three-stdlib 2.28.0 → 2.28.1
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package/objects/BatchedMesh.cjs
CHANGED
@@ -104,6 +104,16 @@ class BatchedMesh extends THREE.Mesh {
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};
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this._initMatricesTexture();
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this._initShader();
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+
this.onBeforeRender = function() {
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+
if (this.material.defines) {
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+
this.material.defines.BATCHING = true;
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}
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};
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this.onAfterRender = function() {
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if (this.material.defines) {
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this.material.defines.BATCHING = false;
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}
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};
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}
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_initMatricesTexture() {
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let size = Math.sqrt(this._maxGeometryCount * 4);
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@@ -266,18 +276,6 @@ class BatchedMesh extends THREE.Mesh {
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this._matricesTexture = null;
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return this;
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}
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-
// @ts-ignore
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-
onBeforeRender() {
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-
if (this.material.defines) {
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-
this.material.defines.BATCHING = true;
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}
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}
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-
// @ts-ignore
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276
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-
onAfterRender() {
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277
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-
if (this.material.defines) {
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-
this.material.defines.BATCHING = false;
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279
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}
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-
}
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}
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exports.BatchedMesh = BatchedMesh;
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//# sourceMappingURL=BatchedMesh.cjs.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"BatchedMesh.cjs","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n BufferAttribute,\n} from 'three'\n\nconst _identityMatrix = new Matrix4()\nconst _zeroMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float id;\n\tuniform highp sampler2D batchingTexture;\n\tuniform int batchingTextureSize;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( batchingTextureSize ) );\n\t\tfloat y = floor( j / float( batchingTextureSize ) );\n\t\tfloat dx = 1.0 / float( batchingTextureSize );\n\t\tfloat dy = 1.0 / float( batchingTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( id );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _visibles: boolean[]\n _alives: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _vertexCount: number\n _indexCount: number\n _matrices: Matrix4[]\n _matricesArray: Float32Array | null\n _matricesTexture: DataTexture | null\n _matricesTextureSize: number | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n\n this._visibles = []\n this._alives = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n this._vertexCount = 0\n this._indexCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesArray = null\n this._matricesTexture = null\n this._matricesTextureSize = null\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n batchingTextureSize: { value: 0 },\n }\n\n this._initMatricesTexture()\n this._initShader()\n }\n\n _initMatricesTexture() {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesArray = matricesArray\n this._matricesTexture = matricesTexture\n this._matricesTextureSize = size\n\n this._customUniforms.batchingTexture.value = this._matricesTexture\n this._customUniforms.batchingTextureSize.value = this._matricesTextureSize\n }\n\n _initShader() {\n const currentOnBeforeCompile = this.material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n this.material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace(\n '#include <skinnormal_vertex>',\n '#include <skinnormal_vertex>\\n' + batchingbaseVertex + batchingnormalVertex,\n )\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n this.material.defines = this.material.defines || {}\n this.material.defines.BATCHING = false\n }\n\n getGeometryCount() {\n return this._geometryCount\n }\n\n getVertexCount() {\n return this._vertexCount\n }\n\n getIndexCount() {\n return this._indexCount\n }\n\n applyGeometry(geometry: BufferGeometry) {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.mortphAttributes support?\n\n if (this._geometryCount >= this._maxGeometryCount) {\n // @TODO: Error handling\n }\n\n if (this._geometryInitialized === false) {\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(this._maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized) as BufferAttribute\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n this.geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (geometry.getIndex() !== null) {\n const indexArray =\n this._maxVertexCount > 65536 ? new Uint32Array(this._maxIndexCount) : new Uint16Array(this._maxIndexCount)\n\n this.geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray =\n this._maxGeometryCount > 65536 ? new Uint32Array(this._maxVertexCount) : new Uint16Array(this._maxVertexCount)\n // @TODO: What if attribute name 'id' is already used?\n this.geometry.setAttribute('id', new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n } else {\n // @TODO: Check if geometry has the same attributes set\n }\n\n const hasIndex = this.geometry.getIndex() !== null\n const dstIndex = this.geometry.getIndex()\n const srcIndex = geometry.getIndex()\n\n // Assuming geometry has position attribute\n const srcPositionAttribute = geometry.getAttribute('position')\n\n this._vertexStarts.push(this._vertexCount)\n this._vertexCounts.push(srcPositionAttribute.count)\n\n if (hasIndex) {\n this._indexStarts.push(this._indexCount)\n this._indexCounts.push(srcIndex!.count)\n }\n\n this._visibles.push(true)\n this._alives.push(true)\n\n // @TODO: Error handling if exceeding maxVertexCount or maxIndexCount\n\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = this.geometry.getAttribute(attributeName)\n ;(dstAttribute.array as Float32Array).set(srcAttribute.array, this._vertexCount * dstAttribute.itemSize)\n dstAttribute.needsUpdate = true\n }\n\n if (hasIndex) {\n for (let i = 0; i < srcIndex!.count; i++) {\n dstIndex!.setX(this._indexCount + i, this._vertexCount + srcIndex!.getX(i))\n }\n\n this._indexCount += srcIndex!.count\n dstIndex!.needsUpdate = true\n }\n\n const geometryId = this._geometryCount\n this._geometryCount++\n\n const idAttribute = this.geometry.getAttribute('id')\n\n for (let i = 0; i < srcPositionAttribute.count; i++) {\n idAttribute.setX(this._vertexCount + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n this._vertexCount += srcPositionAttribute.count\n\n this._matrices.push(new Matrix4())\n _identityMatrix.toArray(this._matricesArray ?? undefined, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n return geometryId\n }\n\n deleteGeometry(geometryId: number) {\n if (geometryId >= this._alives.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._alives[geometryId] = false\n _zeroMatrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n // User needs to call optimize() to pack the data.\n\n return this\n }\n\n optimize() {\n // @TODO: Implement\n\n return this\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4) {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._matrices[geometryId].copy(matrix)\n\n if (this._visibles[geometryId] === true) {\n matrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n }\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4) {\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(this._matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, visible: boolean) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] === false) {\n return this\n }\n\n if (this._visibles[geometryId] === visible) {\n return this\n }\n\n if (visible === true) {\n this._matrices[geometryId].toArray(this._matricesArray!, geometryId * 16)\n } else {\n _zeroMatrix.toArray(this._matricesArray!, geometryId * 16)\n }\n\n this._matricesTexture!.needsUpdate = true\n this._visibles[geometryId] = visible\n return this\n }\n\n getVisibleAt(geometryId: number) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] === false) {\n return false\n }\n\n return this._visibles[geometryId]\n }\n\n copy(source: BatchedMesh) {\n // @ts-ignore\n super.copy(source)\n\n // @TODO: Implement\n\n return this\n }\n\n toJSON(meta: any) {\n // @TODO: Implement\n\n return super.toJSON(meta)\n }\n\n dispose() {\n // Assuming the geometry is not shared 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{"version":3,"file":"BatchedMesh.cjs","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n BufferAttribute,\n} from 'three'\n\nconst _identityMatrix = new Matrix4()\nconst _zeroMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float id;\n\tuniform highp sampler2D batchingTexture;\n\tuniform int batchingTextureSize;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( batchingTextureSize ) );\n\t\tfloat y = floor( j / float( batchingTextureSize ) );\n\t\tfloat dx = 1.0 / float( batchingTextureSize );\n\t\tfloat dy = 1.0 / float( batchingTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( id );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _visibles: boolean[]\n _alives: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _vertexCount: number\n _indexCount: number\n _matrices: Matrix4[]\n _matricesArray: Float32Array | null\n _matricesTexture: DataTexture | null\n _matricesTextureSize: number | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n\n this._visibles = []\n this._alives = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n this._vertexCount = 0\n this._indexCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesArray = null\n this._matricesTexture = null\n this._matricesTextureSize = null\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n batchingTextureSize: { value: 0 },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture() {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesArray = matricesArray\n this._matricesTexture = matricesTexture\n this._matricesTextureSize = size\n\n this._customUniforms.batchingTexture.value = this._matricesTexture\n this._customUniforms.batchingTextureSize.value = this._matricesTextureSize\n }\n\n _initShader() {\n const currentOnBeforeCompile = this.material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n this.material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace(\n '#include <skinnormal_vertex>',\n '#include <skinnormal_vertex>\\n' + batchingbaseVertex + batchingnormalVertex,\n )\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n this.material.defines = this.material.defines || {}\n this.material.defines.BATCHING = false\n }\n\n getGeometryCount() {\n return this._geometryCount\n }\n\n getVertexCount() {\n return this._vertexCount\n }\n\n getIndexCount() {\n return this._indexCount\n }\n\n applyGeometry(geometry: BufferGeometry) {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.mortphAttributes support?\n\n if (this._geometryCount >= this._maxGeometryCount) {\n // @TODO: Error handling\n }\n\n if (this._geometryInitialized === false) {\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(this._maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized) as BufferAttribute\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n this.geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (geometry.getIndex() !== null) {\n const indexArray =\n this._maxVertexCount > 65536 ? new Uint32Array(this._maxIndexCount) : new Uint16Array(this._maxIndexCount)\n\n this.geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray =\n this._maxGeometryCount > 65536 ? new Uint32Array(this._maxVertexCount) : new Uint16Array(this._maxVertexCount)\n // @TODO: What if attribute name 'id' is already used?\n this.geometry.setAttribute('id', new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n } else {\n // @TODO: Check if geometry has the same attributes set\n }\n\n const hasIndex = this.geometry.getIndex() !== null\n const dstIndex = this.geometry.getIndex()\n const srcIndex = geometry.getIndex()\n\n // Assuming geometry has position attribute\n const srcPositionAttribute = geometry.getAttribute('position')\n\n this._vertexStarts.push(this._vertexCount)\n this._vertexCounts.push(srcPositionAttribute.count)\n\n if (hasIndex) {\n this._indexStarts.push(this._indexCount)\n this._indexCounts.push(srcIndex!.count)\n }\n\n this._visibles.push(true)\n this._alives.push(true)\n\n // @TODO: Error handling if exceeding maxVertexCount or maxIndexCount\n\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = this.geometry.getAttribute(attributeName)\n ;(dstAttribute.array as Float32Array).set(srcAttribute.array, this._vertexCount * dstAttribute.itemSize)\n dstAttribute.needsUpdate = true\n }\n\n if (hasIndex) {\n for (let i = 0; i < srcIndex!.count; i++) {\n dstIndex!.setX(this._indexCount + i, this._vertexCount + srcIndex!.getX(i))\n }\n\n this._indexCount += srcIndex!.count\n dstIndex!.needsUpdate = true\n }\n\n const geometryId = this._geometryCount\n this._geometryCount++\n\n const idAttribute = this.geometry.getAttribute('id')\n\n for (let i = 0; i < srcPositionAttribute.count; i++) {\n idAttribute.setX(this._vertexCount + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n this._vertexCount += srcPositionAttribute.count\n\n this._matrices.push(new Matrix4())\n _identityMatrix.toArray(this._matricesArray ?? undefined, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n return geometryId\n }\n\n deleteGeometry(geometryId: number) {\n if (geometryId >= this._alives.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._alives[geometryId] = false\n _zeroMatrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n // User needs to call optimize() to pack the data.\n\n return this\n }\n\n optimize() {\n // @TODO: Implement\n\n return this\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4) {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._matrices[geometryId].copy(matrix)\n\n if (this._visibles[geometryId] === true) {\n matrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n }\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4) {\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(this._matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, visible: boolean) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] === false) {\n return this\n }\n\n if (this._visibles[geometryId] === visible) {\n return this\n }\n\n if (visible === true) {\n this._matrices[geometryId].toArray(this._matricesArray!, geometryId * 16)\n } else {\n _zeroMatrix.toArray(this._matricesArray!, geometryId * 16)\n }\n\n this._matricesTexture!.needsUpdate = true\n this._visibles[geometryId] = visible\n return this\n }\n\n getVisibleAt(geometryId: number) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] === 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|
package/objects/BatchedMesh.d.ts
CHANGED
package/objects/BatchedMesh.js
CHANGED
@@ -102,6 +102,16 @@ class BatchedMesh extends Mesh {
|
|
102
102
|
};
|
103
103
|
this._initMatricesTexture();
|
104
104
|
this._initShader();
|
105
|
+
this.onBeforeRender = function() {
|
106
|
+
if (this.material.defines) {
|
107
|
+
this.material.defines.BATCHING = true;
|
108
|
+
}
|
109
|
+
};
|
110
|
+
this.onAfterRender = function() {
|
111
|
+
if (this.material.defines) {
|
112
|
+
this.material.defines.BATCHING = false;
|
113
|
+
}
|
114
|
+
};
|
105
115
|
}
|
106
116
|
_initMatricesTexture() {
|
107
117
|
let size = Math.sqrt(this._maxGeometryCount * 4);
|
@@ -264,18 +274,6 @@ class BatchedMesh extends Mesh {
|
|
264
274
|
this._matricesTexture = null;
|
265
275
|
return this;
|
266
276
|
}
|
267
|
-
// @ts-ignore
|
268
|
-
onBeforeRender() {
|
269
|
-
if (this.material.defines) {
|
270
|
-
this.material.defines.BATCHING = true;
|
271
|
-
}
|
272
|
-
}
|
273
|
-
// @ts-ignore
|
274
|
-
onAfterRender() {
|
275
|
-
if (this.material.defines) {
|
276
|
-
this.material.defines.BATCHING = false;
|
277
|
-
}
|
278
|
-
}
|
279
277
|
}
|
280
278
|
export {
|
281
279
|
BatchedMesh
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"BatchedMesh.js","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n BufferAttribute,\n} from 'three'\n\nconst _identityMatrix = new Matrix4()\nconst _zeroMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float id;\n\tuniform highp sampler2D batchingTexture;\n\tuniform int batchingTextureSize;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( batchingTextureSize ) );\n\t\tfloat y = floor( j / float( batchingTextureSize ) );\n\t\tfloat dx = 1.0 / float( batchingTextureSize );\n\t\tfloat dy = 1.0 / float( batchingTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( id );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _visibles: boolean[]\n _alives: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _vertexCount: number\n _indexCount: number\n _matrices: Matrix4[]\n _matricesArray: Float32Array | null\n _matricesTexture: DataTexture | null\n _matricesTextureSize: number | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n\n this._visibles = []\n this._alives = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n this._vertexCount = 0\n this._indexCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesArray = null\n this._matricesTexture = null\n this._matricesTextureSize = null\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n batchingTextureSize: { value: 0 },\n }\n\n this._initMatricesTexture()\n this._initShader()\n }\n\n _initMatricesTexture() {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesArray = matricesArray\n this._matricesTexture = matricesTexture\n this._matricesTextureSize = size\n\n this._customUniforms.batchingTexture.value = this._matricesTexture\n this._customUniforms.batchingTextureSize.value = this._matricesTextureSize\n }\n\n _initShader() {\n const currentOnBeforeCompile = this.material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n this.material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace(\n '#include <skinnormal_vertex>',\n '#include <skinnormal_vertex>\\n' + batchingbaseVertex + batchingnormalVertex,\n )\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n this.material.defines = this.material.defines || {}\n this.material.defines.BATCHING = false\n }\n\n getGeometryCount() {\n return this._geometryCount\n }\n\n getVertexCount() {\n return this._vertexCount\n }\n\n getIndexCount() {\n return this._indexCount\n }\n\n applyGeometry(geometry: BufferGeometry) {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.mortphAttributes support?\n\n if (this._geometryCount >= this._maxGeometryCount) {\n // @TODO: Error handling\n }\n\n if (this._geometryInitialized === false) {\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(this._maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized) as BufferAttribute\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n this.geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (geometry.getIndex() !== null) {\n const indexArray =\n this._maxVertexCount > 65536 ? new Uint32Array(this._maxIndexCount) : new Uint16Array(this._maxIndexCount)\n\n this.geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray =\n this._maxGeometryCount > 65536 ? new Uint32Array(this._maxVertexCount) : new Uint16Array(this._maxVertexCount)\n // 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this.geometry.getAttribute(attributeName)\n ;(dstAttribute.array as Float32Array).set(srcAttribute.array, this._vertexCount * dstAttribute.itemSize)\n dstAttribute.needsUpdate = true\n }\n\n if (hasIndex) {\n for (let i = 0; i < srcIndex!.count; i++) {\n dstIndex!.setX(this._indexCount + i, this._vertexCount + srcIndex!.getX(i))\n }\n\n this._indexCount += srcIndex!.count\n dstIndex!.needsUpdate = true\n }\n\n const geometryId = this._geometryCount\n this._geometryCount++\n\n const idAttribute = this.geometry.getAttribute('id')\n\n for (let i = 0; i < srcPositionAttribute.count; i++) {\n idAttribute.setX(this._vertexCount + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n this._vertexCount += srcPositionAttribute.count\n\n this._matrices.push(new Matrix4())\n _identityMatrix.toArray(this._matricesArray ?? undefined, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n return geometryId\n }\n\n deleteGeometry(geometryId: number) {\n if (geometryId >= 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{"version":3,"file":"BatchedMesh.js","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n BufferAttribute,\n} from 'three'\n\nconst _identityMatrix = new Matrix4()\nconst _zeroMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float id;\n\tuniform highp sampler2D batchingTexture;\n\tuniform int batchingTextureSize;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( batchingTextureSize ) );\n\t\tfloat y = floor( j / float( batchingTextureSize ) );\n\t\tfloat dx = 1.0 / float( batchingTextureSize );\n\t\tfloat dy = 1.0 / float( batchingTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( id );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _visibles: boolean[]\n _alives: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _vertexCount: number\n _indexCount: number\n _matrices: Matrix4[]\n _matricesArray: Float32Array | null\n _matricesTexture: DataTexture | null\n _matricesTextureSize: number | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n\n this._visibles = []\n this._alives = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n this._vertexCount = 0\n this._indexCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesArray = null\n this._matricesTexture = null\n this._matricesTextureSize = null\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n batchingTextureSize: { value: 0 },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture() {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesArray = matricesArray\n this._matricesTexture = matricesTexture\n this._matricesTextureSize = size\n\n this._customUniforms.batchingTexture.value = this._matricesTexture\n this._customUniforms.batchingTextureSize.value = this._matricesTextureSize\n }\n\n _initShader() {\n const currentOnBeforeCompile = this.material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n this.material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace(\n '#include <skinnormal_vertex>',\n '#include <skinnormal_vertex>\\n' + batchingbaseVertex + batchingnormalVertex,\n )\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n this.material.defines = this.material.defines || {}\n this.material.defines.BATCHING = false\n }\n\n getGeometryCount() {\n return this._geometryCount\n }\n\n getVertexCount() {\n return this._vertexCount\n }\n\n getIndexCount() {\n return this._indexCount\n }\n\n applyGeometry(geometry: BufferGeometry) {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.mortphAttributes support?\n\n if (this._geometryCount >= this._maxGeometryCount) {\n // @TODO: Error handling\n }\n\n if (this._geometryInitialized === false) {\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(this._maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized) as BufferAttribute\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n this.geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (geometry.getIndex() !== null) {\n 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