mirror of
https://github.com/yeicor-3d/yet-another-cad-viewer.git
synced 2025-12-19 22:24:17 +01:00
lots of performance improvements, bug fixes and some new features
This commit is contained in:
@@ -1,16 +1,17 @@
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import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
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import type {MObject3D} from "../tools/Selection.vue";
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import type { ModelScene } from '@google/model-viewer/lib/three-components/ModelScene';
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import type {ModelScene} from '@google/model-viewer/lib/three-components/ModelScene';
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import type {SelectionInfo} from "../tools/selection";
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function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
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function getCenterAndVertexList(selInfo: SelectionInfo, scene: ModelScene): {
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center: Vector3,
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vertices: Array<Vector3>
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} {
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obj.updateMatrixWorld();
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let pos: BufferAttribute | InterleavedBufferAttribute = obj.geometry.getAttribute('position');
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let ind: BufferAttribute | null = obj.geometry.index;
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if (!ind) {
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selInfo.object.updateMatrixWorld();
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let pos: BufferAttribute | InterleavedBufferAttribute = selInfo.object.geometry.getAttribute('position');
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let ind: BufferAttribute | null = selInfo.object.geometry.index;
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if (ind === null) {
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ind = new BufferAttribute(new Uint16Array(pos.count), 1);
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for (let i = 0; i < pos.count; i++) {
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ind.array[i] = i;
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@@ -18,14 +19,14 @@ function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
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}
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let center = new Vector3();
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let vertices = [];
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for (let i = 0; i < ind.count; i++) {
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let index = ind.array[i];
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for (let i = selInfo.indices[0]; i < selInfo.indices[1]; i++) {
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let index = ind.getX(i)
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let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
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vertex = scene.target.worldToLocal(obj.localToWorld(vertex));
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vertex = scene.target.worldToLocal(selInfo.object.localToWorld(vertex));
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center.add(vertex);
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vertices.push(vertex);
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}
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center = center.divideScalar(ind.count);
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center = center.divideScalar(selInfo.indices[1] - selInfo.indices[0]);
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return {center, vertices};
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}
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@@ -33,7 +34,7 @@ function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
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* Given two THREE.Object3D objects, returns their closest and farthest vertices, and the geometric centers.
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* All of them are approximated and should not be used for precise calculations.
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*/
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export function distances(a: MObject3D, b: MObject3D, scene: ModelScene): {
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export function distances(a: SelectionInfo, b: SelectionInfo, scene: ModelScene): {
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min: Array<Vector3>,
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center: Array<Vector3>,
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max: Array<Vector3>
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@@ -1,4 +1,4 @@
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import {Document, Scene, type Transform, WebIO, Buffer} from "@gltf-transform/core";
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import {Buffer, Document, Scene, type Transform, WebIO} from "@gltf-transform/core";
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import {unpartition} from "@gltf-transform/functions";
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let io = new WebIO();
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@@ -12,10 +12,16 @@ export let extrasNameValueHelpers = "__helpers";
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*
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* Remember to call mergeFinalize after all models have been merged (slower required operations).
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*/
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export async function mergePartial(url: string, name: string, document: Document, networkFinished: () => void = () => {}): Promise<Document> {
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export async function mergePartial(url: string, name: string, document: Document, networkFinished: () => void = () => {
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}): Promise<Document> {
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// Fetch the complete document from the network
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// This could be done at the same time as the document is being processed, but I wanted better metrics
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let response = await fetch(url);
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let buffer = await response.arrayBuffer();
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networkFinished();
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// Load the new document
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let newDoc = await io.read(url);
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networkFinished()
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let newDoc = await io.readBinary(new Uint8Array(buffer));
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// Remove any previous model with the same name
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await document.transform(dropByName(name));
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@@ -1,3 +1,5 @@
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// noinspection JSVoidFunctionReturnValueUsed,JSUnresolvedReference
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import {Document, type TypedArray} from '@gltf-transform/core'
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import {Vector2} from "three/src/math/Vector2.js"
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import {Vector3} from "three/src/math/Vector3.js"
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@@ -26,7 +28,7 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
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if (rawColors) {
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colors = doc.createAccessor(name + 'Color')
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.setArray(new Float32Array(rawColors) as TypedArray)
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.setType('VEC3')
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.setType('VEC4')
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.setBuffer(buffer);
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}
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const material = doc.createMaterial(name + 'Material')
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@@ -39,6 +41,11 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
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if (rawColors) {
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geometry.setAttribute('COLOR_0', colors)
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}
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if (mode == WebGL2RenderingContext.TRIANGLES) {
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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]})
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} else if (mode == WebGL2RenderingContext.LINES) {
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geometry.setExtras({edge_points_end: [rawIndices.length / 3, rawIndices.length * 2 / 3, rawIndices.length]})
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}
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const mesh = doc.createMesh(name + 'Mesh').addPrimitive(geometry)
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const node = doc.createNode(name + 'Node').setMesh(mesh).setMatrix(transform.elements as any)
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scene.addChild(node)
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@@ -48,21 +55,19 @@ function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: numb
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* Create a new Axes helper as a GLTF model, useful for debugging positions and orientations.
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*/
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export function newAxes(doc: Document, size: Vector3, transform: Matrix4) {
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let rawIndices = [0, 1, 2, 3, 4, 5];
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let rawPositions = [
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[0, 0, 0, size.x, 0, 0],
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[0, 0, 0, 0, size.y, 0],
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[0, 0, 0, 0, 0, -size.z],
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0, 0, 0, size.x, 0, 0,
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0, 0, 0, 0, size.y, 0,
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0, 0, 0, 0, 0, -size.z,
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];
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let rawIndices = [0, 1];
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let rawColors = [
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[...(AxesColors.x[0]), ...(AxesColors.x[1])],
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[...(AxesColors.y[0]), ...(AxesColors.y[1])],
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[...(AxesColors.z[0]), ...(AxesColors.z[1])],
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].map(g => g.map(x => x / 255.0));
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buildSimpleGltf(doc, rawPositions[0], rawIndices, rawColors[0], transform, '__helper_axes');
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buildSimpleGltf(doc, rawPositions[1], rawIndices, rawColors[1], transform, '__helper_axes');
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buildSimpleGltf(doc, rawPositions[2], rawIndices, rawColors[2], transform, '__helper_axes');
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buildSimpleGltf(doc, [0, 0, 0], [0], null, transform, '__helper_axes', WebGL2RenderingContext.POINTS);
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...(AxesColors.x[0]), 255, ...(AxesColors.x[1]), 255,
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...(AxesColors.y[0]), 255, ...(AxesColors.y[1]), 255,
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...(AxesColors.z[0]), 255, ...(AxesColors.z[1]), 255
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].map(x => x / 255.0);
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buildSimpleGltf(doc, rawPositions, rawIndices, rawColors, new Matrix4(), '__helper_axes'); // Axes at (0,0,0)!
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buildSimpleGltf(doc, [0, 0, 0], [0], [1, 1, 1, 1], transform, '__helper_axes', WebGL2RenderingContext.POINTS);
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}
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/**
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@@ -71,8 +76,10 @@ export function newAxes(doc: Document, size: Vector3, transform: Matrix4) {
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* The grid is built as a box of triangles (representing lines) looking to the inside of the box.
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* This ensures that only the back of the grid is always visible, regardless of the camera position.
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*/
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export function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4 = new Matrix4(), divisions = 10) {
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export async function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4, divisions = 10) {
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// Create transformed positions for the inner faces of the box
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let allPositions: number[] = [];
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let allIndices: number[] = [];
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for (let axis of [new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, -1)]) {
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for (let positive of [1, -1]) {
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let offset = axis.clone().multiply(size.clone().multiplyScalar(0.5 * positive));
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@@ -82,13 +89,25 @@ export function newGridBox(doc: Document, size: Vector3, baseTransform: Matrix4
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if (axis.x) size2.set(size.z, size.y);
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if (axis.y) size2.set(size.x, size.z);
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if (axis.z) size2.set(size.x, size.y);
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let transform = baseTransform.clone().multiply(translation).multiply(rotation);
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newGridPlane(doc, size2, transform, divisions);
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let transform = new Matrix4().multiply(translation).multiply(rotation);
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let [rawPositions, rawIndices] = newGridPlane(size2, divisions);
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let baseIndex = allPositions.length / 3;
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for (let i of rawIndices) {
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allIndices.push(i + baseIndex);
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}
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// Apply transform to the positions before adding them to the list
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for (let i = 0; i < rawPositions.length; i += 3) {
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let pos = new Vector3(rawPositions[i], rawPositions[i + 1], rawPositions[i + 2]);
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pos.applyMatrix4(transform);
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allPositions.push(pos.x, pos.y, pos.z);
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}
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}
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}
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let colors = new Array(allPositions.length / 3 * 4).fill(1);
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buildSimpleGltf(doc, allPositions, allIndices, colors, baseTransform, '__helper_grid', WebGL2RenderingContext.TRIANGLES);
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}
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export function newGridPlane(doc: Document, size: Vector2, transform: Matrix4 = new Matrix4(), divisions = 10, divisionWidth = 0.002) {
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export function newGridPlane(size: Vector2, divisions = 10, divisionWidth = 0.002): [number[], number[]] {
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const rawPositions = [];
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const rawIndices = [];
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// Build the grid as triangles
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@@ -114,5 +133,5 @@ export function newGridPlane(doc: Document, size: Vector2, transform: Matrix4 =
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rawIndices.push(baseIndex2, baseIndex2 + 1, baseIndex2 + 2);
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rawIndices.push(baseIndex2, baseIndex2 + 2, baseIndex2 + 3);
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}
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buildSimpleGltf(doc, rawPositions, rawIndices, null, transform, '__helper_grid', WebGL2RenderingContext.TRIANGLES);
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return [rawPositions, rawIndices];
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}
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55
frontend/misc/lines.ts
Normal file
55
frontend/misc/lines.ts
Normal file
@@ -0,0 +1,55 @@
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import {BufferGeometry} from 'three/src/core/BufferGeometry.js';
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import {Vector2} from 'three/src/math/Vector2.js';
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// The following imports must be done dynamically to be able to import three.js separately (smaller bundle sizee)
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// import {LineSegments2} from "three/examples/jsm/lines/LineSegments2.js";
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// import {LineMaterial} from "three/examples/jsm/lines/LineMaterial.js";
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// import {LineSegmentsGeometry} from 'three/examples/jsm/lines/LineSegmentsGeometry.js';
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const LineSegments2Import = import('three/examples/jsm/lines/LineSegments2.js');
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const LineMaterialImport = import('three/examples/jsm/lines/LineMaterial.js');
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const LineSegmentsGeometryImport = import('three/examples/jsm/lines/LineSegmentsGeometry.js');
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export async function toLineSegments(bufferGeometry: BufferGeometry) {
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const LineSegments2 = (await LineSegments2Import).LineSegments2;
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const LineMaterial = (await LineMaterialImport).LineMaterial;
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return new LineSegments2(await toLineSegmentsGeometry(bufferGeometry), new LineMaterial({
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color: 0xffffffff,
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vertexColors: true,
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linewidth: 0.1, // mm
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worldUnits: true,
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resolution: new Vector2(1, 1), // Update resolution on resize!!!
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}));
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}
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async function toLineSegmentsGeometry(bufferGeometry: BufferGeometry) {
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const LineSegmentsGeometry = (await LineSegmentsGeometryImport).LineSegmentsGeometry;
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const lg = new LineSegmentsGeometry();
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const position = bufferGeometry.getAttribute('position');
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const indexAttribute = bufferGeometry.index!!;
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const positions = [];
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for (let index = 0; index != indexAttribute.count; ++index) {
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const i = indexAttribute.getX(index);
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const x = position.getX(i);
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const y = position.getY(i);
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const z = position.getZ(i);
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positions.push(x, y, z);
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}
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lg.setPositions(positions);
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const colors = [];
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const color = bufferGeometry.getAttribute('color');
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if (color) {
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for (let index = 0; index != indexAttribute.count; ++index) {
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const i = indexAttribute.getX(index);
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const r = color.getX(i);
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const g = color.getY(i);
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const b = color.getZ(i);
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colors.push(r, g, b);
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}
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lg.setColors(colors);
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}
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lg.userData = bufferGeometry.userData;
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return lg;
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}
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@@ -9,13 +9,15 @@ import {Matrix4} from "three/src/math/Matrix4.js"
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/** This class helps manage SceneManagerData. All methods are static to support reactivity... */
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export class SceneMgr {
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/** Loads a GLB model from a URL and adds it to the viewer or replaces it if the names match */
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static async loadModel(sceneUrl: Ref<string>, document: Document, name: string, url: string, updateHelpers: boolean = true, reloadScene: boolean = true, networkFinished: () => void = () => {}): Promise<Document> {
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static async loadModel(sceneUrl: Ref<string>, document: Document, name: string, url: string, updateHelpers: boolean = true, reloadScene: boolean = true): Promise<Document> {
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let loadStart = performance.now();
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let loadNetworkEnd: number;
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// Start merging into the current document, replacing or adding as needed
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document = await mergePartial(url, name, document, networkFinished);
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document = await mergePartial(url, name, document, () => loadNetworkEnd = performance.now());
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console.log("Model", name, "loaded in", performance.now() - loadStart, "ms");
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console.log("Model", name, "loaded in", performance.now() - loadNetworkEnd!, "ms after",
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loadNetworkEnd! - loadStart, "ms of transferring data (maybe building the object on the server)");
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if (updateHelpers) {
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// Reload the helpers to fit the new model
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@@ -12,6 +12,7 @@ export const settings = {
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// Websocket URLs automatically listen for new models from the python backend
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"dev+http://127.0.0.1:32323/"
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],
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loadHelpers: true,
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displayLoadingEveryMs: 1000, /* How often to display partially loaded models */
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monitorEveryMs: 100,
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monitorOpenTimeoutMs: 1000,
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