[3d] refactor load3d nodes (#2683)

Co-authored-by: github-actions <github-actions@github.com>
This commit is contained in:
Terry Jia
2025-02-22 18:36:47 -05:00
committed by GitHub
parent 86b65d481a
commit c502b86c31
24 changed files with 2341 additions and 1399 deletions

View File

@@ -0,0 +1,313 @@
import * as THREE from 'three'
import { GLTF } from 'three/examples/jsm/loaders/GLTFLoader'
import {
EventManagerInterface,
MaterialMode,
ModelManagerInterface,
UpDirection
} from './interfaces'
export class ModelManager implements ModelManagerInterface {
currentModel: THREE.Object3D | null = null
originalModel: THREE.Object3D | THREE.BufferGeometry | GLTF | null = null
originalRotation: THREE.Euler | null = null
currentUpDirection: UpDirection = 'original'
materialMode: MaterialMode = 'original'
originalMaterials: WeakMap<THREE.Mesh, THREE.Material | THREE.Material[]> =
new WeakMap()
normalMaterial: THREE.MeshNormalMaterial
standardMaterial: THREE.MeshStandardMaterial
wireframeMaterial: THREE.MeshBasicMaterial
depthMaterial: THREE.MeshDepthMaterial
private scene: THREE.Scene
private renderer: THREE.WebGLRenderer
private eventManager: EventManagerInterface
private activeCamera: THREE.Camera
private setupCamera: (size: THREE.Vector3) => void
constructor(
scene: THREE.Scene,
renderer: THREE.WebGLRenderer,
eventManager: EventManagerInterface,
getActiveCamera: () => THREE.Camera,
setupCamera: (size: THREE.Vector3) => void
) {
this.scene = scene
this.renderer = renderer
this.eventManager = eventManager
this.activeCamera = getActiveCamera()
this.setupCamera = setupCamera
this.normalMaterial = new THREE.MeshNormalMaterial({
flatShading: false,
side: THREE.DoubleSide,
normalScale: new THREE.Vector2(1, 1),
transparent: false,
opacity: 1.0
})
this.wireframeMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
wireframe: true,
transparent: false,
opacity: 1.0
})
this.depthMaterial = new THREE.MeshDepthMaterial({
depthPacking: THREE.BasicDepthPacking,
side: THREE.DoubleSide
})
this.standardMaterial = this.createSTLMaterial()
}
init(): void {}
dispose(): void {
this.clearModel()
this.normalMaterial.dispose()
this.standardMaterial.dispose()
this.wireframeMaterial.dispose()
this.depthMaterial.dispose()
}
createSTLMaterial(): THREE.MeshStandardMaterial {
return new THREE.MeshStandardMaterial({
color: 0x808080,
metalness: 0.1,
roughness: 0.8,
flatShading: false,
side: THREE.DoubleSide
})
}
setMaterialMode(mode: MaterialMode): void {
this.materialMode = mode
if (!this.currentModel) return
if (mode === 'depth') {
this.renderer.outputColorSpace = THREE.LinearSRGBColorSpace
} else {
this.renderer.outputColorSpace = THREE.SRGBColorSpace
}
this.currentModel.traverse((child) => {
if (child instanceof THREE.Mesh) {
switch (mode) {
case 'depth':
if (!this.originalMaterials.has(child)) {
this.originalMaterials.set(child, child.material)
}
const depthMat = new THREE.MeshDepthMaterial({
depthPacking: THREE.BasicDepthPacking,
side: THREE.DoubleSide
})
depthMat.onBeforeCompile = (shader) => {
shader.uniforms.cameraType = {
value:
this.activeCamera instanceof THREE.OrthographicCamera
? 1.0
: 0.0
}
shader.fragmentShader = `
uniform float cameraType;
${shader.fragmentShader}
`
shader.fragmentShader = shader.fragmentShader.replace(
/gl_FragColor\s*=\s*vec4\(\s*vec3\(\s*1.0\s*-\s*fragCoordZ\s*\)\s*,\s*opacity\s*\)\s*;/,
`
float depth = 1.0 - fragCoordZ;
if (cameraType > 0.5) {
depth = pow(depth, 400.0);
} else {
depth = pow(depth, 0.6);
}
gl_FragColor = vec4(vec3(depth), opacity);
`
)
}
depthMat.customProgramCacheKey = () => {
return this.activeCamera instanceof THREE.OrthographicCamera
? 'ortho'
: 'persp'
}
child.material = depthMat
break
case 'normal':
if (!this.originalMaterials.has(child)) {
this.originalMaterials.set(child, child.material)
}
child.material = new THREE.MeshNormalMaterial({
flatShading: false,
side: THREE.DoubleSide,
normalScale: new THREE.Vector2(1, 1),
transparent: false,
opacity: 1.0
})
child.geometry.computeVertexNormals()
break
case 'wireframe':
if (!this.originalMaterials.has(child)) {
this.originalMaterials.set(child, child.material)
}
child.material = new THREE.MeshBasicMaterial({
color: 0xffffff,
wireframe: true,
transparent: false,
opacity: 1.0
})
break
case 'original':
const originalMaterial = this.originalMaterials.get(child)
if (originalMaterial) {
child.material = originalMaterial
} else {
child.material = this.standardMaterial
}
break
}
}
})
this.eventManager.emitEvent('materialModeChange', mode)
}
setupModelMaterials(model: THREE.Object3D): void {
model.traverse((child) => {
if (child instanceof THREE.Mesh) {
this.originalMaterials.set(child, child.material)
}
})
if (this.materialMode !== 'original') {
this.setMaterialMode(this.materialMode)
}
}
clearModel(): void {
const objectsToRemove: THREE.Object3D[] = []
this.scene.traverse((object) => {
const isEnvironmentObject =
object instanceof THREE.GridHelper ||
object instanceof THREE.Light ||
object instanceof THREE.Camera
if (!isEnvironmentObject) {
objectsToRemove.push(object)
}
})
objectsToRemove.forEach((obj) => {
if (obj.parent && obj.parent !== this.scene) {
obj.parent.remove(obj)
} else {
this.scene.remove(obj)
}
if (obj instanceof THREE.Mesh) {
obj.geometry?.dispose()
if (Array.isArray(obj.material)) {
obj.material.forEach((material) => material.dispose())
} else {
obj.material?.dispose()
}
}
})
this.reset()
}
reset(): void {
this.currentModel = null
this.originalRotation = null
this.currentUpDirection = 'original'
this.setMaterialMode('original')
this.originalMaterials = new WeakMap()
}
async setupModel(model: THREE.Object3D): Promise<void> {
this.currentModel = model
const box = new THREE.Box3().setFromObject(model)
const size = box.getSize(new THREE.Vector3())
const center = box.getCenter(new THREE.Vector3())
const maxDim = Math.max(size.x, size.y, size.z)
const targetSize = 5
const scale = targetSize / maxDim
model.scale.multiplyScalar(scale)
box.setFromObject(model)
box.getCenter(center)
box.getSize(size)
model.position.set(-center.x, -box.min.y, -center.z)
this.scene.add(model)
if (this.materialMode !== 'original') {
this.setMaterialMode(this.materialMode)
}
if (this.currentUpDirection !== 'original') {
this.setUpDirection(this.currentUpDirection)
}
this.setupModelMaterials(model)
this.setupCamera(size)
}
setOriginalModel(model: THREE.Object3D | THREE.BufferGeometry | GLTF): void {
this.originalModel = model
}
setUpDirection(direction: UpDirection): void {
if (!this.currentModel) return
if (!this.originalRotation && this.currentModel.rotation) {
this.originalRotation = this.currentModel.rotation.clone()
}
this.currentUpDirection = direction
if (this.originalRotation) {
this.currentModel.rotation.copy(this.originalRotation)
}
switch (direction) {
case 'original':
break
case '-x':
this.currentModel.rotation.z = Math.PI / 2
break
case '+x':
this.currentModel.rotation.z = -Math.PI / 2
break
case '-y':
this.currentModel.rotation.x = Math.PI
break
case '+y':
break
case '-z':
this.currentModel.rotation.x = Math.PI / 2
break
case '+z':
this.currentModel.rotation.x = -Math.PI / 2
break
}
this.eventManager.emitEvent('upDirectionChange', direction)
}
}