AlexandruPopovici
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ed8d577bc5
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Implemented moving streams (as a whole) in the sandbox from the UI. As in change their 3D position in real time
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2022-08-03 19:03:43 +03:00 |
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AlexandruPopovici
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af342b3e3e
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#827. Finished with multiple streams loading/unloading in the same seesion. Things seem to work correctly, and also there's almost no memory leaking at all upon loading/unloading
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2022-08-03 16:58:39 +03:00 |
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AlexandruPopovici
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276aa9d578
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#827 Fixed an issue where render materials would not properly get vertex colors
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2022-08-02 11:44:53 +03:00 |
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AlexandruPopovici
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cb5dbce73f
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#827 Fixed another issue related to point clouds and materials
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2022-07-29 23:49:52 +03:00 |
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AlexandruPopovici
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4955e16b6e
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#827 Fixed some issues with line materials not correctly initialised
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2022-07-29 18:29:50 +03:00 |
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AlexandruPopovici
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33fc450377
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#827 Fixed an issue with block transformation and displayValues.
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2022-07-29 12:27:10 +03:00 |
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AlexandruPopovici
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059af4bbc5
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Enabled id spoofing. This fixed the somewhat unexplained issues I was having with objects not being picked up by filters
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2022-07-28 17:15:04 +03:00 |
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AlexandruPopovici
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cc8580b8da
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#828 Eliminated the redundant position attributes for the line geometries. Like for meshes, re-used the original position attributes as the high parts of our encoding
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2022-07-27 22:54:45 +03:00 |
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AlexandruPopovici
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3ca2d08e18
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#828 Implemented the SpeckleMesh which extends three's Mesh and corrects the raycasting implementation to work with the positions encoded as pairs of lows and highs
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2022-07-27 21:46:03 +03:00 |
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AlexandruPopovici
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9e7c80bb4f
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#828. Added controlled update and render loops which propagate throught the viewer library
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2022-07-27 15:09:46 +03:00 |
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AlexandruPopovici
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f10dfdac43
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#827 Implemented ghost material for points.
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2022-07-26 23:35:30 +03:00 |
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AlexandruPopovici
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453e83e515
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#827 Implemented the colored material (used when filtering by non-numeric properties) for lines as well.
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2022-07-26 23:10:52 +03:00 |
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AlexandruPopovici
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2e0ddf6153
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#828 Implemented the RTE improvements discussed in the blog post
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2022-07-26 18:37:27 +03:00 |
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AlexandruPopovici
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e05af7eafe
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#728 Removed all references to USE_RTE and THICK_LINES since we're always going to be using these implementaions
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2022-07-26 11:01:38 +03:00 |
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AlexandruPopovici
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30e985be4a
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#827. Implemented non-numeric filter-by properties support. Added this functionality to the sandbox as well.
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2022-07-22 15:35:34 +03:00 |
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AlexandruPopovici
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92009018fc
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#827. Generalizes all gradient based filtering. We can now filter by any property which is numerical from the sandbox. Implemented ramp texture generation. We will need this to generate the ramp texture for discreet colored filters like filterByType, filterByFamily ,etc
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2022-07-22 01:03:01 +03:00 |
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AlexandruPopovici
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c238cdaa07
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#827. Added min/max values when filtering by volume. Some changes to the filtering implementation to avoid redundant tree searches
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2022-07-22 00:03:35 +03:00 |
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AlexandruPopovici
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fdc550a38a
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#827 Implemented gradient based filtering using ramp texture and per vertex ramp texture index. Implemented filtering by volume in the sandbox, using the gradient filter
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2022-07-20 23:59:11 +03:00 |
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AlexandruPopovici
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dbd3763a5a
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#827 Added the possibility to visually display the scene's batches as well as to select any object by holding the ctrl key and it will isolate it's entire batch, not just the object. These will be useful for debbuging
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2022-07-18 23:43:08 +03:00 |
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AlexandruPopovici
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fdd03ef821
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#828[Debt] Added support for vertex colors on meshes that specify it
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2022-07-18 17:00:01 +03:00 |
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AlexandruPopovici
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a4fa7bb4dd
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#811 Implemented conveniene method for isolating objets visually, where all other objects are ghosted, like the effect should look like. Fixed an issue with Brep conversion
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2022-06-28 11:41:45 +03:00 |
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AlexandruPopovici
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65d5aa6659
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#811 Added a material for the gradient filter, so we have multiple filter materials to apply. However th gradient material is not fully implemented. It can only do a single solid color. We'll implement the actual gradient of colors in the future
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2022-06-27 19:00:20 +03:00 |
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AlexandruPopovici
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51596d81b4
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Fixed some remaining issues with the filtering API. Made transparent materials to not write to the depth buffer so we don't get false depth test fails. We will see in the future if we want to treat transparent objects differetly, however for now it's going to be fine
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2022-06-27 18:51:52 +03:00 |
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AlexandruPopovici
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923e835c54
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#811 Added the the unload functionality, so we can load/unload stuff in the sandbox. It's currently a bit leaky but we'll fix that. Also we currentyl don;t support multiple paralel streams to be loaded in. I first want to make sure things work properly for 1 stream before having multiple at the same time
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2022-06-24 14:20:27 +03:00 |
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AlexandruPopovici
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d29d2d464c
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#811 Started working on a debug API for filtering inside the viewer. This API will be used by the upcoming FilteringManager to do the visual work
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2022-06-24 00:41:24 +03:00 |
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AlexandruPopovici
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11a429f9ca
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#783 Implemented Point and PointCloud speckle type support for batching and everything else.
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2022-06-20 16:39:51 +03:00 |
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AlexandruPopovici
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dad9acb3e9
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#783 Implemented visibility ranges for line batches
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2022-06-18 00:07:56 +03:00 |
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AlexandruPopovici
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d508eb6d5b
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#783. Implemented separate materal draw ranges for the line batches. Added the Batch common interface and separate the MeshBatch from the LineBatch, both implementing the Batch interface. Selection now works properly for both meshes and lines
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2022-06-16 19:40:32 +03:00 |
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AlexandruPopovici
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4d764c166c
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#783 Implemented line batch colouring using an additional InstancedBufferAttribute where each line segment can have it's own color. This way we can know which subset to color differently. Transparency is also supported in theory, but will get to that later on. Also started to split the mesh batch from the line batch since they will be conceptualyl different, but share a common contract
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2022-06-16 17:19:41 +03:00 |
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AlexandruPopovici
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6084a4849c
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#783 Implemented picking for the batched meshes
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2022-06-15 17:30:04 +03:00 |
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AlexandruPopovici
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1846554778
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#783 Working on picking and fixing some issues which arose a few days ago regarding some types of lines when I switched to full-tree represenation
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2022-06-15 11:13:25 +03:00 |
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AlexandruPopovici
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2157631def
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#783 Fixed an issue where some meshes were left out of batching. Added transparency to materials that require it. Seems to be working fine so far, though we might see issues in the future]
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2022-06-14 13:01:04 +03:00 |
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AlexandruPopovici
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ae46d0ce5e
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#783 Fixed an issue with batching a single mesh at the end of the batch list. Geometries can now inherit render materals/display styles from their entire hierarchy
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2022-06-14 01:26:16 +03:00 |
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AlexandruPopovici
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b5c6e4ac37
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#783 Fixed RTE not working with batched line segments
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2022-06-13 22:42:06 +03:00 |
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AlexandruPopovici
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6cf41f64c4
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#783. Some changes regarding materials, default materials and material hashes
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2022-06-13 22:26:41 +03:00 |
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AlexandruPopovici
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bee051ff49
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#783. Implemented line batching. This is actually a big change, since the prevous viewers did not have line batching and it was causing huge performance problems with having to render thousands of lines separately. As expected, batching lines did require a bit of a change to how we render the actual line geometries, but managed to get most of them in. Still need to account for high/low buffer splitting for the individual segments.
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2022-06-10 17:08:58 +03:00 |
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AlexandruPopovici
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757cc7e666
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783. Continued working on batching. Got first batches to render on the screen. A bit messed up, but it's something
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2022-06-10 00:08:03 +03:00 |
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AlexandruPopovici
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f2c11abb23
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#783. Started working on the Batcher will will organize the render nodes into batches that minimize draw calls neatly
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2022-06-09 18:02:13 +03:00 |
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AlexandruPopovici
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665fda37ae
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#783. Started working on materials and their render tree interaction
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2022-06-09 00:10:10 +03:00 |
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AlexandruPopovici
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36da0e38e2
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#783 Fixed an issue where the display values for non-geometry nodes was ignored
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2022-06-07 14:29:49 +03:00 |
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AlexandruPopovici
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abf636c946
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#746. Used vector buffers in the speckle materials to avoid pointless nursery pressure. Some lint-related fixes
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2022-05-26 10:20:44 +03:00 |
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AlexandruPopovici
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71ce007a08
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#746. Added remaining material extensions and replaced them where required.
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2022-05-24 12:08:28 +03:00 |
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AlexandruPopovici
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81a4de69b2
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#746. Figured out how to clamp the world space thick lines to any pixel value when they're screen size width becomes less than 1 pixel and they start to basically dissapear.
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2022-05-20 15:57:57 +03:00 |
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AlexandruPopovici
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1599970f22
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#746 Made the new thick lines work with RTE
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2022-05-19 13:05:34 +03:00 |
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AlexandruPopovici
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1eb44d00d9
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Updated three.js version to 140. Thick lin raycasting now properly works in world space and also the threshold in world space is now accurate.
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2022-05-18 11:53:50 +03:00 |
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AlexandruPopovici
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e574623a43
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#746 Fixed an issue with RTE and basic line geometry. Group transforms were not baked into the high and low attributes. Now they work correctly
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2022-05-17 22:42:06 +03:00 |
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AlexandruPopovici
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a3c7dcf408
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#746 Implemented RTE for basic line materials (non thick)
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2022-05-17 17:53:49 +03:00 |
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AlexandruPopovici
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832f537dc7
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Added realtime switching between RTE and non-RTE rendering. The speckle materials now have conditional compiling regarding RTE implementation
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2022-05-17 15:56:32 +03:00 |
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AlexandruPopovici
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e3cd5ae1f0
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#746 A lot of changes to Geometry. Started integrating RTE with the viewer
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2022-05-17 14:52:38 +03:00 |
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