Bladeren bron

Improved file extension handling, custom url modifiers, in asset import, add IObject3D.autoUpgradeChildren, IObject3D.acceptChildEvents, handle NaN in autoScale, center, camera near far, preRender, postRender events to RenderManager, use EventListener2 in some places, add modelRootScale to viewer options, Update Readme, some minor fixes,

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README.md Bestand weergeven

[![License: Apache 2.0](https://img.shields.io/badge/License-Apache%202.0-green.svg)](https://opensource.org/license/apache-2-0/) [![License: Apache 2.0](https://img.shields.io/badge/License-Apache%202.0-green.svg)](https://opensource.org/license/apache-2-0/)
[![Twitter](https://img.shields.io/twitter/url/https/twitter.com/repalash.svg?style=social&label=Follow%20%40repalash)](https://twitter.com/repalash) [![Twitter](https://img.shields.io/twitter/url/https/twitter.com/repalash.svg?style=social&label=Follow%20%40repalash)](https://twitter.com/repalash)


ThreePipe is a 3D framework built on top of [three.js](https://threejs.org/) in TypeScript with a focus on rendering quality, modularity, and extensibility.
ThreePipe is a modern 3D framework built on top of [three.js](https://threejs.org/), written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.


Key features include: Key features include:
- Simple, intuitive API for creating 3D model viewers/configurators/editors on web pages, with many built-in presets for common workflows and use-cases. - Simple, intuitive API for creating 3D model viewers/configurators/editors on web pages, with many built-in presets for common workflows and use-cases.
- Automatic disposal of all three.js resources with built-in reference management. - Automatic disposal of all three.js resources with built-in reference management.
- Realtime Realistic Rendering with screen-space post-processing effects from [webgi](https://webgi.dev/). - Realtime Realistic Rendering with screen-space post-processing effects from [webgi](https://webgi.dev/).


Checkout the documentation and guides on the [threepipe website](https://threepipe.org) for more details.

## Examples ## Examples


Code samples and demos covering various usecases and test are present in the [examples](./examples/) folder. Code samples and demos covering various usecases and test are present in the [examples](./examples/) folder.


## Getting Started ## Getting Started


Checkout the full [Getting Started Guide](https://threepipe.org/guide/getting-started.html) on [threepipe.com](https://threepipe.com)

### Local Setup

To create a new project locally

```npm create threepipe@latest```

And follow the instructions to create a new project.

### HTML/JS Quickstart (CDN) ### HTML/JS Quickstart (CDN)


```html ```html


<canvas id="three-canvas" style="width: 800px; height: 600px;"></canvas> <canvas id="three-canvas" style="width: 800px; height: 600px;"></canvas>
<script type="module"> <script type="module">
import {ThreeViewer, DepthBufferPlugin} from 'https://threepipe.org/dist/index.mjs'
import {ThreeViewer, DepthBufferPlugin} from 'https://unpkg.com/threepipe@latest/dist/index.mjs'


const viewer = new ThreeViewer({canvas: document.getElementById('three-canvas')}) const viewer = new ThreeViewer({canvas: document.getElementById('three-canvas')})




### React ### React


A sample [react](https://react.dev) component in tsx to render a model with an environment map.
The best way to use the viewer in react is to wrap it in a custom component.

Here is a sample [react](https://react.dev) component in tsx to render a model with an environment map.


```tsx ```tsx
import React from 'react' import React from 'react'


Another example with Vue SFC(Single file component): https://threepipe.org/examples/#vue-sfc-sample/ Another example with Vue SFC(Single file component): https://threepipe.org/examples/#vue-sfc-sample/


### Svelte
### Svelte (4)


A sample [svelte](https://svelte.dev/) component in js to render a model with an environment map. A sample [svelte](https://svelte.dev/) component in js to render a model with an environment map.




The viewer initializes with a Scene, Camera, Camera controls(Orbit Controls), several importers, exporters and a default rendering pipeline. Additional functionality can be added with plugins. The viewer initializes with a Scene, Camera, Camera controls(Orbit Controls), several importers, exporters and a default rendering pipeline. Additional functionality can be added with plugins.


Check out the GLTF Load example to see it in action or to check the JS equivalent code: https://threepipe.org/examples/#gltf-load/
Check out the glTF Load example to see it in action or to check the JS equivalent code: https://threepipe.org/examples/#gltf-load/


Check out the [Plugins](https://threepipe.org/guide/features.html#plugin-system) section to learn how to add additional functionality to the viewer. Check out the [Plugins](https://threepipe.org/guide/features.html#plugin-system) section to learn how to add additional functionality to the viewer.


- [TonemapPlugin](https://threepipe.org/plugin/TonemapPlugin.html) - Add tonemap to the final screen pass - [TonemapPlugin](https://threepipe.org/plugin/TonemapPlugin.html) - Add tonemap to the final screen pass
- [DropzonePlugin](https://threepipe.org/plugin/DropzonePlugin.html) - Drag and drop local files to import and load - [DropzonePlugin](https://threepipe.org/plugin/DropzonePlugin.html) - Drag and drop local files to import and load
- [ProgressivePlugin](https://threepipe.org/plugin/ProgressivePlugin.html) - Post-render pass to blend the last frame with the current frame - [ProgressivePlugin](https://threepipe.org/plugin/ProgressivePlugin.html) - Post-render pass to blend the last frame with the current frame
- [SSAAPlugin](https://threepipe.org/plugin/SSAAPlugin.html) - Add Super Sample Anti-Aliasing by applying jitter to the camera.
- [DepthBufferPlugin](https://threepipe.org/plugin/DepthBufferPlugin.html) - Pre-rendering of depth buffer
- [NormalBufferPlugin](https://threepipe.org/plugin/NormalBufferPlugin.html) - Pre-rendering of normal buffer
- [GBufferPlugin](https://threepipe.org/plugin/GBufferPlugin.html) - Pre-rendering of depth-normal and flags buffers in a single pass
- [SSAOPlugin](https://threepipe.org/plugin/SSAOPlugin.html) - Add SSAO(Screen Space Ambient Occlusion) for physical materials.
- [CanvasSnapshotPlugin](https://threepipe.org/plugin/CanvasSnapshotPlugin.html) - Add support for taking snapshots of the canvas
- [SSAAPlugin](https://threepipe.org/plugin/SSAAPlugin.html) - Add [Super Sample Anti-Aliasing](https://en.wikipedia.org/wiki/Supersampling) by applying jitter to the camera.
- [DepthBufferPlugin](https://threepipe.org/plugin/DepthBufferPlugin.html) - Pre-rendering of [depth buffer](https://en.wikipedia.org/wiki/Z-buffering)
- [NormalBufferPlugin](https://threepipe.org/plugin/NormalBufferPlugin.html) - Pre-rendering of normal buffer ([deferred shading](https://en.wikipedia.org/wiki/Deferred_shading))
- [GBufferPlugin](https://threepipe.org/plugin/GBufferPlugin.html) - Pre-rendering of depth-normal and flags buffers in a single pass ([deferred shading](https://en.wikipedia.org/wiki/Deferred_shading))
- [SSAOPlugin](https://threepipe.org/plugin/SSAOPlugin.html) - Add [SSAO(Screen Space Ambient Occlusion)](https://en.wikipedia.org/wiki/Screen_space_ambient_occlusion) for physical materials.
- [CanvasSnapshotPlugin](https://threepipe.org/plugin/CanvasSnapshotPlugin.html) - Add support for taking snapshots of the canvas with anti-aliasing and other options
- [PickingPlugin](https://threepipe.org/plugin/PickingPlugin.html) - Adds support for selecting objects in the viewer with user interactions and selection widgets - [PickingPlugin](https://threepipe.org/plugin/PickingPlugin.html) - Adds support for selecting objects in the viewer with user interactions and selection widgets
- [AssetExporterPlugin](https://threepipe.org/plugin/AssetExporterPlugin.html) - Provides options and methods to export the scene, object GLB or Viewer Configuration.
- [LoadingScreenPlugin](https://threepipe.org/plugin/LoadingScreenPlugin.html) - Shows a configurable loading screen overlay over the canvas.
- [AssetExporterPlugin](https://threepipe.org/plugin/AssetExporterPlugin.html) - Provides options and methods to export the scene/object GLB or Viewer Configuration JSON
- [LoadingScreenPlugin](https://threepipe.org/plugin/LoadingScreenPlugin.html) - Shows a configurable loading screen overlay over the canvas
- [FullScreenPlugin](https://threepipe.org/plugin/FullScreenPlugin.html) - Adds support for moving the canvas or the container fullscreen mode in browsers - [FullScreenPlugin](https://threepipe.org/plugin/FullScreenPlugin.html) - Adds support for moving the canvas or the container fullscreen mode in browsers
- [InteractionPromptPlugin](https://threepipe.org/plugin/InteractionPromptPlugin.html) - Adds an animated hand icon over canvas to prompt the user to interact - [InteractionPromptPlugin](https://threepipe.org/plugin/InteractionPromptPlugin.html) - Adds an animated hand icon over canvas to prompt the user to interact
- [TransformControlsPlugin](https://threepipe.org/plugin/TransformControlsPlugin.html) - Adds support for moving, rotating and scaling objects in the viewer with interactive widgets - [TransformControlsPlugin](https://threepipe.org/plugin/TransformControlsPlugin.html) - Adds support for moving, rotating and scaling objects in the viewer with interactive widgets
- [ContactShadowGroundPlugin](https://threepipe.org/plugin/ContactShadowGroundPlugin.html) - Adds a ground plane at runtime with contact shadows - [ContactShadowGroundPlugin](https://threepipe.org/plugin/ContactShadowGroundPlugin.html) - Adds a ground plane at runtime with contact shadows
- [GLTFAnimationPlugin](https://threepipe.org/plugin/GLTFAnimationPlugin.html) - Add support for playing and seeking gltf animations
- [GLTFAnimationPlugin](https://threepipe.org/plugin/GLTFAnimationPlugin.html) - Add support for playing and seeking glTF animations
- [PopmotionPlugin](https://threepipe.org/plugin/PopmotionPlugin.html) - Integrates with popmotion.io library for animation/tweening - [PopmotionPlugin](https://threepipe.org/plugin/PopmotionPlugin.html) - Integrates with popmotion.io library for animation/tweening
- [CameraViewPlugin](https://threepipe.org/plugin/CameraViewPlugin.html) - Add support for saving, loading, animating, looping between camera views - [CameraViewPlugin](https://threepipe.org/plugin/CameraViewPlugin.html) - Add support for saving, loading, animating, looping between camera views
- [TransformAnimationPlugin](https://threepipe.org/plugin/TransformAnimationPlugin.html) - Add support for saving, loading, animating, between object transforms - [TransformAnimationPlugin](https://threepipe.org/plugin/TransformAnimationPlugin.html) - Add support for saving, loading, animating, between object transforms
- [GeometryUVPreviewPlugin](https://threepipe.org/plugin/GeometryUVPreviewPlugin.html) - Preview UVs of any geometry in a UI panel over the canvas - [GeometryUVPreviewPlugin](https://threepipe.org/plugin/GeometryUVPreviewPlugin.html) - Preview UVs of any geometry in a UI panel over the canvas
- [FrameFadePlugin](https://threepipe.org/plugin/FrameFadePlugin.html) - Post-render pass to smoothly fade to a new rendered frame over time - [FrameFadePlugin](https://threepipe.org/plugin/FrameFadePlugin.html) - Post-render pass to smoothly fade to a new rendered frame over time
- [VignettePlugin](https://threepipe.org/plugin/VignettePlugin.html) - Add Vignette effect by patching the final screen pass - [VignettePlugin](https://threepipe.org/plugin/VignettePlugin.html) - Add Vignette effect by patching the final screen pass
- [ChromaticAberrationPlugin](https://threepipe.org/plugin/ChromaticAberrationPlugin.html) - Add Chromatic Aberration effect by patching the final screen pass
- [FilmicGrainPlugin](https://threepipe.org/plugin/FilmicGrainPlugin.html) - Add Filmic Grain effect by patching the final screen pass
- [ChromaticAberrationPlugin](https://threepipe.org/plugin/ChromaticAberrationPlugin.html) - Add [Chromatic Aberration](https://en.wikipedia.org/wiki/Chromatic_aberration) effect by patching the final screen pass
- [FilmicGrainPlugin](https://threepipe.org/plugin/FilmicGrainPlugin.html) - Add [Filmic Grain](https://en.wikipedia.org/wiki/Film_grain) effect by patching the final screen pass
- [NoiseBumpMaterialPlugin](https://threepipe.org/plugin/NoiseBumpMaterialPlugin.html) - Sparkle Bump/Noise Bump material extension for PhysicalMaterial - [NoiseBumpMaterialPlugin](https://threepipe.org/plugin/NoiseBumpMaterialPlugin.html) - Sparkle Bump/Noise Bump material extension for PhysicalMaterial
- [CustomBumpMapPlugin](https://threepipe.org/plugin/CustomBumpMapPlugin.html) - Custom Bump Map material extension for PhysicalMaterial
- [CustomBumpMapPlugin](https://threepipe.org/plugin/CustomBumpMapPlugin.html) - Adds multiple bump map support and bicubic filtering material extension for PhysicalMaterial
- [ClearcoatTintPlugin](https://threepipe.org/plugin/ClearcoatTintPlugin.html) - Clearcoat Tint material extension for PhysicalMaterial - [ClearcoatTintPlugin](https://threepipe.org/plugin/ClearcoatTintPlugin.html) - Clearcoat Tint material extension for PhysicalMaterial
- [FragmentClippingExtensionPlugin](https://threepipe.org/plugin/FragmentClippingExtensionPlugin.html) - Fragment/SDF Clipping material extension for PhysicalMaterial - [FragmentClippingExtensionPlugin](https://threepipe.org/plugin/FragmentClippingExtensionPlugin.html) - Fragment/SDF Clipping material extension for PhysicalMaterial
- [ParallaxMappingPlugin](https://threepipe.org/plugin/ParallaxMappingPlugin.html) - Relief Parallax Bump Mapping extension for PhysicalMaterial - [ParallaxMappingPlugin](https://threepipe.org/plugin/ParallaxMappingPlugin.html) - Relief Parallax Bump Mapping extension for PhysicalMaterial
- [HDRiGroundPlugin](https://threepipe.org/plugin/HDRiGroundPlugin.html) - Add support for ground projected hdri/skybox to the webgl background shader. - [HDRiGroundPlugin](https://threepipe.org/plugin/HDRiGroundPlugin.html) - Add support for ground projected hdri/skybox to the webgl background shader.
- [VirtualCamerasPlugin](https://threepipe.org/plugin/VirtualCamerasPlugin.html) - Add support for rendering virtual cameras before the main one every frame. - [VirtualCamerasPlugin](https://threepipe.org/plugin/VirtualCamerasPlugin.html) - Add support for rendering virtual cameras before the main one every frame.
- [EditorViewWidgetPlugin](https://threepipe.org/plugin/EditorViewWidgetPlugin.html) - Adds an interactive ViewHelper/AxisHelper that syncs with the main camera.
- [EditorViewWidgetPlugin](https://threepipe.org/plugin/EditorViewWidgetPlugin.html) - Adds an interactive `ViewHelper`/`AxisHelper` that syncs with the main camera.
- [Object3DWidgetsPlugin](https://threepipe.org/plugin/Object3DWidgetsPlugin.html) - Automatically create light and camera helpers/gizmos when they are added to the scene. - [Object3DWidgetsPlugin](https://threepipe.org/plugin/Object3DWidgetsPlugin.html) - Automatically create light and camera helpers/gizmos when they are added to the scene.
- [Object3DGeneratorPlugin](https://threepipe.org/plugin/Object3DGeneratorPlugin.html) - Provides UI and API to create scene objects like lights, cameras, meshes, etc.
- [DeviceOrientationControlsPlugin](https://threepipe.org/plugin/DeviceOrientationControlsPlugin.html) - Adds a controlsMode to the mainCamera for device orientation controls(gyroscope rotation control).
- [PointerLockControlsPlugin](https://threepipe.org/plugin/PointerLockControlsPlugin.html) - Adds a controlsMode to the mainCamera for pointer lock controls.
- [ThreeFirstPersonControlsPlugin](https://threepipe.org/plugin/ThreeFirstPersonControlsPlugin.html) - Adds a controlsMode to the mainCamera for first person controls from threejs.
- [GLTFKHRMaterialVariantsPlugin](https://threepipe.org/plugin/GLTFKHRMaterialVariantsPlugin.html) - Support using for variants from KHR_materials_variants extension in gltf models.
- [Rhino3dmLoadPlugin](https://threepipe.org/plugin/Rhino3dmLoadPlugin.html) - Add support for loading .3dm files
- [Object3DGeneratorPlugin](https://threepipe.org/plugin/Object3DGeneratorPlugin.html) - Provides an API and UI to create scene objects like lights, cameras, meshes, etc.
- [DeviceOrientationControlsPlugin](https://threepipe.org/plugin/DeviceOrientationControlsPlugin.html) - Adds a `controlsMode` to the `mainCamera` for device orientation controls(gyroscope rotation control).
- [PointerLockControlsPlugin](https://threepipe.org/plugin/PointerLockControlsPlugin.html) - Adds a `controlsMode` to the `mainCamera` for pointer lock controls.
- [ThreeFirstPersonControlsPlugin](https://threepipe.org/plugin/ThreeFirstPersonControlsPlugin.html) - Adds a `controlsMode` to the `mainCamera` for first person controls from threejs.
- [GLTFKHRMaterialVariantsPlugin](https://threepipe.org/plugin/GLTFKHRMaterialVariantsPlugin.html) - Support using for variants from KHR_materials_variants extension in glTF models.
- [Rhino3dmLoadPlugin](https://threepipe.org/plugin/Rhino3dmLoadPlugin.html) - Add support for loading .3dm files ([Rhino 3D](https://www.rhino3d.com/))
- [PLYLoadPlugin](https://threepipe.org/plugin/PLYLoadPlugin.html) - Add support for loading .ply files - [PLYLoadPlugin](https://threepipe.org/plugin/PLYLoadPlugin.html) - Add support for loading .ply files
- [STLLoadPlugin](https://threepipe.org/plugin/STLLoadPlugin.html) - Add support for loading .stl files
- [KTX2LoadPlugin](https://threepipe.org/plugin/KTX2LoadPlugin.html) - Add support for loading .ktx2 files
- [KTXLoadPlugin](https://threepipe.org/plugin/KTXLoadPlugin.html) - Add support for loading .ktx files
- [USDZLoadPlugin](https://threepipe.org/plugin/USDZLoadPlugin.html) - Add support for loading .usdz files
- [GLTFMeshOptDecodePlugin](https://threepipe.org/plugin/GLTFMeshOptDecodePlugin.html) - Decode gltf files with EXT_meshopt_compression extension.
- [STLLoadPlugin](https://threepipe.org/plugin/STLLoadPlugin.html) - Add support for loading .stl files ([STL](https://en.wikipedia.org/wiki/STL_(file_format)))
- [KTX2LoadPlugin](https://threepipe.org/plugin/KTX2LoadPlugin.html) - Add support for loading .ktx2 files ([KTX2 - GPU Compressed Textures](https://doc.babylonjs.com/features/featuresDeepDive/materials/using/ktx2Compression))
- [KTXLoadPlugin](https://threepipe.org/plugin/KTXLoadPlugin.html) - Add support for loading .ktx files (Note - use ktx2)
- [USDZLoadPlugin](https://threepipe.org/plugin/USDZLoadPlugin.html) - Add partial support for loading .usdz, .usda files ([USDZ](https://en.wikipedia.org/wiki/Universal_Scene_Description))
- [GLTFMeshOptDecodePlugin](https://threepipe.org/plugin/GLTFMeshOptDecodePlugin.html) - Decode glTF files with [EXT_meshopt_compression](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_meshopt_compression/README.md) extension.
- [SimplifyModifierPlugin](https://threepipe.org/plugin/SimplifyModifierPlugin.html) - Boilerplate for plugin to simplify geometries - [SimplifyModifierPlugin](https://threepipe.org/plugin/SimplifyModifierPlugin.html) - Boilerplate for plugin to simplify geometries
- [MeshOptSimplifyModifierPlugin](https://threepipe.org/plugin/MeshOptSimplifyModifierPlugin.html) - Simplify geometries using meshoptimizer library
- [MeshOptSimplifyModifierPlugin](https://threepipe.org/plugin/MeshOptSimplifyModifierPlugin.html) - Simplify geometries using [meshoptimizer](https://github.com/zeux/meshoptimizer) library
- [Packages](https://threepipe.org/guide/threepipe-packages.html) - [Packages](https://threepipe.org/guide/threepipe-packages.html)
- [@threepipe/plugin-tweakpane](https://threepipe.org/package/plugin-tweakpane.html) Tweakpane UI Plugin
- [@threepipe/plugin-blueprintjs](https://threepipe.org/package/plugin-blueprintjs.html) BlueprintJs UI Plugin
- [@threepipe/plugin-tweakpane-editor](https://threepipe.org/package/plugin-tweakpane-editor.html) - Tweakpane Editor Plugin
- [@threepipe/plugin-configurator](https://threepipe.org/package/plugin-configurator.html) - Provides Material Configurator and Switch Node Plugin to allow users to select variations
- [@threepipe/plugin-gltf-transform](https://threepipe.org/package/plugin-gltf-transform.html) - Plugin to transform gltf models (draco compression)
- [@threepipe/plugin-tweakpane](https://threepipe.org/package/plugin-tweakpane.html) [Tweakpane](https://tweakpane.github.io/docs/) UI Plugin
- [@threepipe/plugin-blueprintjs](https://threepipe.org/package/plugin-blueprintjs.html) [BlueprintJs](https://blueprintjs.com/) UI Plugin
- [@threepipe/plugin-tweakpane-editor](https://threepipe.org/package/plugin-tweakpane-editor.html) - Editor Plugin using Tweakpane for plugin UI
- [@threepipe/plugin-configurator](../package/plugin-configurator) - Provides `MaterialConfiguratorPlugin` and `SwitchNodePlugin` to allow users to select variations
- [@threepipe/plugin-gltf-transform](https://threepipe.org/package/plugin-gltf-transform.html) - Plugin to transform glTF models (draco compression)
- [@threepipe/plugins-extra-importers](https://threepipe.org/package/plugins-extra-importers.html) - Plugin for loading more file types supported by loaders in three.js - [@threepipe/plugins-extra-importers](https://threepipe.org/package/plugins-extra-importers.html) - Plugin for loading more file types supported by loaders in three.js
- [@threepipe/plugin-blend-importer](https://threepipe.org/package/plugin-blend-importer.html) - Blender to add support for loading .blend file
- [@threepipe/plugin-blend-importer](https://threepipe.org/package/plugin-blend-importer.html) - Add support for loading .blend file. (Partial/WIP) ([Blender](https://www.blender.org/))
- [@threepipe/plugin-geometry-generator](https://threepipe.org/package/plugin-geometry-generator.html) - Generate parametric geometry types that can be re-generated from UI/API. - [@threepipe/plugin-geometry-generator](https://threepipe.org/package/plugin-geometry-generator.html) - Generate parametric geometry types that can be re-generated from UI/API.
- [@threepipe/plugin-gaussian-splatting](https://threepipe.org/package/plugin-gaussian-splatting.html) - Gaussian Splatting plugin for loading and rendering splat files - [@threepipe/plugin-gaussian-splatting](https://threepipe.org/package/plugin-gaussian-splatting.html) - Gaussian Splatting plugin for loading and rendering splat files
- [@threepipe/plugin-network](https://threepipe.org/package/plugin-network.html) - Network/Cloud related plugin implementations for Threepipe. - [@threepipe/plugin-network](https://threepipe.org/package/plugin-network.html) - Network/Cloud related plugin implementations for Threepipe.

+ 1
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package.json Bestand weergeven

{ {
"name": "threepipe", "name": "threepipe",
"version": "0.0.40", "version": "0.0.40",
"description": "A 3D viewer framework built on top of three.js in TypeScript with a focus on quality rendering, modularity and extensibility.",
"description": "A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.",
"main": "dist/index.js", "main": "dist/index.js",
"module": "dist/index.mjs", "module": "dist/index.mjs",
"types": "dist/index.d.ts", "types": "dist/index.d.ts",

+ 22
- 8
src/assetmanager/AssetImporter.ts Bestand weergeven

this.dispatchEvent({type: 'importFile', path, state:'downloading', progress: 0}) this.dispatchEvent({type: 'importFile', path, state:'downloading', progress: 0})
let res: ImportResult | ImportResult[] | undefined let res: ImportResult | ImportResult[] | undefined
try { try {
const loader = this.registerFile(path, file)
const loader = this.registerFile(path, file, options.fileExtension, options.fileHandler)


// const url = this.resolveURL(path) // todo: why is this required? maybe for query string? // const url = this.resolveURL(path) // todo: why is this required? maybe for query string?
// const path2 = path.replace(/\?.*$/, '') // remove query string to find the handler properly // const path2 = path.replace(/\?.*$/, '') // remove query string to find the handler properly
// baseUrl: LoaderUtils.extractUrlBase(url), // baseUrl: LoaderUtils.extractUrlBase(url),
} }


loader.loadFileOptions = options
res = await loader.loadAsync(path + (options.queryString ? (path.includes('?') ? '&' : '?') + options.queryString : ''), (e)=>{ res = await loader.loadAsync(path + (options.queryString ? (path.includes('?') ? '&' : '?') + options.queryString : ''), (e)=>{
if (onDownloadProgress) onDownloadProgress(e) if (onDownloadProgress) onDownloadProgress(e)
const total = e.lengthComputable ? e.total : undefined
this.dispatchEvent({ this.dispatchEvent({
type: 'importFile', path, type: 'importFile', path,
state:'downloading', state:'downloading',
loadedBytes: e.loaded || undefined, loadedBytes: e.loaded || undefined,
totalBytes: e.total || undefined,
progress: e.total > 0 ? e.loaded / e.total : 1,
totalBytes: total && total < e.loaded ? e.loaded : e.total || undefined, // sometimes total is more than e.loaded
progress: total && total > 0 && total > e.loaded ? e.loaded / total : 1,
}) })
}) })
if (loader.transform) res = await loader.transform(res, options) if (loader.transform) res = await loader.transform(res, options)
delete loader.loadFileOptions


this._rootContext = undefined this._rootContext = undefined


* Register a file in the database and return a loader for it. If the loader does not exist, it will be created. * Register a file in the database and return a loader for it. If the loader does not exist, it will be created.
* @param path * @param path
* @param file * @param file
* @param extension
* @param loader
*/ */
registerFile(path: string, file?: IFile): ILoader | undefined {
registerFile(path: string, file?: IFile, extension?: string, loader?: ILoader): ILoader | undefined {
const isData = path.startsWith('data:') || false const isData = path.startsWith('data:') || false
if (!isData) path = path.replace(/\?.*$/, '') // remove query string if (!isData) path = path.replace(/\?.*$/, '') // remove query string


const ext = isData ? undefined : file?.ext ?? parseFileExtension(file?.name ?? path.trim())?.toLowerCase()
const ext = extension || (isData ? undefined : file?.ext ?? parseFileExtension(file?.name ?? path.trim())?.toLowerCase())
const mime = file?.mime ?? isData ? path.slice(0, path.indexOf(';')).split(':')[1] || undefined : undefined const mime = file?.mime ?? isData ? path.slice(0, path.indexOf(';')).split(':')[1] || undefined : undefined


if (file) { if (file) {
this._fileDatabase.set(path, file) this._fileDatabase.set(path, file)
} }


return this._getLoader(path) || this._createLoader(path, ext, mime)
return loader || this._getLoader(path, ext, mime) || this._createLoader(path, ext, mime)
} }


/** /**
return this._loadingManager.resolveURL(url) return this._loadingManager.resolveURL(url)
} }


protected _urlModifiers: ((url: string) => string)[] = []
addURLModifier(modifier: (url: string) => string) {
this._urlModifiers.push(modifier)
}
removeURLModifier(modifier: (url: string) => string) {
const index = this._urlModifiers.indexOf(modifier)
if (index >= 0) this._urlModifiers.splice(index, 1)
}

protected _urlModifier(url: string) { protected _urlModifier(url: string) {
url = this._urlModifiers.reduce((acc, modifier) => modifier(acc), url)
let normalizedURL = decodeURI(url) let normalizedURL = decodeURI(url)
const rootUrl = this._rootContext?.rootUrl const rootUrl = this._rootContext?.rootUrl
if (!normalizedURL.includes('://') && rootUrl && !normalizedURL.startsWith(rootUrl)) if (!normalizedURL.includes('://') && rootUrl && !normalizedURL.startsWith(rootUrl))
if (isRoot && !importer.root) return false if (isRoot && !importer.root) return false
if (mime && importer.mime?.find(m => mime === m)) return true if (mime && importer.mime?.find(m => mime === m)) return true
if (importer.ext.find(iext => if (importer.ext.find(iext =>
ext && iext === ext
|| name?.toLowerCase()?.endsWith('.' + iext)
ext ? iext === ext : name?.toLowerCase()?.endsWith('.' + iext)
|| iext?.startsWith('data:') && name?.startsWith(iext))) return true || iext?.startsWith('data:') && name?.startsWith(iext))) return true
return false return false
}) })

+ 8
- 1
src/assetmanager/IAssetImporter.ts Bestand weergeven

} }


export interface LoadFileOptions { export interface LoadFileOptions {
/**
* The file extension to use for the file. If not specified, the importer will try to determine the file extension from the file name/url.
*/
fileExtension?: string,
/** /**
* The custom {@link ILoader} to use for the file. If not specified, the importer will try to determine the loader from the file extension. * The custom {@link ILoader} to use for the file. If not specified, the importer will try to determine the loader from the file extension.
*/ */
fileHandler?: any,
fileHandler?: ILoader,
/** /**
* Query string to add to the url. Default = undefined * Query string to add to the url. Default = undefined
*/ */
*/ */
processRaw(res: any, options: ProcessRawOptions): Promise<any[]> processRaw(res: any, options: ProcessRawOptions): Promise<any[]>


addURLModifier(modifier: (url: string) => string): void
removeURLModifier(modifier: (url: string) => string): void

} }



+ 5
- 4
src/assetmanager/IImporter.ts Bestand weergeven

import {Loader} from 'three' import {Loader} from 'three'
import {IAssetImporter} from './IAssetImporter'
import {AnyOptions, IDisposable} from 'ts-browser-helpers'
import {IAssetImporter, LoadFileOptions} from './IAssetImporter'
import {IDisposable} from 'ts-browser-helpers'


export interface ILoader<T = any, T2 = any> extends Loader, Partial<IDisposable> {
export interface ILoader<T = any, T2 = T> extends Loader, Partial<IDisposable> {
loadFileOptions?: LoadFileOptions
loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<any>; loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<any>;
/** /**
* Transform after load, like convert geometry to mesh, etc. for reference see {@link DRACOLoader2} or {@link PLYLoadPlugin} * Transform after load, like convert geometry to mesh, etc. for reference see {@link DRACOLoader2} or {@link PLYLoadPlugin}
* @param res - result of load * @param res - result of load
* @param options * @param options
*/ */
transform?(res: T, options: AnyOptions): T2|Promise<T2>
transform?(res: T, options: LoadFileOptions): T2|Promise<T2>
} }
export interface IImporter { export interface IImporter {
ext: string[]; ext: string[];

+ 1
- 1
src/assetmanager/import/GLTFLoader2.ts Bestand weergeven

this.setMeshoptDecoder(window.MeshoptDecoder) this.setMeshoptDecoder(window.MeshoptDecoder)
parser.options.meshoptDecoder = window.MeshoptDecoder parser.options.meshoptDecoder = window.MeshoptDecoder
} else { } else {
console.error('Add GLTFMeshOptPlugin(and initialize it) to viewer to enable EXT_meshopt_compression decode')
console.error('Add GLTFMeshOptDecodePlugin(and initialize it) to viewer to enable EXT_meshopt_compression decode')
} }
} }



+ 38
- 1
src/core/IObject.ts Bestand weergeven

import {IMaterial, IMaterialEventMap} from './IMaterial' import {IMaterial, IMaterialEventMap} from './IMaterial'
import {EventListener2, Object3D, Object3DEventMap, Vector3} from 'three'
import {Box3, EventListener2, Object3D, Object3DEventMap, Sphere, Vector3} from 'three'
import {ChangeEvent, IUiConfigContainer, UiObjectConfig} from 'uiconfig.js' import {ChangeEvent, IUiConfigContainer, UiObjectConfig} from 'uiconfig.js'
import {IGeometry, IGeometryEventMap} from './IGeometry' import {IGeometry, IGeometryEventMap} from './IGeometry'
import {IImportResultUserData} from '../assetmanager' import {IImportResultUserData} from '../assetmanager'
*/ */
dispose(removeFromParent?: boolean): void; dispose(removeFromParent?: boolean): void;


/**
* A promise can be set by the object to indicate that the object is loading.
* This can be used by the scene, viewer, plugins to defer actions until the object is loaded.
*/
_loadingPromise?: Promise<void>

/**
* For InstancedMesh, SkinnedMesh etc
*/
boundingBox?: Box3 | null
/**
* For InstancedMesh, SkinnedMesh etc
*/
boundingSphere?: Sphere | null
/**
* For InstancedMesh, SkinnedMesh etc
* Computes bounding box, updating {@link boundingBox | .boundingBox} attribute.
* @remarks Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
*/
computeBoundingBox?(): void;

/**
* For InstancedMesh, SkinnedMesh etc
* Computes bounding sphere, updating {@link boundingSphere | .boundingSphere} attribute.
* @remarks bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
*/
computeBoundingSphere?(): void;

/**
* Set to `false` to disable propagation of any events from its children.
*/
acceptChildEvents?: boolean
/**
* Set to `false` to disable automatic call of `upgradeObject3D` when a child is added.
*/
autoUpgradeChildren?: boolean

// region inherited type fixes // region inherited type fixes


traverse(callback: (object: IObject3D) => void): void traverse(callback: (object: IObject3D) => void): void

+ 8
- 0
src/core/IRenderer.ts Bestand weergeven

contextLost: { contextLost: {
event: WebGLContextEvent event: WebGLContextEvent
} }
preRender: {
scene: IScene
renderToScreen: boolean
}
postRender: {
scene: IScene
renderToScreen: boolean
}
} }


export interface RendererBlitOptions {source?: Texture, viewport?: Vector4, material?: ShaderMaterial, clear?: boolean, respectColorSpace?: boolean, blending?: Blending, transparent?: boolean} export interface RendererBlitOptions {source?: Texture, viewport?: Vector4, material?: ShaderMaterial, clear?: boolean, respectColorSpace?: boolean, blending?: Blending, transparent?: boolean}

+ 3
- 3
src/core/camera/PerspectiveCamera2.ts Bestand weergeven

import {Camera, IUniform, Object3D, PerspectiveCamera, Vector3} from 'three' import {Camera, IUniform, Object3D, PerspectiveCamera, Vector3} from 'three'
import {generateUiConfig, uiInput, UiObjectConfig, uiSlider, uiToggle, uiVector} from 'uiconfig.js'
import {generateUiConfig, uiInput, uiNumber, UiObjectConfig, uiSlider, uiToggle, uiVector} from 'uiconfig.js'
import {onChange, onChange2, onChange3, serialize} from 'ts-browser-helpers' import {onChange, onChange2, onChange3, serialize} from 'ts-browser-helpers'
import type {ICamera, ICameraEventMap, ICameraUserData, TCameraControlsMode} from '../ICamera' import type {ICamera, ICameraEventMap, ICameraUserData, TCameraControlsMode} from '../ICamera'
import {ICameraSetDirtyOptions} from '../ICamera' import {ICameraSetDirtyOptions} from '../ICamera'
@serialize() declare focus: number @serialize() declare focus: number


@onChange3(PerspectiveCamera2.prototype.setDirty) @onChange3(PerspectiveCamera2.prototype.setDirty)
@uiSlider('FoV Zoom', [0.001, 10], 0.001)
@uiNumber('FoV Zoom')
@serialize() declare zoom: number @serialize() declare zoom: number


@uiVector('Position', undefined, undefined, (that:PerspectiveCamera2)=>({onChange: ()=>that.setDirty()})) @uiVector('Position', undefined, undefined, (that:PerspectiveCamera2)=>({onChange: ()=>that.setDirty()}))
this.getWorldPosition(this._positionWorld) this.getWorldPosition(this._positionWorld)


iCameraCommons.setDirty.call(this, options) iCameraCommons.setDirty.call(this, options)
if (options?.last !== false) if (options?.last !== false)
this._camUi.forEach(u=>u?.uiRefresh?.(false, 'postFrame', 1)) // because camera changes a lot. so we dont want to deep refresh ui on every change this._camUi.forEach(u=>u?.uiRefresh?.(false, 'postFrame', 1)) // because camera changes a lot. so we dont want to deep refresh ui on every change
} }

+ 31
- 17
src/core/object/RootScene.ts Bestand weergeven

if (addToRoot) this.add(obj) if (addToRoot) this.add(obj)
else this.modelRoot.add(obj) else this.modelRoot.add(obj)


if (autoCenter && !obj.userData.isCentered && !obj.userData.pseudoCentered) { // pseudoCentered is legacy
obj.autoCenter?.()
} else {
obj.userData.isCentered = true // mark as centered, so that autoCenter is not called again when file is reloaded.
}
if (autoScale && !obj.userData.autoScaled) {
obj.autoScale?.(obj.userData.autoScaleRadius || autoScaleRadius)
} else {
obj.userData.autoScaled = true // mark as auto-scaled, so that autoScale is not called again when file is reloaded.
}
if (centerGeometries && !obj.userData.geometriesCentered) {
this.centerAllGeometries(centerGeometriesKeepPosition, obj)
obj.userData.geometriesCentered = true
} else {
obj.userData.geometriesCentered = true // mark as centered, so that geometry center is not called again when file is reloaded.
const process = () => {
if (autoCenter && !obj.userData.isCentered && !obj.userData.pseudoCentered) { // pseudoCentered is legacy
obj.autoCenter && obj.autoCenter()
} else {
obj.userData.isCentered = true // mark as centered, so that autoCenter is not called again when file is reloaded.
}
if (autoScale && !obj.userData.autoScaled) {
obj.autoScale && obj.autoScale(obj.userData.autoScaleRadius || autoScaleRadius)
} else {
obj.userData.autoScaled = true // mark as auto-scaled, so that autoScale is not called again when file is reloaded.
}
if (centerGeometries && !obj.userData.geometriesCentered) {
this.centerAllGeometries(centerGeometriesKeepPosition, obj)
obj.userData.geometriesCentered = true
} else {
obj.userData.geometriesCentered = true // mark as centered, so that geometry center is not called again when file is reloaded.
}
} }
if (obj._loadingPromise) obj._loadingPromise.finally(process)
else process()


if (license) obj.userData.license = [obj.userData.license, license].filter(v=>v).join(', ') if (license) obj.userData.license = [obj.userData.license, license].filter(v=>v).join(', ')




// todo check if this takes too much time with large scenes(when moving the camera and not animating), but we also need to support animations // todo check if this takes too much time with large scenes(when moving the camera and not animating), but we also need to support animations
const bbox = this.getBounds(false) // todo: can we use this._sceneBounds or will it have some issue with animation? const bbox = this.getBounds(false) // todo: can we use this._sceneBounds or will it have some issue with animation?
const size = bbox.getSize(this._v2).length()
if (size < 0.001) {
camera.near = camera.userData.minNearPlane ?? 0.5
camera.far = camera.userData.maxFarPlane ?? 1000
return
}

camera.getWorldPosition(this._v1).sub(bbox.getCenter(this._v2)) camera.getWorldPosition(this._v1).sub(bbox.getCenter(this._v2))
const radius = 1.5 * bbox.getSize(this._v2).length() / 2.
const radius = 1.5 * Math.max(0.25, size) / 2.
const dist = this._v1.length() const dist = this._v1.length()


// new way // new way
const dist1 = Math.max(0.1, -this._v1.normalize().dot(camera.getWorldDirection(new Vector3()))) const dist1 = Math.max(0.1, -this._v1.normalize().dot(camera.getWorldDirection(new Vector3())))
const near = Math.max(Math.max(camera.userData.minNearPlane ?? 0.5, 0.001), dist1 * (dist - radius)) const near = Math.max(Math.max(camera.userData.minNearPlane ?? 0.5, 0.001), dist1 * (dist - radius))
const far = Math.min(Math.max(near + radius, dist1 * (dist + radius)), camera.userData.maxFarPlane ?? 1000)
let far = Math.min(Math.max(near + radius, dist1 * (dist + radius)), camera.userData.maxFarPlane ?? 1000)


// old way, has issues when panning very far from the camera target // old way, has issues when panning very far from the camera target
// const near = Math.max(camera.userData.minNearPlane ?? 0.2, dist - radius) // const near = Math.max(camera.userData.minNearPlane ?? 0.2, dist - radius)
// const far = Math.min(Math.max(near + 1, dist + radius), camera.userData.maxFarPlane ?? 1000) // const far = Math.min(Math.max(near + 1, dist + radius), camera.userData.maxFarPlane ?? 1000)


if (far < near || far - near < 0.1) {
far = near + 0.1
}
camera.near = near camera.near = near
camera.far = far camera.far = far



+ 1
- 1
src/core/object/iCameraCommons.ts Bestand weergeven

} }
// } // }
this.dispatchEvent({...options, type: 'update', bubbleToParent: false, camera: this}) // does not bubble this.dispatchEvent({...options, type: 'update', bubbleToParent: false, camera: this}) // does not bubble
this.dispatchEvent({...options, type: 'cameraUpdate', bubbleToParent: true}) // this sets dirty in the viewer
this.dispatchEvent({...options, type: 'cameraUpdate', bubbleToParent: true, camera: this}) // this sets dirty in the viewer
iObjectCommons.setDirty.call(this, {refreshScene: false, ...options}) iObjectCommons.setDirty.call(this, {refreshScene: false, ...options})
}, },
activateMain: function(this: ICamera, options: Omit<ICameraEventMap['activateMain'], 'bubbleToParent'> = {}, _internal = false, _refresh = true, canvas?: HTMLCanvasElement): void { activateMain: function(this: ICamera, options: Omit<ICameraEventMap['activateMain'], 'bubbleToParent'> = {}, _internal = false, _refresh = true, canvas?: HTMLCanvasElement): void {

+ 17
- 8
src/core/object/iObjectCommons.ts Bestand weergeven

import {Event, Matrix4, Mesh, Vector3} from 'three' import {Event, Matrix4, Mesh, Vector3} from 'three'
import {IMaterial} from '../IMaterial' import {IMaterial} from '../IMaterial'
import {objectHasOwn} from 'ts-browser-helpers'
import {IEvent, objectHasOwn} from 'ts-browser-helpers'
import {IObject3D, IObject3DEventMap, IObjectProcessor, IObjectSetDirtyOptions} from '../IObject' import {IObject3D, IObject3DEventMap, IObjectProcessor, IObjectSetDirtyOptions} from '../IObject'
import {copyObject3DUserData} from '../../utils' import {copyObject3DUserData} from '../../utils'
import {IGeometry, IGeometryEventMap} from '../IGeometry' import {IGeometry, IGeometryEventMap} from '../IGeometry'
makeUiConfig: makeIObject3DUiConfig, makeUiConfig: makeIObject3DUiConfig,


autoCenter: function<T extends IObject3D>(this: T, setDirty = true, undo = false): T { autoCenter: function<T extends IObject3D>(this: T, setDirty = true, undo = false): T {
// todo use bounding sphere?
if (undo) { if (undo) {
if (!this.userData.autoCentered || !this.userData._lastCenter) return this if (!this.userData.autoCentered || !this.userData._lastCenter) return this
if (!isFinite(this.userData._lastCenter.lengthSq())) return this
this.position.add(this.userData._lastCenter) this.position.add(this.userData._lastCenter)
delete this.userData.autoCentered delete this.userData.autoCentered
delete this.userData.isCentered delete this.userData.isCentered
} else { } else {
const bb = new Box3B().expandByObject(this, true, true) const bb = new Box3B().expandByObject(this, true, true)
const center = bb.getCenter(new Vector3()) const center = bb.getCenter(new Vector3())
if (!isFinite(center.lengthSq())) return this
this.userData._lastCenter = center/* .clone()*/ this.userData._lastCenter = center/* .clone()*/
this.position.sub(center) this.position.sub(center)
this.userData.autoCentered = true this.userData.autoCentered = true


dispatchEvent: (superDispatch: IObject3D['dispatchEvent']): IObject3D['dispatchEvent'] => dispatchEvent: (superDispatch: IObject3D['dispatchEvent']): IObject3D['dispatchEvent'] =>
function(this: IObject3D, event): void { function(this: IObject3D, event): void {
if ((event as IEvent<any>).target && (event as IEvent<any>).target !== this && this.acceptChildEvents === false) return
if ((event as IObject3DEventMap['objectUpdate']).bubbleToParent || this.userData?.__autoBubbleToParentEvents?.includes(event.type)) { if ((event as IObject3DEventMap['objectUpdate']).bubbleToParent || this.userData?.__autoBubbleToParentEvents?.includes(event.type)) {
// console.log('parent dispatch', e, this.parentRoot, this.parent) // console.log('parent dispatch', e, this.parentRoot, this.parent)
const pRoot = this.parentRoot || this.parent const pRoot = this.parentRoot || this.parent
}, },
add: (superAdd: IObject3D['add']): IObject3D['add'] => add: (superAdd: IObject3D['add']): IObject3D['add'] =>
function(this: IObject3D, ...args): IObject3D { function(this: IObject3D, ...args): IObject3D {
for (const a of args) iObjectCommons.upgradeObject3D.call(a, this.parentRoot || this, this.objectProcessor)
if (this.autoUpgradeChildren !== false) {
for (const a of args) iObjectCommons.upgradeObject3D.call(a, this.parentRoot || this, this.objectProcessor)
}
return superAdd.call(this, ...args) return superAdd.call(this, ...args)
}, },
dispose: (superDispose?: IObject3D['dispose']) => dispose: (superDispose?: IObject3D['dispose']) =>
* @param parent * @param parent
* @param objectProcessor * @param objectProcessor
*/ */
function upgradeObject3D(this: IObject3D, parent?: IObject3D|undefined, objectProcessor?: IObjectProcessor): void {
if (!this) return
function upgradeObject3D(this: IObject3D, parent?: IObject3D|undefined, objectProcessor?: IObjectProcessor): IObject3D {
if (!this) return this
// console.log('upgradeObject3D', this, parent, objectProcessor) // console.log('upgradeObject3D', this, parent, objectProcessor)
// if (this.__disposed) { // if (this.__disposed) {
// console.warn('re-init/re-add disposed object, things might not work as intended', this) // console.warn('re-init/re-add disposed object, things might not work as intended', this)
this.userData.uuid = this.uuid this.userData.uuid = this.uuid


// not checking assetType but custom var __objectSetup because its required in types sometimes, check PerspectiveCamera2 // not checking assetType but custom var __objectSetup because its required in types sometimes, check PerspectiveCamera2
// if (this.assetType) return
// if (this.assetType) return this


if (this.userData.__objectSetup) return
if (this.userData.__objectSetup) return this
this.userData.__objectSetup = true this.userData.__objectSetup = true


if (!this.objectProcessor) this.objectProcessor = objectProcessor || this.parent?.objectProcessor || parent?.objectProcessor if (!this.objectProcessor) this.objectProcessor = objectProcessor || this.parent?.objectProcessor || parent?.objectProcessor


// todo: serialization? // todo: serialization?


const children = [...this.children]
for (const c of children) upgradeObject3D.call(c, this)
if (this.autoUpgradeChildren !== false) {
const children = [...this.children]
for (const c of children) upgradeObject3D.call(c, this)
}


// region Legacy // region Legacy




this.objectProcessor?.processObject(this) this.objectProcessor?.processObject(this)


return this
} }

+ 4
- 4
src/plugins/animation/TransformAnimationPlugin.ts Bestand weergeven

import {Quaternion, Vector3} from 'three'
import {EventListener2, Quaternion, Vector3} from 'three'
import {AViewerPluginSync, ThreeViewer} from '../../viewer' import {AViewerPluginSync, ThreeViewer} from '../../viewer'
import {UiObjectConfig} from 'uiconfig.js' import {UiObjectConfig} from 'uiconfig.js'
import {PopmotionPlugin} from './PopmotionPlugin' import {PopmotionPlugin} from './PopmotionPlugin'
import {IObject3D} from '../../core'
import {IObject3D, IScene, ISceneEventMap} from '../../core'


// todo make a serializable object like CameraView for proper ui state management // todo make a serializable object like CameraView for proper ui state management
export interface TSavedTransform { export interface TSavedTransform {
viewer.scene.removeEventListener('addSceneObject', this._addSceneObject) viewer.scene.removeEventListener('addSceneObject', this._addSceneObject)
return super.onRemove(viewer) return super.onRemove(viewer)
} }
private _addSceneObject = (e: any)=>{
const object = e.object as IObject3D
private _addSceneObject: EventListener2<'addSceneObject', ISceneEventMap, IScene> = (e)=>{
const object = e.object
object?.traverse && object.traverse((o: IObject3D)=>{ object?.traverse && object.traverse((o: IObject3D)=>{
if (!o.userData[TransformAnimationPlugin.PluginType]) { if (!o.userData[TransformAnimationPlugin.PluginType]) {
o.userData[TransformAnimationPlugin.PluginType] = { o.userData[TransformAnimationPlugin.PluginType] = {

+ 3
- 3
src/plugins/extras/Object3DWidgetsPlugin.ts Bestand weergeven

import {UiObjectConfig} from 'uiconfig.js' import {UiObjectConfig} from 'uiconfig.js'
import {IWidget} from '../../core'
import {IScene, ISceneEventMap, IWidget} from '../../core'
import {AViewerPluginSync, ThreeViewer} from '../../viewer' import {AViewerPluginSync, ThreeViewer} from '../../viewer'
import {IEvent, onChange} from 'ts-browser-helpers' import {IEvent, onChange} from 'ts-browser-helpers'
import {Object3D} from 'three'
import {EventListener2, Object3D} from 'three'
import {CameraHelper2, DirectionalLightHelper2, PointLightHelper2, SpotLightHelper2} from '../../three' import {CameraHelper2, DirectionalLightHelper2, PointLightHelper2, SpotLightHelper2} from '../../three'


export interface IObject3DHelper<T extends Object3D&IWidget = Object3D&IWidget>{ export interface IObject3DHelper<T extends Object3D&IWidget = Object3D&IWidget>{
this._widgetRoot.clear() this._widgetRoot.clear()
super.onRemove(viewer) super.onRemove(viewer)
} }
private _addSceneObject = (e: any)=>{
private _addSceneObject: EventListener2<'addSceneObject', ISceneEventMap, IScene> = (e)=>{
this._createWidgets(e.object) this._createWidgets(e.object)
} }



+ 3
- 2
src/plugins/interaction/InteractionPromptPlugin.ts Bestand weergeven

import {Spherical, Vector3} from 'three'
import {EventListener2, Spherical, Vector3} from 'three'
import {IEvent, now, objectHasOwn, onChange, serialize} from 'ts-browser-helpers' import {IEvent, now, objectHasOwn, onChange, serialize} from 'ts-browser-helpers'
import {AViewerPluginSync, ThreeViewer} from '../../viewer' import {AViewerPluginSync, ThreeViewer} from '../../viewer'
import {uiButton, uiFolderContainer, uiInput, uiMonitor, uiToggle} from 'uiconfig.js' import {uiButton, uiFolderContainer, uiInput, uiMonitor, uiToggle} from 'uiconfig.js'
import {OrbitControls3} from '../../three' import {OrbitControls3} from '../../three'
import {IScene, ISceneEventMap} from '../../core'


/** /**
* Interaction Prompt Plugin * Interaction Prompt Plugin
this.lastActionTime = now() this.lastActionTime = now()
} }
} }
private _addSceneObject = ()=>{
private _addSceneObject: EventListener2<'addSceneObject', ISceneEventMap, IScene> = ()=>{
if (this.autoStartOnObjectLoad) { if (this.autoStartOnObjectLoad) {
this.lastActionTime = now() - this.autoStartDelay + this.autoStartOnObjectLoadDelay this.lastActionTime = now() - this.autoStartDelay + this.autoStartOnObjectLoadDelay
} }

+ 4
- 4
src/plugins/pipeline/SSAAPlugin.ts Bestand weergeven

import {OrthographicCamera, PerspectiveCamera} from 'three'
import {EventListener2, OrthographicCamera, PerspectiveCamera} from 'three'
import {AViewerPluginSync, ThreeViewer} from '../../viewer' import {AViewerPluginSync, ThreeViewer} from '../../viewer'
import {uiFolderContainer, uiSlider, uiToggle} from 'uiconfig.js' import {uiFolderContainer, uiSlider, uiToggle} from 'uiconfig.js'
import {IEvent, onChange, serialize} from 'ts-browser-helpers'
import {ICamera, ILight} from '../../core'
import {onChange, serialize} from 'ts-browser-helpers'
import {ICamera, ILight, IScene, ISceneEventMap} from '../../core'
import {ProgressivePlugin} from './ProgressivePlugin' import {ProgressivePlugin} from './ProgressivePlugin'


export type TCamera = ICamera & (PerspectiveCamera|OrthographicCamera) export type TCamera = ICamera & (PerspectiveCamera|OrthographicCamera)
this.uiConfig?.uiRefresh?.(true, 'postFrame') this.uiConfig?.uiRefresh?.(true, 'postFrame')
} }


private _addSceneObject = (event: IEvent<string>)=> {
private _addSceneObject: EventListener2<'addSceneObject', ISceneEventMap, IScene> = (event)=>{
event.object?.traverse((o: ILight)=>{ event.object?.traverse((o: ILight)=>{
if (o && o.shadow && o.shadow.camera && o.shadow.mapSize) { if (o && o.shadow && o.shadow.camera && o.shadow.mapSize) {
this.trackedJitterCameras.add([o.shadow.camera as TCamera, o.shadow.mapSize]) this.trackedJitterCameras.add([o.shadow.camera as TCamera, o.shadow.mapSize])

+ 3
- 1
src/rendering/RenderManager.ts Bestand weergeven

if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this) if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this)
} }
this._composer.renderToScreen = renderToScreen ?? this.defaultRenderToScreen this._composer.renderToScreen = renderToScreen ?? this.defaultRenderToScreen
this.dispatchEvent({type: 'preRender', scene, renderToScreen: this._composer.renderToScreen})
this._composer.render() this._composer.render()
this.dispatchEvent({type: 'postRender', scene, renderToScreen: this._composer.renderToScreen})
this._composer.renderToScreen = true this._composer.renderToScreen = true
if (renderToScreen) { if (renderToScreen) {
this._frameCount += 1 this._frameCount += 1
// required for uiconfig.js. see UiConfigMethods.getValue // required for uiconfig.js. see UiConfigMethods.getValue
// eslint-disable-next-line @typescript-eslint/naming-convention // eslint-disable-next-line @typescript-eslint/naming-convention
_ui_isPrimitive = true _ui_isPrimitive = true
}(this, ...size, options) }(this, ...size, options)
} }



+ 12
- 6
src/three/math/Box3B.ts Bestand weergeven

object.updateWorldMatrix(false, false) object.updateWorldMatrix(false, false)


// InstancedMesh has boundingBox = null, so it can be computed // InstancedMesh has boundingBox = null, so it can be computed
if ((object as any).boundingBox !== undefined) {
if ((object as IObject3D).boundingBox !== undefined) {


if ((object as any).boundingBox === null) {
if ((object as IObject3D).boundingBox === null && typeof (object as IObject3D).computeBoundingBox === 'function') {


(object as any).computeBoundingBox()
(object as IObject3D).computeBoundingBox!()


} }


Box3B._box.copy((object as any).boundingBox)
Box3B._box.applyMatrix4(object.matrixWorld)
if ((object as IObject3D).boundingBox !== null) {


this.union(Box3B._box)
Box3B._box.copy((object as IObject3D).boundingBox!)
Box3B._box.applyMatrix4(object.matrixWorld)

this.union(Box3B._box)

} else {
console.warn('Box3B - Unable to compute bounds for', object)
}


} else { } else {



+ 14
- 4
src/viewer/ThreeViewer.ts Bestand weergeven

Color, Color,
Event, Event,
EventDispatcher, EventDispatcher,
EventListener2,
LinearSRGBColorSpace, LinearSRGBColorSpace,
Object3D, Object3D,
Quaternion, Quaternion,
Scene, Scene,
Vector2, Vector2,
Vector3, Vector3,
EventListener2,
} from 'three' } from 'three'
import {Class, createCanvasElement, downloadBlob, onChange, serialize, timeout, ValOrArr} from 'ts-browser-helpers' import {Class, createCanvasElement, downloadBlob, onChange, serialize, timeout, ValOrArr} from 'ts-browser-helpers'
import {TViewerScreenShader} from '../postprocessing' import {TViewerScreenShader} from '../postprocessing'
* Use rendered gbuffer as depth-prepass / z-prepass. (Requires DepthBufferPlugin/GBufferPlugin). * Use rendered gbuffer as depth-prepass / z-prepass. (Requires DepthBufferPlugin/GBufferPlugin).
* Set it to true if you only have opaque objects in the scene to get better performance. * Set it to true if you only have opaque objects in the scene to get better performance.
* *
* @default false
*
* todo fix: It should be disabled when there are any transparent/transmissive objects with render to depth buffer enabled, see forceZPrepass * todo fix: It should be disabled when there are any transparent/transmissive objects with render to depth buffer enabled, see forceZPrepass
*/ */
zPrepass?: boolean zPrepass?: boolean
*/ */
maxRenderScale?: number maxRenderScale?: number


/**
* Model Root Scale
* @default 1
*/
modelRootScale?: number

debug?: boolean debug?: boolean


/** /**
}) })


// if camera position or target changed in last frame, call setDirty on camera // if camera position or target changed in last frame, call setDirty on camera
this.addEventListener('preFrame', () => { // todo: move inside RootScene.
this.addEventListener('preFrame', () => { // todo: move inside RootScene. and maybe check the world matrix and target vector change
const cam = this._scene.mainCamera const cam = this._scene.mainCamera
if ( if (
cam.getWorldPosition(this._tempVec).sub(this._lastCameraPosition).lengthSq() // position is in local space cam.getWorldPosition(this._tempVec).sub(this._lastCameraPosition).lengthSq() // position is in local space
this._lastCameraTarget.copy(this._scene.mainCamera.target) this._lastCameraTarget.copy(this._scene.mainCamera.target)
this._scene.mainCamera.getWorldQuaternion(this._lastCameraQuat) this._scene.mainCamera.getWorldQuaternion(this._lastCameraQuat)
}) })
this._scene.modelRoot.scale.setScalar(options.modelRootScale ?? 1)




// render manager // render manager
this.resize() // this is also required in case the browwser doesnt support/fire observer this.resize() // this is also required in case the browwser doesnt support/fire observer
} }


// todo make an example for this.
// todo make a constructor parameter for renderSize // todo make a constructor parameter for renderSize
// todo make getRenderSize or get renderSize // todo make getRenderSize or get renderSize
/** /**
* 'fill': The canvas is stretched to completely fill the container, ignoring its aspect ratio. * 'fill': The canvas is stretched to completely fill the container, ignoring its aspect ratio.
* 'scale-down': The canvas is scaled down to fit within the container while maintaining its aspect ratio, but it won't be scaled up if it's smaller than the container. * 'scale-down': The canvas is scaled down to fit within the container while maintaining its aspect ratio, but it won't be scaled up if it's smaller than the container.
* 'none': container size is ignored, but devicePixelRatio is used * 'none': container size is ignored, but devicePixelRatio is used
*
* Check the example for more details - https://threepipe.org/examples/#viewer-render-size/
* @param size - The size to set the render to. The canvas will render to this size. * @param size - The size to set the render to. The canvas will render to this size.
* @param mode - 'contain', 'cover', 'fill', 'scale-down' or 'none'. Default is 'contain'. * @param mode - 'contain', 'cover', 'fill', 'scale-down' or 'none'. Default is 'contain'.
* @param devicePixelRatio - typically set to `window.devicePixelRatio`, or `Math.min(1.5, window.devicePixelRatio)` for performance. Use this only when size is derived from dom elements. * @param devicePixelRatio - typically set to `window.devicePixelRatio`, or `Math.min(1.5, window.devicePixelRatio)` for performance. Use this only when size is derived from dom elements.
this.enabled = false this.enabled = false
} }


// private _addSceneObject = (e: IEvent<any>) => {
// private _addSceneObject: EventListener2<'addSceneObject', ISceneEventMap, IScene> = (e)=>{
// if (!e || !e.object) return // if (!e || !e.object) return
// const config = e.object.__importedViewerConfig // this is set in gltf.ts when gltf file is imported. This is done here so that scene settings are applied whenever the imported object is added to scene. // const config = e.object.__importedViewerConfig // this is set in gltf.ts when gltf file is imported. This is done here so that scene settings are applied whenever the imported object is added to scene.
// if (!config) return // if (!config) return

+ 2
- 2
website/guide/getting-started.md Bestand weergeven



Another example with Vue SFC(Single file component): [Example: vue-sfc-sample](https://threepipe.org/examples/#vue-sfc-sample/) Another example with Vue SFC(Single file component): [Example: vue-sfc-sample](https://threepipe.org/examples/#vue-sfc-sample/)


### Svelte
### Svelte 4


A sample [svelte](https://svelte.dev/) component in js to render a model with an environment map.
A sample [svelte](https://svelte.dev/) 4 component in js to render a model with an environment map.


```html ```html
<script> <script>

+ 2
- 2
website/guide/threepipe-packages.md Bestand weergeven

- [@threepipe/plugin-gltf-transform](../package/plugin-gltf-transform) - Plugin to transform gltf models like adding draco compression while exporting gltf files. - [@threepipe/plugin-gltf-transform](../package/plugin-gltf-transform) - Plugin to transform gltf models like adding draco compression while exporting gltf files.
- [@threepipe/plugins-extra-importers](../package/plugins-extra-importers) - Plugin for loading more file types supported by various types of loaders in three.js. - [@threepipe/plugins-extra-importers](../package/plugins-extra-importers) - Plugin for loading more file types supported by various types of loaders in three.js.
- [@threepipe/plugin-network](../package/plugin-network) - Network/Cloud related plugin implementations for Threepipe - `AWSClientPlugin` and `TransfrSharePlugin`. - [@threepipe/plugin-network](../package/plugin-network) - Network/Cloud related plugin implementations for Threepipe - `AWSClientPlugin` and `TransfrSharePlugin`.
- [@threepipe/plugin-blend-importer](../package/plugin-blend-importer) - Blender to add support for loading .blend file (WIP)
- [@threepipe/plugin-gaussian-splatting](../package/plugin-gaussian-splatting) - Gaussian Splatting plugin for loading and rendering splat files (WIP)
- [@threepipe/plugin-blend-importer](../package/plugin-blend-importer) - Add support for loading .blend file. (Partial/WIP) ([Blender](https://www.blender.org/))
- [@threepipe/plugin-gaussian-splatting](../package/plugin-gaussian-splatting) - [3D Gaussian Splatting](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/) plugin for loading and rendering splat files
- [@threepipe/plugin-svg-renderer](../package/plugin-svg-renderer) - Add support for exporting 3d scene as SVG (WIP) using [three-svg-renderer](https://www.npmjs.com/package/three-svg-renderer). - [@threepipe/plugin-svg-renderer](../package/plugin-svg-renderer) - Add support for exporting 3d scene as SVG (WIP) using [three-svg-renderer](https://www.npmjs.com/package/three-svg-renderer).

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