Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 | import { useEffect, useRef, useState } from 'react'; import * as THREE from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'; import JSZip from 'jszip'; import { Loader2, RotateCcw, ZoomIn, ZoomOut } from 'lucide-react'; import { Button } from './Button'; interface BuildVolume { x: number; y: number; z: number; } interface ModelViewerProps { url: string; buildVolume?: BuildVolume; className?: string; } interface MeshData { vertices: number[]; triangles: number[]; } interface ObjectData { id: string; meshes: MeshData[]; } interface BuildItem { objectId: string; transform: THREE.Matrix4; } // Parse 3MF transform - keep in 3MF coordinate space (Z-up) function parseTransform3MF(transformStr: string | null): THREE.Matrix4 { const matrix = new THREE.Matrix4(); if (!transformStr) { return matrix; // Identity matrix } // 3MF transform is a 3x4 affine matrix in row-major order: // "m00 m01 m02 m10 m11 m12 m20 m21 m22 m30 m31 m32" // Where (m30, m31, m32) is the translation vector const values = transformStr.trim().split(/\s+/).map(parseFloat); if (values.length >= 12) { // Three.js Matrix4.set takes row-major order arguments: // set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) // 3MF row-major: m00, m01, m02, m10, m11, m12, m20, m21, m22, m30, m31, m32 matrix.set( values[0], values[1], values[2], values[9], // m00, m01, m02, tx values[3], values[4], values[5], values[10], // m10, m11, m12, ty values[6], values[7], values[8], values[11], // m20, m21, m22, tz 0, 0, 0, 1 ); } return matrix; } // Alias for backwards compatibility const parseTransform = parseTransform3MF; async function parseMeshFromDoc(doc: Document): Promise<MeshData[]> { const meshes: MeshData[] = []; const meshElements = doc.getElementsByTagName('mesh'); for (let j = 0; j < meshElements.length; j++) { const meshEl = meshElements[j]; const vertices: number[] = []; const triangles: number[] = []; const vertexElements = meshEl.getElementsByTagName('vertex'); for (let k = 0; k < vertexElements.length; k++) { const v = vertexElements[k]; vertices.push( parseFloat(v.getAttribute('x') || '0'), parseFloat(v.getAttribute('y') || '0'), parseFloat(v.getAttribute('z') || '0') ); } const triangleElements = meshEl.getElementsByTagName('triangle'); for (let k = 0; k < triangleElements.length; k++) { const t = triangleElements[k]; triangles.push( parseInt(t.getAttribute('v1') || '0'), parseInt(t.getAttribute('v2') || '0'), parseInt(t.getAttribute('v3') || '0') ); } if (vertices.length > 0 && triangles.length > 0) { meshes.push({ vertices, triangles }); } } return meshes; } async function parse3MF(arrayBuffer: ArrayBuffer): Promise<{ objects: Map<string, ObjectData>; buildItems: BuildItem[] }> { const zip = await JSZip.loadAsync(arrayBuffer); const objects = new Map<string, ObjectData>(); const buildItems: BuildItem[] = []; const parser = new DOMParser(); // Helper to load and parse a model file from the zip async function loadModelFile(path: string): Promise<Document | null> { // Normalize path (remove leading slash) const normalizedPath = path.startsWith('/') ? path.slice(1) : path; const file = zip.files[normalizedPath]; if (!file) return null; const content = await file.async('string'); return parser.parseFromString(content, 'application/xml'); } // Find the main 3D model file const mainModelPath = Object.keys(zip.files).find( (name) => name === '3D/3dmodel.model' || name.endsWith('/3dmodel.model') ); if (!mainModelPath) { // Fallback: try to find any .model file const anyModelPath = Object.keys(zip.files).find((name) => name.endsWith('.model')); if (anyModelPath) { const doc = await loadModelFile(anyModelPath); if (doc) { const meshes = await parseMeshFromDoc(doc); if (meshes.length > 0) { objects.set('1', { id: '1', meshes }); } } } return { objects, buildItems }; } const mainDoc = await loadModelFile(mainModelPath); if (!mainDoc) return { objects, buildItems }; // Parse objects - Bambu Studio uses components to reference external files const objectElements = mainDoc.getElementsByTagName('object'); for (let i = 0; i < objectElements.length; i++) { const objEl = objectElements[i]; const objectId = objEl.getAttribute('id'); if (!objectId) continue; const meshes: MeshData[] = []; // Check for direct mesh in this object const objMeshElements = objEl.getElementsByTagName('mesh'); for (let j = 0; j < objMeshElements.length; j++) { const meshEl = objMeshElements[j]; const vertices: number[] = []; const triangles: number[] = []; const vertexElements = meshEl.getElementsByTagName('vertex'); for (let k = 0; k < vertexElements.length; k++) { const v = vertexElements[k]; vertices.push( parseFloat(v.getAttribute('x') || '0'), parseFloat(v.getAttribute('y') || '0'), parseFloat(v.getAttribute('z') || '0') ); } const triangleElements = meshEl.getElementsByTagName('triangle'); for (let k = 0; k < triangleElements.length; k++) { const t = triangleElements[k]; triangles.push( parseInt(t.getAttribute('v1') || '0'), parseInt(t.getAttribute('v2') || '0'), parseInt(t.getAttribute('v3') || '0') ); } if (vertices.length > 0 && triangles.length > 0) { meshes.push({ vertices, triangles }); } } // Check for component references (Bambu Studio style) const componentElements = objEl.getElementsByTagName('component'); for (let j = 0; j < componentElements.length; j++) { const compEl = componentElements[j]; // p:path attribute contains the external file reference const extPath = compEl.getAttribute('p:path') || compEl.getAttributeNS('http://schemas.microsoft.com/3dmanufacturing/production/2015/06', 'path'); if (extPath) { const extDoc = await loadModelFile(extPath); if (extDoc) { const extMeshes = await parseMeshFromDoc(extDoc); // Apply component transform if present const compTransformStr = compEl.getAttribute('transform'); const compTransform = parseTransform(compTransformStr); for (const mesh of extMeshes) { if (compTransformStr) { // Apply transform to vertices (in 3MF coordinate space, before Y/Z swap) const transformedVertices: number[] = []; for (let k = 0; k < mesh.vertices.length; k += 3) { const v = new THREE.Vector3(mesh.vertices[k], mesh.vertices[k + 1], mesh.vertices[k + 2]); v.applyMatrix4(compTransform); transformedVertices.push(v.x, v.y, v.z); } meshes.push({ vertices: transformedVertices, triangles: mesh.triangles }); } else { meshes.push(mesh); } } } } } if (meshes.length > 0) { objects.set(objectId, { id: objectId, meshes }); } } // Parse build items (placement on build plate) const buildElements = mainDoc.getElementsByTagName('build'); if (buildElements.length > 0) { const itemElements = buildElements[0].getElementsByTagName('item'); for (let i = 0; i < itemElements.length; i++) { const itemEl = itemElements[i]; const objectId = itemEl.getAttribute('objectid'); if (!objectId) continue; const transform = parseTransform(itemEl.getAttribute('transform')); buildItems.push({ objectId, transform }); } } return { objects, buildItems }; } function createGeometryFromMesh(mesh: MeshData): THREE.BufferGeometry { const geometry = new THREE.BufferGeometry(); // Convert from 3MF Z-up to Three.js Y-up coordinate system // 3MF: X right, Y back, Z up -> Three.js: X right, Y up, Z forward const positions = new Float32Array(mesh.vertices.length); for (let i = 0; i < mesh.vertices.length; i += 3) { positions[i] = mesh.vertices[i]; // X stays X positions[i + 1] = mesh.vertices[i + 2]; // Y becomes Z (up) positions[i + 2] = mesh.vertices[i + 1]; // Z becomes Y } geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); geometry.setIndex(mesh.triangles); // Compute normals geometry.computeVertexNormals(); return geometry; } export function ModelViewer({ url, buildVolume = { x: 256, y: 256, z: 256 }, className = '' }: ModelViewerProps) { const containerRef = useRef<HTMLDivElement>(null); const rendererRef = useRef<THREE.WebGLRenderer | null>(null); const sceneRef = useRef<THREE.Scene | null>(null); const cameraRef = useRef<THREE.PerspectiveCamera | null>(null); const controlsRef = useRef<OrbitControls | null>(null); const [loading, setLoading] = useState(true); const [error, setError] = useState<string | null>(null); useEffect(() => { if (!containerRef.current) return; const container = containerRef.current; const width = container.clientWidth; const height = container.clientHeight; // Scene const scene = new THREE.Scene(); scene.background = new THREE.Color(0x1a1a1a); sceneRef.current = scene; // Camera const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000); camera.position.set(150, 150, 150); cameraRef.current = camera; // Renderer const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(width, height); renderer.setPixelRatio(window.devicePixelRatio); container.appendChild(renderer.domElement); rendererRef.current = renderer; // Controls const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; controls.dampingFactor = 0.05; controlsRef.current = controls; // Lights const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); directionalLight.position.set(100, 100, 100); scene.add(directionalLight); const directionalLight2 = new THREE.DirectionalLight(0xffffff, 0.4); directionalLight2.position.set(-100, 50, -100); scene.add(directionalLight2); // Grid - use the larger dimension for the grid size const gridSize = Math.max(buildVolume.x, buildVolume.y); const gridDivisions = Math.ceil(gridSize / 16); const gridHelper = new THREE.GridHelper(gridSize, gridDivisions, 0x444444, 0x333333); scene.add(gridHelper); // Build plate indicator const plateGeometry = new THREE.PlaneGeometry(buildVolume.x, buildVolume.y); const plateMaterial = new THREE.MeshBasicMaterial({ color: 0x00ae42, transparent: true, opacity: 0.15, side: THREE.DoubleSide, }); const plate = new THREE.Mesh(plateGeometry, plateMaterial); plate.rotation.x = -Math.PI / 2; plate.position.y = -0.5; // Slightly below Y=0 so models sit on top scene.add(plate); // Animation loop - keep it simple for reliability let animationId: number; const animate = () => { animationId = requestAnimationFrame(animate); controls.update(); renderer.render(scene, camera); }; animate(); // Load 3MF fetch(url) .then((res) => { if (!res.ok) throw new Error('Failed to load file'); return res.arrayBuffer(); }) .then(parse3MF) .then(({ objects, buildItems }) => { if (objects.size === 0) { throw new Error('No meshes found in 3MF file'); } const material = new THREE.MeshPhongMaterial({ color: 0x00ae42, shininess: 30, flatShading: false, }); const group = new THREE.Group(); const allGeometries: THREE.BufferGeometry[] = []; // If we have build items, use them for positioning if (buildItems.length > 0) { for (const item of buildItems) { const objectData = objects.get(item.objectId); if (!objectData) continue; for (const meshData of objectData.meshes) { // Apply build transform to vertices in 3MF space BEFORE coordinate conversion const transformedVertices: number[] = []; for (let k = 0; k < meshData.vertices.length; k += 3) { const v = new THREE.Vector3( meshData.vertices[k], meshData.vertices[k + 1], meshData.vertices[k + 2] ); v.applyMatrix4(item.transform); transformedVertices.push(v.x, v.y, v.z); } // Now create geometry with coordinate conversion const geometry = createGeometryFromMesh({ vertices: transformedVertices, triangles: meshData.triangles, }); allGeometries.push(geometry); } } } else { // Fallback: just add all objects without transforms for (const objectData of objects.values()) { for (const meshData of objectData.meshes) { const geometry = createGeometryFromMesh(meshData); allGeometries.push(geometry); } } } // Merge all geometries into one for better performance if (allGeometries.length > 0) { const mergedGeometry = allGeometries.length === 1 ? allGeometries[0] : mergeGeometries(allGeometries, false); if (mergedGeometry) { const mesh = new THREE.Mesh(mergedGeometry, material); group.add(mesh); } // Dispose individual geometries if merged if (allGeometries.length > 1) { for (const geom of allGeometries) { geom.dispose(); } } } // Get bounding box to position model const box = new THREE.Box3().setFromObject(group); const center = box.getCenter(new THREE.Vector3()); // Always place models on the build plate (Y=0) group.position.y = -box.min.y; // For models without build transforms, also center X/Z if (buildItems.length === 0) { group.position.x = -center.x; group.position.z = -center.z; } scene.add(group); // Recalculate bounding box after positioning const finalBox = new THREE.Box3().setFromObject(group); const finalCenter = finalBox.getCenter(new THREE.Vector3()); const finalSize = finalBox.getSize(new THREE.Vector3()); // Adjust camera to fit model const maxDim = Math.max(finalSize.x, finalSize.y, finalSize.z); const cameraDistance = maxDim * 1.8; camera.position.set( finalCenter.x + cameraDistance * 0.7, finalCenter.y + cameraDistance * 0.5, finalCenter.z + cameraDistance * 0.7 ); controls.target.copy(finalCenter); controls.update(); setLoading(false); }) .catch((err) => { setError(err.message); setLoading(false); }); // Handle resize const handleResize = () => { if (!container) return; const w = container.clientWidth; const h = container.clientHeight; camera.aspect = w / h; camera.updateProjectionMatrix(); renderer.setSize(w, h); }; window.addEventListener('resize', handleResize); return () => { window.removeEventListener('resize', handleResize); cancelAnimationFrame(animationId); controls.dispose(); renderer.dispose(); container.removeChild(renderer.domElement); }; }, [url, buildVolume]); const resetView = () => { if (cameraRef.current && controlsRef.current) { cameraRef.current.position.set(150, 150, 150); controlsRef.current.target.set(0, 50, 0); controlsRef.current.update(); } }; const zoom = (factor: number) => { if (cameraRef.current) { cameraRef.current.position.multiplyScalar(factor); } }; return ( <div className={`relative ${className}`}> <div ref={containerRef} className="w-full h-full min-h-[400px]" /> {loading && ( <div className="absolute inset-0 flex items-center justify-center bg-bambu-dark/80"> <Loader2 className="w-8 h-8 text-bambu-green animate-spin" /> </div> )} {error && ( <div className="absolute inset-0 flex items-center justify-center bg-bambu-dark/80"> <p className="text-red-400">{error}</p> </div> )} {!loading && !error && ( <div className="absolute bottom-4 right-4 flex gap-2"> <Button variant="secondary" size="sm" onClick={() => zoom(0.8)}> <ZoomIn className="w-4 h-4" /> </Button> <Button variant="secondary" size="sm" onClick={() => zoom(1.25)}> <ZoomOut className="w-4 h-4" /> </Button> <Button variant="secondary" size="sm" onClick={resetView}> <RotateCcw className="w-4 h-4" /> </Button> </div> )} </div> ); } |