use re_chunk_store::RowId;
use re_log_types::{hash::Hash64, Instance, TimeInt};
use re_renderer::{renderer::GpuMeshInstance, RenderContext};
use re_types::{
archetypes::Mesh3D,
components::{
AlbedoFactor, Color, ImageBuffer, ImageFormat, Position3D, Texcoord2D, TriangleIndices,
Vector3D,
},
Component as _,
};
use re_viewer_context::{
IdentifiedViewSystem, MaybeVisualizableEntities, QueryContext, ViewContext,
ViewContextCollection, ViewQuery, ViewSystemExecutionError, VisualizableEntities,
VisualizableFilterContext, VisualizerQueryInfo, VisualizerSystem,
};
use super::{filter_visualizable_3d_entities, SpatialViewVisualizerData};
use crate::{
contexts::SpatialSceneEntityContext,
mesh_cache::{AnyMesh, MeshCache, MeshCacheKey},
mesh_loader::NativeMesh3D,
view_kind::SpatialViewKind,
};
pub struct Mesh3DVisualizer(SpatialViewVisualizerData);
impl Default for Mesh3DVisualizer {
fn default() -> Self {
Self(SpatialViewVisualizerData::new(Some(
SpatialViewKind::ThreeD,
)))
}
}
struct Mesh3DComponentData<'a> {
index: (TimeInt, RowId),
query_result_hash: Hash64,
native_mesh: NativeMesh3D<'a>,
}
impl Mesh3DVisualizer {
fn process_data<'a>(
&mut self,
ctx: &QueryContext<'_>,
render_ctx: &RenderContext,
instances: &mut Vec<GpuMeshInstance>,
ent_context: &SpatialSceneEntityContext<'_>,
data: impl Iterator<Item = Mesh3DComponentData<'a>>,
) {
let entity_path = ctx.target_entity_path;
for data in data {
let primary_row_id = data.index.1;
let picking_instance_hash = re_entity_db::InstancePathHash::entity_all(entity_path);
let outline_mask_ids = ent_context.highlight.index_outline_mask(Instance::ALL);
if data.native_mesh.vertex_positions.is_empty() {
continue;
}
let mesh = ctx.viewer_ctx.cache.entry(|c: &mut MeshCache| {
let key = MeshCacheKey {
versioned_instance_path_hash: picking_instance_hash.versioned(primary_row_id),
query_result_hash: data.query_result_hash,
media_type: None,
};
c.entry(
&entity_path.to_string(),
key.clone(),
AnyMesh::Mesh {
mesh: data.native_mesh,
texture_key: re_log_types::hash::Hash64::hash(&key).hash64(),
},
render_ctx,
)
});
if let Some(mesh) = mesh {
for &world_from_instance in &ent_context.transform_info.reference_from_instances {
instances.extend(mesh.mesh_instances.iter().map(move |mesh_instance| {
let entity_from_mesh = mesh_instance.world_from_mesh;
let world_from_mesh = world_from_instance * entity_from_mesh;
GpuMeshInstance {
gpu_mesh: mesh_instance.gpu_mesh.clone(),
world_from_mesh,
outline_mask_ids,
picking_layer_id: re_view::picking_layer_id_from_instance_path_hash(
picking_instance_hash,
),
additive_tint: re_renderer::Color32::TRANSPARENT,
}
}));
self.0
.add_bounding_box(entity_path.hash(), mesh.bbox(), world_from_instance);
}
};
}
}
}
impl IdentifiedViewSystem for Mesh3DVisualizer {
fn identifier() -> re_viewer_context::ViewSystemIdentifier {
"Mesh3D".into()
}
}
impl VisualizerSystem for Mesh3DVisualizer {
fn visualizer_query_info(&self) -> VisualizerQueryInfo {
VisualizerQueryInfo::from_archetype::<Mesh3D>()
}
fn filter_visualizable_entities(
&self,
entities: MaybeVisualizableEntities,
context: &dyn VisualizableFilterContext,
) -> VisualizableEntities {
re_tracing::profile_function!();
filter_visualizable_3d_entities(entities, context)
}
fn execute(
&mut self,
ctx: &ViewContext<'_>,
view_query: &ViewQuery<'_>,
context_systems: &ViewContextCollection,
) -> Result<Vec<re_renderer::QueueableDrawData>, ViewSystemExecutionError> {
let mut instances = Vec::new();
use super::entity_iterator::{iter_slices, process_archetype};
process_archetype::<Self, Mesh3D, _>(
ctx,
view_query,
context_systems,
|ctx, spatial_ctx, results| {
use re_view::RangeResultsExt as _;
let Some(all_vertex_position_chunks) =
results.get_required_chunks(&Position3D::name())
else {
return Ok(());
};
let timeline = ctx.query.timeline();
let all_vertex_positions_indexed = iter_slices::<[f32; 3]>(
&all_vertex_position_chunks,
timeline,
Position3D::name(),
);
let all_vertex_normals = results.iter_as(timeline, Vector3D::name());
let all_vertex_colors = results.iter_as(timeline, Color::name());
let all_vertex_texcoords = results.iter_as(timeline, Texcoord2D::name());
let all_triangle_indices = results.iter_as(timeline, TriangleIndices::name());
let all_albedo_factors = results.iter_as(timeline, AlbedoFactor::name());
let all_albedo_buffers = results.iter_as(timeline, ImageBuffer::name());
let all_albedo_formats = results.iter_as(timeline, ImageFormat::name());
let query_result_hash = results.query_result_hash();
let data = re_query::range_zip_1x7(
all_vertex_positions_indexed,
all_vertex_normals.slice::<[f32; 3]>(),
all_vertex_colors.slice::<u32>(),
all_vertex_texcoords.slice::<[f32; 2]>(),
all_triangle_indices.slice::<[u32; 3]>(),
all_albedo_factors.slice::<u32>(),
all_albedo_buffers.slice::<&[u8]>(),
all_albedo_formats.component_slow::<ImageFormat>(),
)
.map(
|(
index,
vertex_positions,
vertex_normals,
vertex_colors,
vertex_texcoords,
triangle_indices,
albedo_factors,
albedo_buffers,
albedo_formats,
)| {
Mesh3DComponentData {
index,
query_result_hash,
native_mesh: NativeMesh3D {
vertex_positions: bytemuck::cast_slice(vertex_positions),
vertex_normals: vertex_normals.map(bytemuck::cast_slice),
vertex_colors: vertex_colors.map(bytemuck::cast_slice),
vertex_texcoords: vertex_texcoords.map(bytemuck::cast_slice),
triangle_indices: triangle_indices.map(bytemuck::cast_slice),
albedo_factor: albedo_factors
.map(bytemuck::cast_slice)
.and_then(|albedo_factors| albedo_factors.first().copied()),
albedo_texture_buffer: albedo_buffers
.unwrap_or_default()
.first()
.cloned()
.map(Into::into), albedo_texture_format: albedo_formats
.unwrap_or_default()
.first()
.map(|format| format.0),
},
}
},
);
self.process_data(
ctx,
ctx.viewer_ctx.render_ctx,
&mut instances,
spatial_ctx,
data,
);
Ok(())
},
)?;
match re_renderer::renderer::MeshDrawData::new(ctx.viewer_ctx.render_ctx, &instances) {
Ok(draw_data) => Ok(vec![draw_data.into()]),
Err(err) => {
re_log::error_once!("Failed to create mesh draw data from mesh instances: {err}");
Ok(Vec::new()) }
}
}
fn data(&self) -> Option<&dyn std::any::Any> {
Some(self.0.as_any())
}
fn as_any(&self) -> &dyn std::any::Any {
self
}
fn fallback_provider(&self) -> &dyn re_viewer_context::ComponentFallbackProvider {
self
}
}
re_viewer_context::impl_component_fallback_provider!(Mesh3DVisualizer => []);