three-cad-viewer 4.1.2 → 4.2.0
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/Readme.md +12 -5
- package/dist/camera/camera.d.ts +14 -2
- package/dist/core/studio-manager.d.ts +91 -0
- package/dist/core/types.d.ts +260 -9
- package/dist/core/viewer-state.d.ts +28 -2
- package/dist/core/viewer.d.ts +200 -6
- package/dist/index.d.ts +7 -2
- package/dist/rendering/environment.d.ts +239 -0
- package/dist/rendering/light-detection.d.ts +44 -0
- package/dist/rendering/material-factory.d.ts +77 -2
- package/dist/rendering/material-presets.d.ts +32 -0
- package/dist/rendering/room-environment.d.ts +13 -0
- package/dist/rendering/studio-composer.d.ts +130 -0
- package/dist/rendering/studio-floor.d.ts +53 -0
- package/dist/rendering/texture-cache.d.ts +142 -0
- package/dist/rendering/triplanar.d.ts +37 -0
- package/dist/scene/animation.d.ts +1 -1
- package/dist/scene/clipping.d.ts +31 -0
- package/dist/scene/nestedgroup.d.ts +64 -27
- package/dist/scene/objectgroup.d.ts +47 -0
- package/dist/three-cad-viewer.css +339 -29
- package/dist/three-cad-viewer.esm.js +27567 -11874
- package/dist/three-cad-viewer.esm.js.map +1 -1
- package/dist/three-cad-viewer.esm.min.js +10 -4
- package/dist/three-cad-viewer.js +27486 -11787
- package/dist/three-cad-viewer.min.js +10 -4
- package/dist/ui/display.d.ts +147 -0
- package/dist/utils/decode-instances.d.ts +60 -0
- package/dist/utils/utils.d.ts +10 -0
- package/package.json +4 -2
- package/src/_version.ts +1 -1
- package/src/camera/camera.ts +27 -10
- package/src/core/studio-manager.ts +682 -0
- package/src/core/types.ts +328 -9
- package/src/core/viewer-state.ts +84 -4
- package/src/core/viewer.ts +453 -22
- package/src/index.ts +25 -1
- package/src/rendering/environment.ts +840 -0
- package/src/rendering/light-detection.ts +327 -0
- package/src/rendering/material-factory.ts +456 -2
- package/src/rendering/material-presets.ts +303 -0
- package/src/rendering/raycast.ts +2 -2
- package/src/rendering/room-environment.ts +192 -0
- package/src/rendering/studio-composer.ts +577 -0
- package/src/rendering/studio-floor.ts +108 -0
- package/src/rendering/texture-cache.ts +1020 -0
- package/src/rendering/triplanar.ts +329 -0
- package/src/scene/animation.ts +3 -2
- package/src/scene/clipping.ts +59 -0
- package/src/scene/nestedgroup.ts +399 -0
- package/src/scene/objectgroup.ts +186 -11
- package/src/scene/orientation.ts +12 -0
- package/src/scene/render-shape.ts +55 -21
- package/src/types/n8ao.d.ts +28 -0
- package/src/ui/display.ts +1032 -27
- package/src/ui/index.html +181 -44
- package/src/utils/decode-instances.ts +233 -0
- package/src/utils/utils.ts +33 -20
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/**
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* Triplanar texture mapping for MeshPhysicalMaterial.
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*
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* Replaces standard UV-based texture sampling with model-space triplanar
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* projection via `material.onBeforeCompile`. Eliminates seams on curved
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* surfaces (cylinders, cones, etc.) and maintains uniform texture scale
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* regardless of object proportions.
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*
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* All coordinates are in **model space** to match the geometry's bounding box.
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* `transformed` (model-space position) and `objectNormal` (model-space normal)
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* are used — NOT the view-space `transformedNormal`.
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*
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* NOTE: `onBeforeCompile` receives shaders BEFORE `#include` resolution.
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* Therefore we replace `#include <chunk_name>` directives with inline GLSL
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* that uses triplanar sampling, rather than replacing expanded texture2D calls.
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*
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* Handles: map, normalMap, roughnessMap, metalnessMap, emissiveMap, aoMap,
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* clearcoatNormalMap, alphaMap.
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*/
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import * as THREE from "three";
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// ---------------------------------------------------------------------------
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// GLSL: Varyings (shared between vertex & fragment)
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// ---------------------------------------------------------------------------
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const TRIPLANAR_VARYINGS = /* glsl */ `
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varying vec3 vTriplanarPos;
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varying vec3 vTriplanarNormal;
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`;
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// ---------------------------------------------------------------------------
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// GLSL: Fragment header (uniforms + helper functions)
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// ---------------------------------------------------------------------------
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const TRIPLANAR_FRAGMENT_HEADER = /* glsl */ `
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varying vec3 vTriplanarPos;
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varying vec3 vTriplanarNormal;
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uniform vec3 triplanarOffset;
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uniform float triplanarScale;
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uniform vec2 triplanarRepeat;
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// normalMatrix is only declared in the fragment shader for object-space
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// normal maps. We need it for triplanar tangent-space normal mapping too.
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#ifndef USE_NORMALMAP_OBJECTSPACE
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uniform mat3 normalMatrix;
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#endif
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// --- Global triplanar state (computed once, reused by all samples) ---
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vec2 tri_uvX, tri_uvY, tri_uvZ;
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vec3 tri_blend;
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// Initialize global triplanar UVs and blend weights from varyings.
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// Must be called before any texture sampling.
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void initTriplanarUVs() {
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tri_blend = abs(vTriplanarNormal);
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tri_blend = pow(tri_blend, vec3(3.0));
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tri_blend /= (tri_blend.x + tri_blend.y + tri_blend.z);
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vec3 p = (vTriplanarPos - triplanarOffset) * triplanarScale;
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vec2 r = triplanarRepeat;
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tri_uvX = p.yz * r;
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tri_uvY = p.xz * r;
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tri_uvZ = p.xy * r;
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}
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// Sample a texture using the global triplanar UVs and blend weights.
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vec4 triplanarSample(sampler2D tex) {
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return texture2D(tex, tri_uvX) * tri_blend.x
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+ texture2D(tex, tri_uvY) * tri_blend.y
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+ texture2D(tex, tri_uvZ) * tri_blend.z;
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}
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// Surface-gradient triplanar normal mapping.
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// Instead of constructing full 3D normals per axis (which creates faceted
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// shading at axis boundaries), we extract the tangent-space perturbation (xy)
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// from each axis sample, project it into model space as a gradient, blend
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// the gradients, and add to the geometric normal. Gradients blend smoothly.
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// Ref: Morten Mikkelsen, "Surface Gradient Based Bump Mapping Framework"
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//
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// normalScale is declared in normalmap_pars_fragment (after this header),
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// so we accept it as a parameter to avoid forward-reference errors.
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vec3 triplanarNormal(sampler2D normalTex, vec2 nScale) {
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vec3 N = vTriplanarNormal;
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// Sample tangent-space normals for each projection axis
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vec3 tnX = texture2D(normalTex, tri_uvX).xyz * 2.0 - 1.0;
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vec3 tnY = texture2D(normalTex, tri_uvY).xyz * 2.0 - 1.0;
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vec3 tnZ = texture2D(normalTex, tri_uvZ).xyz * 2.0 - 1.0;
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// Apply normal scale to perturbation components
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tnX.xy *= nScale;
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tnY.xy *= nScale;
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tnZ.xy *= nScale;
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// Project each tangent-space perturbation (xy) into model space.
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// X proj: UV=(y,z) -> tangent=(0,1,0), bitangent=(0,0,1) -> grad=(0, tx, ty)
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// Y proj: UV=(x,z) -> tangent=(1,0,0), bitangent=(0,0,1) -> grad=(tx, 0, ty)
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// Z proj: UV=(x,y) -> tangent=(1,0,0), bitangent=(0,1,0) -> grad=(tx, ty, 0)
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vec3 surfGrad =
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vec3(0.0, tnX.x, tnX.y) * tri_blend.x +
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vec3(tnY.x, 0.0, tnY.y) * tri_blend.y +
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vec3(tnZ.x, tnZ.y, 0.0) * tri_blend.z;
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return normalize(N + surfGrad);
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}
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`;
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// ---------------------------------------------------------------------------
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// GLSL: UV initialization injection
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// ---------------------------------------------------------------------------
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/**
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* Injected after #include <logdepthbuf_fragment>.
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* This is the earliest reliable point in the fragment shader before any
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* texture sampling. Initializes global triplanar UVs.
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*/
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const UV_INIT = /* glsl */ `
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#include <logdepthbuf_fragment>
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initTriplanarUVs();
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`;
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// ---------------------------------------------------------------------------
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// GLSL: Replacement chunks (inline GLSL replacing #include directives)
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// ---------------------------------------------------------------------------
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/** Replaces #include <map_fragment> */
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const MAP_FRAGMENT = /* glsl */ `
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#ifdef USE_MAP
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vec4 sampledDiffuseColor = triplanarSample( map );
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#ifdef DECODE_VIDEO_TEXTURE
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sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
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#endif
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diffuseColor *= sampledDiffuseColor;
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#endif
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`;
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/** Replaces #include <roughnessmap_fragment> */
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const ROUGHNESSMAP_FRAGMENT = /* glsl */ `
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float roughnessFactor = roughness;
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#ifdef USE_ROUGHNESSMAP
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vec4 texelRoughness = triplanarSample( roughnessMap );
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roughnessFactor *= texelRoughness.g;
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#endif
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`;
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/** Replaces #include <metalnessmap_fragment> */
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const METALNESSMAP_FRAGMENT = /* glsl */ `
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float metalnessFactor = metalness;
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#ifdef USE_METALNESSMAP
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vec4 texelMetalness = triplanarSample( metalnessMap );
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metalnessFactor *= texelMetalness.b;
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#endif
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`;
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/** Replaces #include <emissivemap_fragment> */
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const EMISSIVEMAP_FRAGMENT = /* glsl */ `
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#ifdef USE_EMISSIVEMAP
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vec4 emissiveColor = triplanarSample( emissiveMap );
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#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
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emissiveColor = sRGBTransferEOTF( emissiveColor );
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#endif
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totalEmissiveRadiance *= emissiveColor.rgb;
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#endif
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`;
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/** Replaces #include <aomap_fragment> */
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const AOMAP_FRAGMENT = /* glsl */ `
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#ifdef USE_AOMAP
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float ambientOcclusion = ( triplanarSample( aoMap ).r - 1.0 ) * aoMapIntensity + 1.0;
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reflectedLight.indirectDiffuse *= ambientOcclusion;
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#if defined( USE_CLEARCOAT )
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clearcoatSpecularIndirect *= ambientOcclusion;
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#endif
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#if defined( USE_SHEEN )
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sheenSpecularIndirect *= ambientOcclusion;
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#endif
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#if defined( USE_ENVMAP ) && defined( STANDARD )
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float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
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reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
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#endif
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#endif
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`;
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/**
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* Replaces #include <normal_fragment_maps>.
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* Object-space and bumpmap paths kept as-is.
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* Tangent-space path: triplanar normal mapping samples the normal map 3x
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* (one per projection axis), swizzles each to model space, blends, and
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* transforms to view space via normalMatrix.
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*/
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const NORMAL_FRAGMENT_MAPS = /* glsl */ `
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#ifdef USE_NORMALMAP_OBJECTSPACE
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normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
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#ifdef FLIP_SIDED
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normal = - normal;
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#endif
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#ifdef DOUBLE_SIDED
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normal = normal * faceDirection;
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#endif
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normal = normalize( normalMatrix * normal );
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#elif defined( USE_NORMALMAP_TANGENTSPACE )
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// Triplanar normal mapping: sample normal map 3x (one per projection axis),
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// swizzle each to model space, blend, and transform to view space.
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normal = normalize(normalMatrix * triplanarNormal(normalMap, normalScale));
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#elif defined( USE_BUMPMAP )
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normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
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#endif
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`;
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/**
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* Replaces #include <clearcoat_normal_fragment_maps>.
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* Triplanar clearcoat normal mapping using surface gradient blending.
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*/
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const CLEARCOAT_NORMAL_FRAGMENT_MAPS = /* glsl */ `
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#ifdef USE_CLEARCOAT_NORMALMAP
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// Reuse triplanarNormal with clearcoat normal map and scale
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vec3 clearcoatModelNormal = triplanarNormal(clearcoatNormalMap, clearcoatNormalScale);
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clearcoatNormal = normalize(normalMatrix * clearcoatModelNormal);
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#endif
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`;
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/** Replaces #include <alphamap_fragment> */
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const ALPHAMAP_FRAGMENT = /* glsl */ `
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#ifdef USE_ALPHAMAP
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diffuseColor.a *= triplanarSample( alphaMap ).g;
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#endif
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`;
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// ---------------------------------------------------------------------------
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// Chunk replacement table
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// ---------------------------------------------------------------------------
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/** Fragment shader chunk replacements */
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const FRAGMENT_CHUNK_REPLACEMENTS: [string, string][] = [
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["#include <logdepthbuf_fragment>", UV_INIT],
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["#include <map_fragment>", MAP_FRAGMENT],
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["#include <roughnessmap_fragment>", ROUGHNESSMAP_FRAGMENT],
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["#include <metalnessmap_fragment>", METALNESSMAP_FRAGMENT],
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["#include <emissivemap_fragment>", EMISSIVEMAP_FRAGMENT],
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["#include <aomap_fragment>", AOMAP_FRAGMENT],
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["#include <normal_fragment_maps>", NORMAL_FRAGMENT_MAPS],
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["#include <clearcoat_normal_fragment_maps>", CLEARCOAT_NORMAL_FRAGMENT_MAPS],
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["#include <alphamap_fragment>", ALPHAMAP_FRAGMENT],
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];
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// ---------------------------------------------------------------------------
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// Public API
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// ---------------------------------------------------------------------------
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/**
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* Apply triplanar texture mapping to a MeshPhysicalMaterial.
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*
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* Modifies the material's shader via `onBeforeCompile` so that all texture
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* lookups use model-space triplanar projection instead of UV coordinates.
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* The material should be a **clone** (not shared) because `onBeforeCompile`
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* and `customProgramCacheKey` are set on it.
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*
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* Bounding box of the geometry determines coordinate normalization: the
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* texture tiles once across the largest dimension with uniform scale,
|
|
263
|
+
* preserving aspect ratio. `textureRepeat` on the material's textures
|
|
264
|
+
* (if set) is respected via the triplanarRepeat uniform.
|
|
265
|
+
*
|
|
266
|
+
* @param material - Material clone to modify
|
|
267
|
+
* @param geometry - Geometry for bounding box computation
|
|
268
|
+
*/
|
|
269
|
+
export function applyTriplanarMapping(
|
|
270
|
+
material: THREE.MeshPhysicalMaterial,
|
|
271
|
+
geometry: THREE.BufferGeometry,
|
|
272
|
+
): void {
|
|
273
|
+
// Compute bounding box for coordinate normalization (model space)
|
|
274
|
+
geometry.computeBoundingBox();
|
|
275
|
+
const bb = geometry.boundingBox!;
|
|
276
|
+
const size = new THREE.Vector3();
|
|
277
|
+
bb.getSize(size);
|
|
278
|
+
const maxDim = Math.max(size.x, size.y, size.z, 1e-6);
|
|
279
|
+
|
|
280
|
+
// Uniform values (captured by closure, per-object)
|
|
281
|
+
const offset = bb.min.clone();
|
|
282
|
+
const scale = 1.0 / maxDim;
|
|
283
|
+
|
|
284
|
+
// Read texture repeat from the material's map (all textures share same repeat)
|
|
285
|
+
const repeat = material.map?.repeat?.clone() ?? new THREE.Vector2(1, 1);
|
|
286
|
+
|
|
287
|
+
material.onBeforeCompile = (shader) => {
|
|
288
|
+
// Custom uniforms
|
|
289
|
+
shader.uniforms.triplanarOffset = { value: offset };
|
|
290
|
+
shader.uniforms.triplanarScale = { value: scale };
|
|
291
|
+
shader.uniforms.triplanarRepeat = { value: repeat };
|
|
292
|
+
|
|
293
|
+
// --- Vertex shader ---
|
|
294
|
+
// Declare varyings
|
|
295
|
+
shader.vertexShader = shader.vertexShader.replace(
|
|
296
|
+
"#include <common>",
|
|
297
|
+
`#include <common>\n${TRIPLANAR_VARYINGS}`,
|
|
298
|
+
);
|
|
299
|
+
|
|
300
|
+
// Pass model-space position and normal to fragment shader.
|
|
301
|
+
// `transformed` = model-space position (after morphing, before view transform)
|
|
302
|
+
// `objectNormal` = model-space normal (before normalMatrix)
|
|
303
|
+
// Both match the geometry's bounding box coordinate space.
|
|
304
|
+
shader.vertexShader = shader.vertexShader.replace(
|
|
305
|
+
"#include <worldpos_vertex>",
|
|
306
|
+
`#include <worldpos_vertex>
|
|
307
|
+
vTriplanarPos = transformed;
|
|
308
|
+
vTriplanarNormal = normalize(objectNormal);`,
|
|
309
|
+
);
|
|
310
|
+
|
|
311
|
+
// --- Fragment shader ---
|
|
312
|
+
// Inject varyings, uniforms, and the triplanarSample helper
|
|
313
|
+
shader.fragmentShader = shader.fragmentShader.replace(
|
|
314
|
+
"#include <common>",
|
|
315
|
+
`#include <common>\n${TRIPLANAR_FRAGMENT_HEADER}`,
|
|
316
|
+
);
|
|
317
|
+
|
|
318
|
+
// Replace texture-sampling #include chunks with triplanar versions
|
|
319
|
+
for (const [from, to] of FRAGMENT_CHUNK_REPLACEMENTS) {
|
|
320
|
+
shader.fragmentShader = shader.fragmentShader.replace(from, to);
|
|
321
|
+
}
|
|
322
|
+
};
|
|
323
|
+
|
|
324
|
+
// All triplanar materials share the same compiled WebGL program
|
|
325
|
+
// (uniform values differ per instance). Appended to Three.js's standard
|
|
326
|
+
// program cache key, so materials with different maps/flags still get
|
|
327
|
+
// separate programs.
|
|
328
|
+
material.customProgramCacheKey = () => "triplanar";
|
|
329
|
+
}
|
package/src/scene/animation.ts
CHANGED
|
@@ -30,7 +30,7 @@ class Animation {
|
|
|
30
30
|
mixer: THREE.AnimationMixer | null;
|
|
31
31
|
clip: THREE.AnimationClip | null;
|
|
32
32
|
clipAction: THREE.AnimationAction | null;
|
|
33
|
-
clock: THREE.
|
|
33
|
+
clock: THREE.Timer;
|
|
34
34
|
duration: number | null;
|
|
35
35
|
speed: number | null;
|
|
36
36
|
repeat: boolean | null;
|
|
@@ -47,7 +47,7 @@ class Animation {
|
|
|
47
47
|
this.mixer = null;
|
|
48
48
|
this.clip = null;
|
|
49
49
|
this.clipAction = null;
|
|
50
|
-
this.clock = new THREE.
|
|
50
|
+
this.clock = new THREE.Timer();
|
|
51
51
|
this.duration = null;
|
|
52
52
|
this._backup = null;
|
|
53
53
|
this.root = null;
|
|
@@ -334,6 +334,7 @@ class Animation {
|
|
|
334
334
|
*/
|
|
335
335
|
update(): void {
|
|
336
336
|
if (this.mixer) {
|
|
337
|
+
this.clock.update();
|
|
337
338
|
this.mixer.update(this.clock.getDelta());
|
|
338
339
|
}
|
|
339
340
|
}
|
package/src/scene/clipping.ts
CHANGED
|
@@ -272,6 +272,20 @@ interface ClippingOptions {
|
|
|
272
272
|
onNormalChange?: (index: ClipIndex, normalArray: Vector3Tuple) => void;
|
|
273
273
|
}
|
|
274
274
|
|
|
275
|
+
/**
|
|
276
|
+
* Saved clipping state for mode transitions (e.g., entering/leaving Studio mode).
|
|
277
|
+
* Captures only Clipping-internal state; renderer flags and ViewerState keys
|
|
278
|
+
* are managed by the caller.
|
|
279
|
+
*/
|
|
280
|
+
interface ClippingState {
|
|
281
|
+
/** Centered constant (position) for each of the 3 clip planes */
|
|
282
|
+
planeConstants: [number, number, number];
|
|
283
|
+
/** Whether the plane helper meshes (translucent colored rectangles) are visible */
|
|
284
|
+
helperVisible: boolean;
|
|
285
|
+
/** Whether the stencil plane meshes (solid colored caps) are visible */
|
|
286
|
+
planesVisible: boolean;
|
|
287
|
+
}
|
|
288
|
+
|
|
275
289
|
/**
|
|
276
290
|
* Manages clipping planes, stencil rendering, and plane visualization.
|
|
277
291
|
*/
|
|
@@ -566,6 +580,50 @@ class Clipping extends THREE.Group {
|
|
|
566
580
|
}
|
|
567
581
|
};
|
|
568
582
|
|
|
583
|
+
/**
|
|
584
|
+
* Save the current clipping state for later restoration.
|
|
585
|
+
* Captures plane positions, helper visibility, and stencil plane visibility.
|
|
586
|
+
* Used by Studio mode to snapshot clipping state before disabling clipping.
|
|
587
|
+
*
|
|
588
|
+
* Note: `renderer.localClippingEnabled` and `clipPlaneHelpers` ViewerState
|
|
589
|
+
* are managed by the caller (Display/Viewer layer), not captured here.
|
|
590
|
+
*/
|
|
591
|
+
saveState(): ClippingState {
|
|
592
|
+
return {
|
|
593
|
+
planeConstants: [
|
|
594
|
+
this.clipPlanes[0].centeredConstant,
|
|
595
|
+
this.clipPlanes[1].centeredConstant,
|
|
596
|
+
this.clipPlanes[2].centeredConstant,
|
|
597
|
+
],
|
|
598
|
+
helperVisible: this.planeHelpers?.visible ?? false,
|
|
599
|
+
planesVisible: this._planeMeshGroup?.children.length
|
|
600
|
+
? this._planeMeshGroup.children[0].material.visible
|
|
601
|
+
: false,
|
|
602
|
+
};
|
|
603
|
+
}
|
|
604
|
+
|
|
605
|
+
/**
|
|
606
|
+
* Restore a previously saved clipping state.
|
|
607
|
+
* Re-applies plane positions, helper visibility, and stencil plane visibility.
|
|
608
|
+
* Used by Studio mode when leaving to restore the clipping configuration.
|
|
609
|
+
*
|
|
610
|
+
* @param state - The state previously captured by `saveState()`.
|
|
611
|
+
*/
|
|
612
|
+
restoreState(state: ClippingState): void {
|
|
613
|
+
// Restore plane positions
|
|
614
|
+
for (const i of CLIP_INDICES) {
|
|
615
|
+
this.setConstant(i, state.planeConstants[i]);
|
|
616
|
+
}
|
|
617
|
+
|
|
618
|
+
// Restore plane helper visibility
|
|
619
|
+
if (this.planeHelpers) {
|
|
620
|
+
this.planeHelpers.visible = state.helperVisible;
|
|
621
|
+
}
|
|
622
|
+
|
|
623
|
+
// Restore stencil plane mesh visibility
|
|
624
|
+
this.setVisible(state.planesVisible);
|
|
625
|
+
}
|
|
626
|
+
|
|
569
627
|
/**
|
|
570
628
|
* Clean up resources.
|
|
571
629
|
* Note: We don't null out arrays/references as GC handles cleanup when the Clipping object is collected.
|
|
@@ -579,3 +637,4 @@ class Clipping extends THREE.Group {
|
|
|
579
637
|
}
|
|
580
638
|
|
|
581
639
|
export { Clipping };
|
|
640
|
+
export type { ClippingState };
|