Instead of adding each individual object as an Object3D derived entity to the three.js scene,
we split and organize them into batches, which are then added to the three.js scene.
The Batch is defined as an interface, and is implemented by several batch types based on the geometry type.
Properties
batchMaterial
The batch’s default material. Batch objects have been grouped by this material.
Returns: Material
geometryType
geometryType: GeometryType;
The batch’s GeometryType.
Returns: GeometryType
The UUID of the batch. Follows three.js uuid format.
Returns: string
renderObject
The batch’s renderable object. Depending on the batch type, this can be either
a Mesh,
LineSegment2,
Points,
Text.
Returns: Object3D
renderViews
renderViews: NodeRenderView[]
The collection of render views that make up the batch.
Returns: NodeRenderView[]
subtreeId
The id of the subtree the batch is part of.
Returns: number
Accessors
bounds
Gets the bounds of the batch.
Returns: Box3
drawCalls
Gets the current of draw calls for the batch.
Returns: number
groups
get groups(): DrawGroup[]
Gets the current list of draw groups. A draw group is equivalent to a draw call.
Returns: DrawGroup[]
materials
get materials(): Material[]
Gets the current list of materials used for rendering the batch.
Returns: Material[]
minDrawCalls
get minDrawCalls(): number
Gets the implementation’s desired minimum draw calls. Ideally 1, but implementation dependant.
Returns: number
triCount
Gets the batch’s triangle count.
Returns: number
vertCount
Gets the batch’s vertex count.
Returns: number
Methods
buildBatch
Build this batch. The implementation needs to make the batch renderable by:
- Building the geometry
- Creating appropriate [BatchObjects](if any) and their acceleration structures(if any)
- Setting appropriate batch data to the render views
- Initialising the batch’s renderObject
Returns: void
getCount
Gets the batch’s primitive count
Returns: void
getDepth
getDepth(): BatchUpdateRange
Gets the batch’s BatchUpdateRange required for the depth pass.
Returns: BatchUpdateRange
getMaterial
getMaterial(renderView: NodeRenderView): Material
Gets the current material of the provided render view.
Parameters
Returns: Material
getMaterialAtIndex
getMaterialAtIndex(index: number): Material
Gets the current material of the provided primitive index. Batches that build acceleration structures do not need to implement this.
Parameters
- index: The primitive index to lookup
Returns: Material
getOpaque
getOpaque(): BatchUpdateRange
Gets the batch’s opaque BatchUpdateRange.
Returns: BatchUpdateRange
getRenderView
getRenderView(index: number): NodeRenderView
Gets the render view at the specified index. Batches that build acceleration structures do not need to implement this.
Parameters
- index: The primitive index to lookup
Returns: NodeRenderView
getStencil
getStencil(): BatchUpdateRange
Gets the batch’s stencil BatchUpdateRange.
Returns: BatchUpdateRange
getTransparent
getTransparent(): BatchUpdateRange
Gets the batch’s transparent BatchUpdateRange.
Returns: BatchUpdateRange
getVisibleRange
getVisibleRange(): BatchUpdateRange
Gets the batch’s visible BatchUpdateRange.
Returns: [BatchUpdateRange](/developers/viewer/batch-api#batchupd
onRender
onRender(renderer: WebGLRenderer): void
Callback for the viewer’s render loop.
Parameters
Returns: void
onUpdate
onUpdate(deltaTime: number): void
Callback for the viewer’s update loop.
Parameters
Returns: void
purge
Purges the batch by disposing of the associated geometry data and materials.
Returns: void
resetDrawRanges
Resets the batch to its default state where there is a single draw group rendered with the batchMaterial.
Returns: void
setBatchBuffers
setBatchBuffers(range: BatchUpdateRange[]): void
Updates relevant batch buffers based on the MaterialOptions from the provided BatchUpdateRange. Implementation specific.
Parameters
Returns: void
setBatchMaterial
setBatchMaterial(material: Material): void
Sets the default batch material.
Parameters
Returns: void
setDrawRanges
setDrawRanges(ranges: BatchUpdateRange[]): void
Sets materials to specific objects inside the batch by specifying their draw ranges.
Materials are assigned to objects inside batches by using this method.
Normally, the viewer offers a higher level of assigning materials through
SpeckleRenderer’s
setMaterial which calls this
method internally.
Parameters
Returns: void
setVisibleRange
setVisibleRange(range: BatchUpdateRange[]): void
Sets visibility of objects inside the batch. Implementation specific.
Mesh batches currently only allow for contiguous visibility between draw ranges. i.e no different visibility gaps. Line batches however are not restricted by this.
Parameters
Returns: void
Typedefs
BatchUpdateRange
interface BatchUpdateRange {
offset: number;
count: number;
material?: Material;
materialOptions?: FilterMaterialOptions;
}
Represents a region of the batch. Multi purpose. It can represent either a specific object from the batch, or a specific index range in the batch spanning across multiple objects.
DrawGroup
interface DrawGroup {
start: number;
count: number;
materialIndex?: number;
}
Formalisation of three.js’s notion of draw group.
The viewer’s MeshBatch implementation of
Batch uses three.js’s geometry groups as a means to render parts of the batch
with different materials.
LineBatch
class LineBatch implements Batch {}
Batch implementation for lines.
MeshBatch
class MeshBatch implements Batch {}
Batch implementation for triangle meshes.
InstancedMeshBatch
class InstancedMeshBatch implements Batch {}
Batch implementation for instances of triangle meshes with hardware instancing support.
PointBatch
class PointBatch implements Batch {}
Batch implementation for points and point clouds.
TextBatch
class TextBatch implements Batch {}
Batch implementation for text. Using troika-three-text internally.