Commit Graph

4652 Commits

Author SHA1 Message Date
Kristaps Fabians Geikins bde4c36be3 adding profiling utils 2023-05-22 17:12:36 +03:00
Kristaps Fabians Geikins c9e8f2984a fix: dbnotificationlistener precommit 2023-05-22 17:10:07 +03:00
Kristaps Fabians Geikins bc6bffc72e quickfix: disabling db listener for testing 2023-05-22 16:52:13 +03:00
Alan Rynne 88b3254ef7 fix(tailwind-theme): Move default to be last option on exports. (#1587) 2023-05-22 11:35:08 +03:00
Gergő Jedlicska 636b3afd44 fix(fe2dockerfile): add postbuild script to the docker image 2023-05-19 17:02:37 +02:00
Kristaps Fabians Geikins 2eb5f51af3 feat: dui3 package (#1585) 2023-05-19 16:57:28 +03:00
Alexandru Popovici 1668cf6a65 Alex/diffing part 2 (#1579)
* Fixed an issue with curves doubling up on geometry and also not being selectable after the last filtering changes. Added the options to make lines transparent. Added lines to diffing

* Points now are diff-able and support proper visual diff-ing. Visual diff filters are now chosen internally by the Differ. Fixed an issue with LineBatch and transparency

* Implemented PLAIN visual diff mode, where all objects keep their original materil, but opacity is manipulated via the diff time. Added API member function to switch between the PLAIN and COLORED visual diff modes

* Diffing fixes for instances and blocks. Things seem to be working fine, but there are some caveats. Additionally, some older issues were fixed and diffing now works better on all the rest of the streams

* Fixed the diffing issues with revit instances and hosted elements and nesting, etc. SetUserMaterial now accepts an optional list of rvs to apply the filter to, instead of figuring out the rvs itself.
2023-05-19 16:41:26 +03:00
AlexandruPopovici 7248156d89 Fixed an issue where elements weren't properly read for revit instances 2023-05-18 18:36:37 +03:00
Kristaps Fabians Geikins 12aa979628 feat(server): proper model() and version() error handling (#1581)
* feat(server): proper model() and version() error handling

* fix(fe-2): typing errors
2023-05-18 09:46:27 +02:00
Kristaps Fabians Geikins ba7ef04ca3 fix(server): invites fixes + proper project()/stream() query error reporting (#1580)
* fix(server): invalid stream invite purge + better error handling

* fix(server): proper project/stream query error reporting

* undo env example change

* fix(server): fixed tests

* fix(fe-2): chromatic adjustments

* fix(fe-2): non-randomized stories
2023-05-17 17:17:09 +02:00
Iain Sproat 893f89666a fix(circleci): documentation should only be committed if there are no changes (#1578) 2023-05-16 13:42:49 +01:00
Kristaps Fabians Geikins 1c156050ea Merge branch 'main' of github.com:specklesystems/speckle-server 2023-05-16 14:57:37 +03:00
Kristaps Fabians Geikins 766e5710b7 fix: flaky discoverable streams tests + fe2 cookie corruption 2023-05-16 14:57:24 +03:00
Iain Sproat 6573961aa8 fix(circleci): If in a CI environment we must set git config (#1577) 2023-05-16 12:14:33 +01:00
Kristaps Fabians Geikins 7d3be1d131 feat: tailwind theme & Vue base components extracted to own NPM packages (#1576) 2023-05-16 13:43:04 +03:00
Iain Sproat b1cbd05683 feat(circleci): adds a new step to ensure Helm Chart documentation is kept in line with Helm Chart (#1574)
* fix(helm): update documentation to match helm chart
* fix(helm): update documentation should not update README in helm repository
* fix(helm): should ensure output schema conforms to prettier requirements
* feat(pre-commit): update helm documentation as part of pre-commit
* feat(circleci): update Helm README when publishing new Helm chart
* fix(pre-commit): need to npm install before using readme generator
2023-05-12 13:26:28 +01:00
Alexandru Popovici 294f2a101d Instance/Block Selection Fixes (#1572)
* Fixed conflicts

* Fixed the issues with instances not isolating. Fixed the issue with not being able to zoom in on instances
2023-05-11 11:34:37 +03:00
Kristaps Fabians Geikins 40def09ce0 Merge branch 'main' of github.com:specklesystems/speckle-server 2023-05-09 10:37:31 +03:00
Kristaps Fabians Geikins 582793924d fix(fe2): CEF 65 support 2023-05-09 10:37:16 +03:00
Alexandru Popovici e7d77ab157 Fix for #1525 (#1566) 2023-05-08 18:02:36 +03:00
Alexandru Popovici 71ed93192f Added speckle type inheritance parsing in the converter (#1565) 2023-05-08 18:01:34 +03:00
Kristaps Fabians Geikins c5edff0105 fix(server): more adjustments 2023-05-08 15:05:21 +03:00
Kristaps Fabians Geikins 8369f678c3 fix(server): more adjustments 2023-05-08 15:05:07 +03:00
Kristaps Fabians Geikins 31b8a4b29c fix(server): back to legacy commitUpdated/created structs 2023-05-08 14:26:55 +03:00
Kristaps Fabians Geikins 42a49fb635 chore: ensuring react ttypes are always stubbed (#1570) 2023-05-08 14:07:56 +03:00
Iain Sproat 93179e163b fix(helm): selector labels for frontend cannot be changed automatically by helm (#1569) 2023-05-08 11:14:12 +02:00
Kristaps Fabians Geikins b02a07e2b6 feat: Frontend 2.0 MVP 2023-05-08 10:47:01 +03:00
AlexandruPopovici 3238427488 Due to a small overlook, mesh batches had color VBOs created always, regardless if there were colors or not. With this fixed, we're reduced memory footprint taken up pointlessly 2023-05-07 17:14:43 +03:00
AlexandruPopovici a8a43497d2 Added world reduction after subtree removel from the scene. Removed all sandbox calls to the World interface 2023-05-06 00:07:06 +03:00
AlexandruPopovici 793f8bab51 Fix for an issue with block instances conversions and older older commits 2023-05-05 23:49:29 +03:00
Dimitrie Stefanescu 65334ff3c0 fix(viewer): adds support for @elements as well as elements in viewer traversal (#1563) 2023-05-05 20:33:14 +03:00
Iain Sproat 4eab7d9dcd chore(deps): bump node to 18.16.0 (#1564) 2023-05-05 12:43:39 +01:00
Dimitrie Stefanescu 78adac2274 Merge pull request #1557 from specklesystems/alex/#1554
#1554 Auto explode range
2023-05-02 14:52:03 +01:00
AlexandruPopovici e90abfbe88 Added BAS direct indexing from TAS for shapecasting as well. Forgot to add it in the last PR 2023-05-02 15:24:58 +03:00
AlexandruPopovici 241cebc92f Merge branch 'main' into alex/#1554 2023-05-02 15:11:59 +03:00
AlexandruPopovici 14d7e46c55 Added automatic explode range calculation. Fixed an issue where meshes with no faces were making the viewer throw errors. They are now properly ignored. Fixed an issue where the TAS was not computing the total bounds correctly after creation, leading to incorrect world sizes 2023-05-02 15:11:24 +03:00
Gergő Jedlicska 45149ccb6a fix preview docker deps 2023-05-02 13:24:28 +02:00
Gergő Jedlicska 50ae090d01 fix preview docker deps 2023-05-02 13:10:22 +02:00
Alexandru Popovici 6a09866535 Top Level Acceleration Structure (#1553)
* Started implementing the TAS by using the same BVH library and  solid bounding boxes as dummy geometry. It works great so far, we're almost at 10X faster than without it. Still needs a bit more work put int the details

* Implemented shapecasting with the TAS in a fairly efficient way. This means that our current application for shapecasting, the section outlines, are much faster to generate now.

* Implemented TAS refiting whenever batch objects change their position/rotation/scale. It's sufficiently fast. The refiting process itself is very very fast on the TAS, the thing that slows it down a bit is all the matrix multiplications. We can speed those up via micro optimisations

* Replaced default three.js box geometry construction with a bare bones one since that's all required for our TAS

* Used buffers in the occlusion query solve to avoid pointless vector creation

* Some small changes and renames

* Changed the section box helper to use Box3Helper instead of BoxHelper beacuse Box3Helper always uses vertex positions relative to world origin and stores the transformation in it's world matrix which it never uses inside the vertex program, hence no floating point imprecision. The worldView matrix which it does use, has as a result small values essentially working like RTE. It will only work for relatively small objects, though and if we have large box helpers far away from origin it, we will begin to see jitter. However, this is just a visual helper, so I'm fine with that caveat

* Reported bounding box the the TAS is it's own BVH bounds now, not te cummulated BAS bounds like before. It's much faster this way

* Limited object explode transform calculation to exclusevely 1 per frame, since UI events coming from sliders and such tend to create multiple events per frame, leading to us computing millions of transformations pointlessly.

* The TAS leafs now only have the minimum possible of 8 vertices and 12 triangles. This sped up BVH operations a bit

* Considerable speedup for ray-TAS intersection by eliminating the need to iterate over all contained batch objects to determine the intersected one by comparing the intersection result vertex index. We can simply compute the intersected one since they are built in order with a constant stride between them inside the vertex array
2023-05-02 13:34:05 +03:00
Alexandru Popovici e8d947e772 Added support for numeric line fiters (#1545) 2023-05-02 13:32:32 +03:00
Alexandru Popovici 7ea5e35761 Diffing (#1543)
* WIP on naive diffing

* WIP on animating modified objects after diff

* Some more work on this

* Default building

* Removed and added now get opacity transitions as well

* Updated starting model

* Implemented two 'subpasses' in side the color pass, where opaque and transparent draw groups are rendered individually. Disabled double side depth rendering when visual diffing, to avoid AO generated by backfaces, visible through transparent diffed objects. Removed previous hacks

* Finished with cleaning up diff-ing related viewer functionality.

* Implemented UserMaterialState into filtering manager, as a 'sticky' filter which always gets applied before any other filters, until removed. Visual diff-ing and undiff-ing now go through the filtering manager so other filters can be stacked on top of it

* diff API function now checks to see if the diffing streams exist, if not, it loads them, computes the diff and applies the visual diff all in one call. Added undiff in the API which removes all the diff related sticky filters. Added setDiffTime in the API. DiffResult now holds modifiedOld and modifiedNew speckle objects in the same member as 2 item sequential arrays

* There was an unreported git conflict in one of the shaders. Fixed that
2023-04-21 15:41:26 +03:00
Alexandru Popovici 4aef572a44 Multi Viewer (#1518)
* Fixed an issue with HDRIs not generating proper PMREMs over multiple viewer instances

* WIP on makign the world tree multiple instanced

* The WorldTree is no longer static. Each viewer has it's own instance and it hands it over to whoever needs it.

* Fixed an issue with filtering and the new non-static tree. Also removed the 'root' key from the NodeData structure since it's not needed

* Added an guard when building batches for situations where all render views have invalid geometries. This generally means there is somethign wrong with the stream itself

* multi-viewer css fixes

---------

Co-authored-by: Dimitrie Stefanescu <didimitrie@gmail.com>
2023-04-21 13:12:15 +03:00
Alexandru Popovici 90439d7d41 Alex/#1447 advanced batching (#1488)
* #1051 Implemented batch splitting based on a configurable mximum batch vertex count and configurable maximum batch object count. We're not splitting single objects though since that's not required right now and will do it when the need arrives

* Implemented dynamic batch object transformation using all available vertex uniforms.

* Fixed batch object index buffer size

* Added debug per object movement for debugging

* WIP on texture based object transform

* Finally fixed a bug which was making three.js use the same shader for multiple batches, and thus messing up individual obects transforms

* Integrated shadows, AO, depth, and selection material with the recent batching changes.

* Implemented per object BVH building and correct intersection testing when each object has its own transformation

* Implemented BatchObject which holds the single source of truth for individual transformations, it's BVH and some other WIP things

* Restructed how object level and batch level BVHs are constructed and used. Also added a bounds check for intersecting the batch level BVH (which is not really a bvh, just a flat list of small bvhs)

* Shapecasting now provides the intersected BatchObject inside the callbacks, so required data could be fetched from it. SectionOutlines now work correctly

* Fixed some issues regarding the shadowcatcher and the colored and ghost material uniform updates

* Fixed an issue with colored material and shadows. Restructed how speckle materials are defined and extended. This removes duplicate code as well as duplicate functionality. Implemented fro the standard material, still need to do it for the basic material

* Removed unused material and shaders

* Custom material defintion and extension MK2

* Improved the RTE and TRANSFORM_STORAGE shader blocks for minimal redundancy. Updated all shaders. Updated all materials to MK2. Still need to find a way to avoid some boilerplate code in the base materials

* Fixed an issue where three was incorrectly frustum culling objects

* Fixed the issue where depth material programs were getting ignored for batches with same object count, leading to incorrect depth

* Removed the need to have a preprocessor define for 0BJ_COUNT inside the batched shaders. This eliminates the extra startup time taken by all the program compiles. In order to do it, I had to drop using the scene override material in the depth pass. Instead we're applying the override material before the pass render on each objecti individually

* Added a generic method for overriding the batch's material, which can be used by any pass. Added a material cache for each batch so that we don't need to clone materials more than we need to. Fixed an issue in the depth mateial clone function which made three not update our uniforms (this happens so often I'm getting sick of it). Filters now use cached material so they work correctly

* Fixed a dreaded three.js bug where it would sporadically not update our custom uniforms for reasons unknown

* Finally managed to get mixins working for out material system. With this, we avoid needing to write duplicate boilerplate code for all speckle base material types. Only applied it to SpeckleStandardMaterial because I want to test more before I adopt it globally. Implemented our custom material overriding approach to the stencil and stencil mask passes.

* A lot of dead brain cells. Transforms and RTE and BVH and all them things work correctly, with the exception of transforming around a point very far from origin. That will cause jitter because we end up multiplying large floats

* Managed to get RTE working properly with individual object transforms, transforms around random pivot. Fixed an issue caused by the fact that three-mesh-bvh messes up the bounding box of objects very far away from origin. Worked around it. WIP on cleaning things up

* Solution for object transforms in a real RTE context (far from origin). First pass on cleanup. Solution will be applied to the rest of the shaders in the next commit

* Updated WebGL 1.0 transform texture sampling and matrix array transform fallback

* Updated all shaders with object transforms RTE solution

* Updated remaining materials to the new mixin'ed approach implemented a little while ago. This removes a ton of boilerplate repeated code

* Update the normals pass. Simplified and removed reduandant batch update ranges from the before/after pass callbacks

* Reorganized BatchObject so we're not wastefull with matrix and vector instantiations

* Added explode function in the viewer API

* Enabled cleaning of redundant geometry

* Some html crap

* Fixed an issue with filtering out invalid render views. Removed the red sphere of doom (forgot it in). Fixed an older issue (not related to this branch) where instance points were deleted while still being shared by other lines, yielding invalid lines

* Fixed ShowBatches

* Fixed some sandbox related issues and improved qol
2023-04-20 15:44:31 +03:00
Gergő Jedlicska 89dccd8495 feat(server): add speckle automate as a configurable default app (#1540)
* feat(server): add speckle automate as a configurable default app

* feat(server): add default automate url, and helm values

* fix default app tests reporting the old number
2023-04-19 12:59:59 +02:00
Andrew Gartrell 0b10fc3a07 Update values.yaml (#1536)
* updated tag to current tag
* dropped "v" prefix which hasn't been used since 2.3.3
2023-04-19 12:57:23 +02:00
Dimitrie Stefanescu 4c22d36f9d Merge pull request #1535 from specklesystems/dim/hotfix-ipv6
fix(server): logging ipv6 catches
2023-04-15 12:46:22 +01:00
Dimitrie Stefanescu d402837f9a fix(server): prettier saves the day as always (snark) 2023-04-15 12:46:02 +01:00
Dimitrie Stefanescu 6cc1046a86 fix(server): logging ipv6 catches 2023-04-15 12:39:24 +01:00
Iain Sproat 43c339bccf fix(logging): use broadcast address to mask logged ip (#1532) 2023-04-13 19:43:54 +01:00
Iain Sproat 8bc04f97d9 fix(logging): hash ip for all requests with an ip (#1531) 2023-04-13 17:38:17 +01:00