@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -720
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -237
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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@@ -1,1020 +1,1020 @@
1
- import { BufferAttribute } from '../core/BufferAttribute.js';
2
- import { BufferGeometry } from '../core/BufferGeometry.js';
3
- import { DataTexture } from '../textures/DataTexture.js';
4
- import { FloatType } from '../constants.js';
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- import { Matrix4 } from '../math/Matrix4.js';
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- import { Mesh } from './Mesh.js';
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- import { RGBAFormat } from '../constants.js';
8
- import { Box3 } from '../math/Box3.js';
9
- import { Sphere } from '../math/Sphere.js';
10
- import { Frustum } from '../math/Frustum.js';
11
- import { Vector3 } from '../math/Vector3.js';
12
-
13
- function sortOpaque( a, b ) {
14
-
15
- return a.z - b.z;
16
-
17
- }
18
-
19
- function sortTransparent( a, b ) {
20
-
21
- return b.z - a.z;
22
-
23
- }
24
-
25
- class MultiDrawRenderList {
26
-
27
- constructor() {
28
-
29
- this.index = 0;
30
- this.pool = [];
31
- this.list = [];
32
-
33
- }
34
-
35
- push( drawRange, z ) {
36
-
37
- const pool = this.pool;
38
- const list = this.list;
39
- if ( this.index >= pool.length ) {
40
-
41
- pool.push( {
42
-
43
- start: - 1,
44
- count: - 1,
45
- z: - 1,
46
-
47
- } );
48
-
49
- }
50
-
51
- const item = pool[ this.index ];
52
- list.push( item );
53
- this.index ++;
54
-
55
- item.start = drawRange.start;
56
- item.count = drawRange.count;
57
- item.z = z;
58
-
59
- }
60
-
61
- reset() {
62
-
63
- this.list.length = 0;
64
- this.index = 0;
65
-
66
- }
67
-
68
- }
69
-
70
- const ID_ATTR_NAME = 'batchId';
71
- const _matrix = /*@__PURE__*/ new Matrix4();
72
- const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
73
- const _identityMatrix = /*@__PURE__*/ new Matrix4();
74
- const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
75
- const _frustum = /*@__PURE__*/ new Frustum();
76
- const _box = /*@__PURE__*/ new Box3();
77
- const _sphere = /*@__PURE__*/ new Sphere();
78
- const _vector = /*@__PURE__*/ new Vector3();
79
- const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
80
- const _mesh = /*@__PURE__*/ new Mesh();
81
- const _batchIntersects = [];
82
-
83
- // @TODO: SkinnedMesh support?
84
- // @TODO: geometry.groups support?
85
- // @TODO: geometry.drawRange support?
86
- // @TODO: geometry.morphAttributes support?
87
- // @TODO: Support uniform parameter per geometry
88
- // @TODO: Add an "optimize" function to pack geometry and remove data gaps
89
-
90
- // copies data from attribute "src" into "target" starting at "targetOffset"
91
- function copyAttributeData( src, target, targetOffset = 0 ) {
92
-
93
- const itemSize = target.itemSize;
94
- if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
95
-
96
- // use the component getters and setters if the array data cannot
97
- // be copied directly
98
- const vertexCount = src.count;
99
- for ( let i = 0; i < vertexCount; i ++ ) {
100
-
101
- for ( let c = 0; c < itemSize; c ++ ) {
102
-
103
- target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
104
-
105
- }
106
-
107
- }
108
-
109
- } else {
110
-
111
- // faster copy approach using typed array set function
112
- target.array.set( src.array, targetOffset * itemSize );
113
-
114
- }
115
-
116
- target.needsUpdate = true;
117
-
118
- }
119
-
120
- class BatchedMesh extends Mesh {
121
-
122
- get maxGeometryCount() {
123
-
124
- return this._maxGeometryCount;
125
-
126
- }
127
-
128
- constructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
129
-
130
- super( new BufferGeometry(), material );
131
-
132
- this.isBatchedMesh = true;
133
- this.perObjectFrustumCulled = true;
134
- this.sortObjects = true;
135
- this.boundingBox = null;
136
- this.boundingSphere = null;
137
- this.customSort = null;
138
-
139
- this._drawRanges = [];
140
- this._reservedRanges = [];
141
-
142
- this._visibility = [];
143
- this._active = [];
144
- this._bounds = [];
145
-
146
- this._maxGeometryCount = maxGeometryCount;
147
- this._maxVertexCount = maxVertexCount;
148
- this._maxIndexCount = maxIndexCount;
149
-
150
- this._geometryInitialized = false;
151
- this._geometryCount = 0;
152
- this._multiDrawCounts = new Int32Array( maxGeometryCount );
153
- this._multiDrawStarts = new Int32Array( maxGeometryCount );
154
- this._multiDrawCount = 0;
155
- this._visibilityChanged = true;
156
-
157
- // Local matrix per geometry by using data texture
158
- this._matricesTexture = null;
159
-
160
- this._initMatricesTexture();
161
-
162
- }
163
-
164
- _initMatricesTexture() {
165
-
166
- // layout (1 matrix = 4 pixels)
167
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
168
- // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
169
- // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
170
- // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
171
- // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
172
-
173
- let size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix
174
- size = Math.ceil( size / 4 ) * 4;
175
- size = Math.max( size, 4 );
176
-
177
- const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
178
- const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
179
-
180
- this._matricesTexture = matricesTexture;
181
-
182
- }
183
-
184
- _initializeGeometry( reference ) {
185
-
186
- const geometry = this.geometry;
187
- const maxVertexCount = this._maxVertexCount;
188
- const maxGeometryCount = this._maxGeometryCount;
189
- const maxIndexCount = this._maxIndexCount;
190
- if ( this._geometryInitialized === false ) {
191
-
192
- for ( const attributeName in reference.attributes ) {
193
-
194
- const srcAttribute = reference.getAttribute( attributeName );
195
- const { array, itemSize, normalized } = srcAttribute;
196
-
197
- const dstArray = new array.constructor( maxVertexCount * itemSize );
198
- const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
199
-
200
- geometry.setAttribute( attributeName, dstAttribute );
201
-
202
- }
203
-
204
- if ( reference.getIndex() !== null ) {
205
-
206
- const indexArray = maxVertexCount > 65536
207
- ? new Uint32Array( maxIndexCount )
208
- : new Uint16Array( maxIndexCount );
209
-
210
- geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
211
-
212
- }
213
-
214
- const idArray = maxGeometryCount > 65536
215
- ? new Uint32Array( maxVertexCount )
216
- : new Uint16Array( maxVertexCount );
217
- geometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );
218
-
219
- this._geometryInitialized = true;
220
-
221
- }
222
-
223
- }
224
-
225
- // Make sure the geometry is compatible with the existing combined geometry atributes
226
- _validateGeometry( geometry ) {
227
-
228
- // check that the geometry doesn't have a version of our reserved id attribute
229
- if ( geometry.getAttribute( ID_ATTR_NAME ) ) {
230
-
231
- throw new Error( `BatchedMesh: Geometry cannot use attribute "${ ID_ATTR_NAME }"` );
232
-
233
- }
234
-
235
- // check to ensure the geometries are using consistent attributes and indices
236
- const batchGeometry = this.geometry;
237
- if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
238
-
239
- throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
240
-
241
- }
242
-
243
- for ( const attributeName in batchGeometry.attributes ) {
244
-
245
- if ( attributeName === ID_ATTR_NAME ) {
246
-
247
- continue;
248
-
249
- }
250
-
251
- if ( ! geometry.hasAttribute( attributeName ) ) {
252
-
253
- throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
254
-
255
- }
256
-
257
- const srcAttribute = geometry.getAttribute( attributeName );
258
- const dstAttribute = batchGeometry.getAttribute( attributeName );
259
- if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
260
-
261
- throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
262
-
263
- }
264
-
265
- }
266
-
267
- }
268
-
269
- setCustomSort( func ) {
270
-
271
- this.customSort = func;
272
- return this;
273
-
274
- }
275
-
276
- computeBoundingBox() {
277
-
278
- if ( this.boundingBox === null ) {
279
-
280
- this.boundingBox = new Box3();
281
-
282
- }
283
-
284
- const geometryCount = this._geometryCount;
285
- const boundingBox = this.boundingBox;
286
- const active = this._active;
287
-
288
- boundingBox.makeEmpty();
289
- for ( let i = 0; i < geometryCount; i ++ ) {
290
-
291
- if ( active[ i ] === false ) continue;
292
-
293
- this.getMatrixAt( i, _matrix );
294
- this.getBoundingBoxAt( i, _box ).applyMatrix4( _matrix );
295
- boundingBox.union( _box );
296
-
297
- }
298
-
299
- }
300
-
301
- computeBoundingSphere() {
302
-
303
- if ( this.boundingSphere === null ) {
304
-
305
- this.boundingSphere = new Sphere();
306
-
307
- }
308
-
309
- const geometryCount = this._geometryCount;
310
- const boundingSphere = this.boundingSphere;
311
- const active = this._active;
312
-
313
- boundingSphere.makeEmpty();
314
- for ( let i = 0; i < geometryCount; i ++ ) {
315
-
316
- if ( active[ i ] === false ) continue;
317
-
318
- this.getMatrixAt( i, _matrix );
319
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
320
- boundingSphere.union( _sphere );
321
-
322
- }
323
-
324
- }
325
-
326
- addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
327
-
328
- this._initializeGeometry( geometry );
329
-
330
- this._validateGeometry( geometry );
331
-
332
- // ensure we're not over geometry
333
- if ( this._geometryCount >= this._maxGeometryCount ) {
334
-
335
- throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
336
-
337
- }
338
-
339
- // get the necessary range fo the geometry
340
- const reservedRange = {
341
- vertexStart: - 1,
342
- vertexCount: - 1,
343
- indexStart: - 1,
344
- indexCount: - 1,
345
- };
346
-
347
- let lastRange = null;
348
- const reservedRanges = this._reservedRanges;
349
- const drawRanges = this._drawRanges;
350
- const bounds = this._bounds;
351
- if ( this._geometryCount !== 0 ) {
352
-
353
- lastRange = reservedRanges[ reservedRanges.length - 1 ];
354
-
355
- }
356
-
357
- if ( vertexCount === - 1 ) {
358
-
359
- reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
360
-
361
- } else {
362
-
363
- reservedRange.vertexCount = vertexCount;
364
-
365
- }
366
-
367
- if ( lastRange === null ) {
368
-
369
- reservedRange.vertexStart = 0;
370
-
371
- } else {
372
-
373
- reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
374
-
375
- }
376
-
377
- const index = geometry.getIndex();
378
- const hasIndex = index !== null;
379
- if ( hasIndex ) {
380
-
381
- if ( indexCount === - 1 ) {
382
-
383
- reservedRange.indexCount = index.count;
384
-
385
- } else {
386
-
387
- reservedRange.indexCount = indexCount;
388
-
389
- }
390
-
391
- if ( lastRange === null ) {
392
-
393
- reservedRange.indexStart = 0;
394
-
395
- } else {
396
-
397
- reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
398
-
399
- }
400
-
401
- }
402
-
403
- if (
404
- reservedRange.indexStart !== - 1 &&
405
- reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
406
- reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
407
- ) {
408
-
409
- throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
410
-
411
- }
412
-
413
- const visibility = this._visibility;
414
- const active = this._active;
415
- const matricesTexture = this._matricesTexture;
416
- const matricesArray = this._matricesTexture.image.data;
417
-
418
- // push new visibility states
419
- visibility.push( true );
420
- active.push( true );
421
-
422
- // update id
423
- const geometryId = this._geometryCount;
424
- this._geometryCount ++;
425
-
426
- // initialize matrix information
427
- _identityMatrix.toArray( matricesArray, geometryId * 16 );
428
- matricesTexture.needsUpdate = true;
429
-
430
- // add the reserved range and draw range objects
431
- reservedRanges.push( reservedRange );
432
- drawRanges.push( {
433
- start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
434
- count: - 1
435
- } );
436
- bounds.push( {
437
- boxInitialized: false,
438
- box: new Box3(),
439
-
440
- sphereInitialized: false,
441
- sphere: new Sphere()
442
- } );
443
-
444
- // set the id for the geometry
445
- const idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );
446
- for ( let i = 0; i < reservedRange.vertexCount; i ++ ) {
447
-
448
- idAttribute.setX( reservedRange.vertexStart + i, geometryId );
449
-
450
- }
451
-
452
- idAttribute.needsUpdate = true;
453
-
454
- // update the geometry
455
- this.setGeometryAt( geometryId, geometry );
456
-
457
- return geometryId;
458
-
459
- }
460
-
461
- setGeometryAt( id, geometry ) {
462
-
463
- if ( id >= this._geometryCount ) {
464
-
465
- throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
466
-
467
- }
468
-
469
- this._validateGeometry( geometry );
470
-
471
- const batchGeometry = this.geometry;
472
- const hasIndex = batchGeometry.getIndex() !== null;
473
- const dstIndex = batchGeometry.getIndex();
474
- const srcIndex = geometry.getIndex();
475
- const reservedRange = this._reservedRanges[ id ];
476
- if (
477
- hasIndex &&
478
- srcIndex.count > reservedRange.indexCount ||
479
- geometry.attributes.position.count > reservedRange.vertexCount
480
- ) {
481
-
482
- throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
483
-
484
- }
485
-
486
- // copy geometry over
487
- const vertexStart = reservedRange.vertexStart;
488
- const vertexCount = reservedRange.vertexCount;
489
- for ( const attributeName in batchGeometry.attributes ) {
490
-
491
- if ( attributeName === ID_ATTR_NAME ) {
492
-
493
- continue;
494
-
495
- }
496
-
497
- // copy attribute data
498
- const srcAttribute = geometry.getAttribute( attributeName );
499
- const dstAttribute = batchGeometry.getAttribute( attributeName );
500
- copyAttributeData( srcAttribute, dstAttribute, vertexStart );
501
-
502
- // fill the rest in with zeroes
503
- const itemSize = srcAttribute.itemSize;
504
- for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
505
-
506
- const index = vertexStart + i;
507
- for ( let c = 0; c < itemSize; c ++ ) {
508
-
509
- dstAttribute.setComponent( index, c, 0 );
510
-
511
- }
512
-
513
- }
514
-
515
- dstAttribute.needsUpdate = true;
516
- dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
517
-
518
- }
519
-
520
- // copy index
521
- if ( hasIndex ) {
522
-
523
- const indexStart = reservedRange.indexStart;
524
-
525
- // copy index data over
526
- for ( let i = 0; i < srcIndex.count; i ++ ) {
527
-
528
- dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
529
-
530
- }
531
-
532
- // fill the rest in with zeroes
533
- for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
534
-
535
- dstIndex.setX( indexStart + i, vertexStart );
536
-
537
- }
538
-
539
- dstIndex.needsUpdate = true;
540
- dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
541
-
542
- }
543
-
544
- // store the bounding boxes
545
- const bound = this._bounds[ id ];
546
- if ( geometry.boundingBox !== null ) {
547
-
548
- bound.box.copy( geometry.boundingBox );
549
- bound.boxInitialized = true;
550
-
551
- } else {
552
-
553
- bound.boxInitialized = false;
554
-
555
- }
556
-
557
- if ( geometry.boundingSphere !== null ) {
558
-
559
- bound.sphere.copy( geometry.boundingSphere );
560
- bound.sphereInitialized = true;
561
-
562
- } else {
563
-
564
- bound.sphereInitialized = false;
565
-
566
- }
567
-
568
- // set drawRange count
569
- const drawRange = this._drawRanges[ id ];
570
- const posAttr = geometry.getAttribute( 'position' );
571
- drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
572
- this._visibilityChanged = true;
573
-
574
- return id;
575
-
576
- }
577
-
578
- deleteGeometry( geometryId ) {
579
-
580
- // Note: User needs to call optimize() afterward to pack the data.
581
-
582
- const active = this._active;
583
- if ( geometryId >= active.length || active[ geometryId ] === false ) {
584
-
585
- return this;
586
-
587
- }
588
-
589
- active[ geometryId ] = false;
590
- this._visibilityChanged = true;
591
-
592
- return this;
593
-
594
- }
595
-
596
- // get bounding box and compute it if it doesn't exist
597
- getBoundingBoxAt( id, target ) {
598
-
599
- const active = this._active;
600
- if ( active[ id ] === false ) {
601
-
602
- return null;
603
-
604
- }
605
-
606
- // compute bounding box
607
- const bound = this._bounds[ id ];
608
- const box = bound.box;
609
- const geometry = this.geometry;
610
- if ( bound.boxInitialized === false ) {
611
-
612
- box.makeEmpty();
613
-
614
- const index = geometry.index;
615
- const position = geometry.attributes.position;
616
- const drawRange = this._drawRanges[ id ];
617
- for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
618
-
619
- let iv = i;
620
- if ( index ) {
621
-
622
- iv = index.getX( iv );
623
-
624
- }
625
-
626
- box.expandByPoint( _vector.fromBufferAttribute( position, iv ) );
627
-
628
- }
629
-
630
- bound.boxInitialized = true;
631
-
632
- }
633
-
634
- target.copy( box );
635
- return target;
636
-
637
- }
638
-
639
- // get bounding sphere and compute it if it doesn't exist
640
- getBoundingSphereAt( id, target ) {
641
-
642
- const active = this._active;
643
- if ( active[ id ] === false ) {
644
-
645
- return null;
646
-
647
- }
648
-
649
- // compute bounding sphere
650
- const bound = this._bounds[ id ];
651
- const sphere = bound.sphere;
652
- const geometry = this.geometry;
653
- if ( bound.sphereInitialized === false ) {
654
-
655
- sphere.makeEmpty();
656
-
657
- this.getBoundingBoxAt( id, _box );
658
- _box.getCenter( sphere.center );
659
-
660
- const index = geometry.index;
661
- const position = geometry.attributes.position;
662
- const drawRange = this._drawRanges[ id ];
663
-
664
- let maxRadiusSq = 0;
665
- for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
666
-
667
- let iv = i;
668
- if ( index ) {
669
-
670
- iv = index.getX( iv );
671
-
672
- }
673
-
674
- _vector.fromBufferAttribute( position, iv );
675
- maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector ) );
676
-
677
- }
678
-
679
- sphere.radius = Math.sqrt( maxRadiusSq );
680
- bound.sphereInitialized = true;
681
-
682
- }
683
-
684
- target.copy( sphere );
685
- return target;
686
-
687
- }
688
-
689
- setMatrixAt( geometryId, matrix ) {
690
-
691
- // @TODO: Map geometryId to index of the arrays because
692
- // optimize() can make geometryId mismatch the index
693
-
694
- const active = this._active;
695
- const matricesTexture = this._matricesTexture;
696
- const matricesArray = this._matricesTexture.image.data;
697
- const geometryCount = this._geometryCount;
698
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
699
-
700
- return this;
701
-
702
- }
703
-
704
- matrix.toArray( matricesArray, geometryId * 16 );
705
- matricesTexture.needsUpdate = true;
706
-
707
- return this;
708
-
709
- }
710
-
711
- getMatrixAt( geometryId, matrix ) {
712
-
713
- const active = this._active;
714
- const matricesArray = this._matricesTexture.image.data;
715
- const geometryCount = this._geometryCount;
716
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
717
-
718
- return null;
719
-
720
- }
721
-
722
- return matrix.fromArray( matricesArray, geometryId * 16 );
723
-
724
- }
725
-
726
- setVisibleAt( geometryId, value ) {
727
-
728
- const visibility = this._visibility;
729
- const active = this._active;
730
- const geometryCount = this._geometryCount;
731
-
732
- // if the geometry is out of range, not active, or visibility state
733
- // does not change then return early
734
- if (
735
- geometryId >= geometryCount ||
736
- active[ geometryId ] === false ||
737
- visibility[ geometryId ] === value
738
- ) {
739
-
740
- return this;
741
-
742
- }
743
-
744
- visibility[ geometryId ] = value;
745
- this._visibilityChanged = true;
746
-
747
- return this;
748
-
749
- }
750
-
751
- getVisibleAt( geometryId ) {
752
-
753
- const visibility = this._visibility;
754
- const active = this._active;
755
- const geometryCount = this._geometryCount;
756
-
757
- // return early if the geometry is out of range or not active
758
- if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
759
-
760
- return false;
761
-
762
- }
763
-
764
- return visibility[ geometryId ];
765
-
766
- }
767
-
768
- raycast( raycaster, intersects ) {
769
-
770
- const visibility = this._visibility;
771
- const active = this._active;
772
- const drawRanges = this._drawRanges;
773
- const geometryCount = this._geometryCount;
774
- const matrixWorld = this.matrixWorld;
775
- const batchGeometry = this.geometry;
776
-
777
- // iterate over each geometry
778
- _mesh.material = this.material;
779
- _mesh.geometry.index = batchGeometry.index;
780
- _mesh.geometry.attributes = batchGeometry.attributes;
781
- if ( _mesh.geometry.boundingBox === null ) {
782
-
783
- _mesh.geometry.boundingBox = new Box3();
784
-
785
- }
786
-
787
- if ( _mesh.geometry.boundingSphere === null ) {
788
-
789
- _mesh.geometry.boundingSphere = new Sphere();
790
-
791
- }
792
-
793
- for ( let i = 0; i < geometryCount; i ++ ) {
794
-
795
- if ( ! visibility[ i ] || ! active[ i ] ) {
796
-
797
- continue;
798
-
799
- }
800
-
801
- const drawRange = drawRanges[ i ];
802
- _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
803
-
804
- // ge the intersects
805
- this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
806
- this.getBoundingBoxAt( i, _mesh.geometry.boundingBox );
807
- this.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );
808
- _mesh.raycast( raycaster, _batchIntersects );
809
-
810
- // add batch id to the intersects
811
- for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
812
-
813
- const intersect = _batchIntersects[ j ];
814
- intersect.object = this;
815
- intersect.batchId = i;
816
- intersects.push( intersect );
817
-
818
- }
819
-
820
- _batchIntersects.length = 0;
821
-
822
- }
823
-
824
- _mesh.material = null;
825
- _mesh.geometry.index = null;
826
- _mesh.geometry.attributes = {};
827
- _mesh.geometry.setDrawRange( 0, Infinity );
828
-
829
- }
830
-
831
- copy( source ) {
832
-
833
- super.copy( source );
834
-
835
- this.geometry = source.geometry.clone();
836
- this.perObjectFrustumCulled = source.perObjectFrustumCulled;
837
- this.sortObjects = source.sortObjects;
838
- this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
839
- this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
840
-
841
- this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
842
- this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
843
-
844
- this._visibility = source._visibility.slice();
845
- this._active = source._active.slice();
846
- this._bounds = source._bounds.map( bound => ( {
847
- boxInitialized: bound.boxInitialized,
848
- box: bound.box.clone(),
849
-
850
- sphereInitialized: bound.sphereInitialized,
851
- sphere: bound.sphere.clone()
852
- } ) );
853
-
854
- this._maxGeometryCount = source._maxGeometryCount;
855
- this._maxVertexCount = source._maxVertexCount;
856
- this._maxIndexCount = source._maxIndexCount;
857
-
858
- this._geometryInitialized = source._geometryInitialized;
859
- this._geometryCount = source._geometryCount;
860
- this._multiDrawCounts = source._multiDrawCounts.slice();
861
- this._multiDrawStarts = source._multiDrawStarts.slice();
862
-
863
- this._matricesTexture = source._matricesTexture.clone();
864
- this._matricesTexture.image.data = this._matricesTexture.image.slice();
865
-
866
- return this;
867
-
868
- }
869
-
870
- dispose() {
871
-
872
- // Assuming the geometry is not shared with other meshes
873
- this.geometry.dispose();
874
-
875
- this._matricesTexture.dispose();
876
- this._matricesTexture = null;
877
- return this;
878
-
879
- }
880
-
881
- onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
882
-
883
- // if visibility has not changed and frustum culling and object sorting is not required
884
- // then skip iterating over all items
885
- if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
886
-
887
- return;
888
-
889
- }
890
-
891
- // the indexed version of the multi draw function requires specifying the start
892
- // offset in bytes.
893
- const index = geometry.getIndex();
894
- const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
895
-
896
- const active = this._active;
897
- const visibility = this._visibility;
898
- const multiDrawStarts = this._multiDrawStarts;
899
- const multiDrawCounts = this._multiDrawCounts;
900
- const drawRanges = this._drawRanges;
901
- const perObjectFrustumCulled = this.perObjectFrustumCulled;
902
-
903
- // prepare the frustum in the local frame
904
- if ( perObjectFrustumCulled ) {
905
-
906
- _projScreenMatrix
907
- .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
908
- .multiply( this.matrixWorld );
909
- _frustum.setFromProjectionMatrix(
910
- _projScreenMatrix,
911
- renderer.coordinateSystem
912
- );
913
-
914
- }
915
-
916
- let count = 0;
917
- if ( this.sortObjects ) {
918
-
919
- // get the camera position in the local frame
920
- _invMatrixWorld.copy( this.matrixWorld ).invert();
921
- _vector.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
922
-
923
- for ( let i = 0, l = visibility.length; i < l; i ++ ) {
924
-
925
- if ( visibility[ i ] && active[ i ] ) {
926
-
927
- // get the bounds in world space
928
- this.getMatrixAt( i, _matrix );
929
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
930
-
931
- // determine whether the batched geometry is within the frustum
932
- let culled = false;
933
- if ( perObjectFrustumCulled ) {
934
-
935
- culled = ! _frustum.intersectsSphere( _sphere );
936
-
937
- }
938
-
939
- if ( ! culled ) {
940
-
941
- // get the distance from camera used for sorting
942
- const z = _vector.distanceTo( _sphere.center );
943
- _renderList.push( drawRanges[ i ], z );
944
-
945
- }
946
-
947
- }
948
-
949
- }
950
-
951
- // Sort the draw ranges and prep for rendering
952
- const list = _renderList.list;
953
- const customSort = this.customSort;
954
- if ( customSort === null ) {
955
-
956
- list.sort( material.transparent ? sortTransparent : sortOpaque );
957
-
958
- } else {
959
-
960
- customSort.call( this, list, camera );
961
-
962
- }
963
-
964
- for ( let i = 0, l = list.length; i < l; i ++ ) {
965
-
966
- const item = list[ i ];
967
- multiDrawStarts[ count ] = item.start * bytesPerElement;
968
- multiDrawCounts[ count ] = item.count;
969
- count ++;
970
-
971
- }
972
-
973
- _renderList.reset();
974
-
975
- } else {
976
-
977
- for ( let i = 0, l = visibility.length; i < l; i ++ ) {
978
-
979
- if ( visibility[ i ] && active[ i ] ) {
980
-
981
- // determine whether the batched geometry is within the frustum
982
- let culled = false;
983
- if ( perObjectFrustumCulled ) {
984
-
985
- // get the bounds in world space
986
- this.getMatrixAt( i, _matrix );
987
- this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
988
- culled = ! _frustum.intersectsSphere( _sphere );
989
-
990
- }
991
-
992
- if ( ! culled ) {
993
-
994
- const range = drawRanges[ i ];
995
- multiDrawStarts[ count ] = range.start * bytesPerElement;
996
- multiDrawCounts[ count ] = range.count;
997
- count ++;
998
-
999
- }
1000
-
1001
- }
1002
-
1003
- }
1004
-
1005
- }
1006
-
1007
- this._multiDrawCount = count;
1008
- this._visibilityChanged = false;
1009
-
1010
- }
1011
-
1012
- onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
1013
-
1014
- this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
1015
-
1016
- }
1017
-
1018
- }
1019
-
1020
- export { BatchedMesh };
1
+ import { BufferAttribute } from '../core/BufferAttribute.js';
2
+ import { BufferGeometry } from '../core/BufferGeometry.js';
3
+ import { DataTexture } from '../textures/DataTexture.js';
4
+ import { FloatType } from '../constants.js';
5
+ import { Matrix4 } from '../math/Matrix4.js';
6
+ import { Mesh } from './Mesh.js';
7
+ import { RGBAFormat } from '../constants.js';
8
+ import { Box3 } from '../math/Box3.js';
9
+ import { Sphere } from '../math/Sphere.js';
10
+ import { Frustum } from '../math/Frustum.js';
11
+ import { Vector3 } from '../math/Vector3.js';
12
+
13
+ function sortOpaque( a, b ) {
14
+
15
+ return a.z - b.z;
16
+
17
+ }
18
+
19
+ function sortTransparent( a, b ) {
20
+
21
+ return b.z - a.z;
22
+
23
+ }
24
+
25
+ class MultiDrawRenderList {
26
+
27
+ constructor() {
28
+
29
+ this.index = 0;
30
+ this.pool = [];
31
+ this.list = [];
32
+
33
+ }
34
+
35
+ push( drawRange, z ) {
36
+
37
+ const pool = this.pool;
38
+ const list = this.list;
39
+ if ( this.index >= pool.length ) {
40
+
41
+ pool.push( {
42
+
43
+ start: - 1,
44
+ count: - 1,
45
+ z: - 1,
46
+
47
+ } );
48
+
49
+ }
50
+
51
+ const item = pool[ this.index ];
52
+ list.push( item );
53
+ this.index ++;
54
+
55
+ item.start = drawRange.start;
56
+ item.count = drawRange.count;
57
+ item.z = z;
58
+
59
+ }
60
+
61
+ reset() {
62
+
63
+ this.list.length = 0;
64
+ this.index = 0;
65
+
66
+ }
67
+
68
+ }
69
+
70
+ const ID_ATTR_NAME = 'batchId';
71
+ const _matrix = /*@__PURE__*/ new Matrix4();
72
+ const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
73
+ const _identityMatrix = /*@__PURE__*/ new Matrix4();
74
+ const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
75
+ const _frustum = /*@__PURE__*/ new Frustum();
76
+ const _box = /*@__PURE__*/ new Box3();
77
+ const _sphere = /*@__PURE__*/ new Sphere();
78
+ const _vector = /*@__PURE__*/ new Vector3();
79
+ const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
80
+ const _mesh = /*@__PURE__*/ new Mesh();
81
+ const _batchIntersects = [];
82
+
83
+ // @TODO: SkinnedMesh support?
84
+ // @TODO: geometry.groups support?
85
+ // @TODO: geometry.drawRange support?
86
+ // @TODO: geometry.morphAttributes support?
87
+ // @TODO: Support uniform parameter per geometry
88
+ // @TODO: Add an "optimize" function to pack geometry and remove data gaps
89
+
90
+ // copies data from attribute "src" into "target" starting at "targetOffset"
91
+ function copyAttributeData( src, target, targetOffset = 0 ) {
92
+
93
+ const itemSize = target.itemSize;
94
+ if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
95
+
96
+ // use the component getters and setters if the array data cannot
97
+ // be copied directly
98
+ const vertexCount = src.count;
99
+ for ( let i = 0; i < vertexCount; i ++ ) {
100
+
101
+ for ( let c = 0; c < itemSize; c ++ ) {
102
+
103
+ target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
104
+
105
+ }
106
+
107
+ }
108
+
109
+ } else {
110
+
111
+ // faster copy approach using typed array set function
112
+ target.array.set( src.array, targetOffset * itemSize );
113
+
114
+ }
115
+
116
+ target.needsUpdate = true;
117
+
118
+ }
119
+
120
+ class BatchedMesh extends Mesh {
121
+
122
+ get maxGeometryCount() {
123
+
124
+ return this._maxGeometryCount;
125
+
126
+ }
127
+
128
+ constructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
129
+
130
+ super( new BufferGeometry(), material );
131
+
132
+ this.isBatchedMesh = true;
133
+ this.perObjectFrustumCulled = true;
134
+ this.sortObjects = true;
135
+ this.boundingBox = null;
136
+ this.boundingSphere = null;
137
+ this.customSort = null;
138
+
139
+ this._drawRanges = [];
140
+ this._reservedRanges = [];
141
+
142
+ this._visibility = [];
143
+ this._active = [];
144
+ this._bounds = [];
145
+
146
+ this._maxGeometryCount = maxGeometryCount;
147
+ this._maxVertexCount = maxVertexCount;
148
+ this._maxIndexCount = maxIndexCount;
149
+
150
+ this._geometryInitialized = false;
151
+ this._geometryCount = 0;
152
+ this._multiDrawCounts = new Int32Array( maxGeometryCount );
153
+ this._multiDrawStarts = new Int32Array( maxGeometryCount );
154
+ this._multiDrawCount = 0;
155
+ this._visibilityChanged = true;
156
+
157
+ // Local matrix per geometry by using data texture
158
+ this._matricesTexture = null;
159
+
160
+ this._initMatricesTexture();
161
+
162
+ }
163
+
164
+ _initMatricesTexture() {
165
+
166
+ // layout (1 matrix = 4 pixels)
167
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
168
+ // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
169
+ // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
170
+ // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
171
+ // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
172
+
173
+ let size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix
174
+ size = Math.ceil( size / 4 ) * 4;
175
+ size = Math.max( size, 4 );
176
+
177
+ const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
178
+ const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
179
+
180
+ this._matricesTexture = matricesTexture;
181
+
182
+ }
183
+
184
+ _initializeGeometry( reference ) {
185
+
186
+ const geometry = this.geometry;
187
+ const maxVertexCount = this._maxVertexCount;
188
+ const maxGeometryCount = this._maxGeometryCount;
189
+ const maxIndexCount = this._maxIndexCount;
190
+ if ( this._geometryInitialized === false ) {
191
+
192
+ for ( const attributeName in reference.attributes ) {
193
+
194
+ const srcAttribute = reference.getAttribute( attributeName );
195
+ const { array, itemSize, normalized } = srcAttribute;
196
+
197
+ const dstArray = new array.constructor( maxVertexCount * itemSize );
198
+ const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
199
+
200
+ geometry.setAttribute( attributeName, dstAttribute );
201
+
202
+ }
203
+
204
+ if ( reference.getIndex() !== null ) {
205
+
206
+ const indexArray = maxVertexCount > 65536
207
+ ? new Uint32Array( maxIndexCount )
208
+ : new Uint16Array( maxIndexCount );
209
+
210
+ geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
211
+
212
+ }
213
+
214
+ const idArray = maxGeometryCount > 65536
215
+ ? new Uint32Array( maxVertexCount )
216
+ : new Uint16Array( maxVertexCount );
217
+ geometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );
218
+
219
+ this._geometryInitialized = true;
220
+
221
+ }
222
+
223
+ }
224
+
225
+ // Make sure the geometry is compatible with the existing combined geometry atributes
226
+ _validateGeometry( geometry ) {
227
+
228
+ // check that the geometry doesn't have a version of our reserved id attribute
229
+ if ( geometry.getAttribute( ID_ATTR_NAME ) ) {
230
+
231
+ throw new Error( `BatchedMesh: Geometry cannot use attribute "${ ID_ATTR_NAME }"` );
232
+
233
+ }
234
+
235
+ // check to ensure the geometries are using consistent attributes and indices
236
+ const batchGeometry = this.geometry;
237
+ if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
238
+
239
+ throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
240
+
241
+ }
242
+
243
+ for ( const attributeName in batchGeometry.attributes ) {
244
+
245
+ if ( attributeName === ID_ATTR_NAME ) {
246
+
247
+ continue;
248
+
249
+ }
250
+
251
+ if ( ! geometry.hasAttribute( attributeName ) ) {
252
+
253
+ throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
254
+
255
+ }
256
+
257
+ const srcAttribute = geometry.getAttribute( attributeName );
258
+ const dstAttribute = batchGeometry.getAttribute( attributeName );
259
+ if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
260
+
261
+ throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
262
+
263
+ }
264
+
265
+ }
266
+
267
+ }
268
+
269
+ setCustomSort( func ) {
270
+
271
+ this.customSort = func;
272
+ return this;
273
+
274
+ }
275
+
276
+ computeBoundingBox() {
277
+
278
+ if ( this.boundingBox === null ) {
279
+
280
+ this.boundingBox = new Box3();
281
+
282
+ }
283
+
284
+ const geometryCount = this._geometryCount;
285
+ const boundingBox = this.boundingBox;
286
+ const active = this._active;
287
+
288
+ boundingBox.makeEmpty();
289
+ for ( let i = 0; i < geometryCount; i ++ ) {
290
+
291
+ if ( active[ i ] === false ) continue;
292
+
293
+ this.getMatrixAt( i, _matrix );
294
+ this.getBoundingBoxAt( i, _box ).applyMatrix4( _matrix );
295
+ boundingBox.union( _box );
296
+
297
+ }
298
+
299
+ }
300
+
301
+ computeBoundingSphere() {
302
+
303
+ if ( this.boundingSphere === null ) {
304
+
305
+ this.boundingSphere = new Sphere();
306
+
307
+ }
308
+
309
+ const geometryCount = this._geometryCount;
310
+ const boundingSphere = this.boundingSphere;
311
+ const active = this._active;
312
+
313
+ boundingSphere.makeEmpty();
314
+ for ( let i = 0; i < geometryCount; i ++ ) {
315
+
316
+ if ( active[ i ] === false ) continue;
317
+
318
+ this.getMatrixAt( i, _matrix );
319
+ this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
320
+ boundingSphere.union( _sphere );
321
+
322
+ }
323
+
324
+ }
325
+
326
+ addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
327
+
328
+ this._initializeGeometry( geometry );
329
+
330
+ this._validateGeometry( geometry );
331
+
332
+ // ensure we're not over geometry
333
+ if ( this._geometryCount >= this._maxGeometryCount ) {
334
+
335
+ throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
336
+
337
+ }
338
+
339
+ // get the necessary range fo the geometry
340
+ const reservedRange = {
341
+ vertexStart: - 1,
342
+ vertexCount: - 1,
343
+ indexStart: - 1,
344
+ indexCount: - 1,
345
+ };
346
+
347
+ let lastRange = null;
348
+ const reservedRanges = this._reservedRanges;
349
+ const drawRanges = this._drawRanges;
350
+ const bounds = this._bounds;
351
+ if ( this._geometryCount !== 0 ) {
352
+
353
+ lastRange = reservedRanges[ reservedRanges.length - 1 ];
354
+
355
+ }
356
+
357
+ if ( vertexCount === - 1 ) {
358
+
359
+ reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
360
+
361
+ } else {
362
+
363
+ reservedRange.vertexCount = vertexCount;
364
+
365
+ }
366
+
367
+ if ( lastRange === null ) {
368
+
369
+ reservedRange.vertexStart = 0;
370
+
371
+ } else {
372
+
373
+ reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
374
+
375
+ }
376
+
377
+ const index = geometry.getIndex();
378
+ const hasIndex = index !== null;
379
+ if ( hasIndex ) {
380
+
381
+ if ( indexCount === - 1 ) {
382
+
383
+ reservedRange.indexCount = index.count;
384
+
385
+ } else {
386
+
387
+ reservedRange.indexCount = indexCount;
388
+
389
+ }
390
+
391
+ if ( lastRange === null ) {
392
+
393
+ reservedRange.indexStart = 0;
394
+
395
+ } else {
396
+
397
+ reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
398
+
399
+ }
400
+
401
+ }
402
+
403
+ if (
404
+ reservedRange.indexStart !== - 1 &&
405
+ reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
406
+ reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
407
+ ) {
408
+
409
+ throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
410
+
411
+ }
412
+
413
+ const visibility = this._visibility;
414
+ const active = this._active;
415
+ const matricesTexture = this._matricesTexture;
416
+ const matricesArray = this._matricesTexture.image.data;
417
+
418
+ // push new visibility states
419
+ visibility.push( true );
420
+ active.push( true );
421
+
422
+ // update id
423
+ const geometryId = this._geometryCount;
424
+ this._geometryCount ++;
425
+
426
+ // initialize matrix information
427
+ _identityMatrix.toArray( matricesArray, geometryId * 16 );
428
+ matricesTexture.needsUpdate = true;
429
+
430
+ // add the reserved range and draw range objects
431
+ reservedRanges.push( reservedRange );
432
+ drawRanges.push( {
433
+ start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
434
+ count: - 1
435
+ } );
436
+ bounds.push( {
437
+ boxInitialized: false,
438
+ box: new Box3(),
439
+
440
+ sphereInitialized: false,
441
+ sphere: new Sphere()
442
+ } );
443
+
444
+ // set the id for the geometry
445
+ const idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );
446
+ for ( let i = 0; i < reservedRange.vertexCount; i ++ ) {
447
+
448
+ idAttribute.setX( reservedRange.vertexStart + i, geometryId );
449
+
450
+ }
451
+
452
+ idAttribute.needsUpdate = true;
453
+
454
+ // update the geometry
455
+ this.setGeometryAt( geometryId, geometry );
456
+
457
+ return geometryId;
458
+
459
+ }
460
+
461
+ setGeometryAt( id, geometry ) {
462
+
463
+ if ( id >= this._geometryCount ) {
464
+
465
+ throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
466
+
467
+ }
468
+
469
+ this._validateGeometry( geometry );
470
+
471
+ const batchGeometry = this.geometry;
472
+ const hasIndex = batchGeometry.getIndex() !== null;
473
+ const dstIndex = batchGeometry.getIndex();
474
+ const srcIndex = geometry.getIndex();
475
+ const reservedRange = this._reservedRanges[ id ];
476
+ if (
477
+ hasIndex &&
478
+ srcIndex.count > reservedRange.indexCount ||
479
+ geometry.attributes.position.count > reservedRange.vertexCount
480
+ ) {
481
+
482
+ throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
483
+
484
+ }
485
+
486
+ // copy geometry over
487
+ const vertexStart = reservedRange.vertexStart;
488
+ const vertexCount = reservedRange.vertexCount;
489
+ for ( const attributeName in batchGeometry.attributes ) {
490
+
491
+ if ( attributeName === ID_ATTR_NAME ) {
492
+
493
+ continue;
494
+
495
+ }
496
+
497
+ // copy attribute data
498
+ const srcAttribute = geometry.getAttribute( attributeName );
499
+ const dstAttribute = batchGeometry.getAttribute( attributeName );
500
+ copyAttributeData( srcAttribute, dstAttribute, vertexStart );
501
+
502
+ // fill the rest in with zeroes
503
+ const itemSize = srcAttribute.itemSize;
504
+ for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
505
+
506
+ const index = vertexStart + i;
507
+ for ( let c = 0; c < itemSize; c ++ ) {
508
+
509
+ dstAttribute.setComponent( index, c, 0 );
510
+
511
+ }
512
+
513
+ }
514
+
515
+ dstAttribute.needsUpdate = true;
516
+ dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
517
+
518
+ }
519
+
520
+ // copy index
521
+ if ( hasIndex ) {
522
+
523
+ const indexStart = reservedRange.indexStart;
524
+
525
+ // copy index data over
526
+ for ( let i = 0; i < srcIndex.count; i ++ ) {
527
+
528
+ dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
529
+
530
+ }
531
+
532
+ // fill the rest in with zeroes
533
+ for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
534
+
535
+ dstIndex.setX( indexStart + i, vertexStart );
536
+
537
+ }
538
+
539
+ dstIndex.needsUpdate = true;
540
+ dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
541
+
542
+ }
543
+
544
+ // store the bounding boxes
545
+ const bound = this._bounds[ id ];
546
+ if ( geometry.boundingBox !== null ) {
547
+
548
+ bound.box.copy( geometry.boundingBox );
549
+ bound.boxInitialized = true;
550
+
551
+ } else {
552
+
553
+ bound.boxInitialized = false;
554
+
555
+ }
556
+
557
+ if ( geometry.boundingSphere !== null ) {
558
+
559
+ bound.sphere.copy( geometry.boundingSphere );
560
+ bound.sphereInitialized = true;
561
+
562
+ } else {
563
+
564
+ bound.sphereInitialized = false;
565
+
566
+ }
567
+
568
+ // set drawRange count
569
+ const drawRange = this._drawRanges[ id ];
570
+ const posAttr = geometry.getAttribute( 'position' );
571
+ drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
572
+ this._visibilityChanged = true;
573
+
574
+ return id;
575
+
576
+ }
577
+
578
+ deleteGeometry( geometryId ) {
579
+
580
+ // Note: User needs to call optimize() afterward to pack the data.
581
+
582
+ const active = this._active;
583
+ if ( geometryId >= active.length || active[ geometryId ] === false ) {
584
+
585
+ return this;
586
+
587
+ }
588
+
589
+ active[ geometryId ] = false;
590
+ this._visibilityChanged = true;
591
+
592
+ return this;
593
+
594
+ }
595
+
596
+ // get bounding box and compute it if it doesn't exist
597
+ getBoundingBoxAt( id, target ) {
598
+
599
+ const active = this._active;
600
+ if ( active[ id ] === false ) {
601
+
602
+ return null;
603
+
604
+ }
605
+
606
+ // compute bounding box
607
+ const bound = this._bounds[ id ];
608
+ const box = bound.box;
609
+ const geometry = this.geometry;
610
+ if ( bound.boxInitialized === false ) {
611
+
612
+ box.makeEmpty();
613
+
614
+ const index = geometry.index;
615
+ const position = geometry.attributes.position;
616
+ const drawRange = this._drawRanges[ id ];
617
+ for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
618
+
619
+ let iv = i;
620
+ if ( index ) {
621
+
622
+ iv = index.getX( iv );
623
+
624
+ }
625
+
626
+ box.expandByPoint( _vector.fromBufferAttribute( position, iv ) );
627
+
628
+ }
629
+
630
+ bound.boxInitialized = true;
631
+
632
+ }
633
+
634
+ target.copy( box );
635
+ return target;
636
+
637
+ }
638
+
639
+ // get bounding sphere and compute it if it doesn't exist
640
+ getBoundingSphereAt( id, target ) {
641
+
642
+ const active = this._active;
643
+ if ( active[ id ] === false ) {
644
+
645
+ return null;
646
+
647
+ }
648
+
649
+ // compute bounding sphere
650
+ const bound = this._bounds[ id ];
651
+ const sphere = bound.sphere;
652
+ const geometry = this.geometry;
653
+ if ( bound.sphereInitialized === false ) {
654
+
655
+ sphere.makeEmpty();
656
+
657
+ this.getBoundingBoxAt( id, _box );
658
+ _box.getCenter( sphere.center );
659
+
660
+ const index = geometry.index;
661
+ const position = geometry.attributes.position;
662
+ const drawRange = this._drawRanges[ id ];
663
+
664
+ let maxRadiusSq = 0;
665
+ for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
666
+
667
+ let iv = i;
668
+ if ( index ) {
669
+
670
+ iv = index.getX( iv );
671
+
672
+ }
673
+
674
+ _vector.fromBufferAttribute( position, iv );
675
+ maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector ) );
676
+
677
+ }
678
+
679
+ sphere.radius = Math.sqrt( maxRadiusSq );
680
+ bound.sphereInitialized = true;
681
+
682
+ }
683
+
684
+ target.copy( sphere );
685
+ return target;
686
+
687
+ }
688
+
689
+ setMatrixAt( geometryId, matrix ) {
690
+
691
+ // @TODO: Map geometryId to index of the arrays because
692
+ // optimize() can make geometryId mismatch the index
693
+
694
+ const active = this._active;
695
+ const matricesTexture = this._matricesTexture;
696
+ const matricesArray = this._matricesTexture.image.data;
697
+ const geometryCount = this._geometryCount;
698
+ if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
699
+
700
+ return this;
701
+
702
+ }
703
+
704
+ matrix.toArray( matricesArray, geometryId * 16 );
705
+ matricesTexture.needsUpdate = true;
706
+
707
+ return this;
708
+
709
+ }
710
+
711
+ getMatrixAt( geometryId, matrix ) {
712
+
713
+ const active = this._active;
714
+ const matricesArray = this._matricesTexture.image.data;
715
+ const geometryCount = this._geometryCount;
716
+ if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
717
+
718
+ return null;
719
+
720
+ }
721
+
722
+ return matrix.fromArray( matricesArray, geometryId * 16 );
723
+
724
+ }
725
+
726
+ setVisibleAt( geometryId, value ) {
727
+
728
+ const visibility = this._visibility;
729
+ const active = this._active;
730
+ const geometryCount = this._geometryCount;
731
+
732
+ // if the geometry is out of range, not active, or visibility state
733
+ // does not change then return early
734
+ if (
735
+ geometryId >= geometryCount ||
736
+ active[ geometryId ] === false ||
737
+ visibility[ geometryId ] === value
738
+ ) {
739
+
740
+ return this;
741
+
742
+ }
743
+
744
+ visibility[ geometryId ] = value;
745
+ this._visibilityChanged = true;
746
+
747
+ return this;
748
+
749
+ }
750
+
751
+ getVisibleAt( geometryId ) {
752
+
753
+ const visibility = this._visibility;
754
+ const active = this._active;
755
+ const geometryCount = this._geometryCount;
756
+
757
+ // return early if the geometry is out of range or not active
758
+ if ( geometryId >= geometryCount || active[ geometryId ] === false ) {
759
+
760
+ return false;
761
+
762
+ }
763
+
764
+ return visibility[ geometryId ];
765
+
766
+ }
767
+
768
+ raycast( raycaster, intersects ) {
769
+
770
+ const visibility = this._visibility;
771
+ const active = this._active;
772
+ const drawRanges = this._drawRanges;
773
+ const geometryCount = this._geometryCount;
774
+ const matrixWorld = this.matrixWorld;
775
+ const batchGeometry = this.geometry;
776
+
777
+ // iterate over each geometry
778
+ _mesh.material = this.material;
779
+ _mesh.geometry.index = batchGeometry.index;
780
+ _mesh.geometry.attributes = batchGeometry.attributes;
781
+ if ( _mesh.geometry.boundingBox === null ) {
782
+
783
+ _mesh.geometry.boundingBox = new Box3();
784
+
785
+ }
786
+
787
+ if ( _mesh.geometry.boundingSphere === null ) {
788
+
789
+ _mesh.geometry.boundingSphere = new Sphere();
790
+
791
+ }
792
+
793
+ for ( let i = 0; i < geometryCount; i ++ ) {
794
+
795
+ if ( ! visibility[ i ] || ! active[ i ] ) {
796
+
797
+ continue;
798
+
799
+ }
800
+
801
+ const drawRange = drawRanges[ i ];
802
+ _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
803
+
804
+ // ge the intersects
805
+ this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
806
+ this.getBoundingBoxAt( i, _mesh.geometry.boundingBox );
807
+ this.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );
808
+ _mesh.raycast( raycaster, _batchIntersects );
809
+
810
+ // add batch id to the intersects
811
+ for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
812
+
813
+ const intersect = _batchIntersects[ j ];
814
+ intersect.object = this;
815
+ intersect.batchId = i;
816
+ intersects.push( intersect );
817
+
818
+ }
819
+
820
+ _batchIntersects.length = 0;
821
+
822
+ }
823
+
824
+ _mesh.material = null;
825
+ _mesh.geometry.index = null;
826
+ _mesh.geometry.attributes = {};
827
+ _mesh.geometry.setDrawRange( 0, Infinity );
828
+
829
+ }
830
+
831
+ copy( source ) {
832
+
833
+ super.copy( source );
834
+
835
+ this.geometry = source.geometry.clone();
836
+ this.perObjectFrustumCulled = source.perObjectFrustumCulled;
837
+ this.sortObjects = source.sortObjects;
838
+ this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
839
+ this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
840
+
841
+ this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
842
+ this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
843
+
844
+ this._visibility = source._visibility.slice();
845
+ this._active = source._active.slice();
846
+ this._bounds = source._bounds.map( bound => ( {
847
+ boxInitialized: bound.boxInitialized,
848
+ box: bound.box.clone(),
849
+
850
+ sphereInitialized: bound.sphereInitialized,
851
+ sphere: bound.sphere.clone()
852
+ } ) );
853
+
854
+ this._maxGeometryCount = source._maxGeometryCount;
855
+ this._maxVertexCount = source._maxVertexCount;
856
+ this._maxIndexCount = source._maxIndexCount;
857
+
858
+ this._geometryInitialized = source._geometryInitialized;
859
+ this._geometryCount = source._geometryCount;
860
+ this._multiDrawCounts = source._multiDrawCounts.slice();
861
+ this._multiDrawStarts = source._multiDrawStarts.slice();
862
+
863
+ this._matricesTexture = source._matricesTexture.clone();
864
+ this._matricesTexture.image.data = this._matricesTexture.image.slice();
865
+
866
+ return this;
867
+
868
+ }
869
+
870
+ dispose() {
871
+
872
+ // Assuming the geometry is not shared with other meshes
873
+ this.geometry.dispose();
874
+
875
+ this._matricesTexture.dispose();
876
+ this._matricesTexture = null;
877
+ return this;
878
+
879
+ }
880
+
881
+ onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
882
+
883
+ // if visibility has not changed and frustum culling and object sorting is not required
884
+ // then skip iterating over all items
885
+ if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
886
+
887
+ return;
888
+
889
+ }
890
+
891
+ // the indexed version of the multi draw function requires specifying the start
892
+ // offset in bytes.
893
+ const index = geometry.getIndex();
894
+ const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
895
+
896
+ const active = this._active;
897
+ const visibility = this._visibility;
898
+ const multiDrawStarts = this._multiDrawStarts;
899
+ const multiDrawCounts = this._multiDrawCounts;
900
+ const drawRanges = this._drawRanges;
901
+ const perObjectFrustumCulled = this.perObjectFrustumCulled;
902
+
903
+ // prepare the frustum in the local frame
904
+ if ( perObjectFrustumCulled ) {
905
+
906
+ _projScreenMatrix
907
+ .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
908
+ .multiply( this.matrixWorld );
909
+ _frustum.setFromProjectionMatrix(
910
+ _projScreenMatrix,
911
+ renderer.coordinateSystem
912
+ );
913
+
914
+ }
915
+
916
+ let count = 0;
917
+ if ( this.sortObjects ) {
918
+
919
+ // get the camera position in the local frame
920
+ _invMatrixWorld.copy( this.matrixWorld ).invert();
921
+ _vector.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
922
+
923
+ for ( let i = 0, l = visibility.length; i < l; i ++ ) {
924
+
925
+ if ( visibility[ i ] && active[ i ] ) {
926
+
927
+ // get the bounds in world space
928
+ this.getMatrixAt( i, _matrix );
929
+ this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
930
+
931
+ // determine whether the batched geometry is within the frustum
932
+ let culled = false;
933
+ if ( perObjectFrustumCulled ) {
934
+
935
+ culled = ! _frustum.intersectsSphere( _sphere );
936
+
937
+ }
938
+
939
+ if ( ! culled ) {
940
+
941
+ // get the distance from camera used for sorting
942
+ const z = _vector.distanceTo( _sphere.center );
943
+ _renderList.push( drawRanges[ i ], z );
944
+
945
+ }
946
+
947
+ }
948
+
949
+ }
950
+
951
+ // Sort the draw ranges and prep for rendering
952
+ const list = _renderList.list;
953
+ const customSort = this.customSort;
954
+ if ( customSort === null ) {
955
+
956
+ list.sort( material.transparent ? sortTransparent : sortOpaque );
957
+
958
+ } else {
959
+
960
+ customSort.call( this, list, camera );
961
+
962
+ }
963
+
964
+ for ( let i = 0, l = list.length; i < l; i ++ ) {
965
+
966
+ const item = list[ i ];
967
+ multiDrawStarts[ count ] = item.start * bytesPerElement;
968
+ multiDrawCounts[ count ] = item.count;
969
+ count ++;
970
+
971
+ }
972
+
973
+ _renderList.reset();
974
+
975
+ } else {
976
+
977
+ for ( let i = 0, l = visibility.length; i < l; i ++ ) {
978
+
979
+ if ( visibility[ i ] && active[ i ] ) {
980
+
981
+ // determine whether the batched geometry is within the frustum
982
+ let culled = false;
983
+ if ( perObjectFrustumCulled ) {
984
+
985
+ // get the bounds in world space
986
+ this.getMatrixAt( i, _matrix );
987
+ this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix );
988
+ culled = ! _frustum.intersectsSphere( _sphere );
989
+
990
+ }
991
+
992
+ if ( ! culled ) {
993
+
994
+ const range = drawRanges[ i ];
995
+ multiDrawStarts[ count ] = range.start * bytesPerElement;
996
+ multiDrawCounts[ count ] = range.count;
997
+ count ++;
998
+
999
+ }
1000
+
1001
+ }
1002
+
1003
+ }
1004
+
1005
+ }
1006
+
1007
+ this._multiDrawCount = count;
1008
+ this._visibilityChanged = false;
1009
+
1010
+ }
1011
+
1012
+ onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
1013
+
1014
+ this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
1015
+
1016
+ }
1017
+
1018
+ }
1019
+
1020
+ export { BatchedMesh };