-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
BatchedMesh: add deleteInstance()
#29449
BatchedMesh: add deleteInstance()
#29449
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thank you! #28638 also implemented deleteInstance but I quite like the approach of reusing instance Ids which will generally be more performant than having to re-pack the matrix & color buffers when trying to shrink and remap the list of instances.
The only potential point of confusion is that a user will have "deleted" an id only for it to be re-used again, which isn't necessarily severe. It just means that users will need to be diligent about tracking their ids.
cc @Mugen87 unless you have objections I'm happy with this approach for instance deletion and is a lot less complex than the other implementation. Supporting deletion / repacking of geometry is still an open question but we can address that in the future.
src/objects/BatchedMesh.js
Outdated
@@ -144,6 +144,7 @@ class BatchedMesh extends Mesh { | |||
|
|||
// stores visible, active, and geometry id per object | |||
this._drawInfo = []; | |||
this._fragInfo = []; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
What does the name "_fragInfo" refer to? It would be better to call this something like "availableInstanceIds"
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sounds good, I like the name "availableInstanceIds". Will make that change
src/objects/BatchedMesh.js
Outdated
let drawId = null; | ||
|
||
// If at capacity, rewrite over an inactive block | ||
if ( atCapacity ) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think we should check if there are any available deleted Ids and reuse those ids first rather than waiting until the full capacity has been used.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I like this idea. It would be best to keep both the drawInfo and the available deleted ids as small as possible. I will make that change
Sounds good! |
3f5f814
to
114489b
Compare
@gkjohnson Updated the PR with your suggestions
|
BatchedMesh: add `deleteInstance()` (mrdoob#29449) * BatchedMesh: add `deleteInstance()` * BatchedMesh: prioritize reusing freed instance ids when adding instance Update Three.js r169 Lensflare: Add WebGPU version. (mrdoob#29451) * lensflare example * fix depth * remove forceWebGL * rename * fix typo * follow original code * Update LensflareMesh.js --------- Co-authored-by: aardgoose <[email protected]> Co-authored-by: Michael Herzog <[email protected]> Examples: Update lensflare colors. (mrdoob#29458) WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445) * WebGLRenderer: add reverse-z via EXT_clip_control * WebGLRenderer: move conversion methods to utils Updated builds. Docs: Improve `WebGLRenderer` page. (mrdoob#29459) WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461) CylinderGeometry: Don't add degenerate triangles (mrdoob#29460) * CylinderGeometry: Don't add degenerate triangles * Change comparison RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465) * RenderObject: Added `getGeometryCacheKey()` * NodeMaterialObserver: Improve skinnedmesh and morph supports * cleanup Update actions/setup-node digest to 0a44ba7 (mrdoob#29466) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update github/codeql-action digest to 294a9d9 (mrdoob#29467) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update devDependencies (non-major) (mrdoob#29468) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Updated builds. CurveModifierGPU: WebGPURenderer port. (mrdoob#29453) * curve mod * lint * update screenshot * use correct constant * use filtered texture --------- Co-authored-by: aardgoose <[email protected]> Examples: Clean up. (mrdoob#29473) * Examples: Clean up. * E2E: Update screenshot. SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394) * SpriteNodeMaterial: Add sizeAttenuation * Regenerate screenshot * revert mat4 mul with vec4(,1)? * revert * using let and toVar fixes the issue? * merge upstream/dev * revert screenshot * does reverting SpriteNode even fix? * revert fix * revert everything fix tsl galaxy? * checkout dev SpriteNodeMaterial.js... * smaller change test * convert scale to var * convert scale to var * simply adding toVar breaks tsl_galaxy? * fix multiple spritematerial with different center position * feedbacks * cleanup * feedbacks * cleanup * cleanup --------- Co-authored-by: sunag <[email protected]> WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470) Co-authored-by: aardgoose <[email protected]> SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477) WebGPURenderer: Reuse LightNode when available (mrdoob#29480) * WebGPURenderer: Reuse LightNode when available * cleanup DecalGeometry: Transform normal with normal matrix (mrdoob#29476) * Transform normal with normal matrix * Transform normal with normal matrix Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485) BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409) * BatchedMesh: Add getGeometryRangeAt Co-authored-by: Luigi Denora <[email protected]> * Fix eslint error Co-authored-by: Luigi Denora <[email protected]> * Doc changed * Add optional target --------- Co-authored-by: Luigi Denora <[email protected]> WebGPURenderer: Introduce hash-based cache key (mrdoob#29479) * introduce numeric cache key * cleanup * cleanup * simplification * revision * rev * rev * cleanup Nodes: Access Remaining Compute Builtins (mrdoob#29469) * init * remove duplicated function Add decal as child of mesh (mrdoob#29486) Update webgl_postprocessing_ssaa.html Update webgpu_postprocessing_ssaa.html ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483) * ToonOutlineNode: Add FX pass for toon outlines. * ToonOutlinePassNode: Refactor code. * E2E: Update screenshot. * ToonOutlinePassNode: Clean up. * ToonOutlinePassNode: More clean up. * ToonOutlinePassNode: More clean up. Update Addons.js (mrdoob#29493) leftovers after removing `PackedPhongMaterial ` mrdoob#29382 ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498) * fix null reference using `getNodeType()` * add `sprite.center` check NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495) * VolumeNodeMaterial: simplify a little * cleanup * NodeBuilder: Introduce `addFlowCodeHierarchy()` Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499) WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492) * enable/disable shadow * enable shadowmaps * enable more examples * and another one * Update Nodes.js --------- Co-authored-by: aardgoose <[email protected]> Updated builds. GLTFLoader: Remove deprecated code. (mrdoob#29502) TiltLoader: Remove loader. (mrdoob#29471) Update Chinese translation of InstancedMesh. (mrdoob#29506) r169
Description
The
BatchedMesh
currently has no way to remove an instance.Solution
Adding the
deleteInstance()
method to theBatchedMesh
class will allow users to remove instances easily from theBatchedMesh
.The previous commented out code stated that we would need to implement an
optimize
function to be able to repack the data. Instead, I added a_fragInfo
array to keep track of 'fragmented' or open blocks. The BatchedMesh will still fill the DataTexture the same way it did before, but once it is at capacity, then it will begin adding instances to open spots in the Texture.Additional context
The BatchedMesh has been a pleasure to work with, I just need the ability to remove existing instances. This is my first time opening a PR to three.js, so please let me know if I am missing anything. I am open to any additional changes or suggestions!