@needle-tools/engine 2.24.0-pre

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Files changed (697) hide show
  1. package/CHANGELOG.md +568 -0
  2. package/LICENSE.md +10 -0
  3. package/README.md +11 -0
  4. package/dist/needle-engine.d.ts +5011 -0
  5. package/dist/needle-engine.js +6605 -0
  6. package/dist/needle-engine.js.map +7 -0
  7. package/dist/needle-engine.min.js +167 -0
  8. package/dist/needle-engine.min.js.map +7 -0
  9. package/lib/engine/debug/error_overlay.d.ts +1 -0
  10. package/lib/engine/debug/error_overlay.js +110 -0
  11. package/lib/engine/debug/error_overlay.js.map +1 -0
  12. package/lib/engine/engine.d.ts +27 -0
  13. package/lib/engine/engine.js +13 -0
  14. package/lib/engine/engine.js.map +1 -0
  15. package/lib/engine/engine_addressables.d.ts +46 -0
  16. package/lib/engine/engine_addressables.js +264 -0
  17. package/lib/engine/engine_addressables.js.map +1 -0
  18. package/lib/engine/engine_application.d.ts +13 -0
  19. package/lib/engine/engine_application.js +35 -0
  20. package/lib/engine/engine_application.js.map +1 -0
  21. package/lib/engine/engine_assetdatabase.d.ts +54 -0
  22. package/lib/engine/engine_assetdatabase.js +150 -0
  23. package/lib/engine/engine_assetdatabase.js.map +1 -0
  24. package/lib/engine/engine_caching.d.ts +0 -0
  25. package/lib/engine/engine_caching.js +2 -0
  26. package/lib/engine/engine_caching.js.map +1 -0
  27. package/lib/engine/engine_constants.d.ts +2 -0
  28. package/lib/engine/engine_constants.js +3 -0
  29. package/lib/engine/engine_constants.js.map +1 -0
  30. package/lib/engine/engine_coroutine.d.ts +3 -0
  31. package/lib/engine/engine_coroutine.js +14 -0
  32. package/lib/engine/engine_coroutine.js.map +1 -0
  33. package/lib/engine/engine_default_parameters.d.ts +2 -0
  34. package/lib/engine/engine_default_parameters.js +4 -0
  35. package/lib/engine/engine_default_parameters.js.map +1 -0
  36. package/lib/engine/engine_element.d.ts +32 -0
  37. package/lib/engine/engine_element.js +340 -0
  38. package/lib/engine/engine_element.js.map +1 -0
  39. package/lib/engine/engine_element_loading.d.ts +31 -0
  40. package/lib/engine/engine_element_loading.js +154 -0
  41. package/lib/engine/engine_element_loading.js.map +1 -0
  42. package/lib/engine/engine_element_overlay.d.ts +17 -0
  43. package/lib/engine/engine_element_overlay.js +95 -0
  44. package/lib/engine/engine_element_overlay.js.map +1 -0
  45. package/lib/engine/engine_gizmos.d.ts +2 -0
  46. package/lib/engine/engine_gizmos.js +14 -0
  47. package/lib/engine/engine_gizmos.js.map +1 -0
  48. package/lib/engine/engine_gltf.d.ts +2 -0
  49. package/lib/engine/engine_gltf.js +2 -0
  50. package/lib/engine/engine_gltf.js.map +1 -0
  51. package/lib/engine/engine_gltf_builtin_components.d.ts +8 -0
  52. package/lib/engine/engine_gltf_builtin_components.js +251 -0
  53. package/lib/engine/engine_gltf_builtin_components.js.map +1 -0
  54. package/lib/engine/engine_input.d.ts +193 -0
  55. package/lib/engine/engine_input.js +566 -0
  56. package/lib/engine/engine_input.js.map +1 -0
  57. package/lib/engine/engine_input_utils.d.ts +2 -0
  58. package/lib/engine/engine_input_utils.js +23 -0
  59. package/lib/engine/engine_input_utils.js.map +1 -0
  60. package/lib/engine/engine_lightdata.d.ts +21 -0
  61. package/lib/engine/engine_lightdata.js +85 -0
  62. package/lib/engine/engine_lightdata.js.map +1 -0
  63. package/lib/engine/engine_loaders.d.ts +3 -0
  64. package/lib/engine/engine_loaders.js +20 -0
  65. package/lib/engine/engine_loaders.js.map +1 -0
  66. package/lib/engine/engine_mainloop_utils.d.ts +9 -0
  67. package/lib/engine/engine_mainloop_utils.js +288 -0
  68. package/lib/engine/engine_mainloop_utils.js.map +1 -0
  69. package/lib/engine/engine_math.d.ts +11 -0
  70. package/lib/engine/engine_math.js +40 -0
  71. package/lib/engine/engine_math.js.map +1 -0
  72. package/lib/engine/engine_networking.d.ts +133 -0
  73. package/lib/engine/engine_networking.js +541 -0
  74. package/lib/engine/engine_networking.js.map +1 -0
  75. package/lib/engine/engine_networking_auto.d.ts +18 -0
  76. package/lib/engine/engine_networking_auto.js +252 -0
  77. package/lib/engine/engine_networking_auto.js.map +1 -0
  78. package/lib/engine/engine_networking_files.d.ts +23 -0
  79. package/lib/engine/engine_networking_files.js +173 -0
  80. package/lib/engine/engine_networking_files.js.map +1 -0
  81. package/lib/engine/engine_networking_files_default_components.d.ts +3 -0
  82. package/lib/engine/engine_networking_files_default_components.js +45 -0
  83. package/lib/engine/engine_networking_files_default_components.js.map +1 -0
  84. package/lib/engine/engine_networking_instantiate.d.ts +34 -0
  85. package/lib/engine/engine_networking_instantiate.js +274 -0
  86. package/lib/engine/engine_networking_instantiate.js.map +1 -0
  87. package/lib/engine/engine_networking_peer.d.ts +10 -0
  88. package/lib/engine/engine_networking_peer.js +106 -0
  89. package/lib/engine/engine_networking_peer.js.map +1 -0
  90. package/lib/engine/engine_networking_utils.d.ts +1 -0
  91. package/lib/engine/engine_networking_utils.js +11 -0
  92. package/lib/engine/engine_networking_utils.js.map +1 -0
  93. package/lib/engine/engine_networking_websocket.d.ts +0 -0
  94. package/lib/engine/engine_networking_websocket.js +3 -0
  95. package/lib/engine/engine_networking_websocket.js.map +1 -0
  96. package/lib/engine/engine_physics.d.ts +88 -0
  97. package/lib/engine/engine_physics.js +563 -0
  98. package/lib/engine/engine_physics.js.map +1 -0
  99. package/lib/engine/engine_rendererdata.d.ts +48 -0
  100. package/lib/engine/engine_rendererdata.js +182 -0
  101. package/lib/engine/engine_rendererdata.js.map +1 -0
  102. package/lib/engine/engine_scenetools.d.ts +25 -0
  103. package/lib/engine/engine_scenetools.js +211 -0
  104. package/lib/engine/engine_scenetools.js.map +1 -0
  105. package/lib/engine/engine_serialization.d.ts +3 -0
  106. package/lib/engine/engine_serialization.js +5 -0
  107. package/lib/engine/engine_serialization.js.map +1 -0
  108. package/lib/engine/engine_serialization_builtin_serializer.d.ts +49 -0
  109. package/lib/engine/engine_serialization_builtin_serializer.js +238 -0
  110. package/lib/engine/engine_serialization_builtin_serializer.js.map +1 -0
  111. package/lib/engine/engine_serialization_core.d.ts +70 -0
  112. package/lib/engine/engine_serialization_core.js +417 -0
  113. package/lib/engine/engine_serialization_core.js.map +1 -0
  114. package/lib/engine/engine_serialization_decorator.d.ts +9 -0
  115. package/lib/engine/engine_serialization_decorator.js +44 -0
  116. package/lib/engine/engine_serialization_decorator.js.map +1 -0
  117. package/lib/engine/engine_setup.d.ts +129 -0
  118. package/lib/engine/engine_setup.js +609 -0
  119. package/lib/engine/engine_setup.js.map +1 -0
  120. package/lib/engine/engine_shaders.d.ts +31 -0
  121. package/lib/engine/engine_shaders.js +230 -0
  122. package/lib/engine/engine_shaders.js.map +1 -0
  123. package/lib/engine/engine_three_utils.d.ts +20 -0
  124. package/lib/engine/engine_three_utils.js +247 -0
  125. package/lib/engine/engine_three_utils.js.map +1 -0
  126. package/lib/engine/engine_time.d.ts +13 -0
  127. package/lib/engine/engine_time.js +31 -0
  128. package/lib/engine/engine_time.js.map +1 -0
  129. package/lib/engine/engine_typestore.d.ts +7 -0
  130. package/lib/engine/engine_typestore.js +17 -0
  131. package/lib/engine/engine_typestore.js.map +1 -0
  132. package/lib/engine/engine_utils.d.ts +34 -0
  133. package/lib/engine/engine_utils.js +239 -0
  134. package/lib/engine/engine_utils.js.map +1 -0
  135. package/lib/engine/engine_web_api.d.ts +12 -0
  136. package/lib/engine/engine_web_api.js +114 -0
  137. package/lib/engine/engine_web_api.js.map +1 -0
  138. package/lib/engine/extensions/KHR_animation_pointer.d.ts +0 -0
  139. package/lib/engine/extensions/KHR_animation_pointer.js +385 -0
  140. package/lib/engine/extensions/KHR_animation_pointer.js.map +1 -0
  141. package/lib/engine/extensions/NEEDLE_animator_controller.d.ts +0 -0
  142. package/lib/engine/extensions/NEEDLE_animator_controller.js +59 -0
  143. package/lib/engine/extensions/NEEDLE_animator_controller.js.map +1 -0
  144. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +108 -0
  145. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +92 -0
  146. package/lib/engine/extensions/NEEDLE_animator_controller_model.js.map +1 -0
  147. package/lib/engine/extensions/NEEDLE_components.d.ts +32 -0
  148. package/lib/engine/extensions/NEEDLE_components.js +193 -0
  149. package/lib/engine/extensions/NEEDLE_components.js.map +1 -0
  150. package/lib/engine/extensions/NEEDLE_deferred_texture.d.ts +18 -0
  151. package/lib/engine/extensions/NEEDLE_deferred_texture.js +149 -0
  152. package/lib/engine/extensions/NEEDLE_deferred_texture.js.map +1 -0
  153. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -0
  154. package/lib/engine/extensions/NEEDLE_gameobject_data.js +54 -0
  155. package/lib/engine/extensions/NEEDLE_gameobject_data.js.map +1 -0
  156. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +35 -0
  157. package/lib/engine/extensions/NEEDLE_lighting_settings.js +136 -0
  158. package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -0
  159. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +17 -0
  160. package/lib/engine/extensions/NEEDLE_lightmaps.js +69 -0
  161. package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -0
  162. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -0
  163. package/lib/engine/extensions/NEEDLE_persistent_assets.js +64 -0
  164. package/lib/engine/extensions/NEEDLE_persistent_assets.js.map +1 -0
  165. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +12 -0
  166. package/lib/engine/extensions/NEEDLE_render_objects.js +144 -0
  167. package/lib/engine/extensions/NEEDLE_render_objects.js.map +1 -0
  168. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -0
  169. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +419 -0
  170. package/lib/engine/extensions/NEEDLE_techniques_webgl.js.map +1 -0
  171. package/lib/engine/extensions/NEEDLE_timeline.d.ts +0 -0
  172. package/lib/engine/extensions/NEEDLE_timeline.js +57 -0
  173. package/lib/engine/extensions/NEEDLE_timeline.js.map +1 -0
  174. package/lib/engine/extensions/extension_resolver.d.ts +4 -0
  175. package/lib/engine/extensions/extension_resolver.js +2 -0
  176. package/lib/engine/extensions/extension_resolver.js.map +1 -0
  177. package/lib/engine/extensions/extension_utils.d.ts +2 -0
  178. package/lib/engine/extensions/extension_utils.js +130 -0
  179. package/lib/engine/extensions/extension_utils.js.map +1 -0
  180. package/lib/engine/extensions/extensions.d.ts +6 -0
  181. package/lib/engine/extensions/extensions.js +41 -0
  182. package/lib/engine/extensions/extensions.js.map +1 -0
  183. package/lib/engine/shaders/shaderData.d.ts +55 -0
  184. package/lib/engine/shaders/shaderData.js +59 -0
  185. package/lib/engine/shaders/shaderData.js.map +1 -0
  186. package/lib/engine/tests/simulate_avatars.d.ts +0 -0
  187. package/lib/engine/tests/simulate_avatars.js +3 -0
  188. package/lib/engine/tests/simulate_avatars.js.map +1 -0
  189. package/lib/engine/tests/test_utils.d.ts +2 -0
  190. package/lib/engine/tests/test_utils.js +54 -0
  191. package/lib/engine/tests/test_utils.js.map +1 -0
  192. package/lib/engine-components/AlignmentConstraint.d.ts +10 -0
  193. package/lib/engine-components/AlignmentConstraint.js +27 -0
  194. package/lib/engine-components/AlignmentConstraint.js.map +1 -0
  195. package/lib/engine-components/Animation.d.ts +44 -0
  196. package/lib/engine-components/Animation.js +257 -0
  197. package/lib/engine-components/Animation.js.map +1 -0
  198. package/lib/engine-components/AnimationCurve.d.ts +15 -0
  199. package/lib/engine-components/AnimationCurve.js +62 -0
  200. package/lib/engine-components/AnimationCurve.js.map +1 -0
  201. package/lib/engine-components/Animator.d.ts +48 -0
  202. package/lib/engine-components/Animator.js +126 -0
  203. package/lib/engine-components/Animator.js.map +1 -0
  204. package/lib/engine-components/AnimatorController.d.ts +39 -0
  205. package/lib/engine-components/AnimatorController.js +687 -0
  206. package/lib/engine-components/AnimatorController.js.map +1 -0
  207. package/lib/engine-components/AudioListener.d.ts +7 -0
  208. package/lib/engine-components/AudioListener.js +29 -0
  209. package/lib/engine-components/AudioListener.js.map +1 -0
  210. package/lib/engine-components/AudioSource.d.ts +61 -0
  211. package/lib/engine-components/AudioSource.js +377 -0
  212. package/lib/engine-components/AudioSource.js.map +1 -0
  213. package/lib/engine-components/AvatarLoader.d.ts +22 -0
  214. package/lib/engine-components/AvatarLoader.js +203 -0
  215. package/lib/engine-components/AvatarLoader.js.map +1 -0
  216. package/lib/engine-components/AxesHelper.d.ts +9 -0
  217. package/lib/engine-components/AxesHelper.js +43 -0
  218. package/lib/engine-components/AxesHelper.js.map +1 -0
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -0
  220. package/lib/engine-components/BasicIKConstraint.js +44 -0
  221. package/lib/engine-components/BasicIKConstraint.js.map +1 -0
  222. package/lib/engine-components/BoxCollider.d.ts +2 -0
  223. package/lib/engine-components/BoxCollider.js +3 -0
  224. package/lib/engine-components/BoxCollider.js.map +1 -0
  225. package/lib/engine-components/BoxHelperComponent.d.ts +16 -0
  226. package/lib/engine-components/BoxHelperComponent.js +72 -0
  227. package/lib/engine-components/BoxHelperComponent.js.map +1 -0
  228. package/lib/engine-components/Camera.d.ts +38 -0
  229. package/lib/engine-components/Camera.js +258 -0
  230. package/lib/engine-components/Camera.js.map +1 -0
  231. package/lib/engine-components/Collider.d.ts +21 -0
  232. package/lib/engine-components/Collider.js +65 -0
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  234. package/lib/engine-components/Component.d.ts +165 -0
  235. package/lib/engine-components/Component.js +895 -0
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  237. package/lib/engine-components/ComponentExtensions.d.ts +2 -0
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  240. package/lib/engine-components/DeleteBox.d.ts +9 -0
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  243. package/lib/engine-components/DeviceFlag.d.ts +12 -0
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  246. package/lib/engine-components/DragControls.d.ts +44 -0
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  249. package/lib/engine-components/DropListener.d.ts +15 -0
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  252. package/lib/engine-components/Duplicatable.d.ts +16 -0
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  255. package/lib/engine-components/EventList.d.ts +22 -0
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  258. package/lib/engine-components/EventTrigger.d.ts +3 -0
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  261. package/lib/engine-components/EventType.d.ts +19 -0
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  264. package/lib/engine-components/FlyControls.d.ts +7 -0
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  267. package/lib/engine-components/Gizmos.d.ts +12 -0
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  269. package/lib/engine-components/Gizmos.js.map +1 -0
  270. package/lib/engine-components/GltfExport.d.ts +28 -0
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  273. package/lib/engine-components/GridHelper.d.ts +11 -0
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  276. package/lib/engine-components/GroundProjection.d.ts +18 -0
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  279. package/lib/engine-components/Interactable.d.ts +10 -0
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  282. package/lib/engine-components/LODGroup.d.ts +29 -0
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  285. package/lib/engine-components/Light.d.ts +69 -0
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  288. package/lib/engine-components/LookAtConstraint.d.ts +7 -0
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  291. package/lib/engine-components/MeshCollider.d.ts +4 -0
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  300. package/lib/engine-components/Networking.d.ts +9 -0
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  318. package/lib/engine-components/Renderer.d.ts +72 -0
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  333. package/lib/engine-components/Skybox.d.ts +16 -0
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  686. package/src/engine-schemes/synced-camera-model.ts +92 -0
  687. package/src/engine-schemes/synced-transform-model.ts +90 -0
  688. package/src/engine-schemes/syncedCamera.fbs +11 -0
  689. package/src/engine-schemes/transform.ts +50 -0
  690. package/src/engine-schemes/transforms.fbs +26 -0
  691. package/src/engine-schemes/vec.fbs +19 -0
  692. package/src/engine-schemes/vec2.ts +33 -0
  693. package/src/engine-schemes/vec3.ts +38 -0
  694. package/src/engine-schemes/vec4.ts +43 -0
  695. package/src/engine-schemes/vr-user-state-buffer.ts +138 -0
  696. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -0
  697. package/src/needle-engine.ts +39 -0
@@ -0,0 +1,732 @@
1
+ import { Behaviour, GameObject } from "./Component";
2
+ import * as THREE from "three";
3
+ // import { RendererCustomShader } from "./RendererCustomShader";
4
+ import { RendererLightmap } from "./RendererLightmap";
5
+ import { Context } from "../engine/engine_setup";
6
+ import { getParam } from "../engine/engine_utils";
7
+ import { serializeable } from "../engine/engine_serialization_decorator";
8
+ import { Material, Texture, Vector4 } from "three";
9
+ import { NEEDLE_render_objects } from "../engine/extensions/NEEDLE_render_objects";
10
+ import { NEEDLE_deferred_texture } from "../engine/extensions/NEEDLE_deferred_texture";
11
+
12
+ const suppressInstancing = getParam("noInstancing");
13
+ const debugLightmap = getParam("debuglightmaps") ? true : false;
14
+ const debugInstancing = getParam("debuginstancing");
15
+ const debugProgressiveLoading = getParam("debugprogressiveload");
16
+
17
+ export class FieldWithDefault {
18
+ public path: string | null = null;
19
+ public asset: object | null = null;
20
+ public default: any;
21
+ }
22
+
23
+ export enum RenderState {
24
+ Both = 0,
25
+ Back = 1,
26
+ Front = 2,
27
+ }
28
+
29
+
30
+ // support sharedMaterials[index] assigning materials directly to the objects
31
+ class SharedMaterialArray {
32
+
33
+ private _renderer: Renderer;
34
+ private _targets: THREE.Object3D[] = [];
35
+
36
+ is(renderer: Renderer) {
37
+ return this._renderer === renderer;
38
+ }
39
+
40
+ constructor(renderer: Renderer) {
41
+ this._renderer = renderer;
42
+ const setMaterial = this.setMaterial.bind(this);
43
+ const getMaterial = this.getMaterial.bind(this);
44
+ const go = renderer.gameObject;
45
+ this._targets = [];
46
+ if (go) {
47
+ switch (go.type) {
48
+ case "Group":
49
+ this._targets = [...go.children];
50
+ break;
51
+ case "Mesh":
52
+ this._targets.push(go);
53
+ break;
54
+ }
55
+ }
56
+
57
+ // this lets us override the javascript indexer, only works in ES6 tho
58
+ // but like that we can use sharedMaterials[index] and it will be assigned to the object directly
59
+ return new Proxy(this, {
60
+ get(target, key) {
61
+ if (typeof key === "string") {
62
+ const index = parseInt(key);
63
+ if (!isNaN(index)) {
64
+ return getMaterial(index);
65
+ }
66
+ }
67
+ return target[key];
68
+ },
69
+ set(target, key, value) {
70
+ if (typeof key === "string")
71
+ setMaterial(value, Number.parseInt(key));
72
+ // console.log(target, key, value);
73
+ return Reflect.set(target, key, value);
74
+ }
75
+ });
76
+ }
77
+
78
+ get length(): number {
79
+ return this._targets.length;
80
+ }
81
+
82
+ private setMaterial(mat: Material, index: number) {
83
+ if (index < 0 || index >= this._targets.length) return;
84
+ const target = this._targets[index];
85
+ if (!target) return;
86
+ target["material"] = mat;
87
+ }
88
+
89
+ private getMaterial(index: number) {
90
+ if (index < 0) return null;
91
+ const obj = this._targets;
92
+ if (index >= obj.length) return null;
93
+ const target = obj[index];
94
+ if (!target) return null;
95
+ return target["material"];
96
+ }
97
+
98
+ }
99
+
100
+ export class Renderer extends Behaviour {
101
+
102
+ @serializeable()
103
+ receiveShadows: boolean = false;
104
+ @serializeable()
105
+ shadowCastingMode: ShadowCastingMode = ShadowCastingMode.Off;
106
+ @serializeable()
107
+ lightmapIndex: number = -1;
108
+ @serializeable(Vector4)
109
+ lightmapScaleOffset: THREE.Vector4 = new THREE.Vector4(1, 1, 0, 0);
110
+ @serializeable()
111
+ enableInstancing: boolean[] | undefined = undefined;
112
+ @serializeable()
113
+ renderOrder: number[] | undefined = undefined;
114
+ @serializeable()
115
+ allowOcclusionWhenDynamic: boolean = true;
116
+
117
+ // custom shader
118
+ // get materialProperties(): Array<MaterialProperties> | undefined {
119
+ // return this._materialProperties;
120
+ // }
121
+ // set materialProperties(value: Array<MaterialProperties> | undefined) {
122
+ // this._materialProperties = value;
123
+ // }
124
+
125
+ // private customShaderHandler: RendererCustomShader | undefined = undefined;
126
+
127
+ // private _materialProperties: Array<MaterialProperties> | undefined = undefined;
128
+ private _lightmaps?: RendererLightmap[];
129
+
130
+ get material(): THREE.Material {
131
+ return this.gameObject["material"];
132
+ }
133
+
134
+ set material(mat: THREE.Material) {
135
+ this.gameObject["material"] = mat;
136
+ }
137
+
138
+ private _sharedMaterials!: SharedMaterialArray;
139
+
140
+ get sharedMaterials(): SharedMaterialArray {
141
+ if (!this._sharedMaterials || !this._sharedMaterials.is(this))
142
+ this._sharedMaterials = new SharedMaterialArray(this);
143
+ return this._sharedMaterials!;
144
+ }
145
+
146
+ public static get shouldSuppressInstancing() {
147
+ return suppressInstancing;
148
+ }
149
+
150
+ private _lightmapTextureOverride: Texture | null | undefined = undefined;
151
+ public get lightmap(): Texture | null {
152
+ if (this._lightmaps?.length) {
153
+ return this._lightmaps[0].lightmap;
154
+ }
155
+ return null;
156
+ }
157
+ public set lightmap(tex: Texture | null | undefined) {
158
+ this._lightmapTextureOverride = tex;
159
+ // set undefined to return to default
160
+ if (tex === undefined) {
161
+ tex = this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
162
+ }
163
+ if (this._lightmaps?.length) {
164
+ for (const lm of this._lightmaps) {
165
+ lm.lightmap = tex;
166
+ }
167
+ }
168
+ }
169
+ get hasLightmap(): boolean {
170
+ const lm = this.lightmap;
171
+ return lm !== null && lm !== undefined;
172
+ }
173
+
174
+
175
+ get activeSelf(): boolean {
176
+ return this.enabled;
177
+ }
178
+
179
+ set activeSelf(val: boolean | number) {
180
+ const target = typeof val === "number" ? val > 0.5 : val;
181
+ this.enabled = target;
182
+ if (target) this.gameObject.visible = true;
183
+ }
184
+
185
+ awake() {
186
+ const type = this.gameObject.type;
187
+ if (type === "Group") {
188
+ for (const child of this.gameObject.children) {
189
+ this.context.addBeforeRenderListener(child, this.onBeforeRenderThree.bind(this));
190
+ child.layers.mask = this.gameObject.layers.mask;
191
+ }
192
+
193
+ if (this.renderOrder !== undefined) {
194
+ // Objects can have nested renderers (e.g. contain 2 meshes and then again another group)
195
+ // or perhaps just regular child objects that have their own renderer component (?)
196
+ let index = 0;
197
+ for (let i = 0; i < this.gameObject.children.length; i++) {
198
+ const ch = this.gameObject.children[i];
199
+ // ignore nested groups or objects that have their own renderer (aka their own render order settings)
200
+ if (ch.type !== "Mesh" || GameObject.getComponent(ch, Renderer)) continue;
201
+ if (this.renderOrder.length <= index) {
202
+ console.error("Incorrect element count", this);
203
+ break;
204
+ }
205
+ ch.renderOrder = this.renderOrder[index];
206
+ index += 1;
207
+ }
208
+ }
209
+ }
210
+ // TODO: custom shader with sub materials
211
+ else if (type === "Mesh" || type === "SkinnedMesh") {
212
+
213
+ this.context.addBeforeRenderListener(this.gameObject, this.onBeforeRenderThree.bind(this));
214
+
215
+ if (this.renderOrder !== undefined && this.renderOrder.length > 0)
216
+ this.gameObject.renderOrder = this.renderOrder[0];
217
+ }
218
+
219
+ if (this.lightmapIndex >= 0) {
220
+ // use the override lightmap if its not undefined
221
+ const tex = this._lightmapTextureOverride !== undefined
222
+ ? this._lightmapTextureOverride
223
+ : this.context.lightmaps.tryGetLightmap(this.sourceId, this.lightmapIndex);
224
+ if (tex) {
225
+ // tex.encoding = THREE.LinearEncoding;
226
+ this._lightmaps = [];
227
+
228
+ if (type === "Mesh") {
229
+ if (!this.gameObject["material"]?.isMeshBasicMaterial === true) {
230
+ const rm = new RendererLightmap(this.gameObject, this.context);// GameObject.addNewComponent(this.gameObject, RendererLightmap);
231
+ this._lightmaps.push(rm);
232
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex, debugLightmap);
233
+ }
234
+ }
235
+ // for multi materials we need to loop through children
236
+ // and then we add a lightmap renderer component to each of them
237
+ else if (type === "Group") {
238
+ for (const child of this.gameObject.children) {
239
+ if (!child["material"]?.isMeshBasicMaterial) {
240
+ const rm = new RendererLightmap(child as GameObject, this.context);
241
+ this._lightmaps.push(rm);
242
+ rm.init(this.lightmapIndex, this.lightmapScaleOffset, tex, debugLightmap);
243
+ // onBeforeRender is not called when the renderer is on a group
244
+ // this is an issue we probably also need to handle for custom shaders
245
+ // and need a better solution, but for now this fixes lightmaps for multimaterial objects
246
+ rm.bindOnBeforeRender();
247
+ }
248
+ }
249
+ }
250
+ }
251
+ }
252
+
253
+ }
254
+
255
+ private _isInstancingEnabled: boolean = false;
256
+ private handles: InstanceHandle[] | null | undefined = undefined;
257
+ private prevLayers: number[] | null | undefined = undefined;
258
+
259
+ setInstancingEnabled(enabled: boolean): boolean {
260
+ if (this._isInstancingEnabled === enabled) return enabled && (this.handles === undefined || this.handles != null && this.handles.length > 0);
261
+ this._isInstancingEnabled = enabled;
262
+ if (enabled) {
263
+ // if handles is undefined we
264
+ if (this.handles === undefined) {
265
+ this.handles = instancing.setup(this.gameObject, this.context, null, { rend: this, foundMeshes: 0 });
266
+ if (this.handles) {
267
+ // const disableSelf = this.gameObject.type === "Mesh" || this.gameObject.children?.length === this.handles.length;
268
+ // this.gameObject.visible = !disableSelf;
269
+ // this.gameObject.type = "Object3D";
270
+ // this.gameObject.material = null;
271
+ // console.log("Using instancing", this.gameObject.visible);
272
+ // this.gameObject.onBeforeRender = () => console.log("SHOULD NOT BE CALLED");
273
+ GameObject.markAsInstancedRendered(this.gameObject, true);
274
+ return true;
275
+ }
276
+ }
277
+ else if (this.handles !== null) {
278
+ for (const handler of this.handles) {
279
+ handler.updateInstanceMatrix(true);
280
+ handler.add();
281
+ }
282
+ // this.gameObject.type = "Object3D";
283
+ // this.gameObject.visible = false;
284
+ GameObject.markAsInstancedRendered(this.gameObject, true);
285
+ return true;
286
+ }
287
+ }
288
+ else {
289
+ if (this.handles) {
290
+ for (const handler of this.handles) {
291
+ handler.remove();
292
+ }
293
+ }
294
+ // this.gameObject.visible = true;
295
+ return true;
296
+ }
297
+
298
+ return false;
299
+ }
300
+
301
+ start() {
302
+ if (this.enableInstancing && !suppressInstancing) {
303
+ this.setInstancingEnabled(true);
304
+ }
305
+ this.gameObject.frustumCulled = this.allowOcclusionWhenDynamic;
306
+ if (this.gameObject.type === "Group") {
307
+ for (let i = 0; i < this.gameObject.children.length; i++) {
308
+ const ch = this.gameObject.children[i];
309
+ ch.frustumCulled = this.allowOcclusionWhenDynamic;
310
+ }
311
+ }
312
+ }
313
+
314
+ onEnable() {
315
+ // this.customShaderHandler?.onEnable();
316
+ // if (this.didEnable && this.enabled && (!this.handles || this.handles?.length <= 0))
317
+ // this.gameObject.visible = true;
318
+ if (this._isInstancingEnabled) {
319
+ this.setInstancingEnabled(true);
320
+ }
321
+ else if (this.enabled) {
322
+ this.gameObject.visible = true;
323
+ this.applyStencil();
324
+ }
325
+ }
326
+
327
+ onDisable() {
328
+ // this.customShaderHandler?.onDisable();
329
+ // if (!this.enabled) {
330
+ // this.gameObject.visible = false;
331
+ // }
332
+ if (this.handles && this.handles.length > 0) {
333
+ this.setInstancingEnabled(false);
334
+ // this.gameObject.visible = false;
335
+ }
336
+ else if (!this.enabled) {
337
+ this.gameObject.visible = false;
338
+ }
339
+ }
340
+
341
+ onDestroy(): void {
342
+ this.handles = null;
343
+ }
344
+
345
+ applyStencil() {
346
+ NEEDLE_render_objects.applyStencil(this);
347
+ }
348
+
349
+ onBeforeRenderThree(_renderer, _scene, _camera, _geometry, material, _group) {
350
+
351
+ // progressive load before rendering so we only load textures for visible materials
352
+ if (material._didRequestTextureLOD === undefined) {
353
+ material._didRequestTextureLOD = 0;
354
+ if (debugProgressiveLoading) {
355
+ console.log("Load material LOD (with delay)", material.name);
356
+ setTimeout(() => {
357
+ NEEDLE_deferred_texture.assignTextureLOD(this.context, material);
358
+ }, 2000);
359
+ }
360
+ else {
361
+ NEEDLE_deferred_texture.assignTextureLOD(this.context, material);
362
+ }
363
+ }
364
+
365
+ if (material.envMapIntensity !== undefined) {
366
+ const factor = this.hasLightmap ? Math.PI : 1;
367
+ material.envMapIntensity = Math.max(0, this.context.rendererData.environmentIntensity / factor);
368
+ }
369
+
370
+ // if (!camera) {
371
+ // let isXRCamera = false;
372
+ // if (this.context.isInXR) {
373
+ // // @ts-ignore
374
+ // const arr = this.context.renderer.xr.getCamera() as ArrayCamera;
375
+ // if (arr.cameras?.length > 0) {
376
+ // camera = arr;
377
+ // isXRCamera = true;
378
+ // }
379
+ // }
380
+ // }
381
+
382
+ // if (this.customShaderHandler) {
383
+ // this.customShaderHandler.onBeforeRender(renderer, scene, camera, geometry, material, group);
384
+ // }
385
+ // else if (this.rawShaderHandler) {
386
+ // for (const h of this.rawShaderHandler) {
387
+ // h.onBeforeRender(this.gameObject, camera);
388
+ // }
389
+ // }
390
+
391
+ if (this._lightmaps) {
392
+ for (const lm of this._lightmaps) {
393
+ lm.onBeforeRenderThree(material);
394
+ }
395
+ }
396
+ }
397
+
398
+ onBeforeRender() {
399
+ if (!this.gameObject) {
400
+ return;
401
+ }
402
+
403
+ const needsUpdate: boolean = this.gameObject[NEED_UPDATE_INSTANCE_KEY] === true || this.gameObject.matrixWorldNeedsUpdate;
404
+
405
+ if (this.gameObject.type === "Group" && this.gameObject.children?.length > 0) {
406
+ for (const ch of this.gameObject.children) {
407
+ this.applySettings(ch);
408
+ }
409
+ }
410
+ else {
411
+ this.applySettings(this.gameObject);
412
+ }
413
+
414
+ if (needsUpdate) {
415
+ delete this.gameObject[NEED_UPDATE_INSTANCE_KEY];
416
+ if (this.handles) {
417
+ const remove = false;// Math.random() < .01;
418
+ for (let i = this.handles.length - 1; i >= 0; i--) {
419
+ const h = this.handles[i];
420
+ if (remove) {
421
+ h.remove();
422
+ this.handles.splice(i, 1);
423
+ }
424
+ else
425
+ h.updateInstanceMatrix();
426
+ }
427
+ this.gameObject.matrixWorldNeedsUpdate = false;
428
+ }
429
+ }
430
+
431
+ if (this.handles && this.handles.length <= 0) {
432
+ GameObject.markAsInstancedRendered(this.gameObject, false);
433
+ }
434
+
435
+ if (this._isInstancingEnabled && this.handles) {
436
+ for (let i = 0; i < this.handles.length; i++) {
437
+ const handle = this.handles[i];
438
+ if (!this.prevLayers) this.prevLayers = [];
439
+ const layer = handle.object.layers.mask;
440
+ if (i >= this.prevLayers.length) this.prevLayers.push(layer);
441
+ else this.prevLayers[i] = layer;
442
+ handle.object.layers.disableAll();
443
+ }
444
+ }
445
+ }
446
+
447
+ onAfterRender() {
448
+ if (this._isInstancingEnabled && this.handles && this.prevLayers && this.prevLayers.length >= this.handles.length) {
449
+ for (let i = 0; i < this.handles.length; i++) {
450
+ const handle = this.handles[i];
451
+ handle.object.layers.mask = this.prevLayers[i];
452
+ }
453
+ }
454
+ }
455
+
456
+ private applySettings(go: THREE.Object3D) {
457
+ go.receiveShadow = this.receiveShadows;
458
+ if (this.shadowCastingMode == ShadowCastingMode.On) {
459
+ go.castShadow = true;
460
+ }
461
+ else go.castShadow = false;
462
+ }
463
+
464
+ }
465
+
466
+ export class MeshRenderer extends Renderer {
467
+
468
+ }
469
+
470
+ export class SkinnedMeshRenderer extends MeshRenderer {
471
+ awake() {
472
+ super.awake();
473
+ // disable skinned mesh occlusion because of https://github.com/mrdoob/three.js/issues/14499
474
+ this.allowOcclusionWhenDynamic = false;
475
+ }
476
+ }
477
+
478
+ export enum ShadowCastingMode {
479
+ /// <summary>
480
+ /// <para>No shadows are cast from this object.</para>
481
+ /// </summary>
482
+ Off,
483
+ /// <summary>
484
+ /// <para>Shadows are cast from this object.</para>
485
+ /// </summary>
486
+ On,
487
+ /// <summary>
488
+ /// <para>Shadows are cast from this object, treating it as two-sided.</para>
489
+ /// </summary>
490
+ TwoSided,
491
+ /// <summary>
492
+ /// <para>Object casts shadows, but is otherwise invisible in the Scene.</para>
493
+ /// </summary>
494
+ ShadowsOnly,
495
+ }
496
+
497
+ const NEED_UPDATE_INSTANCE_KEY = "NEEDLE_NEED_UPDATE_INSTANCE";
498
+
499
+ export class InstancingUtil {
500
+ // TODO: change this so it does not set matrix world directly but some flag that is only used by instancing
501
+ static markDirty(go: THREE.Object3D | null, recursive: boolean = true) {
502
+ if (!go) return;
503
+ // potential optimization:
504
+ // if(go.matrixWorldNeedsUpdate) return;
505
+ // console.trace(go, GameObject.isUsingInstancing(go));
506
+ if (GameObject.isUsingInstancing(go)) {
507
+ go[NEED_UPDATE_INSTANCE_KEY] = true;
508
+ go.matrixWorldNeedsUpdate = true;
509
+ }
510
+ if (recursive) {
511
+ for (const child of go.children) {
512
+ InstancingUtil.markDirty(child, true);
513
+ }
514
+ }
515
+ }
516
+ }
517
+
518
+ declare class InstancingSetupArgs { rend: Renderer; foundMeshes: number };
519
+
520
+ class InstancingHandler {
521
+
522
+ public objs: InstancedMeshRenderer[] = [];
523
+
524
+ public setup(obj: THREE.Object3D, context: Context, handlesArray: InstanceHandle[] | null, args: InstancingSetupArgs, level: number = 0)
525
+ : InstanceHandle[] | null {
526
+
527
+ const res = this.tryCreateOrAddInstance(obj, context, args);
528
+ if (res) {
529
+ if (handlesArray === null) handlesArray = [];
530
+ handlesArray.push(res);
531
+ return handlesArray;
532
+ }
533
+
534
+ if (level <= 0 && obj.type !== "Mesh") {
535
+ const nextLevel = level + 1;
536
+ for (const ch of obj.children) {
537
+ handlesArray = this.setup(ch, context, handlesArray, args, nextLevel);
538
+ }
539
+ }
540
+ return handlesArray;
541
+ }
542
+
543
+ private tryCreateOrAddInstance(obj: THREE.Object3D, context: Context, args: InstancingSetupArgs): InstanceHandle | null {
544
+ if (obj.type === "Mesh") {
545
+ const index = args.foundMeshes;
546
+ args.foundMeshes += 1;
547
+ if (!args.rend.enableInstancing) return null;
548
+ if (index >= args.rend.enableInstancing.length) {
549
+ // console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
550
+ return null;
551
+ }
552
+ if (!args.rend.enableInstancing[index]) {
553
+ // instancing is disabled
554
+ // console.log("Instancing is disabled", obj);
555
+ return null;
556
+ }
557
+ // instancing is enabled:
558
+ const mesh = obj as THREE.Mesh;
559
+ const geo = mesh.geometry as THREE.BufferGeometry;
560
+ const mat = mesh.material as THREE.Material;
561
+
562
+ for (const i of this.objs) {
563
+ if (i.isFull()) continue;
564
+ if (i.geo === geo && i.material === mat) {
565
+ return i.addInstance(mesh);
566
+ }
567
+ }
568
+ // console.log("Add new instance mesh renderer", obj);
569
+ const i = new InstancedMeshRenderer(obj.name, geo, mat, 200, context);
570
+ this.objs.push(i);
571
+ return i.addInstance(mesh);
572
+ }
573
+ return null;
574
+ }
575
+ }
576
+ const instancing: InstancingHandler = new InstancingHandler();
577
+
578
+ class InstanceHandle {
579
+
580
+ get name(): string {
581
+ return this.object.name;
582
+ }
583
+
584
+ instanceIndex: number = -1;
585
+ object: THREE.Mesh;
586
+ instancer: InstancedMeshRenderer;
587
+
588
+ constructor(instanceIndex: number, originalObject: THREE.Mesh, instancer: InstancedMeshRenderer) {
589
+ this.instanceIndex = instanceIndex;
590
+ this.object = originalObject;
591
+ this.instancer = instancer;
592
+ GameObject.markAsInstancedRendered(originalObject, true);
593
+ // this.object.visible = false;
594
+ }
595
+
596
+ updateInstanceMatrix(updateChildren: boolean = false) {
597
+ if (this.instanceIndex < 0) return;
598
+ this.object.updateWorldMatrix(true, updateChildren);
599
+ this.instancer.updateInstance(this.object.matrixWorld, this.instanceIndex);
600
+ }
601
+
602
+ add() {
603
+ if (this.instanceIndex >= 0) return;
604
+ this.instancer.add(this);
605
+ }
606
+
607
+ remove() {
608
+ if (this.instanceIndex < 0) return;
609
+ this.instancer.remove(this);
610
+ }
611
+ }
612
+
613
+ class InstancedMeshRenderer {
614
+
615
+ public name: string = "";
616
+ public geo: THREE.BufferGeometry;
617
+ public material: THREE.Material;
618
+ get currentCount(): number { return this.inst.count; }
619
+
620
+ private context: Context;
621
+ private inst: THREE.InstancedMesh;
622
+ private handles: (InstanceHandle | null)[] = [];
623
+ private maxCount: number;
624
+
625
+ private static nullMatrix: THREE.Matrix4 = new THREE.Matrix4();
626
+
627
+ isFull(): boolean {
628
+ return this.currentCount >= this.maxCount;
629
+ }
630
+
631
+ constructor(name: string, geo: THREE.BufferGeometry, material: THREE.Material, count: number, context: Context) {
632
+ this.name = name;
633
+ this.geo = geo;
634
+ this.material = material;
635
+ this.context = context;
636
+ this.maxCount = count;
637
+ if(debugInstancing){
638
+ material = new THREE.MeshBasicMaterial({ color: this.randomColor() });
639
+ }
640
+ this.inst = new THREE.InstancedMesh(geo, material, count);
641
+ this.inst.count = 0;
642
+ this.inst.layers.set(2);
643
+ this.inst.visible = true;
644
+ // this.inst.castShadow = true;
645
+ // this.inst.receiveShadow = true;
646
+ this.context.scene.add(this.inst);
647
+ // console.log(this.inst);
648
+ // this.context.pre_render_callbacks.push(this.onPreRender.bind(this));
649
+
650
+ // setInterval(() => {
651
+ // this.inst.visible = !this.inst.visible;
652
+ // }, 500);
653
+ }
654
+
655
+ private randomColor(){
656
+ return new THREE.Color(Math.random(), Math.random(), Math.random());
657
+ }
658
+
659
+ addInstance(obj: THREE.Mesh): InstanceHandle | null {
660
+ if (this.currentCount >= this.maxCount) {
661
+ console.error("TOO MANY INSTANCES - resize is not yet implemented!", this.inst.count); // todo: make it resize
662
+ return null;
663
+ }
664
+ const handle = new InstanceHandle(-1, obj, this);
665
+ this.add(handle);
666
+ return handle;
667
+ }
668
+
669
+
670
+ add(handle: InstanceHandle) {
671
+ if (handle.instanceIndex < 0) {
672
+ handle.instanceIndex = this.currentCount;
673
+ // console.log(handle.instanceIndex, this.currentCount);
674
+ if (handle.instanceIndex >= this.handles.length)
675
+ this.handles.push(handle);
676
+ else this.handles[handle.instanceIndex] = handle;
677
+ }
678
+ // console.log("Handle instance");
679
+ handle.object.updateWorldMatrix(true, true);
680
+ this.inst.setMatrixAt(handle.instanceIndex, handle.object.matrixWorld);
681
+ this.inst.instanceMatrix.needsUpdate = true;
682
+ this.inst.count += 1;
683
+
684
+ if (this.inst.count > 0)
685
+ this.inst.visible = true;
686
+
687
+ // console.log("Added", this.name, this.inst.count, this.handles);
688
+ }
689
+
690
+ remove(handle: InstanceHandle) {
691
+ if (!handle) return;
692
+ if (handle.instanceIndex < 0 || handle.instanceIndex >= this.handles.length || this.inst.count <= 0) {
693
+ return;
694
+ }
695
+ if (this.handles[handle.instanceIndex] !== handle) {
696
+ console.error("instance handle is not part of renderer, was it removed before?", handle.instanceIndex, this.name);
697
+ const index = this.handles.indexOf(handle);
698
+ if (index < 0)
699
+ return;
700
+ handle.instanceIndex = index;
701
+ }
702
+ this.handles[handle.instanceIndex] = null;
703
+ this.inst.setMatrixAt(handle.instanceIndex, InstancedMeshRenderer.nullMatrix);
704
+ const removedLastElement = handle.instanceIndex >= this.currentCount - 1;
705
+ // console.log(removedLastElement, this.currentCount, handle.instanceIndex, this.handles);
706
+ if (!removedLastElement && this.currentCount > 0) {
707
+ const lastElement = this.handles[this.currentCount - 1];
708
+ if (lastElement) {
709
+ lastElement.instanceIndex = handle.instanceIndex;
710
+ lastElement.updateInstanceMatrix();
711
+ this.handles[handle.instanceIndex] = lastElement;
712
+ this.handles[this.currentCount - 1] = null;
713
+ // this.inst.setMatrixAt(handle.instanceIndex, lastElement.object.matrixWorld);
714
+ // this.inst.setMatrixAt(this.currentCount - 1, InstancedMeshRenderer.nullMatrix);
715
+ }
716
+ }
717
+
718
+ if (this.inst.count > 0)
719
+ this.inst.count -= 1;
720
+ handle.instanceIndex = -1;
721
+
722
+ if (this.inst.count <= 0)
723
+ this.inst.visible = false;
724
+
725
+ this.inst.instanceMatrix.needsUpdate = true;
726
+ }
727
+
728
+ updateInstance(mat: THREE.Matrix4, index: number) {
729
+ this.inst.setMatrixAt(index, mat);
730
+ this.inst.instanceMatrix.needsUpdate = true;
731
+ }
732
+ }