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Releases: xeokit/xeokit-sdk

xeokit-sdk-v0.4.0-beta

26 Aug 13:47
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Overview

This xeokit SDK v0.4.0 beta release contains two new plugins for interactively measuring models, along with the ability to configure units of measurement and the mapping of a "real-world" Cartesian coordinate system to xeokit's World-space coordinate system.

To be properly usable, the measurement tools need the addition of cursor snap-to-line and snap-to-vertex. Those are not in this release, but are planned for the next release. In the meantime, we'll release the measurement tools now in order to get user feedback early.

Distance Measurements

DistanceMeasurementPlugin is a new Viewer plugin for interactively measuring point-to-point distances.

Peek 2019-08-14 20-45

const distanceMeasurements = new DistanceMeasurementsPlugin(viewer);

//--------------------------------------------------------------------
// Create a distance measurement programmatically
//--------------------------------------------------------------------

const myMeasurement1 = distanceMeasurements.createMeasurement({
    id: "distanceMeasurement1",
    origin: {
        entity: viewer.scene.objects["0jf0rYHfX3RAB3bSIRjmoa"],
        worldPos: [0.04815268516540527, 6.0054426193237305, 17.76587677001953]
    },
    target: {
        entity: viewer.scene.objects["2O2Fr$t4X7Zf8NOew3FLOH"],
        worldPos: [4.70150089263916, 3.09493088722229, 17.766956329345703]
    },
    visible: true
});

//--------------------------------------------------------------------
// To create distance measurements interactively 
// with mouse or touch input, activate the plugin's 
// DistanceMeasurementControl
//--------------------------------------------------------------------

distanceMeasurements.control.activate();

Angle Measurements

AngleMeasurementPlugin is a new Viewer plugin for interactively measuring angles.

Peek 2019-08-24 21-28

const angleMeasurements = new AngleMeasurementsPlugin(viewer);

//--------------------------------------------------------------------
// Create an angle measurement programmatically
//--------------------------------------------------------------------

const myMeasurement1 = angleMeasurements.createMeasurement({
    id: "angleMeasurement1",
    origin: {
        entity: viewer.scene.objects["1CZILmCaHETO8tf3SgGEXu"],
        worldPos: [0.41385602951049805,-0.030549049377441406,17.801637649536133]
    },
    corner: {
        entity: viewer.scene.objects["1CZILmCaHETO8tf3SgGEXu"],
        worldPos: [0.4156308174133301, -0.03379631042480469, 22.138973236083984]
    },
    target: {
        entity: viewer.scene.objects["1CZILmCaHETO8tf3SgGEXu"],
        worldPos: [6.181171894073486, -0.0305633544921875,22.141223907470703]
    },
    visible: true
});

//--------------------------------------------------------------------
// To create angle measurements interactively 
// with mouse or touch input, activate the plugin's 
// AngleMeasurementControl
//--------------------------------------------------------------------

angleMeasurements.control.activate();

Units of Measurement

A new Metrics component configures its Scene's measurement unit and mapping between the Real-space and World-space 3D Cartesian coordinate systems. The screen capture below shows how the DistanceMeasurementPlugin will dynamically update its measurements as we update those configurations. Note how the distances and units are changing within the labels.

Peek 2019-08-26 15-24

import {Viewer} from "../src/viewer/Viewer.js";
import {XKTLoaderPlugin} from "../src/plugins/XKTLoaderPlugin/XKTLoaderPlugin.js";

const viewer = new Viewer({
   canvasId: "myCanvas"
});

//...

const metrics = viewer.scene.metrics;

metrics.units = "meters";
metrics.scale = 10.0;
metrics.origin = [100.0, 0.0, 200.0];
  • Metrics#units configures the Real-space unit type, which is "meters" by default.
  • Metrics#scale configures the number of Real-space units represented by each unit within the World-space 3D coordinate system. This is 1.0 by default.
  • Metrics#origin configures the 3D Real-space origin, in current Real-space units, at which this Scene's World-space coordinate origin sits, This is [0,0,0] by default.

xeokit-sdk-v0.3.0-beta

09 Jul 19:43
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Overview

This xeokit SDK v0.3.0 release contains a new plugin for rapidly loading models from an optimized binary format, plus various refinements and fixes as requested by users.

  • Load Models Efficiently using XKTLoaderPlugin
  • Animated Transitions Between Camera Projections
  • Create Annotations using pre-existing DOM Elements
  • Ray Picking
  • BCFViewpointPlugin Enhancements
  • Customizable Loading Spinner
  • Option to use External Canvas for NavCube

Load Models Efficiently using XKTLoaderPlugin

Use the XKTLoaderPlugin to efficiently load models from xeokit's optimized binary .xkt format.

Use the xeokit-gltf-to-xkt tool to convert your glTF files to .xkt format.

The XKTLoaderPlugin and the converter tool are based on prototypes by Toni Marti at uniZite - see the original discussion here.

XKTLoaderPlugin

import {Viewer} from "../src/viewer/Viewer.js";
import {XKTLoaderPlugin} from "../src/plugins/XKTLoaderPlugin/XKTLoaderPlugin.js";

const viewer = new Viewer({
   canvasId: "myCanvas"
});

const xktLoader = new XKTLoaderPlugin(viewer);

const model = xktLoader.load({ 
   id: "myModel",
   src: "./models/xkt/OTCConferenceCenter/OTCConferenceCenter.xkt",
   metaModelSrc: "./metaModels/OTCConferenceCenter/metaModel.json"
});

Animated Transitions Between Camera Projections

CameraFlightAnimation can now smoothly transition between orthographic and perspective projections.

XKTLoaderPlugin

// Transition to orthographic projection over one second
viewer.cameraFlight.flyTo({ projection: 'ortho', duration: 1.0  })

// Transition back to perspective projection
viewer.cameraFlight.flyTo({ projection: 'ortho', duration: 1.0  })

// Fly Camera to a position, while transitioning to orthographic projection:
viewer.cameraFlight.flyTo({ 
   eye: [-100,20,2],
   look: [0,0,-40],
   up: [0,1,0],
   projection: "ortho", () => {
     // Done
});

Create Annotations using pre-existing DOM Elements

AnnotationsPlugin now gives us the option to supply our own pre-existing HTML elements for the pin and label of each annotation we create.

If we have preexisting DOM elements for an Annotation marker and a label:

<div id="myAnnotation1Marker" ...>A1</div>
<div id="myAnnotation1Label" ...></div>

We can now create an Annotation using the elements:

myAnnotationsPlugin.createAnnotation({
       id: "myAnnotation1",
       //...
       markerElementId: "myAnnotation1Marker",
       labelElementId: "myAnnotation1Label"
});

Ray Picking

We can now pick entities and surface positions using an arbitrarily-positioned ray.

var hit = viewer.scene.pick({
    pickSurface: true,  // This causes picking to find the intersection point on the entity
    origin: [0, 0, 0],      // Fire ray down -Z axis
    direction: [0, 0, -1] 
});

BCFViewpointPlugin Enhancements

BCFViewpointsPlugin now provides a workaround for a xeokit camera compatibility issue with BCF viewpoints, as described below.

xeokit's Camera#look is the current 3D point-of-interest (POI). A BCF viewpoint, however, has a direction vector instead of a POI, and so BCFViewpointsPlugin#getViewpoint saves xeokit's POI as a normalized vector from Camera#eye to Camera#look, which unfortunately loses that positional information. When we load the viewpoint again with BCFViewpointsPlugin#setViewpoint, we're unable to restore Camera#look to the position it had when saving the viewpoint.

BCFViewPointsPlugin now works around this issue as follows. As shown in the code snippet below, providing a rayCast option to setViewpoint will cause the method to set Camera#look to the closest ray/surface intersection found along the Camera's eye -> look vector.

Essentially, when loading a BCF viewpoint, this automatically sets the Camera's POI to the closest thing in front of it. Internally, this uses the new 3D Ray Picking capability mentioned in the previous section.

bcfViewpoints.setViewpoint(viewpoint, {
    rayCast: true // Attempt to set Camera#look to surface intersection point (default)
});

Customizable Loading Spinner

The loading Spinner previously had baked-in HTML and CSS to define its appearance.

This release adds the option to supply the HTML/CSS externally, as an ID of a DOM element provided externally.

const viewer = new Viewer({
    canvasId: "myCanvas",
    spinnerElementId: "mySpinnerElement"
});

Option to use External Canvas for NavCube

This release adds the option to configure NavCubePlugin with an external container canvas, instead of always relying on it to create its own canvas.

new NavCubePlugin(viewer, {
    canvasId: "myNavCubeCanvas"
});

xeokit-sdk-v0.2.0-beta

28 May 18:05
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Overview

This xeokit SDK v0.2.0 release contains new plugins for creating section planes, annotating models and navigating the camera, along with model loading enhancements and bug fixes. The core viewer API is now stable, so now development focuses on more plugins for BIM and CAD.

xeokit-v0 2 0

Contents

New Plugins

SectionPlanesPlugin

Use the SectionPlanesPlugin to create and edit SectionPlanes, to slice portions off your models to reveal internal structures.

The SectionPlanesPlugin displays an overview of your SectionPlanes in a separate canvas. Click the planes in the overview canvas to activate a 3D editing control with which you can interactively reposition them in the Viewer canvas.

SectionPlanesPlugin

const sectionPlanes = new SectionPlanesPlugin(viewer, {
    overviewCanvasId: "mySectionPlanesOverviewCanvas",
    overviewVisible: true
});

sectionPlanes.createSectionPlane({
    id: "mySectionPlane",
    pos: [1.04, 1.95, 9.74],
    dir: [1.0, 0.0, 0.0]
});

sectionPlanes.createSectionPlane({
   id: "mySectionPlane2",
   pos: [2.30, 4.46, 14.93],
   dir: [0.0, -0.09, -0.79]
});

const mySectionPlane2 = sectionPlanes.sectionPlanes["mySectionPlane2"];

mySectionPlane2.pos = [11.0, 6.-, -12];
mySectionPlane2.dir = [0.4, 0.0, 0.5];

AnnotationsPlugin

Use the AnnotationsPlugin to pin Annotations on your models. Annotations are fully customizable with HTML templates, can be dynamically updated with data, and can automatically hide themselves when occluded. Optionally associate each Annotation with a camera position to fly to.

Peek 2019-05-27 09-29

const annotations = new AnnotationsPlugin(viewer, {
    markerHTML: "<div class='annotation-marker' style='background-color:\
        {{markerBGColor}};'>{{glyph}}</div>",
    labelHTML: "<div class='annotation-label' style='background-color:\
        {{labelBGColor}};'><div class='annotation-title'>{{title}}</div>\
        <div class='annotation-desc'>{{description}}</div></div>",
    values: {
        markerBGColor: "red",
        labelBGColor: "white",
        glyph: "X",
        title: "Untitled",
        description: "No description"
    }
});

annotations.createAnnotation({
    id: "myAnnotation1",
    entity: viewer.scene.objects["2O2Fr$t4X7Zf8NOew3FLOH"],
    worldPos: [2.039, 4.418, 17.965],
    occludable: true,
    markerShown: true,
    labelShown: false,
    values: {
        glyph: "A1",
        title: "Front wall",
        description: "This is the front wall",
        markerBGColor: "green"
    }
});

NavCubePlugin

Use the NavCubePlugin to position the camera to look at your models along the coordinate axii and diagonals, to easily obtain axis-aligned and isometric views. Rotate the NavCube to orbit the camera. Orbit the camera and see the NavCube rotate in synch.

Peek 2019-04-06 21-48

const navCube = new NavCubePlugin(viewer, {
    canvasID: "myNavCubeCanvas",
    visible: true,                // Initially visible 
    size: 250,                    // NavCube size in pixels
    alignment: "topRight", // Align NavCube to top-right 
    topMargin: 170,           // 170 pixels margin from top
    cameraFly: true,          // Fly camera to each axis/diagonal
    cameraFitFOV: 45,     // How tightly camera fits 
    cameraFlyDuration: 0.5 // How long camera takes to fly 
});

PlanViewsPlugin

PlanViewsPlugin is an experimental plugin that automatically generates plan view bitmaps from IfcStorey elements within BIM models. So far this just generates the bitmaps, with no interactivity. We'll work that out from user feedback.

Screenshot from 2019-04-06 23-30-08

const planViews = new PlanViewsPlugin(viewer, {
     size: [220, 220],
     format: "png",  
     ortho: true    
});

model.on("loaded", function () {
     const planViewIds = Object.keys(planViews.planViews);
     for (var i = 0, len = planViewIds.length; i < len; i++) {
         const planViewId       = planViewIds[i];
         const planView          = planViews.planViews[planViewId];
         const aabb                 = planView.aabb; // Boundary of storey elements
         const modelId            = planView.modelId; // "myModel"
         const storeyObjectId  = planView.storeyObjectId; // ID of IfcBuildingStorey
         const snapshotData   = planView.snapshotData;
         //...
     }
});

Enhancements

Streamed Loading Support

xeokit's high-performance model representation now supports incremental loading, which allows users to interact with models while they load.

This capability is supported through the addition of tiles to the PerformanceModel component, which can partition a model into tiles, allowing users to interact with each tile as soon as it's loaded, while loading other tiles in the background.

This capability was initially introduced to support the development of a proprietary loader for a client, which streams content into a xeokit viewer through a WebSocket.

Incremental glTF Loading

GLTFLoaderPlugin can use the PerformanceModel tiles (see previous item) to load glTF models incrementally, while the user interacts with them.

Prioritized glTF BIM Loading

GLTFLoaderPlugin can now prioritize loading of objects based on their IFC types, while at the same time allowing the user to interact with the model as it loads.

GLTFLoaderPlugin achieves this using the PerformanceModel's new "tiles" feature (see previous item), loading the most interesting IFC types in one tile, loading next-most-interesting types in the next tile, and so on.

The screen capture below shows how we can load visually-important elements like "IfcWall", "IfcFloor" and "IfcRoof" first, so that the user has those to interact with while we load less visually-important elements like "IfcDuctSegment", "IfcAirFlowTerminal", and so on.

prioritizedLoading

Configuring a Custom glTF Data Source

GLTFLoaderPlugin can now be configured with a custom data source object, enabling us to customize the way it loads glTF, binary attachments and JSON IFC metadata.

This was requested by two clients who are each embedding a xeokit Viewer in a C# runtime, which manages the persistence of the file data.

3D Picking for High Performance Models

xeokit now supports 3D picking of entities within its [high performance model representation](https://github.com/xeokit/xeokit-sdk/wiki/High...

Read more

xeokit-sdk-v0.1.7-beta

09 Mar 17:33
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  • Fixes geometry quantization error rendering large models with low geometry reuse - #32

xeokit-sdk-v0.1.6-beta

06 Mar 15:02
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  • Fixes error preventing multiple PerformanceModels to be created concurrently - #27

xeokit-sdk-v0.1.5-beta

06 Mar 14:14
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  • Fixes missing objects with GLTFLoaderPlugin - #23
  • Fixes unpickable objects with PerformanceModel - #26
  • Fixes PerformanceModel not able to show edges and colorize colors on individual objects - #17

xeokit-sdk-v0.1.4-beta

18 Feb 21:01
39fc9d4
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  • Implemented colorize and pickable properties for PerformanceModel

xeokit-sdk-v0.1.3-beta

07 Feb 16:49
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Enough functionality to get started building apps on the xeokit-sdk.