Created
April 30, 2020 10:56
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instancer batcher
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import { | |
InstancedBufferGeometry, | |
InstancedBufferAttribute, | |
BufferAttribute, | |
Vector3, | |
Object3D, | |
Sphere, | |
DynamicDrawUsage | |
} from 'three' | |
import { | |
MAX_INSTANCE, | |
BLOCK_SCALE | |
} from 'constants' | |
import Scene from 'scene' | |
import Camera from 'camera' | |
let temp1 = new Vector3() | |
import Shared from 'shared' | |
const AWAY = 1000000 | |
export default class GeometryInstancer extends InstancedBufferGeometry { | |
constructor( geometry ) { | |
super() | |
geometry.computeBoundingSphere() | |
this.sphere = geometry.boundingSphere | |
this.sphere.center.x *= BLOCK_SCALE | |
this.sphere.center.y *= BLOCK_SCALE | |
this.sphere.center.z *= BLOCK_SCALE | |
this.sphere.radius *= BLOCK_SCALE | |
this.tempSphere = new Sphere() | |
this.INSTANCED = true | |
if ( geometry.index ){ | |
this.setIndex( new BufferAttribute( geometry.index.array, 1 ) ) | |
} | |
if( geometry.attributes.position ){ | |
this.addAttribute( 'position', new BufferAttribute( geometry.attributes.position.array, 3)) | |
} | |
if( geometry.attributes.uv ){ | |
this.addAttribute( 'uv', new BufferAttribute( geometry.attributes.uv.array, 2)) | |
} | |
let i = 0 | |
let offsets = [] | |
this.fixedOffset = [] | |
while(i < MAX_INSTANCE) { | |
offsets.push(AWAY, AWAY, AWAY, AWAY ) | |
this.fixedOffset.push([AWAY, AWAY, AWAY, 0]) | |
i++ | |
} | |
this.addAttribute( 'offset', new InstancedBufferAttribute( new Float32Array( offsets ), 4, false, 1 ) ) | |
this.attributes.offset.setUsage(DynamicDrawUsage) | |
this.maxInstancedCount = 0 | |
this._currentInstanceCount = -1 | |
this._closestDistance = AWAY | |
geometry.dispose() | |
geometry = null | |
} | |
update(){ | |
this.sort() | |
} | |
sort(){ | |
// store | |
if ( this.offsetSorted == null ){ | |
this.offsetSorted = [] | |
let c = 0 | |
while( c < MAX_INSTANCE ) { | |
this.offsetSorted[c] = {_distance : AWAY, _index: c, ACTIVE : false } | |
c++ | |
} | |
} | |
let gg = 0 | |
while( gg < this.offsetSorted.length ){ | |
this.offsetSorted[gg] = {_distance : AWAY, _index: gg, ACTIVE : false } | |
gg++ | |
} | |
// 1 object no need | |
let g = 0 | |
let instanceCount = 0 | |
while( g < this.offsetSorted.length ){ | |
if(this.fixedOffset[g][0] != AWAY){ | |
temp1.set( | |
this.fixedOffset[g][0], | |
this.fixedOffset[g][1], | |
this.fixedOffset[g][2] | |
) | |
this.offsetSorted[g]._index = g | |
this.offsetSorted[g]._distance = temp1.distanceTo(Camera.current.position) | |
this.tempSphere.copy(this.sphere) | |
this.tempSphere.center.add(temp1) | |
let contains = Camera.frustum.intersectsSphere(this.tempSphere) | |
if(contains == false){ | |
this.offsetSorted[g]._distance = AWAY * 10 | |
} | |
else{ | |
this.offsetSorted[g].ACTIVE = true | |
instanceCount++ | |
} | |
} | |
g++ | |
} | |
this._closestDistance = AWAY | |
this.offsetSorted.sort((a, b) => { | |
if( a.ACTIVE && a._distance < this._closestDistance){ | |
this._closestDistance = a._distance | |
} | |
if( b.ACTIVE && b._distance < this._closestDistance){ | |
this._closestDistance = b._distance | |
} | |
if(b.ACTIVE == false){ | |
return -1 | |
} | |
if(a.ACTIVE == false){ | |
return 1 | |
} | |
if (a._distance > b._distance) { | |
return -1 | |
} | |
if (a._distance < b._distance) { | |
return 1 | |
} | |
return 0 | |
}) | |
let m = 0 | |
let currentIndex = null | |
while( m < this.offsetSorted.length ){ | |
currentIndex = this.offsetSorted[m]._index | |
this.attributes.offset.array[m * 4] = this.fixedOffset[currentIndex][0] | |
this.attributes.offset.array[m * 4 + 1] = this.fixedOffset[currentIndex][1] | |
this.attributes.offset.array[m * 4 + 2] = this.fixedOffset[currentIndex][2] | |
this.attributes.offset.array[m * 4 + 3] = this.fixedOffset[currentIndex][3] | |
m++ | |
} | |
this.attributes.offset.needsUpdate = true | |
this.maxInstancedCount = instanceCount | |
} | |
addInstance(){ | |
if(this.maxInstancedCount + 1 <= MAX_INSTANCE ){ | |
this.maxInstancedCount += 1 | |
this._currentInstanceCount += 1 | |
} | |
else { | |
console.log('over max instance') | |
} | |
} | |
setRotation( index, rotation ){ | |
if(this.INSTANCED){ | |
this.fixedOffset[ index ][3] = rotation | |
this.sort() | |
} | |
else { | |
this.attributes.offset.array[index * 4 + 3 ] = rotation | |
this.attributes.offset.needsUpdate = true | |
} | |
} | |
setPosition( index , val ){ | |
if(this.INSTANCED){ | |
this.fixedOffset[ index ][0] = val[0] | |
this.fixedOffset[ index ][1] = val[1] | |
this.fixedOffset[ index ][2] = val[2] | |
this.sort() | |
} | |
else{ | |
this.attributes.offset.array[index * 4 ] = val[0] | |
this.attributes.offset.array[index * 4 + 1 ] = val[1] | |
this.attributes.offset.array[index * 4 + 2 ] = val[2] | |
this.attributes.offset.needsUpdate = true | |
} | |
} | |
remove( index ){ | |
this.fixedOffset[ index ][0] = AWAY | |
this.fixedOffset[ index ][1] = AWAY | |
this.fixedOffset[ index ][2] = AWAY | |
} | |
} |
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