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+import { Nullable, DeepImmutableObject } from "../types";
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+import { Mesh, _InstancesBatch } from "../Meshes/mesh";
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+import { VertexBuffer, Buffer } from './buffer';
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+import { Matrix, Vector3, TmpVectors } from '../Maths/math.vector';
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+
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+declare module "./mesh" {
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+ export interface Mesh {
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+ /**
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+ * Creates a new thin instance
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+ * @param matrix the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create
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+ * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
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+ * @returns the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc
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+ */
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+ thinInstanceAdd(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean): number;
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+
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+ /**
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+ * Adds the transformation (matrix) of the current mesh as a thin instance
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+ * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
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+ * @returns the thin instance index number
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+ */
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+ thinInstanceAddSelf(refresh: boolean): number;
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+
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+ /**
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+ * Registers a custom attribute to be used with thin instances
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+ * @param kind name of the attribute
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+ * @param stride size in floats of the attribute
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+ */
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+ thinInstanceRegisterAttribute(kind: string, stride: number): void;
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+
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+ /**
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+ * Sets the matrix of a thin instance
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+ * @param index index of the thin instance
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+ * @param matrix matrix to set
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+ * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
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+ */
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+ thinInstanceSetMatrixAt(index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean): void;
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+
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+ /**
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+ * Sets the value of a custom attribute for a thin instance
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+ * @param kind name of the attribute
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+ * @param index index of the thin instance
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+ * @param value value to set
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+ * @param refresh true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
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+ */
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+ thinInstanceSetAttributeAt(kind: string, index: number, value: Array<number>, refresh: boolean): void;
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+
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+ /**
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+ * Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.
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+ */
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+ thinInstanceCount: number;
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+
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+ /**
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+ * Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly
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+ * @param kind name of the attribute. Use "matrix" to setup the buffer of matrices
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+ * @param buffer buffer to set
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+ * @param stride size in floats of each value of the buffer
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+ * @param staticBuffer indicates that the buffer is static, so that you won't change it after it is set (better performances - false by default)
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+ */
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+ thinInstanceSetBuffer(kind: string, buffer: Nullable<Float32Array>, stride: number, staticBuffer: boolean): void;
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+
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+ /**
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+ * Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer
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+ * @param kind name of the attribute to update. Use "matrix" to update the buffer of matrices
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+ */
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+ thinInstanceBufferUpdated(kind: string): void;
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+
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+ /**
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+ * Refreshes the bounding info, taking into account all the thin instances defined
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+ * @param forceRefreshParentInfo true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info
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+ */
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+ thinInstanceRefreshBoundingInfo(forceRefreshParentInfo: boolean): void;
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+
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+ /** @hidden */
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+ _thinInstanceInitializeUserStorage(): void;
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+
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+ /** @hidden */
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+ _thinInstanceUpdateBufferSize(kind: string, numInstances: number): void;
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+
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+ /** @hidden */
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+ _userThinInstanceBuffersStorage: {
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+ data: {[key: string]: Float32Array},
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+ sizes: {[key: string]: number},
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+ vertexBuffers: {[key: string]: Nullable<VertexBuffer>},
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+ strides: {[key: string]: number}
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+ };
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+
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+ }
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+}
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+
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+Mesh.prototype.thinInstanceAdd = function(matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>, refresh: boolean = true): number {
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+ this._thinInstanceUpdateBufferSize("matrix", Array.isArray(matrix) ? matrix.length : 1);
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+
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+ const index = this._thinInstanceDataStorage.instancesCount;
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+
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+ if (Array.isArray(matrix)) {
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+ for (let i = 0; i < matrix.length; ++i) {
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+ this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix[i], (i === matrix.length - 1) && refresh);
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+ }
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+ } else {
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+ this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++, matrix, refresh);
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+ }
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+
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+ return index;
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+};
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+
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+Mesh.prototype.thinInstanceAddSelf = function(refresh: boolean = true): number {
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+ return this.thinInstanceAdd(Matrix.IdentityReadOnly, refresh);
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+};
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+
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+Mesh.prototype.thinInstanceRegisterAttribute = function(kind: string, stride: number): void {
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+ this.removeVerticesData(kind);
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+
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+ this._thinInstanceInitializeUserStorage();
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+
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+ this._userThinInstanceBuffersStorage.strides[kind] = stride;
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+ this._userThinInstanceBuffersStorage.sizes[kind] = stride * Math.max(32, this._thinInstanceDataStorage.instancesCount); // Initial size
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+ this._userThinInstanceBuffersStorage.data[kind] = new Float32Array(this._userThinInstanceBuffersStorage.sizes[kind]);
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+ this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userThinInstanceBuffersStorage.data[kind], kind, true, false, stride, true);
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+
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+ this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);
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+};
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+
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+Mesh.prototype.thinInstanceSetMatrixAt = function(index: number, matrix: DeepImmutableObject<Matrix>, refresh: boolean = true): boolean {
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+ if (!this._thinInstanceDataStorage.matrixData || index >= this._thinInstanceDataStorage.instancesCount) {
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+ return false;
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+ }
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+
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+ const matrixData = this._thinInstanceDataStorage.matrixData;
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+
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+ matrix.copyToArray(matrixData, index * 16);
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+
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+ if (refresh) {
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+ this.thinInstanceBufferUpdated("matrix");
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+
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+ if (!this.doNotSyncBoundingInfo) {
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+ this.thinInstanceRefreshBoundingInfo(false);
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+ }
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+ }
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+
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+ return true;
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+};
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+
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+Mesh.prototype.thinInstanceSetAttributeAt = function(kind: string, index: number, value: Array<number>, refresh: boolean = true): boolean {
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+ if (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.data[kind] || index >= this._thinInstanceDataStorage.instancesCount) {
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+ return false;
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+ }
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+
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+ this._thinInstanceUpdateBufferSize(kind, 0); // make sur the buffer for the kind attribute is big enough
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+
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+ this._userThinInstanceBuffersStorage.data[kind].set(value, index * this._userThinInstanceBuffersStorage.strides[kind]);
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+
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+ if (refresh) {
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+ this.thinInstanceBufferUpdated(kind);
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+ }
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+
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+ return true;
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+};
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+
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+Object.defineProperty(Mesh.prototype, "thinInstanceCount", {
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+ get: function(this: Mesh) {
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+ return this._thinInstanceDataStorage.instancesCount;
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+ },
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+ set: function(this: Mesh, value: number) {
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+ const numMaxInstances = (this._thinInstanceDataStorage.matrixData?.length ?? 0) / 16;
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+
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+ if (value <= numMaxInstances) {
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+ this._thinInstanceDataStorage.instancesCount = value;
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+ }
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+ },
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+ enumerable: true,
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+ configurable: true
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+});
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+
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+Mesh.prototype.thinInstanceSetBuffer = function(kind: string, buffer: Nullable<Float32Array>, stride: number = 0, staticBuffer: boolean = false): void {
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+ stride = stride || 16;
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+
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+ if (kind === "matrix") {
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+ this._thinInstanceDataStorage.matrixBuffer?.dispose();
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+ this._thinInstanceDataStorage.matrixBuffer = null;
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+ this._thinInstanceDataStorage.matrixBufferSize = buffer ? buffer.length : 32 * stride;
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+ this._thinInstanceDataStorage.matrixData = buffer;
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+
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+ if (buffer !== null) {
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+ this._thinInstanceDataStorage.instancesCount = buffer.length / stride;
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+
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+ const matrixBuffer = new Buffer(this.getEngine(), buffer, !staticBuffer, stride, false, true);
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+
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+ this._thinInstanceDataStorage.matrixBuffer = matrixBuffer;
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+
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world0", 0, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world1", 4, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world2", 8, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world3", 12, 4));
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+
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+ if (!this.doNotSyncBoundingInfo) {
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+ this.thinInstanceRefreshBoundingInfo(false);
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+ }
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+ } else {
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+ this._thinInstanceDataStorage.instancesCount = 0;
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+ if (!this.doNotSyncBoundingInfo) {
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+ // mesh has no more thin instances, so need to recompute the bounding box because it's the regular mesh that will now be displayed
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+ this.refreshBoundingInfo(true);
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+ }
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+ }
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+ } else {
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+ if (buffer === null) {
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+ if (this._userThinInstanceBuffersStorage?.data[kind]) {
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+ this.removeVerticesData(kind);
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+ delete this._userThinInstanceBuffersStorage.data[kind];
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+ delete this._userThinInstanceBuffersStorage.strides[kind];
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+ delete this._userThinInstanceBuffersStorage.sizes[kind];
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+ delete this._userThinInstanceBuffersStorage.vertexBuffers[kind];
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+ }
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+ } else {
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+ this._thinInstanceInitializeUserStorage();
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+
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+ this._userThinInstanceBuffersStorage.data[kind] = buffer;
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+ this._userThinInstanceBuffersStorage.strides[kind] = stride;
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+ this._userThinInstanceBuffersStorage.sizes[kind] = buffer.length;
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+ this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), buffer, kind, !staticBuffer, false, stride, true);
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+
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+ this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);
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+ }
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+ }
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+};
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+
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+Mesh.prototype.thinInstanceBufferUpdated = function(kind: string): void {
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+ if (kind === "matrix") {
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+ if (this._thinInstanceDataStorage.matrixBuffer) {
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+ this._thinInstanceDataStorage.matrixBuffer!.updateDirectly(this._thinInstanceDataStorage.matrixData!, 0, this._thinInstanceDataStorage.instancesCount);
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+ }
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+ } else if (this._userThinInstanceBuffersStorage?.vertexBuffers[kind]) {
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+ this._userThinInstanceBuffersStorage.vertexBuffers[kind]!.updateDirectly(this._userThinInstanceBuffersStorage.data[kind], 0);
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+ }
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+};
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+
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+Mesh.prototype.thinInstanceRefreshBoundingInfo = function(forceRefreshParentInfo: boolean = false) {
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+ if (!this._thinInstanceDataStorage.matrixData || !this._thinInstanceDataStorage.matrixBuffer) {
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+ return;
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+ }
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+
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+ const vectors = this._thinInstanceDataStorage.boundingVectors;
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+
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+ if (forceRefreshParentInfo) {
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+ vectors.length = 0;
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+ this.refreshBoundingInfo(true);
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+ }
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+
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+ const boundingInfo = this.getBoundingInfo();
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+ const matrixData = this._thinInstanceDataStorage.matrixData;
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+
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+ if (vectors.length === 0) {
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+ for (let v = 0; v < boundingInfo.boundingBox.vectors.length; ++v) {
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+ vectors.push(boundingInfo.boundingBox.vectors[v].clone());
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+ }
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+ }
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+
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+ TmpVectors.Vector3[0].setAll(Number.MAX_VALUE); // min
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+ TmpVectors.Vector3[1].setAll(Number.MIN_VALUE); // max
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+
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+ for (let i = 0; i < this._thinInstanceDataStorage.instancesCount; ++i) {
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+ Matrix.FromArrayToRef(matrixData, i * 16, TmpVectors.Matrix[0]);
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+
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+ for (let v = 0; v < vectors.length; ++v) {
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+ Vector3.TransformCoordinatesToRef(vectors[v], TmpVectors.Matrix[0], TmpVectors.Vector3[2]);
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+ TmpVectors.Vector3[0].minimizeInPlace(TmpVectors.Vector3[2]);
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+ TmpVectors.Vector3[1].maximizeInPlace(TmpVectors.Vector3[2]);
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+ }
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+ }
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+
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+ boundingInfo.reConstruct(TmpVectors.Vector3[0], TmpVectors.Vector3[1]);
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+};
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+
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+Mesh.prototype._thinInstanceUpdateBufferSize = function(kind: string, numInstances: number = 1) {
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+ const kindIsMatrix = kind === "matrix";
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+
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+ if (!kindIsMatrix && (!this._userThinInstanceBuffersStorage || !this._userThinInstanceBuffersStorage.strides[kind])) {
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+ return;
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+ }
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+
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+ const stride = kindIsMatrix ? 16 : this._userThinInstanceBuffersStorage.strides[kind];
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+ const currentSize = kindIsMatrix ? this._thinInstanceDataStorage.matrixBufferSize : this._userThinInstanceBuffersStorage.sizes[kind];
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+ let data = kindIsMatrix ? this._thinInstanceDataStorage.matrixData : this._userThinInstanceBuffersStorage.data[kind];
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+
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+ const bufferSize = (this._thinInstanceDataStorage.instancesCount + numInstances) * stride;
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+
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+ let newSize = currentSize;
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+
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+ while (newSize < bufferSize) {
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+ newSize *= 2;
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+ }
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+
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+ if (!data || currentSize != newSize) {
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+ if (!data) {
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+ data = new Float32Array(newSize);
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+ } else {
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+ const newData = new Float32Array(newSize);
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+ newData.set(data, 0);
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+ data = newData;
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+ }
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+
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+ if (kindIsMatrix) {
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+ this._thinInstanceDataStorage.matrixBuffer?.dispose();
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+
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+ const matrixBuffer = new Buffer(this.getEngine(), data, true, stride, false, true);
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+
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+ this._thinInstanceDataStorage.matrixBuffer = matrixBuffer;
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+ this._thinInstanceDataStorage.matrixData = data;
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+ this._thinInstanceDataStorage.matrixBufferSize = newSize;
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+
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world0", 0, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world1", 4, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world2", 8, 4));
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+ this.setVerticesBuffer(matrixBuffer.createVertexBuffer("world3", 12, 4));
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+ } else {
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+ this._userThinInstanceBuffersStorage.vertexBuffers[kind]?.dispose();
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+
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+ this._userThinInstanceBuffersStorage.data[kind] = data;
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+ this._userThinInstanceBuffersStorage.sizes[kind] = newSize;
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+ this._userThinInstanceBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), data, kind, true, false, stride, true);
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+
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+ this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[kind]!);
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+ }
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+ }
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+};
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+
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+Mesh.prototype._thinInstanceInitializeUserStorage = function() {
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+ if (!this._userThinInstanceBuffersStorage) {
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+ this._userThinInstanceBuffersStorage = {
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+ data: {},
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+ sizes: {},
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+ vertexBuffers: {},
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+ strides: {},
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+ };
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+ }
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+};
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+
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+Mesh.prototype._disposeThinInstanceSpecificData = function() {
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+ if (this._thinInstanceDataStorage?.matrixBuffer) {
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+ this._thinInstanceDataStorage.matrixBuffer.dispose();
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+ this._thinInstanceDataStorage.matrixBuffer = null;
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+ }
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+};
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