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chore(deps): update dependency @vue/tsconfig to ^0.8.0 (#251)
* chore(deps): update dependency @vue/tsconfig to ^0.8.0 * Fix new ts issues * Add null checks for selection and model objects throughout frontend This improves robustness by handling cases where selection or model objects may be missing or undefined, preventing runtime errors. --------- Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Co-authored-by: Yeicor <4929005+yeicor@users.noreply.github.com>
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@@ -1,163 +1,182 @@
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// Model management from the graphics side
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import type {MObject3D} from "./Selection.vue";
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import type {Intersection} from "three";
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import {Box3} from "three";
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import {extrasNameKey} from "../misc/gltf";
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import type { MObject3D } from "./Selection.vue";
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import type { Intersection } from "three";
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import { Box3 } from "three";
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import { extrasNameKey } from "../misc/gltf";
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/** Information about a single item in the selection */
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export class SelectionInfo {
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/** The object which was (partially) selected */
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object: MObject3D
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/** The type of the selection */
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kind: 'face' | 'edge' | 'vertex'
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/** Start and end indices of the primitives in the geometry */
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indices: [number, number]
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/** The object which was (partially) selected */
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object: MObject3D;
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/** The type of the selection */
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kind: "face" | "edge" | "vertex";
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/** Start and end indices of the primitives in the geometry */
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indices: [number, number];
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constructor(object: MObject3D, kind: 'face' | 'edge' | 'vertex', indices: [number, number]) {
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this.object = object;
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this.kind = kind;
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this.indices = indices;
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}
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constructor(object: MObject3D, kind: "face" | "edge" | "vertex", indices: [number, number]) {
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this.object = object;
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this.kind = kind;
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this.indices = indices;
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}
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public getObjectName() {
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return this.object.userData[extrasNameKey];
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}
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public getObjectName() {
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return this.object.userData[extrasNameKey];
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}
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public matches(object: MObject3D) {
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return this.getObjectName() === object.userData[extrasNameKey] &&
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(this.kind === 'face' && (object.type === 'Mesh' || object.type === 'SkinnedMesh') ||
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this.kind === 'edge' && (object.type === 'Line' || object.type === 'LineSegments') ||
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this.kind === 'vertex' && object.type === 'Points')
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}
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public matches(object: MObject3D) {
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return (
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this.getObjectName() === object.userData[extrasNameKey] &&
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((this.kind === "face" && (object.type === "Mesh" || object.type === "SkinnedMesh")) ||
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(this.kind === "edge" && (object.type === "Line" || object.type === "LineSegments")) ||
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(this.kind === "vertex" && object.type === "Points"))
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);
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}
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public getKey() {
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return this.object.uuid + this.kind + this.indices[0].toFixed() + this.indices[1].toFixed();
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}
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public getKey() {
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return this.object.uuid + this.kind + this.indices[0].toFixed() + this.indices[1].toFixed();
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}
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public getBox(): Box3 {
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let index = this.object.geometry.index || {getX: (i: number) => i};
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let pos = this.object.geometry.getAttribute('position');
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let min = [Infinity, Infinity, Infinity];
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let max = [-Infinity, -Infinity, -Infinity];
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for (let i = this.indices[0]; i < this.indices[1]; i++) {
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let vertIndex = index!.getX(i);
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let x = pos.getX(vertIndex);
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let y = pos.getY(vertIndex);
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let z = pos.getZ(vertIndex);
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min[0] = Math.min(min[0], x);
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min[1] = Math.min(min[1], y);
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min[2] = Math.min(min[2], z);
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max[0] = Math.max(max[0], x);
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max[1] = Math.max(max[1], y);
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max[2] = Math.max(max[2], z);
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}
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return new Box3().setFromArray([...min, ...max]);
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public getBox(): Box3 {
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let index = this.object.geometry.index || { getX: (i: number) => i };
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let pos = this.object.geometry.getAttribute("position");
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let min = [Infinity, Infinity, Infinity];
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let max = [-Infinity, -Infinity, -Infinity];
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for (let i = this.indices[0]; i < this.indices[1]; i++) {
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let vertIndex = index!.getX(i);
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let x = pos.getX(vertIndex);
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let y = pos.getY(vertIndex);
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let z = pos.getZ(vertIndex);
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min[0] = Math.min(min[0] ?? Infinity, x);
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min[1] = Math.min(min[1] ?? Infinity, y);
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min[2] = Math.min(min[2] ?? Infinity, z);
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max[0] = Math.max(max[0] ?? -Infinity, x);
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max[1] = Math.max(max[1] ?? -Infinity, y);
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max[2] = Math.max(max[2] ?? -Infinity, z);
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}
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return new Box3().setFromArray([...min, ...max]);
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}
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}
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export function hitToSelectionInfo(hit: Intersection<MObject3D>): SelectionInfo | null {
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let kind = hit.object.type;
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if (kind == 'Mesh' || kind == 'SkinnedMesh') {
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let indices = hitFaceTriangleIndices(hit);
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if (indices === null) return null;
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return new SelectionInfo(hit.object, 'face', indices);
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} else if (kind == 'Line' || kind == 'LineSegments') {
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// Select raw lines, not the wide meshes representing them
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// This is because the indices refer to the raw lines, not the wide meshes
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// Furthermore, this allows better "fuzzy" raycasting logic
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let indices = hitEdgePointIndices(hit);
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if (indices === null) return null;
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return new SelectionInfo(hit.object, 'edge', indices);
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} else if (kind == 'Points') {
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if (hit.index === undefined) return null;
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return new SelectionInfo(hit.object, 'vertex', [hit.index, hit.index + 1]);
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}
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return null;
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let kind = hit.object.type;
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if (kind == "Mesh" || kind == "SkinnedMesh") {
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let indices = hitFaceTriangleIndices(hit);
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if (indices === null) return null;
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return new SelectionInfo(hit.object, "face", indices);
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} else if (kind == "Line" || kind == "LineSegments") {
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// Select raw lines, not the wide meshes representing them
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// This is because the indices refer to the raw lines, not the wide meshes
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// Furthermore, this allows better "fuzzy" raycasting logic
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let indices = hitEdgePointIndices(hit);
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if (indices === null) return null;
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return new SelectionInfo(hit.object, "edge", indices);
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} else if (kind == "Points") {
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if (hit.index === undefined) return null;
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return new SelectionInfo(hit.object, "vertex", [hit.index, hit.index + 1]);
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}
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return null;
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}
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function hitFaceTriangleIndices(hit: Intersection<MObject3D>): [number, number] | null {
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let faceTrianglesEnd = hit?.object?.geometry?.userData?.face_triangles_end;
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if (!hit.faceIndex) return null;
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if (!faceTrianglesEnd) { // Fallback to selecting the whole imported mesh
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//console.log("No face_triangles_end found, selecting the whole mesh");
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return [0, (hit.object.geometry.index ?? hit.object.geometry.attributes.position).count];
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} else { // Normal CAD model
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let rawIndex = hit.faceIndex * 3; // Faces are triangles with 3 indices
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for (let i = 0; i < faceTrianglesEnd.length; i++) {
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let faceSwapIndex = faceTrianglesEnd[i]
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if (rawIndex < faceSwapIndex) {
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let start = i === 0 ? 0 : faceTrianglesEnd[i - 1];
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return [start, faceTrianglesEnd[i]];
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}
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}
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let faceTrianglesEnd = hit?.object?.geometry?.userData?.face_triangles_end;
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if (!hit.faceIndex) return null;
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if (!faceTrianglesEnd) {
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// Fallback to selecting the whole imported mesh
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//console.log("No face_triangles_end found, selecting the whole mesh");
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return [0, (hit.object.geometry.index ?? hit.object.geometry.attributes.position)?.count ?? 0];
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} else {
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// Normal CAD model
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let rawIndex = hit.faceIndex * 3; // Faces are triangles with 3 indices
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for (let i = 0; i < faceTrianglesEnd.length; i++) {
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let faceSwapIndex = faceTrianglesEnd[i];
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if (rawIndex < faceSwapIndex) {
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let start = i === 0 ? 0 : faceTrianglesEnd[i - 1];
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return [start, faceTrianglesEnd[i]];
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}
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}
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return null;
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}
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return null;
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}
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function hitEdgePointIndices(hit: Intersection<MObject3D>): [number, number] | null {
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let edgePointsEnd = hit?.object?.geometry?.userData?.edge_points_end;
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if (!edgePointsEnd || hit.index === undefined) return null;
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let rawIndex = hit.index; // Faces are triangles with 3 indices
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for (let i = 0; i < edgePointsEnd.length; i++) {
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let edgeSwapIndex = edgePointsEnd[i]
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if (rawIndex < edgeSwapIndex) {
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let start = i === 0 ? 0 : edgePointsEnd[i - 1];
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return [start, edgePointsEnd[i]];
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}
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let edgePointsEnd = hit?.object?.geometry?.userData?.edge_points_end;
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if (!edgePointsEnd || hit.index === undefined) return null;
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let rawIndex = hit.index; // Faces are triangles with 3 indices
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for (let i = 0; i < edgePointsEnd.length; i++) {
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let edgeSwapIndex = edgePointsEnd[i];
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if (rawIndex < edgeSwapIndex) {
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let start = i === 0 ? 0 : edgePointsEnd[i - 1];
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return [start, edgePointsEnd[i]];
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}
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return null;
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}
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return null;
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}
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function applyColor(selInfo: SelectionInfo, colorAttribute: any, color: [number, number, number, number]): [number, number, number, number] {
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let index = selInfo.object.geometry.index
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let prevColor: [number, number, number, number] | null = null;
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if (colorAttribute !== undefined) {
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for (let i = selInfo.indices[0]; i < selInfo.indices[1]; i++) {
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let vertIndex = index!.getX(i);
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if (prevColor === null) prevColor = [colorAttribute.getX(vertIndex), colorAttribute.getY(vertIndex), colorAttribute.getZ(vertIndex), colorAttribute.getW(vertIndex)];
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colorAttribute.setXYZW(vertIndex, color[0], color[1], color[2], color[3]);
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}
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colorAttribute.needsUpdate = true;
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if (selInfo.object.userData.niceLine !== undefined) {
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// Need to update the color of the nice line as well
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let indexAttribute = selInfo.object.geometry.index!!;
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let allNewColors = [];
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for (let i = 0; i < indexAttribute.count; i++) {
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if (indexAttribute.getX(i) >= selInfo.indices[0] && indexAttribute.getX(i) < selInfo.indices[1]) {
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allNewColors.push(color[0], color[1], color[2]);
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} else {
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allNewColors.push(colorAttribute.getX(indexAttribute.getX(i)), colorAttribute.getY(indexAttribute.getX(i)), colorAttribute.getZ(indexAttribute.getX(i)));
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}
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}
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selInfo.object.userData.niceLine.geometry.setColors(allNewColors);
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for (let attribute of Object.values(selInfo.object.userData.niceLine.geometry.attributes)) {
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(attribute as any).needsUpdate = true;
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}
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}
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} else { // Fallback to tinting the whole mesh for imported models
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//console.log("No color attribute found, tinting the whole mesh")
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let tmpPrevColor = selInfo.object.material.color;
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prevColor = [tmpPrevColor.r, tmpPrevColor.g, tmpPrevColor.b, 1];
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selInfo.object.material.color.setRGB(color[0], color[1], color[2]);
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selInfo.object.material.needsUpdate = true;
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function applyColor(
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selInfo: SelectionInfo,
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colorAttribute: any,
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color: [number, number, number, number],
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): [number, number, number, number] {
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let index = selInfo.object.geometry.index;
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let prevColor: [number, number, number, number] | null = null;
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if (colorAttribute !== undefined) {
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for (let i = selInfo.indices[0]; i < selInfo.indices[1]; i++) {
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let vertIndex = index!.getX(i);
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if (prevColor === null)
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prevColor = [
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colorAttribute.getX(vertIndex),
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colorAttribute.getY(vertIndex),
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colorAttribute.getZ(vertIndex),
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colorAttribute.getW(vertIndex),
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];
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colorAttribute.setXYZW(vertIndex, color[0], color[1], color[2], color[3]);
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}
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return prevColor!;
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colorAttribute.needsUpdate = true;
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if (selInfo.object.userData.niceLine !== undefined) {
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// Need to update the color of the nice line as well
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let indexAttribute = selInfo.object.geometry.index!!;
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let allNewColors = [];
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for (let i = 0; i < indexAttribute.count; i++) {
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if (indexAttribute.getX(i) >= selInfo.indices[0] && indexAttribute.getX(i) < selInfo.indices[1]) {
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allNewColors.push(color[0], color[1], color[2]);
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} else {
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allNewColors.push(
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colorAttribute.getX(indexAttribute.getX(i)),
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colorAttribute.getY(indexAttribute.getX(i)),
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colorAttribute.getZ(indexAttribute.getX(i)),
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);
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}
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}
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selInfo.object.userData.niceLine.geometry.setColors(allNewColors);
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for (let attribute of Object.values(selInfo.object.userData.niceLine.geometry.attributes)) {
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(attribute as any).needsUpdate = true;
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}
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}
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} else {
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// Fallback to tinting the whole mesh for imported models
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//console.log("No color attribute found, tinting the whole mesh")
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let tmpPrevColor = selInfo.object.material.color;
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prevColor = [tmpPrevColor.r, tmpPrevColor.g, tmpPrevColor.b, 1];
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selInfo.object.material.color.setRGB(color[0], color[1], color[2]);
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selInfo.object.material.needsUpdate = true;
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}
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return prevColor!;
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}
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export function highlight(selInfo: SelectionInfo): void {
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// Update the color of all the triangles in the face
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let geometry = selInfo.object.geometry;
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let colorAttr = selInfo.object.geometry.getAttribute('color');
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geometry.userData.savedColor = geometry.userData.savedColor || {};
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geometry.userData.savedColor[selInfo.getKey()] = applyColor(selInfo, colorAttr, [1.0, 0.0, 0.0, 1.0]);
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// Update the color of all the triangles in the face
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let geometry = selInfo.object.geometry;
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let colorAttr = selInfo.object.geometry.getAttribute("color");
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geometry.userData.savedColor = geometry.userData.savedColor || {};
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geometry.userData.savedColor[selInfo.getKey()] = applyColor(selInfo, colorAttr, [1.0, 0.0, 0.0, 1.0]);
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}
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export function highlightUndo(selInfo: SelectionInfo): void {
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// Update the color of all the triangles in the face
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let geometry = selInfo.object.geometry;
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let colorAttr = selInfo.object.geometry.getAttribute('color');
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let savedColor = geometry.userData.savedColor[selInfo.getKey()];
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applyColor(selInfo, colorAttr, savedColor);
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delete geometry.userData.savedColor[selInfo.getKey()];
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}
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// Update the color of all the triangles in the face
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let geometry = selInfo.object.geometry;
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let colorAttr = selInfo.object.geometry.getAttribute("color");
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let savedColor = geometry.userData.savedColor[selInfo.getKey()];
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applyColor(selInfo, colorAttr, savedColor);
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delete geometry.userData.savedColor[selInfo.getKey()];
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}
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