frontend complete migration from parcel to vite for much better production builds

This commit is contained in:
Yeicor
2024-03-03 17:54:53 +01:00
parent 0fad65d7b2
commit da0dcea44a
30 changed files with 1142 additions and 1651 deletions

13
frontend/misc/Loading.vue Normal file
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<script setup lang="ts">
import {VContainer, VRow, VCol, VProgressCircular} from "vuetify/lib/components/index.mjs";
</script>
<template>
<v-container>
<v-row justify="center" style="height: 100%">
<v-col align-self="center">
<v-progress-circular indeterminate style="display: block; margin: 0 auto;"/>
</v-col>
</v-row>
</v-container>
</template>

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frontend/misc/Sidebar.vue Normal file
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<script setup lang="ts">
import {ref} from "vue";
import {VBtn, VNavigationDrawer, VToolbar, VToolbarItems} from "vuetify/lib/components/index.mjs";
import {mdiChevronLeft, mdiChevronRight, mdiClose} from '@mdi/js'
import SvgIcon from '@jamescoyle/vue-icon';
const props = defineProps<{
openedInit: Boolean,
side: "left" | "right",
width: number
}>();
let opened = ref(props.openedInit.valueOf());
const openIcon = props.side === 'left' ? mdiChevronRight : mdiChevronLeft;
</script>
<template>
<v-btn icon @click="opened = !opened" class="open-button" :class="side">
<svg-icon type="mdi" :path="openIcon"/>
</v-btn>
<v-navigation-drawer v-model="opened" permanent :location="side" :width="props.width">
<v-toolbar density="compact">
<v-toolbar-items v-if="side == 'right'">
<slot name="toolbar-items"></slot>
<v-btn icon @click="opened = !opened">
<svg-icon type="mdi" :path="mdiClose"/>
</v-btn>
</v-toolbar-items>
<slot name="toolbar"></slot>
<v-toolbar-items v-if="side == 'left'">
<slot name="toolbar-items"></slot>
<v-btn icon @click="opened = !opened">
<svg-icon type="mdi" :path="mdiClose"/>
</v-btn>
</v-toolbar-items>
</v-toolbar>
<slot/>
</v-navigation-drawer>
</template>
<!--suppress CssUnusedSymbol -->
<style scoped>
.open-button {
position: absolute;
bottom: 0;
/*z-index: 1;*/
border-radius: 0;
}
.open-button.right {
right: 0;
}
</style>

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import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
import type {MObject3D} from "../tools/Selection.vue";
import type { ModelScene } from '@google/model-viewer/lib/three-components/ModelScene';
function getCenterAndVertexList(obj: MObject3D, 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) {
ind = new BufferAttribute(new Uint16Array(pos.count), 1);
for (let i = 0; i < pos.count; i++) {
ind.array[i] = i;
}
}
let center = new Vector3();
let vertices = [];
for (let i = 0; i < ind.count; i++) {
let index = ind.array[i];
let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
vertex = scene.target.worldToLocal(obj.localToWorld(vertex));
center.add(vertex);
vertices.push(vertex);
}
center = center.divideScalar(ind.count);
console.log("center", center)
return {center, vertices};
}
/**
* 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): {
min: Array<Vector3>,
center: Array<Vector3>,
max: Array<Vector3>
} {
// Simplify this problem (approximate) by using the distance between each of their vertices.
// Find the center of each object.
let {center: aCenter, vertices: aVertices} = getCenterAndVertexList(a, scene);
let {center: bCenter, vertices: bVertices} = getCenterAndVertexList(b, scene);
// Find the closest and farthest vertices.
// TODO: Compute actual min and max distances between the two objects.
// FIXME: Working for points and lines, but not triangles...
// FIXME: Really slow... (use a BVH or something)
let minDistance = Infinity;
let minDistanceVertices = [new Vector3(), new Vector3()];
let maxDistance = -Infinity;
let maxDistanceVertices = [new Vector3(), new Vector3()];
for (let i = 0; i < aVertices.length; i++) {
for (let j = 0; j < bVertices.length; j++) {
let distance = aVertices[i].distanceTo(bVertices[j]);
if (distance < minDistance) {
minDistance = distance;
minDistanceVertices[0] = aVertices[i];
minDistanceVertices[1] = bVertices[j];
}
if (distance > maxDistance) {
maxDistance = distance;
maxDistanceVertices[0] = aVertices[i];
maxDistanceVertices[1] = bVertices[j];
}
}
}
// Return the results.
return {
min: minDistanceVertices,
center: [aCenter, bCenter],
max: maxDistanceVertices
};
}

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frontend/misc/gltf.ts Normal file
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import {Document, Scene, type Transform, WebIO, Buffer} from "@gltf-transform/core";
import {unpartition} from "@gltf-transform/functions";
let io = new WebIO();
export let extrasNameKey = "__yacv_name";
export let extrasNameValueHelpers = "__helpers";
/**
* Loads a GLB model from a URL and adds it to the document or replaces it if the names match.
*
* It can replace previous models in the document if the provided name matches the name of a previous model.
*
* Remember to call mergeFinalize after all models have been merged (slower required operations).
*/
export async function mergePartial(url: string, name: string, document: Document): Promise<Document> {
// Load the new document
let newDoc = await io.read(url);
// Remove any previous model with the same name
await document.transform(dropByName(name));
// Ensure consistent names
// noinspection TypeScriptValidateJSTypes
await newDoc.transform(setNames(name));
// Merge the new document into the current one
return document.merge(newDoc);
}
export async function mergeFinalize(document: Document): Promise<Document> {
// Single scene & buffer required before loading & rendering
return await document.transform(mergeScenes(), unpartition());
}
export async function toBuffer(doc: Document): Promise<Uint8Array> {
return io.writeBinary(doc);
}
export async function removeModel(name: string, document: Document): Promise<Document> {
return await document.transform(dropByName(name));
}
/** Given a parsed GLTF document and a name, it forces the names of all elements to be identified by the name (or derivatives) */
function setNames(name: string): Transform {
return (doc: Document) => {
// Do this automatically for all elements changing any name
for (let elem of doc.getGraph().listEdges().map(e => e.getChild())) {
if (!elem.getExtras()) elem.setExtras({});
elem.getExtras()[extrasNameKey] = name;
}
return doc;
}
}
/** Ensures that all elements with the given name are removed from the document */
function dropByName(name: string): Transform {
return (doc: Document) => {
for (let elem of doc.getGraph().listEdges().map(e => e.getChild())) {
if (elem.getExtras() == null || elem instanceof Scene || elem instanceof Buffer) continue;
if ((elem.getExtras()[extrasNameKey]?.toString() ?? "") == name) {
elem.dispose();
}
}
return doc;
};
}
/** Merges all scenes in the document into a single default scene */
function mergeScenes(): Transform {
return (doc: Document) => {
let root = doc.getRoot();
let scene = root.getDefaultScene() ?? root.listScenes()[0];
for (let dropScene of root.listScenes()) {
if (dropScene === scene) continue;
for (let node of dropScene.listChildren()) {
scene.addChild(node);
}
dropScene.dispose();
}
}
}

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frontend/misc/helpers.ts Normal file
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import {Document, type TypedArray} from '@gltf-transform/core'
import {Vector2} from "three/src/math/Vector2.js"
import {Vector3} from "three/src/math/Vector3.js"
import {Matrix4} from "three/src/math/Matrix4.js"
/** Exports the colors used for the axes, primary and secondary. They match the orientation gizmo. */
export const AxesColors = {
x: [[247, 60, 60], [148, 36, 36]],
z: [[108, 203, 38], [65, 122, 23]],
y: [[23, 140, 240], [14, 84, 144]]
}
function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: number[], rawColors: number[] | null, transform: Matrix4, name: string = '__helper', mode: number = WebGL2RenderingContext.LINES) {
const buffer = doc.getRoot().listBuffers()[0] ?? doc.createBuffer(name + 'Buffer')
const scene = doc.getRoot().getDefaultScene() ?? doc.getRoot().listScenes()[0] ?? doc.createScene(name + 'Scene')
const positions = doc.createAccessor(name + 'Position')
.setArray(new Float32Array(rawPositions) as TypedArray)
.setType('VEC3')
.setBuffer(buffer)
const indices = doc.createAccessor(name + 'Indices')
.setArray(new Uint32Array(rawIndices) as TypedArray)
.setType('SCALAR')
.setBuffer(buffer)
let colors = null;
if (rawColors) {
colors = doc.createAccessor(name + 'Color')
.setArray(new Float32Array(rawColors) as TypedArray)
.setType('VEC3')
.setBuffer(buffer);
}
const material = doc.createMaterial(name + 'Material')
.setAlphaMode('OPAQUE')
const geometry = doc.createPrimitive()
.setIndices(indices)
.setAttribute('POSITION', positions)
.setMode(mode as any)
.setMaterial(material)
if (rawColors) {
geometry.setAttribute('COLOR_0', colors)
}
const mesh = doc.createMesh(name + 'Mesh').addPrimitive(geometry)
const node = doc.createNode(name + 'Node').setMesh(mesh).setMatrix(transform.elements as any)
scene.addChild(node)
}
/**
* 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 rawPositions = [
[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);
}
/**
* Create a new Grid helper as a GLTF model, useful for debugging sizes with an OrthographicCamera.
*
* 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) {
// Create transformed positions for the inner faces of the box
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));
let translation = new Matrix4().makeTranslation(offset.x, offset.y, offset.z)
let rotation = new Matrix4().lookAt(new Vector3(), offset, new Vector3(0, 1, 0))
let size2 = new Vector2();
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);
}
}
}
export function newGridPlane(doc: Document, size: Vector2, transform: Matrix4 = new Matrix4(), divisions = 10, divisionWidth = 0.002) {
const rawPositions = [];
const rawIndices = [];
// Build the grid as triangles
for (let i = 0; i <= divisions; i++) {
const x = -size.x / 2 + size.x * i / divisions;
const y = -size.y / 2 + size.y * i / divisions;
// Vertical quad (two triangles)
rawPositions.push(x - divisionWidth * size.x / 2, -size.y / 2, 0);
rawPositions.push(x + divisionWidth * size.x / 2, -size.y / 2, 0);
rawPositions.push(x + divisionWidth * size.x / 2, size.y / 2, 0);
rawPositions.push(x - divisionWidth * size.x / 2, size.y / 2, 0);
const baseIndex = i * 4;
rawIndices.push(baseIndex, baseIndex + 1, baseIndex + 2);
rawIndices.push(baseIndex, baseIndex + 2, baseIndex + 3);
// Horizontal quad (two triangles)
rawPositions.push(-size.x / 2, y - divisionWidth * size.y / 2, 0);
rawPositions.push(size.x / 2, y - divisionWidth * size.y / 2, 0);
rawPositions.push(size.x / 2, y + divisionWidth * size.y / 2, 0);
rawPositions.push(-size.x / 2, y + divisionWidth * size.y / 2, 0);
const baseIndex2 = (divisions + 1 + i) * 4;
rawIndices.push(baseIndex2, baseIndex2 + 1, baseIndex2 + 2);
rawIndices.push(baseIndex2, baseIndex2 + 2, baseIndex2 + 3);
}
buildSimpleGltf(doc, rawPositions, rawIndices, null, transform, '__helper_grid', WebGL2RenderingContext.TRIANGLES);
}

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import {settings} from "./settings";
export class NetworkUpdateEvent extends Event {
name: string;
url: string;
constructor(name: string, url: string) {
super("update");
this.name = name;
this.url = url;
}
}
/** Listens for updates and emits events when a model changes */
export class NetworkManager extends EventTarget {
private knownObjectHashes: { [name: string]: string | null } = {};
/**
* Tries to load a new model (.glb) from the given URL.
*
* If the URL uses the websocket protocol (ws:// or wss://), the server will be continuously monitored for changes.
* In this case, it will only trigger updates if the name or hash of any model changes.
*
* Updates will be emitted as "update" events, including the download URL and the model name.
*/
async load(url: string) {
if (url.startsWith("ws://") || url.startsWith("wss://")) {
this.monitorWebSocket(url);
} else {
// Get the last part of the URL as the "name" of the model
let name = url.split("/").pop();
name = name?.split(".")[0] || `unknown-${Math.random()}`;
// Use a head request to get the hash of the file
let response = await fetch(url, {method: "HEAD"});
let hash = response.headers.get("etag");
// Only trigger an update if the hash has changed
this.foundModel(name, hash, url);
}
}
private monitorWebSocket(url: string) {
// WARNING: This will spam the console logs with failed requests when the server is down
let ws = new WebSocket(url);
ws.onmessage = (event) => {
let data = JSON.parse(event.data);
console.debug("WebSocket message", data);
let urlObj = new URL(url);
urlObj.protocol = urlObj.protocol === "ws:" ? "http:" : "https:";
urlObj.searchParams.set("api_object", data.name);
this.foundModel(data.name, data.hash, urlObj.toString());
};
ws.onerror = () => ws.close();
ws.onclose = () => setTimeout(() => this.monitorWebSocket(url), settings.monitorEveryMs);
let timeoutFaster = setTimeout(() => ws.close(), settings.monitorOpenTimeoutMs);
ws.onopen = () => clearTimeout(timeoutFaster);
}
private foundModel(name: string, hash: string | null, url: string) {
let prevHash = this.knownObjectHashes[name];
if (!hash || hash !== prevHash) {
this.knownObjectHashes[name] = hash;
this.dispatchEvent(new NetworkUpdateEvent(name, url));
}
}
}

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import {type Ref} from 'vue';
import {Document} from '@gltf-transform/core';
import {extrasNameKey, extrasNameValueHelpers, mergeFinalize, mergePartial, removeModel, toBuffer} from "./gltf";
import {newAxes, newGridBox} from "./helpers";
import {Vector3} from "three/src/math/Vector3.js"
import {Box3} from "three/src/math/Box3.js"
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): Promise<Document> {
let loadStart = performance.now();
// Start merging into the current document, replacing or adding as needed
document = await mergePartial(url, name, document);
console.log("Model", name, "loaded in", performance.now() - loadStart, "ms");
if (name !== extrasNameValueHelpers) {
// Reload the helpers to fit the new model
// TODO: Only reload the helpers after a few milliseconds of no more models being added/removed
document = await this.reloadHelpers(sceneUrl, document);
} else {
// Display the final fully loaded model
let displayStart = performance.now();
document = await this.showCurrentDoc(sceneUrl, document);
console.log("Scene displayed in", performance.now() - displayStart, "ms");
}
return document;
}
private static async reloadHelpers(sceneUrl: Ref<string>, document: Document): Promise<Document> {
let bb = SceneMgr.getBoundingBox(document);
// Create the helper axes and grid box
let helpersDoc = new Document();
let transform = (new Matrix4()).makeTranslation(bb.getCenter(new Vector3()));
newAxes(helpersDoc, bb.getSize(new Vector3()).multiplyScalar(0.5), transform);
newGridBox(helpersDoc, bb.getSize(new Vector3()), transform);
let helpersUrl = URL.createObjectURL(new Blob([await toBuffer(helpersDoc)]));
return await SceneMgr.loadModel(sceneUrl, document, extrasNameValueHelpers, helpersUrl);
}
static getBoundingBox(document: Document): Box3 {
// Get bounding box of the model and use it to set the size of the helpers
let bbMin: number[] = [1e6, 1e6, 1e6];
let bbMax: number[] = [-1e6, -1e6, -1e6];
document.getRoot().listNodes().forEach(node => {
if ((node.getExtras()[extrasNameKey] ?? extrasNameValueHelpers) === extrasNameValueHelpers) return;
let transform = new Matrix4(...node.getWorldMatrix());
for (let prim of node.getMesh()?.listPrimitives() ?? []) {
let accessor = prim.getAttribute('POSITION');
if (!accessor) continue;
let objMin = new Vector3(...accessor.getMin([0, 0, 0]))
.applyMatrix4(transform);
let objMax = new Vector3(...accessor.getMax([0, 0, 0]))
.applyMatrix4(transform);
bbMin = bbMin.map((v, i) => Math.min(v, objMin.getComponent(i)));
bbMax = bbMax.map((v, i) => Math.max(v, objMax.getComponent(i)));
}
});
let bbSize = new Vector3().fromArray(bbMax).sub(new Vector3().fromArray(bbMin));
let bbCenter = new Vector3().fromArray(bbMin).add(bbSize.clone().multiplyScalar(0.5));
return new Box3().setFromCenterAndSize(bbCenter, bbSize);
}
/** Removes a model from the viewer */
static async removeModel(sceneUrl: Ref<string>, document: Document, name: string): Promise<Document> {
let loadStart = performance.now();
// Remove the model from the document
document = await removeModel(name, document)
console.log("Model", name, "removed in", performance.now() - loadStart, "ms");
// Reload the helpers to fit the new model (will also show the document)
document = await this.reloadHelpers(sceneUrl, document);
return document;
}
/** Serializes the current document into a GLB and updates the viewerSrc */
private static async showCurrentDoc(sceneUrl: Ref<string>, document: Document): Promise<Document> {
// Make sure the document is fully loaded and ready to be shown
document = await mergeFinalize(document);
// Serialize the document into a GLB and update the viewerSrc
let buffer = await toBuffer(document);
let blob = new Blob([buffer], {type: 'model/gltf-binary'});
console.debug("Showing current doc", document, "as", Array.from(buffer));
sceneUrl.value = URL.createObjectURL(blob);
return document;
}
}

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// These are the default values for the settings, which are overridden below
export const settings = {
preloadModels: [
// @ts-ignore
// new URL('../../assets/fox.glb', import.meta.url).href,
// @ts-ignore
// new URL('../../assets/logo_build/base.glb', import.meta.url).href,
// @ts-ignore
// new URL('../../assets/logo_build/location.glb', import.meta.url).href,
// @ts-ignore
// new URL('../../assets/logo_build/img.jpg.glb', import.meta.url).href,
// Websocket URLs automatically listen for new models from the python backend
"ws://127.0.0.1:32323/"
],
displayLoadingEveryMs: 1000, /* How often to display partially loaded models */
monitorEveryMs: 100,
monitorOpenTimeoutMs: 10000,
// ModelViewer settings
autoplay: true,
arModes: 'webxr scene-viewer quick-look',
exposure: 1,
shadowIntensity: 0,
background: '',
}
const firstTimeNames: Array<string> = []; // Needed for array values, which clear the array when overridden
function parseSetting(name: string, value: string): any {
let arrayElem = name.endsWith(".0")
if (arrayElem) name = name.slice(0, -2);
let prevValue = (settings as any)[name];
if (prevValue === undefined) throw new Error(`Unknown setting: ${name}`);
if (Array.isArray(prevValue) && !arrayElem) {
let toExtend = []
if (!firstTimeNames.includes(name)) {
firstTimeNames.push(name);
} else {
toExtend = prevValue;
}
toExtend.push(parseSetting(name + ".0", value));
return toExtend;
}
switch (typeof prevValue) {
case 'boolean':
return value === 'true';
case 'number':
return Number(value);
case 'string':
return value;
default:
throw new Error(`Unknown setting type: ${typeof prevValue}`);
}
}
// Auto-override any settings from the URL
const url = new URL(window.location.href);
url.searchParams.forEach((value, key) => {
if (key in settings) (settings as any)[key] = parseSetting(key, value);
})