@volter/blender-engine 0.1.80 → 0.1.81
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.
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import * as THREE from 'three';
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import {instanceMatrixSupported, instanceObjectShown} from './blender-runtime-instances';
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const CAPACITY = 64;
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const MAX_DRAWS = 1024; // At most 4 MiB of instance matrices; no vertex copies.
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/** Opaque depth overrides discard authored color materials. Geometry-compatible
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* objects can share a draw here even when their color draws cannot be reordered.
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* Only the current pass changes; selection layers and canonical meshes survive. */
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export class BlenderDepthInstances {
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private objects: THREE.Mesh[] = [];
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private readonly pools = new Map<THREE.BufferGeometry, THREE.InstancedMesh[]>();
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private readonly hidden: {mesh: THREE.Mesh; mask: number}[] = [];
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private readonly active: THREE.InstancedMesh[] = [];
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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 projection = new THREE.Matrix4();
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private readonly frustum = new THREE.Frustum();
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private allocated = 0;
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private statistics = {batches: 0, instances: 0, preparationMs: 0};
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constructor(private readonly root: THREE.Group) {}
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supports(material: THREE.MeshDepthMaterial): boolean {
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return material.isMeshDepthMaterial && material.visible && !material.transparent &&
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!material.map && !material.alphaMap && !material.displacementMap &&
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!material.alphaHash && material.alphaTest === 0 && !material.wireframe &&
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!material.stencilWrite && material.depthWrite && material.depthTest &&
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!material.clippingPlanes?.length && !material.polygonOffset &&
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(material.depthFunc === THREE.LessDepth || material.depthFunc === THREE.LessEqualDepth) &&
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(material.blending === THREE.NormalBlending || material.blending === THREE.NoBlending) &&
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material.onBeforeCompile === THREE.Material.prototype.onBeforeCompile &&
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material.onBeforeRender === THREE.Material.prototype.onBeforeRender;
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}
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setObjects(objects: Iterable<THREE.Object3D>): void {
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this.clear();
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this.objects = [...objects].filter((object): object is THREE.Mesh => (object as THREE.Mesh).isMesh === true);
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}
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prepare(camera: THREE.Camera, material: THREE.MeshDepthMaterial): void {
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this.finish();
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const start = performance.now();
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this.statistics = {batches: 0, instances: 0, preparationMs: 0};
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if (!camera.layers.isEnabled(0)) return;
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this.inverse.copy(this.root.matrixWorld).invert();
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this.projection.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
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this.frustum.setFromProjectionMatrix(this.projection);
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const groups = new Map<THREE.BufferGeometry, THREE.Mesh[]>();
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for (const mesh of this.objects) {
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// A selected object has a separate mask layer, and the outline pass also
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// disables its default layer. Never pull it into the occluder draw.
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if (mesh.layers.mask !== 1 || !instanceObjectShown(mesh) ||
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(mesh as THREE.SkinnedMesh).isSkinnedMesh ||
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(mesh as THREE.InstancedMesh).isInstancedMesh ||
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(mesh as THREE.BatchedMesh).isBatchedMesh || mesh.morphTargetInfluences ||
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mesh.onBeforeRender !== THREE.Object3D.prototype.onBeforeRender ||
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mesh.onAfterRender !== THREE.Object3D.prototype.onAfterRender) continue;
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const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
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if (materials.length !== 1 || !materials[0]?.visible) continue;
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const geometry = mesh.geometry;
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const count = geometry.index?.count ?? geometry.getAttribute('position')?.count ?? 0;
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if (!count || (Array.isArray(mesh.material) && !(geometry.groups.length === 1 &&
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geometry.groups[0]!.start === 0 && geometry.groups[0]!.count === count &&
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geometry.groups[0]!.materialIndex === 0))) continue;
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if (mesh.frustumCulled && !this.frustum.intersectsObject(mesh)) continue;
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this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
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if (!instanceMatrixSupported(this.matrix)) continue;
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const group = groups.get(geometry);
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if (group) group.push(mesh); else groups.set(geometry, [mesh]);
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}
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// Do not retain pools for obsolete LOD/canonical geometry indefinitely.
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for (const [geometry, pool] of this.pools) if (!groups.has(geometry)) {
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for (const draw of pool) { draw.removeFromParent(); draw.dispose(); this.allocated--; }
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this.pools.delete(geometry);
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}
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for (const [geometry, members] of groups) {
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if (members.length < 2) continue;
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let pool = this.pools.get(geometry);
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if (!pool) { pool = []; this.pools.set(geometry, pool); }
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for (let offset = 0; offset < members.length; offset += CAPACITY) {
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const count = Math.min(CAPACITY, members.length - offset);
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if (count < 2) continue;
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const slot = offset / CAPACITY;
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let draw = pool[slot];
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if (!draw) {
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if (this.allocated >= MAX_DRAWS) continue;
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draw = new THREE.InstancedMesh(geometry, material, CAPACITY);
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draw.name = 'Blender depth instances';
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draw.userData['engineInternal'] = true;
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draw.matrixAutoUpdate = false;
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draw.frustumCulled = false; // Members were individually culled above.
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draw.boundingSphere = new THREE.Sphere();
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draw.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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draw.raycast = () => {};
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this.root.add(draw);
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pool.push(draw);
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this.allocated++;
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}
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draw.material = material;
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draw.matrixWorld.copy(this.root.matrixWorld);
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draw.count = count;
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draw.visible = true;
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this.active.push(draw);
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for (let i = 0; i < count; i++) {
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const mesh = members[offset + i]!;
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this.matrix.multiplyMatrices(this.inverse, mesh.matrixWorld);
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draw.setMatrixAt(i, this.matrix);
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this.hidden.push({mesh, mask: mesh.layers.mask});
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mesh.layers.disable(0);
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}
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draw.instanceMatrix.needsUpdate = true;
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this.statistics.batches++;
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this.statistics.instances += count;
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}
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}
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this.statistics.preparationMs = performance.now() - start;
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}
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finish(): void {
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for (const {mesh, mask} of this.hidden) mesh.layers.mask = mask;
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this.hidden.length = 0;
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for (const draw of this.active) draw.visible = false;
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this.active.length = 0;
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}
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clear(): void {
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this.finish();
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for (const pool of this.pools.values()) for (const draw of pool) {
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draw.removeFromParent();
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draw.dispose(); // Shared geometry and override material belong to callers.
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}
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this.pools.clear();
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this.objects = [];
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this.allocated = 0;
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}
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inspect() { return {...this.statistics, allocated: this.allocated}; }
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}
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@@ -43,6 +43,7 @@ import {
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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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import { BlenderDepthInstances } from './blender-depth-instances';
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import { BlenderTransparentInstances } from './blender-transparent-instances';
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import { BlenderMaterialRanges } from './blender-material-ranges';
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import { BlenderMotionGeometry } from './blender-motion-geometry';
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@@ -645,6 +646,7 @@ 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 depthInstances = new BlenderDepthInstances(this.root);
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private readonly materialRanges = new BlenderMaterialRanges();
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private readonly transparentInstances = new BlenderTransparentInstances(this.root);
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private readonly motionGeometry = new BlenderMotionGeometry(presenterChanged);
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@@ -1231,6 +1233,7 @@ export class BlenderRuntimeView {
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}
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private rebuildInstances(): void {
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this.depthInstances.setObjects(this.drawBatching && !this.rendered ? this.objects.values() : []);
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this.transparentInstances.clear();
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this.instances.rebuild(this.objects.values(), this.drawBatching && !this.rendered);
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if (this.drawBatching && !this.rendered) this.transparentInstances.setObjects(this.objects.values());
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@@ -1289,6 +1292,15 @@ export class BlenderRuntimeView {
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};
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}
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prepareDepthDraw(camera: THREE.Camera, material: THREE.MeshDepthMaterial): void | (() => void) {
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if (!this.drawBatching || this.rendered || !this.depthInstances.supports(material)) return;
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const resumeColor = this.transparentInstances.suspendDraw();
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const restore = () => { try { this.depthInstances.finish(); } finally { resumeColor(); } };
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try { this.depthInstances.prepare(camera, material); }
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catch (error) { restore(); throw error; }
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return restore;
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}
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private workbenchFor(id: string | null, side: THREE.Side, used: Set<string>): THREE.Material {
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const display = (id !== null ? this.frame?.materials[id]?.viewport : undefined) ?? DEFAULT_VIEWPORT_DISPLAY;
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const key = `${display.color.join(',')}|${display.roughness}|${display.metallic}|${side}`;
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@@ -2094,7 +2106,7 @@ export class BlenderRuntimeView {
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}
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drawStatistics() {
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return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
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return {enabled: this.drawBatching, preparation: {...this.drawPreparation}, depth: this.depthInstances.inspect(), materialRanges: this.materialRanges.inspect(), opaque: this.instances.inspect(), transparent: this.transparentInstances.inspect(), motion: this.motionGeometry.inspect()};
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}
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snapshot() {
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}
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private clear() {
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this.depthInstances.clear();
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this.materialRanges.clear();
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this.motionGeometry.clear();
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this.transparentInstances.clear();
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@@ -318,6 +318,19 @@ export class BlenderTransparentInstances {
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this.observe((material as THREE.MeshPhysicalMaterial).transmission ?? 0);
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}
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/** A plain depth override does not need color transparency ordering. Reveal
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* only this plan's canonical members, retaining exact masks for restoration. */
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suspendDraw(): () => void {
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const members = this.hidden.map(mesh => ({mesh, mask: mesh.layers.mask}));
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const draws = this.planned.map(({mesh}) => ({mesh, visible: mesh.visible}));
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for (const {mesh} of members) mesh.layers.enable(0);
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for (const {mesh} of draws) mesh.visible = false;
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return () => {
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for (const {mesh, mask} of members) mesh.layers.mask = mask;
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for (const {mesh, visible} of draws) mesh.visible = visible;
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};
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}
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finishDraw(): void {
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for (const mesh of this.hidden) mesh.layers.enable(0);
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this.hidden.length = 0;
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