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nodarium/app/src/lib/result-viewer/Viewer.svelte
Max Richter 8693c63d16
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feat: resize canvases to fit window height
Closes #16

The canvases fit their parents size, so adding a wrapper with 100vh
solved it. https://threlte.xyz/docs/reference/core/canvas#size
2026-01-20 17:55:58 +01:00

109 lines
3.2 KiB
Svelte

<script lang="ts">
import { Canvas } from "@threlte/core";
import Scene from "./Scene.svelte";
import { Vector3 } from "three";
import { decodeFloat, splitNestedArray } from "@nodarium/utils";
import type { PerformanceStore } from "@nodarium/utils";
import { appSettings } from "$lib/settings/app-settings.svelte";
import SmallPerformanceViewer from "$lib/performance/SmallPerformanceViewer.svelte";
import { MeshMatcapMaterial, TextureLoader, type Group } from "three";
import {
createGeometryPool,
createInstancedGeometryPool,
} from "./geometryPool";
const loader = new TextureLoader();
const matcap = loader.load("/matcap_green.jpg");
matcap.colorSpace = "srgb";
const material = new MeshMatcapMaterial({
color: 0xffffff,
matcap,
});
let sceneComponent = $state<ReturnType<typeof Scene>>();
let fps = $state<number[]>([]);
let geometryPool: ReturnType<typeof createGeometryPool>;
let instancePool: ReturnType<typeof createInstancedGeometryPool>;
export function updateGeometries(inputs: Int32Array[], group: Group) {
geometryPool = geometryPool || createGeometryPool(group, material);
instancePool = instancePool || createInstancedGeometryPool(group, material);
let meshes = geometryPool.update(inputs.filter((i) => i[0] === 1));
let faces = instancePool.update(inputs.filter((i) => i[0] === 2));
return {
totalFaces: meshes.totalFaces + faces.totalFaces,
totalVertices: meshes.totalVertices + faces.totalVertices,
};
}
type Props = {
scene: Group;
centerCamera: boolean;
perf: PerformanceStore;
};
let { scene = $bindable(), centerCamera, perf }: Props = $props();
let lines = $state<Vector3[][]>([]);
function createLineGeometryFromEncodedData(encodedData: Int32Array) {
const positions: Vector3[] = [];
const amount = (encodedData.length - 1) / 4;
for (let i = 0; i < amount; i++) {
const x = decodeFloat(encodedData[2 + i * 4 + 0]);
const y = decodeFloat(encodedData[2 + i * 4 + 1]);
const z = decodeFloat(encodedData[2 + i * 4 + 2]);
positions.push(new Vector3(x, y, z));
}
return positions;
}
export const update = function update(result: Int32Array) {
perf.addPoint("split-result");
const inputs = splitNestedArray(result);
perf.endPoint();
if (appSettings.value.debug.showStemLines) {
perf.addPoint("create-lines");
lines = inputs
.map((input) => {
if (input[0] === 0) {
return createLineGeometryFromEncodedData(input);
}
})
.filter(Boolean) as Vector3[][];
perf.endPoint();
}
perf.addPoint("update-geometries");
const { totalVertices, totalFaces } = updateGeometries(inputs, scene);
perf.endPoint();
perf.addPoint("total-vertices", totalVertices);
perf.addPoint("total-faces", totalFaces);
sceneComponent?.invalidate();
};
</script>
{#if appSettings.value.debug.showPerformancePanel}
<SmallPerformanceViewer {fps} store={perf} />
{/if}
<div style="height: 100vh">
<Canvas>
<Scene
bind:this={sceneComponent}
{lines}
{centerCamera}
bind:scene
bind:fps
/>
</Canvas>
</div>