src/viewer/scene/PerformanceModel/PerformanceModel.js
import {Component} from "../Component.js";
import {math} from "../math/math.js";
import {buildEdgeIndices} from '../math/buildEdgeIndices.js';
import {WEBGL_INFO} from '../webglInfo.js';
import {PerformanceMesh} from './lib/PerformanceMesh.js';
import {PerformanceNode} from './lib/PerformanceNode.js';
import {getScratchMemory, putScratchMemory} from "./lib/ScratchMemory.js";
import {TrianglesBatchingLayer} from './lib/layers/trianglesBatching/TrianglesBatchingLayer.js';
import {TrianglesInstancingLayer} from './lib/layers/trianglesInstancing/TrianglesInstancingLayer.js';
import {LinesBatchingLayer} from './lib/layers/linesBatching/LinesBatchingLayer.js';
import {LinesInstancingLayer} from './lib/layers/linesInstancing/LinesInstancingLayer.js';
import {PointsBatchingLayer} from './lib/layers/pointsBatching/PointsBatchingLayer.js';
import {PointsInstancingLayer} from './lib/layers/pointsInstancing/PointsInstancingLayer.js';
import {ENTITY_FLAGS} from './lib/ENTITY_FLAGS.js';
import {utils} from "../utils.js";
import {RenderFlags} from "../webgl/RenderFlags.js";
import {worldToRTCPositions} from "../math/rtcCoords.js";
const instancedArraysSupported = WEBGL_INFO.SUPPORTED_EXTENSIONS["ANGLE_instanced_arrays"];
const tempVec3a = math.vec3();
const tempMat4 = math.mat4();
const defaultScale = math.vec3([1, 1, 1]);
const defaultPosition = math.vec3([0, 0, 0]);
const defaultRotation = math.vec3([0, 0, 0]);
const defaultQuaternion = math.identityQuaternion();
/**
* @desc A high-performance model representation for efficient rendering and low memory usage.
*
* # Examples
*
* * [PerformanceModel using geometry batching](http://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching)
* * [PerformanceModel using geometry batching and RTC coordinates](http://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching_origin)
* * [PerformanceModel using geometry instancing](http://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_instancing)
* * [PerformanceModel using geometry instancing and RTC coordinates](http://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_instancing_origin)
*
* # Overview
*
* While xeokit's standard [scene graph](https://github.com/xeokit/xeokit-sdk/wiki/Scene-Graphs) is great for gizmos and medium-sized models, it doesn't scale up to millions of objects in terms of memory and rendering efficiency.
*
* For huge models, we have the ````PerformanceModel```` representation, which is optimized to pack large amounts of geometry into memory and render it efficiently using WebGL.
*
* ````PerformanceModel```` is the default model representation loaded by (at least) {@link GLTFLoaderPlugin}, {@link XKTLoaderPlugin} and {@link WebIFCLoaderPlugin}.
*
* In this tutorial you'll learn how to use ````PerformanceModel```` to create high-detail content programmatically. Ordinarily you'd be learning about ````PerformanceModel```` if you were writing your own model loader plugins.
*
* # Contents
*
* - [PerformanceModel](#performancemodel)
* - [GPU-Resident Geometry](#gpu-resident-geometry)
* - [Picking](#picking)
* - [Example 1: Geometry Instancing](#example-1--geometry-instancing)
* - [Finalizing a PerformanceModel](#finalizing-a-performancemodel)
* - [Finding Entities](#finding-entities)
* - [Example 2: Geometry Batching](#example-2--geometry-batching)
* - [Classifying with Metadata](#classifying-with-metadata)
* - [Querying Metadata](#querying-metadata)
* - [Metadata Structure](#metadata-structure)
* - [RTC Coordinates](#rtc-coordinates-for-double-precision)
* - [Example 3: RTC Coordinates with Geometry Instancing](#example-2--rtc-coordinates-with-geometry-instancing)
* - [Example 4: RTC Coordinates with Geometry Batching](#example-2--rtc-coordinates-with-geometry-batching)
*
* ## PerformanceModel
*
* ````PerformanceModel```` uses two rendering techniques internally:
*
* 1. ***Geometry batching*** for unique geometries, combining those into a single WebGL geometry buffer, to render in one draw call, and
* 2. ***geometry instancing*** for geometries that are shared by multiple meshes, rendering all instances of each shared geometry in one draw call.
*
* <br>
* These techniques come with certain limitations:
*
* * Non-realistic rendering - while scene graphs can use xeokit's full set of material workflows, ````PerformanceModel```` uses simple Lambertian shading without textures.
* * Static transforms - transforms within a ````PerformanceModel```` are static and cannot be dynamically translated, rotated and scaled the way {@link Node}s and {@link Mesh}es in scene graphs can.
* * Immutable model representation - while scene graph {@link Node}s and
* {@link Mesh}es can be dynamically plugged together, ````PerformanceModel```` is immutable,
* since it packs its geometries into buffers and instanced arrays.
*
* ````PerformanceModel````'s API allows us to exploit batching and instancing, while exposing its elements as
* abstract {@link Entity} types.
*
* {@link Entity} is the abstract base class for
* the various xeokit components that represent models, objects, or anonymous visible elements. An Entity has a unique ID and can be
* individually shown, hidden, selected, highlighted, ghosted, culled, picked and clipped, and has its own World-space boundary.
*
* * A ````PerformanceModel```` is an {@link Entity} that represents a model.
* * A ````PerformanceModel```` represents each of its objects with an {@link Entity}.
* * Each {@link Entity} has one or more meshes that define its shape.
* * Each mesh has either its own unique geometry, or shares a geometry with other meshes.
*
* ## GPU-Resident Geometry
*
* For a low memory footprint, ````PerformanceModel```` stores its geometries in GPU memory only, compressed (quantized) as integers. Unfortunately, GPU-resident geometry is
* not readable by JavaScript.
*
*
* ## Example 1: Geometry Instancing
*
* In the example below, we'll use a ````PerformanceModel````
* to build a simple table model using geometry instancing.
*
* We'll start by adding a reusable box-shaped geometry to our ````PerformanceModel````.
*
* Then, for each object in our model we'll add an {@link Entity}
* that has a mesh that instances our box geometry, transforming and coloring the instance.
*
* [![](http://xeokit.io/img/docs/sceneGraph.png)](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_instancing)
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_instancing)]
*
* ````javascript
* import {Viewer, PerformanceModel} from "xeokit-sdk.es.js";
*
* const viewer = new Viewer({
* canvasId: "myCanvas",
* transparent: true
* });
*
* viewer.scene.camera.eye = [-21.80, 4.01, 6.56];
* viewer.scene.camera.look = [0, -5.75, 0];
* viewer.scene.camera.up = [0.37, 0.91, -0.11];
*
* // Build a PerformanceModel representing a table
* // with four legs, using geometry instancing
*
* const performanceModel = new PerformanceModel(viewer.scene, {
* id: "table",
* isModel: true, // <--- Registers PerformanceModel in viewer.scene.models
* position: [0, 0, 0],
* scale: [1, 1, 1],
* rotation: [0, 0, 0]
* });
*
* // Create a reusable geometry within the PerformanceModel
* // We'll instance this geometry by five meshes
*
* performanceModel.createGeometry({
*
* id: "myBoxGeometry",
*
* // The primitive type - allowed values are "points", "lines" and "triangles".
* // See the OpenGL/WebGL specification docs
* // for how the coordinate arrays are supposed to be laid out.
* primitive: "triangles",
*
* // The vertices - eight for our cube, each
* // one spanning three array elements for X,Y and Z
* positions: [
* 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, // v0-v1-v2-v3 front
* 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, // v0-v3-v4-v1 right
* 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, 1, 1, // v0-v1-v6-v1 top
* -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, // v1-v6-v7-v2 left
* -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, // v7-v4-v3-v2 bottom
* 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, -1 // v4-v7-v6-v1 back
* ],
*
* // Normal vectors, one for each vertex
* normals: [
* 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front
* 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right
* 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top
* -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left
* 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // v7-v4-v3-v2 bottom
* 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 // v4-v7-v6-v5 back
* ],
*
* // Indices - these organise the positions and and normals
* // into geometric primitives in accordance with the "primitive" parameter,
* // in this case a set of three indices for each triangle.
* //
* // Note that each triangle is specified in counter-clockwise winding order.
* //
* indices: [
* 0, 1, 2, 0, 2, 3, // front
* 4, 5, 6, 4, 6, 7, // right
* 8, 9, 10, 8, 10, 11, // top
* 12, 13, 14, 12, 14, 15, // left
* 16, 17, 18, 16, 18, 19, // bottom
* 20, 21, 22, 20, 22, 23
* ]
* });
*
* // Red table leg
*
* performanceModel.createMesh({
* id: "redLegMesh",
* geometryId: "myBoxGeometry",
* position: [-4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1, 0.3, 0.3]
* });
*
* performanceModel.createEntity({
* id: "redLeg",
* meshIds: ["redLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Green table leg
*
* performanceModel.createMesh({
* id: "greenLegMesh",
* geometryId: "myBoxGeometry",
* position: [4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 1.0, 0.3]
* });
*
* performanceModel.createEntity({
* id: "greenLeg",
* meshIds: ["greenLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Blue table leg
*
* performanceModel.createMesh({
* id: "blueLegMesh",
* geometryId: "myBoxGeometry",
* position: [4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* id: "blueLeg",
* meshIds: ["blueLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Yellow table leg
*
* performanceModel.createMesh({
* id: "yellowLegMesh",
* geometryId: "myBoxGeometry",
* position: [-4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1.0, 1.0, 0.0]
* });
*
* performanceModel.createEntity({
* id: "yellowLeg",
* meshIds: ["yellowLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Purple table top
*
* performanceModel.createMesh({
* id: "purpleTableTopMesh",
* geometryId: "myBoxGeometry",
* position: [0, -3, 0],
* scale: [6, 0.5, 6],
* rotation: [0, 0, 0],
* color: [1.0, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* id: "purpleTableTop",
* meshIds: ["purpleTableTopMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
* ````
*
* ## Finalizing a PerformanceModel
*
* Before we can view and interact with our ````PerformanceModel````, we need to **finalize** it. Internally, this causes the ````PerformanceModel```` to build the
* vertex buffer objects (VBOs) that support our geometry instances. When using geometry batching (see next example),
* this causes ````PerformanceModel```` to build the VBOs that combine the batched geometries. Note that you can do both instancing and
* batching within the same ````PerformanceModel````.
*
* Once finalized, we can't add anything more to our ````PerformanceModel````.
*
* ```` javascript
* performanceModel.finalize();
* ````
*
* ## Finding Entities
*
* As mentioned earlier, {@link Entity} is
* the abstract base class for components that represent models, objects, or just
* anonymous visible elements.
*
* Since we created configured our ````PerformanceModel```` with ````isModel: true````,
* we're able to find it as an Entity by ID in ````viewer.scene.models````. Likewise, since
* we configured each of its Entities with ````isObject: true````, we're able to
* find them in ````viewer.scene.objects````.
*
*
* ````javascript
* // Get the whole table model Entity
* const table = viewer.scene.models["table"];
*
* // Get some leg object Entities
* const redLeg = viewer.scene.objects["redLeg"];
* const greenLeg = viewer.scene.objects["greenLeg"];
* const blueLeg = viewer.scene.objects["blueLeg"];
* ````
*
* ## Example 2: Geometry Batching
*
* Let's once more use a ````PerformanceModel````
* to build the simple table model, this time exploiting geometry batching.
*
* [![](http://xeokit.io/img/docs/sceneGraph.png)](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching)
*
* * [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching)]
*
* ````javascript
* import {Viewer, PerformanceModel} from "xeokit-sdk.es.js";
*
* const viewer = new Viewer({
* canvasId: "myCanvas",
* transparent: true
* });
*
* viewer.scene.camera.eye = [-21.80, 4.01, 6.56];
* viewer.scene.camera.look = [0, -5.75, 0];
* viewer.scene.camera.up = [0.37, 0.91, -0.11];
*
* // Create a PerformanceModel representing a table with four legs, using geometry batching
* const performanceModel = new PerformanceModel(viewer.scene, {
* id: "table",
* isModel: true, // <--- Registers PerformanceModel in viewer.scene.models
* position: [0, 0, 0],
* scale: [1, 1, 1],
* rotation: [0, 0, 0]
* });
*
* // Red table leg
*
* performanceModel.createMesh({
* id: "redLegMesh",
*
* // Geometry arrays are same as for the earlier batching example
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [-4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1, 0.3, 0.3]
* });
*
* performanceModel.createEntity({
* id: "redLeg",
* meshIds: ["redLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Green table leg
*
* performanceModel.createMesh({
* id: "greenLegMesh",
* primitive: "triangles",
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 1.0, 0.3]
* });
*
* performanceModel.createEntity({
* id: "greenLeg",
* meshIds: ["greenLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Blue table leg
*
* performanceModel.createMesh({
* id: "blueLegMesh",
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* id: "blueLeg",
* meshIds: ["blueLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Yellow table leg object
*
* performanceModel.createMesh({
* id: "yellowLegMesh",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [-4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1.0, 1.0, 0.0]
* });
*
* performanceModel.createEntity({
* id: "yellowLeg",
* meshIds: ["yellowLegMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Purple table top
*
* performanceModel.createMesh({
* id: "purpleTableTopMesh",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [0, -3, 0],
* scale: [6, 0.5, 6],
* rotation: [0, 0, 0],
* color: [1.0, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* id: "purpleTableTop",
* meshIds: ["purpleTableTopMesh"],
* isObject: true // <---- Registers Entity by ID on viewer.scene.objects
* });
*
* // Finalize the PerformanceModel.
*
* performanceModel.finalize();
*
* // Find BigModelNodes by their model and object IDs
*
* // Get the whole table model
* const table = viewer.scene.models["table"];
*
* // Get some leg objects
* const redLeg = viewer.scene.objects["redLeg"];
* const greenLeg = viewer.scene.objects["greenLeg"];
* const blueLeg = viewer.scene.objects["blueLeg"];
* ````
*
* ## Classifying with Metadata
*
* In the previous examples, we used ````PerformanceModel```` to build
* two versions of the same table model, to demonstrate geometry batching and geometry instancing.
*
* We'll now classify our {@link Entity}s with metadata. This metadata
* will work the same for both our examples, since they create the exact same structure of {@link Entity}s
* to represent their models and objects. The abstract Entity type is, after all, intended to provide an abstract interface through which differently-implemented scene content can be accessed uniformly.
*
* To create the metadata, we'll create a {@link MetaModel} for our model,
* with a {@link MetaObject} for each of it's objects. The MetaModel and MetaObjects
* get the same IDs as the {@link Entity}s that represent their model and objects within our scene.
*
* ```` javascript
* const furnitureMetaModel = viewer.metaScene.createMetaModel("furniture", { // Creates a MetaModel in the MetaScene
*
* "projectId": "myTableProject",
* "revisionId": "V1.0",
*
* "metaObjects": [
* { // Creates a MetaObject in the MetaModel
* "id": "table",
* "name": "Table", // Same ID as an object Entity
* "type": "furniture", // Arbitrary type, could be IFC type
* "properties": { // Arbitrary properties, could be IfcPropertySet
* "cost": "200"
* }
* },
* {
* "id": "redLeg",
* "name": "Red table Leg",
* "type": "leg",
* "parent": "table", // References first MetaObject as parent
* "properties": {
* "material": "wood"
* }
* },
* {
* "id": "greenLeg", // Node with corresponding id does not need to exist
* "name": "Green table leg", // and MetaObject does not need to exist for Node with an id
* "type": "leg",
* "parent": "table",
* "properties": {
* "material": "wood"
* }
* },
* {
* "id": "blueLeg",
* "name": "Blue table leg",
* "type": "leg",
* "parent": "table",
* "properties": {
* "material": "wood"
* }
* },
* {
* "id": "yellowLeg",
* "name": "Yellow table leg",
* "type": "leg",
* "parent": "table",
* "properties": {
* "material": "wood"
* }
* },
* {
* "id": "tableTop",
* "name": "Purple table top",
* "type": "surface",
* "parent": "table",
* "properties": {
* "material": "formica",
* "width": "60",
* "depth": "60",
* "thickness": "5"
* }
* }
* ]
* });
* ````
*
* ## Querying Metadata
*
* Having created and classified our model (either the instancing or batching example), we can now find the {@link MetaModel}
* and {@link MetaObject}s using the IDs of their
* corresponding {@link Entity}s.
*
* ````JavaScript
* const furnitureMetaModel = scene.metaScene.metaModels["furniture"];
*
* const redLegMetaObject = scene.metaScene.metaObjects["redLeg"];
* ````
*
* In the snippet below, we'll log metadata on each {@link Entity} we click on:
*
* ````JavaScript
* viewer.scene.input.on("mouseclicked", function (coords) {
*
* const hit = viewer.scene.pick({
* canvasPos: coords
* });
*
* if (hit) {
* const entity = hit.entity;
* const metaObject = viewer.metaScene.metaObjects[entity.id];
* if (metaObject) {
* console.log(JSON.stringify(metaObject.getJSON(), null, "\t"));
* }
* }
* });
* ````
*
* ## Metadata Structure
*
* The {@link MetaModel}
* organizes its {@link MetaObject}s in
* a tree that describes their structural composition:
*
* ````JavaScript
* // Get metadata on the root object
* const tableMetaObject = furnitureMetaModel.rootMetaObject;
*
* // Get metadata on the leg objects
* const redLegMetaObject = tableMetaObject.children[0];
* const greenLegMetaObject = tableMetaObject.children[1];
* const blueLegMetaObject = tableMetaObject.children[2];
* const yellowLegMetaObject = tableMetaObject.children[3];
* ````
*
* Given an {@link Entity}, we can find the object or model of which it is a part, or the objects that comprise it. We can also generate UI
* components from the metadata, such as the tree view demonstrated in [this demo](https://xeokit.github.io/xeokit-sdk/examples/#BIMOffline_glTF_OTCConferenceCenter).
*
* This hierarchy allows us to express the hierarchical structure of a model while representing it in
* various ways in the 3D scene (such as with ````PerformanceModel````, which
* has a non-hierarchical scene representation).
*
* Note also that a {@link MetaObject} does not need to have a corresponding
* {@link Entity} and vice-versa.
*
* # RTC Coordinates for Double Precision
*
* ````PerformanceModel```` can emulate 64-bit precision on GPUs using relative-to-center (RTC) coordinates.
*
* Consider a model that contains many small objects, but with such large spatial extents that 32 bits of GPU precision (accurate to ~7 digits) will not be sufficient to render all of the the objects without jittering.
*
* To prevent jittering, we could spatially subdivide the objects into "tiles". Each tile would have a center position, and the positions of the objects within the tile would be relative to that center ("RTC coordinates").
*
* While the center positions of the tiles would be 64-bit values, the object positions only need to be 32-bit.
*
* Internally, when rendering an object with RTC coordinates, xeokit first temporarily translates the camera viewing matrix by the object's tile's RTC center, on the CPU, using 64-bit math.
*
* Then xeokit loads the viewing matrix into its WebGL shaders, where math happens at 32-bit precision. Within the shaders, the matrix is effectively down-cast to 32-bit precision, and the object's 32-bit vertex positions are transformed by the matrix.
*
* We see no jittering, because with RTC a detectable loss of GPU accuracy only starts happening to objects as they become very distant from the camera viewpoint, at which point they are too small to be discernible anyway.
*
* ## RTC Coordinates with Geometry Instancing
*
* To use RTC with ````PerformanceModel```` geometry instancing, we specify an RTC center for the geometry via its ````origin```` parameter. Then ````PerformanceModel```` assumes that all meshes that instance that geometry are within the same RTC coordinate system, ie. the meshes ````position```` and ````rotation```` properties are assumed to be relative to the geometry's ````origin````.
*
* For simplicity, our example's meshes all instance the same geometry. Therefore, our example model has only one RTC center.
*
* Note that the axis-aligned World-space boundary (AABB) of our model is ````[ -6, -9, -6, 1000000006, -2.5, 1000000006]````.
*
* [![](http://xeokit.io/img/docs/sceneGraph.png)](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching)
*
* * [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_instancing_origin)]
*
* ````javascript
* const origin = [100000000, 0, 100000000];
*
* performanceModel.createGeometry({
* id: "box",
* origin: origin, // This geometry's positions, and the transforms of all meshes that instance the geometry, are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* });
*
* performanceModel.createMesh({
* id: "leg1",
* geometryId: "box",
* position: [-4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1, 0.3, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg1"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg2",
* geometryId: "box",
* position: [4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 1.0, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg2"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg3",
* geometryId: "box",
* position: [4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg3"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg4",
* geometryId: "box",
* position: [-4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1.0, 1.0, 0.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg4"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "top",
* geometryId: "box",
* position: [0, -3, 0],
* scale: [6, 0.5, 6],
* rotation: [0, 0, 0],
* color: [1.0, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["top"],
* isObject: true
* });
* ````
*
* ## RTC Coordinates with Geometry Batching
*
* To use RTC with ````PerformanceModel```` geometry batching, we specify an RTC center (````origin````) for each mesh. For performance, we try to have as many meshes share the same value for ````origin```` as possible. Each mesh's ````positions````, ````position```` and ````rotation```` properties are assumed to be relative to ````origin````.
*
* For simplicity, the meshes in our example all share the same RTC center.
*
* The axis-aligned World-space boundary (AABB) of our model is ````[ -6, -9, -6, 1000000006, -2.5, 1000000006]````.
*
* [![](http://xeokit.io/img/docs/sceneGraph.png)](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching)
*
* * [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#sceneRepresentation_PerformanceModel_batching_origin)]
*
* ````javascript
* const origin = [100000000, 0, 100000000];
*
* performanceModel.createMesh({
* id: "leg1",
* origin: origin, // This mesh's positions and transforms are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [-4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1, 0.3, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg1"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg2",
* origin: origin, // This mesh's positions and transforms are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 1.0, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg2"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg3",
* origin: origin, // This mesh's positions and transforms are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg3"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg4",
* origin: origin, // This mesh's positions and transforms are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [-4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1.0, 1.0, 0.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg4"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "top",
* origin: origin, // This mesh's positions and transforms are relative to the RTC center
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* position: [0, -3, 0],
* scale: [6, 0.5, 6],
* rotation: [0, 0, 0],
* color: [1.0, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["top"],
* isObject: true
* });
* ````
*
* ## Positioning at World-space coordinates
*
* To position a PerformanceModel at given double-precision World coordinates, we can
* configure the ````origin```` of the PerformanceModel itself. The ````origin```` is a double-precision
* 3D World-space position at which the PerformanceModel will be located.
*
* Note that ````position```` is a single-precision offset relative to ````origin````.
*
* ````javascript
* const origin = [100000000, 0, 100000000];
*
* const performanceModel = new PerformanceModel(viewer.scene, {
* id: "table",
* isModel: true,
* origin: origin, // Everything in this PerformanceModel is relative to this RTC center
* position: [0, 0, 0],
* scale: [1, 1, 1],
* rotation: [0, 0, 0]
* });
*
* performanceModel.createGeometry({
* id: "box",
* primitive: "triangles",
* positions: [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 ... ],
* normals: [ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, ... ],
* indices: [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, ... ],
* });
*
* performanceModel.createMesh({
* id: "leg1",
* geometryId: "box",
* position: [-4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1, 0.3, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg1"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg2",
* geometryId: "box",
* position: [4, -6, -4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 1.0, 0.3]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg2"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg3",
* geometryId: "box",
* position: [4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [0.3, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg3"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "leg4",
* geometryId: "box",
* position: [-4, -6, 4],
* scale: [1, 3, 1],
* rotation: [0, 0, 0],
* color: [1.0, 1.0, 0.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["leg4"],
* isObject: true
* });
*
* performanceModel.createMesh({
* id: "top",
* geometryId: "box",
* position: [0, -3, 0],
* scale: [6, 0.5, 6],
* rotation: [0, 0, 0],
* color: [1.0, 0.3, 1.0]
* });
*
* performanceModel.createEntity({
* meshIds: ["top"],
* isObject: true
* });
* ````
*
* @implements {Drawable}
* @implements {Entity}
*/
class PerformanceModel extends Component {
/**
* @constructor
* @param {Component} owner Owner component. When destroyed, the owner will destroy this component as well.
* @param {*} [cfg] Configs
* @param {String} [cfg.id] Optional ID, unique among all components in the parent scene, generated automatically when omitted.
* @param {Boolean} [cfg.isModel] Specify ````true```` if this PerformanceModel represents a model, in which case the PerformanceModel will be registered by {@link PerformanceModel#id} in {@link Scene#models} and may also have a corresponding {@link MetaModel} with matching {@link MetaModel#id}, registered by that ID in {@link MetaScene#metaModels}.
* @param {Number[]} [cfg.origin=[0,0,0]] World-space double-precision 3D origin.
* @param {Number[]} [cfg.position=[0,0,0]] Local, single-precision 3D position, relative to the origin parameter.
* @param {Number[]} [cfg.scale=[1,1,1]] Local scale.
* @param {Number[]} [cfg.rotation=[0,0,0]] Local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
* @param {Number[]} [cfg.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1] Local modelling transform matrix. Overrides the position, scale and rotation parameters.
* @param {Boolean} [cfg.visible=true] Indicates if the PerformanceModel is initially visible.
* @param {Boolean} [cfg.culled=false] Indicates if the PerformanceModel is initially culled from view.
* @param {Boolean} [cfg.pickable=true] Indicates if the PerformanceModel is initially pickable.
* @param {Boolean} [cfg.clippable=true] Indicates if the PerformanceModel is initially clippable.
* @param {Boolean} [cfg.collidable=true] Indicates if the PerformanceModel is initially included in boundary calculations.
* @param {Boolean} [cfg.xrayed=false] Indicates if the PerformanceModel is initially xrayed.
* @param {Boolean} [cfg.highlighted=false] Indicates if the PerformanceModel is initially highlighted.
* @param {Boolean} [cfg.selected=false] Indicates if the PerformanceModel is initially selected.
* @param {Boolean} [cfg.edges=false] Indicates if the PerformanceModel's edges are initially emphasized.
* @param {Number[]} [cfg.colorize=[1.0,1.0,1.0]] PerformanceModel's initial RGB colorize color, multiplies by the rendered fragment colors.
* @param {Number} [cfg.opacity=1.0] PerformanceModel's initial opacity factor, multiplies by the rendered fragment alpha.
* @param {Number} [cfg.backfaces=false] When we set this ````true````, then we force rendering of backfaces for this PerformanceModel. When
* we leave this ````false````, then we allow the Viewer to decide when to render backfaces. In that case, the
* Viewer will hide backfaces on watertight meshes, show backfaces on open meshes, and always show backfaces on meshes when we slice them open with {@link SectionPlane}s.
* @param {Boolean} [cfg.saoEnabled=true] Indicates if Scalable Ambient Obscurance (SAO) will apply to this PerformanceModel. SAO is configured by the Scene's {@link SAO} component.
* @param {Boolean} [cfg.pbrEnabled=false] Indicates if physically-based rendering (PBR) will apply to the PerformanceModel. Only works when {@link Scene#pbrEnabled} is also ````true````.
* @param {Number} [cfg.edgeThreshold=10] When xraying, highlighting, selecting or edging, this is the threshold angle between normals of adjacent triangles, below which their shared wireframe edge is not drawn.
* @param {Number} [cfg.maxGeometryBatchSize=50000000] Maximum geometry batch size, as number of vertices. This is optionally supplied
* to limit the size of the batched geometry arrays that PerformanceModel internally creates for batched geometries.
* A lower value means less heap allocation/de-allocation while creating/loading batched geometries, but more draw calls and
* slower rendering speed. A high value means larger heap allocation/de-allocation while creating/loading, but less draw calls
* and faster rendering speed. It's recommended to keep this somewhere roughly between ````50000```` and ````50000000```.
*/
constructor(owner, cfg = {}) {
super(owner, cfg);
this._maxGeometryBatchSize = cfg.maxGeometryBatchSize;
this._aabb = math.collapseAABB3();
this._aabbDirty = false;
this._layerList = []; // For GL state efficiency when drawing, InstancingLayers are in first part, BatchingLayers are in second
this._nodeList = [];
this._lastOrigin = null;
this._lastDecodeMatrix = null;
this._lastNormals = null;
this._instancingLayers = {};
this._currentBatchingLayers = {};
this._scratchMemory = getScratchMemory();
this._meshes = {};
this._nodes = {};
/** @private **/
this.renderFlags = new RenderFlags();
/**
* @private
*/
this.numGeometries = 0; // Number of instance-able geometries created with createGeometry()
// These counts are used to avoid unnecessary render passes
// They are incremented or decremented exclusively by BatchingLayer and InstancingLayer
/**
* @private
*/
this.numPortions = 0;
/**
* @private
*/
this.numVisibleLayerPortions = 0;
/**
* @private
*/
this.numTransparentLayerPortions = 0;
/**
* @private
*/
this.numXRayedLayerPortions = 0;
/**
* @private
*/
this.numHighlightedLayerPortions = 0;
/**
* @private
*/
this.numSelectedLayerPortions = 0;
/**
* @private
*/
this.numEdgesLayerPortions = 0;
/**
* @private
*/
this.numPickableLayerPortions = 0;
/**
* @private
*/
this.numClippableLayerPortions = 0;
/**
* @private
*/
this.numCulledLayerPortions = 0;
/** @private */
this.numEntities = 0;
/** @private */
this._numTriangles = 0;
/** @private */
this._numLines = 0;
/** @private */
this._numPoints = 0;
this._edgeThreshold = cfg.edgeThreshold || 10;
this.visible = cfg.visible;
this.culled = cfg.culled;
this.pickable = cfg.pickable;
this.clippable = cfg.clippable;
this.collidable = cfg.collidable;
this.castsShadow = cfg.castsShadow;
this.receivesShadow = cfg.receivesShadow;
this.xrayed = cfg.xrayed;
this.highlighted = cfg.highlighted;
this.selected = cfg.selected;
this.edges = cfg.edges;
this.colorize = cfg.colorize;
this.opacity = cfg.opacity;
this.backfaces = cfg.backfaces;
// Build static matrix
this._origin = math.vec3(cfg.origin || [0, 0, 0]);
this._position = math.vec3(cfg.position || [0, 0, 0]);
this._rotation = math.vec3(cfg.rotation || [0, 0, 0]);
this._quaternion = math.vec4(cfg.quaternion || [0, 0, 0, 1]);
if (cfg.rotation) {
math.eulerToQuaternion(this._rotation, "XYZ", this._quaternion);
}
this._scale = math.vec3(cfg.scale || [1, 1, 1]);
this._worldMatrix = math.mat4();
math.composeMat4(this._position, this._quaternion, this._scale, this._worldMatrix);
this._worldNormalMatrix = math.mat4();
math.inverseMat4(this._worldMatrix, this._worldNormalMatrix);
math.transposeMat4(this._worldNormalMatrix);
if (cfg.matrix || cfg.position || cfg.rotation || cfg.scale || cfg.quaternion) {
this._viewMatrix = math.mat4();
this._viewNormalMatrix = math.mat4();
this._viewMatrixDirty = true;
this._worldMatrixNonIdentity = true;
}
this._opacity = 1.0;
this._colorize = [1, 1, 1];
this._saoEnabled = (cfg.saoEnabled !== false);
this._pbrEnabled = (!!cfg.pbrEnabled);
this._isModel = cfg.isModel;
if (this._isModel) {
this.scene._registerModel(this);
}
this._onCameraViewMatrix = this.scene.camera.on("matrix", () => {
this._viewMatrixDirty = true;
});
}
//------------------------------------------------------------------------------------------------------------------
// PerformanceModel members
//------------------------------------------------------------------------------------------------------------------
/**
* Returns true to indicate that this Component is a PerformanceModel.
* @type {Boolean}
*/
get isPerformanceModel() {
return true;
}
/**
* Returns the {@link Entity}s in this PerformanceModel.
* @returns {*|{}}
*/
get objects() {
return this._nodes;
}
/**
* Gets the 3D World-space origin for this PerformanceModel.
*
* Each geometry or mesh origin, if supplied, is relative to this origin.
*
* Default value is ````[0,0,0]````.
*
* @type {Float64Array}
* @abstract
*/
get origin() {
return this._origin;
}
/**
* Gets the PerformanceModel's local translation.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
get position() {
return this._position;
}
/**
* Gets the PerformanceModel's local rotation, as Euler angles given in degrees, for each of the X, Y and Z axis.
*
* Default value is ````[0,0,0]````.
*
* @type {Number[]}
*/
get rotation() {
return this._rotation;
}
/**
* Gets the PerformanceModels's local rotation quaternion.
*
* Default value is ````[0,0,0,1]````.
*
* @type {Number[]}
*/
get quaternion() {
return this._quaternion;
}
/**
* Gets the PerformanceModel's local scale.
*
* Default value is ````[1,1,1]````.
*
* @type {Number[]}
*/
get scale() {
return this._scale;
}
/**
* Gets the PerformanceModel's local modeling transform matrix.
*
* Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````.
*
* @type {Number[]}
*/
get matrix() {
return this._worldMatrix;
}
/**
* Gets the PerformanceModel's World matrix.
*
* @property worldMatrix
* @type {Number[]}
*/
get worldMatrix() {
return this._worldMatrix;
}
/**
* Gets the PerformanceModel's World normal matrix.
*
* @type {Number[]}
*/
get worldNormalMatrix() {
return this._worldNormalMatrix;
}
/**
* Called by private renderers in ./lib, returns the view matrix with which to
* render this PerformanceModel. The view matrix is the concatenation of the
* Camera view matrix with the Performance model's world (modeling) matrix.
*
* @private
*/
get viewMatrix() {
if (!this._viewMatrix) {
return this.scene.camera.viewMatrix;
}
if (this._viewMatrixDirty) {
math.mulMat4(this.scene.camera.viewMatrix, this._worldMatrix, this._viewMatrix);
math.inverseMat4(this._viewMatrix, this._viewNormalMatrix);
math.transposeMat4(this._viewNormalMatrix);
this._viewMatrixDirty = false;
}
return this._viewMatrix;
}
/**
* Called by private renderers in ./lib, returns the view normal matrix with which to render this PerformanceModel.
*
* @private
*/
get viewNormalMatrix() {
if (!this._viewNormalMatrix) {
return this.scene.camera.viewNormalMatrix;
}
if (this._viewMatrixDirty) {
math.mulMat4(this.scene.camera.viewMatrix, this._worldMatrix, this._viewMatrix);
math.inverseMat4(this._viewMatrix, this._viewNormalMatrix);
math.transposeMat4(this._viewNormalMatrix);
this._viewMatrixDirty = false;
}
return this._viewNormalMatrix;
}
/**
* Sets if backfaces are rendered for this PerformanceModel.
*
* Default is ````false````.
*
* @type {Boolean}
*/
get backfaces() {
return this._backfaces;
}
/**
* Sets if backfaces are rendered for this PerformanceModel.
*
* Default is ````false````.
*
* When we set this ````true````, then backfaces are always rendered for this PerformanceModel.
*
* When we set this ````false````, then we allow the Viewer to decide whether to render backfaces. In this case,
* the Viewer will:
*
* * hide backfaces on watertight meshes,
* * show backfaces on open meshes, and
* * always show backfaces on meshes when we slice them open with {@link SectionPlane}s.
*
* @type {Boolean}
*/
set backfaces(backfaces) {
backfaces = !!backfaces;
this._backfaces = backfaces;
this.glRedraw();
}
/**
* Gets the list of {@link Entity}s within this PerformanceModel.
*
* @returns {Entity[]}
*/
get entityList() {
return this._nodeList;
}
/**
* Returns true to indicate that PerformanceModel is an {@link Entity}.
* @type {Boolean}
*/
get isEntity() {
return true;
}
/**
* Returns ````true```` if this PerformanceModel represents a model.
*
* When ````true```` the PerformanceModel will be registered by {@link PerformanceModel#id} in
* {@link Scene#models} and may also have a {@link MetaObject} with matching {@link MetaObject#id}.
*
* @type {Boolean}
*/
get isModel() {
return this._isModel;
}
//------------------------------------------------------------------------------------------------------------------
// PerformanceModel members
//------------------------------------------------------------------------------------------------------------------
/**
* Returns ````false```` to indicate that PerformanceModel never represents an object.
*
* @type {Boolean}
*/
get isObject() {
return false;
}
/**
* Gets the PerformanceModel's World-space 3D axis-aligned bounding box.
*
* Represented by a six-element Float64Array containing the min/max extents of the
* axis-aligned volume, ie. ````[xmin, ymin,zmin,xmax,ymax, zmax]````.
*
* @type {Number[]}
*/
get aabb() {
if (this._aabbDirty) {
this._rebuildAABB();
}
return this._aabb;
}
/**
* The approximate number of triangle primitives in this PerformanceModel.
*
* @type {Number}
*/
get numTriangles() {
return this._numTriangles;
}
//------------------------------------------------------------------------------------------------------------------
// Entity members
//------------------------------------------------------------------------------------------------------------------
/**
* The approximate number of line primitives in this PerformanceModel.
*
* @type {Number}
*/
get numLines() {
return this._numLines;
}
/**
* The approximate number of point primitives in this PerformanceModel.
*
* @type {Number}
*/
get numPoints() {
return this._numPoints;
}
/**
* Gets if any {@link Entity}s in this PerformanceModel are visible.
*
* The PerformanceModel is only rendered when {@link PerformanceModel#visible} is ````true```` and {@link PerformanceModel#culled} is ````false````.
*
* @type {Boolean}
*/
get visible() {
return (this.numVisibleLayerPortions > 0);
}
/**
* Sets if this PerformanceModel is visible.
*
* The PerformanceModel is only rendered when {@link PerformanceModel#visible} is ````true```` and {@link PerformanceModel#culled} is ````false````.
**
* @type {Boolean}
*/
set visible(visible) {
visible = visible !== false;
this._visible = visible;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].visible = visible;
}
this.glRedraw();
}
/**
* Gets if any {@link Entity}s in this PerformanceModel are xrayed.
*
* @type {Boolean}
*/
get xrayed() {
return (this.numXRayedLayerPortions > 0);
}
/**
* Sets if all {@link Entity}s in this PerformanceModel are xrayed.
*
* @type {Boolean}
*/
set xrayed(xrayed) {
xrayed = !!xrayed;
this._xrayed = xrayed;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].xrayed = xrayed;
}
this.glRedraw();
}
/**
* Gets if any {@link Entity}s in this PerformanceModel are highlighted.
*
* @type {Boolean}
*/
get highlighted() {
return (this.numHighlightedLayerPortions > 0);
}
/**
* Sets if all {@link Entity}s in this PerformanceModel are highlighted.
*
* @type {Boolean}
*/
set highlighted(highlighted) {
highlighted = !!highlighted;
this._highlighted = highlighted;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].highlighted = highlighted;
}
this.glRedraw();
}
/**
* Gets if any {@link Entity}s in this PerformanceModel are selected.
*
* @type {Boolean}
*/
get selected() {
return (this.numSelectedLayerPortions > 0);
}
/**
* Sets if all {@link Entity}s in this PerformanceModel are selected.
*
* @type {Boolean}
*/
set selected(selected) {
selected = !!selected;
this._selected = selected;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].selected = selected;
}
this.glRedraw();
}
/**
* Gets if any {@link Entity}s in this PerformanceModel have edges emphasised.
*
* @type {Boolean}
*/
get edges() {
return (this.numEdgesLayerPortions > 0);
}
/**
* Sets if all {@link Entity}s in this PerformanceModel have edges emphasised.
*
* @type {Boolean}
*/
set edges(edges) {
edges = !!edges;
this._edges = edges;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].edges = edges;
}
this.glRedraw();
}
/**
* Gets if this PerformanceModel is culled from view.
*
* The PerformanceModel is only rendered when {@link PerformanceModel#visible} is true and {@link PerformanceModel#culled} is false.
*
* @type {Boolean}
*/
get culled() {
return this._culled;
}
/**
* Sets if this PerformanceModel is culled from view.
*
* The PerformanceModel is only rendered when {@link PerformanceModel#visible} is true and {@link PerformanceModel#culled} is false.
*
* @type {Boolean}
*/
set culled(culled) {
culled = !!culled;
this._culled = culled;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].culled = culled;
}
this.glRedraw();
}
/**
* Gets if {@link Entity}s in this PerformanceModel are clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}.
*
* @type {Boolean}
*/
get clippable() {
return this._clippable;
}
/**
* Sets if {@link Entity}s in this PerformanceModel are clippable.
*
* Clipping is done by the {@link SectionPlane}s in {@link Scene#sectionPlanes}.
*
* @type {Boolean}
*/
set clippable(clippable) {
clippable = clippable !== false;
this._clippable = clippable;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].clippable = clippable;
}
this.glRedraw();
}
/**
* Gets if this PerformanceModel is collidable.
*
* @type {Boolean}
*/
get collidable() {
return this._collidable;
}
/**
* Sets if {@link Entity}s in this PerformanceModel are collidable.
*
* @type {Boolean}
*/
set collidable(collidable) {
collidable = collidable !== false;
this._collidable = collidable;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].collidable = collidable;
}
}
/**
* Gets if this PerformanceModel is pickable.
*
* Picking is done via calls to {@link Scene#pick}.
*
* @type {Boolean}
*/
get pickable() {
return (this.numPickableLayerPortions > 0);
}
/**
* Sets if {@link Entity}s in this PerformanceModel are pickable.
*
* Picking is done via calls to {@link Scene#pick}.
*
* @type {Boolean}
*/
set pickable(pickable) {
pickable = pickable !== false;
this._pickable = pickable;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].pickable = pickable;
}
}
/**
* Gets the RGB colorize color for this PerformanceModel.
*
* Each element of the color is in range ````[0..1]````.
*
* @type {Number[]}
*/
get colorize() {
return this._colorize;
}
/**
* Sets the RGB colorize color for this PerformanceModel.
*
* Multiplies by rendered fragment colors.
*
* Each element of the color is in range ````[0..1]````.
*
* @type {Number[]}
*/
set colorize(colorize) {
this._colorize = colorize;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].colorize = colorize;
}
}
/**
* Gets this PerformanceModel's opacity factor.
*
* This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
*
* @type {Number}
*/
get opacity() {
return this._opacity;
}
/**
* Sets the opacity factor for this PerformanceModel.
*
* This is a factor in range ````[0..1]```` which multiplies by the rendered fragment alphas.
*
* @type {Number}
*/
set opacity(opacity) {
this._opacity = opacity;
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i].opacity = opacity;
}
}
/**
* Gets if this PerformanceModel casts a shadow.
*
* @type {Boolean}
*/
get castsShadow() {
return this._castsShadow;
}
/**
* Sets if this PerformanceModel casts a shadow.
*
* @type {Boolean}
*/
set castsShadow(castsShadow) {
castsShadow = (castsShadow !== false);
if (castsShadow !== this._castsShadow) {
this._castsShadow = castsShadow;
this.glRedraw();
}
}
/**
* Sets if this PerformanceModel can have shadow cast upon it.
*
* @type {Boolean}
*/
get receivesShadow() {
return this._receivesShadow;
}
/**
* Sets if this PerformanceModel can have shadow cast upon it.
*
* @type {Boolean}
*/
set receivesShadow(receivesShadow) {
receivesShadow = (receivesShadow !== false);
if (receivesShadow !== this._receivesShadow) {
this._receivesShadow = receivesShadow;
this.glRedraw();
}
}
/**
* Gets if Scalable Ambient Obscurance (SAO) will apply to this PerformanceModel.
*
* SAO is configured by the Scene's {@link SAO} component.
*
* Only works when {@link SAO#enabled} is also true.
*
* @type {Boolean}
*/
get saoEnabled() {
return this._saoEnabled;
}
/**
* Gets if physically-based rendering (PBR) is enabled for this PerformanceModel.
*
* Only works when {@link Scene#pbrEnabled} is also true.
*
* @type {Boolean}
*/
get pbrEnabled() {
return this._pbrEnabled;
}
/**
* Returns true to indicate that PerformanceModel is implements {@link Drawable}.
*
* @type {Boolean}
*/
get isDrawable() {
return true;
}
/** @private */
get isStateSortable() {
return false
}
/**
* Configures the appearance of xrayed {@link Entity}s within this PerformanceModel.
*
* This is the {@link Scene#xrayMaterial}.
*
* @type {EmphasisMaterial}
*/
get xrayMaterial() {
return this.scene.xrayMaterial;
}
/**
* Configures the appearance of highlighted {@link Entity}s within this PerformanceModel.
*
* This is the {@link Scene#highlightMaterial}.
*
* @type {EmphasisMaterial}
*/
get highlightMaterial() {
return this.scene.highlightMaterial;
}
/**
* Configures the appearance of selected {@link Entity}s within this PerformanceModel.
*
* This is the {@link Scene#selectedMaterial}.
*
* @type {EmphasisMaterial}
*/
get selectedMaterial() {
return this.scene.selectedMaterial;
}
/**
* Configures the appearance of edges of {@link Entity}s within this PerformanceModel.
*
* This is the {@link Scene#edgeMaterial}.
*
* @type {EdgeMaterial}
*/
get edgeMaterial() {
return this.scene.edgeMaterial;
}
//------------------------------------------------------------------------------------------------------------------
// Drawable members
//------------------------------------------------------------------------------------------------------------------
/**
* Called by private renderers in ./lib, returns the picking view matrix with which to
* ray-pick on this PerformanceModel.
*
* @private
*/
getPickViewMatrix(pickViewMatrix) {
if (!this._viewMatrix) {
return pickViewMatrix;
}
return this._viewMatrix;
}
/**
* Creates a reusable geometry within this PerformanceModel.
*
* We can then supply the geometry ID to {@link PerformanceModel#createMesh} when we want to create meshes that instance the geometry.
*
* If provide a ````positionsDecodeMatrix```` , then ````createGeometry()```` will assume
* that the ````positions```` and ````normals```` arrays are compressed. When compressed, ````positions```` will be
* quantized and in World-space, and ````normals```` will be oct-encoded and in World-space.
*
* Note that ````positions````, ````normals```` and ````indices```` are all required together.
*
* @param {*} cfg Geometry properties.
* @param {String|Number} cfg.id Mandatory ID for the geometry, to refer to with {@link PerformanceModel#createMesh}.
* @param {String} cfg.primitive The primitive type. Accepted values are 'points', 'lines', 'triangles', 'solid' and 'surface'.
* @param {Number[]} cfg.positions Flat array of positions.
* @param {Number[]} [cfg.normals] Flat array of normal vectors. Only used with 'triangles' primitives. When no normals are given, the geometry will be flat shaded using auto-generated face-aligned normals.
* @param {Number[]} [cfg.colors] Flat array of RGBA vertex colors as float values in range ````[0..1]````. Ignored when ````geometryId```` is given, overidden by ````color```` and ````colorsCompressed````.
* @param {Number[]} [cfg.colorsCompressed] Flat array of RGBA vertex colors as unsigned short integers in range ````[0..255]````. Ignored when ````geometryId```` is given, overrides ````colors```` and is overriden by ````color````.
* @param {Number[]} [cfg.indices] Array of indices. Not required for `points` primitives.
* @param {Number[]} [cfg.edgeIndices] Array of edge line indices. Used only for Required for 'triangles' primitives. These are automatically generated internally if not supplied, using the ````edgeThreshold```` given to the ````PerformanceModel```` constructor.
* @param {Number[]} [cfg.positionsDecodeMatrix] A 4x4 matrix for decompressing ````positions````.
* @param {Number[]} [cfg.origin] Optional geometry origin, relative to {@link PerformanceModel#origin}. When this is given, then every mesh created with {@link PerformanceModel#createMesh} that uses this geometry will
* be transformed relative to this origin.
*/
createGeometry(cfg) {
if (!instancedArraysSupported) {
this.error("WebGL instanced arrays not supported"); // TODO: Gracefully use batching?
return;
}
const geometryId = cfg.id;
if (geometryId === undefined || geometryId === null) {
this.error("Config missing: id");
return;
}
if (this._instancingLayers[geometryId]) {
this.error("Geometry already created: " + geometryId);
return;
}
let instancingLayer;
const primitive = cfg.primitive;
if (primitive === undefined || primitive === null) {
this.error("Config missing: primitive");
return;
}
const cfgOrigin = cfg.origin || cfg.rtcCenter;
const origin = (cfgOrigin) ? math.addVec3(this._origin, cfgOrigin, tempVec3a) : this._origin;
switch (primitive) {
case "triangles":
instancingLayer = new TrianglesInstancingLayer(this, utils.apply({
origin,
layerIndex: 0,
solid: true
}, cfg));
this._numTriangles += (cfg.indices ? Math.round(cfg.indices.length / 3) : 0);
break;
case "solid":
instancingLayer = new TrianglesInstancingLayer(this, utils.apply({
origin,
layerIndex: 0,
solid: true
}, cfg));
this._numTriangles += (cfg.indices ? Math.round(cfg.indices.length / 3) : 0);
break;
case "surface":
instancingLayer = new TrianglesInstancingLayer(this, utils.apply({
origin,
layerIndex: 0,
solid: false
}, cfg));
this._numTriangles += (cfg.indices ? Math.round(cfg.indices.length / 3) : 0);
break;
case "lines":
instancingLayer = new LinesInstancingLayer(this, utils.apply({
origin,
layerIndex: 0
}, cfg));
this._numLines += (cfg.indices ? Math.round(cfg.indices.length / 2) : 0);
break;
case "points":
instancingLayer = new PointsInstancingLayer(this, utils.apply({
origin,
layerIndex: 0
}, cfg));
this._numPoints += (cfg.positions ? Math.round(cfg.positions.length / 3) : 0);
break;
}
this._instancingLayers[geometryId] = instancingLayer;
this._layerList.push(instancingLayer);
this.numGeometries++;
}
/**
* Creates a mesh within this PerformanceModel.
*
* A mesh can either share geometry with other meshes, or have its own unique geometry.
*
* To share a geometry with other meshes, provide the ID of a geometry created earlier
* with {@link PerformanceModel#createGeometry}.
*
* To create unique geometry for the mesh, provide geometry data arrays.
*
* Internally, PerformanceModel will batch all unique mesh geometries into the same arrays, which improves
* rendering performance.
*
* If you accompany the arrays with a ````positionsDecodeMatrix```` , then ````createMesh()```` will assume
* that the ````positions```` and ````normals```` arrays are compressed. When compressed, ````positions```` will be
* quantized and in World-space, and ````normals```` will be oct-encoded and in World-space.
*
* If you accompany the arrays with an ````origin````, then ````createMesh()```` will assume
* that the ````positions```` are in relative-to-center (RTC) coordinates, with ````origin```` being the origin of their
* RTC coordinate system.
*
* When providing either ````positionsDecodeMatrix```` or ````origin````, ````createMesh()```` will start a new
* batch each time either of those two parameters change since the last call. Therefore, to combine arrays into the
* minimum number of batches, it's best for performance to create your shared meshes in runs that have the same value
* for ````positionsDecodeMatrix```` and ````origin````.
*
* Note that ````positions````, ````normals```` and ````indices```` are all required together.
*
* @param {object} cfg Object properties.
* @param {String} cfg.id Mandatory ID for the new mesh. Must not clash with any existing components within the {@link Scene}.
* @param {String|Number} [cfg.geometryId] ID of a geometry to instance, previously created with {@link PerformanceModel#createGeometry:method"}}createMesh(){{/crossLink}}. Overrides all other geometry parameters given to this method.
* @param {String} [cfg.primitive="triangles"] Geometry primitive type. Ignored when ````geometryId```` is given. Accepted values are 'points', 'lines' and 'triangles'.
* @param {Number[]} [cfg.positions] Flat array of vertex positions. Ignored when ````geometryId```` is given.
* @param {Number[]} [cfg.colors] Flat array of RGB vertex colors as float values in range ````[0..1]````. Ignored when ````geometryId```` is given, overriden by ````color```` and ````colorsCompressed````.
* @param {Number[]} [cfg.colorsCompressed] Flat array of RGB vertex colors as unsigned short integers in range ````[0..255]````. Ignored when ````geometryId```` is given, overrides ````colors```` and is overriden by ````color````.
* @param {Number[]} [cfg.normals] Flat array of normal vectors. Only used with 'triangles' primitives. When no normals are given, the mesh will be flat shaded using auto-generated face-aligned normals.
* @param {Number[]} [cfg.positionsDecodeMatrix] A 4x4 matrix for decompressing ````positions````.
* @param {Number[]} [cfg.origin] Optional geometry origin, relative to {@link PerformanceModel#origin}. When this is given, then ````positions```` are assumed to be relative to this.
* @param {Number[]} [cfg.indices] Array of triangle indices. Ignored when ````geometryId```` is given.
* @param {Number[]} [cfg.edgeIndices] Array of edge line indices. If ````geometryId```` is not given, edge line indices are
* automatically generated internally if not given, using the ````edgeThreshold```` given to the ````PerformanceModel````
* constructor. This parameter is ignored when ````geometryId```` is given.
* @param {Number[]} [cfg.position=[0,0,0]] Local 3D position. of the mesh
* @param {Number[]} [cfg.scale=[1,1,1]] Scale of the mesh.
* @param {Number[]} [cfg.rotation=[0,0,0]] Rotation of the mesh as Euler angles given in degrees, for each of the X, Y and Z axis.
* @param {Number[]} [cfg.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]] Mesh modelling transform matrix. Overrides the ````position````, ````scale```` and ````rotation```` parameters.
* @param {Number[]} [cfg.color=[1,1,1]] RGB color in range ````[0..1, 0..`, 0..1]````. Overrides ````colors```` and ````colorsCompressed````.
* @param {Number} [cfg.opacity=1] Opacity in range ````[0..1]````.
*/
createMesh(cfg) {
let id = cfg.id;
if (id === undefined || id === null) {
this.error("Config missing: id");
return;
}
if (this._meshes[id]) {
this.error("PerformanceModel already has a Mesh with this ID: " + id + "");
return;
}
const geometryId = cfg.geometryId;
const instancing = (geometryId !== undefined);
if (instancing) {
if (!instancedArraysSupported) {
this.error("WebGL instanced arrays not supported"); // TODO: Gracefully use batching?
return;
}
if (!this._instancingLayers[geometryId]) {
this.error("Geometry not found: " + geometryId + " - ensure that you create it first with createGeometry()");
return;
}
}
let layer;
let portionId;
const color = (cfg.color) ? new Uint8Array([Math.floor(cfg.color[0] * 255), Math.floor(cfg.color[1] * 255), Math.floor(cfg.color[2] * 255)]) : [255, 255, 255];
const opacity = (cfg.opacity !== undefined && cfg.opacity !== null) ? Math.floor(cfg.opacity * 255) : 255;
const metallic = (cfg.metallic !== undefined && cfg.metallic !== null) ? Math.floor(cfg.metallic * 255) : 0;
const roughness = (cfg.roughness !== undefined && cfg.roughness !== null) ? Math.floor(cfg.roughness * 255) : 255;
const mesh = new PerformanceMesh(this, id, color, opacity);
const pickId = mesh.pickId;
const a = pickId >> 24 & 0xFF;
const b = pickId >> 16 & 0xFF;
const g = pickId >> 8 & 0xFF;
const r = pickId & 0xFF;
const pickColor = new Uint8Array([r, g, b, a]); // Quantized pick color
const aabb = math.collapseAABB3();
if (instancing) {
let meshMatrix;
let worldMatrix = this._worldMatrixNonIdentity ? this._worldMatrix : null;
if (cfg.matrix) {
meshMatrix = cfg.matrix;
} else {
const scale = cfg.scale || defaultScale;
const position = cfg.position || defaultPosition;
const rotation = cfg.rotation || defaultRotation;
math.eulerToQuaternion(rotation, "XYZ", defaultQuaternion);
meshMatrix = math.composeMat4(position, defaultQuaternion, scale, tempMat4);
}
const instancingLayer = this._instancingLayers[geometryId];
layer = instancingLayer;
portionId = instancingLayer.createPortion({
color: color,
metallic: metallic,
roughness: roughness,
opacity: opacity,
meshMatrix: meshMatrix,
worldMatrix: worldMatrix,
aabb: aabb,
pickColor: pickColor
});
math.expandAABB3(this._aabb, aabb);
const numTriangles = Math.round(instancingLayer.numIndices / 3);
this._numTriangles += numTriangles;
mesh.numTriangles = numTriangles;
mesh.origin = instancingLayer.origin;
} else { // Batching
let primitive = cfg.primitive || "triangles";
if (primitive !== "points" && primitive !== "lines" && primitive !== "triangles" && primitive !== "solid" && primitive !== "surface") {
this.error(`Unsupported value for 'primitive': '${primitive}' - supported values are 'points', 'lines', 'triangles', 'solid' and 'surface'. Defaulting to 'triangles'.`);
primitive = "triangles";
}
let positions = cfg.positions;
if (!positions) {
this.error("Config missing: positions (no meshIds provided, so expecting geometry arrays instead)");
return null;
}
let indices = cfg.indices;
let edgeIndices = cfg.edgeIndices;
if (!cfg.indices && primitive === "triangles") {
this.error("Config missing for triangles primitive: indices (no meshIds provided, so expecting geometry arrays instead)");
return null;
}
let needNewBatchingLayers = false;
let origin = null;
if (!cfg.positionsDecodeMatrix) { // TODO: Assumes we never quantize double-precision coordinates
const rtcCenter = math.vec3();
const rtcPositions = [];
const rtcNeeded = worldToRTCPositions(positions, rtcPositions, rtcCenter);
if (rtcNeeded) {
positions = rtcPositions;
origin = math.addVec3(this._origin, rtcCenter, rtcCenter);
}
}
const cfgOrigin = cfg.origin || cfg.rtcCenter;
if (cfgOrigin) {
if (!origin) {
origin = cfgOrigin;
} else {
origin = math.addVec3(this._origin, cfgOrigin, tempVec3a);
}
} else {
origin = this._origin;
}
if (origin) {
if (!this._lastOrigin) {
needNewBatchingLayers = true;
this._lastOrigin = math.vec3(origin);
} else {
if (!math.compareVec3(this._lastOrigin, origin)) {
needNewBatchingLayers = true;
this._lastOrigin.set(origin);
}
}
}
if (cfg.positionsDecodeMatrix) {
if (!this._lastDecodeMatrix) {
needNewBatchingLayers = true;
this._lastDecodeMatrix = math.mat4(cfg.positionsDecodeMatrix);
} else {
if (!math.compareMat4(this._lastDecodeMatrix, cfg.positionsDecodeMatrix)) {
needNewBatchingLayers = true;
this._lastDecodeMatrix.set(cfg.positionsDecodeMatrix)
}
}
}
if (needNewBatchingLayers) {
for (let prim in this._currentBatchingLayers) {
if (this._currentBatchingLayers.hasOwnProperty(prim)) {
this._currentBatchingLayers[prim].finalize();
}
}
this._currentBatchingLayers = {};
}
const normalsProvided = (!!cfg.normals && cfg.normals.length > 0);
if (primitive === "triangles" || primitive === "solid" || primitive === "surface") {
if (this._lastNormals !== null && normalsProvided !== this._lastNormals) {
["triangles", "solid", "surface"].map(primitiveId => {
if (this._currentBatchingLayers[primitiveId]) {
this._currentBatchingLayers[primitiveId].finalize();
delete this._currentBatchingLayers[primitiveId];
}
});
}
this._lastNormals = normalsProvided;
}
const worldMatrix = this._worldMatrixNonIdentity ? this._worldMatrix : null;
let meshMatrix;
if (!cfg.positionsDecodeMatrix) {
if (cfg.matrix) {
meshMatrix = cfg.matrix;
} else {
const scale = cfg.scale || defaultScale;
const position = cfg.position || defaultPosition;
const rotation = cfg.rotation || defaultRotation;
math.eulerToQuaternion(rotation, "XYZ", defaultQuaternion);
meshMatrix = math.composeMat4(position, defaultQuaternion, scale, tempMat4);
}
}
layer = this._currentBatchingLayers[primitive];
switch (primitive) {
case "triangles":
case "solid":
case "surface":
if (layer) {
if (!layer.canCreatePortion(positions.length, indices.length)) {
layer.finalize();
delete this._currentBatchingLayers[primitive];
layer = null;
}
}
if (!layer) {
layer = new TrianglesBatchingLayer(this, {
layerIndex: 0, // This is set in #finalize()
scratchMemory: this._scratchMemory,
positionsDecodeMatrix: cfg.positionsDecodeMatrix, // Can be undefined
origin,
maxGeometryBatchSize: this._maxGeometryBatchSize,
solid: (primitive === "solid"),
autoNormals: (!normalsProvided)
});
this._layerList.push(layer);
this._currentBatchingLayers[primitive] = layer;
}
if (!edgeIndices) {
edgeIndices = buildEdgeIndices(positions, indices, null, this._edgeThreshold);
}
portionId = layer.createPortion({
positions: positions,
normals: cfg.normals,
indices: indices,
edgeIndices: edgeIndices,
color: color,
metallic: metallic,
roughness: roughness,
colors: cfg.colors,
colorsCompressed: cfg.colorsCompressed,
opacity: opacity,
meshMatrix: meshMatrix,
worldMatrix: worldMatrix,
worldAABB: aabb,
pickColor: pickColor
});
const numTriangles = Math.round(indices.length / 3);
this._numTriangles += numTriangles;
mesh.numTriangles = numTriangles;
break;
case "lines":
if (layer) {
if (!layer.canCreatePortion(positions.length, indices.length)) {
layer.finalize();
delete this._currentBatchingLayers[primitive];
layer = null;
}
}
if (!layer) {
layer = new LinesBatchingLayer(this, {
layerIndex: 0, // This is set in #finalize()
scratchMemory: this._scratchMemory,
positionsDecodeMatrix: cfg.positionsDecodeMatrix, // Can be undefined
origin,
maxGeometryBatchSize: this._maxGeometryBatchSize
});
this._layerList.push(layer);
this._currentBatchingLayers[primitive] = layer;
}
portionId = layer.createPortion({
positions: positions,
indices: indices,
color: color,
colors: cfg.colors,
colorsCompressed: cfg.colorsCompressed,
opacity: opacity,
meshMatrix: meshMatrix,
worldMatrix: worldMatrix,
worldAABB: aabb,
pickColor: pickColor
});
this._numLines += Math.round(indices.length / 2);
break;
case "points":
if (layer) {
if (!layer.canCreatePortion(positions.length)) {
layer.finalize();
delete this._currentBatchingLayers[primitive];
layer = null;
}
}
if (!layer) {
layer = new PointsBatchingLayer(this, {
layerIndex: 0, // This is set in #finalize()
scratchMemory: this._scratchMemory,
positionsDecodeMatrix: cfg.positionsDecodeMatrix, // Can be undefined
origin,
maxGeometryBatchSize: this._maxGeometryBatchSize
});
this._layerList.push(layer);
this._currentBatchingLayers[primitive] = layer;
}
portionId = layer.createPortion({
positions: positions,
color: color,
colors: cfg.colors,
colorsCompressed: cfg.colorsCompressed,
opacity: opacity,
meshMatrix: meshMatrix,
worldMatrix: worldMatrix,
worldAABB: aabb,
pickColor: pickColor
});
this._numPoints += Math.round(positions.length / 3);
break;
}
math.expandAABB3(this._aabb, aabb);
this.numGeometries++;
mesh.origin = origin;
}
mesh.parent = null; // Will be set within PerformanceModelNode constructor
mesh._layer = layer;
mesh._portionId = portionId;
mesh.aabb = aabb;
this._meshes[id] = mesh;
}
/**
* Creates an {@link Entity} within this PerformanceModel, giving it one or more meshes previously created with {@link PerformanceModel#createMesh}.
*
* A mesh can only belong to one {@link Entity}, so you'll get an error if you try to reuse a mesh among multiple {@link Entity}s.
*
* @param {Object} cfg Entity configuration.
* @param {String} cfg.id Optional ID for the new Entity. Must not clash with any existing components within the {@link Scene}.
* @param {String[]} cfg.meshIds IDs of one or more meshes created previously with {@link PerformanceModel@createMesh}.
* @param {Boolean} [cfg.isObject] Set ````true```` if the {@link Entity} represents an object, in which case it will be registered by {@link Entity#id} in {@link Scene#objects} and can also have a corresponding {@link MetaObject} with matching {@link MetaObject#id}, registered by that ID in {@link MetaScene#metaObjects}.
* @param {Boolean} [cfg.visible=true] Indicates if the Entity is initially visible.
* @param {Boolean} [cfg.culled=false] Indicates if the Entity is initially culled from view.
* @param {Boolean} [cfg.pickable=true] Indicates if the Entity is initially pickable.
* @param {Boolean} [cfg.clippable=true] Indicates if the Entity is initially clippable.
* @param {Boolean} [cfg.collidable=true] Indicates if the Entity is initially included in boundary calculations.
* @param {Boolean} [cfg.castsShadow=true] Indicates if the Entity initially casts shadows.
* @param {Boolean} [cfg.receivesShadow=true] Indicates if the Entity initially receives shadows.
* @param {Boolean} [cfg.xrayed=false] Indicates if the Entity is initially xrayed. XRayed appearance is configured by {@link PerformanceModel#xrayMaterial}.
* @param {Boolean} [cfg.highlighted=false] Indicates if the Entity is initially highlighted. Highlighted appearance is configured by {@link PerformanceModel#highlightMaterial}.
* @param {Boolean} [cfg.selected=false] Indicates if the Entity is initially selected. Selected appearance is configured by {@link PerformanceModel#selectedMaterial}.
* @param {Boolean} [cfg.edges=false] Indicates if the Entity's edges are initially emphasized. Edges appearance is configured by {@link PerformanceModel#edgeMaterial}.
* @returns {Entity}
*/
createEntity(cfg) {
// Validate or generate Entity ID
let id = cfg.id;
if (id === undefined) {
id = math.createUUID();
} else if (this.scene.components[id]) {
this.error("Scene already has a Component with this ID: " + id + " - will assign random ID");
id = math.createUUID();
}
// Collect PerformanceModelNode's PerformanceModelMeshes
const meshIds = cfg.meshIds;
if (meshIds === undefined) {
this.error("Config missing: meshIds");
return;
}
let meshes = [];
for (let i = 0, len = meshIds.length; i < len; i++) {
const meshId = meshIds[i];
const mesh = this._meshes[meshId];
if (!mesh) {
this.error("Mesh with this ID not found: " + meshId + " - ignoring this mesh");
continue;
}
if (mesh.parent) {
this.error("Mesh with ID " + meshId + " already belongs to object with ID " + mesh.parent.id + " - ignoring this mesh");
continue;
}
meshes.push(mesh);
}
// Create PerformanceModelNode flags
let flags = 0;
if (this._visible && cfg.visible !== false) {
flags = flags | ENTITY_FLAGS.VISIBLE;
}
if (this._pickable && cfg.pickable !== false) {
flags = flags | ENTITY_FLAGS.PICKABLE;
}
if (this._culled && cfg.culled !== false) {
flags = flags | ENTITY_FLAGS.CULLED;
}
if (this._clippable && cfg.clippable !== false) {
flags = flags | ENTITY_FLAGS.CLIPPABLE;
}
if (this._collidable && cfg.collidable !== false) {
flags = flags | ENTITY_FLAGS.COLLIDABLE;
}
if (this._edges && cfg.edges !== false) {
flags = flags | ENTITY_FLAGS.EDGES;
}
if (this._xrayed && cfg.xrayed !== false) {
flags = flags | ENTITY_FLAGS.XRAYED;
}
if (this._highlighted && cfg.highlighted !== false) {
flags = flags | ENTITY_FLAGS.HIGHLIGHTED;
}
if (this._selected && cfg.selected !== false) {
flags = flags | ENTITY_FLAGS.SELECTED;
}
// Create PerformanceModelNode AABB
let aabb;
if (meshes.length === 1) {
aabb = meshes[0].aabb;
} else {
aabb = math.collapseAABB3();
for (let i = 0, len = meshes.length; i < len; i++) {
math.expandAABB3(aabb, meshes[i].aabb);
}
}
const node = new PerformanceNode(this, cfg.isObject, id, meshes, flags, aabb); // Internally sets PerformanceModelMesh#parent to this PerformanceModelNode
this._nodeList.push(node);
this._nodes[id] = node;
this.numEntities++;
return node;
}
/**
* Finalizes this PerformanceModel.
*
* Immediately creates the PerformanceModel's {@link Entity}s within the {@link Scene}.
*
* Once finalized, you can't add anything more to this PerformanceModel.
*/
finalize() {
if (this.destroyed) {
return;
}
for (const geometryId in this._instancingLayers) {
if (this._instancingLayers.hasOwnProperty(geometryId)) {
this._instancingLayers[geometryId].finalize();
}
}
for (let primitive in this._currentBatchingLayers) {
if (this._currentBatchingLayers.hasOwnProperty(primitive)) {
this._currentBatchingLayers[primitive].finalize();
}
}
this._currentBatchingLayers = {};
for (let i = 0, len = this._nodeList.length; i < len; i++) {
const node = this._nodeList[i];
node._finalize();
}
for (let i = 0, len = this._nodeList.length; i < len; i++) {
const node = this._nodeList[i];
node._finalize2();
}
// Sort layers to reduce WebGL shader switching when rendering them
this._layerList.sort((a, b) => {
if (a.sortId < b.sortId) {
return -1;
}
if (a.sortId > b.sortId) {
return 1;
}
return 0;
});
for (let i = 0, len = this._layerList.length; i < len; i++) {
const layer = this._layerList[i];
layer.layerIndex = i;
}
this.glRedraw();
this.scene._aabbDirty = true;
}
_rebuildAABB() {
math.collapseAABB3(this._aabb);
for (let i = 0, len = this._nodeList.length; i < len; i++) {
const node = this._nodeList[i];
math.expandAABB3(this._aabb, node.aabb);
}
this._aabbDirty = false;
}
/** @private */
stateSortCompare(drawable1, drawable2) {
}
/** @private */
rebuildRenderFlags() {
this.renderFlags.reset();
this._updateRenderFlagsVisibleLayers();
if (this.renderFlags.numLayers > 0 && this.renderFlags.numVisibleLayers === 0) {
this.renderFlags.culled = true;
return;
}
this._updateRenderFlags();
}
/**
* @private
*/
_updateRenderFlagsVisibleLayers() {
const renderFlags = this.renderFlags;
renderFlags.numLayers = this._layerList.length;
renderFlags.numVisibleLayers = 0;
for (let layerIndex = 0, len = this._layerList.length; layerIndex < len; layerIndex++) {
const layer = this._layerList[layerIndex];
const layerVisible = this._getActiveSectionPlanesForLayer(layer);
if (layerVisible) {
renderFlags.visibleLayers[renderFlags.numVisibleLayers++] = layerIndex;
}
}
}
/** @private */
_getActiveSectionPlanesForLayer(layer) {
const renderFlags = this.renderFlags;
const sectionPlanes = this.scene._sectionPlanesState.sectionPlanes;
const numSectionPlanes = sectionPlanes.length;
const baseIndex = layer.layerIndex * numSectionPlanes;
if (numSectionPlanes > 0) {
for (let i = 0; i < numSectionPlanes; i++) {
const sectionPlane = sectionPlanes[i];
if (!sectionPlane.active) {
renderFlags.sectionPlanesActivePerLayer[baseIndex + i] = false;
} else {
renderFlags.sectionPlanesActivePerLayer[baseIndex + i] = true;
renderFlags.sectioned = true;
}
}
}
return true;
}
/** @private */
_updateRenderFlags() {
if (this.numVisibleLayerPortions === 0) {
return;
}
if (this.numCulledLayerPortions === this.numPortions) {
return;
}
const renderFlags = this.renderFlags;
renderFlags.colorOpaque = (this.numTransparentLayerPortions < this.numPortions);
if (this.numTransparentLayerPortions > 0) {
renderFlags.colorTransparent = true;
}
if (this.numXRayedLayerPortions > 0) {
const xrayMaterial = this.scene.xrayMaterial._state;
if (xrayMaterial.fill) {
if (xrayMaterial.fillAlpha < 1.0) {
renderFlags.xrayedSilhouetteTransparent = true;
} else {
renderFlags.xrayedSilhouetteOpaque = true;
}
}
if (xrayMaterial.edges) {
if (xrayMaterial.edgeAlpha < 1.0) {
renderFlags.xrayedEdgesTransparent = true;
} else {
renderFlags.xrayedEdgesOpaque = true;
}
}
}
if (this.numEdgesLayerPortions > 0) {
const edgeMaterial = this.scene.edgeMaterial._state;
if (edgeMaterial.edges) {
renderFlags.edgesOpaque = (this.numTransparentLayerPortions < this.numPortions);
if (this.numTransparentLayerPortions > 0) {
renderFlags.edgesTransparent = true;
}
}
}
if (this.numSelectedLayerPortions > 0) {
const selectedMaterial = this.scene.selectedMaterial._state;
if (selectedMaterial.fill) {
if (selectedMaterial.fillAlpha < 1.0) {
renderFlags.selectedSilhouetteTransparent = true;
} else {
renderFlags.selectedSilhouetteOpaque = true;
}
}
if (selectedMaterial.edges) {
if (selectedMaterial.edgeAlpha < 1.0) {
renderFlags.selectedEdgesTransparent = true;
} else {
renderFlags.selectedEdgesOpaque = true;
}
}
}
if (this.numHighlightedLayerPortions > 0) {
const highlightMaterial = this.scene.highlightMaterial._state;
if (highlightMaterial.fill) {
if (highlightMaterial.fillAlpha < 1.0) {
renderFlags.highlightedSilhouetteTransparent = true;
} else {
renderFlags.highlightedSilhouetteOpaque = true;
}
}
if (highlightMaterial.edges) {
if (highlightMaterial.edgeAlpha < 1.0) {
renderFlags.highlightedEdgesTransparent = true;
} else {
renderFlags.highlightedEdgesOpaque = true;
}
}
}
}
// -------------- RENDERING ---------------------------------------------------------------------------------------
/** @private */
drawColorOpaque(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawColorOpaque(renderFlags, frameCtx);
}
}
/** @private */
drawColorTransparent(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawColorTransparent(renderFlags, frameCtx);
}
}
/** @private */
drawDepth(frameCtx) { // Dedicated to SAO because it skips transparent objects
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawDepth(renderFlags, frameCtx);
}
}
/** @private */
drawNormals(frameCtx) { // Dedicated to SAO because it skips transparent objects
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawNormals(renderFlags, frameCtx);
}
}
/** @private */
drawSilhouetteXRayed(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawSilhouetteXRayed(renderFlags, frameCtx);
}
}
/** @private */
drawSilhouetteHighlighted(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawSilhouetteHighlighted(renderFlags, frameCtx);
}
}
/** @private */
drawSilhouetteSelected(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawSilhouetteSelected(renderFlags, frameCtx);
}
}
/** @private */
drawEdgesColorOpaque(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawEdgesColorOpaque(renderFlags, frameCtx);
}
}
/** @private */
drawEdgesColorTransparent(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawEdgesColorTransparent(renderFlags, frameCtx);
}
}
/** @private */
drawEdgesXRayed(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawEdgesXRayed(renderFlags, frameCtx);
}
}
/** @private */
drawEdgesHighlighted(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawEdgesHighlighted(renderFlags, frameCtx);
}
}
/** @private */
drawEdgesSelected(frameCtx) {
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawEdgesSelected(renderFlags, frameCtx);
}
}
/**
* @private
*/
drawOcclusion(frameCtx) {
if (this.numVisibleLayerPortions === 0) {
return;
}
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawOcclusion(renderFlags, frameCtx);
}
}
/**
* @private
*/
drawShadow(frameCtx) {
if (this.numVisibleLayerPortions === 0) {
return;
}
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawShadow(renderFlags, frameCtx);
}
}
/** @private */
drawPickMesh(frameCtx) {
if (this.numVisibleLayerPortions === 0) {
return;
}
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawPickMesh(renderFlags, frameCtx);
}
}
/**
* Called by PerformanceMesh.drawPickDepths()
* @private
*/
drawPickDepths(frameCtx) {
if (this.numVisibleLayerPortions === 0) {
return;
}
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawPickDepths(renderFlags, frameCtx);
}
}
/**
* Called by PerformanceMesh.drawPickNormals()
* @private
*/
drawPickNormals(frameCtx) {
if (this.numVisibleLayerPortions === 0) {
return;
}
const renderFlags = this.renderFlags;
for (let i = 0, len = renderFlags.visibleLayers.length; i < len; i++) {
const layerIndex = renderFlags.visibleLayers[i];
this._layerList[layerIndex].drawPickNormals(renderFlags, frameCtx);
}
}
//------------------------------------------------------------------------------------------------------------------
// Component members
//------------------------------------------------------------------------------------------------------------------
/**
* Destroys this PerformanceModel.
*/
destroy() {
for (let primitive in this._currentBatchingLayers) {
if (this._currentBatchingLayers.hasOwnProperty(primitive)) {
this._currentBatchingLayers[primitive].destroy();
}
}
this._currentBatchingLayers = {};
this.scene.camera.off(this._onCameraViewMatrix);
for (let i = 0, len = this._layerList.length; i < len; i++) {
this._layerList[i].destroy();
}
for (let i = 0, len = this._nodeList.length; i < len; i++) {
this._nodeList[i]._destroy();
}
this.scene._aabbDirty = true;
if (this._isModel) {
this.scene._deregisterModel(this);
}
putScratchMemory();
super.destroy();
}
}
export {PerformanceModel};