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Added a new 3D view page #927
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📝 WalkthroughWalkthroughThe pull request introduces a new 3D view feature to the application, involving updates to the project configuration and routing. The changes include updating the Svelte version in the Changes
Sequence DiagramsequenceDiagram
participant User
participant Layout
participant 3DPage
participant ThreeJS
User->>Layout: Navigate to 3D View
Layout->>3DPage: Load 3D Component
3DPage->>ThreeJS: Initialize Scene
3DPage->>ThreeJS: Setup Renderers
3DPage->>ThreeJS: Configure Camera
3DPage->>ThreeJS: Setup OrbitControls
3DPage->>ThreeJS: Animate Scene
ThreeJS-->>3DPage: Render 3D Content
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Actionable comments posted: 0
🧹 Nitpick comments (6)
src/ui/src/lib/3d/Devices.svelte (2)
47-49
: Consider throttling or debouncing store updates for large device sets
Repeatedly callingupdateDevices($devices)
on every store change might be expensive if the$devices
array is very large or changes very frequently. Consider throttling or debouncing updates to prevent potential performance bottlenecks.
127-136
: Pulse animation overhead
The pulsing effect recalculates scale on every animation frame. For many devices, this may cause overhead. If performance becomes critical at scale, consider a shader-based approach or a single global time uniform, so that you only adjust transformations once, rather than individually per sphere.src/ui/src/routes/3d/+page.svelte (2)
26-35
: GUI refreshNodes usage
TherefreshNodes
function hides and immediately shows nodes to force data refresh. While effective, it might cause brief flicker. Consider an in-place data refresh sequence for a smoother user experience if the underlying store supports it.
107-120
: Commented-out GUI control
The commented-out lines forshowNodes
in the GUI might be intentional. If you plan to provide a toggle in the future, leaving the code commented-out is understandable. Otherwise, removing or refactoring it for clarity would clean up the code.src/ui/src/lib/3d/Rooms.svelte (1)
44-87
: Possibility of large floor data
If$config.floors
orroom.points
grow significantly, consider more efficient geometry representations or simplified line rendering to maintain performance.src/ui/src/lib/3d/Nodes.svelte (1)
78-115
: Label creation
The code creates a CSS2DObject for each node. If you anticipate a high volume of nodes, evaluate the performance of generating many labels. Potentially, you can group or batch labels to reduce overhead.
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⛔ Files ignored due to path filters (2)
src/ui/package-lock.json
is excluded by!**/package-lock.json
src/ui/src/lib/images/3d.svg
is excluded by!**/*.svg
📒 Files selected for processing (7)
.clinerules
(1 hunks)src/ui/package.json
(2 hunks)src/ui/src/lib/3d/Devices.svelte
(1 hunks)src/ui/src/lib/3d/Nodes.svelte
(1 hunks)src/ui/src/lib/3d/Rooms.svelte
(1 hunks)src/ui/src/routes/+layout.svelte
(2 hunks)src/ui/src/routes/3d/+page.svelte
(1 hunks)
✅ Files skipped from review due to trivial changes (1)
- .clinerules
🔇 Additional comments (11)
src/ui/src/lib/3d/Devices.svelte (3)
51-74
: Good resource cleanup approach
The cleanupDeviceGroup()
function correctly disposes geometries and materials, and removes CSS2D labels from the DOM. This is essential for preventing memory leaks or keeping unused DOM nodes around.
79-125
: Validate device filtering logic
By checking if (confidence <= 1) return;
, devices with confidence <= 1
are skipped. Ensure this is desired if you have devices that might report exactly 1
or less in certain edge cases. Otherwise, you risk missing devices that may need simple placeholders in the 3D scene.
138-143
: Exported update function is flexible but watch for potential side effects
Calling update()
externally is a convenient way to animate device pulses. In future expansions, ensure that additional side effects (like store writes or large computations) are carefully handled to avoid blocking the render loop.
src/ui/src/routes/3d/+page.svelte (1)
125-148
: Proper resource disposal on unmount
Setting isAnimating = false
, removing resize
listeners, and disposing the WebGL context help avoid memory/resource leaks. Great job ensuring the 3D renderer is properly tidied up when this component is destroyed.
src/ui/src/routes/+layout.svelte (2)
15-15
: 3D icon import
Importing threeD
under $lib/images/3d.svg
is consistent with existing icon imports. No issues found.
29-29
: Navigation improvement
Adding a route for /3d
introduces an easy way to navigate to the 3D scene. Confirm that you have appropriate SEO, if relevant, or meta tags for the new route.
src/ui/src/lib/3d/Rooms.svelte (1)
29-42
: Good cleanup logic
Similar to other components, cleanupRooms()
ensures geometries and materials are disposed of properly. This is a recommended approach in Three.js setups as it helps prevent memory leaks.
src/ui/src/lib/3d/Nodes.svelte (2)
35-37
: Reactivity and conditional checks
$: if ($nodes && groupPivot && enabled) { ... }
triggers updates whenever $nodes
, groupPivot
, or enabled
changes. Ensure these changes won’t cause unnecessary group rebuilds if the node data is only changing partially.
43-64
: Nodes disposal
The cleanupNodeGroup()
function comprehensively frees geometry, materials, and CSS2DObjects, which is a best practice to maintain GPU and DOM hygiene.
src/ui/package.json (2)
27-27
: LGTM! Three.js dependencies are properly configured.
The Three.js library and its TypeScript types are correctly added as devDependencies with matching versions. This setup is appropriate for a Vite + SvelteKit project.
Also applies to: 45-45
27-27
: Verify Three.js version security status
Let's check for any known vulnerabilities in Three.js v0.171.0.
Also applies to: 45-45
✅ Verification successful
Three.js version 0.171.0 is secure with no known vulnerabilities
The version check reveals that Three.js v0.171.0 is actually the latest available version, and there are no known security vulnerabilities affecting this version. The two previously reported vulnerabilities were:
- A high-severity DoS vulnerability affecting versions < 0.125.0 (patched in March 2021)
- A high-severity XSS vulnerability affecting versions < 0.137.0 (patched in January 2022)
Both vulnerabilities were patched in much earlier versions, making v0.171.0 safe to use.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for security advisories for Three.js
# Check npm for latest versions and any security advisories
curl -s "https://registry.npmjs.org/three" | jq '.versions | keys_unsorted[-5:]'
# Check for GitHub security advisories
gh api graphql -f query='
{
securityVulnerabilities(first: 5, ecosystem: NPM, package: "three") {
nodes {
advisory {
summary
severity
publishedAt
}
vulnerableVersionRange
firstPatchedVersion {
identifier
}
}
}
}'
Length of output: 878
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Actionable comments posted: 2
🧹 Nitpick comments (8)
src/ui/src/routes/3d/+page.svelte (8)
1-10
: Consider lazy-loading Three.js.
Imports fromthree/examples/jsm
can significantly increase bundle size. You might consider dynamically importing them or using a code-splitting strategy to optimize performance when the 3D feature is not immediately required.
54-69
: Validate room visuals for large floor plans.
If users configure large or complex floor plans, the approach of drawing many lines and shapes might become expensive. Consider instancing or merging geometry for performance gains.
70-89
: Usevisible = false
instead of removing node groups.
Currently, togglingshowNodes
triggers destroying and re-creating node objects. You may reduce overhead by simply togglingnodeGroup.visible
, preserving state and preventing repeated geometry allocations.
331-361
: Synchronize node states in real-time.
When a node goes from offline to online, or its location changes, you may want dynamic updates, rather than recreating the entire group. Tracking changes at the node level could improve performance and user experience.
389-437
: Cycle device materials with caution.
Using modulo ontrackerMaterials
works for color cycling, but confirm this is your intended design when the number of tracked devices is large. You could create more diverse materials or unify color logic with device states.
449-473
: Pause animation when tab is inactive.
ContinuousrequestAnimationFrame()
calls can be CPU-intensive. Consider using the Page Visibility API or a Svelte-friendly approach to halt rendering loops when the page is in the background.
475-483
: Hide or remove the debug GUI in production.
The GUI is helpful for debugging but may not be desired in a release build. Provide a way to conditionally compile or remove it for end users.
485-521
: Dispose of label renderer if supported.
CSS2DRenderer
may not have a.dispose()
method, but if it does in future versions or if memory usage becomes an issue, consider removing any references to the label renderer to avoid potential leaks.
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⛔ Files ignored due to path filters (2)
src/ui/package-lock.json
is excluded by!**/package-lock.json
src/ui/src/lib/images/3d.svg
is excluded by!**/*.svg
📒 Files selected for processing (4)
.clinerules
(1 hunks)src/ui/package.json
(2 hunks)src/ui/src/routes/+layout.svelte
(2 hunks)src/ui/src/routes/3d/+page.svelte
(1 hunks)
🚧 Files skipped from review as they are similar to previous changes (3)
- .clinerules
- src/ui/package.json
- src/ui/src/routes/+layout.svelte
🔇 Additional comments (4)
src/ui/src/routes/3d/+page.svelte (4)
11-20
: Check initial startTime
type usage.
startTime
is declared as number
, but it can remain undefined
until set. You might want to initialize it to 0
or use a union type like number | undefined
for clarity.
30-53
: Ensure tracker materials are properly disposed.
Although you invoke cleanupDeviceGroup()
, confirm that no references to these materials persist elsewhere, to avoid memory leaks.
177-183
: Guard against empty rooms array.
calculateRoomCenter()
divides by points.length
. If points
is empty, an error or NaN might occur. Consider validating or returning early if the array is empty.
254-262
: Confirm store reactivity handles unsubscribes.
Reactivity with $:
is convenient, but ensure there are no lingering subscriptions to $nodes
or $config
once the component unmounts. Typically, Svelte handles these automatically, but a thorough check is still warranted.
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Actionable comments posted: 2
♻️ Duplicate comments (2)
src/ui/src/routes/3d/+page.svelte (2)
107-172
: 🛠️ Refactor suggestionBreak down scene initialization for better maintainability.
Additionally, add WebGL context loss handling for better reliability.
+function handleContextLost(event: WebGLContextEvent) { + event.preventDefault(); + isAnimating = false; + // Notify user about context loss + console.warn('WebGL context lost. Try refreshing the page.'); +} + +function handleContextRestored() { + // Reinitialize scene + initScene(); + isAnimating = true; + requestAnimationFrame(animate); +} + function initScene() { // ... existing code ... + + renderer.domElement.addEventListener('webglcontextlost', handleContextLost, false); + renderer.domElement.addEventListener('webglcontextrestored', handleContextRestored, false); }
199-249
: 🛠️ Refactor suggestionAdd error boundaries and validation.
Additionally, implement error boundaries to prevent crashes from geometry creation failures.
function setupRooms() { $: if ($config?.floors && groupPivot) { cleanupRooms(); + try { const newRoomGroup = new THREE.Group(); // ... existing code ... + } catch (error) { + console.error('Failed to setup rooms:', error); + // Fallback to empty room group + const fallbackGroup = new THREE.Group(); + fallbackGroup.name = 'RoomGroup'; + groupPivot.add(fallbackGroup); + roomGroup = fallbackGroup; + } } }
🧹 Nitpick comments (4)
src/ui/src/routes/3d/+page.svelte (4)
30-49
: Consider lazy initialization of materials.The materials are initialized at module level, which consumes memory even if the component is not mounted. Consider moving the material initialization to
initScene()
or creating a dedicated materials manager.-const trackerMaterials = [ - new THREE.MeshStandardMaterial({ - emissive: 0xff0000, - emissiveIntensity: 2, - transparent: true, - opacity: 0.8 - }), - // ... other materials -]; +let trackerMaterials: THREE.Material[] = []; + +function initMaterials() { + trackerMaterials = [ + new THREE.MeshStandardMaterial({ + emissive: 0xff0000, + emissiveIntensity: 2, + transparent: true, + opacity: 0.8 + }), + // ... other materials + ]; +}
21-24
: Document the purpose of constants.Add JSDoc comments to explain the purpose and units of measurement for position adjustments and pulse animation constants.
+/** Adjustment factor for x-axis positioning (in meters) */ const X_POS_ADJ = 1.5; +/** Adjustment factor for y-axis positioning (in meters) */ const Y_POS_ADJ = 5; +/** Speed of the pulse animation (cycles per second) */ const PULSE_SPEED = 2; +/** Minimum scale factor for pulse animation */ const PULSE_MIN = 0.8; +/** Maximum scale factor for pulse animation */ const PULSE_MAX = 1.2;Also applies to: 26-28
446-470
: Add performance monitoring and frame timing optimization.The animation loop could benefit from performance monitoring and frame timing optimization.
+let frameCount = 0; +const FPS_INTERVAL = 60; // Check FPS every 60 frames +let lastFpsTime = performance.now(); function animate(currentTime: number) { if (!isAnimating) return; + // Monitor performance + frameCount++; + if (frameCount % FPS_INTERVAL === 0) { + const currentFps = Math.round(1000 * FPS_INTERVAL / (currentTime - lastFpsTime)); + if (currentFps < 30) { + console.warn(`Low FPS detected: ${currentFps}`); + } + lastFpsTime = currentTime; + } // ... rest of the code ... + // Use optimal timing for next frame + if (document.hidden) { + setTimeout(() => requestAnimationFrame(animate), 1000 / 30); + } else { requestAnimationFrame(animate); + } }
472-482
: Enhance GUI controls for better user experience.Consider adding more controls for user customization and scene management.
function doGuiSetup() { const gui = new GUI({ title: 'Settings' }); + // Animation folder + const animationFolder = gui.addFolder('Animation'); gui.add(effectController, 'zRotationSpeed', 0, 1, 0.01) .onChange((value: number) => { zRotationSpeed = value; }); + + // Visibility folder + const visibilityFolder = gui.addFolder('Visibility'); + visibilityFolder.add(effectController, 'showNodes') + .name('Show Nodes') + .onChange((value: boolean) => { + showNodes = value; + }); + + // Camera folder + const cameraFolder = gui.addFolder('Camera'); + cameraFolder.add(controls, 'autoRotate'); + cameraFolder.add(controls, 'autoRotateSpeed', 0, 5, 0.1); gui.close(); }
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⛔ Files ignored due to path filters (1)
src/ui/src/lib/images/cube.svg
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src/ui/src/routes/+layout.svelte
(2 hunks)src/ui/src/routes/3d/+page.svelte
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🚧 Files skipped from review as they are similar to previous changes (1)
- src/ui/src/routes/+layout.svelte
Summary by CodeRabbit
Release Notes
New Features
Dependencies
Improvements