feat: performance optimizations + part-materials validation
- @timed_step decorator with wall-clock + RSS tracking (pipeline_logger) - Blender timing laps for sharp edges and material assignment - MeshRegistry pattern: eliminate 13 scene.traverse() calls across viewers - Lazy material cloning (clone-on-first-write in both viewers) - _pipeline_session context manager: 7 create_engine() → 2 in render_thumbnail - KD-tree spatial pre-filter for sharp edge marking (bbox-based pruning) - Batch material library append: N bpy.ops.wm.append → single bpy.data.libraries.load - GMSH single-session batching: compound all solids into one tessellation call - Validate part-materials save endpoints against parsed_objects (prevents bogus keys) - ROADMAP updated with completion status Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -10,7 +10,7 @@ import { listMediaAssets as getMediaAssets } from '../../api/media'
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import { generateGltfGeometry, getPartMaterials, type PartMaterialMap } from '../../api/cad'
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import { useAuthStore } from '../../store/auth'
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import MaterialPanel, { type IsolateMode } from './MaterialPanel'
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import { normalizeMeshName, resolvePartMaterial, remapToPartKeys, applyPBRToMaterial, previewColorForEntry } from './cadUtils'
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import { normalizeMeshName, resolvePartMaterial, remapToPartKeys, applyPBRToMaterial, previewColorForEntry, forEachMeshMaterial, type MeshRegistryEntry } from './cadUtils'
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import { fetchMaterialPBR, type MaterialPBRMap } from '../../api/assetLibraries'
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type ViewMode = 'solid' | 'wireframe'
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@@ -196,6 +196,7 @@ export default function InlineCadViewer({
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const sceneRef = useRef<THREE.Object3D | null>(null)
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const controlsRef = useRef<any>(null)
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const hoveredMeshRef = useRef<THREE.Mesh | null>(null)
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const meshRegistryRef = useRef<MeshRegistryEntry[]>([])
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// Media asset queries
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const { data: gltfAssets } = useQuery({
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@@ -265,51 +266,39 @@ export default function InlineCadViewer({
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return () => { if (blobUrl) URL.revokeObjectURL(blobUrl) }
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}, [activeDownloadUrl, token])
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// Apply saved material colors + PBR properties after model loads
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// Apply saved material colors + PBR properties after model loads (uses MeshRegistry)
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useEffect(() => {
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if (!modelReady || !sceneRef.current) return
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// Wait for PBR map to load — avoids setting grey fallback prematurely
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if (!modelReady || meshRegistryRef.current.length === 0) return
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if (Object.keys(pbrMap).length === 0) return
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sceneRef.current.traverse((obj) => {
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const mesh = obj as THREE.Mesh
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if (!mesh.isMesh) return
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const pk = (mesh.userData?.partKey as string) || resolvePartKey(normalizeMeshName((mesh.userData?.name as string) || mesh.name))
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const entry = resolvePartMaterial(pk, partMaterials as PartMaterialMap)
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if (!entry) return
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for (const { mesh, partKey } of meshRegistryRef.current) {
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const entry = resolvePartMaterial(partKey, partMaterials as PartMaterialMap)
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if (!entry) continue
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// Clone materials on first PBR application (GLB loader shares instances)
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if (!mesh.userData._pbrApplied) {
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mesh.material = Array.isArray(mesh.material)
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? mesh.material.map(m => m.clone())
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? mesh.material.map((m: THREE.Material) => m.clone())
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: mesh.material.clone()
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mesh.userData._pbrApplied = true
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}
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const clonedMats = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
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clonedMats.forEach((m) => {
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const mat = m as THREE.MeshStandardMaterial
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if (!mat || !('color' in mat)) return
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forEachMeshMaterial(mesh, (mat) => {
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if (entry.type === 'library' && pbrMap[entry.value]) {
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applyPBRToMaterial(mat, pbrMap[entry.value])
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} else {
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mat.color.set(previewColorForEntry(entry, pbrMap))
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}
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})
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})
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}
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}, [modelReady, partMaterials, resolvePartKey, pbrMap])
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// Unassigned glow — only when at least one assignment exists
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// Unassigned glow — uses MeshRegistry instead of traverse
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useEffect(() => {
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if (!modelReady || !sceneRef.current) return
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if (!modelReady || meshRegistryRef.current.length === 0) return
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const hasAnyAssignment = Object.keys(partMaterials).length > 0
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sceneRef.current.traverse((obj) => {
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const mesh = obj as THREE.Mesh
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if (!mesh.isMesh) return
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const mats = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
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mats.forEach((m) => {
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const mat = m as THREE.MeshStandardMaterial
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if (!mat || !('emissive' in mat)) return
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for (const { mesh, partKey } of meshRegistryRef.current) {
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forEachMeshMaterial(mesh, (mat) => {
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if (!('emissive' in mat)) return
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if (showUnassigned && hasAnyAssignment) {
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const pk = (mesh.userData?.partKey as string) || resolvePartKey(normalizeMeshName((mesh.userData?.name as string) || mesh.name))
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const assigned = !!resolvePartMaterial(pk, partMaterials as PartMaterialMap)
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const assigned = !!resolvePartMaterial(partKey, partMaterials as PartMaterialMap)
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mat.emissive.set(assigned ? 0x000000 : 0xff4400)
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mat.emissiveIntensity = assigned ? 0 : 0.8
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} else {
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@@ -317,7 +306,7 @@ export default function InlineCadViewer({
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mat.emissiveIntensity = 0
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}
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})
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})
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}
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}, [modelReady, showUnassigned, partMaterials, resolvePartKey])
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// Reset isolateMode when no part is pinned
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@@ -330,54 +319,45 @@ export default function InlineCadViewer({
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if (Object.keys(partMaterials).length === 0) setHideAssigned(false)
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}, [partMaterials])
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// Combined visibility effect — handles hideAssigned + isolateMode together to avoid conflicts
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// Combined visibility effect — uses MeshRegistry instead of traverse
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useEffect(() => {
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if (!modelReady || !sceneRef.current) return
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sceneRef.current.traverse((obj) => {
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const mesh = obj as THREE.Mesh
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if (!mesh.isMesh) return
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const pk = (mesh.userData?.partKey as string) || resolvePartKey(normalizeMeshName((mesh.userData?.name as string) || mesh.name))
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const isSelected = pk === pinnedPart
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const isAssigned = !!resolvePartMaterial(pk, partMaterials)
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const mats = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
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if (!modelReady || meshRegistryRef.current.length === 0) return
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for (const { mesh, partKey } of meshRegistryRef.current) {
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const isSelected = partKey === pinnedPart
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const isAssigned = !!resolvePartMaterial(partKey, partMaterials)
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// Default: fully visible + raycasting enabled
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mesh.visible = true
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mesh.raycast = THREE.Mesh.prototype.raycast
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mats.forEach((m) => {
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const mat = m as THREE.MeshStandardMaterial
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if (mat && 'opacity' in mat) { mat.opacity = 1; mat.transparent = false; mat.depthWrite = true; mat.needsUpdate = true }
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forEachMeshMaterial(mesh, (mat) => {
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if ('opacity' in mat) { mat.opacity = 1; mat.transparent = false; mat.depthWrite = true; mat.needsUpdate = true }
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})
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// hideAssigned: hide all assigned meshes (except the currently selected part)
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if (hideAssigned && isAssigned && !isSelected) {
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mesh.visible = false
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mesh.raycast = () => {} // prevent R3F from seeing hidden meshes as hit targets
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return
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mesh.raycast = () => {}
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continue
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}
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// isolateMode: ghost or hide non-selected meshes when a part is pinned
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if (!isSelected && pinnedPart && isolateMode !== 'none') {
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if (isolateMode === 'hide') {
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mesh.visible = false
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mesh.raycast = () => {} // prevent R3F from seeing hidden meshes as hit targets
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mesh.raycast = () => {}
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} else {
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mats.forEach((m) => {
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const mat = m as THREE.MeshStandardMaterial
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if (mat && 'opacity' in mat) { mat.opacity = 0.08; mat.transparent = true; mat.depthWrite = false; mat.needsUpdate = true }
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forEachMeshMaterial(mesh, (mat) => {
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if ('opacity' in mat) { mat.opacity = 0.08; mat.transparent = true; mat.depthWrite = false; mat.needsUpdate = true }
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})
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}
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}
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})
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}
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}, [modelReady, pinnedPart, isolateMode, hideAssigned, partMaterials, resolvePartKey])
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// Dev-only: log normalized GLB mesh names vs stored keys to diagnose mismatches
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useEffect(() => {
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if (!import.meta.env.DEV || !modelReady || !sceneRef.current) return
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const names = new Set<string>()
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sceneRef.current.traverse(o => {
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if ((o as THREE.Mesh).isMesh && o.name) names.add(normalizeMeshName((o.userData?.name as string) || o.name))
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})
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if (!import.meta.env.DEV || !modelReady || meshRegistryRef.current.length === 0) return
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const names = new Set<string>(meshRegistryRef.current.map(e => e.partKey))
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const keys = Object.keys(partMaterials)
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const matched = keys.filter(k => names.has(k))
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const unmatched = keys.filter(k => !names.has(k))
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@@ -535,27 +515,28 @@ export default function InlineCadViewer({
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const map = glbExtras.partKeyMap as Record<string, string> | undefined
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if (map && Object.keys(map).length > 0) {
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setPartKeyMap(map)
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// Propagate partKey from parent Group to child Meshes
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sceneRef.current?.traverse((obj) => {
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if (!(obj instanceof THREE.Mesh)) return
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if (obj.userData.partKey) return
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const parentPk = obj.parent?.userData?.partKey as string | undefined
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if (parentPk) { obj.userData.partKey = parentPk; return }
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const normalized = normalizeMeshName((obj.userData?.name as string) || obj.name)
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const pk = map[normalized] ?? normalized
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if (pk) obj.userData.partKey = pk
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})
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}
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// Count unique parts by partKey
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// Single traverse: stamp partKey, build registry, count unique parts
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const registry: MeshRegistryEntry[] = []
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const names = new Set<string>()
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sceneRef.current?.traverse(o => {
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if ((o as THREE.Mesh).isMesh) {
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const pk = o.userData?.partKey as string | undefined
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if (pk) { names.add(pk); return }
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const normalized = normalizeMeshName((o.userData?.name as string) || o.name)
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if (normalized) names.add(map?.[normalized] ?? normalized)
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sceneRef.current?.traverse((obj) => {
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if (!(obj instanceof THREE.Mesh)) return
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// Stamp partKey from parent Group or partKeyMap
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if (!obj.userData.partKey) {
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const parentPk = obj.parent?.userData?.partKey as string | undefined
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if (parentPk) {
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obj.userData.partKey = parentPk
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} else if (map) {
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const normalized = normalizeMeshName((obj.userData?.name as string) || obj.name)
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obj.userData.partKey = map[normalized] ?? normalized
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}
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}
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const pk = (obj.userData?.partKey as string) ||
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normalizeMeshName((obj.userData?.name as string) || obj.name)
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registry.push({ mesh: obj, partKey: pk })
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if (pk) names.add(pk)
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})
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meshRegistryRef.current = registry
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setTotalMeshCount(names.size)
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setGlbMeshNames(new Set(names))
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setModelReady(true)
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