mirror of
https://github.com/yeicor-3d/yet-another-cad-viewer.git
synced 2025-12-19 22:24:17 +01:00
Keep selected enabled features on model updates instead of resetting them, better list of objects support and recover/disable previous selection on scene reloads.
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@@ -12,8 +12,8 @@ import {
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VTooltip,
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} from "vuetify/lib/components/index.mjs";
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import {extrasNameKey, extrasNameValueHelpers} from "../misc/gltf";
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import {Document, Mesh} from "@gltf-transform/core";
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import {inject, ref, type ShallowRef, watch} from "vue";
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import {Mesh} from "@gltf-transform/core";
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import {ref, watch} from "vue";
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import type ModelViewerWrapper from "../viewer/ModelViewerWrapper.vue";
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import {
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mdiCircleOpacity,
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@@ -85,7 +85,7 @@ function onEnabledFeaturesChange(newEnabledFeatures: Array<number>) {
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scene.queueRender()
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}
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watch(enabledFeatures, onEnabledFeaturesChange);
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watch(enabledFeatures, onEnabledFeaturesChange, {deep: true});
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function onOpacityChange(newOpacity: number) {
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let scene = props.viewer?.scene;
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@@ -122,8 +122,6 @@ function onWireframeChange(newWireframe: boolean) {
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watch(wireframe, onWireframeChange);
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let {sceneDocument} = inject<{ sceneDocument: ShallowRef<Document> }>('sceneDocument')!!;
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function onClipPlanesChange() {
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let scene = props.viewer?.scene;
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let sceneModel = (scene as any)?._model;
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@@ -245,9 +243,35 @@ function onModelLoad() {
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let sceneModel = (scene as any)?._model;
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if (!scene || !sceneModel) return;
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// Count the number of faces, edges and vertices
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const isFirstLoad = faceCount.value === -1;
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faceCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() === WebGL2RenderingContext.TRIANGLES))
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.map(p => (p.getExtras()?.face_triangles_end as any)?.length ?? 1)
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.reduce((a, b) => a + b, 0)
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edgeCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() in [WebGL2RenderingContext.LINE_STRIP, WebGL2RenderingContext.LINES]))
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.map(p => (p.getExtras()?.edge_points_end as any)?.length ?? 0)
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.reduce((a, b) => a + b, 0)
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vertexCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() === WebGL2RenderingContext.POINTS))
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.map(p => (p.getAttribute("POSITION")?.getCount() ?? 0))
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.reduce((a, b) => a + b, 0)
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// First time: set the enabled features to all provided features
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if (isFirstLoad) {
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if (faceCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 0)
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else if (!enabledFeatures.value.includes(0)) enabledFeatures.value.push(0)
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if (edgeCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 1)
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else if (!enabledFeatures.value.includes(1)) enabledFeatures.value.push(1)
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if (vertexCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 2)
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else if (!enabledFeatures.value.includes(2)) enabledFeatures.value.push(2)
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}
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// Add darkened back faces for all face objects to improve cutting planes
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let childrenToAdd: Array<MObject3D> = [];
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sceneModel.traverse((child: MObject3D) => {
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child.updateMatrixWorld(); // Objects are mostly static, so ensure updated matrices
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if (child.userData[extrasNameKey] === modelName) {
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if (child.type == 'Mesh' || child.type == 'SkinnedMesh') {
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// Compute a BVH for faster raycasting (MUCH faster selection)
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@@ -278,28 +302,6 @@ function onModelLoad() {
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});
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childrenToAdd.forEach((child: MObject3D) => sceneModel.add(child));
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// Count the number of faces, edges and vertices
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faceCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() === WebGL2RenderingContext.TRIANGLES))
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.map(p => (p.getExtras()?.face_triangles_end as any)?.length ?? 1)
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.reduce((a, b) => a + b, 0)
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edgeCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() in [WebGL2RenderingContext.LINE_STRIP, WebGL2RenderingContext.LINES]))
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.map(p => (p.getExtras()?.edge_points_end as any)?.length ?? 0)
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.reduce((a, b) => a + b, 0)
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vertexCount.value = props.meshes
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.flatMap((m) => m.listPrimitives().filter(p => p.getMode() === WebGL2RenderingContext.POINTS))
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.map(p => (p.getAttribute("POSITION")?.getCount() ?? 0))
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.reduce((a, b) => a + b, 0)
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// Set the enabled features to all provided features
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if (faceCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 0)
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else if (!enabledFeatures.value.includes(0)) enabledFeatures.value.push(0)
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if (edgeCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 1)
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else if (!enabledFeatures.value.includes(1)) enabledFeatures.value.push(1)
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if (vertexCount.value === 0) enabledFeatures.value = enabledFeatures.value.filter((f) => f !== 2)
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else if (!enabledFeatures.value.includes(2)) enabledFeatures.value.push(2)
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// Furthermore...
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// Enabled features may have been reset after a reload
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onEnabledFeaturesChange(enabledFeatures.value)
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