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Viewing.Extension.Fader.Core.js
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Viewing.Extension.Fader.Core.js
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/////////////////////////////////////////////////////////////////
// ForgeFader signal attenuation calculator Forge viewer extension
// By Jeremy Tammik, Autodesk Inc, 2017-03-28
/////////////////////////////////////////////////////////////////
import ExtensionBase from 'Viewer.ExtensionBase'
import EventTool from 'Viewer.EventTool'
import ServiceManager from 'SvcManager'
import Toolkit from 'Viewer.Toolkit'
const attenuationVertexShader = `
// See http://threejs.org/docs/api/renderers/webgl/WebGLProgram.html for variables
// Default uniforms (do not add)
//uniform mat4 modelMatrix;
//uniform mat4 modelViewMatrix;
//uniform mat4 projectionMatrix;
//uniform mat4 viewMatrix;
//uniform mat3 normalMatrix;
//uniform vec3 cameraPosition;
// Default attributes (do not add)
//attribute vec3 position;
//attribute vec3 normal;
//attribute vec2 uv;
//attribute vec2 uv2;
uniform vec3 mycolor;
uniform float opacity;
varying vec4 vcolor;
uniform vec3 strength [4]; // vec4
varying vec4 worldCoord;
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vPosition = normalize (position) ;
vUv = uv;
vcolor = vec4(mycolor, opacity);
//vcolor = vec4(uv, 1.0, opacity);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
worldCoord = modelMatrix * vec4(position, 1.0) ;
gl_PointSize =8.0;
gl_Position = projectionMatrix * mvPosition;
}
` ;
const attenuationFragmentShader = `
// Default uniforms (do not add)
//uniform mat4 viewMatrix;
//uniform vec3 cameraPosition;
#define pi 3.141592653589793238462643383279
varying vec4 vcolor;
uniform vec3 strength [4]; // vec4
varying vec4 worldCoord;
varying vec2 vUv;
varying vec3 vPosition;
vec3 c2 = vec3(1., .2, .2);
vec4 c24 = vec4(1., .2, .2, .9);
uniform sampler2D checkerboard;
void main() {
//vec3 fragPos = vec3(worldCoord.xyz);
gl_FragColor = texture2D(checkerboard, vUv);
//float dist =2.0*distance (vUv.xy, vec2(.5, .5)) ;
//gl_FragColor = vec4(dist, dist, dist, 1.0);
//gl_FragColor = mix (c24, vcolor, 10.5);
}
` ;
class FaderExtension extends ExtensionBase {
/////////////////////////////////////////////////////////////////
// Class constructor
/////////////////////////////////////////////////////////////////
constructor (viewer, options) {
super( viewer, options )
this.onModelLoaded = this.onModelLoaded.bind( this )
this.onSelection = this.onSelection.bind( this )
this._lineMaterial = this.createLineMaterial()
this._vertexMaterial = this.createVertexMaterial()
this._eps = 0.000001
this._pointSize = 0.3
this._topFaceOffset = 0.01 // offset above floor in imperial feet
this._rayTraceOffset = 5 // offset above floor in imperial feet
this._rayTraceGrid = 12 // how many grid points in u and v direction to evaluate: 8*8=64
this._floorTopEdges = [] // objects added to scene, delete in next run
this._raycastRays = [] // objects added to scene, delete in next run
this._debug_floor_top_edges = false
this._debug_raycast_rays = false
this._attenuation_per_m_in_air = 0.8
this._attenuation_per_wall = 8
this._attenuation_max = 0.0
this._attenuation_min = 0.0
this._materials = {}
this._proxyMeshes = {}
this._overlayName = 'fader-material-shader'
this.viewer.impl.createOverlayScene( this._overlayName )
}
/////////////////////////////////////////////////////////////////
// Accessors - es6 getters and setters
/////////////////////////////////////////////////////////////////
get gridDensity () { return this._rayTraceGrid }
set gridDensity (a) { this._rayTraceGrid = a }
get attenuationPerMeterInAir () { return this._attenuation_per_m_in_air }
set attenuationPerMeterInAir (a) { this._attenuation_per_m_in_air = a }
get attenuationPerWall () { return this._attenuation_per_wall }
set attenuationPerWall (a) { this._attenuation_per_wall = a }
get attenuationMax () { return this._attenuation_max }
get attenuationMin () { return this._attenuation_min }
get debugFloorTopEdges () { return this._debug_floor_top_edges }
get debugRaycastRays () { return this._debug_raycast_rays }
set debugFloorTopEdges( a ) {
let f = a
? this.viewer.impl.scene.add
: this.viewer.impl.scene.remove
this._floorTopEdges.forEach( (obj) => {
f.apply( this.viewer.impl.scene, [obj] )
})
this._debug_floor_top_edges = a
this.viewer.impl.invalidate( true )
}
set debugRaycastRays( a ) {
let f = a
? this.viewer.impl.scene.add
: this.viewer.impl.scene.remove
this._raycastRays.forEach( (obj) => {
f.apply( this.viewer.impl.scene, [obj] )
})
this._debug_raycast_rays = a
this.viewer.impl.invalidate( true )
}
/////////////////////////////////////////////////////////////////
// Extension Id
/////////////////////////////////////////////////////////////////
static get ExtensionId () {
return 'Viewing.Extension.Fader.Core'
}
/////////////////////////////////////////////////////////////////
// Load callback
/////////////////////////////////////////////////////////////////
load () {
this.eventTool = new EventTool (this.viewer)
this.eventTool.activate ()
this.eventTool.on( 'singleclick', (event) => {
this.pointer = event })
const loadEvents = [
Autodesk.Viewing.OBJECT_TREE_CREATED_EVENT, // Revit
Autodesk.Viewing.GEOMETRY_LOADED_EVENT // non-Revit
]
const eventResults = loadEvents.map((event) => {
return this.viewerEvent( event ) })
Promise.all( eventResults ).then( this.onModelLoaded )
this.viewer.addEventListener (
Autodesk.Viewing.AGGREGATE_SELECTION_CHANGED_EVENT,
this.onSelection )
// this.viewer.setProgressiveRendering (true)
// this.viewer.setQualityLevel (false, true)
this.viewer.setGroundReflection( false )
this.viewer.setGroundShadow( false )
// this.viewer.setLightPreset (1)
console.log( 'Viewing.Extension.Fader.Core loaded' )
return true
}
/////////////////////////////////////////////////////////
// Async viewer event
/////////////////////////////////////////////////////////
viewerEvent( eventName ) {
return new Promise ((resolve) => {
const handler = (args) => {
this.viewer.removeEventListener (
eventName, handler )
resolve (args)
}
this.viewer.addEventListener (
eventName, handler )
})
}
/////////////////////////////////////////////////////////////////
// Unload callback
/////////////////////////////////////////////////////////////////
unload () {
this.viewer.removeEventListener (
//Autodesk.Viewing.GEOMETRY_LOADED_EVENT, // non-Revit
Autodesk.Viewing.OBJECT_TREE_CREATED_EVENT, // Revit
this.onGeometryLoaded
)
this.viewer.removeEventListener (
Autodesk.Viewing.AGGREGATE_SELECTION_CHANGED_EVENT,
this.onSelection
)
return true
}
/////////////////////////////////////////////////////////////////
// getBounds
/////////////////////////////////////////////////////////////////
getBounds( id ) {
let bounds = new THREE.Box3()
, box = new THREE.Box3()
, instanceTree = this.viewer.impl.model.getData().instanceTree
, fragList = this.viewer.impl.model.getFragmentList()
instanceTree.enumNodeFragments( id, function (fragId) {
fragList.getWorldBounds( fragId, box )
bounds.union( box )
}, true)
return bounds
}
/////////////////////////////////////////////////////////////////
// onModelLoaded - retrieve all wall meshes
/////////////////////////////////////////////////////////////////
onModelLoaded( event ) {
const instanceTree = this.viewer.model.getData().instanceTree
let rootId = instanceTree.getRootId()
instanceTree.enumNodeChildren( rootId, async (childId ) => {
const nodeName = instanceTree.getNodeName( childId )
if( nodeName === 'Walls' ) {
const fragIds = await Toolkit.getFragIds (
this.viewer.model, childId )
this.wallMeshes = fragIds.map( (fragId) => {
return this.getMeshFromRenderProxy(
childId,
this.viewer.impl.getRenderProxy( this.viewer.model, fragId ),
null, null, null )
})
}
})
}
/////////////////////////////////////////////////////////////////
// onSelection
/////////////////////////////////////////////////////////////////
onSelection( event ) {
if( event.selections && event.selections.length ) {
let debug_debug_marker_setter = false
if( debug_debug_marker_setter ) {
let selection = event.selections[0]
, dbIds = selection.dbIdArray
, id = dbIds[0]
// debug test clicking on specific door
if( 2850 === id || 2851 === id ) {
this.debugFloorTopEdges = !this._debug_floor_top_edges
this.debugRaycastRays = !this._debug_raycast_rays
}
}
const data = this.viewer.clientToWorld (
this.pointer.canvasX, this.pointer.canvasY, true )
if ( data.face ) {
var n = data.face.normal
if( this.isEqualWithPrecision( n.x, 0 )
&& this.isEqualWithPrecision( n.y, 0 )) {
this.attenuationCalculator( data )
}
}
}
}
/////////////////////////////////////////////////////////////////
// calculateUVsGeo
/////////////////////////////////////////////////////////////////
calculateUVsGeo( geometry ) {
geometry.computeBoundingBox ()
let bbox = geometry.boundingBox
, max = bbox.max
, min = bbox.min
, offset = new THREE.Vector2( 0 - min.x, 0 - min.y )
, range = new THREE.Vector2( max.x - min.x, max.y - min.y )
, faces = geometry.faces
, uvs = geometry.faceVertexUvs[0]
, vertices = geometry.vertices
for ( let i = 0 ; i < faces.length ; ++i ) {
let v1 = vertices [faces [i].a]
let v2 = vertices [faces [i].b]
let v3 = vertices [faces [i].c]
uvs.push ([
new THREE.Vector2( (v1.x + offset.x) / range.x,
(v1.y + offset.y) / range.y ),
new THREE.Vector2( (v2.x + offset.x) / range.x,
(v2.y + offset.y) / range.y ),
new THREE.Vector2( (v3.x + offset.x) / range.x,
(v3.y + offset.y) / range.y )
])
}
geometry.uvsNeedUpdate = true
}
/////////////////////////////////////////////////////////////////
// getMeshFromRenderProxy - generate a new mesh from render proxy
//
// floor_normal: skip all triangles whose normal differs from that
// top_face_z: use for the face Z coordinates unless null
/////////////////////////////////////////////////////////////////
getMeshFromRenderProxy( dbId, render_proxy, floor_normal, top_face_z ) {
let matrix = render_proxy.matrixWorld
let geometry = render_proxy.geometry
let attributes = geometry.attributes
let vA = new THREE.Vector3()
let vB = new THREE.Vector3()
let vC = new THREE.Vector3()
let geo = new THREE.Geometry()
let iv = 0
if( attributes.index !== undefined ) {
let indices = attributes.index.array || geometry.ib
let positions = geometry.vb ? geometry.vb : attributes.position.array
let stride = geometry.vb ? geometry.vbstride : 3
let offsets = geometry.offsets
if( !offsets || offsets.length === 0 ) {
offsets =[ { start: 0, count: indices.length, index: 0 } ]
}
for( let oi =0, ol = offsets.length ; oi < ol ; ++oi ) {
let start = offsets[oi].start
let count = offsets[oi].count
let index = offsets[oi].index
for( let i = start, il = start + count ; i < il ; i += 3 ) {
let a = index + indices [i]
let b = index + indices [i + 1]
let c = index + indices [i + 2]
vA.fromArray( positions, a * stride )
vB.fromArray( positions, b * stride )
vC.fromArray( positions, c * stride )
vA.applyMatrix4( matrix )
vB.applyMatrix4( matrix )
vC.applyMatrix4( matrix )
let n =THREE.Triangle.normal( vA, vB, vC )
if ( floor_normal === null
|| this.isEqualVectorsWithPrecision( n, floor_normal ) )
{
let cache = this._floorTopEdges
, debug = this._debug_floor_top_edges
this.drawVertex( vA, cache, debug )
this.drawVertex( vB, cache, debug )
this.drawVertex( vC, cache, debug )
this.drawLine( vA, vB, cache, debug )
this.drawLine( vB, vC, cache, debug )
this.drawLine( vC, vA, cache, debug )
geo.vertices.push( new THREE.Vector3( vA.x, vA.y,
top_face_z === null ? vA.z : top_face_z ) )
geo.vertices.push( new THREE.Vector3( vB.x, vB.y,
top_face_z === null ? vB.z : top_face_z ) )
geo.vertices.push( new THREE.Vector3( vC.x, vC.y,
top_face_z === null ? vC.z : top_face_z ) )
geo.faces.push( new THREE.Face3( iv, iv + 1, iv + 2 ) )
iv = iv + 3
}
}
}
}
this.calculateUVsGeo( geo )
geo.computeFaceNormals()
geo.computeVertexNormals()
geo.computeBoundingBox()
let mat = new THREE.MeshBasicMaterial( { color: 0xffff00 } )
let shaderMat = this.createShaderMaterial( dbId )
let mesh = new THREE.Mesh( geo,
top_face_z !== null ? shaderMat : mat )
//mesh.matrix.copy (render_proxy.matrixWorld)
mesh.matrixWorldNeedsUpdate = true
mesh.matrixAutoUpdate = false
mesh.frustumCulled = false
return mesh
}
/////////////////////////////////////////////////////////////////
// attenuationCalculator - given a picked source point on a face
//
// determine face shape
// draw a heat map on it
// initially, just use distance from source to target point
// later, add number of walls intersected by ray between them
/////////////////////////////////////////////////////////////////
async attenuationCalculator( data ) {
let impl = this.viewer.impl
// remove debug markers
this._floorTopEdges.forEach( (obj) => {
impl.scene.remove( obj )
})
this._raycastRays.forEach( (obj) => {
impl.scene.remove( obj )
})
this._floorTopEdges = []
this._raycastRays = []
this.drawVertex( data.point, this._floorTopEdges,
this._debug_floor_top_edges )
let psource = new THREE.Vector3 (
data.point.x, data.point.y,
data.point.z + this._rayTraceOffset
)
let top_face_z = data.point.z + this._topFaceOffset
// from the selected THREE.Face, extract the normal
let floor_normal = data.face.normal
// retrieve floor render proxies matching normal
let instanceTree = this.viewer.model.getData().instanceTree
const fragIds = await Toolkit.getFragIds(
this.viewer.model, data.dbId )
let floor_mesh_render = impl.getRenderProxy(
this.viewer.model, fragIds[0] )
let mesh = this.getMeshFromRenderProxy( data.dbId,
floor_mesh_render, floor_normal, top_face_z )
if ( !this._proxyMeshes [fragIds [0]] ) {
mesh.name = data.dbId + '-' + fragIds [0] + '-Test'
this._proxyMeshes [fragIds [0]] = mesh
impl.scene.add (mesh)
} else {
mesh = this._proxyMeshes [fragIds [0]]
}
// ray trace to determine wall locations on mesh
let map_uv_to_color = this.rayTraceToFindWalls( mesh, psource )
//console.log( map_uv_to_color )
this._attenuation_max = this.array2dMaxW( map_uv_to_color )
this._attenuation_min = this.array2dMinW( map_uv_to_color )
let tex = this.createTexture( map_uv_to_color,
this._attenuation_max )
mesh.material.uniforms.checkerboard.value = tex
impl.invalidate (true)
}
/////////////////////////////////////////////////////////////////
// ray trace to count walls between source and target points
/////////////////////////////////////////////////////////////////
getWallCountBetween( psource, ptarget, max_dist ) {
this.drawLine( psource, ptarget, this._raycastRays,
this._debug_raycast_rays )
this.drawVertex( ptarget, this._raycastRays,
this._debug_raycast_rays )
let vray = new THREE.Vector3( ptarget.x - psource.x,
ptarget.y - psource.y, ptarget.z - psource.z )
vray.normalize ()
let ray = new THREE.Raycaster( psource, vray, 0, max_dist )
let intersectResults = ray.intersectObjects (
this.wallMeshes, true )
let nWalls = intersectResults.length
return nWalls
}
/////////////////////////////////////////////////////////////////
// ray trace to find walls from picked point to mesh extents
//
// return 2D array mapping (u,v) to signal attenuation in dB.
/////////////////////////////////////////////////////////////////
rayTraceToFindWalls (mesh, psource) {
// set up the result map
let n = this._rayTraceGrid
let map_uv_to_color = new Array (n)
for ( let i = 0 ; i < n ; ++i )
map_uv_to_color [i] = new Array (n)
let ptarget, d, nWalls
, bb =mesh.geometry.boundingBox
, vsize = new THREE.Vector3(
bb.max.x - bb.min.x,
bb.max.y - bb.min.y,
bb.max.z - bb.min.z
)
let step = 1.0 / (n - 1)
for ( let u = 0.0, i = 0 ; u < 1.0 + this._eps ; u += step, ++i ) {
for ( let v = 0.0, j = 0 ; v < 1.0 + this._eps ; v += step, ++j ) {
ptarget = new THREE.Vector3(
bb.min.x + u * vsize.x,
bb.min.y + v * vsize.y,
psource.z
)
d = psource.distanceTo( ptarget )
// determine number of walls between psource and ptarget
// to generate a colour for each u,v coordinate pair
nWalls = this.getWallCountBetween( psource, ptarget, vsize.length )
let signal_attenuation =
d * this._attenuation_per_m_in_air
+ nWalls * this._attenuation_per_wall
map_uv_to_color[i][j] = new THREE.Vector4(
ptarget.x, ptarget.y, ptarget.z, signal_attenuation)
}
}
return map_uv_to_color
}
/////////////////////////////////////////////////////////////////
// create attenuation shader material
/////////////////////////////////////////////////////////////////
setMaterialOverlay( fragId, materialName ) {
this.viewer.impl.addOverlay (materialName, this._proxyMeshes [fragId])
this.viewer.impl.invalidate (false, false, true)
}
removeMaterialOverlay( fragId, materialName ) {
this.viewer.impl.removeOverlay (materialName, this._proxyMeshes [fragId])
this.viewer.impl.invalidate (false, false, true)
}
createTexture( data, attenuation_max ) {
let pixelData = []
for ( let i = 0 ; i < data.length ; ++i ) {
for ( let j = 0 ; j < data [i].length ; ++j ) {
let c = data[j][i].w / attenuation_max
c = parseInt( c * 0xff )
pixelData.push( c, 0xff - c, 0, 0xff )
}
}
let dataTexture = new THREE.DataTexture (
Uint8Array.from (pixelData),
this._rayTraceGrid, this._rayTraceGrid,
THREE.RGBAFormat,
THREE.UnsignedByteType,
THREE.UVMapping
)
dataTexture.minFilter = THREE.LinearFilter
dataTexture.magFilter = THREE.LinearFilter
dataTexture.needsUpdate = true
dataTexture.flipY = false
return dataTexture
}
createShaderMaterial( dbId ) {
if( this._materials [dbId] !== undefined )
return this._materials[dbId]
let uniforms = {
"time": { "value": 1 },
"resolution": { "value": 1 },
"mycolor": {
"type": "c",
"value": { "r": 0.2, "g": 1, "b": 0.5 }
},
"opacity": { "type": "f", "value": 0.9 },
// "strength": {
// "type": "v3v",
// "value": [
// [ 0, 0, 1 ], [ 0, 1, 0.5 ],
// [ 1, 0, 0.8 ], [ 1, 1, 0.3 ]
// ]
// }
}
let pixelData = []
for ( let i = 0 ; i < this._rayTraceGrid ; ++i )
for ( let j = 0 ; j < this._rayTraceGrid ; ++j )
pixelData.push( 0x88, 0x88, 0, 0xff )
let dataTexture =new THREE.DataTexture(
Uint8Array.from (pixelData),
this._rayTraceGrid, this._rayTraceGrid,
THREE.RGBAFormat,
THREE.UnsignedByteType,
THREE.UVMapping
)
dataTexture.minFilter = THREE.LinearFilter
dataTexture.magFilter = THREE.LinearFilter
dataTexture.needsUpdate = true
uniforms.checkerboard ={
type: 't',
value: dataTexture
}
let material =new THREE.ShaderMaterial ({
uniforms: uniforms,
//attributes: attributes,
vertexShader: attenuationVertexShader,
fragmentShader: attenuationFragmentShader,
side: THREE.DoubleSide
})
this.viewer.impl.matman().removeMaterial(
'fader-material-shader' )
this.viewer.impl.matman().addMaterial(
'fader-material-shader', material, true )
this._materials[dbId] = material
return material
}
/////////////////////////////////////////////////////////////////
// apply material to specific fragments
/////////////////////////////////////////////////////////////////
setMaterial( fragIds, material ) {
const fragList = this.viewer.model.getFragmentList()
fragIds.forEach ((fragId) => {
fragList.setMaterial( fragId, material )
})
}
///////////////////////////////////////////////////////////////////////////
// create vertex material
///////////////////////////////////////////////////////////////////////////
createVertexMaterial() {
let material = new THREE.MeshPhongMaterial({
color: 0xffffff })
this.viewer.impl.matman().addMaterial (
'fader-material-vertex', material, true )
return material
}
///////////////////////////////////////////////////////////////////////////
// create line material
///////////////////////////////////////////////////////////////////////////
createLineMaterial() {
let material = new THREE.LineBasicMaterial({
color: 0xffffff, linewidth: 50 })
this.viewer.impl.matman().addMaterial(
'fader-material-line', material, true )
return material
}
///////////////////////////////////////////////////////////////////////////
// add line or vertex debug marker to scene and specified cache
///////////////////////////////////////////////////////////////////////////
addToScene( obj, cache, addToScene ) {
if( addToScene ) {
this.viewer.impl.scene.add( obj )
}
cache.push( obj )
}
///////////////////////////////////////////////////////////////////////////
// draw a line
///////////////////////////////////////////////////////////////////////////
drawLine( start, end, cache, addToScene ) {
let geometry = new THREE.Geometry ()
geometry.vertices.push (
new THREE.Vector3( start.x, start.y, start.z )
)
geometry.vertices.push (
new THREE.Vector3( end.x, end.y, end.z )
)
let line = new THREE.Line( geometry, this._lineMaterial )
this.addToScene( line, cache, addToScene )
}
///////////////////////////////////////////////////////////////////////////
// draw a vertex
///////////////////////////////////////////////////////////////////////////
drawVertex( v, cache, addToScene ) {
let vertex = new THREE.Mesh (
new THREE.SphereGeometry( this._pointSize, 8, 6 ),
this._vertexMaterial
)
vertex.position.set( v.x, v.y, v.z )
this.addToScene( vertex, cache, addToScene )
}
///////////////////////////////////////////////////////////////////////////
// real number comparison
///////////////////////////////////////////////////////////////////////////
isEqualWithPrecision (a, b) {
return (a < b + this._eps)
&& (a > b - this._eps)
}
///////////////////////////////////////////////////////////////////////////
// vector comparison
///////////////////////////////////////////////////////////////////////////
isEqualVectorsWithPrecision (v, w) {
return this.isEqualWithPrecision (v.x, w.x)
&& this.isEqualWithPrecision (v.y, w.y)
&& this.isEqualWithPrecision (v.z, w.z)
}
///////////////////////////////////////////////////////////////////////////
// return min and max W value in 2D array
///////////////////////////////////////////////////////////////////////////
arrayMaxW( arr ) {
let len = arr.length, max = -Infinity
while( len-- )
max = Math.max( max, arr[len].w )
return max
}
array2dMaxW( arr ) {
let len = arr.length, max = -Infinity
while( len-- ) {
max = Math.max( max,
this.arrayMaxW( arr[len] ) )
}
return max
}
arrayMinW( arr ) {
let len = arr.length, min = +Infinity
while ( len-- )
min = Math.min( arr[len].w, min )
return min
}
array2dMinW( arr ) {
let len = arr.length, min = +Infinity
while ( len-- ) {
min = Math.min( min,
this.arrayMinW( arr[len] ) )
}
return min
}
}
Autodesk.Viewing.theExtensionManager.registerExtension (
FaderExtension.ExtensionId, FaderExtension)
module.exports = 'Viewing.Extension.Fader.Core'