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@animech-public/playcanvas

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import { BoundingBox } from '../../core/shape/bounding-box.js'; /** * Holds information about batched mesh instances. Created in {@link BatchManager#create}. * * @category Graphics */ class Batch { /** * Create a new Batch instance. * * @param {import('../mesh-instance.js').MeshInstance[]} meshInstances - The mesh instances to * be batched. * @param {boolean} dynamic - Whether this batch is dynamic (supports transforming mesh * instances at runtime). * @param {number} batchGroupId - Link this batch to a specific batch group. This is done * automatically with default batches. */ constructor(meshInstances, dynamic, batchGroupId) { /** @private */ this._aabb = new BoundingBox(); /** * An array of original mesh instances, from which this batch was generated. * * @type {import('../mesh-instance.js').MeshInstance[]} */ this.origMeshInstances = void 0; /** * A single combined mesh instance, the result of batching. * * @type {import('../mesh-instance.js').MeshInstance} */ this.meshInstance = null; /** * Whether this batch is dynamic (supports transforming mesh instances at runtime). * * @type {boolean} */ this.dynamic = void 0; /** * Link this batch to a specific batch group. This is done automatically with default batches. * * @type {number} */ this.batchGroupId = void 0; this.origMeshInstances = meshInstances; this.dynamic = dynamic; this.batchGroupId = batchGroupId; } // Removes the batch meshes from all layers and destroys it destroy(scene, layers) { if (this.meshInstance) { this.removeFromLayers(scene, layers); this.meshInstance.destroy(); this.meshInstance = null; } } addToLayers(scene, layers) { for (let i = 0; i < layers.length; i++) { const layer = scene.layers.getLayerById(layers[i]); if (layer) { layer.addMeshInstances([this.meshInstance]); } } } removeFromLayers(scene, layers) { for (let i = 0; i < layers.length; i++) { const layer = scene.layers.getLayerById(layers[i]); if (layer) { layer.removeMeshInstances([this.meshInstance]); } } } // Updates bounding box for a batch updateBoundingBox() { this._aabb.copy(this.origMeshInstances[0].aabb); for (let i = 1; i < this.origMeshInstances.length; i++) { this._aabb.add(this.origMeshInstances[i].aabb); } this.meshInstance.aabb = this._aabb; this.meshInstance._aabbVer = 0; } } export { Batch };