@needle-tools/gltf-progressive 1.0.0-alpha.8 → 1.1.0-alpha

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.
@@ -2,13 +2,39 @@ import { Box3, Frustum, Matrix4, Mesh, Sphere, Vector3 } from "three";
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  import { NEEDLE_progressive } from "./extension.js";
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  import { createLoaders } from "./loaders.js";
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  import { getParam } from "./utils.js";
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+ import { plugins } from "./plugins/plugin.js";
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  const debugProgressiveLoading = getParam("debugprogressive");
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  const suppressProgressiveLoading = getParam("noprogressive");
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+ const $lodsManager = Symbol("Needle:LODSManager");
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+ const levels = { mesh_lod: -1, texture_lod: -1 };
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  /**
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  * The LODsManager class is responsible for managing the LODs and progressive assets in the scene. It will automatically update the LODs based on the camera position, screen coverage and mesh density of the objects.
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  * It must be enabled by calling the `enable` method.
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  *
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  * Instead of using the LODs manager directly you can also call `useNeedleProgressive` to enable progressive loading for a GLTFLoader
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+ *
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+ * ### Plugins
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+ * Use {@link LODsManager.addPlugin} to add a plugin to the LODsManager. A plugin can be used to hook into the LOD update process and modify the LOD levels or perform other actions.
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+ *
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+ * @example Adding a LODsManager to a Three.js scene:
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+ * ```ts
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+ * import { LODsManager } from "@needle-tools/gltf-progressive";
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+ * import { WebGLRenderer, Scene, Camera, Mesh } from "three";
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+ *
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+ * const renderer = new WebGLRenderer();
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+ * const lodsManager = LODsManager.get(renderer);
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+ * lodsManager.enable();
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+ * ```
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+ *
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+ * @example Using the LODsManager with a GLTFLoader:
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+ * ```ts
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+ * import { useNeedleProgressive } from "@needle-tools/gltf-progressive";
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+ * import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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+ *
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+ * const url = 'https://yourdomain.com/yourmodel.glb';
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+ * const loader = new GLTFLoader();
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+ * const lodsManager = useNeedleProgressive(url, renderer, loader);
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+ * ```
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  */
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  export class LODsManager {
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  /** Assign a function to draw debug lines for the LODs. This function will be called with the start and end position of the line and the color of the line when the `debugprogressive` query parameter is set.
@@ -18,9 +44,36 @@ export class LODsManager {
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  static getObjectLODState(object) {
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  return object.userData?.LOD_state;
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  }
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+ static addPlugin(plugin) {
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+ plugins.push(plugin);
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+ }
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+ static removePlugin(plugin) {
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+ const index = plugins.indexOf(plugin);
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+ if (index >= 0)
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+ plugins.splice(index, 1);
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+ }
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+ /**
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+ * Gets the LODsManager for the given renderer. If the LODsManager does not exist yet, it will be created.
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+ * @param renderer The renderer to get the LODsManager for.
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+ * @returns The LODsManager instance.
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+ */
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+ static get(renderer) {
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+ if (renderer[$lodsManager]) {
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+ return renderer[$lodsManager];
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+ }
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+ const lodsManager = new LODsManager(renderer);
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+ return lodsManager;
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+ }
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  renderer;
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  projectionScreenMatrix = new Matrix4();
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  cameraFrustrum = new Frustum();
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+ /** @deprecated use static `LODsManager.addPlugin()` method. This getter will be removed in later versions */
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+ get plugins() { return plugins; }
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+ /**
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+ * The target triangle density is the desired max amount of triangles on screen when the mesh is filling the screen.
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+ * @default 200_000
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+ */
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+ targetTriangleDensity = 200_000;
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  /**
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  * The update interval in frames. If set to 0, the LODs will be updated every frame. If set to 1, the LODs will be updated every second frame, etc.
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  */
@@ -29,10 +82,11 @@ export class LODsManager {
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  * If set to true, the LODsManager will not update the LODs.
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  */
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  pause = false;
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- plugins = [];
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+ // readonly plugins: NEEDLE_progressive_plugin[] = [];
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  constructor(renderer) {
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  this.renderer = renderer;
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  }
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+ _frame = 0;
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  _originalRender;
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  /**
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  * Enable the LODsManager. This will replace the render method of the renderer with a method that updates the LODs.
@@ -44,15 +98,21 @@ export class LODsManager {
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  // Save the original render method
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  this._originalRender = this.renderer.render;
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  const self = this;
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- let frames = 0;
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  createLoaders(this.renderer);
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  this.renderer.render = function (scene, camera) {
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- const frame = frames++;
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+ // check if this render call is rendering to a texture or the canvas
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+ // if it's rendering to a texture we don't want to update the LODs
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+ // This might need to be loosened later - e.g. we might want to update LODs for a render texture - but then we need to store the last LOD level differently and we also might not want to perform all the plugin calls?
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+ const renderTarget = self.renderer.getRenderTarget();
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+ if (renderTarget == null) {
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+ stack = 0;
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+ self._frame += 1;
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+ }
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+ const frame = self._frame;
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  const stack_level = stack++;
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  self.onBeforeRender(scene, camera, stack_level, frame);
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  self._originalRender.call(this, scene, camera);
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  self.onAfterRender(scene, camera, stack_level, frame);
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- stack--;
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  };
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  }
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  disable() {
@@ -63,91 +123,116 @@ export class LODsManager {
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  }
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  onBeforeRender(_scene, _camera, _stack, _frame) {
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  }
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- onAfterRender(scene, camera, stack, frame) {
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- if (suppressProgressiveLoading)
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- return;
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+ onAfterRender(scene, camera, _stack, frame) {
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  if (this.pause)
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  return;
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- if (this.updateInterval > 0 && frame % this.updateInterval != 0)
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- return;
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- this.projectionScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
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- this.cameraFrustrum.setFromProjectionMatrix(this.projectionScreenMatrix, this.renderer.coordinateSystem);
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- const desiredDensity = 100_000;
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- // const isLowPerformanceDevice = false;// isMobileDevice();
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- // Experiment: quick & dirty performance-adaptive LODs
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- /*
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- if (this.context.time.smoothedFps < 59) {
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- currentAllowedDensity *= 0.5;
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+ const renderList = this.renderer.renderLists.get(scene, 0);
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+ const opaque = renderList.opaque;
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+ let updateLODs = true;
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+ // check if we're rendering a postprocessing pass
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+ if (opaque.length === 1) {
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+ const material = opaque[0].material;
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+ // pmndrs postprocessing
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+ if (material.name === "EffectMaterial") {
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+ updateLODs = false;
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+ }
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+ // builtin three postprocessing
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+ else if (material.name === "CopyShader") {
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+ updateLODs = false;
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+ }
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  }
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- else if (this.context.time.smoothedFps >= 59) {
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- currentAllowedDensity *= 1.25;
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+ // don't update LODs for cube map rendering cameras
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+ if (camera.parent && camera.parent.type === "CubeCamera") {
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+ updateLODs = false;
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  }
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- */
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- const renderList = this.renderer.renderLists.get(scene, stack);
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- const opaque = renderList.opaque;
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- for (const entry of opaque) {
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- if (entry.material && (entry.geometry?.type === "BoxGeometry" || entry.geometry?.type === "BufferGeometry")) {
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- // Ignore the skybox
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- if (entry.material.name === "SphericalGaussianBlur" || entry.material.name == "BackgroundCubeMaterial" || entry.material.name === "CubemapFromEquirect" || entry.material.name === "EquirectangularToCubeUV") {
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- if (debugProgressiveLoading) {
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- if (!entry.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"]) {
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- entry.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"] = true;
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- console.warn("Ignoring skybox or BLIT object", entry, entry.material.name, entry.material.type);
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+ if (updateLODs) {
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+ if (suppressProgressiveLoading)
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+ return;
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+ if (this.updateInterval > 0 && frame % this.updateInterval != 0)
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+ return;
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+ this.projectionScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
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+ this.cameraFrustrum.setFromProjectionMatrix(this.projectionScreenMatrix, this.renderer.coordinateSystem);
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+ const desiredDensity = this.targetTriangleDensity;
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+ // const isLowPerformanceDevice = false;// isMobileDevice();
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+ // Experiment: quick & dirty performance-adaptive LODs
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+ /*
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+ if (this.context.time.smoothedFps < 59) {
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+ currentAllowedDensity *= 0.5;
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+ }
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+ else if (this.context.time.smoothedFps >= 59) {
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+ currentAllowedDensity *= 1.25;
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+ }
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+ */
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+ for (const entry of opaque) {
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+ if (entry.material && (entry.geometry?.type === "BoxGeometry" || entry.geometry?.type === "BufferGeometry")) {
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+ // Ignore the skybox
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+ if (entry.material.name === "SphericalGaussianBlur" || entry.material.name == "BackgroundCubeMaterial" || entry.material.name === "CubemapFromEquirect" || entry.material.name === "EquirectangularToCubeUV") {
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+ if (debugProgressiveLoading) {
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+ if (!entry.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"]) {
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+ entry.material["NEEDLE_PROGRESSIVE:IGNORE-WARNING"] = true;
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+ console.warn("Ignoring skybox or BLIT object", entry, entry.material.name, entry.material.type);
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+ }
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  }
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+ continue;
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  }
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- continue;
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+ }
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+ switch (entry.material.type) {
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+ case "LineBasicMaterial":
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+ case "LineDashedMaterial":
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+ case "PointsMaterial":
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+ case "ShadowMaterial":
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+ case "MeshDistanceMaterial":
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+ case "MeshDepthMaterial":
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+ continue;
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+ }
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+ const object = entry.object;
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+ if (object instanceof Mesh || (object.isMesh)) {
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+ this.updateLODs(scene, camera, object, desiredDensity, frame);
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  }
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  }
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- const object = entry.object;
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- if (object instanceof Mesh || (object.isMesh)) {
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- this.updateLODs(scene, camera, object, desiredDensity);
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- }
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- }
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- const transparent = renderList.transparent;
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- for (const entry of transparent) {
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- const object = entry.object;
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- if (object instanceof Mesh || (object.isMesh)) {
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- this.updateLODs(scene, camera, object, desiredDensity);
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+ const transparent = renderList.transparent;
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+ for (const entry of transparent) {
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+ const object = entry.object;
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+ if (object instanceof Mesh || (object.isMesh)) {
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+ this.updateLODs(scene, camera, object, desiredDensity, frame);
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+ }
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  }
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  }
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  }
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  /** Update the LOD levels for the renderer. */
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- updateLODs(scene, camera, object, desiredDensity) {
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- for (const plugin of this.plugins) {
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- plugin.onBeforeUpdateLOD?.(this.renderer, scene, camera, object);
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- }
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- // we currently only support auto LOD changes for meshes
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+ updateLODs(scene, camera, object, desiredDensity, _frame) {
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  let state = object.userData.LOD_state;
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  if (!state) {
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  state = new LOD_state();
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  object.userData.LOD_state = state;
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  }
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- let level = this.calculateLodLevel(camera, object, state, desiredDensity);
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- level = Math.round(level);
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- // if (object.name == "Object_20")
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- // console.log(object.name, state.lastScreenCoverage, level)
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- if (level >= 0) {
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- this.loadProgressiveMeshes(object, level);
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+ // Wait a few frames before updating the LODs to make sure the object is loaded, matrices are updated, etc.
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+ if (state.frames++ < 2) {
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+ return;
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+ }
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+ for (const plugin of plugins) {
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+ plugin.onBeforeUpdateLOD?.(this.renderer, scene, camera, object);
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+ }
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+ this.calculateLodLevel(camera, object, state, desiredDensity, levels);
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+ levels.mesh_lod = Math.round(levels.mesh_lod);
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+ levels.texture_lod = Math.round(levels.texture_lod);
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+ // we currently only support auto LOD changes for meshes
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+ if (levels.mesh_lod >= 0) {
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+ this.loadProgressiveMeshes(object, levels.mesh_lod);
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  }
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  // TODO: we currently can not switch texture lods because we need better caching for the textures internally (see copySettings in progressive + NE-4431)
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- let textureLOD = 0; // Math.max(0, LODlevel - 2)
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- if (object.material) {
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+ let textureLOD = levels.texture_lod;
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+ if (object.material && textureLOD >= 0) {
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  const debugLevel = object["DEBUG:LOD"];
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  if (debugLevel != undefined)
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  textureLOD = debugLevel;
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- if (Array.isArray(object.material)) {
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- for (const mat of object.material) {
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- this.loadProgressiveTextures(mat, textureLOD);
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- }
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- }
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- else {
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- this.loadProgressiveTextures(object.material, textureLOD);
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- }
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+ this.loadProgressiveTextures(object.material, textureLOD);
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  }
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- for (const plugin of this.plugins) {
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- plugin.onAfterUpdatedLOD?.(this.renderer, scene, camera, object, level);
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+ for (const plugin of plugins) {
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+ plugin.onAfterUpdatedLOD?.(this.renderer, scene, camera, object, levels);
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  }
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- state.lastLodLevel = level;
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+ state.lastLodLevel_Mesh = levels.mesh_lod;
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+ state.lasLodLevel_Texture = levels.texture_lod;
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  }
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  /** Load progressive textures for the given material
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  * @param material the material to load the textures for
@@ -156,12 +241,27 @@ export class LODsManager {
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  */
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  loadProgressiveTextures(material, level) {
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  if (!material)
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- return Promise.resolve(null);
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- if (material.userData && material.userData.LOD !== level) {
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- material.userData.LOD = level;
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- return NEEDLE_progressive.assignTextureLOD(material, level);
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+ return;
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+ if (Array.isArray(material)) {
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+ for (const mat of material) {
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+ this.loadProgressiveTextures(mat, level);
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+ }
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+ return;
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+ }
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+ const LOD_material = material;
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+ // Check if the material LOD was already updated to a certain level
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+ // We don't use the userData here because we want to re-run assigning textures if the material has been cloned
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+ let update = false;
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+ if (LOD_material.NEEDLE_LOD == undefined) {
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+ update = true;
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+ }
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+ else if (level < LOD_material.NEEDLE_LOD) {
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+ update = true;
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+ }
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+ if (update) {
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+ LOD_material.NEEDLE_LOD = level;
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+ NEEDLE_progressive.assignTextureLOD(material, level);
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  }
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- return Promise.resolve(null);
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  }
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  /** Load progressive meshes for the given mesh
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  * @param mesh the mesh to load the LOD for
@@ -179,8 +279,6 @@ export class LODsManager {
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  const originalGeometry = mesh.geometry;
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  return NEEDLE_progressive.assignMeshLOD(mesh, level).then(res => {
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  if (res && mesh.userData.LOD == level && originalGeometry != mesh.geometry) {
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- // update the lightmap
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- // this.applyLightmapping();
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  // if (this.handles) {
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  // for (const inst of this.handles) {
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  // // if (inst["LOD"] < level) continue;
@@ -197,6 +295,7 @@ export class LODsManager {
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  // private testIfLODLevelsAreAvailable() {
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  _sphere = new Sphere();
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  _tempBox = new Box3();
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+ _tempBox2 = new Box3();
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  tempMatrix = new Matrix4();
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  _tempWorldPosition = new Vector3();
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  _tempBoxSize = new Vector3();
@@ -205,168 +304,204 @@ export class LODsManager {
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  static corner1 = new Vector3();
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  static corner2 = new Vector3();
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  static corner3 = new Vector3();
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- calculateLodLevel(camera, mesh, state, desiredDensity) {
209
- if (!mesh)
210
- return -1;
307
+ static _tempPtInside = new Vector3();
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+ static isInside(box, matrix) {
309
+ const min = box.min;
310
+ const max = box.max;
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+ const centerx = (min.x + max.x) * 0.5;
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+ const centery = (min.y + max.y) * 0.5;
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+ const pt1 = this._tempPtInside.set(centerx, centery, min.z).applyMatrix4(matrix);
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+ return pt1.z < 0;
315
+ }
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+ calculateLodLevel(camera, mesh, state, desiredDensity, result) {
317
+ if (!mesh) {
318
+ result.mesh_lod = -1;
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+ result.texture_lod = -1;
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+ return;
321
+ }
322
+ if (!camera) {
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+ result.mesh_lod = -1;
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+ result.texture_lod = -1;
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+ return;
326
+ }
211
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  // if this is using instancing we always load level 0
212
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  // if (this.isInstancingActive) return 0;
213
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  /** rough measure of "triangles on quadratic screen" – we're switching LODs based on this metric. */
214
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  /** highest LOD level we'd ever expect to be generated */
215
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  const maxLevel = 10;
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- let level = maxLevel + 1;
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- if (camera) {
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- if (debugProgressiveLoading && mesh["DEBUG:LOD"] != undefined) {
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- return mesh["DEBUG:LOD"];
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+ let mesh_level = maxLevel + 1;
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+ if (debugProgressiveLoading && mesh["DEBUG:LOD"] != undefined) {
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+ return mesh["DEBUG:LOD"];
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+ }
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+ // The mesh info contains also the density for all available LOD level so we can use this for selecting which level to show
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+ const mesh_lods_info = NEEDLE_progressive.getMeshLODInformation(mesh.geometry);
338
+ const mesh_lods = mesh_lods_info?.lods;
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+ const has_mesh_lods = mesh_lods && mesh_lods.length > 0;
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+ const texture_lods_minmax = NEEDLE_progressive.getMaterialMinMaxLODsCount(mesh.material);
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+ const has_texture_lods = texture_lods_minmax?.min != Infinity && texture_lods_minmax.min > 0 && texture_lods_minmax.max > 0;
342
+ // We can skip all this if we dont have any LOD information
343
+ if (!has_mesh_lods && !has_texture_lods) {
344
+ result.mesh_lod = 0;
345
+ result.texture_lod = 0;
346
+ return;
347
+ }
348
+ if (!has_mesh_lods) {
349
+ mesh_level = 0;
350
+ }
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+ if (!this.cameraFrustrum?.intersectsObject(mesh)) {
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+ // console.log("Mesh not visible");
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+ // if (debugProgressiveLoading && mesh.geometry.boundingSphere) {
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+ // const bounds = mesh.geometry.boundingSphere;
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+ // this._sphere.copy(bounds);
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+ // this._sphere.applyMatrix4(mesh.matrixWorld);
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+ // Gizmos.DrawWireSphere(this._sphere.center, this._sphere.radius * 1.01, 0xff5555, .5);
358
+ // }
359
+ // the object is not visible by the camera
360
+ result.mesh_lod = 99;
361
+ result.texture_lod = 99;
362
+ return;
363
+ }
364
+ const boundingBox = mesh.geometry.boundingBox;
365
+ if (boundingBox && camera.isPerspectiveCamera) {
366
+ const cam = camera;
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+ // hack: if the mesh has vertex colors, has less than 100 vertices we always select the highest LOD
368
+ if (mesh.geometry.attributes.color && mesh.geometry.attributes.color.count < 100) {
369
+ if (mesh.geometry.boundingSphere) {
370
+ this._sphere.copy(mesh.geometry.boundingSphere);
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+ this._sphere.applyMatrix4(mesh.matrixWorld);
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+ const worldPosition = camera.getWorldPosition(this._tempWorldPosition);
373
+ if (this._sphere.containsPoint(worldPosition)) {
374
+ result.mesh_lod = 0;
375
+ result.texture_lod = 0;
376
+ return;
377
+ }
378
+ }
220
379
  }
221
- // The mesh info contains also the density for all available LOD level so we can use this for selecting which level to show
222
- const lodsInfo = NEEDLE_progressive.getMeshLODInformation(mesh.geometry);
223
- const lods = lodsInfo?.lods;
224
- // We can skip all this if we dont have any LOD information - we can ask the progressive extension for that
225
- if (!lods || lods.length <= 0) {
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- return 99;
380
+ // calculate size on screen
381
+ this._tempBox.copy(boundingBox);
382
+ this._tempBox.applyMatrix4(mesh.matrixWorld);
383
+ // Converting into projection space has the disadvantage that objects further to the side
384
+ // will have a much larger coverage, especially with high-field-of-view situations like in VR.
385
+ // Alternatively, we could attempt to calculate angular coverage (some kind of polar coordinates maybe?)
386
+ // or introduce a correction factor based on "expected distortion" of the object.
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+ // High distortions would lead to lower LOD levels.
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+ // "Centrality" of the calculated screen-space bounding box could be a factor here –
389
+ // what's the distance of the bounding box to the center of the screen?
390
+ if (LODsManager.isInside(this._tempBox, this.projectionScreenMatrix)) {
391
+ result.mesh_lod = 0;
392
+ result.texture_lod = 0;
393
+ return;
227
394
  }
228
- if (!this.cameraFrustrum?.intersectsObject(mesh)) {
229
- // console.log("Mesh not visible");
230
- // if (debugProgressiveLoading && mesh.geometry.boundingSphere) {
231
- // const bounds = mesh.geometry.boundingSphere;
232
- // this._sphere.copy(bounds);
233
- // this._sphere.applyMatrix4(mesh.matrixWorld);
234
- // Gizmos.DrawWireSphere(this._sphere.center, this._sphere.radius * 1.01, 0xff5555, .5);
235
- // }
236
- // the object is not visible by the camera
237
- return 99;
395
+ this._tempBox.applyMatrix4(this.projectionScreenMatrix);
396
+ // TODO might need to be adjusted for cameras that are rendered during an XR session but are
397
+ // actually not XR cameras (e.g. a render texture)
398
+ if (this.renderer.xr.enabled && cam.fov > 70) {
399
+ // calculate centrality of the bounding box - how close is it to the screen center
400
+ const min = this._tempBox.min;
401
+ const max = this._tempBox.max;
402
+ let minX = min.x;
403
+ let minY = min.y;
404
+ let maxX = max.x;
405
+ let maxY = max.y;
406
+ // enlarge
407
+ const enlargementFactor = 2.0;
408
+ const centerBoost = 1.5;
409
+ const centerX = (min.x + max.x) * 0.5;
410
+ const centerY = (min.y + max.y) * 0.5;
411
+ minX = (minX - centerX) * enlargementFactor + centerX;
412
+ minY = (minY - centerY) * enlargementFactor + centerY;
413
+ maxX = (maxX - centerX) * enlargementFactor + centerX;
414
+ maxY = (maxY - centerY) * enlargementFactor + centerY;
415
+ const xCentrality = minX < 0 && maxX > 0 ? 0 : Math.min(Math.abs(min.x), Math.abs(max.x));
416
+ const yCentrality = minY < 0 && maxY > 0 ? 0 : Math.min(Math.abs(min.y), Math.abs(max.y));
417
+ const centrality = Math.max(xCentrality, yCentrality);
418
+ // heuristically determined to lower quality for objects at the edges of vision
419
+ state.lastCentrality = (centerBoost - centrality) * (centerBoost - centrality) * (centerBoost - centrality);
238
420
  }
239
- const box = mesh.geometry.boundingBox;
240
- if (box && camera.isPerspectiveCamera) {
241
- const cam = camera;
242
- // hack: if the mesh has vertex colors, has less than 100 vertices we always select the highest LOD
243
- if (mesh.geometry.attributes.color && mesh.geometry.attributes.color.count < 100) {
244
- if (mesh.geometry.boundingSphere) {
245
- this._sphere.copy(mesh.geometry.boundingSphere);
246
- this._sphere.applyMatrix4(mesh.matrixWorld);
247
- const worldPosition = camera.getWorldPosition(this._tempWorldPosition);
248
- if (this._sphere.containsPoint(worldPosition)) {
249
- return 0;
250
- }
251
- }
252
- }
253
- // calculate size on screen
254
- this._tempBox.copy(box);
255
- this._tempBox.applyMatrix4(mesh.matrixWorld);
256
- // Converting into projection space has the disadvantage that objects further to the side
257
- // will have a much larger coverage, especially with high-field-of-view situations like in VR.
258
- // Alternatively, we could attempt to calculate angular coverage (some kind of polar coordinates maybe?)
259
- // or introduce a correction factor based on "expected distortion" of the object.
260
- // High distortions would lead to lower LOD levels.
261
- // "Centrality" of the calculated screen-space bounding box could be a factor here –
262
- // what's the distance of the bounding box to the center of the screen?
263
- this._tempBox.applyMatrix4(this.projectionScreenMatrix);
264
- // TODO might need to be adjusted for cameras that are rendered during an XR session but are
265
- // actually not XR cameras (e.g. a render texture)
266
- if (this.renderer.xr.enabled && cam.fov > 70) {
267
- // calculate centrality of the bounding box - how close is it to the screen center
268
- const min = this._tempBox.min;
269
- const max = this._tempBox.max;
270
- let minX = min.x;
271
- let minY = min.y;
272
- let maxX = max.x;
273
- let maxY = max.y;
274
- // enlarge
275
- const enlargementFactor = 2.0;
276
- const centerBoost = 1.5;
277
- const centerX = (min.x + max.x) * 0.5;
278
- const centerY = (min.y + max.y) * 0.5;
279
- minX = (minX - centerX) * enlargementFactor + centerX;
280
- minY = (minY - centerY) * enlargementFactor + centerY;
281
- maxX = (maxX - centerX) * enlargementFactor + centerX;
282
- maxY = (maxY - centerY) * enlargementFactor + centerY;
283
- const xCentrality = minX < 0 && maxX > 0 ? 0 : Math.min(Math.abs(min.x), Math.abs(max.x));
284
- const yCentrality = minY < 0 && maxY > 0 ? 0 : Math.min(Math.abs(min.y), Math.abs(max.y));
285
- const centrality = Math.max(xCentrality, yCentrality);
286
- // heuristically determined to lower quality for objects at the edges of vision
287
- state.lastCentrality = (centerBoost - centrality) * (centerBoost - centrality) * (centerBoost - centrality);
288
- }
289
- else {
290
- state.lastCentrality = 1;
291
- }
292
- const boxSize = this._tempBox.getSize(this._tempBoxSize);
293
- boxSize.multiplyScalar(0.5); // goes from -1..1, we want -0.5..0.5 for coverage in percent
294
- if (screen.availHeight > 0)
295
- boxSize.multiplyScalar(this.renderer.domElement.clientHeight / screen.availHeight); // correct for size of context on screen
296
- boxSize.x *= cam.aspect;
297
- const matView = camera.matrixWorldInverse;
298
- const box2 = new Box3();
299
- box2.copy(box);
300
- box2.applyMatrix4(mesh.matrixWorld);
301
- box2.applyMatrix4(matView);
302
- const boxSize2 = box2.getSize(this._tempBox2Size);
303
- // approximate depth coverage in relation to screenspace size
304
- const max2 = Math.max(boxSize2.x, boxSize2.y);
305
- const max1 = Math.max(boxSize.x, boxSize.y);
306
- if (max1 != 0 && max2 != 0)
307
- boxSize.z = boxSize2.z / Math.max(boxSize2.x, boxSize2.y) * Math.max(boxSize.x, boxSize.y);
308
- state.lastScreenCoverage = Math.max(boxSize.x, boxSize.y, boxSize.z);
309
- state.lastScreenspaceVolume.copy(boxSize);
310
- state.lastScreenCoverage *= state.lastCentrality;
311
- // draw screen size box
312
- if (debugProgressiveLoading && LODsManager.debugDrawLine) {
313
- const mat = this.tempMatrix.copy(this.projectionScreenMatrix);
314
- mat.invert();
315
- const corner0 = LODsManager.corner0;
316
- const corner1 = LODsManager.corner1;
317
- const corner2 = LODsManager.corner2;
318
- const corner3 = LODsManager.corner3;
319
- // get box corners, transform with camera space, and draw as quad lines
320
- corner0.copy(this._tempBox.min);
321
- corner1.copy(this._tempBox.max);
322
- corner1.x = corner0.x;
323
- corner2.copy(this._tempBox.max);
324
- corner2.y = corner0.y;
325
- corner3.copy(this._tempBox.max);
326
- // draw outlines at the center of the box
327
- const z = (corner0.z + corner3.z) * 0.5;
328
- // all outlines should have the same depth in screen space
329
- corner0.z = corner1.z = corner2.z = corner3.z = z;
330
- corner0.applyMatrix4(mat);
331
- corner1.applyMatrix4(mat);
332
- corner2.applyMatrix4(mat);
333
- corner3.applyMatrix4(mat);
334
- LODsManager.debugDrawLine(corner0, corner1, 0x0000ff);
335
- LODsManager.debugDrawLine(corner0, corner2, 0x0000ff);
336
- LODsManager.debugDrawLine(corner1, corner3, 0x0000ff);
337
- LODsManager.debugDrawLine(corner2, corner3, 0x0000ff);
338
- }
339
- let expectedLevel = 999;
340
- // const framerate = this.context.time.smoothedFps;
341
- if (lods && state.lastScreenCoverage > 0) {
342
- for (let l = 0; l < lods.length; l++) {
343
- const densityForThisLevel = lods[l].density;
344
- const resultingDensity = densityForThisLevel / state.lastScreenCoverage;
345
- if (resultingDensity < desiredDensity) {
346
- expectedLevel = l;
347
- break;
348
- }
421
+ else {
422
+ state.lastCentrality = 1;
423
+ }
424
+ const boxSize = this._tempBox.getSize(this._tempBoxSize);
425
+ boxSize.multiplyScalar(0.5); // goes from -1..1, we want -0.5..0.5 for coverage in percent
426
+ if (screen.availHeight > 0)
427
+ boxSize.multiplyScalar(this.renderer.domElement.clientHeight / screen.availHeight); // correct for size of context on screen
428
+ boxSize.x *= cam.aspect;
429
+ const matView = camera.matrixWorldInverse;
430
+ const box2 = this._tempBox2;
431
+ box2.copy(boundingBox);
432
+ box2.applyMatrix4(mesh.matrixWorld);
433
+ box2.applyMatrix4(matView);
434
+ const boxSize2 = box2.getSize(this._tempBox2Size);
435
+ // approximate depth coverage in relation to screenspace size
436
+ const max2 = Math.max(boxSize2.x, boxSize2.y);
437
+ const max1 = Math.max(boxSize.x, boxSize.y);
438
+ if (max1 != 0 && max2 != 0)
439
+ boxSize.z = boxSize2.z / Math.max(boxSize2.x, boxSize2.y) * Math.max(boxSize.x, boxSize.y);
440
+ state.lastScreenCoverage = Math.max(boxSize.x, boxSize.y, boxSize.z);
441
+ state.lastScreenspaceVolume.copy(boxSize);
442
+ state.lastScreenCoverage *= state.lastCentrality;
443
+ // draw screen size box
444
+ if (debugProgressiveLoading && LODsManager.debugDrawLine) {
445
+ const mat = this.tempMatrix.copy(this.projectionScreenMatrix);
446
+ mat.invert();
447
+ const corner0 = LODsManager.corner0;
448
+ const corner1 = LODsManager.corner1;
449
+ const corner2 = LODsManager.corner2;
450
+ const corner3 = LODsManager.corner3;
451
+ // get box corners, transform with camera space, and draw as quad lines
452
+ corner0.copy(this._tempBox.min);
453
+ corner1.copy(this._tempBox.max);
454
+ corner1.x = corner0.x;
455
+ corner2.copy(this._tempBox.max);
456
+ corner2.y = corner0.y;
457
+ corner3.copy(this._tempBox.max);
458
+ // draw outlines at the center of the box
459
+ const z = (corner0.z + corner3.z) * 0.5;
460
+ // all outlines should have the same depth in screen space
461
+ corner0.z = corner1.z = corner2.z = corner3.z = z;
462
+ corner0.applyMatrix4(mat);
463
+ corner1.applyMatrix4(mat);
464
+ corner2.applyMatrix4(mat);
465
+ corner3.applyMatrix4(mat);
466
+ LODsManager.debugDrawLine(corner0, corner1, 0x0000ff);
467
+ LODsManager.debugDrawLine(corner0, corner2, 0x0000ff);
468
+ LODsManager.debugDrawLine(corner1, corner3, 0x0000ff);
469
+ LODsManager.debugDrawLine(corner2, corner3, 0x0000ff);
470
+ }
471
+ let expectedLevel = 999;
472
+ // const framerate = this.context.time.smoothedFps;
473
+ if (mesh_lods && state.lastScreenCoverage > 0) {
474
+ for (let l = 0; l < mesh_lods.length; l++) {
475
+ const densityForThisLevel = mesh_lods[l].density;
476
+ const resultingDensity = densityForThisLevel / state.lastScreenCoverage;
477
+ if (resultingDensity < desiredDensity) {
478
+ expectedLevel = l;
479
+ break;
349
480
  }
350
481
  }
351
- const isLowerLod = expectedLevel < level;
352
- if (isLowerLod) {
353
- level = expectedLevel;
354
- }
355
482
  }
356
- // }
483
+ const isLowerLod = expectedLevel < mesh_level;
484
+ if (isLowerLod) {
485
+ mesh_level = expectedLevel;
486
+ }
487
+ }
488
+ result.mesh_lod = mesh_level;
489
+ if (texture_lods_minmax?.min && texture_lods_minmax.min > 0 && texture_lods_minmax.max > 0) {
490
+ const t = Math.min(1, Math.max(0, state.lastScreenCoverage * 3));
491
+ result.texture_lod = lerp(texture_lods_minmax.max, 0, t);
492
+ }
493
+ else {
494
+ result.texture_lod = 0;
357
495
  }
358
- // if (this._lastLodLevel != level) {
359
- // this._nextLodTestTime = this.context.time.realtimeSinceStartup + .5;
360
- // if (debugProgressiveLoading) {
361
- // if (debugProgressiveLoading == "verbose") console.warn(`LOD Level changed from ${this._lastLodLevel} to ${level} for ${this.name}`);
362
- // this.drawGizmoLodLevel(true);
363
- // }
364
- // }
365
- return level;
366
496
  }
367
497
  }
498
+ function lerp(a, b, t) {
499
+ return a + (b - a) * t;
500
+ }
368
501
  class LOD_state {
369
- lastLodLevel = 0;
502
+ frames = 0;
503
+ lastLodLevel_Mesh = 0;
504
+ lasLodLevel_Texture = 0;
370
505
  lastScreenCoverage = 0;
371
506
  lastScreenspaceVolume = new Vector3();
372
507
  lastCentrality = 0;