Add existing to tracked
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import addAllToArray from "../Core/addAllToArray.js";
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import defined from "../Core/defined.js";
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import Frozen from "../Core/Frozen.js";
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import WebGLConstants from "../Core/WebGLConstants.js";
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/**
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* Get an array of primitives for a given mesh. If the EXT_mesh_primitive_restart extension is present, use it to combine groups of primitives.
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* If the extension is not present or its spec is violated, return the original mesh.primitives.
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* @param {object} mesh A mesh from the glTF meshes array
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* @returns {object[]} An array of mesh primitives
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* @private
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*/
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function getMeshPrimitives(mesh) {
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const meshExtensions = mesh.extensions ?? Frozen.EMPTY_OBJECT;
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const primitiveRestartExtension = meshExtensions.EXT_mesh_primitive_restart;
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const meshPrimitives = mesh.primitives;
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if (!defined(primitiveRestartExtension)) {
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return meshPrimitives;
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}
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// Note: per the spec, any violation of the extension's specification should cause us to fall back to mesh.primitives, if detecting the violation is feasible.
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// Start with a copy of mesh.primitives. For each group, replace the first primitive in the group with a primitive representing the entire group,
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// and set the rest of the primitives in the group to `undefined`.
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// This allows us to identify which remaining primitives do not use primitive restart, and any errors involving a primitive appearing in more than one group.
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const primitives = [];
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addAllToArray(primitives, meshPrimitives);
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for (const group of primitiveRestartExtension.primitiveGroups) {
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// Spec: the group must not be empty and all indices must be valid array indices into mesh.primitives.
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const firstPrimitiveIndex = group.primitives[0];
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if (!defined(firstPrimitiveIndex) || !meshPrimitives[firstPrimitiveIndex]) {
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return meshPrimitives;
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}
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const primitive = {
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...meshPrimitives[firstPrimitiveIndex],
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indices: group.indices,
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};
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// Spec: primitive restart only supported for these topologies.
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switch (primitive.mode) {
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case WebGLConstants.TRIANGLE_FAN:
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case WebGLConstants.TRIANGLE_STRIP:
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case WebGLConstants.LINE_STRIP:
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case WebGLConstants.LINE_LOOP:
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break;
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default:
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return meshPrimitives;
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}
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for (const primitiveIndex of group.primitives) {
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const thisPrimitive = primitives[primitiveIndex];
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// Spec: all primitives must use indexed geometry and a given primitive may appear in at most one group.
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// Spec: all primitives must have same topology.
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if (
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!defined(thisPrimitive?.indices) ||
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thisPrimitive.mode !== primitive.mode
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) {
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return meshPrimitives;
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}
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primitives[primitiveIndex] = undefined;
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}
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primitives[firstPrimitiveIndex] = primitive;
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}
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return primitives.filter(defined);
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}
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export default getMeshPrimitives;
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