three-stdlib 2.28.3 → 2.28.5
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.
- package/objects/BatchedMesh.cjs +261 -117
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.d.ts +20 -10
- package/objects/BatchedMesh.js +261 -117
- package/objects/BatchedMesh.js.map +1 -1
- package/package.json +1 -1
- package/renderers/CSS3DRenderer.cjs +3 -6
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +3 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
package/objects/BatchedMesh.cjs
CHANGED
@@ -7,27 +7,27 @@ var __publicField = (obj, key, value) => {
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};
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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+
const ID_ATTR_NAME = "_batch_id_";
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const _identityMatrix = new THREE.Matrix4();
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const _zeroScaleMatrix = new THREE.Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
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const batchingParsVertex = (
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/* glsl */
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`
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#ifdef BATCHING
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-
attribute float
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+
attribute float ${ID_ATTR_NAME};
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uniform highp sampler2D batchingTexture;
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-
uniform int batchingTextureSize;
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mat4 getBatchingMatrix( const in float i ) {
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-
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-
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vec4
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vec4
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vec4
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vec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );
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+
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int size = textureSize( batchingTexture, 0 ).x;
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int j = int( i ) * 4;
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int x = j % size;
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int y = j / size;
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vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
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vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
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vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
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vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
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return mat4( v1, v2, v3, v4 );
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+
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}
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#endif
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`
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@@ -36,7 +36,7 @@ const batchingbaseVertex = (
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/* glsl */
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`
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#ifdef BATCHING
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-
mat4 batchingMatrix = getBatchingMatrix(
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+
mat4 batchingMatrix = getBatchingMatrix( ${ID_ATTR_NAME} );
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#endif
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`
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);
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@@ -59,6 +59,20 @@ const batchingVertex = (
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#endif
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`
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);
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+
function copyAttributeData(src, target, targetOffset = 0) {
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const itemSize = target.itemSize;
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if (src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor) {
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const vertexCount = src.count;
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for (let i = 0; i < vertexCount; i++) {
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for (let c = 0; c < itemSize; c++) {
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target.setComponent(i + targetOffset, c, src.getComponent(i, c));
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}
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}
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} else {
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target.array.set(src.array, targetOffset * itemSize);
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}
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target.needsUpdate = true;
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}
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class BatchedMesh extends THREE.Mesh {
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constructor(maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material) {
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super(new THREE.BufferGeometry(), material);
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@@ -66,41 +80,34 @@ class BatchedMesh extends THREE.Mesh {
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__publicField(this, "_vertexCounts");
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__publicField(this, "_indexStarts");
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__publicField(this, "_indexCounts");
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-
__publicField(this, "
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-
__publicField(this, "
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__publicField(this, "_reservedRanges");
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__publicField(this, "_visible");
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__publicField(this, "_active");
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__publicField(this, "_maxGeometryCount");
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__publicField(this, "_maxVertexCount");
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__publicField(this, "_maxIndexCount");
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__publicField(this, "_geometryInitialized");
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__publicField(this, "_geometryCount");
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-
__publicField(this, "_vertexCount");
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__publicField(this, "_indexCount");
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__publicField(this, "_matrices");
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__publicField(this, "_matricesArray");
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__publicField(this, "_matricesTexture");
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__publicField(this, "_matricesTextureSize");
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__publicField(this, "_customUniforms");
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this._vertexStarts = [];
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this._vertexCounts = [];
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this._indexStarts = [];
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this._indexCounts = [];
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this.
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this.
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this._reservedRanges = [];
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this._visible = [];
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this._active = [];
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this._maxGeometryCount = maxGeometryCount;
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this._maxVertexCount = maxVertexCount;
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this._maxIndexCount = maxIndexCount;
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this._geometryInitialized = false;
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this._geometryCount = 0;
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this._vertexCount = 0;
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this._indexCount = 0;
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this._matrices = [];
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this._matricesArray = null;
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this._matricesTexture = null;
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this._matricesTextureSize = null;
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this.frustumCulled = false;
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this._customUniforms = {
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batchingTexture: { value: null }
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batchingTextureSize: { value: 0 }
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batchingTexture: { value: null }
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};
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this._initMatricesTexture();
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this._initShader();
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@@ -121,158 +128,295 @@ class BatchedMesh extends THREE.Mesh {
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size = Math.max(size, 4);
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const matricesArray = new Float32Array(size * size * 4);
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const matricesTexture = new THREE.DataTexture(matricesArray, size, size, THREE.RGBAFormat, THREE.FloatType);
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this._matricesArray = matricesArray;
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this._matricesTexture = matricesTexture;
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this._matricesTextureSize = size;
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this._customUniforms.batchingTexture.value = this._matricesTexture;
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this._customUniforms.batchingTextureSize.value = this._matricesTextureSize;
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}
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_initShader() {
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const
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const material = this.material;
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const currentOnBeforeCompile = material.onBeforeCompile;
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const customUniforms = this._customUniforms;
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parameters.vertexShader = parameters.vertexShader.replace("#include <skinning_pars_vertex>", "#include <skinning_pars_vertex>\n" + batchingParsVertex).replace(
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"#include <skinnormal_vertex>",
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"#include <skinnormal_vertex>\n" + batchingbaseVertex + batchingnormalVertex
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).replace("#include <skinning_vertex>", "#include <skinning_vertex>\n" + batchingVertex);
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material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {
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parameters.vertexShader = parameters.vertexShader.replace("#include <skinning_pars_vertex>", "#include <skinning_pars_vertex>\n" + batchingParsVertex).replace("#include <uv_vertex>", "#include <uv_vertex>\n" + batchingbaseVertex).replace("#include <skinnormal_vertex>", "#include <skinnormal_vertex>\n" + batchingnormalVertex).replace("#include <skinning_vertex>", "#include <skinning_vertex>\n" + batchingVertex);
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for (const uniformName in customUniforms) {
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parameters.uniforms[uniformName] = customUniforms[uniformName];
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}
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currentOnBeforeCompile.call(this, parameters, renderer);
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};
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-
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material.defines = material.defines || {};
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material.defines.BATCHING = false;
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}
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_initializeGeometry(reference) {
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const geometry = this.geometry;
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const maxVertexCount = this._maxVertexCount;
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const maxGeometryCount = this._maxGeometryCount;
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const maxIndexCount = this._maxIndexCount;
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if (this._geometryInitialized === false) {
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for (const attributeName in reference.attributes) {
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const srcAttribute = reference.getAttribute(attributeName);
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const { array, itemSize, normalized } = srcAttribute;
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const dstArray = new array.constructor(maxVertexCount * itemSize);
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const dstAttribute = new srcAttribute.constructor(dstArray, itemSize, normalized);
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dstAttribute.setUsage(srcAttribute.usage);
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geometry.setAttribute(attributeName, dstAttribute);
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}
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if (reference.getIndex() !== null) {
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const indexArray = maxVertexCount > 65536 ? new Uint32Array(maxIndexCount) : new Uint16Array(maxIndexCount);
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geometry.setIndex(new THREE.BufferAttribute(indexArray, 1));
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}
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const idArray = maxGeometryCount > 65536 ? new Uint32Array(maxVertexCount) : new Uint16Array(maxVertexCount);
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geometry.setAttribute(ID_ATTR_NAME, new THREE.BufferAttribute(idArray, 1));
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this._geometryInitialized = true;
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}
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}
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// Make sure the geometry is compatible with the existing combined geometry atributes
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_validateGeometry(geometry) {
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if (geometry.getAttribute(ID_ATTR_NAME)) {
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throw new Error(`BatchedMesh: Geometry cannot use attribute "${ID_ATTR_NAME}"`);
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}
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const batchGeometry = this.geometry;
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if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {
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throw new Error('BatchedMesh: All geometries must consistently have "index".');
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}
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for (const attributeName in batchGeometry.attributes) {
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if (attributeName === ID_ATTR_NAME) {
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continue;
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}
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if (!geometry.hasAttribute(attributeName)) {
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throw new Error(
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`BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`
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);
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}
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const srcAttribute = geometry.getAttribute(attributeName);
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const dstAttribute = batchGeometry.getAttribute(attributeName);
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if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
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throw new Error("BatchedMesh: All attributes must have a consistent itemSize and normalized value.");
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}
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}
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}
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getGeometryCount() {
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return this._geometryCount;
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}
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getVertexCount() {
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const reservedRanges = this._reservedRanges;
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if (reservedRanges.length === 0) {
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return 0;
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} else {
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const finalRange = reservedRanges[reservedRanges.length - 1];
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return finalRange.vertexStart + finalRange.vertexCount;
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}
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}
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getIndexCount() {
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-
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const reservedRanges = this._reservedRanges;
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const geometry = this.geometry;
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if (geometry.getIndex() === null || reservedRanges.length === 0) {
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return 0;
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} else {
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const finalRange = reservedRanges[reservedRanges.length - 1];
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return finalRange.indexStart + finalRange.indexCount;
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}
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}
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addGeometry(geometry, vertexCount = -1, indexCount = -1) {
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this._initializeGeometry(geometry);
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this._validateGeometry(geometry);
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if (this._geometryCount >= this._maxGeometryCount) {
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throw new Error("BatchedMesh: Maximum geometry count reached.");
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}
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const range = {
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vertexStart: -1,
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vertexCount: -1,
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indexStart: -1,
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indexCount: -1
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};
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let lastRange = null;
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const reservedRanges = this._reservedRanges;
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if (this._geometryCount !== 0) {
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lastRange = reservedRanges[reservedRanges.length - 1];
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}
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if (vertexCount === -1) {
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range.vertexCount = geometry.getAttribute("position").count;
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} else {
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range.vertexCount = vertexCount;
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}
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if (lastRange === null) {
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range.vertexStart = 0;
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} else {
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range.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
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}
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if (geometry.getIndex() !== null) {
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if (indexCount === -1) {
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range.indexCount = geometry.getIndex().count;
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} else {
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range.indexCount = indexCount;
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}
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if (
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if (lastRange === null) {
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range.indexStart = 0;
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} else {
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range.indexStart = lastRange.indexStart + lastRange.indexCount;
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}
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const idArray = this._maxGeometryCount > 65536 ? new Uint32Array(this._maxVertexCount) : new Uint16Array(this._maxVertexCount);
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this.geometry.setAttribute("id", new THREE.BufferAttribute(idArray, 1));
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this._geometryInitialized = true;
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}
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const
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this.
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this._vertexCounts
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if (range.indexStart !== -1 && range.indexStart + range.indexCount > this._maxIndexCount || range.vertexStart + range.vertexCount > this._maxVertexCount) {
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throw new Error("BatchedMesh: Reserved space request exceeds the maximum buffer size.");
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}
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const indexCounts = this._indexCounts;
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const indexStarts = this._indexStarts;
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const vertexCounts = this._vertexCounts;
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const vertexStarts = this._vertexStarts;
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const visible = this._visible;
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const active = this._active;
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const matricesTexture = this._matricesTexture;
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const matrices = this._matrices;
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const matricesArray = this._matricesTexture.image.data;
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visible.push(true);
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active.push(true);
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const geometryId = this._geometryCount;
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this._geometryCount++;
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matrices.push(new THREE.Matrix4());
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_identityMatrix.toArray(matricesArray, geometryId * 16);
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matricesTexture.needsUpdate = true;
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reservedRanges.push(range);
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vertexStarts.push(range.vertexStart);
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vertexCounts.push(range.vertexCount);
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if (geometry.getIndex() !== null) {
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indexStarts.push(range.indexCount);
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indexCounts.push(range.indexCount);
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}
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const idAttribute = this.geometry.getAttribute(ID_ATTR_NAME);
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for (let i = 0; i < range.vertexCount; i++) {
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idAttribute.setX(range.vertexStart + i, geometryId);
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}
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idAttribute.needsUpdate = true;
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this.setGeometryAt(geometryId, geometry);
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return geometryId;
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}
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/**
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* @deprecated use `addGeometry` instead.
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*/
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applyGeometry(geometry) {
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return this.addGeometry(geometry);
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}
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setGeometryAt(id, geometry) {
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if (id >= this._geometryCount) {
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throw new Error("BatchedMesh: Maximum geometry count reached.");
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}
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this.
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this.
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-
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this._validateGeometry(geometry);
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const range = this._reservedRanges[id];
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if (geometry.getIndex() !== null && geometry.getIndex().count > range.indexCount || geometry.attributes.position.count > range.vertexCount) {
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throw new Error("BatchedMesh: Reserved space not large enough for provided geometry.");
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}
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const batchGeometry = this.geometry;
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const srcPositionAttribute = geometry.getAttribute("position");
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const hasIndex = batchGeometry.getIndex() !== null;
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const dstIndex = batchGeometry.getIndex();
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const srcIndex = geometry.getIndex();
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const vertexStart = range.vertexStart;
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const vertexCount = range.vertexCount;
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for (const attributeName in batchGeometry.attributes) {
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if (attributeName === ID_ATTR_NAME) {
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continue;
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+
}
|
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317
|
const srcAttribute = geometry.getAttribute(attributeName);
|
190
|
-
const dstAttribute =
|
191
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-
|
318
|
+
const dstAttribute = batchGeometry.getAttribute(attributeName);
|
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+
copyAttributeData(srcAttribute, dstAttribute, vertexStart);
|
320
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+
const itemSize = srcAttribute.itemSize;
|
321
|
+
for (let i = srcAttribute.count, l = vertexCount; i < l; i++) {
|
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const index = vertexStart + i;
|
323
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+
for (let c = 0; c < itemSize; c++) {
|
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|
+
dstAttribute.setComponent(index, c, 0);
|
325
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+
}
|
326
|
+
}
|
192
327
|
dstAttribute.needsUpdate = true;
|
193
328
|
}
|
329
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+
this._vertexCounts[id] = srcPositionAttribute.count;
|
194
330
|
if (hasIndex) {
|
331
|
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const indexStart = range.indexStart;
|
195
332
|
for (let i = 0; i < srcIndex.count; i++) {
|
196
|
-
dstIndex.setX(
|
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+
dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i));
|
334
|
+
}
|
335
|
+
for (let i = srcIndex.count, l = range.indexCount; i < l; i++) {
|
336
|
+
dstIndex.setX(indexStart + i, vertexStart);
|
197
337
|
}
|
198
|
-
this._indexCount += srcIndex.count;
|
199
338
|
dstIndex.needsUpdate = true;
|
339
|
+
this._indexCounts[id] = srcIndex.count;
|
200
340
|
}
|
201
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-
|
202
|
-
this._geometryCount++;
|
203
|
-
const idAttribute = this.geometry.getAttribute("id");
|
204
|
-
for (let i = 0; i < srcPositionAttribute.count; i++) {
|
205
|
-
idAttribute.setX(this._vertexCount + i, geometryId);
|
206
|
-
}
|
207
|
-
idAttribute.needsUpdate = true;
|
208
|
-
this._vertexCount += srcPositionAttribute.count;
|
209
|
-
this._matrices.push(new THREE.Matrix4());
|
210
|
-
_identityMatrix.toArray((_a = this._matricesArray) != null ? _a : void 0, geometryId * 16);
|
211
|
-
this._matricesTexture.needsUpdate = true;
|
212
|
-
return geometryId;
|
341
|
+
return id;
|
213
342
|
}
|
214
343
|
deleteGeometry(geometryId) {
|
215
|
-
|
344
|
+
const active = this._active;
|
345
|
+
const matricesTexture = this._matricesTexture;
|
346
|
+
const matricesArray = matricesTexture.image.data;
|
347
|
+
if (geometryId >= active.length || active[geometryId] === false) {
|
216
348
|
return this;
|
217
349
|
}
|
218
|
-
|
219
|
-
_zeroScaleMatrix.toArray(
|
220
|
-
|
350
|
+
active[geometryId] = false;
|
351
|
+
_zeroScaleMatrix.toArray(matricesArray, geometryId * 16);
|
352
|
+
matricesTexture.needsUpdate = true;
|
221
353
|
return this;
|
222
354
|
}
|
223
355
|
optimize() {
|
224
|
-
|
356
|
+
throw new Error("BatchedMesh: Optimize function not implemented.");
|
225
357
|
}
|
226
358
|
setMatrixAt(geometryId, matrix) {
|
227
|
-
|
359
|
+
const visible = this._visible;
|
360
|
+
const active = this._active;
|
361
|
+
const matricesTexture = this._matricesTexture;
|
362
|
+
const matrices = this._matrices;
|
363
|
+
const matricesArray = matricesTexture.image.data;
|
364
|
+
if (geometryId >= matrices.length || active[geometryId] === false) {
|
228
365
|
return this;
|
229
366
|
}
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
this._matricesTexture.needsUpdate = true;
|
367
|
+
if (visible[geometryId] === true) {
|
368
|
+
matrix.toArray(matricesArray, geometryId * 16);
|
369
|
+
matricesTexture.needsUpdate = true;
|
234
370
|
}
|
371
|
+
matrices[geometryId].copy(matrix);
|
235
372
|
return this;
|
236
373
|
}
|
237
374
|
getMatrixAt(geometryId, matrix) {
|
238
|
-
|
375
|
+
const matrices = this._matrices;
|
376
|
+
const active = this._active;
|
377
|
+
if (geometryId >= matrices.length || active[geometryId] === false) {
|
239
378
|
return matrix;
|
240
379
|
}
|
241
|
-
return matrix.copy(
|
380
|
+
return matrix.copy(matrices[geometryId]);
|
242
381
|
}
|
243
|
-
setVisibleAt(geometryId,
|
244
|
-
|
382
|
+
setVisibleAt(geometryId, value) {
|
383
|
+
const visible = this._visible;
|
384
|
+
const active = this._active;
|
385
|
+
const matricesTexture = this._matricesTexture;
|
386
|
+
const matrices = this._matrices;
|
387
|
+
const matricesArray = matricesTexture.image.data;
|
388
|
+
if (geometryId >= visible.length || active[geometryId] === false || visible[geometryId] === value) {
|
245
389
|
return this;
|
246
390
|
}
|
247
|
-
if (
|
248
|
-
|
249
|
-
}
|
250
|
-
if (visible === true) {
|
251
|
-
this._matrices[geometryId].toArray(this._matricesArray, geometryId * 16);
|
391
|
+
if (value === true) {
|
392
|
+
matrices[geometryId].toArray(matricesArray, geometryId * 16);
|
252
393
|
} else {
|
253
|
-
_zeroScaleMatrix.toArray(
|
394
|
+
_zeroScaleMatrix.toArray(matricesArray, geometryId * 16);
|
254
395
|
}
|
255
|
-
|
256
|
-
|
396
|
+
matricesTexture.needsUpdate = true;
|
397
|
+
visible[geometryId] = value;
|
257
398
|
return this;
|
258
399
|
}
|
259
400
|
getVisibleAt(geometryId) {
|
260
|
-
|
401
|
+
const visible = this._visible;
|
402
|
+
const active = this._active;
|
403
|
+
if (geometryId >= visible.length || active[geometryId] === false) {
|
261
404
|
return false;
|
262
405
|
}
|
263
|
-
return
|
406
|
+
return visible[geometryId];
|
264
407
|
}
|
265
|
-
|
266
|
-
|
267
|
-
|
408
|
+
raycast() {
|
409
|
+
console.warn("BatchedMesh: Raycast function not implemented.");
|
410
|
+
}
|
411
|
+
copy() {
|
412
|
+
throw new Error("BatchedMesh: Copy function not implemented.");
|
268
413
|
}
|
269
|
-
toJSON(
|
270
|
-
|
414
|
+
toJSON() {
|
415
|
+
throw new Error("BatchedMesh: toJSON function not implemented.");
|
271
416
|
}
|
272
417
|
dispose() {
|
273
|
-
var _a;
|
274
418
|
this.geometry.dispose();
|
275
|
-
|
419
|
+
this._matricesTexture.dispose();
|
276
420
|
this._matricesTexture = null;
|
277
421
|
return this;
|
278
422
|
}
|
@@ -1 +1 @@
|
|
1
|
-
{"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 _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)\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 _zeroScaleMatrix.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 _zeroScaleMatrix.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 with other meshes\n this.geometry.dispose()\n\n this._matricesTexture?.dispose()\n this._matricesTexture = null\n\n return this\n }\n}\n\nexport { BatchedMesh 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{"version":3,"file":"BatchedMesh.cjs","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n BufferAttribute,\n InterleavedBufferAttribute,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n} from 'three'\n\nconst ID_ATTR_NAME = '_batch_id_'\nconst _identityMatrix = new Matrix4()\nconst _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float ${ID_ATTR_NAME};\n\tuniform highp sampler2D batchingTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( ${ID_ATTR_NAME} );\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\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData(\n src: BufferAttribute | InterleavedBufferAttribute,\n target: BufferAttribute | InterleavedBufferAttribute,\n targetOffset = 0,\n): void {\n const itemSize = target.itemSize\n if (\n (src as InterleavedBufferAttribute).isInterleavedBufferAttribute ||\n src.array.constructor !== target.array.constructor\n ) {\n // use the component getters and setters if the array data cannot\n // be copied directly\n const vertexCount = src.count\n for (let i = 0; i < vertexCount; i++) {\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n target.setComponent(i + targetOffset, c, src.getComponent(i, c))\n }\n }\n } else {\n // faster copy approach using typed array set function\n // @ts-ignore\n target.array.set(src.array, targetOffset * itemSize)\n }\n\n target.needsUpdate = true\n}\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _reservedRanges: { vertexStart: number; vertexCount: number; indexStart: number; indexCount: number }[]\n _visible: boolean[]\n _active: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _matrices: Matrix4[]\n _matricesTexture: DataTexture | 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 this._reservedRanges = []\n\n this._visible = []\n this._active = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesTexture = 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 }\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(): void {\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._matricesTexture = matricesTexture\n this._customUniforms.batchingTexture.value = this._matricesTexture\n }\n\n _initShader(): void {\n const material = this.material\n const currentOnBeforeCompile = material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n 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('#include <uv_vertex>', '#include <uv_vertex>\\n' + batchingbaseVertex)\n .replace('#include <skinnormal_vertex>', '#include <skinnormal_vertex>\\n' + batchingnormalVertex)\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 material.defines = material.defines || {}\n material.defines.BATCHING = false\n }\n\n _initializeGeometry(reference: BufferGeometry): void {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.morphAttributes support?\n\n const geometry = this.geometry\n const maxVertexCount = this._maxVertexCount\n const maxGeometryCount = this._maxGeometryCount\n const maxIndexCount = this._maxIndexCount\n if (this._geometryInitialized === false) {\n for 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with the existing combined geometry atributes\n _validateGeometry(geometry: BufferGeometry): void {\n // check that the geometry doesn't have a version of our reserved id attribute\n if (geometry.getAttribute(ID_ATTR_NAME)) {\n throw new Error(`BatchedMesh: Geometry cannot use attribute \"${ID_ATTR_NAME}\"`)\n }\n\n // check to ensure the geometries are using consistent attributes and indices\n const batchGeometry = this.geometry\n if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {\n throw new Error('BatchedMesh: All geometries must consistently have \"index\".')\n }\n\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n if (!geometry.hasAttribute(attributeName)) {\n throw new Error(\n `BatchedMesh: Added geometry missing \"${attributeName}\". All geometries must have consistent attributes.`,\n )\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {\n throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.')\n }\n }\n }\n\n getGeometryCount(): number {\n return this._geometryCount\n }\n\n getVertexCount(): number {\n const reservedRanges = this._reservedRanges\n if (reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.vertexStart + finalRange.vertexCount\n }\n }\n\n getIndexCount(): number {\n const reservedRanges = this._reservedRanges\n const geometry = this.geometry\n if (geometry.getIndex() === null || reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.indexStart + finalRange.indexCount\n }\n }\n\n addGeometry(geometry: BufferGeometry, vertexCount = -1, indexCount = -1): number {\n this._initializeGeometry(geometry)\n\n this._validateGeometry(geometry)\n\n // ensure we're not over geometry\n if (this._geometryCount >= this._maxGeometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n // get the necessary range fo the geometry\n const range = {\n vertexStart: -1,\n vertexCount: -1,\n indexStart: -1,\n indexCount: -1,\n }\n\n let lastRange = null\n const reservedRanges = this._reservedRanges\n if (this._geometryCount !== 0) {\n lastRange = reservedRanges[reservedRanges.length - 1]\n }\n\n if (vertexCount === -1) {\n range.vertexCount = geometry.getAttribute('position').count\n } else {\n range.vertexCount = vertexCount\n }\n\n if (lastRange === null) {\n range.vertexStart = 0\n } else {\n range.vertexStart = lastRange.vertexStart + lastRange.vertexCount\n }\n\n if 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