mirror of
https://github.com/cocos/cocos-engine.git
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125 lines
5.1 KiB
TypeScript
125 lines
5.1 KiB
TypeScript
/*
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Copyright (c) 2020 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { MeshRenderer } from '../framework/mesh-renderer';
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import { Mesh } from '../assets/mesh';
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import { Mat4 } from '../../core/math/mat4';
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import { Node } from '../../core/scene-graph/node';
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function checkMaterialisSame (comp1: MeshRenderer, comp2: MeshRenderer): boolean {
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const matNum = comp1.sharedMaterials.length;
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if (matNum !== comp2.sharedMaterials.length) {
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return false;
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}
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for (let i = 0; i < matNum; i++) {
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if (comp1.getRenderMaterial(i) !== comp2.getRenderMaterial(i)) {
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return false;
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}
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}
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return true;
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}
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/**
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* @en Utility for 3d model static batching
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* @zh 服务于 3D 模型静态合批的工具类
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*/
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export class BatchingUtility {
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/**
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* @en
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* Collect the Models under `staticModelRoot`,
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* merge all the meshes statically into one (while disabling each component),
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* and attach it to a new Model on `batchedRoot`.
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* The world transform of each model is guaranteed to be preserved.
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*
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* For a more fine-grained control over the process, use `Mesh.merge` directly.
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* @zh
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* 在`staticModelRoot`下收集模型。
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* 将所有的网格静态地合并成一个(同时禁用每个组件)。
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* 并将其附加到 `batchedRoot` 上的一个新模型。
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* 每个模型的世界变换都被保证保留下来。
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* 如果要对这个过程进行更精细的控制,可以直接使用 `Mesh.merge`。
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* @param staticModelRoot root of all the static models to be batched
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* @param batchedRoot the target output node
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*/
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public static batchStaticModel (staticModelRoot: Node, batchedRoot: Node) {
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const models = staticModelRoot.getComponentsInChildren(MeshRenderer);
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if (models.length < 2) {
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console.error('the number of static models to batch is less than 2,it needn\'t batch.');
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return false;
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}
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for (let i = 1; i < models.length; i++) {
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if (!models[0].mesh!.validateMergingMesh(models[i].mesh!)) {
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console.error(`the meshes of ${models[0].node.name} and ${models[i].node.name} can't be merged`);
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return false;
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}
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if (!checkMaterialisSame(models[0], models[i])) {
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console.error(`the materials of ${models[0].node.name} and ${models[i].node.name} can't be merged`);
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return false;
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}
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}
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const batchedMesh = new Mesh();
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const worldMat = new Mat4();
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const rootWorldMatInv = new Mat4();
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staticModelRoot.getWorldMatrix(rootWorldMatInv);
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Mat4.invert(rootWorldMatInv, rootWorldMatInv);
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for (let i = 0; i < models.length; i++) {
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const comp = models[i];
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comp.node.getWorldMatrix(worldMat);
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Mat4.multiply(worldMat, rootWorldMatInv, worldMat);
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batchedMesh.merge(models[i].mesh!, worldMat);
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comp.enabled = false;
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}
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const batchedModel = batchedRoot.addComponent(MeshRenderer);
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batchedModel.mesh = batchedMesh;
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batchedModel.sharedMaterials = models[0].sharedMaterials;
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return true;
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}
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/**
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* @en
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* Undoes everything `batchStaticModel` did.
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* @zh
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* 回退 `batchStaticModel` 做的工作
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*
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* @param staticModelRoot root of all the static models to be batched
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* @param batchedRoot the target output node
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*/
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public static unbatchStaticModel (staticModelRoot: Node, batchedRoot: Node) {
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const models = staticModelRoot.getComponentsInChildren(MeshRenderer);
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for (let i = 0; i < models.length; i++) {
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const comp = models[i];
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comp.enabled = true;
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}
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const batchedModel = batchedRoot.getComponent(MeshRenderer);
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if (batchedModel) {
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if (batchedModel.mesh) {
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batchedModel.mesh.destroyRenderingMesh();
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}
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batchedModel.destroy();
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}
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return true;
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}
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}
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