mirror of
https://github.com/yeicor-3d/yet-another-cad-viewer.git
synced 2026-01-03 05:14:23 +01:00
several fixes to tessellation and extremely fast (in comparison) initial load of CAD objects
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@@ -3,9 +3,7 @@ import type {ModelScene} from "@google/model-viewer/lib/three-components/ModelSc
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import {Ref, ref} from 'vue';
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import {Document} from '@gltf-transform/core';
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import {ModelViewerInfo} from "./viewer/ModelViewerWrapper.vue";
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import {splitGlbs} from "../models/glb/glbs";
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import {mergeFinalize, mergePartial, toBuffer} from "../models/glb/merge";
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import {settings} from "./settings";
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export type SceneMgrRefData = {
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/** When updated, forces the viewer to load a new model replacing the current one */
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@@ -44,33 +42,20 @@ export class SceneMgr {
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/** Loads a GLB/GLBS model from a URL and adds it to the viewer or replaces it if the names match */
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static async loadModel(refData: Ref<SceneMgrRefData>, data: SceneMgrData, name: string, url: string) {
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let loadStart = performance.now();
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// Connect to the URL of the model
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let response = await fetch(url);
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if (!response.ok) throw new Error("Failed to fetch model: " + response.statusText);
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// Split the stream into valid GLB chunks
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let glbsSplitter = splitGlbs(response.body!);
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let {value: numChunks} = await glbsSplitter.next();
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console.log("Loading", name, "which has", numChunks, "GLB chunks");
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// Start merging each chunk into the current document, replacing or adding as needed
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let lastShow = performance.now();
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while (true) {
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let {value: glbData, done} = await glbsSplitter.next();
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if (done) break;
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data.document = await mergePartial(glbData, name, data.document);
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await new Promise(r => setTimeout(r, 0)); // Yield to update the UI at 60fps
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// TODO: Report load progress
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// Show the partial model while loading every once in a while
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if (performance.now() - lastShow > settings.displayLoadingEveryMs) {
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await this.showCurrentDoc(refData, data);
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lastShow = performance.now();
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}
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}
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// Start merging into the current document, replacing or adding as needed
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let glb = new Uint8Array(await response.arrayBuffer());
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data.document = await mergePartial(glb, name, data.document);
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// Display the final fully loaded model
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await this.showCurrentDoc(refData, data);
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console.log("Model", name, "loaded in", performance.now() - loadStart, "ms");
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}
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/** Serializes the current document into a GLB and updates the viewerSrc */
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@@ -2,9 +2,9 @@
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export const settings = {
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preloadModels: [
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// @ts-ignore
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// new URL('../../assets/fox.glb', import.meta.url).href,
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new URL('../../assets/fox.glb', import.meta.url).href,
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// @ts-ignore
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new URL('../../assets/logo.glbs', import.meta.url).href,
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new URL('../../assets/logo.glb', import.meta.url).href,
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// Websocket URLs automatically listen for new models from the python backend
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//"ws://localhost:8080/"
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],
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@@ -1,69 +0,0 @@
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const textDecoder = new TextDecoder();
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/**
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* Given a stream of binary data (e.g. from a fetch response), splits a GLBS file into its component GLB files and
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* returns them as a generator of Uint8Arrays (that starts with the expected length).
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* It also supports simple GLB files (no splitting needed).
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*/
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export async function* splitGlbs(readerSrc: ReadableStream<Uint8Array>): AsyncGenerator<number | Uint8Array> {
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let reader = readerSrc.getReader();
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let [buffer4Bytes, buffered] = await readN(reader, new Uint8Array(), 4);
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console.assert(buffer4Bytes.length === 4, 'Expected 4 bytes for magic numbers')
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let magic = textDecoder.decode(buffer4Bytes)
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if (magic === 'glTF' /* GLB */ || magic[0] == '{' /* glTF */) {
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yield 1
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let remaining = await readAll(reader, buffered);
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// Add back the header to the beginning of the document
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let finalBuffer = new Uint8Array(buffer4Bytes.length + remaining.length);
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finalBuffer.set(buffer4Bytes);
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finalBuffer.set(remaining, buffer4Bytes.length);
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yield finalBuffer
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} else if (magic === "GLBS") {
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// First, we read the number of chunks (can be 0xFFFFFFFF if the number of chunks is unknown).
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[buffer4Bytes, buffered] = await readN(reader, buffered, 4);
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let numChunks = new DataView(buffer4Bytes.buffer).getUint32(0, true);
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yield numChunks
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// Then, we read the length of each chunk followed by the chunk itself.
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for (let i = 0; i < numChunks; i++) {
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// - Read length
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[buffer4Bytes, buffered] = await readN(reader, buffered, 4);
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if (buffer4Bytes.length === 0) {
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if (numChunks != 0xFFFFFFFF) throw new Error('Unexpected end of stream while reading chunk length:'+
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' expected ' + (numChunks - i) + ' more chunks');
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else break // We reached the end of the stream of unknown length, so we stop reading chunks.
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}
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let length = new DataView(buffer4Bytes.buffer).getUint32(0, true);
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// - Read chunk
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let chunk: Uint8Array
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[chunk, buffered] = await readN(reader, buffered, length);
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yield chunk
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}
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} else throw new Error('Invalid magic numbers for expected GLB/GLBS file: ' + magic);
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reader.releaseLock()
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}
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/**
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* Reads up to `n` bytes from the reader and returns them as a Uint8Array.
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* An over-read is possible, in which case the returned array will still have `n` bytes and the over-read bytes will be
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* returned. They should be provided to the next call to `readN` to avoid losing data.
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*/
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async function readN(reader: ReadableStreamDefaultReader<Uint8Array>, buffered: Uint8Array, n: number | null = null): Promise<[Uint8Array, Uint8Array]> {
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let buffer = buffered;
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while (n === null || buffer.length < n) {
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let {done, value} = await reader.read();
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if (done) break;
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let newBuffer = new Uint8Array(buffer.length + value.length);
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newBuffer.set(buffer);
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newBuffer.set(value, buffer.length);
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buffer = newBuffer;
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}
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if (n !== null) {
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return [buffer.slice(0, n), buffer.slice(n)]
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} else {
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return [buffer, new Uint8Array()];
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}
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}
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async function readAll(reader: ReadableStreamDefaultReader<Uint8Array>, buffered: Uint8Array): Promise<Uint8Array> {
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return (await readN(reader, buffered, null))[0];
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}
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@@ -69,7 +69,7 @@ function dropByName(name: string): Transform {
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function mergeScenes(): Transform {
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return (doc: Document) => {
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let root = doc.getRoot();
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let scene = root.getDefaultScene();
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let scene = root.getDefaultScene() ?? root.listScenes()[0];
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for (let dropScene of root.listScenes()) {
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if (dropScene === scene) continue;
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for (let node of dropScene.listChildren()) {
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