@needle-tools/engine 4.4.0-beta.7 → 4.4.0-beta.9

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 (1043) hide show
  1. package/CHANGELOG.md +3618 -3616
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +5029 -4950
  6. package/dist/needle-engine.bundle.light.js +5030 -4951
  7. package/dist/needle-engine.bundle.light.min.js +146 -116
  8. package/dist/needle-engine.bundle.light.umd.cjs +148 -118
  9. package/dist/needle-engine.bundle.min.js +146 -116
  10. package/dist/needle-engine.bundle.umd.cjs +148 -118
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.light.d.ts +129 -130
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine.d.ts +4 -0
  42. package/lib/engine/engine.js +12 -0
  43. package/lib/engine/engine.js.map +1 -0
  44. package/lib/engine/engine_addressables.d.ts +166 -166
  45. package/lib/engine/engine_addressables.js +608 -608
  46. package/lib/engine/engine_animation.d.ts +43 -43
  47. package/lib/engine/engine_animation.js +133 -133
  48. package/lib/engine/engine_application.d.ts +40 -40
  49. package/lib/engine/engine_application.js +104 -104
  50. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  51. package/lib/engine/engine_assetdatabase.js +344 -344
  52. package/lib/engine/engine_audio.d.ts +4 -4
  53. package/lib/engine/engine_audio.js +23 -23
  54. package/lib/engine/engine_camera.d.ts +13 -13
  55. package/lib/engine/engine_camera.js +30 -30
  56. package/lib/engine/engine_components.d.ts +110 -110
  57. package/lib/engine/engine_components.js +382 -382
  58. package/lib/engine/engine_components_internal.d.ts +9 -9
  59. package/lib/engine/engine_components_internal.js +36 -36
  60. package/lib/engine/engine_constants.d.ts +10 -10
  61. package/lib/engine/engine_constants.js +41 -41
  62. package/lib/engine/engine_context.d.ts +354 -354
  63. package/lib/engine/engine_context.js +1536 -1536
  64. package/lib/engine/engine_context_registry.d.ts +71 -71
  65. package/lib/engine/engine_context_registry.js +117 -117
  66. package/lib/engine/engine_coroutine.d.ts +35 -35
  67. package/lib/engine/engine_coroutine.js +52 -52
  68. package/lib/engine/engine_create_objects.d.ts +118 -118
  69. package/lib/engine/engine_create_objects.js +308 -308
  70. package/lib/engine/engine_default_parameters.d.ts +2 -2
  71. package/lib/engine/engine_default_parameters.js +3 -3
  72. package/lib/engine/engine_editor-sync.d.ts +21 -21
  73. package/lib/engine/engine_editor-sync.js +4 -4
  74. package/lib/engine/engine_element.d.ts +113 -113
  75. package/lib/engine/engine_element.js +832 -829
  76. package/lib/engine/engine_element.js.map +1 -1
  77. package/lib/engine/engine_element_attributes.d.ts +72 -72
  78. package/lib/engine/engine_element_attributes.js +1 -1
  79. package/lib/engine/engine_element_extras.d.ts +6 -6
  80. package/lib/engine/engine_element_extras.js +13 -13
  81. package/lib/engine/engine_element_loading.d.ts +44 -44
  82. package/lib/engine/engine_element_loading.js +349 -349
  83. package/lib/engine/engine_element_overlay.d.ts +21 -21
  84. package/lib/engine/engine_element_overlay.js +166 -166
  85. package/lib/engine/engine_fileloader.d.ts +2 -2
  86. package/lib/engine/engine_fileloader.js +8 -8
  87. package/lib/engine/engine_gameobject.d.ts +68 -68
  88. package/lib/engine/engine_gameobject.js +591 -591
  89. package/lib/engine/engine_generic_utils.d.ts +1 -1
  90. package/lib/engine/engine_generic_utils.js +13 -13
  91. package/lib/engine/engine_gizmos.d.ts +149 -149
  92. package/lib/engine/engine_gizmos.js +530 -530
  93. package/lib/engine/engine_gltf.d.ts +12 -12
  94. package/lib/engine/engine_gltf.js +15 -15
  95. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  96. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  97. package/lib/engine/engine_hot_reload.d.ts +7 -7
  98. package/lib/engine/engine_hot_reload.js +184 -184
  99. package/lib/engine/engine_input.d.ts +352 -352
  100. package/lib/engine/engine_input.js +1265 -1265
  101. package/lib/engine/engine_input_utils.d.ts +2 -2
  102. package/lib/engine/engine_input_utils.js +22 -22
  103. package/lib/engine/engine_instancing.d.ts +19 -19
  104. package/lib/engine/engine_instancing.js +39 -39
  105. package/lib/engine/engine_license.d.ts +11 -9
  106. package/lib/engine/engine_license.js +361 -320
  107. package/lib/engine/engine_license.js.map +1 -1
  108. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  109. package/lib/engine/engine_lifecycle_api.js +99 -99
  110. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  111. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  112. package/lib/engine/engine_lightdata.d.ts +23 -23
  113. package/lib/engine/engine_lightdata.js +91 -91
  114. package/lib/engine/engine_loaders.d.ts +13 -13
  115. package/lib/engine/engine_loaders.js +62 -62
  116. package/lib/engine/engine_lods.d.ts +31 -31
  117. package/lib/engine/engine_lods.js +146 -146
  118. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  119. package/lib/engine/engine_mainloop_utils.js +466 -466
  120. package/lib/engine/engine_math.d.ts +114 -114
  121. package/lib/engine/engine_math.js +247 -247
  122. package/lib/engine/engine_modules.d.ts +36 -36
  123. package/lib/engine/engine_modules.js +85 -85
  124. package/lib/engine/engine_networking.d.ts +252 -252
  125. package/lib/engine/engine_networking.js +743 -743
  126. package/lib/engine/engine_networking_auto.d.ts +24 -24
  127. package/lib/engine/engine_networking_auto.js +310 -310
  128. package/lib/engine/engine_networking_blob.d.ts +48 -48
  129. package/lib/engine/engine_networking_blob.js +212 -212
  130. package/lib/engine/engine_networking_files.d.ts +35 -35
  131. package/lib/engine/engine_networking_files.js +172 -172
  132. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  133. package/lib/engine/engine_networking_files_default_components.js +42 -42
  134. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  135. package/lib/engine/engine_networking_instantiate.js +345 -345
  136. package/lib/engine/engine_networking_peer.d.ts +15 -15
  137. package/lib/engine/engine_networking_peer.js +132 -132
  138. package/lib/engine/engine_networking_streams.d.ts +123 -123
  139. package/lib/engine/engine_networking_streams.js +645 -645
  140. package/lib/engine/engine_networking_types.d.ts +22 -22
  141. package/lib/engine/engine_networking_types.js +7 -7
  142. package/lib/engine/engine_networking_utils.d.ts +2 -2
  143. package/lib/engine/engine_networking_utils.js +20 -20
  144. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  145. package/lib/engine/engine_networking_websocket.js +2 -2
  146. package/lib/engine/engine_patcher.d.ts +10 -10
  147. package/lib/engine/engine_patcher.js +142 -142
  148. package/lib/engine/engine_physics.d.ts +152 -152
  149. package/lib/engine/engine_physics.js +645 -645
  150. package/lib/engine/engine_physics.types.d.ts +40 -40
  151. package/lib/engine/engine_physics.types.js +33 -33
  152. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  153. package/lib/engine/engine_physics_rapier.js +1432 -1432
  154. package/lib/engine/engine_playerview.d.ts +26 -26
  155. package/lib/engine/engine_playerview.js +64 -64
  156. package/lib/engine/engine_scenelighting.d.ts +71 -71
  157. package/lib/engine/engine_scenelighting.js +226 -226
  158. package/lib/engine/engine_scenetools.d.ts +50 -50
  159. package/lib/engine/engine_scenetools.js +321 -321
  160. package/lib/engine/engine_serialization.d.ts +3 -3
  161. package/lib/engine/engine_serialization.js +3 -3
  162. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  163. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  164. package/lib/engine/engine_serialization_core.d.ts +85 -85
  165. package/lib/engine/engine_serialization_core.js +602 -602
  166. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  167. package/lib/engine/engine_serialization_decorator.js +66 -66
  168. package/lib/engine/engine_setup.d.ts +1 -1
  169. package/lib/engine/engine_setup.js +2 -2
  170. package/lib/engine/engine_shaders.d.ts +53 -53
  171. package/lib/engine/engine_shaders.js +252 -252
  172. package/lib/engine/engine_shims.d.ts +4 -4
  173. package/lib/engine/engine_shims.js +24 -24
  174. package/lib/engine/engine_test_utils.d.ts +39 -39
  175. package/lib/engine/engine_test_utils.js +83 -83
  176. package/lib/engine/engine_texture.d.ts +28 -28
  177. package/lib/engine/engine_texture.js +64 -64
  178. package/lib/engine/engine_three_utils.d.ts +201 -201
  179. package/lib/engine/engine_three_utils.js +731 -731
  180. package/lib/engine/engine_time.d.ts +51 -51
  181. package/lib/engine/engine_time.js +82 -82
  182. package/lib/engine/engine_time_utils.d.ts +88 -88
  183. package/lib/engine/engine_time_utils.js +215 -215
  184. package/lib/engine/engine_tonemapping.d.ts +2 -2
  185. package/lib/engine/engine_tonemapping.js +194 -194
  186. package/lib/engine/engine_types.d.ts +572 -572
  187. package/lib/engine/engine_types.js +88 -88
  188. package/lib/engine/engine_typestore.d.ts +28 -28
  189. package/lib/engine/engine_typestore.js +55 -55
  190. package/lib/engine/engine_util_decorator.d.ts +13 -13
  191. package/lib/engine/engine_util_decorator.js +116 -116
  192. package/lib/engine/engine_utils.d.ts +266 -266
  193. package/lib/engine/engine_utils.js +878 -878
  194. package/lib/engine/engine_utils_format.d.ts +21 -21
  195. package/lib/engine/engine_utils_format.js +193 -193
  196. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  197. package/lib/engine/engine_utils_screenshot.js +513 -513
  198. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  199. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  200. package/lib/engine/engine_web_api.d.ts +12 -0
  201. package/lib/engine/engine_web_api.js +113 -0
  202. package/lib/engine/engine_web_api.js.map +1 -0
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  254. package/lib/engine/js-extensions/RGBAColor.js +110 -110
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1018
  283. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  284. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  285. package/lib/engine/webcomponents/needle-button.js +161 -161
  286. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  287. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  288. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  289. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  290. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  291. package/lib/engine/xr/NeedleXRSync.js +188 -188
  292. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  293. package/lib/engine/xr/SceneTransition.js +69 -69
  294. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  295. package/lib/engine/xr/TempXRContext.js +187 -187
  296. package/lib/engine/xr/XRRig.d.ts +7 -7
  297. package/lib/engine/xr/XRRig.js +1 -1
  298. package/lib/engine/xr/api.d.ts +6 -6
  299. package/lib/engine/xr/api.js +6 -6
  300. package/lib/engine/xr/events.d.ts +66 -66
  301. package/lib/engine/xr/events.js +93 -93
  302. package/lib/engine/xr/internal.d.ts +12 -12
  303. package/lib/engine/xr/internal.js +25 -25
  304. package/lib/engine/xr/usdz.d.ts +12 -12
  305. package/lib/engine/xr/usdz.js +29 -29
  306. package/lib/engine/xr/utils.d.ts +11 -11
  307. package/lib/engine/xr/utils.js +34 -34
  308. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  309. package/lib/engine-components/AlignmentConstraint.js +39 -39
  310. package/lib/engine-components/Animation.d.ts +156 -156
  311. package/lib/engine-components/Animation.js +508 -508
  312. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  313. package/lib/engine-components/AnimationCurve.js +159 -159
  314. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  315. package/lib/engine-components/AnimationUtils.js +27 -27
  316. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  317. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  318. package/lib/engine-components/Animator.d.ts +217 -217
  319. package/lib/engine-components/Animator.js +354 -354
  320. package/lib/engine-components/AnimatorController.d.ts +227 -227
  321. package/lib/engine-components/AnimatorController.js +1152 -1152
  322. package/lib/engine-components/AudioListener.d.ts +33 -33
  323. package/lib/engine-components/AudioListener.js +86 -86
  324. package/lib/engine-components/AudioSource.d.ts +217 -217
  325. package/lib/engine-components/AudioSource.js +627 -627
  326. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  327. package/lib/engine-components/AvatarLoader.js +231 -231
  328. package/lib/engine-components/AxesHelper.d.ts +32 -32
  329. package/lib/engine-components/AxesHelper.js +67 -67
  330. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  331. package/lib/engine-components/BasicIKConstraint.js +43 -43
  332. package/lib/engine-components/BoxCollider.d.ts +2 -2
  333. package/lib/engine-components/BoxCollider.js +2 -2
  334. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  335. package/lib/engine-components/BoxHelperComponent.js +102 -102
  336. package/lib/engine-components/Camera.d.ts +231 -231
  337. package/lib/engine-components/Camera.js +700 -700
  338. package/lib/engine-components/CameraUtils.d.ts +1 -1
  339. package/lib/engine-components/CameraUtils.js +121 -121
  340. package/lib/engine-components/CharacterController.d.ts +55 -55
  341. package/lib/engine-components/CharacterController.js +236 -236
  342. package/lib/engine-components/Collider.d.ts +188 -188
  343. package/lib/engine-components/Collider.js +369 -369
  344. package/lib/engine-components/Component.d.ts +792 -792
  345. package/lib/engine-components/Component.js +915 -915
  346. package/lib/engine-components/ContactShadows.d.ts +82 -82
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  1017. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1018. package/src/engine-schemes/dist/vec2.js +32 -0
  1019. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1020. package/src/engine-schemes/dist/vec3.js +36 -0
  1021. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1022. package/src/engine-schemes/dist/vec4.js +40 -0
  1023. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1024. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1026. package/src/engine-schemes/schemes.ts +28 -28
  1027. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1028. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1029. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1030. package/src/engine-schemes/transform.ts +50 -50
  1031. package/src/engine-schemes/transforms.fbs +25 -25
  1032. package/src/engine-schemes/vec.fbs +19 -19
  1033. package/src/engine-schemes/vec2.ts +33 -33
  1034. package/src/engine-schemes/vec3.ts +38 -38
  1035. package/src/engine-schemes/vec4.ts +43 -43
  1036. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1037. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1038. package/src/include/draco/draco_decoder.js +34 -34
  1039. package/src/include/ktx2/basis_transcoder.js +21 -21
  1040. package/src/include/needle/arial-msdf.json +1471 -1471
  1041. package/src/include/three/DragControls.js +231 -231
  1042. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1043. package/src/needle-engine.ts +70 -70
@@ -1,745 +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
- 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.getMeshLODInformation(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
- }
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.getMeshLODInformation(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
+ }
745
745
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