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.
- package/dist/three-cad-viewer.esm.js +8 -5
- package/dist/three-cad-viewer.esm.js.map +1 -1
- package/dist/three-cad-viewer.esm.min.js +1 -1
- package/dist/three-cad-viewer.js +8 -5
- package/dist/three-cad-viewer.min.js +1 -1
- package/package.json +2 -3
- package/src/_version.ts +0 -1
- package/src/camera/camera.ts +0 -445
- package/src/camera/controls/CADOrbitControls.ts +0 -241
- package/src/camera/controls/CADTrackballControls.ts +0 -598
- package/src/camera/controls.ts +0 -380
- package/src/core/patches.ts +0 -16
- package/src/core/studio-manager.ts +0 -652
- package/src/core/types.ts +0 -892
- package/src/core/viewer-state.ts +0 -784
- package/src/core/viewer.ts +0 -4821
- package/src/index.ts +0 -151
- package/src/rendering/environment.ts +0 -840
- package/src/rendering/light-detection.ts +0 -327
- package/src/rendering/material-factory.ts +0 -735
- package/src/rendering/material-presets.ts +0 -289
- package/src/rendering/raycast.ts +0 -291
- package/src/rendering/room-environment.ts +0 -192
- package/src/rendering/studio-composer.ts +0 -577
- package/src/rendering/studio-floor.ts +0 -108
- package/src/rendering/texture-cache.ts +0 -324
- package/src/rendering/tree-model.ts +0 -542
- package/src/rendering/triplanar.ts +0 -329
- package/src/scene/animation.ts +0 -343
- package/src/scene/axes.ts +0 -108
- package/src/scene/bbox.ts +0 -223
- package/src/scene/clipping.ts +0 -650
- package/src/scene/grid.ts +0 -864
- package/src/scene/nestedgroup.ts +0 -1448
- package/src/scene/objectgroup.ts +0 -866
- package/src/scene/orientation.ts +0 -259
- package/src/scene/render-shape.ts +0 -634
- package/src/tools/cad_tools/measure.ts +0 -811
- package/src/tools/cad_tools/select.ts +0 -100
- package/src/tools/cad_tools/tools.ts +0 -231
- package/src/tools/cad_tools/ui.ts +0 -454
- package/src/tools/cad_tools/zebra.ts +0 -369
- package/src/types/html.d.ts +0 -5
- package/src/types/n8ao.d.ts +0 -28
- package/src/types/three-augmentation.d.ts +0 -60
- package/src/ui/display.ts +0 -3295
- package/src/ui/index.html +0 -505
- package/src/ui/info.ts +0 -177
- package/src/ui/slider.ts +0 -206
- package/src/ui/toolbar.ts +0 -347
- package/src/ui/treeview.ts +0 -945
- package/src/utils/decode-instances.ts +0 -233
- package/src/utils/font.ts +0 -60
- package/src/utils/gpu-tracker.ts +0 -265
- package/src/utils/logger.ts +0 -92
- package/src/utils/sizeof.ts +0 -116
- package/src/utils/timer.ts +0 -69
- package/src/utils/utils.ts +0 -446
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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,
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* preserving aspect ratio. `textureRepeat` on the material's textures
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|
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*
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* @param material - Material clone to modify
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*/
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|
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|
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export function applyTriplanarMapping(
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material: THREE.MeshPhysicalMaterial,
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geometry: THREE.BufferGeometry,
|
|
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|
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): void {
|
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|
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// Compute bounding box for coordinate normalization (model space)
|
|
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|
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geometry.computeBoundingBox();
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|
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-
const bb = geometry.boundingBox!;
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const size = new THREE.Vector3();
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bb.getSize(size);
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|
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const maxDim = Math.max(size.x, size.y, size.z, 1e-6);
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// Uniform values (captured by closure, per-object)
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const offset = bb.min.clone();
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const scale = 1.0 / maxDim;
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// Read texture repeat from the material's map (all textures share same repeat)
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const repeat = material.map?.repeat?.clone() ?? new THREE.Vector2(1, 1);
|
|
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|
-
|
|
287
|
-
material.onBeforeCompile = (shader) => {
|
|
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|
-
// Custom uniforms
|
|
289
|
-
shader.uniforms.triplanarOffset = { value: offset };
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-
shader.uniforms.triplanarScale = { value: scale };
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|
-
shader.uniforms.triplanarRepeat = { value: repeat };
|
|
292
|
-
|
|
293
|
-
// --- Vertex shader ---
|
|
294
|
-
// Declare varyings
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|
295
|
-
shader.vertexShader = shader.vertexShader.replace(
|
|
296
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"#include <common>",
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|
297
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-
`#include <common>\n${TRIPLANAR_VARYINGS}`,
|
|
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|
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);
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|
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|
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|
|
300
|
-
// Pass model-space position and normal to fragment shader.
|
|
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|
-
// `transformed` = model-space position (after morphing, before view transform)
|
|
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|
-
// `objectNormal` = model-space normal (before normalMatrix)
|
|
303
|
-
// Both match the geometry's bounding box coordinate space.
|
|
304
|
-
shader.vertexShader = shader.vertexShader.replace(
|
|
305
|
-
"#include <worldpos_vertex>",
|
|
306
|
-
`#include <worldpos_vertex>
|
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307
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vTriplanarPos = transformed;
|
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vTriplanarNormal = normalize(objectNormal);`,
|
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);
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311
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// --- Fragment shader ---
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// Inject varyings, uniforms, and the triplanarSample helper
|
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|
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shader.fragmentShader = shader.fragmentShader.replace(
|
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|
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"#include <common>",
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`#include <common>\n${TRIPLANAR_FRAGMENT_HEADER}`,
|
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|
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);
|
|
317
|
-
|
|
318
|
-
// Replace texture-sampling #include chunks with triplanar versions
|
|
319
|
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for (const [from, to] of FRAGMENT_CHUNK_REPLACEMENTS) {
|
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320
|
-
shader.fragmentShader = shader.fragmentShader.replace(from, to);
|
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321
|
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}
|
|
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|
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};
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|
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|
-
|
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// All triplanar materials share the same compiled WebGL program
|
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|
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// (uniform values differ per instance). Appended to Three.js's standard
|
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|
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// program cache key, so materials with different maps/flags still get
|
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|
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// separate programs.
|
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-
material.customProgramCacheKey = () => "triplanar";
|
|
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|
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}
|
package/src/scene/animation.ts
DELETED
|
@@ -1,343 +0,0 @@
|
|
|
1
|
-
import * as THREE from "three";
|
|
2
|
-
import { AXIS_VECTORS } from "../utils/utils.js";
|
|
3
|
-
import { logger } from "../utils/logger.js";
|
|
4
|
-
import type { Axis } from "../core/types.js";
|
|
5
|
-
|
|
6
|
-
/**
|
|
7
|
-
* Create a quaternion from an axis and angle in degrees.
|
|
8
|
-
*/
|
|
9
|
-
function fromAxisAngle(axis: Axis, angle: number): THREE.Quaternion {
|
|
10
|
-
const q = new THREE.Quaternion();
|
|
11
|
-
q.setFromAxisAngle(AXIS_VECTORS[axis], (angle / 180) * Math.PI);
|
|
12
|
-
return q;
|
|
13
|
-
}
|
|
14
|
-
|
|
15
|
-
interface AnimationBackup {
|
|
16
|
-
tracks: THREE.KeyframeTrack[];
|
|
17
|
-
root: THREE.Object3D | null;
|
|
18
|
-
duration: number | null;
|
|
19
|
-
speed: number | null;
|
|
20
|
-
repeat: boolean | null;
|
|
21
|
-
}
|
|
22
|
-
|
|
23
|
-
/**
|
|
24
|
-
* Manages keyframe animations for CAD objects.
|
|
25
|
-
* Supports translation (t, tx, ty, tz) and rotation (q, rx, ry, rz) transforms.
|
|
26
|
-
*/
|
|
27
|
-
class Animation {
|
|
28
|
-
delim: string;
|
|
29
|
-
tracks: THREE.KeyframeTrack[];
|
|
30
|
-
mixer: THREE.AnimationMixer | null;
|
|
31
|
-
clip: THREE.AnimationClip | null;
|
|
32
|
-
clipAction: THREE.AnimationAction | null;
|
|
33
|
-
clock: THREE.Timer;
|
|
34
|
-
duration: number | null;
|
|
35
|
-
speed: number | null;
|
|
36
|
-
repeat: boolean | null;
|
|
37
|
-
root: THREE.Object3D | null;
|
|
38
|
-
_backup: AnimationBackup | null;
|
|
39
|
-
|
|
40
|
-
/**
|
|
41
|
-
* Create an Animation manager.
|
|
42
|
-
* @param delim - Path delimiter used in object selectors.
|
|
43
|
-
*/
|
|
44
|
-
constructor(delim: string) {
|
|
45
|
-
this.delim = delim;
|
|
46
|
-
this.tracks = [];
|
|
47
|
-
this.mixer = null;
|
|
48
|
-
this.clip = null;
|
|
49
|
-
this.clipAction = null;
|
|
50
|
-
this.clock = new THREE.Timer();
|
|
51
|
-
this.duration = null;
|
|
52
|
-
this._backup = null;
|
|
53
|
-
this.root = null;
|
|
54
|
-
this.speed = null;
|
|
55
|
-
this.repeat = null;
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
/**
|
|
59
|
-
* Prepare selector by replacing path delimiter.
|
|
60
|
-
*/
|
|
61
|
-
private _prepareSelector(selector: string): string {
|
|
62
|
-
return selector.replaceAll("/", this.delim);
|
|
63
|
-
}
|
|
64
|
-
|
|
65
|
-
/**
|
|
66
|
-
* Validate that times and values arrays have the same length.
|
|
67
|
-
*/
|
|
68
|
-
private _validateArrayLengths(times: number[], values: unknown[]): boolean {
|
|
69
|
-
if (times.length !== values.length) {
|
|
70
|
-
logger.error("times and values arrays need to have the same length");
|
|
71
|
-
return false;
|
|
72
|
-
}
|
|
73
|
-
return true;
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
/**
|
|
77
|
-
* Add a position track (full 3D translation).
|
|
78
|
-
* @param selector - Object path selector (using "/" delimiter).
|
|
79
|
-
* @param group - The object to animate.
|
|
80
|
-
* @param times - Array of keyframe times.
|
|
81
|
-
* @param positions - Array of [x, y, z] position offsets.
|
|
82
|
-
*/
|
|
83
|
-
addPositionTrack(
|
|
84
|
-
selector: string,
|
|
85
|
-
group: THREE.Object3D,
|
|
86
|
-
times: number[],
|
|
87
|
-
positions: number[][],
|
|
88
|
-
): void {
|
|
89
|
-
if (!this._validateArrayLengths(times, positions)) return;
|
|
90
|
-
|
|
91
|
-
const basePosition = group.position;
|
|
92
|
-
const newValues = positions.map((v) =>
|
|
93
|
-
basePosition
|
|
94
|
-
.clone()
|
|
95
|
-
.add(new THREE.Vector3(...v))
|
|
96
|
-
.toArray(),
|
|
97
|
-
);
|
|
98
|
-
|
|
99
|
-
this.tracks.push(
|
|
100
|
-
new THREE.VectorKeyframeTrack(
|
|
101
|
-
this._prepareSelector(selector) + ".position",
|
|
102
|
-
times,
|
|
103
|
-
newValues.flat(),
|
|
104
|
-
),
|
|
105
|
-
);
|
|
106
|
-
}
|
|
107
|
-
|
|
108
|
-
/**
|
|
109
|
-
* Add a single-axis translation track.
|
|
110
|
-
* @param selector - Object path selector (using "/" delimiter).
|
|
111
|
-
* @param group - The object to animate.
|
|
112
|
-
* @param axis - Which axis to translate along ("x", "y", or "z").
|
|
113
|
-
* @param times - Array of keyframe times.
|
|
114
|
-
* @param values - Array of translation values along the axis.
|
|
115
|
-
*/
|
|
116
|
-
addTranslationTrack(
|
|
117
|
-
selector: string,
|
|
118
|
-
group: THREE.Object3D,
|
|
119
|
-
axis: Axis,
|
|
120
|
-
times: number[],
|
|
121
|
-
values: number[],
|
|
122
|
-
): void {
|
|
123
|
-
if (!this._validateArrayLengths(times, values)) return;
|
|
124
|
-
|
|
125
|
-
const basePosition = group.position;
|
|
126
|
-
const offsets: Record<Axis, (v: number) => THREE.Vector3> = {
|
|
127
|
-
x: (v) => new THREE.Vector3(v, 0, 0),
|
|
128
|
-
y: (v) => new THREE.Vector3(0, v, 0),
|
|
129
|
-
z: (v) => new THREE.Vector3(0, 0, v),
|
|
130
|
-
};
|
|
131
|
-
|
|
132
|
-
const newValues = values.map((v) =>
|
|
133
|
-
basePosition.clone().add(offsets[axis](v)).toArray(),
|
|
134
|
-
);
|
|
135
|
-
|
|
136
|
-
this.tracks.push(
|
|
137
|
-
new THREE.VectorKeyframeTrack(
|
|
138
|
-
this._prepareSelector(selector) + ".position",
|
|
139
|
-
times,
|
|
140
|
-
newValues.flat(),
|
|
141
|
-
),
|
|
142
|
-
);
|
|
143
|
-
}
|
|
144
|
-
|
|
145
|
-
/**
|
|
146
|
-
* Add a quaternion rotation track.
|
|
147
|
-
* @param selector - Object path selector (using "/" delimiter).
|
|
148
|
-
* @param group - The object to animate.
|
|
149
|
-
* @param times - Array of keyframe times.
|
|
150
|
-
* @param quaternions - Array of [x, y, z, w] quaternion values.
|
|
151
|
-
*/
|
|
152
|
-
addQuaternionTrack(
|
|
153
|
-
selector: string,
|
|
154
|
-
group: THREE.Object3D,
|
|
155
|
-
times: number[],
|
|
156
|
-
quaternions: number[][],
|
|
157
|
-
): void {
|
|
158
|
-
if (!this._validateArrayLengths(times, quaternions)) return;
|
|
159
|
-
|
|
160
|
-
const baseQuaternion = group.quaternion;
|
|
161
|
-
const newValues = quaternions.map((q) =>
|
|
162
|
-
baseQuaternion
|
|
163
|
-
.clone()
|
|
164
|
-
.multiply(new THREE.Quaternion(...q))
|
|
165
|
-
.toArray(),
|
|
166
|
-
);
|
|
167
|
-
|
|
168
|
-
this.tracks.push(
|
|
169
|
-
new THREE.QuaternionKeyframeTrack(
|
|
170
|
-
this._prepareSelector(selector) + ".quaternion",
|
|
171
|
-
times,
|
|
172
|
-
newValues.flat(),
|
|
173
|
-
),
|
|
174
|
-
);
|
|
175
|
-
}
|
|
176
|
-
|
|
177
|
-
/**
|
|
178
|
-
* Add a single-axis rotation track.
|
|
179
|
-
* @param selector - Object path selector (using "/" delimiter).
|
|
180
|
-
* @param group - The object to animate.
|
|
181
|
-
* @param axis - Which axis to rotate around ("x", "y", or "z").
|
|
182
|
-
* @param times - Array of keyframe times.
|
|
183
|
-
* @param angles - Array of rotation angles in degrees.
|
|
184
|
-
*/
|
|
185
|
-
addRotationTrack(
|
|
186
|
-
selector: string,
|
|
187
|
-
group: THREE.Object3D,
|
|
188
|
-
axis: Axis,
|
|
189
|
-
times: number[],
|
|
190
|
-
angles: number[],
|
|
191
|
-
): void {
|
|
192
|
-
if (!this._validateArrayLengths(times, angles)) return;
|
|
193
|
-
|
|
194
|
-
const baseQuaternion = group.quaternion;
|
|
195
|
-
const newValues = angles.map((angle) =>
|
|
196
|
-
baseQuaternion.clone().multiply(fromAxisAngle(axis, angle)).toArray(),
|
|
197
|
-
);
|
|
198
|
-
|
|
199
|
-
this.tracks.push(
|
|
200
|
-
new THREE.QuaternionKeyframeTrack(
|
|
201
|
-
this._prepareSelector(selector) + ".quaternion",
|
|
202
|
-
times,
|
|
203
|
-
newValues.flat(),
|
|
204
|
-
),
|
|
205
|
-
);
|
|
206
|
-
}
|
|
207
|
-
|
|
208
|
-
/**
|
|
209
|
-
* Store current animation state for later restoration.
|
|
210
|
-
*/
|
|
211
|
-
backup(): void {
|
|
212
|
-
this._backup = {
|
|
213
|
-
tracks: this.tracks,
|
|
214
|
-
root: this.root,
|
|
215
|
-
duration: this.duration,
|
|
216
|
-
speed: this.speed,
|
|
217
|
-
repeat: this.repeat,
|
|
218
|
-
};
|
|
219
|
-
}
|
|
220
|
-
|
|
221
|
-
/**
|
|
222
|
-
* Restore previously backed up animation state.
|
|
223
|
-
*/
|
|
224
|
-
restore(): {
|
|
225
|
-
duration: number | null;
|
|
226
|
-
speed: number | null;
|
|
227
|
-
repeat: boolean | null;
|
|
228
|
-
} {
|
|
229
|
-
if (this._backup === null) {
|
|
230
|
-
return { duration: null, speed: null, repeat: null };
|
|
231
|
-
}
|
|
232
|
-
this.tracks = this._backup.tracks;
|
|
233
|
-
return {
|
|
234
|
-
duration: this._backup.duration,
|
|
235
|
-
speed: this._backup.speed,
|
|
236
|
-
repeat: this._backup.repeat,
|
|
237
|
-
};
|
|
238
|
-
}
|
|
239
|
-
|
|
240
|
-
/**
|
|
241
|
-
* Clear the backup state.
|
|
242
|
-
*/
|
|
243
|
-
cleanBackup(): void {
|
|
244
|
-
this._backup = null;
|
|
245
|
-
}
|
|
246
|
-
|
|
247
|
-
/**
|
|
248
|
-
* Check if any animation tracks have been added.
|
|
249
|
-
*/
|
|
250
|
-
hasTracks(): boolean {
|
|
251
|
-
return this.tracks != null && this.tracks.length > 0;
|
|
252
|
-
}
|
|
253
|
-
|
|
254
|
-
/**
|
|
255
|
-
* Check if a backup exists.
|
|
256
|
-
*/
|
|
257
|
-
hasBackup(): boolean {
|
|
258
|
-
return this._backup !== null;
|
|
259
|
-
}
|
|
260
|
-
|
|
261
|
-
/**
|
|
262
|
-
* Create and start the animation.
|
|
263
|
-
* @param root - Root object containing animated children.
|
|
264
|
-
* @param duration - Animation duration in seconds.
|
|
265
|
-
* @param speed - Playback speed multiplier.
|
|
266
|
-
* @param repeat - Whether to loop (true) or ping-pong (false).
|
|
267
|
-
* @returns The created animation action.
|
|
268
|
-
*/
|
|
269
|
-
animate(
|
|
270
|
-
root: THREE.Object3D,
|
|
271
|
-
duration: number,
|
|
272
|
-
speed: number,
|
|
273
|
-
repeat: boolean = true,
|
|
274
|
-
): THREE.AnimationAction {
|
|
275
|
-
this.root = root;
|
|
276
|
-
this.duration = duration;
|
|
277
|
-
this.speed = speed;
|
|
278
|
-
this.repeat = repeat;
|
|
279
|
-
|
|
280
|
-
this.clip = new THREE.AnimationClip("track", duration, this.tracks);
|
|
281
|
-
this.mixer = new THREE.AnimationMixer(root);
|
|
282
|
-
this.mixer.timeScale = speed;
|
|
283
|
-
|
|
284
|
-
this.clipAction = this.mixer.clipAction(this.clip);
|
|
285
|
-
this.clipAction.setLoop(
|
|
286
|
-
repeat ? THREE.LoopRepeat : THREE.LoopPingPong,
|
|
287
|
-
Infinity,
|
|
288
|
-
);
|
|
289
|
-
return this.clipAction;
|
|
290
|
-
}
|
|
291
|
-
|
|
292
|
-
/**
|
|
293
|
-
* Set the animation to a specific relative time (0-1).
|
|
294
|
-
* Pauses the animation at that point.
|
|
295
|
-
*/
|
|
296
|
-
setRelativeTime(fraction: number): void {
|
|
297
|
-
if (!this.clipAction || !this.duration) return;
|
|
298
|
-
this.clipAction.play();
|
|
299
|
-
this.clipAction.paused = true;
|
|
300
|
-
const currentTime = this.duration * fraction;
|
|
301
|
-
this.clipAction.time = currentTime;
|
|
302
|
-
}
|
|
303
|
-
|
|
304
|
-
/**
|
|
305
|
-
* Get the current relative time (0-1).
|
|
306
|
-
*/
|
|
307
|
-
getRelativeTime(): number {
|
|
308
|
-
if (!this.clipAction || !this.duration) return 0;
|
|
309
|
-
return this.clipAction.time / this.duration;
|
|
310
|
-
}
|
|
311
|
-
|
|
312
|
-
/**
|
|
313
|
-
* Dispose of animation resources.
|
|
314
|
-
*/
|
|
315
|
-
dispose(): void {
|
|
316
|
-
if (this.mixer) {
|
|
317
|
-
this.mixer.stopAllAction();
|
|
318
|
-
if (this.clip) {
|
|
319
|
-
this.mixer.uncacheClip(this.clip);
|
|
320
|
-
}
|
|
321
|
-
if (this.root) {
|
|
322
|
-
this.mixer.uncacheRoot(this.root);
|
|
323
|
-
}
|
|
324
|
-
}
|
|
325
|
-
this.mixer = null;
|
|
326
|
-
this.clipAction = null;
|
|
327
|
-
this.clip = null;
|
|
328
|
-
this.tracks = [];
|
|
329
|
-
this.root = null;
|
|
330
|
-
}
|
|
331
|
-
|
|
332
|
-
/**
|
|
333
|
-
* Update the animation mixer (call each frame when animating).
|
|
334
|
-
*/
|
|
335
|
-
update(): void {
|
|
336
|
-
if (this.mixer) {
|
|
337
|
-
this.clock.update();
|
|
338
|
-
this.mixer.update(this.clock.getDelta());
|
|
339
|
-
}
|
|
340
|
-
}
|
|
341
|
-
}
|
|
342
|
-
|
|
343
|
-
export { Animation };
|