Commit Graph

34 Commits

Author SHA1 Message Date
Dimitrie Stefanescu a6fbf88ab2 feat(scene explorer): filters out noise from scene explorer 2024-08-21 22:41:15 +01:00
Kristaps Fabians Geikins 4dae1569cd feat(fe2): invite + list workspace invites (#2629)
* list invites table

* invites list works

* update last reminded date on resend

* fix FE

* WIP invitedialog + updated debounced utility

* invite create works

* exclude users correctly

* more adjustments

* minor cleanup

* using workspace invite server role

* test fix

* fixed multiple root eslint issues

* minor adjustments
2024-08-12 11:30:01 +03:00
andrewwallacespeckle fcb924d3a5 DO NOT MERGE - refactor: new design system implementation (#2537)
* refactor WIP

* Button design changes

* FE2 FormButton Updates

* ts composition api

* CommonTextLink Changes

* CommonTextLink prop updates

* Add disabled styles

* WIP

* Design system updates

* Colour Updates

* New Text Styles. Initial FE2 changes

* More fe2 styling classes

* Minor update

* Minor update

* Fix build

* More updates for discussion

* More styling updates

* Minor updates to inputs

* Revert change to size options

* More text updates

* More font class swapping

* Revert dui3 changes

* Confirmed Lineheights

* Add story files for new text styles

* Minor copy changes

* Minor typo

* Revert variant>color

* New Colours WIP

* andrew/web-1371-misalignment-in-account-dropdown

* andrew/web-1374-settings-text-styles-are-not-right

* andrew/web-1375-nav-texts-should-be-14px

* andrew/web-1376-decrease-size-of-versions-header

* andrew/web-1377-version-card-title

* Updates

* semibold>medium

* Colour updates

* Sizing updates

* Colour updates

* Colour updates

* Measure mode

* Updates

* Fix build

* Fix build

* WIP Updates

* Changes from PR

* Updated login, registration and reset password styling

* Make share dropdown bg white

* Updated viewer titles

* Fix: Resize panel highlight color in the viewer should be blue

* Fix: Blue + Add link in Models. And other blue links in Viewer

* Add labelPosition Prop. Fix Button stories

* Updated CommonLink to remove default underline

* Add Highlight Color

* Card updates from Michal

* Updated discussion icon on version card

* Small tweaks to version card

* Small tweaks to version card

* Fix: Ghost button doesn't have padding

* Fix: Write Delete...

* Fix: Version hover border color

* Updates to Project Card. Updates to PageTabs

* Fix: Adjust title in announcement modal

* Updates from Comments

* Select Background Colour

* Fix: Select dropdown color

* Improve list view. Improve discussions

* Fix: Minor tweaks to onboarding checklist

* Fix: Clean up nav

* Hide third item when not >md

* Change project heading size

* Add border to version card

* Adjust spacing in dropdowns

* Slight change

* Update button style in Version card

* Tweaked nav menu

* Tweaked nav menu

* Various styling tweaks

* Fix settings modal subheader

* Various styling tweaks and fixes

* Tweak settings dialog styling

* Tweak simple scrollbar

* Minor tweaks to model page

* Minor tweaks to model page

* Minor tweak to login

* Tweak discussion card

* Tweak settings page

* Tweak vertical tabs

* Tweak Dialog alignment

* Fix some paddings

* Change IconVersions to ClockIcon

* Tweak spacing between icons

* Updates to Card Icons

* Bold "connectors" in empty project message

* Remove padding in Profile field

* Update inline model create

* Remove icons from share menu

* Updated Delete dialog

* Wrong text positioning in alert

* Updated copy in dropdown

* Change bg to bg-foundation in select dropdown component

* Fix merge conflicy

* Selection Info title colour

* Wrong text class

* Update card colours based on call

* Update card colours

* Update empty state

* Input label font weight

* Updates to Embed

* Various styling fixes

* Fix; Viewer panel header styling

* Fix; Adjust BG in dev mode list items

* Fix; Fix button placement in video modal

* Fix: Share menu is not using LayoutMenu

* Fix: Buttons clash under filters

* Fix: Adjust spacing in selection info

* Fix: Adjust gray BG behind model preview images

* Fix: No hover cursor on model card

* Fix: Align text styling in dev mode and selection info panel

* Fix for menu width

* Fix mobile problems

* Fix Add spacing on new login screens

* Revert prose change. Add prose-sm

* Text - Use contain for bg image

* Fix onboarding screens

* Responsive fixes

* Fix hydration errors

* Added padding to Add Model Dialog

* Fix versions buttons

* Fix build problem

* Changes PRE PR

* Final Pre PR Changes

* Remove DUI3 change

* Fix small issue with dialog after merge conflict

* Remove label classes from Visibility Select

* Revert changes made in Controls.vue

* Remove old-webhooks

* Add highlight colours to Storybook

* Add v-keyboard-clickable

---------

Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
2024-07-30 15:34:41 +01:00
andrewwallacespeckle c2a95b484f refactor(ui-components): define and use new font styles (#2524)
* New Text Styles. Initial FE2 changes

* More fe2 styling classes

* Minor update

* Minor update

* Fix build

* More updates for discussion

* More styling updates

* Minor updates to inputs

* More text updates

* More font class swapping

* Revert dui3 changes

* Confirmed Lineheights

* Add story files for new text styles

* Minor copy changes

* Minor typo

* andrew/web-1371-misalignment-in-account-dropdown

* andrew/web-1374-settings-text-styles-are-not-right

* andrew/web-1375-nav-texts-should-be-14px

* andrew/web-1376-decrease-size-of-versions-header

* andrew/web-1377-version-card-title

* semibold>medium

* Measure mode

* Changes from PR

* Tweaked nav menu

* Revert prose change. Add prose-sm

---------

Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
2024-07-30 15:06:48 +01:00
Mike b1759350dc Fix: Updated formatting of text throughout the app (#2509) 2024-07-17 10:56:58 +02:00
andrewwallacespeckle a72ef6178d refactor: isAllowedType checks for hidden speckle types (#2481) 2024-07-09 15:32:18 +01:00
andrewwallacespeckle d019e327c1 feat(fe2): Improve property name display and search functionality in filtering (#2396)
* feat(fe2): Improve property name display and search functionality in filtering

* Improve Revit property handling and type safety

* Improve getPropertyName

* Revert "Improve getPropertyName"

This reverts commit 21aaabdd13294bdae7a678fc8fb5454b6b174703.
2024-06-21 15:46:50 +01:00
andrewwallacespeckle 67b778b926 feat: ensure consistent ordering of nodes to match ViewerLayoutPanel (#2279)
* feat: ensure consistent ordering of nodes to match ViewerLayoutPanel

* feat: Order rootNodes based on resourceItems

* Revert "feat: Order rootNodes based on resourceItems"

This reverts commit 5029e361e762c0a6d9245638f7b269f7beeb8f37.

* Revert "feat: ensure consistent ordering of nodes to match ViewerLayoutPanel"

This reverts commit e2f557bf319f21ab5c477929021de1d12236ade9.

* fix: change rawSpeckleData to computed. order scene explorer items.

* Fix to unnamed models after call with Fabians
2024-06-21 15:20:17 +01:00
andrewwallacespeckle 71d1ea7f62 fix: add a title so full name can be hovered (#2412) 2024-06-20 13:30:44 +01:00
andrewwallacespeckle 7132fdbd8d feat(fe2): Filter out ViewerExplorerTreeItem children with speckle_type displaystyle (#2388)
* feat(fe2): Filter out ViewerExplorerTreeItem children with displaystyle speckle_type value

* Centralise node type filtering logic
2024-06-20 12:11:12 +01:00
andrewwallacespeckle 875a49e1ef feat: don't truncate StringFilterItem (#2378) 2024-06-20 11:57:38 +01:00
Kristaps Fabians Geikins f074be89aa fix(fe2): error msg templating + Filters undefined error fix (#2411)
* fix(fe2): error msg templating + Filters undefined error fix

* fixx

* fixx
2024-06-20 13:11:05 +03:00
Kristaps Fabians Geikins 83d8035dc2 chore: upgrade to eslint 9 (#2348)
* root + server

* frontend

* frontend-2

* dui3

* dui3

* tailwind theme

* ui-components

* preview service

* viewer

* viewer-sandbox

* fileimport-service

* webhook service

* objectloader

* shared

* ui-components-nuxt

* WIP full config

* WIP full linter

* eslint projectwide util

* minor fix

* removing redundant ci

* clean up test errors

* fixed prettier formatting

* CI improvements

* TSC lint fix

* 'buildBatch' needs to be async since some batch types (like Text) require it. Removed a disabled liniting rule from ObjLoader

* removed unnecessary void

---------

Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
2024-06-12 14:38:02 +03:00
andrewwallacespeckle 899c0baf4e feat(fe2): Highlight objects on hover (#2322)
* WIP - Need to confirm with Benjamin & Alex

* feat(fe2): Models and Filters Highlighting

* feat(fe2): highlight object on hover of selection info

* refactor: use composable for object highlighting in Viewer components

* Remove from StringFilterItem.

* Update StringFilterItem.vue

* Fix for selection issue that happens when you select something from the tree explorer that is already being selected by it's parent and also highlighted with the mouse

---------

Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
2024-06-07 14:26:49 +02:00
Benjamin Ottensten ee4d91faf6 Remove various hover transitions around the viewer (#2342)
To make it feel more snappy
2024-06-07 11:37:42 +02:00
andrewwallacespeckle 1d114fc93f feat: Allow selection of hidden items from Scene Explorer (#2315) 2024-06-05 12:17:59 +02:00
Dimitrie Stefanescu 3c15e888be adds a raw data viewer for advanced users (#2296)
* feat(gendo): scaffolding

* feat(gendo): wip

* feat(gendo): wip

* feat(gendo): wip

* feat(gendo): wip

* feat(gendo): wip

* feat(gendo): it's alive

* feat(gendo): wip

* feat(gendo): blobifies responses to make gergo happy

* feat(gendo): ratelimiting + lints

* feat(gendo): prettier fix

* feat(gendo): last fixes

* feat(gendo): clarifications

* feat(gendo): helm base

* feat(dataviewer): raw first pass

* feat(dataviewer): some styling

* feat(dataviewer): objects in new + fixes

* feat(dataviewer): resources support for object cards

* feat(dataviewer): adds selected object support

* feat(dataviewer): removes button from main sidebar, integrates with explorer

* feat(dataviewer): some value handling fixes

* feat(dataviewer): linting fixes

* feat(dataviewer): show raw viewer within Scene Explorer

* feat(dataviewer): Update copy and labels

* feat(dataviewer): Improve row borders and divider

* Apply suggestions from code review

* feat(dataviewer): Make sure arrow doesn't shrink

---------

Co-authored-by: andrewwallacespeckle <139135120+andrewwallacespeckle@users.noreply.github.com>
Co-authored-by: Benjamin Ottensten <benjamin.ottensten@gmail.com>
2024-05-30 14:12:49 +02:00
andrewwallacespeckle d9ac23fb26 bugfix(fe2): Coloring function disappears if parameter title is too long (#2255)
* Add truncation to filter name

* Use shortened model name in scene explorer

* Revert "Use shortened model name in scene explorer"

This reverts commit b86e1d8577ba1009462f68fb45840b8b1f66ec1a.

* Remove gap
2024-05-16 12:56:33 +02:00
andrewwallacespeckle 1ad5e019fe Use shortened header in Scene Explorer (#2256) 2024-05-15 11:45:01 +02:00
Alexandru Popovici ec78d316bb Viewer API Improvements (#2072)
* 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 20d4bbf6210b0d37b956cc5b41fdb06f29845b4f.

* 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

* Made DataTree obsolete. Removed unused 'input' property from viewer

* Fixed circular dependencies

* Removed DebugViewer, other small changes

* Small changes

* Small fixes

* Added id to NodeData

* Removed unused bounds property in rendertree

* Notes to future self + ExtendedExtension is now exported

* Removed an unused function from renderer. Removed the parent argumetn from getRenderViewerForNode... since it was legacy and has no meaning anymore.

* Removed the instance type check in getRenderViewesForNode method. Should not be needed anymore and it was bad to begin with anyway

* Removed some test code

* Small changes

* Removed pointless bounds calculation. Added note

* Added return types

* Ingestigating large group operations

* Nested nodes from TreeNode are now optional. Small update to node render view.

* #1818 Remove the concept of speckle data existing behind a 'data' field

* Removed unneeded property

* made arguments options in transformTRS

* getBoundingBox from acceleration structures have an optional argument now

* Several Batch methods no longer take variable numbe of arguments, but arrays now

* Added note

* Note

* Removed unused things

* Note and made the raycaster protected in intersections

* Added some typings

* Replaceds some functions with accessors. Added typings. Renamed stuff

* Removed some unused properties.

* Typings for measurements

* Small typing changes

* Fixed some more compile errors

* Sources from 'batching' folder are now strict compile compliant

* Sources from 'materials' folder are now strict compile compliant

* Sources from 'extensions' folder are now strict compile compliant

* Sources from 'tree' folder are now strict compile compliant

* Viewer interface, implementation, legacy implementation and the exports now comply with the strict compilation flag. Also added the new tsconfig

* Sources from 'objects' folder now comply to the strict compilation rules

* Sources from 'pipeline' now satisfy the requirements for strict compilation

* Sources from 'loaders' folder are now compiling with strict. That was so much fun

* Sources from 'query' folder are now compiling with strict

* Another round of correction triggered by previous changes

* Update the declaration file in the object loader to contain a member that needs to be public

* SpeckleRenderer along with the rest of the surces from the root 'modules' folder are not compiled with strict

* Completely deprecated DataTree. Updated the dependencies with @types/underscore. Fixed remaining compilation issues

* Fixed a failing build on the CI regarding a timeout id

* Fixed compile errors from sandbox

* Another fix

* All EventEmiter child classes now have mapped event handler argument types, so that when attaching to a specific event, the provided handler has the correct types for it's arguments. Implicitly, got rid of the the unknown types in all event handlers.

* Disabled verbatimModuleSyntax because it was messing things up. Fixed an issue with an improper import

* Fixed frontend-2 linting errors. Also added all the event payload maps to the viewer export

* Some good additions but mostly typescript catering

* Some more typescript catering, but also something useful. The intersect function is now overloaded so that when you specify only the ObjectLayers.STREAM_CONTENT_MESH object layer in it's layers argument it will always return a ExtendedMeshIntersection which guarantees to have a batchObject, face and it's object is of type SpeckleMesh | SpeckleInstancedMesh. Generally you mostly raycast against meshes and getting a three.js intersection object which has all it's fileds optional led to some very useless defined checks. With this we can avoid all of them

* Continued from yesterday, finished with the changes in intersections. Added MeshIntersection which is returned by all bvh intersections. This eliminates the need to check for face, faceIndex or index on intersection results from intersection meshes. Groups from MeshBatch and InstancedMeshBatch are now always DrawRanges(they always were)

* Mostly catering to typescript

* Removed underscore and all unused dependancies. Fixed remaining lint and build errors

* Minor changes

* Added the no-non-null assertion rule to the sandbox

* getExtension never returns null, but rather throws an exception if requested extension does not exist. Added hasExtension for (theoretical) situations where you want to check for extension existence but don't want to go by try/catch with getExtension. Fixed remaining lint/build errors

* getBatches now returns explicit batch types based on the geometry type that you provide

* Adding the lockfile

* undoing unnecessary FE2 changes

* Merged viewer/fe SpeckleObject types

* Fixed two small issues

* Minor linting issues

---------

Co-authored-by: Kristaps Fabians Geikins <fabians@speckle.systems>
2024-05-07 15:18:38 +03:00
andrewwallacespeckle 84a485d293 FE2 - Visual improvements from pairing with Agi (#2111)
* Small tweaks from Agi List

* Reset Filters Animation

* Changes to Scene Explorer Filtering

* WIP

* New Versions Icon

* Add SunLightShadows

* Small changes pre CR

* Remove unneeded prosp
2024-03-12 12:41:28 +00:00
andrewwallacespeckle b4ff70db15 Update to object hiding ux (#2064)
* Update to object hiding ux

* Updates from Call with Fabs

* Add comment

* Add hidden count

* Remove hidden count

* Spacing updates
2024-02-22 17:23:42 +00:00
andrewwallacespeckle d545480e7d Tidy up numeric filters (#2054) 2024-02-20 12:12:10 +00:00
andrewwallacespeckle ff6433128a FE2 - Embedding (#1979)
* Add Dialog

* Add options to embed dialog

* Min Height of Clipboard Input multiline to 3 lines

* Check for visibility

* Link to change access of project

* Rename to guided mode

* Change icon when user clicks copy button

* Update Menu styles based on agi feedback

* Update graphql.ts

* Embed Options as hashState

* Auto grow Clipboard Input

* embed state and more options

* Tidyups

* Footer only shows when !embedOptions.isTransparent

* Add auto/manual Load

* Add Pre setup component

* WIP Button Group mobile

* Updates around manual load

* Viewer Share nav

* Add embed dialog to project page

* Minor fixes

* Check for federated

* Responsive Tidyups

* Responsive Fixes. Fix console issues

* Add Alert to Version Embed

* Disable Zoom

* GQL updates

* Comment Slideshow

* GraphQl changes

* Fix visibility

* Build fix

* Revert "Build fix"

This reverts commit 0e706cbd9fde78204032bb1ec4421b1742d023ac.

* remove unneeded change, revert yarn.lock

* Test Commit

* Remove commit test

* Fix build

* Update Tailwind. Add base url env

* fix for portal scope issue

* useLogger

* useLogger

* chore(fe2): include NUXT_PUBLIC_BASE_URL in deployment manifests

* lazy load optimization

* lint fixes

* Updates

* Re-add guided open Dialog sections

* Prevent login popup on embed

* Tidy up mobile combined button group

* Tidy up embed Dialogs

* Small styling issues

* Update scrolling in embed dialog

* Move selection info when embed

* Testing fixes

* Discuss in Speckle

* Responsive Dialog Changes

* Fix bug

* WIP Manual Load

* Fix nuxt errors

* Fix nuxt logger issue

* Fix embed dialog overflows

* New Dialog layout

* Responsive Breakpoint change

* Preview Image

* Fix bug with dialogSection

* Hide selection info on mobile when thread is open

* Footer Model Name

* Overflow on ClipboardInput

* Style fixes

* Tidy ups

* Responsive updates

* Responsive fixes

* Update button

* Changes from testing

* Fix embed height with footer

* Fix Dialog Section

* Fixes from testing

* Move "reset filters" on embed

* Small fixes

* Updates from CR 1

* CR Comments 2

* Updates from CR

* Add deserializeEmbedOptions helper

* DialogSection changes

* Revert changes in TextArea

* Updates from CR

* Only check for noscroll in watch

* Update useRoute

* Comment Slideshow mode

* Changes from testing

* Fix mobile share button

* onMounted warn fixes

* Updates from testing

* Remove nesting of ManualLoad

* Keep Speckle text on mobile

* minor cleanup & bugfixes

* Add target prop to Logo

* navbar flash fix + more cleanup

* Fix urls

* Footer Logo changes

* Remove viewer-transparent from layout

* Add Reply in Speckle

* Remove Anchored Points from embed

* Final changes pre CR

* Fix Anchored Points

* Update packages/frontend-2/components/project/model-page/dialog/embed/Embed.vue

Co-authored-by: Kristaps Fabians Geikins <fabians@speckle.systems>

* Fixes from CR

* Updates from cr

* Changes WIP

* Fix for dialog opening

* Changes from PR

* Updates to check embed in activity

* fix(fe2): project settings dialog error

* Make Team open section on click of "Manage"

* Fixes from merge

* Changes from cr

* Compare old to new in watch

* Fix logo in footer of embed

* Fixes from merge

* Fix build. Fix lazy load

* Updates from Benjamin

* Fix transparent bg

---------

Co-authored-by: Kristaps Fabians Geikins <fabis94@live.com>
Co-authored-by: Iain Sproat <68657+iainsproat@users.noreply.github.com>
Co-authored-by: Kristaps Fabians Geikins <fabians@speckle.systems>
2024-02-06 10:38:22 +00:00
Kristaps Fabians Geikins ed1029e20d fix(fe2): optimized 'select all objects by type' (#2005)
* fix(fe2): optimized 'select all objects by type'

* some more utils
2024-02-01 16:29:18 +02:00
andrewwallacespeckle a6b7266b85 FE2 - Title Bar Improvements (#1894)
* 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
2023-12-05 10:12:09 +00:00
Kristaps Fabians Geikins f80a7189a0 chore(fe2): upgrade to nuxt 3.8.2 (#1887)
* chore(fe2): upgrade to nuxt 3.8.2

* fix tailwind-theme build

* readme update

* removing storybook from fe2 :(

* fix(fe2): codegen schema url resolution
2023-11-29 10:22:17 +02:00
andrewwallacespeckle cde5dd355c Pre Specklecon polish - Various tasks (#1849)
* “Selection info” panel should remember the Fold/Unfold state of it

* Remove old naming terminology strings

* Rename “Share” To “Copy Link” - Difficult to find the model ID for a new model before data is uploaded

* Add & Rearrange new Viewer Buttons WIP

* Small enhancements to the registration form

* {mobile } The extra “new model” functionality in Model tree/list view just falls apart

* {mobile } Shorten the long Webhook buttons

* Revert "“Selection info” panel should remember the Fold/Unfold state of it"

This reverts commit d1b94036a596c3c995e65eae32ebe2f63580ea66.

* Revert Player controls default

* Responsive changes to Viewer

* Responsive Comments

* Responsive Viewer

* Small fix

* Small fix

* Design improvements

* Styling updates

* style fixes

* Profile pop-up stays opened after selecting “Server Management”

* Profile pop-up stays opened after selecting “Server Management”

* Change the Project Settings Icon to a gear

* Misleading text while uploading ifc/obj file

* Amends from polish list

* Viewer Buttons WIP

* Updates buttons in Viewer

* No backdrop blur

* Style updates

* New Colouring Icon

* New useBreakpoints

* Latest fixes pre PR

* Updates from PR Comments
2023-11-02 11:56:16 +00:00
Kristaps Fabians Geikins 0c293b0615 fix(fe2): reverting vue/nuxt downgrade (#1776)
* fix(fe2): reverting vue/nuxt downgrade

* fix for broken vue 3.3 build?

* storybook fix

* storybook fix

* fe2 storybook update

* minor update to rerun CI
2023-08-29 09:52:48 +03:00
Kristaps Fabians Geikins c41dd17d01 fix(fe2): revert vue 3.3 cause of game breaking bugs (#1775)
* fix(fe2): revert vue 3.3 cause of game breaking bugs

* reverting ui-components as well

* attempt 2

* good now?
2023-08-28 11:43:33 +03:00
Dimitrie Stefanescu 2ea2c1a44a feat(fe2): mp actions re federated models part 1 2023-06-11 10:27:11 +01:00
Dimitrie Stefanescu 7fa0b81a95 feat(fe2): various mp actions 2023-06-11 10:01:55 +01:00
Dimitrie Stefanescu 985609c4fc feat(fe2): empty states (discussions, models, projects, etc.) 2023-06-08 19:36:54 +01:00
Kristaps Fabians Geikins b02a07e2b6 feat: Frontend 2.0 MVP 2023-05-08 10:47:01 +03:00