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Files changed (58) hide show
  1. package/Readme.md +12 -5
  2. package/dist/camera/camera.d.ts +14 -2
  3. package/dist/core/studio-manager.d.ts +91 -0
  4. package/dist/core/types.d.ts +260 -9
  5. package/dist/core/viewer-state.d.ts +28 -2
  6. package/dist/core/viewer.d.ts +200 -6
  7. package/dist/index.d.ts +7 -2
  8. package/dist/rendering/environment.d.ts +239 -0
  9. package/dist/rendering/light-detection.d.ts +44 -0
  10. package/dist/rendering/material-factory.d.ts +77 -2
  11. package/dist/rendering/material-presets.d.ts +32 -0
  12. package/dist/rendering/room-environment.d.ts +13 -0
  13. package/dist/rendering/studio-composer.d.ts +130 -0
  14. package/dist/rendering/studio-floor.d.ts +53 -0
  15. package/dist/rendering/texture-cache.d.ts +142 -0
  16. package/dist/rendering/triplanar.d.ts +37 -0
  17. package/dist/scene/animation.d.ts +1 -1
  18. package/dist/scene/clipping.d.ts +31 -0
  19. package/dist/scene/nestedgroup.d.ts +64 -27
  20. package/dist/scene/objectgroup.d.ts +47 -0
  21. package/dist/three-cad-viewer.css +339 -29
  22. package/dist/three-cad-viewer.esm.js +27567 -11874
  23. package/dist/three-cad-viewer.esm.js.map +1 -1
  24. package/dist/three-cad-viewer.esm.min.js +10 -4
  25. package/dist/three-cad-viewer.js +27486 -11787
  26. package/dist/three-cad-viewer.min.js +10 -4
  27. package/dist/ui/display.d.ts +147 -0
  28. package/dist/utils/decode-instances.d.ts +60 -0
  29. package/dist/utils/utils.d.ts +10 -0
  30. package/package.json +4 -2
  31. package/src/_version.ts +1 -1
  32. package/src/camera/camera.ts +27 -10
  33. package/src/core/studio-manager.ts +682 -0
  34. package/src/core/types.ts +328 -9
  35. package/src/core/viewer-state.ts +84 -4
  36. package/src/core/viewer.ts +453 -22
  37. package/src/index.ts +25 -1
  38. package/src/rendering/environment.ts +840 -0
  39. package/src/rendering/light-detection.ts +327 -0
  40. package/src/rendering/material-factory.ts +456 -2
  41. package/src/rendering/material-presets.ts +303 -0
  42. package/src/rendering/raycast.ts +2 -2
  43. package/src/rendering/room-environment.ts +192 -0
  44. package/src/rendering/studio-composer.ts +577 -0
  45. package/src/rendering/studio-floor.ts +108 -0
  46. package/src/rendering/texture-cache.ts +1020 -0
  47. package/src/rendering/triplanar.ts +329 -0
  48. package/src/scene/animation.ts +3 -2
  49. package/src/scene/clipping.ts +59 -0
  50. package/src/scene/nestedgroup.ts +399 -0
  51. package/src/scene/objectgroup.ts +186 -11
  52. package/src/scene/orientation.ts +12 -0
  53. package/src/scene/render-shape.ts +55 -21
  54. package/src/types/n8ao.d.ts +28 -0
  55. package/src/ui/display.ts +1032 -27
  56. package/src/ui/index.html +181 -44
  57. package/src/utils/decode-instances.ts +233 -0
  58. package/src/utils/utils.ts +33 -20
@@ -0,0 +1,303 @@
1
+ /**
2
+ * Built-in material presets for Studio mode.
3
+ *
4
+ * 31 presets organized by category: metals (polished & matte/brushed),
5
+ * plastics, glass & transparent, rubber & elastomers, painted surfaces,
6
+ * and natural/other materials.
7
+ *
8
+ * These are pure data definitions — no textures, no runtime cost.
9
+ * The `builtin` field is intentionally omitted; it is used by user-defined
10
+ * materials to reference these presets, not by presets themselves.
11
+ *
12
+ * All color values are in sRGB color space (0-1 per channel).
13
+ * The material factory converts sRGB to linear when creating Three.js materials.
14
+ * Presets with neutral color (plastics, paints) rely on the leaf node's
15
+ * color field for the actual tint via fallback in the material factory.
16
+ *
17
+ */
18
+
19
+ import type { MaterialAppearance } from "../core/types.js";
20
+
21
+ // =============================================================================
22
+ // Preset Dictionary
23
+ // =============================================================================
24
+
25
+ /**
26
+ * Built-in material presets keyed by preset name.
27
+ *
28
+ * Usage: look up a preset by the `material` tag on a leaf node, or via
29
+ * `"builtin:<name>"` strings in the materials table.
30
+ */
31
+ export const MATERIAL_PRESETS: Record<string, MaterialAppearance> = {
32
+ // ---------------------------------------------------------------------------
33
+ // Metals -- Polished
34
+ // ---------------------------------------------------------------------------
35
+
36
+ "chrome": {
37
+ name: "Chrome",
38
+ color: [0.98, 0.98, 0.98, 1],
39
+ metalness: 1.0,
40
+ roughness: 0.05,
41
+ },
42
+
43
+ "polished-steel": {
44
+ name: "Polished Steel",
45
+ color: [0.91, 0.91, 0.92, 1],
46
+ metalness: 1.0,
47
+ roughness: 0.1,
48
+ },
49
+
50
+ "polished-aluminum": {
51
+ name: "Polished Aluminum",
52
+ color: [0.916, 0.923, 0.924, 1],
53
+ metalness: 1.0,
54
+ roughness: 0.1,
55
+ },
56
+
57
+ "gold": {
58
+ name: "Gold",
59
+ color: [1, 0.93, 0, 1],
60
+ metalness: 1.0,
61
+ roughness: 0.1,
62
+ },
63
+
64
+ "copper": {
65
+ name: "Copper",
66
+ color: [0.98, 0.82, 0.76, 1],
67
+ metalness: 1.0,
68
+ roughness: 0.15,
69
+ },
70
+
71
+ "brass": {
72
+ name: "Brass",
73
+ color: [0.95, 0.9, 0.7, 1],
74
+ metalness: 1.0,
75
+ roughness: 0.15,
76
+ },
77
+
78
+ // ---------------------------------------------------------------------------
79
+ // Metals -- Matte / Brushed
80
+ // ---------------------------------------------------------------------------
81
+
82
+ "stainless-steel": {
83
+ name: "Stainless Steel",
84
+ color: [0.91, 0.91, 0.92, 1],
85
+ metalness: 1.0,
86
+ roughness: 0.4,
87
+ },
88
+
89
+ "brushed-aluminum": {
90
+ name: "Brushed Aluminum",
91
+ color: [0.916, 0.923, 0.924, 1],
92
+ metalness: 1.0,
93
+ roughness: 0.35,
94
+ anisotropy: 0.5,
95
+ },
96
+
97
+ "cast-iron": {
98
+ name: "Cast Iron",
99
+ color: [0.68, 0.68, 0.69, 1],
100
+ metalness: 0.9,
101
+ roughness: 0.7,
102
+ },
103
+
104
+ "titanium": {
105
+ name: "Titanium",
106
+ color: [0.81, 0.79, 0.77, 1],
107
+ metalness: 1.0,
108
+ roughness: 0.45,
109
+ },
110
+
111
+ "galvanized": {
112
+ name: "Galvanized",
113
+ color: [0.88, 0.88, 0.9, 1],
114
+ metalness: 0.8,
115
+ roughness: 0.5,
116
+ },
117
+
118
+ // ---------------------------------------------------------------------------
119
+ // Plastics
120
+ // ---------------------------------------------------------------------------
121
+
122
+ "plastic-glossy": {
123
+ name: "Plastic (Glossy)",
124
+ color: [0.91, 0.91, 0.91, 1],
125
+ metalness: 0.0,
126
+ roughness: 0.4,
127
+ },
128
+
129
+ "plastic-matte": {
130
+ name: "Plastic (Matte)",
131
+ color: [0.91, 0.91, 0.91, 1],
132
+ metalness: 0.0,
133
+ roughness: 0.6,
134
+ },
135
+
136
+ "abs-black": {
137
+ name: "ABS Black",
138
+ color: [0.25, 0.25, 0.25, 1],
139
+ metalness: 0.0,
140
+ roughness: 0.4,
141
+ },
142
+
143
+ "nylon": {
144
+ name: "Nylon",
145
+ color: [0.95, 0.94, 0.92, 1],
146
+ metalness: 0.0,
147
+ roughness: 0.55,
148
+ },
149
+
150
+ "acrylic-clear": {
151
+ name: "Acrylic (Clear)",
152
+ color: [1, 1, 1, 1],
153
+ metalness: 0.0,
154
+ roughness: 0.0,
155
+ transmission: 0.95,
156
+ ior: 1.49,
157
+ },
158
+
159
+ // ---------------------------------------------------------------------------
160
+ // Glass & Transparent
161
+ // ---------------------------------------------------------------------------
162
+
163
+ "glass-clear": {
164
+ name: "Glass (Clear)",
165
+ color: [1, 1, 1, 1],
166
+ metalness: 0.0,
167
+ roughness: 0.0,
168
+ transmission: 1.0,
169
+ ior: 1.52,
170
+ thickness: 2.0,
171
+ },
172
+
173
+ "glass-tinted": {
174
+ name: "Glass (Tinted)",
175
+ color: [0.8, 0.91, 0.95, 1],
176
+ metalness: 0.0,
177
+ roughness: 0.0,
178
+ transmission: 0.9,
179
+ ior: 1.52,
180
+ thickness: 3.0,
181
+ },
182
+
183
+ "glass-frosted": {
184
+ name: "Glass (Frosted)",
185
+ color: [1, 1, 1, 1],
186
+ metalness: 0.0,
187
+ roughness: 0.3,
188
+ transmission: 0.85,
189
+ ior: 1.52,
190
+ thickness: 2.0,
191
+ },
192
+
193
+ // ---------------------------------------------------------------------------
194
+ // Rubber & Elastomers
195
+ // ---------------------------------------------------------------------------
196
+
197
+ "rubber-black": {
198
+ name: "Rubber (Black)",
199
+ color: [0.31, 0.31, 0.31, 1],
200
+ metalness: 0.0,
201
+ roughness: 0.9,
202
+ },
203
+
204
+ "rubber-gray": {
205
+ name: "Rubber (Gray)",
206
+ color: [0.63, 0.63, 0.63, 1],
207
+ metalness: 0.0,
208
+ roughness: 0.85,
209
+ },
210
+
211
+ "rubber-red": {
212
+ name: "Rubber (Red)",
213
+ color: [0.85, 0.35, 0.35, 1],
214
+ metalness: 0.0,
215
+ roughness: 0.8,
216
+ },
217
+
218
+ // ---------------------------------------------------------------------------
219
+ // Painted Surfaces
220
+ // ---------------------------------------------------------------------------
221
+
222
+ "paint-matte": {
223
+ name: "Paint (Matte)",
224
+ color: [0.91, 0.91, 0.91, 1],
225
+ metalness: 0.0,
226
+ roughness: 0.7,
227
+ },
228
+
229
+ "paint-glossy": {
230
+ name: "Paint (Glossy)",
231
+ color: [0.91, 0.91, 0.91, 1],
232
+ metalness: 0.0,
233
+ roughness: 0.15,
234
+ },
235
+
236
+ "paint-metallic": {
237
+ name: "Paint (Metallic)",
238
+ color: [0.91, 0.91, 0.91, 1],
239
+ metalness: 0.5,
240
+ roughness: 0.25,
241
+ },
242
+
243
+ "car-paint": {
244
+ name: "Car Paint",
245
+ color: [0.91, 0, 0, 1],
246
+ metalness: 0.5,
247
+ roughness: 0.2,
248
+ clearcoat: 1.0,
249
+ clearcoatRoughness: 0.03,
250
+ },
251
+
252
+ // ---------------------------------------------------------------------------
253
+ // Natural / Other
254
+ // ---------------------------------------------------------------------------
255
+
256
+ "wood-light": {
257
+ name: "Wood (Light)",
258
+ color: [0.89, 0.8, 0.68, 1],
259
+ metalness: 0.0,
260
+ roughness: 0.6,
261
+ },
262
+
263
+ "wood-dark": {
264
+ name: "Wood (Dark)",
265
+ color: [0.63, 0.51, 0.38, 1],
266
+ metalness: 0.0,
267
+ roughness: 0.55,
268
+ },
269
+
270
+ "ceramic-white": {
271
+ name: "Ceramic (White)",
272
+ color: [0.98, 0.98, 0.97, 1],
273
+ metalness: 0.0,
274
+ roughness: 0.1,
275
+ },
276
+
277
+ "carbon-fiber": {
278
+ name: "Carbon Fiber",
279
+ color: [0.25, 0.25, 0.25, 1],
280
+ metalness: 0.3,
281
+ roughness: 0.35,
282
+ anisotropy: 0.3,
283
+ },
284
+
285
+ "concrete": {
286
+ name: "Concrete",
287
+ color: [0.83, 0.82, 0.8, 1],
288
+ metalness: 0.0,
289
+ roughness: 0.85,
290
+ },
291
+ };
292
+
293
+ // =============================================================================
294
+ // Sorted Name List
295
+ // =============================================================================
296
+
297
+ /**
298
+ * Sorted list of all built-in material preset names.
299
+ *
300
+ * Useful for UI dropdowns, validation, and programmatic enumeration.
301
+ * Derived from MATERIAL_PRESETS keys at module load time.
302
+ */
303
+ export const MATERIAL_PRESET_NAMES: string[] = Object.keys(MATERIAL_PRESETS).sort();
@@ -181,7 +181,7 @@ class Raycaster {
181
181
  const object = obj.object;
182
182
  // Accept Mesh (faces), Points (vertices), and Line (edges)
183
183
  const isValidType = isMesh(object) || isPoints(object) || isLine(object);
184
- if (isValidType && !Array.isArray(object.material) && object.material.visible) {
184
+ if (isValidType && object.visible && !Array.isArray(object.material) && object.material.visible) {
185
185
  validObjs.push(obj);
186
186
  }
187
187
  }
@@ -202,7 +202,7 @@ class Raycaster {
202
202
  // Accept Mesh (faces), Points (vertices), and Line (edges)
203
203
  const isValidType = isMesh(obj) || isPoints(obj) || isLine(obj);
204
204
  if (!isValidType) continue;
205
- if (Array.isArray(obj.material) || !obj.material.visible) continue;
205
+ if (!obj.visible || Array.isArray(obj.material) || !obj.material.visible) continue;
206
206
 
207
207
  const objectGroup = object.object.parent;
208
208
  if (!isObjectGroup(objectGroup)) continue;
@@ -0,0 +1,192 @@
1
+ /**
2
+ * Clean room environment for Studio mode PMREM generation.
3
+ *
4
+ * Based on Three.js RoomEnvironment (which is based on Google model-viewer's
5
+ * EnvironmentScene), but with the 6 decorative boxes removed and an infinity
6
+ * cove (quarter-cylinder) at all wall-floor junctions for a clean cyclorama.
7
+ */
8
+ import {
9
+ BackSide,
10
+ BoxGeometry,
11
+ BufferGeometry,
12
+ Float32BufferAttribute,
13
+ Mesh,
14
+ MeshLambertMaterial,
15
+ MeshStandardMaterial,
16
+ PointLight,
17
+ Scene,
18
+ } from "three";
19
+
20
+ class CleanRoomEnvironment extends Scene {
21
+ constructor() {
22
+ super();
23
+
24
+ this.name = "CleanRoomEnvironment";
25
+ this.position.y = -3.5;
26
+ // Pre-rotate 45° so the cleanest wall/floor edge faces the default camera
27
+ this.rotation.y = (45 * Math.PI) / 180;
28
+
29
+ const geometry = new BoxGeometry();
30
+ geometry.deleteAttribute("uv");
31
+
32
+ const roomMaterial = new MeshStandardMaterial({ side: BackSide });
33
+
34
+ const mainLight = new PointLight(0xffffff, 900, 28, 2);
35
+ mainLight.position.set(0.418, 16.199, 0.3);
36
+ this.add(mainLight);
37
+
38
+ const room = new Mesh(geometry, roomMaterial);
39
+ room.position.set(-0.757, 13.219, 0.717);
40
+ room.scale.set(31.713, 28.305, 28.591);
41
+ this.add(room);
42
+
43
+ // Infinity cove (quarter-cylinder sweep) at all 4 wall-floor junctions.
44
+ // Eliminates the sharp 90° corner visible in reflections.
45
+ //
46
+ // Room bounds (inner faces of BackSide box):
47
+ const cx = -0.757, cy = 13.219, cz = 0.717;
48
+ const hx = 31.713 / 2, hy = 28.305 / 2, hz = 28.591 / 2;
49
+ const floorY = cy - hy; // ≈ -0.93
50
+ const wallMinX = cx - hx; // ≈ -16.61
51
+ const wallMinZ = cz - hz; // ≈ -13.58
52
+ const R = 6;
53
+
54
+ // Single infinity cove on the -z wall (faces default camera after 45° rotation).
55
+ const cove = new Mesh(createCove(hx * 2, R, 12, "-z"), roomMaterial);
56
+ cove.position.set(wallMinX, floorY, wallMinZ + R);
57
+ this.add(cove);
58
+
59
+ // Area lights on walls and ceiling
60
+
61
+ // -x right
62
+ const light1 = new Mesh(geometry, createAreaLightMaterial(50));
63
+ light1.position.set(-16.116, 14.37, 8.208);
64
+ light1.scale.set(0.1, 2.428, 2.739);
65
+ this.add(light1);
66
+
67
+ // -x left
68
+ const light2 = new Mesh(geometry, createAreaLightMaterial(50));
69
+ light2.position.set(-16.109, 18.021, -8.207);
70
+ light2.scale.set(0.1, 2.425, 2.751);
71
+ this.add(light2);
72
+
73
+ // +x
74
+ const light3 = new Mesh(geometry, createAreaLightMaterial(17));
75
+ light3.position.set(14.904, 12.198, -1.832);
76
+ light3.scale.set(0.15, 4.265, 6.331);
77
+ this.add(light3);
78
+
79
+ // +z
80
+ const light4 = new Mesh(geometry, createAreaLightMaterial(43));
81
+ light4.position.set(-0.462, 8.89, 14.52);
82
+ light4.scale.set(4.38, 5.441, 0.088);
83
+ this.add(light4);
84
+
85
+ // -z
86
+ const light5 = new Mesh(geometry, createAreaLightMaterial(20));
87
+ light5.position.set(3.235, 11.486, -12.541);
88
+ light5.scale.set(2.5, 2.0, 0.1);
89
+ this.add(light5);
90
+
91
+ // +y (ceiling)
92
+ const light6 = new Mesh(geometry, createAreaLightMaterial(100));
93
+ light6.position.set(0.0, 20.0, 0.0);
94
+ light6.scale.set(1.0, 0.1, 1.0);
95
+ this.add(light6);
96
+ }
97
+
98
+ dispose(): void {
99
+ const resources = new Set<{ dispose(): void }>();
100
+ this.traverse((object) => {
101
+ if ("isMesh" in object && object.isMesh) {
102
+ const mesh = object as Mesh;
103
+ resources.add(mesh.geometry);
104
+ if (!Array.isArray(mesh.material)) {
105
+ resources.add(mesh.material);
106
+ }
107
+ }
108
+ });
109
+ for (const resource of resources) {
110
+ resource.dispose();
111
+ }
112
+ }
113
+ }
114
+
115
+ /**
116
+ * Quarter-cylinder for infinity cove — no rotation needed.
117
+ *
118
+ * @param length Extrusion length along the wall edge
119
+ * @param radius Cove radius
120
+ * @param segments Arc subdivisions
121
+ * @param wall Which wall: "-x"|"+x"|"-z"|"+z"
122
+ *
123
+ * The arc sweeps from floor-tangent (horizontal) to wall-tangent (vertical).
124
+ * Winding is set so BackSide material renders the concave interior.
125
+ */
126
+ function createCove(
127
+ length: number, radius: number, segments: number,
128
+ wall: "-x" | "+x" | "-z" | "+z",
129
+ ): BufferGeometry {
130
+ const positions: number[] = [];
131
+ const normals: number[] = [];
132
+ const indices: number[] = [];
133
+
134
+ // sign: which direction the arc curves toward the wall
135
+ // axis: 0 = arc in XY extruded along Z, 1 = arc in ZY extruded along X
136
+ const axis = wall === "-x" || wall === "+x" ? 0 : 1;
137
+ const sign = wall === "-x" || wall === "-z" ? -1 : 1;
138
+
139
+ for (let i = 0; i <= segments; i++) {
140
+ const angle = (i / segments) * Math.PI / 2;
141
+ const h = sign * radius * Math.sin(angle); // horizontal offset toward wall
142
+ const y = radius * (1 - Math.cos(angle)); // vertical offset above floor
143
+ const nh = sign * Math.sin(angle); // normal toward wall
144
+ const ny = -Math.cos(angle); // normal downward
145
+
146
+ if (axis === 0) {
147
+ // Arc in XY, extruded along Z (for ±x walls)
148
+ positions.push(h, y, 0);
149
+ normals.push(nh, ny, 0);
150
+ positions.push(h, y, length);
151
+ normals.push(nh, ny, 0);
152
+ } else {
153
+ // Arc in ZY, extruded along X (for ±z walls)
154
+ positions.push(0, y, h);
155
+ normals.push(0, ny, nh);
156
+ positions.push(length, y, h);
157
+ normals.push(0, ny, nh);
158
+ }
159
+ }
160
+
161
+ for (let i = 0; i < segments; i++) {
162
+ const a = i * 2;
163
+ const b = a + 1;
164
+ const c = a + 2;
165
+ const d = a + 3;
166
+ // Winding: front face must point toward corner for BackSide to show
167
+ // concave interior. Extruding along X (axis=1) flips the cross product
168
+ // vs extruding along Z (axis=0), so we XOR the conditions.
169
+ const flip = (sign > 0) !== (axis === 1);
170
+ if (flip) {
171
+ indices.push(a, c, b, b, c, d);
172
+ } else {
173
+ indices.push(a, b, c, b, d, c);
174
+ }
175
+ }
176
+
177
+ const geom = new BufferGeometry();
178
+ geom.setAttribute("position", new Float32BufferAttribute(positions, 3));
179
+ geom.setAttribute("normal", new Float32BufferAttribute(normals, 3));
180
+ geom.setIndex(indices);
181
+ return geom;
182
+ }
183
+
184
+ function createAreaLightMaterial(intensity: number): MeshLambertMaterial {
185
+ return new MeshLambertMaterial({
186
+ color: 0x000000,
187
+ emissive: 0xffffff,
188
+ emissiveIntensity: intensity,
189
+ });
190
+ }
191
+
192
+ export { CleanRoomEnvironment };