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+import { VertexData } from "../mesh.vertexData";
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+import { Vector2, Vector3 } from "../../Maths/math.vector";
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+import { Mesh, _CreationDataStorage } from "../mesh";
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+ /**
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+ * Scripts based off of https://github.com/maximeq/three-js-capsule-geometry/blob/master/src/CapsuleBufferGeometry.js
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+ * @param options the constructors options used to shape the mesh.
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+ * @returns the capsule VertexData
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+ * @see https://doc.babylonjs.com/how_to/capsule_shape
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+ */
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+VertexData.CreateCapsule = function(
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+ options: ICreateCapsuleOptions = {
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+ orientation : Vector3.Up(),
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+ subdivisions: 2,
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+ tessellation: 16,
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+ height: 1,
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+ radius: 0.25,
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+ capSubdivisions: 6
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+ }): VertexData {
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+ //let path = options.orientation || Vector3.Up()
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+ let subdivisions = Math.max(options.subdivisions ? options.subdivisions : 2, 1);
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+ let tessellation = Math.max(options.tessellation ? options.tessellation : 16, 3);
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+ let height = Math.max(options.height ? options.height : 2, 0.);
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+ let radius = Math.max(options.radius ? options.radius : 1, 0.);
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+ let capDetail = Math.max(options.capSubdivisions ? options.capSubdivisions : 6, 1);
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+
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+ let radialSegments = tessellation;
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+ let heightSegments = subdivisions;
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+
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+ let radiusTop = Math.max(options.radiusTop ? options.radiusTop : radius, 0.);
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+ let radiusBottom = Math.max(options.radiusBottom ? options.radiusBottom : radius, 0.);
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+
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+ let thetaStart = 0.0;
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+ let thetaLength = (2.0 * Math.PI);
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+
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+ let capsTopSegments = Math.max(options.topCapSubdivisions ? options.topCapSubdivisions : capDetail, 1);
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+ let capsBottomSegments = Math.max(options.bottomCapSubdivisions ? options.bottomCapSubdivisions : capDetail, 1);
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+
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+ var alpha = Math.acos((radiusBottom - radiusTop) / height);
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+
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+ var indices = [];
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+ var vertices = [];
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+ var normals = [];
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+ var uvs = [];
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+
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+ var index = 0,
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+ //indexOffset = 0,
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+ indexArray = [],
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+ halfHeight = height / 2;
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+
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+ var x, y;
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+ var normal = Vector3.Zero();
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+ var vertex = Vector3.Zero();
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+
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+ var cosAlpha = Math.cos(alpha);
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+ var sinAlpha = Math.sin(alpha);
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+
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+ var cone_length =
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+ new Vector2(
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+ radiusTop * sinAlpha,
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+ halfHeight + radiusTop * cosAlpha
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+ ).subtract(new Vector2(
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+ radiusBottom * sinAlpha,
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+ -halfHeight + radiusBottom * cosAlpha
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+ )
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+ ).length();
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+
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+ // Total length for v texture coord
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+ var vl = radiusTop * alpha
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+ + cone_length
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+ + radiusBottom * (Math.PI / 2 - alpha);
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+
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+ //var groupCount = 0;
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+
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+ // generate vertices, normals and uvs
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+
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+ var v = 0;
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+ for (y = 0; y <= capsTopSegments; y++) {
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+
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+ var indexRow = [];
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+
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+ var a = Math.PI / 2 - alpha * (y / capsTopSegments);
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+
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+ v += radiusTop * alpha / capsTopSegments;
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+
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+ var cosA = Math.cos(a);
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+ var sinA = Math.sin(a);
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+
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+ // calculate the radius of the current row
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+ var _radius = cosA * radiusTop;
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+
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+ for (x = 0; x <= radialSegments; x ++) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin(theta);
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+ var cosTheta = Math.cos(theta);
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = halfHeight + sinA * radiusTop;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push(vertex.x, vertex.y, vertex.z);
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+
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+ // normal
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+ normal.set(cosA * sinTheta, sinA, cosA * cosTheta);
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+ normals.push(normal.x, normal.y, normal.z);
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+ // uv
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+ uvs.push(u, 1 - v / vl);
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+ // save index of vertex in respective row
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+ indexRow.push(index);
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+ // increase index
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+ index ++;
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+ }
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+
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+ // now save vertices of the row in our index array
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+ indexArray.push(indexRow);
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+
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+ }
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+
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+ var cone_height = height + cosAlpha * radiusTop - cosAlpha * radiusBottom;
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+ var slope = sinAlpha * (radiusBottom - radiusTop) / cone_height;
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+ for (y = 1; y <= heightSegments; y++) {
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+
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+ var indexRow = [];
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+
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+ v += cone_length / heightSegments;
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+
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+ // calculate the radius of the current row
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+ var _radius = sinAlpha * (y * (radiusBottom - radiusTop) / heightSegments + radiusTop);
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+
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+ for (x = 0; x <= radialSegments; x ++) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin(theta);
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+ var cosTheta = Math.cos(theta);
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = halfHeight + cosAlpha * radiusTop - y * cone_height / heightSegments;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push(vertex.x, vertex.y, vertex.z);
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+
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+ // normal
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+ normal.set(sinTheta, slope, cosTheta).normalize();
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+ normals.push(normal.x, normal.y, normal.z);
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+
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+ // uv
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+ uvs.push(u, 1 - v / vl);
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+
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+ // save index of vertex in respective row
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+ indexRow.push(index);
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+
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+ // increase index
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+ index ++;
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+
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+ }
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+
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+ // now save vertices of the row in our index array
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+ indexArray.push(indexRow);
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+
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+ }
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+
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+ for (y = 1; y <= capsBottomSegments; y++) {
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+
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+ var indexRow = [];
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+
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+ var a = (Math.PI / 2 - alpha) - (Math.PI - alpha) * (y / capsBottomSegments);
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+
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+ v += radiusBottom * alpha / capsBottomSegments;
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+
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+ var cosA = Math.cos(a);
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+ var sinA = Math.sin(a);
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+
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+ // calculate the radius of the current row
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+ var _radius = cosA * radiusBottom;
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+
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+ for (x = 0; x <= radialSegments; x ++) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin(theta);
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+ var cosTheta = Math.cos(theta);
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = -halfHeight + sinA * radiusBottom;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push(vertex.x, vertex.y, vertex.z);
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+
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+ // normal
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+ normal.set(cosA * sinTheta, sinA, cosA * cosTheta);
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+ normals.push(normal.x, normal.y, normal.z);
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+
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+ // uv
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+ uvs.push(u, 1 - v / vl);
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+
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+ // save index of vertex in respective row
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+ indexRow.push(index);
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+ // increase index
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+ index ++;
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+ }
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+ // now save vertices of the row in our index array
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+ indexArray.push(indexRow);
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+ }
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+ // generate indices
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+ for (x = 0; x < radialSegments; x ++) {
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+ for (y = 0; y < capsTopSegments + heightSegments + capsBottomSegments; y ++) {
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+ // we use the index array to access the correct indices
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+ var i1 = indexArray[ y ][ x ];
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+ var i2 = indexArray[ y + 1 ][ x ];
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+ var i3 = indexArray[ y + 1 ][ x + 1 ];
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+ var i4 = indexArray[ y ][ x + 1 ];
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+ // face one
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+ indices.push(i1);
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+ indices.push(i2);
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+ indices.push(i4);
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+ // face two
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+ indices.push(i2);
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+ indices.push(i3);
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+ indices.push(i4);
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+ }
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+ }
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+ indices = indices.reverse();
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+
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+ let vDat = new VertexData();
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+ vDat.positions = vertices;
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+ vDat.normals = normals;
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+ vDat.uvs = uvs;
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+ vDat.indices = indices;
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+
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+ return vDat;
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+};
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+
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+/**
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+ * The options Interface for creating a Capsule Mesh
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+ */
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+export interface ICreateCapsuleOptions{
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+ /** The Orientation of the capsule. Default : Vector3.Up() */
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+ orientation: Vector3;
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+
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+ /** Number of sub segments on the tube section of the capsule running parallel to orientation. */
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+ subdivisions: number;
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+
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+ /** Number of cylindrical segments on the capsule. */
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+ tessellation: number;
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+
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+ /** Height or Length of the capsule. */
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+ height: number;
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+
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+ /** Radius of the capsule. */
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+ radius: number;
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+
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+ /** Height or Length of the capsule. */
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+ capSubdivisions: number;
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+
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+ /** Overwrite for the top radius. */
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+ radiusTop?: number;
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+
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+ /** Overwrite for the bottom radius. */
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+ radiusBottom?: number;
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+
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+ /** Overwrite for the top capSubdivisions. */
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+ topCapSubdivisions?: number;
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+
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+ /** Overwrite for the bottom capSubdivisions. */
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+ bottomCapSubdivisions?: number;
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+}
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+
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+/**
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+ * Creates a capsule or a pill mesh
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+ * @param name defines the name of the mesh.
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+ * @param options the constructors options used to shape the mesh.
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+ * @param scene defines the scene the mesh is scoped to.
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+ * @returns the capsule mesh
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+ * @see https://doc.babylonjs.com/how_to/capsule_shape
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+ */
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+Mesh.CreateCapsule = (name: string, options: ICreateCapsuleOptions, scene): Mesh => {
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+ return CapsuleBuilder.CreateCapsule(name, options, scene);
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+};
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+/**
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+ * Class containing static functions to help procedurally build meshes
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+ */
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+export class CapsuleBuilder {
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+ /**
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+ * Creates a capsule or a pill mesh
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+ * @param name defines the name of the mesh
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+ * @param options The constructors options.
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+ * @param scene The scene the mesh is scoped to.
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+ * @returns Capsule Mesh
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+ */
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+ public static CreateCapsule(name: string, options: ICreateCapsuleOptions = {
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+ orientation : Vector3.Up(),
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+ subdivisions: 2,
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+ tessellation: 16,
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+ height: 1,
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+ radius: 0.25,
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+ capSubdivisions: 6
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+ }, scene: any): Mesh {
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+
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+ var capsule = new Mesh(name, scene);
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+ var vertexData = VertexData.CreateCapsule(options);
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+ vertexData.applyToMesh(capsule);
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+ return capsule;
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+ }
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+}
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