three-cad-viewer 4.3.5 → 4.3.7

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.
Files changed (58) hide show
  1. package/dist/three-cad-viewer.esm.js +8 -5
  2. package/dist/three-cad-viewer.esm.js.map +1 -1
  3. package/dist/three-cad-viewer.esm.min.js +1 -1
  4. package/dist/three-cad-viewer.js +8 -5
  5. package/dist/three-cad-viewer.min.js +1 -1
  6. package/package.json +2 -3
  7. package/src/_version.ts +0 -1
  8. package/src/camera/camera.ts +0 -445
  9. package/src/camera/controls/CADOrbitControls.ts +0 -241
  10. package/src/camera/controls/CADTrackballControls.ts +0 -598
  11. package/src/camera/controls.ts +0 -380
  12. package/src/core/patches.ts +0 -16
  13. package/src/core/studio-manager.ts +0 -652
  14. package/src/core/types.ts +0 -892
  15. package/src/core/viewer-state.ts +0 -784
  16. package/src/core/viewer.ts +0 -4821
  17. package/src/index.ts +0 -151
  18. package/src/rendering/environment.ts +0 -840
  19. package/src/rendering/light-detection.ts +0 -327
  20. package/src/rendering/material-factory.ts +0 -735
  21. package/src/rendering/material-presets.ts +0 -289
  22. package/src/rendering/raycast.ts +0 -291
  23. package/src/rendering/room-environment.ts +0 -192
  24. package/src/rendering/studio-composer.ts +0 -577
  25. package/src/rendering/studio-floor.ts +0 -108
  26. package/src/rendering/texture-cache.ts +0 -324
  27. package/src/rendering/tree-model.ts +0 -542
  28. package/src/rendering/triplanar.ts +0 -329
  29. package/src/scene/animation.ts +0 -343
  30. package/src/scene/axes.ts +0 -108
  31. package/src/scene/bbox.ts +0 -223
  32. package/src/scene/clipping.ts +0 -650
  33. package/src/scene/grid.ts +0 -864
  34. package/src/scene/nestedgroup.ts +0 -1448
  35. package/src/scene/objectgroup.ts +0 -866
  36. package/src/scene/orientation.ts +0 -259
  37. package/src/scene/render-shape.ts +0 -634
  38. package/src/tools/cad_tools/measure.ts +0 -811
  39. package/src/tools/cad_tools/select.ts +0 -100
  40. package/src/tools/cad_tools/tools.ts +0 -231
  41. package/src/tools/cad_tools/ui.ts +0 -454
  42. package/src/tools/cad_tools/zebra.ts +0 -369
  43. package/src/types/html.d.ts +0 -5
  44. package/src/types/n8ao.d.ts +0 -28
  45. package/src/types/three-augmentation.d.ts +0 -60
  46. package/src/ui/display.ts +0 -3295
  47. package/src/ui/index.html +0 -505
  48. package/src/ui/info.ts +0 -177
  49. package/src/ui/slider.ts +0 -206
  50. package/src/ui/toolbar.ts +0 -347
  51. package/src/ui/treeview.ts +0 -945
  52. package/src/utils/decode-instances.ts +0 -233
  53. package/src/utils/font.ts +0 -60
  54. package/src/utils/gpu-tracker.ts +0 -265
  55. package/src/utils/logger.ts +0 -92
  56. package/src/utils/sizeof.ts +0 -116
  57. package/src/utils/timer.ts +0 -69
  58. package/src/utils/utils.ts +0 -446
@@ -1,192 +0,0 @@
1
- /**
2
- * Clean room environment for Studio mode PMREM generation.
3
- *
4
- * Based on Three.js RoomEnvironment (which is based on Google model-viewer's
5
- * EnvironmentScene), but with the 6 decorative boxes removed and an infinity
6
- * cove (quarter-cylinder) at all wall-floor junctions for a clean cyclorama.
7
- */
8
- import {
9
- BackSide,
10
- BoxGeometry,
11
- BufferGeometry,
12
- Float32BufferAttribute,
13
- Mesh,
14
- MeshLambertMaterial,
15
- MeshStandardMaterial,
16
- PointLight,
17
- Scene,
18
- } from "three";
19
-
20
- class CleanRoomEnvironment extends Scene {
21
- constructor() {
22
- super();
23
-
24
- this.name = "CleanRoomEnvironment";
25
- this.position.y = -3.5;
26
- // Pre-rotate 45° so the cleanest wall/floor edge faces the default camera
27
- this.rotation.y = (45 * Math.PI) / 180;
28
-
29
- const geometry = new BoxGeometry();
30
- geometry.deleteAttribute("uv");
31
-
32
- const roomMaterial = new MeshStandardMaterial({ side: BackSide });
33
-
34
- const mainLight = new PointLight(0xffffff, 900, 28, 2);
35
- mainLight.position.set(0.418, 16.199, 0.3);
36
- this.add(mainLight);
37
-
38
- const room = new Mesh(geometry, roomMaterial);
39
- room.position.set(-0.757, 13.219, 0.717);
40
- room.scale.set(31.713, 28.305, 28.591);
41
- this.add(room);
42
-
43
- // Infinity cove (quarter-cylinder sweep) at all 4 wall-floor junctions.
44
- // Eliminates the sharp 90° corner visible in reflections.
45
- //
46
- // Room bounds (inner faces of BackSide box):
47
- const cx = -0.757, cy = 13.219, cz = 0.717;
48
- const hx = 31.713 / 2, hy = 28.305 / 2, hz = 28.591 / 2;
49
- const floorY = cy - hy; // ≈ -0.93
50
- const wallMinX = cx - hx; // ≈ -16.61
51
- const wallMinZ = cz - hz; // ≈ -13.58
52
- const R = 6;
53
-
54
- // Single infinity cove on the -z wall (faces default camera after 45° rotation).
55
- const cove = new Mesh(createCove(hx * 2, R, 12, "-z"), roomMaterial);
56
- cove.position.set(wallMinX, floorY, wallMinZ + R);
57
- this.add(cove);
58
-
59
- // Area lights on walls and ceiling
60
-
61
- // -x right
62
- const light1 = new Mesh(geometry, createAreaLightMaterial(50));
63
- light1.position.set(-16.116, 14.37, 8.208);
64
- light1.scale.set(0.1, 2.428, 2.739);
65
- this.add(light1);
66
-
67
- // -x left
68
- const light2 = new Mesh(geometry, createAreaLightMaterial(50));
69
- light2.position.set(-16.109, 18.021, -8.207);
70
- light2.scale.set(0.1, 2.425, 2.751);
71
- this.add(light2);
72
-
73
- // +x
74
- const light3 = new Mesh(geometry, createAreaLightMaterial(17));
75
- light3.position.set(14.904, 12.198, -1.832);
76
- light3.scale.set(0.15, 4.265, 6.331);
77
- this.add(light3);
78
-
79
- // +z
80
- const light4 = new Mesh(geometry, createAreaLightMaterial(43));
81
- light4.position.set(-0.462, 8.89, 14.52);
82
- light4.scale.set(4.38, 5.441, 0.088);
83
- this.add(light4);
84
-
85
- // -z
86
- const light5 = new Mesh(geometry, createAreaLightMaterial(20));
87
- light5.position.set(3.235, 11.486, -12.541);
88
- light5.scale.set(2.5, 2.0, 0.1);
89
- this.add(light5);
90
-
91
- // +y (ceiling)
92
- const light6 = new Mesh(geometry, createAreaLightMaterial(100));
93
- light6.position.set(0.0, 20.0, 0.0);
94
- light6.scale.set(1.0, 0.1, 1.0);
95
- this.add(light6);
96
- }
97
-
98
- dispose(): void {
99
- const resources = new Set<{ dispose(): void }>();
100
- this.traverse((object) => {
101
- if ("isMesh" in object && object.isMesh) {
102
- const mesh = object as Mesh;
103
- resources.add(mesh.geometry);
104
- if (!Array.isArray(mesh.material)) {
105
- resources.add(mesh.material);
106
- }
107
- }
108
- });
109
- for (const resource of resources) {
110
- resource.dispose();
111
- }
112
- }
113
- }
114
-
115
- /**
116
- * Quarter-cylinder for infinity cove — no rotation needed.
117
- *
118
- * @param length Extrusion length along the wall edge
119
- * @param radius Cove radius
120
- * @param segments Arc subdivisions
121
- * @param wall Which wall: "-x"|"+x"|"-z"|"+z"
122
- *
123
- * The arc sweeps from floor-tangent (horizontal) to wall-tangent (vertical).
124
- * Winding is set so BackSide material renders the concave interior.
125
- */
126
- function createCove(
127
- length: number, radius: number, segments: number,
128
- wall: "-x" | "+x" | "-z" | "+z",
129
- ): BufferGeometry {
130
- const positions: number[] = [];
131
- const normals: number[] = [];
132
- const indices: number[] = [];
133
-
134
- // sign: which direction the arc curves toward the wall
135
- // axis: 0 = arc in XY extruded along Z, 1 = arc in ZY extruded along X
136
- const axis = wall === "-x" || wall === "+x" ? 0 : 1;
137
- const sign = wall === "-x" || wall === "-z" ? -1 : 1;
138
-
139
- for (let i = 0; i <= segments; i++) {
140
- const angle = (i / segments) * Math.PI / 2;
141
- const h = sign * radius * Math.sin(angle); // horizontal offset toward wall
142
- const y = radius * (1 - Math.cos(angle)); // vertical offset above floor
143
- const nh = sign * Math.sin(angle); // normal toward wall
144
- const ny = -Math.cos(angle); // normal downward
145
-
146
- if (axis === 0) {
147
- // Arc in XY, extruded along Z (for ±x walls)
148
- positions.push(h, y, 0);
149
- normals.push(nh, ny, 0);
150
- positions.push(h, y, length);
151
- normals.push(nh, ny, 0);
152
- } else {
153
- // Arc in ZY, extruded along X (for ±z walls)
154
- positions.push(0, y, h);
155
- normals.push(0, ny, nh);
156
- positions.push(length, y, h);
157
- normals.push(0, ny, nh);
158
- }
159
- }
160
-
161
- for (let i = 0; i < segments; i++) {
162
- const a = i * 2;
163
- const b = a + 1;
164
- const c = a + 2;
165
- const d = a + 3;
166
- // Winding: front face must point toward corner for BackSide to show
167
- // concave interior. Extruding along X (axis=1) flips the cross product
168
- // vs extruding along Z (axis=0), so we XOR the conditions.
169
- const flip = (sign > 0) !== (axis === 1);
170
- if (flip) {
171
- indices.push(a, c, b, b, c, d);
172
- } else {
173
- indices.push(a, b, c, b, d, c);
174
- }
175
- }
176
-
177
- const geom = new BufferGeometry();
178
- geom.setAttribute("position", new Float32BufferAttribute(positions, 3));
179
- geom.setAttribute("normal", new Float32BufferAttribute(normals, 3));
180
- geom.setIndex(indices);
181
- return geom;
182
- }
183
-
184
- function createAreaLightMaterial(intensity: number): MeshLambertMaterial {
185
- return new MeshLambertMaterial({
186
- color: 0x000000,
187
- emissive: 0xffffff,
188
- emissiveIntensity: intensity,
189
- });
190
- }
191
-
192
- export { CleanRoomEnvironment };