@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,778 +1,745 @@
1
- import { BatchedMesh, Color, Matrix4, MeshStandardMaterial, RawShaderMaterial } from "three";
2
- import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
3
- import { Gizmos } from "../engine/engine_gizmos.js";
4
- import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
5
- import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
6
- import { NEEDLE_progressive } from "../engine/extensions/index.js";
7
- import { GameObject } from "./Component.js";
8
- const debugInstancing = getParam("debuginstancing");
9
- ;
10
- /**
11
- * Handles instancing for Needle Engine.
12
- */
13
- export class InstancingHandler {
14
- static instance = new InstancingHandler();
15
- /** This is the initial instance count when creating a new instancing structure.
16
- * Override this and the number of max instances that you expect for a given object.
17
- * The larger the value the more objects can be added without having to resize but it will also consume more memory.
18
- * (The instancing mesh renderer will grow x2 if the max instance count is reached)
19
- * @default 4
20
- * @returns The initial instance count
21
- */
22
- // @ts-ignore (ignore the unused parameter warning)
23
- static getStartInstanceCount = (obj) => {
24
- return 4;
25
- };
26
- objs = [];
27
- setup(renderer, obj, context, handlesArray, args, level = 0) {
28
- // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
29
- renderer.applySettings(obj);
30
- const res = this.tryCreateOrAddInstance(obj, context, args);
31
- if (res) {
32
- if (handlesArray === null)
33
- handlesArray = [];
34
- handlesArray.push(res);
35
- // Load LOD for textures
36
- const mat = res.object.material;
37
- if (Array.isArray(mat)) {
38
- mat.forEach(m => NEEDLE_progressive.assignTextureLOD(m, 0));
39
- }
40
- else {
41
- NEEDLE_progressive.assignTextureLOD(mat, 0);
42
- }
43
- // Load LOD for geometry
44
- const mesh = res.object;
45
- const geometry = mesh.geometry;
46
- NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
47
- if (lod && geometry != lod) {
48
- res.setGeometry(lod);
49
- }
50
- });
51
- }
52
- else if (level <= 0 && obj.type !== "Mesh") {
53
- const nextLevel = level + 1;
54
- for (const ch of obj.children) {
55
- handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
56
- }
57
- }
58
- if (level === 0) {
59
- // For multi material objects we only want to track the root object's matrix
60
- if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
61
- this.autoUpdateInstanceMatrix(obj);
62
- }
63
- }
64
- return handlesArray;
65
- }
66
- tryCreateOrAddInstance(obj, context, args) {
67
- if (obj.type === "Mesh") {
68
- const index = args.foundMeshes;
69
- args.foundMeshes += 1;
70
- if (!args.rend.enableInstancing)
71
- return null;
72
- if (args.rend.enableInstancing === true) {
73
- // instancing is enabled globally
74
- // continue....
75
- }
76
- else {
77
- if (index >= args.rend.enableInstancing.length) {
78
- if (debugInstancing)
79
- console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
80
- return null;
81
- }
82
- if (!args.rend.enableInstancing[index]) {
83
- // instancing is disabled
84
- // console.log("Instancing is disabled", obj);
85
- return null;
86
- }
87
- }
88
- // instancing is enabled:
89
- const mesh = obj;
90
- // const geo = mesh.geometry as BufferGeometry;
91
- const mat = mesh.material;
92
- for (const i of this.objs) {
93
- if (!i.canAdd(mesh.geometry, mat))
94
- continue;
95
- const handle = i.addInstance(mesh);
96
- return handle;
97
- }
98
- let maxInstances = InstancingHandler.getStartInstanceCount(obj);
99
- if (!maxInstances || maxInstances < 0) {
100
- maxInstances = 4;
101
- }
102
- let name = obj.name;
103
- if (!name?.length)
104
- name = makeIdFromRandomWords();
105
- const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
106
- this.objs.push(i);
107
- const handle = i.addInstance(mesh);
108
- return handle;
109
- }
110
- return null;
111
- }
112
- autoUpdateInstanceMatrix(obj) {
113
- const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
114
- const previousMatrix = obj.matrixWorld.clone();
115
- const matrixChangeWrapper = (a, b) => {
116
- const newMatrixWorld = original(a, b);
117
- if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
118
- previousMatrix.copy(newMatrixWorld);
119
- obj[NEED_UPDATE_INSTANCE_KEY] = true;
120
- }
121
- return newMatrixWorld;
122
- };
123
- obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
124
- // wrap matrixWorldNeedsUpdate
125
- // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
126
- // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
127
- // get: () => {
128
- // return originalMatrixWorldNeedsUpdate;
129
- // },
130
- // set: (value: boolean) => {
131
- // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
132
- // originalMatrixWorldNeedsUpdate = value;
133
- // }
134
- // });
135
- }
136
- }
137
- /**
138
- * The instance handle is used to interface with the mesh that is rendered using instancing.
139
- */
140
- export class InstanceHandle {
141
- static all = [];
142
- /** The name of the object */
143
- get name() {
144
- return this.object.name;
145
- }
146
- get isActive() {
147
- return this.__instanceIndex >= 0;
148
- }
149
- get vertexCount() {
150
- return this.object.geometry.attributes.position.count;
151
- }
152
- get maxVertexCount() {
153
- // we get the max of the estimated MAX lod vertex count and the actual vertex count
154
- return Math.max(this.meshInformation.vertexCount, this.vertexCount);
155
- }
156
- get reservedVertexCount() {
157
- return this.__reservedVertexRange;
158
- }
159
- get indexCount() {
160
- return this.object.geometry.index ? this.object.geometry.index.count : 0;
161
- }
162
- get maxIndexCount() {
163
- // we get the max of the estimated MAX lod index count and the actual index count
164
- return Math.max(this.meshInformation.indexCount, this.indexCount);
165
- }
166
- get reservedIndexCount() {
167
- return this.__reservedIndexRange;
168
- }
169
- /** The object that is being instanced */
170
- object;
171
- /** The instancer/BatchedMesh that is rendering this object*/
172
- renderer;
173
- /** @internal */
174
- __instanceIndex = -1;
175
- /** @internal */
176
- __reservedVertexRange = 0;
177
- /** @internal */
178
- __reservedIndexRange = 0;
179
- __geometryIndex = -1;
180
- /** The mesh information of the object - this tries to also calculate the LOD info */
181
- meshInformation;
182
- constructor(originalObject, instancer) {
183
- this.__instanceIndex = -1;
184
- this.object = originalObject;
185
- this.renderer = instancer;
186
- originalObject[$instancingRenderer] = instancer;
187
- // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
188
- this.meshInformation = getMeshInformation(originalObject.geometry);
189
- InstanceHandle.all.push(this);
190
- }
191
- /** Calculates the mesh information again
192
- * @returns true if the vertex count or index count has changed
193
- */
194
- updateMeshInformation() {
195
- const newMeshInformation = getMeshInformation(this.object.geometry);
196
- const oldVertexCount = this.meshInformation.vertexCount;
197
- const oldIndexCount = this.meshInformation.indexCount;
198
- Object.assign(this.meshInformation, newMeshInformation);
199
- return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
200
- }
201
- /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
202
- updateInstanceMatrix(updateChildren = false, updateMatrix = true) {
203
- if (this.__instanceIndex < 0)
204
- return;
205
- if (updateMatrix)
206
- this.object.updateWorldMatrix(true, updateChildren);
207
- this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
208
- }
209
- /** Updates the matrix of the instance */
210
- setMatrix(matrix) {
211
- if (this.__instanceIndex < 0)
212
- return;
213
- this.renderer.updateInstance(matrix, this.__instanceIndex);
214
- }
215
- /** Can be used to change the geometry of this instance */
216
- setGeometry(geo) {
217
- if (this.__geometryIndex < 0)
218
- return false;
219
- const self = this;
220
- if (this.vertexCount > this.__reservedVertexRange) {
221
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
222
- }
223
- if (this.indexCount > this.__reservedIndexRange) {
224
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
225
- }
226
- return this.renderer.updateGeometry(geo, this.__geometryIndex);
227
- function handleInvalidRange(error) {
228
- if (self.updateMeshInformation()) {
229
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
230
- self.renderer.remove(self, true);
231
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
232
- // self.object.scale.multiplyScalar(10);
233
- if (self.renderer.add(self)) {
234
- return true;
235
- }
236
- }
237
- if (isDevEnvironment() || debugInstancing) {
238
- console.error(error);
239
- }
240
- return false;
241
- }
242
- }
243
- /** Adds this object to the instancing renderer (effectively activating instancing) */
244
- add() {
245
- if (this.__instanceIndex >= 0)
246
- return;
247
- this.renderer.add(this);
248
- GameObject.markAsInstancedRendered(this.object, true);
249
- }
250
- /** Removes this object from the instancing renderer
251
- * @param delete_ If true, the instance handle will be removed from the global list
252
- */
253
- remove(delete_) {
254
- if (this.__instanceIndex < 0)
255
- return;
256
- this.renderer.remove(this, delete_);
257
- GameObject.markAsInstancedRendered(this.object, false);
258
- if (delete_) {
259
- const i = InstanceHandle.all.indexOf(this);
260
- if (i >= 0) {
261
- InstanceHandle.all.splice(i, 1);
262
- }
263
- }
264
- }
265
- }
266
- class InstancedMeshRenderer {
267
- /** The three instanced mesh
268
- * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
269
- */
270
- get batchedMesh() {
271
- return this._batchedMesh;
272
- }
273
- get visible() {
274
- return this._batchedMesh.visible;
275
- }
276
- set visible(val) {
277
- this._batchedMesh.visible = val;
278
- }
279
- get castShadow() {
280
- return this._batchedMesh.castShadow;
281
- }
282
- set castShadow(val) {
283
- this._batchedMesh.castShadow = val;
284
- }
285
- set receiveShadow(val) {
286
- this._batchedMesh.receiveShadow = val;
287
- }
288
- /** If true, the instancer is allowed to grow when the max instance count is reached */
289
- allowResize = true;
290
- /** The name of the instancer */
291
- name = "";
292
- /** The added geometry */
293
- geometry;
294
- /** The material used for the instanced mesh */
295
- material;
296
- /** The current number of instances */
297
- get count() { return this._currentInstanceCount; }
298
- /** Update the bounding box and sphere of the instanced mesh
299
- * @param box If true, update the bounding box
300
- * @param sphere If true, update the bounding sphere
301
- */
302
- updateBounds(box = true, sphere = true) {
303
- this._needUpdateBounds = false;
304
- if (box)
305
- this._batchedMesh.computeBoundingBox();
306
- if (sphere)
307
- this._batchedMesh.computeBoundingSphere();
308
- if (debugInstancing && this._batchedMesh.boundingSphere) {
309
- const sphere = this._batchedMesh.boundingSphere;
310
- // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
311
- // const worldRadius = sphere!.radius;
312
- Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
313
- }
314
- }
315
- _context;
316
- _batchedMesh;
317
- _handles = [];
318
- _geometryIds = new WeakMap();
319
- _maxInstanceCount;
320
- _currentInstanceCount = 0;
321
- _currentVertexCount = 0;
322
- _currentIndexCount = 0;
323
- _maxVertexCount;
324
- _maxIndexCount;
325
- static nullMatrix = new Matrix4();
326
- /** Check if the geometry can be added to this instancer
327
- * @param geometry The geometry to check
328
- * @param material The material of the geometry
329
- * @returns true if the geometry can be added
330
- */
331
- canAdd(geometry, material) {
332
- if (this._maxVertexCount > 10_000_000)
333
- return false;
334
- // The material instance must match
335
- // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
336
- if (material !== this.material) {
337
- const canMergeMaterial = false;
338
- // if (material.type === this.material.type) {
339
- // switch (material.type) {
340
- // case "MeshStandardMaterial":
341
- // // check if the material properties are the same
342
- // const m0 = this.material as MeshStandardMaterial;
343
- // const m1 = material as MeshStandardMaterial;
344
- // if(m0.map !== m1.map) return false;
345
- // // if(m0.color.equals(m1.color) === false) return false;
346
- // if(m0.roughness !== m1.roughness) return false;
347
- // if(m0.metalness !== m1.metalness) return false;
348
- // if(m0.envMap !== m1.envMap) return false;
349
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
350
- // if(m0.lightMap !== m1.lightMap) return false;
351
- // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
352
- // if(m0.aoMap !== m1.aoMap) return false;
353
- // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
354
- // if(m0.emissive.equals(m1.emissive) === false) return false;
355
- // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
356
- // if(m0.emissiveMap !== m1.emissiveMap) return false;
357
- // if(m0.bumpMap !== m1.bumpMap) return false;
358
- // if(m0.bumpScale !== m1.bumpScale) return false;
359
- // if(m0.normalMap !== m1.normalMap) return false;
360
- // if(m0.normalScale.equals(m1.normalScale) === false) return false;
361
- // if(m0.displacementMap !== m1.displacementMap) return false;
362
- // if(m0.displacementScale !== m1.displacementScale) return false;
363
- // if(m0.displacementBias !== m1.displacementBias) return false;
364
- // if(m0.roughnessMap !== m1.roughnessMap) return false;
365
- // if(m0.metalnessMap !== m1.metalnessMap) return false;
366
- // if(m0.alphaMap !== m1.alphaMap) return false;
367
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
368
- // canMergeMaterial = true;
369
- // break;
370
- // }
371
- // }
372
- if (!canMergeMaterial) {
373
- return false;
374
- }
375
- }
376
- // if(this.geometry !== _geometry) return false;
377
- // console.log(geometry.name, geometry.uuid);
378
- if (!this.validateGeometry(geometry))
379
- return false;
380
- // const validationMethod = this.inst["_validateGeometry"];
381
- // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
382
- // try {
383
- // validationMethod.call(this.inst, _geometry);
384
- // }
385
- // catch (err) {
386
- // // console.error(err);
387
- // return false;
388
- // }
389
- const hasSpace = !this.mustGrow(geometry);
390
- if (hasSpace)
391
- return true;
392
- if (this.allowResize)
393
- return true;
394
- return false;
395
- }
396
- _needUpdateBounds = false;
397
- _debugMaterial = null;
398
- getBatchedMeshName() {
399
- return this.name ? `${this.name} (BatchedMesh)` : "BatchedMesh";
400
- }
401
- constructor(name, geo, material, initialMaxCount, context) {
402
- this.name = name;
403
- this.geometry = geo;
404
- this.material = material;
405
- this._context = context;
406
- this._maxInstanceCount = Math.max(2, initialMaxCount);
407
- if (debugInstancing) {
408
- this._debugMaterial = createDebugMaterial();
409
- }
410
- const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
411
- this._maxVertexCount = estimate.vertexCount;
412
- this._maxIndexCount = estimate.indexCount;
413
- this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
414
- this._batchedMesh.name = this.getBatchedMeshName();
415
- // this.inst = new InstancedMesh(geo, material, count);
416
- this._batchedMesh[$instancingAutoUpdateBounds] = true;
417
- // this.inst.count = 0;
418
- this._batchedMesh.visible = true;
419
- this._context.scene.add(this._batchedMesh);
420
- // Not handled by RawShaderMaterial, so we need to set the define explicitly.
421
- // Edge case: theoretically some users of the material could use it in an
422
- // instanced fashion, and some others not. In that case, the material would not
423
- // be able to be shared between the two use cases. We could probably add a
424
- // onBeforeRender call for the InstancedMesh and set the define there.
425
- // Same would apply if we support skinning -
426
- // there we would have to split instanced batches so that the ones using skinning
427
- // are all in the same batch.
428
- if (material instanceof RawShaderMaterial) {
429
- material.defines["USE_INSTANCING"] = true;
430
- material.needsUpdate = true;
431
- }
432
- context.pre_render_callbacks.push(this.onBeforeRender);
433
- context.post_render_callbacks.push(this.onAfterRender);
434
- if (debugInstancing) {
435
- console.log(`Instanced renderer (${this.name}) created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`);
436
- }
437
- }
438
- dispose() {
439
- if (debugInstancing)
440
- console.warn("Dispose instanced renderer", this.name);
441
- this._context.scene.remove(this._batchedMesh);
442
- this._batchedMesh.dispose();
443
- this._batchedMesh = null;
444
- this._handles = [];
445
- }
446
- addInstance(obj) {
447
- const handle = new InstanceHandle(obj, this);
448
- if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
449
- this._batchedMesh.castShadow = true;
450
- }
451
- if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
452
- this._batchedMesh.receiveShadow = true;
453
- }
454
- try {
455
- this.add(handle);
456
- }
457
- catch (e) {
458
- console.error(`Failed adding mesh to instancing (object name: \"${obj.name}\", instances: ${this._currentInstanceCount.toLocaleString()}/${this._maxInstanceCount.toLocaleString()}, vertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()}, indices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()})\n`, e);
459
- if (isDevEnvironment()) {
460
- showBalloonError("Failed instancing mesh. See the browser console for details.");
461
- debugger;
462
- }
463
- return null;
464
- }
465
- return handle;
466
- }
467
- add(handle) {
468
- const geo = handle.object.geometry;
469
- if (!geo || !geo.attributes) {
470
- console.error("Cannot add object to instancing without geometry", handle.name);
471
- return false;
472
- }
473
- const newInstanceCount = this._currentInstanceCount + 1;
474
- if (newInstanceCount > this._maxInstanceCount || this.mustGrow(geo)) {
475
- if (this.allowResize) {
476
- this.grow(geo);
477
- }
478
- else {
479
- console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
480
- return false;
481
- }
482
- }
483
- handle.object.updateWorldMatrix(true, true);
484
- this.addGeometry(handle);
485
- this._handles[handle.__instanceIndex] = handle;
486
- this._currentInstanceCount += 1;
487
- this.markNeedsUpdate();
488
- if (this._currentInstanceCount > 0)
489
- this._batchedMesh.visible = true;
490
- return true;
491
- }
492
- remove(handle, delete_) {
493
- if (!handle) {
494
- return;
495
- }
496
- if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
497
- // console.warn("Cannot remove instance, handle is invalid", handle.name);
498
- return;
499
- }
500
- this.removeGeometry(handle, delete_);
501
- this._handles[handle.__instanceIndex] = null;
502
- handle.__instanceIndex = -1;
503
- if (this._currentInstanceCount > 0) {
504
- this._currentInstanceCount -= 1;
505
- }
506
- if (this._currentInstanceCount <= 0)
507
- this._batchedMesh.visible = false;
508
- this.markNeedsUpdate();
509
- }
510
- updateInstance(mat, index) {
511
- this._batchedMesh.setMatrixAt(index, mat);
512
- this.markNeedsUpdate();
513
- }
514
- updateGeometry(geo, geometryIndex) {
515
- if (!this.validateGeometry(geo)) {
516
- return false;
517
- }
518
- if (this.mustGrow()) {
519
- this.grow(geo);
520
- }
521
- if (debugInstancing)
522
- console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
523
- this._batchedMesh.setGeometryAt(geometryIndex, geo);
524
- // for LOD mesh updates we need to make sure to save the geometry index
525
- this._geometryIds.set(geo, geometryIndex);
526
- this.markNeedsUpdate();
527
- return true;
528
- }
529
- onBeforeRender = () => {
530
- // ensure the instanced mesh is rendered / has correct layers
531
- this._batchedMesh.layers.enableAll();
532
- if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
533
- if (debugInstancing === "verbose")
534
- console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
535
- this.updateBounds();
536
- }
537
- };
538
- onAfterRender = () => {
539
- // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
540
- this._batchedMesh.layers.disableAll();
541
- };
542
- validateGeometry(geometry) {
543
- const batchGeometry = this.geometry;
544
- for (const attributeName in batchGeometry.attributes) {
545
- if (attributeName === "batchId") {
546
- continue;
547
- }
548
- if (!geometry.hasAttribute(attributeName)) {
549
- if (isDevEnvironment())
550
- console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
551
- // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
552
- return false;
553
- // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
554
- }
555
- // const srcAttribute = geometry.getAttribute(attributeName);
556
- // const dstAttribute = batchGeometry.getAttribute(attributeName);
557
- // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
558
- // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
559
- // return false;
560
- // }
561
- }
562
- return true;
563
- }
564
- markNeedsUpdate() {
565
- if (debugInstancing === "verbose") {
566
- console.warn("Marking instanced mesh dirty", this.name);
567
- }
568
- this._needUpdateBounds = true;
569
- // this.inst.instanceMatrix.needsUpdate = true;
570
- }
571
- /**
572
- * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
573
- */
574
- mustGrow(geo) {
575
- if (this.count >= this._maxInstanceCount)
576
- return true;
577
- if (!geo || !geo.attributes)
578
- return false;
579
- const isKnownGeometry = this._geometryIds.has(geo);
580
- if (isKnownGeometry)
581
- return false;
582
- const meshInfo = getMeshInformation(geo);
583
- const newVertexCount = meshInfo.vertexCount;
584
- const newIndexCount = meshInfo.indexCount;
585
- return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
586
- }
587
- _growId = 0;
588
- grow(geometry) {
589
- const id = ++this._growId;
590
- const growFactor = 2;
591
- const newSize = Math.ceil(this._maxInstanceCount * growFactor);
592
- // create a new BatchedMesh instance
593
- // TODO: we should keep track of how many instances for each geometry we have and consider that when estimating new space
594
- const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]); // geometry.attributes.position.count;
595
- // const indices = geometry.index ? geometry.index.count : 0;
596
- const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
597
- const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount); //, Math.ceil(this._maxVertexCount * growFactor));
598
- if (debugInstancing) {
599
- const geometryInfo = getMeshInformation(geometry);
600
- console.warn(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\" (${geometryInfo.vertexCount.toLocaleString()} vertices, ${geometryInfo.indexCount.toLocaleString()} indices)\nMax count ${this._maxInstanceCount.toLocaleString()} → ${newSize.toLocaleString()}\nMax vertex count ${this._maxVertexCount.toLocaleString()} -> ${newMaxVertexCount.toLocaleString()}\nMax index count ${this._maxIndexCount.toLocaleString()} -> ${newMaxIndexCount.toLocaleString()}`);
601
- this._debugMaterial = createDebugMaterial();
602
- }
603
- else if (isDevEnvironment()) {
604
- console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount.toLocaleString()} -> ${newMaxVertexCount.toLocaleString()}\nMax index count ${this._maxIndexCount.toLocaleString()} -> ${newMaxIndexCount.toLocaleString()}`);
605
- }
606
- this._maxVertexCount = newMaxVertexCount;
607
- this._maxIndexCount = newMaxIndexCount;
608
- const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
609
- newInst.name = this.getBatchedMeshName();
610
- newInst.layers = this._batchedMesh.layers;
611
- newInst.castShadow = this._batchedMesh.castShadow;
612
- newInst.receiveShadow = this._batchedMesh.receiveShadow;
613
- newInst.visible = this._batchedMesh.visible;
614
- newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
615
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
616
- newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
617
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
618
- newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
619
- newInst.matrix.copy(this._batchedMesh.matrix);
620
- // dispose the old batched mesh
621
- this._batchedMesh.dispose();
622
- this._batchedMesh.removeFromParent();
623
- this._geometryIds = new WeakMap();
624
- this._batchedMesh = newInst;
625
- this._maxInstanceCount = newSize;
626
- // since we have a new batched mesh we need to re-add all the instances
627
- // fixes https://linear.app/needle/issue/NE-5711
628
- // add current instances to new instanced mesh
629
- const original = [...this._handles];
630
- this._handles = [];
631
- for (const handle of original) {
632
- if (id !== this._growId) {
633
- // another grow happened in the meantime
634
- if (debugInstancing)
635
- console.warn("[Instancing] Aborting grow since another grow happened in the meantime");
636
- return;
637
- }
638
- if (handle && handle.__instanceIndex >= 0) {
639
- this.addGeometry(handle);
640
- this._handles[handle.__instanceIndex] = handle;
641
- }
642
- }
643
- this._context.scene.add(newInst);
644
- }
645
- tryEstimateVertexCountSize(newMaxInstances, _newGeometries, newGeometriesFactor = 1) {
646
- /** Used geometries and how many instances use them */
647
- const usedGeometries = new Map();
648
- for (const handle of this._handles) {
649
- if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
650
- if (!usedGeometries.has(handle.object.geometry)) {
651
- const data = getMeshInformation(handle.object.geometry);
652
- const meshinfo = { count: 1, ...data };
653
- usedGeometries.set(handle.object.geometry, meshinfo);
654
- }
655
- else {
656
- const entry = usedGeometries.get(handle.object.geometry);
657
- entry.count += 1;
658
- }
659
- if (_newGeometries && _newGeometries?.length > 0) {
660
- const index = _newGeometries.indexOf(handle.object.geometry);
661
- if (index !== -1) {
662
- _newGeometries.splice(index, 1);
663
- }
664
- }
665
- }
666
- }
667
- // then calculate the total vertex count
668
- let totalVertices = 0;
669
- let totalIndices = 0;
670
- let totalGeometries = 0;
671
- // let maxVertices = 0;
672
- for (const [_geo, data] of usedGeometries) {
673
- totalGeometries += 1;
674
- totalVertices += data.vertexCount;
675
- totalIndices += data.indexCount;
676
- // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
677
- }
678
- // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
679
- const averageVerts = Math.ceil(totalVertices / Math.max(1, totalGeometries));
680
- let maxVertexCount = averageVerts * totalGeometries;
681
- const averageIndices = Math.ceil(totalIndices / Math.max(1, totalGeometries));
682
- let maxIndexCount = averageIndices * totalGeometries;
683
- // if new geometries are provided we *know* that they will be added
684
- // so we make sure to include them in the calculation
685
- if (_newGeometries) {
686
- for (const geo of _newGeometries) {
687
- const meshinfo = getMeshInformation(geo);
688
- if (meshinfo != null) {
689
- maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
690
- maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
691
- }
692
- }
693
- }
694
- if (debugInstancing) {
695
- console.log(`[Instancing] Estimated size for new buffer ${this.name}\nGeometries: ${totalGeometries} (New: ${_newGeometries?.length || 0})\nInstances: ${newMaxInstances}\nEstimated Vertices: ${maxVertexCount.toLocaleString()}\nEstimated Indices: ${maxIndexCount.toLocaleString()}`);
696
- }
697
- return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
698
- }
699
- addGeometry(handle) {
700
- const obj = handle.object;
701
- const geo = obj.geometry;
702
- if (!geo) {
703
- // if the geometry is null we cannot add it
704
- return;
705
- }
706
- // otherwise add more geometry / instances
707
- let geometryId = this._geometryIds.get(geo);
708
- if (geometryId === undefined || geometryId === null) {
709
- if (debugInstancing)
710
- console.warn(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\nCurrent Instances: ${this._currentInstanceCount}\nMax Vertices: ${handle.maxVertexCount.toLocaleString()}\nMax Indices: ${handle.maxIndexCount.toLocaleString()}\nMax Triangles: ${(handle.maxIndexCount / 3).toLocaleString()}`);
711
- geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
712
- this._geometryIds.set(geo, geometryId);
713
- this._currentVertexCount += handle.maxVertexCount;
714
- this._currentIndexCount += handle.maxIndexCount;
715
- }
716
- else {
717
- if (debugInstancing === "verbose")
718
- console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
719
- }
720
- const i = this._batchedMesh.addInstance(geometryId);
721
- handle.__geometryIndex = geometryId;
722
- handle.__instanceIndex = i;
723
- handle.__reservedVertexRange = handle.maxVertexCount;
724
- handle.__reservedIndexRange = handle.maxIndexCount;
725
- this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
726
- if (debugInstancing)
727
- console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}\nVertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()},\nIndices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()}`);
728
- }
729
- removeGeometry(handle, _del) {
730
- if (handle.__instanceIndex < 0) {
731
- console.warn("Cannot remove geometry, instance index is invalid", handle.name);
732
- return;
733
- }
734
- // deleteGeometry is currently not useable since there's no optimize method
735
- // https://github.com/mrdoob/three.js/issues/27985
736
- // if (del)
737
- // this.inst.deleteGeometry(handle.__instanceIndex);
738
- // else
739
- // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
740
- if (debugInstancing) {
741
- console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
742
- }
743
- this._batchedMesh.deleteInstance(handle.__instanceIndex);
744
- }
745
- }
746
- function getMeshInformation(geo) {
747
- if (!geo) {
748
- if (isDevEnvironment())
749
- console.error("Cannot get mesh information from null geometry");
750
- return { vertexCount: 0, indexCount: 0 };
751
- }
752
- let vertexCount = geo.attributes?.position?.count || 0;
753
- let indexCount = geo.index ? geo.index.count : 0;
754
- const lodInfo = NEEDLE_progressive.getMeshLODExtension(geo);
755
- if (lodInfo) {
756
- const lod0 = lodInfo.lods[0];
757
- let lod0Count = lod0.vertexCount;
758
- let lod0IndexCount = lod0.indexCount;
759
- // add some wiggle room: https://linear.app/needle/issue/NE-4505
760
- const extra = Math.min(200, Math.ceil(lod0Count * .05));
761
- lod0Count += extra;
762
- lod0IndexCount += 20;
763
- vertexCount = Math.max(vertexCount, lod0Count);
764
- indexCount = Math.max(indexCount, lod0IndexCount);
765
- }
766
- vertexCount = Math.ceil(vertexCount);
767
- indexCount = Math.ceil(indexCount);
768
- return { vertexCount, indexCount };
769
- }
770
- function createDebugMaterial() {
771
- const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
772
- mat.emissive = mat.color;
773
- mat.emissiveIntensity = .3;
774
- if (getParam("wireframe"))
775
- mat.wireframe = true;
776
- return mat;
777
- }
1
+ import { BatchedMesh, Color, Matrix4, MeshStandardMaterial, RawShaderMaterial } from "three";
2
+ import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
3
+ import { Gizmos } from "../engine/engine_gizmos.js";
4
+ import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
5
+ import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
6
+ import { NEEDLE_progressive } from "../engine/extensions/index.js";
7
+ import { GameObject } from "./Component.js";
8
+ const debugInstancing = getParam("debuginstancing");
9
+ ;
10
+ /**
11
+ * Handles instancing for Needle Engine.
12
+ */
13
+ export class InstancingHandler {
14
+ static instance = new InstancingHandler();
15
+ /** This is the initial instance count when creating a new instancing structure.
16
+ * Override this and the number of max instances that you expect for a given object.
17
+ * The larger the value the more objects can be added without having to resize but it will also consume more memory.
18
+ * (The instancing mesh renderer will grow x2 if the max instance count is reached)
19
+ * @default 4
20
+ * @returns The initial instance count
21
+ * */
22
+ static getStartInstanceCount = (_obj) => {
23
+ return 4;
24
+ };
25
+ objs = [];
26
+ setup(renderer, obj, context, handlesArray, args, level = 0) {
27
+ // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
28
+ renderer.applySettings(obj);
29
+ const res = this.tryCreateOrAddInstance(obj, context, args);
30
+ if (res) {
31
+ if (handlesArray === null)
32
+ handlesArray = [];
33
+ handlesArray.push(res);
34
+ // load texture lods
35
+ NEEDLE_progressive.assignTextureLOD(res.renderer.material, 0);
36
+ // Load mesh lods
37
+ // TODO: technically for multi meshes we do this work multiple times (we search for meshes in children and then use the renderer sharedMeshes... that doesnt make sense)
38
+ for (let i = 0; i < renderer.sharedMeshes.length; i++) {
39
+ const mesh = renderer.sharedMeshes[i];
40
+ const geometry = mesh.geometry;
41
+ NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
42
+ if (lod && renderer.activeAndEnabled && geometry != lod) {
43
+ res.setGeometry(lod);
44
+ }
45
+ });
46
+ }
47
+ }
48
+ else if (level <= 0 && obj.type !== "Mesh") {
49
+ const nextLevel = level + 1;
50
+ for (const ch of obj.children) {
51
+ handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
52
+ }
53
+ }
54
+ if (level === 0) {
55
+ // For multi material objects we only want to track the root object's matrix
56
+ if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
57
+ this.autoUpdateInstanceMatrix(obj);
58
+ }
59
+ }
60
+ return handlesArray;
61
+ }
62
+ tryCreateOrAddInstance(obj, context, args) {
63
+ if (obj.type === "Mesh") {
64
+ const index = args.foundMeshes;
65
+ args.foundMeshes += 1;
66
+ if (!args.rend.enableInstancing)
67
+ return null;
68
+ if (args.rend.enableInstancing === true) {
69
+ // instancing is enabled globally
70
+ // continue....
71
+ }
72
+ else {
73
+ if (index >= args.rend.enableInstancing.length) {
74
+ if (debugInstancing)
75
+ console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
76
+ return null;
77
+ }
78
+ if (!args.rend.enableInstancing[index]) {
79
+ // instancing is disabled
80
+ // console.log("Instancing is disabled", obj);
81
+ return null;
82
+ }
83
+ }
84
+ // instancing is enabled:
85
+ const mesh = obj;
86
+ // const geo = mesh.geometry as BufferGeometry;
87
+ const mat = mesh.material;
88
+ for (const i of this.objs) {
89
+ if (!i.canAdd(mesh.geometry, mat))
90
+ continue;
91
+ const handle = i.addInstance(mesh);
92
+ return handle;
93
+ }
94
+ let maxInstances = InstancingHandler.getStartInstanceCount(obj);
95
+ if (!maxInstances || maxInstances < 0) {
96
+ maxInstances = 4;
97
+ }
98
+ let name = obj.name;
99
+ if (!name?.length)
100
+ name = makeIdFromRandomWords();
101
+ const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
102
+ this.objs.push(i);
103
+ const handle = i.addInstance(mesh);
104
+ return handle;
105
+ }
106
+ return null;
107
+ }
108
+ autoUpdateInstanceMatrix(obj) {
109
+ const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
110
+ const previousMatrix = obj.matrixWorld.clone();
111
+ const matrixChangeWrapper = (a, b) => {
112
+ const newMatrixWorld = original(a, b);
113
+ if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
114
+ previousMatrix.copy(newMatrixWorld);
115
+ obj[NEED_UPDATE_INSTANCE_KEY] = true;
116
+ }
117
+ return newMatrixWorld;
118
+ };
119
+ obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
120
+ // wrap matrixWorldNeedsUpdate
121
+ // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
122
+ // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
123
+ // get: () => {
124
+ // return originalMatrixWorldNeedsUpdate;
125
+ // },
126
+ // set: (value: boolean) => {
127
+ // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
128
+ // originalMatrixWorldNeedsUpdate = value;
129
+ // }
130
+ // });
131
+ }
132
+ }
133
+ /**
134
+ * The instance handle is used to interface with the mesh that is rendered using instancing.
135
+ */
136
+ export class InstanceHandle {
137
+ static all = [];
138
+ /** The name of the object */
139
+ get name() {
140
+ return this.object.name;
141
+ }
142
+ get isActive() {
143
+ return this.__instanceIndex >= 0;
144
+ }
145
+ get vertexCount() {
146
+ return this.object.geometry.attributes.position.count;
147
+ }
148
+ get maxVertexCount() {
149
+ // we get the max of the estimated MAX lod vertex count and the actual vertex count
150
+ return Math.max(this.meshInformation.vertexCount, this.vertexCount);
151
+ }
152
+ get reservedVertexCount() {
153
+ return this.__reservedVertexRange;
154
+ }
155
+ get indexCount() {
156
+ return this.object.geometry.index ? this.object.geometry.index.count : 0;
157
+ }
158
+ get maxIndexCount() {
159
+ // we get the max of the estimated MAX lod index count and the actual index count
160
+ return Math.max(this.meshInformation.indexCount, this.indexCount);
161
+ }
162
+ get reservedIndexCount() {
163
+ return this.__reservedIndexRange;
164
+ }
165
+ /** The object that is being instanced */
166
+ object;
167
+ /** The instancer/BatchedMesh that is rendering this object*/
168
+ renderer;
169
+ /** @internal */
170
+ __instanceIndex = -1;
171
+ /** @internal */
172
+ __reservedVertexRange = 0;
173
+ /** @internal */
174
+ __reservedIndexRange = 0;
175
+ __geometryIndex = -1;
176
+ /** The mesh information of the object - this tries to also calculate the LOD info */
177
+ meshInformation;
178
+ constructor(originalObject, instancer) {
179
+ this.__instanceIndex = -1;
180
+ this.object = originalObject;
181
+ this.renderer = instancer;
182
+ originalObject[$instancingRenderer] = instancer;
183
+ // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
184
+ this.meshInformation = getMeshInformation(originalObject.geometry);
185
+ InstanceHandle.all.push(this);
186
+ }
187
+ /** Calculates the mesh information again
188
+ * @returns true if the vertex count or index count has changed
189
+ */
190
+ updateMeshInformation() {
191
+ const newMeshInformation = getMeshInformation(this.object.geometry);
192
+ const oldVertexCount = this.meshInformation.vertexCount;
193
+ const oldIndexCount = this.meshInformation.indexCount;
194
+ Object.assign(this.meshInformation, newMeshInformation);
195
+ return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
196
+ }
197
+ /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
198
+ updateInstanceMatrix(updateChildren = false, updateMatrix = true) {
199
+ if (this.__instanceIndex < 0)
200
+ return;
201
+ if (updateMatrix)
202
+ this.object.updateWorldMatrix(true, updateChildren);
203
+ this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
204
+ }
205
+ /** Updates the matrix of the instance */
206
+ setMatrix(matrix) {
207
+ if (this.__instanceIndex < 0)
208
+ return;
209
+ this.renderer.updateInstance(matrix, this.__instanceIndex);
210
+ }
211
+ /** Can be used to change the geometry of this instance */
212
+ setGeometry(geo) {
213
+ if (this.__geometryIndex < 0)
214
+ return false;
215
+ const self = this;
216
+ if (this.vertexCount > this.__reservedVertexRange) {
217
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
218
+ }
219
+ if (this.indexCount > this.__reservedIndexRange) {
220
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
221
+ }
222
+ return this.renderer.updateGeometry(geo, this.__geometryIndex);
223
+ function handleInvalidRange(error) {
224
+ if (self.updateMeshInformation()) {
225
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
226
+ self.renderer.remove(self, true);
227
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
228
+ // self.object.scale.multiplyScalar(10);
229
+ if (self.renderer.add(self)) {
230
+ return true;
231
+ }
232
+ }
233
+ if (isDevEnvironment() || debugInstancing) {
234
+ console.error(error);
235
+ }
236
+ return false;
237
+ }
238
+ }
239
+ /** Adds this object to the instancing renderer (effectively activating instancing) */
240
+ add() {
241
+ if (this.__instanceIndex >= 0)
242
+ return;
243
+ this.renderer.add(this);
244
+ GameObject.markAsInstancedRendered(this.object, true);
245
+ }
246
+ /** Removes this object from the instancing renderer
247
+ * @param delete_ If true, the instance handle will be removed from the global list
248
+ */
249
+ remove(delete_) {
250
+ if (this.__instanceIndex < 0)
251
+ return;
252
+ this.renderer.remove(this, delete_);
253
+ GameObject.markAsInstancedRendered(this.object, false);
254
+ if (delete_) {
255
+ const i = InstanceHandle.all.indexOf(this);
256
+ if (i >= 0) {
257
+ InstanceHandle.all.splice(i, 1);
258
+ }
259
+ }
260
+ }
261
+ }
262
+ class InstancedMeshRenderer {
263
+ /** The three instanced mesh
264
+ * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
265
+ */
266
+ get batchedMesh() {
267
+ return this._batchedMesh;
268
+ }
269
+ get visible() {
270
+ return this._batchedMesh.visible;
271
+ }
272
+ set visible(val) {
273
+ this._batchedMesh.visible = val;
274
+ }
275
+ get castShadow() {
276
+ return this._batchedMesh.castShadow;
277
+ }
278
+ set castShadow(val) {
279
+ this._batchedMesh.castShadow = val;
280
+ }
281
+ set receiveShadow(val) {
282
+ this._batchedMesh.receiveShadow = val;
283
+ }
284
+ /** If true, the instancer is allowed to grow when the max instance count is reached */
285
+ allowResize = true;
286
+ /** The name of the instancer */
287
+ name = "";
288
+ /** The added geometry */
289
+ geometry;
290
+ /** The material used for the instanced mesh */
291
+ material;
292
+ /** The current number of instances */
293
+ get count() { return this._currentInstanceCount; }
294
+ /** Update the bounding box and sphere of the instanced mesh
295
+ * @param box If true, update the bounding box
296
+ * @param sphere If true, update the bounding sphere
297
+ */
298
+ updateBounds(box = true, sphere = true) {
299
+ this._needUpdateBounds = false;
300
+ if (box)
301
+ this._batchedMesh.computeBoundingBox();
302
+ if (sphere)
303
+ this._batchedMesh.computeBoundingSphere();
304
+ if (debugInstancing && this._batchedMesh.boundingSphere) {
305
+ const sphere = this._batchedMesh.boundingSphere;
306
+ // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
307
+ // const worldRadius = sphere!.radius;
308
+ Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
309
+ }
310
+ }
311
+ _context;
312
+ _batchedMesh;
313
+ _handles = [];
314
+ _geometryIds = new Map();
315
+ _maxInstanceCount;
316
+ _currentInstanceCount = 0;
317
+ _currentVertexCount = 0;
318
+ _currentIndexCount = 0;
319
+ _maxVertexCount;
320
+ _maxIndexCount;
321
+ static nullMatrix = new Matrix4();
322
+ /** Check if the geometry can be added to this instancer
323
+ * @param geometry The geometry to check
324
+ * @param material The material of the geometry
325
+ * @returns true if the geometry can be added
326
+ */
327
+ canAdd(geometry, material) {
328
+ if (this._maxVertexCount > 10_000_000)
329
+ return false;
330
+ // The material instance must match
331
+ // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
332
+ if (material !== this.material) {
333
+ const canMergeMaterial = false;
334
+ // if (material.type === this.material.type) {
335
+ // switch (material.type) {
336
+ // case "MeshStandardMaterial":
337
+ // // check if the material properties are the same
338
+ // const m0 = this.material as MeshStandardMaterial;
339
+ // const m1 = material as MeshStandardMaterial;
340
+ // if(m0.map !== m1.map) return false;
341
+ // // if(m0.color.equals(m1.color) === false) return false;
342
+ // if(m0.roughness !== m1.roughness) return false;
343
+ // if(m0.metalness !== m1.metalness) return false;
344
+ // if(m0.envMap !== m1.envMap) return false;
345
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
346
+ // if(m0.lightMap !== m1.lightMap) return false;
347
+ // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
348
+ // if(m0.aoMap !== m1.aoMap) return false;
349
+ // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
350
+ // if(m0.emissive.equals(m1.emissive) === false) return false;
351
+ // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
352
+ // if(m0.emissiveMap !== m1.emissiveMap) return false;
353
+ // if(m0.bumpMap !== m1.bumpMap) return false;
354
+ // if(m0.bumpScale !== m1.bumpScale) return false;
355
+ // if(m0.normalMap !== m1.normalMap) return false;
356
+ // if(m0.normalScale.equals(m1.normalScale) === false) return false;
357
+ // if(m0.displacementMap !== m1.displacementMap) return false;
358
+ // if(m0.displacementScale !== m1.displacementScale) return false;
359
+ // if(m0.displacementBias !== m1.displacementBias) return false;
360
+ // if(m0.roughnessMap !== m1.roughnessMap) return false;
361
+ // if(m0.metalnessMap !== m1.metalnessMap) return false;
362
+ // if(m0.alphaMap !== m1.alphaMap) return false;
363
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
364
+ // canMergeMaterial = true;
365
+ // break;
366
+ // }
367
+ // }
368
+ if (!canMergeMaterial) {
369
+ return false;
370
+ }
371
+ }
372
+ // if(this.geometry !== _geometry) return false;
373
+ // console.log(geometry.name, geometry.uuid);
374
+ if (!this.validateGeometry(geometry))
375
+ return false;
376
+ // const validationMethod = this.inst["_validateGeometry"];
377
+ // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
378
+ // try {
379
+ // validationMethod.call(this.inst, _geometry);
380
+ // }
381
+ // catch (err) {
382
+ // // console.error(err);
383
+ // return false;
384
+ // }
385
+ const hasSpace = !this.mustGrow(geometry);
386
+ if (hasSpace)
387
+ return true;
388
+ if (this.allowResize)
389
+ return true;
390
+ return false;
391
+ }
392
+ _needUpdateBounds = false;
393
+ _debugMaterial = null;
394
+ constructor(name, geo, material, initialMaxCount, context) {
395
+ this.name = name;
396
+ this.geometry = geo;
397
+ this.material = material;
398
+ this._context = context;
399
+ this._maxInstanceCount = Math.max(2, initialMaxCount);
400
+ if (debugInstancing) {
401
+ this._debugMaterial = createDebugMaterial();
402
+ }
403
+ const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
404
+ this._maxVertexCount = estimate.vertexCount;
405
+ this._maxIndexCount = estimate.indexCount;
406
+ this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
407
+ // this.inst = new InstancedMesh(geo, material, count);
408
+ this._batchedMesh[$instancingAutoUpdateBounds] = true;
409
+ // this.inst.count = 0;
410
+ this._batchedMesh.visible = true;
411
+ this._context.scene.add(this._batchedMesh);
412
+ // Not handled by RawShaderMaterial, so we need to set the define explicitly.
413
+ // Edge case: theoretically some users of the material could use it in an
414
+ // instanced fashion, and some others not. In that case, the material would not
415
+ // be able to be shared between the two use cases. We could probably add a
416
+ // onBeforeRender call for the InstancedMesh and set the define there.
417
+ // Same would apply if we support skinning -
418
+ // there we would have to split instanced batches so that the ones using skinning
419
+ // are all in the same batch.
420
+ if (material instanceof RawShaderMaterial) {
421
+ material.defines["USE_INSTANCING"] = true;
422
+ material.needsUpdate = true;
423
+ }
424
+ context.pre_render_callbacks.push(this.onBeforeRender);
425
+ context.post_render_callbacks.push(this.onAfterRender);
426
+ if (debugInstancing) {
427
+ console.log(`Instanced renderer created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`);
428
+ }
429
+ }
430
+ dispose() {
431
+ if (debugInstancing)
432
+ console.warn("Dispose instanced renderer", this.name);
433
+ this._context.scene.remove(this._batchedMesh);
434
+ this._batchedMesh.dispose();
435
+ this._batchedMesh = null;
436
+ this._handles = [];
437
+ }
438
+ addInstance(obj) {
439
+ const handle = new InstanceHandle(obj, this);
440
+ if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
441
+ this._batchedMesh.castShadow = true;
442
+ }
443
+ if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
444
+ this._batchedMesh.receiveShadow = true;
445
+ }
446
+ try {
447
+ this.add(handle);
448
+ }
449
+ catch (e) {
450
+ console.error(`Failed adding mesh to instancing (object name: \"${obj.name}\", instances: ${this._currentInstanceCount.toLocaleString()}/${this._maxInstanceCount.toLocaleString()}, vertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()}, indices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()})\n`, e);
451
+ if (isDevEnvironment()) {
452
+ showBalloonError("Failed instancing mesh. See the browser console for details.");
453
+ debugger;
454
+ }
455
+ return null;
456
+ }
457
+ return handle;
458
+ }
459
+ add(handle) {
460
+ const geo = handle.object.geometry;
461
+ if (!geo || !geo.attributes) {
462
+ console.error("Cannot add object to instancing without geometry", handle.name);
463
+ return false;
464
+ }
465
+ if (this.mustGrow(geo)) {
466
+ if (this.allowResize) {
467
+ this.grow(geo);
468
+ }
469
+ else {
470
+ console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
471
+ return false;
472
+ }
473
+ }
474
+ handle.object.updateWorldMatrix(true, true);
475
+ this.addGeometry(handle);
476
+ this._handles[handle.__instanceIndex] = handle;
477
+ this._currentInstanceCount += 1;
478
+ this.markNeedsUpdate();
479
+ if (this._currentInstanceCount > 0)
480
+ this._batchedMesh.visible = true;
481
+ return true;
482
+ }
483
+ remove(handle, delete_) {
484
+ if (!handle) {
485
+ return;
486
+ }
487
+ if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
488
+ // console.warn("Cannot remove instance, handle is invalid", handle.name);
489
+ return;
490
+ }
491
+ this.removeGeometry(handle, delete_);
492
+ this._handles[handle.__instanceIndex] = null;
493
+ handle.__instanceIndex = -1;
494
+ if (this._currentInstanceCount > 0) {
495
+ this._currentInstanceCount -= 1;
496
+ }
497
+ if (this._currentInstanceCount <= 0)
498
+ this._batchedMesh.visible = false;
499
+ this.markNeedsUpdate();
500
+ }
501
+ updateInstance(mat, index) {
502
+ this._batchedMesh.setMatrixAt(index, mat);
503
+ this.markNeedsUpdate();
504
+ }
505
+ updateGeometry(geo, geometryIndex) {
506
+ if (!this.validateGeometry(geo)) {
507
+ return false;
508
+ }
509
+ if (this.mustGrow()) {
510
+ this.grow(geo);
511
+ }
512
+ if (debugInstancing)
513
+ console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
514
+ this._batchedMesh.setGeometryAt(geometryIndex, geo);
515
+ // for LOD mesh updates we need to make sure to save the geometry index
516
+ this._geometryIds.set(geo, geometryIndex);
517
+ this.markNeedsUpdate();
518
+ return true;
519
+ }
520
+ onBeforeRender = () => {
521
+ // ensure the instanced mesh is rendered / has correct layers
522
+ this._batchedMesh.layers.enableAll();
523
+ if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
524
+ if (debugInstancing === "verbose")
525
+ console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
526
+ this.updateBounds();
527
+ }
528
+ };
529
+ onAfterRender = () => {
530
+ // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
531
+ this._batchedMesh.layers.disableAll();
532
+ };
533
+ validateGeometry(geometry) {
534
+ const batchGeometry = this.geometry;
535
+ for (const attributeName in batchGeometry.attributes) {
536
+ if (attributeName === "batchId") {
537
+ continue;
538
+ }
539
+ if (!geometry.hasAttribute(attributeName)) {
540
+ if (isDevEnvironment())
541
+ console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
542
+ // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
543
+ return false;
544
+ // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
545
+ }
546
+ // const srcAttribute = geometry.getAttribute(attributeName);
547
+ // const dstAttribute = batchGeometry.getAttribute(attributeName);
548
+ // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
549
+ // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
550
+ // return false;
551
+ // }
552
+ }
553
+ return true;
554
+ }
555
+ markNeedsUpdate() {
556
+ if (debugInstancing === "verbose") {
557
+ console.warn("Marking instanced mesh dirty", this.name);
558
+ }
559
+ this._needUpdateBounds = true;
560
+ // this.inst.instanceMatrix.needsUpdate = true;
561
+ }
562
+ /**
563
+ * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
564
+ */
565
+ mustGrow(geo) {
566
+ if (this.count >= this._maxInstanceCount)
567
+ return true;
568
+ if (!geo || !geo.attributes)
569
+ return false;
570
+ const meshInfo = getMeshInformation(geo);
571
+ const newVertexCount = meshInfo.vertexCount;
572
+ const newIndexCount = meshInfo.indexCount;
573
+ return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
574
+ }
575
+ grow(geometry) {
576
+ const growFactor = 2;
577
+ const newSize = Math.ceil(this._maxInstanceCount * growFactor);
578
+ // create a new BatchedMesh instance
579
+ const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]); // geometry.attributes.position.count;
580
+ // const indices = geometry.index ? geometry.index.count : 0;
581
+ const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
582
+ const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount, Math.ceil(this._maxVertexCount * growFactor));
583
+ if (debugInstancing) {
584
+ const geometryInfo = getMeshInformation(geometry);
585
+ console.warn(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\n${geometryInfo.vertexCount} vertices, ${geometryInfo.indexCount} indices\nMax count ${this._maxInstanceCount} ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
586
+ this._debugMaterial = createDebugMaterial();
587
+ }
588
+ else if (isDevEnvironment()) {
589
+ console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
590
+ }
591
+ this._maxVertexCount = newMaxVertexCount;
592
+ this._maxIndexCount = newMaxIndexCount;
593
+ const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
594
+ newInst.layers = this._batchedMesh.layers;
595
+ newInst.castShadow = this._batchedMesh.castShadow;
596
+ newInst.receiveShadow = this._batchedMesh.receiveShadow;
597
+ newInst.visible = this._batchedMesh.visible;
598
+ newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
599
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
600
+ newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
601
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
602
+ newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
603
+ newInst.matrix.copy(this._batchedMesh.matrix);
604
+ // dispose the old batched mesh
605
+ this._batchedMesh.dispose();
606
+ this._batchedMesh.removeFromParent();
607
+ this._geometryIds.clear();
608
+ this._batchedMesh = newInst;
609
+ this._maxInstanceCount = newSize;
610
+ // since we have a new batched mesh we need to re-add all the instances
611
+ // fixes https://linear.app/needle/issue/NE-5711
612
+ // add current instances to new instanced mesh
613
+ const original = [...this._handles];
614
+ this._handles = [];
615
+ for (const handle of original) {
616
+ if (handle && handle.__instanceIndex >= 0) {
617
+ this.addGeometry(handle);
618
+ this._handles[handle.__instanceIndex] = handle;
619
+ }
620
+ }
621
+ this._context.scene.add(newInst);
622
+ }
623
+ tryEstimateVertexCountSize(newMaxInstances, _newGeometries, newGeometriesFactor = 1) {
624
+ /** Used geometries and how many instances use them */
625
+ const usedGeometries = new Map();
626
+ for (const handle of this._handles) {
627
+ if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
628
+ if (!usedGeometries.has(handle.object.geometry)) {
629
+ const data = getMeshInformation(handle.object.geometry);
630
+ const meshinfo = { count: 1, ...data };
631
+ usedGeometries.set(handle.object.geometry, meshinfo);
632
+ }
633
+ else {
634
+ const entry = usedGeometries.get(handle.object.geometry);
635
+ entry.count += 1;
636
+ }
637
+ }
638
+ }
639
+ // then calculate the total vertex count
640
+ let totalVertices = 0;
641
+ let totalIndices = 0;
642
+ // let maxVertices = 0;
643
+ for (const [_geo, data] of usedGeometries) {
644
+ totalVertices += data.vertexCount * data.count;
645
+ totalIndices += data.indexCount * data.count;
646
+ // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
647
+ }
648
+ // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
649
+ const averageVerts = Math.ceil(totalVertices / Math.max(1, this._currentInstanceCount));
650
+ let maxVertexCount = averageVerts * newMaxInstances;
651
+ const averageIndices = Math.ceil(totalIndices / Math.max(1, this._currentInstanceCount));
652
+ let maxIndexCount = averageIndices * newMaxInstances * 2;
653
+ // if new geometries are provided we *know* that they will be added
654
+ // so we make sure to include them in the calculation
655
+ if (_newGeometries) {
656
+ for (const geo of _newGeometries) {
657
+ const meshinfo = getMeshInformation(geo);
658
+ if (meshinfo != null) {
659
+ maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
660
+ maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
661
+ }
662
+ }
663
+ }
664
+ return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
665
+ }
666
+ addGeometry(handle) {
667
+ const obj = handle.object;
668
+ const geo = obj.geometry;
669
+ if (!geo) {
670
+ // if the geometry is null we cannot add it
671
+ return;
672
+ }
673
+ // otherwise add more geometry / instances
674
+ let geometryId = this._geometryIds.get(geo);
675
+ if (geometryId === undefined || geometryId === null) {
676
+ if (debugInstancing)
677
+ console.debug(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\n${this._currentInstanceCount} instances, ${handle.maxVertexCount} max vertices, ${handle.maxIndexCount} max indices`);
678
+ geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
679
+ this._geometryIds.set(geo, geometryId);
680
+ }
681
+ else {
682
+ if (debugInstancing === "verbose")
683
+ console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
684
+ }
685
+ this._currentVertexCount += handle.maxVertexCount;
686
+ this._currentIndexCount += handle.maxIndexCount;
687
+ const i = this._batchedMesh.addInstance(geometryId);
688
+ handle.__geometryIndex = geometryId;
689
+ handle.__instanceIndex = i;
690
+ handle.__reservedVertexRange = handle.maxVertexCount;
691
+ handle.__reservedIndexRange = handle.maxIndexCount;
692
+ this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
693
+ if (debugInstancing)
694
+ console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
695
+ }
696
+ removeGeometry(handle, _del) {
697
+ if (handle.__instanceIndex < 0) {
698
+ console.warn("Cannot remove geometry, instance index is invalid", handle.name);
699
+ return;
700
+ }
701
+ // deleteGeometry is currently not useable since there's no optimize method
702
+ // https://github.com/mrdoob/three.js/issues/27985
703
+ // if (del)
704
+ // this.inst.deleteGeometry(handle.__instanceIndex);
705
+ // else
706
+ // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
707
+ if (debugInstancing) {
708
+ console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
709
+ }
710
+ this._batchedMesh.deleteInstance(handle.__instanceIndex);
711
+ }
712
+ }
713
+ function getMeshInformation(geo) {
714
+ if (!geo) {
715
+ if (isDevEnvironment())
716
+ console.error("Cannot get mesh information from null geometry");
717
+ return { vertexCount: 0, indexCount: 0 };
718
+ }
719
+ let vertexCount = geo.attributes?.position?.count || 0;
720
+ let indexCount = geo.index ? geo.index.count : 0;
721
+ const lodInfo = NEEDLE_progressive.getMeshLODExtension(geo);
722
+ if (lodInfo) {
723
+ const lod0 = lodInfo.lods[0];
724
+ let lod0Count = lod0.vertexCount;
725
+ let lod0IndexCount = lod0.indexCount;
726
+ // add some wiggle room: https://linear.app/needle/issue/NE-4505
727
+ const extra = Math.min(200, Math.ceil(lod0Count * .05));
728
+ lod0Count += extra;
729
+ lod0IndexCount += 20;
730
+ vertexCount = Math.max(vertexCount, lod0Count);
731
+ indexCount = Math.max(indexCount, lod0IndexCount);
732
+ }
733
+ vertexCount = Math.ceil(vertexCount);
734
+ indexCount = Math.ceil(indexCount);
735
+ return { vertexCount, indexCount };
736
+ }
737
+ function createDebugMaterial() {
738
+ const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
739
+ mat.emissive = mat.color;
740
+ mat.emissiveIntensity = .3;
741
+ if (getParam("wireframe"))
742
+ mat.wireframe = true;
743
+ return mat;
744
+ }
778
745
  //# sourceMappingURL=RendererInstancing.js.map