* Implemented selection by using the new extentions paradigm. Seems to be working fine, and it's more straightforward
* Implemented the camera controller core extension. Still WIP but it's working
* Fixed some issues in the progressive pipeline triggering caused by removing all camera controls from the renderer
* Renamed ICameraController to ICameraProvider. Simplified a bit the camera controller extension
* Implemented the concept of Providers and simple dependancy injection for extensions which need functionality defined inside other extensions.
* Added events to the ICameraProvider which replace the old camera events delegate. SectionTool is now an extension which replaces the old section box. Still WIP
* Input now emits input related events which can be used by extensions, core or clients directly. SectionTool extension is mostly working,including all it's gizmos and default behaviours. What's left is the interaction with core regarding clipping planes updates
* Removed legacy sources and code
* Finished with the section tool extension. Finished with the section tool outlines built as another extension which requires the section tool extension as a provider
* Added optional forge style mouse hover effect on objects. Included it in the selection extension
* Ignore null draw range id when removing
* WIP on allowing more flexibility for material configuration in the core
* Added rendering stats collection for better profiling of the current draw group managements
* Shuffling IBOs for maximum draw call efficency now works correctly for our new draw group management approach. Also this process is now automatic and it happens when the draw group getsfragmented above a configurable point
* Fix some monstrous bugs with index buffer shuffling now that we've changed our approach a bit.~
* Finished with the new material management approach for mesh batches. SelectionExtension now uses this approach and also considers existing material opacities when setting select and hover materials
* Updated LineBatch to work with the new material management approach
* Implemented the required draw range related changes to the point batch
* Text batche now work with the new material management
* SpeckleLineMaterial and SpecklePointsMaterial are now SpeckleMaterial as well. Had to rename two properties of SpeckleMaterial due to some typescript named property clash thing, but nothing really changed
* Removed eslint-disable clauses in materials where they were no longer needed. Removed unused imports and overrides
* Added the RTE define for some materials by default. It can still be overriden if users want to
* Stencil outlines is now an toggle-able option for any SpeckleMaterial. Restricted to meshes
* Implemented setting desired material for all geometry types via RenderMaterial and DisplayStyle data. SpeckleRenderer now has three overloaded setMaterial function. One for a material instance, one for a filer material and one for RenderData&DisplayStyle. Moved material hash related functionality from NodeRendeView into Materials
* Added MaterialOptions which can be used when setting materials based on RenderMaterial/DisplayStyle to toggle various material features like stencilOutlines, pointSize. SelectionExtension now uses data material to set materials, and things are so much more simpler and nicer
* Added public method for setting seletion extension options
* After some profiling, realized three.js was doing a lot of pointless work each frame so now we're caching materials created from RenderMaterial/DisplayStyle to avoid this. Perf is nice and sharp now
* addRenderTreeAsync is now a generator. Handled automatic zooming on viewer loading. Disabled section tool by default
* Centralized RTE and shadow RTE buffer in an extended webglrenderer. This avoids re-computing rte data for each material over and over. Also, rte data is now centralized and available to materials
* SpeckleMeshes now use a cached material clone as their batch material like any other material they use
* Cleaned up Materils. Updated the debug show batches function use the new material manipulation system. So much easier now
* Real time measurement exist now as a separate extension. Existing functionality preserved, besides one or two small additions. Renamed the MEASUREMENTS object layer to OVERLAY for a more generic usage. SelectionExtension can now be enabled/disabled. Added an additional overload to the setCameraView method in ICameraController which takes a box3 as target to focus the camera on
* Removed viewer related events from input and replaced them everywhere with the proper input event types where required
* Fixed two issues with the shadowcatcher. One was a regression introduced after we centralized the RTE data. The other was a super old one one and was essentially causing the shadowcatcher to generate the contact shadows incorrectly because the correct transform textures were not bound (this is three.js being a pain)
* WIP on the filtering extension
* FilteringExtension is done. Kept the same implementation
* Added filter reset function
* Removed uniform texture and batch count binding from each material's OnBeforeRender function. Additionallit our material override function from SpeckleMesh now uses our fast copy instead of three's copy function for materials. This decreased CPU overhead each frame by 20+% and also eliminated the ugly call to SpeckleMesh's function for updating the material with the transform texture and batch object count from each material's render callback which was not supposed to be there
* Update RenderingStats to measure CPU render time per frame.
* Added early and late update functions for extensions. First gets called before the core's update, and the latter afterwards
* All speckle materials now use the centralized RTE data. Updated the fasts copy method to copy userdata defined uniforms where needed
* Added explosion extension. Additional cleanup
* Dirty transforms are marked on a per batch object basis, whenever their transforms gets changed. This automates the transform texture update execution, so we no longer need to manually mark entire batches as dirty
* Added getObjects which returns all batch objects in the scene and getObjects which takes an rv an returns only the batch object associated with that rv. Both of these methods are availale on the renderer
* Added setters for position, rotiation and scale in batch object
* Diff extension is complete. We stuck with creating material instances and using those for coloring since it ensures maximum draw call efficiency. Fixed an issue in MeshBatch where transparent draw groups were not always sorted at the end of the group list leading to incorect opauque object selection during the depth pass
* RV batch materials are obtained via the viewer-core API based on the RV itslef. This removed the need to get all batch materials for the differ
* Small cleanup
* Removed all circular dependencies besides one, like I predicted. The final one will dissapaear on it's own in the near future when we'll gracefull make DataTree obsolete. As a note, the circular dependencies were very shallow, reffering to enums/interfaces/statics declared in specific files. There was no real circular dependency on a class level
* Removed last circular dependency just for the sake of completion
* SpeckleRendere now has a clipping volume which is used internally to reject picks outside of it, and it's also exposed to the outside world to be used however
* Implemented the SpeckleLoader along with it's abstract supertype. Data loading is now done through this loader which handles tree population with raw data as well as render view data.
* Working minimal obj loader
* Added total node counting and displaying
* Viewer's load object now takes a loader of any speckle loader base class and uses that to load, instead of taking urls and tokens. This allows for any kind of loader to work with the vieweer's load function. Moved indexing of obj geometry to the obj geometry convertor. Loaders now take the target world tree instance instead of a viewer instance
* Loaders can now load from string and array buffer data where implemented. ObjLoader can now load from a string payload. Sandbox can now load obj files from the UI using a file picker
* alex/API2.0-core
* Started on #1673. Fixed an issue with walkAsync where the recursive generator would waste too much time idle.
* Solution for #1673. Replaced the old async pausing approach with a better version that has true variable wait time, and does not add additional dead wait time. Render tree building is now several times faster
* Cut down some more on load time by using a lookup table for determined speckle types. For a very large number of objects, getting the actual speckle type was quite slow. For our reference stream with 1kk objects we cut down around 2 seconds of load time
* BoxFromObjects now returns the correctly transformed aabb
* Implemented optimisations for batch building step from the loading process. Reduced the step's time by around 50%
* Implemented a NodeMap which allows us to search for nodes very very fast.
* Added a dynamic pause in the loader which stops the converter from blocking. Paramater object types are not added as nodes anymore. Callback from converter is not without arguments
* Replaced some internal walks with the newer and much faster id finding approach
* Disable object shallow cloning acrss the speckle converter
* Fixed the issues with block instances and revit instances caused by not duplicating speckle objects in the converter
* getObjectPropertis is now async and slightly improved the execution time of the flatten function which it uses
* Set caching to true by default
* Fix for display style hashing
* Implemented legacy viewer as a wrapper around the old viewer API
* Started testing FE1 with API 2.0. Fixed some legacy issues. Also the camera controller extension now exposes it's underlying controls object for the sake of not messing around with unwatend changes in FE1
* Updated FE1 with API2.0 selection changes
* Fixing selection bugs
* The viewer now ignores duplicate id nodes
* Fixes to object properties population, camera zooming and adding subtrees in core
* Fixed some filtering issues. Added UpdateFlags to the viewer's requestRender function
* Fixed an issue where section boxes were incorrectly added to the URL
* Objects with no id are not given nodes into the tree
* Updates to FE2 for API2.0. Also fixed a really really obscure bug in viewer-core where a material an incorrect material was set when reseting the batch to the default material
* We now store separate node maps for each model loaded. Each node now holds it's subtree id (as a small number for memory considerations)
* Render request after updating the visual diff
* Fixed some missing update calls on shadows
* Reverted FE1 changes and pinned the viewer library to a specific (latest) version pre-API2.0
* We're adding a viewer node for loaded models as subtree parent. This is because we're no longer spoofing ids and the model parent id needs to be preserved
* Fixed an issue where clicking on a comment bubble made the pipeline use accumulation improperly, leading to dark blight
* Null check for setMaterial. Fixed another case of dark blight. Hack required by frontend
* Fixed the issue with filtering state not propagating in the FE
* Updated selection event changes
* Fixed an issue where an undefined subtree id would yield an incorrect render tree upon requesting it
* Fixed an issue where undefined nodes were returned as valid when searching of ids
* NodeRenderView now holds it's subtree id along the speckle id. This allows for precise node matching when looking for specific nodes
* Fixed an issue with BlockInstances not instancing underlying meshes from breps
* Some fixes to diffing. Some older than API2.0, some new. Render views now have guid composed of their id and subtreeid.
* Update node render view id with guid where needed
* Unload function now checks for requested resource to unload before trying to unload it
* Check for the existence of a batch before applying draw ranges. Inthe FE, extension can temporarily keep dead rvs in their state when switching between streams leading to errors
* Fixed an issue for filtering where subtree roots would cause incorrect rv additions to the ghosted rv lists
* Unified block instance and revit instance conversion implementation
* Separted instanced from non-instanced rvs. Working on InstancedMeshBatch
* WIP on instanced types
* Implemented visual for box draging
* BoxSelection extension beautified and documented along with some small but welcomed changes to the viewer-core
* Viewer's getExtension now looks in the prototype chain before returning an undefined extension
* Added the extended Selection extension here for possible later use
* First iteration on instancing. General idea works. Still WIP on several fronts
* Fixed issues related to incorrect transform being calculated for instanced geometry. Fixed an issue with incorrect bounds being calculated
* Fixed a few issues with instanced vs non instanced render view gathering
* Disabled box selection extension
* Fixed some linter errors
* Disabled a lint 'error'
* Fixed issues with depth rendering and instanced objects and fixed draw range visibility for instanced batches in a minimalistic way
* Updated the measurements extension with the visiblity option
* Restructed a bit our implementation for the acceleration structure because now the BLAS needs to aggregate an instance of three-mesh-bvh not extend it. So that instanced batch objects can share a single bvh instance -> no redundancy
* WIP
* Revert "WIP"
This reverts commit 20d4bbf621.
* More WIP on trying to make instanced geometry TAS and BAS work properly
* Both Tas and Bas intersection testing seem to working fine. Now we need to implemented draw grouping for instanced mesh batches
* Added draw group management to InstancedMeshBatch. It works in the same manner as for non instanced batches, but the offset value refers to instances not triangles. I believe it could be simplified, but I'd like to get it up and working first
* Draw groups need to hold the index and count from the instanced buffer attribute
* Added array shuffling to the instanced mesh batch using the same approach we used for the non instanced one.
* Instanced batches now dynamically add InstancedMesh objects based on draw groups and a computed transform buffer
* Applying draw range updates for instanced batches now works. Still some issues to handle. It aint much, but it's honest work
* Disabled some more RTE until setting visibility for draw ranges is finished
* Moved getting opaque, transparent and stencil draw ranges out from Batcher and on to a per-batch basis. Now instanced batches correctly apply draw ranges and get their opaque, transparent and stecil ranges
* Fixed an issue with setting the visibility ranges for instanced mesh batches
* Instanced attributes for instanced meshes now no longer allocate
* Shadow depth material for instances is now set in the speckle renderer
* R-enabled RTE globally. Made instancing work with RTE. Made instancing work with both RTE and shadowmapping.
* Fixed an issue with materials building up in the mesh batch's cache incorrectly
* Implemented gradient indexs attributes for instanced batches. Thismeans, any color ramp based material like the ones we use for filtering now works
* Changed the way compound ids are created for instances, so that less memory is required. i.e chrome is not crashing anymore on particular streams
* Implemented reseting the draw ranges for instanced mesh batches. We no longer double buffer the gradient index buffer. We just create a new one when shuffling, populate it, then copy it over at the end. We're still double buffering the transforms buffer since that one is larger and we might not want to allocate it each time we shuffle
* Removed references of draw groups with ids since we're not doing that anymore. Fixed an issue with mesh batches where the material cache would keep piling materials incorrectly
* Several issues with selective transformations on instanced batches fixed.
* Added default null materials for instanced meshes both with and without vertex colors
* Got rid of the patched InstancedMesh because it was ridiculously slow. Instead we're now computing the scene box using our acceleration structures where available and three.s boundingbox where not available
* Minor, yet big regression fix
* Fixed regression
* Exported some extra types
* WIP on instanced balancing
* Instanced objects under a certain threshold now get batched together as regular mesh batches
* Forgot to update the rvs aabb
* Unified instanced and non instanced batch creation. Instances which do not qualify for instanced batching anre now mixed together with the rest of the non instanced batched objects
* Added some timing information to instanced batches
* Fixed an issue with zooming in on objects not working in the selection extension. Fixed an issue with object picking failing due to fp precision for objects right at the edge of the clipping volume.
* Removed logs
* Update stream moving via UI
* Removed the priority argument from loadObject since it's not needed anymore
* Updated LegacyViewer
* Fixed an issue with API 2.0 where the legacy form of transforms with only an array of values as the matrix would not work
* Updated FE1 viewer package to latest before API 2.0
* Disabled selection when measurement mode is on
* Updated ibl params updating
* Fixed an issue with measurement text not showing up
* Logs
* lockfile
* chore(Dockerfile): pin images by digest this ensures consistent builds with images pinned by SHA
* introduces a GitHub Action will create a PR to update the images when there is a new version, and will pin to that newer version SHA.
* Bump debian to 12 'bookworm'
* Bump pypi libraries
* except frontend-1, as only debian 11 is currently supported by openresty
* Bump debian packages
* chore(ingress): remove server snippet as it is not enabled in controller by default
* split ingress into different components so we can rewrite some paths
* Need to retain the same resource name to allow easier upgrades
* Only redirect /metrics endpoint
* FE2 Fixes. WIP Description
* Reorder Options. Fix cookie expiry
* added ability to edit model description in backend
* Add Description to "Add Model" WIP
* Update Radio component so icons are part of label
* Fix to disable measure mode when user navigates to another control
* Add Description WIP
* Fix description returning null
* Add Header to versions page
* Checks for PR
* Fix build error
* Changes from CR
* Use ProjectPageProjectHeaderFragment
* Remove description from handleSubmit
---------
Co-authored-by: Kristaps Fabians Geikins <fabis94@live.com>
* fix: fe2 auth error page + various minor UI bugs
* clean up & reporting failing email to fe
* new mutation to resend verification as guest
* email text updates
* fixing issues brought up by agi
* more text fixes
* swapping out space-XXX for gap-XXX
* RadioGroup & Initial UI for Measure
* Add option to Panel to allow actions to move to bottom
* Typo
* Add count to precision
* Add enable, snap and type api integrations
* Update Units WIP
* Add precision update
* Update v-tippy name
* Updates
* New design
* Better darkmode radio. Keystrokes.
* Styling fixes. Fix select mount-menu-on-body
* Fix ts bug
* Show label in Select for units
* Update shortcut to D
* Small design changes
* Small tidy ups
* WIP New Measurements Helper State
* Fix build erros
* Remove viewer import from shared
* Delete WIP
* Fix delete
* Fix close button on measure mode
* Measurement nullable
* Updates from PR
* Seperate measurements into measurementsEnabled & measurementOptions
* Update state.ts
* Update ts bugs
* Updates to RadioGroup
* Use ctx.updateArgs
* Replace RadioGroup with Radio - More consistent with existing inputs
* Update FE2 to use new Radio
* Fix circleci fail
* Fix build
* Fix wrong initial state for vertexSnap
* Adjust type to measurement
* Use Lodash isEqual
* Fix bug where units don't update
* Remove double input
* Fix server error in data.ts
* Revert change around useEqual
* Title Bar Improvements
* Update scale of notifications
* Add missing truncate on Viewer breadcrumb
* Fix so only last item is truncated
* Merge
* Remove unneeded padding
* Tailwind group fix