@needle-tools/engine 4.5.5-next.f053174 → 4.5.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1044) hide show
  1. package/CHANGELOG.md +3740 -3740
  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-DFfLpZpn.min.js → needle-engine.bundle-2nTaeeW3.min.js} +62 -62
  6. package/dist/{needle-engine.bundle-Dx2hV9Bu.umd.cjs → needle-engine.bundle-B3qVc_uH.umd.cjs} +54 -54
  7. package/dist/{needle-engine.bundle-DvRTYg0j.js → needle-engine.bundle-B9tUMvDR.js} +623 -623
  8. package/dist/{needle-engine.bundle-BxW8rOic.light.min.js → needle-engine.bundle-BWeBylyu.light.min.js} +62 -62
  9. package/dist/{needle-engine.bundle-5YrltOTW.light.umd.cjs → needle-engine.bundle-Bx32FU5Z.light.umd.cjs} +54 -54
  10. package/dist/{needle-engine.bundle-Bjtl-M4D.light.js → needle-engine.bundle-CAuuubKQ.light.js} +623 -623
  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/assets/index.d.ts +11 -11
  32. package/lib/engine/assets/index.js +47 -47
  33. package/lib/engine/assets/static.d.ts +1 -1
  34. package/lib/engine/assets/static.js +4 -4
  35. package/lib/engine/codegen/register_types.d.ts +1 -1
  36. package/lib/engine/codegen/register_types.js +300 -300
  37. package/lib/engine/debug/debug.d.ts +15 -15
  38. package/lib/engine/debug/debug.js +44 -44
  39. package/lib/engine/debug/debug_console.d.ts +2 -2
  40. package/lib/engine/debug/debug_console.js +307 -307
  41. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  42. package/lib/engine/debug/debug_overlay.js +316 -316
  43. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  44. package/lib/engine/debug/debug_spatial_console.js +390 -390
  45. package/lib/engine/debug/index.d.ts +2 -2
  46. package/lib/engine/debug/index.js +2 -2
  47. package/lib/engine/engine_addressables.d.ts +166 -166
  48. package/lib/engine/engine_addressables.js +608 -608
  49. package/lib/engine/engine_animation.d.ts +43 -43
  50. package/lib/engine/engine_animation.js +133 -133
  51. package/lib/engine/engine_application.d.ts +45 -45
  52. package/lib/engine/engine_application.js +104 -104
  53. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  54. package/lib/engine/engine_assetdatabase.js +344 -344
  55. package/lib/engine/engine_audio.d.ts +4 -4
  56. package/lib/engine/engine_audio.js +23 -23
  57. package/lib/engine/engine_camera.d.ts +13 -13
  58. package/lib/engine/engine_camera.js +30 -30
  59. package/lib/engine/engine_components.d.ts +110 -110
  60. package/lib/engine/engine_components.js +374 -374
  61. package/lib/engine/engine_components_internal.d.ts +9 -9
  62. package/lib/engine/engine_components_internal.js +36 -36
  63. package/lib/engine/engine_constants.d.ts +10 -10
  64. package/lib/engine/engine_constants.js +41 -41
  65. package/lib/engine/engine_context.d.ts +472 -472
  66. package/lib/engine/engine_context.js +1664 -1664
  67. package/lib/engine/engine_context_registry.d.ts +71 -71
  68. package/lib/engine/engine_context_registry.js +117 -117
  69. package/lib/engine/engine_coroutine.d.ts +35 -35
  70. package/lib/engine/engine_coroutine.js +52 -52
  71. package/lib/engine/engine_create_objects.d.ts +119 -119
  72. package/lib/engine/engine_create_objects.js +320 -320
  73. package/lib/engine/engine_default_parameters.d.ts +2 -2
  74. package/lib/engine/engine_default_parameters.js +3 -3
  75. package/lib/engine/engine_editor-sync.d.ts +21 -21
  76. package/lib/engine/engine_editor-sync.js +4 -4
  77. package/lib/engine/engine_fileloader.d.ts +2 -2
  78. package/lib/engine/engine_fileloader.js +8 -8
  79. package/lib/engine/engine_gameobject.d.ts +68 -68
  80. package/lib/engine/engine_gameobject.js +616 -616
  81. package/lib/engine/engine_generic_utils.d.ts +1 -1
  82. package/lib/engine/engine_generic_utils.js +13 -13
  83. package/lib/engine/engine_gizmos.d.ts +149 -149
  84. package/lib/engine/engine_gizmos.js +530 -530
  85. package/lib/engine/engine_gltf.d.ts +12 -12
  86. package/lib/engine/engine_gltf.js +15 -15
  87. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  88. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  89. package/lib/engine/engine_hot_reload.d.ts +8 -8
  90. package/lib/engine/engine_hot_reload.js +197 -197
  91. package/lib/engine/engine_input.d.ts +362 -362
  92. package/lib/engine/engine_input.js +1294 -1294
  93. package/lib/engine/engine_input_utils.d.ts +2 -2
  94. package/lib/engine/engine_input_utils.js +22 -22
  95. package/lib/engine/engine_instancing.d.ts +19 -19
  96. package/lib/engine/engine_instancing.js +39 -39
  97. package/lib/engine/engine_license.d.ts +11 -11
  98. package/lib/engine/engine_license.js +369 -369
  99. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  100. package/lib/engine/engine_lifecycle_api.js +106 -106
  101. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  102. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  103. package/lib/engine/engine_lightdata.d.ts +23 -23
  104. package/lib/engine/engine_lightdata.js +91 -91
  105. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  106. package/lib/engine/engine_loaders.callbacks.js +86 -86
  107. package/lib/engine/engine_loaders.d.ts +48 -48
  108. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  109. package/lib/engine/engine_loaders.gltf.js +62 -62
  110. package/lib/engine/engine_loaders.js +337 -337
  111. package/lib/engine/engine_lods.d.ts +31 -31
  112. package/lib/engine/engine_lods.js +146 -146
  113. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  114. package/lib/engine/engine_mainloop_utils.js +466 -466
  115. package/lib/engine/engine_math.d.ts +114 -114
  116. package/lib/engine/engine_math.js +247 -247
  117. package/lib/engine/engine_modules.d.ts +36 -36
  118. package/lib/engine/engine_modules.js +85 -85
  119. package/lib/engine/engine_networking.d.ts +260 -260
  120. package/lib/engine/engine_networking.js +764 -764
  121. package/lib/engine/engine_networking_auto.d.ts +24 -24
  122. package/lib/engine/engine_networking_auto.js +310 -310
  123. package/lib/engine/engine_networking_blob.d.ts +48 -48
  124. package/lib/engine/engine_networking_blob.js +228 -228
  125. package/lib/engine/engine_networking_files.d.ts +35 -35
  126. package/lib/engine/engine_networking_files.js +172 -172
  127. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  128. package/lib/engine/engine_networking_files_default_components.js +42 -42
  129. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  130. package/lib/engine/engine_networking_instantiate.js +345 -345
  131. package/lib/engine/engine_networking_peer.d.ts +15 -15
  132. package/lib/engine/engine_networking_peer.js +132 -132
  133. package/lib/engine/engine_networking_streams.d.ts +123 -123
  134. package/lib/engine/engine_networking_streams.js +645 -645
  135. package/lib/engine/engine_networking_types.d.ts +22 -22
  136. package/lib/engine/engine_networking_types.js +7 -7
  137. package/lib/engine/engine_networking_utils.d.ts +2 -2
  138. package/lib/engine/engine_networking_utils.js +20 -20
  139. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  140. package/lib/engine/engine_networking_websocket.js +2 -2
  141. package/lib/engine/engine_patcher.d.ts +10 -10
  142. package/lib/engine/engine_patcher.js +142 -142
  143. package/lib/engine/engine_physics.d.ts +152 -152
  144. package/lib/engine/engine_physics.js +645 -645
  145. package/lib/engine/engine_physics.types.d.ts +40 -40
  146. package/lib/engine/engine_physics.types.js +33 -33
  147. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  148. package/lib/engine/engine_physics_rapier.js +1433 -1433
  149. package/lib/engine/engine_playerview.d.ts +26 -26
  150. package/lib/engine/engine_playerview.js +64 -64
  151. package/lib/engine/engine_scenelighting.d.ts +71 -71
  152. package/lib/engine/engine_scenelighting.js +226 -226
  153. package/lib/engine/engine_serialization.d.ts +3 -3
  154. package/lib/engine/engine_serialization.js +3 -3
  155. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  156. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  157. package/lib/engine/engine_serialization_core.d.ts +94 -94
  158. package/lib/engine/engine_serialization_core.js +607 -607
  159. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  160. package/lib/engine/engine_serialization_decorator.js +66 -66
  161. package/lib/engine/engine_setup.d.ts +1 -1
  162. package/lib/engine/engine_setup.js +2 -2
  163. package/lib/engine/engine_shaders.d.ts +53 -53
  164. package/lib/engine/engine_shaders.js +252 -252
  165. package/lib/engine/engine_shims.d.ts +4 -4
  166. package/lib/engine/engine_shims.js +24 -24
  167. package/lib/engine/engine_test_utils.d.ts +39 -39
  168. package/lib/engine/engine_test_utils.js +83 -83
  169. package/lib/engine/engine_texture.d.ts +28 -28
  170. package/lib/engine/engine_texture.js +64 -64
  171. package/lib/engine/engine_three_utils.d.ts +201 -201
  172. package/lib/engine/engine_three_utils.js +731 -731
  173. package/lib/engine/engine_time.d.ts +51 -51
  174. package/lib/engine/engine_time.js +82 -82
  175. package/lib/engine/engine_time_utils.d.ts +88 -88
  176. package/lib/engine/engine_time_utils.js +215 -215
  177. package/lib/engine/engine_tonemapping.d.ts +2 -2
  178. package/lib/engine/engine_tonemapping.js +194 -194
  179. package/lib/engine/engine_types.d.ts +578 -578
  180. package/lib/engine/engine_types.js +95 -95
  181. package/lib/engine/engine_typestore.d.ts +28 -28
  182. package/lib/engine/engine_typestore.js +55 -55
  183. package/lib/engine/engine_util_decorator.d.ts +13 -13
  184. package/lib/engine/engine_util_decorator.js +116 -116
  185. package/lib/engine/engine_utils.d.ts +248 -248
  186. package/lib/engine/engine_utils.js +993 -993
  187. package/lib/engine/engine_utils_format.d.ts +24 -24
  188. package/lib/engine/engine_utils_format.js +239 -239
  189. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  190. package/lib/engine/engine_utils_screenshot.js +513 -513
  191. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  192. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  193. package/lib/engine/engine_xr.d.ts +1 -1
  194. package/lib/engine/engine_xr.js +1 -1
  195. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  196. package/lib/engine/export/gltf/Writers.js +24 -24
  197. package/lib/engine/export/gltf/index.d.ts +11 -11
  198. package/lib/engine/export/gltf/index.js +123 -123
  199. package/lib/engine/export/index.d.ts +2 -2
  200. package/lib/engine/export/index.js +2 -2
  201. package/lib/engine/export/state.d.ts +7 -7
  202. package/lib/engine/export/state.js +17 -17
  203. package/lib/engine/export/utils.d.ts +2 -2
  204. package/lib/engine/export/utils.js +7 -7
  205. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  206. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  207. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  208. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  209. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  210. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  211. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  212. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  213. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  214. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  215. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  216. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  217. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  218. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  219. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  220. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  221. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  222. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  223. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  224. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  225. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  226. package/lib/engine/extensions/extension_resolver.js +1 -1
  227. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  228. package/lib/engine/extensions/extension_utils.js +152 -152
  229. package/lib/engine/extensions/extensions.d.ts +32 -32
  230. package/lib/engine/extensions/extensions.js +107 -107
  231. package/lib/engine/extensions/index.d.ts +6 -6
  232. package/lib/engine/extensions/index.js +6 -6
  233. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  234. package/lib/engine/extensions/usage_tracker.js +65 -65
  235. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  236. package/lib/engine/js-extensions/Camera.js +39 -39
  237. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  238. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  239. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  240. package/lib/engine/js-extensions/Layers.js +22 -22
  241. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  242. package/lib/engine/js-extensions/Object3D.js +136 -136
  243. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  244. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  245. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  246. package/lib/engine/js-extensions/Vector.js +13 -13
  247. package/lib/engine/js-extensions/index.d.ts +5 -5
  248. package/lib/engine/js-extensions/index.js +5 -5
  249. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  250. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  251. package/lib/engine/shaders/shaderData.d.ts +55 -55
  252. package/lib/engine/shaders/shaderData.js +58 -58
  253. package/lib/engine/tests/test_utils.d.ts +2 -2
  254. package/lib/engine/tests/test_utils.js +53 -53
  255. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  256. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  257. package/lib/engine/webcomponents/api.d.ts +5 -5
  258. package/lib/engine/webcomponents/api.js +4 -4
  259. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  260. package/lib/engine/webcomponents/buttons.js +264 -264
  261. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  262. package/lib/engine/webcomponents/fonts.js +32 -32
  263. package/lib/engine/webcomponents/icons.d.ts +9 -9
  264. package/lib/engine/webcomponents/icons.js +52 -52
  265. package/lib/engine/webcomponents/index.d.ts +1 -1
  266. package/lib/engine/webcomponents/index.js +1 -1
  267. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  268. package/lib/engine/webcomponents/logo-element.js +67 -67
  269. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  270. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  271. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  272. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  273. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  274. package/lib/engine/webcomponents/needle-button.js +161 -161
  275. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  276. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  277. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  278. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  279. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  280. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  281. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  282. package/lib/engine/webcomponents/needle-engine.js +831 -831
  283. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  284. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  287. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  288. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +634 -634
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +700 -700
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  1009. package/src/engine-schemes/dist/api.js +17 -0
  1010. package/src/engine-schemes/dist/api.js.meta +7 -0
  1011. package/src/engine-schemes/dist/schemes.js +25 -0
  1012. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1013. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1014. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1015. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1016. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1017. package/src/engine-schemes/dist/transform.js +46 -0
  1018. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1019. package/src/engine-schemes/dist/vec2.js +32 -0
  1020. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1021. package/src/engine-schemes/dist/vec3.js +36 -0
  1022. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec4.js +40 -0
  1024. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1026. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
@@ -1,745 +1,745 @@
1
- import { BatchedMesh, Color, Matrix4, MeshStandardMaterial, RawShaderMaterial } from "three";
2
- import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
3
- import { Gizmos } from "../engine/engine_gizmos.js";
4
- import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
5
- import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
6
- import { NEEDLE_progressive } from "../engine/extensions/index.js";
7
- import { GameObject } from "./Component.js";
8
- const debugInstancing = getParam("debuginstancing");
9
- ;
10
- /**
11
- * Handles instancing for Needle Engine.
12
- */
13
- export class InstancingHandler {
14
- static instance = new InstancingHandler();
15
- /** This is the initial instance count when creating a new instancing structure.
16
- * Override this and the number of max instances that you expect for a given object.
17
- * The larger the value the more objects can be added without having to resize but it will also consume more memory.
18
- * (The instancing mesh renderer will grow x2 if the max instance count is reached)
19
- * @default 4
20
- * @returns The initial instance count
21
- * */
22
- static getStartInstanceCount = (_obj) => {
23
- return 4;
24
- };
25
- objs = [];
26
- setup(renderer, obj, context, handlesArray, args, level = 0) {
27
- // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
28
- renderer.applySettings(obj);
29
- const res = this.tryCreateOrAddInstance(obj, context, args);
30
- if (res) {
31
- if (handlesArray === null)
32
- handlesArray = [];
33
- handlesArray.push(res);
34
- // load texture lods
35
- NEEDLE_progressive.assignTextureLOD(res.renderer.material, 0);
36
- // Load mesh lods
37
- // TODO: technically for multi meshes we do this work multiple times (we search for meshes in children and then use the renderer sharedMeshes... that doesnt make sense)
38
- for (let i = 0; i < renderer.sharedMeshes.length; i++) {
39
- const mesh = renderer.sharedMeshes[i];
40
- const geometry = mesh.geometry;
41
- NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
42
- if (lod && renderer.activeAndEnabled && geometry != lod) {
43
- res.setGeometry(lod);
44
- }
45
- });
46
- }
47
- }
48
- else if (level <= 0 && obj.type !== "Mesh") {
49
- const nextLevel = level + 1;
50
- for (const ch of obj.children) {
51
- handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
52
- }
53
- }
54
- if (level === 0) {
55
- // For multi material objects we only want to track the root object's matrix
56
- if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
57
- this.autoUpdateInstanceMatrix(obj);
58
- }
59
- }
60
- return handlesArray;
61
- }
62
- tryCreateOrAddInstance(obj, context, args) {
63
- if (obj.type === "Mesh") {
64
- const index = args.foundMeshes;
65
- args.foundMeshes += 1;
66
- if (!args.rend.enableInstancing)
67
- return null;
68
- if (args.rend.enableInstancing === true) {
69
- // instancing is enabled globally
70
- // continue....
71
- }
72
- else {
73
- if (index >= args.rend.enableInstancing.length) {
74
- if (debugInstancing)
75
- console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
76
- return null;
77
- }
78
- if (!args.rend.enableInstancing[index]) {
79
- // instancing is disabled
80
- // console.log("Instancing is disabled", obj);
81
- return null;
82
- }
83
- }
84
- // instancing is enabled:
85
- const mesh = obj;
86
- // const geo = mesh.geometry as BufferGeometry;
87
- const mat = mesh.material;
88
- for (const i of this.objs) {
89
- if (!i.canAdd(mesh.geometry, mat))
90
- continue;
91
- const handle = i.addInstance(mesh);
92
- return handle;
93
- }
94
- let maxInstances = InstancingHandler.getStartInstanceCount(obj);
95
- if (!maxInstances || maxInstances < 0) {
96
- maxInstances = 4;
97
- }
98
- let name = obj.name;
99
- if (!name?.length)
100
- name = makeIdFromRandomWords();
101
- const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
102
- this.objs.push(i);
103
- const handle = i.addInstance(mesh);
104
- return handle;
105
- }
106
- return null;
107
- }
108
- autoUpdateInstanceMatrix(obj) {
109
- const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
110
- const previousMatrix = obj.matrixWorld.clone();
111
- const matrixChangeWrapper = (a, b) => {
112
- const newMatrixWorld = original(a, b);
113
- if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
114
- previousMatrix.copy(newMatrixWorld);
115
- obj[NEED_UPDATE_INSTANCE_KEY] = true;
116
- }
117
- return newMatrixWorld;
118
- };
119
- obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
120
- // wrap matrixWorldNeedsUpdate
121
- // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
122
- // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
123
- // get: () => {
124
- // return originalMatrixWorldNeedsUpdate;
125
- // },
126
- // set: (value: boolean) => {
127
- // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
128
- // originalMatrixWorldNeedsUpdate = value;
129
- // }
130
- // });
131
- }
132
- }
133
- /**
134
- * The instance handle is used to interface with the mesh that is rendered using instancing.
135
- */
136
- export class InstanceHandle {
137
- static all = [];
138
- /** The name of the object */
139
- get name() {
140
- return this.object.name;
141
- }
142
- get isActive() {
143
- return this.__instanceIndex >= 0;
144
- }
145
- get vertexCount() {
146
- return this.object.geometry.attributes.position.count;
147
- }
148
- get maxVertexCount() {
149
- // we get the max of the estimated MAX lod vertex count and the actual vertex count
150
- return Math.max(this.meshInformation.vertexCount, this.vertexCount);
151
- }
152
- get reservedVertexCount() {
153
- return this.__reservedVertexRange;
154
- }
155
- get indexCount() {
156
- return this.object.geometry.index ? this.object.geometry.index.count : 0;
157
- }
158
- get maxIndexCount() {
159
- // we get the max of the estimated MAX lod index count and the actual index count
160
- return Math.max(this.meshInformation.indexCount, this.indexCount);
161
- }
162
- get reservedIndexCount() {
163
- return this.__reservedIndexRange;
164
- }
165
- /** The object that is being instanced */
166
- object;
167
- /** The instancer/BatchedMesh that is rendering this object*/
168
- renderer;
169
- /** @internal */
170
- __instanceIndex = -1;
171
- /** @internal */
172
- __reservedVertexRange = 0;
173
- /** @internal */
174
- __reservedIndexRange = 0;
175
- __geometryIndex = -1;
176
- /** The mesh information of the object - this tries to also calculate the LOD info */
177
- meshInformation;
178
- constructor(originalObject, instancer) {
179
- this.__instanceIndex = -1;
180
- this.object = originalObject;
181
- this.renderer = instancer;
182
- originalObject[$instancingRenderer] = instancer;
183
- // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
184
- this.meshInformation = getMeshInformation(originalObject.geometry);
185
- InstanceHandle.all.push(this);
186
- }
187
- /** Calculates the mesh information again
188
- * @returns true if the vertex count or index count has changed
189
- */
190
- updateMeshInformation() {
191
- const newMeshInformation = getMeshInformation(this.object.geometry);
192
- const oldVertexCount = this.meshInformation.vertexCount;
193
- const oldIndexCount = this.meshInformation.indexCount;
194
- Object.assign(this.meshInformation, newMeshInformation);
195
- return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
196
- }
197
- /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
198
- updateInstanceMatrix(updateChildren = false, updateMatrix = true) {
199
- if (this.__instanceIndex < 0)
200
- return;
201
- if (updateMatrix)
202
- this.object.updateWorldMatrix(true, updateChildren);
203
- this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
204
- }
205
- /** Updates the matrix of the instance */
206
- setMatrix(matrix) {
207
- if (this.__instanceIndex < 0)
208
- return;
209
- this.renderer.updateInstance(matrix, this.__instanceIndex);
210
- }
211
- /** Can be used to change the geometry of this instance */
212
- setGeometry(geo) {
213
- if (this.__geometryIndex < 0)
214
- return false;
215
- const self = this;
216
- if (this.vertexCount > this.__reservedVertexRange) {
217
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
218
- }
219
- if (this.indexCount > this.__reservedIndexRange) {
220
- return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
221
- }
222
- return this.renderer.updateGeometry(geo, this.__geometryIndex);
223
- function handleInvalidRange(error) {
224
- if (self.updateMeshInformation()) {
225
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
226
- self.renderer.remove(self, true);
227
- // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
228
- // self.object.scale.multiplyScalar(10);
229
- if (self.renderer.add(self)) {
230
- return true;
231
- }
232
- }
233
- if (isDevEnvironment() || debugInstancing) {
234
- console.error(error);
235
- }
236
- return false;
237
- }
238
- }
239
- /** Adds this object to the instancing renderer (effectively activating instancing) */
240
- add() {
241
- if (this.__instanceIndex >= 0)
242
- return;
243
- this.renderer.add(this);
244
- GameObject.markAsInstancedRendered(this.object, true);
245
- }
246
- /** Removes this object from the instancing renderer
247
- * @param delete_ If true, the instance handle will be removed from the global list
248
- */
249
- remove(delete_) {
250
- if (this.__instanceIndex < 0)
251
- return;
252
- this.renderer.remove(this, delete_);
253
- GameObject.markAsInstancedRendered(this.object, false);
254
- if (delete_) {
255
- const i = InstanceHandle.all.indexOf(this);
256
- if (i >= 0) {
257
- InstanceHandle.all.splice(i, 1);
258
- }
259
- }
260
- }
261
- }
262
- class InstancedMeshRenderer {
263
- /** The three instanced mesh
264
- * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
265
- */
266
- get batchedMesh() {
267
- return this._batchedMesh;
268
- }
269
- get visible() {
270
- return this._batchedMesh.visible;
271
- }
272
- set visible(val) {
273
- this._batchedMesh.visible = val;
274
- }
275
- get castShadow() {
276
- return this._batchedMesh.castShadow;
277
- }
278
- set castShadow(val) {
279
- this._batchedMesh.castShadow = val;
280
- }
281
- set receiveShadow(val) {
282
- this._batchedMesh.receiveShadow = val;
283
- }
284
- /** If true, the instancer is allowed to grow when the max instance count is reached */
285
- allowResize = true;
286
- /** The name of the instancer */
287
- name = "";
288
- /** The added geometry */
289
- geometry;
290
- /** The material used for the instanced mesh */
291
- material;
292
- /** The current number of instances */
293
- get count() { return this._currentInstanceCount; }
294
- /** Update the bounding box and sphere of the instanced mesh
295
- * @param box If true, update the bounding box
296
- * @param sphere If true, update the bounding sphere
297
- */
298
- updateBounds(box = true, sphere = true) {
299
- this._needUpdateBounds = false;
300
- if (box)
301
- this._batchedMesh.computeBoundingBox();
302
- if (sphere)
303
- this._batchedMesh.computeBoundingSphere();
304
- if (debugInstancing && this._batchedMesh.boundingSphere) {
305
- const sphere = this._batchedMesh.boundingSphere;
306
- // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
307
- // const worldRadius = sphere!.radius;
308
- Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
309
- }
310
- }
311
- _context;
312
- _batchedMesh;
313
- _handles = [];
314
- _geometryIds = new Map();
315
- _maxInstanceCount;
316
- _currentInstanceCount = 0;
317
- _currentVertexCount = 0;
318
- _currentIndexCount = 0;
319
- _maxVertexCount;
320
- _maxIndexCount;
321
- static nullMatrix = new Matrix4();
322
- /** Check if the geometry can be added to this instancer
323
- * @param geometry The geometry to check
324
- * @param material The material of the geometry
325
- * @returns true if the geometry can be added
326
- */
327
- canAdd(geometry, material) {
328
- if (this._maxVertexCount > 10_000_000)
329
- return false;
330
- // The material instance must match
331
- // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
332
- if (material !== this.material) {
333
- const canMergeMaterial = false;
334
- // if (material.type === this.material.type) {
335
- // switch (material.type) {
336
- // case "MeshStandardMaterial":
337
- // // check if the material properties are the same
338
- // const m0 = this.material as MeshStandardMaterial;
339
- // const m1 = material as MeshStandardMaterial;
340
- // if(m0.map !== m1.map) return false;
341
- // // if(m0.color.equals(m1.color) === false) return false;
342
- // if(m0.roughness !== m1.roughness) return false;
343
- // if(m0.metalness !== m1.metalness) return false;
344
- // if(m0.envMap !== m1.envMap) return false;
345
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
346
- // if(m0.lightMap !== m1.lightMap) return false;
347
- // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
348
- // if(m0.aoMap !== m1.aoMap) return false;
349
- // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
350
- // if(m0.emissive.equals(m1.emissive) === false) return false;
351
- // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
352
- // if(m0.emissiveMap !== m1.emissiveMap) return false;
353
- // if(m0.bumpMap !== m1.bumpMap) return false;
354
- // if(m0.bumpScale !== m1.bumpScale) return false;
355
- // if(m0.normalMap !== m1.normalMap) return false;
356
- // if(m0.normalScale.equals(m1.normalScale) === false) return false;
357
- // if(m0.displacementMap !== m1.displacementMap) return false;
358
- // if(m0.displacementScale !== m1.displacementScale) return false;
359
- // if(m0.displacementBias !== m1.displacementBias) return false;
360
- // if(m0.roughnessMap !== m1.roughnessMap) return false;
361
- // if(m0.metalnessMap !== m1.metalnessMap) return false;
362
- // if(m0.alphaMap !== m1.alphaMap) return false;
363
- // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
364
- // canMergeMaterial = true;
365
- // break;
366
- // }
367
- // }
368
- if (!canMergeMaterial) {
369
- return false;
370
- }
371
- }
372
- // if(this.geometry !== _geometry) return false;
373
- // console.log(geometry.name, geometry.uuid);
374
- if (!this.validateGeometry(geometry))
375
- return false;
376
- // const validationMethod = this.inst["_validateGeometry"];
377
- // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
378
- // try {
379
- // validationMethod.call(this.inst, _geometry);
380
- // }
381
- // catch (err) {
382
- // // console.error(err);
383
- // return false;
384
- // }
385
- const hasSpace = !this.mustGrow(geometry);
386
- if (hasSpace)
387
- return true;
388
- if (this.allowResize)
389
- return true;
390
- return false;
391
- }
392
- _needUpdateBounds = false;
393
- _debugMaterial = null;
394
- constructor(name, geo, material, initialMaxCount, context) {
395
- this.name = name;
396
- this.geometry = geo;
397
- this.material = material;
398
- this._context = context;
399
- this._maxInstanceCount = Math.max(2, initialMaxCount);
400
- if (debugInstancing) {
401
- this._debugMaterial = createDebugMaterial();
402
- }
403
- const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
404
- this._maxVertexCount = estimate.vertexCount;
405
- this._maxIndexCount = estimate.indexCount;
406
- this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
407
- // this.inst = new InstancedMesh(geo, material, count);
408
- this._batchedMesh[$instancingAutoUpdateBounds] = true;
409
- // this.inst.count = 0;
410
- this._batchedMesh.visible = true;
411
- this._context.scene.add(this._batchedMesh);
412
- // Not handled by RawShaderMaterial, so we need to set the define explicitly.
413
- // Edge case: theoretically some users of the material could use it in an
414
- // instanced fashion, and some others not. In that case, the material would not
415
- // be able to be shared between the two use cases. We could probably add a
416
- // onBeforeRender call for the InstancedMesh and set the define there.
417
- // Same would apply if we support skinning -
418
- // there we would have to split instanced batches so that the ones using skinning
419
- // are all in the same batch.
420
- if (material instanceof RawShaderMaterial) {
421
- material.defines["USE_INSTANCING"] = true;
422
- material.needsUpdate = true;
423
- }
424
- context.pre_render_callbacks.push(this.onBeforeRender);
425
- context.post_render_callbacks.push(this.onAfterRender);
426
- if (debugInstancing) {
427
- console.log(`Instanced renderer created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`);
428
- }
429
- }
430
- dispose() {
431
- if (debugInstancing)
432
- console.warn("Dispose instanced renderer", this.name);
433
- this._context.scene.remove(this._batchedMesh);
434
- this._batchedMesh.dispose();
435
- this._batchedMesh = null;
436
- this._handles = [];
437
- }
438
- addInstance(obj) {
439
- const handle = new InstanceHandle(obj, this);
440
- if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
441
- this._batchedMesh.castShadow = true;
442
- }
443
- if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
444
- this._batchedMesh.receiveShadow = true;
445
- }
446
- try {
447
- this.add(handle);
448
- }
449
- catch (e) {
450
- console.error(`Failed adding mesh to instancing (object name: \"${obj.name}\", instances: ${this._currentInstanceCount.toLocaleString()}/${this._maxInstanceCount.toLocaleString()}, vertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()}, indices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()})\n`, e);
451
- if (isDevEnvironment()) {
452
- showBalloonError("Failed instancing mesh. See the browser console for details.");
453
- debugger;
454
- }
455
- return null;
456
- }
457
- return handle;
458
- }
459
- add(handle) {
460
- const geo = handle.object.geometry;
461
- if (!geo || !geo.attributes) {
462
- console.error("Cannot add object to instancing without geometry", handle.name);
463
- return false;
464
- }
465
- if (this.mustGrow(geo)) {
466
- if (this.allowResize) {
467
- this.grow(geo);
468
- }
469
- else {
470
- console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
471
- return false;
472
- }
473
- }
474
- handle.object.updateWorldMatrix(true, true);
475
- this.addGeometry(handle);
476
- this._handles[handle.__instanceIndex] = handle;
477
- this._currentInstanceCount += 1;
478
- this.markNeedsUpdate();
479
- if (this._currentInstanceCount > 0)
480
- this._batchedMesh.visible = true;
481
- return true;
482
- }
483
- remove(handle, delete_) {
484
- if (!handle) {
485
- return;
486
- }
487
- if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
488
- // console.warn("Cannot remove instance, handle is invalid", handle.name);
489
- return;
490
- }
491
- this.removeGeometry(handle, delete_);
492
- this._handles[handle.__instanceIndex] = null;
493
- handle.__instanceIndex = -1;
494
- if (this._currentInstanceCount > 0) {
495
- this._currentInstanceCount -= 1;
496
- }
497
- if (this._currentInstanceCount <= 0)
498
- this._batchedMesh.visible = false;
499
- this.markNeedsUpdate();
500
- }
501
- updateInstance(mat, index) {
502
- this._batchedMesh.setMatrixAt(index, mat);
503
- this.markNeedsUpdate();
504
- }
505
- updateGeometry(geo, geometryIndex) {
506
- if (!this.validateGeometry(geo)) {
507
- return false;
508
- }
509
- if (this.mustGrow()) {
510
- this.grow(geo);
511
- }
512
- if (debugInstancing)
513
- console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
514
- this._batchedMesh.setGeometryAt(geometryIndex, geo);
515
- // for LOD mesh updates we need to make sure to save the geometry index
516
- this._geometryIds.set(geo, geometryIndex);
517
- this.markNeedsUpdate();
518
- return true;
519
- }
520
- onBeforeRender = () => {
521
- // ensure the instanced mesh is rendered / has correct layers
522
- this._batchedMesh.layers.enableAll();
523
- if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
524
- if (debugInstancing === "verbose")
525
- console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
526
- this.updateBounds();
527
- }
528
- };
529
- onAfterRender = () => {
530
- // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
531
- this._batchedMesh.layers.disableAll();
532
- };
533
- validateGeometry(geometry) {
534
- const batchGeometry = this.geometry;
535
- for (const attributeName in batchGeometry.attributes) {
536
- if (attributeName === "batchId") {
537
- continue;
538
- }
539
- if (!geometry.hasAttribute(attributeName)) {
540
- if (isDevEnvironment())
541
- console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
542
- // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
543
- return false;
544
- // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
545
- }
546
- // const srcAttribute = geometry.getAttribute(attributeName);
547
- // const dstAttribute = batchGeometry.getAttribute(attributeName);
548
- // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
549
- // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
550
- // return false;
551
- // }
552
- }
553
- return true;
554
- }
555
- markNeedsUpdate() {
556
- if (debugInstancing === "verbose") {
557
- console.warn("Marking instanced mesh dirty", this.name);
558
- }
559
- this._needUpdateBounds = true;
560
- // this.inst.instanceMatrix.needsUpdate = true;
561
- }
562
- /**
563
- * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
564
- */
565
- mustGrow(geo) {
566
- if (this.count >= this._maxInstanceCount)
567
- return true;
568
- if (!geo || !geo.attributes)
569
- return false;
570
- const meshInfo = getMeshInformation(geo);
571
- const newVertexCount = meshInfo.vertexCount;
572
- const newIndexCount = meshInfo.indexCount;
573
- return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
574
- }
575
- grow(geometry) {
576
- const growFactor = 2;
577
- const newSize = Math.ceil(this._maxInstanceCount * growFactor);
578
- // create a new BatchedMesh instance
579
- const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]); // geometry.attributes.position.count;
580
- // const indices = geometry.index ? geometry.index.count : 0;
581
- const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
582
- const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount, Math.ceil(this._maxVertexCount * growFactor));
583
- if (debugInstancing) {
584
- const geometryInfo = getMeshInformation(geometry);
585
- console.warn(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\n${geometryInfo.vertexCount} vertices, ${geometryInfo.indexCount} indices\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
586
- this._debugMaterial = createDebugMaterial();
587
- }
588
- else if (isDevEnvironment()) {
589
- console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
590
- }
591
- this._maxVertexCount = newMaxVertexCount;
592
- this._maxIndexCount = newMaxIndexCount;
593
- const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
594
- newInst.layers = this._batchedMesh.layers;
595
- newInst.castShadow = this._batchedMesh.castShadow;
596
- newInst.receiveShadow = this._batchedMesh.receiveShadow;
597
- newInst.visible = this._batchedMesh.visible;
598
- newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
599
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
600
- newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
601
- newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
602
- newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
603
- newInst.matrix.copy(this._batchedMesh.matrix);
604
- // dispose the old batched mesh
605
- this._batchedMesh.dispose();
606
- this._batchedMesh.removeFromParent();
607
- this._geometryIds.clear();
608
- this._batchedMesh = newInst;
609
- this._maxInstanceCount = newSize;
610
- // since we have a new batched mesh we need to re-add all the instances
611
- // fixes https://linear.app/needle/issue/NE-5711
612
- // add current instances to new instanced mesh
613
- const original = [...this._handles];
614
- this._handles = [];
615
- for (const handle of original) {
616
- if (handle && handle.__instanceIndex >= 0) {
617
- this.addGeometry(handle);
618
- this._handles[handle.__instanceIndex] = handle;
619
- }
620
- }
621
- this._context.scene.add(newInst);
622
- }
623
- tryEstimateVertexCountSize(newMaxInstances, _newGeometries, newGeometriesFactor = 1) {
624
- /** Used geometries and how many instances use them */
625
- const usedGeometries = new Map();
626
- for (const handle of this._handles) {
627
- if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
628
- if (!usedGeometries.has(handle.object.geometry)) {
629
- const data = getMeshInformation(handle.object.geometry);
630
- const meshinfo = { count: 1, ...data };
631
- usedGeometries.set(handle.object.geometry, meshinfo);
632
- }
633
- else {
634
- const entry = usedGeometries.get(handle.object.geometry);
635
- entry.count += 1;
636
- }
637
- }
638
- }
639
- // then calculate the total vertex count
640
- let totalVertices = 0;
641
- let totalIndices = 0;
642
- // let maxVertices = 0;
643
- for (const [_geo, data] of usedGeometries) {
644
- totalVertices += data.vertexCount * data.count;
645
- totalIndices += data.indexCount * data.count;
646
- // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
647
- }
648
- // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
649
- const averageVerts = Math.ceil(totalVertices / Math.max(1, this._currentInstanceCount));
650
- let maxVertexCount = averageVerts * newMaxInstances;
651
- const averageIndices = Math.ceil(totalIndices / Math.max(1, this._currentInstanceCount));
652
- let maxIndexCount = averageIndices * newMaxInstances * 2;
653
- // if new geometries are provided we *know* that they will be added
654
- // so we make sure to include them in the calculation
655
- if (_newGeometries) {
656
- for (const geo of _newGeometries) {
657
- const meshinfo = getMeshInformation(geo);
658
- if (meshinfo != null) {
659
- maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
660
- maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
661
- }
662
- }
663
- }
664
- return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
665
- }
666
- addGeometry(handle) {
667
- const obj = handle.object;
668
- const geo = obj.geometry;
669
- if (!geo) {
670
- // if the geometry is null we cannot add it
671
- return;
672
- }
673
- // otherwise add more geometry / instances
674
- let geometryId = this._geometryIds.get(geo);
675
- if (geometryId === undefined || geometryId === null) {
676
- if (debugInstancing)
677
- console.debug(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\n${this._currentInstanceCount} instances, ${handle.maxVertexCount} max vertices, ${handle.maxIndexCount} max indices`);
678
- geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
679
- this._geometryIds.set(geo, geometryId);
680
- }
681
- else {
682
- if (debugInstancing === "verbose")
683
- console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
684
- }
685
- this._currentVertexCount += handle.maxVertexCount;
686
- this._currentIndexCount += handle.maxIndexCount;
687
- const i = this._batchedMesh.addInstance(geometryId);
688
- handle.__geometryIndex = geometryId;
689
- handle.__instanceIndex = i;
690
- handle.__reservedVertexRange = handle.maxVertexCount;
691
- handle.__reservedIndexRange = handle.maxIndexCount;
692
- this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
693
- if (debugInstancing)
694
- console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
695
- }
696
- removeGeometry(handle, _del) {
697
- if (handle.__instanceIndex < 0) {
698
- console.warn("Cannot remove geometry, instance index is invalid", handle.name);
699
- return;
700
- }
701
- // deleteGeometry is currently not useable since there's no optimize method
702
- // https://github.com/mrdoob/three.js/issues/27985
703
- // if (del)
704
- // this.inst.deleteGeometry(handle.__instanceIndex);
705
- // else
706
- // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
707
- if (debugInstancing) {
708
- console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
709
- }
710
- this._batchedMesh.deleteInstance(handle.__instanceIndex);
711
- }
712
- }
713
- function getMeshInformation(geo) {
714
- if (!geo) {
715
- if (isDevEnvironment())
716
- console.error("Cannot get mesh information from null geometry");
717
- return { vertexCount: 0, indexCount: 0 };
718
- }
719
- let vertexCount = geo.attributes?.position?.count || 0;
720
- let indexCount = geo.index ? geo.index.count : 0;
721
- const lodInfo = NEEDLE_progressive.getMeshLODInformation(geo);
722
- if (lodInfo) {
723
- const lod0 = lodInfo.lods[0];
724
- let lod0Count = lod0.vertexCount;
725
- let lod0IndexCount = lod0.indexCount;
726
- // add some wiggle room: https://linear.app/needle/issue/NE-4505
727
- const extra = Math.min(200, Math.ceil(lod0Count * .05));
728
- lod0Count += extra;
729
- lod0IndexCount += 20;
730
- vertexCount = Math.max(vertexCount, lod0Count);
731
- indexCount = Math.max(indexCount, lod0IndexCount);
732
- }
733
- vertexCount = Math.ceil(vertexCount);
734
- indexCount = Math.ceil(indexCount);
735
- return { vertexCount, indexCount };
736
- }
737
- function createDebugMaterial() {
738
- const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
739
- mat.emissive = mat.color;
740
- mat.emissiveIntensity = .3;
741
- if (getParam("wireframe"))
742
- mat.wireframe = true;
743
- return mat;
744
- }
1
+ import { BatchedMesh, Color, Matrix4, MeshStandardMaterial, RawShaderMaterial } from "three";
2
+ import { isDevEnvironment, showBalloonError } from "../engine/debug/index.js";
3
+ import { Gizmos } from "../engine/engine_gizmos.js";
4
+ import { $instancingAutoUpdateBounds, $instancingRenderer, NEED_UPDATE_INSTANCE_KEY } from "../engine/engine_instancing.js";
5
+ import { getParam, makeIdFromRandomWords } from "../engine/engine_utils.js";
6
+ import { NEEDLE_progressive } from "../engine/extensions/index.js";
7
+ import { GameObject } from "./Component.js";
8
+ const debugInstancing = getParam("debuginstancing");
9
+ ;
10
+ /**
11
+ * Handles instancing for Needle Engine.
12
+ */
13
+ export class InstancingHandler {
14
+ static instance = new InstancingHandler();
15
+ /** This is the initial instance count when creating a new instancing structure.
16
+ * Override this and the number of max instances that you expect for a given object.
17
+ * The larger the value the more objects can be added without having to resize but it will also consume more memory.
18
+ * (The instancing mesh renderer will grow x2 if the max instance count is reached)
19
+ * @default 4
20
+ * @returns The initial instance count
21
+ * */
22
+ static getStartInstanceCount = (_obj) => {
23
+ return 4;
24
+ };
25
+ objs = [];
26
+ setup(renderer, obj, context, handlesArray, args, level = 0) {
27
+ // make sure setting casting settings are applied so when we add the mesh to the InstancedMesh we can ask for the correct cast shadow setting
28
+ renderer.applySettings(obj);
29
+ const res = this.tryCreateOrAddInstance(obj, context, args);
30
+ if (res) {
31
+ if (handlesArray === null)
32
+ handlesArray = [];
33
+ handlesArray.push(res);
34
+ // load texture lods
35
+ NEEDLE_progressive.assignTextureLOD(res.renderer.material, 0);
36
+ // Load mesh lods
37
+ // TODO: technically for multi meshes we do this work multiple times (we search for meshes in children and then use the renderer sharedMeshes... that doesnt make sense)
38
+ for (let i = 0; i < renderer.sharedMeshes.length; i++) {
39
+ const mesh = renderer.sharedMeshes[i];
40
+ const geometry = mesh.geometry;
41
+ NEEDLE_progressive.assignMeshLOD(mesh, 0).then(lod => {
42
+ if (lod && renderer.activeAndEnabled && geometry != lod) {
43
+ res.setGeometry(lod);
44
+ }
45
+ });
46
+ }
47
+ }
48
+ else if (level <= 0 && obj.type !== "Mesh") {
49
+ const nextLevel = level + 1;
50
+ for (const ch of obj.children) {
51
+ handlesArray = this.setup(renderer, ch, context, handlesArray, args, nextLevel);
52
+ }
53
+ }
54
+ if (level === 0) {
55
+ // For multi material objects we only want to track the root object's matrix
56
+ if (args.useMatrixWorldAutoUpdate && handlesArray && handlesArray.length >= 0) {
57
+ this.autoUpdateInstanceMatrix(obj);
58
+ }
59
+ }
60
+ return handlesArray;
61
+ }
62
+ tryCreateOrAddInstance(obj, context, args) {
63
+ if (obj.type === "Mesh") {
64
+ const index = args.foundMeshes;
65
+ args.foundMeshes += 1;
66
+ if (!args.rend.enableInstancing)
67
+ return null;
68
+ if (args.rend.enableInstancing === true) {
69
+ // instancing is enabled globally
70
+ // continue....
71
+ }
72
+ else {
73
+ if (index >= args.rend.enableInstancing.length) {
74
+ if (debugInstancing)
75
+ console.error("Something is wrong with instance setup", obj, args.rend.enableInstancing, index);
76
+ return null;
77
+ }
78
+ if (!args.rend.enableInstancing[index]) {
79
+ // instancing is disabled
80
+ // console.log("Instancing is disabled", obj);
81
+ return null;
82
+ }
83
+ }
84
+ // instancing is enabled:
85
+ const mesh = obj;
86
+ // const geo = mesh.geometry as BufferGeometry;
87
+ const mat = mesh.material;
88
+ for (const i of this.objs) {
89
+ if (!i.canAdd(mesh.geometry, mat))
90
+ continue;
91
+ const handle = i.addInstance(mesh);
92
+ return handle;
93
+ }
94
+ let maxInstances = InstancingHandler.getStartInstanceCount(obj);
95
+ if (!maxInstances || maxInstances < 0) {
96
+ maxInstances = 4;
97
+ }
98
+ let name = obj.name;
99
+ if (!name?.length)
100
+ name = makeIdFromRandomWords();
101
+ const i = new InstancedMeshRenderer(name, mesh.geometry, mat, maxInstances, context);
102
+ this.objs.push(i);
103
+ const handle = i.addInstance(mesh);
104
+ return handle;
105
+ }
106
+ return null;
107
+ }
108
+ autoUpdateInstanceMatrix(obj) {
109
+ const original = obj.matrixWorld["multiplyMatrices"].bind(obj.matrixWorld);
110
+ const previousMatrix = obj.matrixWorld.clone();
111
+ const matrixChangeWrapper = (a, b) => {
112
+ const newMatrixWorld = original(a, b);
113
+ if (obj[NEED_UPDATE_INSTANCE_KEY] || previousMatrix.equals(newMatrixWorld) === false) {
114
+ previousMatrix.copy(newMatrixWorld);
115
+ obj[NEED_UPDATE_INSTANCE_KEY] = true;
116
+ }
117
+ return newMatrixWorld;
118
+ };
119
+ obj.matrixWorld["multiplyMatrices"] = matrixChangeWrapper;
120
+ // wrap matrixWorldNeedsUpdate
121
+ // let originalMatrixWorldNeedsUpdate = obj.matrixWorldNeedsUpdate;
122
+ // Object.defineProperty(obj, "matrixWorldNeedsUpdate", {
123
+ // get: () => {
124
+ // return originalMatrixWorldNeedsUpdate;
125
+ // },
126
+ // set: (value: boolean) => {
127
+ // if(value) console.warn("SET MATRIX WORLD NEEDS UPDATE");
128
+ // originalMatrixWorldNeedsUpdate = value;
129
+ // }
130
+ // });
131
+ }
132
+ }
133
+ /**
134
+ * The instance handle is used to interface with the mesh that is rendered using instancing.
135
+ */
136
+ export class InstanceHandle {
137
+ static all = [];
138
+ /** The name of the object */
139
+ get name() {
140
+ return this.object.name;
141
+ }
142
+ get isActive() {
143
+ return this.__instanceIndex >= 0;
144
+ }
145
+ get vertexCount() {
146
+ return this.object.geometry.attributes.position.count;
147
+ }
148
+ get maxVertexCount() {
149
+ // we get the max of the estimated MAX lod vertex count and the actual vertex count
150
+ return Math.max(this.meshInformation.vertexCount, this.vertexCount);
151
+ }
152
+ get reservedVertexCount() {
153
+ return this.__reservedVertexRange;
154
+ }
155
+ get indexCount() {
156
+ return this.object.geometry.index ? this.object.geometry.index.count : 0;
157
+ }
158
+ get maxIndexCount() {
159
+ // we get the max of the estimated MAX lod index count and the actual index count
160
+ return Math.max(this.meshInformation.indexCount, this.indexCount);
161
+ }
162
+ get reservedIndexCount() {
163
+ return this.__reservedIndexRange;
164
+ }
165
+ /** The object that is being instanced */
166
+ object;
167
+ /** The instancer/BatchedMesh that is rendering this object*/
168
+ renderer;
169
+ /** @internal */
170
+ __instanceIndex = -1;
171
+ /** @internal */
172
+ __reservedVertexRange = 0;
173
+ /** @internal */
174
+ __reservedIndexRange = 0;
175
+ __geometryIndex = -1;
176
+ /** The mesh information of the object - this tries to also calculate the LOD info */
177
+ meshInformation;
178
+ constructor(originalObject, instancer) {
179
+ this.__instanceIndex = -1;
180
+ this.object = originalObject;
181
+ this.renderer = instancer;
182
+ originalObject[$instancingRenderer] = instancer;
183
+ // TODO: this doesn't have LOD information *yet* in some cases - hence we can not rely on it for the max vertex counts
184
+ this.meshInformation = getMeshInformation(originalObject.geometry);
185
+ InstanceHandle.all.push(this);
186
+ }
187
+ /** Calculates the mesh information again
188
+ * @returns true if the vertex count or index count has changed
189
+ */
190
+ updateMeshInformation() {
191
+ const newMeshInformation = getMeshInformation(this.object.geometry);
192
+ const oldVertexCount = this.meshInformation.vertexCount;
193
+ const oldIndexCount = this.meshInformation.indexCount;
194
+ Object.assign(this.meshInformation, newMeshInformation);
195
+ return oldVertexCount !== this.meshInformation.vertexCount || oldIndexCount !== this.meshInformation.indexCount;
196
+ }
197
+ /** Updates the matrix from the rendered object. Will also call updateWorldMatrix internally */
198
+ updateInstanceMatrix(updateChildren = false, updateMatrix = true) {
199
+ if (this.__instanceIndex < 0)
200
+ return;
201
+ if (updateMatrix)
202
+ this.object.updateWorldMatrix(true, updateChildren);
203
+ this.renderer.updateInstance(this.object.matrixWorld, this.__instanceIndex);
204
+ }
205
+ /** Updates the matrix of the instance */
206
+ setMatrix(matrix) {
207
+ if (this.__instanceIndex < 0)
208
+ return;
209
+ this.renderer.updateInstance(matrix, this.__instanceIndex);
210
+ }
211
+ /** Can be used to change the geometry of this instance */
212
+ setGeometry(geo) {
213
+ if (this.__geometryIndex < 0)
214
+ return false;
215
+ const self = this;
216
+ if (this.vertexCount > this.__reservedVertexRange) {
217
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved vertex range is too small: ${this.__reservedVertexRange.toLocaleString()} < ${this.vertexCount.toLocaleString()} vertices for ${this.name}`);
218
+ }
219
+ if (this.indexCount > this.__reservedIndexRange) {
220
+ return handleInvalidRange(`Instancing: Can not update geometry (${this.name}), reserved index range is too small: ${this.__reservedIndexRange.toLocaleString()} < ${this.indexCount.toLocaleString()} indices for ${this.name}`);
221
+ }
222
+ return this.renderer.updateGeometry(geo, this.__geometryIndex);
223
+ function handleInvalidRange(error) {
224
+ if (self.updateMeshInformation()) {
225
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0xff0000, 5);
226
+ self.renderer.remove(self, true);
227
+ // Gizmos.DrawWireSphere(self.object.worldPosition, .5, 0x33ff00, 5);
228
+ // self.object.scale.multiplyScalar(10);
229
+ if (self.renderer.add(self)) {
230
+ return true;
231
+ }
232
+ }
233
+ if (isDevEnvironment() || debugInstancing) {
234
+ console.error(error);
235
+ }
236
+ return false;
237
+ }
238
+ }
239
+ /** Adds this object to the instancing renderer (effectively activating instancing) */
240
+ add() {
241
+ if (this.__instanceIndex >= 0)
242
+ return;
243
+ this.renderer.add(this);
244
+ GameObject.markAsInstancedRendered(this.object, true);
245
+ }
246
+ /** Removes this object from the instancing renderer
247
+ * @param delete_ If true, the instance handle will be removed from the global list
248
+ */
249
+ remove(delete_) {
250
+ if (this.__instanceIndex < 0)
251
+ return;
252
+ this.renderer.remove(this, delete_);
253
+ GameObject.markAsInstancedRendered(this.object, false);
254
+ if (delete_) {
255
+ const i = InstanceHandle.all.indexOf(this);
256
+ if (i >= 0) {
257
+ InstanceHandle.all.splice(i, 1);
258
+ }
259
+ }
260
+ }
261
+ }
262
+ class InstancedMeshRenderer {
263
+ /** The three instanced mesh
264
+ * @link https://threejs.org/docs/#api/en/objects/InstancedMesh
265
+ */
266
+ get batchedMesh() {
267
+ return this._batchedMesh;
268
+ }
269
+ get visible() {
270
+ return this._batchedMesh.visible;
271
+ }
272
+ set visible(val) {
273
+ this._batchedMesh.visible = val;
274
+ }
275
+ get castShadow() {
276
+ return this._batchedMesh.castShadow;
277
+ }
278
+ set castShadow(val) {
279
+ this._batchedMesh.castShadow = val;
280
+ }
281
+ set receiveShadow(val) {
282
+ this._batchedMesh.receiveShadow = val;
283
+ }
284
+ /** If true, the instancer is allowed to grow when the max instance count is reached */
285
+ allowResize = true;
286
+ /** The name of the instancer */
287
+ name = "";
288
+ /** The added geometry */
289
+ geometry;
290
+ /** The material used for the instanced mesh */
291
+ material;
292
+ /** The current number of instances */
293
+ get count() { return this._currentInstanceCount; }
294
+ /** Update the bounding box and sphere of the instanced mesh
295
+ * @param box If true, update the bounding box
296
+ * @param sphere If true, update the bounding sphere
297
+ */
298
+ updateBounds(box = true, sphere = true) {
299
+ this._needUpdateBounds = false;
300
+ if (box)
301
+ this._batchedMesh.computeBoundingBox();
302
+ if (sphere)
303
+ this._batchedMesh.computeBoundingSphere();
304
+ if (debugInstancing && this._batchedMesh.boundingSphere) {
305
+ const sphere = this._batchedMesh.boundingSphere;
306
+ // const worldPos = this._batchedMesh.worldPosition.add(sphere.center);
307
+ // const worldRadius = sphere!.radius;
308
+ Gizmos.DrawWireSphere(sphere.center, sphere.radius, 0x00ff00);
309
+ }
310
+ }
311
+ _context;
312
+ _batchedMesh;
313
+ _handles = [];
314
+ _geometryIds = new Map();
315
+ _maxInstanceCount;
316
+ _currentInstanceCount = 0;
317
+ _currentVertexCount = 0;
318
+ _currentIndexCount = 0;
319
+ _maxVertexCount;
320
+ _maxIndexCount;
321
+ static nullMatrix = new Matrix4();
322
+ /** Check if the geometry can be added to this instancer
323
+ * @param geometry The geometry to check
324
+ * @param material The material of the geometry
325
+ * @returns true if the geometry can be added
326
+ */
327
+ canAdd(geometry, material) {
328
+ if (this._maxVertexCount > 10_000_000)
329
+ return false;
330
+ // The material instance must match
331
+ // perhaps at some point later we *could* check if it's the same shader and properties but this would be risky
332
+ if (material !== this.material) {
333
+ const canMergeMaterial = false;
334
+ // if (material.type === this.material.type) {
335
+ // switch (material.type) {
336
+ // case "MeshStandardMaterial":
337
+ // // check if the material properties are the same
338
+ // const m0 = this.material as MeshStandardMaterial;
339
+ // const m1 = material as MeshStandardMaterial;
340
+ // if(m0.map !== m1.map) return false;
341
+ // // if(m0.color.equals(m1.color) === false) return false;
342
+ // if(m0.roughness !== m1.roughness) return false;
343
+ // if(m0.metalness !== m1.metalness) return false;
344
+ // if(m0.envMap !== m1.envMap) return false;
345
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
346
+ // if(m0.lightMap !== m1.lightMap) return false;
347
+ // if(m0.lightMapIntensity !== m1.lightMapIntensity) return false;
348
+ // if(m0.aoMap !== m1.aoMap) return false;
349
+ // if(m0.aoMapIntensity !== m1.aoMapIntensity) return false;
350
+ // if(m0.emissive.equals(m1.emissive) === false) return false;
351
+ // if(m0.emissiveIntensity !== m1.emissiveIntensity) return false;
352
+ // if(m0.emissiveMap !== m1.emissiveMap) return false;
353
+ // if(m0.bumpMap !== m1.bumpMap) return false;
354
+ // if(m0.bumpScale !== m1.bumpScale) return false;
355
+ // if(m0.normalMap !== m1.normalMap) return false;
356
+ // if(m0.normalScale.equals(m1.normalScale) === false) return false;
357
+ // if(m0.displacementMap !== m1.displacementMap) return false;
358
+ // if(m0.displacementScale !== m1.displacementScale) return false;
359
+ // if(m0.displacementBias !== m1.displacementBias) return false;
360
+ // if(m0.roughnessMap !== m1.roughnessMap) return false;
361
+ // if(m0.metalnessMap !== m1.metalnessMap) return false;
362
+ // if(m0.alphaMap !== m1.alphaMap) return false;
363
+ // if(m0.envMapIntensity !== m1.envMapIntensity) return false;
364
+ // canMergeMaterial = true;
365
+ // break;
366
+ // }
367
+ // }
368
+ if (!canMergeMaterial) {
369
+ return false;
370
+ }
371
+ }
372
+ // if(this.geometry !== _geometry) return false;
373
+ // console.log(geometry.name, geometry.uuid);
374
+ if (!this.validateGeometry(geometry))
375
+ return false;
376
+ // const validationMethod = this.inst["_validateGeometry"];
377
+ // if (!validationMethod) throw new Error("InstancedMesh does not have a _validateGeometry method");
378
+ // try {
379
+ // validationMethod.call(this.inst, _geometry);
380
+ // }
381
+ // catch (err) {
382
+ // // console.error(err);
383
+ // return false;
384
+ // }
385
+ const hasSpace = !this.mustGrow(geometry);
386
+ if (hasSpace)
387
+ return true;
388
+ if (this.allowResize)
389
+ return true;
390
+ return false;
391
+ }
392
+ _needUpdateBounds = false;
393
+ _debugMaterial = null;
394
+ constructor(name, geo, material, initialMaxCount, context) {
395
+ this.name = name;
396
+ this.geometry = geo;
397
+ this.material = material;
398
+ this._context = context;
399
+ this._maxInstanceCount = Math.max(2, initialMaxCount);
400
+ if (debugInstancing) {
401
+ this._debugMaterial = createDebugMaterial();
402
+ }
403
+ const estimate = this.tryEstimateVertexCountSize(this._maxInstanceCount, [geo], initialMaxCount);
404
+ this._maxVertexCount = estimate.vertexCount;
405
+ this._maxIndexCount = estimate.indexCount;
406
+ this._batchedMesh = new BatchedMesh(this._maxInstanceCount, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
407
+ // this.inst = new InstancedMesh(geo, material, count);
408
+ this._batchedMesh[$instancingAutoUpdateBounds] = true;
409
+ // this.inst.count = 0;
410
+ this._batchedMesh.visible = true;
411
+ this._context.scene.add(this._batchedMesh);
412
+ // Not handled by RawShaderMaterial, so we need to set the define explicitly.
413
+ // Edge case: theoretically some users of the material could use it in an
414
+ // instanced fashion, and some others not. In that case, the material would not
415
+ // be able to be shared between the two use cases. We could probably add a
416
+ // onBeforeRender call for the InstancedMesh and set the define there.
417
+ // Same would apply if we support skinning -
418
+ // there we would have to split instanced batches so that the ones using skinning
419
+ // are all in the same batch.
420
+ if (material instanceof RawShaderMaterial) {
421
+ material.defines["USE_INSTANCING"] = true;
422
+ material.needsUpdate = true;
423
+ }
424
+ context.pre_render_callbacks.push(this.onBeforeRender);
425
+ context.post_render_callbacks.push(this.onAfterRender);
426
+ if (debugInstancing) {
427
+ console.log(`Instanced renderer created with ${this._maxInstanceCount} instances, ${this._maxVertexCount} max vertices and ${this._maxIndexCount} max indices for \"${name}\"`);
428
+ }
429
+ }
430
+ dispose() {
431
+ if (debugInstancing)
432
+ console.warn("Dispose instanced renderer", this.name);
433
+ this._context.scene.remove(this._batchedMesh);
434
+ this._batchedMesh.dispose();
435
+ this._batchedMesh = null;
436
+ this._handles = [];
437
+ }
438
+ addInstance(obj) {
439
+ const handle = new InstanceHandle(obj, this);
440
+ if (obj.castShadow === true && this._batchedMesh.castShadow === false) {
441
+ this._batchedMesh.castShadow = true;
442
+ }
443
+ if (obj.receiveShadow === true && this._batchedMesh.receiveShadow === false) {
444
+ this._batchedMesh.receiveShadow = true;
445
+ }
446
+ try {
447
+ this.add(handle);
448
+ }
449
+ catch (e) {
450
+ console.error(`Failed adding mesh to instancing (object name: \"${obj.name}\", instances: ${this._currentInstanceCount.toLocaleString()}/${this._maxInstanceCount.toLocaleString()}, vertices: ${this._currentVertexCount.toLocaleString()}/${this._maxVertexCount.toLocaleString()}, indices: ${this._currentIndexCount.toLocaleString()}/${this._maxIndexCount.toLocaleString()})\n`, e);
451
+ if (isDevEnvironment()) {
452
+ showBalloonError("Failed instancing mesh. See the browser console for details.");
453
+ debugger;
454
+ }
455
+ return null;
456
+ }
457
+ return handle;
458
+ }
459
+ add(handle) {
460
+ const geo = handle.object.geometry;
461
+ if (!geo || !geo.attributes) {
462
+ console.error("Cannot add object to instancing without geometry", handle.name);
463
+ return false;
464
+ }
465
+ if (this.mustGrow(geo)) {
466
+ if (this.allowResize) {
467
+ this.grow(geo);
468
+ }
469
+ else {
470
+ console.error("Cannot add instance, max count reached", this.name, this.count, this._maxInstanceCount);
471
+ return false;
472
+ }
473
+ }
474
+ handle.object.updateWorldMatrix(true, true);
475
+ this.addGeometry(handle);
476
+ this._handles[handle.__instanceIndex] = handle;
477
+ this._currentInstanceCount += 1;
478
+ this.markNeedsUpdate();
479
+ if (this._currentInstanceCount > 0)
480
+ this._batchedMesh.visible = true;
481
+ return true;
482
+ }
483
+ remove(handle, delete_) {
484
+ if (!handle) {
485
+ return;
486
+ }
487
+ if (handle.__instanceIndex < 0 || this._handles[handle.__instanceIndex] != handle || this._currentInstanceCount <= 0) {
488
+ // console.warn("Cannot remove instance, handle is invalid", handle.name);
489
+ return;
490
+ }
491
+ this.removeGeometry(handle, delete_);
492
+ this._handles[handle.__instanceIndex] = null;
493
+ handle.__instanceIndex = -1;
494
+ if (this._currentInstanceCount > 0) {
495
+ this._currentInstanceCount -= 1;
496
+ }
497
+ if (this._currentInstanceCount <= 0)
498
+ this._batchedMesh.visible = false;
499
+ this.markNeedsUpdate();
500
+ }
501
+ updateInstance(mat, index) {
502
+ this._batchedMesh.setMatrixAt(index, mat);
503
+ this.markNeedsUpdate();
504
+ }
505
+ updateGeometry(geo, geometryIndex) {
506
+ if (!this.validateGeometry(geo)) {
507
+ return false;
508
+ }
509
+ if (this.mustGrow()) {
510
+ this.grow(geo);
511
+ }
512
+ if (debugInstancing)
513
+ console.debug("[Instancing] UPDATE GEOMETRY at " + geometryIndex, this._batchedMesh["_geometryCount"], geo.name, getMeshInformation(geo), geo.attributes.position.count, geo.index ? geo.index.count : 0);
514
+ this._batchedMesh.setGeometryAt(geometryIndex, geo);
515
+ // for LOD mesh updates we need to make sure to save the geometry index
516
+ this._geometryIds.set(geo, geometryIndex);
517
+ this.markNeedsUpdate();
518
+ return true;
519
+ }
520
+ onBeforeRender = () => {
521
+ // ensure the instanced mesh is rendered / has correct layers
522
+ this._batchedMesh.layers.enableAll();
523
+ if (this._needUpdateBounds && this._batchedMesh[$instancingAutoUpdateBounds] === true) {
524
+ if (debugInstancing === "verbose")
525
+ console.log("Update instancing bounds", this.name, this._batchedMesh.matrixWorldNeedsUpdate);
526
+ this.updateBounds();
527
+ }
528
+ };
529
+ onAfterRender = () => {
530
+ // hide the instanced mesh again when its not being rendered (for raycasting we still use the original object)
531
+ this._batchedMesh.layers.disableAll();
532
+ };
533
+ validateGeometry(geometry) {
534
+ const batchGeometry = this.geometry;
535
+ for (const attributeName in batchGeometry.attributes) {
536
+ if (attributeName === "batchId") {
537
+ continue;
538
+ }
539
+ if (!geometry.hasAttribute(attributeName)) {
540
+ if (isDevEnvironment())
541
+ console.warn(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
542
+ // geometry.setAttribute(attributeName, batchGeometry.getAttribute(attributeName).clone());
543
+ return false;
544
+ // throw new Error(`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
545
+ }
546
+ // const srcAttribute = geometry.getAttribute(attributeName);
547
+ // const dstAttribute = batchGeometry.getAttribute(attributeName);
548
+ // if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
549
+ // if (debugInstancing) throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.');
550
+ // return false;
551
+ // }
552
+ }
553
+ return true;
554
+ }
555
+ markNeedsUpdate() {
556
+ if (debugInstancing === "verbose") {
557
+ console.warn("Marking instanced mesh dirty", this.name);
558
+ }
559
+ this._needUpdateBounds = true;
560
+ // this.inst.instanceMatrix.needsUpdate = true;
561
+ }
562
+ /**
563
+ * @param geo The geometry to add (if none is provided it means the geometry is already added and just updated)
564
+ */
565
+ mustGrow(geo) {
566
+ if (this.count >= this._maxInstanceCount)
567
+ return true;
568
+ if (!geo || !geo.attributes)
569
+ return false;
570
+ const meshInfo = getMeshInformation(geo);
571
+ const newVertexCount = meshInfo.vertexCount;
572
+ const newIndexCount = meshInfo.indexCount;
573
+ return this._currentVertexCount + newVertexCount > this._maxVertexCount || this._currentIndexCount + newIndexCount > this._maxIndexCount;
574
+ }
575
+ grow(geometry) {
576
+ const growFactor = 2;
577
+ const newSize = Math.ceil(this._maxInstanceCount * growFactor);
578
+ // create a new BatchedMesh instance
579
+ const estimatedSpace = this.tryEstimateVertexCountSize(newSize, [geometry]); // geometry.attributes.position.count;
580
+ // const indices = geometry.index ? geometry.index.count : 0;
581
+ const newMaxVertexCount = Math.max(this._maxVertexCount, estimatedSpace.vertexCount);
582
+ const newMaxIndexCount = Math.max(this._maxIndexCount, estimatedSpace.indexCount, Math.ceil(this._maxVertexCount * growFactor));
583
+ if (debugInstancing) {
584
+ const geometryInfo = getMeshInformation(geometry);
585
+ console.warn(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\n${geometryInfo.vertexCount} vertices, ${geometryInfo.indexCount} indices\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
586
+ this._debugMaterial = createDebugMaterial();
587
+ }
588
+ else if (isDevEnvironment()) {
589
+ console.debug(`[Instancing] Growing Buffer\nMesh: \"${this.name}${geometry.name?.length ? "/" + geometry.name : ""}\"\nMax count ${this._maxInstanceCount} → ${newSize}\nMax vertex count ${this._maxVertexCount} -> ${newMaxVertexCount}\nMax index count ${this._maxIndexCount} -> ${newMaxIndexCount}`);
590
+ }
591
+ this._maxVertexCount = newMaxVertexCount;
592
+ this._maxIndexCount = newMaxIndexCount;
593
+ const newInst = new BatchedMesh(newSize, this._maxVertexCount, this._maxIndexCount, this._debugMaterial ?? this.material);
594
+ newInst.layers = this._batchedMesh.layers;
595
+ newInst.castShadow = this._batchedMesh.castShadow;
596
+ newInst.receiveShadow = this._batchedMesh.receiveShadow;
597
+ newInst.visible = this._batchedMesh.visible;
598
+ newInst[$instancingAutoUpdateBounds] = this._batchedMesh[$instancingAutoUpdateBounds];
599
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
600
+ newInst.matrixWorldNeedsUpdate = this._batchedMesh.matrixWorldNeedsUpdate;
601
+ newInst.matrixAutoUpdate = this._batchedMesh.matrixAutoUpdate;
602
+ newInst.matrixWorld.copy(this._batchedMesh.matrixWorld);
603
+ newInst.matrix.copy(this._batchedMesh.matrix);
604
+ // dispose the old batched mesh
605
+ this._batchedMesh.dispose();
606
+ this._batchedMesh.removeFromParent();
607
+ this._geometryIds.clear();
608
+ this._batchedMesh = newInst;
609
+ this._maxInstanceCount = newSize;
610
+ // since we have a new batched mesh we need to re-add all the instances
611
+ // fixes https://linear.app/needle/issue/NE-5711
612
+ // add current instances to new instanced mesh
613
+ const original = [...this._handles];
614
+ this._handles = [];
615
+ for (const handle of original) {
616
+ if (handle && handle.__instanceIndex >= 0) {
617
+ this.addGeometry(handle);
618
+ this._handles[handle.__instanceIndex] = handle;
619
+ }
620
+ }
621
+ this._context.scene.add(newInst);
622
+ }
623
+ tryEstimateVertexCountSize(newMaxInstances, _newGeometries, newGeometriesFactor = 1) {
624
+ /** Used geometries and how many instances use them */
625
+ const usedGeometries = new Map();
626
+ for (const handle of this._handles) {
627
+ if (handle && handle.__instanceIndex >= 0 && handle.object.geometry) {
628
+ if (!usedGeometries.has(handle.object.geometry)) {
629
+ const data = getMeshInformation(handle.object.geometry);
630
+ const meshinfo = { count: 1, ...data };
631
+ usedGeometries.set(handle.object.geometry, meshinfo);
632
+ }
633
+ else {
634
+ const entry = usedGeometries.get(handle.object.geometry);
635
+ entry.count += 1;
636
+ }
637
+ }
638
+ }
639
+ // then calculate the total vertex count
640
+ let totalVertices = 0;
641
+ let totalIndices = 0;
642
+ // let maxVertices = 0;
643
+ for (const [_geo, data] of usedGeometries) {
644
+ totalVertices += data.vertexCount * data.count;
645
+ totalIndices += data.indexCount * data.count;
646
+ // maxVertices = Math.max(maxVertices, geo.attributes.position.count * count);
647
+ }
648
+ // we calculate the average to make an educated guess of how many vertices will be needed with the new buffer count
649
+ const averageVerts = Math.ceil(totalVertices / Math.max(1, this._currentInstanceCount));
650
+ let maxVertexCount = averageVerts * newMaxInstances;
651
+ const averageIndices = Math.ceil(totalIndices / Math.max(1, this._currentInstanceCount));
652
+ let maxIndexCount = averageIndices * newMaxInstances * 2;
653
+ // if new geometries are provided we *know* that they will be added
654
+ // so we make sure to include them in the calculation
655
+ if (_newGeometries) {
656
+ for (const geo of _newGeometries) {
657
+ const meshinfo = getMeshInformation(geo);
658
+ if (meshinfo != null) {
659
+ maxVertexCount += meshinfo.vertexCount * newGeometriesFactor;
660
+ maxIndexCount += meshinfo.indexCount * newGeometriesFactor;
661
+ }
662
+ }
663
+ }
664
+ return { vertexCount: maxVertexCount, indexCount: maxIndexCount };
665
+ }
666
+ addGeometry(handle) {
667
+ const obj = handle.object;
668
+ const geo = obj.geometry;
669
+ if (!geo) {
670
+ // if the geometry is null we cannot add it
671
+ return;
672
+ }
673
+ // otherwise add more geometry / instances
674
+ let geometryId = this._geometryIds.get(geo);
675
+ if (geometryId === undefined || geometryId === null) {
676
+ if (debugInstancing)
677
+ console.debug(`[Instancing] > ADD NEW GEOMETRY \"${handle.name} (${geo.name}; ${geo.uuid})\"\n${this._currentInstanceCount} instances, ${handle.maxVertexCount} max vertices, ${handle.maxIndexCount} max indices`);
678
+ geometryId = this._batchedMesh.addGeometry(geo, handle.maxVertexCount, handle.maxIndexCount);
679
+ this._geometryIds.set(geo, geometryId);
680
+ }
681
+ else {
682
+ if (debugInstancing === "verbose")
683
+ console.log(`[Instancing] > ADD INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances`);
684
+ }
685
+ this._currentVertexCount += handle.maxVertexCount;
686
+ this._currentIndexCount += handle.maxIndexCount;
687
+ const i = this._batchedMesh.addInstance(geometryId);
688
+ handle.__geometryIndex = geometryId;
689
+ handle.__instanceIndex = i;
690
+ handle.__reservedVertexRange = handle.maxVertexCount;
691
+ handle.__reservedIndexRange = handle.maxIndexCount;
692
+ this._batchedMesh.setMatrixAt(i, handle.object.matrixWorld);
693
+ if (debugInstancing)
694
+ console.debug(`[Instancing] > ADDED INSTANCE \"${handle.name}\"\nGEOMETRY_ID=${geometryId}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
695
+ }
696
+ removeGeometry(handle, _del) {
697
+ if (handle.__instanceIndex < 0) {
698
+ console.warn("Cannot remove geometry, instance index is invalid", handle.name);
699
+ return;
700
+ }
701
+ // deleteGeometry is currently not useable since there's no optimize method
702
+ // https://github.com/mrdoob/three.js/issues/27985
703
+ // if (del)
704
+ // this.inst.deleteGeometry(handle.__instanceIndex);
705
+ // else
706
+ // this._batchedMesh.setVisibleAt(handle.__instanceIndex, false);
707
+ if (debugInstancing) {
708
+ console.debug(`[Instancing] < REMOVE INSTANCE \"${handle.name}\" at [${handle.__instanceIndex}]\nGEOMETRY_ID=${handle.__geometryIndex}\n${this._currentInstanceCount} instances\nIndex: ${handle.__instanceIndex}`);
709
+ }
710
+ this._batchedMesh.deleteInstance(handle.__instanceIndex);
711
+ }
712
+ }
713
+ function getMeshInformation(geo) {
714
+ if (!geo) {
715
+ if (isDevEnvironment())
716
+ console.error("Cannot get mesh information from null geometry");
717
+ return { vertexCount: 0, indexCount: 0 };
718
+ }
719
+ let vertexCount = geo.attributes?.position?.count || 0;
720
+ let indexCount = geo.index ? geo.index.count : 0;
721
+ const lodInfo = NEEDLE_progressive.getMeshLODInformation(geo);
722
+ if (lodInfo) {
723
+ const lod0 = lodInfo.lods[0];
724
+ let lod0Count = lod0.vertexCount;
725
+ let lod0IndexCount = lod0.indexCount;
726
+ // add some wiggle room: https://linear.app/needle/issue/NE-4505
727
+ const extra = Math.min(200, Math.ceil(lod0Count * .05));
728
+ lod0Count += extra;
729
+ lod0IndexCount += 20;
730
+ vertexCount = Math.max(vertexCount, lod0Count);
731
+ indexCount = Math.max(indexCount, lod0IndexCount);
732
+ }
733
+ vertexCount = Math.ceil(vertexCount);
734
+ indexCount = Math.ceil(indexCount);
735
+ return { vertexCount, indexCount };
736
+ }
737
+ function createDebugMaterial() {
738
+ const mat = new MeshStandardMaterial({ color: new Color(Math.random(), Math.random(), Math.random()) });
739
+ mat.emissive = mat.color;
740
+ mat.emissiveIntensity = .3;
741
+ if (getParam("wireframe"))
742
+ mat.wireframe = true;
743
+ return mat;
744
+ }
745
745
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