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@openhps/core

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Open Hybrid Positioning System - Core component

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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 };