mirror of
https://github.com/yeicor-3d/yet-another-cad-viewer.git
synced 2025-12-19 14:14:13 +01:00
118 lines
5.6 KiB
TypeScript
118 lines
5.6 KiB
TypeScript
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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import {Matrix4} from "three/src/math/Matrix4.js"
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/** Exports the colors used for the axes, primary and secondary. They match the orientation gizmo. */
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export const AxesColors = {
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x: [[247, 60, 60], [148, 36, 36]],
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z: [[108, 203, 38], [65, 122, 23]],
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y: [[23, 140, 240], [14, 84, 144]]
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}
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function buildSimpleGltf(doc: Document, rawPositions: number[], rawIndices: number[], rawColors: number[] | null, transform: Matrix4, name: string = '__helper', mode: number = WebGL2RenderingContext.LINES) {
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const buffer = doc.getRoot().listBuffers()[0] ?? doc.createBuffer(name + 'Buffer')
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const scene = doc.getRoot().getDefaultScene() ?? doc.getRoot().listScenes()[0] ?? doc.createScene(name + 'Scene')
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const positions = doc.createAccessor(name + 'Position')
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.setArray(new Float32Array(rawPositions) as TypedArray)
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.setType('VEC3')
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.setBuffer(buffer)
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const indices = doc.createAccessor(name + 'Indices')
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.setArray(new Uint32Array(rawIndices) as TypedArray)
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.setType('SCALAR')
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.setBuffer(buffer)
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let colors = null;
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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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.setBuffer(buffer);
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}
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const material = doc.createMaterial(name + 'Material')
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.setAlphaMode('OPAQUE')
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const geometry = doc.createPrimitive()
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.setIndices(indices)
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.setAttribute('POSITION', positions)
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.setMode(mode as any)
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.setMaterial(material)
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if (rawColors) {
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geometry.setAttribute('COLOR_0', colors)
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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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}
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/**
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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 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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];
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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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}
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/**
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* Create a new Grid helper as a GLTF model, useful for debugging sizes with an OrthographicCamera.
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*
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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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// Create transformed positions for the inner faces of the box
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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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let translation = new Matrix4().makeTranslation(offset.x, offset.y, offset.z)
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let rotation = new Matrix4().lookAt(new Vector3(), offset, new Vector3(0, 1, 0))
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let size2 = new Vector2();
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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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}
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}
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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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const rawPositions = [];
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const rawIndices = [];
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// Build the grid as triangles
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for (let i = 0; i <= divisions; i++) {
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const x = -size.x / 2 + size.x * i / divisions;
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const y = -size.y / 2 + size.y * i / divisions;
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// Vertical quad (two triangles)
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rawPositions.push(x - divisionWidth * size.x / 2, -size.y / 2, 0);
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rawPositions.push(x + divisionWidth * size.x / 2, -size.y / 2, 0);
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rawPositions.push(x + divisionWidth * size.x / 2, size.y / 2, 0);
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rawPositions.push(x - divisionWidth * size.x / 2, size.y / 2, 0);
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const baseIndex = i * 4;
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rawIndices.push(baseIndex, baseIndex + 1, baseIndex + 2);
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rawIndices.push(baseIndex, baseIndex + 2, baseIndex + 3);
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// Horizontal quad (two triangles)
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rawPositions.push(-size.x / 2, y - divisionWidth * size.y / 2, 0);
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rawPositions.push(size.x / 2, y - divisionWidth * size.y / 2, 0);
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rawPositions.push(size.x / 2, y + divisionWidth * size.y / 2, 0);
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rawPositions.push(-size.x / 2, y + divisionWidth * size.y / 2, 0);
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const baseIndex2 = (divisions + 1 + i) * 4;
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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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} |