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BatchedMesh: add deleteInstance() #29449

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merged 2 commits into from
Sep 21, 2024

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JordanLane-Veerum
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Description

The BatchedMesh currently has no way to remove an instance.

Solution

Adding the deleteInstance() method to the BatchedMesh class will allow users to remove instances easily from the BatchedMesh.

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!

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github-actions bot commented Sep 19, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 686.03
169.81
686.37
169.89
+345 B
+78 B
WebGPU 835
223.93
835.34
224.02
+345 B
+82 B
WebGPU Nodes 834.5
223.81
834.85
223.89
+345 B
+82 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 462.34
111.55
462.34
111.55
+0 B
+0 B
WebGPU 531.77
143.36
531.77
143.36
+0 B
+0 B
WebGPU Nodes 488.43
133.22
488.43
133.22
+0 B
+0 B

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@gkjohnson gkjohnson left a comment

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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.

@@ -144,6 +144,7 @@ class BatchedMesh extends Mesh {

// stores visible, active, and geometry id per object
this._drawInfo = [];
this._fragInfo = [];
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What does the name "_fragInfo" refer to? It would be better to call this something like "availableInstanceIds"

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Sounds good, I like the name "availableInstanceIds". Will make that change

let drawId = null;

// If at capacity, rewrite over an inactive block
if ( atCapacity ) {
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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.

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@JordanLane-Veerum JordanLane-Veerum Sep 20, 2024

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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

@gkjohnson gkjohnson added this to the r169 milestone Sep 20, 2024
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Mugen87 commented Sep 20, 2024

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.

Sounds good!

@JordanLane-Veerum
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@gkjohnson Updated the PR with your suggestions

  1. _fragInfo has now been renamed to _ availableInstanceIds
  2. When adding a new instance we prioritize using any available Ids before expanding the drawInfo

@gkjohnson gkjohnson merged commit 44cb404 into mrdoob:dev Sep 21, 2024
12 checks passed
LD2Studio pushed a commit to LD2Studio/LD2Studio-Editor that referenced this pull request Sep 27, 2024
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 <angus.sawyer@email.com>
Co-authored-by: Michael Herzog <michael.herzog@human-interactive.org>

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 <angus.sawyer@email.com>

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 <sunagbrasil@gmail.com>

WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470)

Co-authored-by: aardgoose <angus.sawyer@email.com>

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 <luigidenora@users.noreply.github.com>

* Fix eslint error

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

* Doc changed

* Add optional target

---------

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

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 <angus.sawyer@email.com>

Updated builds.

GLTFLoader: Remove deprecated code. (mrdoob#29502)

TiltLoader: Remove loader. (mrdoob#29471)

Update Chinese translation of InstancedMesh. (mrdoob#29506)

r169
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3 participants