@three.ez/batched-mesh-extensions
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Utility extension methods for BatchedMesh
368 lines (367 loc) • 15.5 kB
JavaScript
import { BVH as J, HybridBuilder as K, WebGLCoordinateSystem as Q, WebGPUCoordinateSystem as tt, vec3ToArray as W, box3ToArray as q } from "bvh.js";
import { Box3 as U, Matrix4 as O, Frustum as et, Vector3 as D, Sphere as k, Mesh as nt, Ray as ot, BatchedMesh as g } from "three";
import { radixSort as st } from "three/addons/utils/SortUtils.js";
class rt {
/**
* @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(e, t, o = 0, n = !0) {
this.nodesMap = /* @__PURE__ */ new Map(), this._origin = new Float32Array(3), this._dir = new Float32Array(3), this._cameraPos = new Float32Array(3), this._boxArray = new Float32Array(6), this.target = e, this.accurateCulling = n, this._margin = o, this.bvh = new J(new K(), t === 2e3 ? Q : tt);
}
/**
* 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 e = this.target.instanceCount, t = this.target._instanceInfo.length, o = this.target._instanceInfo, n = new Array(e), r = new Uint32Array(e);
let i = 0;
this.clear();
for (let c = 0; c < t; c++)
o[c].active && (n[i] = this.getBox(c, new Float32Array(6)), r[i] = c, i++);
this.bvh.createFromArray(r, n, (c) => {
this.nodesMap.set(c.object, c);
}, this._margin);
}
/**
* Inserts an instance into the BVH.
* @param id The id of the instance to insert.
*/
insert(e) {
const t = this.bvh.insert(e, this.getBox(e, new Float32Array(6)), this._margin);
this.nodesMap.set(e, t);
}
/**
* Inserts a range of instances into the BVH.
* @param ids An array of ids to insert.
*/
insertRange(e) {
const t = e.length, o = new Array(t);
for (let n = 0; n < t; n++)
o[n] = this.getBox(e[n], new Float32Array(6));
this.bvh.insertRange(e, o, this._margin, (n) => {
this.nodesMap.set(n.object, n);
});
}
/**
* Moves an instance within the BVH.
* @param id The id of the instance to move.
*/
move(e) {
const t = this.nodesMap.get(e);
t && (this.getBox(e, t.box), this.bvh.move(t, this._margin));
}
/**
* Deletes an instance from the BVH.
* @param id The id of the instance to delete.
*/
delete(e) {
const t = this.nodesMap.get(e);
t && (this.bvh.delete(t), this.nodesMap.delete(e));
}
/**
* 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(e, t) {
this._margin > 0 && this.accurateCulling ? this.bvh.frustumCulling(e.elements, (o, n, r) => {
n.isIntersectedMargin(o.box, r, this._margin) && t(o);
}) : this.bvh.frustumCulling(e.elements, t);
}
/**
* 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(e, t) {
const o = e.ray, n = this._origin, r = this._dir;
W(o.origin, n), W(o.direction, r), this.bvh.rayIntersections(r, n, t, e.near, e.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(e, t) {
const o = this._boxArray;
return q(e, o), this.bvh.intersectsBox(o, t);
}
getBox(e, t) {
const o = this.target, n = o._instanceInfo[e].geometryIndex;
return o.getBoundingBoxAt(n, V).applyMatrix4(o.getMatrixAt(e, it)), q(V, t), t;
}
}
const V = new U(), it = new O();
class ct {
constructor() {
this.array = [], this.pool = [];
}
push(e, t, o, n) {
const r = this.pool, i = this.array, c = i.length;
c >= r.length && r.push({ start: null, count: null, z: null, zSort: null, index: null });
const a = r[c];
a.index = e, a.start = o, a.count = n, a.z = t, i.push(a);
}
reset() {
this.array.length = 0;
}
}
function at(s, e = {}) {
this.bvh = new rt(this, s, e.margin, e.accurateCulling), this.bvh.create();
}
function Tt(s) {
const e = {
get: (t) => t.zSort,
aux: new Array(s.maxInstanceCount),
reversed: null
};
return function(o) {
e.reversed = s.material.transparent, s.maxInstanceCount > e.aux.length && (e.aux.length = s.maxInstanceCount);
let n = 1 / 0, r = -1 / 0;
for (const { z: a } of o)
a > r && (r = a), a < n && (n = a);
const i = r - n, c = (2 ** 32 - 1) / i;
for (const a of o)
a.zSort = (a.z - n) * c;
st(o, e);
};
}
function ut(s, e) {
return s.z - e.z;
}
function lt(s, e) {
return e.z - s.z;
}
const H = new et(), w = new ct(), j = new O(), T = new O(), E = new D(), P = new D(), R = new D(), ht = new D(), B = new k();
function dt(s, e, t, o, n, r) {
this.frustumCulling(t);
}
function mt(s, e = s) {
if (!this._visibilityChanged && !this.perObjectFrustumCulled && !this.sortObjects)
return;
this._indirectTexture.needsUpdate = !0, this._visibilityChanged = !1;
const t = this.sortObjects, o = this.perObjectFrustumCulled;
if (!o && !t) {
this.updateIndexArray();
return;
}
if (T.copy(this.matrixWorld).invert(), P.setFromMatrixPosition(s.matrixWorld).applyMatrix4(T), R.setFromMatrixPosition(e.matrixWorld).applyMatrix4(T), E.set(0, 0, -1).transformDirection(s.matrixWorld).transformDirection(T), o ? (j.multiplyMatrices(s.projectionMatrix, s.matrixWorldInverse).multiply(this.matrixWorld), this.bvh ? this.BVHCulling(s, e) : this.linearCulling(s, e)) : this.updateRenderList(), t) {
const n = this.geometry.getIndex(), r = n === null ? 1 : n.array.BYTES_PER_ELEMENT, i = this._multiDrawStarts, c = this._multiDrawCounts, a = this._indirectTexture.image.data, m = this.customSort;
m === null ? w.array.sort(this.material.transparent ? lt : ut) : m(w.array);
const l = w.array, h = l.length;
for (let u = 0; u < h; u++) {
const d = l[u];
i[u] = d.start * r, c[u] = d.count, a[u] = d.index;
}
w.reset();
}
}
function gt() {
if (!this._visibilityChanged) return;
const s = this.geometry.getIndex(), e = s === null ? 1 : s.array.BYTES_PER_ELEMENT, t = this._instanceInfo, o = this._geometryInfo, n = this._multiDrawStarts, r = this._multiDrawCounts, i = this._indirectTexture.image.data;
let c = 0;
for (let a = 0, m = t.length; a < m; a++) {
const l = t[a];
if (l.visible && l.active) {
const h = l.geometryIndex, u = o[h];
n[c] = u.start * e, r[c] = u.count, i[c] = a, c++;
}
}
this._multiDrawCount = c;
}
function ft() {
const s = this._instanceInfo, e = this._geometryInfo;
for (let t = 0, o = s.length; t < o; t++) {
const n = s[t];
if (n.visible && n.active) {
const r = n.geometryIndex, i = e[r], c = this.getPositionAt(t).sub(P).dot(E);
w.push(t, c, i.start, i.count);
}
}
this._multiDrawCount = w.array.length;
}
function xt(s, e) {
const t = this.geometry.getIndex(), o = t === null ? 1 : t.array.BYTES_PER_ELEMENT, n = this._instanceInfo, r = this._geometryInfo, i = this.sortObjects, c = this._multiDrawStarts, a = this._multiDrawCounts, m = this._indirectTexture.image.data, l = this.onFrustumEnter;
let h = 0;
this.bvh.frustumCulling(j, (u) => {
const d = u.object, f = n[d];
if (!f.visible) return;
const v = f.geometryIndex, x = r[v], y = x.LOD;
let p, I;
if (y) {
const C = this.getPositionAt(d).distanceToSquared(R), S = this.getLODIndex(y, C);
if (l && !l(d, s, e, S)) return;
p = y[S].start, I = y[S].count;
} else {
if (l && !l(d, s)) return;
p = x.start, I = x.count;
}
if (i) {
const C = this.getPositionAt(d).sub(P).dot(E);
w.push(d, C, p, I);
} else
c[h] = p * o, a[h] = I, m[h] = d, h++;
}), this._multiDrawCount = i ? w.array.length : h;
}
function yt(s, e) {
const t = this.geometry.getIndex(), o = t === null ? 1 : t.array.BYTES_PER_ELEMENT, n = this._instanceInfo, r = this._geometryInfo, i = this.sortObjects, c = this._multiDrawStarts, a = this._multiDrawCounts, m = this._indirectTexture.image.data, l = this.onFrustumEnter;
let h = 0;
H.setFromProjectionMatrix(j);
for (let u = 0, d = n.length; u < d; u++) {
const f = n[u];
if (!f.visible || !f.active) continue;
const v = f.geometryIndex, x = r[v], y = x.LOD;
let p, I;
const C = x.boundingSphere, S = C.radius, A = C.center;
if (A.x === 0 && A.y === 0 && A.z === 0) {
const b = this.getPositionAndMaxScaleOnAxisAt(u, B.center);
B.radius = S * b;
} else
this.applyMatrixAtToSphere(u, B, A, S);
if (H.intersectsSphere(B)) {
if (y) {
const b = B.center.distanceToSquared(R), M = this.getLODIndex(y, b);
if (l && !l(u, s, e, M)) continue;
p = y[M].start, I = y[M].count;
} else {
if (l && !l(u, s)) continue;
p = x.start, I = x.count;
}
if (i) {
const b = ht.subVectors(B.center, P).dot(E);
w.push(u, b, p, I);
} else
c[h] = p * o, a[h] = I, m[h] = u, h++;
}
}
this._multiDrawCount = i ? w.array.length : h;
}
const pt = new D();
function It(s, e = pt) {
const t = s * 16, o = this._matricesTexture.image.data;
return e.x = o[t + 12], e.y = o[t + 13], e.z = o[t + 14], e;
}
function _t(s, e) {
const t = s * 16, o = this._matricesTexture.image.data, n = o[t + 0], r = o[t + 1], i = o[t + 2], c = n * n + r * r + i * i, a = o[t + 4], m = o[t + 5], l = o[t + 6], h = a * a + m * m + l * l, u = o[t + 8], d = o[t + 9], f = o[t + 10], v = u * u + d * d + f * f;
return e.x = o[t + 12], e.y = o[t + 13], e.z = o[t + 14], Math.sqrt(Math.max(c, h, v));
}
function bt(s, e, t, o) {
const n = s * 16, r = this._matricesTexture.image.data, i = r[n + 0], c = r[n + 1], a = r[n + 2], m = r[n + 3], l = r[n + 4], h = r[n + 5], u = r[n + 6], d = r[n + 7], f = r[n + 8], v = r[n + 9], x = r[n + 10], y = r[n + 11], p = r[n + 12], I = r[n + 13], C = r[n + 14], S = r[n + 15], A = e.center, L = t.x, b = t.y, M = t.z, F = 1 / (m * L + d * b + y * M + S);
A.x = (i * L + l * b + f * M + p) * F, A.y = (c * L + h * b + v * M + I) * F, A.z = (a * L + u * b + x * M + C) * F;
const Z = i * i + c * c + a * a, X = l * l + h * h + u * u, $ = f * f + v * v + x * x;
e.radius = o * Math.sqrt(Math.max(Z, X, $));
}
function wt(s, e, t, o = 0) {
const n = this._geometryInfo[s];
t = t ** 2, n.LOD ?? (n.LOD = [{ start: n.start, count: n.count, distance: 0, hysteresis: 0 }]);
const r = n.LOD, i = r[r.length - 1], c = i.start + i.count, a = e.index.count;
if (c - n.start + a > n.reservedIndexCount)
throw new Error("BatchedMesh LOD: Reserved space request exceeds the maximum buffer size.");
r.push({ start: c, count: a, distance: t, hysteresis: o });
const m = e.getIndex().array, l = this.geometry.getIndex(), h = l.array, u = n.vertexStart;
for (let d = 0; d < a; d++)
h[c + d] = m[d] + u;
l.needsUpdate = !0;
}
function vt(s, e) {
for (let t = s.length - 1; t > 0; t--) {
const o = s[t], n = o.distance - o.distance * o.hysteresis;
if (e >= n) return t;
}
return 0;
}
const z = [], _ = new nt(), Ct = new ot(), Y = new D(), G = new D(), N = new O();
function St(s, e) {
var i, c;
if (!this.material || this.instanceCount === 0) return;
_.geometry = this.geometry, _.material = this.material, (i = _.geometry).boundingBox ?? (i.boundingBox = new U()), (c = _.geometry).boundingSphere ?? (c.boundingSphere = new k());
const t = s.ray, o = s.near, n = s.far;
N.copy(this.matrixWorld).invert(), G.setFromMatrixScale(this.matrixWorld), Y.copy(s.ray.direction).multiply(G);
const r = Y.length();
if (s.ray = Ct.copy(s.ray).applyMatrix4(N), s.near /= r, s.far /= r, this.bvh)
this.bvh.raycast(s, (a) => this.checkInstanceIntersection(s, a, e));
else if (this.boundingSphere === null && this.computeBoundingSphere(), s.ray.intersectsSphere(this.boundingSphere))
for (let a = 0, m = this._instanceInfo.length; a < m; a++)
this.checkInstanceIntersection(s, a, e);
s.ray = t, s.near = o, s.far = n;
}
function At(s, e, t) {
const o = this._instanceInfo[e];
if (!o.active || !o.visible) return;
const n = o.geometryIndex, r = this._geometryInfo[n];
this.getMatrixAt(e, _.matrixWorld), _.geometry.boundsTree = this.boundsTrees ? this.boundsTrees[n] : void 0, _.geometry.boundsTree || (this.getBoundingBoxAt(n, _.geometry.boundingBox), this.getBoundingSphereAt(n, _.geometry.boundingSphere), _.geometry.setDrawRange(r.start, r.count)), _.raycast(s, z);
for (const i of z)
i.batchId = e, i.object = this, t.push(i);
z.length = 0;
}
function Mt() {
g.prototype.computeBVH = at, g.prototype.onBeforeRender = dt, g.prototype.frustumCulling = mt, g.prototype.updateIndexArray = gt, g.prototype.updateRenderList = ft, g.prototype.BVHCulling = xt, g.prototype.linearCulling = yt, g.prototype.getPositionAt = It, g.prototype.getPositionAndMaxScaleOnAxisAt = _t, g.prototype.applyMatrixAtToSphere = bt, g.prototype.addGeometryLOD = wt, g.prototype.getLODIndex = vt, g.prototype.raycast = St, g.prototype.checkInstanceIntersection = At;
}
function Ot() {
Mt();
}
function Et(s) {
const e = s.material, t = e.onBeforeCompile.bind(e);
e.onBeforeCompile = (o, n) => {
if (s.uniformsTexture) {
o.uniforms.uniformsTexture = { value: s.uniformsTexture };
const { vertex: r, fragment: i } = s.uniformsTexture.getUniformsGLSL("uniformsTexture", "batchIndex", "float");
o.vertexShader = o.vertexShader.replace("void main() {", r), o.fragmentShader = o.fragmentShader.replace("void main() {", i), o.vertexShader = o.vertexShader.replace("void main() {", "void main() { float batchIndex = getIndirectIndex( gl_DrawID );");
}
t(o, n);
};
}
function Pt(s) {
let e = 0, t = 0;
for (const o of s)
e += o.attributes.position.count, t += o.index.count;
return { vertexCount: e, indexCount: t };
}
function Ft(s) {
const e = [];
let t = 0, o = 0;
for (const n of s) {
let r = 0;
for (const i of n) {
const c = i.index.count;
o += c, r += c, t += i.attributes.position.count;
}
e.push(r);
}
return { vertexCount: t, indexCount: o, LODIndexCount: e };
}
export {
xt as BVHCulling,
rt as BatchedMeshBVH,
ct as MultiDrawRenderList,
wt as addGeometryLOD,
bt as applyMatrixAtToSphere,
At as checkInstanceIntersection,
at as computeBVH,
Tt as createRadixSort,
Ot as extendBatchedMeshPrototype,
mt as frustumCulling,
Pt as getBatchedMeshCount,
Ft as getBatchedMeshLODCount,
vt as getLODIndex,
_t as getPositionAndMaxScaleOnAxisAt,
It as getPositionAt,
yt as linearCulling,
dt as onBeforeRender,
Et as patchBatchedMeshMaterial,
St as raycast,
ut as sortOpaque,
lt as sortTransparent,
gt as updateIndexArray,
ft as updateRenderList
};
//# sourceMappingURL=webgpu.js.map