Files
aerbim-ht-monitor/frontend/components/ModelViewer.tsx

206 lines
5.8 KiB
TypeScript

'use client'
import React, { useEffect, useRef, useState, useCallback } from 'react'
import {
Engine,
Scene,
Vector3,
HemisphericLight,
ArcRotateCamera,
MeshBuilder,
StandardMaterial,
Color3,
Color4,
AbstractMesh,
Mesh,
Nullable,
SceneLoader
} from '@babylonjs/core'
import '@babylonjs/loaders'
import { getCacheFileName, loadCachedData, parseAndCacheScene, ParsedMeshData } from '../utils/meshCache'
interface ModelViewerProps {
modelPath: string
onModelLoaded?: (modelData: {
meshes: AbstractMesh[]
boundingBox: {
min: { x: number; y: number; z: number }
max: { x: number; y: number; z: number }
}
}) => void
onError?: (error: string) => void
}
const ModelViewer: React.FC<ModelViewerProps> = ({
modelPath,
onModelLoaded,
onError
}) => {
const canvasRef = useRef<HTMLCanvasElement>(null)
const engineRef = useRef<Nullable<Engine>>(null)
const sceneRef = useRef<Nullable<Scene>>(null)
const [isLoading, setIsLoading] = useState(false)
const isInitializedRef = useRef(false)
const isDisposedRef = useRef(false)
useEffect(() => {
isDisposedRef.current = false
isInitializedRef.current = false
return () => {
isDisposedRef.current = true
}
}, [])
useEffect(() => {
if (!canvasRef.current || isInitializedRef.current) return
const canvas = canvasRef.current
const engine = new Engine(canvas, true)
engineRef.current = engine
const scene = new Scene(engine)
sceneRef.current = scene
scene.clearColor = new Color4(0.1, 0.1, 0.15, 1)
const camera = new ArcRotateCamera('camera', 0, Math.PI / 3, 20, Vector3.Zero(), scene)
camera.attachControl(canvas, true)
camera.lowerRadiusLimit = 2
camera.upperRadiusLimit = 200
camera.wheelDeltaPercentage = 0.01
camera.panningSensibility = 50
camera.angularSensibilityX = 1000
camera.angularSensibilityY = 1000
const ambientLight = new HemisphericLight('ambientLight', new Vector3(0, 1, 0), scene)
ambientLight.intensity = 0.4
ambientLight.diffuse = new Color3(0.7, 0.7, 0.8)
ambientLight.specular = new Color3(0.2, 0.2, 0.3)
ambientLight.groundColor = new Color3(0.3, 0.3, 0.4)
const keyLight = new HemisphericLight('keyLight', new Vector3(1, 1, 0), scene)
keyLight.intensity = 0.6
keyLight.diffuse = new Color3(1, 1, 0.9)
keyLight.specular = new Color3(1, 1, 0.9)
const fillLight = new HemisphericLight('fillLight', new Vector3(-1, 0.5, -1), scene)
fillLight.intensity = 0.3
fillLight.diffuse = new Color3(0.8, 0.8, 1)
engine.runRenderLoop(() => {
if (!isDisposedRef.current) {
scene.render()
}
})
const handleResize = () => {
if (!isDisposedRef.current) {
engine.resize()
}
}
window.addEventListener('resize', handleResize)
isInitializedRef.current = true
return () => {
isDisposedRef.current = true
isInitializedRef.current = false
window.removeEventListener('resize', handleResize)
if (engineRef.current) {
engineRef.current.dispose()
engineRef.current = null
}
sceneRef.current = null
}
}, [])
useEffect(() => {
if (!isInitializedRef.current || !modelPath || isDisposedRef.current) {
return
}
const loadModel = async () => {
if (!sceneRef.current || isDisposedRef.current) {
return
}
setIsLoading(true)
console.log('🚀 Loading GLTF model:', modelPath)
try {
const cacheFileName = getCacheFileName(modelPath)
const cachedData = await loadCachedData(cacheFileName)
if (cachedData) {
console.log('📦 Using cached mesh data for analysis')
} else {
console.log('🔄 No cached data found, parsing scene...')
}
const result = await SceneLoader.ImportMeshAsync(
'',
modelPath,
'',
sceneRef.current
)
console.log('✅ GLTF Model loaded successfully!')
console.log('📊 Loaded Meshes:', result.meshes.length)
if (result.meshes.length > 0) {
const boundingBox = result.meshes[0].getHierarchyBoundingVectors()
const size = boundingBox.max.subtract(boundingBox.min)
const maxDimension = Math.max(size.x, size.y, size.z)
const camera = sceneRef.current!.activeCamera as ArcRotateCamera
camera.radius = maxDimension * 2
camera.target = result.meshes[0].position
const parsedData = await parseAndCacheScene(result.meshes, cacheFileName, modelPath)
onModelLoaded?.({
meshes: result.meshes,
boundingBox: {
min: boundingBox.min,
max: boundingBox.max
}
})
console.log('🎉 Model ready for viewing!')
} else {
console.warn('⚠️ No meshes found in model')
onError?.('No geometry found in model')
}
} catch (error) {
console.error('❌ Error loading GLTF model:', error)
onError?.(`Failed to load model: ${error}`)
} finally {
if (!isDisposedRef.current) {
setIsLoading(false)
}
}
}
loadModel()
}, [modelPath])
return (
<div className="w-full h-screen relative bg-gray-900 overflow-hidden">
<canvas
ref={canvasRef}
className="w-full h-full outline-none block"
/>
{isLoading && (
<div className="absolute top-1/2 left-1/2 transform -translate-x-1/2 -translate-y-1/2 bg-black/80 text-white px-8 py-5 rounded-xl z-50 flex items-center gap-3 text-base font-medium">
<div className="w-5 h-5 border-2 border-white border-t-transparent rounded-full animate-spin" />
Loading Model...
</div>
)}
</div>
)
}
export default ModelViewer