@openhps/core
Version:
Open Hybrid Positioning System - Core component
166 lines (144 loc) • 7.39 kB
TypeScript
import { Camera } from "../cameras/Camera.js";
import { BufferGeometry } from "../core/BufferGeometry.js";
import { Material } from "../materials/Material.js";
import { Box3 } from "../math/Box3.js";
import { Matrix4 } from "../math/Matrix4.js";
import { Sphere } from "../math/Sphere.js";
import { Mesh } from "./Mesh.js";
/**
* A special version of {@link Mesh} with multi draw batch rendering support. Use {@link BatchedMesh} if you have to
* render a large number of objects with the same material but with different world transformations and geometry. The
* usage of {@link BatchedMesh} will help you to reduce the number of draw calls and thus improve the overall rendering
* performance in your application.
*
* If the {@link https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_multi_draw WEBGL_multi_draw extension} is not
* supported then a less performant callback is used.
*
* @example
* const box = new THREE.BoxGeometry( 1, 1, 1 );
* const sphere = new THREE.BoxGeometry( 1, 1, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
*
* // initialize and add geometries into the batched mesh
* const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
* const boxId = batchedMesh.addGeometry( box );
* const sphereId = batchedMesh.addGeometry( sphere );
*
* // position the geometries
* batchedMesh.setMatrixAt( boxId, boxMatrix );
* batchedMesh.setMatrixAt( sphereId, sphereMatrix );
*
* scene.add( batchedMesh );
*
* @also Example: {@link https://threejs.org/examples/#webgl_mesh_batch WebGL / mesh / batch}
*/
declare class BatchedMesh extends Mesh<BufferGeometry, Material> {
/**
* This bounding box encloses all instances of the {@link BatchedMesh}. Can be calculated with
* {@link .computeBoundingBox()}.
* @default null
*/
boundingBox: Box3 | null;
/**
* This bounding sphere encloses all instances of the {@link BatchedMesh}. Can be calculated with
* {@link .computeBoundingSphere()}.
* @default null
*/
boundingSphere: Sphere | null;
customSort: ((this: this, list: Array<{ start: number; count: number; z: number }>, camera: Camera) => void) | null;
/**
* If true then the individual objects within the {@link BatchedMesh} are frustum culled.
* @default true
*/
perObjectFrustumCulled: boolean;
/**
* If true then the individual objects within the {@link BatchedMesh} are sorted to improve overdraw-related
* artifacts. If the material is marked as "transparent" objects are rendered back to front and if not then they are
* rendered front to back.
* @default true
*/
sortObjects: boolean;
/**
* The maximum number of individual geometries that can be stored in the {@link BatchedMesh}. Read only.
*/
get maxGeometryCount(): number;
/**
* Read-only flag to check if a given object is of type {@link BatchedMesh}.
*/
isBatchedMesh: true;
/**
* @param maxGeometryCount the max number of individual geometries planned to be added.
* @param maxVertexCount the max number of vertices to be used by all geometries.
* @param maxIndexCount the max number of indices to be used by all geometries.
* @param material an instance of [page:Material]. Default is a new {@link MeshBasicMaterial}.
*/
constructor(maxGeometryCount: number, maxVertexCount: number, maxIndexCount?: number, material?: Material);
/**
* Computes the bounding box, updating {@link .boundingBox} attribute.
* Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
*/
computeBoundingBox(): void;
/**
* Computes the bounding sphere, updating {@link .boundingSphere} attribute.
* Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
*/
computeBoundingSphere(): void;
/**
* Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer
* used in your app.
*/
dispose(): this;
/**
* Takes a sort a function that is run before render. The function takes a list of items to sort and a camera. The
* objects in the list include a "z" field to perform a depth-ordered sort with.
*/
setCustomSort(
func: ((this: this, list: Array<{ start: number; count: number; z: number }>, camera: Camera) => void) | null,
): this;
/**
* Get the local transformation matrix of the defined instance.
* @param index The index of an instance. Values have to be in the range [0, count].
* @param matrix This 4x4 matrix will be set to the local transformation matrix of the defined instance.
*/
getMatrixAt(index: number, matrix: Matrix4): Matrix4;
/**
* Get whether the given instance is marked as "visible" or not.
* @param index The index of an instance. Values have to be in the range [0, count].
*/
getVisibleAt(index: number): boolean;
/**
* Sets the given local transformation matrix to the defined instance. Make sure you set {@link .instanceMatrix}
* {@link BufferAttribute.needsUpdate} to true after updating all the matrices.
* @param index The index of an instance. Values have to be in the range [0, count].
* @param matrix A 4x4 matrix representing the local transformation of a single instance.
*/
setMatrixAt(index: number, matrix: Matrix4): this;
/**
* Sets the visibility of the object at the given index.
* @param index The index of an instance. Values have to be in the range [0, count].
* @param visible A boolean value indicating the visibility state.
*/
setVisibleAt(index: number, visible: boolean): this;
/**
* Adds the given geometry to the {@link BatchedMesh} and returns the associated index referring to it.
* @param geometry The geometry to add into the {@link BatchedMesh}.
* @param reservedVertexRange Optional parameter specifying the amount of vertex buffer space to reserve for the
* added geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is
* larger than the original geometry. Defaults to the length of the given geometry vertex buffer.
* @param reservedIndexRange Optional parameter specifying the amount of index buffer space to reserve for the added
* geometry. This is necessary if it is planned to set a new geometry at this index at a later time that is larger
* than the original geometry. Defaults to the length of the given geometry index buffer.
*/
addGeometry(geometry: BufferGeometry, reservedVertexRange?: number, reservedIndexRange?: number): number;
/**
* Replaces the geometry at `index` with the provided geometry. Throws an error if there is not enough space
* reserved for geometry at the index.
* @param index Which geometry index to replace with this geometry.
* @param geometry The geometry to substitute at the given geometry index.
*/
setGeometryAt(index: number, geometry: BufferGeometry): number;
deleteGeometry(index: number): this;
getBoundingBoxAt(index: number, target: Box3): Box3 | null;
getBoundingSphereAt(index: number, target: Sphere): Sphere | null;
}
export { BatchedMesh };