@google/model-viewer
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Easily display interactive 3D models on the web and in AR!
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text/typescript
/* @license
* Copyright 2020 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the 'License');
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an 'AS IS' BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import {GLTF, GLTFElement, GLTFElementMap} from '../../three-components/gltf-instance/gltf-2.0.js';
/**
* A VisitorCallback is used to access an element of a GLTF scene graph. The
* callback receives a reference to the element, the element's index relative
* to other elements of its type (as it would appear in the top-level element
* array in the corresponding GLTF) and a hierarchy array that is the list of
* ancestor elements (inclusive of the current element) that preceded the
* currently accessed element in the GLTF scene graph hierarchy.
*/
export type VisitorCallback<T extends GLTFElement> =
(element: T, index: number, hierarchy: GLTFElement[]) => void;
/**
* There is a corresponding VisitorCallback type for every type of GLTFElement.
*/
export type VisitorCallbacks = {
[T in keyof GLTFElementMap]?: VisitorCallback<GLTFElementMap[T]>;
}
/**
* Supported options for configuring a GLTFTreeVisitor include:
* - allScenes: if true, all scenes (not just the active one) will be visited
* - sparse: if true, elements that have been visited once will not be visited
* again if and when they are encountered a second time in the scene graph
*
* Note that glTF defines a top-level field ("scene") that refers to the scene
* that will be presented first ("at load time"). In the case of <model-viewer>,
* there is no way to specify an alternative scene to display (although we plan
* to add configuration for this). Consequently, the ability to traverse all
* scenes is not likely to be used at this time. However, some cases will call
* for visiting all nodes in a glTF regardless of whether they are a part of
* the current scene. Eventually, <model-viewer> will support changing the
* active scene, and the ability to traverse all scenes at once will become
* handy.
*
* @see https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
* @see https://github.com/google/model-viewer/issues/195
*/
export interface VisitOptions {
allScenes?: boolean;
sparse?: boolean;
}
interface VisitorTraversalState {
hierarchy: GLTFElement[];
visited: Set<GLTFElement>;
sparse: boolean;
gltf: GLTF;
}
const $callbacks = Symbol('callbacks');
const $visitMesh = Symbol('visitMesh');
const $visitElement = Symbol('visitElement');
const $visitNode = Symbol('visitNode');
const $visitScene = Symbol('visitScene');
const $visitMaterial = Symbol('visitMaterial');
/**
* GLTFTreeVisitor implements a deterministic traversal order of a valid,
* deserialized glTF 2.0 model. It supports selective element visitation via
* callbacks configured based on element type. For example, to visit all
* materials in all scenes in a glTF:
*
* ```javascript
* const visitor = new GLTFTreeVisitor({
* material: (material, index, hierarchy) => {
* // material is a glTF 2.0 Material
* // index is the index of material in gltf.materials
* // hierarchy includes ancestors of material in the glTF
* }
* });
*
* visitor.visit(someInMemoryGLTF, { allScenes: true });
* ```
*
* The traversal order of the visitor is pre-order, depth-first.
*
* Note that the traversal order is not guaranteed to correspond to the
* index of a given element in any way. Rather, traversal order is based
* on the hierarchical order of the scene graph.
*/
export class GLTFTreeVisitor {
private[$callbacks]: VisitorCallbacks;
constructor(callbacks: VisitorCallbacks) {
this[$callbacks] = callbacks;
}
/**
* Visit a given in-memory glTF via the configured callbacks of this visitor.
* Optionally, all scenes may be visited (as opposed to just the active one).
* Sparse traversal can also be specified, in which case elements that
* re-appear multiple times in the scene graph will only be visited once.
*/
visit(gltf: GLTF, options: VisitOptions = {}): void {
const allScenes = !!options.allScenes;
const sparse = !!options.sparse;
const scenes = allScenes ?
gltf.scenes || [] :
(gltf.scenes && gltf.scene != null) ? [gltf.scenes[gltf.scene]] : [];
const state: VisitorTraversalState =
{hierarchy: [], visited: new Set(), sparse, gltf};
for (const scene of scenes) {
this[$visitScene](gltf.scenes!.indexOf(scene), state);
}
}
private[$visitElement]<T extends GLTFElement>(
index: number, elementList: T[]|undefined, state: VisitorTraversalState,
visit?: VisitorCallback<T>, traverse?: (element: T) => void) {
if (elementList == null) {
return;
}
const element = elementList[index];
const {sparse, hierarchy, visited} = state;
if (element == null) {
return;
}
if (sparse && visited.has(element)) {
return;
}
visited.add(element);
hierarchy.push(element);
if (visit != null) {
visit(element, index, hierarchy);
}
if (traverse != null) {
traverse(element);
}
hierarchy.pop();
}
private[$visitScene](index: number, state: VisitorTraversalState) {
const {gltf} = state;
const {scene: visit} = this[$callbacks];
this[$visitElement](index, gltf.scenes, state, visit, (scene) => {
// A scene is not required to have a list of nodes
if (scene.nodes == null) {
return;
}
for (const nodeIndex of scene.nodes) {
this[$visitNode](nodeIndex, state);
}
});
}
private[$visitNode](index: number, state: VisitorTraversalState) {
const {gltf} = state;
const {node: visit} = this[$callbacks];
this[$visitElement](index, gltf.nodes, state, visit, (node) => {
if (node.mesh != null) {
this[$visitMesh](node.mesh, state);
}
if (node.children != null) {
for (const childNodeIndex of node.children) {
this[$visitNode](childNodeIndex, state);
}
}
});
}
private[$visitMesh](index: number, state: VisitorTraversalState) {
const {gltf} = state;
const {mesh: visit} = this[$callbacks];
this[$visitElement](index, gltf.meshes, state, visit, (mesh) => {
for (const primitive of mesh.primitives) {
if (primitive.material != null) {
this[$visitMaterial](primitive.material, state);
}
}
});
}
private[$visitMaterial](index: number, state: VisitorTraversalState) {
const {gltf} = state;
const {material: visit} = this[$callbacks];
this[$visitElement](index, gltf.materials, state, visit);
}
}