Instancing is an efficient way to quickly duplicate individual parts or whole hierarchies of a model on the client. Instead of creating new meshes for the instanced entities, the HOOPS Web Viewer allows you to reference existing meshes within the duplicated node hierarchy.
This walkthrough describes code that is very similar to the code in the Multiple Instance example from the Communicator package. For the working sample, see Multiple Instance on the quick_start landing page or the source in the web_viewer/examples directory.
The full source code is available at the bottom of the page.
Creating Multiple Instances from a Part of a Model
In the following code snippet, we are retrieving the part of the model that is currently selected by the user and then creating a new instance of the selected part in the WebViewer, offsetting it from the original model with a translation value that we'll specify.
Here's the model that we'll use as the basis for our new instances:
First let's define our translation offset. This will be applied to each part that we instance:
Depending on your model, your units may be significantly higher or lower, so be sure to adjust these values accordingly.
Next, we'll define a function to gather the selected nodes. After performing a selection in the WebViewer, call this function to query the WebViewer's selectionManager, and iterate through the results:
For any results returned by the selectionManager, we'll add those node IDs to an array that we'll use later to create our instances.
In the function above, there's a call to gatherChildLeafNodes(). This function, which is displayed below, is necessary because nodes returned from the selectionManager can contain nodes with child nodes that themselves contain geometry. In order to retrieve the correct nodes for our new instances, we need to traverse down to the leaf nodes and gather those child node IDs.
Instead of using a recursive function, we'll create a queue of nodes that we'll query to see if they contain any child nodes. If they don't have any children, then they are a leaf node and will be added to our leaves array; otherwise, we'll add the node to our traversal queue and continue down the tree:\htmlonly \snippet Instancing.js webviewer_instance_child_leaf_nodes
We'll pass this data to build the properties for our new instances:
In this snippet, we've chained three promises together. This instructs the program to wait until all the necessary data has been returned before moving on to the next instruction. If we were to call these functions without waiting for the promises to resolve, then we would be subject to a race condition in which our new mesh instances may be created with incorrect values; chaining the promises together prevents that.
The first promise Promise.all(meshIdPromises) will -- before continuing to the next instruction -- execute all of the promises that call getMeshIds() for each leaf node; this will create the array of arrays containing the mesh ids for each node.
The functions getNodesEffectiveFaceColor and getNodesEffectiveLineColor are used here instead of their plain-vanilla counterparts (i.e, getNodesFaceColor() and getNodesLineColor() ) because we need to retrieve the effective color attributes that are being displayed rather than the color set on a particular node, since in many cases color attributes may be inherited from a parent node.
Another important piece of this example code is the call to hwv.model.getNodeNetMatrix(myNodeID). Here we are retrieving the net matrix of our original prototype so that when multiple pieces are instanced they still fit together properly. Skipping this step would result in the newly instanced pieces having unpredictable translation and rotation.
Now that we have our net matrix, we can modify the new instance's translation matrix manually by adding our previously defined translation values to the existing net translation matrix. We'll pass the results as a parameter to the constructor of MeshInstanceData, at which point we'll be ready to call createMeshInstance() for our new instance.
Full Source Code