lots of performance improvements, bug fixes and some new features

This commit is contained in:
Yeicor
2024-03-25 21:37:28 +01:00
parent ec7139c809
commit 632e7e93c6
22 changed files with 710 additions and 296 deletions

View File

@@ -1,16 +1,17 @@
import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
import type {MObject3D} from "../tools/Selection.vue";
import type { ModelScene } from '@google/model-viewer/lib/three-components/ModelScene';
import type {ModelScene} from '@google/model-viewer/lib/three-components/ModelScene';
import type {SelectionInfo} from "../tools/selection";
function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
function getCenterAndVertexList(selInfo: SelectionInfo, scene: ModelScene): {
center: Vector3,
vertices: Array<Vector3>
} {
obj.updateMatrixWorld();
let pos: BufferAttribute | InterleavedBufferAttribute = obj.geometry.getAttribute('position');
let ind: BufferAttribute | null = obj.geometry.index;
if (!ind) {
selInfo.object.updateMatrixWorld();
let pos: BufferAttribute | InterleavedBufferAttribute = selInfo.object.geometry.getAttribute('position');
let ind: BufferAttribute | null = selInfo.object.geometry.index;
if (ind === null) {
ind = new BufferAttribute(new Uint16Array(pos.count), 1);
for (let i = 0; i < pos.count; i++) {
ind.array[i] = i;
@@ -18,14 +19,14 @@ function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
}
let center = new Vector3();
let vertices = [];
for (let i = 0; i < ind.count; i++) {
let index = ind.array[i];
for (let i = selInfo.indices[0]; i < selInfo.indices[1]; i++) {
let index = ind.getX(i)
let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
vertex = scene.target.worldToLocal(obj.localToWorld(vertex));
vertex = scene.target.worldToLocal(selInfo.object.localToWorld(vertex));
center.add(vertex);
vertices.push(vertex);
}
center = center.divideScalar(ind.count);
center = center.divideScalar(selInfo.indices[1] - selInfo.indices[0]);
return {center, vertices};
}
@@ -33,7 +34,7 @@ function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
* Given two THREE.Object3D objects, returns their closest and farthest vertices, and the geometric centers.
* All of them are approximated and should not be used for precise calculations.
*/
export function distances(a: MObject3D, b: MObject3D, scene: ModelScene): {
export function distances(a: SelectionInfo, b: SelectionInfo, scene: ModelScene): {
min: Array<Vector3>,
center: Array<Vector3>,
max: Array<Vector3>

View File

@@ -1,4 +1,4 @@
import {Document, Scene, type Transform, WebIO, Buffer} from "@gltf-transform/core";
import {Buffer, Document, Scene, type Transform, WebIO} from "@gltf-transform/core";
import {unpartition} from "@gltf-transform/functions";
let io = new WebIO();
@@ -12,10 +12,16 @@ export let extrasNameValueHelpers = "__helpers";
*
* Remember to call mergeFinalize after all models have been merged (slower required operations).
*/
export async function mergePartial(url: string, name: string, document: Document, networkFinished: () => void = () => {}): Promise<Document> {
export async function mergePartial(url: string, name: string, document: Document, networkFinished: () => void = () => {
}): Promise<Document> {
// Fetch the complete document from the network
// This could be done at the same time as the document is being processed, but I wanted better metrics
let response = await fetch(url);
let buffer = await response.arrayBuffer();
networkFinished();
// Load the new document
let newDoc = await io.read(url);
networkFinished()
let newDoc = await io.readBinary(new Uint8Array(buffer));
// Remove any previous model with the same name
await document.transform(dropByName(name));

View File

@@ -1,3 +1,5 @@
// noinspection JSVoidFunctionReturnValueUsed,JSUnresolvedReference
import {Document, type TypedArray} from '@gltf-transform/core'
import {Vector2} from "three/src/math/Vector2.js"
import {Vector3} from "three/src/math/Vector3.js"
@@ -26,7 +28,7 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
if (rawColors) {
colors = doc.createAccessor(name + 'Color')
.setArray(new Float32Array(rawColors) as TypedArray)
.setType('VEC3')
.setType('VEC4')
.setBuffer(buffer);
}
const material = doc.createMaterial(name + 'Material')
@@ -39,6 +41,11 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
if (rawColors) {
geometry.setAttribute('COLOR_0', colors)
}
if (mode == WebGL2RenderingContext.TRIANGLES) {
geometry.setExtras({face_triangles_end: [rawIndices.length / 6, rawIndices.length * 2 / 6, rawIndices.length * 3 / 6, rawIndices.length * 4 / 6, rawIndices.length * 5 / 6, rawIndices.length]})
} else if (mode == WebGL2RenderingContext.LINES) {
geometry.setExtras({edge_points_end: [rawIndices.length / 3, rawIndices.length * 2 / 3, rawIndices.length]})
}
const mesh = doc.createMesh(name + 'Mesh').addPrimitive(geometry)
const node = doc.createNode(name + 'Node').setMesh(mesh).setMatrix(transform.elements as any)
scene.addChild(node)
@@ -48,21 +55,19 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
* Create a new Axes helper as a GLTF model, useful for debugging positions and orientations.
*/
export function newAxes(doc: Document, size: Vector3, transform: Matrix4) {
let rawIndices = [0, 1, 2, 3, 4, 5];
let rawPositions = [
[0, 0, 0, size.x, 0, 0],
[0, 0, 0, 0, size.y, 0],
[0, 0, 0, 0, 0, -size.z],
0, 0, 0, size.x, 0, 0,
0, 0, 0, 0, size.y, 0,
0, 0, 0, 0, 0, -size.z,
];
let rawIndices = [0, 1];
let rawColors = [
[...(AxesColors.x[0]), ...(AxesColors.x[1])],
[...(AxesColors.y[0]), ...(AxesColors.y[1])],
[...(AxesColors.z[0]), ...(AxesColors.z[1])],
].map(g => g.map(x => x / 255.0));
buildSimpleGltf(doc, rawPositions[0], rawIndices, rawColors[0], transform, '__helper_axes');
buildSimpleGltf(doc, rawPositions[1], rawIndices, rawColors[1], transform, '__helper_axes');
buildSimpleGltf(doc, rawPositions[2], rawIndices, rawColors[2], transform, '__helper_axes');
buildSimpleGltf(doc, [0, 0, 0], [0], null, transform, '__helper_axes', WebGL2RenderingContext.POINTS);
...(AxesColors.x[0]), 255, ...(AxesColors.x[1]), 255,
...(AxesColors.y[0]), 255, ...(AxesColors.y[1]), 255,
...(AxesColors.z[0]), 255, ...(AxesColors.z[1]), 255
].map(x => x / 255.0);
buildSimpleGltf(doc, rawPositions, rawIndices, rawColors, new Matrix4(), '__helper_axes'); // Axes at (0,0,0)!
buildSimpleGltf(doc, [0, 0, 0], [0], [1, 1, 1, 1], transform, '__helper_axes', WebGL2RenderingContext.POINTS);
}
/**
@@ -71,8 +76,10 @@ export function newAxes(doc: Document, size: Vector3, transform: Matrix4) {
* The grid is built as a box of triangles (representing lines) looking to the inside of the box.
* This ensures that only the back of the grid is always visible, regardless of the camera position.
*/
export function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4 = new Matrix4(), divisions = 10) {
export async function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4, divisions = 10) {
// Create transformed positions for the inner faces of the box
let allPositions: number[] = [];
let allIndices: number[] = [];
for (let axis of [new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, -1)]) {
for (let positive of [1, -1]) {
let offset = axis.clone().multiply(size.clone().multiplyScalar(0.5 * positive));
@@ -82,13 +89,25 @@ export function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4
if (axis.x) size2.set(size.z, size.y);
if (axis.y) size2.set(size.x, size.z);
if (axis.z) size2.set(size.x, size.y);
let transform = baseTransform.clone().multiply(translation).multiply(rotation);
newGridPlane(doc, size2, transform, divisions);
let transform = new Matrix4().multiply(translation).multiply(rotation);
let [rawPositions, rawIndices] = newGridPlane(size2, divisions);
let baseIndex = allPositions.length / 3;
for (let i of rawIndices) {
allIndices.push(i + baseIndex);
}
// Apply transform to the positions before adding them to the list
for (let i = 0; i < rawPositions.length; i += 3) {
let pos = new Vector3(rawPositions[i], rawPositions[i + 1], rawPositions[i + 2]);
pos.applyMatrix4(transform);
allPositions.push(pos.x, pos.y, pos.z);
}
}
}
let colors = new Array(allPositions.length / 3 * 4).fill(1);
buildSimpleGltf(doc, allPositions, allIndices, colors, baseTransform, '__helper_grid', WebGL2RenderingContext.TRIANGLES);
}
export function newGridPlane(doc: Document, size: Vector2, transform: Matrix4 = new Matrix4(), divisions = 10, divisionWidth = 0.002) {
export function newGridPlane(size: Vector2, divisions = 10, divisionWidth = 0.002): [number[], number[]] {
const rawPositions = [];
const rawIndices = [];
// Build the grid as triangles
@@ -114,5 +133,5 @@ export function newGridPlane(doc: Document, size: Vector2, transform: Matrix4 =
rawIndices.push(baseIndex2, baseIndex2 + 1, baseIndex2 + 2);
rawIndices.push(baseIndex2, baseIndex2 + 2, baseIndex2 + 3);
}
buildSimpleGltf(doc, rawPositions, rawIndices, null, transform, '__helper_grid', WebGL2RenderingContext.TRIANGLES);
return [rawPositions, rawIndices];
}

55
frontend/misc/lines.ts Normal file
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@@ -0,0 +1,55 @@
import {BufferGeometry} from 'three/src/core/BufferGeometry.js';
import {Vector2} from 'three/src/math/Vector2.js';
// The following imports must be done dynamically to be able to import three.js separately (smaller bundle sizee)
// import {LineSegments2} from "three/examples/jsm/lines/LineSegments2.js";
// import {LineMaterial} from "three/examples/jsm/lines/LineMaterial.js";
// import {LineSegmentsGeometry} from 'three/examples/jsm/lines/LineSegmentsGeometry.js';
const LineSegments2Import = import('three/examples/jsm/lines/LineSegments2.js');
const LineMaterialImport = import('three/examples/jsm/lines/LineMaterial.js');
const LineSegmentsGeometryImport = import('three/examples/jsm/lines/LineSegmentsGeometry.js');
export async function toLineSegments(bufferGeometry: BufferGeometry) {
const LineSegments2 = (await LineSegments2Import).LineSegments2;
const LineMaterial = (await LineMaterialImport).LineMaterial;
return new LineSegments2(await toLineSegmentsGeometry(bufferGeometry), new LineMaterial({
color: 0xffffffff,
vertexColors: true,
linewidth: 0.1, // mm
worldUnits: true,
resolution: new Vector2(1, 1), // Update resolution on resize!!!
}));
}
async function toLineSegmentsGeometry(bufferGeometry: BufferGeometry) {
const LineSegmentsGeometry = (await LineSegmentsGeometryImport).LineSegmentsGeometry;
const lg = new LineSegmentsGeometry();
const position = bufferGeometry.getAttribute('position');
const indexAttribute = bufferGeometry.index!!;
const positions = [];
for (let index = 0; index != indexAttribute.count; ++index) {
const i = indexAttribute.getX(index);
const x = position.getX(i);
const y = position.getY(i);
const z = position.getZ(i);
positions.push(x, y, z);
}
lg.setPositions(positions);
const colors = [];
const color = bufferGeometry.getAttribute('color');
if (color) {
for (let index = 0; index != indexAttribute.count; ++index) {
const i = indexAttribute.getX(index);
const r = color.getX(i);
const g = color.getY(i);
const b = color.getZ(i);
colors.push(r, g, b);
}
lg.setColors(colors);
}
lg.userData = bufferGeometry.userData;
return lg;
}

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@@ -9,13 +9,15 @@ import {Matrix4} from "three/src/math/Matrix4.js"
/** This class helps manage SceneManagerData. All methods are static to support reactivity... */
export class SceneMgr {
/** Loads a GLB model from a URL and adds it to the viewer or replaces it if the names match */
static async loadModel(sceneUrl: Ref<string>, document: Document, name: string, url: string, updateHelpers: boolean = true, reloadScene: boolean = true, networkFinished: () => void = () => {}): Promise<Document> {
static async loadModel(sceneUrl: Ref<string>, document: Document, name: string, url: string, updateHelpers: boolean = true, reloadScene: boolean = true): Promise<Document> {
let loadStart = performance.now();
let loadNetworkEnd: number;
// Start merging into the current document, replacing or adding as needed
document = await mergePartial(url, name, document, networkFinished);
document = await mergePartial(url, name, document, () => loadNetworkEnd = performance.now());
console.log("Model", name, "loaded in", performance.now() - loadStart, "ms");
console.log("Model", name, "loaded in", performance.now() - loadNetworkEnd!, "ms after",
loadNetworkEnd! - loadStart, "ms of transferring data (maybe building the object on the server)");
if (updateHelpers) {
// Reload the helpers to fit the new model

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@@ -12,6 +12,7 @@ export const settings = {
// Websocket URLs automatically listen for new models from the python backend
"dev+http://127.0.0.1:32323/"
],
loadHelpers: true,
displayLoadingEveryMs: 1000, /* How often to display partially loaded models */
monitorEveryMs: 100,
monitorOpenTimeoutMs: 1000,