Commit Graph

58 Commits

Author SHA1 Message Date
Mike ed875f0134 Feat: Enable embedding private/workspace projects (#5047) 2025-07-15 13:25:12 +02:00
Kristaps Fabians Geikins bde148f286 chore(server): migrating fully to ESM (#5042)
* wip

* some extra fixes

* stuff kinda works?

* need to figure out mocks

* need to figure out mocks

* fix db listener

* gqlgen fix

* minor gqlgen watch adjustment

* lint fixes

* delete old codegen file

* converting migrations to ESM

* getModuleDIrectory

* vitest sort of works

* added back ts-vitest

* resolve gql double load

* fixing test timeout configs

* TSC lint fix

* fix automate tests

* moar debugging

* debugging

* more debugging

* codegen update

* server works

* yargs migrated

* chore(server): getting rid of global mocks for Server ESM (#5046)

* got rid of email mock

* got rid of comment mocks

* got rid of multi region mocks

* got rid of stripe mock

* admin override mock updated

* removed final mock

* fixing import.meta.resolve calls

* another import.meta.resolve fix

* added requested test

* nyc ESM fix

* removed unneeded deps + linting

* yarn lock forgot to commit

* tryna fix flakyness

* email capture util fix

* sendEmail fix

* fix TSX check

* sender transporter fix + CR comments

* merge main fix

* test fixx

* circleci fix

* gqlgen bigint fix

* error formatter fix

* more error formatting improvements

* esmloader added to Dockerfile

* more dockerfile fixes

* bg jobs fix
2025-07-14 10:26:19 +03:00
Alexandru Popovici 0ef0a13979 Pro Measurement Tools (#4452)
* feat(viewer-lib): WIP on area measurement

* feat(viewer-lib): WIP on area measurement. Basics are working. Needs more bling

* feat(viewer-lib): Implemented polygon triangulation for measured area

* chore(shared): Updated MeasurementType

* Add Area control to measure panel

* feat(viewer-lib): Real time updates of the fill polygon and area value

* feat(viewer-lib): Added pole of innacessibility as area label anchor using the polylabel libraryh

* feat(viewer-lib): Fixed fill polygon material

* feat(viewer-lib): Changed the surface normal indicator from the faulty disc to a outlined rectangle. Looks and works much better now

* fix(viewer-lib): Measurements get clipped by sections planes

* faet(viewer-lib): Measurements can now optionally define their own snapping method. Area measurement snaps to first point in screen space. Generic vertex snap still applies if enabled

* fix(viewer-lib): Forgot to project the measured point

* feat(viewer-lib): Double click auto-finishes the area measurmenet by instantly joining with the first point. Right clikc removes current area measurement point so you can 'undo'

* fix(viewer-lib: Fixed a stupid bug relatedto text because somebody thought that making it 'async' would be sooooo cool...

* fix(frontend): Prevent zoom on double click when using area measurement

* chore(viewer-lib): Refined and fomralized a bit now that the general idea of a measurement has got more complex

* chore(viewer-lib): Moved state switching a bit

* chore(viewer-lib): Replaced the old disc normal indicator with the new one and made it standard. Added an option to the gizmo's style that determines the pixels size of the normal indicator

* chore(viewer-lib): Documented the area measurement tool

* chore(viewer-lib): Some updates:
- Implemented proper bounds getter for area measurement
- Got rid of the static vector buffers in Measurement and replaced them with consts where needed
- Reduced the min click timing from 250ms to 150ms
- Other small adjustments

* feat(viewer-lib): Added the option to chain measurements

* chore(frontend-2): Added toggle for measurement chaining

* chore(viewer-lib): Perpendicular measurement chaining now align on the same line as requested

* feat(viewer-lib): Implemented point (coordinate) measurement:
- Added support for billboard offseting in NDC in the shader via vec2 offset uniform. Not a dream come true, but required mostly because of how troika works
- SpeckleText background now follows text anchoring
- Implemented new POINT measurement type

* chore(viewer-lib): Separated label position calculation. We now update only the label transform each frame, instead of updating the entire label redunantly

* chore(viewer-lib): Offsets are now constants. Removed redundant vector and matrix creation

* chore(frontend-2): Placeholder radio button for point measurement type. Fixed compile errors

* fix(viewer-lib): Fixes WEB-3105. Export all measurement types

* updated icons

* Update description

---------

Co-authored-by: andrewwallacespeckle <andrew@speckle.systems>
Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
2025-05-26 12:10:19 +03:00
Mike cc60140967 Feat: Disable Speckle branding on embeds (#4801) 2025-05-22 17:02:04 +02:00
Alexandru Popovici b50076ee29 Explode + Outlines (#4792)
* fix(viewer-lib): Implemented event for explode extension that allows section outline to sync up

* chore(sandbox): Fixed compile error
2025-05-22 10:03:31 +03:00
Alexandru Popovici a385823b2d feat(viewer): objectloader2 integration (#4267)
* feat(viewer-sandbox): Made a sandbox function that will only invoke the object-loader loading objects

* first pass of creating an objectloader2

* updated build + added vitest

* try to get viewer sandbox to use new code

* sandbox type fix

* refactor a bit

* can download root

* intermediate commit for downloader/caching queue

* can download stuff!

* refactor files

* intro isBase and fix isString

* move single download to downloader

* fix download

* PR feedback

* some intermediate commit

* do clean up and download better

* clean up promises and linting

* can generate values while downloading and caching

* add a finish method

* remove unused functions

* remove asBase

* add temporary docs

* add more docs with mermaid

* add more test models

* add response validation

* add tests and redo options

* add test for download batch

* fix downloader tests and change Item to have clearer Base items

* add tests and refactor a little

* use fetch in downloader as an option

* use optional in-memory indexdb instead of monkey patching the global one

* more refactors for options for objectloader2

* add tests for objectloader2

* adjust single download

* benchmark loading and adjust ol2 batches

* download more!

* adjust to use hash privates

* refactored again with renaming

* cleanup

* make setupCacheDb throw instead

* use BatchedPool for downloads!

* fix tests

* adjust timings and add adaptive waiting

* Only wait if queue wasn't empty and queue size was full

* fix tests

* fix file names and some private usage

* fix interval and private usage

* rename vars

* use params for methods

* fix params for constructors and tests

* fix params for constructors and tests again

* using dexie

* faster settings but doesn't end well

* fixed end, optimized and removed logs

* fix tests

* fix types?

* update lock with WSL

* add e2e small model test

* fix/update yarn.lock

* Remove unused eslint ignore to fix pre-commit

* prettier fixes

* fix real DB usage

* rename methods to better match OL1

* rename methods to better match OL1 again

* add extra header collection

* add headers correctly

* test getTotalObjectCount

* feat(viewer-lib): Replaced old object loader with Adam's  objectloder2

* fix(viewer-lib): Removed the old object loader. Removed unneeded pause time in speckle loader

* Testing

* only deferred if not downloaded....don't save everything

* Lockfile

* pool isn't adjustable, adjust download buckets, dexie read is faster

* chore

* fix(viewer-lib): Fixed compiler errors

* fix getObject access with real indexeddb...adjust buffer for deferred access

* Fix disposal and pausing

* don't index item!

* fix dockerfiles to use OL2

* fix Dockerfile

* Fix dockerfile

* defer correctly and use record to add/lookup/remove to

* delete stuff correctly

* chore(sandbox): Enabled viewer loading

* use objects instead of arrays to avoid findIndex

* remove extra count

* add a found cache to avoid some db hits

* order matters for deferment

* move found map to deferment

* change option numbers

* 2 level cache with expiry

* defer everything, use loader to track what is requested....expire only found items

* add deferment disposal

* oops mismerge

* chore(sandbox): Default stream

* Beta version of CachePump and CacheReader

* Clean up initialization

* More clean up

* chore(objectloader2): Fixed CI compiler error

* chore(objectloader2): Fixed prettier

* add cachePump tests

* add cacheReader tests

* fixed more tests

* fixed final tests

* moving stuff around and lock return value

* try to move stuff out of objectloader2

* use a factory

* rename factory

* formatting

* eslist fixes

* try allocating no strings

* add comments

* small refactor and add another test

* fix deferment expiration and have test

* use byte size for max memory cache size

* fix deferment manager tests

* saved comment

* fix(viewer-sandbox): Fixed compiler error

* ignore tshy

* chore(frontend): Attempt to make viewer loading sequential

---------

Co-authored-by: Adam Hathcock <adam@hathcock.uk>
Co-authored-by: Kristaps Fabians Geikins <fabis94@live.com>
Co-authored-by: Iain Sproat <68657+iainsproat@users.noreply.github.com>
2025-05-21 10:05:50 +03:00
Mike aaa4e1ab71 Feat: Add embed option to disable title link (#4778) 2025-05-20 22:25:03 +02:00
Alexandru Popovici 12545c6f16 Oriented Section Tool (#4230)
* feat(viewer-lib): WIP on the new OrientedSectionTool

* feat(viewer-lib): Added proper face pulling for the oriented section box

* feat(viewer-lib): Several updates on the oriented sectioning tool
- Implemented section planes calculation and propagation
- Unified obb computation from all gizmos
- Implemented proper setBox function
- Updated the viewer-core to work with OBB instead of AABB for it's clipping volume
- Updated the intersections to work with OBB for their intersting bounds
- Added extension methods to Box3 and OBB

* feat(viewer-lib): Better way of handling gizmo input events overlapping

* fix(viewer-lib): Updated clippingVolume occurences to OBB

* feat(viewer-lib): Section outlines now work with oriented section tool!

* feat(viewer-lib): Integrated new section tool with the frontend and API
- Defined an archtype for SectionTool which all section tools can derive from
- The old section tool is renamed to AxisAlignedSectionTool
- Replaced the old section tool with the oriented one in the frontend

* fix(viewer-lib): Fixed compile errors

* feat(viewer-lib): Some updates:
- Section tool outline, the visible box, is now rendered as before however it's correctly being RTE'd. And we can also make it thinner/thicker now
- Fixed the issue where the scale controls had 'exponential' growth. It's now linear like the translate one

* feat(viewer-lib): Implemented highlghting the box face when clicking on it to extend/retract it

* fix(viewer-lib): A bunch of fixes for the oriented section tool

* feat(viewer-lib): Some updates:
- Documented new OrientedSectionTool code
- Fixed som issues related to section box reseting
- Hid the translation and rotation gizmos that we aren't using
- Tidied up a bit

* feat(viewer-lib): Set the translate and rotate gizmos in local space so the rotation will affect them as wll

* chore(viewer-lib): Purged the old section tool

* chore(viewer-lib): Updated section box data type. Updated LegacyViewer section box data handling. Updated frontend to use new data type. Still not working doe

* fix(viewer-lib): Fixed an issue where comments with section boxes did not enable section outlines at startup

* chore(frontend): Fixed ci compiler error

* fix(viewer-lib): Fixes WEB-1593
2025-05-19 11:30:50 +03:00
Alexandru Popovici 900c18bbcf View Modes 1.5 (#4625)
* feat(viewer-lib): Adding outline rendering support for all/any pipeline:
- Implemented EdgesPipeline as a standalone pipeline. Can be used as is, but it's mostly used by other pipelines to add outline rendering support
- Moved the MRT/non-MRT versions for edge generation inside the EdgesPipeline. This removed a lot of redundant pipelines
- Added optional outline rendering support for all relevant pipelines

* feat(viewer-lib): Added optional edges to the TAA pipeline.

* chore(viewer-lib): Renamed some of the pipelines to be more consistent with the names given by the frontend. Cleaned up older stuff

* chore(viewer-lib): ViewportPass makes sure it requests renders until matcap texture finished loading

* chore(frontend-2): Updated the frontend with the new view mode type changes

* feat(viewer-lib): Some updates on view modes:Added support for outline thickness and color. Removed the background texture option from edges pass

* feat(viewer-lib): Handles WEB-3147:
- Outlines are now displayable on top of any dom element.
- There is one asterisk. Pure black colored outlines (0) do not blend properly because of some browser weirdness

* feat(viewer-lib): All pipelines besides pen now draw the outlines of transparent objects with a bunch of downsides

* chore(viewer-lib): Fixed sandbox errors

* feat(viewer-lib): Updated ViewModes extension to work with pipeline options. Defined EdgesPipelineOptions

* chore(viewer-lib): Fixed sandbox compile errors

* chore(sandbox): Viewer load not object loader only

* chore(viewer-lib): Fixed linting issues.  are now optional when setting view modes

* feat(fe): View mode menu changes with no integration

* feat(fe): Frontend view mode menu integration

* fix(viewer-lib): Fixed the false gradient generated at the edges of the screen when in pen mode

* fix(fe): Better naming. Parse line weight to number

* chore(viewer-lib): A few updates:
- ViewModes now caches it's current options so it can properly determine when to do a full pipeline change and when to just update options
- Default pipeline options are now exported by the viewer
- Default pipeline options have edges enabled

* feat(fe): Design changes. Remove unneeded watch. Fix shortcuts

* feat(fe): use dark mode colours. add colour controls

* fix(fe): shortcuts and colours

* fix(fe): reactive defaultColor

* feat(fe): New descriptions. New hex colours.

* feat(fe): add mixpanel. watch darkmode

* fix(fe): fix dark mode watch

---------

Co-authored-by: andrewwallacespeckle <andrew@speckle.systems>
2025-05-09 15:06:18 +03:00
Kristaps Fabians Geikins b6c21fd506 feat: comment read/write auth policies in BE & FE (#4368)
* webhooks perm minor fix

* tryna get fileimport service to work

* new comment policies - shared

* BE done?

* checks implemented in FE

* lint fix

* tests fix

* readme fix
2025-04-10 15:14:34 +03:00
andrewwallacespeckle be4503cf5b typo fix 2025-03-14 13:22:35 +00:00
Kristaps Fabians Geikins 50fd05afe8 feat(fe2): more viewer debugging improvements (#4193) 2025-03-14 12:47:58 +02:00
Kristaps Fabians Geikins c49a76f87f feat(fe2): better viewer activity observability (#4190) 2025-03-14 10:43:07 +02:00
Kristaps Fabians Geikins 1d2a594f0a chore: upgrade TS 5.2 -> 5.7.3 & ESLint to 9.20.1 (#4032)
* chore: upgrade TS 5.2 -> 5.7.3

* vite dts fix

* lint fix

* resolutions fix

* ui comp build fix

* precommit fix?

* latest eslint version

* autoloader fix

* undo unnecessary viewer change

* eslint fixes fe2 + trying disabled type linting

* lint fixes
2025-02-20 14:18:18 +02:00
Dimitrie Stefanescu cacc7aaabe fix: uncorrects the correct disposal 2025-02-11 09:56:07 +00:00
Dimitrie Stefanescu 0a39db0236 feat: disposes of loaders on complete/cancel 2025-02-10 15:53:29 +00:00
Dimitrie Stefanescu 1f9f3f9897 feat(viewer): adds loading progress basics 2025-01-29 15:26:16 +00:00
Mike Tasset 5560582758 Fix: Change loadObjectAsync to new loader 2025-01-28 13:11:15 +01:00
Kristaps Fabians Geikins 489b8f547d fix(fe2): SSR memory leak caused by vue apollo (#3790)
* fix(fe2): SSR memory leak caused by vue apollo

* linting fixes
2025-01-13 10:13:59 +02:00
andrewwallacespeckle 87221cac88 feature(fe2): View mode FE integration (#3651)
* Improve shortcuts

* WIP

* View Mode menu

* Styling updates

* split activeControls

* Reusable Menu component

* Menu updates

* Sun menu updates

* Tidyups

* CommonAlert

* Updates

* WIP change to currentViewMode

* Serialization

* defineModel

* Tidy up emits

* Remove v-model

* Force close other panels

* Remove transition

* More robust isTypingComment

* activeControl > activePanel

* View menu shortcuts

* Explode menu definemodel

* Small changes from Benjamin

* Add colors view mode

* Fix server problem in data.ts

* Fix build
2024-12-12 17:19:57 +00:00
andrewwallacespeckle 678c75350c feat(fe2): Update Section Box controls to include visibility (#3333)
* Update Section Box controls to include visibility

* Update reset v-if

* Update shortcut

* Added render requests so that section box updates are made visible

* Remove comments

* Exposed SectionToolEvent in the viewer

* Only show reset when change has been made to sectionbox

* gql

* Make state reactive

* Revert "Make state reactive"

This reverts commit 1697b12cd67d1da6f79658996c8822d1eb962d3b.

* Handles WEB-2039

* Handles WEB-2035

* Changes from call with Fabs

---------

Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
2024-10-25 10:46:48 +01:00
Dimitrie Stefanescu f7dcde74ea chore(fe2): removes unecessary comment 2024-10-16 12:17:59 +01:00
Dimitrie Stefanescu c8ca4e5142 chore(fe2): comment 2024-10-16 12:15:33 +01:00
Dimitrie Stefanescu a14cae022d feat(fe2): adds viewer receive events for better workflow metrics 2024-10-16 12:13:46 +01:00
Alexandru Popovici f844b6d22e Viewer Navigation (#2416)
* Added model-viewer's orbit camera control implementation. All the features from the old orbit controls are now functional with the new one

* Figured out the relation between radius and fov. Added zoom decelariting when getting closer to origin. This feature was present in the old controller but lacking in this one

* WIP

* Added infinite zooming

* First version of infinite zoom and zoom to cursor

* A few improvements on zoom to cursor. Inifite zoom and zoom to cursor now work together. Simplified the implementation

* Added orthographic camera functionality in the controller without hte special features

* Zoom to cursor now works with orthographic projections. Switching between perspective and orthographic while keeping all functionality correct now works

* Minor cleanup a ton more to come

* Added controls dampening in the sandbox

* Adapted frontend to the new controller plus some additional changes to the controller options in general

* Implemented setting inline and polar viewers. However mosts of the time spent was dedicated into understanding why the frontend checks for changes in the camera each frame, and if it finds one forces the camera viewer to the inline one. I haven't figured out why it's doing this and it seems very wasteful. There probably is a better way of achieving the same thing

* Orbit Controller now computes it;s cartesian value based on spherical in a function so it can be used in multiple places. Replaced getting the current camera position with the target camera position in frontend frame update callback as the old camera controller did

* Follow mode now works properly

* Sandbox fix

* Disabled debug spheres

* WIP on fly controls

* Correct basis transformations for fly controls

* Added QE up/down movement to fly controls

* Minimum radius is now dynamic and accounts for scene size

* Fixed an issue with zooming to cursor when infinetely zooming

* Fixed inconsistencies between zooming normally and infinetely for both zooming to cursors and otherwise

* Further fixing zooming to cursor when infinetely zooming

* Zoom radius modulation

* Fine tuning zooming radius and wheel modulation. I think I got to some defaults that seem good enough for all scene scales.

* Defaulted to 30ms decau time for dampers

* Added a 'tasOnly' argument in all 'intersect' variants. This will only intersect the TAS(es) and provide an intersection result. When requesting an intersection with 'firstOnly' set, onyl the first intersected TAS will be queried further and it's first intersected BAS will provide the intersection result. Conditioned zooming to cursors by needing to have any geometry under the cursor; Fixed some small issues with  functions in the acceleration structures.

* Restricted intersecting onyl when zooming

* Geometry intersection when zooming does not affect infinetely zoom anymore, only zoom to cursor

* Temporary disabled firstHitOnly

* raycastFirst now works correctly in the context of tasOnly param true or false

* Added dampers to the fly controls so we have consistency across various camera controller types.

* Added statinary function

* WIP on controls

* Debuging orbit controller issues on ipad

* More consolidation work on the interface for SpeckleControl and our current implementations for it

* Added controller toggle-ing

* Making the controllers work from immediate data

* There are no more spaces left I can transform from/to. Done them all. Works fine now essentially. Just need to clean stuff up

* SpeckleControls now provide an 'up' vector, and basis transformation is computed that way rather than requirig a mat4 directly. Fixed two issues with event locking on orbit and fly

* More cleanup, more fixes, more grind

* Controllers now have consistency in the basis they provide the position and target into. As well as the fromPositionAndTarget function. It will always be in a basis where (0,1,0) is up. This is required because certain parts of three.js assume that basis

* FlyController is now properly relative-itiez

* Sorted out options for both controls. Dampening is now done via options

* Small fixes for frontend integration

* Fixed the issue with quaternions misaligning around PI

* Added consistent orthographic resizing

* Fixed camera focusing when in orthographic mode

* Implemented disabling/enabling rotations with the new controls. Removed PolarView since it was never used. Canonical views WIP

* Made the HybridCameraController with the simplest implementation possible that seamslessly combines both camera controls. This is for testing to get an idea about how it feels. Removed zoomToCursors when not on geometry. Increased regular zoom speed

* Using constants since move speed is a modifier

* lock fix

* Removed HybridCameraController. Increased maximum zoom. Removed toggling camera controls with Space. New way to apply canonic views, this time a correct one
2024-06-25 15:21:47 +03:00
andrewwallacespeckle 25c92ff840 Fixes from pairing with Fabs & Mike (#2420) 2024-06-21 15:19:44 +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 fe97f27c0a Temp fix for hackathon (#2344) 2024-06-07 14:01:23 +02:00
andrewwallacespeckle 242391bceb feat(fe2): Allow user to decide viewer zoom on addition of new model (#2337)
* feat - Add switch to toggle zoomToObject

* Remove switch, add Toast

* Formatting changes
2024-06-07 11:51:33 +02:00
andrewwallacespeckle f5007daf89 feat(fe2): Cancel ongoing measurement with esc (#2282)
* Cancel ongoing measurement with esc

* Fix to make activeMeasurement reactive
2024-06-06 14:18:34 +02:00
andrewwallacespeckle 7453f5812b fix(fe2): section box stays between viewer sessions (#2266)
* Starting on gergo/newAutomateModule

* regenerated gql

* minor gql optimizations

* various fixes for project tabs

* WIP featured functions

* composable for ez debounced inputs

* composable for ez debounced inputs

* WIP fn card

* TS error fixes

* WIP cardd

* WIP function cards

* empty state done

* WIP runs  table

* runs table looks good

* run info dialog works

* minor run dialog improvement

* feat: add automate module with feature flag

* added fautomate feature flag to fe2 as well

* link to beta implemented

* minor adjustment

* enabling dev to skip migrations

* Merge branch 'main' into fabians/fe2-automate-integration

* tabs set up for single automation page

* refactored editable title/description

* models title fix

* update title mutation

* title done

* WIP function card

* feat: feature flags implementation

* WIP runs

* feat: feature flags feedback

* Revert "feat: feature flags feedback"

This reverts commit 139065bcbf967af207c2e98896ff3aae8ff2fdb0.

* Revert "feat: feature flags implementation"

This reverts commit 0614debb330ab092e96c71b7eccfaa8b4a280a4f.

* minor row fix

* core automation page done

* wip automation fn settings

* function settings dialog

* apollo dev tools fix

* feat: automation run trigger logic

* functions page

* WIP function page

* fix FE2 lint issue

* testing library borked, just skip interactive tests

* tests fix

* enabling automate module for testing

* disabling module in test env

* WIP fn page

* parameters demo dialog

* added markdown rendering

* finished single function page

* faked markdown

* pkg json fix

* pkg json fix

* updated schema for triggers

* more schema adjustments

* adjusted FE to support triggers

* added model select to automate edit

* fixed up runs dialog & status icon

* migrated viewer to new components

* updated automate panel to fit designs in viewer

* cleaning up old shit

* mocks fix

* fn logo size fix

* runs table status fix

* feat: automate module, automation creation and trigger

* test: fix automate module tests

* test: fixt automate module tests

* feat: create function flow

* linting fixes

* test fix?

* functions page fixes

* WIP automation wizard

* parameters step done

* WIP details step

* automation wizard done for the most part

* triggering automation

* enabled switch

* create automation from fns page

* create automation from fn page

* details validation update

* disable capability for switch

* edit fn done

* functions empty state

* various empty states

* minor adjustment

* various minor fixes

* automation status dialog responsivity

* status icon responsivity fixes

* viewer panel

* empty state adjustments

* fns page responsivitiy

* fn page core responsivity

* automation wizard responsivity

* fn wizard responsity fixes

* minor fix ups

* fixed up existing backend stuff

* fixing eslint hopefully

* tryna fix eslint

* automate code validation mechanism added

* minor GQL schema change

* maybethis fixes eslint?

* more eslint debugging

* fix cross-env missing

* tryna fix eslint memory issues

* ci test fix

* error improvements

* migrations for fn tables

* Improve empty state

* Update button copy in edit function dialog

And remove unused icon

* Refine function page design

* WIP function create

* fn creation tests added

* Fix enable switch label text on Automation page

* Update design of function card

* Change tag to beta

* Fix selected ring not being rounded

* Minor copy changes here and there

* Add border and header column bg to Table component

* Update styling of Automations tab

* Update styling of individual Automation page

* Remove icon from button

* fn update w/ tests

* fn release creation w/ tests

* fixing tests

* GH auth endpoint

* minor cleanup

* WIP reporting function statuses

* automation update/delete w/ tests

* WIP automation revision & trigger tests

* revision creation tests done

* trigger tests

* function run reporting works

* report status tests WIP

* run status update tests done

* auth code handshake tests

* a couple of FE2 fixes

* WIP function retrieval queries & tests

* WIP automation queries

* removed all functions stuff

* implemented fn queries

* all kinds of queries & resolvers done

* more queries

* automations query

* automation status resolution core algo

* FE2 fixes

* fixed up mocks

* fix(fe2): disallow loading automations if non-owner

* chore: circleci extension config change

* fixing some benjamins changes

* hydration mismatch fix

* fixed tests

* preview service fix?

* env flag fix

* more form validation improvements

* proper automation status run ordering

* featured mock fix

* meta data fixed

* introduce outdated label

* log streaming mock moved to serverside

* encryption in create for FE

* fix: integration work

* core encryption stuff implemented

* fixing tests & linting

* improved revision input validation

* automation create works

* automations status fix

* fixed automation run queries

* minor cleanup

* implemented log streaming

* properly handing redacted props in update rev flow

* implemented subscriptions backend

* WIP subscriptions FE implementation

* subscriptions work?

* feat: add docker compose based reverse proxy for the server stack

* revert: restore docker compose ingress dockerfile

* chore: disable automate module feature flag by default

* fix: move nginx ingress file to the right place

* Implement `automateFunctionRunStatusReport` (#2262)

* untested implementation

* no more errors

* no more errors

* lint

* add all statuses to `AutomationRunStatusOrder`

* fix: status reporting now works

* park in the right place, grapple with tests

* update tests

* use correct run ids, adjust tests

---------

Co-authored-by: Gergő Jedlicska <gergo@jedlicska.com>

* fix: make tab selection robust by using dynamic ID lookup

* tests: fix authz module tests

* fix: frontend TS issue

* Turn off section box onBeforeUnmount

---------

Co-authored-by: Kristaps Fabians Geikins <fabis94@live.com>
Co-authored-by: Gergő Jedlicska <gergo@jedlicska.com>
Co-authored-by: Benjamin Ottensten <benjamin.ottensten@gmail.com>
Co-authored-by: Chuck Driesler <cdriesler.iv@gmail.com>
2024-05-20 12:59:11 +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 f2f4380374 feat(fe2): dont zoom out when quick measuring in perpendicular mode (#2160)
* WIP - To confirm

* Check for measure mode in selection.ts

* Remove un-needed change

* Only disable when in perpendicular mode

* Update naming
2024-03-25 13:35:04 +00:00
Kristaps Fabians Geikins 663eaac5a2 fix(server): commit import not finishing correctly (#2153)
* fix(server): commit import not finishing correctly

* awaiting last batch added

* minor fix
2024-03-22 11:27:34 +02:00
Kristaps Fabians Geikins 04fd9409d3 feat(fe2): allow disabling objectloader cache 2024-03-21 13:46:02 +02:00
Kristaps Fabians Geikins b62b5a64c1 fix(fe2): viewer settings persisting into the next viewer load (#2146) 2024-03-19 14:11:36 +02:00
andrewwallacespeckle 0b9a6ae791 [WBX-33] Add Keystrokes to Measure Mode (#2033)
* Add onKeyStroke Escape to Controls

* Add onKeyStroke Delete/Backspace on active measurement

* Updates

* Update

* Move keystrokes

* Turn off measurements on esc
2024-02-16 10:28:13 +00:00
andrewwallacespeckle f831c2d640 [WBX-110] Improvements to Measurement Mode (#2031)
* Added clearMeasurements functionality to the measurements extension

* Add tip & descriptions to measure mode

* Add clearMeasurements

* Clear measurements onMount

* onMount to onBeforeUnmount

* Small alignment fix

* Change from Alex

---------

Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
2024-02-12 15:07:43 +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
Alexandru Popovici 26b37c7fb3 Viewer API 2.0 (#1879)
* 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 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
2024-01-10 12:50:15 +02:00
andrewwallacespeckle c8bdf01cdd FE2 Viewer - Add Measure Mode (#1889)
* 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
2023-12-06 09:56:22 +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
Kristaps Fabians Geikins 6b6c6b3bfa chore: updating various dependencies (#1774)
* chore: updating nuxt & apollo client

* global tsc update
2023-08-25 14:31:08 +03:00
Kristaps Fabians Geikins eaf925b387 feat(fe-2): improved logging (#1684)
* feat(fe-2): improved logging

* yarn lock update

* attempted speckle/shared build fix

* helm updates

* Updates documentation for helm chart

---------

Co-authored-by: Iain Sproat <68657+iainsproat@users.noreply.github.com>
2023-07-12 10:21:08 +03:00
Kristaps Fabians Geikins eec29d44e2 fix(fe2): spotlight & zoom extents fixes (#1672) 2023-07-07 11:07:26 +03:00
Dimitrie Stefanescu e62c0aa38d Merge pull request #1652 from specklesystems/dim/fe2/edits
FE2 Polish
2023-06-29 12:22:09 +01:00
Kristaps Fabians Geikins fdd9bd3899 feat(fe2): New discussion button in viewer (#1661)
* feat(fe-2): new discussion button in viewer

* invoking selection as well

* more adjustments
2023-06-29 14:14:52 +03:00
Dimitrie Stefanescu 033516e669 fix(fe2): last tweaks and comments 2023-06-29 10:25:49 +01:00
Dimitrie Stefanescu cf8647e89d fix(fe2): removes uneeded console logs 2023-06-27 16:30:45 +01:00