diff --git a/src/core/Object3D.js b/src/core/Object3D.js index f78f7389b3a183..63736801a0edf2 100644 --- a/src/core/Object3D.js +++ b/src/core/Object3D.js @@ -728,7 +728,7 @@ class Object3D extends EventDispatcher { object.drawRanges = this._drawRanges; object.reservedRanges = this._reservedRanges; - object.visible = this._visible; + object.visibility = this._visibility; object.active = this._active; object.bounds = this._bounds.map( bound => ( { boxInitialized: bound.boxInitialized, diff --git a/src/loaders/ObjectLoader.js b/src/loaders/ObjectLoader.js index b1847e36d35595..65a561475f9c6d 100644 --- a/src/loaders/ObjectLoader.js +++ b/src/loaders/ObjectLoader.js @@ -913,7 +913,7 @@ class ObjectLoader extends Loader { object._drawRanges = data.drawRanges; object._reservedRanges = data.reservedRanges; - object._visible = data.visible; + object._visibility = data.visibility; object._active = data.active; object._bounds = data.bounds.map( bound => { diff --git a/src/objects/BatchedMesh.js b/src/objects/BatchedMesh.js index 7ef0403bc5bdb5..6d2078e684258a 100644 --- a/src/objects/BatchedMesh.js +++ b/src/objects/BatchedMesh.js @@ -83,7 +83,6 @@ const _mesh = new Mesh(); const _batchIntersects = []; // @TODO: SkinnedMesh support? -// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw. // @TODO: geometry.groups support? // @TODO: geometry.drawRange support? // @TODO: geometry.morphAttributes support? @@ -135,7 +134,7 @@ class BatchedMesh extends Mesh { this._drawRanges = []; this._reservedRanges = []; - this._visible = []; + this._visibility = []; this._active = []; this._bounds = []; @@ -438,13 +437,13 @@ class BatchedMesh extends Mesh { } - const visible = this._visible; + const visibility = this._visibility; const active = this._active; const matricesTexture = this._matricesTexture; const matricesArray = this._matricesTexture.image.data; // push new visibility states - visible.push( true ); + visibility.push( true ); active.push( true ); // update id @@ -749,7 +748,7 @@ class BatchedMesh extends Mesh { setVisibleAt( geometryId, value ) { - const visible = this._visible; + const visibility = this._visibility; const active = this._active; const geometryCount = this._geometryCount; @@ -758,21 +757,21 @@ class BatchedMesh extends Mesh { if ( geometryId >= geometryCount || active[ geometryId ] === false || - visible[ geometryId ] === value + visibility[ geometryId ] === value ) { return this; } - visible[ geometryId ] = value; + visibility[ geometryId ] = value; return this; } getVisibleAt( geometryId ) { - const visible = this._visible; + const visibility = this._visibility; const active = this._active; const geometryCount = this._geometryCount; @@ -783,13 +782,13 @@ class BatchedMesh extends Mesh { } - return visible[ geometryId ]; + return visibility[ geometryId ]; } raycast( raycaster, intersects ) { - const visible = this._visible; + const visibility = this._visibility; const active = this._active; const drawRanges = this._drawRanges; const geometryCount = this._geometryCount; @@ -814,7 +813,7 @@ class BatchedMesh extends Mesh { for ( let i = 0; i < geometryCount; i ++ ) { - if ( ! visible[ i ] || ! active[ i ] ) { + if ( ! visibility[ i ] || ! active[ i ] ) { continue; @@ -863,7 +862,7 @@ class BatchedMesh extends Mesh { this._drawRanges = source._drawRanges.map( range => ( { ...range } ) ); this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) ); - this._visible = source._visible.slice(); + this._visibility = source._visibility.slice(); this._active = source._active.slice(); this._bounds = source._bounds.map( bound => ( { boxInitialized: bound.boxInitialized, @@ -907,7 +906,7 @@ class BatchedMesh extends Mesh { const index = geometry.getIndex(); const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; - const visible = this._visible; + const visibility = this._visibility; const multiDrawStarts = this._multiDrawStarts; const multiDrawCounts = this._multiDrawCounts; const drawRanges = this._drawRanges; @@ -933,9 +932,9 @@ class BatchedMesh extends Mesh { // get the camera position _vector.setFromMatrixPosition( camera.matrixWorld ); - for ( let i = 0, l = visible.length; i < l; i ++ ) { + for ( let i = 0, l = visibility.length; i < l; i ++ ) { - if ( visible[ i ] ) { + if ( visibility[ i ] ) { this.getMatrixAt( i, _matrix ); this.getBoundingSphereAt( i, _sphere ).applyMatrix4( _matrix ); @@ -982,9 +981,9 @@ class BatchedMesh extends Mesh { } else { - for ( let i = 0, l = visible.length; i < l; i ++ ) { + for ( let i = 0, l = visibility.length; i < l; i ++ ) { - if ( visible[ i ] ) { + if ( visibility[ i ] ) { // determine whether the batched geometry is within the frustum let culled = false;