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@@ -23,6 +23,8 @@ module BABYLON {
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private _uvs32: Float32Array;
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private _uvs32: Float32Array;
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private _index: number = 0; // indices index
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private _index: number = 0; // indices index
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private _shapeCounter: number = 0;
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private _shapeCounter: number = 0;
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+ private _copy: any = {position: Vector3.Zero(), rotation: Vector3.Zero(), scale: new Vector3(1,1,1), quaternion: null, uvs: new Vector4(0,0,1,1), colors: null};
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+ private _color: Color4 = new Color4(0,0,0,0);
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private _computeParticleColor: boolean = true;
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private _computeParticleColor: boolean = true;
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private _computeParticleTexture: boolean = true;
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private _computeParticleTexture: boolean = true;
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private _computeParticleRotation: boolean = true;
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private _computeParticleRotation: boolean = true;
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@@ -99,23 +101,77 @@ module BABYLON {
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return mesh;
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return mesh;
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}
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}
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+
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+ //reset copy
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+ private _resetCopy() {
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+ this._copy.position.x = 0;
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+ this._copy.position.y = 0;
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+ this._copy.position.z = 0;
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+ this._copy.rotation.x = 0;
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+ this._copy.rotation.y = 0;
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+ this._copy.rotation.z = 0;
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+ this._copy.quaternion = null;
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+ this._copy.scale.x = 1;
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+ this._copy.scale.y = 1;
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+ this._copy.scale.z = 1;
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+ this._copy.uvs.x = 0;
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+ this._copy.uvs.y = 0;
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+ this._copy.uvs.z = 1;
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+ this._copy.uvs.w = 1;
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+ this._copy.colors = null;
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+ }
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+
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// _meshBuilder : inserts the shape model in the global SPS mesh
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// _meshBuilder : inserts the shape model in the global SPS mesh
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- private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors): void {
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+ private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, customBuilder): void {
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var i;
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var i;
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var u = 0;
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var u = 0;
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var c = 0;
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var c = 0;
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+
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+ if (customBuilder) { // call to customBuilder
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+ this._resetCopy();
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+ customBuilder(this._copy, p);
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+ }
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+
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+ if (this._copy.quaternion) {
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+ this._quaternion.x = this._copy.quaternion.x;
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+ this._quaternion.y = this._copy.quaternion.y;
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+ this._quaternion.z = this._copy.quaternion.z;
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+ this._quaternion.w = this._copy.quaternion.w;
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+ } else {
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+ this._yaw = this._copy.rotation.y;
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+ this._pitch = this._copy.rotation.x;
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+ this._roll = this._copy.rotation.z;
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+ this._quaternionRotationYPR();
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+ }
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+ this._quaternionToRotationMatrix();
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+
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for (i = 0; i < shape.length; i++) {
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for (i = 0; i < shape.length; i++) {
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- positions.push(shape[i].x, shape[i].y, shape[i].z);
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+ this._vertex.x = shape[i].x * this._copy.scale.x;
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+ this._vertex.y = shape[i].y * this._copy.scale.y;
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+ this._vertex.z = shape[i].z * this._copy.scale.z;
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+ Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
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+ positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
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if (meshUV) {
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if (meshUV) {
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- uvs.push(meshUV[u], meshUV[u + 1]);
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+ uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
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u += 2;
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u += 2;
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}
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}
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- if (meshCol) {
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- colors.push(meshCol[c] || 1, meshCol[c + 1] || 1, meshCol[c + 2] || 1, meshCol[c + 3] || 1);
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- c += 4;
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+
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+ if (this._copy.colors) {
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+ this._color = this._copy.colors;
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+ } else if (meshCol && meshCol[c]) {
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+ this._color.r = meshCol[c];
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+ this._color.g = meshCol[c + 1];
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+ this._color.b = meshCol[c + 2];
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+ this._color.a = meshCol[c + 3];
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} else {
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} else {
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- colors.push(1, 1, 1, 1);
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+ this._color.r = 1;
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+ this._color.g = 1;
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+ this._color.b = 1;
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+ this._color.a = 1;
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}
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}
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+ colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
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+ c += 4;
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+
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}
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}
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for (i = 0; i < meshInd.length; i++) {
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for (i = 0; i < meshInd.length; i++) {
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indices.push(p + meshInd[i]);
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indices.push(p + meshInd[i]);
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@@ -153,7 +209,7 @@ module BABYLON {
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}
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}
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// add solid particles from a shape model in the particles array
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// add solid particles from a shape model in the particles array
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- public addShape(mesh: Mesh, nb: number): number {
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+ public addShape(mesh: Mesh, nb: number, customBuilder?): number {
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var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
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var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
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var meshInd = mesh.getIndices();
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var meshInd = mesh.getIndices();
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var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);
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var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);
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@@ -164,7 +220,7 @@ module BABYLON {
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// particles
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// particles
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for (var i = 0; i < nb; i++) {
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for (var i = 0; i < nb; i++) {
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- this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors);
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+ this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, customBuilder);
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this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
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this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
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this._index += shape.length;
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this._index += shape.length;
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}
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}
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