@volter/blender-engine 0.1.65 → 0.1.66

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@@ -322,8 +322,12 @@ ${compiled.uvs.map(n => `varying vec2 ${uvVarying(n)};`).join('\n')}`;
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  '#include <project_vertex>',
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  `vBlenderObjectPosition = transformed;
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  vBlenderObjectNormal = objectNormal;
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- vBlenderWorldPosition = (modelMatrix * vec4(transformed, 1.0)).xyz;
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- vBlenderWorldNormal = normalize(transpose(inverse(mat3(modelMatrix))) * objectNormal);
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+ mat4 blenderWorldMatrix = modelMatrix;
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+ #ifdef USE_INSTANCING
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+ blenderWorldMatrix = modelMatrix * instanceMatrix;
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+ #endif
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+ vBlenderWorldPosition = (blenderWorldMatrix * vec4(transformed, 1.0)).xyz;
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+ vBlenderWorldNormal = normalize(transpose(inverse(mat3(blenderWorldMatrix))) * objectNormal);
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  vBlenderOrco = blenderOrco;
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  ${compiled.attributes.map(n => `${attributeVarying(n)} = ${graphAttributeName(n)};`).join('\n')}
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  ${compiled.uvs.map(n => `${uvVarying(n)} = ${attribute(channels[n] ?? 0)};`).join('\n')}
@@ -0,0 +1,163 @@
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+ import * as THREE from 'three';
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+
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+ // Small spatial batches retain frustum rejection without duplicating geometry.
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+ const BATCH_SIZE = 64;
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+ type Member = { mesh: THREE.Mesh; layers: number };
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+ type Batch = { draw: THREE.InstancedMesh; members: Member[] };
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+
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+ function sameMaterials(a: THREE.Material | THREE.Material[], b: THREE.Material | THREE.Material[]): boolean {
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+ return Array.isArray(a) && Array.isArray(b)
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+ ? a.length === b.length && a.every((material, i) => material === b[i])
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+ : a === b;
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+ }
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+
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+ function shown(object: THREE.Object3D): boolean {
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+ for (let node: THREE.Object3D | null = object; node; node = node.parent)
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+ if (!node.visible) return false;
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+ return true;
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+ }
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+
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+ /** Three's instance normal transform supports positive, orthogonal scale axes.
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+ * Mirrored, singular and sheared placements keep the ordinary Mesh draw. */
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+ function supported(matrix: THREE.Matrix4): boolean {
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+ if (matrix.determinant() <= 0) return false;
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+ const e = matrix.elements;
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+ const x = Math.hypot(e[0]!, e[1]!, e[2]!);
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+ const y = Math.hypot(e[4]!, e[5]!, e[6]!);
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+ const z = Math.hypot(e[8]!, e[9]!, e[10]!);
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+ const dot = (a: number, b: number) => e[a]! * e[b]! + e[a + 1]! * e[b + 1]! + e[a + 2]! * e[b + 2]!;
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+ return Number.isFinite(x + y + z) && Math.min(x, y, z) > 0 &&
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+ Math.abs(dot(0, 4)) <= 1e-7 * x * y &&
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+ Math.abs(dot(0, 8)) <= 1e-7 * x * z &&
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+ Math.abs(dot(4, 8)) <= 1e-7 * y * z;
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+ }
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+
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+ /** Disposable draws only. The original objects, geometry, material slots and
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+ * parent graph remain the authority for hierarchy, bounds, editing and picking.
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+ * Layer zero-mask suppresses their ordinary draw; batch raycasts return those
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+ * same original objects. Selection passes can still temporarily add their mask
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+ * layer to an original. No vertices or authored data are reduced or replaced. */
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+ export class BlenderRuntimeInstances {
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+ private readonly batches: Batch[] = [];
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+ private readonly inverse = new THREE.Matrix4();
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+ private readonly matrix = new THREE.Matrix4();
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+ private readonly box = new THREE.Box3();
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+
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+ constructor(private readonly root: THREE.Group) {}
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+
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+ rebuild(objects: Iterable<THREE.Object3D>, enabled: boolean): void {
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+ this.clear();
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+ if (!enabled) return;
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+ const groups = new Map<string, THREE.Mesh[]>();
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+ this.inverse.copy(this.root.matrixWorld).invert();
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+ for (const object of objects) {
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+ const mesh = object as THREE.Mesh;
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+ if (!mesh.isMesh || (mesh as THREE.SkinnedMesh).isSkinnedMesh ||
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+ (mesh as THREE.InstancedMesh).isInstancedMesh || mesh.morphTargetInfluences ||
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+ mesh.layers.mask !== 1) continue;
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+ // WebGL2 guarantees sixteen vertex attributes; the instance matrix uses
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+ // four. Keep richly attributed meshes on the ordinary path rather than
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+ // dropping UV/colour channels or risking a refused shader.
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+ if (Object.values(mesh.geometry.attributes).reduce((count, attribute) => count + Math.ceil(attribute.itemSize / 4), 0) > 12) continue;
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+ const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
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+ if (materials.some(m => m.transparent || (m as THREE.MeshPhysicalMaterial).transmission > 0 ||
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+ (m as THREE.ShaderMaterial).isShaderMaterial)) continue;
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+ this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
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+ if (!supported(this.matrix)) continue;
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+ const key = `${mesh.geometry.id}:${Array.isArray(mesh.material) ? 'slots' : 'single'}:` +
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+ materials.map(m => m.uuid).join(',') + `:${mesh.renderOrder}`;
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+ const group = groups.get(key);
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+ if (group) group.push(mesh);
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+ else groups.set(key, [mesh]);
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+ }
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+ for (const group of groups.values()) {
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+ if (group.length < 2) continue;
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+ // Partition along the widest centre axis, recursively. Adjacent authored
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+ // names need not be adjacent in space (linked trees span the whole Bridge).
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+ const partition = (members: THREE.Mesh[]): void => {
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+ if (members.length > BATCH_SIZE) {
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+ this.box.makeEmpty();
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+ for (const mesh of members) this.box.expandByPoint(new THREE.Vector3().setFromMatrixPosition(mesh.matrixWorld));
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+ const size = this.box.getSize(new THREE.Vector3());
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+ const axis = size.x >= size.y && size.x >= size.z ? 12 : size.y >= size.z ? 13 : 14;
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+ members.sort((a, b) => a.matrixWorld.elements[axis]! - b.matrixWorld.elements[axis]!);
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+ const middle = Math.floor(members.length / 2);
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+ partition(members.slice(0, middle));
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+ partition(members.slice(middle));
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+ return;
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+ }
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+ if (members.length < 2) return;
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+ const first = members[0]!;
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+ const draw = new THREE.InstancedMesh(first.geometry, first.material, members.length);
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+ draw.name = 'Blender repeated geometry';
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+ draw.userData['engineInternal'] = true;
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+ draw.matrixAutoUpdate = false;
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+ draw.renderOrder = first.renderOrder;
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+ draw.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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+ const batch: Batch = {draw, members: members.map(mesh => ({mesh, layers: mesh.layers.mask}))};
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+ // Return the canonical mesh, not the internal batch or an unstable slot.
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+ draw.raycast = (raycaster, hits) => {
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+ for (const {mesh} of batch.members)
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+ if (mesh.layers.mask === 0 && shown(mesh)) mesh.raycast(raycaster, hits);
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+ };
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+ this.root.add(draw);
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+ draw.updateMatrixWorld(true);
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+ this.batches.push(batch);
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+ };
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+ partition(group);
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+ }
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+ this.sync();
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+ }
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+
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+ /** Called after the root updates its descendants, before Three builds its
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+ * render list/uploads attributes. Live gizmo transforms therefore appear on
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+ * the very next draw, including parent transforms and visibility changes. */
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+ sync(): void {
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+ if (!this.batches.length) return;
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+ this.inverse.copy(this.root.matrixWorld).invert();
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+ for (const {draw, members} of this.batches) {
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+ let count = 0;
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+ let changed = false;
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+ for (const member of members) {
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+ const {mesh} = member;
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+ this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
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+ // A drag can introduce negative scale/shear, or a skin can replace a
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+ // mesh between frames. Fall back immediately without touching its data.
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+ const compatible = mesh.parent !== null && mesh.geometry === draw.geometry &&
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+ sameMaterials(mesh.material, draw.material) && supported(this.matrix);
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+ if (!compatible) {
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+ mesh.layers.mask |= member.layers;
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+ continue;
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+ }
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+ mesh.layers.mask &= ~member.layers;
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+ if (!shown(mesh)) continue;
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+ const offset = count * 16;
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+ if (this.matrix.elements.some((value, i) => Math.fround(value) !== draw.instanceMatrix.array[offset + i])) {
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+ draw.setMatrixAt(count, this.matrix);
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+ changed = true;
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+ }
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+ count++;
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+ }
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+ changed ||= draw.count !== count || draw.boundingSphere === null;
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+ draw.count = count;
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+ if (changed) {
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+ draw.instanceMatrix.needsUpdate = true;
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+ draw.computeBoundingBox();
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+ draw.computeBoundingSphere();
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+ }
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+ }
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+ }
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+
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+ clear(): void {
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+ for (const {draw, members} of this.batches) {
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+ for (const {mesh, layers} of members) mesh.layers.mask |= layers;
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+ draw.removeFromParent();
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+ draw.dispose(); // releases instance attributes, never shared geometry/material
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+ }
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+ this.batches.length = 0;
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+ }
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+
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+ inspect() {
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+ return {batches: this.batches.length, instances: this.batches.reduce((count, {draw}) => count + draw.count, 0)};
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+ }
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+ }
@@ -42,6 +42,7 @@ import {
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  panCameraView,
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  } from './blender-runtime-camera-view';
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  import { DEFAULT_VIEWPORT_DISPLAY, workbenchMaterial } from './blender-workbench-material';
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+ import { BlenderRuntimeInstances } from './blender-runtime-instances';
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  /** A saved `View3DShading.type` as the stage's draw mode: Material Preview is `preview`. */
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  const SAVED_SHADING = {
@@ -640,6 +641,7 @@ export interface PhotographRecord {
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  export class BlenderRuntimeView {
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  readonly root = new THREE.Group();
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+ private readonly instances = new BlenderRuntimeInstances(this.root);
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  private readonly objects = new Map<string, THREE.Object3D>();
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  private readonly meshes = new Map<
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  string,
@@ -1034,11 +1036,17 @@ export class BlenderRuntimeView {
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  for (const child of children) next.add(child);
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  parent?.add(next);
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  this.objects.set(id, next);
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+ this.instances.rebuild(this.objects.values(), !this.rendered);
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  return;
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  }
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  }
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  constructor() {
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+ const updateMatrixWorld = this.root.updateMatrixWorld.bind(this.root);
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+ this.root.updateMatrixWorld = (force?: boolean) => {
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+ updateMatrixWorld(force);
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+ this.instances.sync();
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+ };
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  this.root.name = 'Model';
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  // BLENDER IS Z-UP, THREE IS Y-UP: (x, y, z) -> (x, z, -y). Written as the
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  // matrix rather than `rotation.x = -Math.PI / 2`, because that Euler is a
@@ -1212,6 +1220,7 @@ export class BlenderRuntimeView {
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  material.dispose();
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  this.workbenchMaterials.delete(key);
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  }
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+ this.instances.rebuild(this.objects.values(), !this.rendered);
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  }
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  private workbenchFor(id: string | null, side: THREE.Side, used: Set<string>): THREE.Material {
@@ -2007,6 +2016,7 @@ export class BlenderRuntimeView {
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  active: this.frame?.active,
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  mode: this.frame?.mode,
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  geometryBuilds: this.geometryBuilds,
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+ instancing: this.instances.inspect(),
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  objects: [...this.objects].map(([id, object]) => ({
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  id,
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  name: object.name,
@@ -2224,6 +2234,7 @@ export class BlenderRuntimeView {
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  }
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  private clear() {
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+ this.instances.clear();
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  for (const entry of this.staged?.meshes.values() ?? []) entry.geometry.dispose();
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  this.staged = null;
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  for (const light of this.lights.values()) {
package/package.json CHANGED
@@ -2,7 +2,7 @@
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  "name": "@volter/blender-engine",
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  "author": "Volter AI, Inc.",
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  "license": "GPL-3.0-or-later",
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- "version": "0.1.65",
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+ "version": "0.1.66",
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  "publishConfig": {
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  "access": "public"
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  },