viral-viewer-2 7.2.1 → 7.2.3

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@@ -1,6 +1,6 @@
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  import CameraControls from "camera-controls";
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  import { type Object3D, OrthographicCamera, PerspectiveCamera, Raycaster, Vector3 } from "three";
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- import { ViralCameraEventType, type ViralViewerState } from "../..";
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+ import { ViralCameraEventType, type ViralutionCamera, type ViralViewerState } from "../..";
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  import type { ViralViewerApi } from "../../viral-viewer-api";
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  export declare class ViralCamera {
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  viralViewerApi: ViralViewerApi;
@@ -22,11 +22,6 @@ export declare class ViralCamera {
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  */
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  resizeCanvas(): void;
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  resizeCanvas2(): void;
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- /**
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- * focuse model
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- * @param objectName :model name
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- */
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- focusModelByName(objectName?: string): void;
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  getState(): ViralViewerState | null;
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  restoreState(state: ViralViewerState): void;
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  modelId: string;
@@ -53,4 +48,10 @@ export declare class ViralCamera {
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  addEventListener(type: ViralCameraEventType, key: string, resolve: () => void): void;
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  removeEventListener(type: ViralCameraEventType, key: string): void;
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  getAllEventListener(): void;
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+ backHome(): Promise<void>;
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+ /**
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+ * This function focus camera on model by given ViralutionCamera
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+ * @param camera
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+ */
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+ focusCameraOnModel(camera: ViralutionCamera, transition?: boolean): Promise<void>;
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  }
@@ -2,6 +2,11 @@ import { Box3, BufferGeometry, type Color, type Material, Mesh, Vector3 } from "
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  import { type LineMaterial } from "three/examples/jsm/Addons";
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  import { type BufferElement } from "../..";
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  import type { WorkerThreadPool } from "../worker/base/worker-pool";
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+ /**
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+ * Special alpha value to mark selected vertices for fast outline detection.
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+ * The AlphaSelectionOutlinePass detects this value with ZERO extra render passes.
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+ */
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+ export declare const SELECTION_ALPHA = 0.99;
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  export declare class ViralBatchedMesh extends Mesh {
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  globalMaterialIndex: number;
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  private workerPool;
@@ -110,6 +115,13 @@ export declare class ViralBatchedMesh extends Mesh {
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  elementId: string;
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  }[];
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  unselect(): void;
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+ /**
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+ * Set alpha value for elements (used for selection marking)
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+ * This is VERY fast - only updates alpha channel, no geometry copying
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+ *
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+ * When setting alpha to 1.0 (removing selection), respects hidden/isolated state
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+ */
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+ private _setSelectionAlpha;
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  /**
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  * Hide elements by setting their alpha to 0 (GPU-accelerated)
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  * Hidden elements are discarded in fragment shader - no rendering cost
@@ -91,6 +91,13 @@ export declare class ViralBIMWorld extends Mesh {
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  modelId: string;
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  elementId: string;
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  }[];
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+ /**
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+ * Get merged position buffer for selected elements (for outline rendering)
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+ * Returns all vertex positions merged into a single Float32Array
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+ * Handles both batched meshes (direct buffer) and instanced meshes (applies transforms)
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+ * @returns Float32Array of positions or null if no selection
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+ */
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+ getSelectedElementsPositions(): Float32Array | null;
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  /**
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  * Changes the color of multiple elements in the merged mesh.
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  * Works with RGBA color buffer (preserves existing alpha values)
@@ -1,6 +1,11 @@
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  import { Box3, BufferGeometry, Color, InstancedMesh, type Material, Matrix4, Object3D, Vector3 } from "three";
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  import { type LineMaterial } from "three/examples/jsm/Addons";
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  import { type BufferElement } from "../..";
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+ /**
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+ * Special alpha value to mark selected instances for fast outline detection.
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+ * Note: Instanced meshes use a separate instanceSelected attribute instead of alpha.
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+ */
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+ export declare const SELECTION_ALPHA = 0.99;
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  export declare class ViralInstancedMeshV2 extends Object3D {
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  protected material?: Material | undefined;
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  globalMaterialIndex: number;
@@ -51,6 +56,12 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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  };
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  }[]): void;
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  unselect(): void;
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+ /**
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+ * Set instance selection state for fast outline detection
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+ * @param elements - Elements to set selection for
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+ * @param selected - 1.0 = selected, 0.0 = not selected
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+ */
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+ private _setInstanceSelection;
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  /**
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  * Changes the color of multiple elements.
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  * @param elements - An array of elements, each containing `modelId` and `elementId`.
@@ -163,7 +174,10 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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  */
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  isElementVisible(modelId: string, elementId: string): boolean;
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  /**
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- * Inject per-instance opacity shader into material
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+ * Inject per-instance opacity and selection shader into material
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+ * Enables:
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+ * - Per-instance opacity (ghosting, hiding)
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+ * - Selection alpha marker (for fast outline detection via AlphaSelectionOutlinePass)
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  * Must be called after material is set and before rendering
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  */
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  injectOpacityShader(): void;
@@ -171,6 +185,11 @@ export declare class ViralInstancedMeshV2 extends Object3D {
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  * Ensure all instanced meshes have opacity attribute
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  */
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  private _ensureOpacityAttributes;
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+ /**
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+ * Ensure all instanced meshes have selection attribute
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+ * Used for fast outline detection via AlphaSelectionOutlinePass
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+ */
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+ private _ensureSelectionAttributes;
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  /**
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  * Update opacity for specific instances
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  */
@@ -1,4 +1,4 @@
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- import { type ViralutionElement, type ViralutionTrackingModel } from "../..";
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+ import { type ViralutionElement } from "../..";
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  import type { ViralViewerApi } from "../../viral-viewer-api";
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  export declare class ViralRevitLoader {
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  viralViewerApi: ViralViewerApi;
@@ -8,7 +8,6 @@ export declare class ViralRevitLoader {
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  load(trackingUrl: string, dataUrl: string, informationUrl: string, callbackOnFinish?: () => void): Promise<void>;
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  getMaterials(dataUrl: string, byteRangeStart: number, byteRangeEnd: number): Promise<any>;
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  getElements(dataUrl: string, chunk: number[][], callbackOnSuccess?: (model: any, index: number) => void): Promise<void>;
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- focusCameraOnModel(trackingModel: ViralutionTrackingModel): Promise<void>;
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  getTranslation(translation: number[]): {
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  x: number;
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  y: number;
@@ -0,0 +1,49 @@
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+ import type { WebGLRenderer } from "three";
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+ import { Color, type Vector2, type WebGLRenderTarget } from "three";
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+ import { Pass } from "three/examples/jsm/postprocessing/Pass";
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+ /**
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+ * Alpha-Based Selection Outline Pass (FASTEST)
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+ *
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+ * This is the FASTEST possible selection outline implementation because:
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+ * - ZERO extra render passes for selection mask
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+ * - ZERO geometry copying
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+ * - O(pixels) cost - same for 1 or 10,000 selected elements
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+ *
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+ * How it works:
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+ * 1. Selected elements have their alpha set to a special value (SELECTION_ALPHA = 0.99)
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+ * 2. This pass detects edges where alpha equals SELECTION_ALPHA
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+ * 3. Applies outline effect at those edges
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+ *
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+ * Requirements:
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+ * - ViralBatchedMesh/ViralInstancedMesh must set alpha = 0.99 for selected vertices
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+ * - Must run after main render pass but before tone mapping
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+ */
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+ export interface AlphaSelectionOutlineOptions {
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+ /** Outline color (default: accent color) */
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+ outlineColor: Color;
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+ /** Outline opacity 0-1 (default: 1.0) */
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+ outlineOpacity: number;
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+ /** Outline thickness in pixels (default: 2.0) */
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+ outlineThickness: number;
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+ /** Alpha value that indicates selection (default: 0.99) */
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+ selectionAlpha: number;
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+ /** Tolerance for alpha detection (default: 0.005) */
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+ alphaTolerance: number;
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+ }
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+ export declare const SELECTION_ALPHA = 0.99;
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+ export declare class AlphaSelectionOutlinePass extends Pass {
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+ private resolution;
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+ private options;
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+ private outlineMaterial;
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+ private copyMaterial;
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+ private fsQuad;
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+ /** Fast bypass during camera movement */
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+ bypass: boolean;
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+ /** Whether there's any selection active */
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+ hasSelection: boolean;
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+ constructor(resolution: Vector2, options?: Partial<AlphaSelectionOutlineOptions>);
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+ setOptions(options: Partial<AlphaSelectionOutlineOptions>): void;
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+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
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+ setSize(width: number, height: number): void;
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+ dispose(): void;
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+ }
@@ -6,7 +6,9 @@ import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";
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  import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass";
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  import { type ViralViewerApi } from "../..";
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  import { DevicePerformanceChecker } from "../../utils/device";
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+ import { AlphaSelectionOutlinePass } from "./alpha-selection-outline-pass";
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  import { type ScreenSpaceEdgesOptions, ScreenSpaceEdgesPass } from "./screen-space-edges-pass";
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+ import { type SelectionOutlineOptions, SelectionOutlinePass } from "./selection-outline-pass";
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  export declare class PostProcessingRenderer {
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  private renderer;
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  viralViewerApi: ViralViewerApi;
@@ -24,6 +26,8 @@ export declare class PostProcessingRenderer {
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  shadowRemovalPass: ShaderPass | null;
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  outlinePass: OutlinePass | null;
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  screenSpaceEdgesPass: ScreenSpaceEdgesPass | null;
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+ selectionOutlinePass: SelectionOutlinePass | null;
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+ alphaSelectionOutlinePass: AlphaSelectionOutlinePass | null;
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  n8aoPass: any;
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  perfChecker: DevicePerformanceChecker;
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  constructor(renderer: WebGLRenderer, viralViewerApi: ViralViewerApi);
@@ -113,4 +117,86 @@ export declare class PostProcessingRenderer {
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  initOutlinePass(scene: Scene, camera: Camera): void;
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  enableOutline(): void;
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  disableOutline(): void;
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+ /**
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+ * Initialize lightweight selection outline pass
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+ * Renders selected geometry to mask, then applies Sobel edge detection
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+ * Cost: 1 extra draw call + 1 fullscreen pass
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+ */
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+ initSelectionOutlinePass(scene: Scene, camera: Camera): void;
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+ /**
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+ * Update selection outline geometry
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+ * Call this when selection changes
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+ * @param positions - Merged Float32Array of selected element positions, or null to clear
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+ */
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+ updateSelectionOutline(positions: Float32Array | null): void;
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+ /**
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+ * Enable selection outline rendering
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+ */
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+ enableSelectionOutline(): void;
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+ /**
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+ * Disable selection outline rendering
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+ */
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+ disableSelectionOutline(): void;
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+ /**
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+ * 🔧 FAST: Bypass selection outline (instant, no mask render)
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+ * Use this during camera movement for smooth performance
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+ * The pass stays in the pipeline but just copies input to output
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+ */
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+ bypassSelectionOutline(): void;
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+ /**
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+ * 🔧 FAST: Resume selection outline after bypassing
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+ * Call this when camera stops moving
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+ */
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+ resumeSelectionOutline(): void;
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+ /**
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+ * Configure selection outline options
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+ */
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+ setSelectionOutlineOptions(options: Partial<SelectionOutlineOptions>): void;
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+ /**
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+ * Set selection outline color
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+ */
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+ setSelectionOutlineColor(color: Color | number | string): void;
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+ /**
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+ * Set selection outline thickness in pixels
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+ */
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+ setSelectionOutlineThickness(thickness: number): void;
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+ /**
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+ * Initialize alpha-based selection outline pass
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+ * ZERO extra render passes - detects selection via alpha channel in main render
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+ * Cost: 1 fullscreen pass only (no geometry re-render)
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+ *
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+ * This is MUCH faster than SelectionOutlinePass for large selections
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+ * Works with both batched meshes (per-vertex alpha) and instanced meshes (per-instance alpha)
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+ */
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+ initAlphaSelectionOutlinePass(): void;
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+ /**
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+ * Enable alpha selection outline rendering
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+ */
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+ enableAlphaSelectionOutline(): void;
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+ /**
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+ * Disable alpha selection outline rendering
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+ */
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+ disableAlphaSelectionOutline(): void;
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+ /**
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+ * Bypass alpha selection outline (instant, zero cost)
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+ */
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+ bypassAlphaSelectionOutline(): void;
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+ /**
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+ * Resume alpha selection outline after bypassing
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+ */
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+ resumeAlphaSelectionOutline(): void;
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+ /**
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+ * Set alpha selection outline color
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+ */
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+ setAlphaSelectionOutlineColor(color: Color | number | string): void;
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+ /**
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+ * Set alpha selection outline thickness in pixels
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+ */
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+ setAlphaSelectionOutlineThickness(thickness: number): void;
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+ /**
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+ * Update alpha selection outline state
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+ * Call this when selection changes
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+ * @param hasSelection - Whether there's any selection active
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+ */
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+ updateAlphaSelectionOutline(hasSelection: boolean): void;
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  }
@@ -0,0 +1,65 @@
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+ import type { Camera, WebGLRenderer } from "three";
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+ import { Color, Scene, type Vector2, WebGLRenderTarget } from "three";
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+ import { Pass } from "three/examples/jsm/postprocessing/Pass";
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+ /**
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+ * Selection Outline Pass
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+ *
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+ * Lightweight outline effect for selected elements in merged geometry.
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+ * Cost: 1 extra draw call (for mask) + 1 fullscreen Sobel pass
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+ *
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+ * Process:
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+ * 1. Render selected geometry to mask texture (white on black)
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+ * 2. Sobel edge detection on mask
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+ * 3. Composite colored edges over scene
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+ */
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+ export interface SelectionOutlineOptions {
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+ /** Outline color (default: accent color) */
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+ outlineColor: Color;
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+ /** Outline opacity 0-1 (default: 1.0) */
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+ outlineOpacity: number;
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+ /** Outline thickness in pixels (default: 2.0) */
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+ outlineThickness: number;
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+ /** Show outline for occluded parts (default: true) */
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+ showOccluded: boolean;
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+ /** Occluded outline opacity multiplier (default: 0.5) */
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+ occludedOpacity: number;
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+ }
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+ export declare class SelectionOutlinePass extends Pass {
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+ private camera;
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+ private resolution;
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+ private options;
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+ private maskRenderTarget;
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+ private maskDepthRenderTarget;
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+ private maskMaterial;
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+ private outlineMaterial;
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+ private copyMaterial;
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+ private maskScene;
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+ private selectionMesh;
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+ private selectionGeometry;
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+ private fsQuad;
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+ private hasSelection;
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+ /**
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+ * 🔧 FAST TOGGLE:
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+ * - `bypass = false`: Full outline rendering (normal mode)
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+ * - `bypass = true`: Pass runs but just copies input to output (very fast, no mask render)
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+ */
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+ bypass: boolean;
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+ constructor(_scene: Scene, camera: Camera, resolution: Vector2, options?: Partial<SelectionOutlineOptions>);
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+ /**
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+ * Update selection geometry from buffer elements
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+ * Call this when selection changes
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+ * @param positions - Merged Float32Array of all selected element positions
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+ */
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+ updateSelectionGeometry(positions: Float32Array | null): void;
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+ /**
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+ * Get whether there's an active selection
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+ */
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+ get hasActiveSelection(): boolean;
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+ /**
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+ * Update outline options
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+ */
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+ setOptions(options: Partial<SelectionOutlineOptions>): void;
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+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
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+ setSize(width: number, height: number): void;
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+ dispose(): void;
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+ }
@@ -0,0 +1,54 @@
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+ import type { WebGLRenderer } from "three";
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+ import { Color, type Vector2, type WebGLRenderTarget } from "three";
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+ import { Pass } from "three/examples/jsm/postprocessing/Pass";
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+ /**
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+ * Stencil-Based Selection Outline Pass (FAST)
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+ *
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+ * This is a MUCH faster alternative to geometry-based selection outline.
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+ * Instead of copying vertex data, it reads from a selection mask texture
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+ * that's been written to during the main render pass.
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+ *
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+ * Performance: O(pixels) instead of O(selected_vertices)
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+ * - 1000 selected elements = same cost as 1 selected element
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+ * - No geometry copying
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+ * - No extra mesh rendering
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+ *
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+ * Requirements:
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+ * - Selection mask must be written by ViralBatchedMesh/ViralInstancedMesh during render
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+ * - Main renderer must call updateSelectionMask() before this pass runs
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+ */
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+ export interface StencilSelectionOutlineOptions {
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+ /** Outline color (default: accent color) */
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+ outlineColor: Color;
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+ /** Outline opacity 0-1 (default: 1.0) */
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+ outlineOpacity: number;
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+ /** Outline thickness in pixels (default: 2.0) */
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+ outlineThickness: number;
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+ }
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+ export declare class StencilSelectionOutlinePass extends Pass {
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+ private resolution;
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+ private options;
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+ private selectionMaskTarget;
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+ private outlineMaterial;
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+ private copyMaterial;
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+ private fsQuad;
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+ bypass: boolean;
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+ private hasSelection;
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+ constructor(resolution: Vector2, options?: Partial<StencilSelectionOutlineOptions>);
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+ /**
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+ * Set the selection mask render target
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+ * This should be called by the renderer after writing selection mask
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+ */
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+ setSelectionMaskTarget(target: WebGLRenderTarget | null): void;
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+ /**
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+ * Set whether there's an active selection
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+ */
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+ setHasSelection(value: boolean): void;
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+ /**
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+ * Update outline options
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+ */
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+ setOptions(options: Partial<StencilSelectionOutlineOptions>): void;
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+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, _deltaTime?: number, _maskActive?: boolean): void;
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+ setSize(width: number, height: number): void;
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+ dispose(): void;
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+ }
@@ -3,8 +3,17 @@ import { type SunLightConfiguration } from "../..";
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  import type { ViralViewerApi } from "../../viral-viewer-api";
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  export declare class ViralVisibilityManager {
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  private viralViewerApi;
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+ /** Whether selection outline is enabled (default: true) */
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+ private _selectionOutlineEnabled;
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  constructor(viralViewerApi: ViralViewerApi);
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+ /**
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+ * show all elements and reset back to normal visualization
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+ */
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  showAll2(): void;
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+ /**
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+ * hide all elements and reset back to normal visualization
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+ */
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+ hideAllElements(): void;
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  /**
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  *
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  * @param elements default will get selected elements or we can input specific elements
@@ -114,6 +123,15 @@ export declare class ViralVisibilityManager {
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  * 🔧 FAST: Resume screen-space edges after camera stops
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  */
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  resumeScreenSpaceEdge(): void;
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+ /**
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+ * 🔧 FAST: Bypass selection outline during camera movement
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+ * Much faster than disable - skips mask render but keeps pass in pipeline
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+ */
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+ bypassSelectionOutline(): void;
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+ /**
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+ * 🔧 FAST: Resume selection outline after camera stops
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+ */
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+ resumeSelectionOutline(): void;
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  /**
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  * Configure screen-space edge detection
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  */
@@ -144,6 +162,62 @@ export declare class ViralVisibilityManager {
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  modelId: string;
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  elementId: string;
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  }[]): void;
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+ /**
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+ * Update selection outline pass with current selection
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+ * Uses merged geometry for efficient rendering
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+ */
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+ updateSelectionOutline(): void;
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+ /**
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+ * Enable selection outline effect
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+ */
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+ enableSelectionOutline(): void;
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+ /**
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+ * Disable selection outline effect
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+ */
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+ disableSelectionOutline(): void;
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+ /**
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+ * Set whether selection outline mode is enabled
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+ * @param enabled - true to enable outline on selection, false to disable
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+ */
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+ setSelectionOutlineMode(enabled: boolean): void;
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+ /**
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+ * Get whether selection outline mode is enabled
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+ */
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+ get selectionOutlineEnabled(): boolean;
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+ /** Whether alpha selection outline is enabled (default: false, as it requires opt-in) */
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+ private _alphaSelectionOutlineEnabled;
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+ /**
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+ * Update alpha selection outline state
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+ * This is MUCH faster than updateSelectionOutline() - no geometry copying needed
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+ */
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+ updateAlphaSelectionOutline(): void;
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+ /**
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+ * Enable alpha selection outline effect
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+ * This is the FAST outline mode - constant cost regardless of selection size
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+ */
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+ enableAlphaSelectionOutline(): void;
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+ /**
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+ * Disable alpha selection outline effect
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+ */
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+ disableAlphaSelectionOutline(): void;
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+ /**
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+ * Set whether alpha selection outline mode is enabled
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+ * This is the recommended mode for large selections (1000+ elements)
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+ * @param enabled - true to enable, false to disable
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+ */
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+ setAlphaSelectionOutlineMode(enabled: boolean): void;
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+ /**
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+ * Get whether alpha selection outline mode is enabled
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+ */
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+ get alphaSelectionOutlineEnabled(): boolean;
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+ /**
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+ * Bypass alpha selection outline (fast, for camera movement)
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+ */
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+ bypassAlphaSelectionOutline(): void;
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+ /**
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+ * Resume alpha selection outline after bypass
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+ */
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+ resumeAlphaSelectionOutline(): void;
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  enableNight(): void;
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  disableNight(): void;
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  enableSectionBox(): void;
@@ -117,7 +117,12 @@ export declare class DataTree {
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  * @param layoutOptions Layout options
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  * @returns Promise that resolves with nodes and edges
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  */
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- toGraphAsync(layoutOptions?: GraphLayoutOptions): Promise<{
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+ toGraphAsync(layoutOptions?: GraphLayoutOptions, onProgress?: (progress: {
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+ phase: string;
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+ percent: number;
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+ current: number;
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+ total: number;
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+ }) => void): Promise<{
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  nodes: GraphNode[];
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  edges: GraphEdge[];
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  }>;