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- import { BufferAttribute } from '../core/BufferAttribute.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import { FloatType, RedIntegerFormat, UnsignedIntType, RGBAFormat } from '../constants.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Mesh } from './Mesh.js';
- import { ColorManagement } from '../math/ColorManagement.js';
- import { Box3 } from '../math/Box3.js';
- import { Sphere } from '../math/Sphere.js';
- import { Frustum } from '../math/Frustum.js';
- import { Vector3 } from '../math/Vector3.js';
- import { Color } from '../math/Color.js';
- import { FrustumArray } from '../math/FrustumArray.js';
- function ascIdSort( a, b ) {
- return a - b;
- }
- function sortOpaque( a, b ) {
- return a.z - b.z;
- }
- function sortTransparent( a, b ) {
- return b.z - a.z;
- }
- class MultiDrawRenderList {
- constructor() {
- this.index = 0;
- this.pool = [];
- this.list = [];
- }
- push( start, count, z, index ) {
- const pool = this.pool;
- const list = this.list;
- if ( this.index >= pool.length ) {
- pool.push( {
- start: - 1,
- count: - 1,
- z: - 1,
- index: - 1,
- } );
- }
- const item = pool[ this.index ];
- list.push( item );
- this.index ++;
- item.start = start;
- item.count = count;
- item.z = z;
- item.index = index;
- }
- reset() {
- this.list.length = 0;
- this.index = 0;
- }
- }
- const _matrix = /*@__PURE__*/ new Matrix4();
- const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
- const _frustum = /*@__PURE__*/ new Frustum();
- const _frustumArray = /*@__PURE__*/ new FrustumArray();
- const _box = /*@__PURE__*/ new Box3();
- const _sphere = /*@__PURE__*/ new Sphere();
- const _vector = /*@__PURE__*/ new Vector3();
- const _forward = /*@__PURE__*/ new Vector3();
- const _temp = /*@__PURE__*/ new Vector3();
- const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
- const _mesh = /*@__PURE__*/ new Mesh();
- const _batchIntersects = [];
- // copies data from attribute "src" into "target" starting at "targetOffset"
- function copyAttributeData( src, target, targetOffset = 0 ) {
- const itemSize = target.itemSize;
- if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
- // use the component getters and setters if the array data cannot
- // be copied directly
- const vertexCount = src.count;
- for ( let i = 0; i < vertexCount; i ++ ) {
- for ( let c = 0; c < itemSize; c ++ ) {
- target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
- }
- }
- } else {
- // faster copy approach using typed array set function
- target.array.set( src.array, targetOffset * itemSize );
- }
- target.needsUpdate = true;
- }
- // safely copies array contents to a potentially smaller array
- function copyArrayContents( src, target ) {
- if ( src.constructor !== target.constructor ) {
- // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
- const len = Math.min( src.length, target.length );
- for ( let i = 0; i < len; i ++ ) {
- target[ i ] = src[ i ];
- }
- } else {
- // if the arrays use the same data layout we can use a fast block copy
- const len = Math.min( src.length, target.length );
- target.set( new src.constructor( src.buffer, 0, len ) );
- }
- }
- /**
- * A special version of a mesh with multi draw batch rendering support. Use
- * this class if you have to render a large number of objects with the same
- * material but with different geometries or world transformations. The usage of
- * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
- * rendering performance in your application.
- *
- * ```js
- * const box = new THREE.BoxGeometry( 1, 1, 1 );
- * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- *
- * // initialize and add geometries into the batched mesh
- * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
- * const boxGeometryId = batchedMesh.addGeometry( box );
- * const sphereGeometryId = batchedMesh.addGeometry( sphere );
- *
- * // create instances of those geometries
- * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
- * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
- *
- * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
- * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
- *
- * // position the geometries
- * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
- * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
- *
- * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
- * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
- *
- * scene.add( batchedMesh );
- * ```
- *
- * @augments Mesh
- */
- class BatchedMesh extends Mesh {
- /**
- * Constructs a new batched mesh.
- *
- * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
- * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
- * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
- * @param {Material|Array<Material>} [material] - The mesh material.
- */
- constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
- super( new BufferGeometry(), material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBatchedMesh = true;
- /**
- * When set ot `true`, the individual objects of a batch are frustum culled.
- *
- * @type {boolean}
- * @default true
- */
- this.perObjectFrustumCulled = true;
- /**
- * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
- * If the material is marked as "transparent" objects are rendered back to front and if not then they are
- * rendered front to back.
- *
- * @type {boolean}
- * @default true
- */
- this.sortObjects = true;
- /**
- * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- /**
- * Takes a sort a function that is run before render. The function takes a list of instances to
- * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
- * sort with.
- *
- * @type {?Function}
- * @default null
- */
- this.customSort = null;
- // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
- this._instanceInfo = [];
- this._geometryInfo = [];
- // instance, geometry ids that have been set as inactive, and are available to be overwritten
- this._availableInstanceIds = [];
- this._availableGeometryIds = [];
- // used to track where the next point is that geometry should be inserted
- this._nextIndexStart = 0;
- this._nextVertexStart = 0;
- this._geometryCount = 0;
- // flags
- this._visibilityChanged = true;
- this._geometryInitialized = false;
- // cached user options
- this._maxInstanceCount = maxInstanceCount;
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- // buffers for multi draw
- this._multiDrawCounts = new Int32Array( maxInstanceCount );
- this._multiDrawStarts = new Int32Array( maxInstanceCount );
- this._multiDrawCount = 0;
- this._multiDrawInstances = null;
- // Local matrix per geometry by using data texture
- this._matricesTexture = null;
- this._indirectTexture = null;
- this._colorsTexture = null;
- this._initMatricesTexture();
- this._initIndirectTexture();
- }
- /**
- * The maximum number of individual instances that can be stored in the batch.
- *
- * @type {number}
- * @readonly
- */
- get maxInstanceCount() {
- return this._maxInstanceCount;
- }
- /**
- * The instance count.
- *
- * @type {number}
- * @readonly
- */
- get instanceCount() {
- return this._instanceInfo.length - this._availableInstanceIds.length;
- }
- /**
- * The number of unused vertices.
- *
- * @type {number}
- * @readonly
- */
- get unusedVertexCount() {
- return this._maxVertexCount - this._nextVertexStart;
- }
- /**
- * The number of unused indices.
- *
- * @type {number}
- * @readonly
- */
- get unusedIndexCount() {
- return this._maxIndexCount - this._nextIndexStart;
- }
- _initMatricesTexture() {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
- let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
- size = Math.ceil( size / 4 ) * 4;
- size = Math.max( size, 4 );
- const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
- this._matricesTexture = matricesTexture;
- }
- _initIndirectTexture() {
- let size = Math.sqrt( this._maxInstanceCount );
- size = Math.ceil( size );
- const indirectArray = new Uint32Array( size * size );
- const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
- this._indirectTexture = indirectTexture;
- }
- _initColorsTexture() {
- let size = Math.sqrt( this._maxInstanceCount );
- size = Math.ceil( size );
- // 4 floats per RGBA pixel initialized to white
- const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
- const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
- colorsTexture.colorSpace = ColorManagement.workingColorSpace;
- this._colorsTexture = colorsTexture;
- }
- _initializeGeometry( reference ) {
- const geometry = this.geometry;
- const maxVertexCount = this._maxVertexCount;
- const maxIndexCount = this._maxIndexCount;
- if ( this._geometryInitialized === false ) {
- for ( const attributeName in reference.attributes ) {
- const srcAttribute = reference.getAttribute( attributeName );
- const { array, itemSize, normalized } = srcAttribute;
- const dstArray = new array.constructor( maxVertexCount * itemSize );
- const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
- geometry.setAttribute( attributeName, dstAttribute );
- }
- if ( reference.getIndex() !== null ) {
- // Reserve last u16 index for primitive restart.
- const indexArray = maxVertexCount > 65535
- ? new Uint32Array( maxIndexCount )
- : new Uint16Array( maxIndexCount );
- geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
- }
- this._geometryInitialized = true;
- }
- }
- // Make sure the geometry is compatible with the existing combined geometry attributes
- _validateGeometry( geometry ) {
- // check to ensure the geometries are using consistent attributes and indices
- const batchGeometry = this.geometry;
- if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
- throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
- }
- for ( const attributeName in batchGeometry.attributes ) {
- if ( ! geometry.hasAttribute( attributeName ) ) {
- throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
- }
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
- throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
- }
- }
- }
- /**
- * Validates the instance defined by the given ID.
- *
- * @param {number} instanceId - The instance to validate.
- */
- validateInstanceId( instanceId ) {
- const instanceInfo = this._instanceInfo;
- if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
- throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
- }
- }
- /**
- * Validates the geometry defined by the given ID.
- *
- * @param {number} geometryId - The geometry to validate.
- */
- validateGeometryId( geometryId ) {
- const geometryInfoList = this._geometryInfo;
- if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
- throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
- }
- }
- /**
- * Takes a sort a function that is run before render. The function takes a list of instances to
- * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
- *
- * @param {Function} func - The custom sort function.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setCustomSort( func ) {
- this.customSort = func;
- return this;
- }
- /**
- * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
- * Bounding boxes aren't computed by default. They need to be explicitly computed,
- * otherwise they are `null`.
- */
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const boundingBox = this.boundingBox;
- const instanceInfo = this._instanceInfo;
- boundingBox.makeEmpty();
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active === false ) continue;
- const geometryId = instanceInfo[ i ].geometryIndex;
- this.getMatrixAt( i, _matrix );
- this.getBoundingBoxAt( geometryId, _box ).applyMatrix4( _matrix );
- boundingBox.union( _box );
- }
- }
- /**
- * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
- * Bounding spheres aren't computed by default. They need to be explicitly computed,
- * otherwise they are `null`.
- */
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const boundingSphere = this.boundingSphere;
- const instanceInfo = this._instanceInfo;
- boundingSphere.makeEmpty();
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active === false ) continue;
- const geometryId = instanceInfo[ i ].geometryIndex;
- this.getMatrixAt( i, _matrix );
- this.getBoundingSphereAt( geometryId, _sphere ).applyMatrix4( _matrix );
- boundingSphere.union( _sphere );
- }
- }
- /**
- * Adds a new instance to the batch using the geometry of the given ID and returns
- * a new id referring to the new instance to be used by other functions.
- *
- * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
- * @return {number} The instance ID.
- */
- addInstance( geometryId ) {
- const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
- // ensure we're not over geometry
- if ( atCapacity && this._availableInstanceIds.length === 0 ) {
- throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
- }
- const instanceInfo = {
- visible: true,
- active: true,
- geometryIndex: geometryId,
- };
- let drawId = null;
- // Prioritize using previously freed instance ids
- if ( this._availableInstanceIds.length > 0 ) {
- this._availableInstanceIds.sort( ascIdSort );
- drawId = this._availableInstanceIds.shift();
- this._instanceInfo[ drawId ] = instanceInfo;
- } else {
- drawId = this._instanceInfo.length;
- this._instanceInfo.push( instanceInfo );
- }
- const matricesTexture = this._matricesTexture;
- _matrix.identity().toArray( matricesTexture.image.data, drawId * 16 );
- matricesTexture.needsUpdate = true;
- const colorsTexture = this._colorsTexture;
- if ( colorsTexture ) {
- _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
- colorsTexture.needsUpdate = true;
- }
- this._visibilityChanged = true;
- return drawId;
- }
- /**
- * Adds the given geometry to the batch and returns the associated
- * geometry id referring to it to be used in other functions.
- *
- * @param {BufferGeometry} geometry - The geometry to add.
- * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
- * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
- * to set a new geometry at this index at a later time that is larger than the original geometry.
- * Defaults to the length of the given geometry vertex buffer.
- * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
- * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
- * new geometry at this index at a later time that is larger than the original geometry. Defaults to
- * the length of the given geometry index buffer.
- * @return {number} The geometry ID.
- */
- addGeometry( geometry, reservedVertexCount = - 1, reservedIndexCount = - 1 ) {
- this._initializeGeometry( geometry );
- this._validateGeometry( geometry );
- const geometryInfo = {
- // geometry information
- vertexStart: - 1,
- vertexCount: - 1,
- reservedVertexCount: - 1,
- indexStart: - 1,
- indexCount: - 1,
- reservedIndexCount: - 1,
- // draw range information
- start: - 1,
- count: - 1,
- // state
- boundingBox: null,
- boundingSphere: null,
- active: true,
- };
- const geometryInfoList = this._geometryInfo;
- geometryInfo.vertexStart = this._nextVertexStart;
- geometryInfo.reservedVertexCount = reservedVertexCount === - 1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
- const index = geometry.getIndex();
- const hasIndex = index !== null;
- if ( hasIndex ) {
- geometryInfo.indexStart = this._nextIndexStart;
- geometryInfo.reservedIndexCount = reservedIndexCount === - 1 ? index.count : reservedIndexCount;
- }
- if (
- geometryInfo.indexStart !== - 1 &&
- geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
- geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
- ) {
- throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
- }
- // update id
- let geometryId;
- if ( this._availableGeometryIds.length > 0 ) {
- this._availableGeometryIds.sort( ascIdSort );
- geometryId = this._availableGeometryIds.shift();
- geometryInfoList[ geometryId ] = geometryInfo;
- } else {
- geometryId = this._geometryCount;
- this._geometryCount ++;
- geometryInfoList.push( geometryInfo );
- }
- // update the geometry
- this.setGeometryAt( geometryId, geometry );
- // increment the next geometry position
- this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
- this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
- return geometryId;
- }
- /**
- * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
- * is not enough space reserved for geometry. Calling this will change all instances that are
- * rendering that geometry.
- *
- * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
- * @param {BufferGeometry} geometry - The new geometry.
- * @return {number} The geometry ID.
- */
- setGeometryAt( geometryId, geometry ) {
- if ( geometryId >= this._geometryCount ) {
- throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
- }
- this._validateGeometry( geometry );
- const batchGeometry = this.geometry;
- const hasIndex = batchGeometry.getIndex() !== null;
- const dstIndex = batchGeometry.getIndex();
- const srcIndex = geometry.getIndex();
- const geometryInfo = this._geometryInfo[ geometryId ];
- if (
- hasIndex &&
- srcIndex.count > geometryInfo.reservedIndexCount ||
- geometry.attributes.position.count > geometryInfo.reservedVertexCount
- ) {
- throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
- }
- // copy geometry buffer data over
- const vertexStart = geometryInfo.vertexStart;
- const reservedVertexCount = geometryInfo.reservedVertexCount;
- geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
- for ( const attributeName in batchGeometry.attributes ) {
- // copy attribute data
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- copyAttributeData( srcAttribute, dstAttribute, vertexStart );
- // fill the rest in with zeroes
- const itemSize = srcAttribute.itemSize;
- for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
- const index = vertexStart + i;
- for ( let c = 0; c < itemSize; c ++ ) {
- dstAttribute.setComponent( index, c, 0 );
- }
- }
- dstAttribute.needsUpdate = true;
- dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
- }
- // copy index
- if ( hasIndex ) {
- const indexStart = geometryInfo.indexStart;
- const reservedIndexCount = geometryInfo.reservedIndexCount;
- geometryInfo.indexCount = geometry.getIndex().count;
- // copy index data over
- for ( let i = 0; i < srcIndex.count; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
- }
- // fill the rest in with zeroes
- for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart );
- }
- dstIndex.needsUpdate = true;
- dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
- }
- // update the draw range
- geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
- geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
- // store the bounding boxes
- geometryInfo.boundingBox = null;
- if ( geometry.boundingBox !== null ) {
- geometryInfo.boundingBox = geometry.boundingBox.clone();
- }
- geometryInfo.boundingSphere = null;
- if ( geometry.boundingSphere !== null ) {
- geometryInfo.boundingSphere = geometry.boundingSphere.clone();
- }
- this._visibilityChanged = true;
- return geometryId;
- }
- /**
- * Deletes the geometry defined by the given ID from this batch. Any instances referencing
- * this geometry will also be removed as a side effect.
- *
- * @param {number} geometryId - The ID of the geometry to remove from the batch.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- deleteGeometry( geometryId ) {
- const geometryInfoList = this._geometryInfo;
- if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
- return this;
- }
- // delete any instances associated with this geometry
- const instanceInfo = this._instanceInfo;
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
- this.deleteInstance( i );
- }
- }
- geometryInfoList[ geometryId ].active = false;
- this._availableGeometryIds.push( geometryId );
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Deletes an existing instance from the batch using the given ID.
- *
- * @param {number} instanceId - The ID of the instance to remove from the batch.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- deleteInstance( instanceId ) {
- this.validateInstanceId( instanceId );
- this._instanceInfo[ instanceId ].active = false;
- this._availableInstanceIds.push( instanceId );
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Repacks the sub geometries in [name] to remove any unused space remaining from
- * previously deleted geometry, freeing up space to add new geometry.
- *
- * @param {number} instanceId - The ID of the instance to remove from the batch.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- optimize() {
- // track the next indices to copy data to
- let nextVertexStart = 0;
- let nextIndexStart = 0;
- // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
- // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
- const geometryInfoList = this._geometryInfo;
- const indices = geometryInfoList
- .map( ( e, i ) => i )
- .sort( ( a, b ) => {
- return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
- } );
- const geometry = this.geometry;
- for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
- // if a geometry range is inactive then don't copy anything
- const index = indices[ i ];
- const geometryInfo = geometryInfoList[ index ];
- if ( geometryInfo.active === false ) {
- continue;
- }
- // if a geometry contains an index buffer then shift it, as well
- if ( geometry.index !== null ) {
- if ( geometryInfo.indexStart !== nextIndexStart ) {
- const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
- const index = geometry.index;
- const array = index.array;
- // shift the index pointers based on how the vertex data will shift
- // adjusting the index must happen first so the original vertex start value is available
- const elementDelta = nextVertexStart - vertexStart;
- for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
- array[ j ] = array[ j ] + elementDelta;
- }
- index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
- index.addUpdateRange( nextIndexStart, reservedIndexCount );
- geometryInfo.indexStart = nextIndexStart;
- }
- nextIndexStart += geometryInfo.reservedIndexCount;
- }
- // if a geometry needs to be moved then copy attribute data to overwrite unused space
- if ( geometryInfo.vertexStart !== nextVertexStart ) {
- const { vertexStart, reservedVertexCount } = geometryInfo;
- const attributes = geometry.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- const { array, itemSize } = attribute;
- array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
- attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
- }
- geometryInfo.vertexStart = nextVertexStart;
- }
- nextVertexStart += geometryInfo.reservedVertexCount;
- geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
- // step the next geometry points to the shifted position
- this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
- this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
- }
- return this;
- }
- /**
- * Returns the bounding box for the given geometry.
- *
- * @param {number} geometryId - The ID of the geometry to return the bounding box for.
- * @param {Box3} target - The target object that is used to store the method's result.
- * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
- */
- getBoundingBoxAt( geometryId, target ) {
- if ( geometryId >= this._geometryCount ) {
- return null;
- }
- // compute bounding box
- const geometry = this.geometry;
- const geometryInfo = this._geometryInfo[ geometryId ];
- if ( geometryInfo.boundingBox === null ) {
- const box = new Box3();
- const index = geometry.index;
- const position = geometry.attributes.position;
- for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- box.expandByPoint( _vector.fromBufferAttribute( position, iv ) );
- }
- geometryInfo.boundingBox = box;
- }
- target.copy( geometryInfo.boundingBox );
- return target;
- }
- /**
- * Returns the bounding sphere for the given geometry.
- *
- * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
- * @param {Sphere} target - The target object that is used to store the method's result.
- * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
- */
- getBoundingSphereAt( geometryId, target ) {
- if ( geometryId >= this._geometryCount ) {
- return null;
- }
- // compute bounding sphere
- const geometry = this.geometry;
- const geometryInfo = this._geometryInfo[ geometryId ];
- if ( geometryInfo.boundingSphere === null ) {
- const sphere = new Sphere();
- this.getBoundingBoxAt( geometryId, _box );
- _box.getCenter( sphere.center );
- const index = geometry.index;
- const position = geometry.attributes.position;
- let maxRadiusSq = 0;
- for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- _vector.fromBufferAttribute( position, iv );
- maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector ) );
- }
- sphere.radius = Math.sqrt( maxRadiusSq );
- geometryInfo.boundingSphere = sphere;
- }
- target.copy( geometryInfo.boundingSphere );
- return target;
- }
- /**
- * Sets the given local transformation matrix to the defined instance.
- * Negatively scaled matrices are not supported.
- *
- * @param {number} instanceId - The ID of an instance to set the matrix of.
- * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setMatrixAt( instanceId, matrix ) {
- this.validateInstanceId( instanceId );
- const matricesTexture = this._matricesTexture;
- const matricesArray = this._matricesTexture.image.data;
- matrix.toArray( matricesArray, instanceId * 16 );
- matricesTexture.needsUpdate = true;
- return this;
- }
- /**
- * Returns the local transformation matrix of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the matrix of.
- * @param {Matrix4} matrix - The target object that is used to store the method's result.
- * @return {Matrix4} The instance's local transformation matrix.
- */
- getMatrixAt( instanceId, matrix ) {
- this.validateInstanceId( instanceId );
- return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
- }
- /**
- * Sets the given color to the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to set the color of.
- * @param {Color} color - The color to set the instance to.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setColorAt( instanceId, color ) {
- this.validateInstanceId( instanceId );
- if ( this._colorsTexture === null ) {
- this._initColorsTexture();
- }
- color.toArray( this._colorsTexture.image.data, instanceId * 4 );
- this._colorsTexture.needsUpdate = true;
- return this;
- }
- /**
- * Returns the color of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the color of.
- * @param {Color} color - The target object that is used to store the method's result.
- * @return {Color} The instance's color.
- */
- getColorAt( instanceId, color ) {
- this.validateInstanceId( instanceId );
- return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
- }
- /**
- * Sets the visibility of the instance.
- *
- * @param {number} instanceId - The id of the instance to set the visibility of.
- * @param {boolean} visible - Whether the instance is visible or not.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setVisibleAt( instanceId, visible ) {
- this.validateInstanceId( instanceId );
- if ( this._instanceInfo[ instanceId ].visible === visible ) {
- return this;
- }
- this._instanceInfo[ instanceId ].visible = visible;
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Returns the visibility state of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the visibility state of.
- * @return {boolean} Whether the instance is visible or not.
- */
- getVisibleAt( instanceId ) {
- this.validateInstanceId( instanceId );
- return this._instanceInfo[ instanceId ].visible;
- }
- /**
- * Sets the geometry ID of the instance at the given index.
- *
- * @param {number} instanceId - The ID of the instance to set the geometry ID of.
- * @param {number} geometryId - The geometry ID to be use by the instance.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setGeometryIdAt( instanceId, geometryId ) {
- this.validateInstanceId( instanceId );
- this.validateGeometryId( geometryId );
- this._instanceInfo[ instanceId ].geometryIndex = geometryId;
- return this;
- }
- /**
- * Returns the geometry ID of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the geometry ID of.
- * @return {number} The instance's geometry ID.
- */
- getGeometryIdAt( instanceId ) {
- this.validateInstanceId( instanceId );
- return this._instanceInfo[ instanceId ].geometryIndex;
- }
- /**
- * Get the range representing the subset of triangles related to the attached geometry,
- * indicating the starting offset and count, or `null` if invalid.
- *
- * @param {number} geometryId - The id of the geometry to get the range of.
- * @param {Object} [target] - The target object that is used to store the method's result.
- * @return {{
- * vertexStart:number,vertexCount:number,reservedVertexCount:number,
- * indexStart:number,indexCount:number,reservedIndexCount:number,
- * start:number,count:number
- * }} The result object with range data.
- */
- getGeometryRangeAt( geometryId, target = {} ) {
- this.validateGeometryId( geometryId );
- const geometryInfo = this._geometryInfo[ geometryId ];
- target.vertexStart = geometryInfo.vertexStart;
- target.vertexCount = geometryInfo.vertexCount;
- target.reservedVertexCount = geometryInfo.reservedVertexCount;
- target.indexStart = geometryInfo.indexStart;
- target.indexCount = geometryInfo.indexCount;
- target.reservedIndexCount = geometryInfo.reservedIndexCount;
- target.start = geometryInfo.start;
- target.count = geometryInfo.count;
- return target;
- }
- /**
- * Resizes the necessary buffers to support the provided number of instances.
- * If the provided arguments shrink the number of instances but there are not enough
- * unused Ids at the end of the list then an error is thrown.
- *
- * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
- */
- setInstanceCount( maxInstanceCount ) {
- // shrink the available instances as much as possible
- const availableInstanceIds = this._availableInstanceIds;
- const instanceInfo = this._instanceInfo;
- availableInstanceIds.sort( ascIdSort );
- while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
- instanceInfo.pop();
- availableInstanceIds.pop();
- }
- // throw an error if it can't be shrunk to the desired size
- if ( maxInstanceCount < instanceInfo.length ) {
- throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
- }
- // copy the multi draw counts
- const multiDrawCounts = new Int32Array( maxInstanceCount );
- const multiDrawStarts = new Int32Array( maxInstanceCount );
- copyArrayContents( this._multiDrawCounts, multiDrawCounts );
- copyArrayContents( this._multiDrawStarts, multiDrawStarts );
- this._multiDrawCounts = multiDrawCounts;
- this._multiDrawStarts = multiDrawStarts;
- this._maxInstanceCount = maxInstanceCount;
- // update texture data for instance sampling
- const indirectTexture = this._indirectTexture;
- const matricesTexture = this._matricesTexture;
- const colorsTexture = this._colorsTexture;
- indirectTexture.dispose();
- this._initIndirectTexture();
- copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
- matricesTexture.dispose();
- this._initMatricesTexture();
- copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
- if ( colorsTexture ) {
- colorsTexture.dispose();
- this._initColorsTexture();
- copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
- }
- }
- /**
- * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
- * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
- * end of the geometry attributes then an error is thrown.
- *
- * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
- * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
- */
- setGeometrySize( maxVertexCount, maxIndexCount ) {
- // Check if we can shrink to the requested vertex attribute size
- const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
- const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
- if ( requiredVertexLength > maxVertexCount ) {
- throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
- }
- // Check if we can shrink to the requested index attribute size
- if ( this.geometry.index ) {
- const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
- if ( requiredIndexLength > maxIndexCount ) {
- throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
- }
- }
- //
- // dispose of the previous geometry
- const oldGeometry = this.geometry;
- oldGeometry.dispose();
- // recreate the geometry needed based on the previous variant
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- if ( this._geometryInitialized ) {
- this._geometryInitialized = false;
- this.geometry = new BufferGeometry();
- this._initializeGeometry( oldGeometry );
- }
- // copy data from the previous geometry
- const geometry = this.geometry;
- if ( oldGeometry.index ) {
- copyArrayContents( oldGeometry.index.array, geometry.index.array );
- }
- for ( const key in oldGeometry.attributes ) {
- copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
- }
- }
- raycast( raycaster, intersects ) {
- const instanceInfo = this._instanceInfo;
- const geometryInfoList = this._geometryInfo;
- const matrixWorld = this.matrixWorld;
- const batchGeometry = this.geometry;
- // iterate over each geometry
- _mesh.material = this.material;
- _mesh.geometry.index = batchGeometry.index;
- _mesh.geometry.attributes = batchGeometry.attributes;
- if ( _mesh.geometry.boundingBox === null ) {
- _mesh.geometry.boundingBox = new Box3();
- }
- if ( _mesh.geometry.boundingSphere === null ) {
- _mesh.geometry.boundingSphere = new Sphere();
- }
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
- continue;
- }
- const geometryId = instanceInfo[ i ].geometryIndex;
- const geometryInfo = geometryInfoList[ geometryId ];
- _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
- // get the intersects
- this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
- this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
- this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
- _mesh.raycast( raycaster, _batchIntersects );
- // add batch id to the intersects
- for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
- const intersect = _batchIntersects[ j ];
- intersect.object = this;
- intersect.batchId = i;
- intersects.push( intersect );
- }
- _batchIntersects.length = 0;
- }
- _mesh.material = null;
- _mesh.geometry.index = null;
- _mesh.geometry.attributes = {};
- _mesh.geometry.setDrawRange( 0, Infinity );
- }
- copy( source ) {
- super.copy( source );
- this.geometry = source.geometry.clone();
- this.perObjectFrustumCulled = source.perObjectFrustumCulled;
- this.sortObjects = source.sortObjects;
- this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
- this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
- this._geometryInfo = source._geometryInfo.map( info => ( {
- ...info,
- boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
- boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
- } ) );
- this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
- this._availableInstanceIds = source._availableInstanceIds.slice();
- this._availableGeometryIds = source._availableGeometryIds.slice();
- this._nextIndexStart = source._nextIndexStart;
- this._nextVertexStart = source._nextVertexStart;
- this._geometryCount = source._geometryCount;
- this._maxInstanceCount = source._maxInstanceCount;
- this._maxVertexCount = source._maxVertexCount;
- this._maxIndexCount = source._maxIndexCount;
- this._geometryInitialized = source._geometryInitialized;
- this._multiDrawCounts = source._multiDrawCounts.slice();
- this._multiDrawStarts = source._multiDrawStarts.slice();
- this._indirectTexture = source._indirectTexture.clone();
- this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
- this._matricesTexture = source._matricesTexture.clone();
- this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
- if ( this._colorsTexture !== null ) {
- this._colorsTexture = source._colorsTexture.clone();
- this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
- }
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- // Assuming the geometry is not shared with other meshes
- this.geometry.dispose();
- this._matricesTexture.dispose();
- this._matricesTexture = null;
- this._indirectTexture.dispose();
- this._indirectTexture = null;
- if ( this._colorsTexture !== null ) {
- this._colorsTexture.dispose();
- this._colorsTexture = null;
- }
- }
- onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
- // if visibility has not changed and frustum culling and object sorting is not required
- // then skip iterating over all items
- if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
- return;
- }
- // the indexed version of the multi draw function requires specifying the start
- // offset in bytes.
- const index = geometry.getIndex();
- const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
- const instanceInfo = this._instanceInfo;
- const multiDrawStarts = this._multiDrawStarts;
- const multiDrawCounts = this._multiDrawCounts;
- const geometryInfoList = this._geometryInfo;
- const perObjectFrustumCulled = this.perObjectFrustumCulled;
- const indirectTexture = this._indirectTexture;
- const indirectArray = indirectTexture.image.data;
- const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
- // prepare the frustum in the local frame
- if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
- _matrix
- .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
- .multiply( this.matrixWorld );
- _frustum.setFromProjectionMatrix(
- _matrix,
- renderer.coordinateSystem
- );
- }
- let multiDrawCount = 0;
- if ( this.sortObjects ) {
- // get the camera position in the local frame
- _matrix.copy( this.matrixWorld ).invert();
- _vector.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix );
- _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix );
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
- const geometryId = instanceInfo[ i ].geometryIndex;
- // get the bounds in world space
- this.getMatrixAt( i, _matrix );
- this.getBoundingSphereAt( geometryId, _sphere ).applyMatrix4( _matrix );
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- culled = ! frustum.intersectsSphere( _sphere, camera );
- }
- if ( ! culled ) {
- // get the distance from camera used for sorting
- const geometryInfo = geometryInfoList[ geometryId ];
- const z = _temp.subVectors( _sphere.center, _vector ).dot( _forward );
- _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
- }
- }
- }
- // Sort the draw ranges and prep for rendering
- const list = _renderList.list;
- const customSort = this.customSort;
- if ( customSort === null ) {
- list.sort( material.transparent ? sortTransparent : sortOpaque );
- } else {
- customSort.call( this, list, camera );
- }
- for ( let i = 0, l = list.length; i < l; i ++ ) {
- const item = list[ i ];
- multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
- multiDrawCounts[ multiDrawCount ] = item.count;
- indirectArray[ multiDrawCount ] = item.index;
- multiDrawCount ++;
- }
- _renderList.reset();
- } else {
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
- const geometryId = instanceInfo[ i ].geometryIndex;
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- // get the bounds in world space
- this.getMatrixAt( i, _matrix );
- this.getBoundingSphereAt( geometryId, _sphere ).applyMatrix4( _matrix );
- culled = ! frustum.intersectsSphere( _sphere, camera );
- }
- if ( ! culled ) {
- const geometryInfo = geometryInfoList[ geometryId ];
- multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
- multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
- indirectArray[ multiDrawCount ] = i;
- multiDrawCount ++;
- }
- }
- }
- }
- indirectTexture.needsUpdate = true;
- this._multiDrawCount = multiDrawCount;
- this._visibilityChanged = false;
- }
- onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
- this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
- }
- }
- export { BatchedMesh };
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