three-cad-viewer 4.2.0 → 4.3.0
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/dist/core/studio-manager.d.ts +0 -1
- package/dist/core/types.d.ts +1 -22
- package/dist/index.d.ts +1 -1
- package/dist/rendering/texture-cache.d.ts +8 -50
- package/dist/scene/nestedgroup.d.ts +1 -2
- package/dist/three-cad-viewer.esm.js +18 -641
- package/dist/three-cad-viewer.esm.js.map +1 -1
- package/dist/three-cad-viewer.esm.min.js +3 -3
- package/dist/three-cad-viewer.js +18 -641
- package/dist/three-cad-viewer.min.js +3 -3
- package/package.json +1 -1
- package/src/_version.ts +1 -1
- package/src/core/studio-manager.ts +4 -34
- package/src/core/types.ts +1 -27
- package/src/index.ts +0 -1
- package/src/rendering/material-factory.ts +2 -0
- package/src/rendering/material-presets.ts +0 -14
- package/src/rendering/texture-cache.ts +11 -712
- package/src/scene/nestedgroup.ts +0 -7
package/dist/three-cad-viewer.js
CHANGED
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@@ -82551,19 +82551,6 @@ void main() {
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82551
82551
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// =============================================================================
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82552
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// Constants
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82553
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// =============================================================================
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82554
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/** Size of procedurally generated builtin textures (pixels) */
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82555
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const BUILTIN_SIZE = 256;
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82556
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/** Names of all supported builtin procedural textures */
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82557
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const BUILTIN_NAMES = [
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"brushed",
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82559
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"knurled",
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82560
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"sandblasted",
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82561
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"hammered",
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82562
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"checker",
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82563
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"wood-dark",
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82564
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"leather",
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82565
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"fabric-weave",
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82566
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];
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82567
82554
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/**
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82568
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* Texture fields that carry sRGB color data.
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*
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@@ -82592,431 +82579,6 @@ void main() {
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"specularColorMap",
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82593
82580
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]);
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// =============================================================================
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82595
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// Builtin Procedural Texture Generators
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// =============================================================================
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82597
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/**
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82598
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* Create a 2D canvas context of the given size.
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82599
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*/
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82600
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function createCanvas(size) {
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82601
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// Prefer OffscreenCanvas when available (Web Workers, modern browsers)
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82602
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if (typeof OffscreenCanvas !== "undefined") {
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82603
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const canvas = new OffscreenCanvas(size, size);
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82604
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const ctx = canvas.getContext("2d");
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82605
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return { canvas, ctx };
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82606
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}
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82607
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const canvas = document.createElement("canvas");
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82608
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canvas.width = size;
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82609
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canvas.height = size;
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82610
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const ctx = canvas.getContext("2d");
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return { canvas, ctx };
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82612
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}
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82613
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/**
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82614
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* Simple pseudo-random number generator (mulberry32) for deterministic output.
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* Ensures builtin textures look identical across sessions.
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*/
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82617
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function mulberry32(seed) {
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82618
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return () => {
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82619
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seed |= 0;
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seed = (seed + 0x6d2b79f5) | 0;
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82621
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let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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82623
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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82625
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}
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/**
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* Generate a brushed-metal normal map.
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*
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* Creates horizontal noise streaks simulating directional brushing.
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82630
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* The streaks run along the X axis with slight vertical variation.
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82631
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*/
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82632
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function generateBrushed(size) {
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82633
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const { canvas, ctx } = createCanvas(size);
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82634
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const imageData = ctx.createImageData(size, size);
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const data = imageData.data;
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82636
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const rng = mulberry32(42);
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82637
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// Generate per-row intensity variation (horizontal streaks)
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82638
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const rowIntensity = new Float32Array(size);
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for (let y = 0; y < size; y++) {
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rowIntensity[y] = 0.3 + rng() * 0.7;
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}
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82642
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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82644
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const idx = (y * size + x) * 4;
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82645
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// High-frequency horizontal noise for brush lines
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const noise = (rng() - 0.5) * 0.15 * rowIntensity[y];
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82647
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// Slight vertical gradient perturbation
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82648
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const yNoise = (rng() - 0.5) * 0.05;
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82649
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// Normal map encoding: (0.5, 0.5, 1.0) = flat
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82650
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data[idx] = Math.round((0.5 + noise) * 255); // R: tangent X
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82651
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data[idx + 1] = Math.round((0.5 + yNoise) * 255); // G: tangent Y
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82652
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data[idx + 2] = 255; // B: tangent Z (flat)
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82653
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data[idx + 3] = 255; // A: opaque
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82654
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}
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82655
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}
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82656
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ctx.putImageData(imageData, 0, 0);
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82657
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return canvas;
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82658
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}
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82659
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/**
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82660
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* Generate a diamond knurl pattern normal map.
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82661
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*
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82662
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* Creates a repeating diamond grid pattern typical of knurled metal surfaces.
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82663
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*/
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82664
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function generateKnurled(size) {
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82665
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const { canvas, ctx } = createCanvas(size);
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82666
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const imageData = ctx.createImageData(size, size);
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82667
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const data = imageData.data;
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82668
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const diamonds = 16; // Number of diamond repeats
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82669
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const step = size / diamonds;
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82670
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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82672
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const idx = (y * size + x) * 4;
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82673
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// Diamond pattern using modular arithmetic
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82674
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const dx = ((x % step) / step) * 2 - 1; // -1 to 1 within cell
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82675
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const dy = ((y % step) / step) * 2 - 1;
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82676
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// Diamond distance (L1 norm)
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82677
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const dist = Math.abs(dx) + Math.abs(dy);
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82678
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// Gradient direction for normal
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82679
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const sx = dx > 0 ? 1 : -1;
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const sy = dy > 0 ? 1 : -1;
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82681
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// Smooth pyramid shape
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const strength = 0.3;
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82683
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const nx = dist < 1 ? sx * strength * (1 - dist) : 0;
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82684
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const ny = dist < 1 ? sy * strength * (1 - dist) : 0;
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82685
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data[idx] = Math.round((0.5 + nx) * 255);
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82686
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data[idx + 1] = Math.round((0.5 + ny) * 255);
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82687
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data[idx + 2] = 255;
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82688
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data[idx + 3] = 255;
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82689
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}
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82690
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}
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82691
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ctx.putImageData(imageData, 0, 0);
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return canvas;
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82693
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}
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82694
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/**
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82695
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* Generate a sandblasted surface normal map.
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82696
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*
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82697
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* Creates fine random grain using layered noise at different frequencies,
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82698
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* simulating a sandblasted or bead-blasted metal surface.
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82699
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*/
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82700
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-
function generateSandblasted(size) {
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82701
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const { canvas, ctx } = createCanvas(size);
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82702
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const imageData = ctx.createImageData(size, size);
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82703
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const data = imageData.data;
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82704
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const rng = mulberry32(137);
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82705
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// Generate a height field with multi-octave noise
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82706
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const heights = new Float32Array(size * size);
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82707
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for (let i = 0; i < heights.length; i++) {
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82708
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heights[i] = rng() * 0.5 + rng() * 0.3 + rng() * 0.2;
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82709
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}
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82710
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// Derive normals from height field via finite differences
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82711
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const strength = 0.2;
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82712
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for (let y = 0; y < size; y++) {
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82713
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for (let x = 0; x < size; x++) {
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82714
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const idx = (y * size + x) * 4;
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82715
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const xp = (x + 1) % size;
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82716
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const xm = (x - 1 + size) % size;
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82717
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const yp = (y + 1) % size;
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82718
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const ym = (y - 1 + size) % size;
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82719
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const dhdx = (heights[y * size + xp] - heights[y * size + xm]) * 0.5;
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82720
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const dhdy = (heights[yp * size + x] - heights[ym * size + x]) * 0.5;
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82721
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data[idx] = Math.round((0.5 - dhdx * strength) * 255);
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82722
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data[idx + 1] = Math.round((0.5 - dhdy * strength) * 255);
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82723
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data[idx + 2] = 255;
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82724
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data[idx + 3] = 255;
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82725
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}
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82726
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}
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82727
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ctx.putImageData(imageData, 0, 0);
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82728
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return canvas;
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82729
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}
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82730
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/**
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82731
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* Generate a hammered/peened surface normal map.
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82732
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*
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82733
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* Creates random crater bumps simulating a hand-hammered metal surface.
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82734
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*/
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82735
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function generateHammered(size) {
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82736
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const { canvas, ctx } = createCanvas(size);
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82737
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const imageData = ctx.createImageData(size, size);
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82738
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const data = imageData.data;
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82739
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const rng = mulberry32(314);
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82740
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// Generate a height field with random circular craters
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82741
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const heights = new Float32Array(size * size);
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82742
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const craterCount = 80;
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82743
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for (let c = 0; c < craterCount; c++) {
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82744
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const cx = rng() * size;
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82745
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const cy = rng() * size;
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82746
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const radius = 8 + rng() * 16;
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82747
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const depth = 0.3 + rng() * 0.7;
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82748
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// Stamp crater (with wrapping for tileable texture)
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82749
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const r2 = radius * radius;
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82750
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for (let dy = -radius; dy <= radius; dy++) {
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82751
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for (let dx = -radius; dx <= radius; dx++) {
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82752
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const d2 = dx * dx + dy * dy;
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82753
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if (d2 < r2) {
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82754
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const px = ((Math.round(cx + dx) % size) + size) % size;
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82755
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const py = ((Math.round(cy + dy) % size) + size) % size;
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82756
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// Smooth hemisphere shape
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82757
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const t = 1 - d2 / r2;
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82758
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heights[py * size + px] += depth * t * t;
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82759
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}
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82760
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}
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82761
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}
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82762
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-
}
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82763
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// Derive normals from height field
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82764
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const strength = 0.25;
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82765
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for (let y = 0; y < size; y++) {
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82766
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for (let x = 0; x < size; x++) {
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82767
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const idx = (y * size + x) * 4;
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82768
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const xp = (x + 1) % size;
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82769
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const xm = (x - 1 + size) % size;
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82770
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const yp = (y + 1) % size;
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82771
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const ym = (y - 1 + size) % size;
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82772
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const dhdx = (heights[y * size + xp] - heights[y * size + xm]) * 0.5;
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82773
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const dhdy = (heights[yp * size + x] - heights[ym * size + x]) * 0.5;
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82774
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data[idx] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdx * strength) * 255)));
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82775
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data[idx + 1] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdy * strength) * 255)));
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82776
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data[idx + 2] = 255;
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82777
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data[idx + 3] = 255;
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82778
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-
}
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82779
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}
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82780
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ctx.putImageData(imageData, 0, 0);
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82781
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return canvas;
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82782
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-
}
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82783
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/**
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82784
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* Generate a black/white checkerboard texture.
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82785
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*
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82786
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* Useful for UV debugging and as a base color texture for testing.
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82787
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*/
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82788
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function generateChecker(size) {
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82789
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const { canvas, ctx } = createCanvas(size);
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82790
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const squares = 8; // 8x8 checkerboard
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82791
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const step = size / squares;
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82792
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ctx.fillStyle = "#ffffff";
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82793
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ctx.fillRect(0, 0, size, size);
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82794
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ctx.fillStyle = "#000000";
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82795
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for (let row = 0; row < squares; row++) {
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82796
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for (let col = 0; col < squares; col++) {
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82797
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-
if ((row + col) % 2 === 0) {
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82798
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ctx.fillRect(col * step, row * step, step, step);
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82799
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}
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82800
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-
}
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82801
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-
}
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82802
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-
return canvas;
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82803
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-
}
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82804
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-
/**
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82805
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-
* Generate a dark wood grain base color texture.
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82806
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*
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82807
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-
* Creates concentric growth rings with noise perturbation,
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82808
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* in warm walnut/mahogany tones. Intended as a baseColorTexture (sRGB).
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82809
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-
*/
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82810
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-
function generateWoodDark(size) {
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82811
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const { canvas, ctx } = createCanvas(size);
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82812
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const imageData = ctx.createImageData(size, size);
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82813
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const data = imageData.data;
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82814
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const rng = mulberry32(73);
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82815
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-
// Pre-generate a noise field for grain perturbation
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82816
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-
const noise = new Float32Array(size * size);
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82817
|
-
for (let i = 0; i < noise.length; i++) {
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82818
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-
noise[i] = rng();
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82819
|
-
}
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82820
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-
// Smooth the noise (simple box blur, 2 passes)
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82821
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-
const tmp = new Float32Array(size * size);
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82822
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-
for (let pass = 0; pass < 2; pass++) {
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82823
|
-
const src = pass === 0 ? noise : tmp;
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82824
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-
const dst = pass === 0 ? tmp : noise;
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82825
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-
const k = 3;
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82826
|
-
for (let y = 0; y < size; y++) {
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82827
|
-
for (let x = 0; x < size; x++) {
|
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82828
|
-
let sum = 0;
|
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82829
|
-
let count = 0;
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82830
|
-
for (let dy = -k; dy <= k; dy++) {
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82831
|
-
for (let dx = -k; dx <= k; dx++) {
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82832
|
-
const px = (x + dx + size) % size;
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82833
|
-
const py = (y + dy + size) % size;
|
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82834
|
-
sum += src[py * size + px];
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82835
|
-
count++;
|
|
82836
|
-
}
|
|
82837
|
-
}
|
|
82838
|
-
dst[y * size + x] = sum / count;
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82839
|
-
}
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82840
|
-
}
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82841
|
-
}
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82842
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-
// Wood color palette (sRGB, will be decoded by Three.js)
|
|
82843
|
-
// Dark grain lines: ~[80, 45, 22] Light wood body: ~[145, 90, 48]
|
|
82844
|
-
const darkR = 80, darkG = 45, darkB = 22;
|
|
82845
|
-
const lightR = 145, lightG = 90, lightB = 48;
|
|
82846
|
-
// Ring center (offset from image center for asymmetry)
|
|
82847
|
-
const cx = size * 0.45;
|
|
82848
|
-
const cy = size * 0.52;
|
|
82849
|
-
const ringScale = 0.08; // Controls ring spacing
|
|
82850
|
-
for (let y = 0; y < size; y++) {
|
|
82851
|
-
for (let x = 0; x < size; x++) {
|
|
82852
|
-
const idx = (y * size + x) * 4;
|
|
82853
|
-
// Distance from center with noise distortion
|
|
82854
|
-
const n = noise[y * size + x];
|
|
82855
|
-
const dx = x - cx + (n - 0.5) * 30;
|
|
82856
|
-
const dy = y - cy + (n - 0.5) * 15;
|
|
82857
|
-
const dist = Math.sqrt(dx * dx + dy * dy);
|
|
82858
|
-
// Growth ring pattern (sinusoidal)
|
|
82859
|
-
const ring = Math.sin(dist * ringScale * Math.PI * 2);
|
|
82860
|
-
// Remap from [-1,1] to [0,1]
|
|
82861
|
-
const t = ring * 0.5 + 0.5;
|
|
82862
|
-
// sqrt biases toward light — dark lines stay thin, brown dominates
|
|
82863
|
-
const ringFactor = Math.sqrt(t);
|
|
82864
|
-
// Add fine-grain noise for fiber texture
|
|
82865
|
-
const fineNoise = (rng() - 0.5) * 12;
|
|
82866
|
-
// Interpolate between dark and light
|
|
82867
|
-
const r = Math.round(darkR + (lightR - darkR) * ringFactor + fineNoise);
|
|
82868
|
-
const g = Math.round(darkG + (lightG - darkG) * ringFactor + fineNoise * 0.6);
|
|
82869
|
-
const b = Math.round(darkB + (lightB - darkB) * ringFactor + fineNoise * 0.3);
|
|
82870
|
-
data[idx] = Math.max(0, Math.min(255, r));
|
|
82871
|
-
data[idx + 1] = Math.max(0, Math.min(255, g));
|
|
82872
|
-
data[idx + 2] = Math.max(0, Math.min(255, b));
|
|
82873
|
-
data[idx + 3] = 255;
|
|
82874
|
-
}
|
|
82875
|
-
}
|
|
82876
|
-
ctx.putImageData(imageData, 0, 0);
|
|
82877
|
-
return canvas;
|
|
82878
|
-
}
|
|
82879
|
-
/**
|
|
82880
|
-
* Generate a leather pebble-grain normal map.
|
|
82881
|
-
*
|
|
82882
|
-
* Creates irregular rounded bumps (Voronoi-like cells) typical of
|
|
82883
|
-
* top-grain or pebbled leather. Each cell has a smooth dome shape
|
|
82884
|
-
* with slight creases between cells.
|
|
82885
|
-
*/
|
|
82886
|
-
function generateLeather(size) {
|
|
82887
|
-
const { canvas, ctx } = createCanvas(size);
|
|
82888
|
-
const imageData = ctx.createImageData(size, size);
|
|
82889
|
-
const data = imageData.data;
|
|
82890
|
-
const rng = mulberry32(217);
|
|
82891
|
-
// Scatter seed points for Voronoi cells (pebbles)
|
|
82892
|
-
const cellCount = 180;
|
|
82893
|
-
const seeds = [];
|
|
82894
|
-
for (let i = 0; i < cellCount; i++) {
|
|
82895
|
-
seeds.push({ x: rng() * size, y: rng() * size });
|
|
82896
|
-
}
|
|
82897
|
-
// Build a height field from Voronoi distance
|
|
82898
|
-
const heights = new Float32Array(size * size);
|
|
82899
|
-
for (let y = 0; y < size; y++) {
|
|
82900
|
-
for (let x = 0; x < size; x++) {
|
|
82901
|
-
// Find distance to nearest seed (with wrapping for tileability)
|
|
82902
|
-
let minDist = Infinity;
|
|
82903
|
-
for (const s of seeds) {
|
|
82904
|
-
let dx = Math.abs(x - s.x);
|
|
82905
|
-
let dy = Math.abs(y - s.y);
|
|
82906
|
-
if (dx > size / 2)
|
|
82907
|
-
dx = size - dx;
|
|
82908
|
-
if (dy > size / 2)
|
|
82909
|
-
dy = size - dy;
|
|
82910
|
-
const d = Math.sqrt(dx * dx + dy * dy);
|
|
82911
|
-
if (d < minDist)
|
|
82912
|
-
minDist = d;
|
|
82913
|
-
}
|
|
82914
|
-
// Invert: closer to seed = higher (dome center)
|
|
82915
|
-
// Normalize roughly by expected average cell radius
|
|
82916
|
-
const avgRadius = size / Math.sqrt(cellCount);
|
|
82917
|
-
const t = Math.min(minDist / avgRadius, 1.0);
|
|
82918
|
-
// Smooth dome falloff: 1 at center, 0 at edge
|
|
82919
|
-
heights[y * size + x] = (1 - t * t) * 0.8 + rng() * 0.05;
|
|
82920
|
-
}
|
|
82921
|
-
}
|
|
82922
|
-
// Derive normals from height field via finite differences
|
|
82923
|
-
const strength = 0.35;
|
|
82924
|
-
for (let y = 0; y < size; y++) {
|
|
82925
|
-
for (let x = 0; x < size; x++) {
|
|
82926
|
-
const idx = (y * size + x) * 4;
|
|
82927
|
-
const xp = (x + 1) % size;
|
|
82928
|
-
const xm = (x - 1 + size) % size;
|
|
82929
|
-
const yp = (y + 1) % size;
|
|
82930
|
-
const ym = (y - 1 + size) % size;
|
|
82931
|
-
const dhdx = (heights[y * size + xp] - heights[y * size + xm]) * 0.5;
|
|
82932
|
-
const dhdy = (heights[yp * size + x] - heights[ym * size + x]) * 0.5;
|
|
82933
|
-
data[idx] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdx * strength) * 255)));
|
|
82934
|
-
data[idx + 1] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdy * strength) * 255)));
|
|
82935
|
-
data[idx + 2] = 255;
|
|
82936
|
-
data[idx + 3] = 255;
|
|
82937
|
-
}
|
|
82938
|
-
}
|
|
82939
|
-
ctx.putImageData(imageData, 0, 0);
|
|
82940
|
-
return canvas;
|
|
82941
|
-
}
|
|
82942
|
-
/**
|
|
82943
|
-
* Generate a fabric twill-weave normal map.
|
|
82944
|
-
*
|
|
82945
|
-
* Creates a repeating over-under weave pattern with slightly raised
|
|
82946
|
-
* warp/weft threads and recessed gaps, typical of upholstery fabric.
|
|
82947
|
-
*/
|
|
82948
|
-
function generateFabricWeave(size) {
|
|
82949
|
-
const { canvas, ctx } = createCanvas(size);
|
|
82950
|
-
const imageData = ctx.createImageData(size, size);
|
|
82951
|
-
const data = imageData.data;
|
|
82952
|
-
const rng = mulberry32(159);
|
|
82953
|
-
// Thread parameters
|
|
82954
|
-
const threadCount = 32; // threads per axis
|
|
82955
|
-
const cellSize = size / threadCount;
|
|
82956
|
-
// Build height field: each cell is either warp-over or weft-over
|
|
82957
|
-
const heights = new Float32Array(size * size);
|
|
82958
|
-
for (let y = 0; y < size; y++) {
|
|
82959
|
-
for (let x = 0; x < size; x++) {
|
|
82960
|
-
const cx = Math.floor(x / cellSize);
|
|
82961
|
-
const cy = Math.floor(y / cellSize);
|
|
82962
|
-
// Position within the cell [0, 1]
|
|
82963
|
-
const lx = (x % cellSize) / cellSize;
|
|
82964
|
-
const ly = (y % cellSize) / cellSize;
|
|
82965
|
-
// Twill pattern: diagonal shift (2/1 twill)
|
|
82966
|
-
const isWarpOver = ((cx + cy) % 3) < 2;
|
|
82967
|
-
// Thread profile: rounded bump across the thread width
|
|
82968
|
-
// Warp threads run vertically (bump shape across x)
|
|
82969
|
-
// Weft threads run horizontally (bump shape across y)
|
|
82970
|
-
const warpProfile = Math.sin(lx * Math.PI);
|
|
82971
|
-
const weftProfile = Math.sin(ly * Math.PI);
|
|
82972
|
-
// Gap between threads (edges of cells are lower)
|
|
82973
|
-
const edgeFalloff = Math.min(Math.sin(lx * Math.PI), Math.sin(ly * Math.PI));
|
|
82974
|
-
let h;
|
|
82975
|
-
if (isWarpOver) {
|
|
82976
|
-
// Warp on top: height from warp profile
|
|
82977
|
-
h = 0.5 + warpProfile * 0.4 * edgeFalloff;
|
|
82978
|
-
}
|
|
82979
|
-
else {
|
|
82980
|
-
// Weft on top: height from weft profile
|
|
82981
|
-
h = 0.5 + weftProfile * 0.4 * edgeFalloff;
|
|
82982
|
-
}
|
|
82983
|
-
// Add subtle noise for fabric irregularity
|
|
82984
|
-
h += (rng() - 0.5) * 0.04;
|
|
82985
|
-
heights[y * size + x] = h;
|
|
82986
|
-
}
|
|
82987
|
-
}
|
|
82988
|
-
// Derive normals from height field
|
|
82989
|
-
const strength = 0.3;
|
|
82990
|
-
for (let y = 0; y < size; y++) {
|
|
82991
|
-
for (let x = 0; x < size; x++) {
|
|
82992
|
-
const idx = (y * size + x) * 4;
|
|
82993
|
-
const xp = (x + 1) % size;
|
|
82994
|
-
const xm = (x - 1 + size) % size;
|
|
82995
|
-
const yp = (y + 1) % size;
|
|
82996
|
-
const ym = (y - 1 + size) % size;
|
|
82997
|
-
const dhdx = (heights[y * size + xp] - heights[y * size + xm]) * 0.5;
|
|
82998
|
-
const dhdy = (heights[yp * size + x] - heights[ym * size + x]) * 0.5;
|
|
82999
|
-
data[idx] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdx * strength) * 255)));
|
|
83000
|
-
data[idx + 1] = Math.round(Math.max(0, Math.min(255, (0.5 - dhdy * strength) * 255)));
|
|
83001
|
-
data[idx + 2] = 255;
|
|
83002
|
-
data[idx + 3] = 255;
|
|
83003
|
-
}
|
|
83004
|
-
}
|
|
83005
|
-
ctx.putImageData(imageData, 0, 0);
|
|
83006
|
-
return canvas;
|
|
83007
|
-
}
|
|
83008
|
-
/** Map of builtin texture names to their generator functions */
|
|
83009
|
-
const BUILTIN_GENERATORS = {
|
|
83010
|
-
brushed: generateBrushed,
|
|
83011
|
-
knurled: generateKnurled,
|
|
83012
|
-
sandblasted: generateSandblasted,
|
|
83013
|
-
hammered: generateHammered,
|
|
83014
|
-
checker: generateChecker,
|
|
83015
|
-
"wood-dark": generateWoodDark,
|
|
83016
|
-
leather: generateLeather,
|
|
83017
|
-
"fabric-weave": generateFabricWeave,
|
|
83018
|
-
};
|
|
83019
|
-
// =============================================================================
|
|
83020
82582
|
// TextureCache
|
|
83021
82583
|
// =============================================================================
|
|
83022
82584
|
/**
|
|
@@ -83027,28 +82589,20 @@ void main() {
|
|
|
83027
82589
|
* Only TextureCache.dispose() / disposeFull() disposes GPU texture resources.
|
|
83028
82590
|
*
|
|
83029
82591
|
* Resolution order for texture reference strings:
|
|
83030
|
-
* 1. `
|
|
83031
|
-
* 2.
|
|
83032
|
-
* 3. `data:` prefix -- treat as data URI, load directly
|
|
83033
|
-
* 4. Otherwise -- treat as URL, resolve relative to HTML page
|
|
82592
|
+
* 1. `data:` prefix -- treat as data URI, load directly
|
|
82593
|
+
* 2. Otherwise -- treat as URL, resolve relative to HTML page
|
|
83034
82594
|
*
|
|
83035
82595
|
* Features:
|
|
83036
|
-
* - Two-tier caching: user textures (disposed on clear) + builtin textures
|
|
83037
|
-
* (persistent, only disposed on viewer teardown)
|
|
83038
82596
|
* - In-flight promise deduplication (no duplicate loads for the same key)
|
|
83039
82597
|
* - Correct colorSpace assignment per texture semantic role
|
|
83040
82598
|
* - GPU resource tracking via gpuTracker
|
|
83041
82599
|
*/
|
|
83042
82600
|
class TextureCache {
|
|
83043
82601
|
constructor() {
|
|
83044
|
-
/**
|
|
82602
|
+
/** Textures cache (disposed on clear/dispose, rebuilt per shape data) */
|
|
83045
82603
|
this._cache = new Map();
|
|
83046
|
-
/** Built-in procedural textures (persistent, only disposed via disposeFull) */
|
|
83047
|
-
this._builtinCache = new Map();
|
|
83048
82604
|
/** In-flight load promises keyed by cache key */
|
|
83049
82605
|
this._inflight = new Map();
|
|
83050
|
-
/** Root-level textures table from shape data */
|
|
83051
|
-
this._texturesTable = {};
|
|
83052
82606
|
/** THREE.TextureLoader instance (created lazily) */
|
|
83053
82607
|
this._textureLoader = null;
|
|
83054
82608
|
/** Whether this cache has been fully disposed */
|
|
@@ -83057,22 +82611,11 @@ void main() {
|
|
|
83057
82611
|
// ---------------------------------------------------------------------------
|
|
83058
82612
|
// Public API
|
|
83059
82613
|
// ---------------------------------------------------------------------------
|
|
83060
|
-
/**
|
|
83061
|
-
* Set or update the root-level textures table.
|
|
83062
|
-
*
|
|
83063
|
-
* Called when new shape data is loaded. The table maps string keys to
|
|
83064
|
-
* TextureEntry objects (embedded base64 data or URL references).
|
|
83065
|
-
*
|
|
83066
|
-
* @param table - The textures table from root Shapes node, or undefined to clear
|
|
83067
|
-
*/
|
|
83068
|
-
setTexturesTable(table) {
|
|
83069
|
-
this._texturesTable = table ?? {};
|
|
83070
|
-
}
|
|
83071
82614
|
/**
|
|
83072
82615
|
* Resolve a texture reference string and return a cached or newly loaded
|
|
83073
82616
|
* THREE.Texture with the correct colorSpace set.
|
|
83074
82617
|
*
|
|
83075
|
-
* @param ref - Texture reference string (
|
|
82618
|
+
* @param ref - Texture reference string (table key, data URI, or URL)
|
|
83076
82619
|
* @param textureRole - The texture role name (MaterialAppearance field name or proxy role)
|
|
83077
82620
|
* (e.g. "baseColorTexture", "normalTexture"). Used to determine colorSpace.
|
|
83078
82621
|
* @returns The resolved THREE.Texture, or null if the reference is invalid
|
|
@@ -83090,148 +82633,41 @@ void main() {
|
|
|
83090
82633
|
const colorSpace = SRGB_TEXTURE_ROLES.has(textureRole)
|
|
83091
82634
|
? SRGBColorSpace
|
|
83092
82635
|
: LinearSRGBColorSpace;
|
|
83093
|
-
// 1.
|
|
83094
|
-
if (ref.startsWith("builtin:")) {
|
|
83095
|
-
return this._getBuiltin(ref, colorSpace);
|
|
83096
|
-
}
|
|
83097
|
-
// 2. Look up in textures table
|
|
83098
|
-
const tableEntry = this._texturesTable[ref];
|
|
83099
|
-
if (tableEntry) {
|
|
83100
|
-
return this._getFromTable(ref, tableEntry, colorSpace);
|
|
83101
|
-
}
|
|
83102
|
-
// 3. data: prefix (data URI)
|
|
82636
|
+
// 1. data: prefix (data URI)
|
|
83103
82637
|
if (ref.startsWith("data:")) {
|
|
83104
82638
|
return this._getFromDataUri(ref, colorSpace);
|
|
83105
82639
|
}
|
|
83106
|
-
//
|
|
82640
|
+
// 2. URL (relative to HTML page)
|
|
83107
82641
|
return this._getFromUrl(ref, colorSpace);
|
|
83108
82642
|
}
|
|
83109
82643
|
/**
|
|
83110
|
-
*
|
|
83111
|
-
*/
|
|
83112
|
-
isBuiltin(ref) {
|
|
83113
|
-
return ref.startsWith("builtin:");
|
|
83114
|
-
}
|
|
83115
|
-
/**
|
|
83116
|
-
* Dispose user textures (called on viewer.clear() when shape data is replaced).
|
|
82644
|
+
* Dispose textures (called on viewer.clear() when shape data is replaced).
|
|
83117
82645
|
*
|
|
83118
|
-
* Disposes all textures in the
|
|
83119
|
-
* The builtin procedural texture cache is preserved.
|
|
82646
|
+
* Disposes all textures in the cache and clears in-flight promises.
|
|
83120
82647
|
*/
|
|
83121
82648
|
dispose() {
|
|
83122
|
-
// Dispose user textures
|
|
83123
82649
|
for (const [key, texture] of this._cache) {
|
|
83124
82650
|
gpuTracker.untrack("texture", texture);
|
|
83125
82651
|
texture.dispose();
|
|
83126
|
-
logger.debug(`Disposed
|
|
82652
|
+
logger.debug(`Disposed texture: ${key}`);
|
|
83127
82653
|
}
|
|
83128
82654
|
this._cache.clear();
|
|
83129
82655
|
// Clear in-flight promises (they may resolve but won't be used)
|
|
83130
82656
|
this._inflight.clear();
|
|
83131
|
-
// Clear the textures table (will be set again with new shape data)
|
|
83132
|
-
this._texturesTable = {};
|
|
83133
82657
|
}
|
|
83134
82658
|
/**
|
|
83135
|
-
* Dispose all textures
|
|
82659
|
+
* Dispose all textures.
|
|
83136
82660
|
*
|
|
83137
82661
|
* Called on viewer.dispose() when the viewer is fully torn down.
|
|
83138
82662
|
* After this call, the TextureCache cannot be used again.
|
|
83139
82663
|
*/
|
|
83140
82664
|
disposeFull() {
|
|
83141
82665
|
this._disposed = true;
|
|
83142
|
-
// Dispose user textures first
|
|
83143
82666
|
this.dispose();
|
|
83144
|
-
// Dispose builtin textures
|
|
83145
|
-
for (const [key, texture] of this._builtinCache) {
|
|
83146
|
-
gpuTracker.untrack("texture", texture);
|
|
83147
|
-
texture.dispose();
|
|
83148
|
-
logger.debug(`Disposed builtin texture: ${key}`);
|
|
83149
|
-
}
|
|
83150
|
-
this._builtinCache.clear();
|
|
83151
|
-
// Null the texture loader reference
|
|
83152
82667
|
this._textureLoader = null;
|
|
83153
82668
|
logger.debug("TextureCache fully disposed");
|
|
83154
82669
|
}
|
|
83155
82670
|
// ---------------------------------------------------------------------------
|
|
83156
|
-
// Private: Builtin procedural textures
|
|
83157
|
-
// ---------------------------------------------------------------------------
|
|
83158
|
-
/**
|
|
83159
|
-
* Get or generate a builtin procedural texture.
|
|
83160
|
-
*
|
|
83161
|
-
* Builtin textures are cached in the persistent `_builtinCache` and survive
|
|
83162
|
-
* `dispose()` calls. They are only freed via `disposeFull()`.
|
|
83163
|
-
*/
|
|
83164
|
-
_getBuiltin(ref, colorSpace) {
|
|
83165
|
-
// Extract name after "builtin:" prefix
|
|
83166
|
-
const name = ref.slice(8);
|
|
83167
|
-
if (!BUILTIN_GENERATORS[name]) {
|
|
83168
|
-
logger.warn(`Unknown builtin texture: "${ref}". Available: ${BUILTIN_NAMES.join(", ")}`);
|
|
83169
|
-
return null;
|
|
83170
|
-
}
|
|
83171
|
-
// Check builtin cache
|
|
83172
|
-
const cached = this._builtinCache.get(ref);
|
|
83173
|
-
if (cached) {
|
|
83174
|
-
// TODO: If the same builtin is used in different roles (sRGB vs Linear),
|
|
83175
|
-
// mutating colorSpace in-place would affect other materials. This is
|
|
83176
|
-
// unlikely for builtins (almost always normal maps) but could be fixed
|
|
83177
|
-
// with a composite cache key (ref + colorSpace) if needed.
|
|
83178
|
-
cached.colorSpace = colorSpace;
|
|
83179
|
-
return cached;
|
|
83180
|
-
}
|
|
83181
|
-
// Generate the procedural texture
|
|
83182
|
-
const canvas = BUILTIN_GENERATORS[name](BUILTIN_SIZE);
|
|
83183
|
-
const texture = new CanvasTexture(canvas);
|
|
83184
|
-
texture.wrapS = RepeatWrapping;
|
|
83185
|
-
texture.wrapT = RepeatWrapping;
|
|
83186
|
-
texture.colorSpace = colorSpace;
|
|
83187
|
-
texture.needsUpdate = true;
|
|
83188
|
-
// Cache in the persistent builtin cache
|
|
83189
|
-
this._builtinCache.set(ref, texture);
|
|
83190
|
-
gpuTracker.trackTexture(texture, `Builtin procedural texture: ${ref}`);
|
|
83191
|
-
logger.debug(`Generated builtin texture: ${ref}`);
|
|
83192
|
-
return texture;
|
|
83193
|
-
}
|
|
83194
|
-
// ---------------------------------------------------------------------------
|
|
83195
|
-
// Private: Table entry loading
|
|
83196
|
-
// ---------------------------------------------------------------------------
|
|
83197
|
-
/**
|
|
83198
|
-
* Load a texture from the root-level textures table entry.
|
|
83199
|
-
*
|
|
83200
|
-
* Handles both embedded (base64 data) and URL-referenced entries.
|
|
83201
|
-
*/
|
|
83202
|
-
async _getFromTable(key, entry, colorSpace) {
|
|
83203
|
-
// Check user cache
|
|
83204
|
-
// TODO: If the same texture table entry is used in different roles
|
|
83205
|
-
// (sRGB vs Linear), mutating colorSpace in-place would affect other
|
|
83206
|
-
// materials. Could be fixed with a composite cache key (key + colorSpace).
|
|
83207
|
-
const cached = this._cache.get(key);
|
|
83208
|
-
if (cached) {
|
|
83209
|
-
cached.colorSpace = colorSpace;
|
|
83210
|
-
return cached;
|
|
83211
|
-
}
|
|
83212
|
-
// Check in-flight
|
|
83213
|
-
const inflight = this._inflight.get(key);
|
|
83214
|
-
if (inflight) {
|
|
83215
|
-
const texture = await inflight;
|
|
83216
|
-
texture.colorSpace = colorSpace;
|
|
83217
|
-
return texture;
|
|
83218
|
-
}
|
|
83219
|
-
// Resolve table entry to a loadable source
|
|
83220
|
-
if (entry.data && entry.format) {
|
|
83221
|
-
// Embedded: construct data URI from base64 data
|
|
83222
|
-
const mimeType = this._formatToMime(entry.format);
|
|
83223
|
-
const dataUri = `data:${mimeType};base64,${entry.data}`;
|
|
83224
|
-
return this._loadAndCache(key, dataUri, colorSpace);
|
|
83225
|
-
}
|
|
83226
|
-
if (entry.url) {
|
|
83227
|
-
// URL reference
|
|
83228
|
-
return this._loadAndCache(key, entry.url, colorSpace);
|
|
83229
|
-
}
|
|
83230
|
-
// Invalid entry (neither data nor url)
|
|
83231
|
-
logger.warn(`Texture table entry "${key}" has neither data nor url, skipping`);
|
|
83232
|
-
return null;
|
|
83233
|
-
}
|
|
83234
|
-
// ---------------------------------------------------------------------------
|
|
83235
82671
|
// Private: Data URI loading
|
|
83236
82672
|
// ---------------------------------------------------------------------------
|
|
83237
82673
|
/**
|
|
@@ -83354,24 +82790,6 @@ void main() {
|
|
|
83354
82790
|
}
|
|
83355
82791
|
return this._textureLoader;
|
|
83356
82792
|
}
|
|
83357
|
-
/**
|
|
83358
|
-
* Convert a format string (e.g. "png", "jpg", "webp") to a MIME type.
|
|
83359
|
-
*/
|
|
83360
|
-
_formatToMime(format) {
|
|
83361
|
-
switch (format.toLowerCase()) {
|
|
83362
|
-
case "jpg":
|
|
83363
|
-
case "jpeg":
|
|
83364
|
-
return "image/jpeg";
|
|
83365
|
-
case "png":
|
|
83366
|
-
return "image/png";
|
|
83367
|
-
case "webp":
|
|
83368
|
-
return "image/webp";
|
|
83369
|
-
default:
|
|
83370
|
-
// Default to PNG for unknown formats
|
|
83371
|
-
logger.warn(`Unknown texture format "${format}", defaulting to image/png`);
|
|
83372
|
-
return "image/png";
|
|
83373
|
-
}
|
|
83374
|
-
}
|
|
83375
82793
|
}
|
|
83376
82794
|
/**
|
|
83377
82795
|
* Get the correct color space for a Three.js material map property name.
|
|
@@ -83758,6 +83176,9 @@ void main() {
|
|
|
83758
83176
|
const [r, g, b] = prop.value;
|
|
83759
83177
|
matOptions[key] = new Color(r, g, b);
|
|
83760
83178
|
}
|
|
83179
|
+
else if ((key === "normalScale" || key === "clearcoatNormalScale") && Array.isArray(prop.value)) {
|
|
83180
|
+
matOptions[key] = new Vector2(prop.value[0], prop.value[1]);
|
|
83181
|
+
}
|
|
83761
83182
|
else if (key === "iridescenceThicknessRange" && Array.isArray(prop.value)) {
|
|
83762
83183
|
matOptions[key] = prop.value;
|
|
83763
83184
|
}
|
|
@@ -84202,18 +83623,6 @@ void main() {
|
|
|
84202
83623
|
// ---------------------------------------------------------------------------
|
|
84203
83624
|
// Natural / Other
|
|
84204
83625
|
// ---------------------------------------------------------------------------
|
|
84205
|
-
"wood-light": {
|
|
84206
|
-
name: "Wood (Light)",
|
|
84207
|
-
color: [0.89, 0.8, 0.68, 1],
|
|
84208
|
-
metalness: 0.0,
|
|
84209
|
-
roughness: 0.6,
|
|
84210
|
-
},
|
|
84211
|
-
"wood-dark": {
|
|
84212
|
-
name: "Wood (Dark)",
|
|
84213
|
-
color: [0.63, 0.51, 0.38, 1],
|
|
84214
|
-
metalness: 0.0,
|
|
84215
|
-
roughness: 0.55,
|
|
84216
|
-
},
|
|
84217
83626
|
"ceramic-white": {
|
|
84218
83627
|
name: "Ceramic (White)",
|
|
84219
83628
|
color: [0.98, 0.98, 0.97, 1],
|
|
@@ -84635,7 +84044,6 @@ float metalnessFactor = metalness;
|
|
|
84635
84044
|
this.bsphere = null;
|
|
84636
84045
|
this.groups = {};
|
|
84637
84046
|
this.clipPlanes = null;
|
|
84638
|
-
this.texturesTable = null;
|
|
84639
84047
|
this.materialsTable = null;
|
|
84640
84048
|
this.resolvedMaterials = new Map();
|
|
84641
84049
|
this.resolvedMaterialX = new Map();
|
|
@@ -84666,7 +84074,6 @@ float metalnessFactor = metalness;
|
|
|
84666
84074
|
this._disposeStudioResources();
|
|
84667
84075
|
this.resolvedMaterials.clear();
|
|
84668
84076
|
this.resolvedMaterialX.clear();
|
|
84669
|
-
this.texturesTable = null;
|
|
84670
84077
|
this.materialsTable = null;
|
|
84671
84078
|
}
|
|
84672
84079
|
/**
|
|
@@ -85121,7 +84528,6 @@ float metalnessFactor = metalness;
|
|
|
85121
84528
|
if (this.shapes.format == "GDS") {
|
|
85122
84529
|
this.instances = this.shapes.instances || null;
|
|
85123
84530
|
}
|
|
85124
|
-
this.texturesTable = this.shapes.textures || null;
|
|
85125
84531
|
this.materialsTable = this.shapes.materials || null;
|
|
85126
84532
|
this.resolvedMaterials.clear();
|
|
85127
84533
|
this.resolvedMaterialX.clear();
|
|
@@ -85323,7 +84729,6 @@ float metalnessFactor = metalness;
|
|
|
85323
84729
|
if (!this._textureCache) {
|
|
85324
84730
|
this._textureCache = new TextureCache();
|
|
85325
84731
|
}
|
|
85326
|
-
this._textureCache.setTexturesTable(this.texturesTable ?? undefined);
|
|
85327
84732
|
// Track material tags that failed to resolve
|
|
85328
84733
|
const unresolvedTags = new Set();
|
|
85329
84734
|
// Iterate all ObjectGroups with front meshes
|
|
@@ -94880,7 +94285,7 @@ float metalnessFactor = metalness;
|
|
|
94880
94285
|
}
|
|
94881
94286
|
}
|
|
94882
94287
|
|
|
94883
|
-
const version = "4.
|
|
94288
|
+
const version = "4.3.0";
|
|
94884
94289
|
|
|
94885
94290
|
/**
|
|
94886
94291
|
* Clean room environment for Studio mode PMREM generation.
|
|
@@ -104959,7 +104364,6 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
104959
104364
|
this._composer = null;
|
|
104960
104365
|
this._active = false;
|
|
104961
104366
|
this._savedClippingState = null;
|
|
104962
|
-
this._savedViewState = null;
|
|
104963
104367
|
this._shadowLights = [];
|
|
104964
104368
|
// -------------------------------------------------------------------------
|
|
104965
104369
|
// Mode enter/leave
|
|
@@ -104978,14 +104382,7 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
104978
104382
|
if (clipping.planeHelpers) {
|
|
104979
104383
|
clipping.planeHelpers.visible = false;
|
|
104980
104384
|
}
|
|
104981
|
-
// 2.
|
|
104982
|
-
// subscriber side-effects before the texture is ready)
|
|
104983
|
-
this._savedViewState = {
|
|
104984
|
-
ortho: state.get("ortho"),
|
|
104985
|
-
axes: state.get("axes"),
|
|
104986
|
-
grid: [...state.get("grid")],
|
|
104987
|
-
};
|
|
104988
|
-
// 3. Build/swap studio materials (async due to textures)
|
|
104385
|
+
// 2. Build/swap studio materials (async due to textures)
|
|
104989
104386
|
const nestedGroup = this._ctx.getNestedGroup();
|
|
104990
104387
|
const unresolvedTags = await nestedGroup.enterStudioMode(state.get("studioTextureMapping"));
|
|
104991
104388
|
if (!this._active)
|
|
@@ -104994,23 +104391,15 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
104994
104391
|
if (unresolvedTags.length > 0) {
|
|
104995
104392
|
this._ctx.dispatchEvent(new CustomEvent("tcv-material-warnings", { detail: unresolvedTags }));
|
|
104996
104393
|
}
|
|
104997
|
-
//
|
|
104394
|
+
// 3. Load environment map
|
|
104998
104395
|
const envName = state.get("studioEnvironment");
|
|
104999
104396
|
await this.envManager.loadEnvironment(envName, renderer);
|
|
105000
104397
|
if (!this._active)
|
|
105001
104398
|
return;
|
|
105002
|
-
//
|
|
104399
|
+
// 4. Apply ALL rendering changes atomically
|
|
105003
104400
|
const scene = this._ctx.getScene();
|
|
105004
104401
|
const camera = this._ctx.getCamera();
|
|
105005
104402
|
this.envManager.apply(scene, state.get("studioEnvIntensity"), state.get("studioBackground"), state.get("up") === "Z", camera.ortho, state.get("studioEnvRotation"));
|
|
105006
|
-
// 6. Override camera, axes, grid (after env is loaded so
|
|
105007
|
-
// ortho subscriber doesn't trigger reapplyEnv with null texture)
|
|
105008
|
-
if (this._savedViewState?.ortho)
|
|
105009
|
-
this._ctx.setOrtho(false);
|
|
105010
|
-
if (this._savedViewState?.axes)
|
|
105011
|
-
this._ctx.setAxes(false);
|
|
105012
|
-
if (state.get("grid").some(Boolean))
|
|
105013
|
-
this._ctx.setGrids([false, false, false]);
|
|
105014
104403
|
// Lighting: disable CAD lights; environment IBL provides all illumination
|
|
105015
104404
|
this._ctx.getAmbientLight().intensity = 0;
|
|
105016
104405
|
this._ctx.getDirectLight().intensity = 0;
|
|
@@ -105072,20 +104461,8 @@ void mainImage(const in vec4 inputColor, const in vec2 uv, const in float depth,
|
|
|
105072
104461
|
this._ctx.getClipping().restoreState(this._savedClippingState);
|
|
105073
104462
|
this._savedClippingState = null;
|
|
105074
104463
|
}
|
|
105075
|
-
// 7. Clear active flag
|
|
104464
|
+
// 7. Clear active flag; edges restored by ObjectGroup.leaveStudioMode()
|
|
105076
104465
|
this._active = false;
|
|
105077
|
-
// 8. Restore camera, axes, grid
|
|
105078
|
-
if (this._savedViewState) {
|
|
105079
|
-
const { ortho, axes, grid } = this._savedViewState;
|
|
105080
|
-
if (ortho)
|
|
105081
|
-
this._ctx.setOrtho(true);
|
|
105082
|
-
if (axes)
|
|
105083
|
-
this._ctx.setAxes(true);
|
|
105084
|
-
if (grid.some(Boolean))
|
|
105085
|
-
this._ctx.setGrids(grid);
|
|
105086
|
-
this._savedViewState = null;
|
|
105087
|
-
}
|
|
105088
|
-
// 9. Edges restored by ObjectGroup.leaveStudioMode()
|
|
105089
104466
|
this._ctx.update(true, false);
|
|
105090
104467
|
};
|
|
105091
104468
|
this.resetStudio = () => {
|