|
@@ -27521,8 +27521,9 @@ var BABYLON;
|
|
this._currentRenderId++;
|
|
this._currentRenderId++;
|
|
this._skeleton._markAsDirty();
|
|
this._skeleton._markAsDirty();
|
|
};
|
|
};
|
|
- Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired) {
|
|
|
|
|
|
+ Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
|
|
if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
|
|
if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
|
|
|
|
+ if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
|
|
// all animation may be coming from a library skeleton, so may need to create animation
|
|
// all animation may be coming from a library skeleton, so may need to create animation
|
|
if (this.animations.length === 0) {
|
|
if (this.animations.length === 0) {
|
|
this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
|
|
this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
|
|
@@ -27538,22 +27539,33 @@ var BABYLON;
|
|
var sourceKeys = source.animations[0].getKeys();
|
|
var sourceKeys = source.animations[0].getKeys();
|
|
// rescaling prep
|
|
// rescaling prep
|
|
var sourceBoneLength = source.length;
|
|
var sourceBoneLength = source.length;
|
|
- var scalingReqd = rescaleAsRequired && sourceBoneLength && this.length && sourceBoneLength !== this.length;
|
|
|
|
- var ratio = scalingReqd ? this.length / sourceBoneLength : null;
|
|
|
|
|
|
+ var sourceParent = source.getParent();
|
|
|
|
+ var parent = this.getParent();
|
|
|
|
+ var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
|
|
|
|
+ var parentRatio = parentScalingReqd ? parent.length / sourceParent.length : null;
|
|
|
|
+ var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
|
|
var destKeys = this.animations[0].getKeys();
|
|
var destKeys = this.animations[0].getKeys();
|
|
- // loop vars declaration / initialization
|
|
|
|
|
|
+ // loop vars declaration
|
|
var orig;
|
|
var orig;
|
|
- var origScale = scalingReqd ? BABYLON.Vector3.Zero() : null;
|
|
|
|
- var origRotation = scalingReqd ? new BABYLON.Quaternion() : null;
|
|
|
|
- var origTranslation = scalingReqd ? BABYLON.Vector3.Zero() : null;
|
|
|
|
|
|
+ var origTranslation;
|
|
var mat;
|
|
var mat;
|
|
for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
|
|
for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
|
|
orig = sourceKeys[key];
|
|
orig = sourceKeys[key];
|
|
if (orig.frame >= from && orig.frame <= to) {
|
|
if (orig.frame >= from && orig.frame <= to) {
|
|
- if (scalingReqd) {
|
|
|
|
- orig.value.decompose(origScale, origRotation, origTranslation);
|
|
|
|
- origTranslation.scaleInPlace(ratio);
|
|
|
|
- mat = BABYLON.Matrix.Compose(origScale, origRotation, origTranslation);
|
|
|
|
|
|
+ if (rescaleAsRequired) {
|
|
|
|
+ mat = orig.value.clone();
|
|
|
|
+ // scale based on parent ratio, when bone has parent
|
|
|
|
+ if (parentScalingReqd) {
|
|
|
|
+ origTranslation = mat.getTranslation();
|
|
|
|
+ mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
|
|
|
|
+ }
|
|
|
|
+ else if (dimensionsScalingReqd) {
|
|
|
|
+ origTranslation = mat.getTranslation();
|
|
|
|
+ mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ mat = orig.value;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
else {
|
|
else {
|
|
mat = orig.value;
|
|
mat = orig.value;
|
|
@@ -27689,6 +27701,7 @@ var BABYLON;
|
|
BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
|
|
BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
|
|
ret = false;
|
|
ret = false;
|
|
}
|
|
}
|
|
|
|
+ var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
|
|
for (i = 0, nBones = this.bones.length; i < nBones; i++) {
|
|
for (i = 0, nBones = this.bones.length; i < nBones; i++) {
|
|
var boneName = this.bones[i].name;
|
|
var boneName = this.bones[i].name;
|
|
var sourceBone = boneDict[boneName];
|
|
var sourceBone = boneDict[boneName];
|
|
@@ -45542,6 +45555,553 @@ var BABYLON;
|
|
BABYLON.SceneSerializer = SceneSerializer;
|
|
BABYLON.SceneSerializer = SceneSerializer;
|
|
})(BABYLON || (BABYLON = {}));
|
|
})(BABYLON || (BABYLON = {}));
|
|
|
|
|
|
|
|
+// All the credit goes to this project and the guy who's behind it https://github.com/mapbox/earcut
|
|
|
|
+// Huge respect for a such great lib.
|
|
|
|
+// We just make it TypeScript compiling compliant and typed the public function.
|
|
|
|
+var Earcut;
|
|
|
|
+(function (Earcut) {
|
|
|
|
+ /**
|
|
|
|
+ * The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
|
|
|
|
+ * @param data is a flat array of vertice coordinates like [x0, y0, x1, y1, x2, y2, ...].
|
|
|
|
+ * @param holeIndices is an array of hole indices if any (e.g. [5, 8] for a 12- vertice input would mean one hole with vertices 5–7 and another with 8–11).
|
|
|
|
+ * @param dim is the number of coordinates per vertice in the input array (2 by default).
|
|
|
|
+ */
|
|
|
|
+ function earcut(data, holeIndices, dim) {
|
|
|
|
+ dim = dim || 2;
|
|
|
|
+ var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = [];
|
|
|
|
+ if (!outerNode)
|
|
|
|
+ return triangles;
|
|
|
|
+ var minX, minY, maxX, maxY, x, y, size;
|
|
|
|
+ if (hasHoles)
|
|
|
|
+ outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
|
|
|
|
+ // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
|
|
|
|
+ if (data.length > 80 * dim) {
|
|
|
|
+ minX = maxX = data[0];
|
|
|
|
+ minY = maxY = data[1];
|
|
|
|
+ for (var i = dim; i < outerLen; i += dim) {
|
|
|
|
+ x = data[i];
|
|
|
|
+ y = data[i + 1];
|
|
|
|
+ if (x < minX)
|
|
|
|
+ minX = x;
|
|
|
|
+ if (y < minY)
|
|
|
|
+ minY = y;
|
|
|
|
+ if (x > maxX)
|
|
|
|
+ maxX = x;
|
|
|
|
+ if (y > maxY)
|
|
|
|
+ maxY = y;
|
|
|
|
+ }
|
|
|
|
+ // minX, minY and size are later used to transform coords into integers for z-order calculation
|
|
|
|
+ size = Math.max(maxX - minX, maxY - minY);
|
|
|
|
+ }
|
|
|
|
+ earcutLinked(outerNode, triangles, dim, minX, minY, size, undefined);
|
|
|
|
+ return triangles;
|
|
|
|
+ }
|
|
|
|
+ Earcut.earcut = earcut;
|
|
|
|
+ // create a circular doubly linked list from polygon points in the specified winding order
|
|
|
|
+ function linkedList(data, start, end, dim, clockwise) {
|
|
|
|
+ var i, last;
|
|
|
|
+ if (clockwise === (signedArea(data, start, end, dim) > 0)) {
|
|
|
|
+ for (i = start; i < end; i += dim)
|
|
|
|
+ last = insertNode(i, data[i], data[i + 1], last);
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ for (i = end - dim; i >= start; i -= dim)
|
|
|
|
+ last = insertNode(i, data[i], data[i + 1], last);
|
|
|
|
+ }
|
|
|
|
+ if (last && equals(last, last.next)) {
|
|
|
|
+ removeNode(last);
|
|
|
|
+ last = last.next;
|
|
|
|
+ }
|
|
|
|
+ return last;
|
|
|
|
+ }
|
|
|
|
+ // eliminate colinear or duplicate points
|
|
|
|
+ function filterPoints(start, end) {
|
|
|
|
+ if (!start)
|
|
|
|
+ return start;
|
|
|
|
+ if (!end)
|
|
|
|
+ end = start;
|
|
|
|
+ var p = start, again;
|
|
|
|
+ do {
|
|
|
|
+ again = false;
|
|
|
|
+ if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
|
|
|
|
+ removeNode(p);
|
|
|
|
+ p = end = p.prev;
|
|
|
|
+ if (p === p.next)
|
|
|
|
+ return null;
|
|
|
|
+ again = true;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ p = p.next;
|
|
|
|
+ }
|
|
|
|
+ } while (again || p !== end);
|
|
|
|
+ return end;
|
|
|
|
+ }
|
|
|
|
+ // main ear slicing loop which triangulates a polygon (given as a linked list)
|
|
|
|
+ function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
|
|
|
|
+ if (!ear)
|
|
|
|
+ return;
|
|
|
|
+ // interlink polygon nodes in z-order
|
|
|
|
+ if (!pass && size)
|
|
|
|
+ indexCurve(ear, minX, minY, size);
|
|
|
|
+ var stop = ear, prev, next;
|
|
|
|
+ // iterate through ears, slicing them one by one
|
|
|
|
+ while (ear.prev !== ear.next) {
|
|
|
|
+ prev = ear.prev;
|
|
|
|
+ next = ear.next;
|
|
|
|
+ if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
|
|
|
|
+ // cut off the triangle
|
|
|
|
+ triangles.push(prev.i / dim);
|
|
|
|
+ triangles.push(ear.i / dim);
|
|
|
|
+ triangles.push(next.i / dim);
|
|
|
|
+ removeNode(ear);
|
|
|
|
+ // skipping the next vertice leads to less sliver triangles
|
|
|
|
+ ear = next.next;
|
|
|
|
+ stop = next.next;
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ ear = next;
|
|
|
|
+ // if we looped through the whole remaining polygon and can't find any more ears
|
|
|
|
+ if (ear === stop) {
|
|
|
|
+ // try filtering points and slicing again
|
|
|
|
+ if (!pass) {
|
|
|
|
+ earcutLinked(filterPoints(ear, undefined), triangles, dim, minX, minY, size, 1);
|
|
|
|
+ }
|
|
|
|
+ else if (pass === 1) {
|
|
|
|
+ ear = cureLocalIntersections(ear, triangles, dim);
|
|
|
|
+ earcutLinked(ear, triangles, dim, minX, minY, size, 2);
|
|
|
|
+ }
|
|
|
|
+ else if (pass === 2) {
|
|
|
|
+ splitEarcut(ear, triangles, dim, minX, minY, size);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ // check whether a polygon node forms a valid ear with adjacent nodes
|
|
|
|
+ function isEar(ear) {
|
|
|
|
+ var a = ear.prev, b = ear, c = ear.next;
|
|
|
|
+ if (area(a, b, c) >= 0)
|
|
|
|
+ return false; // reflex, can't be an ear
|
|
|
|
+ // now make sure we don't have other points inside the potential ear
|
|
|
|
+ var p = ear.next.next;
|
|
|
|
+ while (p !== ear.prev) {
|
|
|
|
+ if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
|
|
+ area(p.prev, p, p.next) >= 0)
|
|
|
|
+ return false;
|
|
|
|
+ p = p.next;
|
|
|
|
+ }
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ function isEarHashed(ear, minX, minY, size) {
|
|
|
|
+ var a = ear.prev, b = ear, c = ear.next;
|
|
|
|
+ if (area(a, b, c) >= 0)
|
|
|
|
+ return false; // reflex, can't be an ear
|
|
|
|
+ // triangle bbox; min & max are calculated like this for speed
|
|
|
|
+ var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
|
|
|
|
+ // z-order range for the current triangle bbox;
|
|
|
|
+ var minZ = zOrder(minTX, minTY, minX, minY, size), maxZ = zOrder(maxTX, maxTY, minX, minY, size);
|
|
|
|
+ // first look for points inside the triangle in increasing z-order
|
|
|
|
+ var p = ear.nextZ;
|
|
|
|
+ while (p && p.z <= maxZ) {
|
|
|
|
+ if (p !== ear.prev &&
|
|
|
|
+ p !== ear.next &&
|
|
|
|
+ pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
|
|
+ area(p.prev, p, p.next) >= 0)
|
|
|
|
+ return false;
|
|
|
|
+ p = p.nextZ;
|
|
|
|
+ }
|
|
|
|
+ // then look for points in decreasing z-order
|
|
|
|
+ p = ear.prevZ;
|
|
|
|
+ while (p && p.z >= minZ) {
|
|
|
|
+ if (p !== ear.prev &&
|
|
|
|
+ p !== ear.next &&
|
|
|
|
+ pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
|
|
+ area(p.prev, p, p.next) >= 0)
|
|
|
|
+ return false;
|
|
|
|
+ p = p.prevZ;
|
|
|
|
+ }
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ // go through all polygon nodes and cure small local self-intersections
|
|
|
|
+ function cureLocalIntersections(start, triangles, dim) {
|
|
|
|
+ var p = start;
|
|
|
|
+ do {
|
|
|
|
+ var a = p.prev, b = p.next.next;
|
|
|
|
+ if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
|
|
|
|
+ triangles.push(a.i / dim);
|
|
|
|
+ triangles.push(p.i / dim);
|
|
|
|
+ triangles.push(b.i / dim);
|
|
|
|
+ // remove two nodes involved
|
|
|
|
+ removeNode(p);
|
|
|
|
+ removeNode(p.next);
|
|
|
|
+ p = start = b;
|
|
|
|
+ }
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== start);
|
|
|
|
+ return p;
|
|
|
|
+ }
|
|
|
|
+ // try splitting polygon into two and triangulate them independently
|
|
|
|
+ function splitEarcut(start, triangles, dim, minX, minY, size) {
|
|
|
|
+ // look for a valid diagonal that divides the polygon into two
|
|
|
|
+ var a = start;
|
|
|
|
+ do {
|
|
|
|
+ var b = a.next.next;
|
|
|
|
+ while (b !== a.prev) {
|
|
|
|
+ if (a.i !== b.i && isValidDiagonal(a, b)) {
|
|
|
|
+ // split the polygon in two by the diagonal
|
|
|
|
+ var c = splitPolygon(a, b);
|
|
|
|
+ // filter colinear points around the cuts
|
|
|
|
+ a = filterPoints(a, a.next);
|
|
|
|
+ c = filterPoints(c, c.next);
|
|
|
|
+ // run earcut on each half
|
|
|
|
+ earcutLinked(a, triangles, dim, minX, minY, size, undefined);
|
|
|
|
+ earcutLinked(c, triangles, dim, minX, minY, size, undefined);
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ b = b.next;
|
|
|
|
+ }
|
|
|
|
+ a = a.next;
|
|
|
|
+ } while (a !== start);
|
|
|
|
+ }
|
|
|
|
+ // link every hole into the outer loop, producing a single-ring polygon without holes
|
|
|
|
+ function eliminateHoles(data, holeIndices, outerNode, dim) {
|
|
|
|
+ var queue = [], i, len, start, end, list;
|
|
|
|
+ for (i = 0, len = holeIndices.length; i < len; i++) {
|
|
|
|
+ start = holeIndices[i] * dim;
|
|
|
|
+ end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
|
|
|
+ list = linkedList(data, start, end, dim, false);
|
|
|
|
+ if (list === list.next)
|
|
|
|
+ list.steiner = true;
|
|
|
|
+ queue.push(getLeftmost(list));
|
|
|
|
+ }
|
|
|
|
+ queue.sort(compareX);
|
|
|
|
+ // process holes from left to right
|
|
|
|
+ for (i = 0; i < queue.length; i++) {
|
|
|
|
+ eliminateHole(queue[i], outerNode);
|
|
|
|
+ outerNode = filterPoints(outerNode, outerNode.next);
|
|
|
|
+ }
|
|
|
|
+ return outerNode;
|
|
|
|
+ }
|
|
|
|
+ function compareX(a, b) {
|
|
|
|
+ return a.x - b.x;
|
|
|
|
+ }
|
|
|
|
+ // find a bridge between vertices that connects hole with an outer ring and and link it
|
|
|
|
+ function eliminateHole(hole, outerNode) {
|
|
|
|
+ outerNode = findHoleBridge(hole, outerNode);
|
|
|
|
+ if (outerNode) {
|
|
|
|
+ var b = splitPolygon(outerNode, hole);
|
|
|
|
+ filterPoints(b, b.next);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ // David Eberly's algorithm for finding a bridge between hole and outer polygon
|
|
|
|
+ function findHoleBridge(hole, outerNode) {
|
|
|
|
+ var p = outerNode, hx = hole.x, hy = hole.y, qx = -Infinity, m;
|
|
|
|
+ // find a segment intersected by a ray from the hole's leftmost point to the left;
|
|
|
|
+ // segment's endpoint with lesser x will be potential connection point
|
|
|
|
+ do {
|
|
|
|
+ if (hy <= p.y && hy >= p.next.y) {
|
|
|
|
+ var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
|
|
|
|
+ if (x <= hx && x > qx) {
|
|
|
|
+ qx = x;
|
|
|
|
+ if (x === hx) {
|
|
|
|
+ if (hy === p.y)
|
|
|
|
+ return p;
|
|
|
|
+ if (hy === p.next.y)
|
|
|
|
+ return p.next;
|
|
|
|
+ }
|
|
|
|
+ m = p.x < p.next.x ? p : p.next;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== outerNode);
|
|
|
|
+ if (!m)
|
|
|
|
+ return null;
|
|
|
|
+ if (hx === qx)
|
|
|
|
+ return m.prev; // hole touches outer segment; pick lower endpoint
|
|
|
|
+ // look for points inside the triangle of hole point, segment intersection and endpoint;
|
|
|
|
+ // if there are no points found, we have a valid connection;
|
|
|
|
+ // otherwise choose the point of the minimum angle with the ray as connection point
|
|
|
|
+ var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
|
|
|
|
+ p = m.next;
|
|
|
|
+ while (p !== stop) {
|
|
|
|
+ if (hx >= p.x &&
|
|
|
|
+ p.x >= mx &&
|
|
|
|
+ pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
|
|
|
|
+ tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
|
|
|
|
+ if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
|
|
|
|
+ m = p;
|
|
|
|
+ tanMin = tan;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ p = p.next;
|
|
|
|
+ }
|
|
|
|
+ return m;
|
|
|
|
+ }
|
|
|
|
+ // interlink polygon nodes in z-order
|
|
|
|
+ function indexCurve(start, minX, minY, size) {
|
|
|
|
+ var p = start;
|
|
|
|
+ do {
|
|
|
|
+ if (p.z === null)
|
|
|
|
+ p.z = zOrder(p.x, p.y, minX, minY, size);
|
|
|
|
+ p.prevZ = p.prev;
|
|
|
|
+ p.nextZ = p.next;
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== start);
|
|
|
|
+ p.prevZ.nextZ = null;
|
|
|
|
+ p.prevZ = null;
|
|
|
|
+ sortLinked(p);
|
|
|
|
+ }
|
|
|
|
+ // Simon Tatham's linked list merge sort algorithm
|
|
|
|
+ // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
|
|
|
+ function sortLinked(list) {
|
|
|
|
+ var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
|
|
|
|
+ do {
|
|
|
|
+ p = list;
|
|
|
|
+ list = null;
|
|
|
|
+ tail = null;
|
|
|
|
+ numMerges = 0;
|
|
|
|
+ while (p) {
|
|
|
|
+ numMerges++;
|
|
|
|
+ q = p;
|
|
|
|
+ pSize = 0;
|
|
|
|
+ for (i = 0; i < inSize; i++) {
|
|
|
|
+ pSize++;
|
|
|
|
+ q = q.nextZ;
|
|
|
|
+ if (!q)
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ qSize = inSize;
|
|
|
|
+ while (pSize > 0 || (qSize > 0 && q)) {
|
|
|
|
+ if (pSize === 0) {
|
|
|
|
+ e = q;
|
|
|
|
+ q = q.nextZ;
|
|
|
|
+ qSize--;
|
|
|
|
+ }
|
|
|
|
+ else if (qSize === 0 || !q) {
|
|
|
|
+ e = p;
|
|
|
|
+ p = p.nextZ;
|
|
|
|
+ pSize--;
|
|
|
|
+ }
|
|
|
|
+ else if (p.z <= q.z) {
|
|
|
|
+ e = p;
|
|
|
|
+ p = p.nextZ;
|
|
|
|
+ pSize--;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ e = q;
|
|
|
|
+ q = q.nextZ;
|
|
|
|
+ qSize--;
|
|
|
|
+ }
|
|
|
|
+ if (tail)
|
|
|
|
+ tail.nextZ = e;
|
|
|
|
+ else
|
|
|
|
+ list = e;
|
|
|
|
+ e.prevZ = tail;
|
|
|
|
+ tail = e;
|
|
|
|
+ }
|
|
|
|
+ p = q;
|
|
|
|
+ }
|
|
|
|
+ tail.nextZ = null;
|
|
|
|
+ inSize *= 2;
|
|
|
|
+ } while (numMerges > 1);
|
|
|
|
+ return list;
|
|
|
|
+ }
|
|
|
|
+ // z-order of a point given coords and size of the data bounding box
|
|
|
|
+ function zOrder(x, y, minX, minY, size) {
|
|
|
|
+ // coords are transformed into non-negative 15-bit integer range
|
|
|
|
+ x = 32767 * (x - minX) / size;
|
|
|
|
+ y = 32767 * (y - minY) / size;
|
|
|
|
+ x = (x | (x << 8)) & 0x00FF00FF;
|
|
|
|
+ x = (x | (x << 4)) & 0x0F0F0F0F;
|
|
|
|
+ x = (x | (x << 2)) & 0x33333333;
|
|
|
|
+ x = (x | (x << 1)) & 0x55555555;
|
|
|
|
+ y = (y | (y << 8)) & 0x00FF00FF;
|
|
|
|
+ y = (y | (y << 4)) & 0x0F0F0F0F;
|
|
|
|
+ y = (y | (y << 2)) & 0x33333333;
|
|
|
|
+ y = (y | (y << 1)) & 0x55555555;
|
|
|
|
+ return x | (y << 1);
|
|
|
|
+ }
|
|
|
|
+ // find the leftmost node of a polygon ring
|
|
|
|
+ function getLeftmost(start) {
|
|
|
|
+ var p = start, leftmost = start;
|
|
|
|
+ do {
|
|
|
|
+ if (p.x < leftmost.x)
|
|
|
|
+ leftmost = p;
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== start);
|
|
|
|
+ return leftmost;
|
|
|
|
+ }
|
|
|
|
+ // check if a point lies within a convex triangle
|
|
|
|
+ function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
|
|
|
|
+ return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
|
|
|
|
+ (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
|
|
|
|
+ (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
|
|
|
|
+ }
|
|
|
|
+ // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
|
|
|
|
+ function isValidDiagonal(a, b) {
|
|
|
|
+ return a.next.i !== b.i &&
|
|
|
|
+ a.prev.i !== b.i &&
|
|
|
|
+ !intersectsPolygon(a, b) &&
|
|
|
|
+ locallyInside(a, b) &&
|
|
|
|
+ locallyInside(b, a) &&
|
|
|
|
+ middleInside(a, b);
|
|
|
|
+ }
|
|
|
|
+ // signed area of a triangle
|
|
|
|
+ function area(p, q, r) {
|
|
|
|
+ return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
|
|
|
|
+ }
|
|
|
|
+ // check if two points are equal
|
|
|
|
+ function equals(p1, p2) {
|
|
|
|
+ return p1.x === p2.x && p1.y === p2.y;
|
|
|
|
+ }
|
|
|
|
+ // check if two segments intersect
|
|
|
|
+ function intersects(p1, q1, p2, q2) {
|
|
|
|
+ if ((equals(p1, q1) && equals(p2, q2)) ||
|
|
|
|
+ (equals(p1, q2) && equals(p2, q1)))
|
|
|
|
+ return true;
|
|
|
|
+ return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
|
|
|
|
+ area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
|
|
|
|
+ }
|
|
|
|
+ // check if a polygon diagonal intersects any polygon segments
|
|
|
|
+ function intersectsPolygon(a, b) {
|
|
|
|
+ var p = a;
|
|
|
|
+ do {
|
|
|
|
+ if (p.i !== a.i &&
|
|
|
|
+ p.next.i !== a.i &&
|
|
|
|
+ p.i !== b.i &&
|
|
|
|
+ p.next.i !== b.i &&
|
|
|
|
+ intersects(p, p.next, a, b))
|
|
|
|
+ return true;
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== a);
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+ // check if a polygon diagonal is locally inside the polygon
|
|
|
|
+ function locallyInside(a, b) {
|
|
|
|
+ return area(a.prev, a, a.next) < 0
|
|
|
|
+ ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0
|
|
|
|
+ : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
|
|
|
|
+ }
|
|
|
|
+ // check if the middle point of a polygon diagonal is inside the polygon
|
|
|
|
+ function middleInside(a, b) {
|
|
|
|
+ var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2;
|
|
|
|
+ do {
|
|
|
|
+ if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
|
|
|
|
+ inside = !inside;
|
|
|
|
+ p = p.next;
|
|
|
|
+ } while (p !== a);
|
|
|
|
+ return inside;
|
|
|
|
+ }
|
|
|
|
+ // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
|
|
|
|
+ // if one belongs to the outer ring and another to a hole, it merges it into a single ring
|
|
|
|
+ function splitPolygon(a, b) {
|
|
|
|
+ var a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;
|
|
|
|
+ a.next = b;
|
|
|
|
+ b.prev = a;
|
|
|
|
+ a2.next = an;
|
|
|
|
+ an.prev = a2;
|
|
|
|
+ b2.next = a2;
|
|
|
|
+ a2.prev = b2;
|
|
|
|
+ bp.next = b2;
|
|
|
|
+ b2.prev = bp;
|
|
|
|
+ return b2;
|
|
|
|
+ }
|
|
|
|
+ // create a node and optionally link it with previous one (in a circular doubly linked list)
|
|
|
|
+ function insertNode(i, x, y, last) {
|
|
|
|
+ var p = new Node(i, x, y);
|
|
|
|
+ if (!last) {
|
|
|
|
+ p.prev = p;
|
|
|
|
+ p.next = p;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ p.next = last.next;
|
|
|
|
+ p.prev = last;
|
|
|
|
+ last.next.prev = p;
|
|
|
|
+ last.next = p;
|
|
|
|
+ }
|
|
|
|
+ return p;
|
|
|
|
+ }
|
|
|
|
+ function removeNode(p) {
|
|
|
|
+ p.next.prev = p.prev;
|
|
|
|
+ p.prev.next = p.next;
|
|
|
|
+ if (p.prevZ)
|
|
|
|
+ p.prevZ.nextZ = p.nextZ;
|
|
|
|
+ if (p.nextZ)
|
|
|
|
+ p.nextZ.prevZ = p.prevZ;
|
|
|
|
+ }
|
|
|
|
+ function Node(i, x, y) {
|
|
|
|
+ // vertice index in coordinates array
|
|
|
|
+ this.i = i;
|
|
|
|
+ // vertex coordinates
|
|
|
|
+ this.x = x;
|
|
|
|
+ this.y = y;
|
|
|
|
+ // previous and next vertice nodes in a polygon ring
|
|
|
|
+ this.prev = null;
|
|
|
|
+ this.next = null;
|
|
|
|
+ // z-order curve value
|
|
|
|
+ this.z = null;
|
|
|
|
+ // previous and next nodes in z-order
|
|
|
|
+ this.prevZ = null;
|
|
|
|
+ this.nextZ = null;
|
|
|
|
+ // indicates whether this is a steiner point
|
|
|
|
+ this.steiner = false;
|
|
|
|
+ }
|
|
|
|
+ /**
|
|
|
|
+ * return a percentage difference between the polygon area and its triangulation area;
|
|
|
|
+ * used to verify correctness of triangulation
|
|
|
|
+ */
|
|
|
|
+ function deviation(data, holeIndices, dim, triangles) {
|
|
|
|
+ var hasHoles = holeIndices && holeIndices.length;
|
|
|
|
+ var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
|
|
|
|
+ var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
|
|
|
|
+ if (hasHoles) {
|
|
|
|
+ for (var i = 0, len = holeIndices.length; i < len; i++) {
|
|
|
|
+ var start = holeIndices[i] * dim;
|
|
|
|
+ var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
|
|
|
+ polygonArea -= Math.abs(signedArea(data, start, end, dim));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ var trianglesArea = 0;
|
|
|
|
+ for (i = 0; i < triangles.length; i += 3) {
|
|
|
|
+ var a = triangles[i] * dim;
|
|
|
|
+ var b = triangles[i + 1] * dim;
|
|
|
|
+ var c = triangles[i + 2] * dim;
|
|
|
|
+ trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
|
|
|
|
+ (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
|
|
|
|
+ }
|
|
|
|
+ return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
|
|
|
|
+ }
|
|
|
|
+ Earcut.deviation = deviation;
|
|
|
|
+ ;
|
|
|
|
+ function signedArea(data, start, end, dim) {
|
|
|
|
+ var sum = 0;
|
|
|
|
+ for (var i = start, j = end - dim; i < end; i += dim) {
|
|
|
|
+ sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
|
|
|
|
+ j = i;
|
|
|
|
+ }
|
|
|
|
+ return sum;
|
|
|
|
+ }
|
|
|
|
+ /**
|
|
|
|
+ * turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
|
|
|
|
+ */
|
|
|
|
+ function flatten(data) {
|
|
|
|
+ var dim = data[0][0].length, result = { vertices: [], holes: [], dimensions: dim }, holeIndex = 0;
|
|
|
|
+ for (var i = 0; i < data.length; i++) {
|
|
|
|
+ for (var j = 0; j < data[i].length; j++) {
|
|
|
|
+ for (var d = 0; d < dim; d++)
|
|
|
|
+ result.vertices.push(data[i][j][d]);
|
|
|
|
+ }
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ holeIndex += data[i - 1].length;
|
|
|
|
+ result.holes.push(holeIndex);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return result;
|
|
|
|
+ }
|
|
|
|
+ Earcut.flatten = flatten;
|
|
|
|
+ ;
|
|
|
|
+})(Earcut || (Earcut = {}));
|
|
|
|
+
|
|
var BABYLON;
|
|
var BABYLON;
|
|
(function (BABYLON) {
|
|
(function (BABYLON) {
|
|
// Unique ID when we import meshes from Babylon to CSG
|
|
// Unique ID when we import meshes from Babylon to CSG
|
|
@@ -47511,9 +48071,8 @@ var BABYLON;
|
|
this._points = new PolygonPoints();
|
|
this._points = new PolygonPoints();
|
|
this._outlinepoints = new PolygonPoints();
|
|
this._outlinepoints = new PolygonPoints();
|
|
this._holes = [];
|
|
this._holes = [];
|
|
- if (!("poly2tri" in window)) {
|
|
|
|
- throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
|
|
|
|
- }
|
|
|
|
|
|
+ this._epoints = new Array();
|
|
|
|
+ this._eholes = new Array();
|
|
this._name = name;
|
|
this._name = name;
|
|
this._scene = scene;
|
|
this._scene = scene;
|
|
var points;
|
|
var points;
|
|
@@ -47523,14 +48082,23 @@ var BABYLON;
|
|
else {
|
|
else {
|
|
points = contours;
|
|
points = contours;
|
|
}
|
|
}
|
|
- this._swctx = new poly2tri.SweepContext(this._points.add(points));
|
|
|
|
|
|
+ this._addToepoint(points);
|
|
|
|
+ this._points.add(points);
|
|
this._outlinepoints.add(points);
|
|
this._outlinepoints.add(points);
|
|
}
|
|
}
|
|
|
|
+ PolygonMeshBuilder.prototype._addToepoint = function (points) {
|
|
|
|
+ for (var _i = 0; _i < points.length; _i++) {
|
|
|
|
+ var p = points[_i];
|
|
|
|
+ this._epoints.push(p.x, p.y);
|
|
|
|
+ }
|
|
|
|
+ };
|
|
PolygonMeshBuilder.prototype.addHole = function (hole) {
|
|
PolygonMeshBuilder.prototype.addHole = function (hole) {
|
|
- this._swctx.addHole(this._points.add(hole));
|
|
|
|
|
|
+ this._points.add(hole);
|
|
var holepoints = new PolygonPoints();
|
|
var holepoints = new PolygonPoints();
|
|
holepoints.add(hole);
|
|
holepoints.add(hole);
|
|
this._holes.push(holepoints);
|
|
this._holes.push(holepoints);
|
|
|
|
+ this._eholes.push(this._epoints.length / 2);
|
|
|
|
+ this._addToepoint(hole);
|
|
return this;
|
|
return this;
|
|
};
|
|
};
|
|
PolygonMeshBuilder.prototype.build = function (updatable, depth) {
|
|
PolygonMeshBuilder.prototype.build = function (updatable, depth) {
|
|
@@ -47547,12 +48115,10 @@ var BABYLON;
|
|
uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
|
|
uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
|
|
});
|
|
});
|
|
var indices = [];
|
|
var indices = [];
|
|
- this._swctx.triangulate();
|
|
|
|
- this._swctx.getTriangles().forEach(function (triangle) {
|
|
|
|
- triangle.getPoints().forEach(function (point) {
|
|
|
|
- indices.push(point.index);
|
|
|
|
- });
|
|
|
|
- });
|
|
|
|
|
|
+ var res = Earcut.earcut(this._epoints, this._eholes, 2);
|
|
|
|
+ for (var i = 0; i < res.length; i++) {
|
|
|
|
+ indices.push(res[i]);
|
|
|
|
+ }
|
|
if (depth > 0) {
|
|
if (depth > 0) {
|
|
var positionscount = (positions.length / 3); //get the current pointcount
|
|
var positionscount = (positions.length / 3); //get the current pointcount
|
|
this._points.elements.forEach(function (p) {
|
|
this._points.elements.forEach(function (p) {
|
|
@@ -47560,29 +48126,15 @@ var BABYLON;
|
|
positions.push(p.x, -depth, p.y);
|
|
positions.push(p.x, -depth, p.y);
|
|
uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
|
|
uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
|
|
});
|
|
});
|
|
- var p1; //we need to change order of point so the triangles are made in the rigth way.
|
|
|
|
- var p2;
|
|
|
|
- var poscounter = 0;
|
|
|
|
- this._swctx.getTriangles().forEach(function (triangle) {
|
|
|
|
- triangle.getPoints().forEach(function (point) {
|
|
|
|
- switch (poscounter) {
|
|
|
|
- case 0:
|
|
|
|
- p1 = point;
|
|
|
|
- break;
|
|
|
|
- case 1:
|
|
|
|
- p2 = point;
|
|
|
|
- break;
|
|
|
|
- case 2:
|
|
|
|
- indices.push(point.index + positionscount);
|
|
|
|
- indices.push(p2.index + positionscount);
|
|
|
|
- indices.push(p1.index + positionscount);
|
|
|
|
- poscounter = -1;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- poscounter++;
|
|
|
|
- //indices.push((<IndexedVector2>point).index + positionscount);
|
|
|
|
- });
|
|
|
|
- });
|
|
|
|
|
|
+ var totalCount = indices.length;
|
|
|
|
+ for (var i = 0; i < totalCount; i += 3) {
|
|
|
|
+ var i0 = indices[i + 0];
|
|
|
|
+ var i1 = indices[i + 1];
|
|
|
|
+ var i2 = indices[i + 2];
|
|
|
|
+ indices.push(i2 + positionscount);
|
|
|
|
+ indices.push(i1 + positionscount);
|
|
|
|
+ indices.push(i0 + positionscount);
|
|
|
|
+ }
|
|
//Add the sides
|
|
//Add the sides
|
|
this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
|
|
this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
|
|
this._holes.forEach(function (hole) {
|
|
this._holes.forEach(function (hole) {
|