@three.ez/instanced-mesh
Version:
Enhanced InstancedMesh with frustum culling, fast raycasting (using BVH), sorting, visibility management and more.
69 lines • 3.6 kB
JavaScript
import { Matrix4 } from 'three';
import { InstancedMesh2 } from '../InstancedMesh2.js';
import { SquareDataTexture } from '../utils/SquareDataTexture.js';
InstancedMesh2.prototype.initSkeleton = function (skeleton, disableMatrixAutoUpdate = true) {
if (skeleton && this.skeleton !== skeleton && !this._parentLOD) { // TODO remove !this._parentLOD
const bones = skeleton.bones;
this.skeleton = skeleton;
this.bindMatrix = new Matrix4();
this.bindMatrixInverse = new Matrix4();
this.boneTexture = new SquareDataTexture(Float32Array, 4, 4 * bones.length, this._capacity);
if (disableMatrixAutoUpdate) {
for (const bone of bones) {
bone.matrixAutoUpdate = false;
bone.matrixWorldAutoUpdate = false;
}
}
this.materialsNeedsUpdate(); // TODO this may not work if change already present skeleton
}
};
InstancedMesh2.prototype.setBonesAt = function (id, updateBonesMatrices = true, excludeBonesSet) {
const skeleton = this.skeleton;
if (!skeleton) {
throw new Error('"setBonesAt" cannot be called before "initSkeleton"');
}
const bones = skeleton.bones;
const boneInverses = skeleton.boneInverses;
for (let i = 0, l = bones.length; i < l; i++) {
const bone = bones[i];
if (updateBonesMatrices) {
if (!excludeBonesSet?.has(bone.name)) {
bone.updateMatrix();
}
bone.matrixWorld.multiplyMatrices(bone.parent.matrixWorld, bone.matrix);
}
this.multiplyBoneMatricesAt(id, i, bone.matrixWorld, boneInverses[i]);
}
this.boneTexture.enqueueUpdate(id);
};
InstancedMesh2.prototype.multiplyBoneMatricesAt = function (instanceIndex, boneIndex, m1, m2) {
const offset = (instanceIndex * this.skeleton.bones.length + boneIndex) * 16;
const ae = m1.elements;
const be = m2.elements;
const te = this.boneTexture._data;
const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
te[offset + 0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[offset + 4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[offset + 8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[offset + 12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[offset + 1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[offset + 5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[offset + 9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[offset + 13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[offset + 2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[offset + 6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[offset + 10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[offset + 14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[offset + 3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[offset + 7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[offset + 11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[offset + 15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
};
//# sourceMappingURL=Skeleton.js.map