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InstancedMesh.js
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import { InstancedBufferAttribute } from '../core/InstancedBufferAttribute.js';
import { Mesh } from './Mesh.js';
import { Box3 } from '../math/Box3.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Sphere } from '../math/Sphere.js';
import { DataTexture } from '../textures/DataTexture.js';
import { FloatType, RedFormat } from '../constants.js';
const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
const _instanceIntersects = [];
const _box3 = /*@__PURE__*/ new Box3();
const _identity = /*@__PURE__*/ new Matrix4();
const _mesh = /*@__PURE__*/ new Mesh();
const _sphere = /*@__PURE__*/ new Sphere();
/**
* A special version of a mesh with instanced rendering support. Use
* this class if you have to render a large number of objects with the same
* geometry and material(s) but with different world transformations. The usage
* of 'InstancedMesh' will help you to reduce the number of draw calls and thus
* improve the overall rendering performance in your application.
*
* @augments Mesh
*/
class InstancedMesh extends Mesh {
/**
* Constructs a new instanced mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
* @param {number} count - The number of instances.
*/
constructor( geometry, material, count ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInstancedMesh = true;
/**
* Represents the local transformation of all instances. You have to set its
* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setMatrixAt}.
*
* @type {InstancedBufferAttribute}
*/
this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
/**
* Represents the color of all instances. You have to set its
* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setColorAt}.
*
* @type {?InstancedBufferAttribute}
* @default null
*/
this.instanceColor = null;
/**
* Represents the morph target weights of all instances. You have to set its
* {@link Texture#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setMorphAt}.
*
* @type {?DataTexture}
* @default null
*/
this.morphTexture = null;
/**
* The number of instances.
*
* @type {number}
*/
this.count = count;
/**
* The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
*
* @type {?Box3}
* @default null
*/
this.boundingBox = null;
/**
* The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
*
* @type {?Sphere}
* @default null
*/
this.boundingSphere = null;
for ( let i = 0; i < count; i ++ ) {
this.setMatrixAt( i, _identity );
}
}
/**
* Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
* The bounding box is not automatically computed by the engine; this method must be called by your app.
* You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
*/
computeBoundingBox() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
this.boundingBox.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
this.boundingBox.union( _box3 );
}
}
/**
* Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
* The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
* You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
*/
computeBoundingSphere() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
if ( geometry.boundingSphere === null ) {
geometry.computeBoundingSphere();
}
this.boundingSphere.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_sphere.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
this.boundingSphere.union( _sphere );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
this.instanceMatrix.copy( source.instanceMatrix );
if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
this.count = source.count;
if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
return this;
}
/**
* Gets the color of the defined instance.
*
* @param {number} index - The instance index.
* @param {Color} color - The target object that is used to store the method's result.
*/
getColorAt( index, color ) {
color.fromArray( this.instanceColor.array, index * 3 );
}
/**
* Gets the local transformation matrix of the defined instance.
*
* @param {number} index - The instance index.
* @param {Matrix4} matrix - The target object that is used to store the method's result.
*/
getMatrixAt( index, matrix ) {
matrix.fromArray( this.instanceMatrix.array, index * 16 );
}
/**
* Gets the morph target weights of the defined instance.
*
* @param {number} index - The instance index.
* @param {Mesh} object - The target object that is used to store the method's result.
*/
getMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const array = this.morphTexture.source.data.data;
const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
for ( let i = 0; i < objectInfluences.length; i ++ ) {
objectInfluences[ i ] = array[ dataIndex + i ];
}
}
raycast( raycaster, intersects ) {
const matrixWorld = this.matrixWorld;
const raycastTimes = this.count;
_mesh.geometry = this.geometry;
_mesh.material = this.material;
if ( _mesh.material === undefined ) return;
// test with bounding sphere first
if ( this.boundingSphere === null ) this.computeBoundingSphere();
_sphere.copy( this.boundingSphere );
_sphere.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
// now test each instance
for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
// calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
// the mesh represents this single instance
_mesh.matrixWorld = _instanceWorldMatrix;
_mesh.raycast( raycaster, _instanceIntersects );
// process the result of raycast
for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
const intersect = _instanceIntersects[ i ];
intersect.instanceId = instanceId;
intersect.object = this;
intersects.push( intersect );
}
_instanceIntersects.length = 0;
}
}
/**
* Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
*
* @param {number} index - The instance index.
* @param {Color} color - The instance color.
*/
setColorAt( index, color ) {
if ( this.instanceColor === null ) {
this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
}
color.toArray( this.instanceColor.array, index * 3 );
}
/**
* Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
*
* @param {number} index - The instance index.
* @param {Matrix4} matrix - The local transformation.
*/
setMatrixAt( index, matrix ) {
matrix.toArray( this.instanceMatrix.array, index * 16 );
}
/**
* Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
*
* @param {number} index - The instance index.
* @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
* of a single instance.
*/
setMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
if ( this.morphTexture === null ) {
this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
}
const array = this.morphTexture.source.data.data;
let morphInfluencesSum = 0;
for ( let i = 0; i < objectInfluences.length; i ++ ) {
morphInfluencesSum += objectInfluences[ i ];
}
const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
const dataIndex = len * index;
array[ dataIndex ] = morphBaseInfluence;
array.set( objectInfluences, dataIndex + 1 );
}
updateMorphTargets() {
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.dispatchEvent( { type: 'dispose' } );
if ( this.morphTexture !== null ) {
this.morphTexture.dispose();
this.morphTexture = null;
}
}
}
export { InstancedMesh };