@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  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-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
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  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -1,855 +1,855 @@
1
- import { BatchedMesh, BufferGeometry, Color, Material, Matrix4, Mesh, MeshStandardMaterial, Object3D, RawShaderMaterial } from "three";
2
-
3
- import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
4
- import { Gizmos } from "../engine/engine_gizmos.js";
5
- import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
6
- import { Context } from "../engine/engine_setup.js";
7
- import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
8
- import { NEEDLE_progressive } from "../engine/extensions/index.js";
9
- import { GameObject } from "./Component.js";
10
- import type { Renderer } from "./Renderer.js";
11
-
12
- const debugInstancing = getParam("debuginstancing");
13
-
14
- declare class InstancingSetupArgs {
15
- rend: Renderer;
16
- foundMeshes: number;
17
- useMatrixWorldAutoUpdate: boolean;
18
- };
19
-
20
- /**
21
- * Handles instancing for Needle Engine.
22
- */
23
- export class InstancingHandler {
24
- static readonly instance: InstancingHandler = new InstancingHandler();
25
-
26
- /** This is the initial instance count when creating a new instancing structure.
27
- * Override this and the number of max instances that you expect for a given object.
28
- * The larger the value the more objects can be added without having to resize but it will also consume more memory.
29
- * (The instancing mesh renderer will grow x2 if the max instance count is reached)
30
- * @default 4
31
- * @returns The initial instance count
32
- * */
33
- static getStartInstanceCount = (_obj: Object3D) => {
34
- return 4;
35
- };
36
-
37
- public objs: InstancedMeshRenderer[] = [];
38
-
39
- public setup(renderer: Renderer, obj: Object3D, context: Context, handlesArray: InstanceHandle[] | null, args: InstancingSetupArgs, level: number = 0)
40
- : InstanceHandle[] | null {
41
-
42
- // 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
43
- renderer.applySettings(obj);
44
- const res = this.tryCreateOrAddInstance(obj, context, args);
45
- if (res) {
46
- if (handlesArray === null) handlesArray = [];
47
- handlesArray.push(res);
48
- // load texture lods
49
- NEEDLE_progressive.assignTextureLOD(res.renderer.material, 0);
50
-
51
- // Load mesh lods
52
- // 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)
53
- for (let i = 0; i < renderer.sharedMeshes.length; i++) {
54
- const mesh = renderer.sharedMeshes[i];
55
- const geometry = mesh.geometry;
56
- NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
57
- if (lod && renderer.activeAndEnabled && geometry != lod) {
58
- res.setGeometry(lod);
59
- }
60
- });
61
- }
62
- }
63
-
64
- else if (level <= 0 && obj.type !== "Mesh") {
65
- const nextLevel = level + 1;
66
- for (const ch of obj.children) {
67
- handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
68
- }
69
- }
70
-
71
- if (level === 0) {
72
- // For multi material objects we only want to track the root object's matrix
73
- if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
74
- this.autoUpdateInstanceMatrix(obj);
75
- }
76
- }
77
-
78
- return handlesArray;
79
- }
80
-
81
- private tryCreateOrAddInstance(obj: Object3D, context: Context, args: InstancingSetupArgs): InstanceHandle | null {
82
- if (obj.type === "Mesh") {
83
- const index = args.foundMeshes;
84
- args.foundMeshes += 1;
85
- if (!args.rend.enableInstancing) return null;
86
- if (args.rend.enableInstancing === true) {
87
- // instancing is enabled globally
88
- // continue....
89
- }
90
- else {
91
- if (index >= args.rend.enableInstancing.length) {
92
- if (debugInstancing) console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
93
- return null;
94
- }
95
- if (!args.rend.enableInstancing[index]) {
96
- // instancing is disabled
97
- // console.log("Instancing is disabled", obj);
98
- return null;
99
- }
100
- }
101
- // instancing is enabled:
102
- const mesh = obj as Mesh;
103
- // const geo = mesh.geometry as BufferGeometry;
104
- const mat = mesh.material as Material;
105
-
106
- for (const i of this.objs) {
107
- if (!i.canAdd(mesh.geometry, mat)) continue;
108
- const handle = i.addInstance(mesh);
109
- return handle;
110
- }
111
- let maxInstances = InstancingHandler.getStartInstanceCount(obj);
112
- if (!maxInstances || maxInstances < 0) {
113
- maxInstances = 4;
114
- }
115
- let name = obj.name;
116
- if (!name?.length) name = makeIdFromRandomWords();
117
- const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
118
- this.objs.push(i);
119
- const handle = i.addInstance(mesh);
120
- return handle;
121
- }
122
- return null;
123
- }
124
-
125
- private autoUpdateInstanceMatrix(obj: Object3D) {
126
- const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
127
- const previousMatrix: Matrix4 = obj.matrixWorld.clone();
128
- const matrixChangeWrapper = (a: Matrix4, b: Matrix4) => {
129
- const newMatrixWorld = original(a, b);
130
- if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
131
- previousMatrix.copy(newMatrixWorld)
132
- obj[NEED_UPDATE_INSTANCE_KEY] = true;
133
- }
134
- return newMatrixWorld;
135
- };
136
- obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
137
- // wrap matrixWorldNeedsUpdate
138
- // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
139
- // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
140
- // get: () => {
141
- // return originalMatrixWorldNeedsUpdate;
142
- // },
143
- // set: (value: boolean) => {
144
- // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
145
- // originalMatrixWorldNeedsUpdate = value;
146
- // }
147
- // });
148
- }
149
- }
150
-
151
- /**
152
- * The instance handle is used to interface with the mesh that is rendered using instancing.
153
- */
154
- export class InstanceHandle {
155
-
156
- static readonly all: InstanceHandle[] = [];
157
-
158
- /** The name of the object */
159
- get name(): string {
160
- return this.object.name;
161
- }
162
- get isActive() {
163
- return this.__instanceIndex >= 0;
164
- }
165
- get vertexCount() {
166
- return this.object.geometry.attributes.position.count;
167
- }
168
- get maxVertexCount() {
169
- // we get the max of the estimated MAX lod vertex count and the actual vertex count
170
- return Math.max(this.meshInformation.vertexCount, this.vertexCount);
171
- }
172
- get reservedVertexCount() {
173
- return this.__reservedVertexRange;
174
- }
175
- get indexCount() {
176
- return this.object.geometry.index ? this.object.geometry.index.count : 0;
177
- }
178
- get maxIndexCount() {
179
- // we get the max of the estimated MAX lod index count and the actual index count
180
- return Math.max(this.meshInformation.indexCount, this.indexCount);
181
- }
182
- get reservedIndexCount() {
183
- return this.__reservedIndexRange;
184
- }
185
-
186
- /** The object that is being instanced */
187
- readonly object: Mesh;
188
-
189
- /** The instancer/BatchedMesh that is rendering this object*/
190
- readonly renderer: InstancedMeshRenderer;
191
-
192
- /** @internal */
193
- __instanceIndex: number = -1;
194
- /** @internal */
195
- __reservedVertexRange: number = 0;
196
- /** @internal */
197
- __reservedIndexRange: number = 0;
198
- __geometryIndex: number = -1;
199
-
200
- /** The mesh information of the object - this tries to also calculate the LOD info */
201
- readonly meshInformation: MeshInformation;
202
-
203
- constructor(originalObject: Mesh, instancer: InstancedMeshRenderer) {
204
- this.__instanceIndex = -1;
205
- this.object = originalObject;
206
- this.renderer = instancer;
207
- originalObject[$instancingRenderer] = instancer;
208
- // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
209
- this.meshInformation = getMeshInformation(originalObject.geometry);
210
- InstanceHandle.all.push(this);
211
- }
212
-
213
- /** Calculates the mesh information again
214
- * @returns true if the vertex count or index count has changed
215
- */
216
- updateMeshInformation(): boolean {
217
- const newMeshInformation = getMeshInformation(this.object.geometry);
218
- const oldVertexCount = this.meshInformation.vertexCount;
219
- const oldIndexCount = this.meshInformation.indexCount;
220
- Object.assign(this.meshInformation, newMeshInformation);
221
- return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
222
- }
223
-
224
- /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
225
- updateInstanceMatrix(updateChildren: boolean = false, updateMatrix: boolean = true) {
226
- if (this.__instanceIndex < 0) return;
227
- if (updateMatrix) this.object.updateWorldMatrix(true, updateChildren);
228
- this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
229
- }
230
- /** Updates the matrix of the instance */
231
- setMatrix(matrix: Matrix4) {
232
- if (this.__instanceIndex < 0) return;
233
- this.renderer.updateInstance(matrix, this.__instanceIndex);
234
- }
235
-
236
- /** Can be used to change the geometry of this instance */
237
- setGeometry(geo: BufferGeometry) {
238
- if (this.__geometryIndex < 0) return false;
239
-
240
- const self = this;
241
-
242
- if (this.vertexCount > this.__reservedVertexRange) {
243
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
244
-
245
- }
246
- if (this.indexCount > this.__reservedIndexRange) {
247
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
248
- }
249
-
250
-
251
- return this.renderer.updateGeometry(geo, this.__geometryIndex);
252
-
253
- function handleInvalidRange(error: string): boolean {
254
- if (self.updateMeshInformation()) {
255
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
256
- self.renderer.remove(self, true);
257
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
258
- // self.object.scale.multiplyScalar(10);
259
- if (self.renderer.add(self)) {
260
- return true;
261
- }
262
- }
263
- if (isDevEnvironment() || debugInstancing) {
264
- console.error(error);
265
- }
266
- return false;
267
- }
268
- }
269
-
270
- /** Adds this object to the instancing renderer (effectively activating instancing) */
271
- add() {
272
- if (this.__instanceIndex >= 0) return;
273
- this.renderer.add(this);
274
- GameObject.markAsInstancedRendered(this.object, true);
275
- }
276
-
277
- /** Removes this object from the instancing renderer
278
- * @param delete_ If true, the instance handle will be removed from the global list
279
- */
280
- remove(delete_: boolean) {
281
- if (this.__instanceIndex < 0) return;
282
- this.renderer.remove(this, delete_);
283
- GameObject.markAsInstancedRendered(this.object, false);
284
- if (delete_) {
285
- const i = InstanceHandle.all.indexOf(this);
286
- if (i >= 0) {
287
- InstanceHandle.all.splice(i, 1);
288
- }
289
- }
290
- }
291
- }
292
-
293
- class InstancedMeshRenderer {
294
- /** The three instanced mesh
295
- * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
296
- */
297
- get batchedMesh() {
298
- return this._batchedMesh;
299
- }
300
- get visible(): boolean {
301
- return this._batchedMesh.visible;
302
- }
303
- set visible(val: boolean) {
304
- this._batchedMesh.visible = val;
305
- }
306
- get castShadow(): boolean {
307
- return this._batchedMesh.castShadow;
308
- }
309
- set castShadow(val: boolean) {
310
- this._batchedMesh.castShadow = val;
311
- }
312
- set receiveShadow(val: boolean) {
313
- this._batchedMesh.receiveShadow = val;
314
- }
315
-
316
- /** If true, the instancer is allowed to grow when the max instance count is reached */
317
- allowResize: boolean = true;
318
-
319
- /** The name of the instancer */
320
- name: string = "";
321
-
322
- /** The added geometry */
323
- readonly geometry: BufferGeometry;
324
-
325
- /** The material used for the instanced mesh */
326
- readonly material: Material;
327
-
328
- /** The current number of instances */
329
- get count(): number { return this._currentInstanceCount; }
330
-
331
- /** Update the bounding box and sphere of the instanced mesh
332
- * @param box If true, update the bounding box
333
- * @param sphere If true, update the bounding sphere
334
- */
335
- updateBounds(box: boolean = true, sphere: boolean = true) {
336
- this._needUpdateBounds = false;
337
- if (box)
338
- this._batchedMesh.computeBoundingBox();
339
- if (sphere)
340
- this._batchedMesh.computeBoundingSphere();
341
- if (debugInstancing && this._batchedMesh.boundingSphere) {
342
- const sphere = this._batchedMesh.boundingSphere;
343
- // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
344
- // const worldRadius = sphere!.radius;
345
- Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
346
- }
347
- }
348
-
349
- private _context: Context;
350
- private _batchedMesh: BatchedMesh;
351
- private _handles: (InstanceHandle | null)[] = [];
352
- private readonly _geometryIds: Map<BufferGeometry, number> = new Map();
353
- private _maxInstanceCount: number;
354
-
355
- private _currentInstanceCount = 0;
356
- private _currentVertexCount = 0;
357
- private _currentIndexCount = 0;
358
-
359
- private _maxVertexCount: number;
360
- private _maxIndexCount: number;
361
-
362
- private static nullMatrix: Matrix4 = new Matrix4();
363
-
364
- /** Check if the geometry can be added to this instancer
365
- * @param geometry The geometry to check
366
- * @param material The material of the geometry
367
- * @returns true if the geometry can be added
368
- */
369
- canAdd(geometry: BufferGeometry, material: Material): boolean {
370
-
371
- if (this._maxVertexCount > 10_000_000) return false;
372
-
373
- // The material instance must match
374
- // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
375
- if (material !== this.material) {
376
- const canMergeMaterial = false;
377
- // if (material.type === this.material.type) {
378
- // switch (material.type) {
379
- // case "MeshStandardMaterial":
380
- // // check if the material properties are the same
381
- // const m0 = this.material as MeshStandardMaterial;
382
- // const m1 = material as MeshStandardMaterial;
383
- // if(m0.map !== m1.map) return false;
384
- // // if(m0.color.equals(m1.color) === false) return false;
385
- // if(m0.roughness !== m1.roughness) return false;
386
- // if(m0.metalness !== m1.metalness) return false;
387
- // if(m0.envMap !== m1.envMap) return false;
388
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
389
- // if(m0.lightMap !== m1.lightMap) return false;
390
- // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
391
- // if(m0.aoMap !== m1.aoMap) return false;
392
- // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
393
- // if(m0.emissive.equals(m1.emissive) === false) return false;
394
- // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
395
- // if(m0.emissiveMap !== m1.emissiveMap) return false;
396
- // if(m0.bumpMap !== m1.bumpMap) return false;
397
- // if(m0.bumpScale !== m1.bumpScale) return false;
398
- // if(m0.normalMap !== m1.normalMap) return false;
399
- // if(m0.normalScale.equals(m1.normalScale) === false) return false;
400
- // if(m0.displacementMap !== m1.displacementMap) return false;
401
- // if(m0.displacementScale !== m1.displacementScale) return false;
402
- // if(m0.displacementBias !== m1.displacementBias) return false;
403
- // if(m0.roughnessMap !== m1.roughnessMap) return false;
404
- // if(m0.metalnessMap !== m1.metalnessMap) return false;
405
- // if(m0.alphaMap !== m1.alphaMap) return false;
406
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
407
- // canMergeMaterial = true;
408
- // break;
409
- // }
410
- // }
411
- if (!canMergeMaterial) {
412
- return false;
413
- }
414
- }
415
-
416
- // if(this.geometry !== _geometry) return false;
417
-
418
- // console.log(geometry.name, geometry.uuid);
419
-
420
- if (!this.validateGeometry(geometry)) return false;
421
-
422
- // const validationMethod = this.inst["_validateGeometry"];
423
- // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
424
- // try {
425
- // validationMethod.call(this.inst, _geometry);
426
- // }
427
- // catch (err) {
428
- // // console.error(err);
429
- // return false;
430
- // }
431
-
432
- const hasSpace = !this.mustGrow(geometry);
433
- if (hasSpace) return true;
434
- if (this.allowResize) return true;
435
-
436
- return false;
437
- }
438
-
439
- private _needUpdateBounds: boolean = false;
440
- private _debugMaterial: MeshStandardMaterial | null = null;
441
-
442
- constructor(name: string, geo: BufferGeometry, material: Material, initialMaxCount: number, context: Context) {
443
- this.name = name;
444
- this.geometry = geo;
445
- this.material = material;
446
- this._context = context;
447
- this._maxInstanceCount = Math.max(2, initialMaxCount);
448
- if (debugInstancing) {
449
- this._debugMaterial = createDebugMaterial();
450
- }
451
- const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
452
- this._maxVertexCount = estimate.vertexCount;
453
- this._maxIndexCount = estimate.indexCount;
454
- this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
455
- // this.inst = new InstancedMesh(geo, material, count);
456
- this._batchedMesh[$instancingAutoUpdateBounds] = true;
457
- // this.inst.count = 0;
458
- this._batchedMesh.visible = true;
459
- this._context.scene.add(this._batchedMesh);
460
-
461
- // Not handled by RawShaderMaterial, so we need to set the define explicitly.
462
- // Edge case: theoretically some users of the material could use it in an
463
- // instanced fashion, and some others not. In that case, the material would not
464
- // be able to be shared between the two use cases. We could probably add a
465
- // onBeforeRender call for the InstancedMesh and set the define there.
466
- // Same would apply if we support skinning -
467
- // there we would have to split instanced batches so that the ones using skinning
468
- // are all in the same batch.
469
- if (material instanceof RawShaderMaterial) {
470
- material.defines["USE_INSTANCING"] = true;
471
- material.needsUpdate = true;
472
- }
473
-
474
- context.pre_render_callbacks.push(this.onBeforeRender);
475
- context.post_render_callbacks.push(this.onAfterRender);
476
-
477
- if (debugInstancing) {
478
- console.log(`Instanced renderer created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`)
479
- }
480
- }
481
-
482
- dispose() {
483
- if (debugInstancing) console.warn("Dispose instanced renderer", this.name);
484
- this._context.scene.remove(this._batchedMesh);
485
- this._batchedMesh.dispose();
486
- this._batchedMesh = null as any;
487
- this._handles = [];
488
- }
489
-
490
- addInstance(obj: Mesh): InstanceHandle | null {
491
-
492
- const handle = new InstanceHandle(obj, this);
493
-
494
- if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
495
- this._batchedMesh.castShadow = true;
496
- }
497
- if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
498
- this._batchedMesh.receiveShadow = true;
499
- }
500
-
501
- try {
502
- this.add(handle);
503
- }
504
- catch (e) {
505
- 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);
506
- if (isDevEnvironment()) {
507
- showBalloonError("Failed instancing mesh. See the browser console for details.");
508
- debugger;
509
- }
510
- return null;
511
- }
512
-
513
- return handle;
514
- }
515
-
516
-
517
- add(handle: InstanceHandle) {
518
- const geo = handle.object.geometry as BufferGeometry;
519
-
520
- if (!geo || !geo.attributes) {
521
- console.error("Cannot add object to instancing without geometry", handle.name);
522
- return false;
523
- }
524
-
525
- if (this.mustGrow(geo)) {
526
- if (this.allowResize) {
527
- this.grow(geo);
528
- }
529
- else {
530
- console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
531
- return false;
532
- }
533
- }
534
-
535
- handle.object.updateWorldMatrix(true, true);
536
- this.addGeometry(handle);
537
- this._handles[handle.__instanceIndex] = handle;
538
- this._currentInstanceCount += 1;
539
-
540
- this.markNeedsUpdate();
541
-
542
- if (this._currentInstanceCount > 0)
543
- this._batchedMesh.visible = true;
544
-
545
- return true;
546
- }
547
-
548
- remove(handle: InstanceHandle, delete_: boolean) {
549
- if (!handle) {
550
- return;
551
- }
552
- if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
553
- // console.warn("Cannot remove instance, handle is invalid", handle.name);
554
- return;
555
- }
556
-
557
- this.removeGeometry(handle, delete_);
558
- this._handles[handle.__instanceIndex] = null;
559
- handle.__instanceIndex = -1;
560
-
561
- if (this._currentInstanceCount > 0) {
562
- this._currentInstanceCount -= 1;
563
- }
564
-
565
- if (this._currentInstanceCount <= 0)
566
- this._batchedMesh.visible = false;
567
-
568
- this.markNeedsUpdate();
569
- }
570
-
571
- updateInstance(mat: Matrix4, index: number) {
572
- this._batchedMesh.setMatrixAt(index, mat);
573
- this.markNeedsUpdate();
574
- }
575
-
576
- updateGeometry(geo: BufferGeometry, geometryIndex: number): boolean {
577
- if (!this.validateGeometry(geo)) {
578
- return false;
579
- }
580
-
581
- if (this.mustGrow()) {
582
- this.grow(geo);
583
- }
584
- if (debugInstancing)
585
- console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
586
-
587
- this._batchedMesh.setGeometryAt(geometryIndex, geo);
588
- // for LOD mesh updates we need to make sure to save the geometry index
589
- this._geometryIds.set(geo, geometryIndex);
590
- this.markNeedsUpdate();
591
- return true;
592
- }
593
-
594
- private onBeforeRender = () => {
595
- // ensure the instanced mesh is rendered / has correct layers
596
- this._batchedMesh.layers.enableAll();
597
-
598
- if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
599
- if (debugInstancing === "verbose") console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
600
- this.updateBounds();
601
- }
602
- }
603
-
604
- private onAfterRender = () => {
605
- // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
606
- this._batchedMesh.layers.disableAll();
607
- }
608
-
609
- private validateGeometry(geometry: BufferGeometry): boolean {
610
- const batchGeometry = this.geometry;
611
-
612
- for (const attributeName in batchGeometry.attributes) {
613
- if (attributeName === "batchId") {
614
- continue;
615
- }
616
- if (!geometry.hasAttribute(attributeName)) {
617
- if (isDevEnvironment())
618
- console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
619
- // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
620
- return false;
621
- // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
622
- }
623
- // const srcAttribute = geometry.getAttribute(attributeName);
624
- // const dstAttribute = batchGeometry.getAttribute(attributeName);
625
- // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
626
- // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
627
- // return false;
628
- // }
629
- }
630
- return true;
631
- }
632
-
633
- private markNeedsUpdate() {
634
- if (debugInstancing === "verbose") {
635
- console.warn("Marking instanced mesh dirty", this.name);
636
- }
637
- this._needUpdateBounds = true;
638
- // this.inst.instanceMatrix.needsUpdate = true;
639
- }
640
-
641
- /**
642
- * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
643
- */
644
- private mustGrow(geo?: BufferGeometry): boolean {
645
- if (this.count >= this._maxInstanceCount) return true;
646
- if (!geo || !geo.attributes) return false;
647
- const meshInfo = getMeshInformation(geo);
648
- const newVertexCount = meshInfo.vertexCount;
649
- const newIndexCount = meshInfo.indexCount;
650
- return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
651
- }
652
-
653
- private grow(geometry: BufferGeometry) {
654
- const growFactor = 2;
655
- const newSize = Math.ceil(this._maxInstanceCount * growFactor);
656
-
657
- // create a new BatchedMesh instance
658
- const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]);// geometry.attributes.position.count;
659
- // const indices = geometry.index ? geometry.index.count : 0;
660
- const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
661
- const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount, Math.ceil(this._maxVertexCount * growFactor));
662
-
663
- if (debugInstancing) {
664
- const geometryInfo = getMeshInformation(geometry);
665
- 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} -> ${newMaxIndexCount}`);
666
- this._debugMaterial = createDebugMaterial();
667
- }
668
- else if (isDevEnvironment()) {
669
- console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
670
- }
671
-
672
- this._maxVertexCount = newMaxVertexCount;
673
- this._maxIndexCount = newMaxIndexCount;
674
- const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
675
- newInst.layers = this._batchedMesh.layers;
676
- newInst.castShadow = this._batchedMesh.castShadow;
677
- newInst.receiveShadow = this._batchedMesh.receiveShadow;
678
- newInst.visible = this._batchedMesh.visible;
679
- newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
680
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
681
- newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
682
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
683
- newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
684
- newInst.matrix.copy(this._batchedMesh.matrix);
685
-
686
- // dispose the old batched mesh
687
- this._batchedMesh.dispose();
688
- this._batchedMesh.removeFromParent();
689
- this._geometryIds.clear();
690
-
691
- this._batchedMesh = newInst;
692
- this._maxInstanceCount = newSize;
693
-
694
- // since we have a new batched mesh we need to re-add all the instances
695
- // fixes https://linear.app/needle/issue/NE-5711
696
-
697
- // add current instances to new instanced mesh
698
- const original = [...this._handles];
699
- this._handles = [];
700
- for (const handle of original) {
701
- if (handle && handle.__instanceIndex >= 0) {
702
- this.addGeometry(handle);
703
- this._handles[handle.__instanceIndex] = handle;
704
- }
705
- }
706
-
707
- this._context.scene.add(newInst);
708
- }
709
-
710
- private tryEstimateVertexCountSize(newMaxInstances: number, _newGeometries?: BufferGeometry[], newGeometriesFactor: number = 1): MeshInformation {
711
- /** Used geometries and how many instances use them */
712
- const usedGeometries = new Map<BufferGeometry, MeshInformation & { count: number }>();
713
- for (const handle of this._handles) {
714
- if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
715
- if (!usedGeometries.has(handle.object.geometry as BufferGeometry)) {
716
- const data = getMeshInformation(handle.object.geometry as BufferGeometry);
717
- const meshinfo = { count: 1, ...data };
718
- usedGeometries.set(handle.object.geometry as BufferGeometry, meshinfo);
719
- }
720
- else {
721
- const entry = usedGeometries.get(handle.object.geometry as BufferGeometry)!;
722
- entry.count += 1;
723
- }
724
-
725
- }
726
- }
727
-
728
- // then calculate the total vertex count
729
- let totalVertices = 0;
730
- let totalIndices = 0;
731
- // let maxVertices = 0;
732
- for (const [_geo, data] of usedGeometries) {
733
- totalVertices += data.vertexCount * data.count;
734
- totalIndices += data.indexCount * data.count;
735
- // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
736
- }
737
- // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
738
- const averageVerts = Math.ceil(totalVertices / Math.max(1, this._currentInstanceCount));
739
- let maxVertexCount = averageVerts * newMaxInstances;
740
- const averageIndices = Math.ceil(totalIndices / Math.max(1, this._currentInstanceCount));
741
- let maxIndexCount = averageIndices * newMaxInstances * 2;
742
-
743
- // if new geometries are provided we *know* that they will be added
744
- // so we make sure to include them in the calculation
745
- if (_newGeometries) {
746
- for (const geo of _newGeometries) {
747
- const meshinfo = getMeshInformation(geo);
748
- if (meshinfo != null) {
749
- maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
750
- maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
751
- }
752
-
753
- }
754
- }
755
-
756
- return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
757
- }
758
-
759
-
760
- private addGeometry(handle: InstanceHandle) {
761
-
762
- const obj = handle.object;
763
- const geo = obj.geometry as BufferGeometry;
764
- if (!geo) {
765
- // if the geometry is null we cannot add it
766
- return;
767
- }
768
-
769
- // otherwise add more geometry / instances
770
- let geometryId = this._geometryIds.get(geo);
771
- if (geometryId === undefined || geometryId === null) {
772
- if (debugInstancing)
773
- console.debug(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\n${this._currentInstanceCount} instances, ${handle.maxVertexCount} max vertices, ${handle.maxIndexCount} max indices`);
774
-
775
- geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
776
- this._geometryIds.set(geo, geometryId);
777
- }
778
- else {
779
- if (debugInstancing === "verbose") console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
780
- }
781
- this._currentVertexCount += handle.maxVertexCount;
782
- this._currentIndexCount += handle.maxIndexCount;
783
- const i = this._batchedMesh.addInstance(geometryId);
784
- handle.__geometryIndex = geometryId;
785
- handle.__instanceIndex = i;
786
- handle.__reservedVertexRange = handle.maxVertexCount;
787
- handle.__reservedIndexRange = handle.maxIndexCount;
788
- this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
789
- if (debugInstancing)
790
- console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
791
-
792
- }
793
-
794
-
795
- private removeGeometry(handle: InstanceHandle, _del: boolean) {
796
- if (handle.__instanceIndex < 0) {
797
- console.warn("Cannot remove geometry, instance index is invalid", handle.name);
798
- return;
799
- }
800
- // deleteGeometry is currently not useable since there's no optimize method
801
- // https://github.com/mrdoob/three.js/issues/27985
802
- // if (del)
803
- // this.inst.deleteGeometry(handle.__instanceIndex);
804
- // else
805
- // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
806
- if(debugInstancing) {
807
- console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
808
- }
809
- this._batchedMesh.deleteInstance(handle.__instanceIndex);
810
- }
811
- }
812
-
813
- declare type BucketInfo = {
814
- geometryIndex: number;
815
- vertexCount: number;
816
- indexCount: number;
817
- }
818
-
819
- declare type MeshInformation = {
820
- vertexCount: number;
821
- indexCount: number;
822
- }
823
-
824
- function getMeshInformation(geo: BufferGeometry): MeshInformation {
825
- if (!geo) {
826
- if (isDevEnvironment()) console.error("Cannot get mesh information from null geometry");
827
- return { vertexCount: 0, indexCount: 0 };
828
- }
829
- let vertexCount = geo.attributes?.position?.count || 0;
830
- let indexCount = geo.index ? geo.index.count : 0;
831
- const lodInfo = NEEDLE_progressive.getMeshLODInformation(geo);
832
- if (lodInfo) {
833
- const lod0 = lodInfo.lods[0];
834
- let lod0Count = lod0.vertexCount;
835
- let lod0IndexCount = lod0.indexCount;
836
- // add some wiggle room: https://linear.app/needle/issue/NE-4505
837
- const extra = Math.min(200, Math.ceil(lod0Count * .05));
838
- lod0Count += extra;
839
- lod0IndexCount += 20;
840
- vertexCount = Math.max(vertexCount, lod0Count);
841
- indexCount = Math.max(indexCount, lod0IndexCount);
842
- }
843
- vertexCount = Math.ceil(vertexCount);
844
- indexCount = Math.ceil(indexCount);
845
- return { vertexCount, indexCount };
846
- }
847
-
848
- function createDebugMaterial() {
849
- const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
850
- mat.emissive = mat.color;
851
- mat.emissiveIntensity = .3;
852
- if (getParam("wireframe"))
853
- mat.wireframe = true;
854
- return mat;
855
- }
1
+ import { BatchedMesh, BufferGeometry, Color, Material, Matrix4, Mesh, MeshStandardMaterial, Object3D, RawShaderMaterial } from "three";
2
+
3
+ import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
4
+ import { Gizmos } from "../engine/engine_gizmos.js";
5
+ import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
6
+ import { Context } from "../engine/engine_setup.js";
7
+ import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
8
+ import { NEEDLE_progressive } from "../engine/extensions/index.js";
9
+ import { GameObject } from "./Component.js";
10
+ import type { Renderer } from "./Renderer.js";
11
+
12
+ const debugInstancing = getParam("debuginstancing");
13
+
14
+ declare class InstancingSetupArgs {
15
+ rend: Renderer;
16
+ foundMeshes: number;
17
+ useMatrixWorldAutoUpdate: boolean;
18
+ };
19
+
20
+ /**
21
+ * Handles instancing for Needle Engine.
22
+ */
23
+ export class InstancingHandler {
24
+ static readonly instance: InstancingHandler = new InstancingHandler();
25
+
26
+ /** This is the initial instance count when creating a new instancing structure.
27
+ * Override this and the number of max instances that you expect for a given object.
28
+ * The larger the value the more objects can be added without having to resize but it will also consume more memory.
29
+ * (The instancing mesh renderer will grow x2 if the max instance count is reached)
30
+ * @default 4
31
+ * @returns The initial instance count
32
+ * */
33
+ static getStartInstanceCount = (_obj: Object3D) => {
34
+ return 4;
35
+ };
36
+
37
+ public objs: InstancedMeshRenderer[] = [];
38
+
39
+ public setup(renderer: Renderer, obj: Object3D, context: Context, handlesArray: InstanceHandle[] | null, args: InstancingSetupArgs, level: number = 0)
40
+ : InstanceHandle[] | null {
41
+
42
+ // 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
43
+ renderer.applySettings(obj);
44
+ const res = this.tryCreateOrAddInstance(obj, context, args);
45
+ if (res) {
46
+ if (handlesArray === null) handlesArray = [];
47
+ handlesArray.push(res);
48
+ // load texture lods
49
+ NEEDLE_progressive.assignTextureLOD(res.renderer.material, 0);
50
+
51
+ // Load mesh lods
52
+ // 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)
53
+ for (let i = 0; i < renderer.sharedMeshes.length; i++) {
54
+ const mesh = renderer.sharedMeshes[i];
55
+ const geometry = mesh.geometry;
56
+ NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
57
+ if (lod && renderer.activeAndEnabled && geometry != lod) {
58
+ res.setGeometry(lod);
59
+ }
60
+ });
61
+ }
62
+ }
63
+
64
+ else if (level <= 0 && obj.type !== "Mesh") {
65
+ const nextLevel = level + 1;
66
+ for (const ch of obj.children) {
67
+ handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
68
+ }
69
+ }
70
+
71
+ if (level === 0) {
72
+ // For multi material objects we only want to track the root object's matrix
73
+ if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
74
+ this.autoUpdateInstanceMatrix(obj);
75
+ }
76
+ }
77
+
78
+ return handlesArray;
79
+ }
80
+
81
+ private tryCreateOrAddInstance(obj: Object3D, context: Context, args: InstancingSetupArgs): InstanceHandle | null {
82
+ if (obj.type === "Mesh") {
83
+ const index = args.foundMeshes;
84
+ args.foundMeshes += 1;
85
+ if (!args.rend.enableInstancing) return null;
86
+ if (args.rend.enableInstancing === true) {
87
+ // instancing is enabled globally
88
+ // continue....
89
+ }
90
+ else {
91
+ if (index >= args.rend.enableInstancing.length) {
92
+ if (debugInstancing) console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
93
+ return null;
94
+ }
95
+ if (!args.rend.enableInstancing[index]) {
96
+ // instancing is disabled
97
+ // console.log("Instancing is disabled", obj);
98
+ return null;
99
+ }
100
+ }
101
+ // instancing is enabled:
102
+ const mesh = obj as Mesh;
103
+ // const geo = mesh.geometry as BufferGeometry;
104
+ const mat = mesh.material as Material;
105
+
106
+ for (const i of this.objs) {
107
+ if (!i.canAdd(mesh.geometry, mat)) continue;
108
+ const handle = i.addInstance(mesh);
109
+ return handle;
110
+ }
111
+ let maxInstances = InstancingHandler.getStartInstanceCount(obj);
112
+ if (!maxInstances || maxInstances < 0) {
113
+ maxInstances = 4;
114
+ }
115
+ let name = obj.name;
116
+ if (!name?.length) name = makeIdFromRandomWords();
117
+ const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
118
+ this.objs.push(i);
119
+ const handle = i.addInstance(mesh);
120
+ return handle;
121
+ }
122
+ return null;
123
+ }
124
+
125
+ private autoUpdateInstanceMatrix(obj: Object3D) {
126
+ const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
127
+ const previousMatrix: Matrix4 = obj.matrixWorld.clone();
128
+ const matrixChangeWrapper = (a: Matrix4, b: Matrix4) => {
129
+ const newMatrixWorld = original(a, b);
130
+ if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
131
+ previousMatrix.copy(newMatrixWorld)
132
+ obj[NEED_UPDATE_INSTANCE_KEY] = true;
133
+ }
134
+ return newMatrixWorld;
135
+ };
136
+ obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
137
+ // wrap matrixWorldNeedsUpdate
138
+ // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
139
+ // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
140
+ // get: () => {
141
+ // return originalMatrixWorldNeedsUpdate;
142
+ // },
143
+ // set: (value: boolean) => {
144
+ // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
145
+ // originalMatrixWorldNeedsUpdate = value;
146
+ // }
147
+ // });
148
+ }
149
+ }
150
+
151
+ /**
152
+ * The instance handle is used to interface with the mesh that is rendered using instancing.
153
+ */
154
+ export class InstanceHandle {
155
+
156
+ static readonly all: InstanceHandle[] = [];
157
+
158
+ /** The name of the object */
159
+ get name(): string {
160
+ return this.object.name;
161
+ }
162
+ get isActive() {
163
+ return this.__instanceIndex >= 0;
164
+ }
165
+ get vertexCount() {
166
+ return this.object.geometry.attributes.position.count;
167
+ }
168
+ get maxVertexCount() {
169
+ // we get the max of the estimated MAX lod vertex count and the actual vertex count
170
+ return Math.max(this.meshInformation.vertexCount, this.vertexCount);
171
+ }
172
+ get reservedVertexCount() {
173
+ return this.__reservedVertexRange;
174
+ }
175
+ get indexCount() {
176
+ return this.object.geometry.index ? this.object.geometry.index.count : 0;
177
+ }
178
+ get maxIndexCount() {
179
+ // we get the max of the estimated MAX lod index count and the actual index count
180
+ return Math.max(this.meshInformation.indexCount, this.indexCount);
181
+ }
182
+ get reservedIndexCount() {
183
+ return this.__reservedIndexRange;
184
+ }
185
+
186
+ /** The object that is being instanced */
187
+ readonly object: Mesh;
188
+
189
+ /** The instancer/BatchedMesh that is rendering this object*/
190
+ readonly renderer: InstancedMeshRenderer;
191
+
192
+ /** @internal */
193
+ __instanceIndex: number = -1;
194
+ /** @internal */
195
+ __reservedVertexRange: number = 0;
196
+ /** @internal */
197
+ __reservedIndexRange: number = 0;
198
+ __geometryIndex: number = -1;
199
+
200
+ /** The mesh information of the object - this tries to also calculate the LOD info */
201
+ readonly meshInformation: MeshInformation;
202
+
203
+ constructor(originalObject: Mesh, instancer: InstancedMeshRenderer) {
204
+ this.__instanceIndex = -1;
205
+ this.object = originalObject;
206
+ this.renderer = instancer;
207
+ originalObject[$instancingRenderer] = instancer;
208
+ // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
209
+ this.meshInformation = getMeshInformation(originalObject.geometry);
210
+ InstanceHandle.all.push(this);
211
+ }
212
+
213
+ /** Calculates the mesh information again
214
+ * @returns true if the vertex count or index count has changed
215
+ */
216
+ updateMeshInformation(): boolean {
217
+ const newMeshInformation = getMeshInformation(this.object.geometry);
218
+ const oldVertexCount = this.meshInformation.vertexCount;
219
+ const oldIndexCount = this.meshInformation.indexCount;
220
+ Object.assign(this.meshInformation, newMeshInformation);
221
+ return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
222
+ }
223
+
224
+ /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
225
+ updateInstanceMatrix(updateChildren: boolean = false, updateMatrix: boolean = true) {
226
+ if (this.__instanceIndex < 0) return;
227
+ if (updateMatrix) this.object.updateWorldMatrix(true, updateChildren);
228
+ this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
229
+ }
230
+ /** Updates the matrix of the instance */
231
+ setMatrix(matrix: Matrix4) {
232
+ if (this.__instanceIndex < 0) return;
233
+ this.renderer.updateInstance(matrix, this.__instanceIndex);
234
+ }
235
+
236
+ /** Can be used to change the geometry of this instance */
237
+ setGeometry(geo: BufferGeometry) {
238
+ if (this.__geometryIndex < 0) return false;
239
+
240
+ const self = this;
241
+
242
+ if (this.vertexCount > this.__reservedVertexRange) {
243
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
244
+
245
+ }
246
+ if (this.indexCount > this.__reservedIndexRange) {
247
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
248
+ }
249
+
250
+
251
+ return this.renderer.updateGeometry(geo, this.__geometryIndex);
252
+
253
+ function handleInvalidRange(error: string): boolean {
254
+ if (self.updateMeshInformation()) {
255
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
256
+ self.renderer.remove(self, true);
257
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
258
+ // self.object.scale.multiplyScalar(10);
259
+ if (self.renderer.add(self)) {
260
+ return true;
261
+ }
262
+ }
263
+ if (isDevEnvironment() || debugInstancing) {
264
+ console.error(error);
265
+ }
266
+ return false;
267
+ }
268
+ }
269
+
270
+ /** Adds this object to the instancing renderer (effectively activating instancing) */
271
+ add() {
272
+ if (this.__instanceIndex >= 0) return;
273
+ this.renderer.add(this);
274
+ GameObject.markAsInstancedRendered(this.object, true);
275
+ }
276
+
277
+ /** Removes this object from the instancing renderer
278
+ * @param delete_ If true, the instance handle will be removed from the global list
279
+ */
280
+ remove(delete_: boolean) {
281
+ if (this.__instanceIndex < 0) return;
282
+ this.renderer.remove(this, delete_);
283
+ GameObject.markAsInstancedRendered(this.object, false);
284
+ if (delete_) {
285
+ const i = InstanceHandle.all.indexOf(this);
286
+ if (i >= 0) {
287
+ InstanceHandle.all.splice(i, 1);
288
+ }
289
+ }
290
+ }
291
+ }
292
+
293
+ class InstancedMeshRenderer {
294
+ /** The three instanced mesh
295
+ * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
296
+ */
297
+ get batchedMesh() {
298
+ return this._batchedMesh;
299
+ }
300
+ get visible(): boolean {
301
+ return this._batchedMesh.visible;
302
+ }
303
+ set visible(val: boolean) {
304
+ this._batchedMesh.visible = val;
305
+ }
306
+ get castShadow(): boolean {
307
+ return this._batchedMesh.castShadow;
308
+ }
309
+ set castShadow(val: boolean) {
310
+ this._batchedMesh.castShadow = val;
311
+ }
312
+ set receiveShadow(val: boolean) {
313
+ this._batchedMesh.receiveShadow = val;
314
+ }
315
+
316
+ /** If true, the instancer is allowed to grow when the max instance count is reached */
317
+ allowResize: boolean = true;
318
+
319
+ /** The name of the instancer */
320
+ name: string = "";
321
+
322
+ /** The added geometry */
323
+ readonly geometry: BufferGeometry;
324
+
325
+ /** The material used for the instanced mesh */
326
+ readonly material: Material;
327
+
328
+ /** The current number of instances */
329
+ get count(): number { return this._currentInstanceCount; }
330
+
331
+ /** Update the bounding box and sphere of the instanced mesh
332
+ * @param box If true, update the bounding box
333
+ * @param sphere If true, update the bounding sphere
334
+ */
335
+ updateBounds(box: boolean = true, sphere: boolean = true) {
336
+ this._needUpdateBounds = false;
337
+ if (box)
338
+ this._batchedMesh.computeBoundingBox();
339
+ if (sphere)
340
+ this._batchedMesh.computeBoundingSphere();
341
+ if (debugInstancing && this._batchedMesh.boundingSphere) {
342
+ const sphere = this._batchedMesh.boundingSphere;
343
+ // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
344
+ // const worldRadius = sphere!.radius;
345
+ Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
346
+ }
347
+ }
348
+
349
+ private _context: Context;
350
+ private _batchedMesh: BatchedMesh;
351
+ private _handles: (InstanceHandle | null)[] = [];
352
+ private readonly _geometryIds: Map<BufferGeometry, number> = new Map();
353
+ private _maxInstanceCount: number;
354
+
355
+ private _currentInstanceCount = 0;
356
+ private _currentVertexCount = 0;
357
+ private _currentIndexCount = 0;
358
+
359
+ private _maxVertexCount: number;
360
+ private _maxIndexCount: number;
361
+
362
+ private static nullMatrix: Matrix4 = new Matrix4();
363
+
364
+ /** Check if the geometry can be added to this instancer
365
+ * @param geometry The geometry to check
366
+ * @param material The material of the geometry
367
+ * @returns true if the geometry can be added
368
+ */
369
+ canAdd(geometry: BufferGeometry, material: Material): boolean {
370
+
371
+ if (this._maxVertexCount > 10_000_000) return false;
372
+
373
+ // The material instance must match
374
+ // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
375
+ if (material !== this.material) {
376
+ const canMergeMaterial = false;
377
+ // if (material.type === this.material.type) {
378
+ // switch (material.type) {
379
+ // case "MeshStandardMaterial":
380
+ // // check if the material properties are the same
381
+ // const m0 = this.material as MeshStandardMaterial;
382
+ // const m1 = material as MeshStandardMaterial;
383
+ // if(m0.map !== m1.map) return false;
384
+ // // if(m0.color.equals(m1.color) === false) return false;
385
+ // if(m0.roughness !== m1.roughness) return false;
386
+ // if(m0.metalness !== m1.metalness) return false;
387
+ // if(m0.envMap !== m1.envMap) return false;
388
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
389
+ // if(m0.lightMap !== m1.lightMap) return false;
390
+ // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
391
+ // if(m0.aoMap !== m1.aoMap) return false;
392
+ // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
393
+ // if(m0.emissive.equals(m1.emissive) === false) return false;
394
+ // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
395
+ // if(m0.emissiveMap !== m1.emissiveMap) return false;
396
+ // if(m0.bumpMap !== m1.bumpMap) return false;
397
+ // if(m0.bumpScale !== m1.bumpScale) return false;
398
+ // if(m0.normalMap !== m1.normalMap) return false;
399
+ // if(m0.normalScale.equals(m1.normalScale) === false) return false;
400
+ // if(m0.displacementMap !== m1.displacementMap) return false;
401
+ // if(m0.displacementScale !== m1.displacementScale) return false;
402
+ // if(m0.displacementBias !== m1.displacementBias) return false;
403
+ // if(m0.roughnessMap !== m1.roughnessMap) return false;
404
+ // if(m0.metalnessMap !== m1.metalnessMap) return false;
405
+ // if(m0.alphaMap !== m1.alphaMap) return false;
406
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
407
+ // canMergeMaterial = true;
408
+ // break;
409
+ // }
410
+ // }
411
+ if (!canMergeMaterial) {
412
+ return false;
413
+ }
414
+ }
415
+
416
+ // if(this.geometry !== _geometry) return false;
417
+
418
+ // console.log(geometry.name, geometry.uuid);
419
+
420
+ if (!this.validateGeometry(geometry)) return false;
421
+
422
+ // const validationMethod = this.inst["_validateGeometry"];
423
+ // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
424
+ // try {
425
+ // validationMethod.call(this.inst, _geometry);
426
+ // }
427
+ // catch (err) {
428
+ // // console.error(err);
429
+ // return false;
430
+ // }
431
+
432
+ const hasSpace = !this.mustGrow(geometry);
433
+ if (hasSpace) return true;
434
+ if (this.allowResize) return true;
435
+
436
+ return false;
437
+ }
438
+
439
+ private _needUpdateBounds: boolean = false;
440
+ private _debugMaterial: MeshStandardMaterial | null = null;
441
+
442
+ constructor(name: string, geo: BufferGeometry, material: Material, initialMaxCount: number, context: Context) {
443
+ this.name = name;
444
+ this.geometry = geo;
445
+ this.material = material;
446
+ this._context = context;
447
+ this._maxInstanceCount = Math.max(2, initialMaxCount);
448
+ if (debugInstancing) {
449
+ this._debugMaterial = createDebugMaterial();
450
+ }
451
+ const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
452
+ this._maxVertexCount = estimate.vertexCount;
453
+ this._maxIndexCount = estimate.indexCount;
454
+ this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
455
+ // this.inst = new InstancedMesh(geo, material, count);
456
+ this._batchedMesh[$instancingAutoUpdateBounds] = true;
457
+ // this.inst.count = 0;
458
+ this._batchedMesh.visible = true;
459
+ this._context.scene.add(this._batchedMesh);
460
+
461
+ // Not handled by RawShaderMaterial, so we need to set the define explicitly.
462
+ // Edge case: theoretically some users of the material could use it in an
463
+ // instanced fashion, and some others not. In that case, the material would not
464
+ // be able to be shared between the two use cases. We could probably add a
465
+ // onBeforeRender call for the InstancedMesh and set the define there.
466
+ // Same would apply if we support skinning -
467
+ // there we would have to split instanced batches so that the ones using skinning
468
+ // are all in the same batch.
469
+ if (material instanceof RawShaderMaterial) {
470
+ material.defines["USE_INSTANCING"] = true;
471
+ material.needsUpdate = true;
472
+ }
473
+
474
+ context.pre_render_callbacks.push(this.onBeforeRender);
475
+ context.post_render_callbacks.push(this.onAfterRender);
476
+
477
+ if (debugInstancing) {
478
+ console.log(`Instanced renderer created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`)
479
+ }
480
+ }
481
+
482
+ dispose() {
483
+ if (debugInstancing) console.warn("Dispose instanced renderer", this.name);
484
+ this._context.scene.remove(this._batchedMesh);
485
+ this._batchedMesh.dispose();
486
+ this._batchedMesh = null as any;
487
+ this._handles = [];
488
+ }
489
+
490
+ addInstance(obj: Mesh): InstanceHandle | null {
491
+
492
+ const handle = new InstanceHandle(obj, this);
493
+
494
+ if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
495
+ this._batchedMesh.castShadow = true;
496
+ }
497
+ if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
498
+ this._batchedMesh.receiveShadow = true;
499
+ }
500
+
501
+ try {
502
+ this.add(handle);
503
+ }
504
+ catch (e) {
505
+ 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);
506
+ if (isDevEnvironment()) {
507
+ showBalloonError("Failed instancing mesh. See the browser console for details.");
508
+ debugger;
509
+ }
510
+ return null;
511
+ }
512
+
513
+ return handle;
514
+ }
515
+
516
+
517
+ add(handle: InstanceHandle) {
518
+ const geo = handle.object.geometry as BufferGeometry;
519
+
520
+ if (!geo || !geo.attributes) {
521
+ console.error("Cannot add object to instancing without geometry", handle.name);
522
+ return false;
523
+ }
524
+
525
+ if (this.mustGrow(geo)) {
526
+ if (this.allowResize) {
527
+ this.grow(geo);
528
+ }
529
+ else {
530
+ console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
531
+ return false;
532
+ }
533
+ }
534
+
535
+ handle.object.updateWorldMatrix(true, true);
536
+ this.addGeometry(handle);
537
+ this._handles[handle.__instanceIndex] = handle;
538
+ this._currentInstanceCount += 1;
539
+
540
+ this.markNeedsUpdate();
541
+
542
+ if (this._currentInstanceCount > 0)
543
+ this._batchedMesh.visible = true;
544
+
545
+ return true;
546
+ }
547
+
548
+ remove(handle: InstanceHandle, delete_: boolean) {
549
+ if (!handle) {
550
+ return;
551
+ }
552
+ if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
553
+ // console.warn("Cannot remove instance, handle is invalid", handle.name);
554
+ return;
555
+ }
556
+
557
+ this.removeGeometry(handle, delete_);
558
+ this._handles[handle.__instanceIndex] = null;
559
+ handle.__instanceIndex = -1;
560
+
561
+ if (this._currentInstanceCount > 0) {
562
+ this._currentInstanceCount -= 1;
563
+ }
564
+
565
+ if (this._currentInstanceCount <= 0)
566
+ this._batchedMesh.visible = false;
567
+
568
+ this.markNeedsUpdate();
569
+ }
570
+
571
+ updateInstance(mat: Matrix4, index: number) {
572
+ this._batchedMesh.setMatrixAt(index, mat);
573
+ this.markNeedsUpdate();
574
+ }
575
+
576
+ updateGeometry(geo: BufferGeometry, geometryIndex: number): boolean {
577
+ if (!this.validateGeometry(geo)) {
578
+ return false;
579
+ }
580
+
581
+ if (this.mustGrow()) {
582
+ this.grow(geo);
583
+ }
584
+ if (debugInstancing)
585
+ console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
586
+
587
+ this._batchedMesh.setGeometryAt(geometryIndex, geo);
588
+ // for LOD mesh updates we need to make sure to save the geometry index
589
+ this._geometryIds.set(geo, geometryIndex);
590
+ this.markNeedsUpdate();
591
+ return true;
592
+ }
593
+
594
+ private onBeforeRender = () => {
595
+ // ensure the instanced mesh is rendered / has correct layers
596
+ this._batchedMesh.layers.enableAll();
597
+
598
+ if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
599
+ if (debugInstancing === "verbose") console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
600
+ this.updateBounds();
601
+ }
602
+ }
603
+
604
+ private onAfterRender = () => {
605
+ // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
606
+ this._batchedMesh.layers.disableAll();
607
+ }
608
+
609
+ private validateGeometry(geometry: BufferGeometry): boolean {
610
+ const batchGeometry = this.geometry;
611
+
612
+ for (const attributeName in batchGeometry.attributes) {
613
+ if (attributeName === "batchId") {
614
+ continue;
615
+ }
616
+ if (!geometry.hasAttribute(attributeName)) {
617
+ if (isDevEnvironment())
618
+ console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
619
+ // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
620
+ return false;
621
+ // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
622
+ }
623
+ // const srcAttribute = geometry.getAttribute(attributeName);
624
+ // const dstAttribute = batchGeometry.getAttribute(attributeName);
625
+ // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
626
+ // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
627
+ // return false;
628
+ // }
629
+ }
630
+ return true;
631
+ }
632
+
633
+ private markNeedsUpdate() {
634
+ if (debugInstancing === "verbose") {
635
+ console.warn("Marking instanced mesh dirty", this.name);
636
+ }
637
+ this._needUpdateBounds = true;
638
+ // this.inst.instanceMatrix.needsUpdate = true;
639
+ }
640
+
641
+ /**
642
+ * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
643
+ */
644
+ private mustGrow(geo?: BufferGeometry): boolean {
645
+ if (this.count >= this._maxInstanceCount) return true;
646
+ if (!geo || !geo.attributes) return false;
647
+ const meshInfo = getMeshInformation(geo);
648
+ const newVertexCount = meshInfo.vertexCount;
649
+ const newIndexCount = meshInfo.indexCount;
650
+ return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
651
+ }
652
+
653
+ private grow(geometry: BufferGeometry) {
654
+ const growFactor = 2;
655
+ const newSize = Math.ceil(this._maxInstanceCount * growFactor);
656
+
657
+ // create a new BatchedMesh instance
658
+ const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]);// geometry.attributes.position.count;
659
+ // const indices = geometry.index ? geometry.index.count : 0;
660
+ const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
661
+ const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount, Math.ceil(this._maxVertexCount * growFactor));
662
+
663
+ if (debugInstancing) {
664
+ const geometryInfo = getMeshInformation(geometry);
665
+ 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} -> ${newMaxIndexCount}`);
666
+ this._debugMaterial = createDebugMaterial();
667
+ }
668
+ else if (isDevEnvironment()) {
669
+ console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
670
+ }
671
+
672
+ this._maxVertexCount = newMaxVertexCount;
673
+ this._maxIndexCount = newMaxIndexCount;
674
+ const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
675
+ newInst.layers = this._batchedMesh.layers;
676
+ newInst.castShadow = this._batchedMesh.castShadow;
677
+ newInst.receiveShadow = this._batchedMesh.receiveShadow;
678
+ newInst.visible = this._batchedMesh.visible;
679
+ newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
680
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
681
+ newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
682
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
683
+ newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
684
+ newInst.matrix.copy(this._batchedMesh.matrix);
685
+
686
+ // dispose the old batched mesh
687
+ this._batchedMesh.dispose();
688
+ this._batchedMesh.removeFromParent();
689
+ this._geometryIds.clear();
690
+
691
+ this._batchedMesh = newInst;
692
+ this._maxInstanceCount = newSize;
693
+
694
+ // since we have a new batched mesh we need to re-add all the instances
695
+ // fixes https://linear.app/needle/issue/NE-5711
696
+
697
+ // add current instances to new instanced mesh
698
+ const original = [...this._handles];
699
+ this._handles = [];
700
+ for (const handle of original) {
701
+ if (handle && handle.__instanceIndex >= 0) {
702
+ this.addGeometry(handle);
703
+ this._handles[handle.__instanceIndex] = handle;
704
+ }
705
+ }
706
+
707
+ this._context.scene.add(newInst);
708
+ }
709
+
710
+ private tryEstimateVertexCountSize(newMaxInstances: number, _newGeometries?: BufferGeometry[], newGeometriesFactor: number = 1): MeshInformation {
711
+ /** Used geometries and how many instances use them */
712
+ const usedGeometries = new Map<BufferGeometry, MeshInformation & { count: number }>();
713
+ for (const handle of this._handles) {
714
+ if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
715
+ if (!usedGeometries.has(handle.object.geometry as BufferGeometry)) {
716
+ const data = getMeshInformation(handle.object.geometry as BufferGeometry);
717
+ const meshinfo = { count: 1, ...data };
718
+ usedGeometries.set(handle.object.geometry as BufferGeometry, meshinfo);
719
+ }
720
+ else {
721
+ const entry = usedGeometries.get(handle.object.geometry as BufferGeometry)!;
722
+ entry.count += 1;
723
+ }
724
+
725
+ }
726
+ }
727
+
728
+ // then calculate the total vertex count
729
+ let totalVertices = 0;
730
+ let totalIndices = 0;
731
+ // let maxVertices = 0;
732
+ for (const [_geo, data] of usedGeometries) {
733
+ totalVertices += data.vertexCount * data.count;
734
+ totalIndices += data.indexCount * data.count;
735
+ // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
736
+ }
737
+ // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
738
+ const averageVerts = Math.ceil(totalVertices / Math.max(1, this._currentInstanceCount));
739
+ let maxVertexCount = averageVerts * newMaxInstances;
740
+ const averageIndices = Math.ceil(totalIndices / Math.max(1, this._currentInstanceCount));
741
+ let maxIndexCount = averageIndices * newMaxInstances * 2;
742
+
743
+ // if new geometries are provided we *know* that they will be added
744
+ // so we make sure to include them in the calculation
745
+ if (_newGeometries) {
746
+ for (const geo of _newGeometries) {
747
+ const meshinfo = getMeshInformation(geo);
748
+ if (meshinfo != null) {
749
+ maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
750
+ maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
751
+ }
752
+
753
+ }
754
+ }
755
+
756
+ return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
757
+ }
758
+
759
+
760
+ private addGeometry(handle: InstanceHandle) {
761
+
762
+ const obj = handle.object;
763
+ const geo = obj.geometry as BufferGeometry;
764
+ if (!geo) {
765
+ // if the geometry is null we cannot add it
766
+ return;
767
+ }
768
+
769
+ // otherwise add more geometry / instances
770
+ let geometryId = this._geometryIds.get(geo);
771
+ if (geometryId === undefined || geometryId === null) {
772
+ if (debugInstancing)
773
+ console.debug(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\n${this._currentInstanceCount} instances, ${handle.maxVertexCount} max vertices, ${handle.maxIndexCount} max indices`);
774
+
775
+ geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
776
+ this._geometryIds.set(geo, geometryId);
777
+ }
778
+ else {
779
+ if (debugInstancing === "verbose") console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
780
+ }
781
+ this._currentVertexCount += handle.maxVertexCount;
782
+ this._currentIndexCount += handle.maxIndexCount;
783
+ const i = this._batchedMesh.addInstance(geometryId);
784
+ handle.__geometryIndex = geometryId;
785
+ handle.__instanceIndex = i;
786
+ handle.__reservedVertexRange = handle.maxVertexCount;
787
+ handle.__reservedIndexRange = handle.maxIndexCount;
788
+ this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
789
+ if (debugInstancing)
790
+ console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
791
+
792
+ }
793
+
794
+
795
+ private removeGeometry(handle: InstanceHandle, _del: boolean) {
796
+ if (handle.__instanceIndex < 0) {
797
+ console.warn("Cannot remove geometry, instance index is invalid", handle.name);
798
+ return;
799
+ }
800
+ // deleteGeometry is currently not useable since there's no optimize method
801
+ // https://github.com/mrdoob/three.js/issues/27985
802
+ // if (del)
803
+ // this.inst.deleteGeometry(handle.__instanceIndex);
804
+ // else
805
+ // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
806
+ if(debugInstancing) {
807
+ console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
808
+ }
809
+ this._batchedMesh.deleteInstance(handle.__instanceIndex);
810
+ }
811
+ }
812
+
813
+ declare type BucketInfo = {
814
+ geometryIndex: number;
815
+ vertexCount: number;
816
+ indexCount: number;
817
+ }
818
+
819
+ declare type MeshInformation = {
820
+ vertexCount: number;
821
+ indexCount: number;
822
+ }
823
+
824
+ function getMeshInformation(geo: BufferGeometry): MeshInformation {
825
+ if (!geo) {
826
+ if (isDevEnvironment()) console.error("Cannot get mesh information from null geometry");
827
+ return { vertexCount: 0, indexCount: 0 };
828
+ }
829
+ let vertexCount = geo.attributes?.position?.count || 0;
830
+ let indexCount = geo.index ? geo.index.count : 0;
831
+ const lodInfo = NEEDLE_progressive.getMeshLODInformation(geo);
832
+ if (lodInfo) {
833
+ const lod0 = lodInfo.lods[0];
834
+ let lod0Count = lod0.vertexCount;
835
+ let lod0IndexCount = lod0.indexCount;
836
+ // add some wiggle room: https://linear.app/needle/issue/NE-4505
837
+ const extra = Math.min(200, Math.ceil(lod0Count * .05));
838
+ lod0Count += extra;
839
+ lod0IndexCount += 20;
840
+ vertexCount = Math.max(vertexCount, lod0Count);
841
+ indexCount = Math.max(indexCount, lod0IndexCount);
842
+ }
843
+ vertexCount = Math.ceil(vertexCount);
844
+ indexCount = Math.ceil(indexCount);
845
+ return { vertexCount, indexCount };
846
+ }
847
+
848
+ function createDebugMaterial() {
849
+ const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
850
+ mat.emissive = mat.color;
851
+ mat.emissiveIntensity = .3;
852
+ if (getParam("wireframe"))
853
+ mat.wireframe = true;
854
+ return mat;
855
+ }