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@three.ez/batched-mesh-extensions

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import { box3ToArray, BVH, HybridBuilder, vec3ToArray, WebGLCoordinateSystem, WebGPUCoordinateSystem } from 'bvh.js'; import { Box3, Matrix4 } from 'three'; // TODO implement getBBoxFromBSphere (add property to geometryInfo) // TODO implement frustumCullingLOD? /** * Class to manage BVH (Bounding Volume Hierarchy) for `BatchedMesh`. * Provides methods for managing bounding volumes, frustum culling, raycasting, and bounding box computation. */ export class BatchedMeshBVH { /** * @param target The target `BatchedMesh`. * @param margin The margin applied for bounding box calculations (default is 0). * @param accurateCulling Flag to enable accurate frustum culling without considering margin (default is true). */ constructor(target, coordinateSystem, margin = 0, accurateCulling = true) { /** * A map that stores the BVH nodes for each instance. */ this.nodesMap = new Map(); this._origin = new Float32Array(3); this._dir = new Float32Array(3); this._cameraPos = new Float32Array(3); this._boxArray = new Float32Array(6); this.target = target; this.accurateCulling = accurateCulling; this._margin = margin; this.bvh = new BVH(new HybridBuilder(), coordinateSystem === 2000 ? WebGLCoordinateSystem : WebGPUCoordinateSystem); // TODO fix in BVH.js } /** * Builds the BVH from the target mesh's instances using a top-down construction method. * This approach is more efficient and accurate compared to incremental methods, which add one instance at a time. */ create() { const count = this.target.instanceCount; const instancesArrayCount = this.target._instanceInfo.length; // TODO this may change.. don't like it too much const instancesInfo = this.target._instanceInfo; const boxes = new Array(count); // test if single array and recreation inside node creation is faster due to memory location const objects = new Uint32Array(count); let index = 0; this.clear(); for (let i = 0; i < instancesArrayCount; i++) { if (!instancesInfo[i].active) continue; boxes[index] = this.getBox(i, new Float32Array(6)); objects[index] = i; index++; } this.bvh.createFromArray(objects, boxes, (node) => { this.nodesMap.set(node.object, node); }, this._margin); } /** * Inserts an instance into the BVH. * @param id The id of the instance to insert. */ insert(id) { const node = this.bvh.insert(id, this.getBox(id, new Float32Array(6)), this._margin); this.nodesMap.set(id, node); } /** * Inserts a range of instances into the BVH. * @param ids An array of ids to insert. */ insertRange(ids) { const count = ids.length; const boxes = new Array(count); for (let i = 0; i < count; i++) { boxes[i] = this.getBox(ids[i], new Float32Array(6)); } this.bvh.insertRange(ids, boxes, this._margin, (node) => { this.nodesMap.set(node.object, node); }); } /** * Moves an instance within the BVH. * @param id The id of the instance to move. */ move(id) { const node = this.nodesMap.get(id); if (!node) return; this.getBox(id, node.box); // this also updates box this.bvh.move(node, this._margin); } /** * Deletes an instance from the BVH. * @param id The id of the instance to delete. */ delete(id) { const node = this.nodesMap.get(id); if (!node) return; this.bvh.delete(node); this.nodesMap.delete(id); } /** * Clears the BVH. */ clear() { this.bvh.clear(); this.nodesMap.clear(); } /** * Performs frustum culling to determine which instances are visible based on the provided projection matrix. * @param projScreenMatrix The projection screen matrix for frustum culling. * @param onFrustumIntersection Callback function invoked when an instance intersects the frustum. */ frustumCulling(projScreenMatrix, onFrustumIntersection) { if (this._margin > 0 && this.accurateCulling) { this.bvh.frustumCulling(projScreenMatrix.elements, (node, frustum, mask) => { if (frustum.isIntersectedMargin(node.box, mask, this._margin)) { onFrustumIntersection(node); } }); } else { this.bvh.frustumCulling(projScreenMatrix.elements, onFrustumIntersection); } } /** * Performs raycasting to check if a ray intersects any instances. * @param raycaster The raycaster used for raycasting. * @param onIntersection Callback function invoked when a ray intersects an instance. */ raycast(raycaster, onIntersection) { const ray = raycaster.ray; const origin = this._origin; const dir = this._dir; vec3ToArray(ray.origin, origin); vec3ToArray(ray.direction, dir); // TODO should we add margin check? maybe is not worth it this.bvh.rayIntersections(dir, origin, onIntersection, raycaster.near, raycaster.far); } /** * Checks if a given box intersects with any instance bounding box. * @param target The target bounding box. * @param onIntersection Callback function invoked when an intersection occurs. * @returns `True` if there is an intersection, otherwise `false`. */ intersectBox(target, onIntersection) { const array = this._boxArray; box3ToArray(target, array); return this.bvh.intersectsBox(array, onIntersection); } getBox(id, array) { const target = this.target; const geometryId = target._instanceInfo[id].geometryIndex; target.getBoundingBoxAt(geometryId, _box3).applyMatrix4(target.getMatrixAt(id, _matrix)); box3ToArray(_box3, array); return array; } } const _box3 = new Box3(); const _matrix = new Matrix4(); //# sourceMappingURL=BatchedMeshBVH.js.map