CollisionStream.ts
examples/lcc/CollisionStream.ts · raw · open the example · all examples · site home
Exports: CollisionStream
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// A scene's collision chunks, loaded around the camera on the decode workers
// (collision.ts), after XGRIDS' Unreal plugin (CollisionLoadMaxDistance):
// chunks whose box is within `radius` of the camera load nearest first, two
// at a time, and chunks past 1.5 x radius are dropped. LCC v1 scenes read
// collision.lci's header once (a range read; a scene without one has no
// collision), then one range read per mesh; LCC2 scenes read each node's
// data.mesh .ply and data.bvh .btree. Walk mode asks for the chunks under a
// point first (ready). Everything is in the file's frame; the page turns the
// camera into it.
import type { CollisionChunk, LciMesh, Vec3 } from "./collision.js";
import { checkBvh, CollisionSet } from "./collision.js";
import type { Lcc2Scene } from "./Lcc2Scene.js";
import type { LccDecoders } from "./LccDecoders.js";
import type { LccScene } from "./LccScene.js";
const MAX_LOADS = 2;
const DROP = 1.5;
interface Entry {
id: string;
// min xyz, max xyz (the cell or node box until loaded, then the BVH's)
box: Float32Array;
state: "idle" | "loading" | "loaded" | "failed";
load: (signal: AbortSignal) => Promise<CollisionChunk>;
controller?: AbortController;
waiters: (() => void)[];
}
const boxDistance = (box: Float32Array, p: Vec3) => {
const dx = Math.max(box[0] - p.x, 0, p.x - box[3]);
const dy = Math.max(box[1] - p.y, 0, p.y - box[4]);
const dz = Math.max(box[2] - p.z, 0, p.z - box[5]);
return Math.sqrt(dx * dx + dy * dy + dz * dz);
};
export class CollisionStream {
readonly set = new CollisionSet();
readonly entries: Entry[];
// Load radius in the file's units
radius = 100;
onChange: () => void = () => {};
onError: (message: string) => void = () => {};
readonly stats = { known: 0, loaded: 0, loading: 0, failed: 0, triangles: 0 };
private loads = 0;
private disposed = false;
private readonly wanted = new Set<Entry>();
private constructor(entries: Entry[]) {
this.entries = entries;
this.stats.known = entries.length;
}
// The scene's collision, or undefined when it has none
static async open(scene: { v1?: LccScene; v2?: Lcc2Scene }, decoders: LccDecoders): Promise<CollisionStream | undefined> {
const entries: Entry[] = [];
if (scene.v1) {
const source = scene.v1.source;
const header = await decoders.lciHeader(source);
if (!header || header.meshes.length === 0) {
return undefined;
}
const [x0, y0, z0, , , z1] = header.box;
for (const mesh of header.meshes) {
const box = Float32Array.of(
x0 + mesh.x * header.cellLengthX, y0 + mesh.y * header.cellLengthY, z0,
x0 + (mesh.x + 1) * header.cellLengthX, y0 + (mesh.y + 1) * header.cellLengthY, z1,
);
const what: { mesh: LciMesh } = { mesh };
entries.push({ id: `${mesh.x}_${mesh.y}`, box, state: "idle", waiters: [], load: (signal) => decoders.collision(source, what, signal) });
}
} else if (scene.v2) {
const v2 = scene.v2;
for (let node = 0; node < v2.nodes; node += 1) {
if (v2.mesh[node] < 0) {
continue;
}
const paths = (name: string) => (v2.source.kind === "files" ? [v2.path(name), name.split("/").pop()!] : [name]);
const what = { node: v2.ids[node], ply: paths(v2.meshFiles[v2.mesh[node]]), btree: paths(v2.bvhFiles[v2.bvh[node]]) };
entries.push({ id: v2.ids[node], box: v2.bounds.slice(node * 6, node * 6 + 6), state: "idle", waiters: [], load: (signal) => decoders.collision(v2.source, what, signal) });
}
if (entries.length === 0) {
return undefined;
}
}
return entries.length > 0 ? new CollisionStream(entries) : undefined;
}
// Once per frame with the camera in the file's frame
update(eye: Vec3) {
if (this.disposed) {
return;
}
for (const entry of this.entries) {
const d = boxDistance(entry.box, eye);
if (entry.state === "loaded" && d > this.radius * DROP && !this.wanted.has(entry)) {
this.set.chunks.delete(entry.id);
entry.state = "idle";
this.changed();
}
}
const queue = this.entries
.filter((entry) => entry.state === "idle" && (this.wanted.has(entry) || boxDistance(entry.box, eye) <= this.radius))
.sort((a, b) => Number(this.wanted.has(b)) - Number(this.wanted.has(a)) || boxDistance(a.box, eye) - boxDistance(b.box, eye));
for (const entry of queue) {
if (this.loads >= MAX_LOADS) {
break;
}
void this.load(entry);
}
}
private async load(entry: Entry) {
const controller = new AbortController();
entry.state = "loading";
entry.controller = controller;
this.loads += 1;
this.stats.loading = this.loads;
try {
const chunk = await entry.load(controller.signal);
if (this.disposed) {
return;
}
const problems = checkBvh(chunk);
if (problems.length > 0) {
throw new Error(`bad BVH: ${problems[0]}`);
}
entry.box = chunk.box;
entry.state = "loaded";
this.set.chunks.set(entry.id, chunk);
} catch (error) {
entry.state = "failed";
if (!(error instanceof DOMException && error.name === "AbortError")) {
this.onError(`Collision ${entry.id}: ${error instanceof Error ? error.message : String(error)}`);
}
} finally {
entry.controller = undefined;
this.loads -= 1;
this.stats.loading = this.loads;
this.wanted.delete(entry);
entry.waiters.splice(0).forEach((resolve) => resolve());
this.changed();
}
}
// The entries whose box is within `margin` of `point`
near(point: Vec3, margin: number) {
return this.entries.filter((entry) => boxDistance(entry.box, point) <= margin);
}
// Whether every chunk near `point` has loaded (or failed)
loadedAt(point: Vec3, margin: number) {
return this.near(point, margin).every((entry) => entry.state === "loaded" || entry.state === "failed");
}
// Resolves when the chunks near `point` have loaded (asking for them first)
ready(point: Vec3, margin: number): Promise<void> {
const waits = this.near(point, margin).filter((entry) => entry.state !== "loaded" && entry.state !== "failed").map((entry) => {
this.wanted.add(entry);
return new Promise<void>((resolve) => entry.waiters.push(resolve));
});
return Promise.all(waits).then(() => {});
}
private changed() {
const loaded = this.entries.filter((entry) => entry.state === "loaded").length;
Object.assign(this.stats, { loaded, failed: this.entries.filter((entry) => entry.state === "failed").length, triangles: this.set.triangles });
this.onChange();
}
dispose() {
this.disposed = true;
for (const entry of this.entries) {
entry.controller?.abort();
entry.waiters.splice(0).forEach((resolve) => resolve());
}
this.set.chunks.clear();
}
}