re_view_spatial 0.31.4

Views that show entities in a 2D or 3D spatial relationship.
Documentation
use re_chunk_store::RowId;
use re_log_types::hash::Hash64;
use re_log_types::{Instance, TimeInt};
use re_renderer::RenderContext;
use re_renderer::renderer::GpuMeshInstance;
use re_sdk_types::Archetype as _;
use re_sdk_types::archetypes::Mesh3D;
use re_sdk_types::components::{ImageFormat, Position3D};
use re_viewer_context::{
    IdentifiedViewSystem, QueryContext, ViewContext, ViewContextCollection, ViewQuery,
    ViewSystemExecutionError, VisualizerExecutionOutput, VisualizerQueryInfo, VisualizerSystem,
};

use super::SpatialViewVisualizerData;
use crate::caches::{AnyMesh, MeshCache, MeshCacheKey};
use crate::contexts::SpatialSceneVisualizerInstructionContext;
use crate::mesh_loader::NativeMesh3D;
use crate::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>,
    cull_mode: Option<re_renderer::external::wgpu::Face>,
}

// NOTE: Do not put profile scopes in these methods. They are called for all entities and all
// timestamps within a time range -- it's _a lot_.
impl Mesh3DVisualizer {
    fn process_data<'a>(
        &mut self,
        ctx: &QueryContext<'_>,
        render_ctx: &RenderContext,
        instances: &mut Vec<GpuMeshInstance>,
        ent_context: &SpatialSceneVisualizerInstructionContext<'_>,
        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);

            // Skip over empty meshes.
            // Note that we can deal with zero normals/colors/texcoords/indices just fine (we generate them),
            // but re_renderer insists on having at a non-zero vertex list.
            if data.native_mesh.vertex_positions.is_empty() {
                continue;
            }

            let mesh = ctx.store_ctx().memoizer(|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 {
                // Let's draw the mesh once for every instance transform.
                // TODO(#7026): We should formalize this kind of hybrid joining better.
                for &world_from_instance in ent_context.transform_info.target_from_instances() {
                    let world_from_instance = world_from_instance.as_affine3a();
                    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::BLACK,
                            cull_mode: data.cull_mode,
                        }
                    }));

                    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,
        _app_options: &re_viewer_context::AppOptions,
    ) -> VisualizerQueryInfo {
        VisualizerQueryInfo::single_required_component::<Position3D>(
            &Mesh3D::descriptor_vertex_positions(),
            &Mesh3D::all_components(),
        )
    }

    fn execute(
        &mut self,
        ctx: &ViewContext<'_>,
        view_query: &ViewQuery<'_>,
        context_systems: &ViewContextCollection,
    ) -> Result<VisualizerExecutionOutput, ViewSystemExecutionError> {
        re_tracing::profile_function!();

        let output = VisualizerExecutionOutput::default();
        let mut instances = Vec::new();

        use super::entity_iterator::process_archetype;
        process_archetype::<Self, Mesh3D, _>(
            ctx,
            view_query,
            context_systems,
            &output,
            self.0.preferred_view_kind,
            |ctx, spatial_ctx, results| {
                let all_vertex_positions =
                    results.iter_required(Mesh3D::descriptor_vertex_positions().component);
                if all_vertex_positions.is_empty() {
                    return Ok(());
                }
                let all_vertex_normals =
                    results.iter_optional(Mesh3D::descriptor_vertex_normals().component);
                let all_vertex_colors =
                    results.iter_optional(Mesh3D::descriptor_vertex_colors().component);
                let all_vertex_texcoords =
                    results.iter_optional(Mesh3D::descriptor_vertex_texcoords().component);
                let all_triangle_indices =
                    results.iter_optional(Mesh3D::descriptor_triangle_indices().component);
                let all_albedo_factors =
                    results.iter_optional(Mesh3D::descriptor_albedo_factor().component);
                let all_albedo_buffers =
                    results.iter_optional(Mesh3D::descriptor_albedo_texture_buffer().component);
                let all_albedo_formats =
                    results.iter_optional(Mesh3D::descriptor_albedo_texture_format().component);
                let all_face_rendering =
                    results.iter_optional(Mesh3D::descriptor_face_rendering().component);

                let query_result_hash = results.query_result_hash();

                let data = re_query::range_zip_1x8(
                    all_vertex_positions.slice::<[f32; 3]>(),
                    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]>(),
                    // Legit call to `component_slow`, `ImageFormat` is real complicated.
                    all_albedo_formats.component_slow::<ImageFormat>(),
                    all_face_rendering.slice::<u8>(),
                )
                .map(
                    |(
                        index,
                        vertex_positions,
                        vertex_normals,
                        vertex_colors,
                        vertex_texcoords,
                        triangle_indices,
                        albedo_factors,
                        albedo_buffers,
                        albedo_formats,
                        face_rendering,
                    )| {
                        Mesh3DComponentData {
                            index,
                            query_result_hash,

                            // Note that we rely in clamping in the mesh loader for some of these.
                            // (which means that if we have a mesh cache hit, we don't have to bother with clamping logic here!)
                            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), // shallow clone
                                albedo_texture_format: albedo_formats
                                    .unwrap_or_default()
                                    .first()
                                    .map(|format| format.0),
                            },
                            cull_mode: face_rendering
                                .and_then(|s| s.first().copied())
                                .and_then(face_rendering_to_wgpu_cull),
                        }
                    },
                );

                self.process_data(ctx, ctx.render_ctx(), &mut instances, spatial_ctx, data);

                Ok(())
            },
        )?;

        Ok(
            output.with_draw_data([re_renderer::renderer::MeshDrawData::new(
                ctx.viewer_ctx.render_ctx(),
                &instances,
            )?
            .into()]),
        )
    }

    fn data(&self) -> Option<&dyn std::any::Any> {
        Some(self.0.as_any())
    }
}

/// Converts a raw `MeshFaceRendering` u8 discriminant to `Option<wgpu::Face>` for culling.
fn face_rendering_to_wgpu_cull(value: u8) -> Option<re_renderer::external::wgpu::Face> {
    use re_sdk_types::components::MeshFaceRendering;
    use re_sdk_types::reflection::Enum as _;

    match MeshFaceRendering::try_from_integer(value)? {
        MeshFaceRendering::DoubleSided => None,
        // To show only front faces, cull back faces.
        MeshFaceRendering::Front => Some(re_renderer::external::wgpu::Face::Back),
        // To show only back faces, cull front faces.
        MeshFaceRendering::Back => Some(re_renderer::external::wgpu::Face::Front),
    }
}