@xeokit/xeokit-sdk 2.6.85-renderers-refactor-v2 → 2.6.86

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 (184) hide show
  1. package/dist/xeokit-sdk.cjs.js +44618 -13007
  2. package/dist/xeokit-sdk.es.js +44617 -13008
  3. package/dist/xeokit-sdk.es5.js +3488 -1387
  4. package/dist/xeokit-sdk.min.cjs.js +8 -8
  5. package/dist/xeokit-sdk.min.es.js +8 -8
  6. package/dist/xeokit-sdk.min.es5.js +7 -7
  7. package/package.json +1 -1
  8. package/src/plugins/lib/html/MenuEvent.js +2 -2
  9. package/src/viewer/Viewer.js +103 -55
  10. package/src/viewer/scene/canvas/Canvas.js +43 -3
  11. package/src/viewer/scene/geometry/ReadableGeometry.js +25 -0
  12. package/src/viewer/scene/lights/CubeTexture.js +13 -0
  13. package/src/viewer/scene/lights/DirLight.js +1 -2
  14. package/src/viewer/scene/lights/PointLight.js +1 -2
  15. package/src/viewer/scene/materials/Texture.js +9 -0
  16. package/src/viewer/scene/math/rtcCoords.js +38 -1
  17. package/src/viewer/scene/mesh/Mesh.js +212 -454
  18. package/src/viewer/scene/mesh/draw/DrawRenderer.js +998 -0
  19. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +1504 -305
  20. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +259 -0
  21. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +160 -0
  22. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +286 -0
  23. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +263 -0
  24. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +221 -0
  25. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +158 -9
  26. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +223 -0
  27. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +151 -21
  28. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +200 -0
  29. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +124 -12
  30. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +214 -0
  31. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +97 -22
  32. package/src/viewer/scene/model/RENDER_PASSES.js +34 -0
  33. package/src/viewer/scene/model/SceneModel.js +861 -245
  34. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  35. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  36. package/src/viewer/scene/model/dtx/BindableDataTexture.js +31 -0
  37. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +27 -0
  38. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +897 -0
  39. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +46 -0
  40. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +411 -0
  41. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +49 -0
  42. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +208 -0
  43. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +389 -0
  44. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +65 -0
  45. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +1399 -0
  46. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +46 -0
  47. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +250 -0
  48. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +518 -0
  49. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +54 -0
  50. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +639 -0
  51. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +464 -0
  52. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +423 -0
  53. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +431 -0
  54. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +345 -0
  55. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +436 -0
  56. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +466 -0
  57. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +437 -0
  58. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +460 -0
  59. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +437 -0
  60. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +307 -0
  61. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +472 -0
  62. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +474 -0
  63. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +435 -0
  64. package/src/viewer/scene/model/vbo/ScratchMemory.js +63 -0
  65. package/src/viewer/scene/model/vbo/VBORenderer.js +664 -0
  66. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +704 -0
  67. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +19 -0
  68. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +318 -0
  69. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +114 -0
  70. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +99 -0
  71. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +124 -0
  72. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +313 -0
  73. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +311 -0
  74. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +24 -0
  75. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +688 -0
  76. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +24 -0
  77. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +168 -0
  78. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +136 -0
  79. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +156 -0
  80. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +148 -0
  81. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +144 -0
  82. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +107 -0
  83. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +146 -0
  84. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +315 -0
  85. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +305 -0
  86. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +24 -0
  87. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1346 -0
  88. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +131 -0
  89. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +135 -0
  90. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +12 -0
  91. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +403 -0
  92. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +35 -0
  93. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +252 -0
  94. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +294 -0
  95. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +115 -0
  96. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +246 -0
  97. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +139 -0
  98. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +125 -0
  99. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  100. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +144 -0
  101. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +130 -0
  102. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +121 -0
  103. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +131 -0
  104. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +107 -0
  105. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +144 -0
  106. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +313 -0
  107. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +312 -0
  108. package/src/viewer/scene/model/vbo/float16.js +760 -0
  109. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +711 -0
  110. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +148 -0
  111. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +26 -0
  112. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +139 -0
  113. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +127 -0
  114. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +308 -0
  115. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +299 -0
  116. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +733 -0
  117. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +174 -0
  118. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +156 -0
  119. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +149 -0
  120. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +170 -0
  121. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +152 -0
  122. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +26 -0
  123. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +174 -0
  124. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +119 -0
  125. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +154 -0
  126. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +307 -0
  127. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +293 -0
  128. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +150 -0
  129. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1289 -0
  130. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +135 -0
  131. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +137 -0
  132. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +12 -0
  133. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +403 -0
  134. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +267 -0
  135. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +299 -0
  136. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +126 -0
  137. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +255 -0
  138. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +130 -0
  139. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +32 -0
  140. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +138 -0
  141. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +128 -0
  142. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  143. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +149 -0
  144. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +136 -0
  145. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +130 -0
  146. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +145 -0
  147. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +113 -0
  148. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +148 -0
  149. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +319 -0
  150. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +310 -0
  151. package/src/viewer/scene/scene/Scene.js +38 -21
  152. package/src/viewer/scene/webgl/ArrayBuf.js +20 -5
  153. package/src/viewer/scene/webgl/Attribute.js +23 -0
  154. package/src/viewer/scene/webgl/FrameContext.js +86 -14
  155. package/src/viewer/scene/webgl/Program.js +181 -0
  156. package/src/viewer/scene/webgl/RenderBuffer.js +262 -62
  157. package/src/viewer/scene/webgl/RenderBufferManager.js +34 -0
  158. package/src/viewer/scene/webgl/Renderer.js +843 -880
  159. package/src/viewer/scene/webgl/Sampler.js +18 -0
  160. package/src/viewer/scene/webgl/Shader.js +49 -0
  161. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +132 -60
  162. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +328 -167
  163. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +324 -0
  164. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +384 -0
  165. package/src/viewer/utils/os.js +9 -0
  166. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +0 -35
  167. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +0 -34
  168. package/src/viewer/scene/model/layer/DTXLayer.js +0 -940
  169. package/src/viewer/scene/model/layer/Layer.js +0 -786
  170. package/src/viewer/scene/model/layer/VBOLayer.js +0 -1019
  171. package/src/viewer/scene/model/layer/programs/ColorProgram.js +0 -35
  172. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +0 -46
  173. package/src/viewer/scene/model/layer/programs/DepthProgram.js +0 -11
  174. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +0 -12
  175. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +0 -24
  176. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +0 -12
  177. package/src/viewer/scene/model/layer/programs/PBRProgram.js +0 -180
  178. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +0 -30
  179. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +0 -12
  180. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +0 -18
  181. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +0 -23
  182. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +0 -15
  183. package/src/viewer/scene/model/layer/programs/SnapProgram.js +0 -28
  184. package/src/viewer/scene/webgl/WebGLRenderer.js +0 -612
@@ -0,0 +1,1346 @@
1
+ import {ENTITY_FLAGS} from '../../../ENTITY_FLAGS.js';
2
+ import {RENDER_PASSES} from '../../../RENDER_PASSES.js';
3
+
4
+ import {math} from "../../../../math/math.js";
5
+ import {RenderState} from "../../../../webgl/RenderState.js";
6
+ import {ArrayBuf} from "../../../../webgl/ArrayBuf.js";
7
+ import {geometryCompressionUtils} from "../../../../math/geometryCompressionUtils.js";
8
+ import {getRenderers} from "./renderers/Renderers.js";
9
+ import {VBOBatchingTrianglesBuffer} from "./VBOBatchingTrianglesBuffer.js";
10
+ import {quantizePositions, transformAndOctEncodeNormals} from "../../../compression.js";
11
+
12
+ const tempMat4 = math.mat4();
13
+ const tempMat4b = math.mat4();
14
+ const tempVec4a = math.vec4([0, 0, 0, 1]);
15
+
16
+ const tempVec3a = math.vec3();
17
+ const tempVec3b = math.vec3();
18
+ const tempVec3c = math.vec3();
19
+ const tempVec3d = math.vec3();
20
+ const tempVec3e = math.vec3();
21
+ const tempVec3f = math.vec3();
22
+ const tempVec3g = math.vec3();
23
+
24
+ /**
25
+ * @private
26
+ */
27
+ export class VBOBatchingTrianglesLayer {
28
+
29
+ /**
30
+ * @param model
31
+ * @param cfg.model
32
+ * @param cfg.autoNormals
33
+ * @param cfg.layerIndex
34
+ * @param cfg.positionsDecodeMatrix
35
+ * @param cfg.uvDecodeMatrix
36
+ * @param cfg.maxGeometryBatchSize
37
+ * @param cfg.origin
38
+ * @param cfg.scratchMemory
39
+ * @param cfg.textureSet
40
+ * @param cfg.solid
41
+ */
42
+ constructor(cfg) {
43
+
44
+ // console.info("Creating VBOBatchingTrianglesLayer");
45
+
46
+ /**
47
+ * Owner model
48
+ * @type {VBOSceneModel}
49
+ */
50
+ this.model = cfg.model;
51
+
52
+ /**
53
+ * State sorting key.
54
+ * @type {string}
55
+ */
56
+ this.sortId = "TrianglesBatchingLayer"
57
+ + (cfg.solid ? "-solid" : "-surface")
58
+ + (cfg.autoNormals ? "-autonormals" : "-normals")
59
+
60
+ // TODO: These two parts need to be IDs (ie. unique):
61
+
62
+ + (cfg.textureSet && cfg.textureSet.colorTexture ? "-colorTexture" : "")
63
+ + (cfg.textureSet && cfg.textureSet.metallicRoughnessTexture ? "-metallicRoughnessTexture" : "");
64
+
65
+ /**
66
+ * Index of this TrianglesBatchingLayer in {@link VBOSceneModel#_layerList}.
67
+ * @type {Number}
68
+ */
69
+ this.layerIndex = cfg.layerIndex;
70
+
71
+ this._renderers = getRenderers(cfg.model.scene);
72
+ this._buffer = new VBOBatchingTrianglesBuffer(cfg.maxGeometryBatchSize);
73
+ this._scratchMemory = cfg.scratchMemory;
74
+
75
+ this._state = new RenderState({
76
+ origin: math.vec3(),
77
+ positionsBuf: null,
78
+ offsetsBuf: null,
79
+ normalsBuf: null,
80
+ colorsBuf: null,
81
+ uvBuf: null,
82
+ metallicRoughnessBuf: null,
83
+ flagsBuf: null,
84
+ indicesBuf: null,
85
+ edgeIndicesBuf: null,
86
+ positionsDecodeMatrix: null,
87
+ uvDecodeMatrix: null,
88
+ textureSet: cfg.textureSet,
89
+ pbrSupported: false // Set in #finalize if we have enough to support quality rendering
90
+ });
91
+
92
+ // These counts are used to avoid unnecessary render passes
93
+ this._numPortions = 0;
94
+ this._numVisibleLayerPortions = 0;
95
+ this._numTransparentLayerPortions = 0;
96
+ this._numXRayedLayerPortions = 0;
97
+ this._numSelectedLayerPortions = 0;
98
+ this._numHighlightedLayerPortions = 0;
99
+ this._numClippableLayerPortions = 0;
100
+ this._numEdgesLayerPortions = 0;
101
+ this._numPickableLayerPortions = 0;
102
+ this._numCulledLayerPortions = 0;
103
+
104
+ this._modelAABB = math.collapseAABB3(); // Model-space AABB
105
+ this._portions = [];
106
+ this._meshes = [];
107
+ this._numVerts = 0;
108
+
109
+ this._aabb = math.collapseAABB3();
110
+ this.aabbDirty = true;
111
+
112
+ this._finalized = false;
113
+
114
+ if (cfg.positionsDecodeMatrix) {
115
+ this._state.positionsDecodeMatrix = math.mat4(cfg.positionsDecodeMatrix);
116
+ }
117
+
118
+ if (cfg.uvDecodeMatrix) {
119
+ this._state.uvDecodeMatrix = math.mat3(cfg.uvDecodeMatrix);
120
+ this._preCompressedUVsExpected = true;
121
+ } else {
122
+ this._preCompressedUVsExpected = false;
123
+ }
124
+
125
+ if (cfg.origin) {
126
+ this._state.origin.set(cfg.origin);
127
+ }
128
+
129
+ /**
130
+ * When true, this layer contains solid triangle meshes, otherwise this layer contains surface triangle meshes
131
+ * @type {boolean}
132
+ */
133
+ this.solid = !!cfg.solid;
134
+
135
+ /**
136
+ * The type of primitives in this layer.
137
+ */
138
+ this.primitive = cfg.primitive;
139
+ }
140
+
141
+ get aabb() {
142
+ if (this.aabbDirty) {
143
+ math.collapseAABB3(this._aabb);
144
+ for (let i = 0, len = this._meshes.length; i < len; i++) {
145
+ math.expandAABB3(this._aabb, this._meshes[i].aabb);
146
+ }
147
+ this.aabbDirty = false;
148
+ }
149
+ return this._aabb;
150
+ }
151
+
152
+ /**
153
+ * Tests if there is room for another portion in this TrianglesBatchingLayer.
154
+ *
155
+ * @param lenPositions Number of positions we'd like to create in the portion.
156
+ * @param lenIndices Number of indices we'd like to create in this portion.
157
+ * @returns {Boolean} True if OK to create another portion.
158
+ */
159
+ canCreatePortion(lenPositions, lenIndices) {
160
+ if (this._finalized) {
161
+ throw "Already finalized";
162
+ }
163
+ return ((this._buffer.positions.length + lenPositions) < (this._buffer.maxVerts * 3) && (this._buffer.indices.length + lenIndices) < (this._buffer.maxIndices));
164
+ }
165
+
166
+ /**
167
+ * Creates a new portion within this TrianglesBatchingLayer, returns the new portion ID.
168
+ *
169
+ * Gives the portion the specified geometry, color and matrix.
170
+ *
171
+ * @param mesh The SceneModelMesh that owns the portion
172
+ * @param cfg.positions Flat float Local-space positions array.
173
+ * @param cfg.positionsCompressed Flat quantized positions array - decompressed with TrianglesBatchingLayer positionsDecodeMatrix
174
+ * @param [cfg.normals] Flat float normals array.
175
+ * @param [cfg.uv] Flat UVs array.
176
+ * @param [cfg.uvCompressed]
177
+ * @param [cfg.colors] Flat float colors array.
178
+ * @param [cfg.colorsCompressed]
179
+ * @param cfg.indices Flat int indices array.
180
+ * @param [cfg.edgeIndices] Flat int edges indices array.
181
+ * @param cfg.color Quantized RGB color [0..255,0..255,0..255,0..255]
182
+ * @param cfg.metallic Metalness factor [0..255]
183
+ * @param cfg.roughness Roughness factor [0..255]
184
+ * @param cfg.opacity Opacity [0..255]
185
+ * @param [cfg.meshMatrix] Flat float 4x4 matrix
186
+ * @param cfg.aabb Flat float AABB World-space AABB
187
+ * @param cfg.pickColor Quantized pick color
188
+ * @returns {number} Portion ID
189
+ */
190
+ createPortion(mesh, cfg) {
191
+
192
+ if (this._finalized) {
193
+ throw "Already finalized";
194
+ }
195
+
196
+ const positions = cfg.positions;
197
+ const positionsCompressed = cfg.positionsCompressed;
198
+ const normals = cfg.normals;
199
+ const normalsCompressed = cfg.normalsCompressed;
200
+ const uv = cfg.uv;
201
+ const uvCompressed = cfg.uvCompressed;
202
+ const colors = cfg.colors;
203
+ const colorsCompressed = cfg.colorsCompressed;
204
+ const indices = cfg.indices;
205
+ const edgeIndices = cfg.edgeIndices;
206
+ const color = cfg.color;
207
+ const metallic = cfg.metallic;
208
+ const roughness = cfg.roughness;
209
+ const opacity = cfg.opacity;
210
+ const meshMatrix = cfg.meshMatrix;
211
+ const pickColor = cfg.pickColor;
212
+
213
+ const scene = this.model.scene;
214
+ const buffer = this._buffer;
215
+ const vertsBaseIndex = buffer.positions.length / 3;
216
+
217
+ let numVerts;
218
+
219
+ math.expandAABB3(this._modelAABB, cfg.aabb);
220
+
221
+ if (this._state.positionsDecodeMatrix) {
222
+ if (!positionsCompressed) {
223
+ throw "positionsCompressed expected";
224
+ }
225
+ numVerts = positionsCompressed.length / 3;
226
+ for (let i = 0, len = positionsCompressed.length; i < len; i++) {
227
+ buffer.positions.push(positionsCompressed[i]);
228
+ }
229
+ } else {
230
+ if (!positions) {
231
+ throw "positions expected";
232
+ }
233
+ numVerts = positions.length / 3;
234
+ for (let i = 0, len = positions.length; i < len; i++) {
235
+ buffer.positions.push(positions[i]);
236
+ }
237
+ }
238
+
239
+ if (normalsCompressed && normalsCompressed.length > 0) {
240
+ for (let i = 0, len = normalsCompressed.length; i < len; i++) {
241
+ buffer.normals.push(normalsCompressed[i]);
242
+ }
243
+ } else if (normals && normals.length > 0) {
244
+ const worldNormalMatrix = tempMat4;
245
+ if (meshMatrix) {
246
+ math.inverseMat4(math.transposeMat4(meshMatrix, tempMat4b), worldNormalMatrix); // Note: order of inverse and transpose doesn't matter
247
+ } else {
248
+ math.identityMat4(worldNormalMatrix, worldNormalMatrix);
249
+ }
250
+ transformAndOctEncodeNormals(worldNormalMatrix, normals, normals.length, buffer.normals, buffer.normals.length);
251
+ }
252
+
253
+ if (colors) {
254
+ for (let i = 0, len = colors.length; i < len; i += 3) {
255
+ buffer.colors.push(colors[i] * 255);
256
+ buffer.colors.push(colors[i + 1] * 255);
257
+ buffer.colors.push(colors[i + 2] * 255);
258
+ buffer.colors.push(255);
259
+ }
260
+ } else if (colorsCompressed) {
261
+ for (let i = 0, len = colors.length; i < len; i += 3) {
262
+ buffer.colors.push(colors[i]);
263
+ buffer.colors.push(colors[i + 1]);
264
+ buffer.colors.push(colors[i + 2]);
265
+ buffer.colors.push(255);
266
+ }
267
+ } else if (color) {
268
+ const r = color[0]; // Color is pre-quantized by VBOSceneModel
269
+ const g = color[1];
270
+ const b = color[2];
271
+ const a = opacity;
272
+ for (let i = 0; i < numVerts; i++) {
273
+ buffer.colors.push(r);
274
+ buffer.colors.push(g);
275
+ buffer.colors.push(b);
276
+ buffer.colors.push(a);
277
+ }
278
+ }
279
+ const metallicValue = (metallic !== null && metallic !== undefined) ? metallic : 0;
280
+ const roughnessValue = (roughness !== null && roughness !== undefined) ? roughness : 255;
281
+ for (let i = 0; i < numVerts; i++) {
282
+ buffer.metallicRoughness.push(metallicValue);
283
+ buffer.metallicRoughness.push(roughnessValue);
284
+ }
285
+
286
+ if (uv && uv.length > 0) {
287
+ for (let i = 0, len = uv.length; i < len; i++) {
288
+ buffer.uv.push(uv[i]);
289
+ }
290
+ } else if (uvCompressed && uvCompressed.length > 0) {
291
+ for (let i = 0, len = uvCompressed.length; i < len; i++) {
292
+ buffer.uv.push(uvCompressed[i]);
293
+ }
294
+ }
295
+
296
+ for (let i = 0, len = indices.length; i < len; i++) {
297
+ buffer.indices.push(vertsBaseIndex + indices[i]);
298
+ }
299
+
300
+
301
+ if (edgeIndices) {
302
+ for (let i = 0, len = edgeIndices.length; i < len; i++) {
303
+ buffer.edgeIndices.push(vertsBaseIndex + edgeIndices[i]);
304
+ }
305
+ }
306
+
307
+ {
308
+ const pickColorsBase = buffer.pickColors.length;
309
+ const lenPickColors = numVerts * 4;
310
+ for (let i = pickColorsBase, len = pickColorsBase + lenPickColors; i < len; i += 4) {
311
+ buffer.pickColors.push(pickColor[0]);
312
+ buffer.pickColors.push(pickColor[1]);
313
+ buffer.pickColors.push(pickColor[2]);
314
+ buffer.pickColors.push(pickColor[3]);
315
+ }
316
+ }
317
+
318
+ if (scene.entityOffsetsEnabled) {
319
+ for (let i = 0; i < numVerts; i++) {
320
+ buffer.offsets.push(0);
321
+ buffer.offsets.push(0);
322
+ buffer.offsets.push(0);
323
+ }
324
+ }
325
+
326
+ const portionId = this._portions.length;
327
+
328
+ const portion = {
329
+ vertsBaseIndex: vertsBaseIndex,
330
+ numVerts: numVerts,
331
+ indicesBaseIndex: buffer.indices.length - indices.length,
332
+ numIndices: indices.length,
333
+ };
334
+
335
+ if (scene.readableGeometryEnabled) {
336
+ // Quantized in-memory positions are initialized in finalize()
337
+
338
+ portion.indices = indices;
339
+
340
+ if (scene.entityOffsetsEnabled) {
341
+ portion.offset = new Float32Array(3);
342
+ }
343
+ }
344
+
345
+ this._portions.push(portion);
346
+ this._numPortions++;
347
+ this.model.numPortions++;
348
+ this._numVerts += portion.numVerts;
349
+ this._meshes.push(mesh);
350
+ return portionId;
351
+ }
352
+
353
+ /**
354
+ * Builds batch VBOs from appended geometries.
355
+ * No more portions can then be created.
356
+ */
357
+ finalize() {
358
+
359
+ if (this._finalized) {
360
+ return;
361
+ }
362
+
363
+ const state = this._state;
364
+ const gl = this.model.scene.canvas.gl;
365
+ const buffer = this._buffer;
366
+
367
+ if (buffer.positions.length > 0) {
368
+ const quantizedPositions = (this._state.positionsDecodeMatrix)
369
+ ? new Uint16Array(buffer.positions)
370
+ : quantizePositions(buffer.positions, this._modelAABB, this._state.positionsDecodeMatrix = math.mat4()); // BOTTLENECK
371
+ state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, quantizedPositions, quantizedPositions.length, 3, gl.STATIC_DRAW);
372
+ if (this.model.scene.readableGeometryEnabled) {
373
+ for (let i = 0, numPortions = this._portions.length; i < numPortions; i++) {
374
+ const portion = this._portions[i];
375
+ const start = portion.vertsBaseIndex * 3;
376
+ const end = start + (portion.numVerts * 3);
377
+ portion.quantizedPositions = quantizedPositions.slice(start, end);
378
+ }
379
+ }
380
+ }
381
+
382
+ if (buffer.normals.length > 0) { // Normals are already oct-encoded
383
+ const normals = new Int8Array(buffer.normals);
384
+ let normalized = true; // For oct encoded UInts
385
+ state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, normals, buffer.normals.length, 3, gl.STATIC_DRAW, normalized);
386
+ }
387
+
388
+ if (buffer.colors.length > 0) { // Colors are already compressed
389
+ const colors = new Uint8Array(buffer.colors);
390
+ let normalized = false;
391
+ state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, colors, buffer.colors.length, 4, gl.DYNAMIC_DRAW, normalized);
392
+ }
393
+
394
+ if (buffer.uv.length > 0) {
395
+ if (!state.uvDecodeMatrix) {
396
+ const bounds = geometryCompressionUtils.getUVBounds(buffer.uv);
397
+ const result = geometryCompressionUtils.compressUVs(buffer.uv, bounds.min, bounds.max);
398
+ const uv = result.quantized;
399
+ let notNormalized = false;
400
+ state.uvDecodeMatrix = math.mat3(result.decodeMatrix);
401
+ state.uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, uv, uv.length, 2, gl.STATIC_DRAW, notNormalized);
402
+ } else {
403
+ let notNormalized = false;
404
+ state.uvBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.uv, buffer.uv.length, 2, gl.STATIC_DRAW, notNormalized);
405
+ }
406
+ }
407
+
408
+ if (buffer.metallicRoughness.length > 0) {
409
+ const metallicRoughness = new Uint8Array(buffer.metallicRoughness);
410
+ let normalized = false;
411
+ state.metallicRoughnessBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, metallicRoughness, buffer.metallicRoughness.length, 2, gl.STATIC_DRAW, normalized);
412
+ }
413
+
414
+ if (buffer.positions.length > 0) { // Because we build flags arrays here, get their length from the positions array
415
+ const flagsLength = (buffer.positions.length / 3);
416
+ const flags = new Float32Array(flagsLength);
417
+ const notNormalized = false;
418
+ state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, flags, flags.length, 1, gl.DYNAMIC_DRAW, notNormalized);
419
+ }
420
+
421
+ if (buffer.pickColors.length > 0) {
422
+ const pickColors = new Uint8Array(buffer.pickColors);
423
+ let normalized = false;
424
+ state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, pickColors, buffer.pickColors.length, 4, gl.STATIC_DRAW, normalized);
425
+ }
426
+
427
+ if (this.model.scene.entityOffsetsEnabled) {
428
+ if (buffer.offsets.length > 0) {
429
+ const offsets = new Float32Array(buffer.offsets);
430
+ state.offsetsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, offsets, buffer.offsets.length, 3, gl.DYNAMIC_DRAW);
431
+ }
432
+ }
433
+
434
+ if (buffer.indices.length > 0) {
435
+ const indices = new Uint32Array(buffer.indices);
436
+ state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, indices, buffer.indices.length, 1, gl.STATIC_DRAW);
437
+ }
438
+ if (buffer.edgeIndices.length > 0) {
439
+ const edgeIndices = new Uint32Array(buffer.edgeIndices);
440
+ state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, edgeIndices, buffer.edgeIndices.length, 1, gl.STATIC_DRAW);
441
+ }
442
+
443
+ this._state.pbrSupported
444
+ = !!state.metallicRoughnessBuf
445
+ && !!state.uvBuf
446
+ && !!state.normalsBuf
447
+ && !!state.textureSet
448
+ && !!state.textureSet.colorTexture
449
+ && !!state.textureSet.metallicRoughnessTexture;
450
+
451
+ this._state.colorTextureSupported
452
+ = !!state.uvBuf
453
+ && !!state.textureSet
454
+ && !!state.textureSet.colorTexture;
455
+
456
+ this._buffer = null;
457
+ this._finalized = true;
458
+ }
459
+
460
+ isEmpty() {
461
+ return (!this._state.indicesBuf);
462
+ }
463
+
464
+ initFlags(portionId, flags, meshTransparent) {
465
+ if (flags & ENTITY_FLAGS.VISIBLE) {
466
+ this._numVisibleLayerPortions++;
467
+ this.model.numVisibleLayerPortions++;
468
+ }
469
+ if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
470
+ this._numHighlightedLayerPortions++;
471
+ this.model.numHighlightedLayerPortions++;
472
+ }
473
+ if (flags & ENTITY_FLAGS.XRAYED) {
474
+ this._numXRayedLayerPortions++;
475
+ this.model.numXRayedLayerPortions++;
476
+ }
477
+ if (flags & ENTITY_FLAGS.SELECTED) {
478
+ this._numSelectedLayerPortions++;
479
+ this.model.numSelectedLayerPortions++;
480
+ }
481
+ if (flags & ENTITY_FLAGS.CLIPPABLE) {
482
+ this._numClippableLayerPortions++;
483
+ this.model.numClippableLayerPortions++;
484
+ }
485
+ if (flags & ENTITY_FLAGS.EDGES) {
486
+ this._numEdgesLayerPortions++;
487
+ this.model.numEdgesLayerPortions++;
488
+ }
489
+ if (flags & ENTITY_FLAGS.PICKABLE) {
490
+ this._numPickableLayerPortions++;
491
+ this.model.numPickableLayerPortions++;
492
+ }
493
+ if (flags & ENTITY_FLAGS.CULLED) {
494
+ this._numCulledLayerPortions++;
495
+ this.model.numCulledLayerPortions++;
496
+ }
497
+ if (meshTransparent) {
498
+ this._numTransparentLayerPortions++;
499
+ this.model.numTransparentLayerPortions++;
500
+ }
501
+ const deferred = true;
502
+ this._setFlags(portionId, flags, meshTransparent, deferred);
503
+ }
504
+
505
+ flushInitFlags() {
506
+ this._setDeferredFlags();
507
+ }
508
+
509
+ setVisible(portionId, flags, transparent) {
510
+ if (!this._finalized) {
511
+ throw "Not finalized";
512
+ }
513
+ if (flags & ENTITY_FLAGS.VISIBLE) {
514
+ this._numVisibleLayerPortions++;
515
+ this.model.numVisibleLayerPortions++;
516
+ } else {
517
+ this._numVisibleLayerPortions--;
518
+ this.model.numVisibleLayerPortions--;
519
+ }
520
+ this._setFlags(portionId, flags, transparent);
521
+ }
522
+
523
+ setHighlighted(portionId, flags, transparent) {
524
+ if (!this._finalized) {
525
+ throw "Not finalized";
526
+ }
527
+ if (flags & ENTITY_FLAGS.HIGHLIGHTED) {
528
+ this._numHighlightedLayerPortions++;
529
+ this.model.numHighlightedLayerPortions++;
530
+ } else {
531
+ this._numHighlightedLayerPortions--;
532
+ this.model.numHighlightedLayerPortions--;
533
+ }
534
+ this._setFlags(portionId, flags, transparent);
535
+ }
536
+
537
+ setXRayed(portionId, flags, transparent) {
538
+ if (!this._finalized) {
539
+ throw "Not finalized";
540
+ }
541
+ if (flags & ENTITY_FLAGS.XRAYED) {
542
+ this._numXRayedLayerPortions++;
543
+ this.model.numXRayedLayerPortions++;
544
+ } else {
545
+ this._numXRayedLayerPortions--;
546
+ this.model.numXRayedLayerPortions--;
547
+ }
548
+ this._setFlags(portionId, flags, transparent);
549
+ }
550
+
551
+ setSelected(portionId, flags, transparent) {
552
+ if (!this._finalized) {
553
+ throw "Not finalized";
554
+ }
555
+ if (flags & ENTITY_FLAGS.SELECTED) {
556
+ this._numSelectedLayerPortions++;
557
+ this.model.numSelectedLayerPortions++;
558
+ } else {
559
+ this._numSelectedLayerPortions--;
560
+ this.model.numSelectedLayerPortions--;
561
+ }
562
+ this._setFlags(portionId, flags, transparent);
563
+ }
564
+
565
+ setEdges(portionId, flags, transparent) {
566
+ if (!this._finalized) {
567
+ throw "Not finalized";
568
+ }
569
+ if (flags & ENTITY_FLAGS.EDGES) {
570
+ this._numEdgesLayerPortions++;
571
+ this.model.numEdgesLayerPortions++;
572
+ } else {
573
+ this._numEdgesLayerPortions--;
574
+ this.model.numEdgesLayerPortions--;
575
+ }
576
+ this._setFlags(portionId, flags, transparent);
577
+ }
578
+
579
+ setClippable(portionId, flags) {
580
+ if (!this._finalized) {
581
+ throw "Not finalized";
582
+ }
583
+ if (flags & ENTITY_FLAGS.CLIPPABLE) {
584
+ this._numClippableLayerPortions++;
585
+ this.model.numClippableLayerPortions++;
586
+ } else {
587
+ this._numClippableLayerPortions--;
588
+ this.model.numClippableLayerPortions--;
589
+ }
590
+ this._setFlags(portionId, flags);
591
+ }
592
+
593
+ setCulled(portionId, flags, transparent) {
594
+ if (!this._finalized) {
595
+ throw "Not finalized";
596
+ }
597
+ if (flags & ENTITY_FLAGS.CULLED) {
598
+ this._numCulledLayerPortions++;
599
+ this.model.numCulledLayerPortions++;
600
+ } else {
601
+ this._numCulledLayerPortions--;
602
+ this.model.numCulledLayerPortions--;
603
+ }
604
+ this._setFlags(portionId, flags, transparent);
605
+ }
606
+
607
+ setCollidable(portionId, flags) {
608
+ if (!this._finalized) {
609
+ throw "Not finalized";
610
+ }
611
+ }
612
+
613
+ setPickable(portionId, flags, transparent) {
614
+ if (!this._finalized) {
615
+ throw "Not finalized";
616
+ }
617
+ if (flags & ENTITY_FLAGS.PICKABLE) {
618
+ this._numPickableLayerPortions++;
619
+ this.model.numPickableLayerPortions++;
620
+ } else {
621
+ this._numPickableLayerPortions--;
622
+ this.model.numPickableLayerPortions--;
623
+ }
624
+ this._setFlags(portionId, flags, transparent);
625
+ }
626
+
627
+ setColor(portionId, color) {
628
+ if (!this._finalized) {
629
+ throw "Not finalized";
630
+ }
631
+ const portionsIdx = portionId;
632
+ const portion = this._portions[portionsIdx];
633
+ const vertsBaseIndex = portion.vertsBaseIndex;
634
+ const numVerts = portion.numVerts;
635
+ const firstColor = vertsBaseIndex * 4;
636
+ const lenColor = numVerts * 4;
637
+ const tempArray = this._scratchMemory.getUInt8Array(lenColor);
638
+ const r = color[0];
639
+ const g = color[1];
640
+ const b = color[2];
641
+ const a = color[3];
642
+ for (let i = 0; i < lenColor; i += 4) {
643
+ tempArray[i + 0] = r;
644
+ tempArray[i + 1] = g;
645
+ tempArray[i + 2] = b;
646
+ tempArray[i + 3] = a;
647
+ }
648
+ if (this._state.colorsBuf) {
649
+ this._state.colorsBuf.setData(tempArray, firstColor, lenColor);
650
+ }
651
+ }
652
+
653
+ setTransparent(portionId, flags, transparent) {
654
+ if (transparent) {
655
+ this._numTransparentLayerPortions++;
656
+ this.model.numTransparentLayerPortions++;
657
+ } else {
658
+ this._numTransparentLayerPortions--;
659
+ this.model.numTransparentLayerPortions--;
660
+ }
661
+ this._setFlags(portionId, flags, transparent);
662
+ }
663
+
664
+ /**
665
+ * flags are 4bits values encoded on a 32bit base. color flag on the first 4 bits, silhouette flag on the next 4 bits and so on for edge, pick and clippable.
666
+ */
667
+ _setFlags(portionId, flags, transparent, deferred = false) {
668
+
669
+ if (!this._finalized) {
670
+ throw "Not finalized";
671
+ }
672
+
673
+ const portionsIdx = portionId;
674
+ const portion = this._portions[portionsIdx];
675
+ const vertsBaseIndex = portion.vertsBaseIndex;
676
+ const numVerts = portion.numVerts;
677
+ const firstFlag = vertsBaseIndex;
678
+ const lenFlags = numVerts;
679
+
680
+ const visible = !!(flags & ENTITY_FLAGS.VISIBLE);
681
+ const xrayed = !!(flags & ENTITY_FLAGS.XRAYED);
682
+ const highlighted = !!(flags & ENTITY_FLAGS.HIGHLIGHTED);
683
+ const selected = !!(flags & ENTITY_FLAGS.SELECTED);
684
+ const edges = !!(flags & ENTITY_FLAGS.EDGES);
685
+ const pickable = !!(flags & ENTITY_FLAGS.PICKABLE);
686
+ const culled = !!(flags & ENTITY_FLAGS.CULLED);
687
+
688
+ let colorFlag;
689
+ if (!visible || culled || xrayed
690
+ || (highlighted && !this.model.scene.highlightMaterial.glowThrough)
691
+ || (selected && !this.model.scene.selectedMaterial.glowThrough)) {
692
+ colorFlag = RENDER_PASSES.NOT_RENDERED;
693
+ } else {
694
+ if (transparent) {
695
+ colorFlag = RENDER_PASSES.COLOR_TRANSPARENT;
696
+ } else {
697
+ colorFlag = RENDER_PASSES.COLOR_OPAQUE;
698
+ }
699
+ }
700
+
701
+ let silhouetteFlag;
702
+ if (!visible || culled) {
703
+ silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
704
+ } else if (selected) {
705
+ silhouetteFlag = RENDER_PASSES.SILHOUETTE_SELECTED;
706
+ } else if (highlighted) {
707
+ silhouetteFlag = RENDER_PASSES.SILHOUETTE_HIGHLIGHTED;
708
+ } else if (xrayed) {
709
+ silhouetteFlag = RENDER_PASSES.SILHOUETTE_XRAYED;
710
+ } else {
711
+ silhouetteFlag = RENDER_PASSES.NOT_RENDERED;
712
+ }
713
+
714
+ let edgeFlag = 0;
715
+ if (!visible || culled) {
716
+ edgeFlag = RENDER_PASSES.NOT_RENDERED;
717
+ } else if (selected) {
718
+ edgeFlag = RENDER_PASSES.EDGES_SELECTED;
719
+ } else if (highlighted) {
720
+ edgeFlag = RENDER_PASSES.EDGES_HIGHLIGHTED;
721
+ } else if (xrayed) {
722
+ edgeFlag = RENDER_PASSES.EDGES_XRAYED;
723
+ } else if (edges) {
724
+ if (transparent) {
725
+ edgeFlag = RENDER_PASSES.EDGES_COLOR_TRANSPARENT;
726
+ } else {
727
+ edgeFlag = RENDER_PASSES.EDGES_COLOR_OPAQUE;
728
+ }
729
+ } else {
730
+ edgeFlag = RENDER_PASSES.NOT_RENDERED;
731
+ }
732
+
733
+ let pickFlag = (visible && !culled && pickable) ? RENDER_PASSES.PICK : RENDER_PASSES.NOT_RENDERED;
734
+
735
+ const clippableFlag = !!(flags & ENTITY_FLAGS.CLIPPABLE) ? 1 : 0;
736
+
737
+ if (deferred) {
738
+ // Avoid zillions of individual WebGL bufferSubData calls - buffer them to apply in one shot
739
+ if (!this._deferredFlagValues) {
740
+ this._deferredFlagValues = new Float32Array(this._numVerts);
741
+ }
742
+ for (let i = firstFlag, len = (firstFlag + lenFlags); i < len; i++) {
743
+ let vertFlag = 0;
744
+ vertFlag |= colorFlag;
745
+ vertFlag |= silhouetteFlag << 4;
746
+ vertFlag |= edgeFlag << 8;
747
+ vertFlag |= pickFlag << 12;
748
+ vertFlag |= clippableFlag << 16;
749
+
750
+ this._deferredFlagValues[i] = vertFlag;
751
+ }
752
+ } else if (this._state.flagsBuf) {
753
+ const tempArray = this._scratchMemory.getFloat32Array(lenFlags);
754
+ for (let i = 0; i < lenFlags; i++) {
755
+ let vertFlag = 0;
756
+ vertFlag |= colorFlag;
757
+ vertFlag |= silhouetteFlag << 4;
758
+ vertFlag |= edgeFlag << 8;
759
+ vertFlag |= pickFlag << 12;
760
+ vertFlag |= clippableFlag << 16;
761
+
762
+ tempArray[i] = vertFlag;
763
+ }
764
+ this._state.flagsBuf.setData(tempArray, firstFlag, lenFlags);
765
+ }
766
+ }
767
+
768
+ _setDeferredFlags() {
769
+ if (this._deferredFlagValues) {
770
+ this._state.flagsBuf.setData(this._deferredFlagValues);
771
+ this._deferredFlagValues = null;
772
+ }
773
+ }
774
+
775
+ setOffset(portionId, offset) {
776
+ if (!this._finalized) {
777
+ throw "Not finalized";
778
+ }
779
+ if (!this.model.scene.entityOffsetsEnabled) {
780
+ this.model.error("Entity#offset not enabled for this Viewer"); // See Viewer entityOffsetsEnabled
781
+ return;
782
+ }
783
+ const portionsIdx = portionId;
784
+ const portion = this._portions[portionsIdx];
785
+ const vertsBaseIndex = portion.vertsBaseIndex;
786
+ const numVerts = portion.numVerts;
787
+ const firstOffset = vertsBaseIndex * 3;
788
+ const lenOffsets = numVerts * 3;
789
+ const tempArray = this._scratchMemory.getFloat32Array(lenOffsets);
790
+ const x = offset[0];
791
+ const y = offset[1];
792
+ const z = offset[2];
793
+ for (let i = 0; i < lenOffsets; i += 3) {
794
+ tempArray[i + 0] = x;
795
+ tempArray[i + 1] = y;
796
+ tempArray[i + 2] = z;
797
+ }
798
+ if (this._state.offsetsBuf) {
799
+ this._state.offsetsBuf.setData(tempArray, firstOffset, lenOffsets);
800
+ }
801
+ if (this.model.scene.readableGeometryEnabled) {
802
+ portion.offset[0] = offset[0];
803
+ portion.offset[1] = offset[1];
804
+ portion.offset[2] = offset[2];
805
+ }
806
+ }
807
+
808
+ getEachVertex(portionId, callback) {
809
+ if (!this.model.scene.readableGeometryEnabled) {
810
+ return;
811
+ }
812
+ const state = this._state;
813
+ const portion = this._portions[portionId];
814
+ if (!portion) {
815
+ this.model.error("portion not found: " + portionId);
816
+ return;
817
+ }
818
+ const positions = portion.quantizedPositions;
819
+ const sceneModelMatrix = this.model.matrix;
820
+ const origin = math.vec4();
821
+ origin.set(state.origin, 0);
822
+ origin[3] = 1;
823
+ math.mulMat4v4(sceneModelMatrix, origin, origin);
824
+ const offsetX = origin[0];
825
+ const offsetY = origin[1];
826
+ const offsetZ = origin[2];
827
+ const worldPos = tempVec4a;
828
+ const positionsDecodeMatrix = state.positionsDecodeMatrix;
829
+ for (let i = 0, len = positions.length; i < len; i += 3) {
830
+ worldPos[0] = positions[i];
831
+ worldPos[1] = positions[i + 1];
832
+ worldPos[2] = positions[i + 2];
833
+ worldPos[3] = 1.0;
834
+ math.decompressPosition(worldPos, positionsDecodeMatrix);
835
+ worldPos[3] = 1;
836
+ math.mulMat4v4(sceneModelMatrix, worldPos, worldPos);
837
+ worldPos[0] += offsetX;
838
+ worldPos[1] += offsetY;
839
+ worldPos[2] += offsetZ;
840
+ callback(worldPos);
841
+ }
842
+ }
843
+
844
+ getEachIndex(portionId, callback) {
845
+ if (!this.model.scene.readableGeometryEnabled) {
846
+ return;
847
+ }
848
+ const portion = this._portions[portionId];
849
+ if (!portion) {
850
+ this.model.error("portion not found: " + portionId);
851
+ return;
852
+ }
853
+ const indices = portion.indices;
854
+ for (let i = 0, len = indices.length; i < len; i++) {
855
+ callback(indices[i]);
856
+ }
857
+ }
858
+
859
+ getElementsCountAndOffset(portionId) {
860
+ let count = null;
861
+ let offset = null;
862
+ const portion = this._portions[portionId];
863
+
864
+ if (portion) {
865
+ count = portion.numIndices;
866
+ offset = portion.indicesBaseIndex;
867
+ }
868
+
869
+ return {count, offset}
870
+ }
871
+
872
+ readGeometryData(portionId) {
873
+ if (!this._finalized) {
874
+ throw "Not finalized";
875
+ }
876
+
877
+ const portion = this._portions[portionId];
878
+ const state = this._state;
879
+ const sceneModelMatrix = this.model.matrix;
880
+ const positionsDecodeMatrix = state.positionsDecodeMatrix;
881
+
882
+ const origin = math.vec4();
883
+ origin.set(state.origin, 0); origin[3] = 1;
884
+ math.mulMat4v4(sceneModelMatrix, origin, origin);
885
+
886
+ const indices = state.indicesBuf.getData(
887
+ portion.indicesBaseIndex, portion.numIndices
888
+ ).map(i => i - portion.vertsBaseIndex);
889
+
890
+ const matrix = math.mulMat4(
891
+ sceneModelMatrix,
892
+ positionsDecodeMatrix,
893
+ new Array(16)
894
+ );
895
+
896
+ matrix[12] += origin[0];
897
+ matrix[13] += origin[1];
898
+ matrix[14] += origin[2];
899
+
900
+ const positionsQuantized = state.positionsBuf.getData(
901
+ portion.vertsBaseIndex, portion.numVerts
902
+ );
903
+
904
+ const positions = math.transformPositions3(
905
+ matrix,
906
+ positionsQuantized,
907
+ new Array(positionsQuantized.length)
908
+ );
909
+
910
+ // const aabb = math.positions3ToAABB3(positions);
911
+ // console.log({aabbToniBatching: aabb});
912
+
913
+ return { indices, positions };
914
+ }
915
+
916
+ // ---------------------- COLOR RENDERING -----------------------------------
917
+
918
+ drawColorOpaque(renderFlags, frameCtx) {
919
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
920
+ return;
921
+ }
922
+ this._updateBackfaceCull(renderFlags, frameCtx);
923
+ const useAlphaCutoff = this._state.textureSet && (typeof(this._state.textureSet.alphaCutoff) === "number");
924
+ if (frameCtx.withSAO && this.model.saoEnabled) {
925
+ if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
926
+ if (this._renderers.pbrRendererWithSAO) {
927
+ this._renderers.pbrRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
928
+ }
929
+ } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
930
+ if (useAlphaCutoff) {
931
+ if (this._renderers.colorTextureRendererWithSAOAlphaCutoff) {
932
+ this._renderers.colorTextureRendererWithSAOAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
933
+ }
934
+ } else {
935
+ if (this._renderers.colorTextureRendererWithSAO) {
936
+ this._renderers.colorTextureRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
937
+ }
938
+ }
939
+ } else if (this._state.normalsBuf) {
940
+ if (this._renderers.colorRendererWithSAO) {
941
+ this._renderers.colorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
942
+ }
943
+ } else {
944
+ if (this._renderers.flatColorRendererWithSAO) {
945
+ this._renderers.flatColorRendererWithSAO.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
946
+ }
947
+ }
948
+ } else {
949
+ if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
950
+ if (this._renderers.pbrRenderer) {
951
+ this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
952
+ }
953
+ } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
954
+ if (useAlphaCutoff) {
955
+ if (this._renderers.colorTextureRendererAlphaCutoff) {
956
+ this._renderers.colorTextureRendererAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
957
+ }
958
+ } else {
959
+ if (this._renderers.colorTextureRenderer) {
960
+ this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
961
+ }
962
+ }
963
+ } else if (this._state.normalsBuf) {
964
+ if (this._renderers.colorRenderer) {
965
+ this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
966
+ }
967
+ } else {
968
+ if (this._renderers.flatColorRenderer) {
969
+ this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
970
+ }
971
+ }
972
+ }
973
+ }
974
+
975
+ _updateBackfaceCull(renderFlags, frameCtx) {
976
+ const backfaces = true; // See XCD-230
977
+ if (frameCtx.backfaces !== backfaces) {
978
+ const gl = frameCtx.gl;
979
+ if (backfaces) {
980
+ gl.disable(gl.CULL_FACE);
981
+ } else {
982
+ gl.enable(gl.CULL_FACE);
983
+ }
984
+ frameCtx.backfaces = backfaces;
985
+ }
986
+ }
987
+
988
+ drawColorTransparent(renderFlags, frameCtx) {
989
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === 0 || this._numXRayedLayerPortions === this._numPortions) {
990
+ return;
991
+ }
992
+ this._updateBackfaceCull(renderFlags, frameCtx);
993
+ if (frameCtx.pbrEnabled && this.model.pbrEnabled && this._state.pbrSupported) {
994
+ if (this._renderers.pbrRenderer) {
995
+ this._renderers.pbrRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
996
+ }
997
+ } else if (frameCtx.colorTextureEnabled && this.model.colorTextureEnabled && this._state.colorTextureSupported) {
998
+ const useAlphaCutoff = this._state.textureSet && (typeof(this._state.textureSet.alphaCutoff) === "number");
999
+ if (useAlphaCutoff) {
1000
+ if (this._renderers.colorTextureRendererAlphaCutoff) {
1001
+ this._renderers.colorTextureRendererAlphaCutoff.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
1002
+ }
1003
+ } else {
1004
+ if (this._renderers.colorTextureRenderer) {
1005
+ this._renderers.colorTextureRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
1006
+ }
1007
+ }
1008
+ } else if (this._state.normalsBuf) {
1009
+ if (this._renderers.colorRenderer) {
1010
+ this._renderers.colorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
1011
+ }
1012
+ } else {
1013
+ if (this._renderers.flatColorRenderer) {
1014
+ this._renderers.flatColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_TRANSPARENT);
1015
+ }
1016
+ }
1017
+ }
1018
+
1019
+ // ---------------------- RENDERING SAO POST EFFECT TARGETS --------------
1020
+
1021
+ drawDepth(renderFlags, frameCtx) {
1022
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
1023
+ return;
1024
+ }
1025
+ this._updateBackfaceCull(renderFlags, frameCtx);
1026
+ if (this._renderers.depthRenderer) {
1027
+ this._renderers.depthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses depth (eg SAO) does not apply to transparent objects
1028
+ }
1029
+ }
1030
+
1031
+ drawNormals(renderFlags, frameCtx) {
1032
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numTransparentLayerPortions === this._numPortions || this._numXRayedLayerPortions === this._numPortions) {
1033
+ return;
1034
+ }
1035
+ this._updateBackfaceCull(renderFlags, frameCtx);
1036
+ if (this._renderers.normalsRenderer) {
1037
+ this._renderers.normalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE); // Assume whatever post-effect uses normals (eg SAO) does not apply to transparent objects
1038
+ }
1039
+ }
1040
+
1041
+ // ---------------------- SILHOUETTE RENDERING -----------------------------------
1042
+
1043
+ drawSilhouetteXRayed(renderFlags, frameCtx) {
1044
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
1045
+ return;
1046
+ }
1047
+ this._updateBackfaceCull(renderFlags, frameCtx);
1048
+ if (this._renderers.silhouetteRenderer) {
1049
+ this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_XRAYED);
1050
+ }
1051
+ }
1052
+
1053
+ drawSilhouetteHighlighted(renderFlags, frameCtx) {
1054
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
1055
+ return;
1056
+ }
1057
+ this._updateBackfaceCull(renderFlags, frameCtx);
1058
+ if (this._renderers.silhouetteRenderer) {
1059
+ this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_HIGHLIGHTED);
1060
+ }
1061
+ }
1062
+
1063
+ drawSilhouetteSelected(renderFlags, frameCtx) {
1064
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
1065
+ return;
1066
+ }
1067
+ this._updateBackfaceCull(renderFlags, frameCtx);
1068
+ if (this._renderers.silhouetteRenderer) {
1069
+ this._renderers.silhouetteRenderer.drawLayer(frameCtx, this, RENDER_PASSES.SILHOUETTE_SELECTED);
1070
+ }
1071
+ }
1072
+
1073
+ // ---------------------- EDGES RENDERING -----------------------------------
1074
+
1075
+ drawEdgesColorOpaque(renderFlags, frameCtx) {
1076
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0) {
1077
+ return;
1078
+ }
1079
+ if (this._renderers.edgesColorRenderer) {
1080
+ this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_OPAQUE);
1081
+ }
1082
+ }
1083
+
1084
+ drawEdgesColorTransparent(renderFlags, frameCtx) {
1085
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numEdgesLayerPortions === 0 || this._numTransparentLayerPortions === 0) {
1086
+ return;
1087
+ }
1088
+ if (this._renderers.edgesColorRenderer) {
1089
+ this._renderers.edgesColorRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_COLOR_TRANSPARENT);
1090
+ }
1091
+ }
1092
+
1093
+ drawEdgesHighlighted(renderFlags, frameCtx) {
1094
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numHighlightedLayerPortions === 0) {
1095
+ return;
1096
+ }
1097
+ if (this._renderers.edgesRenderer) {
1098
+ this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_HIGHLIGHTED);
1099
+ }
1100
+ }
1101
+
1102
+ drawEdgesSelected(renderFlags, frameCtx) {
1103
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numSelectedLayerPortions === 0) {
1104
+ return;
1105
+ }
1106
+ if (this._renderers.edgesRenderer) {
1107
+ this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_SELECTED);
1108
+ }
1109
+ }
1110
+
1111
+ drawEdgesXRayed(renderFlags, frameCtx) {
1112
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0 || this._numXRayedLayerPortions === 0) {
1113
+ return;
1114
+ }
1115
+ if (this._renderers.edgesRenderer) {
1116
+ this._renderers.edgesRenderer.drawLayer(frameCtx, this, RENDER_PASSES.EDGES_XRAYED);
1117
+ }
1118
+ }
1119
+
1120
+ // ---------------------- OCCLUSION CULL RENDERING -----------------------------------
1121
+
1122
+ drawOcclusion(renderFlags, frameCtx) {
1123
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1124
+ return;
1125
+ }
1126
+ this._updateBackfaceCull(renderFlags, frameCtx);
1127
+ if (this._renderers.occlusionRenderer) {
1128
+ this._renderers.occlusionRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
1129
+ }
1130
+ }
1131
+
1132
+ // ---------------------- SHADOW BUFFER RENDERING -----------------------------------
1133
+
1134
+ drawShadow(renderFlags, frameCtx) {
1135
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1136
+ return;
1137
+ }
1138
+ this._updateBackfaceCull(renderFlags, frameCtx);
1139
+ if (this._renderers.shadowRenderer) {
1140
+ this._renderers.shadowRenderer.drawLayer(frameCtx, this, RENDER_PASSES.COLOR_OPAQUE);
1141
+ }
1142
+ }
1143
+
1144
+ //---- PICKING ----------------------------------------------------------------------------------------------------
1145
+
1146
+ drawPickMesh(renderFlags, frameCtx) {
1147
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1148
+ return;
1149
+ }
1150
+ this._updateBackfaceCull(renderFlags, frameCtx);
1151
+ if (this._renderers.pickMeshRenderer) {
1152
+ this._renderers.pickMeshRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1153
+ }
1154
+ }
1155
+
1156
+ drawPickDepths(renderFlags, frameCtx) {
1157
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1158
+ return;
1159
+ }
1160
+ this._updateBackfaceCull(renderFlags, frameCtx);
1161
+ if (this._renderers.pickDepthRenderer) {
1162
+ this._renderers.pickDepthRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1163
+ }
1164
+ }
1165
+
1166
+ drawPickNormals(renderFlags, frameCtx) {
1167
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1168
+ return;
1169
+ }
1170
+ this._updateBackfaceCull(renderFlags, frameCtx);
1171
+
1172
+ ////////////////////////////////////////////////////////////////////////////////////////////////////
1173
+ // TODO
1174
+ // if (this._state.normalsBuf) {
1175
+ // if (this._renderers.pickNormalsRenderer) {
1176
+ // this._renderers.pickNormalsRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1177
+ // }
1178
+ ////////////////////////////////////////////////////////////////////////////////////////////////////
1179
+ // } else {
1180
+ if (this._renderers.pickNormalsFlatRenderer) {
1181
+ this._renderers.pickNormalsFlatRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1182
+ }
1183
+ // }
1184
+ }
1185
+
1186
+ drawSnapInit(renderFlags, frameCtx) {
1187
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1188
+ return;
1189
+ }
1190
+ this._updateBackfaceCull(renderFlags, frameCtx);
1191
+ if (this._renderers.snapInitRenderer) {
1192
+ this._renderers.snapInitRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1193
+ }
1194
+ }
1195
+
1196
+ drawSnap(renderFlags, frameCtx) {
1197
+ if (this._numCulledLayerPortions === this._numPortions || this._numVisibleLayerPortions === 0) {
1198
+ return;
1199
+ }
1200
+ this._updateBackfaceCull(renderFlags, frameCtx);
1201
+ if (this._renderers.snapRenderer) {
1202
+ this._renderers.snapRenderer.drawLayer(frameCtx, this, RENDER_PASSES.PICK);
1203
+ }
1204
+ }
1205
+
1206
+ //------------------------------------------------------------------------------------------------
1207
+
1208
+ precisionRayPickSurface(portionId, worldRayOrigin, worldRayDir, worldSurfacePos, worldNormal) {
1209
+
1210
+ if (!this.model.scene.readableGeometryEnabled) {
1211
+ return false;
1212
+ }
1213
+
1214
+ const state = this._state;
1215
+ const portion = this._portions[portionId];
1216
+
1217
+ if (!portion) {
1218
+ this.model.error("portion not found: " + portionId);
1219
+ return false;
1220
+ }
1221
+
1222
+ const positions = portion.quantizedPositions;
1223
+ const indices = portion.indices;
1224
+ const origin = state.origin;
1225
+ const offset = portion.offset;
1226
+
1227
+ const rtcRayOrigin = tempVec3a;
1228
+ const rtcRayDir = tempVec3b;
1229
+
1230
+ rtcRayOrigin.set(origin ? math.subVec3(worldRayOrigin, origin, tempVec3c) : worldRayOrigin); // World -> RTC
1231
+ rtcRayDir.set(worldRayDir);
1232
+
1233
+ if (offset) {
1234
+ math.subVec3(rtcRayOrigin, offset);
1235
+ }
1236
+
1237
+ math.transformRay(this.model.worldNormalMatrix, rtcRayOrigin, rtcRayDir, rtcRayOrigin, rtcRayDir); // RTC -> local
1238
+
1239
+ const a = tempVec3d;
1240
+ const b = tempVec3e;
1241
+ const c = tempVec3f;
1242
+
1243
+ let gotIntersect = false;
1244
+ let closestDist = 0;
1245
+ const closestIntersectPos = tempVec3g;
1246
+
1247
+ for (let i = 0, len = indices.length; i < len; i += 3) {
1248
+
1249
+ const ia = indices[i] * 3;
1250
+ const ib = indices[i + 1] * 3;
1251
+ const ic = indices[i + 2] * 3;
1252
+
1253
+ a[0] = positions[ia];
1254
+ a[1] = positions[ia + 1];
1255
+ a[2] = positions[ia + 2];
1256
+
1257
+ b[0] = positions[ib];
1258
+ b[1] = positions[ib + 1];
1259
+ b[2] = positions[ib + 2];
1260
+
1261
+ c[0] = positions[ic];
1262
+ c[1] = positions[ic + 1];
1263
+ c[2] = positions[ic + 2];
1264
+
1265
+ math.decompressPosition(a, state.positionsDecodeMatrix);
1266
+ math.decompressPosition(b, state.positionsDecodeMatrix);
1267
+ math.decompressPosition(c, state.positionsDecodeMatrix);
1268
+
1269
+ if (math.rayTriangleIntersect(rtcRayOrigin, rtcRayDir, a, b, c, closestIntersectPos)) {
1270
+
1271
+ math.transformPoint3(this.model.worldMatrix, closestIntersectPos, closestIntersectPos);
1272
+
1273
+ if (offset) {
1274
+ math.addVec3(closestIntersectPos, offset);
1275
+ }
1276
+
1277
+ if (origin) {
1278
+ math.addVec3(closestIntersectPos, origin);
1279
+ }
1280
+
1281
+ const dist = Math.abs(math.lenVec3(math.subVec3(closestIntersectPos, worldRayOrigin, [])));
1282
+
1283
+ if (!gotIntersect || dist > closestDist) {
1284
+ closestDist = dist;
1285
+ worldSurfacePos.set(closestIntersectPos);
1286
+ if (worldNormal) { // Not that wasteful to eagerly compute - unlikely to hit >2 surfaces on most geometry
1287
+ math.triangleNormal(a, b, c, worldNormal);
1288
+ }
1289
+ gotIntersect = true;
1290
+ }
1291
+ }
1292
+ }
1293
+
1294
+ if (gotIntersect && worldNormal) {
1295
+ math.transformVec3(this.model.worldNormalMatrix, worldNormal, worldNormal);
1296
+ math.normalizeVec3(worldNormal);
1297
+ }
1298
+
1299
+ return gotIntersect;
1300
+ }
1301
+
1302
+ // ---------
1303
+
1304
+ destroy() {
1305
+ const state = this._state;
1306
+ if (state.positionsBuf) {
1307
+ state.positionsBuf.destroy();
1308
+ state.positionsBuf = null;
1309
+ }
1310
+ if (state.offsetsBuf) {
1311
+ state.offsetsBuf.destroy();
1312
+ state.offsetsBuf = null;
1313
+ }
1314
+ if (state.normalsBuf) {
1315
+ state.normalsBuf.destroy();
1316
+ state.normalsBuf = null;
1317
+ }
1318
+ if (state.colorsBuf) {
1319
+ state.colorsBuf.destroy();
1320
+ state.colorsBuf = null;
1321
+ }
1322
+ if (state.metallicRoughnessBuf) {
1323
+ state.metallicRoughnessBuf.destroy();
1324
+ state.metallicRoughnessBuf = null;
1325
+ }
1326
+ if (state.flagsBuf) {
1327
+ state.flagsBuf.destroy();
1328
+ state.flagsBuf = null;
1329
+ }
1330
+ if (state.pickColorsBuf) {
1331
+ state.pickColorsBuf.destroy();
1332
+ state.pickColorsBuf = null;
1333
+ }
1334
+ if (state.indicesBuf) {
1335
+ state.indicesBuf.destroy();
1336
+ state.indicessBuf = null;
1337
+ }
1338
+ if (state.edgeIndicesBuf) {
1339
+ state.edgeIndicesBuf.destroy();
1340
+ state.edgeIndicessBuf = null;
1341
+ }
1342
+ state.destroy();
1343
+ }
1344
+ }
1345
+
1346
+