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index.js
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index.js
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import * as THREE from 'three';
var msgpack = require('@msgpack/msgpack');
var dat = require('dat.gui').default; // TODO: why is .default needed?
import {mergeGeometries} from 'three/examples/jsm/utils/BufferGeometryUtils.js';
import {OBJLoader2, MtlObjBridge} from 'wwobjloader2'
import {ColladaLoader} from 'three/examples/jsm/loaders/ColladaLoader.js';
import {DRACOLoader} from 'three/examples/jsm/loaders/DRACOLoader.js';
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader.js';
import {KTX2Loader} from 'three/examples/jsm/loaders/KTX2Loader.js';
import {MTLLoader} from 'three/examples/jsm/loaders/MTLLoader.js';
import {STLLoader} from 'three/examples/jsm/loaders/STLLoader.js';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
import { VRButton } from 'three/examples/jsm/webxr/VRButton.js';
import { XRButton } from 'three/examples/jsm/webxr/XRButton.js';
import { XRControllerModelFactory } from 'three/examples/jsm/webxr/XRControllerModelFactory';
require('ccapture.js');
// These are bundled as data:// URIs via our webpack.config.js.
const meshcat_inline_assets = {
'basis_transcoder.js': new URL(
'three/examples/jsm/libs/basis/basis_transcoder.js',
import.meta.url).href,
'basis_transcoder.wasm': new URL(
'three/examples/jsm/libs/basis/basis_transcoder.wasm',
import.meta.url).href,
'draco_decoder.wasm': new URL(
'three/examples/jsm/libs/draco/gltf/draco_decoder.wasm',
import.meta.url).href,
'draco_wasm_wrapper.js': new URL(
'three/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js',
import.meta.url).href,
};
const meshcat_loading_manager = new THREE.LoadingManager();
meshcat_loading_manager.setURLModifier(url => {
if (url in meshcat_inline_assets) {
return meshcat_inline_assets[url];
}
return url;
});
// We implement several MessagePack extension types for arrays, inspired by the
// conventions for msgpack-lite:
// https://github.com/kawanet/msgpack-lite/tree/master#extension-types
//
// Specifically, we support:
// - 0x12 Uint8Array
// - 0x15 Int32Array
// - 0x16 Uint32Array
// - 0x17 Float32Array
//
// The trick to decoding them is they must be converted from littleEndian.
const extensionCodec = new msgpack.ExtensionCodec();
// Uint8Array
extensionCodec.register({
type: 0x12,
encode: (obj) => {
console.error("Uint8Array encode not implemented")
return null;
},
decode: (data) => {
const to_return = new Uint8Array(data.byteLength);
let dataview = new DataView(data.buffer, data.byteOffset, data.byteLength);
for (let i = 0; i < to_return.length; i++) {
to_return[i] = dataview.getUint8(i);
}
return to_return
},
});
// Int32Array
extensionCodec.register({
type: 0x15,
encode: (obj) => {
console.error("Int32Array encode not implemented")
return null;
},
decode: (data) => {
const to_return = new Int32Array(data.byteLength / 4);
let dataview = new DataView(data.buffer, data.byteOffset, data.byteLength);
for (let i = 0; i < to_return.length; i++) {
to_return[i] = dataview.getInt32(i * 4, true); // true b.c. littleEndian
}
return to_return
},
});
// Uint32Array
extensionCodec.register({
type: 0x16,
encode: (obj) => {
console.error("Uint32Array encode not implemented")
return null;
},
decode: (data) => {
const to_return = new Uint32Array(data.byteLength / 4);
let dataview = new DataView(data.buffer, data.byteOffset, data.byteLength);
for (let i = 0; i < to_return.length; i++) {
to_return[i] = dataview.getUint32(i * 4, true); // true b.c. littleEndian
}
return to_return
},
});
// Float32Array
extensionCodec.register({
type: 0x17,
encode: (obj) => {
console.error("Float32Array encode not implemented")
return null;
},
decode: (data) => {
const to_return = new Float32Array(data.byteLength / 4);
let dataview = new DataView(data.buffer, data.byteOffset, data.byteLength);
for (let i = 0; i < to_return.length; i++) {
to_return[i] = dataview.getFloat32(i * 4, true); // true b.c. littleEndian
}
return to_return
},
});
// Merges a hierarchy of collada mesh geometries into a single
// `BufferGeometry` object:
// * A new merged `BufferGeometry` if the input contains meshes
// * empty `BufferGeometry` otherwise
function merge_geometries(object, preserve_materials = false) {
let materials = [];
let geometries = [];
let root_transform = object.matrix.clone();
function collectGeometries(node, parent_transform) {
let transform = parent_transform.clone().multiply(node.matrix);
if (node.type==='Mesh') {
node.geometry.applyMatrix4(transform);
geometries.push(node.geometry);
materials.push(node.material);
}
for (let child of node.children) {
collectGeometries(child, transform);
}
}
collectGeometries(object, root_transform);
let result = null;
if (geometries.length == 1) {
result = geometries[0];
if (preserve_materials) {
result.material = materials[0];
}
} else if (geometries.length > 1) {
result = mergeGeometries(geometries, true);
if (preserve_materials) {
result.material = materials;
}
} else {
result = new THREE.BufferGeometry();
}
return result;
}
// Handler for special texture types that we want to support
// in addition to whatever three.js supports. This function
// takes a json object representing a single texture, and should
// return either:
// * A new `THREE.Texture` if that json represents a special texture
// * `null` otherwise
function handle_special_texture(json) {
if (json.type == "_text") {
let canvas = document.createElement('canvas');
// canvas width and height should be in the power of 2; otherwise although
// the page usually loads successfully, WebGL does complain/warn
canvas.width = 256;
canvas.height = 256;
let ctx = canvas.getContext('2d');
ctx.textAlign = "center";
let font_size = json.font_size;
// auto-resing the font_size to fit in the canvas
ctx.font = font_size + "px " + json.font_face;
while (ctx.measureText(json.text).width > canvas.width) {
font_size--;
ctx.font = font_size + "px " + json.font_face;
}
ctx.fillText(json.text, canvas.width / 2, canvas.height / 2);
let canvas_texture = new THREE.CanvasTexture(canvas);
canvas_texture.uuid = json.uuid;
return canvas_texture;
} else {
return null;
}
}
// Handler for special geometry types that we want to support
// in addition to whatever three.js supports. This function
// takes a json object representing a single geometry, and should
// return either:
// * A new `THREE.Mesh` if that json represents a special geometry
// * `null` otherwise
function handle_special_geometry(geom) {
if (geom.type == "_meshfile") {
console.warn("_meshfile is deprecated. Please use _meshfile_geometry for geometries and _meshfile_object for objects with geometry and material");
geom.type = "_meshfile_geometry";
}
if (geom.type == "_meshfile_geometry") {
if (geom.format == "obj") {
let loader = new OBJLoader2();
let obj = loader.parse(geom.data + "\n");
let loaded_geom = merge_geometries(obj);
loaded_geom.uuid = geom.uuid;
return loaded_geom;
} else if (geom.format == "dae") {
let loader = new ColladaLoader();
let obj = loader.parse(geom.data);
let result = merge_geometries(obj.scene);
result.uuid = geom.uuid;
return result;
} else if (geom.format == "stl") {
let loader = new STLLoader();
let loaded_geom = loader.parse(geom.data.buffer);
loaded_geom.uuid = geom.uuid;
return loaded_geom;
} else {
console.error("Unsupported mesh type:", geom);
return null;
}
}
return null;
}
// The ExtensibleObjectLoader extends the THREE.ObjectLoader
// interface, while providing some hooks for us to perform some
// custom loading for things other than three.js native JSON.
//
// We currently use this class to support some extensions to
// three.js JSON for objects which are easy to construct in
// javascript but hard to construct in Python and/or Julia.
// For example, we perform the following transformations:
//
// * Converting "_meshfile" geometries into actual meshes
// using the THREE.js native mesh loaders
// * Converting "_text" textures into text by drawing the
// requested text onto a canvas.
class ExtensibleObjectLoader extends THREE.ObjectLoader {
delegate(special_handler, base_handler, json, additional_objects) {
let result = {};
if (json === undefined) {
return result;
}
let remaining_json = [];
for (let data of json) {
let x = special_handler(data);
if (x !== null) {
result[x.uuid] = x;
} else {
remaining_json.push(data);
}
}
return Object.assign(result, base_handler(remaining_json, additional_objects));
}
parseTextures(json, images) {
return this.delegate(handle_special_texture,
super.parseTextures,
json, images);
}
parseGeometries(json, shapes) {
return this.delegate(handle_special_geometry,
super.parseGeometries,
json, shapes);
}
parseObject(json, geometries, materials) {
if (json.type == "_meshfile_object") {
let geometry;
let material;
let manager = new THREE.LoadingManager();
let path = ( json.url === undefined ) ? undefined : THREE.LoaderUtils.extractUrlBase( json.url );
manager.setURLModifier(url => {
if (json.resources[url] !== undefined) {
return json.resources[url];
}
return url;
});
if (json.format == "obj") {
let loader = new OBJLoader2(manager);
if (json.mtl_library) {
let mtl_loader = new MTLLoader(manager);
let mtl_parse_result = mtl_loader.parse(json.mtl_library + "\n", "");
let materials = MtlObjBridge.addMaterialsFromMtlLoader(mtl_parse_result);
loader.setMaterials(materials);
this.onTextureLoad();
}
let obj = loader.parse(json.data + "\n", path);
geometry = merge_geometries(obj, true);
geometry.uuid = json.uuid;
material = geometry.material;
} else if (json.format == "dae") {
let loader = new ColladaLoader(manager);
loader.onTextureLoad = this.onTextureLoad;
let obj = loader.parse(json.data, path);
geometry = merge_geometries(obj.scene, true);
geometry.uuid = json.uuid;
material = geometry.material;
} else if (json.format == "stl") {
let loader = new STLLoader();
geometry = loader.parse(json.data.buffer, path);
geometry.uuid = json.uuid;
material = geometry.material;
} else {
console.error("Unsupported mesh type:", json);
return null;
}
let object = new THREE.Mesh( geometry, material );
// Copied from ObjectLoader
object.uuid = json.uuid;
if ( json.name !== undefined ) object.name = json.name;
if ( json.matrix !== undefined ) {
object.matrix.fromArray( json.matrix );
if ( json.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = json.matrixAutoUpdate;
if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
} else {
if ( json.position !== undefined ) object.position.fromArray( json.position );
if ( json.rotation !== undefined ) object.rotation.fromArray( json.rotation );
if ( json.quaternion !== undefined ) object.quaternion.fromArray( json.quaternion );
if ( json.scale !== undefined ) object.scale.fromArray( json.scale );
}
if ( json.castShadow !== undefined ) object.castShadow = json.castShadow;
if ( json.receiveShadow !== undefined ) object.receiveShadow = json.receiveShadow;
if ( json.shadow ) {
if ( json.shadow.bias !== undefined ) object.shadow.bias = json.shadow.bias;
if ( json.shadow.radius !== undefined ) object.shadow.radius = json.shadow.radius;
if ( json.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( json.shadow.mapSize );
if ( json.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( json.shadow.camera );
}
if ( json.visible !== undefined ) object.visible = json.visible;
if ( json.frustumCulled !== undefined ) object.frustumCulled = json.frustumCulled;
if ( json.renderOrder !== undefined ) object.renderOrder = json.renderOrder;
if ( json.userjson !== undefined ) object.userjson = json.userData;
if ( json.layers !== undefined ) object.layers.mask = json.layers;
return object;
} else {
return super.parseObject(json, geometries, materials);
}
}
}
class Background extends THREE.Object3D {
constructor() {
super();
this.isBackground = true;
this.type = 'Background';
// The controllable properties that can be set either via control or
// set_property().
this.top_color = new dat.color.Color(135, 206, 250); // lightskyblue
this.bottom_color = new dat.color.Color(25, 25, 112); // midnightlblue
this.render_environment_map = true;
this.environment_map = null;
this.visible = true;
this.use_ar_background = false;
// The textures associated with the background: either the map, the
// gradient, or a white texture (for when the background isn't visible).
this.textures = {
"env_map": null, // no default environment.
"round": {
"gradient": env_texture(this.top_color, this.bottom_color, true),
"white": env_texture([255, 255, 255], [255, 255, 255], true)
},
"flat": {
"gradient": env_texture(this.top_color, this.bottom_color, false),
"white": env_texture([255, 255, 255], [255, 255, 255], false)
}
};
// The state values that contributed to the current values of
// scene.background and scene.environment. When the controllable
// properties get twiddled, this state will be compared with that state
// to determine the work necessary to update the background.
this.state = {
"top_color": null,
"bottom_color": null,
"environment_map": null,
"render_map": null,
"visible": true
};
}
// Updates the background's state in the scene based on its requested
// properties, its internal state, and the indication of whether the
// background is visible or not.
//
// Changes to underlying maps (e.g., gradient or environment map) happen
// regardless of the type of camera. However, the textures applied to
// scene.background depend on whether the camera is perspective or not.
update(scene, is_visible, is_perspective) {
// TODO(SeanCurtis-TRI): If the background simply isn't visible, defer
// the work until it is visible, perhaps?
this.state.visible = is_visible;
this.state.render_map = this.render_environment_map;
// If the named environment map has changed, we need to load appropriately.
if (this.environment_map !== this.state.environment_map) {
if (this.environment_map == "" || this.environment_map == null) {
this.environment_map = this.state.environment_map = null;
this.textures.env_map = null;
} else {
this.textures.env_map =
load_env_texture(this.environment_map, this, scene,
is_visible, is_perspective);
if (this.textures.env_map == null) {
this.state.environment_map = this.environment_map = null;
} else {
this.state.environment_map = this.environment_map;
}
}
}
// Possibly update the gradient textures if requested top/bottom colors
// are different from the current state. But only if we're *using*
// the gradient. Note: "using" is not the same as obviously drawing it
// as a background. We use the gradient in the following circumstances:
//
// - The background is visible and
// - there is no environment map (using gradient as environment) or
// - the state has been requested to not draw the env map as
// background, or
// - the camera is orthographic (can't use env_map as background).
let using_gradient = !is_perspective ||
!this.render_environment_map ||
this.textures.env_map == null;
if (is_visible && using_gradient &&
(this.top_color !== this.state.top_color ||
this.bottom_color !== this.state.bottom_color)) {
this.state.top_color = this.top_color;
this.state.bottom_color = this.bottom_color;
let t = [this.state.top_color.r, this.state.top_color.g,
this.state.top_color.b];
let b = [this.state.bottom_color.r, this.state.bottom_color.g,
this.state.bottom_color.b];
this.textures.flat.gradient = env_texture(t, b, false);
this.textures.round.gradient = env_texture(t, b, true);
}
// Both background and environment are white if the background isn't
// visible.
// A visible background is either the environment map or the gradient:
// To be the map, the map must be defined, state.render_map is true,
// and the camera is perspective. Otherwise gradient.
// In immersive AR mode, we need the background to be transparent (so
// that the camera comes through). So, we set the background to null,
// but leave the normal semantics for environment so things keep
// rendering the same.
let cam_key = is_perspective ? "round" : "flat";
scene.background =
this.use_ar_background ?
null :
this.state.visible ?
(this.state.render_map && this.textures.env_map != null && is_perspective ?
this.textures.env_map :
this.textures[cam_key].gradient) :
this.textures[cam_key].white;
// The environment logic is simpler. It only depends on the background
// being visible and an environment map being defined. We'll always
// use an available environment map for illumination, regardless of
// camera projection type.
scene.environment =
this.state.visible ?
(this.textures.env_map != null ?
this.textures.env_map :
this.textures.round.gradient) :
this.textures.round.white;
}
}
class SceneNode {
constructor(object, folder, on_update) {
this.object = object;
this.folder = folder;
this.children = {};
this.controllers = [];
this.on_update = on_update;
this.create_controls();
for (let c of this.object.children) {
this.add_child(c);
}
}
add_child(object) {
let f = this.folder.addFolder(object.name);
let node = new SceneNode(object, f, this.on_update);
this.children[object.name] = node;
return node;
}
create_child(name) {
let obj = new THREE.Group();
obj.name = name;
this.object.add(obj);
return this.add_child(obj);
}
find(path) {
if (path.length == 0) {
return this;
} else {
let name = path[0];
let child = this.children[name];
if (child === undefined) {
child = this.create_child(name);
}
return child.find(path.slice(1));
}
}
create_controls() {
for (let c of this.controllers) {
this.folder.remove(c);
}
this.controllers = [];
if (this.vis_controller !== undefined) {
this.folder.domElement.removeChild(this.vis_controller.domElement);
}
this.vis_controller = new dat.controllers.BooleanController(this.object, "visible");
this.vis_controller.onChange(() => this.on_update());
this.folder.domElement.prepend(this.vis_controller.domElement);
this.vis_controller.domElement.style.height = "0";
this.vis_controller.domElement.style.float = "right";
this.vis_controller.domElement.classList.add("meshcat-visibility-checkbox");
this.vis_controller.domElement.children[0].addEventListener("change", (evt) => {
if (evt.target.checked) {
this.folder.domElement.classList.remove("meshcat-hidden-scene-element");
} else {
this.folder.domElement.classList.add("meshcat-hidden-scene-element");
}
});
if (this.object.isLight) {
let intensity_controller = this.folder.add(this.object, "intensity")
.min(0).step(0.01).name("intensity (cd)");
intensity_controller.onChange(() => this.on_update());
this.controllers.push(intensity_controller);
if (this.object.castShadow !== undefined){
let cast_shadow_controller = this.folder.add(this.object, "castShadow");
cast_shadow_controller.onChange(() => this.on_update());
this.controllers.push(cast_shadow_controller);
if (this.object.shadow !== undefined) {
// Light source radius
let radius_controller = this.folder.add(this.object.shadow, "radius").min(0).step(0.05).max(3.0);
radius_controller.onChange(() => this.on_update());
this.controllers.push(radius_controller);
}
}
// Point light falloff distance
if (this.object.distance !== undefined){
let distance_controller = this.folder.add(this.object, "distance").min(0).step(0.1).max(100.0);
distance_controller.onChange(() => this.on_update());
this.controllers.push(distance_controller);
}
}
if (this.object.isCamera) {
let controller = this.folder.add(this.object, "zoom").min(0).step(0.1);
controller.onChange(() => {
// this.object.updateProjectionMatrix();
this.on_update()
});
this.controllers.push(controller);
}
if (this.object.isEnvironment) {
let intensity_controller = this.folder.add(this.object, "intensity").min(0).step(0.1).max(100);
intensity_controller.onChange(() => this.on_update());
this.controllers.push(intensity_controller);
}
if (this.object.isBackground) {
// Changing the background gradient is cheap, so we'll change the
// color in the onChange() callback (instead of the onChangeFinished)
// callback -- it makes a more interactive experience.
let top_controller = this.folder.addColor(this.object, "top_color");
top_controller.onChange(() => this.on_update());
this.controllers.push(top_controller);
let bottom_controller = this.folder.addColor(this.object, "bottom_color");
bottom_controller.onChange(() => this.on_update());
this.controllers.push(bottom_controller);
let map_controller = this.folder.add(this.object, "render_environment_map");
map_controller.onChange(() => this.on_update());
this.controllers.push(map_controller);
}
}
// To *modulate* opacity, we need to store the baseline value. This should
// be called before the "opacity" property of a Material is written to.
cache_original_opacity(material) {
if (material.meshcat_base_opacity === undefined) {
material.meshcat_base_opacity = material.opacity;
}
}
// Changing opacity involves coordinating multiple properties.
set_opacity(material, opacity) {
this.cache_original_opacity(material);
material.opacity = opacity;
material.transparent = opacity < 1;
material.depthWrite = true;
// Transparency changes may require changes to the compiled shaders.
// Setting needsUpdate will trigger that. See
// https://github.com/mrdoob/three.js/issues/25307#issuecomment-1398151913
material.needsUpdate = true;
}
// Visits all the materials in the graph rooted at node (including if node
// is, itself, a material). For each material, applies the mat_operator
// to that material.
visit_materials(node, mat_operator) {
if (node.isMaterial) {
mat_operator(node);
} else if (node.material) {
mat_operator(node.material);
}
for (let child of node.children) {
this.visit_materials(child, mat_operator);
}
}
set_property(property, value) {
if (property === "position") {
this.object.position.set(value[0], value[1], value[2]);
} else if (property === "quaternion") {
this.object.quaternion.set(value[0], value[1], value[2], value[3]);
} else if (property === "scale") {
this.object.scale.set(value[0], value[1], value[2]);
} else if (property === "color") {
var _this = this;
function setNodeColor(mat) {
mat.color.setRGB(value[0], value[1], value[2]);
_this.set_opacity(mat, value[3]);
};
this.visit_materials(this.object, setNodeColor);
} else if (property == "opacity") {
var _this = this;
function setNodeOpacity(mat) {
_this.set_opacity(mat, value);
};
this.visit_materials(this.object, setNodeOpacity);
} else if (property == "modulated_opacity") {
var _this = this;
function setModulatedNodeOpacity(mat) {
// In case set_opacity() has never been called before, we'll
// call cache_original_opacity() to be safe.
_this.cache_original_opacity(mat);
_this.set_opacity(mat, mat.meshcat_base_opacity * value);
};
this.visit_materials(this.object, setModulatedNodeOpacity);
} else if (property == "top_color" || property == "bottom_color") {
// Top/bottom colors are stored as dat.color.Color
this.object[property] = new dat.color.Color(value.map((x) => x * 255));
} else {
var property_sequence = this.split_property(property);
var target = this.object;
var parent_path = this.folder.name;
for (const element of property_sequence.slice(0, -1)) {
var child = this.maybe_recurse_property(target, element, parent_path);
if (child === null) return;
parent_path = parent_path + `.${element}`;
target = child;
}
var final_property = property_sequence.slice(-1)[0];
try {
if (!(final_property in target)) {
console.warn(`Trying to set the property '${property}'. ` +
`However, '${parent_path}' does not have the ` +
`property '${final_property}'. the value will ` +
"not be set.");
return;
}
target[final_property] = value;
} catch (error) {
// Note: the exception could arise either from the `in` operator
// or the effort to assign the property below.
console.error(`Trying to set the property '${property}'. ` +
`However, '${parent_path}' cannot receive properties.` +
`property '${final_property}'. It has type ${typeof(target)}.`+
`\nError message: ${error}.`);
}
}
if (this.object.isBackground) {
// If we've set values on the Background, we need to fire its on_update()).
this.on_update();
}
this.vis_controller.updateDisplay();
this.controllers.forEach(c => c.updateDisplay());
}
maybe_recurse_property(parent, child, parent_path) {
try {
if (!(child in parent)) {
console.warn(`When setting a chained property, '${parent_path}' doesn't ` +
`have child property '${child}'; value will not be set.`);
// Note: even if the next property name in the property path was
// an index (e.g., a[1] became a.1), we can get away with adding
// an object, because the index will simply be treated as a
// property *name*. Furthermore, that property can be accessed
// either as a["1"] or a[1].
return null;
}
} catch (error) {
console.error("When setting a chained property, the intermediate " +
`object '${parent_path}' has no property '${child}'. ` +
`It has type ${typeof(parent)}.\nError message: ${error}.`);
return null;
}
return parent[child];
}
split_property(property_str) {
// Array [x] becomes .x.
property_str = property_str.replace(/\[(\w+)\]/g, '.$1');
// strip a leading dot
property_str = property_str.replace(/^\./, '');
return property_str.split(".");
}
set_transform(matrix) {
let mat = new THREE.Matrix4();
mat.fromArray(matrix);
mat.decompose(this.object.position, this.object.quaternion, this.object.scale);
}
set_object(object) {
let parent = this.object.parent;
this.dispose_recursive();
this.object.parent.remove(this.object);
this.object = object;
parent.add(object);
this.create_controls();
}
dispose_recursive() {
for (let name of Object.keys(this.children)) {
this.children[name].dispose_recursive();
}
dispose(this.object);
}
delete(path) {
if (path.length == 0) {
console.error("Can't delete an empty path");
} else {
let parent = this.find(path.slice(0, path.length - 1));
let name = path[path.length - 1];
let child = parent.children[name];
if (child !== undefined) {
child.dispose_recursive();
parent.object.remove(child.object);
remove_folders(child.folder);
parent.folder.removeFolder(child.folder);
delete parent.children[name];
}
}
}
}
function remove_folders(gui) {
for (let name of Object.keys(gui.__folders)) {
let folder = gui.__folders[name];
remove_folders(folder);
dat.dom.dom.unbind(window, 'resize', folder.__resizeHandler);
gui.removeFolder(folder);
}
}
function dispose(object) {
if (!object) {
return;
}
if (object.geometry) {
object.geometry.dispose();
}
if (object.material) {
if (Array.isArray(object.material)) {
for (let material of object.material) {
if (material.map) {
material.map.dispose();
}
material.dispose();
}
} else {
if (object.material.map) {
object.material.map.dispose();
}
object.material.dispose();
}
}
}
function create_default_scene() {
var scene = new THREE.Scene();
scene.name = "Scene";
scene.rotateX(-Math.PI / 2);
return scene;
}
// https://stackoverflow.com/a/15832662
function download_data_uri(name, uri) {
let link = document.createElement("a");
link.download = name;
link.href = uri;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
}
// https://stackoverflow.com/a/35251739
function download_file(name, contents, mime) {
mime = mime || "text/plain";
let blob = new Blob([contents], {
type: mime
});
let link = document.createElement("a");
document.body.appendChild(link);
link.download = name;
link.href = window.URL.createObjectURL(blob);
link.onclick = function(e) {
let scope = this;
setTimeout(function() {
window.URL.revokeObjectURL(scope.href);
}, 1500);
};
link.click();
link.remove();
}
class Animator {
constructor(viewer) {
this.viewer = viewer;
this.folder = this.viewer.gui.addFolder("Animations");
this.mixer = new THREE.AnimationMixer();
this.loader = new THREE.ObjectLoader();
this.clock = new THREE.Clock();
this.actions = [];
this.playing = false;
this.time = 0;
this.time_scrubber = null;
this.setup_capturer("png");
this.duration = 0;
}
setup_capturer(format) {
this.capturer = new window.CCapture({
format: format,
name: "meshcat_" + String(Date.now())
});
this.capturer.format = format;
}
play() {
this.clock.start();
// this.mixer.timeScale = 1;
for (let action of this.actions) {
action.play();
}
this.playing = true;
}
record() {
this.reset();
this.play();
this.recording = true;
this.capturer.start();
}
pause() {
// this.mixer.timeScale = 0;
this.clock.stop();
this.playing = false;
if (this.recording) {
this.stop_capture();
this.save_capture();
}
}
stop_capture() {
this.recording = false;
this.capturer.stop();
this.viewer.animate(); // restore the animation loop which gets disabled by capturer.stop()
}
save_capture() {
this.capturer.save();
if (this.capturer.format === "png") {
alert("To convert the still frames into a video, extract the `.tar` file and run: \nffmpeg -r 60 -i %07d.png \\\n\t -vcodec libx264 \\\n\t -preset slow \\\n\t -crf 18 \\\n\t output.mp4");
} else if (this.capturer.format === "jpg") {
alert("To convert the still frames into a video, extract the `.tar` file and run: \nffmpeg -r 60 -i %07d.jpg \\\n\t -vcodec libx264 \\\n\t -preset slow \\\n\t -crf 18 \\\n\t output.mp4");
}
}
display_progress(time) {
this.time = time;
if (this.time_scrubber !== null) {
this.time_scrubber.updateDisplay();
}
}
seek(time) {
this.actions.forEach((action) => {
action.time = Math.max(0, Math.min(action._clip.duration, time));
});
this.mixer.update(0);
this.viewer.set_dirty();
}
reset() {
for (let action of this.actions) {
action.reset();
}
this.display_progress(0);
this.mixer.update(0);
this.setup_capturer(this.capturer.format);
this.viewer.set_dirty();
}
clear() {
remove_folders(this.folder);
this.mixer.stopAllAction();
this.actions = [];
this.duration = 0;
this.display_progress(0);
this.mixer = new THREE.AnimationMixer();
}
load(animations, options) {
this.clear();
this.folder.open();
let folder = this.folder.addFolder("default");
folder.open();
folder.add(this, "play");
folder.add(this, "pause");
folder.add(this, "reset");
// Note, for some reason when you call `.max()` on a slider controller
// it does correctly change how the slider behaves but does not change
// the range of values that can be entered into the text box attached
// to the slider. Oh well. We work around this by creating the slider
// with an unreasonably huge range and then calling `.min()` and
// `.max()` on it later.
this.time_scrubber = folder.add(this, "time", 0, 1e9, 0.001);
this.time_scrubber.onChange((value) => this.seek(value));
folder.add(this.mixer, "timeScale").step(0.01).min(0);
let recording_folder = folder.addFolder("Recording");
recording_folder.add(this, "record");
recording_folder.add({format: "png"}, "format", ["png", "jpg"]).onChange(value => {
this.setup_capturer(value);
});
if (options.play === undefined) {
options.play = true
}
if (options.loopMode === undefined) {
options.loopMode = THREE.LoopRepeat
}
if (options.repetitions === undefined) {
options.repetitions = 1
}
if (options.clampWhenFinished === undefined) {
options.clampWhenFinished = true
}
this.duration = 0;
this.progress = 0;
for (let animation of animations) {
let target = this.viewer.scene_tree.find(animation.path).object;
let clip = THREE.AnimationClip.parse(animation.clip);
// Ensure the clip has a proper UUID (by default it's undefined).
// The animation mixer uses that UUID internally, and not setting it
// can result in animations accidentally overwriting each other's
// properties.
clip.uuid = THREE.MathUtils.generateUUID();
let action = this.mixer.clipAction(clip, target);
action.clampWhenFinished = options.clampWhenFinished;
action.setLoop(options.loopMode, options.repetitions);
this.actions.push(action);
this.duration = Math.max(this.duration, clip.duration);
}
this.time_scrubber.min(0);
this.time_scrubber.max(this.duration);
this.reset();
if (options.play) {